Steal These Rules

Boxer Rebellion Skirmish Rules

By Bob & Cleo Liebl



What follows is a desperately simple set of rules for the colonial period. I used them for a skirmish from the Boxer Rebellion. You make take them and modify them-even as I took them and modified them-to suit your own needs with our blessings.

The rules are designed for a skirmish game, with a player running anywhere from 1-6 figurines (I chose 6 because Jeff and Monica Hobbs, from whom I stole the rules with their permission had 6 figurines per group, and because that many fit nicely upon a single page). I feel that 4 to possibly 6 people can play. After that because you only have 1 person moving at a time-each player experiences too much down time.

When is it your turn to do something? When your card comes up. We took digital photos (borrowing my dad's camera) of each figurine (36) and printed them in color on Avery 5395 name badge labels, which we then affixed to some very inexpensive playing cards. (Jeff & Monica just wrote the names on labels, so you don't have to go extremely crazy.) Thus, when your card comes up, that individual can do something. He can move, load, aim, shoot, etc.

We made six copies of the character template on a single sheet of paper, mounted it upon a piece of Styrofoam, and used pushpins to keep track of things. If jostled or even turned upside down, the pushpins stayed in place, and there was no erasing and rewriting. You can run 4 times, and then the exhaustion factor keeps you from running more until you rest. (You can always change this and have some individuals have more stamina than others.)

We wrote in the weapon the individual was using, and his % chance to hit. Apply the modifiers and shoot. Do you want to aim first? Will they reach you before you get a chance to fire? Decisions ... decisions.

Change anything you wish. This is only a template and a guideline. But if you only have a few figurines painted and want to start fighting in this (or any) period, this may be an easy way to go.

Movement: when your card is drawn you may do any one (1) of the following things.

Shoot: an excellent way of killing the enemy ... if you have a gun.
Walk: which is a move of a roll of a d6.
Run: which is a move of a roll of a d12. *(After 4 runs he is exhausted, but 1 turn of standing still can regenerate the ability to run for one turn.)
Drag a wounded comrade for a move of a roll of a d4.
Load your weapon: (not rifles, revolvers load 3 rounds / turn).

**Move Modifiers: road x 1.5 / woods x .5 / up contour & over wall -2"
Rest if there's something to rest upon--& aim your weapon: the single most important thing you can do to hit your target.
Hold Fire: you're on overwatch.
Change from standing, kneeling or lying prone to another position.
Pick up a weapon.

Shooting Roll percentage dice & add the warrior's base % chance to hit. Apply applicable modifiers. A modified result of 100% or higher is a hit. Then go to the damage table.

Jingle gun: Takes 1 turn to load / short range 18"/long range 36"
Rifle: Fire & load in 1 action short range 12"/long range 24
Crossbow: 1 turn to load short range 6"/long range 12"
Revolver: Fires/reloads 3 shots of 6 / short range 4'Aong range 8

Damage: Once you score a hit, add your overage (whatever you got in excess of 100%) to a percentage die roll, & consult Damage Chart.

Modifiers:
Shooter is wounded -20%
Target is running -15%
Target is walking -5%
Target in heavy cover -25%
Target in light cover -10%
Target is prone -15%
Target is standing still +10%
Weapon is rested +15%
Weapon is aimed +35%
Firing @ short range +20%

Hand-to-Hand Combat: when you melee an enemy, up to 4 figurines may melee 1 figurine (1 on each side). Both sides roll percentage dice, and apply modifiers.

If you beat your enemy, he retires a walk.
If you double your enemy, he suffers a light wound & runs away.
If you triple your enemy, he gets a critical wound (odds movement, evens shooting).
If you quadruple your enemy, the blighter's dead!

Modifiers:
Pole arm +35%
Rifle w/ bayonet +25%
Rifle +5%
Sword +15%
Enemy shielded -10%
Charging +20% (To gain modifier, must run into combat.)
Critically wounded -50%
Lightly wounded -20%

Damage Chart:
90-100+% he's dead
81-90% crit/can't shoot
71-80% crit/can't walk
21-70% light wound
0-20% close call

Data Chart


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