SharpPractice Indian Mutiny v3b

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The document provides an overview of wargame rules for battles during the Indian Mutiny period focusing on individual acts of bravery and localized actions with limited force sizes.

It is about developing a set of wargame rules to capture battles and campaigns during the Indian Mutiny period from 1857-1859.

The Indian Mutiny period from 1857-1859, which was a rebellion against British rule in India that grew out of various economic, military and religious tensions.

A"set"of"Wargames"Rules"for"the"Indian"Mutiny"(1857<59)"

Based"on"the"TwoFatLardies"Sharp"Practice"system."
Introduction**
The!search!for!a!set!of!miniature!rules!that!captures!all!that!the!
Indian!Mutiny!has!to!offer!has!not!been!easy!to!find.!If!ever!a!
period!of!military!history!revolved!around!the!acts!of!individuals,!
‘big!men’,!the!Indian!Mutiny!is!it.!The!heroic!efforts!of!
individuals,!formed!such!a!tapestry!of!tales!with!stories!of!
bravery!and!heroics!in!what!defined!a!true!Victorian!Hero!–!the!
boy’s!own!adventure!stories!never!had!a!grander!stage!than!the!Indian!Mutiny.!
Put!together!with!battles!a!plenty!along!with!acts!of!daringBdo,!it!all!goes!to!provide!
an!endless!back!drop!to!Queen!Victoria’s!most!devastating!war!of!the!nineteenth!
century.!

The!uprising,!predominantly!in!the!Bengal!Presidency,!came!from!the!culmination!of!a!
steady!rise!of!discontent!with!British!rule,!resulting!in!the!fabled!‘soiled’!cartridge!affair!
which!sparked!the!tinderbox,!which!was!the!Sepoy!Rebellion.!In!this,!the!mutinous!
elements!in!India!rose!up!against!their!former!Sahibs.!So!sudden!and!unexpected!was!the!
uprising,!characterized!by!terrible!atrocities!military!and!civilian!alike!which!gave!the!war!a!
particularly!nasty!‘edge’,!the!British!Empire!strained!to!save!its!jewel!in!the!crown!–!it!was!
unlike!any!other!colonial!conflict!yet!experienced!by!Great!Britain,!involving!more!troops!
than!she!sent!to!the!Crimea.!In!the!Mutiny,!troops!came!from!all!corners!of!Victoria’s!realm!to!
reBestablish!order,!providing!a!military!menagerie!untypical!of!Her!Majesty’s!ordered!legions.!

To!the!miniatures!gamer,!the!period!has!much!to!offer.!There!were!alot!of!localised!actions!with!the!British!forming!
‘Movable!Columns’!that!generally!limited!the!overall!size!of!forces!engaged,!resulting!in!many!small!to!medium!sized!
actions,!with!very!specific!objectives.!The!Mutineers!also!mustered!their!troops!in!a!similar!way,!usually!under!the!
leadership!of!a!charismatic!personality.!!Numerous!sieges!and!‘last!stands’!of!desperate!outposts!combine!to!offer!all!
manner!of!skirmish!scale!actions!perfectly!pitched!at!the!scale!of!War!Without!Mercy.!Battles!were!fought!using!
handfuls!of!British!battalions!against!masses!of!mutineers!–!stirring!stuff!!!

These!forces!were!lead!by!very!colourful!characters!on!both!sides!and!the!uniforms!look!great.!It’s!possible!to!field!a!
force!where!every!unit!looks!different,!but!need!not!be!so!if!a!player!prefers!a!more!homogeneous!look!to!his!army.!
Where!else!can!you!have!on!the!same!field!of!battle!Bengal!Lancers,!Sepoys,!Sikhs!and!Elephants,!along!with!Her!
Majesty’s!soldiers,!sailors!and!marines,!including!such!venerable!units!as!Rifle!Regiments,!Ghurkhas!and!Highlanders!
all!mixed!in!with!civilian!volunteers!–!the!mutiny!offers!variety!with!which!few!periods!can!compete.!

Along!with!this!cast!of!characters!the!war!was!fought!in!that!most!exotic!of!places!–!India.!Battles!raged!through!
cities,!villages,!deserts!and!jungles;!along!the!banks!of!the!Ganges!and!at!the!foot!of!the!Himalayas,!the!war!provides!
a!backdrop!that!simply!shines.!Also,!in!recent!times,!the!information!that!was!once!hard!to!get!is!now!plentiful.!
There!are!many!vivid!accounts!of!the!war!and!more!popular!histories!that!provide!all!the!information!needed!to!fully!
appreciate!the!scope!and!struggle!that!the!Mutiny!entailed.!Finally,!in!War!Without!Mercy,!we’ve!included!a!Sepoy!
Rebellion!campaign!system!which!will!hopefully!give!players!a!feel!for!the!issues!grappled!with!by!both!sides!at!
various!times!of!the!conflict!–!it!is!highly!recommended!your!battles!are!fought!within!this!campaign!context,!though!
off!course,!it!is!not!necessary!to!play!the!game!if!oneBoff!battles!are!preferred.!

The!rules!themselves,!as!most!will!be!aware,!are!based!on!the!original!well!received!Sharp!Practice!system!–!you!do!
not!need!Sharp!Practice!to!play!the!rules!in!your!hand.!War!Without!Mercy!is!complete.!!A!special!note!of!thanks!to!
Scott!Dallimore!for!providing!excellent!detail!which!formed!the!basis!of!the!army!lists!within!the!rules!and!kick!
started!this!whole!project!and!Simon!Walker!for!pushing!things!along!to!a!conclusion.!I!hope!you!enjoy!War!Without!
Mercy!!!! ! ! ! ! ! ! ! ! ! ! ! !!!!!!!!!!!V3.0b!

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TABLE"OF"CONTENTS"

The"Characters"........................................................................................................................................................"5!
1.1! The!Rules!of!War!................................................................................................................................................!5!
2! Turn"Sequence".................................................................................................................................................."5!
2.1! The!Dice!..............................................................................................................................................................!5!
2.2! What!Do!The!Dice!Scores!Mean?!.......................................................................................................................!6!
2.3! The!Bonus!and!Random!Event!Deck!...................................................................................................................!9!
2.4! Firing!Random!Events!.......................................................................................................................................!10!
2.5! Movement!Random!Events!..............................................................................................................................!10!
2.6! The!Bonus!Deck!................................................................................................................................................!11!
3! Balancing"Your"Forces"....................................................................................................................................."13!
3.1! How!many!Big!men...what!Status!Level?!.........................................................................................................!13!
3.2! How!many!troops...what!Quality?!....................................................................................................................!13!
3.3! Bigger!Forces?!..................................................................................................................................................!13!
4! Big"Men"and"Initiative"....................................................................................................................................."14!
4.1! Commanding!Formations!.................................................................................................................................!14!
4.2! Toot!Toot,!Parp!Parp!!.......................................................................................................................................!15!
4.3! Chain!of!Command!...........................................................................................................................................!16!
4.4! A!Group’s!Phase!...............................................................................................................................................!16!
5! Troop"Types"&"Organisation"............................................................................................................................"17!
5.1! Experience!........................................................................................................................................................!17!
5.2! Training!.............................................................................................................................................................!18!
5.3! Musketry!..........................................................................................................................................................!18!
5.4! Belief!.................................................................................................................................................................!18!
5.5! Cavalry!..............................................................................................................................................................!19!
5.6! Formations!.......................................................................................................................................................!19!
5.7! Breaking!Formations!........................................................................................................................................!19!
5.8! Infantry!of!the!Line!...........................................................................................................................................!19!
5.9! Lying!Down!.......................................................................................................................................................!21!
5.10! Sentries!...........................................................................................................................................................!21!
6! Patrol"Phase"...................................................................................................................................................."22!
6.1! Force!Morale!....................................................................................................................................................!23!
6.2! Starting!the!Patrol!phase!..................................................................................................................................!23!
6.3! Placing!the!Jump!Off!Markers!..........................................................................................................................!24!
6.4! Deploying!onto!the!table!..................................................................................................................................!25!
6.5! Deploying!to!Jump!Off!Points!...........................................................................................................................!25!
6.6! How!do!I!deploy!Artillery!onto!the!table?!........................................................................................................!25!
7! Movement"......................................................................................................................................................"26!
7.1! Tabletop!Movement!.........................................................................................................................................!26!
7.2! Cavalry!Movement!...........................................................................................................................................!27!
7.3! Terrain!Effects!&!Obstacles!..............................................................................................................................!27!
7.4! Movement!in!varying!Terrain!...........................................................................................................................!27!
7.5! Assuming!Formations!.......................................................................................................................................!28!
7.6! Changing!Facing!and!Formation!.......................................................................................................................!28!
7.7! Interpenetration!...............................................................................................................................................!28!
7.8! OverBrunning!JumpBOff!Points!..........................................................................................................................!28!
8! Firing"..............................................................................................................................................................."29!
8.1! Who!Can!Fire?!..................................................................................................................................................!29!
8.2! How!to!Fire!.......................................................................................................................................................!30!
8.3! Effect!of!Hits!.....................................................................................................................................................!31!
8.4! Small!Arms!Ammunition!Supply!and!Expenditure!............................................................................................!31!
8.5! Hits!on!Big!Men!................................................................................................................................................!33!
8.6! Shooting!“Donkey!Wallopers”!..........................................................................................................................!33!
8.7! Shooting!at!Gunners!.........................................................................................................................................!34!

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8.8! Chosen!Man!......................................................................................................................................................!34!
8.9! Loading!Service!.................................................................................................................................................!34!
8.10! Picking!on!lone!Big!Men!.................................................................................................................................!35!
9! Bottle".............................................................................................................................................................."35!
10! Fisticuffs"........................................................................................................................................................"36!
10.1! Hand!to!Hand!Combat!....................................................................................................................................!36!
10.2! Results!of!Fisticuffs!.........................................................................................................................................!37!
10.3! Cavalry!Charges!..............................................................................................................................................!39!
10.4! Fisticuffs!in!Buildings!and!Ships!......................................................................................................................!39!
10.5! Ladders!in!Attacks!..........................................................................................................................................!39!
10.6! En!Garde!!........................................................................................................................................................!40!
11! Force"Morale"................................................................................................................................................."41!
11.1! Force!Morale!Tracking!....................................................................................................................................!41!
11.2! Artillery!&!Crew!..............................................................................................................................................!42!
12! Tasks"............................................................................................................................................................."43!
12.1! Doing!Things!...................................................................................................................................................!43!
12.2! Carrying!Bloomin’!Heavy!Things!.....................................................................................................................!43!
12.3! Silent!But!Deadly!............................................................................................................................................!44!
13! Derring<Do"...................................................................................................................................................."44!
13.1! Falls!.................................................................................................................................................................!45!
14! Affaire"de"Coeur"............................................................................................................................................"45!
15! Hello"Sailor!"..................................................................................................................................................."46!
15.1! General!Overview!...........................................................................................................................................!46!
16! Wallahs"........................................................................................................................................................."48!
16.1! Wallahs’!Weapons!..........................................................................................................................................!48!
17! Creating"Big"Men"..........................................................................................................................................."49!
17.2! Personality!......................................................................................................................................................!51!
17.3! Personality!Attributes!.....................................................................................................................................!52!
18! Optional"Rules"..............................................................................................................................................."52!
18.1! The!Devil’s!Own!Luck!!....................................................................................................................................!52!
18.2! Silly!Weapons!.................................................................................................................................................!53!
18.3! Foreign!Johnnies!.............................................................................................................................................!53!
18.4! Looting!............................................................................................................................................................!54!
18.5! Night!Fighting!.................................................................................................................................................!54!
19! Big"Battles"....................................................................................................................................................."55!
19.1! Organizing!Forces!...........................................................................................................................................!55!
20! Forces"in"the"Indian"Mutiny"..........................................................................................................................."58!
20.2! Britain!.............................................................................................................................................................!58!
20.3! Mutineers!.......................................................................................................................................................!61!
21! Sepoy"Rebellion"............................................................................................................................................."66!
21.1! Mustering!your!forces!....................................................................................................................................!66!
22! Fight"the"Good"fight"......................................................................................................................................"70!
22.2! Campaign!Log!.................................................................................................................................................!74!
23! Forward"into"Battle"......................................................................................................................................."75!
23.1! The!Scenarios!.................................................................................................................................................!75!
24! Field"of"Honor"..............................................................................................................................................."86!
!
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The*Characters**
War! Without! Mercy! is! a! game! all! about! men! and! their! initiative;! their! ability! to! seize! the! moment! in! the! heat! of!
battle! and! lead! their! men! to! victory.! This,! indeed,! is! a! thread! that! runs! through! all! TooFatLardies! games! –! we! are!
interested!in!the!impact!of!men!on!war,!believing!that!it!is!the!heroic!actions!of!a!few!that!sweep!other!lesser!men!
on!to!achieve!great!things!in!their!own!right.!For!the!first!time,!however,!we!have!stepped!away!from!attempting!a!
pure!simulation!of!war.!Here!we!have!attempted!to!create!a!set!of!rules!that!look!at!the!deeds!of!literary!and!real!life!
heroes,!where!free!rein!may!be!given!to!our!natural!fascination!with!incredible!and!deathBdefying!deeds,!where!can!
create!on!the!tabletop!stories!that!can!fire!our!imagination.!Let!us!look!first!then!at!the!characters!in!our!stories.!!

There!are!two!sorts!of!men!in!War!Without!Mercy,!Big!Men,!the!battlefield!leaders!we!have!mentioned!above,!and!
ordinary! Men.! The! former! are! individuals! whose! role! is! to! lead! so! that! others! may! follow.! The! latter! operate! in!
Groups!of!between!four!and!twelve!in!number,!depending!on!their!experience!and!quality!or!larger!Formations;!it!is!
they!who!do!the!bidding!of!their!betters!but!whose!blood!will!buy!the!ultimate!victory.!!Left!to!their!own!devices!
they!will!stand,!fight!and!be!intelligent!enough!to!take!advantage!of!whatever!cover!is!nearby,!but!they!will!not!act!
with!any!initiative!or!take!the!battle!to!the!enemy.!It!is!the!actions!of!the!Big!Men!that!will!lead!these!men!forward.!
This!they!do,!as!we!shall!see,!by!using!their!Initiative.!!

1.1 The&Rules&of&War&
Whilst!Sharp!Practice!can!be!used!for!most!conflicts!in!the!black!powder!era,!I!was!keen!to!expand!and!develop!
certain!aspects!of!the!rules!to!produce!a!game!that!better!reflected!a!low!level!command!experience!and!created!a!
more!fluid!gaming!environment!for!the!Indian!Mutiny.!In!order!to!achieve!that,!I’ve!altered!certain!aspects!of!the!
rules,!notably!the!inclusion!of!a!Patrol!phase!to!speed!deployment!and!the!Activation!Dice!pool!to!drive!a!fast!game!
narrative,!quick!planning!and!a!slightly!chaotic!activation!method!that!closely!reflects!the!traditional!card!driven!
model!of!Sharp!Practice.!This!should!enable!players!to!plan!a!sequence!of!potential!actions!without!necessarily!being!
held!hostage!to!the!randomness!of!the!card!deck.!!

2 Turn*Sequence*
The! sequence! of! play,! or! rather! ‘flow! of! play’,! in! War! Without! Mercy! is! determined! by! the! use! of! Activation! Dice.!
Before! we! get! to! Big! Man! activation! using! Activation! dice! the! game! starts! with! a! Patrol! Phase! where! each! sides!
jockeys!for!a!tactical!advantage.!When!troops!deploy!Players!take!a!go!rolling!their!Activation!Dice,!
each!‘go’!termed!a!phase.!There!aren’t!turns!as!such,!just!a!succession!of!phases!interspersed!
with! period! of! random! actions! ‘breaks’! and! ‘pauses’! that! are! generated! by! the! dice! rolled!
during! play.! ! These! dice! rolls! determine! the! flow! of! events! and! activities! the! Big! Men! take!
throughout!the!game,!commanding!their!troops!along!the!way.!Throughout,!a!number!of!dice!
scores! trigger! other! events! as! explained! below.! Finally,! a! Bonus! card! deck! is! used! to! inject!
further!elements!into!play!for!period!and/or!scenario!specific!flavour.!!

2.1 The&Dice&
As!mentioned,!the!sequence!of!play!in!War!Without!Mercy!is!determined!by!the!use!of!Activation!Dice.!These!dice!
reflect!the!potential!opportunities!presented!to!a!player!in!the!‘allocation!of!effort’!to!one!or!more!Big!Men,!and!do!
not!directly!represent!the!chance!of!activating!each!Big!Man.!The!roll!of!the!dice!also!conveniently!generate!a!
number!of!additional!dice!driven!events!involved!in!the!fight.!The!total!number!of!d6!dice!in!the!Activation!Dice!Pool!
allocated!to!a!force!is!based!on!its!Experience.!Determine!a!force’s!experience!level!as!described!in!section!5.5.1.!If!
the!force!is!rated!Elite!it!gets!6d6,!if!Veteran!or!Tested!5D6!and!if!Raw!4d6.!Add!one!extra!dice!if!at!least!half!the!
force!are!cavalry!groups.!If!a!special!event!or!sentry!dice!is!required,!these!can!be!designated!with!a!different!color!–!
see!below!for!their!use.!In!this!way!a!player!needs!only!4,!5!or!6!dice!to!drive!all!game!actions!and!events.!

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2.2 What&Do&The&Dice&Scores&Mean?&&
2.2.1 Big*Men*Activation**
When!a!player!rolls!his!Activation!Dice!Pool,!the!dice!are!allocated!to!Big!Men!with!a!status!equal!to!the!dice!score.!
One!dice!can!be!allocated!per!Big!Man.!Lower!dice!scores!may!be!added!together!to!activate!a!higher!score!Big!Man!
(a!score!of!1!and!2!could!be!added!together!to!activate!a!level!3!Big!Man!for!instance),!but!dice!may!not!be!split!to!
activate!lower!level!Big!Men.!Dice!unable!to!be!allocated!are!discarded.!Note,!players!are!not!obliged!to!place!dice!
with!their!Big!Man!and!may!in!fact!pass!their!phase!of!play,!except!when!rolling!5s!and!6s,!which!have!special!uses!–!
see!below.!
After!dice!have!been!allocated!each!Big!Man,!in!turn,!in!any!order!desired!by!the!owning!player,!may!attempt!to!
activate!and!perform!his!initiative!actions!before!moving!on!to!activate!the!next!Big!Man.!To!activate!a!Big!Man!the!
dice!score!required!is!a!3!or!more!(3,4,5,6)!–!the!die!roll!can!be!modified!by!B1!if!a!player!uses!a!Grasp!The!Nettle!dice!
(see!below).!If!successful,!the!Big!Man!is!activated!and!may!use!his!Initiative!on!Groups!of!men!within!his!influence!
distance!or!to!simply!take!actions!for!himself!as!normal.!!!
For$example,$a$Big$Man$Status$level$I$has$an$Activation$dice$allocated$to$him,$He$scores$4.$As$he$has$achieved$a$score$
of$3+,$the$Big$Man$is$activated.$
As!explained!above,!the!roll!of!5s!and!6s!have!special!uses.!If!a!5!is!rolled!the!dice!must!be!used!to!add!to!the!Grasp!
The!Nettle!(GTN)!total!(see!below)!or!discarded!if!the!number!of!GTN!dice!already!in!play!reaches!a!side’s!allowed!
limit!–!this!being!the!number!equal!to!the!command!dice!used!for!activation!(see!2.2.4).!If!a!score!of!6!is!rolled!this!
may!be!used!to!add!a!GTN!dice!score.!
If!a!player!rolls!two!6s!a!Sharp!Practice!(fire!action)!event!occurs!(if!their!national!characteristic!allow)!and!the!
activating!player!gets!to!take!the!next!phase!as!well!ie!you!get!back!to!back!phases!–!see!below.!

2.2.2 …a*break*in*the*action*
If!a!player!rolls!three!5s!and/or!6s!then!a!‘phase!interrupt’!occurs!immediately…a!break!in!the!action.!Once!complete!
the!activating!player’s!then!allocate!any!6s!as!described!above,!with!the!5s!being!allocated!to!the!GTN!total.!Phase!
Interrupt!actions!are!as!follows;!

a) Units!that!have!“Dropped!their!Bundle”!(rout),!move!12”!towards!the!nearest!table!edge,!or!if!they!have!
“Lost!their!Bottle”,!retire!to!cover.!!
b) Any!Group(s)!of!men!that!is!within!9”!of!any!enemy!may!now!(simultaneously)!take!a!go!with!two!Action!
dice,!firing,!adjusting!their!position,!but!not!moving!(unless!British!cavalry,!see!section!10.3).!!
c) Any!group!that!has!not!been!activated!and!is!greater!than!18”!from!the!enemy!may!attempt!to!reduce!
shock.!Roll!1d6!per!unit!and!remove!one!point!of!shock!if!a!4+!is!rolled.!+1drm!if!Elite/Veteran/Triumphant,!!!
B1!if!Raw.!(BBSP:!Make!two!attempts!to!remove!shock!when!using!Big!Battle!rules)!
d) A!player!may!attempt!to!replace!Big!Men!that!are!killed!(8.5.2)!!

2.2.3 …a*pause*in*the*battle*
If!a!player!rolls!three!6s!with!his!activation!die!rolls,!this!signifies!a!pause!in!the!battle.!Both!players!discard!all!their!
GTN!dice!and,!if!they!choose,!may!discard!any!Bonus!cards!in!their!hand!and!draw!others!up!to!their!allowed!limit.!
They!then!conduct!the!phase!interrupt!actions!above!(2.2.2),!allocating!5s!and!6s!to!a!new!GTN!dice!and!completing!
the!other!steps!a!though!d!as!normal.!
!
Once!these!actions!have!been!completed,!players!randomly!determine!(by!die!roll)!who!commences!the!next!phase!
of!the!battle!and!the!action!starts!of!again!ie!rolling!Activation!Dice!in!the!usual!way.!
! *

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2.2.4 Grasping*The*Nettle*
Grasping!The!Nettle!(GTN)!can!be!used!in!several!different!ways!to!influence!the!flow!of!battle!and!seize!the!
initiative!through!a!phase!of!play.!It!is!a!key!method!for!getting!more!activity!from!your!leaders,!often!at!critical!
moments,!rather!than!just!relying!on!them!being!activated!throughout!the!normal!course!of!play.!!

To!create!a!Grasp!The!Nettle!dice!whenever!you!roll!activation!dice!look!at!the!scores!of!5!and!6.!Each!score!
generates!one!point!on!the!GTN!dice.!When!the!GTN!score!reaches!six!a!GTN!is!created!and!is!available!for!use!
immediately.!

There!are!a!number!of!uses!for!the!GTN!dice!explained!below.!Once!a!GTN!dice!is!used!it!is!discarded,!whereby!it!
may!be!rebuilt!again!–!the!limit!to!the!number!of!GTN!a!player!may!have!in!play!or!be!creating!at!any!one!time!is!
based!on!the!experience!rating!of!the!force.!If!the!force!is!rated!Elite!it!can!create!6!GTN,!if!Veteran!or!Tested!5!GTN!
dice!and!if!Raw!4!GTN!dice.!Note!these!are!the!same!numbers!as!the!activation!dice!pool!a!player!will!start!the!game!
with.!This!procedure!continues!until!the!end!of!the!turn!(ie!the!roll!of!three!6s!on!any!single!Activation!Dice!roll!
attempt)!whereby!any!unused!GTN!dice!are!immediately!discarded.!

2.2.5 What*do*I*do*with*my*Nettle*dice?*
A!player!may!use!each!nettle!dice!to!do!one!of!the!following!per!phase;!

• Interrupt!an!opponent’s!Phase,!with!one!Group$of!choice!that!does!not!have!shock!exceeding!the!men!in!the!
unit.!Such!a!group!may!activate!and!immediately!fire!or!move.!All!enemy!units!activate!in!this!phase!with!a!!!!
B1drm;
• Move!a!friendly!JumpCOff$Point$up!to!18”.!This!must!be!at!least!6”!to!the!rear!of!friendly!troops!and!in!or!
behind!cover
• Ambush!with!a!single!infantry!Group
• Relocate!a!Marksman!
• Avoid!taking!a!Force$Morale$Test
• Force!a!‘Break!in!the!action’

2.2.5.1 Interrupting"a"Phase
When!interrupting!an!opponent’s!Phase,$the!player!may!immediately!move!or!fire!with!one!Group$which!is!already!
deployed!on!the!table!and!does!not!have!shock!exceeding!the!men!in!the!unit.!This!may!result!in!the!player!stopping!
his!opponent!moving!a!Unit$at!the!most!advantageous!point!and!opening!fire.!After!the!effect!of!fire!is!calculated,!
the!opponent!will!finish!moving!his!Unit,!so!long!as!the!target!Unit$has!not!“Lost!its!Bottle”!or!“Dropped!its!Bundle”$
by!the!fire!it took.!The!active!player!will!then!continue!with!the!rest!of!his!Phase.!In!addition,!the!phasing!player!will!
activate!all!his!Big!men!(for!this!phase!only)!with!a!B1drm.

Only!one!interruption!is!allowed!in!any!single!Phase.!A!player!may!not!use!a!Grasp!The!Nettle!Dice!to!interrupt!play!
during!his!own!Phase$–!so!you!cannot!interrupt!an!enemy!who!happens!to!be!interrupting!your!Phase.!

2.2.5.2 Move"a"Jump<Off"Point
A!player!may!only!move!a!JumpCOff$Point$during!his!own!Phase.!One!friendly!JumpCOff$Point$may!be!moved!a!
maximum!of!18”!in!any!direction!to!a!position!at!least!6”!to!the!rear!of!friendly!troops!which!is!either!in!or!behind!
cover!from!any!deployed!enemy!Unit.!In!addition,!any!troops!allocated!to!a!specific!JumpCOff$Point!(6.3)!may!be!
relocated.!If!cavalry!it!can!be!to!any!JumpCOff$Point!and!if!Infantry!to!any!adjacent!JumpCOff$Point.!Artillery!may!not!
relocate.

Once!the!JumpCOff$Point$has!been!moved,!it!can!be!used!immediately!in!the!current!Phase$in!order!to!deploy!troops!
onto!the!table,!assuming!the!relevant!Activation$Dice$are!available.

~"7"~"
!
2.2.5.3 Ambush
A!player!may!use!one!Grasp!The!Nettle!Dice!to!perform!an!ambush.!A!single,!as!yet!unBdeployed,!infantry!Group$may!
be!placed!anywhere!within!12”!of!a!friendly!JumpCOff$Point$and!further!than!6”!from!any!enemy!infantry,!so!long!as!
it!deploys!off!its!pre!allocated!Jump!Off!Point!marker.!The!Group!then!receives!two!unit!action!dice$may!which!it!may!
use!to!immediately!fire!or!charge!into!Fisticuffs.!Troops!who!inflict!hits!on!enemy!will!double!the!number!of!Shock!
points!that!they!cause!with!their!fire!or!fisticuffs!in!that!turn.

An!ambush!conducted!like!this!represents!a!quick!and!unnerving!attack!made!by!a!small!but!effective!Group!making!
the!most!of!cover!and!prepared!escape!routes.!Consequently,!only!a!single!infantry!Group$may!be!used!–!cavalry!and!
artillery$cannot!ambush!in!this!way.!The!Group$will!make!their!attack!and!then!be!either!removed!from!play!at!the!
end!of!the!Phase$(returning!to!the!uncommitted!troops!to!be!deployed!on!the!table!later!in!the!game)!or,!if!the!
player!prefers,!or!the!unit!engaged!in!fisticuffs,!kept!on!the!table!in!the!ambush!position!or!fisticuffs!location.!The!
player!may!choose!either!of!these!options,!except!when!fisticuffs!has!occurs,!in!which!case!the!unit!loses!its!ambush!
ability!for!the!rest!of!the!game.

Note!that!an!opposing!player!may!choose!to!use!a!Grasp!The!Nettle!Dice!to!interrupt!if!he!has!troops!who!can!fire!on!
the!ambushers!before!they!are!removed!in!the!above!situation….it!being!assumed!they!receive!some!fire!before!they!
slip!away!unseen.

2.2.5.4 Relocate"a"Marksman
Using!a!Grasp!The!Nettle!Dice!to!move!a!marksman!may!only!be!done!in!the!player’s!own!Phase.!The!marksman!may!
be!moved!to!another!location!within!18”!of!his!current!position,!which!is!at!least!12”!away!from!enemy!troops.!The!
sniper!may!not!fire!during!the!Phase$in!which!he!moves.

Troops!who!have!been!attempting!to!spot!the!marksman!must!begin!the!process!again.!(add!in!marksmen!rules)

2.2.5.5 Avoid"a"Force"Morale"Test
A!player!may!choose!to!use!a!Grasp!The!Nettle!Dice!in!order!to!avoid!taking!a!Force$Morale$test.!This!may!be!done!at!
any!time!a!Force$Morale$test!is!required.!The!player!must!surrender!the!Grasp!The!Nettle!Dice!before!the!test!should!
be!made,!not!after!the!test!is!failed.!See!Section!11,!Force$Morale.

2.2.5.6 Force"a"“Break"in"the"Action”
A!player!may!play!a!Grasp!The!Nettle!Dice!at!any!time,!in!any!Phase$even!his!own,!in!order!to!initiate!“A!Break!In!The!
Action”.!Follow!the!normal!rules!for!this!‘phase!interrupt’.!Which!player!is!active!in!the!next!Phase$will!be!
determined!by!the!last!set!of!Command$Dice$rolled!as!normal.

2.2.6 Sharp*Practice*
This!is!used!for!troops!who!are!highly!skilled!in!musketry,!benefiting!them!with!occasional!additional!firepower.!Your!
troops!receive!this!benefit!if!indicated!on!their!national!characteristics!table!B!see!Indian!Mutiny!Forces,!section!19.!
When!rolling!your!Activation!Dice!pool!if!you!roll!two!sixes!(6s)!then!a!Sharp!Practice!event!is!generated.!When!this!
dice!event!occurs,!if!the!controlling!player!chooses,!an!appropriate!infantry!Group!or!Formation!may!make!a!single!
‘Fire’!action!immediately,!or!if!unloaded!may!completely!reload.!This!is!in!addition!to!any!other!actions!taken!by!the!
Group!or!Formation!when!initiated!by!a!Big!Man,!and!does!not!count!towards!the!maximum!number!of!Activation!
Dice!useable!in!one!turn.!This!is!likely!to!be!limited!to!well!trained!British!regular!infantry!and!is!the!only!national!
characteristic!reflected!with!the!use!of!dice!rolling.!Other!National!Characteristic!cards!will!be!in!the!Bonus!Deck,!see!
section!2.3.!!

~"8"~"
!
2.2.7 Sentry*Dice**
Sentries!operate!slightly!differently!to!other!troops!in!the!game.!If!required!include!a!different!colored!dice!in!your!
dice!pool.!If!this!dice!rolls!a!score!of!5!or!6!when!making!an!Activation!Pool!dice!roll!then!the!Sentry!event!is!
activated.!!All!sentries!receive!2!Action!Dice!for!that!phase.!

2.2.8 The*Event*Dice*
An!optional!addition,!but!highly!useful!for!timing!the!arrival!of!reinforcements!or!triggering!preB!planned!events.!For!
example!players!may!decide!that!a!certain!event!comes!in!on!the!score!of!5+,!6+!etc.!This!largely!depends!on!the!
chance!of!arrival!desired,!remembering!that!in!a!normal!game!it!will!not!be!unusual!for!10B20!phases!(for!each!
player)!to!occur.!Therefore!sometimes!it!is!best!to!allocate!the!event!dice!too!just!one!side!so!a!roll!of!5+!!(1!in!3!
chance)!for!example!will!likely!occur!about!a!quarter!to!a!third!of!the!way!through!a!normal!game.!!

2.3 The&Bonus&and&Random&Event&Deck&&
Random! events! may! be! seen! as! an! optional! part! of! the! rules,! however! we! believe! that! they! can! add! colour! and!
unpredictability! to! our! games.! More! important! than! the! random! events! themselves! are! the! Bonus! cards! that! are!
generated!which!are!used!to!differentiate!the!forces!participating!and!very!much!define!the!period!within!the!rules!–!
these!should!be!included!in!every!game.!!

When!a!player!draws!a!Bonus!Card!he!must!keep!or!play!that!card!immediately.!Random!events!and!some!Bonus!
Cards!MUST!be!actioned!immediately,!others!may!be!kept!for!future!use.!!If!a!player!has!more!cards!in!his!hand!than!
the!maximum!permitted!and!needs!to!return!one!to!the!deck!he!must!either!play!one!or!select!another!card!from!his!
hand!to!discard!(but!not!the!one!he!has!just!drawn).!

2.3.1 How*many*Bonus*cards*in*your*hand?*
At!the!beginning!of!the!game!both!players!are!dealt!a!number!of!cards!from!the!Bonus!deck.!This!is!based!on!the!
experience!level!of!the!troops!and!represents!the!maximum!number!of!cards!that!they!may!hold!at!any!point!in!the!
game.!Random!Event!cards!being!used!in!the!game!should!be!shuffled!into!the!deck!after!the!first!hand!of!cards!has!
been!dealt.!The!number!of!cards!is!as!follows:!

" " " " " " " """"""""British"/"Mutineer"bonus"cards"


Time" Raw! Tested! Veteran! Elite!
Delhi:"May"–Sep"1857" B/2! 3/3! 4/4! 5/B!
Lucknow"and"Oudh:"Jun"1857"–May"1858" B/1! 2/2! 3/3! 4/B!
Central"India:"Jun"1857"–Jun"1858" B/2! 2/3! 3/4! 5/B!

2.3.2 Random*Events*
A!Random!event!may!be!triggered!throughout!play!when!any!Group!or!Formation!(not!Blinds)!moves!or!fires.!The!1’s!
and!6’s!are!noted.!If!there!are!more!1’s!than!6’s!then!a!random!event!occurs.!Roll!two!dice,!the!first!providing!the!
dice!score!on!the!left!hand!side!of!the!table,!the!second!the!score!across!the!top.!CrossBreference!the!two!to!get!the!
result!for!either!Firing!or!Movement!random!events.!!
Random"event"table"
2.3.3 Bonus*Card*&*Random*Event*occurrence** DICE"" 1" 2" 3" 4" 5" 6"
We!have!found!that!the!“more!1’s!than!6’s”!method!of!generating!random! 1"" 10! 10! 10! 10! 10! 10!
events!and!the!drawing!of!Bonus!cards!works!well!with!up!to!six!Groups!per! 2"" 10! 10! 10! 10! 10! 10!
side.!Over!and!above!that!we!restrict!the!number!of!times!this!may!happen!to! 3"" 10! 1! 2! 3! 4! 10!
once!per!Break!In!The!Action!(per!side),!any!subsequent!roll!of!more!1’s!then! 4"" 10! 5! 6! 7! 8! 10!
5"" 10! 10! 9! 10! 10! 10!
6’s!in!that!turn!being!ignored.! !
6"" 10! 10! 10! 10! 10! 10!

~"9"~"
!
2.4 Firing&Random&Events&&&
1!
Damp"Squib:!That!sudden!downpour!has!left!the!Group/Formation’s!powder!damp.!No!further!firing!possible!
until!resupplied.!If!armed!with!Enfields,!treat!as!no!event.!
2! Low"on"Ammo:!Place!a!Low!on!Ammo!marker!with!the!unit!as!per!rule!8.4.!
3! Looters:!1D3!randomly!selected!men!from!the!firing!Group/Formation!slope!off!to!loot!if!within!12”!of!a!
building.!They!move!there!immediately!and!remain!until!joined!by!a!Big!Man!who!orders/activates!them!to!
rejoin!the!ranks.!
4! Smoke:!!A!pall!of!smoke!hangs!across!the!front!of!the!firers,!reducing!visibility!to!6”.!Firing!through!the!smoke!
(either!direction)!will!incur!a!penalty!of!1D!in!3.!The!smoke!clears!when!there!is!A!Break!In!The!Action.!
5B6! Fouled"barrels:!The!firing!Group!has!fouled!barrels,!they!fire!with!a!B1!to!hit!until!water!can!be!found!to!clean!
them!out.!The!Group!must!retire!from!combat!to!do!this.!!!
7!
Fire!:!The!nearest!building!or!patch!of!vegetation!within!12”!of!the!firers!(or!within!12”!of!the!target!if!the!firer!
is!artillery)!has!been!set!alight.!Smoke!will!start!to!emerge!when!there!is!next!A!Break!In!The!Action.!Troops!
within!must!put!the!fire!out,!using!a!Bhisti/Water!bonus!card,!before!A!Break!In!The!Action!occurs!or!abandon!
the!place.!The!fire!will!spread!6”!in!a!random!direction!(downwind!in!the!case!of!vegetation)!with!each!Break!
In!The!Action.!The!fire!may!spread!to!other!buildings!or!patches!within!6”!on!a!1D6!roll!of!6!for!each!phase!that!
it!is!burning.!!
8! Fear:!A!randomly!selected!Big!Man!with!the!targeted!Group/Formation!is!struck!down!by!fear.!He!makes!his!
move!immediately!(or!makes!an!additional!move!if!he!has!done!so!already!this!turn),!retreating!directly!to!the!
rear!at!full!speed!(2!action!dice),!taking!with!him!1!Group!for!each!Status!level!he!has.!If!in!a!Formation,!these!
Groups!become!unformed.!On!his!next!turn!he!must!remain!stationary!or!retire!further!–!he!may!not!move!
closer!to!any!known!enemy!troops.!!
9! Damn" &" Blast!:! Scared! by! the! firing,! some! local! livestock! have! escaped,! moving! 2D6”! immediately! and!
whenever!there!is!A!Break!In!The!Action.!Each!time!determine!which!direction!they!head!in!randomly.!They!
will!disrupt!any!Formation!that!they!contact,!leaving!it!unformed.!!They!will!keep!moving!until!they!leave!the!
table!or!are!at!least!9”!away!from!any!humans.!Of!course,!if!that!local!livestock!is!an!elephant!or!tiger,!it!may!
be!appropriate!that!the!Group!contacted!must!engage!in!Fisticuffs!with!the!beast!!
10! Bonus"Card:!!draw!one!bonus!card!immediately.!

2.5 Movement&Random&Events&&&
1!
Trips"Up:"A!randomly!selected!Big!Man!moving!with!the!Group/Formation!trips!over!his!sword/musket,!falling!
prone!1D6”!forward.!
2! Damned"Elephant:!A!randomly!selected!Big!Man!moving!with!the!Group/Formation!slips!in!something!
unpleasant,!falls!over!and!smells!a!bit.!Unable!to!woo!a!female!until!he!finds!water!to!wash!it!off.!
3! Barged"Aside:!A!randomly!selected!Big!Man!moving!with!the!Group/Formation!is!knocked!over.!Use!deviation!
dice!or!similar,!and!1D6”!to!see!where!he!lands.!!
4! My"Hat!:!A!randomly!selected!Big!Man’s!very!expensive!hat!blows!off/is!shot!through.!Determine!where!it!
lands,!2D6”!in!a!random!direction.!The!Big!Man!must!retrieve!it!on!his!next!turn,!taking!no!other!action!unless!
to!lead!men!to!rescue!said!hat.!
5B6! Thirst:!The!moving!Group/Formation!needs!water.!Any!further!movement!incurs!B1”!per!dice!until!they!get!it.!
7! Ouch!:!A!randomly!selected!Big!Man!moving!with!the!Group/Formation!strains!his!ankle!(or!his!horse!goes!
lame,!if!mounted),!moving!with!B1”!(B2”!if!mounted)!per!dice!for!the!remainder!of!the!game.!!
8! Hello"Ladies!:!1D3!!men!in!the!moving!Group/Formation!are!convinced!that!a!young!lady!needs!‘rescuing’!in!
the!nearest!building!and!sneak!off!to!‘present!their!cards’.!They!will!remain!there!until!joined!by!a!Big!Man!
who!orders/activates!them!to!rejoin!the!ranks.!!
9! Dress"the"Ranks!:!Bad!ground!means!that!a!Formation!has!become!unformed!and!must!dress!their!ranks!or!
change!Formation!on!their!next!turn!and!may!not!advance.!Single!Groups!ignore!this!card.!
10! Bonus"Card:!draw!one!bonus!card!immediately!!

~"10"~"
!
2.6 The&Bonus&Deck&&
The!Bonus!Deck!is!is!made!up!of!Cards!that!add!flavour!to!the!game!and!also!define!the!scenarios!conditions.!!What!
those! cards! are! will! be! governed! by! the! nationalities! and! quality! of! the! troops! involved! and! the! scenario.! All! the!
Bonus!Cards!are!kept!in!their!own!Deck!face!down.!!!!

A!card!may!be!drawn!from!the!Bonus!Deck!when!any!Group!or!Formation!(not!Blinds)!moves!or!fires.!The!1’s!and!6’s!
are!noted.!If!there!are!more!1’s!than!6’s!then!a!card!is!drawn.!In!addition,!when!there!is!a!pause!in!the!battle!(three!
6s!are!rolled)!a!card!is!drawn!from!the!Bonus!Deck.!When!the!Bonus!card!result!comes!up!the!player!who!triggered!
the!result!will!take!the!top!card!from!the!Bonus!Deck,!unseen!by!his!opponent.!He!then!has!three!options.!!!!

1. The!card!may!have!to!be!played!immediately.!Cards!such!as!water!or!ammunition!that!are!required!can!be!
played!straight!away,!as!must!cards!that!demand!immediate!play!in!their!description,!like!“Damnation!”!!

2. He!may!keep!the!card!to!play!later.!!

3. He! may! or! must! discard! it! if! the! total! in! his! hand! exceeds! his! allowance! (but! not! the! one! he! just! pulled).!
Bonus! cards! may! be! held! by! a! side! up! to! the! limit! allowed! determined! previously! depending! on! their!
experience!and!the!campaign!(see!above).!

All!cards!are!available!to!be!chosen!in!the!pre!game!setup!except!those!marked!with!an!*.!Some!cards,!in!particular!
the!national!characteristic!cards!(see!the!Indian!Mutiny!Forces!section)!may!only!be!played!on!the!holding!player’s!
subsequent!turns!when!one!Group!or!Formation!may!benefit!from!its!results.!Others!that!relate!to!the!actions!of!an!
enemy! may! be! played! on! the! opponent’s! turn,! affecting! the! opponent’s! troop’s! behaviour.! Some! cards! relate! to!
circumstance,!such!as!water!for!putting!out!a!fire!or!ammunition!to!be!issued,!and!these!may!be!played!at!any!point!
in! the! game! when! they! can! be! useful,! such! as! when! a! house! is! on! fire! or! a! Group! or! Formation! runs! out! of!
ammunition.!In!some!cases!retaining!control!of!cards!that!benefit!your!opponent!can!be!important!in!its!own!right.!!!!

If!there!is!more!than!one!player!on!a!side!then!the!player!whose!Big!Man!is!currently!activated!may!choose!to!play!
any!card!held!by!his!side.!Other!players!on!his!side!may!not!restrict!his!choice!of!what!cards!he!plays,!it!is!every!man!
for!himself!!Some!gamers!may!prefer!to!allow!individual!players!to!hold!their!own!Bonus!cards!rather!than!just!one!
hand!per!side.!If!this!option!is!chosen!then!each!player!may!only!hold!two!cards!at!a!time!regardless!of!experience.!If!
the!Bonus!deck!is!exhausted,!then!from!all!the!cards!being!held!by!players,!one!card!may!be!taken!unseen,!at!the!
player’s!choice,!from!any!player,!irrespective!of!nationality.!The!following!Cards!may!be!included!in!the!Bonus!Deck:!!

Card" "Effect"" Number"


in"Deck"
Water" Used! for! fires,! drinking,! cleaning! fouled! barrels! and! washing! off! unpleasant! things.! 3!
Can!be!used!to!counter!a!Sunstroke!card.!
Stand"Fast!" A!Big!Man!may!rally!1D6!Shock!points!from!a!Group/Formation!! 3!
Ammunition" Replenishes! stocks! of! ammunition! and! powder! for! a! single! Group! or! Formation! 3!
(remove!any!LOA!counters)!
Bugle"Call" Cavalry!Group(s)!or!Formation(s)!within!6"!of!each!other!may!attack!with!elan.! 1!
Handy"Pandy" The!Mutineer!player!may!inspect!the!opposing!player’s!cards!and!take!one!for!himself! 1*!
(the!usual!hand!size!limit!applies)!or!discard!one!he!chooses.!!!
Delhi"Belly" After! a! battle,! a! randomly! determined! British! group! rolls! on! the! post! battle! losses! 1!
table!(Casualties!B!21.1.3)!and!applies!the!results!to!the!unit.!
Rally"to"the"Flag!!" A!Big!Man!may!rally!1D6!Shock!points!from!a!Group/Formation.! 2!
It’s"Only"a" One! Group! or! Formation! may! ignore! any! Shock! Points! which! might! affect! its! 1!
Scratch!" movement!or!firing!during!the!turn!in!which!this!card!is!played!
Forced"March" A!Group!or!Formation!starting!the!turn!on!a!road!and!remaining!on!it!throughout!the! 2!
turn!may!add!2D6"!to!their!movement!if!in!column!or!on!a!Patrol!Marker!

~"11"~"
!
Camp"Attack!" A! force! of! cavalry! attacks! the! enemy! camp.! If! used! by! a! British! player! the! Mutineer! 1!
force! suffer! a! 1d3! shock! on! 1d6! units,! those! closest! to! their! baseline! taking! shock!
first.! If! used! by! a! Mutineer! player! the! British! card! Angels! of! Albion! is! cancelled! out!
and!the!unit!closest!to!the!British!base!line!suffers!1d6!shock.!
Spies!" You!may!uncover!one!enemy!jumpBoff!point.!The!opposing!player!must!deploy!a!unit! 1!
to!any!nominated!jump!off!point!by!the!player!using!the!card.$
‘So’" The!midday!heat!cancels!any!card!giving!extra!movement!until!the!end!of!the!game!or! 2!
until!cancelled!by!another!bonus!card.!
Gad,"the"Heat!" A!single!Big!Man!or!1D3!men!of!a!randomly!selected!European!Group!pass!out!with! 2*!
sunstroke.!A!Big!Man!is!considered!badly!wounded,!other!troops!are!removed!from!
the!battlefield!
Mad"Dogs"&" Negates!the!effect!of!the!'Gad,!the!Heat'!and!'So'!cards! 2*!
Englishmen"
Damnation!" The!player!must!immediately!surrender!all!his!bonus!cards!but!one.!! 1*!
Panic!" Any!Mutineer!unit!immediately!doubles!the!number!of!shock!points!it!has!on!it.!!! 3!
Sharpshooter!" One!Group!firing!has!a!marksman!with!it.!The!Big!Man!targeted!will!‘duck!for!cover’! !
thereby!suffering!a!B2drm!Activation!when!attempting!to!activate!until!the!next!Break! 1!
In!The!Action.!
The"Good"Book" A!Big!Man!who!has!been!shot!may!play!this!card!before!he!rolls!to!see!the!effect!of! 1!
the!hit.!His!Bible!takes!the!bullet,!saving!him.!Praise!His!name!!
At"the"Double!" One!Group!or!Formation!may!add!one!dice!to!its!movement.!!This!may!not!be!played! 2!
if!they!are!attempting!a!Formation!change.!!
Bottled"it!" The! next! Mutineer! Big! Man! whose! card! is! dealt! loses! his! bottle! and! immediately! !
retires!2d6",!taking!with!him!one!Group!for!each!Status!level!he!has!that!are!within!
his!command!range.!Add!1D3!Shock!to!each!affected!Group!
Bayard"of"India" A!British!Big!Man!playing!this!card!adds!+1!to!his!Initiative!for!this!turn!only! !
Payara!" Poor!fire!discipline.!!If!the!player!commands!troops!rated!as!Poor!Shots!that!have!not! !
" been!activated!in!this!turn!one!Group!or!Formation!must!fire!a!ragged!volley!at!the! !
enemy,!irrespective!of!range.!If!all!his!troops!have!been!activated!he!may!discard!the! 2!
card.!If!the!player!does!not!have!any!such!troops!he!may!retain!the!card!and!play!it!
when!an!enemy!unit!with!poor!fire!discipline!fires,!removing!any!Big!Man!bonus!they!
would!normally!get.!Any!unit!firing!on!this!card!will!end!its!turn!unloaded.!!
Ambuscade" Any!troops!deploying!from!a!blind!and!firing!at!under!12”!or!entering!fisticuffs!may,! 2!
for!this!turn,!count!as!ambushing!their!opponent,!doubling!any!Shock!inflicted.!
Black"as"Pitch" Included! for! night! fighting! games.! One! Group! that! is! not! firing! or! illuminated! may! 2!
return!to!a!Blind.!!???!
The"Devil’s"Own" If!a!Big!Man!is!killed!then!if!you!have!this!card!you!must!play!it!immediately!and!the! 1!
Luck"(optional)" kill!result!is!ignored.!!
National" See!the!relevant!National!Characteristics!sections!for!the!forces!involved!in!the!game.! Variable!
Characteristics" There!will!always!be!some!national!characteristics!cards!included.!
Scenario"card" Each!scenario!has!two!specific!cards!in!the!bonus!deck.!See!scenarios!for!details.! 2*!
N.B.!Only!include!relevant!cards!in!the!Bonus!Deck.!For!example,!during!daylight!hours!omit!the!Pitch!Black!cards.!!
Not!all!of!the!above!will!be!relevant!in!all!campaign!theatres,!however!they!serve!as!an!example.!Feel!free!to!develop!
and!expand!these!according!to!taste.!!

! *

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!
3 Balancing*Your*Forces*
In!War!Without!Mercy!it!is!important!to!balance!the!forces!deployed!against!the!numbers!and!quality!of!Big!Men!in!
order! to! get! a! game! that! is! enjoyable! and! sensible! in! its! result.! A! force! that! is! enpowered! with! Big! Men! of! great!
quality!will!find!it!too!easy!to!remove!Shock!points!and!to!perform!acts!out!of!all!proportion!to!what!their!historical!
counterparts!could!have!achieved.!If!engaging!in!a!one!off!battle!or!creating!a!scenario!then!the!following!guidelines!
will!assist!in!approximate!play!balance!for!both!sides.!

3.1 How&many&Big&men...what&Status&Level?&
One!of!the!key!issues!with!getting!the!best!from!War!Without!Mercy!is!to!ensure!that!the!ratio!of!Groups!to!Big!Men!
is!right.!Too!few!Big!Men!and!your!force!becomes!very!brittle,!too!many!and!it!shrugs!off!Shock!and!keeps!fighting!to!
the!last!man.!That’s!fine!to!a!point!as!often!that’s!the!effect!we’re!looking!for!in!an!Indian!Mutiny!game,!where!the!
usually!outnumbered!British!forces!came!up!against!poorly!led,!brittle,!but!larger!Mutineer!forces.!!!

A!simple,!easy!guide!is!that!you!can!take!one!Big!Man!for!every!two!or!three!Groups!in!your!force.!!

For!the!British!their!Big!Men!status!levels!equal!the!total!number!of!their!groups,!for!the!Mutineer!forces!it!is!two!
thirds!of!their!group!total!(round!down).!To!reflect!the!variability!between!leadership!qualities!you!now!roll!1D6;!on!
a!5!or!6!you!add!one!status!level!point.!When!creating!Big!Men!for!the!Sepoy&Rebellion&campaign,!a!minimum!of!one!
status!level!must!be!left!to!assign!to!your!force!commander!ie!your!captain,!even!if!you!have!to!reduce!the!Status!
level!of!one!of!your!junior!Big!Men.!When!assigning!Status!Levels!to!each!of!your!Big!Men!there!must!be!one!from!
each!level!you!before!assigning!to!the!next!higher!level,!or!the!one!above!that!eg!you!would!need!a!SL!II!before!you!
could!get!a!SL!IV!Big!man.!

For!example,!a!British!player!has!six!groups!(x3!Big!Men)!rolling!a!6!he!could!get!an!extra!Status!Level!allocation,!thus!
he!could!have!two!or!three!Big!Men,!with!a!combined!status!level!limit!total!of!6+1=7).!This!could!be!made!up!with!
two!status!level!one!leaders,!one!at!level!two!and!one!and!one!at!level!three!(total!of!7).!A!Mutineer!player!with!ten!
groups!could!have!three!to!five!Big!Men!with!status!levels!I,!II!and!III!(ie!he!has!a!status!level!limit!of!10x2/3=6).!

3.2 How&many&troops...what&Quality?&
The!other!important!element!in!War!Without!Mercy!is!to!ensure!that!not!only!are!the!ratios!of!Big!Men!to!Groups!
are!correct!but!also!that!there!is!some!semblance!of!balance!in!the!game!for!pick!up!play!between!the!quality!of!the!
troops!engaged.!It!is!important!to!recognise!that!the!Sepoy!player!has!a!number!of!inherent!disadvantages!in!his!
army!so!we!give!a!bonus!to!square!thing!s!up!a!bit.!!Note,!this!will!not!be!relevant!in!specific!historical!scenarios!or!
the!Sepoy!Rebellion!campaign!described!later,!as!the!troops!for!those!games!will!be!defined!by!other!methods.!So!as!
a!rough!guide!to!aid!players!in!assembling!their!troops!for!a!‘fair!fight’!the!following!general!principle!can!be!used.!

In!the!“Forces!of!the!Indian!Mutiny”!(section!19)!the!tables!for!the!troop!types!and!their!ratings!in!the!game!are!
described.!Troops!are!classified!by!their!military!effectiveness!as!follows!(best!to!worst);!First!Rate,!Valuable,!
Reliable,!Useful!and!Dubious.!Each!of!these!is!given!a!star!rating!of!five!(best)!to!one!(worst).!Players!may!choose!to!
play!to!a!certain!number!equal!to!the!combined!star!value!of!the!relevant!troops!types.!The!Mutineer!player!gets!
+25%!when!determining!forces.!For!example,!a!typical!game!would!involve!troops!with!a!combined!value!of!16!stars!
(20!points!for!the!Mutneer!player)!and!they!can!be!made!up!of!any!troops!desired,!remember!Big!Men!totals!are!
generated!based!on!the!number!of!groups!you!choose!as!described!above!(3.1).!$

3.3 Bigger&Forces?&
You! can,! of! course,! field! larger! forces! than! the! six! to! eight! groups! typical! of! most! games! of! War! Without! Mercy.!
Indeed! we! see! no! reason! why,! if! you! have! the! space! available,! double! that! number! couldn’t! be! fielded.! It! would!

~"13"~"
!
probably! be! best! to! divide! the! forces! into! two! separate! commands! with! their! own! activation! dice! pool! under! the!
overall!command!of!one!overall!army!leading!Big!Man!–!you!can!take!him!for!free!in!games!this!size.!If!this!were!the!
case!we!would!recommend!always!having!a!musician!present!and!attached!to!the!overall!commander!so!that!he!may!
control!the!larger!force!by!this!method!if!he!so!chooses.!If!you!wish!to!reflect!larger!scale!battles!however,!the!Big!
Battle!section!deals!with!using!War!Without!Mercy!for!larger!battles.!

4 Big*Men*and*Initiative*
In!order!to!get!things!to!happen!on!the!battlefield!we!need!Big!Men!and!their!Initiative.!The!level!of!Initiative!that!
they!have!is!equal!to!their!Status!(though!not!necessarily!their!rank),!as!follows.!!

Status" Description" Initiative!Level" Influence!Range"


IV" Cock!o’!the!Walk!or!Bahadur!(hero)! 4! 24”!
III" Jolly!Good!Chap!or!Hakim!(master)! 3! 18”!
II" Fine!Fellah!or!Sirdar!(commander)! 2! 12”!
I" Twit!or!Ninda!(twit)! 1! 6”!

When!a!Big!Man’s!is!activated,!he!may!use!his!influence!on!the!men!around!him!who!are!under!his!command.!

Big!Men!may!do!the!following!for!one"Initiative!!

• He,!or!the!Group!he!is!with,!may!take!their!turn!immediately,!moving,!loading,!firing!or!attempting!a!task.!!
• He!may!activate!a!nearby!Group!under!his!command!and!within!his!Influence!range!that!he!can!see!to!take!
their!turn!immediately.!He!may!command!multiple!Groups!or!Formations!regardless$of$his$status$level.$$
• He!may!order!an!attached!musician!to!issue!commands!to!a!Formation!that!he!commands!to!take!their!turn!
immediately.!Orders!sent!by!musicians!or!whistles!do!not!require!line!of!sight!however!they!must!be!relayed!
to!all!the!troops!in!that!Formation,!not!just!some.!!
• He!may!form!two!adjoining!Groups!or!Formations!together!into!a!larger!Formation.!!
• He!may!remove!one!point!of!Shock!from!a!single!Group!that!he!is!physically!with.!
• He!may!lead!a!charge.!!
• He!may!encourage!any!Group!within!his!influence!range!to!join!in!Fisticuffs.!!
• He!may!add!fervour!to!a!charge,!see!10.1.!!
• He!may!attempt!to!perform!a!task!or!act!of!DerringBDo.!!
• He! may! combine! any! two! immediately! adjacent! Groups! of! six! men! or! less,! as! long! as! they! have! no! Shock!
points!on!either!Group,!to!form!a!larger!Group.!!
• He!may!call!forth!a!man!with!specialist!skills!to!undertake!a!task.!!
• He!may!order!a!Group!or!Formation)!to!“Make!Ready”!and!prepare!to!fire!later!in!the!turn!(see!4.4).!This!is!
only!available!to!a!Big!Man!with!a!Status!of!2!or!higher,!who!must!be!the!senior!Big!Man!if!commanding!a!
Formation!and!costs!all!of!his!Initiative!for!the!turn,!irrespective!of!how!many!points!he!has!–!a!Status!1!Big!
Man!cannot!issue!this!command.!!

4.1 Commanding&Formations&
When!Groups!combine!to!make!a!Formation!(see!section!5.6)!they!may!be!commanded!by!any!Big!Man!regardless!of!
his!initiative!to!command!that!many!Groups.!So,!for!example,!a!Captain!who!is!a!who!is!a!Status!III!Jolly!Good!Chap!
may!still!command!a!Formation!that!is!4!or!more!Groups!strong.!!!!

When!in!Formation!the!most!senior!Big!Man!will!command,!being!responsible!for!any!movement!and!firing!that!the!
Formation!undertakes!with!his!Initiative.!!More!junior!Big!Men!with!the!Formation!will!then!be!responsible!only!for!
maintaining! the! combat! effectiveness! of! the! Formation! by! removing! Shock! points! as! and! when! they! are! suffered.!!
This!reflects!the!real!command!structure!within!the!unit!and!the!role!of!subordinate!officers!and!NCOs.!!To!do!this!

~"14"~"
!
each!Big!Man!must!attach!himself!to!one!Group!within!the!Formation,!(though$being$within$a$base$width$of$a$unit$is$
fine$if$more$aesthetically$pleasing$to$the$eye$–$players$should$agree$on$this$before$play$commences).!

Big!Men!can!command!even!larger!Formations!when!utilising!the!services!of!a!musician.!However!when!this!is!the!
case! they! are! restricted! to! the! range! of! commands! that! was! available! and! all! the! men! under! their! command! will,!
unless!specifically!ordered!otherwise!with!an!Initiative,!obey!the!commands!given!in!that!manner.!

4.2 Toot&Toot,&Parp&Parp!&
Big!Men!may!use!musical!instruments,!such!as!the!bugle,!drum!or!whistles!to!extend!their!area!of!influence.!!To!do!
this!they!must!be!accompanied!by!a!musician!(obviously)!or!posses!a!whistle.!As!a!rule!Light!infantry!will!use!bugles!
and!horns!and!they,!along!with!Naval!Officers,!will!also!have!whistles,!Infantry!of!the!Line!will!use!drums,!possibly!
bugles!and!cavalry!trumpets.!!It!costs!one!Initiative!to!get!a!musician!to!play!a!call,!or!to!use!a!whistle.!!

Any!musician!should!be!attached!to!the!most!senior!officer!in!a!unit.!!If!that!officer!is!killed!the!musician!will!move!to!
be!within!influence!distance!of!the!next!officer!of!rank.!!If!all!officers!are!rendered!hors!de!combat!then!an!NCO!may!
command!a!musician.!!As!a!guide,!provide!an!appropriate!musician!for!every!four!groups!in!a!force.
!

4.2.1 Whistles* 4.2.3 Cavalry*Trumpets*


A! whistle! will! have! a! range! of! 18”! and! will! allow! an! A! trumpet! will! have! a! range! of! 36”! and! will! allow! an!
officer! or! NCO! to! influence! all! of! his! troops! in! that! officer!to!influence!all!of!his!troops!in!that!range!with!
range!by!issuing!the!following!orders:!! any!of!the!following!orders:!!
Advance!BAdvance!forward!to!the!front!only!! Charge!BCHARGE!!!
Halt!BRemain!stationary!! Advance!to!the!Front!BAdvance!straight!ahead!!
Rally!BForm!up!around!the!whistle!blower!! Advance!Right!BAdvance!to!the!right!!
Retire!–Fall!back!directly!to!the!rear!! Advance!Left!BAdvance!to!the!left!!
Fire!–!Fire!at!will!! Walk!BMove!at!Walk!speed!!
Cease!Fire!BStop!firing!! Trot!BMove!at!Trot!Speed!!
Gallop!BMove!at!Gallop!Speed!!
4.2.2 Infantry*Bugles** Halt!BHalt!!
A! Bugle! will! have! a! range! of! 36”! and! will! allow! an! Mount!BGet!on!your!horse!!
officer!(or!an!NCO!if!no!officer!is!present)!to!influence! Dismount!BGet!off!your!horse!!
all!of!his!troops!in!that!range!by!issuing!the!following! Recall!BFall!back!two!turns!movement!at!trot!or!gallop,!
orders:!! form!up!on!the!trumpeter!!
Advance!BAdvance!forward!to!the!front!only!! Fire!BUse!carbines!!
Extend!BForm!a!skirmish!line!!
4.2.4 Infantry*Drums*
Close!BForm!a!tighter!line!!
Halt!BRemain!stationary!! A! drum! will! have! a! range! of! 24”! and! will! allow! an!
Retire!BFall!back!directly!to!the!rear!! officer!to!influence!all!of!his!troops!in!that!range!with!
Assemble!BForm!up!around!the!bugler!! any!of!the!following!orders:!
Cease!Fire!BStop!firing!! Advance!BAdvance!straight!ahead!!
Fire!BFire!at!will!! Halt!BStand!on!the!current!position!
Form!Line!BForm!a!line!on!the!current!position!!
Form!Column!BForm!a!Column!on!the!current!position!!
Retire!BRetire!directly!to!the!rear!!
Fire!BFire!on!command!

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!
4.3 Chain&of&Command&
Big!Men!influencing!troops!around!them!must!be!aware!of!the!chain!of!command.!!In!normal!circumstances!a!Big!
Man! may! only! give! orders! to! troops! under! his! command! as! specified! at! the! commencement! of! play.! He! may! not!
issue! commands! to! troops! who! are! directly! under! the! command! of! a! superior! officer.! ! He! may,! however,! issue!
commands!to!troops!who!are!under!the!command!of!more!junior!officers.!!

In!some!situations!the!chain!of!command!rules!may!be!ignored.!A!Big!Men!in,!or!entering!into,!Fisticuffs!may!take!
any!men!along!who!are!within!his!influence!range.!Troops!whose!own!commander!has!been!killed!or!badly!wounded!
may!be!influenced!by!other!Big!Men!from!any!unit.!!

4.4 A&Group’s&Phase&
A!Group!of!men!or!Formation!are!activated!(i.e.!may!take!their!turn)!when!acting!on!a!Big!Man’s!Initiative!or,!if!they!
have! not! received! any! Initiative! during! that! turn,!or! if! there! is! A! Break! In! The! Action! (2.2.1).! What! they! may! do! is!
restricted!by!the!number!of!Action!Dice!they!have!and!the!circumstances.!!!!

When!a!Big"Man"gives"an"Initiative!to!activate!a!Group!it!may!immediately!use!its!full!allocation!of!Action!Dice!for!
that!turn.!!With!these!it!can!Move,!Fire,!Reload,!undertake!a!task,!or!any!combination!of!the!five.!!!!

!When!taking!their!go!during!a!‘phase!interrupt’!the!Group!may!Fire,!Reload,!continue!with!an!ongoing!task!(but!not!
start!a!fresh!one)!and!may!not!move!(with!the!exception!of!cavalry!charging!towards!an!enemy,!see!section!10.3).!
They!may,!however,!use!1D6!of!movement!for!no!cost!in!Action!Dice!to!reposition!within!any!terrain!feature!that!
they!occupy!or!deploy!into!a!terrain!feature.!

For!example,!Group!A!may!reposition!themselves,!deploying!into!the!adjacent!building!or!its!
garden!as!it!is!immediately!next!to!them.!!

Alternatively!a!Group!or!Formation!may!“Make!Ready”,!standing!their!ground!and!waiting!to!
fire!on!the!senior!Big!Man’s!command!(this!is!only!available!to!a!Big!Man!with!a!Status!of!2!or!
higher!and!costs!all!of!his!Initiative!for!the!turn,!irrespective!of!how!many!points!he!has!–!hence!a!level!one!Big!Man!
cannot!issue!this!command).!Once!a!Group!or!Formation!gets!the!order!to!“Make!Ready”!they!may!then!fire!at!any!
time!subsequently!during!the!turn.!!!!

4.4.1 Action*Dice*
Each!action!undertaken!will!cost!them!Action!Dice!as!follows.!!

ACTION!! COST!!
!
Move!1D6!inches!! 1!Dice!!
Cross!a!low!obstacle,!place!a!ladder!! 1!Dice!! ! !
Cross!a!High!Obstacle!! 2!Dice!!
Enter!an!unbarred!Building!! 1!Dice!!
Dismounting!! 1Dice!!
Lay!Prone*! 2!Dice!!
Fire!! 1!Dice!!
Reload!Inferior!Rifle!! 2!Dice!!
Reload!Trusty!rifle!from!cover! 3!Dice!!
Reload!any!Musket!or!Fowling!Piece! 1!Dice!!
Open!ranks!! 1!Dice!!
Attempt!a!task!! 1!Dice!!
Reload!artillery!piece!! 2!Dice!!
*!Lay!Prone!B!This!increases!the!level!of!cover!they!are!in!by!one!level!however!it!does!mean!that!they!do!nothing!
else!during!that!turn.!See!cover!defined!in!section!below.!

Groups!may!choose!to!duplicate!actions,!for!example!spotting!twice,!or!spot!once!with!an!enhanced!chance,!adding!
+1!to!their!dice!throw.!!To!represent!an!unloaded!Group!or!Formation!we!place!smoke!in!front!of!it!to!suggest!it!has!
just!fired.!!Kapok!works!well!for!this.!!

5 Troop*Types*&*Organisation**
In!War!Without!Mercy,!the!ratings!of!Elite,!Good,!Regular!and!Poor!are!dropped!in!favour!of!a!multi!layered!system!
that!looks!at!Experience,!Training,!Musketry!and!Belief.!Additionally!troops!may!also!be!rated!according!to!their!type,!
such!as!Skirmishers,!or!for!their!demeanour,!aggressive!or!weedy!coves.!These!definitions,!together!with!the!use!of!
different!sized!Groups,!allows!very!realistic!modelling!of!the!different!troop!types!available!to!both!sides.!

5.1 Experience&
Troops!are!categorised!according!to!their!level!of!training,!service!experience!and!esprit!de!corps.!These!experience!
levels!are!Raw,!Tested,!Veterans!and!Elite.!!

Raw!troops!are!inexperienced!soldiers!who!may!have!seen!one!action,!they!will!tend!to!have!lower!standards!of!drill!
and!musketry.!Being!excitable!and!undisciplined,!they!must!always!break!formation!and!pursue!an!enemy!who!they!
beat!in!fisticuffs.!Raw!troops!may!never!skirmish.!!

Tested!troops!are!men!who!have!seen!between!two!and!five!actions!and!can!be!considered!‘tested!men’.!They!are!
pretty!average!allBround!troops!within!the!rules.!Their!flank!or!rifle!companies!or!independent!selected!small!bodies!
may!skirmish.!They!may!pursue!an!enemy!who!they!beat!in!fisticuffs!but!will!break!formation!to!do!so.!!

Veterans!have!seen!six!or!more!actions!and!are!considered!totally!reliable.!They!may!all!potentially!skirmish,!they!
may!be!rated!Fine!or!Crack!shots!at!musketry.!They!are!automatically!drilled!at!worst!(see!Training),!often!Polished!
and!may!be!aggressive.!When!pursuing!a!defeated!enemy!they!may!choose!to!retain!their!formation.!!

Elite!troops!are!the!best!men,!with!many!benefits.!All!may!skirmish,!all!may!be!rated!Fine!or!Crack!shots!at!musketry.!
They!may!choose!to!pursue!a!defeated!enemy,!retaining!their!formation!if!they!do!so.!

5.1.1 How*Experienced*is*my*Force?*
Often! an! entire! experience! level! for! a! force! needs! to! be! quantified! in! the! rules,! such! as! when! determining! Bonus!
Cards.! This! is! fine! if! all! troops! are! the! same! but! if! it! is! a! mixed! force! it! is! harder! to! determine.! Therefore,! use! the!
following!method!to!arrive!at!an!average!force!experience!level.!Add!together!the!value!of!each!Group!in!the!Force!
as!follows;!Elite=5;!Veteran=4;!Tested=3;!Raw=2.!Divide!the!total!by!the!number!of!groups!(round!to!nearest).!This!
number!is!then!your!force!experience!for!the!game.!
! !

~"17"~"
!
5.2 Training&
Troops!are!categorised!according!to!how!well!trained!they!are,!especially!with!regards!drill.!!

A!Rabble!is!pretty!much!untrained.!They!can!march!along!a!road!and!form!a!‘mass’,!but!they!are!clueless!about!
anything!else.!Big!Men!may!only!rally!the!individual!Group!they!are!attached!to.!All!untrained!civilians!are!treated!as!
rabble!as!are!wallahs.!They!may!neither!join!a!Formation!nor!derive!any!Formation!benefits.!

A!Drilled!force!is!competent!at!basic!drill!and!the!manual!of!arms.!These!are!standard!War!Without!Mercy!forces!
with!few!benefits!but!also!few!penalties.!Most!mutinous!sepoy!units!would!be!rated!as!drilled!as!are!some!
inexperienced!British!troops!(except!civilians).!Drilled!troops!may!use!extended!order!when!in!Formation;!however!
this!will!be!broken!if!they!come!under!fire.!!

A!Polished!force!is!typical!of!the!high!standards!of!British!regimental!units,!regardless!of!experience.!They!may!utilise!
the!“Forced!March”!cards!in!the!Bonus!Deck.!Polished!troops!may!retain!Formation!when!in!extended!order!even!if!
under!fire!and!may!reform!existing!Formations!that!have!become!disordered,!possibly!moving!across!or!through!
rough!terrain,!even!when!encumbered!with!Shock.!!

5.3 Musketry&
Troops!are!rated!according!to!their!ability!with!their!weapons.!!

Poor"Shots!Any!troops!fired!on!by!Poor!shots!(poor!fire!discipline)!may!adjust!their!Hit!Effect!dice!roll!by!one!pip!(in!
total,!not!per!dice).!Big!Men!hit!will!roll!with!a!B1!on!the!table!in!section!8.5!when!hit!by!poor!shots.!!

Acceptable"shots!are!standard!troops!in!War!Without!Mercy.!!

Fine"Shots!are!well!trained!with!their!weapons.!They!may!adjust!one!of!the!dice!rolled!when!firing!by!+1!pip.!Big!Men!
hit!will!roll!with!a!+1!on!the!table!in!section!7.4!when!hit!by!Fine!Shots.!

Crack!Shots!are!superb!firers!with!good!weapons.!They!may!adjust!the!dice!rolled!when!firing!by!+2!pips!(so!+1!to!
two!dice!or!+2!to!one!dice).!Big!Men!hit!will!roll!with!a!+2!on!the!table!in!section!8.5!when!hit!by!Crack!shots.!

5.4 Belief&
Belief!levels!represent!the!soldier’s!commitment!to!their!cause!and!its!likelihood!of!success.!As!such!they!are!
categorised!according!to!how!well!they!have!fared!in!recent!engagements,!their!initial!motivations!and!to!a!great!
degree!their!esprit!de!corps.!!!

Downcast!troops!have!been!defeated!in!their!last!two!engagements!or!disaffected!by!other!events!(some!forces!for!
example!could!be!downcast!after!the!fall!of!Delhi!or!other!such!event).!They!are!penalised!in!fisticuffs!and!if!they!
lose!their!Bottle!they!retire!3”!per!point!of!Shock.!!

Determined!troops!are!well!motivated!but!otherwise!untested,!or!possibly!who!have!won!one!or!two!of!their!last!
engagements.!They!could!also!be!Triumphant!troops!with!reduced!belief.!If!they!
lose!their!Bottle!they!retire!at!2”!per!point!of!excess!Shock.!!

Triumphant!troops!have!won!their!last!two!engagements!or!are!otherwise!
empowered!by!their!own!martial!abilities.!Triumphant!troops!get!a!bonus!in!
fisticuffs.!If!they!lose!their!Bottle!they!retire!1”!per!point!of!excess!Shock.!!

In!addition,!troops!may!be!rated!as!Aggressive!or!Weedy!Coves!as!well.!!

~"18"~"
!
5.5 Cavalry&&
Cavalry!troops!are!rated!in!the!same!way!as!infantry!and!may!be!further!designated!as!having!specific!weapons!such!
as!lances,!certain!firearms,!etc.!

5.6 Formations&
With! larger! games! of! War! Without! Mercy! the! gamer! may! find! that! there! are! some! significant! benefits! in! joining!
Groups!together!to!form!Formations.!A!Formation!is!nothing!more!than!Groups!of!troops!that,!under!the!command!
of!one!Big!Man,!are!conforming!to!one!of!the!basic!Formations!of!the!period.!In!order!to!form!any!formation!two!or!
more!groups!must!be!combined!under!the!leadership!of!a!Big!Man.!If!any!formation!falls!below!eight!men!then!it!no!
longer!is!considered!a!formation.!

When!a!player!deploys!off!a!JumpBOff!marker!the!units!involved!may!not!be!in!formation.!

When! rallying! a! Formation! Big! Men! may! remove! Shock! points! from! any! component! Group! without! having! to!
necessarily! be! in! contact! with! them,! it! is! sufficient! to! be! in! contact! with! part! of! the! Formation! as! a! whole.! Single!
Groups!may!not!be!considered!as!formed.!!

Whilst!all!Groups!in!a!Formation!will!dice!once!for!movement,!all!moving!at!that!rate,!they!are!restricted!to!moving!
at!the!rate!of!the!slowest!Group!when!that!is!adjusted!to!reflect!any!points!of!Shock!that!the!Group!has.!So!if!four!
Groups!were!combined!in!a!Formation!and!three!had!one!point!of!Shock!whilst!the!fourth!has!two!points!of!Shock!
the!whole!Formation!would!move!with!a!B2”!as!per!section!6.2.!!

5.7 Breaking&Formations&
Formations! may! be! broken! by! a! whole! raft! of! events.! Formations! which! fall! below! the! required! strength!
automatically!cease!to!be!considered!a!Formation.!SubBGroups!within!the!Formation!retiring!due!to!Shock!will!break!
the! continuity! of! a! multiple! Group! Formation.! Cavalry! or! infantry! contacting! a! Formation! in! the! flank! or! rear! will!
immediately!make!it!unformed,!then!fighting!it!as!such!in!Fisticuffs.!!

Formations!may!be!broken!by!being!physically!divided!by!enemy!action!or!even!by!random!events,!such!as!animals!
running! through! them,! horses! falling! on! them,! or! friendly! troops! in! line! or! column! who,! for! whatever! reason,!
interpenetrate,!or!are!interpenetrated!by,!the!Formation.!!Some!terrain!may!be!so!rough!as!to!break!a!formation,!
and! any! loss! in! a! round! of! Fisticuffs! will! break! a! formation.! For! clarity,! moving" in" orchards" or" woods! breaks!
formations!for!all!except!Polished!troops,!crossing!fences,!walls!or!an!abatis!breaks!formations!for!all!troops.!!

5.8 Infantry&of&the&Line&
Infantry! of! the! Line! would,! as! their! name! suggests,! operate! in! a! linear! Formation,! engaging! troops! to! their! front,!
firing! in! volleys! to! maximise! the! psychological! and! physical! impact.! Their! movement! tended! to! be! slow! and!
methodical!in!order!to!achieve!that!uniformity!of!action.!To!reflect!this!troops!of!the!Line!get!a!benefit!when!firing!
from!being!in!a!line!Formation!where!their!fire!discipline!can!be!used!to!best!effect.!They!have!a!very!limited!arc!of!
fire,! only! being! able! to! target! enemy! Groups! or! Formations! that! are! at! least! partially! immediately! to! their! front.!
Columns!were!in!reality!used!for!movement,!and!in!battle!actually!were!a!series!of!lines!deployed!in!a!manner!that!
facilitated!as!rapid!movement!as!possible,!with!squares!restricted!to!seeing!off!cavalry.!

! *

~"19"~"
!
5.8.1 Line**
Lines! Formation! is! two! ranks! deep,! never! more! or! never! less,! unless!
defending!a!Defensive!Position!(see!below).!It!will!add!+1!to!each!dice!when!
firing.!A!Formation!may!act!as!a!single!Group,!so!long!as!the!commander!has!
sufficient! initiative! to! join! the! groups! together! in! the! first! instance.! ! With! a!
large!number!of!groups,!or!with!low!status!Big!Men!this!can,!therefore,!take!some!time!to!achieve,!however!there!is!
no!restriction!on!the!size!of!the!formation.!!!

Troops!in!a!line!must!fire!immediately!to!their!front.!If!the!enemy!has!multiple!Groups!within!their!arc!of!fire!they!
must!share!the!hits!equally!between!all!the!Groups,!see!section!7.6.1.!In!fisticuffs!all!the!figures!in!a!contacted!Group!
or!Groups!may!fight.!Any!additional!troops!in!Groups!which!are!part!of!the!same!Formation!but!neither!contacted!
by,!nor!in!contact!with,!the!enemy!during!Fisticuffs!may!break!ranks!and!join!the!scrimmage!but!only!when!activated!
to!do!so!by!a!Big!Man.!!

5.8.2 Extended*Order*
1”!
Troops! in! extended! order! are! represented! by! deploying! in! a!
double! rank! with! (approximately)! 1”! between! each! figure,! in!
each! rank.! Troops! may! operate! in! extended! order! formations!
only!when!not!under!fire!unless!Polished!troops!which!may!retain!extended!order!formation!when!under!fire.!Troops!
in!extended!order!do!not!get!+1!for!firing!in!formation!nor!do!their!opponents!get!a!+1!for!firing!at!them.!Extended!
order!troops!can!move!through!disruptive!terrain!without!their!formation!breaking!up.!!

5.8.3 Skirmish*Order*
2”!
This!is!only!available!to!infantry!who!are!sufficiently!experienced!or!well!
trained!to!have!learnt!to!fight!in!this!fashion!such!as!light!troops!or!rifle!
and! flank! companies,! etc.! All! cavalry! may! skirmish.! They! may! never!
operate! in! formation! when! in! skirmish! order,! always! fighting! as! individual! groups.! In! skirmish! order! troops! are!
deployed! in! a! double! rank! line! (approximately)! 2”! between! each! figure,! in! each! rank.! Skirmishers! operating! from!
cover!(not!in!the!open)!may!fire!on!their!own,!improved,!fire!table.!When!fired!upon!they!ignore!the!first!man!killed,!
treating! this! as! a! point! of! Shock! instead.! Skirmish! troops! in! Fisticuffs! lose! 1! dice! in! 2! (50%)! after! all! other!
considerations.!

5.8.4 Mass*
Troops! in! mass! are! represented! by! deploying! two! to! three! ranks! deep! with! (approximately)! 1/2”!
between!each!figure,!at!least!as!wide!as!they!are!deep!ie!the!troops!are!separated!slightly!to!show!a!
disorganised!formation...a!bit!of!a!mob!really.!Troops!in!mass!may!never!be!in!Formation.!A!mass!
presents! a! dense! target! and! will! suffer! more! casualties! from! infantry! or! artillery! fire! as! a! result,!
however! does! move! faster! than! troops! in! line! formation! and! shoots! more! flexibly.! When! firing!
count!only!half!the!troops!in!the!group!as!able!to!shoot,!but!they!may!shoot!up!to!45!degrees!left!and!right!of!centre.!

! *

~"20"~"
!
5.8.5 Column**
A! column! is! a! formation! of! manoeuvre! not! fighting.! There! are!
two!sorts!of!column,!open!and!closed!(see!below),!closed!being!
available! to! units! whatever! their! drill! level,! whereas! open!
column!is!only!available!to!troops!who!are!drilled!or!better.!If!
fired! at! from! the! front! all! hits! will! be! on! the! lead! group,! even!
when!in!formation.!!

Any! groups! in! column! following! behind! another! group! (within!


4”)! that! is! activated! may! follow! the! same! movements! of! the! Closed!column!
lead!column,!taking!this!as!their!action!for!the!phase.!
Open!column!
A! column! may! fire! out! of! the! front! or! side! faces,! but! with! the! same! limitations! as! a! line.! If! a! column! enters! into!
fisticuffs!all!formation!is!lost.!The!individual!groups!fight!alone!with!no!bonus!in!fisticuffs.!!!

5.8.6 Square*
Squares! were! still! very! much! used! in! the! mid! nineteenth! century! by! European! armies,!
particularly!so!against!large!numbers!of!cavalry!or!native!troops!on!foot.!It!may!be!formed!with!
a! minimum! of! two! Groups! and! once! numbers! fall! to! less! than! twelve! men! it! is! no! longer!
considered!to!be!a!Formation.! It!may!form!in!two!ranks!if!desired.!A!square!presents!a!dense!
target! and! will! suffer! more! casualties! from! fire! as! a! result.! Big! men! are! considered! attached!
when!placed!inside!a!square!ie!they!may!remove!shock!from!any!group(s)!that!form!the!square.!!

5.8.7 Defensive*Positions*
As! an! exception! to! the! rules! above,! any! foot! troops! that! are! defending! behind! defensive! positions! (such! as! in! a!
trench,!behind!entrenchments,!a!!man!height!stone!wall,!a!row!of!gabions,!crates,!mealie!bags,!etc)!may!deploy!in!a!
two! rank! or! single! rank! line,! up! to! 1”! apart.! Any! foot! troops! may! deploy! like! this! even! if! under! fire,! regardless! of!
training.!If!spaced!apart,!groups!may!not!fire!as!a!Formation.!

5.9 Lying&Down&
This!is!an!issue!that!deserves!a!quick!clarification.!There!is!no!action!dice!cost!for!lying!down!for!the!simple!reason!
that!troops!are!assumed!in!all!situations!to!be!making!the!most!use!of!what!cover!is!available.!If!they!wish!to!really!
make!the!most!use!of!the!cover!available!they!may!Lay!Prone,!which!costs!2!Action!Dice.!

5.10 Sentries&
These!are!men!who!have!been!told!off!from!their!parent!Group!to!undertake!the!role!of!sentry.!!They!have!their!own!
dice.!Within!War!Without!Mercy!these!can!be!useful!outposts!and!early!warning!systems,!especially!for!any!force!in!
a!defensive!position.!!Within!the!rules!these!count!as!one!man!who!functions!autonomously!while!on!piquet!duty.!!

In!War!Without!Mercy!Sentries!may!operate!with!two!Action!dice!in!a!turn,!which!they!may!use!to!spot,!fire!or!retire!
towards!their!parent!Group.!!

Spotting! is! undertaken! as! normal,! firing! is! done! with! one! dice! at! a! target! in! the! open,! or! as! a! signal! to! warn! his!
comrades.!Once!a!sentry!abandons!his!post!he!may!only!move!until!he!rejoins!his!parent!Group,!doing!so!with!2D6”!
when!there!is!A!Break!In!The!Action.!Cavalry!piquets!may!move!at!the!faster!cavalry!speeds!(see!section!7.2).!!

~"21"~"
!
6 Patrol*Phase*
A!game!of!War!Without!Mercy"is!played!out,!like!most!miniature!wargames,!on!the!tabletop!with!miniature!armies!
forces!fighting!for!victory.!However,!before!we!deploy!our!figures!for!action!we!play!through!the!preBgame!Patrol$
Phase,!using!Patrol$Markers$on!our!tabletop.

This!Patrol$Phase$covers!several!key!areas,!which!the!players!need!to!consider.!Firstly,!it!reflects!the!knowledge!of!
the!terrain!which!both!sides!have!prior!to!battle!based!on!patrols,!reconnaissance!and!the!like.!Secondly,!it!will!
determine!where!the!players!will!be!able!to!deploy!their!forces!on!the!table!during!the!battle.!Thirdly,!this!will!be!
where!they!establish!how!high!their!Force$Morale$is!for!the!game!to!come.

The!Patrol$Phase$also!has!the!advantage!of!getting!the!two!forces!into!relatively!close!proximity!before!the!battle!
itself!begins.

During!the!Patrol$Phase$both!sides!use!a!number!of!Patrol$Markers,!discs!around!2.5”!in!diameter,!ideally!marked!
with!an!appropriate!national!symbol!but!certainly!sufficiently!different!so!that!the!two!sides!may!be!distinguished.!A!
set!of!these!can!be!downloaded!from!the!TooFatLardies"Yahoo!Group,!from!Lard!Island!News!or!you!can!simply!use!
individual!figures!if!you!want!to!get!cracking!straight!away.

The!number!of!Patrol$Markers$used!by!each!side!and!their!starting!positions!will!depend!on!which!scenario!is!being!
played.!See!Section!6.2,!Starting$the$Patrol$Phase.!Typically!each!side!will!have!three!or!four!markers!beginning!on!
their!own!table!edge.

The!players!set!up!their!Patrol$Markers$on!the!table!as!indicated!in!the!scenario.!If!the!scenario!indicated!that!either!
side!has!any!free!moves,!these!are!now!taken.

! &

~"22"~"
!
6.1 Force&Morale&
Each!side!now!rolls!a!D6,!which!sets!its!Force$Morale$Level.!A!Raw!force!subtracts!2!from!its!roll,!an!Elite!force!adds!2.

An!adjusted!total!of!2!or!less!indicates!a!Force!Morale!of!8.!A!total!of!3!or!4!gives!a!morale!level!of!9.!If!a!total!of!5!is!
achieved!this!indicates!a!morale!level!of!10,!whilst!a!6!or!more!is!a!morale!level!of!11.

You!can!keep!a!track!of!this!using!dice!or!tokens,!or!download!and!print!out!the!Force$Morale$Tracker!from!the!
TooFatLardies!Yahoo!Group!or!copy!the!one!here.!See!Section!11,!Force$Morale.!!

! 12”!
The&Patrol&Phase:$The$British$Patrol$
12”! Markers$form$a$continuous$chain$with$
no$more$than$12”$between$any$one$
12”! Marker$and$another$friendly$Marker.

One$enemy$Marker$is$locked$down$
and$has$ceased$movement$where$it$
12”!Lock!Down! has$reached$a$point$12”$from$an$
enemy$Marker.!

6.2 Starting&the&Patrol&phase&
The!player!with!the!highest!Force$Morale$Level$starts!–!roll!a!D6!each!in!the!case!of!a!tie,!with!the!higher!roller!
moving!first.!The!player!moves!one!of!his!Patrol$Markers$up!to!12”,!whilst!ensuring!that!it!remains!within!12”!of!at!
least!one!other!friendly!Patrol$Marker.!Once!he!has!done!this,!his!opponent!moves!one!of!his!Patrol$Markers!in!the!
same!fashion.!This!then!continues!with!the!players!taking!turns!to!each!move!a!marker.

No!allowance!is!made!for!terrain.!Unless!specified!by!the!scenario!or!special!force!characteristic!rules.!The!Patrol$
Markers!always!move!up!to!12”!but!they!must!always!be!within!12”!of!another!friendly!Patrol$Marker$with!all!of!
each!side’s!Patrol$Markers$forming!a!continuous,!unbroken!chain!Distances!should!be!measured!from!the!centre!of!
the!Patrol$Marker.

When!a!marker!reaches!a!point!12”!from!one!or!more!enemy!Patrol$Markers,$it!will!immediately!cease!movement!
even!if!it!has!not!moved!the!full!12”!available!to!it.!This!Marker!and!the!enemy’s!Marker!(or!Markers!if!more!than!
one!is!affected)!are!now!locked!in!position!and!may!make!no further!movement!in!any!direction.!This!represents!the!
point!where,!at!some!time!prior!to!the!game,!two!patrols!encountered!each!other!in!NoBMan’sBLand.

The!players!continue!moving!their!other!Patrol$Markers$until!one!or!both!sides!have!all!of!their!markers!locked!in!
position.!At!this!point!the!Patrol$Phase$ends,!even!if!one!side!has!one!or!more!Patrol$Markers$still!not!locked!down.!
With!the!Patrol$Markers$in!their!final!position!we!now!use!them!to!determine!where!our!JumpCOff$Point$will!be!
positioned!for!use!in!the!game.!!

~"23"~"
!
! Placing&the&jump&off&markers:$The$
shaded$zones$into$which$the$JumpCOff$
Points$can$be$deployed$are$
determined$by$the$positioning$of$the$
nearest$two$enemy$Patrol$Markers$
and$the$friendly$Patrol$Marker.$$

Find$cover$in$that$area$and$that$is$
where$the$JumpCOff$Point$can$be$
6”! placed.$If$no$cover$is$present$then$
!
select$a$point$on$the$table$edge$within$
the$zone$or$deploy$at$least$18”$away$
More!than! from$all$enemy$markers$or$groups!
18”away,!
behind!a!hill!or! B!
at!the!table!
edge! A!

!!

6.3 Placing&the&Jump&&Off&Markers&
The!player!who!moved!his!Patrol$Marker$first!now!selects!one!of!these!in!order!to!place!a!JumpCOff$Point$on!the!
table.!These!are!the!points!his!forces!will!use!to!enter!the!game!during!play.!We!recommend!using!an!unobtrusive!
vignette!to!represent!these!on!the!table,!such!as!a!stack!of!arms!or!a!pile!of!ammunition!boxes!for!example.!A!set!of!
four!such!markers!will!be!sufficient!for!any!force!in!a!normal!game.

To!place!a!JumpCOff$Point$the!player!must!select!a!position!in"or"immediately"behind"(an"adjacent"to)"cover"which!is!
at!least!6”!further!from!the!closest!two!enemy!Patrol$Markers$than!the!selected!Patrol$Marker$and!in!the!zone!
directly!opposite!them,!as!shown!above.!If!this!point!is!behind!a!hill!or!wood!that!breaks!line!of!sight!then!a!JumpCOff$
Point$can!be!located!in!this!position!ie!in!‘dead!ground’.!If!neither!case!applies!then!the!JumpCOff$Point$must!be!
placed!on!the!table!edge!or!at!least!18”!away!from!any!deployed!enemy!group!or!jump!off!marker.!

In!the!above!example,!B!is!placed!behind!the!hedge!as!this!puts!it!immediately!behind!cover!and!more!than!6”!from!
the!Patrol$Marker.!JumpC$Off$Point$A!is!placed!on!the!table!edge!as!there!is!no!cover!available!in!the!area!where!it!
could!be!placed!B!even!though!it!would!be!in!cover!from!the!Patrol$Markers.!It!is!not!enough!to!have cover!between!
it!and!the!enemy!Patrol$Markers.$The!JumpCOff$Point$has!to!be!in"or"immediately"behind"cover,!even!if!it!is!no!longer!
in!line!of!sight!of!the!enemy.

In!open!terrain,!it!is!more!likely!that!some!JumpCOff$Points$will!end!up!nearer!the!table!edge!than!they!would!be!in!
the!heavy!countryside.!However,!remember!that!even!shallow!variations!of!ground!level!do!provide!some!cover.

Once!the!first!JumpCOff$Point$is!placed,!the!opposing!player!repeats!the!process!with!both!players!alternating!until!
they!both!have!all!of!their!JumpCOff$Points$placed!on!the!table.!The!number!of!JumpBOff!Points!may!vary!depending!
on!the!scenario.!The!Patrol&Markers&are"now"removed"and"groups"are"assigned"to"specific"numbered"Jump"Off"
points!ie!players!must!now!consider!where!their!troops!will!arrive!onBtable.!Once!this!is!completed,!the!game!begins.$$

Player$note$–Troops$can$relocate$if$not$yet$deployed$on$table$and$a$player$uses$a$Grasp$The$Nettle$dice$to$redeploy$
his$troops.$However,$at$this$early$stage$of$the$game$your$Jump$off$points$will$largely$determine$your$force$
deployment$onCtable$and$subsequent$location$in$the$upcoming$engagemement.

~"24"~"
!
6.4 Deploying&onto&the&table&
Troops! deploying! onto! the! table! are! assumed! to! be! directed! there! by! an! offBtable! Big$ Man! or! arriving! as! per! an!
agreed!plan!before!battle.!When!play!begins!and!activation!dice!are!rolled!Big!Men!are!assigned!dice!(2.2.1)!and!may!
be! placed! with! up! to! three! groups! of! infantry! or! cavalry! as! per! the! rules! below! for! deploying! to! Jump! Off! Points.!
When!a!player!deploys!to!a!JumpBOff!point!the!units!involved!may!not!be!in!formation.!

If!all!your!Big$Men$are!already!on!the!table!then!calling!forward!offBtable!Groups$or!possibly!delayed$Big$Men$as!per!
specific!scenario!conditions$becomes!more!problematic.!For!each!Group$or!Big$Man$the!player!is!attempting!to!
deploy!onto!the!table,!roll!a!D6.!On!a!roll!of!4B6!he!will!arrive.!On!a!roll!of!1B3!he!will!not!arrive!this!Phase.

If!a!Group$or!Big$Man$does!not!arrive,!they!have!not!disappeared!completely;!we!assume!that!the!unit!runner!has!
been!diverted!or!delayed.!You!may!always!attempt!to!bring!that!Unit$on!in!subsequent!Phases.

6.5 Deploying&to&Jump&Off&Points&
All!infantry!Groups!or!Big$Men$deploying!onto!the!table!must!be!placed!within!a!specific!distance!of!the!friendly!
JumpCOff$Point!to!which!they!have!been!assigned.!How!far!from!the!JumpCOff$Point$they!can!deploy!depends!on!
their!troop!quality.!Raw!troops!must!deploy!within!4”!of!the!JumpCOff$Point;!Tested!troops!within!6”!and!Veteran!or!
Elite!troops!within!9”.!They!may!elect!to!deploy!anywhere!within!the!permitted!distance!of!the!JumpCOff$Point$and!in!
any!direction!from!it!B!even!if!that!is!closer!to!the!enemy!who!have!arrived!in!this!Phase.!Troops!entering!the!table!
may!perform!any!action!immediately!but!may!not!move!in!the!current!Phase.$For$example$a$Big$Man$could$use$his$
initiative$to$activate$already$deployed$troops$within$his$influence$range.$See!Section!4,!Big$Man$Initiative,!for!how!Big$
Men$stamp!their!mark!on!the!battle.!

Artillery!do!not!use!JumpCOff$Points,$instead!using!their!friendly!table!edge!(usually!a!road!which!enters!there)!as!
their!entry!point.!They!may!elect!to!deploy!anywhere!within!the!permitted!distance!of!this!entry!point!and!in!any!
direction!from!it,!in!the!same!way!as!infantry!do!with!their!JumpBOff!Points.!Again,!as!with!infantry,!this!will!depend!
on!troop!quality.!Artillery!crewed!by!Raw!crews!must!deploy!within!4”!of!the!entry!point;!Tested!crews!within!6”!and!
Veteran!and!Elite!crews!within!9”.!See!Section,!6.6!How$Do$I$Deploy$Artillery$Onto$the$Table?

Example:$The$player$deploys$a$Big$Man$status$level$IV,$onto$the$table$on$an$Activation$Dice$roll$of$4.$Just$6”$away$to$
his$right$is$a$Group$of$Gurkhas,$whilst$3”$to$his$left$is$a$group$Loyal$Sepoy$infantry. The$Big$Man$cannot$move$as$he$
has$just$deployed$to$the$table.$However,$he$can$use$his$influence$to$activate$groups$within$his$influence$range. The$
Big$Man$orders$the$Sepoys$to$fire$against$a$Mutineer$position$and$gets$the$Gurkhas$to$advance$down$a$road.$

6.6 How&do&I&deploy&Artillery&onto&the&table?&
Artillery!(Field!and!Horse)!which!has!yet!to!be!placed!on!the!table!are!considered!to!be!at!a!point!slightly!back!from!
the!action!where!they!have!been!assembled!by!their!field$commander$prior!to!being!committed!to!battle.

Artillery!may!deploy!onto!the!table!when!activated!by!a!Big!Man,!or!if!none!are!available!then!as!described!in!6.4!
above. The!entry!point!for!any!artillery!will!be!on!a!friendly!table!edge,!as!opposed!to!the!JumpCOff$Points.!Where!a!
single!road!is!present,!this!will!be!the!entry!point;!where!multiple!roads!are!present,!the!player!may!choose!which!
one!he!will!use!as!his!entry!point.!Only!one!artillery!piece!may!arrive!at!a!table!entry!point!in!a!single!Phase.!Artillery!
crewed!by!Raw!crews!must!deploy!within!4”!of!the!entry!point;!Tested!crews!within!6”!and!Veteran!and!Elite!crews!
within!9”. These!entry!points!are!not!JumpCOff$Points.!They!may!not!be!captured!in!the!way!that!JumpCOff$Points$can!
be.!Enemy!forces!on!or!in!the!area!of!the!entry!Point!does!not!affect!Force$Morale.

Field!Artillery!entering!the!table!may!fire!immediately!but!may!not!move!in!the!current!Phase.!Horse!Artillery!
entering!the!table!may!move!immediately!and!fire!as!normal.

~"25"~"
!
7 Movement*
There!are!two!types!of!movement!in!War!Without!Mercy,!that!on!Blinds!when!a!force!is!not!spotted,!and!tabletop!
movement!once!the!force!has!been!spotted!and!the!figures!are!on!the!table.!!

7.1 Tabletop&Movement&
In!general!terms!each!action!dice!allows!1D6!of!movement.!The!player!must!allocate!how!many!of!his!dice!he!is!using!
for!movement!at!the!start!of!a!Group’s!turn.!He!may!not!then!alter!that!and!must!move!the!full!distance!indicated!by!
the!roll!of!the!dice,!unless!he!is!moving!to!a!specific!named!point!such!as!“up!to!that!wall”!or!“in!line!with!the!60th!
Rifles”.!!!!

FORMATION!! ! ! ADJUSTMENTS!&!LIMITATIONS!!
Infantry!Column!or!Mass! +1!pip!per!dice!!
Infantry!Line!! ! ! As!per!dice!roll!!
Infantry!Skirmish!! ! +1!pip!per!dice.!May!also!retire!at!speed!with!one!extra!dice!!
Cavalry!(or!Elephant)!Walk!! As!per!dice!!
Cavalry!Trot!! ! ! +3!pips!per!dice!!
Cavalry!Gallop!! ! ! Add!one!extra!dice!then!add!+3!pips!per!dice!!
Foot!Artillery!Limbers!! ! Move!at!cavalry!walk!speed.!May!Trot!for!one!turn!in!three!if!in!danger!!
Horse!Artillery!Limbers!!! May!move!at!cavalry!Walk!or!Trot!speed!!

Big"Men"move!with!the!troops!they!are!with,!however!if!moving!on!their!own!they!move!as!skirmishers,!with!two!
dice!and!adding!one!pip!per!dice!if!on!foot,!or!if!mounted!they!move!as!cavalry.!

When" charging" into" Fisticuffs" take! note! of! the! distance! moved! to! the! target! its! movement! remaining! when!
determining! the! crossing! bayonets! test! (as! the! distance! of! retreat! should! it! be! required! is! predicated! on! the! full!
move!distance!of!the!charging!unit.!

Any!Shock"points!that!a!Group!has!suffered!will!reduce!its!movement!by!one!inch!per!pip!from!the!total!score!rolled.!!
Formations!roll!once!for!movement,!all!the!component!Groups!conforming!to!that!speed,!however!they!move!at!the!
speed!of!the!slowest!Group!once!Shock!points!have!been!accounted!for.!!

Unlimbering! guns! takes! two! action! dice! once! stationary,! with! the! gun! being! placed! within! 4”! of! the! limber.! After!
unlimbering!guns!must!then!be!loaded!before!they!can!fire!–!taking!a!further!two!action!dice.!!!!!

7.1.1 Beasts*of*Burden.***
Pack!horses,!donkeys,!mules!and!oxen!may!be!used!to!carry!packs!or!pull!carts.!With!their!loads!they!move!at!2D6!
inches!per!turn.!Without!loads!donkeys!and!mules!may!be!ridden,!moving!at!B1!pip!per!dice!at!the!walk,!and!+1!pip!
per!dice!at!the!ungainly!gallop.!!

Gun!Bullocks!or!HorseBCows!as!they!were!sometime!called!move!at!a!
Cavalry!walk!speed!(1D6!per!action!dice).!

Elephants!move!at!a!Cavalry!walk!speed!(1D6!per!action!dice).!

! &

~"26"~"
!
7.2 Cavalry&Movement&
In!addition!to!all!the!rules!above!for!movement,!cavalry!moving!from!or!slowing!to!a!halt!must!take!their!first!and!
last!whole!turn!of!movement!at!the!walk.!Cavalry!move!actions!are!HALTBWALKBTROTBGALLOP.!A!dust!ball!for!each!
level!of!speed!is!a!nice!way!to!show!the!pace!of!cavalry!movement!ie!one!for!walking,!two!for!trotting,!and!so!on.!

Cavalry!moving!in!Formation!may!do!so!without!difficulty!whilst!moving!at!the!walk!or!trot.!They!may!move!one!turn!
in!Formation!at!the!gallop!but!on!the!second!consecutive!turn!of!galloping!all!Formation!will!be!lost!and!the!Groups!
moved!separately.!!

In!woods!and!orchards!cavalry!may!only!move!at!the!walk.!Any!Formation!will!be!broken.!

Cavalry!turning!more!than!90!degree!must!be!at!the!walk!to!do!so.!!

Cavalry!armed!with!firearms!may!only!fire!when!moving!at!the!walk!or!trot.!If!using!firearms!in!Fisticuffs!they!may!
not!be!moving!at!the!gallop.!!

Camels!are!treated!as!cavalry!for!all!purposes.!

Cavalry!may!dismount!if!equipped!with!a!long!range!firearm!(eg!carbine).!Use!the!following!ratio!of!dismounted!men!
to!horseholders!B!3:1,!4:1,!5:1,!5:2,!6:2.!eg!a!seven!man!group!has!five!dismounted!troopers!and!two!horseholders.!!

7.3 Terrain&Effects&&&Obstacles&
Poor!terrain!may!affect!movement!by!a!B1!or!B2!to!the!pips!on!each!dice!rolled.!!In!slightly!broken!terrain!movement!
is!reduced!by!B1!pip!per!dice,!whereas!in!a!heavy!terrain!B2!pips!are!deducted!from!each!dice.!!

For! example,! a! Group! of! British! infantry! moving! through! a! swamp! allocate! two! dice! to! moving.! They! roll! 6! and! 1.!!
With!B2!on!each!die!the!net!result!is!4!and!0!(ignore!negative!results)!so!they!move!4”.!!!!

When!Groups!or!Formations!encounter!a!linear!obstacle,!such!as!a!wall,!a!fence!or!a!hedge!they!may!cross!this!at!the!
cost!of!one!or!two!Action!dice!depending!on!its!size.!Naturally!some!such!obstacles!may!only!be!crossed!using!aids!
such!as!ladders.!Troops!attempting!to!cross!an!abatis!or!chevaux$de$frise$will!be!halted!by!it!until!they!can!roll!a!5!or!
6!on!one!Action!Dice!(as!a!task).!In!a!Formation!each!Group!must!dice!independently!once!the!abatis!or!chevaux$de$
frise$is!reached!(and!attempted!to!be!crossed),!all!Formation!is!lost!at!this!point.!!

Cavalry! Groups! crossing! linear! obstacles! may! do! so! with! no! problems! for! very! small! obstacles,! or! may! encounter!
some!difficulties.!!In!some!cases!Formations!may!be!broken,!or!for!larger!obstacles!it!may!be!decided!that!a!DerringB
Do!roll!is!required.!!See!section!12.!Cavalry!Groups!may!not!move!in!Heavy!terrain!if!mounted!nor!may!they!maintain!
Formation!in!any!broken!terrain.!!

7.4 Movement&in&varying&Terrain&
Troops!that!are!moving!in!more!than!one!terrain!type!may!proBrata!their!movement!to!take!that!into!account.!!This!
does!not!relate!to!crossing!obstacles.!!

! &

~"27"~"
!
7.5 Assuming&Formations&&
There! are! benefits! associated! with! forming! Groups! into! larger! Formations.! Within! the! rules! the! term! Formation! is!
used!specifically!to!describe!Groups!that!have!joined!together!to!form!a!larger!more!coherent!body!of!men.!!

Groups!of!the!same!Regiment!who!wish!to!join!together!to!form!larger!Formations!do!this!by!moving!into!place!as!
normal,!the!distance!covered!being!dictated!by!their!normal!movement!allowance.!Once!in!place!they!require!one!
Initiative! from! a! Big! Man! to! join! one! Group! to! another! Group! or! to! an! existing! Formation! (see! section! 2.2).! This!
represents!the!need!to!dress!the!ranks!once!in!place!and!is!required!before!the!benefits!of!being!in!Formation!may!
be!enjoyed.!!!

If! a! Formation! is! disrupted,! making! it! unformed,! the! process! of! forming! up! using! the! Big! Man’s! initiative! must! be!
repeated.!!

Mutineer!cavalry!Groups!may!assume!Formations!however!when!moving!they!will!always!roll!for!each!component!
Group!separately,!with!each!Group!moving!its!full!move.!!

Groups!within!a!Formation!must!all!move!at!the!same!pace,!i.e.!walk,!trot,!or!gallop.!

7.6 Changing&Facing&and&Formation&&
Men!in!Groups!may!change!their!facing!at!no!cost!on!their!turn.!!Formations!that!wish!to!change!face!will!reduce!
their!movement!allowance!by!1”!for!turning!the!facing!of!the!men!90º,!that!is!each!man!turning!to!face!left!or!right,!
or!2”!for!the!men!to!turn!180º,!facing!to!the!rear.!!

When! changing! Formation! or! moving! a! Formation,! it! will! do! so! at! the! speed! of! the! slowest! moving! man.! So,! for!
example,!a!Formation!wheeling!in!line!around!a!fixed!pivot!will!take!their!movement!for!that!turn!as!the!speed!that!
the!man!furthest!from!the!point!of!pivot!moves.!!!

7.7 Interpenetration&
Troops!may!pass!through!other!Groups!or!Formations!at!no!cost!to!their!movement,!however!Formations!doing!so!
will! become! disordered! and! therefore! unformed.! A! Formation! may,! however,! open! its! ranks! to! allow!
interpenetration!by!unformed!Groups!if!it!is!able!to!anticipate!the!move!and!spends!an!Action!Dice!making!spaces!to!
allow!this!movement.!Alternatively,!if!both!groups!are!in!extended!line!or!skirmish!formation!they!may!pass!through!
each!other!with!no!effect!(as!the!formation!allows!for!such!a!manoeuvre).!

7.8 Over\running&Jump\Off&Points&
Troops!moving!to!within!4”!of!an!enemy!JumpBOff!Point!will!deny!its!use!to!the!enemy!while!they!are!in!such!close!
proximity.

Troops!who!move!onto!an!enemy!JumpCOff$Point$are!considered!to!have!captured!that!position,!stopping!it!from!
being!used!until!there!is!“A!Pause!In!The!Battle”.

If!the!original!owner!of!the!JumpCOff$Point$is!unable!to!move!troops!onto!the!JumpCOff$Point$before!“A!Pause!In!The!
Battle”!occurs,!thereby!recapturing!it,!it!will!be!removed!from!play!at!the!end!of!the!Turn.

! *

~"28"~"
!
8 Firing**

8.1 Who&Can&Fire?&& !
Any!Group!may!fire!on!their!turn!for!the!cost!of!1!Action!Point.!!Infantry!in!a! !
line! Formation! may! only! fire! straight! ahead.! Individual! Groups! or! troops! in! ! A!
Skirmish!order!may!fire!with!a!180!degree!arc!of!fire!to!their!front.!Troops!in!
Z!
buildings!are!limited!to!two!men!firing!from!each!window!or!doorway.!!

Intervening!friendly!troops!may!interfere!with!firing!on!an!opponent,!common! !
sense!must!rule!here!in!assessing!this.!! !
B!
In!the!diagram!at!right!British!line!Z!may!fire!at!either!Mutineer!Groups!A!or!B.!! C!
If!it!wishes!to!fire!at!Group!C!it!will!have!to!wheel!to!bring!that!unit!at!least!
partially!into!its!arc!of!fire,!as!indicated!by!the!two!arrows.!!

Big!Men!or!musicians!with!a!Group!or!Formation!do!not!count!towards!the!number!of!men!firing,!they!are!assumed!
to!be!directing!the!fire,!not!actually!firing!themselves.!!

Before!we!determine!how!troops!fire,!we!can!take!a!moment!to!define!cover!and!weapons!in!the!firing!rules.!

8.1.1 Weapon*Definition*
Smoothbore"Musket:!This!covers!smoothbore!matchlock,!flintlock!or!percussion!caps!weapons!of!any!make!–!the!
famous!‘Brown!Bess’!virtually!defines!this!weapon!type.!These!fire!with!one!Action!Dice!and!take!one!Action!Dice!to!
load.!!

Rifled"Musket:!The!Enfield.!These!fire!the!expanding!Minié!round,!loading!with!one!Action!Dice,!firing!with!one!
Action!Dice.!!

Inferior"Rifles.!These!could!be!poor!quality!weapons,!such!as!the!Brunswick!rifle,!older!weapons!retained!due!to!
tradition!or!simple!availability!or!possibly!weapons!that!are!not!functioning!at!full!effectiveness!such!when!used!with!
the!wrong!ammunition.!These!take!one!Action!Dice!to!fire!and!two!to!load.!

Trusty"Rifles.!In!the!hands!of!some!marksmen!Rifles!can!provide!superior!accuracy!than!the!Enfield!due!to!their!
higher!muzzle!velocity,!however!to!achieve!this!they!are!slow!to!load.!A!maximum!of!one!Group!per!company!may!
field!Trusty!Rifles.!When!skirmishing!from!cover!these!take!one!Action!Dice!to!fire!and!three!Action!Dice!to!load!and!
benefit!from!the!Trusty!Rifles!improved!accuracy.!When!used!in!the!open!or!as!part!of!a!Formation!these!will!revert!
to!being!ordinary!Inferior!Rifles.!!

Carbines.!A!catchBall!term!for!the!weapons!typically!used!by!cavalry.!These!could!be!the!older!muzzle!loading!variety!
or!breachloading!types.!The!difference!between!them!is!represented!not!in!their!accuracy,!but!their!rate!of!fire.!
Muzzle!loading!rifled!carbines!take!one!Action!to!fire!and!one!Action!to!load.!!

Fowling"Pieces.!These!are!the!ragBtag!collection!of!hunting!weapons,!from!small!bore!rifles!to!shotguns,!that!civilians!
could!be!armed!with,!or!badmashers!and/or!irregulars!throughout!the!conflict.!These!weapons!are!for!use!on!foot.!
For!exotically!armed!cavalry!consult!the!Mounted!pistols!row.!They!fire!with!one!Action!Dice!and!load!with!one!
Action!Dice.!!

Mounted"Pistols.!Largely!used!by!Bengal!cavalry!firing!when!mounted.!No!distinction!is!made!for!the!individual!
armament!of!figures;!their!effectiveness!is!averaged!out!across!the!unit.!These!fire!with!one!Action!Dice!and!load!at!
no!cost.!!

~"29"~"
!
8.1.2 Cover*Defined*
Cover!for!all!situations!is!given!in!the!adjacent!table.!Many! Cover" Example"
types!of!terrain!could!be!covered!but!the!table!gives!a!general! Light! Brush,!rocks,!fence,!light!orchard,!abatis!
sense!of!how!terrain!is!defined!in!War!Without!Mercy!and! Medium! Woods,!breastworks,!wall,!wood!house!
players!should!use!their!judgment!to!cover!terrain!not!shown.! Heavy! Brick!house,!Reliable!trench!

8.2 How&to&Fire&&
Each!Group!(Formations!always!break!their!fire!down!by!Groups)!rolls!one!D6!for!each!figure!firing.!The!number!of!
dice!to!be!rolled!is!then!adjusted!according!to!the!following!list,!then!the!scores!required!to!hit!are!shown!on!the!
tables!according!to!the!firer’s!type!and!situation.!!

Firing!on!a!Big!Man’s!Initiative!! ! ! ! Add!1D6!(only!if!acting!on!a!Big!Man’s!initiative)!
Each!two!Shock!Points!on!the!Firer’s!Group!! ! Remove!one!firing!dice!(n/a!to!artillery!fire!at!close!range)!
Firer!using!Matchlock!Musket! ! ! ! B50%!of!dice!(round!up!for!odds)!
Firer!is!low!on!ammunition!(see!8.5)! ! ! B25%!of!dice!for!each!LOA!marker!(round!down!for!odds)!!
Target!in!Light!/!Medium!/!Heavy!Cover:!! ! B33%!/!B50%!!/!B75%!of!dice!(round!down!for!odds)!!
Firing!through!Smoke:!! ! ! ! ! B50%!of!dice!(round!down!for!odds)!!
Firer!is!mounted!! ! ! ! ! B50%!of!dice!(round!down!for!odds)!
Once!the!total!number!of!dice!to!be!rolled!has!been!established!check!the!following!table!to!find!the!number!
required!to!hit!the!target!at!the!appropriate!range.!Roll!the!dice!adjusting!each!one!as!follows:!
Firer!is!a!Formation!in!Line!or!Open!Column! ! +1!to!each!dice!!
Target!is!a!Formation!in!Line!or!Mass!(≥6!men)! ! +1!to!each!dice!!
Target!is!in!Closed!Column!or!Square!! ! ! +2!to!each!dice!
Fine!shots! ! ! ! ! ! +1!pip!on!one!Firing!die!OR!
Crack!shots! ! ! ! ! ! +2!pips!on!one!Firing!die!or!+1!pip!on!two!dice!!

8.2.1 Musketry*Fire*
" " " " " Actions"
" 0<9”" 9<18”" 18<30”" 30<48”" To"Fire" To"Reload"
Smoothbore!Musket!! 5B6! 6! B! B! 1! 1!
Rifled!Musket!! 5B6! 5B6! 6! 6! 1! 1!
Inferior!Rifle!! 5B6! 6! 6! B! 1! 2!
Carbine!! 5B6! 5B6! 6! B! 1! 1!
Fowling!Pieces!! 5B6! 6! B! B! 1! 1!
Mounted!Pistols!&!Shotguns! 4B6!(0B6”)! B! B! B! 1! No!time!

8.2.2 Artillery*fire*
The!firing!player!must!nominate!the!type!of!ammunition!being!used!when!firing.!Canister!should!be!subject!to!
limitations!as!at!the!ranges!typical!in!a!game!of!War!Without!Mercy!we!are!faced!with!the!fact!that!the!small!amount!
of!canister!carried!by!the!guns!will!not!last!long.!These!limitations!are!
not!extended!to!other!types!of!artillery!ammunition!as!these!were!
available!in!more!plentiful!supply.!Canister!ammunition!should!be!
limited!to!4!rounds!per!gun.!!

In!view!of!the!number!of!rounds!of!canister!available!it!is!very!simple!
to!represent!the!number!of!round!remaining!with!small!counters!or!
dice.!!

~"30"~"
!
The!number!of!dice!rolled!by!an!artillery!piece!depends!on!its!weight!as!follows:!!

The!player!may!select!to!use!a!double!round!of!canister,!
Weight" Dice"
adding!50%!more!dice,!but!using!two!rounds!of!
Carronade! 16!
ammunition!in!doing!so.!!
Heavy,!e.g.!12!pounder! 12!
Medium,!e.g.!9!pounder! 10! Once!the!number!of!dice!is!ascertained!use!the!
Light,!e.g.!6!pounder! 8! following!table!to!see!what!dice!score!is!required!for!a!
Swivel!gun,!e.g.!camel!mounted!or!Zamburak! 6! hit.!Use!the!adjustments!to!firing!dice!as!listed!in!8.2!
above.!

8.2.3 Artillery*Pieces**
! 0<9”" 9<18”" 18<30”" 30<42”" 42”+"
Light!Gun!! 4B6! 4B6! 5B6! 6! 6!
Medium!Gun!! 3B6! 4B6! 5B6! 5B6! 6!
Heavy!Gun!! 3B6! 4B6! 5B6! 5B6! 5B6!
Swivel!Gun!! 4B6! 5B6! 6! B! B!
Carronade!! 2B6! 4B6! B! B! B!
*Shock!caused!by!Smoothbore!canister!is!doubled.!! !

8.3 Effect&of&Hits&&
Each!hit!received!by!Musketry!or!Artillery!Fire!is!rolled!for!to!see!how!effective!it!was.!!

A!kill!is!one!man!rendered!hors$de$combat!for!the!duration!of!the!game.!It!may!well!be!that!many!of!the!“dead”!are!
in!fact!badly!wounded.!!!!

Effects"of"Hits" Modifier"
1B2!! (1)! Near!miss,!no!effect!! Poor!firer! B1!pip!on!a!single!die!(defender’s!choice)!
3B5!! (2B4)! Shock!! !
6!! (5B6)! Kill!! (if$Sk/Art$1st$kill=shock)! !
A!miss!means!just!that,!it!missed,!but!the!enemy!troops!know!they!are!under!fire.!!

A! Shock! point! is! a! negative! cohesion! factor! and! represents! pinning! and! suppressing! within! the! rules.! As! Groups!
accumulate! Shock! points! they! will! move! more! slowly,! eventually! halting! altogether,! and! fire! less! effectively.! As! a!
result! of! multiple! Shock! points! troops! may! lose! their! Bottle! and! retire! or! even! ‘drop! their! bundle’! and! rout.! (See!
section!9,!Bottle).!

Troops!in!skirmish!order!or!artillery!crew!ignore!the!first!Kill,!and!take!a!point!of!Shock!instead.!

Optional:&Use&the&numbers&shown&in&brackets&for&a&slightly&deadly&effect&in&the&game&–&this&speeds&play.&

8.3.1 Hits*on*Formations*
Casualties! suffered! in! any! turn,! be! they! kills! or! Shock! points,! will! be! shared! equally!
between!Groups!in!line.!!If!all!the!Groups!in!line!are!in!the!same!range!band!allocate!hits!
them!to!the!nearest!groups!first.!Where!a!line!Formation!has!Groups!in!two!range!bands!all!
the!casualties!will!be!shared!equally!between!any!Groups!in!the!closest!band.!!

In!the!example!the!line!will!share!all!casualties!between!Groups!3!and!4.!!

8.4 Small&Arms&Ammunition&Supply&and&
~"31"~"
!
Expenditure&
It!is!not!necessary!to!record!the!expenditure!of!small!arms!ammunition!by!each!Group!but!we!still!require!a!
mechanism!to!deter!players!firing!at!every!opportunity!regardless!of!likely!effect.!Although!there!are!few!examples!
of!units!running!low!on!ammunition!in!the!sort!of!actions!represented!by!the!typical!game,!!ammunition!would!have!
been!carefully!used!to!avoid!just!such!an!eventuality,!especially!when!besieged!or!in!a!movable!column!operating!far!
from!its!supply!base.!!

Each!time!a!Group!or!Formation!fires,!note!the!1’s!and!6’s!rolled.!For!the!purposes!of!determining!ammunition!
expenditure!only,!Poor!shots!disregard!the!first!‘6’,!while!Fine/Crack!shots!disregard!the!first!‘1’.!Groups!with!more!
1s!than!6s!are!Low!on!Ammunition!(LOA),!indicated!by!a!suitable!marker,!such!as!an!open!ammunition!box.!!Note!
that!this!is!in!addition!to!any!card!drawn!from!the!Bonus!Deck!as!a!result!of!the!unmodified!dice!rolled.!

Groups!may!only!incur!a!single!LOA!marker!each!time!they!fire,!regardless!of!how!many!more!1’s!than!6’s!there!are!
but!may!accumulate!several!LOA!markers!over!the!course!of!the!game.!Each!LOA!marker!will!reduce!the!firing!dice!
rolled!by!25%!B!so!an!unlucky!Group!accumulating!four!LOA!markers!is!completely!out!of!ammunition!and!cannot!
fire.!!

In!the!typical!game,!representing!an!action!of!no!more!than!an!hour!or!two!at!most,!there!would!be!little!
opportunity!to!replenish!ammunition.!It!is!assumed!that!men!will!share!ammunition!or!take!that!of!fallen!comrades!
and!enemies!as!a!matter!of!course.!If!the!action!is!prolonged,!it!is!highly!likely!that!units!would!eventually!run!out!of!
ammunition.!However,!a!Group!or!Formation!can!remove!all!its!LOA!markers!when!an!‘Ammunition’!Bonus!Card!is!
played!on!them,!representing!a!lucky!find!of!fresh!ammunition.!!

Optionally,!whenever!a!firing!Group!rolls!more!6’s!than!1’s!as!above,!they!may!remove!a!single!LOA!marker,!if!one!
has!been!previously!incurred.!The!law!of!averages!states!that!this!will!happen!as!often!as!one!is!incurred!but!it!never!
seems!that!way!!

In! some! games! there! may! be! a! designated! source! of! ammunition! such! as! a! wagon! or! magazine! from! which! fresh!
supplies!can!be!drawn.!These!will!often!be!objectives!for!one!or!another!faction!and!scenarioBspecific!rules!will!have!
to!be!drawn!up!for!them.!

! &

~"32"~"
!
8.5 Hits&on&Big&Men&
A!Big!Man!who!is!attached!to!a!Group!that!loses!men!dead!will!roll!a!D10,!a!D6!if!shot!
at! by! Light! Infantry! skirmishing.! If! the! Big! Man! rolls! a! score! equal! to! or! below! the!
number! of! men! killed! in! that! Group! in! that! turn! then! the! Big! Man! is! considered! hit!
rather!than!one!of!the!men.!!He!is!not,!however,!necessarily!dead.!!Roll!a!D6!to!see!
what!effect!the!hit!has.!!

Dice!! Effect!! Modifier"


1B3!! Light!Wound!–!continue!the!fight!! Poor!firer! B1!pip!on!a!single!die!
4B5!! Badly!Wounded!–!off!to!hospital! !
6!! Dulce!et!Decorum!est!pro!Patria!Mori!! !

8.5.1 Which*Means*What?*
A!Lightly!wounded!Big!Man!will!reduce!his!physique!by!one.!For!the!rest!of!the!game!
he!may!only!use!Grasp!the!Nettle!Dice!below!his!Status!and!not!those!equal!to!it.!If!he!is!reduced!below!the!status!of!
Sickly!Cove!then!he!is!considered!Badly!Wounded.!

A! Badly! wounded! Big! Man! is! in! a! pretty! poor! state,! however! with! God’s! grace! he! may! yet! live.! He! has! no! further!
influence! upon! the! game! but! his! men! may! wish! to! save! him! by! removing! him! from! the! field! of! battle! –! see! the!
section! on! Carrying! Bloomin’! Heavy! Things.! The! man! is! sent! to! hospital! where! he! will! hopefully! recover.! A! Badly!
wounded!man!who!takes!any!further!wounds!is!dead.!!

Dulce!et!decorum!est…!He’s!a!stiff,!see!Replacing!Big!Men,!below.!!!!

8.5.2 Replacing*Big*Men**
The!loss!of!Big!Men,!be!they!badly!wounded!or!dead,!can,!and!should,! TROOP!EXPERIENCE!! ROLL!!
impact! on! the! efficiency! of! a! force.! It! is,! however,! possible! that! Elite!! 3B6!!
another!leader!will!step!forward!to!fill!the!void.!This!may!happen!as!a! Veteran!! 4B6!!
generality,!but!if!the!Big!Man!is!the!last!or!only!leader!that!a!force!has! Tested!! 5B6!!
then!it!will!happen!automatically!with!no!roll!required.!!!! Raw!! 6!!

Leave!the!dead!Big!Man’s!When!there!is!next!A!Break!In!The!Action!(2.2.1),!roll!a!D6!to!see!if!a!replacement!emerges.!!

If!the!roll!is!successful!a!replacement!Big!Man!will!step!forward,!being!one!rank!junior!to!the!man!he!replaced!and!
one! Status! level! lower! (always! at! least! Status! Level! I),! and! may! act! immediately.! If! the! roll! is! not! successful! then!
remove!once!dice!from!their!players!Activation!Dice!Pool.!!

When! playing! the! Sepoy& Rebellion! campaign,! a! replacement! leader! will! be! rolled! for! post! battle,! unless! a!
replacement!Big!Man!appears!as!above,!in!which!case!he!is!the!new!Big!Man!in!the!player’s!army.!

8.6 Shooting&“Donkey&Wallopers”&
When!firing!at!mounted!men!the!following!rules!should!be!used.!!

A!kill!result!on!a!mounted!man!will!be!diced!for!to!see!if!it!kills!the!man!or!the!horse.!On!a!1,!2!or!3!the!horse!will!
take!the!hit,!on!a!4,!5!or!6!the!man.!If!the!man!is!hit!treat!this!as!normal,!if,!however,!the!horse!is!hit!then!roll!below!
to! see! the! result.! ! Note:$ C$ if$ players$ agree,$ they$ may$ count$ all$ hits$ on$ cavalry$ as$ a$ hit$ on$ the$ man$ and$ remove$ the$
miniature$immediately$(this$can$speed$play$if$lots$of$cavalry$are$used$in$a$force$)$–$hits$on$elephants$however,$should$
always$use$the$table$below!$

$
~"33"~"
!
DICE! RESULT!!
1B4! The!beast!falls!stone!dead!if!a!horse;!if!an!elephant!the!beast!ignores!the!wound.!
5! The!beast!ignores!the!wound!if!mounted!or!if!an!elephant!use!the!table!below!as!if!a!‘6’!had!been!rolled.!
6! Roll!again:!!
1B3!!The!beast!is!damned!angry!and!the!rider!loses!momentary!control.!In!the!next!turn!the!animal!will!
! move!at!maximum!speed!in!the!current!direction!avoiding!contact!with!any!obstacle!(living!or!inert)!
! in! its! path.! If! an! elephant! it! moves! in! a! random! direction! inflicting! d6! shock! points! on! any! unit! it!
! contacts!or!moves!through.!
!
4B6!!The!beast!falls!dead,!after!1D6+1!inches!movement!in!a!forward!direction!The!rider!is!unhorsed,!roll!
! a!D6.!!
1B2!! he!is!trapped!under!the!lifeless!form,!!
3!! he!is!thrown!clear!1D6!inches!in!a!random!direction!but!knocked!out!for!the!next!turn,!!
4!B!5!! he!is!thrown!clear!1D6!inches!in!a!random!direction!but!dusts!himself!off!unhurt,!!
6!! he!is!thrown!clear!1D6!inches!in!a!random!direction!and!lands!on!his!feet.!
Dismounted!troopers!will!simply!retrieve!their!saddle!and!head!for!the!rear,!dismounted!Big!Men!roll!1d6!testing!for!
a!Fall!–!if!successful!they!may!act!as!desired.!!This!need!not!be!represented!on!the!table!if!the!players!do!not!have!
sufficient!suitable!figures.!!

Big! Men! may! be! considered! to! be! accomplished! horsemen,! occasional! riders! or! novices! in! the! saddle! (see! section!
16).! If! accomplished! they! may! add! 1! to! their! dice! roll! if! thrown! from! their! horse,! if! a! novice! in! the! saddle! they!
subtract!1.!!

8.7 Shooting&at&Gunners&
Reducing!the!numbers!of!men!serving!a!gun!will,!naturally,!reduce!its!effectiveness.!Guns!will!normally!be!served!by!
a!crew!of!five!figures.!For!every!two!gunners!less!it!will!take!one!additional!Action!Dice!to!load!the!piece.!For!each!
two!Shock!points!on!the!crew,!one!firing!dice!will!be!removed!to!represent!poorer!aiming!unless!they!are!firing!at!
the!closest!range!band!when!missing!becomes!difficult.!!

8.8 Chosen&Man&&
This! man! will! be! part! of! a! Group! of! rifleBarmed! light! infantry,! noted! for! his! skill.! When! present! he! may! be! called!
forward!by!a!Big!Man,!at!the!cost!of!one!Initiative!dice,!to!undertake!some!act!of!marksmanship,!such!as!targeting!a!
Big!Man.!!!!

A!Chosen!Man!may!fire!at!a!target!with!an!enhanced!chance!of!success.!He!rolls!one!dice,!unmodified!whatever!the!
circumstances,!on!the!fire!chart!using!one!range!further!than!normal.!For!example!a!normal!rifleman!firing!at!9”!to!
18”!required!5!or!6!to!hit.!A!Chosen!Man!will!achieve!that!at!range!18”!to!27”,!ignoring!any!cover.!In!the!turn!that!
this!happens!the!rest!of!that!Group!may!do!nothing!but!watch!in!awe!at!such!skill.!!

A!Chosen!Man!that!rolls!a!1!on!his!roll!to!hit!has!run!out!of!finely!milled!gunpowder!and!my!not!attempt!such!an!
action!for!the!rest!of!the!game.!!!

8.9 Loading&Service&&
If!a!player!commands!a!force!of!infantry!where!not!all!are!able!to!see!their!target!he!may!wish!to!instruct!the!surplus!
men!to!load!and!then!hand!the!weapons!to!their!comrades!who!are!able!to!fire,!in!order!to!maximise!firepower.!!In!
this! case! each! man! who! has! a! loader! may! be! considered! to! be! loading! at! the! cost! of! one! Action! Dice! less! than!
normal.!!

~"34"~"
!
8.10 Picking&on&lone&Big&Men&&
Naturally! Big! Men! may! choose! to! move! independently! of! any! Group.! ! If! this! is! the! case! they! may! not! be! fired! on!
unless!by!a!Chosen!Man,!however!the!enemy!may!attempt!to!capture!them,!recognising!their!worth!as!a!potential!
source!of!information!or!maybe!for!an!opportunity!of!revenge!!!

To!capture!a!Big!Man!a!Group!must!move!to!contact!him.!!The!Big!Man!may!engage!them!in!Fisticuffs,!but!if!he!loses!
or!the!dice!are!4:1!in!favour!of!his!attackers!he!is!considered!overwhelmed!and!captured.!!

Alternatively!an!opposing!Big!Man!may!challenge!him!to!a!duel!in!the!hope!of!besting!him!in!oneBtoBone!combat.!

9 Bottle*
Troops!overBencumbered!with!Shock!points!will!become!shaky!and!inclined!to!retire.!Groups!that!have!more!(but!not!
double)!shock!points!than!remaining!men!have!“lost!their!bottle”!while!Groups!with!double!(or!more)!shock!points!
than!remaining!figures!have!“dropped!their!bundle”.!So!for!example,!a!group!of!6!men!that!have!7!to!11!points!of!
shock!have!‘lost!their!bottle’!and!the!same!group!with!12!or!more!shock!have!‘dropped!their!bundle’!ie!routed.!

Infantry!Groups!in!the!open!that!have!lost!their!bottle!will!be!compelled!to!retire.!At!the!instant!that!they!reach!this!
status!(by!either!the!addition!of!further!shock!and/or!the!accumulation!of!additional!casualties),!they!retire!directly!
away!from!the!enemy!at!a!speed!determined!by!their!belief!level.!!

• Downcast!troops!that!lose!their!Bottle!retire!either!3”!per!point!of!Shock!in!excess!of!men!remaining!
in!the!group!or!12”!(which!ever!is!the!lower!total).!!
• Determined!troops!that!lose!their!Bottle!retire!at!either!2”!per!point!of!Shock!in!excess!of!men!
remaining!in!the!group!or!12”!(which!ever!is!the!lower!total).!!
• Triumphant!troops!that!lose!their!Bottle!retire!at!either!1”!per!point!of!Shock!in!excess!of!men!
remaining!in!the!group!or!12”!(which!ever!is!the!lower!total).!

Infantry!Groups!in!cover!that!have!lost!their!bottle!will!retire!as!above,!however,!they!will!halt!instantly!that!any!
further!movement!will!cause!them!to!leave!cover,!unless!that!movement!takes!them!back!into!cover!again!i.e.!
groups!in!a!wood!will!retire!deeper!into!the!wood!away!from!the!enemy,!but!not!out!of!it,!unless!they!would!end!
their!movement!in!cover!again.!Similarly,!a!group!manning!a!wall!would!stay!in!place,!unless!the!retreat!movement!it!
would!make!would!take!it!back!into!cover!again!ie!they!retreat!from!one!position!of!cover!to!another,!possibly!from!
a!defended!wall!back!to!a!nearby!building,!wood!or!even!another!wall,!and!so!on.!

Cavalry"Groups!that!have!lost!their!bottle!will,!at!the!instant!that!they!reach!this!status!(by!either!the!addition!of!
further!shock!or!the!accumulation!of!additional!casualties),!retire!directly!away!at!least!18”!(or!be!unable!to!be!fired!
upon)!at!twice!the!speed!for!infantry!of!the!same!belief!level!(or!12”!if!that!is!lower).!Artillery"crews!will!hold!their!
ground!until!the!number!of!Shock!points!is!double!their!strength,!at!which!point!they!will!attempt!to!limber!up!and!
retire.!If!no!limber!is!present!then!they!will!abandon!the!gun!and!rout!as!infantry!does!ie!12”.!

Groups!that!have!“lost!their!bottle”!may!be!activated!as!usual,!however,!they!may!not!advance!closer!to!any!known!
enemy!and!will!continue!to!retire!when!there!is!A!Break!In!The!Action!(2.2.1)!at!the!rates!above!until!either!they!
reach!cover,!have!their!shock!reduced!to!equal!or!less!than!the!number!of!men!in!their!group,!or!leave!the!table.!

Groups!that!have!“dropped!their!bundle”!(rout),!move!12”!away!from!the!enemy,!the!instant!this!occurs,!
irrespective!of!terrain,!and!will!continue!to!rout!at!the!same!speed!when!there!is!A!Break!In!The!Action!(2.2.1)!until!
either!they!have!their!shock!reduced!to!less!than!twice!their!remaining!men!or!leave!the!table.!

~"35"~"
!
9.1.1 Panic*
Troops!that!see!friends!“drop!their!bundle”!(rout),!generally!become!a!little!concerned!–!very!much!so!sometimes.!
Therefore!the!instant!a!group!“drops!it’s!bundle”!all!friendly!groups!within!12”!of!the!routing!unit,!at!anytime!during!
its!movement,!immediately!rolls!3d6;!The!number!on!the!dice!indicates!the!amount!of!shock!the!group!receives,!
however!this!is!based!upon!their!level!of!belief.!If!they!are!belief!level!Triumphant,!they!take!shock!indicated!by!the!
lowest!of!the!dice!rolls,!if!Determined!they!take!the!middle!dice!number,!and!if!Downcast!they!take!the!highest!dice!
roll!number.!The!final!number!may!be!modified!by!the!status!level!of!any!attached!leader.!!

If!more!than!one!friendly!group!is!within!12”,!the!owning!player!chooses!the!order!to!apply!the!checks!remembering!
that!any!units!pushed!into!“dropping!their!bundle”!will!trigger!a!further!round!of!checks!of!their!own.!

10 Fisticuffs**

10.1 Hand&to&Hand&Combat&&
There!comes!a!time!in!any!fight!when!to!get!a!decision!it!may!be!necessary!to!roll!up!ones!sleeves!and!get!into!close!
quarters.! Fisticuffs! occurs! when! any! Group! or! Formation! gets! into! contact! with! the! enemy.! Ordinarily! this! will!
happen!when!a!Big!Man!leads!an!attack,!with!his!initiative,!however!it!is!possible!for!Groups!to!simply!stumble!into!
one! another,! in! which! case! none! of! the! modifiers! for! initiative! count.! All! Fisticuffs! is! calculated! by! breaking! the!
combat!down!into!Groups!fighting,!not!the!Formation!as!a!whole.!All!the!men!in!a!Group!will!join!the!fight,!even!if!
they!are!not!in!immediate!contact.!Where!fights!are!uneven!the!players!with!the!numerical!advantage!should!decide!
the!best!way!to!break!the!fight!up!into!Groups.!!

In! the! example! the! White! Formation! of! three! Groups! is! attacking! two! grey!
Groups! who! are! not! in! Formation.! The! White! player! decides! that! one! of! his!
Groups! will! fight! against! one! complete! Group! and! the! other! two! against! half! a!
Group!each.!!!!

Formations! engaging! in! Fisticuffs! will! spread! any! casualties! they! suffer,! be! it! kills! or! Shock,! as! evenly! as! possible!
across! all! their! component! Groups.! ! In! the! above! example! White’s! losses! would! be! noted! for! each! of! the! three!
component!fights!and!then!applied!evenly!across!the!three!Groups.!

~"36"~"
!
Roll"1D6"per"man"in"the"fight,"not"counting"Big"Men"and"any"musicians,"and"adjust"as"follows"in"the"order"listed."
All"adjustments"are"rounded"down"unless"otherwise"stated"and"are"cumulative.""

Add!1D6!per!status!level!for!the!Big!Man!who!is!leading!the!attack!with!his!initiative.!!
Add!1D6!for!each!point!of!fervour!added!with!that!Big!Man’s!Initiative!
Add!1D6!for!each!two!status!levels!for!all!other!Big!Men!on!each!side!(round!down)!
Each!experience!level!higher!than!enemy! +1!dice!per!3!men! [Raw/Tested/Veteran/Elite]!
Each!belief!level!higher!than!enemy! ! +1!dice!per!3!men! [Downcast/Determined/Triumphant]!
Per!two!Shock!points!on!a!Group! ! B1!dice!!
Mutineer!Fakir!in!combat! ! ! +1!dice!!!!!!!!!!
Aggressive! ! ! ! ! +1!dice!per!3!men!
Armed!with!big!choppers! ! ! +1!dice!per!3!men!!(round!up)!
Weedy!coves!or!Civilian!! ! ! B1!dice!per!3!!men!
Attacking!light!cover! ! ! ! Subtract!1D6!in!4!
Attacking!Medium!cover! ! ! Subtract!1D6!in!3!!
Attacking!Heavy!cover!or!up!a!scaling!ladder! Subtract!1D6!in!2!!
Attacked!in!flank!or!rear! ! ! Subtract!1D6!in!2!!
Ambushed! ! ! ! ! Subtract!1D6!in!2!!
Regular!lancers!v.!other!cavalry!in!first!round! Add!1D6!in!4!
Lancers!v.!other!cavalry!2nd!round!onwards! Subtract!1D6!in!10!(round!up)!
Superior!mounts!in!a!cavalry!fight!! ! Add!one!D6!in!4!
Formed!Cavalry!attacking!at!the!gallop!! ! Add!1D6!in!4!!
Cavalry!charging!with!élan! ! ! Add!1D6!in!4!!
Cavalry!v.!Formed!Line! !! ! ! Add!1D6!in!4!
Cavalry!v.!unformed!infantry!in!the!open! Add!1D6!in!1!!
Unloaded!infantry!receiving!cavalry!charge!!! Subtract!1D6!in!3!!
!
Cavalry!versus!infantry!in!a!defended!square!! Subtract!2D6!in!3!!
Cavalry!versus!infantry!in!undefended!square!! Subtract!1D6!in!3!(what’s!the!definition!of!undefended?)!!
Cavalry!against!troops!in!light!cover!*! ! Subtract!1D6!in!3!in!addition!to!the!above!
Infantry!Square!versus!cavalry!! ! ! Add!1D6!in!2!!
Skirmishers&(after&final&dice&total&determined)& DSubtract&1D6&for&every&2&&
&
*Mounted&cavalry&may&not&engage&in&Fisticuffs&with&troops&in&medium&or&heavy&cover&
If!one!side!has!four"or"more"times!the!number!of!dice!as!their!opponent!(three!times!for!raw!troops)!then!the!side!
with! the! lesser! dice! routs! immediately,! falling! back! 3D6! inches! with! their! backs! to! the! enemy! and! taking! an!
automatic!six!Shock!points!per!Group.!If!surrounded!they!will!attempt!to!surrender.!Otherwise,!see!results!below.!

10.2 Results&of&Fisticuffs&&
A$significant$change$to$Fisticuffs$reflects$the$deadliness$of$longer$ranged$and$more$accurate$weapons$along$with$the$
willingness$of$troops$to$close$under$fire.$Indian$troops$tended$to$dislike$the$British$bayonet$charge,$which$was$used$
regularly$and$usually$successfully.$$If$however$they$attacked$against$defended$positions$this$became$more$
problematic$C$as$F.R.$Sedgwick$notes$in$his$Military$Sketch$of$the$Indian$Mutiny,$“a&bayonet&charge&by&British&troops&
was&a&certain&solution&of&the&most&difficult&tactical&problem.&Unless&the&rebels&were&caught&in&a&building&or&trapped&
in&some&way&they&never&stood&against&a&bayonet&charge”.!Also,$there$were$often$great$disparities$between$British$
and$Mutineer$force$losses,$the$later$taking$losses$by$up$to$10$to$1$in$favour$of$the$British$–$thus$the$British$tended$to$
suffer$fewer$losses$in$any$of$the$combats$they$engaged$in.$

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!
To!replicate!this!a!‘crossing!bayonets’!test!is!conducted!by!calculating!and!rolling!the!dice!as!normal!in!the!first!round!
of! Fisticuffs! (n/a! if! using! scaling! ladders! or! in! a! building/room/confined! space).! The! Mutineer! player! consults! the!
number!of!6’s!thrown,!the!British!player!the!number!of!5’s!and!6’s,!both!sides!counting!them!as!shock!points.!Check!
the!difference!in!Shock!caused!by!the!two!sides!and!consult!the!table!Crossing!Bayonets!test!results.!

Shock" Effect" " " " “CROSSING"BAYONETS"TEST”"


+1!or!+2! Troops!enter!Fisticuffs,!the!5’s!count!as!Shock!on!the!opponent,!and!6’s!as!dead!(for!both!sides).!
+3!advantage! If!the!attacker!takes!3!points!more!Shock!than!the!defender!then!he!is!halted!at!a!distance!of!3”!from!
to!the!defender! the!enemy’s!position,!all!6’s!inflicted!on!him!count!as!shock,!those!on!his!opponent!are!ignored.!

+3!advantage! If!the!defender!takes!3!points!more!Shock!than!the!attacker!then!the!attacker!is!moved!his!full!move!
to!the!attacker! distance!and!the!defender!falls!back!3”!from!that!point.!The!Mutineer!count!6’s!as!kills,!the!British!
player!counts!half!the!6’s!as!shock!and!half!as!kills!(count!left!over!hits!as!shock).!
+4!or!more! If!the!attacker!takes!4!points!more!Shock!than!the!defender!then!he!is!halted!at!a!distance!of!8”!from!
advantage!to! the!enemy’s!position,!with!any!additional!points!of!Shock!pushing!him!back!a!further! 3”!per!point.!
the!defender! The!Attacker!(if!Mutineer)!count!6’s!as!kills,!(if!British)!count!6’s!as!shock.!The!defending!player’s!hits!
are!ignored.!

+4!or!more! If!the!defender!takes!4!points!more!Shock!than!the!attacker!then!the!attacker!is!moved!his!full!move!
advantage!to! distance!and!the!defender!falls!back!8”!from!that!point!with!any!additional!points!of!Shock!pushing!
the!attacker! him!back!a!further!3”!per!point.!All!6’s!inflicted!on!him!count!as!men!killed;!those!on!his!opponent!
are!ignored.!
Note&D&Elite&Infantry&ignore&the&first&point&of&Shock&in&Fisticuffs&(including&the&Crossing&Bayonets&test).&&
If!Fisticuffs!occurs,!(+1!or!+2!above)!compare!both!sides'!losses!of!dead!(not!Shock!points)!and!refer!to!the!list!below:!!
Losses" Effect"
Draw:!! Fight!again!immediately.!This!occurs!for!a!maximum!of!three!rounds,!after!which!both!sides!retire!
2”!to!take!a!breather,!recommencing!on!any!participating!Big!Man’s!activation!if!he!so!desires.!!
Defeated!by!1:!! Thrown! back! 6”/4”/2”! (Downcast/Determined/Triumphant)! or! 12”! for! all! cavalry,! facing! your!
enemy,!may!act!as!desired.!!
Defeated!by!2:!! Thrown!back!9”/6”/3”!(18”!for!all!cavalry)!facing!your!enemy,!add!a!further!two!Shock!points.!You!
may!only!fire!in!your!next!turn.!Infantry!defeated!by!cavalry!rout!12”!towards!the!table!edge.!
Defeated!by!3:!! Thrown!back!12”/9”/6””!(24”!for!all!cavalry)!facing!your!enemy,!add!a!further!two!Shock!points!per!
Group.!!You!may!only!fire!in!your!next!turn.!Infantry!defeated!by!cavalry!rout!12”!off!table.!
Defeated!by!4!or! Thrown! back! 18”/12/9””! (24”! for! all! cavalry),! double! the! number! of! Shock! points! taken.! If! no!
more:! escape! the! survivors! attempt! to! surrender.! No! movement! or! firing! possible! in! the! next! turn.!
Infantry!defeated!by!cavalry!rout!18”!off!table.!

Example:$A$depleted,$yet$plucky,$Determined$British$infantry$unit$attacks$an$equally$Determined$Mutineer$unit$both$
sides$calculating$8$dice$on$the$fisticuffs$table.$Rolling$these$dice$the$players$then$consult$the$Crossing$Bayonets$test.$
The$British$player$rolls$three$5s$and$one$6$whilst$the$Mutineer$player$rolls$two$5s$and$two$6s.$That$results$in$the$
British$counting$four$shock$points$and$the$Mutineer$player$counting$two$shock$points.$The$difference$is$a$total$of$(4C2)$
two,$so$the$combat$proceeds$to$fisticuffs$as$no$result$occurred$before$the$troops$‘crossed$bayonets’.$The$same$dice$
are$consulted$once$again$indicating$actual$losses$on$scores$of$6$–$in$this$case,$two$losses$for$the$British$and$one$loss$
for$the$Mutineers.$$This$results$in$the$British$being$defeated$by$a$score$of$1…obviously$not$a$very$effective$charge.$The$
British$are$thrown$back$4”$(as$they$are$determined$troops),$regrouping$to$the$front$of$the$Mutineer$unit$along$the$line$
from$which$their$initial$charge$was$made.$

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!
10.2.1 Pistol*Armed*Cavalry*
Some!cavalry!used!firepower!in!Fisticuffs!instead!of!or!as!well!as!cold!steel.!If!they!are!involved!in!Fisticuffs!the!fight!
is!broken!down!into!two!parts.!First!the!pistol!armed!cavalry!roll!their!dice,!inflicting!any!kills!and!Shock!as!normal.!
After!that!the!opposing!cavalry!will!roll!their!dice,!reducing!their!effectiveness!to!reflect!losses!from!the!pistol!fire.!

10.3 Cavalry&Charges&&
A!British!cavalry!Group!or!Formation!(including!loyal!native!cavalry)!that!is!moving!towards!the!enemy!at!the!trot!or!
gallop!may,!if!they!are!not!activated!during!a!turn,!choose!to!charge!when!their!is!A!Break!In!The!Action!(2.2.1).!If!
they!do!so!they!will!lose!Formation!and!move!as!separate!Groups.!!!!

Any!infantry!Group!or!Formation!that!loses!to!cavalry!and!is!Defeated!by!2!or!more!will!automatically!rout!12".!If!the!
cavalry!have!taken!less!than!50%!of!the!kills!that!the!defeated!infantry!took!then!they!remain!under!control!and!may!
act!as!the!player!desires.!If,!however!they!took!50%!or!more!kills!than!the!infantry!then!they!are!out!of!control!and!
will! pursue,! remaining! in! contact! with! the! routers! until! they! kill! them! all,! drive! them! from! the! table,! or! are!
interrupted!by!other!enemy!troops!entering!into!Fisticuffs!with!them.!The!routers!continue!to!run!at!12"!per!turn.!!

10.4 Fisticuffs&in&Buildings&and&Ships&
Buildings!or!large!multiBdecked!ships!must!be!captured!one!floor!at!a!time.!Any!troops!on!the!level!of!a!building!or!
deck!of!the!ship!that!is!being!attacked!may!join!in!Fisticuffs!to!defend!it.!If!they!are!defeated!and!a!withdraw!result!is!
achieved! then! they! may,! if! the! structure! allows,! retire! to! a! higher! or! lower! floor! or! deck.! This! will,! however,! be!
limited!to!three!men!per!turn!if!the!only!access!is!a!ladder!rather!than!a!stairway.!If!no!retreat!is!possible!the!rank!
and! file! will! attempt! to! surrender,! unless! they! are! British,! in! which! case! they! will! fight! to! the! death! whilst! the! Big!
Men!may!attempt!to!escape!via!acts!of!DerringBDo!if!they!have!access!to!windows!or!the!like,!or!go!down!fighting!
with!their!men.!!

Troops! defending! a! level! of! a! building! or! ship! against! an! enemy! attacking! from! a! different! level,! above! or! below,!
count!as!defending!light!cover!if!the!enemy!is!attacking!up!a!broad!stairway,!or!hard!cover!if!they!are!attacking!up!a!
ladder!or!narrow!stairway.!!

10.5 Ladders&in&Attacks&
Ladders! may! be! used! to! enter! buildings! and! cross! obstacles! or! move! between! decks! or!
floors.!A!Group!assaulting!a!wall!with!a!ladder!will!use!one!action!dice!to!put!the!ladder!in!
place.!To!climb!the!ladder!takes!one!whole!turn!(2!action!dice)!during!which!the!men!on!it!
may!not!fire!or!spot,!but!may!enter!fisticuffs.!Up!to!three!men!may!move!onto!the!ladder!in!
a!turn.!The!lead!man!may!engage!any!enemy!at!the!top!in!fisticuffs!if!successful!all!three!
men!on!the!ladder! may!be!placed!within!1”!of!the!top!of!the!ladder.!If!the!Group!on!the!
ladder!are!defeated!any!losses!are!taken!from!the!top!of!the!ladder!downwards.!!

If!more!than!one!ladder!is!used!then!the!attacking!player!may!choose!to!combine!any!of!the!
men!at!the!top!of!the!ladders!within!6”!of!each!other!into!one!fisticuffs!attack.!A!defender!
at!the!top!of!the!ladder!has!no!restrictions!on!how!many!men!may!engage!in!fisticuffs!other!than!their!being!able!to!
be! physically! able! to! engage! the! enemy! (this! usually! means! about! 3! to! 1! maximum).! Defenders! on! ramparts! may!
move!up!to!1”!to!fisticuff!troops!using!scaling!ladders!(troops$can$therefore$defend$walls$with$relatively$low$numbers$
–$see$defending$defensive$positions).!The!attacker!suffers!a!50%!reduction!in!dice!in!fisticuffs!when!attacking!up!a!
scaling!ladder.!Crossing!Bayonet!tests!are!never!done!when!attacking!with!scaling!ladders!up!a!wall.!

Descending!ladders!is!done!at!a!rate!of!one!storey!per!action!dice.!A!maximum!of!three!men!may!descend!a!ladder!in!
one!turn.!!!!!
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!
10.6 En&Garde!&&
Whilst!gentlemen!may!engage!in!fisticuffs!they!may!choose!to!challenge!a!foe!to!individual!combat;!a!duel.!They!will!
only!choose!to!do!this!against!persons!of!a!similar!social!standing.!All!officers!are!considered!gentlemen,!whatever!
their!background.!Civilians!may!only!be!considered!gentlemen!if!born!to!that!class.!Money!is!a!very!poor!indicator!of!
class.!!Indeed!a!wealthy!merchant!is!“in!trade”!and!would!be!considered!socially!inferior!to!a!poor!gentleman!farmer.!
A!Gentleman,!however,!may!not!avoid!the!challenge!of!the!lowest!ranking!commissioned!officer!without!loss!of!face!
and!prestige.!In!the!heat!of!battle!a!duel!will!always!be!fought!with!swords!rather!than!pistols.!!

To!initiate!a!duel!the!Big!Man!who’s!turn!it!is!will!invite!his!opponent!to!fight!man!to!man.!The!opposing!Big!Man!
may!refuse,!in!which!case!his!Status!level!is!immediately!reduced!by!one!and!remains!reduced!for!the!duration!of!the!
game!(and!campaign!if!one!is!being!fought).!!

The!duel!is!fought!to!a!conclusion!immediately!unless!it!runs!over!four!rounds!of!combat,!in!which!case!both!parties!
are! considered! to! be! having! a! breather.! The! duel! may! then! resume! upon! either! Big! Man’s! next! Activation! or! one!
party!may!elect!to!run!away,!losing!one!Status!level!in!the!process.!!

Duel! B! For! each! level! of! the! Big! Man’s! physique! roll! a! D6.! Add! an! extra! dice! for! an! accomplished! swordsman! or!
reduce!it!by!one!for!a!Slasher.!Now!compare!the!results.!Each!6!will!reduce!their!opponent’s!physique!rating!by!one.!
When!reduced!to!one!point!of!physique!a!gentleman!may!admit!defeat!with!his!honour!intact!and!may!surrender!his!
sword,!being!taken!prisoner.!A!Big!Man!who’s!physique!is!reduced!to!zero!is!dead.!!!!

Whether! killing! his! opponent! or! accepting! his! sword! the! victorious! Big! Man! will! see! his! status! level! immediately!
increase!by!one!to!a!maximum!of!four.!!!!!

Cads!and!Bounders!will!think!nothing!of!engaging!an!opponent!in!a!duel!and!then!ordering!their!henchmen!to!seize!
him,! in! which! case! the! additional! men! join! in! a! round! of! normal! Fisticuffs,! overpowering! their! opponent! and!
capturing! him! if! they! win! the! Fisticuffs! or! the! dice! are! 4:1! or! more! in! their! favour.! Honourable,! Chivalrous! and!
Devout!men!would!not!do!such!a!thing,!however!a!Sanctimonious!one!can!usually!find!a!way!to!justify!his!actions.!
See!Section!16.!!

There!may!be!times!when!a!gentleman!finds!that!he!has!no!option!but!to!fight!in!such!a!manner!against!foes!from!
lower!social!orders.!Naturally!neither!side!will!be!obliged!to!have!much!regard!for!rules!of!gentlemanly!conduct!in!
such!a!situation.!!!!

If!obliged!to!fight!an!opponent!from!the!lower!orders!the!Big!Man!will!fight!with!
dice!for!his!physique!and!swordsmanship!whereas!the!low!chap!will!get!only!one!
dice!unless!a!Big!Man,!in!which!case!he!will!be!assumed!to!have!a!physique!of!2!
unless!otherwise!decided!by!the!umpire.!!

! *

~"40"~"
!
11 Force*Morale*
Force!Morale!represents!the!general!enthusiasm,!or!lack!of!it,!that!a!force!has!for!the!war!at!this!moment!in!time.!It!
is!not!an!indication!of!force!quality!and!it!can!fluctuate!from!day!to!day!for!no!apparent!reason.

11.1 Force&Morale&Tracking&
At!the!beginning!of!a!game!of!War!Without!Mercy,"each!player!rolls!for!his!Force!Morale.!He!will!need!to!track!this!
through!the!game!in!order!to!see!what!impact!the!experience!of!battle!has!on!his!fighting!abilities.

In!War!Without!Mercy,"your!ultimate!objective!is!not!necessarily!to!kill!all!of!your!opponent’s!forces,!but!rather!
reduce!their!fighting!capability!to!the!point!where!they!must!at!the!very!least!abandon!the!field,!leaving!you!as!the!
victor.

As!the!effect!of!casualties!impacts!on!the!will!of!your!men!to!continue!the!fight,!your!Force!Morale!will!potentially!
fall.!Each!time!your!force!suffers!a!significant!setback,!such!as!a!Group!being!wiped!out!or!Drops!its!Bundle!(routs)!
under!pressure,!roll!a!D6!on!the,!Bad!Things!Happen!table.!!

When!a!Group!loses!a!Sentry!detachment!or!piquet,!or!a!Sentry!breaks!but!the!Group!remains!in!action,!roll!for!the!
Sentry!or!Piquet’s!effect.!When!a!Group!is!wiped!out!or!Drops!its!Bundle!(routs)!in!any!one!Phase,!both!Sentry!being!
removed!or!breaking!concurrently,!roll!for!the!Group!effect.

The!Support!Units!mentioned!on!the!table!are!any!Units!or!Groups,!which!have!been!added!to!your!force!for!the!
duration!of!the!game,!selected!from!the!respective!scenario.!Inert!support!options,!such!as!defensive!barriers!or!
road!blocks,!etc!are!ignored.!Additional!Big!Men!are!treated!as!any!other!Big!Men!and!if!they!are!wounded,!killed!or!
Rout!they!are!diced!for!as!any!other!Big!Man!doing!the!same.

If!a!player!has!one!or!more!Grasp!The!Nettle!dice,!he!may!discard!one!of!them!to!avoid!rolling!on!the!Table.

Bad!Things!Happen!table!
Setback! No!Effect! B1!point! B2!points! B3!points!
Sentry!or!Piquet!wiped!out! 1!2! 3!4!5!6! ! !
Sentry!or!Piquet!Breaks! 1! 2!3!4!5! 6! !
Group$wiped!out! ! 1!2!3! 4!5!6! !
Group$Routs! ! 1!2! 3!4!5!6! !
Subordinate$Big$Man$wounded! ! 3!4!5! 6! !
Subordinate$Big$Man$killed!! ! 1!2!3! 4!5!6! !
Subordinate$Big$Man$Routs$from!table! ! 1!2! 3!4!5!6! !
Overall$Commanding$Big$Man$wounded!! ! 1!2!3!4! 5!6! !
Overall$Commanding$Big$Man$killed!! ! 1! 2!3!4!5! 6!
Senior$Leader$Routs$from!table! ! ! 1!2!3!4! 5!6!
Support!Unit!Killed!! ! 1!2!3! 4!5!6! !
Support!Unit!Routs$! ! 1!2!3!4! 5!6! !
Loss!of!Jump!Off!Point! ! 1!2!3! 4!5!6! !
Loss!of!Objectives!(Scenario!defined)! ! ?! ?! ?!
!

! !

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!
The!following!Table!indicates!what!impact!a!falling!morale! Force!Morale!Effect!
level!will!have!on!your!force.!As!the!Force!Morale!Level!drops! Morale!
dangerously!low,!a!force!will!begin!to!lose!Command!Dice,! Effect!
Level!
JumpBOff!Points!and,!ultimately,!will!break,!Routing!or! 5+! Act!as!desired
surrendering.! Command$Dice$reduced!by!one!from!
4!
the!starting!total
11.2 Artillery&&&Crew& Command$Dice$reduced!by!two!from!
3!
Transport!carts,!etc!may!be!retired!off!the!table!with!no! the!starting!total
effect!on!Force!Morale.!They!never!count!as!Breaking!or! Command$Dice$reduced!by!two!from!
Routing. Artillery!crews!which!abandon!their!weapons!are! the!starting!total.!Remove!one!JumpC$
presumed!to!move!away!from!danger.!and!do!not!count! 2! Off$Point$of!your!opponent’s!choosing!
towards!the!Force!Morale,!though!the!loss!of!the!weapon! (don’t!roll!for!the!loss!of!this!JumpC$Off$
does.! Point)
Command$Dice$reduced!by!three!from!
! 1!
the!starting!total
! 0! Rout$or!Surrender
!
!

! *

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!
12 Tasks**

12.1 Doing&Things&&
Literary! tales! seem! often! to! be! filled! with! “tasks”! for! our! heroes! to! perform.! This! can! be! as! simple! as! freeing! a!
damsel!from!her!corset!to!picking!the!lock!of!the!Imperial!treasure!house.!!In!all!cases!the!format!for!achieving!these!
tasks!can!be!simplified!by!allocating!a!set!numerical!value.!Each!turn!a!Big!Man!or!Group!undertakes!a!task!they!will!
roll!2D6.!The!total!rolled!is!noted!and!then!when!the!cumulative!reaches!the!required!total!the!task!is!complete.!No!
other!task!may!be!undertaken!while!working!on!a!specialist!task.!Some!such!values!are!as!follows:!!

It!is!assumed!that!constructing!fieldworks!is!really!not!appropriate!during!the!timescale!of!the!game.!However!
scenario!specific!tasks!of!this!nature!may!be!undertaken.!!

As!a!guide!it!can!be!considered!that!a!Group!of!eight!men!digging!will!roll!one!D6!for!per!Action!Dice!that!they!
expend,!keeping!track!of!the!cumulative!total.!Their!labours!will!result!in!the!following.!!

Clearing!away!fences!to!allow!passage!of!troops!can!be!as!simple!as!removing!rails,!or!may!require!some!serious!
earth!moving!as!well.!The!former!is!viable!within!a!game;!a!task!roll!of!14!will!remove!one!section!of!rails!between!
two!posts.!The!latter!is!more!questionable.!As!a!guide!a!cumulative!task!roll!by!five!to!eight!men!of!48!will!serve!to!
clear!6”!of!rocks!and!earth!to!make!it!passable!without!disordering!troops.!

Set!a!mine:!!11!!
Douse!with!spirits!and!light:!!10!!
Light!with!no!spirits:!!26!!
Set!up!a!beacon:!!18!!
Crack!a!safe:!30!!
Pick!a!lock:!10!!
Open!a!window:!!6!!
Open!a!window!silently:!!12!!
Remove!a!lady’s!corset:!!7!!
Remove!own!corset:!!10!!
Break!down!a!small!door:!!8!(+1!for!each!man!over!3!in!Group)!!
Break!down!a!large!door:!12!(+1!for!each!man!over!5!in!Group)!!
Break!down!a!HUGE!door:!!24!(+1!for!each!man!over!8!in!Group,!B1!for!each!man!under!5)!!
!
These!are,!of!course,!only!a!guideBline!sample.!The!game!designer!may!choose!to!allocate!any!numerical!value!he!
desires!to!any!task.!!

Some!tasks!may!require!the!total!to!be!reached!in!a!single!roll,!in!which!case!there!is!no!cumulative!tally!kept.!!For!
example!Sergeant!Paisley!attempts!to!lift!a!cannon!barrel!that!is!trapping!the!legs!of!a!wounded!officer.!!To!achieve!
this!Herculean!act!of!strength!the!umpire!decides!that!he!must!roll!11!or!12!on!2D6!in!each!turn!that!an!attempt!is!
made.!Picking!a!pocket!is!another!such!example.!!!!

12.2 Carrying&Bloomin’&Heavy&Things&&&&&&
Soldiers! may! at! some! point! be! called! upon! to! carry! items! or! people! whose! weight! impedes! their! movement.! This!
may! be! a! looted! grandfather! clock,! their! wounded! Captain! or! a! drunken! comrade.! As! a! rule! of! thumb! one! man!
carrying!such!an!item!will!move!with!B2!pips!per!movement!dice.!Two!or!more!men!sharing!the!load!will!move!with!B
1!pip!per!movement!dice.!!!!

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!
12.3 Silent&But&Deadly&
The!literary!world!of!the!nineteenth!century!is,!for!better!or!worse,!populated!by!a!significant!number!of!ne’erBdoB
wells! whose! exploits! have! taught! them! skills! that! a! GodBfearing! man! would! not! credit.! Picking! pockets! or! locks,!
despatching! a! lone! sentry! silently! are! either! the! work! of! footpads! who! will! end! their! days! in! Australia! or! heroic!
fellows,!depending!on!their!social!status.!!!!

Such! men! may! be! Big! Men,! or! may! be! members! of! their! Group! who! are! called! forth! when! required! to! undertake!
such!a!specialist!task!at!the!cost!of!one!initiative!point!for!their!officer.!Their!skills!can!specifically!be!described!as!
follows.!!

1.! Silent!but!deadly.!Specialise!in!silent!killing,!creeping!about!and!snooping.!May!operate!up!to!9”!away!from!
! his! Group! or! Blind,! allowing! him! to! creep! up! on! his! target! to! despatch! him! with! a! knife.! Roll! 2D6! on! the!
! Sneaky!Actions!chart!below.!!!!

2.! Bludger.!Well!versed!in!the!art!of!the!bludgeon!or!cosh.!As!above,!but!specialises!in!knocking!out!rather!than!
! killing.!Ideal!for!taking!prisoners!who!may!be!less!than!willing.!Roll!2D6!on!the!Sneaky!Actions!chart!below.!!

12.3.1 Sneaky*Actions**

Add!+1!if!the!target!is!drowsy!due!to!the!‘So’!card.!!

3.! Cracksman.! Cracks! safes,! breaking! and! entry.! Reduces! the! score! required! to! undertake! such! tasks,! by!
! how!much!depends!on!his!skill!level!(roll!a!D6+4!to!establish!this)!!

4.! Dipper.!Picks!a!pocket!(or!two)!with!an!enhanced!chance.!Pockets!may!be!picked!by!any!fool!however!the!
! chance!of!success!depends!on!skill!and! luck.!Picking!pockets!is!a!single!roll!task!on!2D6!with!the!following!
! chances!of!success.!!

Add!+1!if!the!target!is!drowsy!due!to!the!‘So’!card.!!

13 DerringQDo*
Big!Men!may!choose!to!engage!in!acts!of!DerringBDo,!or!they!may!be!forced!to!do!so,!such!as!when!their!capture!by!
the! enemy! is! imminent.! Largely! what! foolhardy! enterprise! they! choose! to! embark! upon! will! be! thrown! up! by! the!
game,! however! examples! may! be! leaping! from! roof! to! roof,! swinging! from! chandeliers,! hurling! themselves! from!
speeding!trains!and!generally!attempting!to!avoid!death!through!dangerous!behaviour.!!

It!is!impossible!to!legislate!for!every!such!act,!however!the!umpire!should!consider!
CHANCE!! DICE!!
what!chances!he!things!that!the!Big!Man!has!and!roll!a!D6!on!the!following!table.!! Good!chance!! 2B6!!
Fair!chance!! 3B6!!
If!they!succeed!then!they!live!to!fight!another!day.!!If!they!fail!then!the!umpire!must!
Even!chance!! 4B6!!
decide!what!damage!they!have!taken.!The!Falls!charts!may!assist!him!here.!! Poor!chance!! 5B6!!
Slim!chance!! 6!!
!
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!
13.1 Falls&&
Big!Men!who!fall!can!do!anything!from!getting!away!scotBfree!to!breaking!their!necks.!Use!the!following!tables!to!
decide!their!fate!based!on!whether!they!get!a!hard!or!soft!landing.!!!!

13.1.1 Falls*onto*hard*ground**
HEIGHT!! HARD!LANDING!! SOFT!LANDING!!
Up!to!One!storey!! Roll!1!dice!! No!effect!!
Up!to!two!storeys!! Roll!2!dice!! Roll!1!dice!!
Up!to!three!storeys!! Roll!4!dice!! Roll!2!dice!!
Up!to!four!storeys!! Roll!6!dice!! Roll!4!dice!!
Five!storeys!or!more!! Dead!! Roll!6!dice!!
Roll!the!relevant!number!of!dice!on!the!table!below.!Apply!the!effects!as!in!section!8.7.!!

Dice!! Effect!!
1B2!! No!effect!!
3B4!! Light!Wound!!
5!! Badly!Wounded!!
6!! Dulce!et!Decorum!est!pro!Patria!Mori!!
Landings! in! water! are! considered! safe! provided! there! is! sufficient! depth.! ! Rivers,! lakes,! ponds! and! sizeable! water!
features!are!safe,!lesser!features,!such!as!streams!may!be!counted!as!either!hard!or!soft!landings!as!per!the!scenario.!!!

14 Affaire*de*Coeur**
Literary!ladies!seem!to!fall!into!two!categories,!those!who!are!simply!there!to!provide!the!hero!with!a!“love!interest”!
and!those!powerful!women!who!present!a!threat.!A!Big!Man!may!attempt!to!use!his!looks,!charm!and,!God!forbid,!
money!to!woo!these!ladies!for!his!own!ends.!With!the!former!this!may!be!recreational,!with!the!latter!a!smile!and!a!
wink!could!suffice!to!save!his!life.!!!!

Either!way!his!success!will!depend!on!several!factors,!his!looks!being!foremost.!How!they!manifest!that!interest!will,!
undoubtedly,!depend!on!the!scenario!and!the!ladies’!morals,!but!suffice!to!say!that!a!lady!will!not!kill,!or!have!killed,!
a!Big!Man!in!whom!she!has!an!interest.!Roll!2D6!and!adjust!as!below!to!see!if!the!lady!concerned!is!interested.!!

Big!Man!is!a!hideous!freak!! ! B4!!
Big!Man!has!a!face!like!a!pig’s!backside!! B2!! TOTAL!! RESULT!!
Big!Man!is!no!looker!! ! ! B1!! 2B3!! You!vile!toad!!–!You!disgust!her!!!
4B6!! Most!certainly!not!!–!She!hates!you!!
Big!Man!is!fair!of!face!! ! ! +1!!
7B8!! No!–!Damn!your!impudence!!
Big!Man!is!a!Handsome!Devil!! ! +3!! 9B10!! Hmm…!Well,!she’s!not!killed!you...!!
Big!Man!is!Charismatic!! ! ! +1!! 11!! Rather!!This!lady!is!most!certainly!interested!!!
Big!Man!is!a!Strapping!Fellow!or!Giant!! +1!! 12!! I! say!! Perhaps! retiring! to! somewhere! more! private!
Lady!is!happily!married/engaged!! B2!! may!be!appropriate…!!
!
Lady!is!no!“lady”!at!all!! ! ! +3!!
Big!Man!is!wealthy!! ! ! +2!!
Big!Man!is!VERY!wealthy!! ! +4!
!
! *

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!
15 Hello*Sailor!**
If!you!seek!a!life!in!close!proximity!with!other!men,!many!of!whom!wear!their!hair!in!pigtails,!where!alcohol!abuse!
and!whips!are!all!part!of!the!daily!routine!(not!to!mention!other!unmentionable!behaviour)!then!it’s!the!Royal!Navy!
for! you!! Within!War! Without! Mercy! we! are! more! concerned! with! the! exploits! of! small! groups! of! daring! men! who!
form!the!Naval!Landing!Parties!than!the!events!on!the!open!seas,!as!such!the!rules!below!are!tailored!for!such!chaps.!!

15.1 General&Overview&&
As!a!rule!the!men!of!the!Navy!or!Marines!move,!fight!and!spot!just!like!their!comrades!on!terra!firma.!The!Marines!
may!be!considered!more!akin!to!musket!armed!Light!Infantry!as!they!are!likely!to!be!operating!on!their!own!initiative!
more!than!an!Infantryman!of!the!Line.!They!may,!however,!also!choose!to!adopt!Formations,!unlike!your!run!of!the!
mill!sailors.!!!!

15.1.1 Boats**
There!are!two!main!sorts!of!boats!in!War!Without!Mercy,!Small!Boats!and!Longboats.!The!former!can!carry!a!limited!
number!of!people!depending!on!size,!some!of!whom!must!row!in!order!to!propel!the!craft.!As!a!guide!a!small!boat!
may!not!carry!any!guns,!will!be!propelled!by!two!to!six!rowers!and!can!then!carry!four!more!men.!Very!small!craft,!
such!as!rowing!boats!may!be!as!small!as!two!rowers!and!just!two!passengers.!Small!boats!have!a!strength!of!8.!!

Longboats! may! carry! up! to! two! Groups,! one! of! twelve! sailors! to! propel! it,! and! one! of! twelve! as! passengers.! In!
addition!they!may!carry!two!Big!Men.!Longboats!can!be!unarmed!or!armed!with!a!cannon,!usually!a!6pdr!or!smaller,!
a!light!carronade,!usually!an!18!pdr,!or!swivel!guns.!Longboats!have!a!strength!of!12.!!

15.1.2 Boat*Movement*
Boats!moving!under!human!propulsion!will!move!at!3D6!inches!with!a!full!complement!of!rowers.!If!moving!with!the!
tide! or! flow! of! a! river! they! will! add! +2! pips! to! each! movement! dice.! If! moving! against! the! tide! or! flow! they! will!
subtract! B1! from! the! dice.! If! moving! across! the! tide! they! will! drift! one! inch! each! turn! in! the! relevant! direction! on!
when!there!is!A!Break!In!The!Action!(2.2.1).!If!moving!across!a!fast!flowing!river!they!will!drift!two!inches!per!turn!
with!the!direction!of!the!flow!when!there!is!A!Break!In!The!Action!(2.2.1).!

Getting!in!or!out!of!boats!takes!one!Action!dice!for!nautical!chaps,!two!for!Landlubbers!like!soldiers.!!

Oars!may!be!muffled,!clearly!only!appropriate!at!night,!but!this!will!reduce!movement!by!one!dice!per!turn.!!

Boats!moving!with!sails!are!outside!the!scope!of!these!rules.!!!!

15.1.3 Spotting**
During!the!hours!of!daylight!boats!will!be!very!easy!to!spot,!whereas!at!night!spotting!becomes!very!difficult.!In!both!
cases!boats!will!start!the!game!represented!by!a!blind!each.!Better!quality!sailors,!Jolly!Jack!Tars,!will!get!one!dummy!
blind!for!each!three!boats,!whereas!poor!sailors,!Lubbers,!will!get!only!one!dummy!blind!for!their!entire!force.!These!
dummies!may!be!moved!and!spot!as!normal!but!will!be!removed!from!play!once!spotted.!!

15.1.4 Shooting*at*Boats*
Infantry!firing!at!boats!will!hit!the!crew,!treating!them!as!in!light!cover!as!the!craft!will!provide!some!minimal!cover!
whilst!the!boat!moving!about!on!the!water!will!make!aiming!difficult.!!!!

Artillery!firing!at!boats!will!fire!as!normal!but!will!only!hit!their!target!if!they!roll!more!6’s!than!1’s,!otherwise!the!
shot! is! considered! to! have! fallen! harmlessly! in! the! water.! If! an! artillery! piece! does! hit! a! boat! then! casualties! are!

~"46"~"
!
calculated!as!normal.!Another!D6!is!then!rolled!to!see!what!damage!the!boat!has!taken.!!The!total!rolled!is!deducted!
from!the!boat’s!strength.!When!the!boat’s!strength!total!is!reached!or!exceeded!then!the!boat!will!sink.!!

It!should!be!noted!that!land!based!artillery!will!be!higher!up!than!the!boats!and!that!there!is!a!point!at!which!the!
boats! will,! if! they! come! close! enough,! be! under! the! guns! and! immune! from! fire.! This! must! be! decided! upon! on! a!
scenario!basis.!!

15.1.5 Shooting*from*Boats*
Men!in!boats!may!shoot!from!them!at!half!normal!effect.!Simply!reduce!the!number!of!firing!dice!by!half.!Guns!firing!
from! boats! will! be! less! than! accurate! due! to! the! movement! of! the! craft.! They! will! only! hit! their! target! if! more! 6’s!
than!1’s!are!rolled!with!their!firing!dice.!Guns!on!boats!are!difficult!to!reload;!they!will!take!three!full!turns!to!reload.!!!!!

15.1.6 Repairing*Boats*
A!Big!Man!in!a!boat!that!has!suffered!damage!my!use!his!Initiative!dice!to!make!repairs.!For!each!one!used!he!may!
roll!a!D6,!restoring!one!strength!point!for!each!5!or!6!rolled.!!!!

15.1.7 Boats*Hitting*Things*&*Sinking*
Boats!may!find!themselves!colliding!with!objects!in!the!water,!such!as!rocks!or!booms.!These!will!do!1D6!damage!to!
the!craft!each!time!it!ends!the!turn!on!the!object!when!there!is!A!Break!In!The!Action!(2.2.1)..!If!a!boat!loses!all!of!its!
strength! all! crew! and! passengers! are! lost! unless! rescued! within! three! turns.! Big! Men! may! attempt! to! escape! by!
deeds!of!DerringBDo.!!!!!

15.1.8 Sailors*at*Close*Quarters**
Matelots! will! use! a! wide! variety! of! weaponry,! pistols,! muskets,! cutlasses,! marlin! spikes,! axes! and! boarding! pikes.!!
These!will!be!vicious!and!nasty!in!fisticuffs!and!will!scare!the!living!daylights!out!of!any!sane!landsman.!!In!fisticuffs!
sailors! so! armed! will! get! an! enhanced! number! of! dice,! fighting! with! three! dice! for! every! two! men! (rounding! up!
where!required)!before!any!other!adjustments!are!made!in!the!Fisticuffs!section.!If!they!win!the!enemy’s!reaction!
will!be!one!level!worse.!For!example!“Defeated!by!2”!becomes!“Defeated!by!3”.!!

15.1.9 Grappling*
When! two! ships! come! together! either! party! may! decide! to! attempt! to!
grapple,!lashing!the!two!vessels!together!in!order!to!facilitate!a!boarding!of!
their!opponent.!It!may!be!that!this!action!is!welcomed!by!their!opponent,!
or!that!he!attempts!to!frustrate!the!grappler.!!!

The!attacker!and!defender!both!roll!2D6!and!adjust!as!follows.!!!!

Larger!vessel!! ! +2!! !
Better!Quality!Crew!! +1!!
!
The! results! are! then! compared,! with! the! party! with! the! higher! total!
deciding! whether! the! attempt! to! grapple! has! been! successful! or! not.! A!
result! of! a! draw! means! that! the! attempt! has! automatically! been!
unsuccessful!whatever!the!wishes!of!both!parties.!!!!

! *

~"47"~"
!
16 Wallahs**
NonBEuropeans! may,! of! course,! field! regular! troops,! indeed! some! forces,! such! as! the! Sikh! Khalsa! or! the! troops! of!
Tippoo!Sultan!were!extremely!well!drilled!and!fought!in!the!European!manner!thanks!to!imported!military!advisors.!!
These!fight!as!regular!troops!rather!than!Wallahs.!!

Wallahs!are!specifically!local!sorts!specifically!like!Badmashers!and!Irregulars.!They!operate!in!Groups!(masses)!of!six!
or!eight!or,!if!combined!by!a!Big!Man,!in!Mobs.!The!size!of!a!Mob!is!limited!to!the!numbers!by!triple!the!status!level!
of!the!Big!Man!commanding!them;!a!level!two!Big!Man!may!command!up!to!six!Groups,!level!1!up!to!three,!and!so!
on.! Mobs! cannot! be! commanded! or! controlled! with! musical! instruments;! they! have! no! familiarity! with! the!
Terpsichorean!muse.!!!

Often! mobs! will! not! have! access! to! fireBarms,! or! at! best! will! have! a! smattering! of! primitive! pieces! that! are! best!
ignored.! In! this! case! up! to! half! of! the! men! in! each! Group,! regardless! of! how! they! are! armed,! ! will! hurl! rocks,!
furniture,!tea!pots!or!anything!else!they!can!get!their!thieving!hands!on,!as!well!as!firing!their!ancient!muskets,!up!to!
a!range!of!9”.!These!weapons!hit!on!a!6!on!a!D6.!Their!preference!is,!however,!to!get!stuck!in!to!fisticuffs!where!they!
fight!as!aggressive!troops.!!Some!Wallahs’!may!have!native!weapons,!for!these!see!the!section!on!Wallahs’!Weapons.!!

If!a!mob!is!commanded!by!a!Big!Man!who!is!killed!the!mob!will!continue!in!play!for!this!and!the!next!full!turn!in!the!
hope!of!another!Big!Man!turning!up!to!command!them.!If!none!does!then!they!will!slope!off!back!to!the!bazaar.!If!a!
lesser!Big!Man!arrives!then!any!numbers!above!the!size!mob!he!may!command!will!desert!him.!!!!

Wallahs!are!never!gentlemen.....but!did!we!really!need!to!tell!you!that!!

16.1 Wallahs’&Weapons&&
Some!Wallahs!will!have!armed!themselves!with!weapons!available!in!their!neck!of!the!woods.!!These!will!operate!as!
separate!weapons!teams!or!Chosen!Men!to!be!called!forth!from!the!ranks!to!exercise!their!speciality.!!

16.1.1 Jezail**
The!Jezail!has!an!extremely!long!range!and!may!fire!at!a!target!with!an!enhanced!chance!of!success.!The!firer!rolls!
one!dice!on!the!fire!chart!for!Trusty!Rifles.!Light!cover!is!ignored,!for!hard!cover!subtract!B1!from!the!dice.!!!!

16.1.2 Bows*&*Arrows**
Bows! and! arrows! are! used! by! small! Groups! of! up! to! four! men,! if! not! 1B3!! Near!miss,!no!effect!!
incorporated!into!the!improvised!fire!described!above.!!They!fire!once!for!each! 4B5!! Shock!point!!
action! point! expended! counting! as! Muskets.! ! Any! hits! roll! on! the! following! 6!! Kill!!
table!for!effect.!! !

16.1.3 Blow*Darts**
Often!poisoned,!these!darts!are!fired!by!a!Chosen!man!who!is!part!of!a!gang!of!Wallahs,!noted!for!his!skill.!When!
present! he! may! be! called! forward! by! a! Big! Man,! at! the! cost! of! one! Initiative! dice,! to! undertake! some! act! of!
marksmanship.!With!a!range!of!12”!they!may!fire!once!in!a!turn!and!hit!on!a!4B6.!Men!hit!by!poisoned!darts!will!roll!
on!the!damage!table!with!a!+1.!Big!Men!hit!will!do!the!same!on!their!table.!!

16.1.4 Big*Choppers**
Close! quarter! weaponry! such! as! scimitars! and! clubs! have! no! ranged! fire! capability,! but! are! particularly! suited! to!
fisticuffs.!Groups!so!armed!will!add!one!additional!dice!per!three!men!fighting,!rounding!up!where!necessary,!before!
any!other!amendments!are!made!in!the!fisticuffs!section.!!!!!

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!
17 Creating*Big*Men*
There!may!be!something!to!be!said!for!making!this!section!of!the!rules!optional,!however!if!we!are!to!add!an!extra!
dimension! to! our! games,! thereby! enhancing! the! enjoyment! of! the! players,! then! I! think! that! the! rules! here! can!
provide!a!lot!of!fun!and!really!personalise!the!characters!that!inhabit!our!wargames!tables!to!reflect!those!literary!
heroes!that!we!all!enjoy.!Big!Men!may,!of!course,!be!tailorBmade!to!represent!those!literary!characters,!or!they!may!
be!generated!in!a!random!fashion!by!using!the!steps!below.!!!!!

17.1.1 Status**
First!the!Character’s!status!must!be!diced!for.!This!may,!to!an!extent,!reflect!his!rank.!!

RANK!! DICE! STATUS!(British)! STATUS!(Mutineer)!


Major!or!Above!! 1,!2,!3!! Jolly!Good!Chap!! Hakim!
4,!5,!6! Cock!o’!the!Walk!! Bahadur!
Captain!! 1,!2,!3!! Fine!Fellah!! Sirdar!
4,!5!! Jolly!Good!Chap!! Hakim!
6! Cock!o’!the!Walk!! Bahadur!
Lieutenant!! 1,2,3!! Twit!! Ninda!!
4,5!! Fine!Fellah!! Sirdar!
6! Jolly!Good!Chap!! Hakim!
NCO!! 1,!2!! Twit!! Ninda!!
3,!4! Fine!Fellah!! Sirdar!
5!! Jolly!Good!Chap!! Hakim!
6! Cock!o’!the!Walk!! Bahadur!

17.1.2 Physique**
Each!Big!Man!will!have!a!physique!rated!between!3!and!6!as!follows.!!Roll!1D6!!

DICE! PHYSIQUE!RATING! DESCRIPTION!!


1! 3! A!sickly!cove!!
2,!3! 4! An!average!stamp!!
4,!5! 5! A!strapping!fellow!!
6! 6! A!giant!of!a!man!!

17.1.3 Looks**
Whilst!not!much!good!on!the!battlefield!a!man’s!looks!may!help!him!conquer!in!Affaire!de!Coeur.!Roll!2D6!on!the!
following!table.!!

DICE! LOOKS!!
2! Pretty!Boy!–!Is!that!makeBup!he’s!wearing?!!!
3,4! Handsome!Devil!–!Hello!ladies!!!
5,6! Fair!of!Face!–!A!pleasant!looking!sort!!
7! Plain!–!remarkably!unremarkable!!
8,9! No!looker!–!It’s!a!shame,!maybe!some!kind!hearted!girl!will!favour!him?!!!
10,11! Face!like!a!pig’s!backside!–!Only!his!mother!could!love!him!!
12! Hideous!freak!–!his!mother!sold!him!to!a!circus!!!!
!

! *

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!
17.1.4 Popularity*
When!you’re!lying,!dying!on!Afghanistan’s!plains,!will!anybody!care!enough!to!help!you?!Roll!a!D6.!!

DICE!! POPULARITY!!
1!! Universally!detested,!no!sane!man!would!help!you,!even!if!they!could!!
2!! Disliked,!however!if!you’re!at!risk!the!offer!of!a!reward!could!bring!help!!
3!! You’ve!never!done!anyone!any!harm,!if!there!is!little!or!no!risk!involved!people!!
will!help!you!!
4B5!! A!popular!cove,!men!will!risk!a!degree!of!danger!to!assist!you!!
6!! Universally!loved,!men!will!risk!death,!or!worse,!to!save!you!!

17.1.5 Breeding*
A! gentleman’s! background! can! have! a! significant! impact! on! his! career.! Clearly! only! officers! have! breeding.! To!
establish!the!background!of!your!Big!Man!roll!2D6.!!

DICE! RESULT!!
2! An! urchin! from! the! Orphanage,! up! from! the! ranks,! no! money,! no! influence,!
avoids!the!officers’!mess!as!he!is!unsure!which!cutlery!to!use.!!
3,!4! New!Money.!A!mill!owner’s!son.!Rich!as!Cresus!but!with!little!or!no!influence,!and!
no!breeding!whatsoever.!!Only!a!gentleman!due!to!his!uniform.!!
5,!6! Nabob.!The!family!fortune!is!less!than!100!years!old,!mainly!accrued!selling!slaves!
to!the!Fever!Islands.!Has!an!allowance!from!his!father,!but!not!rich.!!!!
7,!8! To! the! Manor! Born.! Old! money.! His! family! arrived! with! the! Conquest,! he! has!
influence! at! Horseguards! or! the! Admiralty.! ! 33%! chance! of! serious! wealth,! 33%!
chance!of!abject!poverty.!!
9,!10! General’s! Son.! And! grandson! for! that! matter.! ! Influence! at! Horseguards! or! the!
11,!12! Admiralty!is!extensive!but!cash!is!not!bountiful!but!allows!for!a!comfortable!life.!
Minor! Royalty.! Not! quite! sure! where! he! stands! in! line! to! the! throne,! twenty!
something.!Influence!is!taken!as!read,!money!in!spades.!!!!!

17.1.6 Swordsmanship*
! Flashman!"
DICE! ! ABILITY!
1! A!slasher!! B! A captain
!
2B5! A!fair!hand!! B! A strapping fellow (Physique 5)
6! An!accomplished! swordsman! ! A handsome devil
A popular cove
A general’s son
Only! gentlemen! will! have! skills! in! swordsmanship.! ! These! may!
A fair hand with a sword
affect!his!chances!of!survival!in!a!duel.! An accomplished horseman
A cad (and lecherous with the
17.1.7 Horsemanship* ladies)
A linguist.
Equestrian!skills!can!be!a!great!asset.!Roll!a!dice!to!establish!the!Big!
Man’s!ability!in!the!saddle.!Cavalrymen!will!add!+2!to!the!role.!!!! ..quite the chap,
!
wouldn’t you say!! !

FLASHMAN!
DICE! ABILITY!! ! & PIC!ADDED!
1! A!novice!in!the!saddle!!
2B5! Occasional!horseman!! BY!
6! An!accomplished!horseman!!

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!
17.2 Personality&
Big! Mens’! personalities! will! dictate! how! they! behave! on! the! battlefield! and! what! attributes! or! failings! they! suffer!
from.!!Roll!2D6!on!the!following!table.!!

DICE!! PERSONALITY!! ATTRIBUTES!! FAILINGS!!


12!! Cad!! 33%!chance!of!one!! Lecherous+!one!other!!
11!! Bounder!! 33%!chance!of!one!! Two!!
10!! Chivalrous!! One!! None!!
9!! Honourable!! One!! One!!
8!! Honourable!! One!! None!!
7!! Honourable!! None!! None!!
6!! Honourable!! One!! None!!
5!! Honourable!! One!! One!!
4!! Chivalrous!! One!! None!!
3!! Devout!! 50%!chance!of!one!! None!!
2!! Sanctimonious!! None!! One!!

17.2.1 Personalities*Defined**
Cad! May! accept! the! sword! of! a! bested! foe,! unless! he! is! a! challenger! in! an! affaire! de! Coeur.! He! may!
defend!his!own!honour!and!his!country’s!flag!if!it!suits!him!to!do!so.!He!may!defend!a!lady’s!honour!
only!if!he!attempts!to!remove!it!himself!afterwards.!He!will!attempt!to!woo!any!attractive!female,!
irrespective!of!her!social!standing.!!!!

Bounder! A!Bounder!lacks!any!honour.!He!will!never!accept!the!sword!of!a!bested!foe.!He!may!defend!his!own!
or!a!lady’s!honour!and!his!country’s!flag!if!it!suits!him!to!do!so.!!!!

Chivalrous! He!will!always!accept!the!sword!of!a!bested!foe.!He!will!always!defend!his!country’s!flag,!his!honour!
and!that!of!any!lady,!whatever!her!social!standing.!!

Honourable!! Largely! without! faults,! if! he! has! any! they! are! unknown! to! his! comrades! thus! far.! He! will! always!
accept! the! sword! of! a! bested! enemy;! always! defend! his! country’s! flag,! his! honour! and! that! of! any!
lady…unless!he!considers!that!it!conflicts!with!his!suppressed!personality!failing.!!

Devout! He!will!always!accept!the!sword!of!a!bested!opponent!unless!he!is!a!Godless!heathen.!He!will!always!
defend!his!country’s!flag,!his!honour!and!that!of!any!lady.!!

Sanctimonious!! Will!accept!the!sword!of!a!bested!opponent!unless!he!is!a!Godless!heathen!or!a!terrible!sinner.!In!
public! he! will! always! defend! his! country’s! flag,! his! honour! and! that! of! any! lady,! but! in! private! his!
personality!failing!will!mean!that!he!acts!differently.!!

17.2.2 Personality*Failings*
For!each!personality!failing!roll!a!D6!to!select!one!of!the!following!six!options.!!

Lecherous! A!lustful!beast!who!will!attempt!to!satisfy!his!carnal!urges!at!every!opportunity.!Roll!2D6,!adding!1!
for!a!Naval!Officer.!!

DICE!! PREFERENCE!!
2B9!! A!ladies!man!!
10B11!! Prefers!male!company!!
12+!! Never!leave!unaccompanied!in!a!farmyard!!
!

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!
Avarice!! Constantly!seeking!to!increase!his!financial!wealth.!!He!cannot!be!trusted!with!money!and!
will!sacrifice!his!honour!for!filthy!lucre.!!
Gluttony!! Who!ate!all!the!pies?!!This!man!would!desert!his!post!for!a!steak!and!kidney!pudding.!He!will!
suffer!a!B1!on!all!derringBdo!rolls!and!+1!on!damage!for!any!falls.!!
Envy!! His!jealousy!of!others!many!lead!to!his!downfall.!!Or!theirs!!!In!each!game!he!will!be!jealous!
of!at!least!one!compatriot!Big!Man.!!Select!whom!by!scenario!or!dice!for!it.!He!cannot!be!
seen!to!sacrifice!his!honour,!but!if!they!meet!a!terrible!end!then!so!much!the!better.!!
Pride!! This!man!will!refuse!to!allow!any!other!to!issue!orders!to!the!men!he!commands.!!His!men!
may!not!be!influenced!by!the!Initiative!of!other!Big!Men.!!!!
Lush!! Rather!too!fond!of!the!Bottle,!his!actions!are!not!always!rational.!!In!a!duel!he!will!fight!with!
one!less!dice!than!normal.!If!lightly!wounded!he!will!immediately!fall!asleep!and!may!only!be!
woken!by!the!most!senior!officer!on!his!side.!!For!falls!test!with!a!B1.!!

17.3 Personality&Attributes&
For! each! personality! attribute! roll! a! D6! to! select! one! of! the! following! six!
options.!!

Charismatic! A! chap! much! liked! by! both! sexes.! This! man! is! a! natural!
leader,! wit! and! raconteur.! ! He! may! a! Grasp! the! Nettle! Dice!
up!to!any!level!during!the!game.!!
Lion!Hearted! As!brave!as!a!lion,!this!man!never!flinches!in!the!face!of!the!
enemy.!Men!in!the!Group!that!he!is!personally!with!will!not!
lose!their!Bottle!until!they!receive!twice!the!number!of!Shock!
points! as! they! have! men! in! the! Group.! He! gets! +1! for!
DerringBDo!rolls.!!

Linguist! A! talented! speaker! of! foreign! tongues,! fluent! in! many!


European!languages!and!a!remarkable!ability!with!Wallahs.!!!!
Athlete! Strong!and!agile,!sometimes!surprisingly!so!for!his!build.!+1!on!acts!of!DerringBDo!generally!and!+2!
on!acts!of!agility!and!strength.!!
Man!of!Letters!! An!incredible!affinity!with!words!and!numbers,!this!chap!is!well!read!and!his!knowledge!is!invaluable!
when!it!comes!to!intelligence!work,!engineering!or!solving!other!mental!conundrums.!!!!

Countryman! With!a!passion!for!field!sports!this!chap!is!never!happier!than!when!riding!to!hounds!(if!a!gentleman)!
or!observing!God’s!creatures!and!shooting!them.!He!has!a!natural!eye!for!the!lie!of!the!land,!gets!a!
+1! when! spotting,! is! always! an! accomplished! horseman! and! knows! all! about! setting! traps! and!
following!spoor.!!!!!!!!

18 Optional*Rules**

18.1 The&Devil’s&Own&Luck!&&
Some!characters!seem!to!have!the!luck!of!the!Devil,!and!in!War!Without!Mercy!this!is!represented!by!cards!for!the!
most!prestigious!characters.!These!cards!are!essentially!“Get!out!of!Jail!Free!cards”!that!the!player!may!hold!and!use!
just!once!during!a!game,!discarding!it!to!the!bottom!of!the!bonus!card!deck.!They!may!only!be!played!when!a!Big!
Man!is!killed!and!will!restore!him!back!to!life!immediately.!This!is!the!bullet!being!stopped!by!the!pocket!Bible!or!the!
cigar!case.!!

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!
18.2 Silly&Weapons&&
In!the!pages!of!literary!warfare!we!are!sometimes!faced!with!weapons!that!are,!to!say!the!least,!out!of!the!ordinary.!!
One! example! would! be! the! seven! barrelled! Nock’s! Volley! gun! which,! after! rejection! by! the! Royal! Navy! due! to! its!
propensity!for!breaking!the!shoulder!of!the!firer,!found!it!way!into!the!world!of!literary!heroes.!More!run!of!the!mill!
examples!are!blunderbusses!and!fowling!pieces!which!tended!to!be!used!by!civilians!!!!

18.2.1 Blunderbuss***
A!blunderbuss!is!treated!somewhat!differently!to!other!weapons!in!that!it!spreads!its!shot!over!a!wide!area.!As!such!
the!firer!selects!an!aiming!point!9”!away!from!himself!and!rolls!2D6.!On!a!result!of!2!to!5!the!aiming!point!moves!2”!
to!the!left,!on!6!to!8!it!remains!where!it!is,!on!9!to!12!it!shifts!2”!to!the!right.!It!now!fires!creating!a!damage!cone!9”!
long!and!4”!wide!at!it’s!furthest!point!from!the!gun,!2”!each!side!of!the!aiming!point.!Any!figure!in!that!cone!takes!
one!hit!and!rolls!for!effect!with!a!B1!on!the!dice.!!!!

18.2.2 Rockets**
One!type!of!rocket!is!used!in!War!Without!Mercy!B!the!Congreve!rocket.!

Rockets!are!fired!using!launching!troughs!or!stands!that!require!one!turns!setting!up!and!one!turn!to!load.!Rockets!
will!travel!up!to!60”.!!

When!a!rocket!is!fired!the!target!is!declared.!A!D6!is!then!rolled!for!each!12”!of!the!rocket’s!movement,!applying!the!
result!after!that!distance!unless!4!is!rolled!when!the!distance!to!the!point!of!impact!is!measured!from!the!firer!if!in!
the!first!12”!of!flight,!or!from!the!last!12”!wayBpoint!rolled!for.!!

DICE! ADJUSTMENT!!
1! Rocket!turns!90°!left!!
2! Rocket!veers!6”!to!the!left!!
3! Rocket!continues!on!course!!
4! Rocket!moves!1D10+2”!&!explodes!!
5! Rocket!veers!6”!to!the!right!!
6! Rocket!turns!90°!right!!
!

The!rocket!will!keep!moving!until!it!explodes!or!completes!its!flight!at!the!
limit!of!its!range!at!which!point!it!will!explode.!!

A!rocket!has!a!blast!radius!of!4”.!Roll!12!dice!B!hits!are!achieved!on!a!4,!5!or!
6!with!any!Shock!points!doubled.!!Any!Formation!is!broken.!!

Any! Group! passed! through! by! a! rocket! becomes! unformed! and! take! 1D6!
points!of!Shock.!!For!cavalry!this!Shock!is!doubled.!!!!!!

18.3 Foreign&Johnnies&
It!could!be!said!(with!some!justification)!that!our!literary!heroes!tend!to!come!up!against!enemies!who!are,!as!a!rule,!
less! than! kind.! There! is! little! point! in! our! heroic! officer! discovering! that! his! archBenemy! is! a! chivalrous! and!
honourable!man!who!gives!flowers!to!old!grannies!and!sweets!to!urchins!!!In!this!case!authors!tend!to!fall!back!on!
the!unwritten!rule!that!Foreign!Johnnies!are!deplorable!bad!eggs.!If!this!is!the!case!it!may!well!be!that!an!alternative!
Big!Man!generating!system!is!required.!Use!the!normal!system!but!apply!the!following!tongueBinBcheek!changes.!!

~"53"~"
!
18.3.1 Breeding**
Foreign!Johnnies!have!no!breeding,!they!are!normally!of!low!moral!standing!and!eat!garlic!for!breakfast.!!!!

18.3.2 Personality*
Big! Mens’! personalities! will! dictate! how! they! behave! on! the! battlefield! and! what! attributes! or! failings! they! suffer!
from.!!Roll!2D6!on!the!following!table.!!

DICE! PERSONALITY!! ATTRIBUTES!! FAILINGS!!


12! Chivalrous!! One!! None!!
11! Honourable!! One!! None!!
10! Honourable!! One!! One!!
9! Bounder!! One!! Two!!
8! Bounder!! One!! Two!!
7! Cad!! None!! Lust!+!two!others!!
6! Cad!! One!! Lust!+!one!other!!
5! Sanctimonious!! None!! One!!
4! Sanctimonious!! None!! One!!
3! Devout!! 50%!chance!of!one!! None!!
2! Chivalrous!! None!! One!!

18.3.3 Personality*Failings*
Whereas!a!stout!AngloBSaxon!sort!will!attempt!to!suppress!and!hide!his!failings,!Foreign!Johnnies!will!boast!openly!of!
theirs!and!apply!them!with!a!despicable!zeal.!The!exception!here!is!the!Sanctimonious!foreigner!who!will!still!hide!his!
failings,!like!the!hypocrite!he!is.!!

18.4 Looting&
Any! troops! may! be! prone! to! looting! when! presented! with! the! opportunity.! Regular! troops! will! not,! in! normal!
circumstances,!stop!to!loot!while!they!are!in!action.!However!if!an!enemy!withdraws!before!them!they!may!well!turn!
their!hand!to!it.!Gentlemen!do!not!loot!openly,!however!they!may!discretely!“liberate”!items!of!worth!or!cash!if!it!
falls!into!their!hands.!!!!

A!Group!that!is!looting!will!immediately!take!1D6!Shock!points!which!represents!a!loss!of!order!that!their!officers!
and!NCOs!need!to!overcome!before!getting!them!to!function!normally.!!!!

Groups!of!irregulars,!such!as!ill!disciplined!rabble,!will!take!2D6!Shock!points!if!they!are!looting!their!game!objective.!!
For!example,!if!a!mob!of!Badmashers!breaks!into!the!Residency!at!Lucknow!as!the!British!defenders!withdraw!each!
mob!will!take!2D6!Shock!points!as!the!capture!of!the!Residency!is!their!main!objective.!If!they!had!simply!stumbled!
on!a!chest!of!money,!not!their!main!objective,!they!would!have!taken!only!1D6!Shock!points.!!!!

18.5 Night&Fighting&&
To!represent!fighting!at!night!we!suggest!that!spotting!is!treated!as!significantly!harder!up!to!18”!and!anything!above!
that!cannot!be!spotted!unless!illuminated.!!!!

Illumination!can!come!from!several!sources,!ranging!from!a!small!lantern!to!a!large!burning!carcass.!As!a!guideline!
we! suggest! that! a! lantern! will! light! an! area! of! 4”! radius,! a! carcass! or! bonfire! will! illuminate! an! area! 12”! around! it!
with.! Troops! that! are! moving! in! illuminated! areas! are! spotted! automatically,! troops! who! are! stationary! must! be!
spotted!as!normal!but!with!a!B1!on!the!dice.!!Troops!that!fire!at!night!will!be!placed!on!the!table.!Two!Dead!of!Night!
cards!will!be!added!to!the!Bonus!Deck.!!Firing!at!an!enemy!at!night!will!be!done!with!one!third!dice!less!than!normal,!
this!being!removed!after!all!other!factors!have!been!considered.!!

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!
19 Big*Battles*

One!aspect!of!the!Indian!Mutiny!is!that!whilst!many!battles!occurred!between!small!forces,!there!were!also!many!
actions!fought!at!what!might!be!termed!‘brigade!level’!–!there!were!some!bigger!ones!to.!Therefore,!by!using!War!
Without!Mercy!rules!at!a!higher!scale!we!can!in!fact!use!one!rule!system!for!the!entire!conflict!–!which!is!enormously!
practical.!The!focus!of!command!in!Big!Battle!Sharp!Practice!(BBSP)!is!on!the!army!commander!(you,!the!General),!
and!his!immediate!subordinates!ie!your!colonels!of!battalions!and!cavalry!regiments,!captains!of!batteries!and!
possibly!a!specific!characters!or!two!if!required.!This!command!structure!will!apply!to!a!gaming!force!made!up!of!
several!battalions!of!infantry,!regiments!of!cavalry!and!batteries!of!guns.!Where!big!men!directly!represented!the!
command!elements!within!a!battalion,!they!now!have!been!redefined!to!a!higher!command!level.!!

At!this!scale!battles!using!a!figure!scale!of!about!1:20!and!1!model!gun!to!2!real!guns!give!unit!sizes!that!look!good!
and!are!within!reach!of!most!collections!when!putting!down!a!reasonable!sized!force.!With!this!many!figures!
however,!and!given!that!for!the!most!part!units!do!not!need!to!break!down!into!single!
!!! !!! !!! !!! !!!
figure!groups,!using!figures!mounted!on!a!base!will!ease!the!handling!of!forces!in!a! !!! !!! !!! !!! !!!
typical!game.!If!miniatures!are!mounted!four!to!a!base,!units!can!now!be!made!up!of!
five!bases.!Without!being!too!specific,!ground!scale!approximates!6”=100yds.!!

19.1 Organizing&Forces&
All!Figures!are!organised!into!a!single!unit!(or!group!if!you!like).!These!units!will!be!graded!for!quality!as!usual!(Elite,!
Veteran,!Tested!and!Raw),!given!any!specific!traits!such!as!‘aggressive’!or!‘weedy!coves’!and!comprise!roughly!20!
figures!per!unit,!or!10!figures!for!a!small!unit.!They!are!never!combined!together!to!make!larger!Formations,!
however!each!group!is!considered!and!always!remains!‘a!Formation’!in!the!rules!and!are!thus!treated!as!any!other!
formation!in!the!standard!game!ie!if!a!rule!applies!to!a!formation!then!it!may!be!applied!to!a!unit!in!BBSP!–!skirmish!
troops!are!still!considered!skirmishers!and!units!may!only!commence!the!game!in!that!formation!if!capable.!Units!
may!not!breakdown!into!smaller!sub!groups!throughout!play.!At!the!scale!of!representation!of!the!game,!we!are!
concerned!with!units!functioning!together!as!single!bodies.!

A!brigade!or!force!could!be!made!up!of!two!or!three!units!each,!
possibly!more.!In!the!example,!B!would!represent!the!brigade!
commander!(or!possibly!the!army!commander!if!the!force!only!
comprised!these!units).!!

A!larger!force!could!look!something!like!this.!In!this!case!the!army!is!made!up!of!two!brigades!–!it!could!be!three!if!
another!Big!Man!was!available,!Brigadiers!
shown!as!(B)!and!an!Army!Commander!
(General)!designated!as!B.!

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!
Because!the!focus!of!the!game!is!at!a!higher!level!the!effects!of!characters!should!probably!be!toned!down!a!bit!and!
kept!appropriate!to!the!scale!of!game!being!represented.!The!specific!Personality!of!Big!Men!as!brigade!and!army!
commanders!are!where!the!individual!character!would!be!(as!detailed!in!the!previous!section)!and!seems!entirely!
appropriate!for!the!Mutiny.!Fittingly!for!the!Victorian!age,!Mutineer!commanders!should!be!considered!‘Foreign!
Johnnies’!and!therefore!roll!for!their!Personality!using!the!rules!for!such!fellows.!

Ordinarily!in!WWM!Formations!are!lead!by!a!big!man!and!a!number!of!separate!groups!are!combined!with!other!big!
men!available!to!support!a!formation!by!being!able!to!remove!shock!as!their!principle!function!ie!maintain!order.!In!
BBSP,!these!command!functions!are!represented!in!a!different!way,!but!still!retaining!the!same!effects!in!the!game.!!

Unlike!normal!play,!a!unit!counts!each!two!figures!as!‘one’!for!the!purposes!of!shock!building!up!on!a!unit.!Thus!a!20!
figure!unit!is!treated!as!having!ten!figures!for!determining!the!effects!of!shock.!A!10!figure!unit!counts!five,!and!so!
on.!So!if!a!20!figure!unit!had!12!points!of!shock!on!it,!it!would!suffer!the!effects!as!having!more!than,!but!not!double,!
shock!on!the!unit!ie!it!would!forced!to!retire.!If!it!had!21!points!of!shock,!it!would!Drop!its!Bundle.!

Within!each!unit!we!shall!now!represent!the!inherent!command!and!control!capability!that!such!a!formation!would!
usually!have!as!if!it!was!normally!made!up!of!multiple!groups!with!big!men!attached!in!WWM.!Thus!better!
commanded!units!will!have!a!greater!capacity!to!remove!shock!over!lesser!led!men!to!keep!things!going;!!

To!reflect!the!inherent!capability!of!a!unit!to!dress!ranks,!restore!disorder,!etc,!a!unit!may!rally!of!shock!when!there!
is!A!Break!In!The!Action!(2.2.1)!by!making!two!dice!rolls!(instead!of!the!usual!one)!or!when!a!Big!Man!is!Activated!
and!he!moves!into!contact!with!a!unit!(as!normally!allowed!in!Big!Men!actions!in!WWM).!!

To!remove"shock"when"there"is"A"Break"In"The"Action!each!unit!rolls!a!D6!and!removes!one!point!of!shock!on!a!1,!2!
or!3!or!two!points!on!a!roll!of!4,!5!or!6!is!rolled.!+1drm!if!Elite/Veteran,!B1!if!Raw.!

Units!are!activated!when!their!Big!Man!commander!is!activated!or!his!superior!just!the!same!way!as!a!Big!Man!
activates!groups!in!normal!play!of!War!Without!Mercy.!However,!instead!of!representing!Big!Men!within$a$unit,!each!
unit!will!be!assigned!a!Big!Man!in!a!chain!of!command,!who!leads!those!units!into!battle!(this!is!a!little!different!to!
WWM).!The!onBtable!representation!of!Big!Men!now!identifies!these!individuals!as!specific!formation!commanders!
leading!multi!battalion!brigades,!subordinate!to!an!overall!senior!Big!Man!army!commander.!

Because!we!are!now!dealing!with!a!distinct!chain!of!command,!not!all!big!men!will!be!able!to!take!control!of!units!
outside!of!that!chain!of!command!–!the!rules!pertaining!to!chain!of!command!in!section!4.3!apply!in!BBSP.!
Therefore,!only!Big!Men!in!charge!of!their!units!or!a!big!man!senior!to!them!in!the!chain!of!command!can!be!used!to!
activate!units.!The!one!exception!to!this!rule!is!that!a!same!command!level!leader!may!temporarily!issue!orders!to!
troops!outside!of!his!chain!of!command!if!the!Big!Man!of!that!other!unit!is!killed,!but!he!reduces!his!status!level!by!
one!less!than!he!normally!has!(reduced!to!a!minimum!of!1)!for!the!entire!turn.!For!example,!a!class!II!Brigadier!
General!could!command!units!in!another!brigade!(and!his!own!for!that!matter)!but!he!would!do!so!as!a!class!I!level!
commander.!An!Army!commander!can!command!any!units!in!his!army!at!no!Status!Level!reduction.!

19.1.1 Formations*allowed*
Units!may!use!any!formation!normally!allowed!except!they!may!not!deploy!into!Skirmish!if!they!start!the!game!in!
formed!order.!Units!that!start!the!battle!in!Skirmish!order!must!remain!so!for!the!entire!game.!Note,$individual$unit$
skirmishers$are$abstracted$out$at$this$scale$C$only$whole$skirmish$'bodies'$are$represented.$$

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!
19.1.2 Dice*used**
The!dice!totals!and!uses!are!exactly!the!same!in!the!Big!Battle!rules!except!on!the!occurrence!of!A!Break!In!The!
Action!(2.2.1)!units!attempt!roll!two!dice!to!remove!any!shock!that!they!have.!!

19.1.3 *Big*Big*Men*
In!BBSP,!Brigadier!and!Army!commander!Big!Men!nearly!always!command!multi!unit!
formations.!!To!do!so!they!will!usually!have!to!use!couriers!and!aide!de!camps!to!
transmit!orders!and!set!their!units!in!motion.!These!commanders!use!these!aides!to!
conduct!a!brigade!movement!or!action!in!a!similar!fashion!to!how!commanders!use!
musicians!in!War!Without!Mercy.!Courier!or!aide!de!camp!benefits!are!abstractions!of!
the!use!of!musician!commands.!!
Big!Men!may!off!course!move!into!contact!with!a!unit!to!activate!it!that!way!if!desired.!
However!for!a!Big!Man!to!issue!multi!unit!commands,!we!will!use!the!section!‘Toot!
Toot,!Parp!Parp’!to!represent!this!chain!of!command.!

• Brigade!Commander!Big!Men!are!considered!to!have!‘couriers’!attached!whose!function!is!exactly!the!same!
as!a!musician!classed!as!‘Whistles’!or!‘Drums’!or!‘Cavalry!Trumpet’!if!a!cavalry!only!command.!
• Army!Commander!Big!Men!have!an!‘aide!de!camp’!which!has!the!musician!capability!of!a!‘Whistles’,!‘Drums’!
or!a!‘Cavalry!Trumpet’,!whichever!the!commander!desires,!at!the!time!of!his!activation.!Note!that!his!
command!range!for!any!method!is!always!considered!24”.!

An!important!difference!to!take!note!of!when!issuing!orders!is!that!specific!commands!to!individual!units!are!
possible!within!the!command!range!of!the!respective!commander!ie!we!assume!a!courier!is!dispatched!to!the!unit!
directly!rather!than!a!non!discriminatory!order!given!by!a!musician’s!command.!A!number!of!individual!orders!equal!
to!the!Status!Level!of!the!respective!commander!is!allowed,!each!order!counting!as!a!use!of!an!initiative!point!by!the!
Big!Man.!
For!example!a!Status!Level!two!Big!Man!in!command!of!a!brigade!can!issue!one!order!to!move!a!unit!whilst!another!
unit!can!be!issued!an!order!to!do!something!else,!this!being!the!limit!of!orders!he!may!give!–!these!orders!being!no!
further!than!18”!away!from!the!Big!Man.!Off!course,!just!as!normally!allowed!in!War!Without!Mercy,!a!non!
discriminatory!command!can!be!given!(usually!via!a!musician!command)!and!all!units!within!the!influence!range!of!
this!order!will!be!subject!to!it!(in!this!way!even!a!Status!Level!one!Big!Man!can!control!multiple!units).Therefore,!a!
Status!Level!three!Big!Man!could!issue!three!distinct!commands!or!one!general!(non!discriminatory)!order!and!two!
distinct!orders,!or!combinations!thereof,!and!so!on.$

By$using$this$method$commanders$can$give$specific$orders$to$specific$units$and$thus$impart$some$degree$of$battlefield$
control$over$their$forces$based$on$their$quality.$Note,$no$actual$figures$are$needed$to$show$a$commander’s$order$
issuing$capability$but$it$is$recommended$the$miniatures$are$placed$with$the$respective$commander,$or$on$his$base,$to$
designate$his$capacity$to$do$so$–$he$looks$better$surrounded$by$more$men$when$he$can$do$more$stuff$as$well!!$

19.1.1 Mutiny*Command*and*Big*Men*Activation*(optional)*
Whenever!a!Mutineer!Big!Man!attempts!an!activation!the!player!must!roll!a!die!to!see!if!he!becomes!Motivated.!If!
unmotivated,!the!Big!Man!may!do!everything!he!can!normally,!however!he!may!not!issue!any!group!orders!to!move!
–!though!he!can!still!move.!As!battlefield!command!is!more!demanding,!and!a!skill!not!common!in!Mutineer!leaders,!
he!rolls!for!activation!as!normal!but!applies!a!B1drm!to!his!Activation!die!roll!(note$this$will$make$Big$Men$of$status$
Level$One$not$very$effective$at$battlefield$movement,$requiring$greater$personal$control$by$the$overall$commander).$

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!
20 Forces*in*the*Indian*Mutiny*
20.1.1 Introduction*
The!following!section!details!the!wide!variety!and!characteristics!of!the!troops!available!to!table!
top!commanders!gaming!the!Indian!Mutiny.!A!brief!introduction!to!forces!involved!and!how!to!
represent!them!on!the!wargames!table!using!War!Without!Mercy!is!provided.!!

Reading&the&tables&–$Using$the$tables$below$the$Cards$column$indicates$when$a$Sharp$Practice$card$(SP)$is$added$to$
the$Game$Deck.$Also$in$this$column$is$shown$the$number$of$cards$(+#)$that$can$be$selected$from$the$Bonus$Deck$by$a$
player$as$part$of$his$starting$‘hand’$(see$section$4)$–$his$other$cards,$if$available,$must$be$randomly$drawn.$$In$
addition,$the$Adjustments$to$Bonus$Deck$column$shows$how$many$of$those$types$of$cards$indicated$are$added$to$the$
Bonus$Deck$in$addition$to$those$cards$reflecting$the$force$national$characteristics.$

20.2 Britain&
At!the!start!of!the!Mutiny!there!were!very!few!Queen’s!or!H.E.I.C.!European!troops!in!India,!and!of!those!available!all!
were!scattered!in!small!garrisons!the!length!and!breadth!of!the!subBContinent.!The!vast!majority!of!British!forces!
were!from!the!Company's!Native!troops!of!Bengal,!Bombay,!and!Madras.!Reinforcements!would!arrive!later!from!
every!corner!of!the!Empire!including!Australia,!the!Cape,!China,!the!Mediterranean,!and!Britain.!

News!of!the!massacres!of!civilians!at!places!like!Delhi,!Jhansi,!and!especially!Cawnpore!would!give!these!new!troops!
a!thirst!for!revenge.!Little!quarter!was!asked!or!given!leading!to!some!extremely!fierce!hand!to!hand!actions.!

Representing"British"Forces"
British!Forces!(Queens!and!E.I.C.!Europeans)!throughout!the!period!will!generally!be!of!Veteran!quality!with!some!
Elite!and!Tested!units.!Most!‘in!theatre’!units!at!the!start!of!the!war!(early!phase!actions!around!Delhi!and!
Cawnpore)!did!not!have!the!Enfield!rifle!and!were!in!fact!equipped!with!the!1842!musket.!!!

Force&Cards:&
Force" Cards" Adjustments"to"Bonus"Deck"
Elite! SP+2! +1!Thin!Red!Line,!Remember!Cawnpore!,!or!Tally!Ho!!Card!
Veteran! SP+1! +1!Thin!Red!Line!
Tested! SP+1! !
Raw! 1! B1!Thin!Red!Line,!Remember!Cawnpore!,!or!Tally!Ho!!Card!

British"national"characteristic"cards!are!the!Thin!Red!Line,!Remember!Cawnpore!!and!Fakir,$Off!!For!Infantry,!and!
Tally!Ho!!for!Cavalry.!Three!Thin!Red!Line!cards!will!normally!be!added!to!the!Bonus!Deck!(four!in!the!case!of!an!elite!
or!veteran!force,!only!two!for!a!raw!force).!!

When!the!Thin&Red&Line&card!is!played!a!Group!or!Formation!of!British!Infantry!may!fire!a!volley!and!then!charge!
with!3D6”!movement.!To!do!this!the!enemy!must!be!theoretically,!within!charge!distance!of!the!British!forces!
concerned.!Before!playing!this!card!a!Big!Man!may!use!any!surplus!initiative!he!has!to!undertake!other!actions,!such!
as!removing!Shock!or!spotting.!!

When!the!Remember&Cawnpore!!Card!is!played!a!Big!Man!may!lead!any!British!Infantry!Group!or!Formation!in!a!
vigorous!charge,!adding!one!additional!kill!to!the!normal!result!and!then!reducing!the!level!of!defeat!or!increasing!
the!level!of!victory!by!one.!This!card!may!only!be!added!to!the!deck!for!scenarios!taking!place!after!July,!1857!or!if!
generated!in!the!campaign!system.!On!the!Tally&Ho!!Card!a!British!Cavalry!Group!or!Formation!may!charge!with!élan.!
British!troops!may!have!Superior!Mounts.!!The!Fakir,&Off!&Card!simply!negates!the!effect!of!the!Mutineer!Fakir!card.!

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!
Limitations"
British!cavalry!Groups!may!assume!Formations!however!when!moving!they!will!always!roll!for!each!component!
Group!separately,!with!each!Group!moving!its!full!move.!Groups!within!a!Formation!must!all!move!at!the!same!pace,!
i.e.!walk,!trot,!or!gallop.!The!British!use!a!system!of!drill!very!similar!to!the!drill!used!during!the!Napoleonic!period.!!

20.2.1 Britain*Q*Royal*Navy*and*Marines*(Naval*Brigades)**
British!Royal!Navy!and!Marine!reinforcements!were!sent!to!India!to!help!put!down!the!mutiny.!These!reinforcements!
included!Naval!and!Marine!personnel!from!the!HMS!Shannon!and!the!HMS!Pearl.!The!ship's!guns!were!removed!and!
taken!from!Calcutta!on!barges!for!use!in!the!field.!Discipline!was!strictly!enforced;!drills!were!held!twice!daily!with!
artillery!and!musketry!practice!on!shore!when!possible.!The!Shannon!Brigade!was!part!of!Sir!Colin!Campbell's!force!
and!served!at!Lucknow!and!Cawnpore.!The!Pearl!Brigade!was!part!of!the!Saran!Field!Force,!later!renamed!the!
Gorakhpur!Field!Force,!and!served!alongside!of!Jung!Bahadur's!allied!Nepalese!Ghurkha!Army!in!northern!Oudh.!
Royal!Marines!were!armed!with!1851!Minnie!rifles!while!the!sailors!were!armed!with!1842!smoothbore!muskets!and!
cutlasses.!The!new!Enfield!rifles!were!issued!later!on!in!the!campaign.!

Representing"Royal"Navy"and"Marines"
Royal!Navy!and!Marine!forces!throughout!the!period!will!generally!be!of!Good!quality.!Aggressive.!Naval!Artillery!will!
always!be!Elite.!

Force&Cards:&
Force" Cards" Adjustments"to"Bonus"Deck"
Elite! 2! +1!Thin!Red!Line!,!+1!Capitol!Shot!!card!
Veteran! 1! +1!Thin!Red!Line!
Tested! B! B!

The!Royal"Navy"and"Marines"national"characteristic"card!is!Capitol$Shot!!and!Fakir,$Off!!When!a!Capitol"Shot!!Card!is!
played!any!Naval!guns!or!rockets!add!an!extra!D6!when!firing.!The!Fakir,&Off!&Card!simply!negates!the!effect!of!the!
Mutineer!Fakir!card.!

20.2.2 Britain*Q*Volunteer*Forces*
On!some!occasions!officers!of!mutinied!or!disbanded!units,!civilians,!railroad!workers,!and!Indigo!planters!offered!
their!service!in!ad!hoc!units!(mostly!mounted).!In!particular!are!the!Meerut!Volunteer!Horse,!The!Bengal!Yeomanry,!
the!"Volunteer!Horse"!that!served!with!Havelock's!column,!and!a!group!of!railroad!workers!and!civilians!that!served!
in!Wheeler's!entrenchment!during!the!siege!of!Cawnpore.!Arms,!experience!and!training!would!have!varied!with!
each!individual!within!these!units.!Typical!arms!would!be!swords,!pistols,!muskets,!and!perhaps!the!odd!shotgun!or!
two!depending!on!the!circumstances.!

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~"59"~"
!
Representing"Volunteer"Forces!"
Volunteer!forces!throughout!the!period!will!generally!be!of!Tested!or!Raw!quality!with!some!Veteran!units.!Cavalry!
May!have!Superior!Mounts.!Due!to!the!varied!nature!of!such!forces!considerable!variety!in!armament!and!capability!
could!be!allowed.!
Force&Cards:&
Force" Cards" Adjustments"to"Bonus"Deck"
Veteran! 1! +1!Tally!Ho!!Card,!Remember!Cawnpore!!
Tested! 1! +1!Remember!Cawnpore!!
Raw! 1! B!

The!Volunteer"Forces"national"characteristic"card!is!Remember"Cawnpore!!!and!Tally"Ho!!On!the!Tally!Ho!!Card!a!
Volunteer!Cavalry!Group!or!Formation!may!charge!with!élan.!Remember!Cawnpore!!!is!the!same!as!above.!

Limitations"
Volunteer!cavalry!Groups!may!assume!Formations!however!when!moving!they!will!always!roll!for!each!component!
Group!separately,!with!each!Group!moving!its!full!move.!Groups!within!a!Formation!must!all!move!at!the!same!pace,!
i.e.!walk,!trot,!or!gallop.!Civilian!Big!Men!may!only!command!other!civilians.!The!British!use!a!system!of!drill!very!
similar!to!the!drill!used!during!the!Napoleonic!period.!However!some!(or!most)!volunteers!were!civilians!with!little!or!
no!prior!military!training.!Civilian!on!foot!may!not!use!formations.!

20.2.3 Britain*Q*Loyal*Natives*
Of!the!three!Presidial!Armies!in!India!at!the!time!the!Madras!Army!had!no!problems;!the!Bombay!Army!had!very!
little!trouble!with!mutiny!in!their!ranks!(three!regiments!were!affected).!The!majority!of!the!Bengal!Army!did!mutiny!
or!were!disarmed!and!sent!home.!However!some!remained!loyal.!Most!of!those!that!remained!loyal!were!recruited!
from!among!the!"Martial!Races"!ie!Sikhs,!Rajputs,!Jats,!Dogras,!Punjabi!Muselman,!Ghurkas,!Pathans,!Afghans,!
Baluchis!etc.!

State"Contingents"
In!addition!to!the!Bengal!Army!were!the!Protected!State!Contingents.!Contingents!were!very!similar!to!Company!
units.!Most!of!them!contained!infantry,!cavalry,!and!artillery.!The!main!difference!was!that!they!were!paid!for!and!
maintained!by!the!State!Maharajahs!(or!Begum!in!the!case!of!Bhopal)!out!of!their!treasury.!!

Some!examples!are!the!Hyderabad,!Gwalior,!Malwa,!Kotah,!and!Bhopal!Contingents.!The!Hyderabad!Contingent!
along!with!elements!of!the!Malwa!and!Bhopal!Contingents!remained!loyal!and!served!well!in!the!Malwa,!and!Central!
India!Campaigns.!The!Sikhs!in!these!units!remained!staunchly!loyal!with!most!(but!not!necessarily!all)!of!the!Muslims!
and!Hindus!siding!with!the!mutineers.!!

Loyal"Native"Forces"
Loyal!Native!forces!throughout!the!period!will!generally!be!of!Tested!quality!with!some!Veteran!and!Elite!units.!!

Multani!Horse,!Coke’s!Rifles!and!Ghurkhas!will!always!be!Elite,!Aggressive.!Cavalry!May!have!Superior!Mounts.!!

Force&Cards:&
Force" Cards" Adjustments"to"Bonus"Deck"
Elite! 2! +1!Loyal!Lions!or!Tally!Ho!!Card!
Veteran! 1! B!
Tested! 1! B!
Raw! B! B1!Loyal!Lions!or!Tally!Ho!!Card!

~"60"~"
!
The!Loyal"Native"national"characteristic"card!is!Loyal"Lions!for!Infantry,!and!Tally"Ho!!for!Cavalry.!Three!Loyal!Lions!
cards!will!normally!be!added!to!the!Bonus!Deck!(four!in!the!case!of!an!Elite!Force,!and!only!two!for!a!raw!force).!!

The!Loyal&Lions!card!is!used!when!a!Loyal!Native!group!or!Formation!loses!a!round!of!Fisticuffs,!reducing!the!effect!
of!the!loss!by!up!to!two!levels.!So!a!force!that!lost!the!Fisticuffs!by!one!or!two!will!keep!fighting,!one!that!loses!by!
three!will!count!as!losing!only!by!one.!On!the!Tally&Ho!!Card!a!Loyal!Native!Cavalry!Group!or!Formation!may!charge!
with!élan.!

Limitations"
Loyal!Native!cavalry!Groups!may!assume!Formations!however!when!moving!they!will!always!roll!for!each!component!
Group!separately,!with!each!Group!moving!its!full!move.!Groups!within!a!Formation!must!all!move!at!the!same!pace,!
i.e.!walk,!trot,!or!gallop.!The!British!trained!Loyal!Natives!use!a!system!of!drill!identical!to!the!drill!used!by!the!British.!

20.3 Mutineers&
The!Bengal!Army!of!the!Honourable!East!India!Company!was!the!most!affected!by!mutiny.!Only!three!regiments!
from!the!Bombay!Presidiary!and!none!from!Madras!were!affected.!

20.3.1 Infantry*
Each!Honourable!East!India!Company!Regiment!consisted!of!one!Battalion!of!roughly!1,000!men!(roughly!800!Hindus!
and!Rajputs!and!200!Mohammedans)!divided!into!ten!companies.!The!regiment!contained:!One!European!
Commander,!adjutant,!quartermaster,!and!staff!officers;!10!European!company!officers,!20!native!Officers,!and!120!
native!NCO's.!

B!8!line!companies!
B!1!Grenadier!Company!
B!1!Light!Company!
!
The!9th,!25th,!26th,!31st,!35th,!38th,!41st,!42nd,!43rd,!48th,!57th,!65th,!68th,!69th,!and!72nd!Bengal!Native!Infantry!
(B.N.I.)!Regiments!all!had!an!extra!Rifle!Company!armed!with!Brunswick!Rifles,!who!may!deploy!in!Skirmihs!Order!in!
War!Without!Mercy.!As!a!result!of!their!refusal!to!use!the!new!Enfield!rifles,!most!Sepoys!were!armed!with!1842!
Smoothbore!Muskets;!Rifle!Companies!were!armed!with!Brunswick!Rifles.!Irregulars!such!as!the!Oudh!Irregulars!may!
have!been!armed!with!matchlock!muskets,!although!it!is!possible!they!were!armed!with!1842!Smoothbore!muskets.!

~"61"~"
!
Native"Infantry"Ranks"" " Native"Cavalry"Ranks"
Subadar!B!Captain!! ! Risaldar!BCaptain!
Jemadar!B!Lieutenant!! ! Jemadar!B!Lieutenant!
Havildar!B!Sergeant!! ! Daffadar!B!Sergeant!
Naik!B!Corporal!!! ! Naik!B!Corporal!
Sepoy!B!Private!!! ! Sowar!–!Private!

20.3.2 Cavalry*
Bengal"Light"Cavalry"
Composed!of!about!400!men!led!by!24!European!Officers!and!a!full!complement!of!Native!Officers.!They!were!
divided!into!six!troops!of!roughly!60!Sowars!each.!Although!they!were!designated!and!armed!as!Light!cavalry!they!
were!trained!as!Heavy!Cavalry!for!use!as!shock!troops.!Sowars!were!armed!with!European!Light!Cavalry!swords!and!
pistols;!every!fourth!man!was!equipped!with!a!carbine.!These!units!were!a!mixture!of!Hindus!and!Muslims!in!a!
similar!ratio!as!the!infantry!regiments.!!

Bengal"and"Oudh"Irregular"Cavalry"
Unit!size!is!probably!the!same!as!above.!The!main!difference!is!that!Irregular!Cavalry!were!recruited!on!the!Silidar!
system!where!each!trooper!provided!his!own!horse,!equipment,!and!uniform!from!company!suppliers!to!ensure!
uniformity.!They!were!generally!armed!with!sword,!pistol,!and!lance.!These!units!were!predominately!Muslim.!

Artillery"
A!total!of!22!Native!Batteries!mutinied,!and!of!these!only!4!were!horse!artillery!B!the!balance!being!foot!artillery.!
These!units!were!predominately!Muslim.!In!addition!to!the!regular!company!Artillery,!various!leaders!had!their!own!
collections!of!often!ancient!cannons!served!by!Golandazes!(trained,!professional!Muslim!gunners).!!

20.3.3 State*Contingents*
In!addition!to!the!Bengal!Army!were!the!Protected!State!Contingents.!Contingents!were!very!similar!to!Company!
units.!Most!of!them!contained!infantry,!cavalry,!and!artillery.!The!main!difference!was!that!they!were!paid!for!and!
maintained!by!the!State!Maharajahs!(or!Begum!in!the!case!of!Bhopal)!out!of!their!treasury.!Some!examples!are!the!
Hyderabad,!Gwalior,!Malwa,!Kotah,!and!Bhopal!Contingents.!The!Hyderabad!Contingent!along!with!elements!of!the!
Malwa!and!Bhopal!Contingents!remained!loyal!and!served!well!in!the!Malwa,!and!Central!India!Campaigns.!The!Sikhs!
in!these!units!remained!staunchly!loyal!with!most!(but!not!necessarily!all)!of!the!Muslims!and!Hindus!siding!with!the!
mutineers.!!

Representing"Mutineer"Forces""
Mutineer!troops!will!generally!be!of!Tested!quality,!sometimes!Veteran!(rare),!especially!the!Gwalior!Contingent.!
After!the!fall!of!Delhi!the!quality!will!generally!be!Raw.!The!unit!attributes!table!gives!the!details!of!the!each!of!the!
contingents!of!the!Mutineer!forces!and!their!ratings.!

Force&Cards:&
Force" Cards" Adjustments"to"Bonus"Deck"
Veteran! 2! Troops!may!have!poor!fire!discipline!(roll!per!unit;!4+=poor!fire!discipline)!
Tested! 1! Troops!have!poor!fire!discipline!
Raw! 1! Troops!have!poor!fire!discipline;!B1!Card!of!Player’s!Choice!

The!Mutineers"national"characteristics"cards!are,!Bhang,!Mutineer"Hero,!Fakir,!and!a!Tally"Ho!!card,!one!of!each!will!
normally!be!added!to!the!Bonus!Deck,!(one!less!if!Raw).!!

~"62"~"
!
When!the!Bhang!(Indian!hemp)!card!is!played!any!group!or!formation!of!Mutineer!Infantry!may!advance!towards!
the!enemy!with!+2!pips!per!movement!dice.!!

When!the!Mutineer&Hero!Card!is!played!one!Mutineer!Big!Man!may!double!the!number!of!Shock!points!that!he!
removes!as!he!encourages!his!men!with!a!very!stirring!speech.!This!card!may!only!be!added!to!the!deck!if!any!of!the!
following!commanders!are!present!in!the!scenario:!The!Rani!of!Jhansi;!Tantia!Tope;!Feroze!Shah;!Kunwar!Singh;!or!
the!Maulvie!of!Faizabad.!In!a!case!where!more!than!one!are!present!add!bonus!cards!for!each.!If!generating!Big!Men!
randomly,!then!any!Mutineer!Big!Man!status!level!three!or!four!may!include!the!Mutineer!Hero!card.!

On!the!Tally&Ho!!Card!a!Mutineer!Cavalry!Group!or!Formation!may!charge!with!élan.!

Limitations"
Mutineer!cavalry!Groups!may!assume!Formations!however!when!moving!they!will!always!roll!for!each!component!
Group!separately,!with!each!Group!moving!its!full!move.!Groups!within!a!Formation!must!all!move!at!the!same!pace,!
i.e.!walk,!trot,!or!gallop.!The!Mutineers!use!the!British!system!of!drill!very!similar!to!the!drill!used!during!the!
Napoleonic!period.!The!Mutineers!continued!to!use!the!same!drill!as!the!British!with!commands!in!English!!Ironically!
they!refused!to!use!the!new!Enfield!rifles!which!put!them!at!a!severe!disadvantage.!!

20.3.4 Wallahs*
Wallah"Bonus"Cards"
When!Wallahs!are!involved!the!following!cards!are!included!in!the!Bonus!deck.!!

‘Skive"off’!B!Three!cards!are!added!to!the!Bonus!deck.!When!played!one!Wallah!
group!that!is!out!of!line!of!sight!from!an!opponent!may!revert!to!blind.!Two!blinds!
are!used,!one!being!the!real!one,!the!other!a!dummy.!

Deen!"Deen!"Deen!!B!For!the!Faith!!When!the!Deen!!Deen!!Deen!!Card!is!played!a!
Big!Man!or!Fakir!may!lead!any!Wallah!Group!or!Formation!in!a!vigorous!charge,!
adding!one!additional!kill!to!the!normal!result.!

Fakir"
Any!Wallah!unit!may!substitute!their!Big!Man!with!a!Fakir!or!Holy!man!and!add!1!extra!D6!to!their!Fisticuffs.!This!
represents!the!presence!of!a!Muslim!Mullah!or!Hindu!Brahmin!Priest!to!inspire!the!troops.!!

20.3.5 Some*Wallah*Types:**
See!the!unit!attribute!sheet!for!details!of!each!wallah!type.!

• Mercenary"Types:!Mostly!Martial!Races!B!Afghan,!Pathan,!Baluchi,!Rohillah,!Rajput,!etc.!Served!as!retainers!
of!Rajahs!across!India.!!
• Golandazes:!Muslim!gunners,!mostly!Mercenary!types.!Some!fairly!proficient,!but!served!dodgy!guns!!
• Ghazi"Fanatics:!Motivated!by!religious!zeal.!Mostly!from!the!Martial!Races.!They!relied!only!on!cold!steel,!
aggressive!charges!and!Allah...!
• Local"Levies:!Civilians!mostly.!Tenants!of!local!Zemindar!or!Tuluqdar.!No!military!training.!Equipped!by!local!
Rajah!or!landlord.!!
• Insurgents/Badmash:!Civilians,!sweepings!of!the!bazaar.!Could!be!either!urban!insurgents!or!angry!villagers!
in!the!countryside.!
• Dacoits:!Civilians.!Bandits.!Preyed!on!both!sides!equally.!
• Gujars:!Civilians.!Wandering!agricultural!caste.!Usually!showed!up!after!the!battle!to!loot.!Also!robbed!both!
sides.!
• Tribesmen:!Civilians!ie!the!Wild!Bhil!Tribes!of!Central!India.!Some!sided!with!the!Mutineers.!
~"63"~"
!
!
Name" Experience" Training" Belief" Musketry" Weapon" Character" Horse" National"Ch." Effectiveness" Notes"

BRITISH" ! ! ! ! ! ! ! ! ! !

Veteran!British!Infantry!!and!Artillery! Veteran! Polished! Triumphant! Fine! Rifled!Musket!or! B! x! Thin!Red!Line! Valuable!B4"! !


Musket! Remember!Cawnpore!!

British!Infantry!!and!Artillery! Tested! Polished! Determined! Fine! Rifled!Musket!or! B! x! Thin!Red!Line! Reliable!B3"! !


Musket! Remember!Cawnpore!!

Ghurkhas! Elite! Polished! Triumphant! Fine! Musket!&!Big! Aggressive! x! Loyal!Lions! First!Rate!B5"! Kukri$armed$
Chopper! Remember!Cawnpore!!

Sikh!infantry! Veteran! Drilled! Determined! Acceptable! Musket! Aggressive! x! Loyal!Lions! Valuable!B4"! $


Remember!Cawnpore!!

Loyal!Native!Infantry!!and!Artillery! Tested! Drilled! Determined! Acceptable! Musket! B! x! Loyal!Lions! Reliable!B3"! !


or!Poor!

EIC!European!veterans! Veteran! Drilled! Determined! Acceptable! Musket! B! x! Remember!Cawnpore!! Valuable!B4"! !

EIC!Europeans! Tested!! Drilled! Determined! Acceptable! Musket! B! x! Remember!Cawnpore!! Reliable!B3"! $

Royal!Navy!Sailors! Veteran! Drilled! Triumphant! Acceptable! Musket,!Big! Aggressive! x! Capitol!Shot!! Valuable!B4"! Cutlass$armed$
Chopper! Remember!Cawnpore!!

Royal!Navy!!Marines! Veteran! Drilled! Triumphant! Acceptable! Enfield,!Big!Chopper! Aggressive! x! Capitol!Shot!! Valuable!B4"! Cutlass$armed$
Remember!Cawnpore!!

British!Regular!cavalry! Veteran! Polished! Triumphant! Acceptable! Carbine!&!Sword! B! Superior! Tally!Ho!! First!Rate!B5"! !


Mount!

European!Volunteer!cavalry!B!Inexperienced! Raw! Drilled! Determined! Acceptable! Carbine!&!Sword! Aggressive! x! Tally!Ho!! Useful!B2"! !

European!Volunteer!cavalry! Tested!! Drilled! Determined! Acceptable! Carbine!&!Sword! Aggressive! x! Tally!Ho!! Reliable!B3"! !

~"64"~"
European!Volunteer!cavalry!B!veteran! Veteran! Drilled! Determined! Acceptable! Carbine!&!Sword! Aggressive! x! Tally!Ho!! Valuable!B4"! !

Sikh!Regular!cavalry! Veteran! Drilled! Determined! Acceptable! Carbine,!Sword,! Aggressive! Superior! Tally!Ho!! First!Rate!B5"! !
Lance! Mount!

Civilians!(women,!feeble!men,!small!boys)! Raw! Rabble! Downcast! Poor! B! Weedy! x! B! Dubious!B1"! B!


Coves! !

Civilians!!(Vengeful)! Tested! Drilled!or! Triumphant! Acceptable!or! Musket! Aggressive! x! Remember!Cawnpore!! Reliable!B3"! May!be!on!foot!
Rabble! Poor!! Tally!Ho!! or!mounted!
Hodson!Horse,!Multani!Horse! Elite! Drilled! Triumphant! Acceptable! Carbine,!Sword,! Aggressive! Superior! Tally!Ho!! First!Rate!B5"! !
Lance! Mount!
!
Name" Experience" T Training" Belief" Musketry" Weapon" Character" Horse" National"Ch." Effectivness" Notes"
r
MUTINNEERS" ! D ! ! ! ! ! ! ! ! !
ar!
i
Bengal!Sepoy!Infantry!and!Contingents! Tested! D ln Drilled! Determined!! Acceptable! Musket! B! x! Bang!!&!Mutinous!Hero!! Reliable!B3"! !
rli
ie
Bengal!Sepoy!Infantry!and!Contingents! Tested! ln d! Drilled! Downcast! Poor! Musket! B! x! Bang!!&!Mutinous!Hero!! Useful!2"! $
lg"
e
Bengal!Sepoy!!Rifle!Company!Infantry!! Tested! d! D Drilled! Determined!! Acceptable! Inferior!Rifle! B! x! Bang!!&!Mutinous!Hero!! Reliable!B3"! May$skirmish!
r !
i
Bengal!Sepoy!!Rifle!Company!Infantry!! Tested! D l Drilled! Downcast! Acceptable! Inferior!Rifle! B! x! Bang!!&!Mutinous!Hero!! Useful!B2"! May$skirmish$
R
rl !
aie
Irregular!Infantry:!Ouhd!and!Najeebs!around!Lucknow! Tested! b ld!
D Rabble! Downcast! Poor! Musket! B! x! Bang!!&!Mutinous!Hero!! Useful!B2"! $
b
lr
lei
Bengal!!‘light!‘Cavalry!and!Contingents! Tested! e! d!
lR Drilled! Determined! Poor! Pistol,!Sword,! B! Superior! Tally!Ho!! Valuable!B4"! !
la Carbine! Mount!
eb Pistol,!Sword,!!
Bengal!Irregular!Cavalry! Raw! d!
R
b Rabble! Downcast! Poor! Lance! B! x! Tally!Ho!! Reliable!B3"! !
al Wallah.$May$
Mercenary!–!Afhan,!Pathan,!Baluchi,!Rohillah,!Rajput,!etc.! Tested! b e! Rabble! Determined! Acceptable! Musket!&Big! Aggressive! x! Deen!!Deen!!Deen!! Reliable!B3"! have$picked$man$
R
b Chopper! !
al with$Jezail.$
Local!Levies:!Civilians!mostly.!Tenants!of!local!Zemindar!or! Raw! b
e! Downcast! Poor! Big!Chopper! Weedy! x! Deen!!Deen!!Deen!! Dubious!B1"! Wallah$
Tuluqdar.!No!military!training.! R
b Rabble! Coves.! !
al
Insurgents/Badmash:!Civilians,!sweepings!of!the!bazaar.! Raw! b
e!
D Rabble! Downcast! Poor! Big!Chopper! Aggressive! x! Deen!!Deen!!Deen!! Dubious!B1"! Wallah$
b
r !
li
Bengal!artillery!and!Golandazes!Muslim!gunners! Tested! le! Determined! (Musket)! B! x! Bang!!&!Mutinous!Hero!! Reliable!B3"! $
R Rabble! or!Downcast! (Poor)!

~"65"~"
la
eb Weedy! Deen!!Deen!!Deen!!
Dacoits:!Civilians.!Bandits.!Preyed!on!both!sides!equally.! Raw! d!
b Rabble!
R Downcast! Poor! Big!Chopper! Coves! x! ! Dubious!B1"! Wallah$
al
Tribesmen:!Civilians!ie!the!Wild!Bhil!Tribes!of!Central!India.! Raw! b
e! Rabble! Downcast! Poor! Bow!&!Arrow!or! Weedy! x! Deen!!Deen!!Deen!! Dubious!B1"! Wallah$
! b Big!Chopper! Coves! !
l
!
!
!
!

e!
!
!
!

!
!
21 Sepoy*Rebellion*

Sepoy Rebellion!
A campaign system for War Without Mercy

When!playing!War!Without!Mercy!we!recommend!using!a!simple!campaign!setting!to!link!your!games!together!and!
to!bring!your!forces!to!life.!What!follows!is!a!system!that!allows!the!gamer!to!recruit!his!own!forces!then!lead!them!
into!the!field!and!follows!their!progress!through!a!succession!of!battles!as!they!move!from!engagement!to!
engagement!–!starting!off!with!the!cause!of!it!all,!a!Mutiny!scenario,!then!ultimately!moving!toward!the!relief!of!a!
siege,!taking!of!a!fort!by!storm!or!the!final!battles!to!defeat!and!disperse!the!last!rebellious!elements.!Those!were!
the!main!operations!during!the!Indian!Mutiny!–!that!of!mobile!columns!of!advance!moving!to!seize!and!control!
important!towns!and!cities.!!

21.1 Mustering&your&forces&
Raising!your!force!is!the!first!task!for!players!of!the!Sepoy!Rebellion,!so!get!ready!to!fly!the!flag!and!bang!the!drum!
for!Queen!Victoria!or!to!fight!for!India’s!freedom!!The!nature!of!the!campaign!is!such!that!it!can!be!played!in!two!
ways.!Before!choosing!your!forces!players!should!decide!what!period!of!the!war!they!wish!to!play.!Each!period!
slightly!changes!the!flavour!of!the!campaign.!The!three!stages!of!the!war!are!defined!as!follows.!

Stage!One! Delhi:!May!–Sep!1857!
Stage!Two! Lucknow!and!Oudh:!Jun!1857!–May!1858!
Stage!Three! Central!India!(and!Gwalior):!Jun!1857!–Jun!1858!
Hero"of"the"Empire!!B!The!first!type!of!campaign!is!whereby!each!player!commands!a!separate!‘column’!of!British!
troops!with!the!specific!goal!of!achieving!the!relief!of!a!certain!place,!be!it!Lucknow,!Cawnpore!or!any!other!place,!
they!take!a!fort!by!storm!or!stamp!out!a!rebellious!province.!The!first!player!to!achieve!his!goal!wins!undying!fame!in!
the!eyes!of!the!Queen!and!her!subjects!!The!Mutineer!forces!will!be!commanded!by!anyone!you!can!find!to!play!–!
this!can!be!a!good!way!to!introduce!the!erratic!nature!of!the!Mutineer!leadership,!without!playing!against!the!same!
opponent!all!the!time!(which!can!still!be!done!if!other!players!are!not!available).!

Column"Commander!B!The!other!way!of!playing!the!campaign!is!a!more!traditional!one!vs!one!campaign.!Each!player!
assumes!a!leader’s!identity!and!commands!suitable!forces!in!command!of!a!column!of!troops.!For!example,!the!
specific!leaders!and!their!forces!could!be!Havelock!vs!Nana$Sahib,!Campbell!vs!the!Maulvi$of$Faizabad,!Rose!vs!Tanti$
Tope!or!the!Rani$of$Jahnsi!and!so!on.!This!gives!each!player!a!better!identity!of!the!leader!they!portray!and!the!forces!
they!command.!

~"66"~"
!
21.1.1 Men*Available*
If!playing!a!“Hero!of!the!Empire!”!campaign!each!player!needs!to!generate!a!force!of!British!troops!to!command!
along!with!their!Big!Men.!The!Mutineer!forces!are!always!generated!randomly!from!game!to!game!(see!Mutineer!
Random!Forces!below),!however,!the!core!force!for!any!Mutineer!army!will!always!be!2!units!of!2!groups!of!eight!
men!each!(ie!32!figures).!

If!playing!a!“Column!Commander”!campaign!then!both!the!’core’!Mutineer!and!all!British!forces!will!need!to!be!
generated!along!with!their!Big!Men,!however!the!Mutineer!player’s!forces!will!be!reinforced!before!each!battle!
commences!ie!the!Mutineer!player!will!have!a!core!of!troops!that!form!his!army!and!be!supplemented!by!other!
troops.!The!British!troops!do!not!receive!any!randomly!determined!forces.!Players!can!create!marching!‘relief’!
columns!from!historical!orders!of!battle!suitable!to!the!time!period!of!the!campaign,!such!as!the!Delhi!Field!Force,!or!
may!simply!be!created!to!suit!ones!collection!of!miniatures.!The!haphazard!nature!of!the!conflict!and!its!force!
dispositions!makes!either!arrangement!more!than!acceptable!and!in!keeping!with!the!times.!

All!forces!are!composed!of!standard!group!sizes!of!eight!men!for!reasons!of!convenience!
and!military!certitude...remember!the!Mutineers!were!completely!trained!in!British!
military!doctrine!–!they!carried!standards,!played!drums!and!even!sang!English!warBsongs!
into!battle!!The!more!irregular!elements!of!the!Mutineer!army!will!be!determined!
randomly!and!thus!will!vary!from!battle!to!battle,!still!organised!in!groups!of!eight!men.!

The!total!forces"needed!for!the!campaign!ultimately!will!be!determined!by!the!miniatures!
available!to!the!players!but!ideally!should!be!composed!along!the!following!guidelines.!!

If!players!strive!for!about!48B64!miniatures!for!their!total!force!then!that!will!be!about!the!
right!number.!Adding!one!cavalry!figure!per!3B5!infantry!and!one!gun!model!with!a!crew!of!four!gunners!per!three!
groups!of!infantry!or!cavalry,!this!should!provide!for!about!two!guns.!As!mentioned!the!Mutineer!player!will!get!
extra!troops!rolled!for!randomly!before!each!battle,!increasing!his!total!by!50%!to!100%,!made!up!of!extra!infantry,!
cavalry!and!a!gun!or!two.!This!will!take!his!total!toward!100!figures!or!so.!

This!will!mean!each!player’s!force!should!be!about!four!to!eight!groups,!each!of!eight!men.!Each!artillery!gun!made!
up!of!four!men!and!one!artillery!piece!which!can!be!considered!a!one!group!equivalent!of!eight!men.!This!represents!
the!entire!force!for!the!British!player!and!the!core!army!for!any!Mutineer!forces,!the!mutineer!player!of!course!
receiving!extra!forces!as!noted!above.!These!groups!will!represent!an!historical!unit!or!part!thereof.!Players!should!
take!note!of!the!rules!for!‘Chain!of!Command’!(4.3),!hence!troops!of!different!types!or!organisations!may!not!be!able!
to!form!to!make!larger!formations!eg!an!infantry!Sergeant!would!not!be!able!to!join!a!group!of!cavalry!with!his!
infantry!groups!to!make!one!formation,!and!so!on.!Common!sense!in!regards!military!practice!is!required!to!prevent!
unhistorical!force!allocations!and!other!silly!nonsense!force!structures.!

All!these!groups!can!be!representative!of!a!patrol/section,!halfBcompany!or!even!company!sized!element!as!the!
player!wishes.!Historically,!companies!were!roughly!80!men!strong,!thus!with!a!1:10!scale!one!group!of!eight!figures!
represents!a!company;!at!scales!such!as!1:1,!1:2!or!1:4!forces!represent!patrols/sections!and!halfBcompanies.!!

Small!unit!actions!would!be!best!represented!at!troop!scales!closer!to!1:1!or!1:2!–!indeed!some!scenarios!are!best!
depicted!at!this!level!of!action,!thus!each!group!represents!a!more!adhoc!collection!of!forces!of!company!size,!which!
is!certainly!not!unreasonable.!Scenarios!in!the!Mutiny!Phase!are!particularly!well!suited!to!these!scales.!For!larger!
scale!battles,!typical!of!engagements!in!the!March!Phase,!players!can!use!the!Big!Battle!rules!in!the!previous!section.!
Scenarios!such!as!Attack!and!Defence!best!represent!these!types!of!battles,!but!this!is!not!mandatory!as!any!attack!
defence!scenario!can!be!representative!of!a!smaller!part!of!a!bigger!battle!and!the!results!are!the!same!for!campaign!
purposes.!

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!
21.1.2 Troop*Attributes*
Once!group!numbers!are!determined,!the!following!table!is!consulted!to!determine!the!experience!levels!for!the!
groups!on!each!respective!side.!Players!may!choose!to!roll!for!every!two!or!four!groups!in!his!force!as!he!desires,!
using!2d6!to!determine!their!experience.!For!the!purposes!of!the!rules,!these!two!or!four!group!‘lots’!may!be!termed!
a!‘unit’!though!they!can!act!as!individual!groups!as!normal.!

!You!should!roll!for!group!experience!levels!first!and!then!assign!miniatures!to!them!based!upon!your!figure!
collection.!For!example,!if!you!rolled!‘elite’!on!the!British!column,!then!this!could!be!assigned!to!a!group(s)!of!
Highlanders!or!Ghurkhas,!depending!on!what!you!had!specified!before!rolling!(ie!two!groups!or!four).!A!Raw!unit!
could!be!assigned!to!fresh!British!reinforcements,!and!so!on.!!

TROOP"EXPERIENCE"
Die"Roll" British"Force" Mutineer"Force" Die"roll"
2,3! Raw! Raw! 2,3,4,5,6!
4,5,6! Tested! Tested! 7,8,9!
7,8,9,10! Veteran! Veteran! 10,11,12!
11,12! Elite! Elite! B!
For$convenience,$the$following$table$is$reproduced$here$from$section$3$for$determining$troop$experience$levels.$

How"Experienced"is"my"Force?"

Often!an!entire!experience!level!for!a!force!needs!to!be!quantified!in!the!rules.!This!is!fine!if!all!troops!are!the!same!
but!if!it!is!a!mixed!force!it!is!harder!to!determine.!Therefore,!use!the!following!method!to!arrive!at!an!average!force!
experience!level.!Add!the!entire!group’s!value!together!as!follows;!Elite=5;!Veteran=4;!Tested=3;!Raw=2.!Divide!the!
total!by!the!number!of!groups!(round!to!nearest).!This!number!is!then!your!force!experience!for!the!game.!

Once!the!men!available!and!their!troop!experience!has!been!determined,!their!remaining!attributes!can!be!assigned!
as!per!the!force!attribute!chart!in!the!preceding!section.!The!details!of!these!apply!to!all!troops!of!that!group!type.!!

Note:!Troops!that!have!a!choice!between!one!attribute!or!another!(eg!being!downcast!or!determined,!or!a!musket!or!
Rifled!Musket),!roll!1d6.!On!a!5!or!6!the!unit!is!assigned!the!better!attribute,!adding!+1!to!the!die!roll!if!British.!These!
die!rolls!can!be!adjusted!by!campaign!events.!If!by!chance!a!line!shows!an!equal!attribute!(eg!Raw/Tested)!then!roll!a!
die!to!see!which!attribute!applies).!

!
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!
21.1.3 Appointing*Leaders*
Now!you!need!to!appoint!your!officers!and!NCOs.!Generally!the!British!will!be!much!better!led!than!the!Mutineer!
units!–!after!all,!all!the!officers!of!the!mutinied!units!had!left!the!rebellious!sepoy!force,!hence!they!were!generally!
poorly!led,!particularly!above!the!regimental!level.!

First!check!how!many!Big!Men!you!have.!This!is!simple;!you!get!one"Big"Man"per"two"Groups,!rounding!up!for!any!
odd!numbers.!Of!course,!with!Big!Men!we!are!not!representing!all!of!the!officers!and!NCOs!present,!just!the!ones!
who!are!competent!enough!to!have!a!positive!impact!on!the!battlefield.!To!allow!for!a!bit!of!variation!between!
forces!you!now!roll!1D6.!On!a!6!you!add!an!extra!one,!the!British!adding!+1!to!the!die!roll,!other!than!that!there!is!no!
change.!Now!you!need!to!see!what!Status!they!are,!as!follows:!
Important$Note:$players$need$to$balance$their$Big$Men$status$levels$by$using$the$‘’How$Many$Big$Men..’$section$of$
the$rules$(3.1).$This$will$give$the$correct$Big$Men$status$levels$for$the$forces$engaged$and$ensure$a$degree$of$play$
balance$from$battle$to$battle.$$
Big"Man"Details"
First!! Your!first!Big!Man!is!always!your!Captain,!he!commands!the!Company!B!his!status!level!is!
! determined!last!!He!always!has!a!minimum!Status!Level!of!one!however.!After!all!your!
junior!leaders!have!all!been!given!their!Status!Level!below,!the!remaining!Status!Level!as!
(Br.!replacement!B1)!
per!3.1!is!assigned!to!the!Force!Commander**.!

Second!! This!is!always!a!Lieutenant.!Give!him!a!suitable!name,!then!roll!a!D6.!On!a!1!or!2!he!is!a!
(Br.!replacement!B1)! Status!I!Big!Man,!on!3B5!he!is!Status!II,!on!a!6!he!is!Status!III.!(Mutineers!B1!to!the!die!roll).!

Third!! This!is!always!a!Sergeant.!On!a!roll!of!1B4!he!has!a!Status!of!I,!on!a!5!or!6!his!Status!is!II,!
(Br.!replacement!B1! (British!+1!to!the!die!roll).!!

(Mut!replacement!B1)! A!Mutineer!replacement!of!any!rank!(ie!Capt,!Lieutenant,!Sergeant)!

Fourth!! Roll!a!D6!to!see!what!rank!this!man!holds.!On!a!1B4!he!is!a!Sergeant,!roll!for!his!status!as!
for!the!Third!Big!Man.!On!a!5!or!6!he!is!a!Lieutenant,!roll!as!for!the!Second!Big!Man!for!his!
Status!with!a!B1!on!the!dice.!!

Fifth!and!subsequent!! If!you!already!have!two!Lieutenants!then!this!man!is!automatically!a!Sergeant.!If!you!have!
two!Sergeants!already!then!roll!a!D6.!On!1B3!he!is!a!Sergeant,!on!4B6!a!Lieutenant.!Roll!for!
Status!as!above!depending!on!his!rank!with!a!B1!on!the!dice.!!
**If$your$junior$leader’s$status$level’s$change$(due$to$them$being$replaced)$the$force$commander$is$always$allocated$
the$balance$of$the$status$level$remaining$(3.1),$it$being$assumed$his$performances$varies$from$action$to$action.! !

21.1.4 Replacement*leaders*
British!Big!Men!who!are!killed!in!battle,!roll!for!replacement!on!the!respective!row!in!the!table!above!equating!to!
their!British!rank,!with!a!die!roll!modifier!of!B1.!This!leader!then!becomes!the!new!leader!in!that!position!in!the!next!
battle,!unless!replaced!in!a!game.!Note,!his!Status!Level!will!be!determined!as!per!normal!using!the!rules!of!3.1.!

For!the!Mutineer!player!he!uses!the!third!row!(Mutineer!replacement)!to!determine!the!quality!of!his!Big!Man!
regardless!of!his!position!or!status!(thus!a!quite!poor!commander!can!be!thrust!into!commander!of!the!Mutineer!
player’s!army).!

Note:$if$representing$your$forces$at$a$higher$troop$scale$then$simply$replace$the$ranks$to$an$appropriate$level.$For$
example,$your$first$Big$Man$could$be$a$Colonel,$possibly$a$General.$The$second$Big$Man$would$then$be$a$Colonel$or$
Major,$a$Lieutenant$would$be$a$Captain$and$Sergeants$would$be$made$Lieutenants...just$pitch$the$rank$scale$to$the$
figure$scale$you$wish$to$perceive$your$force$structure$to$be.$

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!
22 Fight*the*Good*fight*

Let!the!campaign!begin!!The!first!thing!that!happens!is!the!initial!outbreak!of!rebellion!which!results!in!three!battles!
being!fought!which!set!up!the!events!that!formed!such!an!important!part!of!establishing!the!character!of!the!war.!
These!battles!generate!events!through!the!use!of!cards!for!the!subsequent!battles!during!the!March!Phase.!Forces!
for!these!battles!are!generated!randomly,!not!those!organised!for!combat!in!the!March!Phase!in!the!previous!
section.!Once!the!three!Mutiny!Phase!battles!are!fought,!your!forces!that!are!mustered!are!set!in!motion!!Famously,!
such!troops!were!commanded!by!Havelock,!Campbell,!Outram,!Rose!and!others!–!icons!of!the!Victorian!era.!
Mutineer!forces!were!commanded!by!Rebel!heroes!such!as!Nana!Sahib,!the!Maulvi!of!Faizabad,!Tanti!Tope,!the!Rani!
of!Jahnsi!and!numerous!other!Maharajahs!and!other!men...both!sides!resplendent!in!colourful!characters.!!
!
The!March!Phase!will!involve!a!series!of!battles!that!hopefully,!for!the!besieged!will!result!in!the!relief!force!breaking!
through!and!being!saved.!The!Delhi!period!campaign!focuses!on!the!defeat!of!a!great!enemy!fort.!The!Lucknow!
campaign!involves!the!relief!of!a!beleaguered!outpost!and!lastly!the!Central!India!campaign!results!in!battles!being!
more!fluid!and!revolving!around!extinguishing!rebel!forces!through!battle!field!success.!In!this!way!each!campaign!
will!have!different!objectives!and!challenges!presented!to!the!players.!

22.1.1 Campaign*stages*
As!previously!described,!the!campaign!has!two!stages;!the!Mutiny!phase!followed!by!the!March!Phase!

Mutiny"Phase"
The!first!part!of!the!campaign!recreates!the!events!of!the!Mutiny!Phase!ie!the!initial!uprising!by!the!Rebellious!
Sepoys.!This!phase!involves!three!battles,!always!conducted!in!the!following!order.!
!
First!game!–!Mutiny!! ! (Forces!are!as!shown!in!the!mutiny!scenario!set!up)!
Second!game!–!March!! ! (The!British!are!side!A!in!this!scenario)! ! ! ! !
Third!game!–!Defence!! ! (The!British!are!side!A!in!this!scenario)! ! ! ! !
!
March"Phase""
Upon!completion!of!the!three!Mutiny!Phase!battles!the!second!part!of!the!campaign!commences.!As!mentioned,!the!
March!Phase!requires!the!campaigning!player!to!fight!a!series!of!battles!that!aim!to!arrive!at!the!objective!of!the!
campaign!–!a!breakthrough!to!a!beleaguered!outpost,!breaching!an!enemy!fort!or!reducing!the!rebellion!by!the!
process!of!miles!marched!and!battles!fought!to!subdue!a!region.!This!is!done!by!achieving!the!objectives!in!each!
scenario!with!10!or!20!‘miles!of!march’!distance!being!awarded!for!minor!or!major!victories!respectively,!hence!
advancing!the!victor!toward!his!objective!and!ultimate!victory.!That!victory!is!determined!when!a!player!achieves!all!
his!miles!marched!and!fights!the!‘final’!battle!at!his!destination!and!wins!a!major!victory.! !

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!
After!each!battle!the!campaigning!player!may!choose!to!roll!on!the!following!table!to!see!if!any!further!‘miles!of!
march!‘are!gained.!If!he!rolls!the!number!required!then!he!gains!a!further!5!miles!of!march.!!In!this!manner!a!player!
can!capitalise!on!a!good!battlefield!success!and!at!the!same!time!hard!fought!battles!can!still!translate!to!march!
distance!toward!an!objective,!however!it!could!possibly!also!result!in!further!campaign!delays,!regardless!of!
battlefield!success!!
! Extra"Miles"Marched"table"
! Victory"" rest" No"effect" Major" Minor" Loss"
Victory" Victory"
! Die!roll! 2B3! 4B5! 6+! 8+! 11+!

*If!a!die!roll!of!2!or!3!occurs!the!campaign!clock!is!reduced!again!by!the!roll!of!another!2d6!–!clearly!the!battle!has!
caused!a!severe!strain!on!your!forces!and!they!must!rest,!causing!you!an!unexpected!campaign!delay.!

Note:$it$is$possible$for$players$to$skip$the$Mutiny$phase$and$simply$play$the$March$phase.$A$simple$method$of$
determining$the$results$from$the$Mutiny$Phase$can$be$done$by$both$players$rolling$1d6$(+1$British)$with$the$split$
difference$between$the$dice$determining$the$level$of$victory$for$that$side$(1C2=minor$victory$and$3$or$more$a$major$
victory).$For$example$if$the$British$player$were$to$roll$two$plus$one$for$a$total$of$three$and$the$Mutineer$player$to$roll$
five$then$the$difference$is$two$in$the$Mutineers$favour$and$he$would$be$deemed$to$have$won$a$major$victory$for$that$
scenario.$In$this$way$the$results$can$be$used$from$these$early$battles$without$having$to$fight$them.$This$can$also$
speed$up$the$campaign$if$desired$and$can$in$fact$be$used$for$any$of$the$games.$

22.1.2 Mutineer*Random*Forces*and*Reinforcements*
Mutineer!forces!always!get!random!reinforcements.!Mutineer!forces!in!a!‘Hero!of!the!Empire’!campaign!always!
comprise!a!core!force!of!Sepoys!which!is!comprised!of!4!groups!of!eight!men!(ie!32!figures).!!

If!playing!a!Column!Commander!campaign,!reinforcements!will!flesh!out!the!core!troops!in!a!Mutineer!player’s!force.!
The!table!below!indicates!what!group!types!these!forces!are.!

The!forces!in!the!Mutiny!Phase!are!specified!in!each!scenario!and!will!also!use!this!same!method!to!determine!troop!
types!(see!each!scenario!for!details).!Before!each!battle!in!the!March!Phase,!use!the!following!method.!

1. The!Mutineer!player!rolls!twelve!d6!dice,!adding!the!scores!together!B!these!are!the!extra!figures!he!has.!!
2. He!then!divides!that!number!by!eight!and!rounds!up!–!these!are!the!number!of!groups!he!has.!
3. He!then!determines!what!type!each!group!is!by!rolling!on!the!table!below!using!the!appropriate!campaign!
column!ie!Delhi,!Lucknow!or!Central!India.!Roll!for!troop!experience!levels!as!for!normal!Unit!Attributes.!!
4. The!Mutineer!force!is!assigned!one!Big!Men!for!each!two!groups!as!usual,!+1!Big!Man!on!a!roll!of!a!6.!He!rolls!
for!their!quality!as!per!the!section!for!‘Appointing!Leaders’!and!assigns!them!as!he!wishes.!
!
" Mutineer"Random"forces" "
Delhi" Lucknow" Central"India"
2<4" 5" 6<8" 9<10" 11<12" 2<6" 7" 8<9" 10<11" 12" 2<3" 4" 5<8" 9<11" 12"
B! IC! S! LC! A! B! IC! S! LC! A! B! IC! S! LC! A!

B=Badmasher! ! !
IC=!Irregular!cavalry!! ! !
LC=Light!Cavalry!
S=Sepoy!regular!infantry! (roll!1d6;!5+!=!determined,!add!+2!if!playing!a!Central!India!campaign)!
A=Artillery! ! ! (each!group!counts!as!1!gun!model!plus!four!gunners;!4+!=!determined)!

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!
22.1.3 Casualties*
After!each!battle!the!British!player!should!dice!for!each!man!killed.!This!is!only!done!for!all!losses!that!he!takes!–!the!
Mutineer!forces!never!roll!for!casualties.!In!truth!to!be!“killed”!in!the!rules!actually!represents!a!man!becoming!hors$
de$combat!due!to!action.!Some!of!these!will!only!be!wounded!or!temporarily!unable!to!fight.!Roll!a!d6.!
Dice!! Result!!
1! The!man!is!dead,!he!is!permanently!removed!from!the!force.!
2B6!! The!man!is!wounded!and!goes!to!hospital.!He!will!return!to!the!company!after!a!successful!recovery!(see!
below).!If!you!abandoned!the!battlefield!to!the!enemy!(ie!the!enemy!win!a!major!victory),!50%!of!these!men!
will!be!taken!prisoner!and!will!not!return.!...count!as!dead.!
If!a!Big!Man!is!killed!generate!a!new!Big!Man!using!replacement!method!for!Big!Men!(see!Appointing!Leaders).!

22.1.4 Hospital*
When!a!wounded!British!soldier!is!in!hospital!he!needs!to!become!well!again!before!he!can!return!to!the!colors.!
Wounded!Mutineer!soldiers!return!home,!a!hero!of!the!rebellion,!being!replaced!by!a!brother!in!arms.!Wounded!Big!
Men!of!both!sides!however!always!go!to!hospital!(following!this!procedure).!At!the!end!of!any!battle,!any!solder!in!
the!hospital!(even!those!that!were!wounded!in!the!current!game)!each!roll!1d6.!On!a!die!roll!of!4,!5!or!6!the!man!is!
returned!back!to!his!unit,!fit!for!duty.!This!die!roll!can!be!modified!in!two!ways.!If!the!British!player!uses!the!‘Angels$
of$Albion’!card,!then!he!adds!+1!to!the!die!roll.!Also,!if!the!British!player!chooses!to!rest!his!force!he!adds!+1!to!the!
die!roll;!however,!at!the!cost!of!resting!his!force!he!must!roll!1d6!and!deduct!the!score!from!the!campaign!clock!
(unless!he!has!already!received!a!‘rest!result’!on!the!extra!miles!marched!table).!

22.1.5 Replacements*&*Improvements*
There!are!no!British!replacements!in!the!Delhi!or!Lucknow!campaigns;!however!Big!Men!will!be!replaced!if!they!are!
lost!in!any!of!the!campaigns.!In!the!Central!India!campaign!the!British!receive!replacements!from!the!losses!(ie!dead)!
they!receive!as!part!of!their!post!battle!casualty!determination.!Keep!a!tally!of!all!the!losses!received!and!when!the!
total!reaches!eight!figures,!roll!on!the!troop!attributes!table!to!determine!what!experience!level!the!new!troops!are.!
He!adds!these!troops!to!his!force!roster.!In!addition,!the!British!player!may!pick!one!of!his!groups!and!exchange!it!for!
another.!He!does!this!by!rolling!on!the!same!troop!attributes!table!(20.1.2)!to!determine!troop!experience!(he!must!
accept!these!new!troops!regardless).!

If!playing!a!Column!Commander!campaign,!the!Mutineer!player!receives!replacements!for!any!troops!lost!from!his!
core!troops,!so!they!are!always!reinforced!to!remain!at!four!groups!of!eight!men!each!for!every!game.!However!he!
must!roll!for!replacement!Big!Men!using!the!Mutineer!commander!replacement!method!described!above.!!

Also,!if!the!Mutineer!player!denies!the!British!player!a!major!or!minor!victory!and!also!minimises!his!losses!to!less!
than!10%!dead!for!his!entire!force,!he!may!attempt!to!garner!Prestige!to!improve!the!Status!Level!of!his!leader.!He!
rolls!1d6!(adding!+1!if!he!won!a!major!victory)!–!on!a!roll!of!5!or!6!he!increases!the!Status!Level!of!his!most!senior!Big!
Man!(up!to!a!limit!of!level!IV).!This!‘prestige’!may!be!added!to!the!Army!Leader’s!Big!Man!Status!Level!in!addition!to!
his!normal!Status!Level!allotment.!

As$can$be$seen,$the$Mutineer$player$actually$has$many$more$troops$than$the$British$Player.$Historically$this$was$
nearly$always$the$case;$the$equalising$factor$should$be$seen$through$the$use$of$the$superior$British$Big$Men,$the$
better$quality$of$British$troops$and$the$limited$ability$of$the$low$status$level$Mutineer$Big$Men$to$perform$multiple$
activities$on$any$given$turn,$hence$only$part$of$the$Rebel$force$being$active$by$comparison$to$the$British.$However$as$
the$campaign$progresses$British$casualties$will$mount$(off$which$they$must$always$be$conscious)$and$the$Mutineer$
forces$effectively$become$larger$and$stronger,$though$still$poorly$led,$all$the$while$the$campaign$clock$is$ticking$down$
to$the$Mutineers$advantage.$It$is$this$‘collective’$fight$that$the$Mutineer$player$must$keep$his$eye$on,$not$specific$wins$
and$losses$in$each$battle,$as$important$as$they$are.$He$may$well$lose$most$of$his$battles$but$win$the$campaign$if$he$
~"72"~"
!
causes$significant$delay$to$the$relief$column$or$inflict$unacceptable$losses$on$them.$A$wily$Mutineer$player$may$in$fact$
fight$‘limited$battles’$attempting$to$deny$the$British$player$victories$as$well$as$minimising$his$losses$to$gain$prestige$
and$hence$increase$his$Status$Level$for$the$final$battles.$A$final$note$C$the$Mutineer$forces$were$so$numerous$
throughout$the$war$that$is$reasonable$to$assume$they$can$field$full$strength$forces$pretty$much$anytime$they$
encounter$the$British;$hence$there$is$no$need$to$keep$a$track$of$any$Mutineer$losses$or$replacement.$Indeed,$if$the$
usual$core$force$of$Mutineers$is$badly$damaged$in$a$battle$it$can$be$assumed$another$Sepoy$unit$steps$forth$to$be$the$
core$unit$of$the$Mutineer$army$in$the$next$battle.$

22.1.6 Campaign*Event*Cards*
Throughout!the!campaign!additional!cards!will!be!added!to!the!Bonus!Deck!via!campaign!events.!These!additional!
cards!allow!for!the!many!and!varied!events!that!occur!both!to!the!forces!under!a!player’s!control!and!external!
factors!that!may!influence!battles!that!he!is!engaged!in.!See!each!scenario!for!details!on!the!bonus!cards!to!add.!!

22.1.7 Frequency*of*Battles*
The!campaign!very!roughly!assumes!an!elapsed!time!period!of!about!four!to!six!weeks,!though!the!time!could!be!
considerably!shorter!or!possibly!longer.!Regardless!of!how!many!actions!are!fought!the!final!determinant!of!time!will!
be!how!long!the!campaign!clock!has!to!run!and!how!close!you!are!to!achieving!your!campaign!objective.!

22.1.8 Ending*the*campaign*
The!campaign!ends!with!one!side!winning!–!the!other!in!ignominious!defeat...there!are!no!draws!!A!campaign!clock!
is!used!to!determine!when!the!campaign!finishes.!It!is!by!this!means!that!we!provide!for!the!ebb!and!flow!of!the!
events!that!take!place!from!scenario!to!scenario!and!apply!time!pressure!to!the!player’s!involved!–!this!should!
translate!to!onBtable!behaviour!with!consequences!affecting!an!overall!campaign!strategy.!It!is!a!simple!mechanism!
which!speeds!up!or!slows!down!the!passage!of!time!within!the!campaign!and!provides!a!focus!on!the!events!and!
speed!with!which!the!campaign!progresses.!It!does!not!represent!specific!time!periods,!just!lapses!of!time!that!work!
to!one!side’s!advantage!or!the!other.!!!

The!campaign!clock!starts!at!the!number!36.!After!each!game!roll!2d6,!and!reduce!the!campaign!clock!by!the!amount!
rolled.!The!campaign!ends!when!post!battle,!the!roll!of!the!dice!reduces!the!campaign!clock!to!zero!or!less!without!
the!campaigning!player’s!objective!having!been!reached!ie!a!major!victory!in!a!siege,!assault!or!attack!scenario.!

Coupled!to!the!campaign!clock!each!campaign!phase!has!several!requirements!to!achieve!victory.!From!the!British!
perspective,!the!Delhi!Phase!of!the!war!involves!battles!that!can!involve!relatively!heavy!casualties!with!a!view!to!
capturing!a!politically!important!city!or!fort,!to!contain!the!spread!of!mutiny.!In!the!Lucknow!phase!the!British!are!
more!sensitive!to!losses!and!are!marching!long!distances!to!breakthrough!and!relieve!a!town!or!city.!The!Central!
India!Phase!campaign!involves!more!fluid!actions!where!the!build!up!and!more!readily!replacements!of!British!
casualties!makes!losses!less!important,!but!achieving!battlefield!victories!becomes!the!primary!focus!in!snuffing!out!
the!rebellion!and!running!it!to!ground.!In!this!way!the!three!periods!of!campaigning!have!their!own!distinct!feel.!

" " " " " " " "" British""


" Time" Distance" Losses" Final"Battle"
Stage"1" Delhi:!May!–Sep!1857! 50!miles! 20%! Assault!
Stage"2" Lucknow!and!Oudh:!Jun!1857!–May!1858! 70!miles! 15%! Breakthrough!
Stage"3" Central!India:!Jun!1857!–Jun!1858! 100!miles! 33%! Attack!
Using!the!above!table,!each!campaign!shows!the!‘march!mile!distance’!needed!to!be!achieved!before!the!final!battle!
can!be!fought!for!ultimate!victory!–!remember,!each!major!victory!equates!to!20!miles!marched!and!each!minor!
victory!to!10!miles!marched.!Combined!with!this,!the!maxim!number!of!casualties!that!a!British!player!force!can!
sustain!is!shown!in!the!losses!column!–!if!the!British!player!loses!more!casualties!from!his!original!force!total,!then!
his!campaign!has!resulted!in!to!many!losses!to!be!of!strategic!significance!and!the!campaign!must!be!considered!a!
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!
failure....the!British!player!must!keep!an!eye!on!his!losses!otherwise!he!can!lose!the!campaign!on!excessive!losses!
alone!!Lastly,!the!final!battle!fought!is!given!in!the!last!column.!If!a!major!victory!is!achieved!in!this!final!battle!and!
the!campaign!clock!has!not!yet!reduced!to!zero,!then!the!British!commander!has!achieved!his!objective!and!won!the!
campaign!!

22.1.9 The*Great*Rebellion*–*fighting*the*entire*war*
To!recreate!the!entire!Indian!Mutiny!is!clearly!beyond!the!scope!of!the!rules....obviously!you!can’t!fight!the!entire!
war!!However,!it!is!possible!to!get!a!sense!of!the!three!stages!of!the!war!using!the!above!individual!campaigns!linked!
together!to!form!a!collective!narrative!of!the!three!essential!stages!of!the!conflict.!By!linking!the!results!of!one!
campaign!period!to!another,!a!larger!sense!of!the!size!and!scope!of!the!entire!war!can!be!played!out!whilst!adding!
interest!to!the!three!different!types!of!campaigns!presented,!each!of!which!has!different!objectives.!This!focus!is!
best!explored!from!the!British!perspective!as!the!Mutineers!largely!fought!each!phase!of!the!war!in!isolation,!not!
attempting!an!overall!strategy!which!the!British!had,!namely,!to!defeat!and!suppress!the!rebellion.!

Therefore,!with!the!above!in!mind,!the!war!should!start!with!the!Delhi!campaign,!commencing!with!the!Mutiny!
(phase)!itself.!Play!should!proceed!as!normal!with!a!British!victory!in!this!phase!of!the!war!resulting!in!the!campaign!
proceeding!to!the!second!stage!of!the!war.!However,!if!the!British!fail!to!achieve!a!victory!the!following!effects!apply!
to!stage!two!of!the!campaign!(which!players!proceed!to!immediately!when!they!fight!their!next!battle).!!
Prior!to!any!battle!being!fought!in!stage!two,!make!the!following!die!rolls!to!determine!the!overall!morale!of!the!
armies.!If!the!British!player!wins!two!victories!in!a!row,!this!die!roll!is!no!longer!made.!
1. All!Mutinous!units!(ie!2!or!4!groups)!add!+1!to!their!die!roll!when!determining!their!belief!level;!and!
2. British!belief!reduces!one!level!for!all!units!in!the!army!(on!a!roll!of!5!or!6).!

Play!proceeds!as!normal!in!the!second!‘Lucknow’!stage,!ignoring!the!Mutiny!Phase.!All!Mutiny!Phase!events!from!
stage!one!(always!including!the!Remember!Cawnpore!card)!now!apply!to!the!Lucknow!and!Central!Indian!campaign!
stages.!British!failure!in!this!campaign!results!in!the!March!phase!being!played!again.!If!the!British!lose!again,!roll!a!
d6.!On!a!1,!2!or!3!the!campaign!ends!in!defeat,!along!with!the!loss!of!India!and!great!national!morning!–!no!statue!
for!you!....you!must!put!all!your!figures!in!a!box!and!try!another!set!of!TwoFatLardies!rules!to!play...shame!!!
However!if!you!roll!4,!5!or!6!play!proceeds!to!the!final!‘Central!Indian’!campaign!phase,!but!with!the!following!
effects.!As!before,!prior!to!any!battle!being!fought,!make!the!following!die!rolls!to!determine!the!overall!morale!of!
the!armies.!Also,!if!the!British!player!wins!two!victories!in!a!row,!this!die!roll!is!no!longer!made,!just!as!for!stage!two.!
1. All!Mutinous!units!(ie!2!or!4!groups)!add!+1!to!their!die!roll!when!determining!their!belief!level;!and!
2. British!belief!reduces!one!level!for!all!units!in!the!army!(on!a!roll!of!4,!5!or!6).!
The!last!phase!of!the!war!is!played!as!normal.!If!the!British!win!then!India!is!saved,!but!somehow!you!know!she!will!
break!from!empire!in!the!future!and!your!reputation!is!not!what!it!could’ve!been.!!

Failure!in!the!last!campaign!ends!in!Britain!surrendering!her!position!on!the!sub!continent,!the!French!reBestablishing!
trade!links!and!henceforth!Perfidious!Albion!becomes!a!weak!world!power...the!Kings!of!Europe!sizing!up!more!of!
Queen!Victoria’s!overseas!possessions!as!they!contemplate!war.....perhaps!you!should!sell!your!figures!and!pick!
another!period...or!start!the!campaign!again!and!wipe!away!the!stain!of!defeat!!!

22.2 Campaign&Log&
Each!campaign!should!keep!a!log!to!record!important!information.!This!keeps!everything!in!order!and!makes!moving!
from!game!to!game!easier!as!well!as!providing!a!log!of!the!campaign!history.!See!sheet!at!the!back!of!the!rules.!

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!
23 Forward*into*Battle*
Now!we!know!how!our!campaign!will!run,!the!next!stage!is!to!take!to!the!tabletop!and!let!battle!commence.!It!is!entirely!
possible!for!the!gamer!to!generate!his!own!scenarios,!however!we!have!found!that!utilising!the!following!six!options!allows!for!a!
quick!game!set!up!and!an!interesting!range!of!games!than!can!be!fought!several!times!over!with!minor!terrain!variations!which!
capture!the!flow!of!events!of!the!Indian!Mutiny.!The!scenarios!fall!into!the!six!categories,!all!of!which!use!the!standard!table!
format!as!follows;!

! 2!
We!recommend!a!
! “Standard”!6’x4’!table,!but!
slightly!smaller!or!larger!
!
A1! B1! will!make!little!real!
difference.!!
!
9”!
1! 4!
!

!
A2! B2!
!

! !
3!
The!four!edges!are!numbered,!and!a!9”!strip!runs!around!and!in!from!the!edge!in!which!no!objectives!or!major!terrain!features!
should!be!placed!(be!a!bit!flexible!here!to!suit!sensible!terrain!layouts).!All!of!the!scenarios!conform!to!this!set!up.!!

23.1 The&Scenarios&
The!scenarios!have!six!basic!formats!plus!a!Mutiny!and!Siege/Assault!scenario!which!are!as!follows:!

Scenario" Type" British"campaign" Mutineer"campaign"


st st st
Scenario"<"Mutiny" 1 !battle! 1 !battle! 1 !battle!
" #" #! Delhi! Lucknow! CI! !
Scenario"One" Foraging! 2,!3,!4! 2,!3! 2! 2!
Scenario"Two" Marching! 5! 4,!5,!6! 3,!4,!5! 3!
Scenario"Three" Patrol! 6! 7! 6,!7! 4,!5!
Scenario"Four" Attack!&!Relief! 7,!8! 8,!9,!10! 7,!8,!9! 6!
Scenario"Five" Rescue! 9! 11! 10! 7!
Scenario"Six" Defence! 10,!11,!12! 12! 11,!12! 8,!9,!10,!11,!12!
" #" #! ! ! ! !
Scenario""<"Final"Battle" Assault,!Relief,!Attack!! [50miles]! [70miles]! [100miles]! (after!60!miles!march)!

23.1.1 Which*Scenario?*
The!campaign!always!starts!with!the!Mutiny!Phase,!incorporating!the!MutinyBMarchingBDefence!scenarios.!In!each!scenario,!
Side!A!is!the!‘campaigning’!player’s!side.!Depending!on!whether!you!are!playing!a!British!or!Mutineer!campaign,!the!player!rolls!
2D6!on!the!appropriate!column!and!determines!what!scenario!is!applicable!for!that!side.!For!example,!if!playing!the!British!
(Delhi)!campaign!and!you!roll!an!8,!then!the!game!will!be!set!up!using!scenario!four!“Attack!&!Relief”!with!the!British!player!
being!Side!A!and!the!Mutineer!player!being!Side!B.!As!previously!mentioned,!once!the!required!miles!to!the!destination!is!
marched!the!final!assault/relief/attack!scenario!is!played!until!the!campaign!clock!ticks!down!and!the!campaign!ends!or!he!
secures!victory!!
! *

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!
23.1.2 A*Recap*of*your*forces*
Before!each!scenario!you!must!organise!your!forces.!!
!
For!the!first!three!battles!in!the!Mutiny"Phase,!forces!are!generated!randomly!and!Big!Men!Status!Levels!are!already!assigned.!
Assume!that!the!British!side!is!rated!Veteran!and!the!Mutineer!side!is!rated!Tested!for!the!battles!of!the!Mutiny!Phase.!In!
addition,!the!details!for!the!Bonus!Decks!are!already!defined.!!See!scenario!for!details!of!these!forces!–!note,$in$the$card$decks;$
B=British,$M=Mutineer;$nc=National$Characteristic$Card.!
!
For!the!battles!of!the!Marching"Phase,!when!you!organise!your!forces!you!need!to!do!the!following!steps.!This!is!done!once!for!
each!campaign!for!the!campaigning!player.!
!
1) Decide!on!the!number!of!troops!to!be!used!and!organise!into!groups!of!eight!(as!per!20.1.1);!then,!
2) Determine!troop!attributes!(as!per!20.1.2);!then!!
3) Determine!the!experience!level!of!your!force!(as!per!3.1.1!or!20.1.2)!and!assign!those!experience!levels!to!the!groups!
you!have!in!your!force;!then!
4) Assign!leaders!based!on!the!number!of!groups!you!have!(as!per!20.1.3);!then!
!
Once!this!is!complete!your!force!is!ready!for!the!March!Phase!of!the!campaign!with!only!the!Game!Deck!and!the!Bonus!Deck!
needing!to!be!prepared!before!each!battle.!

23.1.3 Preparing*For*Play*
Before!each!scenario!starts!it!is!best!to!organise!the!Bonus!Card!decks!to!maximise!time!fighting!the!battle!rather!than!wasting!
time!preparing!for!it.!Therefore,!refer!to!each!scenario!for!any!additional!or!specific!cards!that!need!to!be!organised!in!the!Bonus!
Deck.!Note!that!in!the!Mutiny!Phase,!the!forces!for!each!scenario!are!already!shown!in!the!information!provided!thus!speeding!
set!up!for!these!games.!Proceed!directly!to!those!scenarios!for!information!setting!up!for!play.!

23.1.3.1 Bonus"Deck"
The!Bonus!Deck!must!be!prepared!before!play!and!this!largely!revolves!around!the!experience!level!of!your!troops.!
Experience!will!determine!the!number!of!additional!bonus!cards!used!in!the!game.!!

• Bonus!Cards!(see!section!2.3.1)!based!upon!the!experience!level.!
• National!characteristics!cards!(see!section!19)!for!each!side,!based!upon!experience!level!
• Scenario!cards!(as!noted!in!each!scenario)!are!added!to!the!bonus!card!deck!before!play.!!
!
Note$that$cards$that$may$be$drawn$pre$game$from$the$Bonus$Deck$are$indicated$in$section$2.3.$Some$cards$may$not$be$drawn,$
namely$the$scenario$cards$and$some$specific$bonus$cards.$National$Characteristics$cards$may$be$drawn,$and$in$fact,$are$used$in$
this$way$to$give$each$army$its$particular$quirk$or$characteristic.$
!
!
! !

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!
Scenario!B!Mutiny!!

$ Mutiny %

General Situation
The!Native!troops!refuse!to!take!the!new!cartridge!–!Rebellion!!For!the!British!forces!the!race!is!on!to!rescue!the!civilians,!
maintain!control!of!the!‘sepoys’!and!secure!the!magazine!!For!the!Mutineers!they!need!to!sway!as!many!troops!to!join!the!cause!
as!possible!and!seek!retribution!for!years!of!oppression!by!their!Sahibs!!!!

British Objectives
The!British!objectives!are!to!rescue!the!civilians,!locate!and!maintain!control!of!the!undecided!sepoys!and!control!the!arms!
magazine.!They!must!get!the!civilians!off!edge!4!or!in!the!magazine.!British!troops!are!deployed!within!12”!of!edge!4!in!area!A2!
or!B2!in!full!view.!British!civilians!are!deployed!as!per!the!sepoy!blinds!(see!below).!The!Big!Woman!8”B12”!of!a!civilian!blind."

Mutineers Objectives
The!Mutineers!objective!is!to!win!over!the!agitated!sepoys,!capture!as!many!civilians!as!possible,!and!seize!the!magazine.!
Mutineer!Big!Men!are!placed!within!6”!of!base!edge!2!on!table!in!full!view.!

Forces
Forces!are!generated!randomly!for!this!battle.!The!Mutineers!have!6!Big!MenB!two!Status!Level!II!and!four!Status!Level!I.!!The!
British!have!3!Big!Men!–!Status!Level!I,!II!and!III,!plus!one!Big!Woman!with!Status!Level!of!1d3!–!she!may!only!command!civilians.!
The!British!player!also!rolls!6d6!to!determine!his!total!force!size!organised!into!groups!of!4B8!men,!as!he!desires.!Determine!
troop!experience!as!per!the!troop!attributes!table,!then!put!a!British!Grasp!The!Nettle!card!I!and!III!and!a!single!Mutineer!Grasp!
The!Nettle!card!of!II!in!the!deck.!The!Sepoy!groups!are!determined!randomly!when!they!are!spotted!on!a!blind!–!who!they!
support!depends!on!the!actions!of!the!Big!Men.!!

Mutiny scenario table


A!magazine!is!placed!touching!the!intersection!of!the!9”!surround!line!and!the!line!dividing!the!table!in!the!centre!near!edge!4!–!
this!will!be!the!British!player’s!base!edge.!The!Mutineer!player!edge!is!base!edge!2.!

Special Rules
Formations:!Only!British!troops!may!use!formations,!not!Mutineers.!Mutineers!are!always!considered!in!Mass.&

Sepoy&and&Civilian&Blinds:!All!Sepoy!and!Civilians!groups!are!generated!from!a!blind.!There!are!8!Sepoy!blinds!and!4!civilian!
blinds!in!the!game.!Distributed!in!each!quadrant!of!the!table!two!sepoy!and!one!civilian!blind,!the!Mutineer!placing!one!blind!
first,!then!the!British!player!and!so!on.!The!may!not!be!closer!than!12”!to!each!other!nor!within!9”!of!any!edge.!Each!turn!blinds!
move!2d6”!in!a!random!direction!until!revealed.!!

Blinds!are!spotted!as!normal.!When!spotting!civilians!you!always!roll!2d6,!
even!if!spotting!is!automatic.!On!a!roll!of!9,!10,!11!or!12!reveals!the!blind!
to!be!a!dummy!–!remove!from!play.!When!blinds!are!spotted!they!reveal!
a!group!of!sepoys!or!civilians!(depending!on!type)!equal!to!2d6!or!1d6!
figures!respectively,!which!are!then!placed!on!table,!remaining!stationary!
until!contacted!by!a!Big!Man.!!

When!a!Big!Man!from!either!side!moves!into!contact!with!sepoys,!their!
loyalties!must!be!determined!(see!below).!When!a!Big!Man!moves!into!
contact!with!civilians!they!are!captured!by!a!Mutineer!Big!Man,!then!
moving!2d6”!toward!edge!2!under!his!guard!(moving!on!his!Big!Man!card).!Once!the!civilians!reach!the!table!edge!the!Big!Man!
may!remain!onBtable!and!return!to!the!fight,!the!civilians!assumed!to!be!taken!under!guard!to!the!rear.!!

! !

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!
A!British!Big!Man!that!moves!into!contact!with!civilians!simply!instructs!them!to!head!toward!table!edge!3!or!the!magazine,!(he!
does!not!need!to!accompany!them),!whichever!destination!is!desired!(from!turn!to!turn)!and!they!continue!to!move!that!way!
until!they!exit!the!table,!enter!the!Magazine!or!are!captured!by!a!Mutineer!Big!Man!moving!into!contact!with!them!as!described!
above.!

Sepoy&Loyalty:$Whenever!a!Big!Man!is!in!contact!with!a!sepoy!group!the!Big!Man!immediately!rolls!2d6!to!determine!the!
sepoy’s!loyalty.!The!British!player!may!add/subtract!±1!to!the!die!roll!for!every!five!soldiers!he!has!with!him!and!for!each!Big!
Man!status!level!that!he!has.!Note:$the$“Sepoy$Jack”$scenario$card$can$also$modifier$this$die$roll$whenever$the$Mutineer$player$
uses$it.$

2D4=disarm,&disperse&(remove&from&play);&5D8=join&mutineers;&9D12=&loyal&to&the&British&(remove&from&play).&

Sepoy!units!may!not!be!fired!upon!if!their!loyalty!is!still!undecided.!If!a!Sepoy!unit!rebels!then!they!immediately!come!under!the!
control!of!the!Mutineer!player!and!they!immediately!enter!fisticuffs!with!all!British!troops!and!Big!Men!within!6”!of!them!–!they!
do!not!do!a!crossing!bayonets!test.!If!they!remain!loyal,!they!are!removed!form!play!having!been!disarmed!and!sent!back!to!
their!barracks!(note!the!number!of!Sepoy’s!the!British!‘win!over’.!

Tiffin:!when!the!Tiffin!card!is!drawn!roll!2d6!for!undecided!Sepoys.!On!a!2!or!3!they!disperse,!on!an!11!or!12!they!become!
Mutinous.!Modifier!the!die!roll!by!the!status!level!of!any!Big!Man!within!3”!of!the!Sepoys.!

Civilians:!They!never!shoot!or!enter!fisticuffs!and!always!behave!in!the!manner!described!above.!!

Winning the Game!


The!British!players!should!be!left!in!no!doubt!that!saving!the!civilians!and!securing!the!magazine!is!more!important!than!
preventing!their!‘loyal!sepoys’!from!rebelling.!!The!game!ends!if!Mutineer!forces!control!the!magazine.!The!British!player!may!
end!the!game!when!all!civilians!are!off!table!or!in!the!magazine!or!all!his!soldiers!and!Big!Men!are!in!the!magazine!and!the!
British!player!controls!the!Magazine!for!1d3+1!turns.!Finally,!if!more!than!half!of!the!sepoys!join!the!British!side,!the!game!ends.!

Whichever!side!holds!the!Magazine!when!the!game!ends!gains!the!Magazine&Stores!bonus!card.!If!the!British!player!controls!
more!than!half!the!sepoys!from!the!total!that!started!the!game!(that!are!still!alive!or!revealed)!then!he!gets!the!Loyal&Sepoy!
card.!If!the!Mutineer!player!kills!6!Europeans!(civilian!or!military)!he!gets!an!Indian&Mutiny!card,!if!he!kills!12!European!civilians!
he!gets!two!Indian!Mutiny!cards.!The!Mutineer!player!determines!if!a!massacre!occurs!from!his!captured!civilians!and!if!he!does!
the!British!player!gets!the!Stalwart&Defence!card.!!

Massacre:!For!the!Mutineer!player,!split!the!total!of!civilians!captured!in!half,!one!half!counting!as!women!and!children.!He!then!
rolls!1d6!for!each!figure.!On!a!roll!of!3+!they!are!slain!by!their!captors.!After!totalling!up!the!number!of!slain!civilians,!roll!2d6!to!
determine!if!a!massacre!occurs.!If!women!and!children!are!slain,!subtract!two!(B2)!from!the!die!roll.!If!the!number!of!civilians!
slain!equals!or!exceeds!the!die!roll!a!massacre!has!taken!place.!

When!a!massacre!occurs,!news!spreads!to!all!neighbouring!regions!–!British!forces!are!outraged!and!rebellious!elements!are!
emboldened.!From!now!until!then!end!of!the!campaign!the!Remember&Cawnpore!card!is!included!in!the!bonus!deck.!In!addition!
the!Mutineer!player!gets!the!Indian&Mutiny!card.!He!holds!it!until!he!loses!a!battle!in!the!March!Phase!of!the!campaign.!!

Cards (Mutiny Phase):


Big Man 1,2,3,4 (B)
Big Man 1,2,3,4,5,6 (M)
Mutineer Blinds (M)
Civilian (B)
GTN III & I (B) and GTN I (M)
Sharp Practice (B)
X3 Thin Red Line (Bnc)
X1 Bang! (Mnc)
X3 Mutiny Scenario cards

~"78"~"
!
Scenario!1!

$ Foraging %
General Situation
The!table!has!two!small!farms,!one!each!in!areas!A2!and!B2.!This!represents!
noBman’s!land!between!two!armies!that!will!soon!face!each!other!in!battle.!
For!now!the!main!objective!of!the!forces!is!to!survive!by!living!off!the!land!
by!gathering!local!resources.!

Side A Objectives
Side!A!has!been!ordered!to!move!to!this!area!with!one!supply!wagon!and!
search!both!farms!in!order!to!seize!any!food!that!may!be!there.!They!begin!the!game!on!Blinds!on!Edge!1.!Searching!each!farm!
building!is!a!Task!with!a!value!of!20.!Each!Group!of!five!men!or!more!searching!rolls!1D6!for!the!cost!of!one!Action!Dice.!Once!
their!cumulative!task!roll!total!reaches!40!they!roll!a!D6!to!see!what!they!have!discovered.!

Dice" Result""
1" Nothing!to!be!had.!
2" A!small!amount!of!supplies.!Loading!these!up!requires!one!Group!to!achieve!a!cumulative!Task!roll!of!10.!
3" Not!a!bad!haul.!Loading!these!up!requires!one!Group!to!achieve!accumulative!Task!roll!of!20.!!
4" Abundant!quantities!of!food.!Loading!these!up!requires!one!Group!to!achieve!a!cumulative!Task!roll!of!30.!!
5" Bountiful!supplies!present.!This!is!too!much!for!your!wagon.!Send!a!messenger!to!bring!a!second!wagon.!Roll!a!D6!on!
each!Tiffin!Card!after!his!departure.!A!total!of!30!will!see!the!second!wagon!arrive.!!
6" Enemy!Badmashers!are!guarding!the!farm.!1D6+6!men!(raw,!rabble,!downcast,!aggressive!troops)!they!will!
immediately!enter!Fisticuffs!with!the!troops!searching.!!

Side B Objectives
Side!B!should!roll!a!D6.!On!a!roll!of!1B3!their!objectives!are!identical!to!Side!A.!On!a!roll!of!4B6!they!do!not!have!a!wagon!with!
them,!but!must!guard!any!supplies!found!in!anticipation!of!a!wagon!arriving!on!the!next!day.!They!begin!the!game!on!Blinds!on!
Edge!4.!

Winning the Game


Once!contact!is!made!the!players!should!be!aware!that!stopping!the!enemy!gaining!supplies!is!as!important!as!gaining!some!for!
themselves.!!

A!major!victory!only!occurs!if!one!side!controls!both!farms!and!their!supplies!at!the!end!of!the!game.!A!minor!victory!can!be!had!
if!supplies!from!one!farm!can!be!secured.!If!both!sides!control!a!farm,!each!gets!a!minor!victory!on!a!roll!of!4,!5!or!6.!!

If!a!player!wins!a!major/minor!victory!then!he!also!locates!a!pair!of!field"glasses!on!a!dice!roll!of!2+!or!4+!respectively,!which!his!
senior!Big!Man!keeps!for!the!rest!of!the!campaign.!

!
! !

~"79"~"
!
Scenario!2!

$ Marching %
General Situation
The!table!has!several!roads!or!tracks!that!cross!it!from!Edge!1!to!Edge!4.!The!area!represents!land!that!is!potentially!hostile!to!
both!sides!with!one!side!attempting!to!simply!march!across!the!table!from!one!side!to!the!other.!In!the!Mutiny!Phase,!this!
scenario!represents!a!march!to!safety.!!

Side A Objectives
Side!A!has!been!ordered!to!march!across!the!table!(always!the!British!in!the!Mutiny!Phase).!The!reasons!for!this!could!be!many!
and!varied,!such!as!accompanying!civilians!to!safety!or!simply!moving!from!one!area!to!another.!In!the!Mutiny!Phase,!the!British!
forces!used!are!those!remaining!from!the!Mutiny!scenario,!including!civilians,!as!well!as!loyal!sepoys.!Side!A!begins!the!game!
fully!deployed!in!column!of!march.!Their!lead!Group!is!deployed!18”!in!on!the!road!that!enters!on!Edge!4!with!the!other!Groups!
following!on!behind!(within!3”!of!each!other)!as!they!advance!along!the!road.!One!or!two!groups!may!be!deployed!as!flankers.!
They!must!exit!the!table!off!Edge!1!any!way!they!choose.!

Side B Objectives
Side!B!have!been!ordered!to!patrol!in!this!area!and!have!received!information!of!what!Side!A!is!attempting!and!are!tasked!with!
intercepting!this!force.!In!the!Mutiny!Phase!the!Mutineer!player!receives!a!sepoy!group!of!8!men!in!ambush!(ie!on!a!blind)!along!
with!a!Status!Level!Two!Big!Man!deployed!anywhere!in!area!A1!or!A2!as!well!as!1d3!dummy!blinds.!Subsequent!troops!are!
generated!randomly.!Use!any!Indian$Mutiny!cards!from!the!previous!scenario!to!influence!belief!levels!only!(ie!not!experience!
levels!in!the!Mutiny!Phase).!Additional!forces!enter!the!table!on!the!dealing!of!Reinforcements!card!and!then!only!on!a!die!roll!of!
1,!2,!or!3!centrally!placed!(±6”)!on!that!respective!edge!B!on!a!4,!5,!6!no!troops!arrive.!Each!group!of!reinforcements!is!8!men!
strong.!Side!B!may!modify!this!die!roll!by!±1!on!any!turn!following!one!in!which!he!does!not!receive!any!reinforcements.!
nd th th
Whenever!every!other!group!of!reinforcements!is!generated!(ie!2 ,!4 ,!6 !group,!etc)!a!Status!Level!One!Big!Man!is!placed!
when!that!group!is!put!onBtable.!The!reinforcement!type!is!rolled!for!randomly!as!per!p.63!or!as!your!figure!collection!allows.!!

Special Rules
Marching:!Troop!may!march!in!column!one!or!two!figures!wide,!civilians!always!in!a!single!file.!Side!A!may!marchBmove!when!
the!Column!Move!Card!is!drawn,!whereby!all!other!groups!within!3”!and!behind!one!another!that!have!not!performed!an!action,!
may!now!move!up!to!3d6”!behind!a!lead!group!at!the!same!pace.!On!the!Tiffin!card!a!Column!may!move!2d6”.!Side!A!may!move!
his!groups!individually!if!he!wishes!under!the!control!of!a!Big!Man,!but!can!only!use!the!Column!Move!rule!for!units!that!are!
within!3”!of!a!lead!group!in!column!and!which!uses!all!its!movement!on!a!road.&

Blinds:!Side!A!is!fully!deployed!in!march!column!on!table!at!game!start.!Side!B!is!deployed!using!blinds!as!described!above.!!

Winning the Game


To!achieve!a!major!victory!Side!A!must!cross!the!table!with!greater!than!twoBthirds!of!their!starting!force!and!exit!on!the!far!
side.!The!fact!that!their!enemy!is!left!holding!the!table!is!not!relevant!in!this!scenario.!If!more!than!half!of!the!Side!A’s!troops!get!
offBtable!then!he!gets!a!minor!victory.!To!achieve!a!major!victory!Side!B!must!stop!their!enemy!crossing!the!table,!ie!no!more!
than!oneBthird!of!his!force!gets!offBtable,!or!have!more!groups!onBtable!than!Side!A!has!at!the!end!of!any!turn!when!the!Tiffin!
card!is!drawn.!Side!B!cannot!get!a!minor!victory.!
Cards (Mutiny Phase):
If!playing!this!scenario!in!the!Mutiny!Phase!scenario,!a!major!victory!for!the!British!equates!to! Big Man 1,2,3,4 (B)
X1 Big Man +1 per 2 groups (M)
their!force!Belief!rising!one!level!for!the!next!battle!and/or!adding!the!Aggressive!trait!as!desired! Mutineer Blinds (M)
–!renamed!revenge!!A!Major!Victory!for!the!Mutineer!Player!gives!them!an!Indian&Mutiny!Card! Column Move (B)
and!the!choice!in!the!next!battle!of!picking!all!his!Bonus!Cards!before!the!game!starts.!In!the! Civilian (B)
GTN II & I (B) and GTN I (M)
March!Phase,!the!British!player!gets!to!roll!d6+2!and!add!it!to!the!campaign!clock!score!–!in! Sharp Practice (B)
effect!they!have!successfully!bought!more!time!for!the!relieving!force!to!achieve!their!goal.!The! X3 Thin Red Line (Bnc)
Mutineer!player!must!check!for!a!massacre!as!per!the!Mutiny!Scenario. X1 Bang!
! (Mnc)
X3 Mutiny Scenario cards

~"80"~"
!
!Scenario!3

$ Patrol %
General Situation
The!table!represents!the!area!between!two!Armies!that!are!attempting!to!discover!each!others’!dispositions.!As!a!result!patrols!
are!being!sent!out!to!report!on!the!lie!of!the!land!and!the!enemy’s!deployments.!!

Side A Objectives
Side!A!has!been!ordered!to!patrol!across!the!terrain,!possibly!to!identify!the!state!of!the!ground!but!also!to!repel!any!enemy!
patrols!that!are!undertaking!similar!intelligence!gathering!work.!Side!A!enters!the!table!on!the!second!turn!of!their!Blinds!card!
on!Edge!3.!!

Side B Objectives
Side!B!has!orders!exactly!the!same!as!Side!A.!

Winning the Game


To!achieve!a!major!victory!both!sides!need!to!chase!their!enemy!from!the!table!–!this!occurs!if!at!the!end!of!any!turn!more!than!
half!of!a!player’s!force!is!dead!or!has!lost!their!Bottle.!

* *

~"81"~"
!
!Scenario!4!

$ Attack & Relief %


General Situation
This!game!represents!an!attack!on!an!enemy!position,!which!would!be!part!of!a!larger!battle!or!if!using!the!big!battle!rules!it!can!
represent!a!large!action!itself.!The!defender!should!be!in!entrenchments!that!provide!medium!cover.!This!is!the!final!battle!in!
the!Lucknow!Phase!campaign.!!

Side A Objectives
Side!A!has!been!ordered!to!attack!an!enemy!position.!They!must!first!identify!exactly!where!the!enemy!are!and!then!attack!and!
take!the!position.!In!order!to!do!this!they!reinforce!their!company!by!rolling!a!D6!on!the!following!table!and!adding!the!relevant!
force.!Side!A!begins!the!game!on!Edge!4!on!Blinds.!!

Dice"" Result""

1"" A!rousing!speech,!a!mindful!prayer,!but!nothing!else.!!
2"" Three!additional!infantry!Groups*!with!a!Status!II!Big!Man!!
3"" Two!additional!infantry!Groups*!with!skirmish!ability!and!a!Status!II!Big!Man!!
4"" One!additional!infantry!Group*!with!skirmish!ability!and!a!Status!I!Big!Man!!
5"" Two!8!man!cavalry!Groups!with!any!weapons!desired!by!the!owning!player.!!!
6"" One!Heavy!artillery!piece!with!five!crew!and!unlimited!ammunition.!!
*For!both!sides!these!are!Sepoys!with!relevant!unit!attributes!as!per!their!stat!line.!

Side A Objectives
Side!B!begins!the!game!on!Blinds!behind!cover!in!Area!A1!and!B1.!They!are!given!3!dummy!blinds.!They!should!be!in!prepared!
positions!offering!medium!cover.!Their!objective!is!to!hold!their!ground!and!repel!the!enemy!attack.!!

Special Rules
Key&Objectives:!Side!A!must!place!an!objective!marker!(on!a!terrain!feature).!It!must!have!tactical!importance!such!as!a!gate,!a!
bridge,!a!section!of!wall!or!defended!cross!road,!etc!and!must!be!within!a!12”!radius!of!the!table!centre.!The!capture!of!this!key!
objective!causes!all!troops!of!side!B!within!3d6”!to!immediately!suffer!2d6!points!of!shock.!

Winning the Game


To!achieve!a!major!victory!Side!A!must!drive!the!enemy!from!their!positions!B!this!occurs!if!at!the!end!of!any!turn!more!than!half!
of!a!player’s!force!is!dead!or!has!lost!their!Bottle.!To!achieve!a!major!victory!Side!B!must!repel!the!attack!and!then!drive!the!
enemy!from!the!table,!doing!so!if!greater!than!twoBthirds!are!dead!or!have!lost!their!Bottle.!If!Side!B!repels!the!attack!but!Side!A!
remain!in!control!of!some!areas!of!the!table!Side!B!wins!a!minor!victory.!!

(Big$Battle)$–$this$scenario$forms$the$basis$of$any$of$the$large$set$piece$actions,$of$
which$there$were$many,$throughout$the$war.$Players$could$use$the$big$scale$
method$of$organising$their$forces$to$represent$larger$battles$of$the$period$if$
desired.$$

! !

~"82"~"
!
!Scenario!5

$ Rescue %
General Situation
This!game!represents!a!daring!raid!into!enemy!territory!in!order!to!rescue!a!very!important!person(s)!or!item!–!or!maintain!the!
safety!of!these!persons.!The!table!is!set!up!with!a!cluster!of!buildings!in!Area!B1!and!B2!any!one!of!which!may!contain!the!
subject!of!the!rescue!mission.!!

Side A Objectives
Side!A!has!been!ordered!to!mount!a!rescue!attempt!into!enemy!controlled!territory.!They!have!information!that!this!is!the!area!
where!women!and!children!are!being!held!but!no!precise!details!as!to!where!they!are.!They!begin!the!game!on!Edge!1!on!Blinds.!!

Side B Objectives!
Side!B!has!women!and!children!under!their!care.!For!the!time!being!they!are!keeping!them!under!guard!and!have!sent!word!of!
the!prize!to!Army!HQ.!They!may!be!placed!anywhere!on!table!by!Side!B.!The!total!number!of!women!folk!is!equal!to!the!roll!of!
2d6.!They!are!awaiting!orders!as!the!game!begins.!Being!in!friendly!territory!the!force!guarding!the!prize!has!been!stood!down!
and!is!mainly!resting.!One!Group!is!acting!as!guards!over!the!women!and!children.!!

Two!pickets!may!be!placed!anywhere!on!the!table!–!add!the!sentry!card!to!the!Game!Deck.!All!other!Groups!are!deployed!within!
Area!B1!or!B2,!none!may!be!within!6”!of!another!Group.!All!of!the!officers!are!in!one!of!the!buildings!having!a!command!
meeting.!All!of!the!NCOs!are!in!another!building!off!duty.!!

The!infantry!Groups!will!only!be!activated!by!a!Big!Man!or!when!the!enemy!open!fire!on!them!or!come!within!18”!of!them.!The!
Big!Men!can!only!be!activated!once!the!pickets!raise!the!alarm!or!once!firing!begins.!!

Orders:!A!blank!card!is!added!to!the!deck.!Roll!2D6!each!time!this!is!dealt.!If!the!Mutineers!are!Side!B,!then!on!a!roll!of!11!or!12!
orders!the!prisoners!are!slain.!On!a!roll!of!10!orders!will!arrive!to!escort!the!prisoner!off!table!edge!1.!If!the!British!are!Side!B,!
they!will!escort!the!women!and!children!off!table!on!a!10,!11!or!12.!

Winning the Game


To!achieve!a!major!victory!Side!A!needs!to!rescue!the!women!and!children!and!exit!the!table!by!Edge!1.!Side!B!needs!to!keep!
control!of!the!women!folk!or!follow!their!orders!listed!in!side!B’s!objectives!where!required!to!do!so.!If!Side!B!follows!its!order!
successfully!by!getting!twoBthirds!or!more!of!the!women!and!children!offBtable,!then!it!wins!a!Major!victory.!If!it!has!slain!any!
women!and!children!then!it!must!test!for!a!massacre!as!per!the!Mutiny!scenario.!Any!other!result!gains!no!success.!If!the!British!
side!wins!a!major!victory!then!they!receive!the!Angels"of"Albion!bonus!card.!

~"83"~"
!
!Scenario!6

$ Defence %
General Situation
This!game!represents!the!defence!of!a!position!in!the!face!of!an!enemy!attack,!possibly!as!part!of!a!larger!battle.!The!defender!
may!have!entrenchments!that!provide!medium!cover.!In!the!Mutiny!Phase!of!the!campaign!game,!this!is!the!last!battle.!The!
British!forces!used!are!those!remaining!from!the!Mutiny!and!Marching!scenarios,!they!include!the!civilians!as!well!as!all!sepoy!
troops!that!became!loyal.!

Side A Objectives
Side!A!(British!in!the!Mutiny!Phase),!begins!the!game!on!Blinds!behind!cover!in!Area!A2!and!B2.!They!may!be!in!prepared!
positions!offering!medium!cover!entirely!across!the!table.!Their!objective!is!to!hold!their!ground!and!repel!the!enemy!attack.!If!
playing!the!Mutiny!Phase!the!British!player!may!use!up!to!2B4!dummy!blinds!–!when!spotted!they!may!in!fact!represent!real!
forces;!Roll!2d6,!on!a!roll!of!5B8!they!represent!real!troops!of!that!number,!being!British!regular!infantry!forces!rated!the!same!as!
the!present!on!table!British!forces.!
!
Side B Objectives
Side!B!has!been!ordered!to!attack!a!suspected!enemy!position.!They!must!first!identify!exactly!where!the!enemy!are!and!then!
attack!and!take!the!position.!In!order!to!do!this!they!reinforce!their!company!by!rolling!a!D6!on!the!following!table!and!adding!
the!relevant!force.!Side!B!begins!the!game!on!Edge!2!on!Blinds.!

Dice"" Result""
Cards (Mutiny Phase):
1"" One!Heavy!artillery!piece!with!four!crew!and!unlimited!ammunition.!! Big Man 1,2,3 (B)
2"" Two!eight!man!cavalry!Groups!with!any!weapons!desired!by!the!owning!player.!!! Big Man one per two groups (M)
Mutineer Blinds (M)
3"" One!additional!infantry!Group*!with!skirmish!ability!and!a!Status!I!Big!Man.!! Civilian (B)
4"" Two!additional!infantry!Groups*!with!skirmish!ability!and!a!Status!II!Big!Man.!! GTN III & I (B) and GTN I (M)
Sharp Practice (B)
5"" Three!additional!infantry!Groups*!with!a!Status!II!Big!Man.!! X3 Thin Red Line (Bnc)
6"" A!rousing!speech!or!Bang!–!every!unit’s!belief!level!increases!on!a!5!or!6.! X1 Bang! (Mnc)
X3 Mutiny Scenario cards
*For!both!sides!these!are!Sepoys!with!relevant!unit!attributes!as!per!their!stat!line.
Special Rules
Key&Objectives:!Side!A!must!place!an!objective!marker!(on!a!terrain!feature).!It!must!have!tactical!importance!such!as!a!gate,!a!
bridge,!a!section!of!wall!or!defended!cross!road,!etc!and!must!be!within!a!12”!radius!of!the!table!centre.!The!capture!(ore!
recapture)!of!this!key!objective!causes!all!troops!of!the!other!side!within!3d6”!to!immediately!suffer!2d6!points!of!shock.!

Winning the Game


To!achieve!a!major!victory!Side!B!must!drive!the!enemy!from!their!positions!and!the!table.!To!achieve!a!major!victory!Side!A!
must!repel!the!attack!and!then!drive!the!enemy!from!the!table!–!in!either!case!this!is!done!when!at!the!end!of!any!turn!more!
than!half!of!a!player’s!force!is!dead!or!has!Dropped!their!Bundle.!If!Side!A!repels!the!attack!but!Side!B!remains!in!control!of!some!
areas!of!the!table,!Side!A!wins!a!minor!victory.!

In!the!Mutiny!Phase,!the!British!need!only!hold!their!entrenchments!to!achieve!a!victory.!If!they!do!so,!then!each!unit!of!the!
British!player’s!relief!force!rolls!1d6.!On!a!4,!5!or!6!the!unit!may!increase!its!belief!level!by!one!level!or!become!Aggressive!as!the!
player!desires.!The!Mutineer!player!tests!for!a!massacre!as!for!the!Mutiny!Scenario,!following!the!same!procedure!and!results.!If!
the!Mutineer!player!achieves!a!major!victory!then!he!rolls!1d6!and!reduces!the!campaign!clock!by!that!amount!as!well!as!
receiving!another!Indian&Mutiny!card.!

! !

~"84"~"
!
!Scenario!B!Siege

$ Assault%
General Situation
You!have!achieved!enough!victories!and!have!marched!to!the!gates!of!an!enemy!fort!with!only!the!final!assault!to!secure!
success.!Planning!your!assault!you!muster!all!your!forces!in!a!last!ditch!effort!to!be!a!hero!to!your!people.!The!defenders!live!in!
hope!that!they!can!keep!you!at!bay!long!enough!for!you!to!have!to!withdraw!–!it’s!the!final!battle!!

Side A Objectives
Side!A!has!been!ordered!to!assault!the!enemy!position.!They!must!launch!an!attack!and!break!into!the!enemy!fortifications.!In!
order!to!do!this!they!receive!reinforcements!by!rolling!a!D6!on!the!following!table!and!adding!the!relevant!troops.!Side!A!begins!
the!game!on!Edge!4!on!Blinds.!

Dice"" Result"" " " " " " *(British!Infantry,!Veteran,!Polished,!Triumphant!troops)!

1"" One!Carronade!or!Siege!Guns!with!four!crew!and!unlimited!ammunition.!!
2"" Two!Carronade!or!Siege!Guns!with!four!crew!and!limited!ammunition!(see!below).!
3"" Two!Heavy!Guns!with!five!crew!and!limited!ammunition!(see!below).!
4"" One!additional!sapper!Group*!with!skirmish!ability!and!a!Status!I!Big!Man!plus!explosives.!
5"" Two!additional!infantry!Groups*!with!skirmish!ability!and!a!Status!II!Big!Man!
6"" Three!additional!infantry!Groups*!!with!a!Status!II!Big!Man!
Plus" Assault!ladders!at!a!ratio!of!2!ladders!per!three!groups.!(see!section!8.5)!

Limited&ammunition:!if!receiving!a!Carronade!or!Siege!Guns!with!limited!ammunition!then!place!two!‘limited!ammunition!cards’!
in!the!bonus!deck!at!the!start!of!the!game.!If!drawn,!these!guns!become!low!on!ammunition!which!causes!them!to!fire!with!half!
their!normal!fire!dice.!This!condition!remains!until!an!ammunition!resupply!card!is!drawn!from!the!bonus!deck!or!played!from!a!
player’s!hand!of!bonus!cards.!

Explosives:&a!sapper!group!or!Big!Man!can!place!explosives!at!any!gate!entrance!as!a!task.!A!Group!of!sappers!will!roll!one!D6!for!
every!two!Action!Dice!that!they!expend,!keeping!track!of!the!cumulative!total.!When!they!achieve!a!total!of!11!the!explosive!is!
set.!Once!this!is!achieved!the!explosive!will!go!off!next!turn!when!the!Tiffin!card!is!drawn!on!a!die!roll!of!3+.!If!it!fails!to!go!off!the!
sapper!groups!must!move!back!in!contact!with!the!charge!and!reset!it!(task!number!3).!The!next!time!the!Tiffin!card!is!drawn!it!
will!blow!up!on!a!2+;!if!a!1!is!rolled!the!charge!is!dud!and!will!not!go!off.!!Any!group!(or!part!thereof)!within!3”!of!the!blast!counts!
as!if!hit!by!a!heavy!gun!for!casualty!purposes.!

Special Rules
Key&Objectives:!Side!A!must!place!an!objective!marker!(on!a!terrain!feature).!It!must!have!tactical!importance!such!as!a!gate,!a!
bridge,!a!section!of!wall!or!defended!cross!road,!etc!and!must!be!within!a!18”!radius!of!the!table!centre.!The!capture!of!this!key!
objective!causes!all!troops!of!side!B!within!3d6”!to!immediately!suffer!1d6!points!of!shock.!

Side B Objectives
Side!B!begins!the!game!on!Blinds!behind!his!ramparts!in!Area!A2!or!B2.!His!fortress!wall!must!be!within!12”!of!the!centreline,!
from!table!edge!to!table!edge.!He!may!deploy!a!forward!force!in!medium!cover!entrenchments!up!to!18”!from!the!fort!walls.!
Their!objective!is!to!hold!their!ground!and!repel!the!enemy!attack,!preventing!the!enemy!from!getting!more!than!half!his!force!
over!the!fortress!walls.!

Winning the Game


To!achieve!a!major!victory!Side!A!must!get!half!his!force!over!the!fortress!walls!or!through!the!gate.!Any!other!result!is!a!defeat.!
Unless!a!major!victory!is!obtained!the!siege!scenario!must!be!played!again!to!win!the!campaign.!

~"85"~"
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24 Field*of*Honor*

Having!established!which!scenario!to!play,!the!gamer!now!needs!to!establish!what!the!tabletop!will!look!like.!The!
scenario!outlines!above!give!general!and!broad!guidelines!as!to!the!terrain,!however!there!is!much!flexibility!for!the!
games!to!be!developed!according!to!what!terrain!is!available!and,!of!course,!depending!on!what!theatre!of!war!the!
actions!are!occurring!in.!

To!illustrate!this!it!is!worthwhile!looking!at!several!examples!of!suitable!tabletop!arrangements,!and!considering!the!
way!that!we!build!up!the!miniature!landscape!to!suit!each!specific!scenario!and!the!way!that!we!present!these!to!the!
gamer.!To!this!end!what!follows!are!illustrations!of!suitable!terrain!setBups,!along!with!some!designer’s!notes!to!
explain!the!reasons!behind!the!placement!of!the!terrain.!Naturally!the!gamer!can!simply!use!the!maps!provided!for!
his!own!games,!however!once!these!have!been!played!through!he!will!at!least!have!an!understanding!of!how!we!set!
up!our!own!games!to!give!what!we!hope!is!maximum!tactical!options!and,!ultimately,!sheer!fun.!

It!should!also!be!noted!that!when!presenting!the!scenarios!to!the!players!we!do!not!use!the!basic!scenario!headings!
of!‘Foraging’,!‘Marching’!etc.,!but!provide!them!with!a!more!evocative!soubriquet!and!briefing!to!accompany!this.!
How!much!the!gamer!does!here!is!a!matter!of!personal!preference,!but!with!rules!such!as!Sharp!Practice!the!greater!
and!more!interesting!the!briefing!the!more!the!players!tend!to!get!from!the!game.!

~"86"~"
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Mutiny!Phase:!Mutiny!Scenario!–!Map!1!&!Map!2!
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Mutiny!Phase:!Marching!Scenario!–!Map!1!&!Map!2!
~"87"~"
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Mutiny!Phase:!Defence!Scenario!–!Map!1!&!Map!2!

~"88"~"
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~"89"~"
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~"90"~"
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~"91"~"
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~"92"~"
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~"93"~"
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Campaign:..............................."Losses"sustained:.........." Miles"Marched:"(.......)............"

National"Characteristics"cards"in"deck..........................................................................................................."
Big"Man"List:"[status"level"total:.........(+1?)"="......]"(3.1)"
Rank,"Name" Status"Level" Special"
! ! !
! ! !
! ! !
! ! !
! ! !
! ! !

Force"List:"[experience"="...............]"(5.1.1)""

Total"Figures"(...........)"Unacceptable"loss"level""......%"="(.........figures)" Losses?........"
Unit"Name" #" Exp" Tng" Bel" Mus" Wpn" Character"(or"Special)" Hospital"
! ! ! ! ! ! ! ! !
! ! ! ! ! ! ! ! !
! ! ! ! ! ! ! ! !
! ! ! ! ! ! ! ! !
! ! ! ! ! ! ! ! !
! ! ! ! ! ! ! ! !
! ! ! ! ! ! ! ! !

Results:"[bonus"cards"allowed"to"be"held"="...............]"(2.3.1)"
" Battle"type" Result" Troop"Loss" Big"Man"loss" Bonus"Deck"cards"or"benefit" Miles""
Mutiny! B! B! B! ! B!
Mutiny&

Marching! B! B! B! ! B!
Defence! B! B! B! ! B!
! ! ! ! ! !
! ! ! ! ! !
! ! ! ! ! !
! ! ! ! ! !
! ! ! ! ! !
March&

! ! ! ! ! !
! ! ! ! ! !
! ! ! ! ! !
! ! ! ! ! !
! ! ! ! ! !

Campaign!Clock!(36)....../!....../!....../!....../!....../!....../!....../!....../!....../!....../!....../!....../!....../!....../!....../!....../!....../!....../!

~"94"~"
!

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