Sahibs and Sepoys
Skirmish
Wargame
and
Role
Play Rules
for
the
Indian
Mutiny
1857
- 1858
by
Alan
Hamilton
These skirmish rules are intended for the small actions which were typical of the Indian Mutiny. Thus individual characteristics are very important. The basic “Unit” is that commanded by a named character who is usually of Lieutenant, Captain or equivalent rank.
The suggested figure scale for
rank and file is about 1:6 to 1:10 with 1:8 a good average.
This scale is not used for named characters who are 1:1.
This is justified in the attitude of the period.
They are, therefore, cast in a heroic mould.
The unit strength was calculated in “bayonets” or “sabres” the
officers, sergeants, drummers and so on being extra to this establishment. Thus a “company” at its full strength of 100 bayonets
would be an Officer, drummer, sergeant or “strong man” (optional) and 8 to
18 rank and file; cavalry squadrons similarly have an Officer, bugler and 4 to 9
rank and file. The Rank and File
can include a proportion of Corporals, Naiks etc.
PERSONALITY CHARACTERISTICS.
In adventure or skirmish
settings it is advantageous to give characters a set of characteristics.
By using these it becomes possible to assess a character’s reaction to
circumstances or the likely course of action when a problem arises.
The personality characteristics are measured on the scale of -5 (very
low) to +5 (very high). The
temptation to randomly generate the characteristics using die rolls should be
resisted. It is much better to
generate them to suit the scenario or a real (or imaginary) character.
Energy Varying
from bone idleness to frenetically energetic.
The heroes and leaders should have high positive energy ratings.
Intelligence Varying
from idiocy to genius. Religious
leaders, interpreters, intelligence operatives need high positive scores.
Intelligence in this usage includes the experience and accumulated
learning as well as basic innate intelligence.
Morals Varying
from totally depraved to saintly. These
ratings should reflect the intended role of the character.
Generosity Varying
from miserliness to philanthropy. Generosity
ratings are a measure of selfishness. Characters
with a minus score are governed by increasing greed those with a positive score
are increasingly unworldly and careless of possessions.
Integrity Varying
from abject cowardice to fearless heroism.
Integrity includes constancy of purpose and moral courage as well as
physical bravery. Minus scores can
more easily change their minds.
Loyalty Varying from traitorous to chauvinistic fanaticism.
It includes willingness to obey orders of superiors as well as constancy
in supporting a cause.
Diplomacy Varying
from tactlessly antagonistic to sagely demagogic. Diplomacy is mainly the ability to influence others but high
scores can also have political knowledge and skills. Charmers, merchants and the like usually have high diplomacy
scores.
To establish a course of action or take a decision sort out who will take the decision. Pick the possible options and weight them with causation factors from 0 to 5 according to likelihood (charmer’s bonuses are a causation factor). Choose the most relevant characteristic and double the character’s rating. Any other relevant characteristics are taken as they stand or are ignored. Add up the values and causation factors for each possibility. Reduce the totals in proportion to the numbers 0 to 9 and dice to arrive at a decision. This procedure, depending upon the characters involved may split parties
Leadership Can either be given as a score as above or in a dispute arrived at by adding twice the intelligence, twice the diplomacy plus energy, integrity and rank. Some examples of Rank are:
Independent character | +1 |
Native Officer | +1 to +3 |
British Queen’s Officer | +1 to +5 |
British Indian Officer | +1 to +4 |
Aristocrats, Generals | +2 to +6 |
Terror for the purposes of these rules is of two sorts:
Natural Terror the fear of being injured, killed etc.
Fire Terror
the fear of fire, being burnt, explosives etc.
Natural Terror Infliction ( TI )
The basic value of TI is 0. Some figures have a higher or lower score as appropriate to the scenario, their size, reputation etc
Armed mounted men | +1 |
Charging Ghazis | +3 |
mounted lancers, Gurkhas | +3 |
Cobra | +2 |
Natural Terror Resistance (TR.)
The basic value for TR. is 0. All characters and figure types have a TR. value. This is based on the historical character, scenario etc.
Most European females | -3 |
Most native females | -2 |
Average | 0 |
Confident people | +1 or more |
Most leaders, officers | +2 |
Most unarmed males | -1 |
Ghazis | +3 |
The Terror Test is taken when an enemy whose TI is greater than the TR. of the testing figure comes within 12”. The enemy must be recognisable, visible and threatening. The test is only taken once for each source of terror if it is passed. If the tester fails he must test each time until the test is passed.
Roll D6 + own TR. - enemy TI (-1
per test already failed) = Result
Terror Test Results
1 or better OK (no effect, no more tests from this source)
0, -1 Frightened (-1 all rolls for this turn, may not approach)
-2, -3 Terrified (-3 all die rolls this turn, may not move)
-4 or worse
Prostrated (-5 all die rolls next 3 turns, may not move)
Fire Terror
Each fire or explosive source
can be given a Fire Terror
Infliction (FTI) value if necessary. These
range from small fires of FTI 1 to buildings on fire of FTI 5. Unexploded shells are at least FTI 2 more if the fuse still
burns. Gunfire and musketry can be
given an FTI 2 for untrained animals. Almost
all humans will have an FTI of 0, most wild animals will normally be less than
this. However, some trained animals
can resist fire terror better, dogs and horses are examples.
Elephants, incidentally, could be trained to resist fire but almost all
were frightened of gunfire.
Fire Terror Test D6 + own
FTR - FTI = result.
Fire Test Results
1 or mo OK
0, -1 Frightened (cannot approach within 1”, animals roll D6; 1,2 flee.
Mounts roll D10; 1, 2 throw rider)
-2,-3 Terrified (cannot approach within 3”, animals D6 1 to 4 flee
Mounts roll D10; 1 to 4 throw rider throw each of next 2 turns)
-4 or worse Stampede or cower as appropriate. mounts throw rider on D10 roll of 1 to 6 roll each of next 3 turns
CASUALTY INFLICTION
Each model is given a casualty rating:
W = wounded
Cr = Crippled
D = Dead.
The number shown is the difference in scores in melee or the result of a D10 modified by weapon factors for a missile.
Typical examples
Figure |
W |
Cr |
D |
Unclothed human |
1-2 |
3 |
4 |
Light clothing |
2-3 |
4 |
5 |
Normal clothing |
3-4 |
5 |
6 |
Armoured |
4-5 |
6 |
7 |
Horse |
4-5 |
6 |
7 |
Camel |
4-5 |
6 |
7 |
Bullock |
4-5 |
6 |
7 |
Elephant |
5-6 |
7 |
8 |
The Umpire may vary these, within limits, to suit a particular character or set of circumstances. For example, it was a common practice for officers of irregular (and other) cavalry regiments to wear chainmail epaulets, gauntlets and sleeves. Thus the umpire should allow a figure depicting this form of dress an addition of 1 to resist wounding in melee.
FATIGUE
This is shown as two figures divided by an oblique thus: 3/6. The “3” gives the number of fatigue points (FP) that can be expended before the figure becomes “Fatigued” and the second the number before it is “Exhausted”. It is usual but not compulsory for Exhaustion to be double Fatigued.
The effect of “Fatigue” is; -1 on all die rolls and -1” foot (-2” mounted) movement
The effect of “Exhaustion” is; -2 on die rolls and -2” foot (-4” mounted) movement.
The rate at which Fatigue Points can be recovered varies according to how fatigued the figure is:
Not Fatigued one per turn not involved in fatiguing activity
Fatigued one per turn resting
Exhausted one per two turns resting.
TO MOVE AND FIRE (TMF)
This is normally only needed where a decision on who fires first is needed, for example, in skirmishes or small but critical actions within a larger game. TMF is also given in the same way as Fatigue that is 2/6. It is common for the second figure to be three times the first.
Roll a D10 when a figure wants to cross an area that has been fired at or he is fired at from a previously unseen source etc. If the result is less than the first number then the character takes cover within normal move distance or drops prone and may not return fire. If it is less than the second number the figure may move to cover or may fire at -1 penalty. If it is equal to or higher than the second figure then the character may move and fire taking normal deductions.
If the leader of a unit goes first and succeeds then those that come after his shout of “Follow me!” add 1 to their chances.
CHARACTER CARD
All of the characteristics are recorded on a character card. For convenience, one card is made out for each individual (named) character and one for each similar group of followers. In this way a player only receives information about his own party. The rest he must learn. For example an infantry company would have 4 cards:
Lieutenant Andrew Carmichael
Havildar Harmish Lal
Naik Tanweer Ulhaq
1 card for 9 Sepoys
MOVEMENT
The standard movement rates are shown below. They can be adjusted to suit a scenario or character.
Rd = Road, CC = Cross
Country, BCC = Bad Cross Country, Dwds = Dense Woods, Crl = Crawl, Sw = swim,
Wade = deep wading
Troop Type |
Rd |
CC |
BCC |
Dwds |
Crl |
Sw |
Wade |
Lightly equipped Foot |
7 |
6 |
5 |
4 |
3 |
2 |
yes |
Average equipped foot |
6 |
5 |
4 |
3 |
2 |
2 |
yes |
Heavily equipped foot |
5 |
4 |
3 |
2 |
1 |
- |
no |
Native Civilians |
6 |
6 |
5 |
4 |
3 |
2 |
yes |
European civilians |
6 |
5 |
4 |
3 |
2 |
1 |
yes |
Memsahibs |
4 |
3 |
2 |
1 |
1 |
1 |
no |
Poorly mounted cavalry |
8 |
6 |
4 |
2 |
- |
2 |
yes |
Average mounted cavalry |
10 |
8 |
6 |
3 |
- |
3 |
yes |
Well mounted cavalry |
12 |
10 |
8 |
4 |
- |
4 |
yes |
War camel |
10 |
8 |
5 |
2 |
- |
- |
yes |
Express camel |
12 |
10 |
4 |
3 |
- |
- |
yes |
Horse Artillery |
10 |
8 |
5 |
- |
- |
- |
yes |
Field Artillery |
8 |
6 |
4 |
- |
- |
- |
yes |
Bullock Artillery |
4 |
4 |
3 |
- |
- |
- |
yes |
Elephant Artillery |
4 |
4 |
4 |
2 |
- |
- |
yes |
Man Handled Artillery |
3 |
2 |
1 |
1 |
- |
- |
no |
Pack horse |
10 |
8 |
6 |
2 |
- |
2 |
yes |
Bullock |
5 |
4 |
3 |
- |
- |
- |
yes |
Pack camel |
8 |
7 |
3 |
2 |
- |
- |
yes |
Riding elephant |
6 |
5 |
4 |
3 |
- |
3 |
yes |
Notes:
1. Only a proportion of people can swim and then only without bulky equipment. Most natives who live near rivers could swim. If weapons or equipment are retained then reduce speed or increase fatigue. Animals only suffer fatigue penalties.
2. There were occasions when the loyal Bengal Horse Artillery performed the seemingly impossible. At Lucknow they charged over a three foot high wall to clear it of the enemy and bring their guns into action.
3. Limbers without guns add 1” to move rate.
4. Scouts add 1” on foot and 2” mounted.
OBSTACLES AND SPECIAL MOVEMENT RATES
Doubling Trained bodies of troops may be ordered to “double” at any time. This gives and additional move bonus of 50% and inflicts one FP.
Charging Troops may be ordered to charge at any time. Troops charge towards their designated objective by “doubling”. They receive one FP per turn and also increase morale by 2.
Action Move Horse drawn artillery may make one “action move” when their horse are fresh. This allows the team to move at full rate plus 50% and must end with the gun unlimbered. The gun team must have moved at least a half move the previous turn. One round may be fired if the distance moved is less than or equal to a normal move.
Rout Troops who are routing move at normal rate plus 50% plus d6 inches. They abandon heavy equipment. After one turn they throw away long weapons (muskets, spears etc.) if pursued. Routs continue to a place of safety or the routers are rallied.
Pursuit Troops who are pursuing routers move at normal rate plus 50% plus d6 inches.
Ditches Ditches
are up to 1” wide, foot lose 1”, mounted 2”, elephants, camels and gun
teams etc. 3”.
Streams and Brooks These are generally fordable at BCC rate in dry season, half BCC in wet season.
Rivers Passable at designated areas only. Wading in dry season is possible at BCC rate if the figure is tall enough! In the wet season attempts can be made at half BCC rate. Each figure rolls a d10 each turn when wading:
Dry season 1 = falls, roll again 1 drown, 2-3 recover but lose weapons/load.
Wet season 1 = falls, roll
again 1-3 drown, 4-6 recover but lose weapons/load.
Low Walls Foot
deduct 1”, horses 2”, camels 3”, Loyal
Bengal Horse Artillery 4”. Elephants
lose d6-2” but destroy the section of wall they pass through.
High Walls Foot deduct 3”, rest impassable.
Elephants lose d6-4” & destroy the section they pass through.
Field Fortifications Foot deduct 3”, cavalry 6” remainder impassable,
Fortified Walls Impassable
except by recognised entrances, by escalade, breaching etc.
Slopes Foot and
mounted deduct 1”, tows -2”, remainder BCC
Flooded Land BCC
rate. Heavily laden pack animals & all wheeled vehicles bog in on a d10 roll
of 1.
Marsh, Jheel Can
be impassable. But with
scouts/guides Foot at BCC -2”, Mounted
BCC -3” tows BCC -d6” - they bog on a d10 roll of 1,2.
Quicksand Trap on d10 roll of 1-3 for foot, 1-5 mounted.
Those trapped can be freed by a comrade of similar or superior strength
on a d10 roll of 5+. Each subsequent attempt -1, each extra helper +1.
Nullahs Dried
river beds are CC rate -d6”.
Bogging in Once a piece is bogged roll a d6:
1 Abandoned
2 Needs extra 8 men or 4 men and 2 horses/bullocks to free in 2 turns
3 Needs extra 4 men or 2 horses/bullocks to free in 2 turns
4 Needs extra 4 men and 2 horses/bullocks to free in 1 turn
5 Team can free in 2 turns
6 Team can free in 1 turn
SMALL ARMS
Unless otherwise stated infantry and cavalry figures start the game with their firearms loaded. 1” is used to aim and fire a small arm. Small Arms have their ranges divided into four bands:
Abbreviation |
Band |
Definition |
d10 to hit |
S |
Short |
Point Blank |
6+ |
M |
Medium |
Normal effective range |
7+ |
L |
Long |
maximum effective range |
8+ |
E |
Extreme |
massed fire extreme range |
10+ |
Rld |
Reload |
move deduction to reload (at CC rate) |
|
Str |
Strike |
Strike value of ammunition |
|
The number needed to hit is for
an average shot. Better shots can
be given a bonus and poorer a penalty. Once
a hit is scored a d10 is rolled and modified by the strike value of the
ammunition. The result is the
casualty infliction value. Some
weapons like the Duck’s Foot pistol and Blunderbuss fire a number of
projectiles and so may hit a target more than once or several targets in a small
area. Thus the number of hits
scored is represented by d6 or d6-n where n = the deduction for range.
Small Arms Table
Weapon |
Rld |
S 6+ |
M 7+ |
L 8+ |
E 10 |
Str |
Remarks |
Stone |
1 |
4 |
8 |
|
|
-3 |
|
Stink Pot |
1 |
4 |
8 |
|
|
-3 |
fails on a d10 of 1,2 |
Improvised |
1 |
4 |
8 |
|
|
-4 |
|
Knife |
1 |
4 |
8 |
|
|
-1 |
3 carried |
Spear |
1 |
5 |
|
|
|
+1 |
|
Pepperbox |
4 |
2 |
4 |
|
|
-3 |
1 die per barrel |
Duck’s Foot |
3 |
3”d6 |
6”d6-2 |
|
|
-3 |
spreads S 2”, M 3” |
Pistol |
3 |
3 |
6 |
|
|
-3 |
single shot |
Colt Revolver |
2 |
4 |
8 |
|
|
-3 |
6 shots 1 per 1” |
Adams Revolver |
2 |
4 |
8 |
|
|
-2 |
5 shots 1 per 1” |
Blunderbuss |
4 |
6”d6 |
12”d6-3 |
|
|
-2 |
spreads S 3”, M 4” |
Matchlock |
5 |
4 |
8 |
12 |
18 |
-3 |
|
Flintlock |
5 |
5 |
10 |
15 |
20 |
-2 |
|
Brown Bess |
5 |
5 |
10 |
15 |
20 |
-2 |
Percussion model |
Brown Bess |
4 |
6 |
12 |
18 |
24 |
-1 |
Rifled model |
Brunswick |
4 |
6 |
12 |
18 |
30 |
-1 |
0 at short, medium |
Jezail |
4 |
6 |
12 |
18 |
24 |
0 |
|
Short Rifle |
3 |
6 |
12 |
18 |
24 |
-1 |
0 at short |
2 Band Enfield |
3 |
7 |
14 |
21 |
28 |
-1 |
0 at short, medium |
3 Band Enfield |
4 |
8 |
16 |
24 |
32 |
-1 |
0 at short, medium |
Carbine |
3 |
4 |
8 |
12 |
18 |
-3 |
-2 at short |
Springfield |
1 |
6 |
12 |
18 |
24 |
-1 |
breech loader |
Jacob’s Rifle Smooth bore barrel |
3 4 |
8 5 |
16 10 |
24 15 |
32 20 |
-1 -2 |
Two Barrels |
Zambarek |
5 |
8 |
16 |
24 |
32 |
0 |
camel gun |
Jingal |
5 |
10 |
20 |
30 |
40 |
0 |
heavy gun 2 crew |
Bow |
1 |
4 |
8 |
12 |
18 |
-3 |
|
Long Bow |
1 |
6 |
12 |
18 |
24 |
-3 |
-2 at short |
Repeater crossbow |
1 |
5 |
10 |
15 |
20 |
-3 |
6 shots in hopper |
Tactical Factors
Description |
Factor |
Remarks |
Supported fire position |
+1 |
|
Dense Target |
+1 |
|
First shot from muzzle loader |
+1 |
|
Target moved over 8” |
-1 |
|
Target moved over 16” |
-2 |
|
Target in light cover |
-1 |
cover from view |
Target in medium cover |
-2 |
wood, mud brick |
Target in hard cover |
-3 |
brick, earthworks, breastworks |
Target in heavy cover |
-4 |
stone, fortifications |
Firer wounded |
-2 |
|
Firer crippled |
-4 |
self defence only |
Firer fatigued |
-1 |
|
Firer exhausted |
-2 |
|
Firer stationary mounted |
-1 |
|
Firer moving mounted pistol, carbine |
-2 |
|
Firer moving mounted long arm |
-3 |
|
Spare weapons
Additional weapons from the armoury may be loaded by other than the firer in defensive positions or the like. They can be placed ready for use or passed by the loader to the firer to increase his rate of fire. Thus wounded or non comattants can increase a unit’s fire. It takes 1” to change over weapons.
Roll one d10 for each figure in
base to base contact. Melee actions
are fought out individually. Where
there is a numerical advantage the individual rolls and personal characteristics
are calculated and then averaged before the tactical factors are applied.
Personal characteristics like
weapon skill are based on the training, experience and aptitude of the
character.
The higher score wins.
The difference modified by the melee strike value of the weapon is the
casualty infliction score.
1RB = 1st Round Bonus which is
applied during the first round of each new melee.
Weapon |
melee bonus |
1RB |
Strike |
Remarks |
Hands |
-3 |
0 |
-2 |
|
Improvised |
-2 |
0 |
-4 |
|
Dagger |
-1 |
0 |
-2 |
|
Khyber Knife |
-1 |
0 |
-1 |
Afghans |
Hangar |
0 |
-1 |
+1 |
|
Kukri |
+1 |
+1 |
+1 |
Gurkhas |
Tulwar |
0 |
0 |
+1 |
|
Sword |
+1 |
0 |
0 |
Infantry and Heavy Cavalry |
Broadsword |
+1 |
+1 |
+1 |
Highland Officers |
Sabre |
0 |
+1 |
0 |
Light Cavalry |
Cutlass |
0 |
0 |
0 |
|
Katar |
-2 |
+2 |
+2 |
Punch Dagger Parry 6+ |
Lathi |
-2 |
-3 |
+2 |
Stun hit 4+ |
Club |
+1 |
+1 |
-3 |
Stun hit 3+ |
Halberd |
-2 |
+1 |
+3 |
|
Short spear |
0 |
+2 |
+1 |
|
Fixed Bayonet |
-1 |
+2 |
+1 |
|
Lance |
-1 |
+2 |
+1 |
|
Tactical Factors
Description |
Factor |
Description |
Factor |
Mounted versus foot |
+2 |
Crossing obstacle |
-1 |
Horsed cavalry first charge |
+1 |
Unformed |
-1 |
Heavy cavalry first charge |
+1 |
Disordered |
-2 |
Lancers first charge |
+1 |
Wounded |
-2 |
Close formation |
+1 |
Crippled |
-4 |
Height advantage |
+1 |
Fatigued |
-1 |
Veteran |
+1 |
Exhausted |
-3 |
Advantage 2:1 |
+2 |
Climbing ladder |
-1 |
Advantage 3:1 |
+3 |
Skirmisher versus formed |
-2 |
Advantage 4:1 |
+5 |
|
|
Parry
Figures equipped with a shield
who lose a melee round may attempt to parry the blow. A shield can also be used to parry missiles like stones,
spears and arrows. It is not
effective against firearms.
Once a hit is scored a shield parry can be attempted. If the parry is successful the strike of the blow is reduced by the strength of the shield. If the strike value was more than the shield strength then it is damaged beyond repair and cannot be used again.
Parry |
Melee |
Missile |
Strength |
Remarks |
Small shield |
7+ |
8+ |
4 |
|
Large shield |
6+ |
7+ |
5 |
|
Katar |
6+ |
- |
4 |
traps sword 7+, breaks sword 8+ |
MORALE
Leaders have a morale grading reflecting their charisma and ability to inspire troops. This ranges from -3 (poltroon) to +3 (trusted and charismatic). Morale is tested when a unit or individual:
· comes under effective fire for the first time
· loses its leader as a casualty
· loses 20% in a turn (at least 2 figs)
· is defeated in melee
· sees a friendly unit of comparable size routed in 9”
Roll one d10 and apply factors:
Description |
Factor |
Description |
Factor |
leader’s morale |
-3 to +3 |
Mutineer cavalry |
-1 |
Elite troops |
+3 |
Lost 25% |
-1 |
Good troops |
+2 |
Lost 50% |
-3 |
Average troops |
+1 |
Lost 75% |
-5 |
Poor troops |
0 |
Unenthusiastic troops |
-1 |
European troops |
+2 |
Outflanked (each) |
-1 |
Sikhs, Gurkhas |
+1 |
Enfiladed |
-2 |
Close formation |
+1 |
Broken through |
-2 |
Advancing |
+1 |
Surprised |
-2 |
Charging |
+2 |
Rear threatened (12”) |
-2 |
War music playing |
+1 |
Wavering |
-1 |
Highladers being piped |
+2 |
In disorder |
-2 |
Behind cover |
+1 |
Unformed |
-1 |
Behind Bullet proof cover |
+2 |
Each time routed |
-1 |
Behind fortifications |
+3 |
Elephants under fire |
-3 |
Rear Support (6”) |
+1 |
Enemy cavalry 12” to flank |
-2 |
Flank secure (4”) each |
+1 |
Enemy cavalry 12” to rear |
-4 |
|
|
Wounded individual |
-1 |
|
|
Crippled Individual |
-3 |
Morale Results
Score |
Result |
6 or more |
Morale OK |
5 |
Wavers, unformed, halts if advancing |
4 |
Withdraws unformed facing enemy |
3 |
Halts in disorder |
2 |
Withdraws disordered will face attackers |
1 |
Retreats backs to enemy |
0 or less |
Routs |
DISCIPLINE
Each leader is given a
discipline rating based on how well the troops will obey his orders in a crisis.
This is a figure between -3 (untrustworthy and incompetent) to +3
(experienced veteran with proven track record).
Discipline is tested on receipt of new orders to see if they are obeyed only when within 24” of a visible enemy force of comparable size.
Roll a d10 and apply the factors:
Description |
Factor |
Morale grading of troops |
Variable |
Discipline rating of leader |
Variable |
European regulars |
+2 |
Other regulars |
+1 |
Tribal warriors |
0 |
Dacoits |
-1 |
Insurgent mob, villagers etc |
-2 |
Mutineer cavalry |
-1 |
Veterans |
+1 or -1 choice |
Results
Result |
Description |
6+ |
Obey orders |
4-5 |
Delay obedience until next turn |
2-3 |
delay obedience, retest next turn |
1 or less |
ignore new orders, continue with current orders |
ARTILLERY
The normal practice of the period was for artillery to advance to decisive range unloaded. They would however have a number of carefully prepared cartridges ready for instant use. During the course of the Mutiny horse artillery would often use double shot or canister in close action. Artillery units were defined by; user (European, Native); role (field, horse, siege etc.); size of gun (6pdr, 12” howitzer etc.); draught animal (horse, bullock, elephant, pack etc.) and so on.
Draught Animals needed:
Type |
Horses |
Bullocks |
Elephants |
min crew |
crew travel |
6 pdr field |
4 |
4 |
|
3 |
dismounted |
6 pdr horse |
6 |
|
|
4 |
mounted |
9 pdr field |
4 |
6 |
|
4 |
dismounted |
9 pdr horse |
6 |
|
|
4 |
mounted |
12 pdr field |
4 |
6 |
|
4 |
dismounted |
18 pdr field |
6 |
8 |
|
5 |
dismounted |
32 pdr |
12 |
16 |
1 |
6 |
dismounted |
64 pdr |
|
|
2 |
8 |
dismounted |
1” is used to aim and fire a gun, mortar, howitzer, rocket tube etc.
Direct Fire
Shot hits one figure per rank up to 4.
Gun |
Rld |
S 6+ |
M 7+ |
L 8+ |
E 9+ |
Str |
Breach |
6 pdr |
4 |
12 |
24 |
36 |
48 |
4 |
1 |
9 pdr |
4 |
18 |
36 |
54 |
72 |
4 |
3 |
12 pdr |
6 |
24 |
48 |
72 |
96 |
4 |
4 |
18 pdr |
6 |
30 |
60 |
90 |
120 |
4 |
5 |
32 pdr |
8 |
36 |
72 |
108 |
144 |
4 |
6 |
64 pdr |
8 |
42 |
84 |
126 |
168 |
4 |
8 |
Shell all within burst zone are liable as casualties
Gun |
Rld |
S 7+ |
M 8+ |
L 9+ |
E 10 |
Str |
Burst |
Breach |
6 pdr |
4 |
10 |
20 |
30 |
40 |
-2 |
1.5 |
-3 |
9 pdr |
4 |
12 |
24 |
36 |
48 |
-2 |
2 |
-3 |
12 pdr |
6 |
18 |
36 |
54 |
72 |
-2 |
2.5 |
-2 |
18 pdr |
6 |
24 |
48 |
72 |
96 |
-2 |
3 |
-2 |
32 pdr |
8 |
30 |
60 |
90 |
120 |
-2 |
3.5 |
-1 |
64 pdr |
8 |
36 |
72 |
108 |
144 |
-2 |
4 |
0 |
Canister all within zone are liable as casualties
Gun |
length |
width |
Str |
length |
width |
Str |
6 pdr |
8 |
1.5 |
-1 |
16 |
3 |
-2 |
9 pdr |
10 |
2 |
-1 |
20 |
4 |
-2 |
12 pdr |
12 |
2.5 |
-1 |
24 |
5 |
-2 |
18 pdr |
14 |
3 |
-1 |
28 |
6 |
-2 |
32 pdr |
16 |
3.5 |
-1 |
32 |
7 |
-2 |
64 pdr |
18 |
4 |
-1 |
36 |
8 |
-2 |
Indirect Fire
Mortars and Howitzers fire at high angles. They are not indirect in the modern meaning of the term. The aiming point must be visible to one of the crew. Where it is not use modified “Citadel” artillery scatter dice (or make one with “hit” and 5 arrows, the other has “misfire” and 2,3,4,5,6) or similar random system. Ignore the distance if “hit” scored. “Misfire” means that the shell has failed to explode. No additions are made for subsequent shots. There is a minimum range for these devices which represents the minimum fuse setting shells may fall within this area as a result of the deviation.
Weapon |
Rld |
Min |
S 8+ |
M 9+ |
L 10 |
Burst |
Str |
Small mortar |
3 |
4 |
8 |
16 |
24 |
2 |
-3 |
Medium mortar |
3 |
6 |
10 |
20 |
30 |
3 |
-3 |
Large mortar |
4 |
6 |
12 |
24 |
36 |
4 |
-3 |
Siege mortar |
5 |
8 |
16 |
32 |
48 |
5 |
-3 |
Field Howitzer |
4 |
8 |
20 |
40 |
60 |
4 |
-3 |
Tactical Factors
Description |
Factor |
Remarks |
Subsequent shot at same stationary target |
+1 |
max bonus +3 |
Target moving over 8” |
-1 |
|
Target moving over 16” |
-2 |
|
Crew fatigued |
-1 |
|
Crew exhausted |
-3 |
|
Each crewman wounded |
-1 |
|
Each missing crewman |
add 1 |
to reloading time |
Rockets
Can only be fired from launcher. Static target +1, Large target +1. Misfires on a 1.
Nominal range 72”.
1. Throw d10 for operation:
1 misfire try again next go
2 explodes early roll one d6 for each range bracket.
3 explodes late roll one d6 for each range bracket.
4 fails to explode strike +2 as if a solid shot.
5+
launches OK
2. Throw to see if hit scored:
Rocket |
S 8+ |
M 9+ |
L 10+ |
E 11+ |
Burst |
Strike |
Sets fire |
Explosive |
18 |
36 |
54 |
72 |
3” |
-2 |
6+ |
Signal |
18 |
36 |
54 |
72 |
2” |
-4 |
3+ |
3. If not hit roll again for line:
Line |
Range |
10 |
9 |
8 |
7 |
6 |
5 |
4 |
3 |
2 |
1 |
Left 1-5 |
E |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Right 6-10 |
L |
.75 |
1.5 |
2.25 |
3 |
3.75 |
4.5 |
5.25 |
6 |
6.75 |
7.5 |
|
M |
.5 |
1 |
1.5 |
2 |
2.5 |
3 |
3.5 |
4 |
4.5 |
5 |
|
S |
.25 |
.5 |
.75 |
1 |
1.25 |
1.5 |
1.75 |
2 |
2.25 |
2.5 |
Range |
Range |
10 |
9 |
8 |
7 |
6 |
5 |
4 |
3 |
2 |
1 |
Under 1-5 |
E |
1.5 |
3 |
4.5 |
6 |
7.5 |
9 |
10.5 |
12 |
13.5 |
15 |
Over 6-10 |
L |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
|
M |
.75 |
1.5 |
2.25 |
3 |
3.75 |
4.5 |
5.25 |
6 |
6.75 |
7.5 |
|
S |
.5 |
1 |
1.5 |
2 |
2.5 |
3 |
3.5 |
4 |
4.5 |
5 |
Unexploded rockets or shells should be marked. They explode in any turn in which a d6 roll of 1 is thrown.
CAVALRY
Dismounting or mounting takes 2” from move.
One trooper is needed to hold up to six horses.
Falls from horses have a strike of -4, camels -3, elephants -2.
Mounted infantry fighting from horseback do not score any of the cavalry bonuses.
Bengal Light Cavalry were “light” in name only. They were trained and equipped for shock action. However, they were quite capable of scouting. The traditional role of light cavalry was taken by the Irregular cavalry.
INFANTRY
All regular Queen’s and HEIC line troops are trained as “riflemen”. That is they may operate as skirmishers or line infantry. Each Line Battalion had its Light or Rifle Company. Many of the HEIC battalions (including those that mutinied) retained “Grenadier” and “Light” companies. Some had Rifle Companies uniformed in rifle green.
Most HEIC regiments were better armed than their Queen’s army counterparts. Most European units had Enfields and Native units Brunswicks or rifled Brown Bess. The Queen’s Army used Brunswicks, Rifled Brown Bess on arrival. Some units were issued with Enfields from HEIC stocks on arrival.
The two band (short) Enfields or other short rifles were issued to Line Infantry Segeants and all ranks in Light Infantry and Rifle regiments.
Special Rule - the Gurkha warcry “Ayo Gurkhali” (Here come the Gurkhas) will strike fear into the hearts of Mutineers and dacoits (bandits) alike. They each roll a d10
1 = flee
2-3 = -2 in melee
4-5 = -1 in melee
MISCELLANEOUS RULES
Fumbling - In certain scenarios when a character carries out an unfamiliar action such as loading an unfamiliar weapon, locking a door in a hurry, hitching up a gun etc. there is a chance that the character will fumble. Roll a d10 and add energy or intelligence - whichever is more important:
Score |
Effect |
7+ |
Success |
6 |
Takes extra 1” |
5 |
Takes extra 2” |
4 |
takes extra 3” and curses or screams involuntarily |
3 |
cannot complete task this go, drops something important and curses or screams involuntarily try again next go. |
2 |
Makes complete hash of task |
A character who is particularly clumsy will have this information with a suitable modifier noted on the character card.
Summer Heat - For a substantial period during the year
the temperature in the Gangetic Plain is very high.
This caused considerable discomfort and more casualties from disease and
heatstroke that did the Mutineers. It
also, contrary to popular belief, affected the natives too.
Thus Europeans needed a high fluid intake to help avoid heatstroke.
The lack of fresh water left troops prone to dysentery and cholera.
Summer heat can be assumed to be at its worst between 10am and 4pm during
the summer dry months.
Effects:
Eurpoeans with a Bhitsi (water carrier) within 8” suffer no adverse effects. Outside this distance the figure suffers heat stroke as follows (roll d10):
with canteen/waterbottle 1 = heatstroke
without canteen/water bottle
1-3 = heatstroke
Factors:
Description |
Factor |
Each FP used this turn |
-1 |
Fatigued |
-3 |
Exhausted |
-5 |
Heavily laden |
-2 |
Over indulged in alcohol |
-3 |
1. Officers may, of course, substitute Champagne for water which, unless taken to excess is a goog substiute. Other Ranks (British, Sikh and Punjabi) may substitute beer. Many will drink to excess which will increase the effects.
2. All troops and almost all civilians carry a water container. Mounted troops carry water for their horses.
3. Figures which have suffered heat stroke dice again (d10) and add their energy:
Score |
Effect |
Move Penalty |
die roll penalty |
7+ |
Slight headache |
nil |
-1 |
5-6 |
dizziness |
-1” |
-2 |
3-4 |
fainting fit |
falls |
-3 |
2 or less |
collapse |
falls |
n/a |
Each turn after collapse roll a
d10 - score 1 or 2 figure dies.
The only first aid available was
to cover the victim’s head with a wet cloth and pour water over it.
This was fairly successful and any who attempt it should be given credit.
However, only those doing little or nothing else may make the attempt.
ENGINEERS/SAPPERS
Cheval de Frisse are beams or logs into which spikes, sword
blades, bayonets etc are fixed. They
are normally used to provide a moveable barricade on a road or an entrance.
However, they were often chained together and/or to walls to make them
difficult to remove.
Abattis are the roots or branches of trees sharpened
and reinforced with spikes, bayonets as necessary. They were then tangled together in deep belts to make a
virtually impenetrable obstacle. Foot
move at 1” per turn and dice (d6) 1 or 2 falls strike -1.
Impassable to all others. A
4 man work party with suitable tools can remove d6-4” per turn.
Panji Stakes are sharpened bamboo stakes.
They can be overt or concealed. The
overt type deduct 2” from foot, 6” from mounted per 1” depth.
Troops doubling or charging over panji stakes roll a d6, score of 1 takes
a hit of str -2. The concealed type
are discovered by rolling a d10 and adding intelligence and deducting distance
moved this turn needing 7+ to discover.
Barricades removal These vary according to their composition.
Generally a work party of 4 men can remove d6-2” per turn.
Barricades construction These can be improvised by defenders
to fill breaches, gaps, doorways etc. It
takes four men three turns to gather enough material for a 1” cubic barricade.
Inside buildings either the time or the party can be halved.
Trous de Loup These are interlocking pits each containing a spike. They were particularly effective against cavalry. Cavalry cannot pass over them. They are discovered by troops moving at normal rate or less. If encountered by troops doubling or charging each figure rolls a d10:
Score |
Description |
6+ |
Stops in time |
5 |
Stops but rider unseated Str -4 |
3-4 |
Mount wounded in pits, rider unseated Str -2 |
1-2 |
Mount crippled in pits, rider unseated Str 0 |
SPECIAL WEAPONS
Hand Grenades have a range of 4”, Burst 2”, 5+ to hit.
They can be issued in limited quantities to storming parties and in
street fighting scenarios.
Powder Bags can be used by sappers, pioneers, navy etc to
destroy objects. They are normally
placed against the target, have aburst of 4”, Stike -2, breach +5.
Stinkpots are ceramic globes filled with chemicals which give
off choking clouds of gas. They
have a strike of -4 and a burst of 3”. They
fail on a d10 roll of 1 or 2. All
those within the burst who are or are not injured as it bursts are choking; -2
on die rolls, 1 FP expended to move. To be unaffected roll d10 + energy needing 8+.
Fougasses are sloping pits with an explosive charge, covered with boards and then filled with rubble, brigks, pebbles or scrap metal. Beaten zones are:
Size |
Length |
Width |
Strike |
Large |
30 |
10 |
-2 |
Medium |
20 |
7 |
-2 |
Small |
10 |
4 |
-2 |
Incidentally a large fougasse
contained about 80 lb of explosive and about 4 tons of pebbles and rubble.
They also take a very long time to prepare.
Tiger pits. These
are spotted on a roll of 8+. Unsuccessful
dice again. 1 to 5 fall in strike
-2; 5 to 8 fall in strike -3;
10+ avoid spikes by chance. The
pits are about 8 feet deep and any method of assisted escape should work.
However a roll of 1 or 2 means the victim slips back again.
Strike -3. There is always a
chance that the pit is occupied by a tiger, snakes, scorpions in the scenario.
CIVIL LIFE. There are
no special rules for Civilians, Dignitaries, Languages, Alphabets or religions.
However, in Part 2 background information is presented which will allow
their inclusion in scenarios.
WILDLIFE
There is one invented term which
occurs in this section. It is
borrowed from John “Slim” Mumford’s fantasy rules.
The term is “neuserk”. The
meaning is the range at which a wild animal considers itself threatened and will
instinctively decide to attack an intruder. It is a combination of “neutral” and “berserk”.
Creature |
Actual effect |
Other effects |
Remarks |
Rats |
none |
terror, loathing |
usually run away or watch |
Scorpions (black) |
painful but not fatal sting |
terror, phobia, attempt to kill |
player will not know of actual effect. |
Scorpions (red) |
Possibly fatal sting |
terror, phobia, attempt to kill |
player will not know of actual effect. |
Large Bees |
painful sting. More than 5 can be fatal |
terror |
Disturbed swarms attack each fig D6 for stings. |
Hornets |
Europeans catch a fever from 4 or more stings |
terror |
Can be trained not to attack the trainer. D6 for stings. |
Centipede |
Numbs area bitten |
fear, terror |
Forest areas |
Large spiders |
painful bite |
fear to phobia |
most areas |
Fire Ants |
painful bite |
fear |
often confused with the folklore of “Army Ants” |
Fruit Bats |
nil |
fear, terror |
No vampire bats - except near the “Temple of Doom”! |
Krait |
almost instant death |
nil |
almost invisible in dust -use sparingly!! |
Ringed Snakes |
Melee +1 range 2”, |
fear |
poison strike +3 |
Vultures |
give away dead or crippled |
loathing |
Circle and gradually approach crippled |
Sacred Cattle |
nil |
nil |
get in the way and wander at random |
Cobra |
Poison bite (fatal) |
fear, panic, |
Some people will “freeze”. |
Monkeys |
annoyance |
nil |
make a lot of noise! |
Animal Summary
Animal |
Nsrk |
CC |
Bcc |
dwd |
sw |
mel |
fire |
W |
Cr |
D |
FP |
Elephant |
6 |
4 |
4 |
3 |
- |
+6 |
-1 |
4/5 |
6 |
7 |
6/12 |
Crocodile |
3Land 8Wtr |
5 |
4 |
2 |
8 |
+2 |
0 |
3/4 |
5 |
6 |
6/12 |
Giant Crocodile |
4Land 12Wtr |
6 |
5 |
3 |
9 |
+3 |
0 |
4/5 |
6 |
7 |
6/12 |
Buffalo |
4 |
6 |
4 |
3 |
5 |
+4 |
-2 |
3/4 |
5 |
6 |
5/10 |
Python |
4 |
5 |
5 |
5 |
5 |
+3 |
-4 |
2/3 |
4 |
5 |
4/8 |
Water Snake |
6 |
4 |
4 |
4 |
8 |
+2 |
-5 |
1/2 |
3 |
4 |
4/8 |
Wild Dog |
4 |
8 |
7 |
5 |
2 |
0 |
-3 |
1/2 |
3 |
4 |
5/10 |
Tiger |
4 |
5 |
5 |
4 |
2 |
+2 |
-3 |
3/4 |
5 |
6 |
4/8 |
Leopard |
4 |
8 |
6 |
6 |
4 |
+1 |
-2 |
2/3 |
4 |
5 |
5/10 |
Cattle |
nil |
3 |
3 |
2 |
2 |
0 |
-2 |
2/3 |
4 |
5 |
4/8 |
Bullock |
nil |
4 |
3 |
2 |
1 |
+1 |
-2 |
2/3 |
4 |
5 |
6/12 |
Goats |
nil |
4 |
4 |
2 |
- |
-3 |
-3 |
1/2 |
3 |
4 |
4/8 |
Sheep |
nil |
3 |
3 |
2 |
- |
-3 |
-2 |
1/2 |
3 |
4 |
3/6 |
. Crocodile - Move CC 5, BCC 4, Sw 8, TI 2
Difficult to see - master of camouflage
Neuserk 3" land, 9" water
outside neuserk: 1 to 3 contented evade encounter
4 to 7 attack swimmers
8 to 9 attack swimmers or walkers
0 attack anything
Melee +2; Bite +1; Tail swipe +1.
Drags victims into water.
Victims roll d10, 8+ escape. Crocodile
may attack again.
Giant Crocodile Move CC 6, BCC 5, Sw 8, TI 3
Difficult to see - master of camouflage
neuserk 4” land, 12” water will attack rowing boats.
outside neuserk; 1 contented evade encounter
2 to 3 attack swimmers or walkers
4+ attack anything
TI 3; melee +4; Bite +2; Tail swipe +1.
Drags victims into water.
Victims roll d10, 9+ escape. Crocodile
may attack again.
Water buffalo. Move CC 6, BCC 4, Sw 5, TI 2
Neuserk 4”
outside neuserk attack on 4+.
Melee +4; Str +2 horns.
Will hole small craft. Upsets
raft on 7+. Occupants fall in on
5+.
Giant Python - Move CC 6, BCC 6, swim 5 TI 3
neuserk 4"
outside neuserk 1 - 6 contented evade encounter;
7 to 8 attack lone figures
9 to 10 attack last figure in party
melee +3, surprise +2, crush strike +1 first round, +2 second etc.
can scare occupants of boats. Fall
overboard if frightened
Wild dogs - Move CC 8”, BCC 7, swim 2 TI 1 (individual) TI 4 (pack)
neuserk 4”, against wounded, crippled etc. 12”.
Melee 0, Bite strike +1, claws 0.
Water snake - Locals call it a “Naga”.
Literally a naga is half human half snake.
The superstitious Natives may actually believe this on a roll of 6+ once they have seen it or become aware of it.
Move CC 4, BCC 4, Sw 8, TI 2
neuserk 6"
melee +3, surprise +2, poison strike +4 first round, -2 second etc.
Elephant Move Rd 7, CC 4, BCC 3, Dwds 3, Wades, TI 2
Wild Males Neuserk 6”, wild females 3”
melee +6, Tusks +4,
Tiger Move CC 6, BCC 5, Dwds 5, Swim 4 TI 4
Master of camouflage
Neuserk 4”
Outside Neuserk
1 to 6 contented evade encounter;
7 to 10 attack from ambush
Leopard Move CC 8, BCC 6, Dwds 6, Swim 4 TI 4
Can climb trees, master of camouflage
Neuserk 4”
Outside Neuserk
1 to 6 contented evade encounter;
7 to 10 attack from ambush
WATER TRANSPORT
Boats can either be sailed or
rowed.
Sailing: within 45 degrees of wind. Light wind 3", medium 4", fresh 5", Strong 6".
Rowing: crew 1 @ 3", 2 @
4", 3 @ 5", 4 @ 6". Deduct
1 per two non rowing passengers.
Deduct current strength if
sailing into it. Deduct half if
traversing. Add current if sailing
with it.
Small boat crew 1, passengers 3.
Fishing (medium) boat crew 1 or
2, passengers 4 or 5
Ferry Raft.
crew 1 + 1 and elephant or bullock team.
Moves 3" per turn. Carries
whatever fits on it.
Bailing: One
person can bail out 1 unit per turn but can do nothing else.
Leaks,
All peasant boats leak on a roll of 1 to 5.
Roll of D4 -2 per turn if laden.
Rotten boats leak d4 units per turn.
Foundering,
Overloaded boats founder if the have more than 2 units of water in them.
Loaded boats if they have 4 units of water, light loaded 8 units.
Sand Banks and Mud Flats
Size of boat |
stuck fast |
grounded |
to escape |
small |
1 |
2,3 |
4+ |
medium |
1,2 |
3,4 |
5+ |
large |
1,2,3 |
4,5,6 |
6+ |
Steamer |
1,2,3,4 |
5,6,7 |
4+ if grounded 7+ if stuck |
Additional crew improve chance by 1 each.
Overloaded boats count as on weight heavier.
If more than half of the crew attempt to push the boat off it may be upset on a roll of 5+ and any occupants pushing off fall in on a 5+.
Steam Launch “Esmerelda”
Move: 8” Full Steam: 10” Max deceleration: 4” Max Acceleration: 4”
Min Crew: Bridge: Capt + Helmsman: Engine : Engr + Stoker; Deck: 2 Ratings
Capacity 20 passengers.
Armament; nil
Fuel = coal or wood 1 unit coal = 3 wood. 1 unit coal lasts 8 moves steaming.
Bunkers hold 20 coal units
Bulwarks = soft cover (-1 to hit chance)
Her Majesty’s Protected Launch “Zenobia” + tow
Move: 6” Full Steam: 8” Max deceleration: 3” Max Acceleration: 2”
Min Crew: Bridge: Capt + Helmsman: Engine : Engr + Stoker; Deck: 2 Ratings
Capacity 20 passengers.
Armament; 1 x 4 pdr smoothbore time gun; 2 x mortars.
Fuel = coal or wood 1 unit coal = 3 wood. 1 unit coal lasts 8 moves steaming.
Bunkers hold 20 coal units Bulwarks = medium cover (-2 to hit chance)
Zenobia’s Guns
gun |
Ammo |
S 5+ |
M 6+ |
L 7+ |
E 8+ |
Burst |
Strike |
4 pdr |
Shot (20) |
12” |
24” |
36” |
48” |
- |
+4 |
|
Shell (10) |
10” |
20” |
30” |
40” |
2” |
-3 |
|
Canister (6) |
12” 2d6-2 |
|
|
|
|
-1 |
Mortar |
Shell (20) |
8” |
16” |
24” |
32” |
2” |
-2 |
_______________________________________________________________________________
Front of Card
Rank & Name.................................. (veteran?)
Unit....................................
TMF ........
TR ...... TI .......
Movement: Rd .... CC .... BCC .... Dwds .... Crl .... Sw .... (wade....)
Shooting weapon details S..... M.... L.... E.... Strike...... Reload deduction.....
Shield parry details Melee.... Missile....
Melee weapon details
Skill + Factors + wpn factor
IRB ... Strike....
Man W ...... Cr ...... D ...... FP .../...
(Mount) W ...... Cr ...... D ...... FP .../...
FTR
_________________________________________________________________________
Reverse of Card
Religion...........................................
E.... I.... M.... G.... I.... L.... D.... Morale ..... Discipline ...
Languages Spoken
Alphabets Read/understood
Special notes, rules, extra equipment carried etc.
Temptations: e.g. plunder, alcohol, women
Special characteristics: e.g. religious zealot, xenophobe, chauvinist etc.
__________________________________________________________________________
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