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‘Splorers, Savages, Soldiers and Slavers

 Shortened

e-mail me for a full set

 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.

Fire Test Results

                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.

Obstacles and Special Movement Rates

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