‘Splorers, Savages, Soldiers and Slavers
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Skirmish Wargames in Africa
By
Alan Hamilton
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.
Ø Energy. Varying from bone idleness to frenetically energetic. The heroes and leaders should have high positive energy ratings.
Ø 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.
Ø Morals Varying from totally depraved to saintly. These ratings should reflect the intended role of the character.
Ø 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.
Ø 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.
Ø Loyalty Varying from traitorous to chauvinistic fanaticism. It includes willingness to obey orders of superiors as well as constancy in supporting a cause.
Ø 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.
Ø 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 or chief +1
British Indian Officer +2 to +4
British Queen’s Officer +2 to +5
Aristocrats, Generals
+2 to +6
Terror
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
Most unarmed males -1
Confident people +1
Most leaders, officers +2
Religious fanatics +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
Fire Terror Test roll a D6 + own FTR - FTI = result.
1 or more OK
0, -1 Frightened (no 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 |
To
Move and Fire (TMF)
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.
Movement
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 |
|
European women |
4 |
3 |
2 |
1 |
1 |
1 |
yes |
|
Poorly mounted cavalry |
8 |
6 |
4 |
2 |
- |
2 |
yes |
|
Average mounted cavalry |
10 |
8 |
6 |
3 |
- |
3 |
yes |
|
Man Handled Artillery |
3 |
2 |
1 |
1 |
- |
- |
no |
|
Pack horse |
10 |
8 |
6 |
2 |
- |
2 |
yes |
|
Bullock |
5 |
4 |
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. Scouts add 1” on foot and 2” mounted.
v Doubling Trained bodies of troops may be ordered to “double” at any time. This gives an additional move bonus of 50% and inflicts one FP.
v 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.
v 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.
v 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.
v Pursuit Troops who are pursuing routers move at normal rate plus 50% plus d6 inches.
v Ditches are up to 1” wide, foot lose 1”, mounted 2”, elephants, camels and gun teams etc. 3”.
v Streams and Brooks These are generally fordable at BCC rate in dry season, half BCC in wet season.
v 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.
v Low Walls Foot deduct 1”, horses 2”, camels 4”.
v High Walls Foot deduct 3”, rest impassable.
v Field Fortifications Foot deduct 3”, cavalry 6” remainder impassable,
v Fortified Walls Impassable except by recognised entrances, by escalade, breaching etc.
v Slopes Foot and mounted deduct 1”, tows -2”, remainder BCC
v Flooded Land BCC rate. Heavily laden pack animals and all wheeled vehicles bog in on a d10 roll of 1.
v Marsh, swamp 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.
v Quicksand Trap the unwary 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+ first go. Each subsequent attempt -1, each additional helper +1.
v Wadis Dried river beds are CC rate -d6”.
v Bogging in Once a wheeled vehicle 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. 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 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 |
Heavy spear |
|
Spear |
1 |
5 |
|
|
|
-3 |
native |
|
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” |
|
Shotgun |
3 |
4 |
8 |
12 |
16 |
-1 |
+1 to hits |
|
Matchlock |
5 |
4 |
8 |
12 |
18 |
-3 |
|
|
Flintlock |
5 |
5 |
10 |
15 |
20 |
-2 |