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 type | Formation | Cross country | Charge | Rough Terrain | Leaderless to Move |
Moro Inf. | Open or Mass | No Penalty | |||
U.S. Infantry. | close order | Minus the High Die | |||
U.S. Infantry | Open order & March Column | Minus the High Die | |||
U.S. Cavalry. | Any | Minus the High Die | |||
U.S. Artillery | Move & Fire | Minus the High Die | |||
U.S. Artillery | Move Only | Minus the High Die | |||
Phillipine Scouts | close order | Minus the Low Die | |||
Phillipine Constabulary | Open Order | Minus the Low Die |
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 | ||||||
U.S. Units | ||||||
Phillipine Scounts | ||||||
Phillipine Constabulary | |
Major Morale / Critical & Pinned
MORALE - Sum 2 D6s | |||
UNIT TYPE | MAJOR | CRITICAL & PINNED | |
Morale | Leader | Leader | |
Moros | 2-7* | 2-6* | |
U.S. Troops | 2-10** | 2-9** | |
Phillipine Constabulary | 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 | |||||
Moro Firearms | |||||
Moro Spears | |||||
U.S. Rifles | |||||
Mounted | |||||
Constabulary Rifles | |||||
Mounted | |||||
Machine guns | Short 0-18" | ||||
Long 18"-30" | |||||
Moro Cannon | Short 0-18" | ||||
Long 18"-36" | |||||
U.S. Artillery | Short 0-24" | ||||
Long 24"-48" | |||||
Pistol |
NOTES:
Close Combat
Charging | Defending in close or road col. | Defending Barricade/wall | Defending building | On top of wall | Mounted | Prone | Leader | |
Moro Spears | | |||||||
Moro Rifles | ||||||||
Juramentado | ||||||||
U.S. Infantry | ||||||||
U.S. Cavalry | ||||||||
Phillipine Constabulary |
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 | |
2 Juramentados | |
3 Juramentados | |
4 Juramentados | |
5 Juramentados |
Go to Questions and Answers about Jackson Gamers' TSATF Rules Variants
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