"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'......