"KING GEORGES' NORTHWEST PASSAGE"  @PRM 06/04/1999

SKIRMISH RULES FOR THE 'HORSE & MUSKET' ERA (1680-1815)

==============================================================================

(1.0) INTRODUCTION:-

               These rules are intended to allow large-scale skirmishes to be fought while still maintaining an individual feel for the figures. Each group or unit should have a designated leader or 'personality', although these can also be special characters unattached to the general masses (i.e. Major Rogers, HawkEye, Richard Sharpe, Edward Teach/Blackbeard etc). It uses an alternating player-action cycle, which eliminates order-writing but, although quite fast, still requires some thought (unless playing pirates, of course........).

 

# PREPARATION: For each distinct group/unit or 'personality' in the game:-

               - The group/unit may have a CE rating (not pirates); roll 1average dice (+? for 'good' units)

               - AMMO: unless specified by scenario, roll 1d6 for loaded 'rounds' at start (per 6 figs armed with                                  ranged weapons other than knives); keep RED markers to one side.

 

(2.0) CONTROL & OBS:-   =============================================

               'Control radius' is 1x handspan; any figures outside this take cover - will move/fight by rolling 1d6 LESS than their CE (will always defend, however). SIGNALS: These MUST be pre-arranged, and orders outside of 1x handspan must be 'simple' (i.e.'Fire', 'Retreat', 'Light the fuses NOW' etc.) & issued by a general action such as drums, bugles, fiery arrow etc. NOTICEABLE BY ALL.  OBSERVATION: <pay attention!>    

 

(3.0) SEQUENCE:-   ===================================================     

               Each game turn is made up of five main phases. Players alternate being the 'active' and 'passive' player in the first two phases (roll for 'initiative'?), with different options listed below:-

PHASE                Rule      ['ACTIVE' PLAYER]                                     ['PASSIVE' PLAYER]

[1] MOVE/'A':   4.0          - OPTIONAL: Declare any charges;          - Check units being charged

                                             - Move figures, perform 'actions';                            - May turn-to-face after movement ends      

[2] MOVE/'P':   4.0          - 'Passive' Options;                                           - 'Active' Options                           

[3] FIRE:            5/6.0                     - ALL players conduct small-arms firing (simultaneous / order of CE?)

[4] MELEE:       7.0                         - ALL players resolve melees (in order chosen by 'active' player)

[5] ADMIN:        4.4, 4.5                 - ALL players check for 'reloads', rallying etc.

 

(4.0) MOVEMENT:-                =============================================                                                  

               For each 'active' figure or group (of close-order infantry). Actual movement is measured in 'points'. It is assumed that prototype games will be fought on a hex-grid -  for other tabletop encounters, use either cm or inches for movement (probably cm on ships, inches on bigger tables).......          

                                             CARDS                                              MOVEMENT COSTS                                                           

CLOSE ORDER:              - Draw 1x card for the group;           - Ahead / Turn on spot (any)             1

SKIRMISH ORDER:       - Draw 1x card EACH(?);                 - 'Rough' Going / Stairs                     2            

MOUNTED:                      - <not yet>                                         - Move backwards / Side-step          2

                                                                                                         - Enter / Leave figure's 'ZoC'           3

                                                                                                         - Climb railings etc.           (1x turn per level)

# (4.1) SPECIAL CARDS: 'Face' cards = 10pts and ALSO 1x free 'reload chit'. Anyone drawing the 'Ace of Spades' IMMEDIATELY ends their movement/action phase (= 'The Black Spot'!), halted by sheer terror.........

 

# (4.2) OPTION: IF USING 'CE' FOR UNITS, the minimum score sould be equal to their CE rating. This should smoothe-out any anomalies. N.B. 'PERSONALITIES' always get 10pts (2x CE?).......

 

# (4.3) OPTION: ENFORCED REACTION for any unit being charged. Must roll 1d6 per figure - total '1's (less unit CE if using 'regulars') = no. of figures who turn and run (1average dice x <dist>), ending with backs to opponents. ALL members of the charging unit MUST then move forward the maximum amount, taking advantage of any gaps etc. in enemy formation.

#  (4.4) OTHER ACTIONS: Instead of moving, individuals and groups may engage in other activities:-

 

* RELOAD: figure/unit may not move and load a firearm UNLESS specified as 'elite' or a 'personality'               (because you never see them stop to load). Anyone so engaged is disadvantaged in close-combat.

               - SINGLE FIGURES: for each  figure reloading, take 1x 'chit' (place with figure);

               - CLOSE-ORDER GROUPS: simply get 2xCE 'chits'  if not engaged in any melees during the turn (1x                                CE if moving - NOT charging!). Some degree of training bonus is therefore assumed.

               - CONVERTING 'CHITS' to 'AMMO': at the end of the turn, for each group collect any new chits                                       and roll 1d6 - if score is LESS or EQUAL to the no. of  chits, convert ALL current 'chits'  to                                             'rounds of ammo' markers. If roll FAILS, simply keep chits until next turn.

               - CANNONS: see Appendix {A} 'Pirate Ship Control'.....

 

* ACTIONS INVOLVING CHANCE: battering doors, lighting fuses etc. Draw 1x card = the chance of success. Roll 1d10 LESS than amount. Umpires use discretion in setting modifiers......('face' card = OK?).

 

* SWINGING ON ROPES: if simply moving from A to B, use the 'chance actions', as above. If the roll FAILS, check against the difference in scores for injury - MUST roll 1d6 greater or equal to difference, or figure is <injured? killed?>. If OK, place figure 'short' by the amount rolled. N.B. If using it to swing into an opponent, roll as above; success = 2x melee score, fail = halve melee score!

 

#  (4.5) RALLYING: leaders try to rally routing figures; 1 fig. per '6's rolled on CEd6s (within 1x handspan).

 

(5.0) SMALL-ARMS FIRING:-         ========================================                                                 

               All firing is handled individually. It costs 1x 'round of ammo' (RED marker) to fire / throw weapon (place marker with the figure), taken from the group 'pool'. Any figure may only fire ONCE in a given turn. The 'group reload' system may produce some apparent anomalies (such as the same figure firing on two successive turns), but this can be put-down to errors in the 'continuity' dept when the film is edited!

 

* WEAPON/DICE:   THROWN WPNS(1d6);   PISTOLS(1d10);  MUSKETS, BOWS(2d10);  RIFLES(3d10)

* SINGLE SHOT: roll <dice> greater      * range x2 if either firer or target moved, in cover etc.

               than OR equal to the adjusted      * ALL weapons use only ONE DICE @ 'point-blank' range

               range to hit...                                    * OPTIONAL: +CE to roll (if used) if firer not moving;

                                                                           * OPTIONAL: +1 per adjacent target, (must roll for who's hit)

* MISSFIRES: Any rolls to hit equal to zero or 'doubles', do not hit (also affects bows - yeah, I know)

* VOLLEY FIRE: unit may not move; roll 1d10 per 'round', any less than CE = hits (+/-2 for cover, +/- <?>                          rifles, density of target, t/moving etc). Normally only available to 'regular' forces.

 

(7.0) HAND-TO-HAND:-     =============================================                                                 

               ALL figures in base-to-base contact (including 'civillians'?) MUST now fight. ALL figures must face at least 1:1 odds before determining any 'extra' figures. Players alternate choosing which combats are resolved ('active' one first).  For EACH figure in a given combat, roll 1d6:-

<Roll>  +1          * some 'tactical edge' (two weapons, longer reach?)

                              * CE greater than opponent

               +2  * for surprise attacks (especially natives & 'elite' units)

                      * for each EXTRA friendly figure involved (in same combat)

                      * if defending obstacle / above opponent (or successfully swinging into them on a rope!)

               -2           * if attacked in a blind spot or while climbing walls, rails/rigging etc.

                              * caught while reloading, OR just fired (= distracted)

               <OPTIONAL>     'Personalities': use 1d10; min.roll always = CE

 

               - RESULTS:        * If score is 2x opponent (or better) = 1 'kill' (any others are pushed back);

                                                            NOTE that only 1x figure may be killed at any time, no matter what!

                                             * If score is greater (but less than 2x) = push-back (see below)

               N.B. If caught while reloading, LOSE the 'chit' (even if successful) after combat is resolved.

               - PUSH-BACKS:              * Must move directly away; if blocked = 1 x 'kill', (others fall down ?)

                                                            * Winner may always 'follow-up' (their choice of which one, if multiple)


APPENDIX {A} - PIRATE SHIP CONTROL          =============================                                                       

               These are the fairly simple rules for controlling piratical ships before the boarding takes place. Like the figures, ships expend movement points to perform certain actions. At the start of the game players SECRETLY select a 'speed-band' - care should be taken with this, as it is not easy to change and sudden impacts with large objects are likely to do terrible damage. Rates of speed may be adjusted according to the size of your Pinace......

 

[a1-MOVEMENT] .............................................................................................................................

 

# SPEED BAND (SAIL)  A            B            C            D            E            F            G            H            I              J

# Wind in FRONT arc     0             1             2             3             3             4             4             6             6             8

# Wind  in REAR arc       1*           2             4             6             6             8             8             10           10           12

 

# MOVEMENT COSTS: - Ahead                 (1pt)       Move 1x <dist??- ship length??> straight ahead

                                             - 45 degree Turn  (1pt)       Maximum of 2x turns (='tacking') in the same spot

N.B. You cannot, of course, sail DIRECTLY into the wind.......Every time a ship turns through the wind line, it IMMEDIATELY drops to the next lower speed-band (i.e. 'D' ==> 'C'). If speed is ZERO, dice next turn for which way the ship moves (left/right) - it CANNOT remain facing into wind with sails up (unless anchored).

 

# CHANGING SPEED: You MUST have crew = current speed band (i.e. 1-10) employed on 'sailing', or NO EFFECT. If there are sufficient crew, players may always volunatarily drop 1x speed-band per turn. To increase by 1 band or decrease by UP TO 2x bands, draw a card - when the total of cards is greater than 10, the action takes effect. If less than 10, keep the card with the 'INCREASE / DECREASE' pile. N.B. piles are not transferable - if you change your mind, lose all existing cards!

               - SPECIAL CARDS:        'Ace of Spades' = Sail torn! (reduce current and max.speed by 1x band)

 

# DROPPING ANCHOR: This takes 1x turn and will reduce a ship's speed by 3x 'speed bands' per turn. It is NOT recoverable within the time-span of the game. If 'Ace of Spades' is drawn, anchor isn't tied-on to ship!!

 

[a1-COMBAT] .............................................................................................................................

               This will require some ship control sheets to be prepared, to note damage (critical hits etc.). Each gun is fired like 'small arms' by the use of 1x RED 'ammo' marker from the ship pool. Sophisticated players (!) may like to keep TWO pools (for port and starboard batteries).

 

# AFTER MOVEMENT, for each gun draw 1x card; to hit roll 1d10 UNDER that number. ('Ace of Spades' = gun explodes, killing 1d6 of adjacent figures!). There are two types of hit:-

               * If it was a 'face' card, player may CHOOSE the approximate point of aim (from points 1-6 if  a                                           'Personality' is present directing fire, or asterisked 2-5 for lesser mortals), then roll 1d6 = 6 (1                                          higher), 2-5 (spot-on), 1 (1 lower).

               * Non-face cards simply roll a straight 1d6:-

               ROLL   AREA    EFFECTS

               7             <Miss> Way too high....

               6             Mast      Reduce current and max.speed by 1x band;  kill (1d6-1) crew

               5 *          Sails      Reduce max.speed  by 1;  10% chance to hit mast (kills 1d6-1 crew; halves speed)

               4 *          Deck      1d6 damage;  kill (1d6-1) crew;  10% chance of KO gun; 10% risk of fire

               3 *          Hull       Cross-off 1d6 damage boxes;  kill (1d6-1) crew;  10% risk of fire

               2 *          Hull       Cross-off 2d6 damage boxes AND hit below the waterline; current & max.speed -1

               1             Hull       A little short - water absorbs force, minor damage only;  cross-off 1x damage box

               0             <Miss> Far too short....

 

# CUMULATIVE DAMAGE: For every  row of  'grey' boxes crossed-off, reduce max.speed by 1x band.

 

# FIRES: Cause 1d6 damage EACH per turn; may be extinguished by rolling 6 or better (1d6 per 'group', +1 for each additional man employed ONLY on fire-fighting). When two or more fires are burning, roll d6's = no.of fires (after attempts top put them out) - if double six rolled, powder explodes!

 

# RELOADING CANNON: get one chit per crew loading (mark each crew with chit, in case of melee); need a total of 10(?)x 'chits' (may vary with type). A 'personality' helping with the cannon-loading adds 1average dice 'chits' (but cannot move). Do NOT place a 'reloading' marker with the 'personality' figure - they're just 'giving orders'......