Skirmish Wargaming Role-Playing

The General Rules

by Donald Featherstone


The Sequence of Action

Followed during each phase.
1 Write down all intended movement/action firing and fighting for the phase.
2 Move all men.
3 Calculate Firing.
4 Calculate Melee.
5 Note men who have to react on the next phase.

This sequence should be strictly followed to ensure that all players are in step throughout the game.

Scales
1 cm represents 1 pace
1 phase represents approximately 5 seconds
1 figure represents 1 man

Equipment

1 pair of Percentage Dice (20-sided, numbered 0-9 twice); 1 rules; paper (preferable squared), pens etc. to record movement, actions, wounds, and so on.

The Men

For the purposes of the rules there are three types of men:

    Veterans These are the men who have fought in many campaigns and who are experts in the use of their weapons, and in tactics. They will usually be the leaders (always so in groups based on proficiency in war, but in some societies other factors, eg wealth, social rank, dictate the leaders). They will be tough fighters, and deadly marksmen.

    Averages These are men with some battle experience, who have gained some knowledge of battle craft and can handle their weapons reasonably well. The majority of men will remain this type of soldier despite repeated exposure to war.

    Novices These are men with little or no experience of battle, with no real skill in the use of their weapons. They may be young, and will gain proficiency with experience, and progress to become Averages and even Veterans. On the other hand they may simply be incompetent, clumsy or cowards, and will never improve their skill.

Each man or figure is given one of these ratings, and his performance with his weapons in firing and melee is then conditioned by his type, eg a Novice deducts 20 per cent when firing, whilst a Veteran adds ten per cent when meleeing an Average. These percentage variations are given in the relevant sections.

Record Sheet

Careful record keeping helps to make the game run smoothly. The record sheet can be easily prepared from one-inch squared paper, with the details entered as shown in the diagram below.

The character’s name, type and weapons are recorded in the first column. Orders can be recorded on the back of the sheet. The squares are then numbered for the phases of the game, and intended actions and/or movements are entered at the start of each phase (see Sequence of Action). During each phase, any wounds suffered are also recorded (preferably in a different colour ink, eg red), together with the effect of the wounds in subsequent phases.

Orders

At the start of each game each side should be given an objective, the objectives should be inherent in the scenario. The Leader should then issue orders outlining the role of each man in his force. Men should obey these orders until they are changed. It takes one phase to issue a new order.

Movement

On FootOpen GroundDifficult Terrain
Walk4 paces2 paces
Run8 paces4 paces
Charge10 paces5 paces
Crawl/limp2 paces1 pace
On HorsebackOpen GroundDifficult Terrain
Walk4 paces2 paces
Trot8 paces4 paces
Canter12 paces---
Gallop16 paces---

Riders may accelerate or decelerate from one Rate to another (ie up or down) on subsequent phases.

Actions

Actions differ from movement in that they involve time rather than distance. All actions, unless otherwise stated, take one phase.

For Example: Mount/Dismount; Kneel/Lie down/Get up; Dive; Draw/Sheath weapon. A man may make more than one action in one phase if the actions are compatible, eg kneel and draw weapon.

Firing (or throwing)
There are two types – Aimed and Snap.

Aimed fire – This takes two phases – first phase – adopt a firing position; second phase – fire. Whilst making an aimed shot a man may make no other action, nor move.

Snap fire – This takes one phase. A man may move or make an action while snap-firing.

Calculating Casualties
1 Establish the type of target, and the percentage chance of a hit at the appropriate range.
2 Work out the chance of a hit by adding and subtracting the percentage variation to or from the range/target percentage.
3 Throw the dice.
4 If the dice result is between 1 and the chance of hit calculated at No. 2 above consult the casualty Table to establish the type of wound inflicted.

Chance of a hit

Type of targetShort
Range
Medium
Range
Long
Range
Standing80%70%50%
Walking or Making an Action70%60%40%
Running/Trotting60%50%30%
Kneeling/Charging/Cantering50%40%20%
Galloping40%30%10%
Lying/soft cover20%10%0%
Hard cover10%0%-20%

PERCENTAGE VARIATIONS
Novice shooting -20%
Veteran shooting +20%
Snap firing Med range -10%
Snap firing Long range -30%
Walk/Trot/Action -10%
Running/Cantering/Galloping -20%
Each Light wound -10%
Each Serious wound -20%
Average Reacting -10%
Novice Reacting -20%

Casualty Table

Key
The top horizontal column represents the final calculated chance of a hit.
The inner vertical columns represent the dice totals actually thrown.
The end lettered vertical columns give the category of wound.

TO DETERMINE THE WOUND
1 Read along the horizontal column to the calculated chance of a hit.
2 Read down to the nearest number higher in value to the number thrown, or where possible the actual number thrown.
3 Read along to the lettered vertical column.

WOUND CATEGORY
A Dead
B Serious body wound. No movement or action for six phases. Then can crawl or stagger only.
C Serious right arm wound. No movement or action for four phases. Drop anything in that hand. Cannot use that arm again.
D Serious left arm wound. As above, but for left arm.
E Serious leg wound. No movement or action for four phases. Then can crawl or limp only.

    (NOTE: Serious wounds knock a man over; Light wounds do not except for F below. All actions take twice as long with a serious wound. A man with a serious wound cannot charge or dive.)

F Light head wound. Knocked out for four phases.
G Light body wound. No movement or action for two phases. Then all movement at half rate.
H Light right arm wound. No action for one phase. Drop anything in that hand.
I Light left arm wound. As above, but for left arm.
J Light leg wound. No action for one phase, then cannot charge in that game.

For Example:

A Veteran rifleman with a rifle decides to shoot at a Pathan running along a street. He adopts a firing position, which takes one phase, and on the next phase makes an aimed shot. As the target is running at medium range the firer’s chance of hitting is 50 per cent, but this is increased by 20 per cent up to 70 per cent because the rifleman is a veteran. The player throws the dice and scores 18. This is a hit as it is between 1 and 70. He consults the Casualty Table, finding the 70 percent and runs down to the number nearest to 18 (taking the nearest number greater than that thrown if that number is not on the table itself), in this case, 24. He then reads along to the lettered vertical column to find the wound: B, a Serious Body Wound. The player notes down on his Record Sheet ‘1 round used’, if a limit on ammunition applies, or the weapon is a repeater.

Shooting at mounted men

The casualty results are interpreted as below. A-F Hit rider, throw dice again to determine wound as if 99 per cent chance of a hit.

G-H Mount hit and killed. Rider thrown.
I-J Mount nicked, and will decelerate automatically on the next phase.

INJURY FROM A FALL (including being thrown from a horse)

Throw dice using the Firing Casualty Chart as if for a 50 per cent chance of a hit. This determines whether the man who falls or is thrown is injured, ie if 1 to 50 is thrown, the man suffers the appropriate category of wound; if 501 to 100 is thrown, the man is uninjured.

Invalid hits

1 When the target is a man using hard cover, only wounds on those parts of his body that are necessarily exposed because of the action he is making are valid.
2 When a target is moving or making any action, ie is not actively using hard cover, but is partially obscured by hard cover, the chance of hit is not reduced, but a wound in the area obscured is invalid.
3 When a metal helmet is worn, light head wounds are invalid.
4 Light wounds on an area covered by chain, scale or plate armour are invalid.
5 Serious wounds inflicted from medium range and long range, are invalid on an area protected by plate armour.

Melee
Each man has a chance of striking and wounding his opponent, based on the effectiveness in both attack and defence of the weapon used.

To determine this chance
1 Look at the Weapons Table. For each man, read along from his weapon and down from his opponent’s weapon. The intersection of the two is his Basic Chance of landing a blow.
2 Add or subtract the Percentage Variations to obtain the Calculated Chance.
3 Steps 1 and 2 are carried out for both men fighting, and both men then thrown the dice. If one man hits then consult the Casualty Table (as in firing). If both men hit, treat this as no result during that phase.
4 Melee is calculated on every phase.

Weapons Table Foot v Foot/Foot v Mounted
1 Unarmed
2 Club
3 Knife/Dagger
4 Shoulder Arm used as club or staff/Crude Pole Weapon. Etc.
5 Short Axe/Hatchet/Tomahawk, etc.
6Short Sword/Sword Bayonet/Scimitar/Cutlass
7 Fixed Bayonet/Spear/Javelin/Lance/Long War Axe/Assegai
8 Sword

Mounted v Foot/Mounted v Mounted
9 Any other weapon other than those in categories 10 and 11
10 Lance/Spear
11 Sabre/Sword

Other weapons will be assigned to their specific categories in the Cast List (attached to upcoming scenarios – ed)

Key
Top and bottom horizontal columns are the opponent’s weapon.
First and last vertical columns are the man’s own weapon.
Inner horizontal and vertical columns are the percentage chances of striking the opponent.

PERCENTAGE VARIATIONS

Type
Veteran v Average +10%
Veteran v Novice +20%
Average v Veteran -10%
Average v Novice +10%
Novice v Average -10%
Novice v Veteran -20%

Movement
Charging +10%
Opponent Trotting -10%
OpponentCantering -20%
Opponent Galloping -30%

Reaction
Average reacting -10%
Novice reacting -20%

Miscellaneous
Opponent on left or rear of cavalry -20%
For each light wound -10%
For each serious wound -20%
Opponent wounded in Previous round +20%
Outnumbered, each extra Opponent -10%

Protection
Using Shield +20%
Opponent has shield -20%
Opponent in Cover -20%

Casualties in melee
1 Calculate wounds on Casualty Table as explained in the Firing Section.
2 However, light wounds in melee do not have the immediate effect stated. The melee continues, but no weapons are dropped, and the percentage deductions will apply in subsequent phases of melee.

Invalid hits

Light wounds on armoured areas are invalid. Serious wounds on areas covered by plate armour are invalid, but on the next phase the man so defended must deduct as if ‘wounded on the previous phase’, ie ten per cent.

Reaction

A man must react on the phase after
1 Firing or throwing.
2 Fighting in a melee.
3 Each fresh sighting of the enemy.
4 Any sudden or unexpected occurrence.

On the phase of reaction Averages and Novices are subject to percentage deductions.


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© Copyright 2004 by Richard Brooks.
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