A simple set of rules by Fred Diamond

Indian Wars Rules

Sequence of action

Movement

Unit TypeMovement Distance
Foot 2 D10
Mounted 3 D10
Mounted indian 4 D10
Unlimbered artillery 1 D10
Limbered artillery 3 D10
Charging units gain an additional D10 of movement.

Terrain Penalties:

Firing

Ranges close effective long
rifled musket
20"
40"
50"
carbine
12"
24"
30"
shotgun
4"
8"
10"
pistol
2"
4"
6"
bows
10"
20"
25"
spears
2"
4"
5"
12 pound shot & shell
60"
120"
150"
12 pound cannister
18"
36"
45"
Gatling gun
36"
60"
70"

Roll a D10 for each man firing, below numbers are "hits"
To Hit
Target in
Open
Target in
Soft Cover
Target in
Hard Cover
close
0-5
0-4
0-3
effective
0-4
0-3
0-2
long
0-3
0-2
0-1

NOTES:

Artillery firing shot:

  1. When firing shot, designate target unit and roll one D10
  2. On a "hit" from above chart one figure is removed.
  3. If the hit die result was a 0 the shot bounces and kills an additional figure.

Artillery firing cannister:

  1. Use a swath on the designated unit.
  2. All figures under the swath are removed from the game

Artillery firing shell:

  1. When firing shell, designate target unit and place 5" diameter burst circle
  2. Roll ten D10 (hits on 0-6)
  3. Non-indian targets must test morale to remain in that area
  4. Indians in target area about face and skedaddle a charge move

When firing a gatling gun:

  1. Roll 12 combat dice.
  2. Any die result of 9 jams the weapon for the next turn.
  3. Jammed weapons take one turn to clear

Melee Combat

Roll 1D10 per figure in combat

MODIFIERS TO COMBAT DIE ROLLS:

NOTES

Morale

Test when:

How to test Morale: To pass morale, you roll 1D10 and compare it to your figure total. If the total is less than the number of figures you pass.

NOTES:

Consequences of Morale failure:
If you fail morale, rotate your figures 180 degrees and move away from the unit that caused the failure for a standard move +1" per die.

Misc. Rules

A non-moving unit may choose to hold its fire and "aim" instead of firing. Such units gain a -1 modifer to ranged weapon attacks for one round. (Example: If a unit did not move or fire on turn 1 and did not move on turn 2, a unit would receive the -1 modifier to it's fire dice rolls on turn 2.)

If a command figure is lost, on your turn roll 1D10 and if the result is 0-2 you may promote a figure to command.

Please note: when rolling D10 dice: A result of "0" = "zero," not "10."


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