Fugitive's Drift
22 January 1879

Aftermath of Isandlhwana

Character and Special Rules

by Al Winsbury, Ted Herbert, and Mike Blake

Character's Abilities

Each of the characters needs to be given abilities, relevant to the rules being used. We have our own, and they have the following set of factors: All the factors are %'s, and the higher they are the better the character is at that skill/ability. The exception is Threshold, which is a distance in inches, and determines how close the enemy have to be before the character must take a Panic Test.

The Rules

CHARACTER'S ABILITIES

1: MoveMove/SurrenderAgilityMoveRiding
2: ActionDexterity---
3: FireFire ControlRiflePistolThrow
4: MeleeWeaponsFistsStrength-
5: ShockSerious WoundsLight Wounds--
6: ReactReactionPanicThreshold-

The rules we are using are our own Skirmish Colonial Period with the specially written additional 'game specific' rules which follow added to give a chance of 'real' events happening during the game. You can of course use any suitable Colonial wargames rules, using the Special Rules to create the specific feel of the real events.

The Special Rules

Starting groups and positions

We put the fugitives into 9 groups, on the basis that there was some sticking together. You could, of course, simply treat each character separately. To determine where each group comes onto the table, each group throws 2D6 and % dice. The % determines the % along the rear short end of the table and the 2D6 the number of inches in from that end of the table that the group starts. The groups were:

    1. Troopers Hayes and Dorehill of the NMP.
    2. Smith, Curling and Costello of RA
    3. Davies, Gardner and Cochrane
    4. Melvill and Coghill
    5. Wassall, Power and Gascoigne
    6. Barker and Tarboton
    7. Essex, Smith Dorrien, Stafford and Erskine
    8. Brickhill, Macphail, Vereker and Aynsley
    9. Dubois, Molife, Vause and Masopha

Obviously the number of groups can be adjusted to suit the number of players, or indeed they can act independently if there are enough players to each take 1 fugitive. Be warned, though, that the odds are heavily against all the fugitives making it, so one character each could mean a short game for some players!

Random Character Identification

During the game, events may occur which require a character to be selected at random. Use the table below to do this:

    01-04 Hayes
    05-08 Dorehill
    09-12 Smith
    13-16 Curling
    17-20 Costello
    21-24 Davies
    25-28 Gardner
    29-32 Cochrane
    33-36 Melvill
    37-40 Coghill
    41-44 Wassall
    45-48 Power
    49-52 Gascoigne
    53-56 Barker
    57-60 Tarboton
    61-64 Essex
    65-68 Smith-Dorrien
    69-72 Stafford
    73-76 Erskine
    77-80 Brickhill
    81-84 Vereker
    85-88 Aynsley
    89-92 Dubois
    93-96 Molife
    97-00 Vause and Masopha

Special Character Rules

Mr James A. Brickhill was reliant on spectacles which he lost during the flight. On a roll of '00' he will have ridden into marshy ground, his horse reared and his spectacles to have come off. Next turn he has 50% chance of getting out of the marsh. If he gets out of the marsh, he carries on without his spectacles. If he doesn't, then he dismounts and subsequent turns has 10% chance per turn of finding spectacles. If 90% or over is rolled during this period he then decides to go on without them, 50% chance per turn of getting out of the bog. Control horse as per riderless animals if/when he continues without spectacles.

Smith-Dorrien was riding a broken kneed horse until he lost it. If he begins the game mounted then halve the horses movement.

Major Stuart Smith Royal Artillery, is riding a thoroughbred horse: Black Eagle, 2D6+2 for movement. He starts the game with a Light Left Arm injury.

Lt Neville Coghill starts the game with a Light leg Wound. Half movement on foot (rounded up).

Turn Sequence

1. Establish any 'Event'
2. Calculate effect of events, including bringing on new Zulu groups
3. British move
4. Zulu Move
5. Riderless animal move
6. British Actions
7. Zulu Actions
8. British Firing
9. Zulu Firing
10. Melee
11. Check Wound Shock in preparation for next move
12. Check Reaction in preparation for next move
13. Check Panic in preparation for next move
14. Calculate Zulu morale in preparation for next move

Events

Roll % dice,there is a 10% chance of an 'event'. If an 'event' occurs roll % dice to determine the effect.

    01% British character killed by distant Zulu firing. Randomly determine which character.
    02% British character/mount hit by distant Zulu firing. Random character/mount, 99% chance for wound
    03% Saddle/Equipment strap breaks, random character falls off/trips over - injury from falls.
    04% Horse goes lame/character sprains ankle subsequently halve all movement.
    05% Character/Horse slips/trips injury from falls to character or horse. Riders stay mounted.
    06% Characters ammunition bag/bandoleer comes off
    07% Character drops firearm
    08% Character drops main melee weapon 09% Character/Horse exhausted. Stops no matter what and gives up until reaction roll of 20% is successful.
    10% Character finds four Swinburne Henry carbines (50% chance of each being loaded.
    11-25% Zulu's Appear* pursuing characters (rear short table end)
    26-45% Zulu's Appear* from the Zulu right horn (rear table length)
    46-51% Zulu's Appear* pursuing (appearing on front table length)
    52-55% Zulu's Appear* along the riverbank
    56-60% Single Zulu ambushes (appears from nowhere) randomly chosen fugitive
    61-100%all act normally

    Character/Horse above refers to a character selected by random.

*Number of Zulu's Appearing

Roll % dice once for chart, second time to determine % of distance down the table side they appear.

    01 - 10% 2 Zulu
    11 - 20% 3 Zulu
    21 - 30% 4 Zulu
    31 - 40% 5 Zulu
    41 - 50% 6 Zulu
    51 - 60% 7 Zulu
    61 - 70% 8 Zulu
    71 - 80% 9 Zulu
    81 - 90% 10 Zulu
    91 - 99% 12 Zulu
    100% 24 Zulu

Movement

Any British character wishing to do anything other than move away from Zulu's or towards the river must make their Bravery roll each and every turn.

Any movement involving mounts and difficult terrain features (eg jumping or ascending/descending steep slopes will require a successful Riding Ability % roll each and every turn of the activity.

Zulu's will not enter the river nor mount horses or other animals.

Zulu Attack Priorities

Zulu's will attack characters with the following priorities

    Nearest threat
    Nearest enemy
    Red coated character/s
    Other white characters
    Other black characters

Movement Rates

Movement is randomised, deliberately, to create tension as the fugitives and pursuers move closer together and then further apart etc.

In The River - Swimming & Drowning

MOVEMENT RATE

Character TypeNormalSerious or Leg WoundIn River
Lt. troops/officers & native infantry1D6+2 Half rate1D6 halved* +1D6 with flow
British Infantry1D6+1Half rate1D6 halved* +1D6 with flow
Zulu's1D6+3No further pursuitN/A
Horses2D6Half rate1D6 +1D6 with flow
Mules/Oxen etc1D6+2Half rate1D6 +1D6 with flow
Impala/Zebra2D6Half rate1D6 +1D6 with flow
* See conditions in paragraph "In The River" below.

Fugitives in the river have a swimming ability [generate randomly] which they must pass to swim

* If swimming % roll made successfully, otherwise just 1D6 with the flow. If swimming % roll failed, and try again next turn -, reducing swimming ability % by 10%. 5 failures in a row means character is drowned. If roll made successfully after a failure, restore the % roll to the fugitives normal rate.

Movement Direction of Uncontrolled/riderless Animals

Roll % dice

    01 - 10% 90 degrees to animal's left
    11 - 30% 45 degrees to animal's left
    31 - 69% Straight ahead
    70 - 89% 45 degrees to animals right
    90 - 99% 90 degrees to animals right
    100% Animal falls over, rider must throw for injury from falls

Catching & Mounting Horses/Mules

Any character can attempt to catch a horse or mule by coming into base to base contact with the creature. Roll % dice to achieve under the average of riding ability and agility to catch the creature and the same again the following phase/s to mount the creature. If attempting to do all in one turn half the average of riding and agility (if this fails - injury from falls).

Other animals will automatically throw the character attempting to ride it - Injury from falls.

Zulu Morale/Pursuit

Under certain circumstances Zulus will check their morale to continue pursuit.

1. When the group leader or Induna is seriously wounded or killed

2. When 50% of the group have been seriously wounded or killed or routed

3. After each subsequent serious wounding or killing or routing of a group member after 50%.

4. When another group of 3 or more Zulu's routs within sight. If the Zulu fails his % roll by over 10% he routs away from the British in the direction of the nearest 'friendly' baseline. If a Zulu fails his % roll by under 10% he will take cover/go to ground until a subsequent successful/unsuccessful morale check dictates otherwise.

Test Induna/group leaders first, followed by veterans, then averages then novices. Routs in the same turn count towards subsequent %'s in the same turn. The basic chance of a Zulu routing is 5% modified by the following factors:

    + 20% Induna or group leader seriously wounded, killed or rout
    + 5% Each Zulu in the group seriously wounded, killed or rout
    + 10% Zulu testing is wounded
    + 10% Over 20 yards from enemies
    + 10% Zulu testing is a veteran or average
    + 10% In the open with little or no cover between self and enemy
    + 10% Each other group of 3 or more Zulu's routing in sight
    - 10% Zulu testing is a novice
    - 10% Within 20 yards of enemies
    - 10% Able to use cover to stay put or advance
    - 5% Each other Zulu group of 3 or more advancing in sight

More Fugitive's Drift


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