The Colonial Skirmish Rules are here.

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The Player briefings

Due credit is given to Tanzanica, The Major General, the British Empire , Darkest Africa, The Red Shadow and others who inspired this type of game. 

1.  THE CONSTABULARY

Nominally in charge of this expedition, you, Sir Harry Flashman VC, are in a pickle.  Your womanising habits and arrant cowardice have gotten you into bother again.  After a visit to the Royal Morvalistan Society (to ogle Alicia Canardlie-Beherd) you accepted an invitation to dinner.  The little stunner was captivated and you were soon on intimate terms (and with her mother too).  Then a little later she went off with her father on another wretched expedition.  You accompanied her mother, just to be sociable, of course.  Alicia managed to disappear and a rescue was proposed at dinner.  You agreed to lead it in bed that night with her mother.  Dashed persuasive she was.  The result is that you are here, half way to nowhere, in a dirty steamer, armed to the teeth and surrounded by hostiles.  It is rumoured that Count Rudi von Strickland your old enemy is in Morvalistan.  Sent there by Bismarck to cause trouble no doubt.

Aims:  1.  To free the prisoners 2.  To protect settlers 3.  To suppress slavery  4.  To refuel with 5 loads of wood.

Name

No of Figs

Status

Weapons

W

Cr

D

CC

BCC

Dwds

Crl

Swim

Melee Bonus

Shooting Bonus

Remarks

Flashman

1

Veteran

Sword + 2 pistols

4,5

6

7

5

3

2

2

2

2

0

Coward

Capt McAbre

1

Veteran

Sword + 1 pistol

3,4

5

6

5

3

2

2

1.5

0

2

Professional

Lt Plumpudding

1

Average

Sword + 1 pistol

3,4

5

6

5

3

2

2

1.5

1

1

 

Lucy

1

Veteran

Pistol

3,4

 5

6

5

3

2

2

2

-2

-1

Nurse

Havildar

1

Veteran

BL Rifle

3,4

5

6

5

3

2

2

na

1

1

 

Sepoy

4

Average

BL Rifle

2,3

4

5

5

3

2

2

na

0

0

 

Steamer Captain

1

Veteran

Pistol + cutlass

3,4

5

6

5

3

2

2

1.5

0

0

 

Engineer

1

Average

Pistol + cutlass

2,3

4

5

5

3

2

2

1.5

1

1

 

Steamer Crew

2

Average

Pistol + cutlass

2,3

4

5

5

3

2

2

1.5

-1

0

 

 

Weapon

Rld

S

M  

L

E

Str

Crew

Remarks

Nordenfelt 0.5” 5 barrel

3

10”  d6

20” d6-1

30” d6-2

40” d6-3

1

2

Fires up to 5 bursts per turn double 1 means jam.

 

Weapon

Rld

S 6+

M 7+    

L 8+

E 10

Str

Remarks

 

Adams Revolver

2

4

8

 

 

-2

5 shots 1 per 1”

 

B/L rifle

1

8

18

24

30

0

Also magazine fed

 

Gun

Crew

Rld

S 4+

M 5+

L 6+

E 7+

ShotStr

Shell Burst

Shell Strike

Shrapnel burst

Shrapnel Strike

Shot Breach

Pack RML

3

3

10

20

30

40

4

2”

-2

3”

-3

1

                                     

Healing skills can heal one level on d10 roll of 6+, a score of 10 heals all wounds.   On a “dead” named character a roll of 9 or 10 means healed to “wounded”.

May make a maximum of two attempts per turn but must be on different figures.

2.  THE FORCE PUBLIQUE

 The Colonel’s “cousin” was travelling to meet him when her steamer ran aground and was wrecked.  The party was ambushed as it tried to march to the coast.  They disappeared without trace but reports of a white woman being held for sacrifice reached the Colonel.  The description fitted his “cousin”.   He went into a fearful rage and called upon you to lead a rescue mission.  The only transport available was the new steam ram “Kangu”, unkindly nicknamed “The Colonel” by the troops.  I leave you to work out why!  You selected a detachment of your most loyal troops.  You have received a telegram that you are to assist the British in rescuing the lost Professor and his daughter.  The Colonel has made it clear where your priorities lie.

 Aims:   1.  Rescue the Colonel’s paramour, Baroness Helga Trimmvigger, captured by the                 natives.

2.        Punish the natives.

3.        Take as much loot and captives as possible. 

Name

No of Figs

Status

Weapons

W

Cr

D

CC

BCC

Dwds

Crl

Swim

Melee Bonus

Shooting Bonus

Remarks

Major De Ath

1

Veteran

Sword + 2 pistols

3,4

5

6

5

3

2

2

2

2

0

Ruthless

Lt Camembert

1

Average

Sword + 1 pistol

3,4

5

6

5

3

2

2

1.5

1

1

 

Sergeant

1

Veteran

BL Rifle

2,3

4

5

5

3

2

2

na

1

1

 

Askari

4

Average

BL Rifle

2,3

4

5

5

3

2

2

na

0

0

 

Steamer Captain

1

Veteran

Pistol + cutlass

3,4

5

6

5

3

2

2

1.5

0

0

 

Engineer

1

Average

Pistol + cutlass

2,3

4

5

5

3

2

2

1.5

1

1

 

Stoker

1

Average

Cutlass + Wrench

2,3

4

5

5

3

2

2

1.5

-1

0

 

Weapon

Rld

S

M  

L

E

Str

Crew

Remarks

Gatling 0.5”

2

10” d6+1

20” d6

30” d6-1

40” d6-2

1

2

Fires up to 4 bursts per turn double 1 or 2 means jam.

 

Weapon

Rld

S 6+

M 7+

L 8+

E 10

Str

Remarks

Colt Revolver

2

4

8

 

 

-3

6 shots 1 per 1”

B/L rifle

1

8

18

24

30

0

Also magazine fed

 

Name

No of Figs

Status

Weapons

W

Cr

D

CC

BCC

Dwds

Crl

Swim

Melee Bonus

Shooting Bonus

Remarks

Lucille

1

Veteran

Pistol

3,4

 5

6

5

3

2

2

2

-2

-1

Nurse

 Healing skills can heal one level on d10 roll of 6+, a score of 10 heals all wounds.   On a “dead” named character a roll of 9 or 10 means healed to “wounded”.

May make a maximum of two attempts per turn but must be on different figures.

3.  THE MARZIBARIS

You have been sent by the Caliph of Marzibar to collect the slaves and treasure from the fort.  Usually you have to run the gauntlet of the British but you hear that they are otherwise occupied in a rescue mission.  The Caliph has promised that you will “assist” in the rescue.  This should guarantee that you get in without trouble from the British.  The rumours from the area show that there is a remarkable amount of treasure and slaves to be taken.  The natives have been telling lies for years!  They are far richer that previously thought.  Their tributes have been very low.  The Caliph wants them punished.  The Infidels have also established a mission.  This, too, needs to be eradicated.  If there are white slaves to be taken so much the better!  You are just the man to do it.

Aims:     1.  Reach the fort and bring out the slaves and treasure.  2.  Take additional slaves and treasure  3.Punish the natives by setting fire and plundering their villages and livestock.  4.  Loot the mission  5.  Don’

Name

No of Figs

Status

Weapons

W

Cr

D

CC

BCC

Dwds

Crl

Swim

Melee Bonus

Shooting Bonus

Remarks

Sheikh Darq Ali

1

Veteran

Sword + 2 Colts

4,5

6

7

5

3

2

2

2

2

0

 

Dijah Brin Zebir

1

Veteran

Sword + 1 Colt

3,4

5

6

5

3

2

2

1.5

0

2

 

Bir Khan

1

Average

Sword + 1 pistol

3,4

5

6

5

3

2

2

na

1

1

 

Marzibaris Rifles

4

Average

Dagger + BL Rifle

2,3

4

5

5

3

2

2

1.5

0

0

 

Green Dhow Master

1

Average

Tulwar + B/L Rifle

2,3

4

5

5

3

2

2

1.5

1

1

 

Green Dhow Crew

4

Average

Tulwar + dagger

2,3

4

5

5

3

2

2

1.5

-1

0

 

Imam Mogh Adon

1

Veteran

Tulwar

3,4

5

6

6

4

2

2

1.5

0

0

Healer

Weapon

Rld

S 6+

M 7+    

L 8+

E 10

Str

Remarks

Pistol

3

3

6

 

 

-3

single shot

Colt Revolver

2

4

8

 

 

-3

6 shots 1 per 1”

B/L rifle

1

8

18

24

30

0

Also magazine fed

Gun

Crew

Rld

S 4+

M  5+

L  6+

E 7+

Shot Str

Shell Burst

Shell  Strike

Shot Breach

Pack ML

3

3

8

16

24

32

3

2”

-2

1

 

4.  KING PAWTBELLI

You are returning from a successful raid into King Kumpha Dinna’s lands.  You have treasure and slaves and not a man lost!  The day is right for the sacrifice and you intend to be there so that the High Priest does not usurp any more of your power.  In the distance you can see the smoke of the Fire Canoes and the masts of the Arab Dhows this means trouble.  Hurrying forward the drums begin to beat telling of the white devils and the Arabs streaming ashore.  The villages are in danger.  The Arab id the hated tax collector and slave trader Sheikh Yusuf Ben Khazi. 

Aims:      1.   Protect villages  2.  Defeat the hated white devils and collect their heads.  3.  Recover slaves from Arabs (even if paid for) 4.  Ensure no Arab survivors

Name

No of Figs

Status

Weapons

W

Cr

D

CC

BCC

Dwds

Crl

Swim

Melee Bonus

Shooting Bonus

Remarks

Chief Pawtbelli

1

Veteran

Spear + Colt

3,4

 5

6

6

5

4

2

2

2

-1

Ruthless

Witchdoctor

1

Sorcerer

None

3,4

 5

6

6

5

4

2

2

-2

-2

Healer

Kwa-Simba

1

Veteran

Spear + sword

3,4

 5

6

6

5

4

2

2

2

0

Shield str 4

Lion Warriors

4

Average

Spear + sword

2,3

4

5

6

5

4

2

1.5

1

1

Shield str 4

War lion

2

Animal

Teeth + Claws

3,4

5

6

8

6

4

na

2

2

Na

Na

Spear leader

1

Veteran

Spear + throw Sp

2,3

4

5

6

5

4

2

1.5

1

1

Shield str 4

Spearmen

8

Average

Spear + throw Sp

1,2

3

4

6

5

4

2

1.5

0

0

Shield str 4

Amazon Leader

1

Average

Spear + throw Sp

2,3

4

5

6

5

4

2

1.5

1

0

 

Amazon

8

Average

Spear + throw Sp

1,2

3

4

6

5

4

2

1.5

0

0

 

Musketeers

5

Average

Rifled musket

1,2

3

4

6

5

4

2

1.5

-1

0

 

Followers

4

Average

dagger

1,2

3

4

6

5

4

2

1.5

-2

-2

 

Slaves

6

 

 

1,2

3

4

5

4

3

2

1.5

-2

0

 

Cattle

6

Average

 

3,4

 5

6

5

3

2

2

1.5

-1

0

 

 

Weapon

melee bonus

1RB

Strike

Remarks

 

sword

0

+1

0

 

 

Stabbing spear

-1

+2

0

 

 

Knobkerry

+1

+1

-1

Stun hit 2+

 

Weapon

Rld

S 6+

M 7+

L 8+

E 10

Str

Remarks

Throwing Spear

1

5

 

 

 

-3

native

Colt Revolver

2

4

8

 

 

-3

6 shots 1 per 1”

Rifled musket

4

6

12

18

24

-2

 

                       

Healing skills can heal one level on d10 roll of 6+, a score of 10 heals all wounds.   On a “dead” named character a roll of 9 or 10 means healed to “wounded”.

May make a maximum of two attempts per turn but must be on different figures.

 

5.  PRINCE WOTMIWORRI

 You have been left in charge of the kingdom while your father is out raiding.  He is expected back today for the sacrifice ritual.  Indeed the drummers are telling you that he is close by now.  The white devils are arriving in strength and so are the evil Arabs.  Already two fire canoes are landing troops.  You always thought it was a bad idea to sacrifice a white woman.  Your younger half brother, the heir to the throne and high priest, insisted and so it was.  In the past the white men have always left you alone.  The Great White Queen even sent presents last year.  If the high priest fails to survive so much the better.

Aims:      1.  Protect the village and property. 2.  Defeat hated Arabs.  3.  Recover all slaves.  4.  Either return or keep white slaves depending upon results!

Note:  The succession is determined, not by order of birth but by the seniority of the wife.

Name

No of Figs

Status

Weapons

W

Cr

D

CC

BCC

Dwds

Crl

Swim

Melee Bonus

Shooting Bonus

Remarks

Prince Wotmiworri

1

Veteran

Spear + Colt

3,4

 5

6

6

5

4

2

2

2

-1

Ruthless

Witchdoctor

1

Sorcerer

None

3,4

 5

6

6

5

4

2

2

-2

-2

Healer

Spear leader

1

Veteran

Spear + throw Sp

2,3

4

5

6

5

4

2

1.5

1

1

Shield str 4

Spearmen

12

Average

Spear + throw Sp

1,2

3

4

6

5

4

2

1.5

0

0

Shield str 4

Skirmisher Leader

1

Average

Spear + 2 throw Sp

2,3

4

5

6

5

4

2

1.5

1

0

Shield str 4

Skirmishers

8

Average

Spear + 2 throw Sp

1,2

3

4

6

5

4

2

1.5

0

0

Shield str 4

Archers

6

Average

Bow

1,2

3

4

6

5

4

2

1.5

-1

0

Shield str 4

Ruga Ruga Leader

1

Veteran

Rifled BL

3,4

 5

6

6

5

4

2

1.5

-2

-2

 

Ruga Ruga

3

Veteran

Rifled BL

2,3

4

5

6

5

4

2

1.5

-2

0

 

Cattle

6

Average

 

3,4

 5

6

5

3

2

2

1.5

-1

0

 

 

Weapon

melee bonus

1RB

Strike

Remarks

sword

0

+1

0

 

Stabbing spear

-1

+2

0

 

 

Weapon

Rld

S 6+

M 7+

L 8+

E 10

Str

Remarks

Throwing Spear

1

5

 

 

 

-3

native

Colt Revolver

2

4

8

 

 

-3

6 shots 1 per 1”

Bow

1

6

12

18

24

-3

-2 at short

B/L rifle

1

8

18

24

30

0

 

Healing skills can heal one level on d10 roll of 6+, a score of 10 heals all wounds.   On a “dead” named character a roll of 9 or 10 means healed to “wounded”.

May make a maximum of two attempts per turn but must be on different figures

6.  HIGH PRIEST WANNABI DIBAHZ

 To reinforce your position you intend to carry out the sacrifice on this most important day.  You have a white demon sorceress to sacrifice despite the arguments with your half brother Prince Wotmiworri.  He thinks the White Devils will interfere.  Everything was going well until the fire canoes were sighted yesterday.  Your father is hurrying back.  You must secure credit for the defeat of the White Devils.  You have, against the king’s orders, accepted the help of some white devils.  Their leader hates the British leader.  They are your secret weapons!  The King must never see them. 

 Aims:      1.   Carry out sacrifice on turn 10.  2.  Prevent desecration of pyramid  3.  Defeat hated white devils  4.  Collect as many white females for sacrifice as possible

Name

No of Figs

Status

Weapons

W

Cr

D

CC

BCC

Dwds

Crl

Swim

Melee Bonus

Shooting Bonus

Remarks

High Priest

1

Veteran

Spear + Colt

3,4

 5

6

6

5

4

2

2

2

-1

Ruthless

Mgumbi

1

Hero

Spear + sword

3,4

 5

6

6

5

4

2

2

3

0

Shield str 4

Spear leader

1

Veteran

Spear + throw Sp

2,3

4

5

6

5

4

2

1.5

1

1

Shield str 4

Spearmen

12

Average

Spear + throw Sp

1,2

3

4

6

5

4

2

1.5

1

0

Shield str 4

Archer Leader

1

Average

Bow

2,3

4

5

6

5

4

2

1.5

1

0

 

Archer

6

Average

Bow

1,2

3

4

6

5

4

2

1.5

0

0

 

Musketeer leader

1

Average

Rifled Musket

2,3

4

5

6

5

4

2

1.5

1

0

 

Musketeers

4

Average

Rifled musket

1,2

3

4

6

5

4

2

1.5

-1

0

 

Lt  von Strickland

1

Veteran

Sword + Mauser

4,5

6

7

5

4

3

1.5

3

2

2

Ruthless

Feldwbl I C Nutting

1

Veteran

BL Rifle

3,4

 5

6

5

4

3

1.5

1

2

2

Obstinate

 

Weapon

melee bonus

1RB

Strike

Remarks

 

sword

0

+1

0

 

 

Stabbing spear

-1

+2

0

 

 

Weapon

Rld

S 6+

M 7+

L 8+

E 10

Str

Remarks

Throwing Spear

1

5

 

 

 

-3

native

Bow

1

6

12

18

24

-3

-2 at short

Colt Revolver

2

4

8

 

 

-3

6 shots 1 per 1”

Rifled musket

4

6

12

18

24

-2

 

Mauser

2

4

8

 

 

-3

6 shots 1 per 1”

B/L rifle

1

8

18

24

30

0

 

                       

Healing skills can heal one level on d10 roll of 6+, a score of 10 heals all wounds.   On a “dead” named character a roll of 9 or 10 means healed to “wounded”.

May make a maximum of two attempts per turn but must be on different figures.

Herds:    Herd boy and cattle   Aims:  1.  Survival 2.  Drive herds to safety.

Name

No of Figs

Status

Weapons

W

Cr

D

CC

BCC

Dwds

Crl

Swim

Melee Bonus

Shooting Bonus

Remarks

Followers

1

Poor

dagger

1,2

3

4

6

5

4

2

1.5

-2

-2

 

Cattle

 

Average

 

3,4

 5

6

5

3

2

2

1.5

-1

0

 

Goats

 

 

nil

1,2

3

4

4

4

3

-

 

-3

-3

 

Sheep

 

 

nil

1,2

3

4

5

5

3

-

 

-3

-2

 

 

 The Anarchist – Played by card only

If the anarchist card is played then the player chooses one white man (not a player character) and replaces him with the Anarchist.  The Anarchist has a bomb and a revolver.

·         The Bomb has a range of 4”, Burst 2”, 4+ to hit. 

Name

No of Figs

Status

Weapons

W

Cr

D

CC

BCC

Dwds

Crl

Swim

Melee Bonus

Shooting Bonus

Remarks

Terry Rizt

1

Veteran

Colt

3,4

5

6

5

4

3

1.5

3

2

1

Carries a bomb

Weapon

Rld

S 6+

M 7+

L 8+

E 10

Str

Remarks

Colt Revolver

2

4

8

 

 

-3

6 shots 1 per 1”

Doing stuff

Disembarking

-1” after boat stops

 

Sacrifice at Pyramid

The victim must be in place when the ritual begins.  The ritual takes 3 turns and must not be interrupted.  The ritual may not start before turn 8.  It involves the beating of drums and a ceremonial dance by the high priest.  At the end of the ritual the victim’s throat is cut.

 

Collecting wood for steamer

A work party is 4 men.  Impressed labour needs to have a supervisor for each party.  A party can cut one load per turn.  Two men can carry one load at 4” rate.

 

Dropping Rules

At 5” rate roll a d6 and a roll of 1 means the load is dropped, at 6” rate the load is dropped on a 1 or 2.  It takes a turn to pick the load up again.  (Effectively miss a turn!) 

 

Capturing slaves

Any native defeated in melee who cannot escape is captured.  Any villager trapped or whose child is taken prisoner is captured.  Others unarmed natives can be captured on a d6 roll of 4+ if caught.  Slaves must be escorted at the rate of 1 per 5 slaves. 

Escaping slaves

If there are 6 slaves than this or the speed is 5” then each slave dices on a d6, 1 the slave escapes, if there are 7 slaves than this or the speed is 5” then each slave dices on a d6, 1 or 2 the slave escapes, and so on.  In the case of a slave then the slave/prisoner escapes and runs off 2”+d6” each turn.

Prying a jewel from an idol

A model with a knife, bayonet, spear point etc can prise a jewel out in one turn on a roll of 4+ on a d6.  Carrying jewels does not affect movement etc.  A crippled or dead figure with jewels may have them taken away.  A figure stops at the casualty, then moves on next go with the jewels.

Carrying an Idol

A figure can carry one idol.  The idol must be put down to fire or fight.  If the carrier runs then the idol is dropped on a d6 roll of 1 or 2.  It takes half a turn to

 pick it up again.

Loot

Loot items are mission furniture, village artefacts, animals, slaves and so on.  Any figure may take loot by stopping at the item and then moving away next go.  Looters are limited to 4” moves.  See dropping rules above.

Burning

A figure may attempt to set fire to a building.  It takes a whole turn to do so and the figure must be in contact with the building.  Roll a d6 and a fire is started on the roll of a 6, a 5 or 6 if the model is an engineer or is specially prepared.  Place a fire marker (cotton wool) for each fire.

Fighting Fires

The turn after a fire is started the defenders may attempt to put it out.  They roll in competition with the attacker.  The defender adds the number of figures fighting the fire and the attacker the number of fires.  If the defenders win the difference is the number of fires extinguished.  If the attacker wins the number of fires increases by this amount.  5 fires are needed to destroy a hut and 8 a mud brick building (per section).

 

 

Lucky Stars.

On holiday I came across a little shop which sold glass beads of different shapes and other knick-knacks.  Amongst these were some stars.  I bought a bundle with an idea forming.   Often in a campaign a really important character dies or suffers some crippling damage necessitating a revision of the next scenario.  Usually I used the table below.  However, "Thank your Lucky Stars" came to mind.  Now each player character gets 4 stars at the start of a campaign and a further 1 for each scenario he survives.  He can however, never hold more than 7.   

They can be used after a battle to heal 1 wound per star and 2 per cripple.

Fate dicing - automatic if 3 lucky stars surrendered, otherwise dice 6+ needed.

1.  Dashed lucky old Carruthers gave me that Chinese Good Luck gold thing! The blow/bullet strikes its hard surface and turns.  Reduce the damage taken by one level

2.  Jolly wonderful things these light chain mail linings!  Reduce effect by one level.

 3.  Auntie Maud’s silver flask of scented water is destroyed by the blow.  Giving a wet feeling, some pain and the slow realisation that the victim has survived.  Usually once he has fallen over.  Reduce damage to wound level.

4.   Hurrah for the old pocket Bible!  The Book absorbs most if not all of the impact.

5.  Stuffing the old helmet with a spare turban was a ripping idea!  The blow has lodged there.  If in melee this gives you a +2 next go as the opponent tries to extricate his weapon.

6.  Always knew that Uncle Bertie’s (the Baron ye know) belt with that enormous (ugly) African face on it would come in useful.  The metalwork absorbs the blow turning it away from a vital organ.  Maximum damage is a wound.

7.  Somebody up there loves me!  The offending weapon shatters, blows up, misfires etc. as appropriate.  Much to the annoyance of its owner.

8.  Marvellous how strong they make medicinal (pocket) flasks these days!  Blow is turned.  Reduce effect by two levels.  But the Brandy is lost!  Dashed shame!

9.  Splendid idea to carry coins in every pocket!  Player loses one coin at random from his private fortune.  If he has not got one then his newfangled chronometer is shattered to smithereens.

10.  Dammit, I’ll have to buy a new hat/ coat/ sporran/ etc. now that the damned Natives have ruined this one.  The player sneezed at exactly the right moment and the blow missed him but severely damaged part of his clothing. 

Fate rolls against strangulation are made when the character is “dead”.  There are a multitude of reasons for survival:

                1.  The gold collar stiffeners stopped the noose from tightening.

                2.  The assailant was not strong enough.

                3. The Regimental custom of wearing a silver collar stiffener stopped the noose            from tightening.

                4.  The noose was not used properly and did not close the wind pipe.

                5.  The assailant was disturbed before completion.

                6.  You feigned death and survived.

                7.  The assailant was a novice at this sort of thing.

                8.  Any better story that you can think of.

 

The Colonial Skirmish Rules are here.

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