FIRELOCK AND SCALPLOCK

by Henry Lubbers



These rules are intended for small man to man skirmish games using 25mm figures. The action of all figures are sequenced by the drawing of cards, one per character. Each character is given a set of capabilities which are logged onto a sheet like the one below.

Bravery....
Load
boxes
two
bow
loaded
four
pistol
loaded
six
musket
loaded
eightten
rifle loaded
Hits taken1234 56 and dead
Please note that starting with hit #3 the figure will also cross out one bravely box and one melee box.
Melee strength+2+1-1-2


Characteristics may be assigned as a part of a scenario or created randomly.

To randomly create a character roll a 10d. The number generated goes in the first box on the Bravery line. Consult the chart below for the numbers to place in the remaining boxes.
1st box 2nd box 3rd box 4th box
10 7 4 1
9 6 3 1
8 5 2 1
7 4 2 1
6 3 2 1
5 3 2 1
4 3 2 1
3 2 2 1
2 2 1 0
1 1 0 0
The higher the number the braver the figure and the more that he can do in a turn.

The load box is the number of impulse points (or IPs) it takes to load a weapon. A bow takes two IPs, a pistol takes four IPs, a musket six lPs and a rifle ten IPs.

The hit boxes are filled in when the figure is shot or hurt during combat. When all the hit boxes are gone (the 6th hit) the figure is dead. On the third hit deductions are also made for the bravery and the melee section

The melee boxes indicate the number of points added to a melee. As the figure accumulates hits it becomes weaker and melee strength declines.

DRAW CARDS

What a figure's card is drawn:
1. Roll a 6d and add the pips on the die to the figure's current bravery factor. This total represents the figures current impulse points (IPs) which represents the figure's ability to take action in the turn.

  • A if controlling several figures you may roll a 10d for your personal figure OR
  • B. an officer figure may roll a 10d.
EXAMPLE: A die roll of 3 plus +a bravely factor of 7 would give the player 10 impulse points to use during the current turn.

UNUSED IMPULSE POINTS MAY NOT BE CARRIED OVER FROM ONE TURN TO THE NEXT UNLESS THEY ARK USED TO LOAD A WEAPON.

2. Officers may roll first and may then give their IPs, or portions of their IPs, to other figures under their command and that are within 12" during the course of a turn as a form of inspirational leadership. Of course any IPs given to ether figures cannot be used by the officer figure.

3. Use of IPs

A. Movement
1) to move an inch in clear terrain costs 1 IP
2) to move 1/2 of an inch in woods, scrub or hills costs 1 IP
3) to move 1/4 of an inch in marsh or swamp costs 1 IP
4) to cross a stream costs a number of IPs equal to a 6d roll

B. Shooting
1) If the weapon is loaded then the figure can fire at any acquired target
2) Acquiring a target in the open or acquiring a figure which has fired in the current turn is AUTOMATIC
3) Acquiring a target in cover requires a die roll to see if the figure has been spotted.
4) To acquire a tartet in cover roll a 10d. A result of 8 or better (8,9,0) and the target is acquired and may be shot at.

MODIFIERS TO THE ACQUISITION DIE ROLL

+1 spotting a figure is a native-american
-1 spotting figure is militia
-2 spotting figure is a European trained, line regular

When your card is drawn the figure begins by being
-1 startled
-2 cowering
-4 dropped to the ground

By expending IPs the player can increase his chances of acquiring a hidden figure by a +5 to the acquisition die roll
To get the +5
a European trained, line regular must pay 4 IPs
a militia man must pay 3 IPs
a woodsman must pay 2 IPs
a native-american must pay 1 IP

Example: A European trained, line infantryman in the woods tries to find his enemy. On a regular 10d roll the figure would need to roll a perfect 10 to acquire the target (since 10 with a -2 modifier equals 8). By spending 4 IPs the infantryman can now increase his chances to a die roll of 5 or better to acquire. A roll of 5 minus the line infantryman penalty of 2 equah 3. Add in the +5 he paid for with 4 IPs and the modified die roll is now 8, the number needed to acquire.

C. Once the weapon is loaded and the target is acquired the shooting may begin. Use the formulas below to calculate the % chance to hit.

BOW and PISTOL FORMULA (25" maximum range) 25- distance to target in inches X 2 = % chance to hit. EXAMPLE: target is 12" away 25 - 12 = 13 X 2 = 26% or less chance to hit

SMOOTHBORE MUSKET FORMULA (50" maximum range) 50 - distance to target in inches, X 2 = % chance to hit. EXAMPLE: target is 22" away. 50 - 22 = 28 X 2 = 56% or less chance to hit

RIFLE FORMULA (100" = maximum range) 100 - distance to target in inches = % chance to hit EXAMPLE: target is 12" away. 100 - 12 = 88% or less chance to hit.

D. At the time of firing the figure firing may elect to modify any possible results from a hit by either AIMING or CAREFULLY AIMING.
1) Aiming costs 2 IPS and gives a +2 modifier on results if a hit is achieved.
2) Careful aiming cost 4 IPs and gives a +3 modifier on results
3) The decision to aim or carefully aim MUST be made before a formula solution is diced for.

4. Results of firing

If the target is hit roll a 10d for the result

Modifiers to the results roll
+2 aim
+3 carefully aim
-2 target in brush/scrub
-3 target in woods
-5 target in buildings behind works

RESULTS ROLL

Roll a 10d, add or subtract modifiers and consult the chart below for results.

die roll results
12target recieves 6 hits and dies
11target recieves 5 hits - mark off on hits box
10target recieves 4 hits - maw off on hits box
09target recieves 3 hits - mark off on hits box
08target recieves 2 hits - mark off on hits box
07target recieves 1 hit - mark off on hits box

01 through 06 roll again on the table below

01-03 no effect 04 Target is missed but gets very angry and must use all his available IPs on his next chance to act in order to move toward the firing figure. Figure may fire if already loaded but is not eligible for any bonuses. 05 Target is missed but is sorely vexed and will use 1/2 of his IPs (rounding up) on his next chance to act in order to move toward the firing figure. Figure may fire if already loaded but is not eligible for any bonuses. 06 Target is missed but startled. Loses 1/4 of his IPs recovering composure. Will suffer a -1 when trying to acquire target next chance to act. 07 Target is missed but cowers. Loses 1/2 of his IPs recovering composure. Will suffer a -2 when trying to acquire a target next chance to act. 08 Target is missed but drops to the ground, prone. Loses all his IPs recovering his composure and standing back up. Will suffer a -4 when trying to acquire a target in the next chance to act. 09 Figure will run away immediate a total number of inches equal to his IPs. Terrain penalties are ignored. Losses next chance to act, recovering breath. 10 Figure will run away immediately a total number of inches DOUBLE to his IPs. Terrain penalties are ignored. Losses next chance to act, recovering breath.

5. MELEE

Any figure within 1" of an enemy figure may melee. Be warned it is dangerous and highly unpredictable.
Each side rolls a 10d and modifies the die roll. Highest die roll wins. The loser deducts the difference between his die and the winner's die and marks out that number of hit boxes.

Modifiers

+2 if enemy figure is currently prone
current melee strength (ranges from a +2 to a -2 at bottom of chart)

Weapons modifierswoodsbrush/scrubopen
bayonet-10+2
knife,tomahawk
or war club +2
+100
clubbed musket -2+1+1

Tie rolls must roll again UNLESS
Native-americans vs. whites: Natives win all ties in the woods. Deduct 2 from the hit boxes.
European trained regulars vs.any other type: Regulars win all ties on open ground. Deduct 2 from the hit boxes.

If the winner's modified die roll is DOUBLE that of the loser, the loser automatically dies.
If a figure is fighting multiple figures each melee is rolled individually (this allows for more heroics)

SAMPLE TURN:

Assume a woodsman with a bravery factor of ten rolls a 6 on a 6d when it is his turn. This would give the woodsman 16 impulse points. He moves 3" in the woods at a cost of 6 IPs. He loads his smoothbore from scratch. Three boxes costs 6 more IPs. He now has 4 IPs left. He pays 2 IPs in increase his chance to acquire Chief Otter Breath. He immediately pays 2 more IPs to aim his weapon. He rolls a 10d for acquisition. He adds a +5 to the die roll. His natural roll was 4 and with a +5 he has acqunred the Chief. He now fires his smoothebore at the Chief who is 12" away. (50 - 12 = 38 X2 = 76%) Our hero rolls a 67 and hits the Chief. He rolls another 10d with a +2 for aiming BUT with a -3 for the woods, or a -1 overall. He rolls a 5 which is now a 4. He missed and must roll again on the second table. The second roll is a natural, unmodified 4. Chief Otter Breath is angry at being shot at by our hero. The Chief must use all of his IPs to try and close on the woodsman when it is the Chiefs turn.

The rules simple and very easy to lean. Just remember that you can do whatever you have the IPs to pay for. If you are loading over more than one turn use a 6d to mark how many IPs are being carried over in the loading process. It keeps everyone honest.

CARD SEQUENCING

For those of you who are unfamiliar with the use of cards there are several ways to sequence the game.

1. Give a red card for every figure on a side and a black card for every opposing figure. Shuffle and draw.

2. Add or subtract cards from the correct number. This forces players to think more carefully about their actions.

3. Assign each figure a specific card so that figures must move at specific time.

4. Allow officers the first move so that their IPs may inspire others when it is their turn to act.

I mount my regulars on 3/4 inch squares and everything else on 1" squares. I'd like to firmly tip my hat to Wally Simon. His articles and formulas on gaming have interested me since the days when I read Wargamer's Digest. His influence is obvious.

Questions or comments? E mail hgl1@ix.netcom.corn or Henry G. Lubbers, 2519 Hazelcrest Ln., Cincinnati,, Ohio 45231.


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© Copyright 1997 Hal Thinglum
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