Warhammer Colonial
Pacman's Notes: Those rules are not mine, I got them off the web somewhere and posted them here
Amendments to 40k for 19th Century colonial warfare by Jervis Johnson
OK guys, here are my amendments to the 40K rules.
Unless they say otherwise the new 40K rules apply. Note that the new rules are rather
different to both Warhammer and the old 40K rules, so these amendments will only work (and
make sense!) if you have both. Also, these are play test notes, not complete rules - if
you run into something not covered, make it up on the spot!
[Editors Notes - This is from the man himself.
"Sort out rules problems yourselves". If Jervis gets pestered
because of us printing these then we won't be able to print other stuff from him. So
DON'T go sending him Email asking him to just clarify this or give some points for
that. Come on people, we're all supposed to be intelligent human beings who can
think for ourselves. ]
FORMATIONS
Troops move and fight in formations, and different formations have
different effects on a units ability to move, fire and fight in close combat. Regular
troops have been extensively drilled and trained and can assume a variety of precision
formations. Irregulars are not professional soldiers at all; they can be hastily mustered
civilians or warrior nomads, but in either case they are not trained to move in exact
formations.
Regular troops may be in column, line, square or in open order. Any
regular unit can change its formation in the movement phase at the cost of half of it's
movement. Units may not change formation in the assault phase. The unit may make the
change either at the beginning or the end of its move. If it changes at the beginning of
its move, then its movement rate is based on its new formation; if it changes at the end,
then its movement rate is based on its original formation.
Irregulars must be in a warband if there are ten or more of them in
the unit, or skirmish formation if less than ten. A unit reduced to less than 10 models
must adopt skirmish formation in its next movement phase. Note that irregulars have no
control over what formation they use; small units spread out, while large units 'mob up'.
Artillery may be limbered or unlimbered. In both cases the gun crew
are treated as being in open order.
The units in a formation must be arranged according to the following
descriptions of the specific formations:
- Line: One or two figures deep and as wide as desired. All bases touching.
- Column: Two to four figures wide, and more figures wide than deep. All bases touching.
- Square: Four lines forming a hollow box and facing outwards. All bases touching.
- Open Order: All models must be within 1-2" of another model in the formation. Note that models must be at least 1" apart.
- Warband: A rough square, roughly as many figures wide as deep. Figures may be touching or up to ½" apart.
- Skirmish: Figures may be must be ½" to 1" apart. No models may be touching.
FORMED UNITS
Units in line, column, or square are called formed units. This has a number of effects of the way that they work in the game.
The following rules apply to formed units:
- Units in column add +3" to their move in the movement phase only.
- Units in square subtract 3" from their move in the movement phase and may not charge in the assault phase.
- Formed units move following the rules for movement in Warhammer (i.e. they must travel ahead, changing direction by wheeling, etc).
- Formed units must choose the lowest dice roll when moving through difficult terrain.
- Formed units must use the shooting fire arcs from Warhammer (i.e. 45 degree).
- Formed units block the LOS for friendly models in the same manner as enemy units.
- The front two ranks of a formed unit may fire (i.e. the front rank doesn't block the LOS for models from the same unit).
- Formed units may deliver a volley instead of shooting normally (see below).
- Formed units that fail a morale check become shaken before they fall back (see below).
VOLLEY FIRE
Formed units are allowed to deliver a volley. Volley fire is not all
that accurate, but can halt an enemy attack by its morale effect. You must declare if a
unit will volley fire or shoot normally ('fire at will') before it shoots. Unless you say
otherwise it is assumed a unit will fire normally. Volley fire is limited to a single shot
and a maximum range of 12", regardless of the rate of fire of the weapon being
used. Halve the number of hits scored with volley fire, rounding fractions up, then
roll to wound and save normally.
Units that take any casualties from volley fire must take a morale
check, rather than only if they take 25% casualties. In addition the moral check is taken
with a -1 modifier for every two casualties inflicted by the volley.
CHARGE REACTIONS
A unit charged by an enemy may make a charge reaction. You may not
make charge reactions against units in open order or skirmish formation, as it is assumed
that they will use cover and guile to 'be on you' before you can react.
A unit that can make a charge reaction may either:
Stand: Follow the normal rules.
Fire: As fire, but the unit may shoot at the unit that declared the charge. The shooting attack is made using all the normal rules. Note that units with slow firing weapons (see below) must be loaded in order to choose this option. All other weapons shoot as if they were stationary. An attacking unit that suffers 25% casualties must pass a morale check before making its charge, and can only carry on with the charge if the morale check is passed.
SHAKEN UNITS
Large units are steadier than smaller units and more likely to hold their ground. To represent this a unit with ten or more models that fails a morale check becomes shaken rather than falling back.
A shaken unit may not advance towards the enemy and may not charge. If it fails a second morale check before it rallies then it falls back. A shaken unit may decide to voluntarily fall back, in which case it falls back one move and then reverts to shaken status.
A unit rallies from being shaken in the same manner as it regroups from falling back.
GOING TO GROUND
Units in open order or skirmish formation may 'go to ground' instead of moving normally. A unit that goes to ground can only move D6", but counts as being in cover with a 5+ saving throw.
SNIPING
Units in open order or skirmish formation may 'snipe' instead of shooting normally. A unit that snipes may not move at all, but may shoot at up to double its normal range. However, only half the models in the unit may shoot (rounding fractions up), it being assumed that the other half are aiming carefully, adjusting the sights on their rifles, and so on. A unit may go to ground and snipe in the same turn.
BASIC WEAPON TYPES
Name |
Range |
Strength |
AP |
Notes |
Magazine |
24" |
3 |
5 |
Rapid Fire |
Breach-Loader |
24" |
3 |
5 |
Single Shot |
Muzzle Loader |
24" |
3 |
5 |
Slow Fire |
Flintlock |
12" |
3 |
6 |
Slow Fire, Smoothbore |
Gatling Gun |
36" |
4 |
5 |
Machine Gun |
Cannon |
48" |
5 |
5 |
Blast |
Bayonet |
CC |
User |
- |
+1 Initiative |
Shield |
CC |
- |
- |
+1 Save |
Webley |
6" |
3 |
5 |
Pistol |
Single Shot: May fire once up to 12" if any models moved, or once up to maximum range if the unit was stationary. (As an aside, regular troops armed with magazine rifles during this period were not normally allowed to use the magazines until the enemy were very close. Instead they had to load single bullets directly into the chamber, effectively converting their magazine rifle into a single-shot weapon. This was done because it was feared that troops would waste all of their ammunition by firing away 'into the brown', and then have none left when the enemy charged. Whether they would have wasted their ammo or not is subject to conjecture, but it is rather nicely represented by the fact that magazine rifles only real advantage over a single shot rifle comes into effect at close range!)
Slow Firing: These weapons take some time to reload. To represent this, only every other model can shoot when the unit fires, it being assumed that the other models are reloading at the time. Alternatively, units that fire a volley may shoot with all models in the unit, if this is preferred, but forfeit their next shot while they reload.
Smoothbore: This weapon has no rifling, making it very inaccurate at anything other than point blank range. To represent this any shots fired over 6" range will only hit on a roll of 6+, no matter what the BS of the firer.
Machine Gun: The machine guns of this period were very effective at mowing down troops in a the dense formations used, but prone to jamming. To represent his, the following shooting rules are used; Instead of rolling to hit, simply roll a D6 if the target unit is in range. The number rolled is the number of hits scored. If desired you can carry on firing with the machine gun, by rolling the D6 again, and adding the number rolled to the number of hits scored. However, if the second dice roll matches the first dice roll, no hits are scored and the gun jams. Assuming the gun doesn't jam, you may roll a third time, but this time the gun will jam if the new dice roll matches either of the previous dice rolls. Assuming that the gun doesn't jam you may roll again, and so on, until you jam the machine gun automatically on the seventh attempt! Here's an example of how this works.
Cpl Smith opens up with his gatling gun on a warband of Zulus
24" away. He rolls a '2', scoring two hits on the enemy unit. This is clearly not good enough, so he keeps cranking away, and rolls a second D6. This time he scores a '4', inflicting another four hits making six in total. Still not satisfied he carries on shooting and rolls a third D6. However this time he rolls another '2', which jams the machine gun. Roll a D6 to see what has happened to a jammed machine gun: 1-2 = Broken, can't be used for the rest of the battle; 3-4 = badly jammed, may not shoot next turn; 5-6 = minor jam, may shoot normally next turn.
IMPORTANT: Machine guns are much less effective against troops in an open formation. To represent this each roll of the dice will only score one hit on a unit in open order or skirmish formation, instead of the number rolled on the dice. However, the number on the dice is still used for jams. For example, Cpl Smith above would have score two hits if the Zulus had been in skirmish formation before jamming the gatling gun.
Pistol: May 'rapid fire'. In addition, may be used in close combat, in which case opponent's do not receive an armour save. Models armed with sword and pistol gain +1 attack for additional cc weapon, and opponent's receive no save.
CHARACTERISTIC SUMMARY
| WS |
BS |
S |
T |
W |
I |
A |
Ld |
Sv |
Equipment |
British Infantry |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
8 |
6+ |
Rifle & Bayonet |
Zulu |
3 |
1 |
3 |
3 |
1 |
3 |
1 |
8 |
6+ |
Rifle or Spear, Shield |
Boer |
2 |
4 |
3 |
3 |
1 |
3 |
1 |
7 |
- |
Rifle |
Afghan |
3
| 2
| 3
| 3
| 1
| 3
| 1
| 7
| -
| Jezzail or Sword &
Shield |
Leader |
+1 |
+1 |
- |
- |
+1 |
+1 |
+1 |
+1 |
- |
|
Mata Ne !
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