Colonial Skirmish Rules
Colonial Skirmish Rules
Colonial Skirmish Rules
Version 3.2
Page 2 of 10
Index:
Introduction: ................................................... 4
Troop Classifications:................................... 4
Loyalty: ........................................................ 4
Weapons: .................................................... 4
Play Sequence:.............................................. 4
Groups: .......................................................... 4
Figure Activation: ........................................... 5
Movement: ..................................................... 5
Shooting:........................................................ 6
Risk Factors:................................................ 7
Visability: ..................................................... 7
Effects of Hits:............................................ 10
Charging and Melee:.................................... 10
Winning and losing:...................................... 10
Setting up a game:....................................... 10
Page 3 of 10
Introduction:
These rules are designed to allow players to role-play officers and leaders in small
skirmishes during the colonial wars in the 17th and 20th centuries.
Troop Classifications:
Regulars: these may be Formed Regular troops including Zulus.
Irregulars: these are Tribal warriors, and semi regular militias etc.
Loyalty:
Figures are either Loyal or Disloyal to a particular officer/leader;
EG: European regular troops are usually loyal to their NCOs and Officers.
Natives are only loyal to their own leaders.
Natives in European service are usually loyal to European or their own leaders.
Weapons:
These are classified as;
Weapon type Short range Medium range Long range Melee factor
Rifles 30 cms 90 cms 180 cms
Rifled Carbine 25 cms 80 cms 140 cms
2 (4 with Bayonet)
Muskets 20 cms 40 cms 120 cms
Carbine 15 cms 30 cms 100 cms
Pistols 5 cms 10 cms 30 cms 3
Bows 30 cms 60 cms 100 cms 1
Spears 8 cms 12 cms 24 cms 3
Swords - - - 3
Cavalry Lance - - - 4
War Club - - - 3
Hatchet / Knife. 5 cms 10 cms 20 cms 2
Rocks etc 4 cms 8 cms 20 cms 1
Play Sequence:
(1) Player Characters dice for Command points - Determine units under
command then dice for all their sides units on the Actions table below .
(2) Move all the P.C.s sides actions.
(3) Calculate any shooting by the P.C.s troops.
(4) Calculate all melees, and record casualties from melee.
(5) Move the other side as the sequence above (1-4).
Page 4 of 10
Groups:
Figures are nominally organised into groups, a group consists of 4 to 30 figures, they
should always attempt to remain in line of sight of at least one other member of their
group at all times. Groups may combine with similar troops to form a larger group if
they are reduced to 3 or less figures.
Figure Activation:
Player Characters are Officers and Leaders, and may be of any class.
They are limited to 1 per player, and are capable of solo action and commanding
other figures.
Command distance is 50cms in the open, 25cms in enclosed terrain. Only figures
within that distance may be commanded by a command figure.
If all the members of a group are not commanded, then none of them are.
Activated troops will normally act as the player wishes in that turn.
However, Troops unable to fire Volleys and Salvoes(EG: Natives, etc), count
uncommanded for shooting.
Movement:
Figures may move a maximum of 25 cms a turn, though wounded men and civilians
may only move 20cms (15 cms if their petticoats are not hitched up!)
Horsed figures may move up to 40 cms in open clear terrain.
Difficult going counts double the distance, and it takes move to clear a low barrier
(Fallen tree etc) or fence.
Page 5 of 10
Shooting:
These may shoot at designated target groups, PCs may target individuals.
Commanded troops must spend a turn halted to load muzzle loaded weapons before
a turn in which they fire; they may then move at up to half speed and still shoot in any
subsequent turn.
Figures with Breach loaded weapons may fire each turn, but figures may only move
half speed when shooting.
Figures with Magazine loaded weapons may fire each turn and move at full speed.
Hand hurled weapons may move at full speed and shoot, but only 1 per 3 shooting
figures count as shooting each turn, this saves record keeping of ammunition.
Shooting Damage Caused: +1 to die roll if Hero: -1 to die roll if Raw shooters.
D6 roll: 1 2 3 4 5 6
Gunpowder
Graze Graze Wound Wound Kill Kill
weapons
Bow /
Graze Graze Wound Wound Wound Kill
spear
Other Graze Graze Graze Wound Wound Kill
Hits are randomised among a target group, except for player characters, who may
shoot at any figure they wish in clear sight.
Officers / NCOs / Leaders are considered part of the nearest group within 5 cms of
them for casualty allocation, otherwise they are separate units.
Shooting is only possible if figures can see the entire base of a figure without
obstruction, unless shooting over an object or person within 2 cms.
Figures may be shot at in, or from, woods up to 10cms inside.
Other figures
These do not have separate morale or order rules, they simply calculate the Risk
Factor they are under.
Page 6 of 10
Risk Factors:
RFs (Risk Factors) are added as indicated below; Note that uncommanded units will
always shoot only at the nearest enemy to them (Measured from the nearest figure)-
1: Enemy in clear sight and within their weapons range of the unit
: Raw unit in range of any enemy unit in sight.
: Per 10% of group wounded or killed
Cross reference the Risk Factor with the modified D6 roll, this will indicate:
Note that Player Characters and commanded troops are shot at / attacked using the same
system, but ignore shooting and movement instructions written in Italics.
Uncommanded Formed troops will count as a single group on the action chart if their
commands are written in Italics and all units of the platoon are within 5cms of each other
and there is at least 1 Officer /NCO within 5 cms of the platoon.
Visability:
Figures in terrain are seen at D6 x 10cms range if within 10cms of the edge, or if they
fire, or are in plain sight.
Visibility is 20 cms within woods.
Page 7 of 10
Actions Table For troops armed with Firearms, bows and other long range weapons.
RISK
D6: 1 2 3 4 5 6
FACTOR
Continue current actions, unless a 6 (D6) is thrown, in which case they will move towards the nearest visible enemy.
Up to RF0
They will not move however, from fortified positions they are defending..
Continue current actions, unless a 6 (D6) is thrown, in which case they will move towards the nearest visible enemy.
Up to RF0
They will not move however, from fortified positions they are defending.
D6 roll: 1 2 3 4 5 6
Gunpowder
weapons
Graze Graze Wound Wound Kill Kill
Bow / spear Graze Graze Wound Wound Wound Kill
Other Graze Graze Graze Wound Wound Kill
If one side score is better than the enemy check for hits as follows:
The winning figure wounds an opponent if his die rolled a 5, he kills an opponent on a
roll of 6.
At the end of melee, the group(s) which had the worst results, (or both if drawn,) is moved
back 5cms. The winning side may follow up if it chooses.
When all of a sides units are in retreat, they have lost and will retire from the field.
Individual winning and losing parameters may be decided on a game by game basis.
Setting up a game:
As the game is designed, there is little reason to use hidden markers, unless all the players
are on the same side, and the opposition is solo run.
In this case, Place hidden markers, and half their number of dummy markers randomly in the
front edge (IE: Facing the players forces) -of terrain pieces. When they see the enemy, the
figures are placed within 20cms of that marker.