A Variant for Larry Brom's "The Sword and The Flame" rules

The Sword in the Phillipines

Updated 6/26/02

Being an adaptation of Larry Brom’s The Sword and The Flame Colonial rules set, for use in the Phillipine Insurrection during the early 1900s. The Jackson Gamers assume that you already know how to play "TSATF". The charts below are set up as those in the "20th Anniversary Edition" of The Sword and The Flame. A copy of those rules will be neccesary as the rules below are in semi-outline form.

Movement

Unit typeFormationCross
country
ChargeRough
Terrain
Leaderless
to Move
Moro Inf.Open or Mass
3 D6
4 D6
No Penalty
1-4
U.S. Infantry.close order
2 D6
3 D6
Minus the
High Die
1-5
U.S. InfantryOpen order &
March Column
3 D6
4 D6
Minus the
High Die
1-5
U.S. Cavalry.Any
4 D6
5 D6
Minus the
High Die
1-5
U.S. ArtilleryMove & Fire
2 D6
N/A
Minus the
High Die
1-5
U.S. ArtilleryMove Only
3 D6
N/A
Minus the
High Die
1-5
Phillipine
Scouts
close order
2 D6
3 D6
Minus the
Low Die
1-5
Phillipine
Constabulary
Open Order
2 D6
3 D6
Minus the
Low Die
1-4

NOTES:

Rally/Charge completion/Stand

To Rally Charge Completion Stand & Fight
W/Leader W/OLeader W/Leader W/O Leader W/Leader W/O Leader
Moros
1-3
1-2
1-4
1-3
1-3
1-2
U.S. Units
1-5
1-4
1-5
1-4
1-6
1-4
Phillipine Scounts
1-5
1-4
1-5
1-4
1-6
1-4
Phillipine Constabulary
1-4
1-3
1-4
1-3
1-5
1-3

Major Morale / Critical & Pinned

MORALE - Sum 2 D6s
UNIT TYPEMAJORCRITICAL & PINNED
To Pass
Morale
With
Leader
Without
Leader
Moros
2-6
2-7* 2-6*
U.S. Troops
2-9
2-10** 2-9**
Phillipine Constabulary
2-8
2-9** 2-7**

NOTE - Reduce the range if Unit has ever failed to carry all wounded with it.
**U.S. Units roll at -2 if wounded were captured by Moros.
*Moros roll at -1 if wounded were captured by U.S. or Phillipine troops.
Phillipine Scouts use "U.S. Troops" line.

Shooting

Weapon type
Range
Class I
Class II
Class III
Class IV
Moro Firearms
18"
1-4
1-3
1-2
1
Moro Spears
N/A
1-3
1-3
1-2
1-2
U.S. Rifles
24"
1-7
1-5
1-4
1-3
Mounted
18"
1-5
1-3
1-2
1
Constabulary Rifles
24"
1-6
1-4
1-3
1-2
Mounted
18"
1-4
1-2
1
0
Machine gunsShort 0-18"
1-7
1-6
1-5
1-4
Long 18"-30"
1-6
1-5
1-4
1-3
Moro CannonShort 0-18"
1-5
1-3
1-2
1
Long 18"-36"
1-4
1-2
1
0
U.S. ArtilleryShort 0-24"
1-7
1-5
1-4
1-3
Long 24"-48"
1-6
1-4
1-3
1-2
Pistol
8"
1-7
1-5
1-4
1-3

NOTES:

Close Combat

ChargingDefending in close
or road col.
Defending
Barricade/wall
Defending
building
On top of
wall
Mounted ProneLeader
Moro Spears
+1
+1
+1
+1
-1
+1
-1
+1
Moro Rifles
0
0
Win ties
Win ties
-1
+1
-1
+1
Juramentado
+2 Win ties
N/A
+2 Win ties
+2 Win ties
0
N/A
N/A
N/A
U.S. Infantry
Win ties
+1
+1
+2
-1
+1
-1
+1
U.S. Cavalry
Win ties
+1
+1
+2
-1
+2
-1
+1
Phillipine
Constabulary
Win ties
+1
+1
+1 Win ties
-1
+1
-1
+1

NOTES:

Juramentados

Juramentados are fanatics, often "hopped-up" on drugs. They were immune to pain and had taken a vow to fight to the death. There is a random number available to the Moro Player. They can be attached to other Moro units (one per unit) or hidden singly "like a mine".

If attached to a Moro unit, they will charge singly when the unit fires, charges, is fired upon by the U.S. Player, or is charged by the U.S. Player. They should be considered a 1-man unit. Once a Juramentado charges, he will move at charge rate for the remainder of the game.

Unless the "Hit card" pulled is the Ace of Hearts, it takes 3 hits to kill a Juramentado (keep a side note on paper) unless the firer has a shotgun or "45' pistol, in which case one hit will do the trick. Same for artillery rounds.

When fighting in close combat, each D6 result of "fall Back" becomes a wound, as does any result of "2". The Juramentado will keep fighting (with no ill effect - he does not feel pain) until "wounded" or "fallen back" three times, or killed on a D6 result of "1".
Juramentado Numbers - Roll a D6 at start of game
1
2 Juramentados
2-3
3 Juramentados
4-5
4 Juramentados
6
5 Juramentados


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