1879 Miniatures Wargame Rulebook
1879 Miniatures Wargame Rulebook
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MINIATURES
WARGAME
C O R E
RULEBOOK
1
CREDITS
Line Developer Administration Interior Art
Andrew W. Ragland Mary Harrison A. L. Ashbaugh
Art Director Christianne Benedict
Development Andrew W. Ragland Joel Biske
L. Ross Babcock III Rossana Castellino
Mark Stout Cover Art Andrew Dobell
Steve Perrin John Zeleznik John Dollar
Valerie Gershman
Additional Material Layout Earl Gier
Martyn Tetlow Todd Bogenrief Stacia Grabber
Paul Reid Ian Liddle Friedrich Haas
Andrew W. Ragland Richard Hanuschek
Maps Don Higgins
Senior Editor Todd Bogenrief Jeff Laubenstein
Tiffany Ragland Theresa Williams Yad Mui
Andrew Dobell Mauro Peroni
Associate Editor
Kathy Czechowski Photography
Todd Bogenrief
Paul Reid
Dedications
Andrew would like to thank his wife, Tiffany, for her continuous and invaluable support,
Mark Stout and Steve Perrin who did so much of the work before he joined the project, and
all the miniatures wargamers who have taught him the basics of the hobby.
Mark would like to thank: My wife Jeni-fer for supporting and believing in me,
my parents for putting up with my hobby, James Sutton for introducing me to the
industry, L. Ross Babcock for his infinite patience with rules questions, and
Andrew Ragland, Steve Perrin, and Steve Metze for breathing life into our creation.
Steve dedicates his work to the memory of Phineas "Red" Vance, who introduced him to
miniatures combat almost 50 years ago, and to the sand table that was the scene of so many
historic battles.
Playtesters
Special thanks to all those who played in the GenCon 2013 1879 Intro games!
Copyright Information
1879™ is a Trademark of FASA Corporation.
The Grosvenor Land™, The Gruv™, and the Samsut™ are Trademarks of FASA Corporation.
1879 Miniatures Wargame Core Rulebook™ is a Trademark of FASA Corporation.
1879™ and all associated Trademarks used under license from FASA Corporation.
All Rights Reserved.
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Table of Contents
The World of 1879 ..................5
Introduction ................................ 11
Playing the Game........................ 21
Battles and Campaigns..............77
Building a Force.........................115
Forces of the British Empire.. 135
Forces of the Samsut.............. 163
The World of 1879.................203
British Stat Blocks...................253
Samsut Stat Blocks.................263
Tables & Charts.......................285
Index .......................................... 308
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4
Chapter 1
S ergeant Taylor gazed intently at the hill ahead, waiting for the enemy to ap-
pear. Just ten minutes earlier, the company had halted its march through the forest
toward a nearby outpost. The scouting cavalry had reported a large force of the
enemy, including a company-sized group of the dead, a half mile ahead. Unfortu-
nately, the scouts had been spotted as well. The British soldiers had to create a
hasty defense before the enemy was upon them.
Sgt. Taylor split the infantry into two units of twenty-five men each, and put them in double
line formation. Two uneven lines, thirteen in the front rank and twelve in the second, arrayed
themselves in a wide "V" behind some fallen trees. The commanding officer, Lieutenant Stewart,
took his small contingent, a dozen cavalrymen including himself, and moved off into the woods
on the right flank. The trees were sparse enough for the horses to navigate, while just dense
enough to conceal them. If part of the enemy force attempted to flank them on that side, the
cavalry would be there to meet them. Otherwise, they would launch a surprise attack at first op-
portunity. That meant Taylor would have to keep a close eye on their unprotected left flank and
be prepared to reposition the second unit.
5
THE RED LINE
Sgt. Taylor gave the lines one more check, then barked out, "Fix bayonets!" Each man pulled
his bayonet out of its sheath and locked it into place at the end of his rifle.
"Miasmas ready!" The men doffed their helmets, placing their miasma masks in a ready
position on their heads, where they could be pulled down over their faces in a second. The
masks were hot and uncomfortable, and the eye lenses prone to steaming up, but standing orders
were to employ them in any battle with the undead. The boffins at Fort Alice were working on
alternatives, something involving plant salves. As far as Taylor was concerned, anything would be
better than the masks.
Figures appeared at the top of the hill, spread out in a loose group and moving at a run.
Taylor recognized the odd capering movement instantly, as did another soldier on the line.
"Bonies, Sergeant!" The shout came from Pvt. Jones 214, one of the innumerable Welshmen
in Her Majesty's army.
"Steady all!" Taylor called. "Volley fire! Front rank, aim! Second rank, ready!"
Soldiers in both units lifted rifle to shoulder as one. The front ranks took aim at the ap-
proaching horde of skeletal figures. Taylor fell in with the second rank of the right hand unit,
shouldering his Martini-Henry rifle. When the horde reached the line of beech trees on the hill,
he knew they were at 200 yards, the scouts having paced it out on their return.
"Front rank! Fire!"
The front ranks discharged their weapons almost simultaneously, then dropped to one knee.
Skeletons at the front of the mob flew into pieces. Some tumbled down the hill, missing legs
or lower bodies.
"Front rank, reload! Second rank, fire!" Taylor bellowed.
The second rank pulled up arms, aimed, and fired in one smooth action. More skeletons
disintegrated under the impact of the heavy rounds, bones flying in all directions. Half the skeletal
horde lay scattered across the forest floor in splinters. The rest kept coming. They always did.
They would never give up or run. The dead felt no fear.
"Second rank, reload! First rank, fire!"
The skeletons closed in, brandishing their sickle-shaped swords. The first ranks opened fire
again. Slowed by the undergrowth and debris, the skeletons were blasted apart by the volleys
before they could reach the front ranks. The few dead left continued scrambling towards the men
undeterred.
"Independent fire, fire at will!" roared Taylor.
The second ranks opened fire, while the front ranks reloaded, kneeling behind the fallen
oaks. The irregular spray of rifle rounds obliterated the remaining skeletons, the last dropping
mere yards away from the front ranks.
"Reload! Eyes about!" Sgt. Taylor's command was almost too late.
"Stinkers!" Men in the second unit cried out in alarm as decaying figures burst from the
woods to the left.
6
Chapter 1
Taylor swore to himself as the enemy came at them from the unprotected left side. If they
didn't act fast, they would be overrun. "Miasmas on! Second unit, square up and ready bayonets!
First unit, fire at will!"
The second unit fell back into a square like a phalanx of ancient Sparta, tugging masks
down over their faces and brandishing bayonets. The first unit unleashed a ragged volley before
the zombies crashed into the second unit like a wave. The zombies wielded the same sickle-shaped
swords carried by the skeletal horde that had distracted the British soldiers from their approach.
They swung their weapons without heed for their fellow dead, cleaving into both soldiers who
couldn't get their rifles up quickly enough to block them and neighboring stinkers alike. The men
held their ground, stabbing at the chests of the zombies, seeking the strange devices that gave
them their mockery of life. Men and zombies fell, but the dead far outnumbered the second unit.
7
THE RED LINE
Taylor gripped his rifle with white knuckles and screamed, "First unit, charge!" He ran with
the first unit as it slammed into the flank of the zombies, speared one through the head and
dropped it to the ground. He stabbed again until the way in front of him was clear. Just yards
away, at the rear of the zombie formation, stood a living warrior of the Samsut. He wore little in
the way of armor, merely a leather tunic bearing a skull insignia, a leather kilt, sandals with ankle
wraps, and a leather skullcap. He held a Samsut-make rifle in one hand, and an arcane device
in the other. Taylor recognized his insignia as
that of an undead controller. Without him, the
stinkers could do nothing.
Taylor shouted over the cries and screams
of the men, "The soldier behind them! Kill
him!"
Several men broke off from the melee
and ran at the Samsut warrior. The Samsut
got off one shot, his rifle making a sharp
crack as the round took one of Taylor's men
in the chest. The other two soldiers ran at
him, thrusting with bayonets. The Samsut
warrior kept his head, fending them off with
his own bayonet. He slashed one man wick-
edly across the arm, but the other ran him
through the chest. The Samsut warrior fell to
the ground, and as he did the zombies simply stopped. Standing in place doing nothing, they
were easy to run through and kill, hopefully for good this time. As the last of them fell, the men
gave out a ragged cheer.
Taylor called out, "Form up! One unit, fifteen facing hill, three lines!" The men quickly fell
into position. Taylor's heart sank, seeing that there weren't three full lines. He had lost at least a
dozen men to the zombie charge. Some might not be dead, but they didn't have time to check.
From the reports, Taylor knew that wasn't the entire enemy force.
Less than a minute later, a group of Samsut riflemen, living people, crested the top of the
hill. Another large group of zombies approached from the right. Caught between rifles on the
heights, and the dead closing in on them, Taylor took a gamble that the lieutenant was thinking
the same thing he was.
"Volley fire! Guns on the hill! Front rank, aim! Second rank, ready! Third rank, ready!
Front rank, fire!'
The range was nearly three hundred yards, but the men were well trained, and several of the
enemy infantry up on the hilltop collapsed.
"Front rank, reload! Second rank, fire!"
8
Chapter 1
Another volley of rounds and several more fell. The Samsut returned fire, and four of Tay-
lor's men fell to the ground. The zombie group drew ever closer.
"Second rank, reload! Third rank, fire!"
The sound of pounding hooves rang out. The lieutenant's cavalry burst out of the woods,
lances leveled, and ran down the front ranks
of approaching zombies. Wheeling, they came
about for another run.
"The lieutenant's got our flank lads!" Tay-
lor barked, "Bring down those rifles!"
The men, buoyed by the appearance of
their commander, renewed their volleys at the
hilltop. More Samsut warriors fell. The re-
mainder suddenly retreated. As they vanished
over the hilltop, Taylor turned to direct the
men to help the cavalry, but the zombies were
already in retreat, no doubt following their
fleeing commander. The cavalry ran down a
few stragglers before coming back to join the
rest of the men.
Taylor quickly pulled the men together.
He assigned some to check the wounded, and
others to collect the dead from both sides
and build a pyre. Burning the bodies to ash
ensured the enemy would not bring them back
to fight at a later time. He hated not sending
a good soldier back home for burial, but it just wasn't practical here. This was a new world,
with new rules.
The lieutenant rode up, and Taylor saluted.
"It went well, all considering, Sergeant," Lt. Stewart said.
"Eleven dead and five wounded badly, sir. I could imagine better." Taylor spoke plainly.
"It could have been worse, Sergeant. Don't be too critical of yourself," Stewart chided. "I
saw that charge from the east. You made the right decision. It could have been the whole com-
pany dead, instead of just eleven."
"Yes, sir."
"Once the fires are started, get the men moving. Those damned Samsut will probably be
back, and we better hope the outpost we're making for is still there. The lieutenant called for
several horsemen to scout the path ahead.
Sgt. Taylor attended to his duties, but the words of the lieutenant made his blood run cold.
He hoped there was a safe place waiting for them at the end of their journey.
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10
Chapter 2
Introduction
What is a Wargame?
If you're familiar with miniature wargames, you can skip this section. If this is your first
time playing a wargame, then read on.
A wargame is a game where two or more players battle each other using groups of
miniatures to represent armed forces, frequently referred to as armies. In 1879, we refer to this
group as a Force, since it doesn't always represent a full army. The miniatures are maneuvered
across a surface that serves as the battlefield. This surface can be as simple as your dining table,
or as elaborate as a custom designed terrain table with hills, rivers, and obstacles.
The rules of the game dictate how the miniatures are organized, how they move and
fight each other, and when one side has achieved victory.
11
INTRODUCTION
To begin, you must decide what kind of force you want, and begin to collect the min-
iatures needed to create it. To achieve this, you should purchase this book for the core rules, a
Force Book for all the available options of the force you desire to create, and the miniatures you
wish to include in your force. The latter necessitates reading the rulebook and force book, and
planning the force out on paper to know exactly which miniatures to obtain. The next step after
this will be obtaining, assembling, and painting the miniatures.
Assembling the miniatures will require some tools. The most basic set of tools for met-
al miniatures should include a sprue cutter, a wire cutter, several small metal files, cyanoacrylate
(super) glue, two-part putty, and a pin vise with several bits. Painting will require a set of brushes
(a #2, #1, #0, and #3/0 are a good start), a palette, an old toothbrush to clean the minis in
soapy water before priming, primer, the colors of paint you need, and a sealer to finish them when
done painting. We like to use Miniature PaintsTM, available at [Link]
You can find online tutorials on YouTube and many other websites to introduce you
to the skills of miniature assembly, custom modeling, and painting. The last thing you'll want
is safe way to store your beautifully painted miniatures. There are many choices of foam-padded
carrying cases for miniatures that will protect them during transport and storage.
You don't have to have your force completely painted to play a game! Just having them
assembled on stands is enough to start with. You can simply label the stands to distinguish
between different units and go have a battle. You can also start with a small force of miniatures,
and gradually build up to the size you want. The choices are yours, and soon you'll be ready to
fight battles or even wage campaigns across the world of 1879.
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Chapter 2
13
INTRODUCTION
One such inventor was Professor Oswald Meredith Grosvenor. Top of his class at
Eton for mathematics, classics, and all the sciences, he had gone to Oxford three years early and
gained a reputation as a brilliant scientific thinker, tackling problems from most unusual angles.
He closely studied the works of Michael Faraday, William Rowan Hamilton, Charles Babbage,
William Thomson (Lord Kelvin), Charles Wheatstone, James Clerk Maxwell, and John Tyndall,
as well as many scientists from outside the empire. Much of his work involved looking at what
others were doing, combining aspects of this often diverse research, and then approaching prob-
lems from an unexpected direction. Charles Darwin once said of him that "his brain seems to
function in an altogether different fashion from his fellows... I suspect that there is nobody alive
who could honestly follow his train of thought". Grosvenor used his reputation to solicit enor-
mous financial backing to construct a truly dazzling piece of equipment for the Silver Exhibition.
It consisted of a vast array of electrical poles, cables, spinning metal discs, and coils
around a large open area. He believed that by creating powerful electromagnetic fields and sub-
jecting them to extremely precise harmonic vibrations he could use a form of modernized Lapla-
cian physics to allow spectators "to see through the very air itself and behold what lies beyond".
Nobody was at all sure what he meant, but cutting edge science was never easy for the general
population to understand, and speculation and excitement grew steadily.
Royal Society members scoffed and were skeptical (to say the least) and did not want
the exhibition to have anything to do with such a spectacle. Some, however, were willing to
indulge the Professor because of his past achievements and uncanny ability to make sense out
of the incomprehensible.
Concerns were raised about the safety of his equipment in such a public environment
but Prince Albert himself, a great admirer of Grosvenor, gave his personal approval for the
display. He offered the park grounds between Greenwich Observatory and Greenwich Palace as
a suitable location for the experiment, far enough away from things for safety but with good
visibility for all to see. Grosvenor quickly agreed saying that the Greenwich meridian offered the
perfect spot to make things happen.
Scheduled for 1st June, minor equipment problems prevented Grosvenor and his team
from producing enough power for his demonstration but on 6th June the whole structure began
to hum, crackle and vibrate with a terrifying intensity. As the afternoon wore on, a rare thunder-
storm with lightning approached. At precisely 3:02 p.m. after a tremendous build up, lightning
split the sky and struck the apparatus creating an extraordinary flash and then silence.
Once the spectators could again see, the professor, his team and his apparatus were
nowhere to be seen. In their place was a shimmering disc approximately 100 feet in diameter that
appeared to be made of swirling air, yet somehow partially imbedded in the earth. The area was
immediately cordoned off and over the next few days scaffolding was built around the anomaly
and tarpaulins used to conceal it from sight of the public.
14
Chapter 2
15
INTRODUCTION
16
Chapter 2
Seven months after the Rabbit Hole opened, colonists began to encounter the more
hostile wildlife of the Gruv. Insect and spider-like creatures, some up to the size of a beer lorry,
burrowed under railroad tracks, collapsed construction, and attacked settlers. The entire popula-
tion of New Wigan, and an investigating company of soldiers, were massacred by what could
only be described as giant fleas. But these encounters were only precursors to the most deadly
threat the British would face.
On 8 November 1878, a patrol near the settlement of New Capetown encountered
a group of strangely dressed humans. They spoke no recognizable language and appeared as
shocked to see the British soldiers as the soldiers were to see them. They brought back others of
their kind, apparently of a higher rank. Enough communication was made in the form of pictures
and gestures to indicate the people would bring back a delegation of some kind to meet with
them. Words of their language were written down and taken back to London, where they were
identified as a form of ancient Akkadian, possibly Babylonian. After an intense search, a scholar
was found who could speak some of the ancient tongue. He was promptly put on the next train
through the Rabbit Hole.
The delegation of humans showed up at New Capetown on 4 January 1879. They were
clearly divided in three different social classes. The leader was dressed in flowing clothes of fine
cloth accented by copious amounts of gold jewelry, and was young, strong, and handsome in
appearance. His dress and mannerisms evoked comparison to the pharaohs of ancient Egypt. His
guards looked older, but obeyed without question. There were also people who were obviously
servants, or perhaps slaves. A group of them were completely covered in hooded robes, so that
nothing could be seen of them. The leader of the delegation spoke and the scholar translated.
They were the Samsut, descendants of people from the ancient land of Babylonia. War
and invasion had driven them out of Babylon and surrounding lands, and forced them south.
Fleeing the army attacking Babylon, they came upon a "great door in the air". It led the refugees,
thousands strong, to this new world. Hailing their king Samsuditana as their savior for invoking
a miracle from the god Marduk, they renamed themselves the Samsut in his honor and settled
the new land.
Before long they discovered ruins of an ancient city containing items of unidentifiable
purpose, including a great, arcane machine at the center of the city ruins. Other cities were
discovered further out from their arrival point; each contained a similar arcane machine at their
hearts. It took centuries, but eventually they learned the machine would "take and give the breath
of life". The machine gave the leaders virtual immortality, while greatly extending the lives of
their faithful followers.
17
INTRODUCTION
The next thing the Samsut leader said confused the translator. The best he could
translate was that they wanted the dead in exchange for the British settling the land. Not under-
standing, the translator begged pardon and asked the leader to repeat what he said. The leader
complied and repeated the words. Upon seeing the confused look on the translator's face, he
motioned to a nearby guard. The guard walked up to one of the hooded servants and flipped
back his hood. The British were horrified to see a decayed face of an obviously dead man, only
this dead man still moved.
Members of the British delegation were shocked and outraged. To use some form of
devilish magic to animate the corpse of a man who should be interred was intolerable. The Brit-
ish colonel in charge of the meeting began to shout at the leader, who looked taken aback, then
angered as the scholar translated the colonel's declaration that the British would not deal with
people who desecrated the dead. The leader gestured, and the corpse began to walk towards the
colonel. To this day, no one is sure what the Samsut leader intended, but the shock was too much
for some men. Without orders, several soldiers opened fire on the walking corpse. Unfortunately
their aim was off, and the Samsut leader fell after being struck by two rounds.
The colonel and other officers present immediately called for cease fire, but the damage
had been done. The Samsut guards picked up their fallen leader, ignoring the translator's pleas
to understand that what had happened was a grievous mistake by frightened men. They simply
departed without further hostility, after delivering this message - "You have committed a deed
which cannot be forgiven. You do not respect the balance."
The transcript of the encounter with the Samsut delegation was sent back to London
to be reviewed. The Parliament quickly voted to declare war on the Samsut people for their
aberrant practice of making the dead walk. The Samsut were portrayed as followers of the worst
evil, likened to the Thuggee. This sensationalism naturally fired public outrage, which made it
rather easy to sell the people on a new war. Recruitment drives were begun to swell the ranks
of the military. It was swiftly realized that the British army alone might not be large enough to
take and defend territory in the Gruv. For the first time, British colonials were invited to join the
army, and existing colonial regiments were brought to London to make the journey through the
Rabbit Hole. Sepoy troops from India, Maori warriors from New Zealand, and Zulu riflemen
and spearmen from South Africa all came to join the British army proper. The tunnel trains ran
day and night for weeks to ferry soldiers and supplies to Fort Alice. As soon as companies were
assembled, they were sent out to reinforce settlements, outposts, and strategic locations.
18
Chapter 2
Two months after the fateful first meeting with the Samsut, some of the more remote
British settlements came under attack. There were few survivors, as the Samsut took all "living
and dead" with them after the attacks. The British army first engaged the Samsut in battle on
12 March 1879, outside the mining village of Bourne's Hill. The Samsut proved to be tough
opponents. Their living troops used a kind of rifle that fired a bullet, but without gunpowder.
The skeleton and zombie troops seemed to be without fear, and would keep coming even as they
were being cut down. The Samsut even had cavalry; men who rode strange horse-like creatures.
The British army was forced to retreat after seven hours of sustained conflict. Only during their
next conflict, a day later, did they realize they had made a mistake. The Samsut had rejuvenated
their zombie companies with the addition of dead British soldiers. The second battle was even
more dire, as soldiers had to face their dead comrades. The army was forced to retreat, leaving
Bourne's Hill in the hands of the Samsut.
By early April, information of the Samsut's capabilities as well as captured weapons and
technologies had been sent to Fort Alice for analysis. Within a week, miasma masks were being
produced and issued to troops to combat nausea from the stench of zombie troops. Tactics were
reviewed and revised to combat the unique threat of the Samsut and their undead soldiers, and
the first steam-driven vehicles built exclusively for war entered the conflict.
The new world stands on the brink of war. The British, backed by military might and
the unquestioning belief of their right to empire, face the Samsut, masters of the dead with a
3000 year old claim to this world. Who prevails will, in part, be determined by you.
19
20
Chapter 3
N ow that you know know a bit about the world of 1879, it's time to explain
the rules and terms. This system, Universal 18, provides everything you need to
know to make your battles spring to life. You don't have to memorize it all at
once. Just read through the rules to gain a familiarity with them, then go fight a
battle. As you need, refer back to this chapter to answer questions as they arise.
You'll find that after playing a few battles you'll have picked up most of the rules
you'll need to know for a typical game.
Those of you familiar with wargames will already understand some of the terminology
explained in the following section. Give it a glance anyway. We may define some things a little
differently than you're used to.
The miniatures themselves are the biggest visual element of the game, and the part you've
likely spent the most time on. In 1879, an individual miniature or figure is referred to as a model.
Groups of models make up units, and groups of units make a force. Every model is assigned a
point value based on its abilities, allowing you to easily build a force. Making up your own force
is covered under Building a Force (pg.115).
21
GAME PLAY
Model
A model is a single figure which is
mounted on a base (called a Stand). A model
may refer to an infantryman, a cavalryman
mounted on his horse, or an artillery piece.
Stand
A stand is a base with one or more models mounted on it. A stand can have one model for
commanders, two models for cavalry (a mount and rider count as one model), and three models
for infantry or foot troops. Special creatures, weapons, and vehicles may have any number of
models per stand depending on the size of the stand and the complexity of the figures.
22
Chapter 3
Unit
A unit is a group of models made up of one or more stands of figures of the same general
type. Units can range from a single commander or creature, to multiple stands containing 10 to
24 models, or more. Types of units include infantry, cavalry, command, artillery, and vehicles.
Force
A force is a group of units and is the generic name for the size of groups normally used
in player battles. It normally consists of a majority of line units, with the remainder made up
of specialized units, command units, and support units such as artillery or vehicles. The number
of units in a force depends on the point value assigned to a particular battle and the cost of
the units.
23
GAME PLAY
Commander
A special model with high morale,
multiple hits, and the ability to boost the
morale of models within a certain radius,
commanders are characters that inspire their
own troops and awe the enemy. They help
troops stand in the face of the enemy and
can rally those who have given up.
Now that you understand how the min-
iatures are arranged, you need to know the basic conventions of the game. These include rolling
and reading the dice, knowing how and when to measure distance, and understanding the statistics
that make up a figure.
Dice
1879 uses a ten-sided die, usually called a d10, to determine the results of combat. The die
is rolled against a Target Number (TN). If the die scores equal to or higher than the Target
Number, the result is a success. If the die scores lower than the Target Number, then the result
is a failure. For most rolls, a roll of 10 is always a success, and a roll of 1 is always a failure.
The only exception to this is if the Target Number goes above 10. When a modification is made
due to cover or circumstance it is always made to the Target Number, not the die result. For
example, if a unit needs a 7 to hit an enemy unit, but the target unit has light cover, then the
unit's new Target Number is an 8. Modifying the Target Number is faster and easier than adding
or subtracting from every die roll, especially when a lot of dice are involved.
Measuring Distance
Players should not physically measure or confirm distance before declaring actions like a
charge or ranged fire. When declaring an action, the player must estimate by eye to make his
decision. Once the action is declared, then a specific measurement may be made. All fractional
measurements are rounded up to the next whole number. If the player judged distance correctly,
then the action will take place as expected. An inaccurate estimate can lead to a charge failing to
cover the distance needed to engage the enemy, or the unit being out of range for the weapon it
is equipped with. This adds more challenge to the game, and makes the player feel more like a
general leading his troops when taking a risk can lead to great reward or tragic failure.
24
Chapter 3
Morale Level
Morale is a measure of a unit's bravery, usually based on training and esprit de corps. It
determines how well the unit can stand up in the face of danger, casualties, the unknown, and the
terrifying. Morale is rated from zero to ten, best to worst, and can also be described as follows.
Unit Morale
Morale Typical Unit Type Description
9 Militia Shaky
1 Guard Unfaltering
0 Special Unbreakable
25
GAME PLAY
Morale is also used in a descriptive manner to distinguish between units of the same type
where one unit has more combat experience than another. An infantry unit of army regulars is
different from an elite infantry unit that has many battles under its belt. Since better morale level
units may be issued different equipment, it's worthwhile to remember the notation.
Save
Save is a measure of how well a unit can avoid injury or death. When a unit or model rolls
a successful save against the incoming threat, it suffers no ill effects. When a unit or model fails
a save, it suffers one or more hits (see Hits below). The save is based on the unit's training, size
of the figures, and other considerations. Save is rated from 2 to 10, best to worst. A roll of 1 on
a Save is always a failure. Some models are equipped with armor that can modify their saves in
melee combat. Such a modification will be noted on the unit's stat block.
Hits
Hits is how many times a model can fail a Save before being removed from the battle. Most
models in a unit can take only one Hit, and are removed after failing a save. Stands with multiple
one-hit models place a marker to indicate casualties; when all hits are gone the stand is removed.
Some models, such as commanders, have multiple hits and aren't automatically removed when
failing one save. Instead such a model removes a hit. A marker should be placed by the model
to indicate loss of hits. A multiple hit model that loses its last hit is removed.
Example: A British infantryman model has one Hit. When the model fails a save, it loses
the Hit and is removed from combat. This can be done by laying a marker beside a multi-model
stand to indicate the loss of one or more models, or by removing the entire stand if all models
on it have lost their Hits.
Example: A cavalryman consists of a mount and rider as a single model. Both mount and
rider are considered to have the same stats. The combination of the mount and its rider can be
considered a two hit model. They can take two Hits before being removed, with a marker used
to track the first hit.
26
Chapter 3
Attack Stats -
Ranged Weapon and Melee Weapon
All units will have at least one attack stat. Many will have two: Ranged Weapon and Melee
Weapon. The Target Number for an attack is determined by the type of weapon wielded. The TN
for a Ranged Weapon is shown on the Ranged Weapon Chart (pg.46), which shows the TN at
any given range. The TN for a melee weapon is based on the weapon used and is shown on the
Melee Weapon Chart (pg.52). Weapon stats may be modified by troop level, special abilities,
ammunition, or circumstance. Attack stats range from 1 to 10, best to worst.
“The Battlefield”
27
GAME PLAY
Battlefield Setup
The Playing Area
The playing area is the battlefield for a particular scenario (pg.77). Every battle will have a
set of conditions under which it is fought. These conditions include starting deployment areas
for each side, location of significant terrain features, location of existing fortifications, and any
objectives that are part of the battle's Victory conditions.
Deployment areas are regions of the playing surface where troops are initially placed, defined
in the scenario. Units are only limited to the deployment areas during initial placement of forces,
before the battle begins. After the battle is started, troops may move anywhere within the playing
area, subject to their movement limitations. Deployment areas vary by scenario. In a face-off
battle, the sides will deploy across the battlefield from each other. In a defense battle, one side
will deploy in an area of fortifications to be defended, while the other side deploys around the
defender's area. More complicated scenarios may have multiple deployment areas for each side.
Terrain
No battlefield is flat and featureless. Forests, swamps, hills, cliffs, rivers, lakes, buildings,
fortifications, roads, and railroad tracks complicate the battle. Terrain features can benefit or
hinder one or both sides, and even dictate how the battle is fought. Terrain can provide cover
(pg.47) for troops, slow down movement, provide an advantage, or be an impassable obstacle.
Terrain features add to the character of the battlefield as well as affect how the battle is fought.
Terrain features should be laid out before the battle and the effects understood by all players.
All terrain covers a certain amount of area. Terrain can be represented by something as
simple as a piece of colored paper (blue for water, brown for desert) or as complex as a custom-
built model of a building or hill. What matters is transition from one terrain type to another.
When any one of a unit's stands crosses the border of a terrain feature or makes stand contact
with it, that unit is considered to be in that terrain. This can affect a unit's Move, formation
(pg.36), or both. See the Terrain section at the end of this chapter for details (pg.65).
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Chapter 3
Deployment
Deployment is the placing of units on the battlefield before the battle begins. Deployment
rules can vary from scenario to scenario, but will usually follow some common rules.
• The battle scenario will determine the deployment areas for each side. Units must be
placed fully in these areas. No part of the unit's stands may extend out of a deploy-
ment area.
• The players take turns placing units one at a time in their respective deployment areas.
The players may agree who places first or may roll a die to determine who chooses.
There is no restriction on which type of unit may be placed, unless dictated by the
scenario.
• Units with the Ambush ability may be held from deployment until all other units have
been placed.
• Once all units have been placed, the battle may begin.
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GAME PLAY
In the Rally Phase, each player has a chance to rally units that suffered morale failure in one
of the previous phases. After these checks are complete, the next turn begins with the Initiative
Phase.
Initiative Phase
Initiative determines the degree of influence of a side over the battle being fought. The player
who wins the initiative may decide to move first, or make his opponent move first. The initiative
winner gets to make some types of attacks first and also gets the honor of rolling the dice first
in simultaneous conflicts.
To determine initiative, roll a ten-sided die (d10). The roll is modified by the rank of the
most important commander on that player's side, and may be modified by specific scenario rules.
The player with the highest modified roll wins the initiative for that turn. The initiative phase
occurs at the beginning of every turn. Each player has a chance to seize the initiative for that
turn and influence the battle in his favor. Winning initiative for the turn has the following effects
on the individual phases.
Movement
The initiative winner determines which side moves first in the phase, and is always able to
move the last unit. It can be critical to be able to move first to occupy an area or secure an
objective. Other times, it is important to observe the enemy by forcing him to move first. In
almost all cases, it is beneficial to move a unit last in response to the enemy's movements.
Ranged Fire
All ranged fire is considered to happen simultaneously (pg.44). The initiative winner gets the
satisfaction of rolling his attack dice first.
Melee Combat
The initiative winner gets to make melee attacks first in cases of first contact and continuing
melee (pg.50). Models are removed to account for hits inflicted before counterattacks are made.
The only exceptions are charging (pg.32) or reach weapons. In case of any dispute over charging,
attacking, or counterattacking, the initiative winner goes first.
Rally
The initiative winner decides which side resolves morale checks first.
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Chapter 3
Movement Phase
The movement phase is the second phase of the game turn. In this phase, each player in
turn moves his units one at a time until all units of all players have been moved. The initiative
winner decides which side moves first. That player moves the first unit, then each side alternates
moving one of his units until all units have been moved. The initiative winner may move the last
unit of the phase, even if it means the other player must move two units in a row to do so. The
initiative winner may forfeit this right if he desires.
When sides have an unequal number of units, the normal alternating sequence of movement
would allow the side with the most units to move a larger number of them before or after the
side with the lesser number of units. This may be fixed by using the following alternative move-
ment method. Movement begins, chosen by the initiative winner, and alternates between sides. At
the start of the phase, if a side has 1.5 or more times as many units left to move as the other,
then that side moves two units instead of one. The other side then moves one unit. This check
and move method then repeats until both sides are within one unit of being equivalent. This
ensures the movements are balanced and that the initiative winner may still move the last unit if
so desired. Passing on movement for a unit (not moving it) is considered taking a move in the
alternating move sequence.
All unit movements must be declared without measuring distance. This is especially impor-
tant for charges. After declaration, the player measures the movement to ensure accuracy (pg.48).
To keep track of movements, each player should mark moved units in some fashion. Laying
a coin, die, or token beside a unit is a simple yet accurate way of tracking units that have taken
a move.
Types of Movement
A unit's listed Move is considered to be walking speed in inches. A unit may also make
several other kinds of movements. If the modification to a unit's Move results in a fractional
amount, round the fraction up to the nearest whole number.
Run
A unit may Run a number of inches equal to 1.5 times its Move. Running allows a unit to
travel further on the battlefield, but hinders it in combat. Running imposes a +2 Target Number
penalty to ranged attacks, and a +1 TN penalty to melee attacks.
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GAME PLAY
Charge
A unit may Charge an enemy unit. This is a Run intended to initiate melee combat at the
end of the movement. The player must first declare that a unit is going to charge a specific enemy
unit. Next, the unit must make an immediate Morale check (pg.56). If the check is a failure, the
unit becomes Unformed (pg.39) and may move no further this phase. If the check is a success,
the unit is moved until it runs out of Move or contacts the enemy unit's stand. If the unit runs
out of Move before contact, it suffers the standard Run penalties for the remainder of the game
turn and becomes Unformed. If the unit has made stand contact, it does not suffer the standard
Run penalty to attacks in the Melee phase and has the initiative.
Force March
A unit may Force March a number of inches equal to 2 times its Move. Force March is a
way to quickly get a unit into a more advantageous position, but can be dangerous. Moving a
unit across a battlefield at that speed risks injuring one or more members of the unit (sprains,
broken bones, and such). A unit undertaking a Force March must make an immediate morale
check. On a success, the unit Force Marches without incident. On a failure, the unit still Force
Marches, but suffers one or more hits that must be Saved against (pg.49). Roll a d10. A result
of 1-5 equals 1 hit, 6-10 equals 2 hits. A unit making a Force March suffers a +2 Target Number
penalty to attacks in the Ranged Fire phase and to Opportunity Fire (pg.44). The unit cannot
initiate a melee, although it may defend against it without penalty.
Strategic Movement
A unit may Strategic Move a number of inches equal to 2 times its Move. A Strategic
Movement takes a unit to a new position while staying out of the battle. It may only be done
if the unit begins, continues, and ends the movement at least 18” away from the nearest enemy
unit. Unlike a Force March, the unit doesn't risk injury in the process. A unit performing a
Strategic Movement suffers a +2 Target Number penalty to attacks in the Ranged Fire phase and
to Opportunity Fire (pg.44). The unit cannot initiate a melee, although it may defend against
it without penalty.
Pass
A unit may pass, or stay in place. Once a unit is in a good position, it doesn't have to
move. Passing is considered a Move for purposes of alternating movement.
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Chapter 3
Change Formation
A unit may change its formation (pg.36) during the Movement phase. This is not considered
a move action, although certain changes may use up part of the unit's Move for the phase.
Discarding Equipment
Although not considered a Move, discarding equipment is declared and performed in the
Movement phase. A unit may have a number of reasons to discard equipment. A unit ambushed
while traveling and encumbered (pg.35) by heavy packs would want to drop them to move more
quickly. A unit carrying two-handed ranged weapons and shields would need to discard the shields
to use the ranged weapons. Regardless of the reason, a unit must make a Morale check when
discarding equipment. The equipment is discarded on a success or a failure, but on a failure the
unit becomes Unformed in the process.
Regardless of movement type, all movement ends immediately upon stand contact with an
enemy unit.
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GAME PLAY
Some conditions such as equipment, load, and formation will reduce a unit's Move score. A
unit's Move cannot be reduced to less than 1” by these conditions. These conditions are:
34
Chapter 3
Encumbered -1"
Unarmored 0"
Example 1: A human's base Move score is 9". A typical British soldier will wear a heavy
uniform, the equivalent of Light armor (-1”), and be moving in Column formation (-2”), for an
actual Move score of 6", as listed in the unit stat block. This score will change when the unit
changes from Column to another formation, or another circumstance affects Move.
A British commander will wear the same armor (-1”), but moves as a Skirmisher in Open
formation, for an actual Move score of 8".
35
GAME PLAY
Formations
To fully understand units, and how to move them, you must understand formations. A for-
mation is the manner in which a unit is arranged, whether it's a neat and orderly line of soldiers
or a ragged mob of savages. Formation will determine how fast a unit moves, turns, and fights.
Formation Changes
A unit may change formation during the Movement phase. Changing formation shifts the
unit from any one formation type to another, including from being Unformed. Some formation
changes don't cost a unit any of its Move for the phase, while some do impose a Move cost. If
there is a Line formation involved in the change, the unit pays half its Move to make the change.
Formation changes in the Movement phase do not count against units reforming from Disordered
in the Rally phase (pg.56), as Disordered is a condition, not a formation.
36
Chapter 3
Formation Types
These formations are the most commonly used ones in 1879: column, infantry square,
single line, double line, triple line, open, and unformed.
Column
The column formation is used for quick
movement and to present a driving force on
the battlefield. A column is deeper (longer)
than it is wide, presenting a narrow front usu-
ally one stand wide, with stands in contact.
Models in a column formation may fire in
the Ranged Fire phase following the same fire
rank rules as a Line. A column formation has
a small rear, but large flank sides, making it
vulnerable to charges and attacks in the Melee
phase. A column formation can change to an infantry square formation to give it better ability
to defend against melee attackers.
Infantry Square
An infantry square formation
is used to defend against incom-
ing attackers from multiple sides.
The infantry square has no flank or
rear, denying those advantages to at-
tackers in Melee Combat (pg.50).
However, a unit in infantry square
formation can't move in the Move-
ment phase. Only models on one
side may shoot in the Ranged fire
phase, at a +2 TN penalty. The unit
must have a minimum of four stands
in order to form the infantry square.
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GAME PLAY
Line
The line formation presents a large front that allows the unit to bring all of its firepower to
bear in Ranged Fire attacks. Line formations may be single line, double line, or triple line with
stands in contact. Occasionally lines may be four or five deep, but not often as those formations
require high morale level troops. The single line is uncommon unless the unit has been depleted
by casualties. The double and triple line formations allow the unit to remain in reasonably close
ranks while bringing fire to bear on the enemy. Regardless of number of lines, the line formation
is slow and difficult to maneuver across the battlefield and vulnerable to melee and cavalry, as the
formation presents a large rear area. Line formations fire as follows:
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Chapter 3
Open
The open formation is a group of models in a loose arrangement without stands in contact,
but no further than one inch from each other. While this type of formation can move quickly,
it doesn't concentrate firepower as well as a line and is vulnerable to melee similarly to a line
formation. An open formation performs ranged fire like a line formation, including limits on
number of lines able to fire, but does so with a +2 TN penalty.
Unformed
Unformed is not a true for-
mation, but rather a consequence
of being part of a melee, entering
or moving through rough terrain,
or other special condition. A unit
that's unformed has no formation.
It may be milling about without
direction, fighting in melee, or
broken up by moving through
woods. The unit can be in any
arrangement on the battlefield,
even having models facing in dif-
ferent directions. Unformed units
may not attack in the Ranged Fire
phase, suffer a +2 TN penalty in
the melee phase, and take a +2
TN penalty to Morale checks. The
Mob quality (pg.131) is an excep-
tion to standard unformed rules.
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GAME PLAY
Turning
A unit may turn, or wheel, as part of its movement in order to change the direction it's fac-
ing. A turn may be made with any type of movement, except a charge (pg.32). To make a turn,
choose one front corner of the unit, pivot the front stand(s) to the desired direction, and place
the rest of the unit's stands behind or beside based on formation. Turning costs part of the unit's
total Move for that turn as noted below, rounding fractional values up as usual.
40
Chapter 3
Turning Costs
Degree of turn Movement cost
41
GAME PLAY
• The new unit must make an immediate morale check to stay formed. On a failure, it
becomes Unformed.
• The new unit must use the stat block of the unit with the lowest values for all combat
and saves. If both units are of identical type, this doesn't matter.
• The new unit can't perform ranged fire unless both units were armed identically.
The new unit may separate back into its original units, but must make a morale check.
Only one morale check is rolled, using the lower morale score of the two units. On a success,
they separate by 1” and assume a formation of the player's choice. On a failure, they separate by
1” and are Unformed.
Special Movement
Highly trained units, non-human creatures, and artillery units have multiple types of special
moves.
Veteran and higher morale level units have two additional movement options due to their
experience and discipline. These options are available only in column formation.
• A veteran or higher (pg.150) unit in column formation may perform a Flank March.
A flank march allows the unit to change facing 90 degrees without any extra move-
ment cost or consequences. This is not counted as a turn (pg.40). A veteran unit may
perform only one flank march in the Movement phase.
• An elite or higher (pg.151) unit in column formation may perform a Rear March. A
rear march allows the unit to change facing 180 degrees (about-face) without movement
cost or consequences. This is not counted as a turn. The unit may make one rear or
flank march in the Movement phase, never both.
Swimmer (pg.132) creatures or vehicles have a Swim Move that may be used in shallow or
deep water.
Flying or Gliding (pg.129) creatures or
vehicles have a separate Flight/Glide Move,
either solely or in addition to a ground
movement.
Artillery units on the battlefield are usu-
ally unlimbered and in firing readiness. These
units may pivot up to 45 degrees in the
Movement phase to change facing, but may
not fire that turn. Any artillery that doesn't
pivot may fire in the Ranged Fire phase.
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Chapter 3
Artillery units, in some scenarios, may be able to move around the battlefield. An artillery
piece must be limbered up to draft animals or a vehicle for movement. This starts in the Move-
ment phase of a turn and is completed two turns later in the Movement phase. At this point, the
artillery may move up to the speed of the draft animal or vehicle. Once in position, unlimbering
the artillery starts in the Movement phase right after the unit has arrived, and is completed one
turn later in the Movement phase. The artillery is ready to fire in that turn's Ranged Fire phase.
Thus, to limber up an Artillery piece, move it, and unlimber it so that it may fire requires four
turns plus however many turns are used in the actual Move. Once a player has begun moving an
artillery piece, it will not be able to fire until a minimum of five turns later.
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GAME PLAY
Opportunity Fire
Opportunity Fire is a special case of ranged fire (pg.29). Units with a ranged weapon that
see an enemy unit move into their field of fire have an opportunity to attack at that moment.
Opportunity fire occurs during the Movement phase
When an enemy unit moves into the unit's field of fire, the player declares an opportunity
fire attempt. The moving unit stops where it is, and the attacking player rolls a morale check
(pg.56) modified only by the level of the highest commander within 4” of the unit. If the roll
is a success, the unit may fire following the standard ranged fire sequence. If the roll is failed,
the unit may not fire, and suffers a +2 TN penalty during the Ranged Fire phase of that turn.
The attack against the moving unit is resolved normally. Rolls are made, Hits counted, and
save rolls made. Any unsaved Hits are applied to the unit and models removed immediately. If
the unit takes enough Hits, a morale check must be made before completing the original move.
Needless to say, this can completely change the original planned move.
44
Chapter 3
Declare Target
The player selects units able to conduct ranged fire and designates enemy units to attack.
Each player must declare all attacks before any measurements and rolls are made to resolve them.
Any undeclared unit will be unable to fire in the current phase.
45
GAME PLAY
• For deeper line formations, fourth line and back may only shoot if the models are elite
morale level or higher (pg.151).
• Column and open formations follow the same fire rank rules as line formation.
Weapon Point 1 2 3 4 5 6 7 8 9 10 11 12
Cost
Martini-Henry 14 6 6 7 7 7 7 7 8 8 8 8 9
rifle Mark II
Martini-Henry 16 - - 5 5 6 6 6 7 7 7 7 8
rifle, Gehrlaus
rounds
Martini-Henry 11 6 6 7 7 7 8 8 8 9 9 9 10
cavalry carbine
Mark I
46
Chapter 3
Cover
Cover is concealment or protection provided by smoke, foliage, fortifications, or anything
else that can block sight or shot, classified into light, medium, and heavy. Cover derives from
battlefield features or actions, and imposes a penalty to the shooting unit on ranged weapon
attacks.
Cover TN Adjustments
Cover Type Examples TN Penalty
47
GAME PLAY
Circumstance
Circumstance is a catch-all for modifiers from movement and other factors. These modifiers
include the following.
Example: A unit composed of standard British infantrymen armed with Martini-Henry rifles
declares an attack on a unit of Samsut zombies 10” away. The base TN of the Martini-Henry
rifle at 10“ range is 8. The British unit walked in the movement phase, so there is no penalty for
moving. The Samsut zombie unit is in open terrain with no cover, so no penalty applies there
either. The British unit's final Target Number is 8.
Later in the battle, the same unit of British regulars declares an attack on a unit of Ardite
infantry. The Ardite unit is behind a stone wall, 2” away from the British unit. The base TN for
the British unit's weaponry at that range is 6. However the heavy cover protecting the Ardite unit
raises the TN by 4. The British unit's final Target Number for the attack is 10.
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Chapter 3
Resolve Attacks
Once the number of attacking models and the Target Number are known, the attack may be
made. The attacking player rolls one d10 for each model in the unit able to attack. The player
needs to roll equal to or higher than the TN to score a hit. If the TN is higher than 10, a 10
still scores a hit. The player rolls all dice, and notes how many hits are achieved.
Some ranged attacks, like artillery, can affect a large area. These weapons are noted on the
Ranged Weapon Chart ([Link]) as scoring a minimum number of Hits on a successful roll. This
is an exception to the normal Hit procedure.
49
GAME PLAY
Commanders are a special case, as they are mounted singly to a stand. A commander is
considered a separate unit when he is not attached to a unit. He may be targeted and fired upon,
and must save against all Hits taken. A commander may also attach to a unit of the appropriate
type – infantry unit for a commander on foot, cavalry unit for a mounted commander. When
attached, the commander is considered part of the unit, and may not be targeted separately.
However when it comes time to distribute Hits taken on the unit, half the Hits taken (round-
ing down) go to the commander to be saved against, while the other half go to the unit itself.
Ranged fire on an artillery piece is handled like any other unit. Artillery pieces have crews
who must distribute and save against incoming Hits. An artillery piece may fire with only one
crewman left. When no crew are left, the artillery piece may not attack.
Check Morale
After all units on both sides have completed ranged fire, morale checks are made. Any unit
that lost a specified percentage of Hits or models due to ranged fire must make the check. See
Rally Phase (pg.56) for more about morale checks, modifiers, and effects.
Declare Attacks
Each player declares attacks. Any unit that has remained in stand contact with an enemy
unit from a previous game turn, as well as any unit that has made stand contact with an enemy
unit in the current game turn, may attack in the Melee Combat phase. All declarations must
be made before any rolls are done. A unit that begins or continues melee with an enemy unit is
automatically Unformed.
50
Chapter 3
Initiative determines who attacks first when units have been in stand contact for one or
more turns, or have just made stand contact in the current turn. The initiative winner gets to roll
attacks for a unit first. The opposing player makes Saves, applies Hits, and removes models for
the unit before taking his turn to attack.
One exception to this rule is a successful charge in the Movement phase (pg.31). The
charging unit automatically gains the initiative in the turn that it charged. Subsequent turns are
handled as above.
The other exception are units armed with weapons that have Reach, such as polearms. These
units gain the initiative in the first contact turn of melee. If both units have Reach weaponry, the
initiative goes to the unit that charged, or the player that won initiative, in that order.
Joining a Melee
Units may join an existing melee by making stand contact in the Movement phase (pg.31).
A unit joining may not charge into melee. The joining unit also follows standard initiative rules
for melee combat. When there is more than one friendly unit in melee, each unit attacks, saves,
takes hits, and makes morale checks separately. Friendly units may not combine models into one
large unit. When the player of multiple units in melee is attacked, he distributes the Hits equally
between all involved units, with any extra Hits being applied to the unit that has been in melee
combat the longest.
51
GAME PLAY
Melee Combat TN
Weapon Point Cost Target Number
Unarmed 0 10
Combat Dagger 4 7
Saber 5 6
Sword 5 6
Two-handed Sword 7 4
Mace 3 8
Fixed Bayonet 5 6
Rail Blade 5 6
Lance 7 4
Halberd (Reach) 6 5
Shotgun 10 1/5**
Pistol*** 5 6
52
Chapter 3
The base TN is modified by the initial unit contact and the types of units in melee combat.
Attacker is defined as the unit that moved to make initial contact. Defender is the unit that was
contacted. Initial contact modifiers are for the first contact melee turn only, and are as follows.
Melee TN Modifers
Condition Melee TN modifier
Unit type modifiers are used every turn of melee combat including the first.
Example: A unit of British infantry regulars charges into melee against a unit of Ardite
infantry. Since the British charged this turn, their unit automatically has initiative. The Target
Number for a fixed bayonet is 6. Since they charged, they gain a -2 TN bonus, modifying the
final TN to 4.
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GAME PLAY
A British infantry unit is charged from the flank by a unit of Samsut cavalry. When it's their
turn to fight back, they have a base TN of 6 for the fixed bayonet. They were contacted in the
flank, which is a +2 penalty, raising the TN to 8. In addition, they're an infantry unit fighting a
cavalry unit, which raises the TN by +1. The British unit's final TN for the first turn of melee
is a 9. If they survive the initial charge, their TN for subsequent turns will be a 7: a base of 6
+1 for infantry versus cavalry.
Resolve Attacks
All models of a unit in melee combat may attack. The player of the attacking unit rolls one
d10 for each model in the unit. The player needs to roll equal to or higher than the modified
TN to score a hit. If the TN is higher than 10, a 10 still scores a Hit. The player rolls all dice,
and notes how many Hits are achieved.
54
Chapter 3
Armor Modifiers
Armor Melee Save modifier Move penalty
Unarmored +1 0"
Light 0 -1"
Medium -1 -2"
Heavy -2 -3"
Superheavy -3 -4"
A shield serves to protect a model in melee, but prohibits the model from using a two-
handed weapon, including two-handed swords, halberds, bows, crossbows, rifles, or carbines. Such
a weapon may be carried, but the shield must be discarded to use it (pg.33), and once discarded
may not be retrieved. A shield grants a -1 Save bonus to a model.
Check Morale
After both players have resolved attacks for a particular set of units in melee, then morale
checks are made if the level of casualties calls for it. Any unit that lost a specified percentage of
Hits or models in melee must make the check. See Rally Phase (pg.56) for more about morale
checks, modifiers, and effects.
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GAME PLAY
Units that have become Disordered (pg.59) by morale failure may only defend in melee.
Opposing units in melee with a Disordered unit my choose to withdraw automatically without
penalty or retaliatory attacks.
Units with the Controlled quality (pg.129) whose Controller is killed act similarly to a
Disordered unit, taking no action except to defend in melee. A Controlled unit in this condition
may be withdrawn from without penalty.
Rally Phase
The final phase of the game turn is the Rally phase. The Rally phase allows units that have
become Disordered by morale failure to come back together into a cohesive fighting unit. This
allows the player to reform a shattered unit into a formation of his choosing. Non-Disordered
units change formation in the Movement phase (pg.31). This section also covers all the condi-
tions that can trigger a morale check, how to roll a morale check, and what happens to a unit
that fails a morale check.
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Chapter 3
A morale check is made every time a unit attempts to do something that requires it, and
may occur more than once in a game turn, though never more than once in a phase.
Commander Statistics
Level Number of Commanders Radius Own Stand? Rank
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GAME PLAY
Commanders of Level 3 or higher will force morale checks on enemy units within their
command radius. This effect is canceled if an opposing commander of equal or higher Level has
the same unit in its command radius.
If a commander is killed, all friendly units within its command radius must make an im-
mediate morale check with a penalty equal to the commander's Level.
Morale Modifers
Condition Morale modifier
The morale check is made by rolling a d10 and scoring equal to or higher than the unit’s
Morale score, modified by circumstances. On a success, the unit is unaffected. On a failure, the
unit suffers negative effects, based on how badly the unit failed the check.
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Chapter 3
Morale States
Failing a morale check can change the unit's behavior, or morale state, for a period of time.
The effect could last one turn, multiple turns, or even the entire battle. The three morale states
a unit can have are Normal, Disordered, or Routed.
Normal is the default morale state of the unit. The unit may move, change formation, and
participate in ranged and melee combat. All units start a battle in a normal morale state, unless
a scenario rule is in effect.
A Disordered unit has been shaken and had its formation disrupted. The unit may not vol-
untarily move, shoot in the Ranged Fire phase or initiate melee. If attacked in the Melee Combat
phase, the unit may counterattack. The unit has no formation, similar to Unformed, and must
59
GAME PLAY
remain in place until rallied. A disordered unit that is retreating is compelled to move away from
the enemy unit at its full Move rate, and will do so until rallied.
A Routed unit has been split apart by casualties or terror. The unit has no formation and
may not participate in combat at all, including defending. A routed unit must turn its back to the
enemy unit and move away from the unit at double normal Move, until it leaves the battlefield
or is rallied.
Any unit that leaves the battlefield area for any reason is out of the battle. Depending on
the particular scenario rules, that may mean the unit is counted as casualties for victory condi-
tions (pg.79).
Rallying
Any unit that failed a morale check during previous phases of the current turn may roll a
new morale check to rally and reform during the Rally phase. If a unit failed a morale check in
a previous turn and is still suffering the effects of failure, it may roll a new morale check in the
current Rally phase.
The unit attempting to rally must make a morale check with any applicable penalties. This
includes penalties from casualties taken and from being within the command radius of an enemy
commander. The unit can gain a bonus to the check from being within the command radius
of a friendly commander. If the player rolls a successful check, the unit rallies and may reform
into a formation of the player's choosing. If the check fails, the unit must compare the margin
of failure to the Morale Failure table (p.59). This can saddle the unit with a worse result than
before. The player may attempt a rally check for the unit in the next turn's Rally phase, as long
as it is still on the battlefield.
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Chapter 3
Skirmish Units
Skirmishers are a special type of unit that excel at mobility, screening, and independent fire.
They operate in a special skirmish formation and are much more capable of independent action.
All commanders are considered skirmishers to reflect their ability to operate independently. Skir-
mishers normally act as screens for formed units, or engage in maneuvers requiring high mobility.
The skirmish formation is a type of open formation that allows skirmishers to react quickly
to changes in the battle. While in skirmish formation, they gain the following benefits.
A skirmish unit may operate in formation as a typical unit, but they lose all skirmisher
benefits while doing so.
Vehicles
A vehicle is generally a large, single model that operates independently on the battlefield,
rather than as part of a unit. A vehicle may carry troops, small arms, or heavy weapons. A vehicle
has a crew, which may be one or more people, or a device that autonomously controls it. Vehicles
operate a bit differently than other units on the battlefield. This section covers these differences
in each phase of the game turn.
Vehicles, like structures, have a Fortification Value (FV) based on the material they are
constructed of and the sturdiness of their build. The Fortification Value is a measure of the
toughness of the material: the impact required to penetrate it and how many penetrating hits
required to destroy it.
Vehicles, like weapons, have a Penetration Value (PV) and a Destruction Value (DV), but
they are only used if the vehicle makes a ramming attack. The PV is used to determine if a
ramming attack penetrates a fortification or vehicle. The DV is used to determine if the ram
damages a fortification or vehicle.
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GAME PLAY
Move
A vehicle has a Move score like any other unit. The main difference is the Move score repre-
sents the vehicle's maximum speed. A vehicle can't run, charge, Force March, or Strategic Move.
It may only Move at its base rate or less, or pass. A ground-based vehicle requires relatively flat,
solid ground to travel on, and cannot move through woods, swamps, or deep water, and may only
change one elevation in the movement phase.
A vehicle may perform a ram during the movement phase. This is a move similar to a
Charge, that ends in stand contact with another vehicle or fortification. When a ram is made,
compare the ramming vehicle’s PV with the target’s FV and roll as normal to check for penetra-
tion (pg.70). If a penetrating hit is scored, compare the ramming vehicle's DV to the target’s
FV as normal (pg.70). The ramming vehicle must also make a penetration check, using its own
PV, FV and DV, to check for possible damage to itself from the ram. Some vehicles are built
for ramming, and are better able to withstand the shock.
Models may embark or disembark a vehicle in the movement phase, up to a number equal to
the vehicle’s troop capacity. For example, the British breaching vehicle can carry 6 shock troops,
so up to 6 models can disembark, or embark if the troop bay is empty. Vehicle movement has
no bearing on the ability of troops to embark or disembark.
Ranged Fire
A vehicle with a mounted weapon, or a troop carrier with an open top or firing ports, may
shoot in the Ranged Fire phase if it didn't move in the Movement phase. Crew of an unarmed
vehicle may not fire in the Ranged Fire phase. Exceptions to this rule exist, and are noted in
individual vehicle descriptions.
Melee Combat
Troops in a vehicle cannot initiate a melee in the Melee phase, unless allowed by a special
rule for a particular vehicle. Enemy units can make stand contact with a vehicle and initiate a
melee, but most vehicles can’t be harmed by hand-held melee weapons. However, the melee can
result in crew casualties.
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Chapter 3
Components of a Vehicle
Vehicles are treated as fortifications. They have a structure with a Fortification Value that
may be immune to damage by small arms, but the crew and other components of the vehicle
aren’t so durable. The components of a vehicle include armament, crew, locomotion, and structure.
Armaments are the weapon systems mounted on the vehicle. This may range from one large
artillery piece to multiple small arms.
Crew are the highly trained people that operate the vehicle. Crews can range from one person
to 10 or more people, and are usually made up of these positions
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GAME PLAY
Locomotion includes the engine, transmission, and other mechanisms used to move the
vehicle. It usually takes up the majority of the space in the vehicle, although troop carriers will
devote most of their space to the troop bay.
Structure is the frame of the vehicle, including any armor.
Depending on the size and complexity of the vehicle, the crew may have seats in the vehicle,
or might be expected to walk alongside or behind. Some, like self-propelled guns, may have
limited ammunition and need another vehicle to carry extra.
Firing on a Vehicle
A unit fires on a vehicle in the same manner as if it were firing on a unit. For each hit
scored, roll on the Hit Location table noted in the vehicle's description to find where the hit
landed – on the crew, the vehicle's locomotion, or structure.
Crew hits are saved against normally, using the Save score listed on the Hit Location table.
Hits that aren't saved successfully result in crew casualties. The defending player may choose
which crew members are lost to failed saves.
Locomotion hits test the attacking weapon's PV against the locomotion's FV to determine
if penetration occurred. Penetrating hits usually result in a reduction or loss of movement speed.
Structure hits test the attacking weapon's PV against the structure's FV to determine if
penetration occurred. Penetrating hits whose DV is greater than the vehicle's FV result in the
vehicle losing 1 FV. A vehicle that loses its last FV is no longer operational.
It may be wrecked, set afire, or simply no longer functional.
1-2 Crew
3-4 Armament
5-7 Locomotion
8-10 Structure
* Specific vehicles in later supplements may have their own Hit Loca-
tion Table, due to differences in design. For example, an unarmed vehicle
would have no Armament Hit Location.
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Chapter 3
Terrain
Terrain Types
Open terrain is relatively flat, with only minor rises and dips, and low vegetation such as
grasses. Open terrain does not affect a unit's Move or formation.
Rough terrain is harder to negotiate. It could be rocky and uneven, swampy or marshy
ground, covered with dense underbrush, or scattered trees. Entering or moving through rough
terrain reduces a unit's Move to half normal and causes it to become Unformed. Skirmish units
(pg.131) suffer the Move penalty, but do not become Unformed. A unit that is in rough terrain
during a Movement phase, but does not move, may reform into an Open formation. Some fea-
tures of rough terrain can provide light cover (pg.47) due to trees, boulders, gullies, and so on.
Dense trees or forests are difficult to move through, and impossible to maintain formation in
while moving. A unit entering or traversing a forest has its Move reduced to one-quarter normal
and becomes Unformed (pg.39). A unit that is in forest terrain during a Movement phase, but
does not move, may reform into an Open formation. Forests generally provide medium cover,
although very dense forests like jungles may provide heavy cover (pg.47) if the players agree or
scenario rules stipulate.
Elevations
Moving a unit up or down a hill is called an Elevation Change. Most hills designed for
wargames will have flat surfaces representing one to three elevation levels. Elevation changes are
taxing whether the unit is moving up or down a hill.
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GAME PLAY
A unit making one elevation change as part of its movement must spend one extra inch of
movement in addition to the distance it actually moved. If the unit can't pay this cost, it ceases
movement upon contact with the elevation contour (whatever represents it). Making one elevation
change as part of movement doesn't affect a unit's formation.
A unit making two elevation changes in a movement phase must pay three extra inches of
movement in addition to the actual distance moved. The unit becomes Unformed for the duration
of the turn, although it may attempt to regroup in the next turn's Movement phase (pg.31). As
with one elevation change, if the unit can't pay the extra cost, it ceases movement upon contact
with the hill. A unit cannot attempt more than 2 elevation changes in a single turn.
A unit may Charge in the same turn it makes elevation changes.
Water
Water is both a terrain feature and a hazard. Water can be placed on the battlefield as small
streams, rivers, ponds, lakes, or even coastlines. Water terrain will be one of two types: shallow
water or deep water.
Shallow water is up to five feet in depth. Shallow water may be crossed by all unit types. It
reduces movement to one-quarter normal, and causes the unit to become Unformed (pg.39). A
unit that is in shallow water during a Movement phase, but does not move, may reform into an
Open formation. Shallow water has no other effect on a unit. If the water is extremely shallow,
only a few inches deep, then it should not be designated as water at all since anyone can cross
it with no appreciable hindrance.
Deep water is over 6 feet in depth. Any unit may cross deep water at a rate of one inch per
turn, but automatically becomes Unformed. The unit must also make a Morale check each turn
during the Movement phase at a +1 TN penalty. If successful, the unit moves one inch without
problems. If failed, the unit must roll on the Morale Failure table (pg.59), but ignore results
except loss of models. While in deep water, the unit may not participate in the Ranged Fire
phase, and may only defend if attacked in Melee, at a +2 TN penalty. Any unit with the Swimmer
special ability may ignore most of the penalties for entering deep water (pg.66).
A bridge crossing a body of water is considered open terrain and carries none of the penal-
ties of crossing water. Bridges are generally narrow enough to restrict units to Column or Open
formation, or Unformed, when crossing.
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Chapter 3
Fire
Fire can be a terrain feature and is most definitely a hazard. Fire can occur naturally from
lightning strikes and lava coming to the surface, but also accidentally or deliberately from man-
made sources. Fires most likely to be encountered during a battle are wildfires or lava. A wildfire
could be a fast-moving plains fire, or the deadly inferno of a forest fire. Lava may be present
around volcanoes and other areas of geological instability. Areas of fire can also be created
through the use of incendiary weapons (pg.73). Regardless of the source, fire has the same effect
on units that come in contact with it. Any unit entering or caught in an area of fire automatically
takes one Hit for each model in the area. A save must immediately be made for these Hits. Large
fires can have other effects, but these will be covered under scenario-specific rules.
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GAME PLAY
Hay Bale 0
All weapons have a Penetration Value (PV) and a Destruction Value (DV). The PV is used
to determine if an attack penetrates a fortification. The DV is used to determine if an attack
damages a fortification. Weapon PV and DV are listed below.
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Chapter 3
PV and DV by Weapon
Weapon PV DV
Melee Weapon 0 0
Pistol 1 0
Rifle/carbine 2 0
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GAME PLAY
Penetration Check
To calculate the chance of a given attack to penetrate a fortification, subtract the FV of the
fortification from the PV of the weapon, then add the result to a base Target Number of 8. To
penetrate the fortification, roll equal to or higher than the calculated TN on one d10. The stan-
dard rule of a 10 always being a success doesn't apply to penetration rolls. If the roll to penetrate
the fortification is a success, then any model or unit on the other side of the fortification has a
chance to be hit, resolved normally at the same range as the fortification. (pg.49).
Example 1: A 7 pounder cannon firing a solid ball (PV 5) at a 6” thick small-stone wall
(FV5) needs to roll an 8 or higher to penetrate the wall. (TN 8+(FV5-PV5)) = 8+0 = 8.
Example 2: A standard rifle round (PV 2) firing at the same wall (FV 5) would have no
chance of penetrating the wall. (8+(5-2)) = 11
Example 3: A 12 pounder cannon firing a solid ball (PV 7) at a log palisade wall (FV 4)
needs to roll a 5 or higher to penetrate. (TN 8 + (FV4-PV7)) = 8 + -3 = 5.
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Chapter 3
If an attack penetrates, and the DV of the weapon is equal to or greater than the FV of the
fortification, then the FV of that section is reduced by one. If the FV of the section is reduced
to zero, or was already zero, then that section is destroyed. A destroyed section no longer blocks
attackers, but is considered rough terrain for the purposes of movement.
Incendiary weapons have a few special rules regarding fortifications. They can only affect
targets made of flammable materials such as wood, hide, or plant fibers. Fortifications made with
stone exteriors usually have wood interiors, but will resist incendiary attacks unless a breach is
made in a section. An incendiary weapon fired into a breach in a stone fortification will affect it
as if it were flammable. Scenario rules may modify this.
Incendiary weapons fired at a flammable fortification will start a fire on impact, with their
stated Penetration Value and Destruction Value. Incendiaries continue to burn until extinguished
or until the fortification is destroyed. Each turn the PV and DV increase by 1. Every turn at
the beginning of the Ranged Fire phase, the incendiary makes another penetration roll, with the
newly increased PV for that turn. In each turn, the DV is checked against the fortification's FV
as normal.
Some fortifications are extremely well built, and as such are not affected by field units and
equipment. For these fortifications, special siege units are required. The rules for extended sieges
and campaigns will be covered in a future supplement.
Artillery Fire
Field artillery is any artillery that can be transported to the battlefield and can change posi-
tion during a battle. This has historically been horse drawn, but the advent of steam locomotion
has seen the introduction of steam powered mobile gun platforms to the battlefield. Stationary
gun emplacements are generally of larger caliber and weight and normally found in fortifications.
Artillery uses the normal ranged attack procedures with the following exceptions.
Cannons
Field artillery is normally classed by the weight of the round or shell. Muzzle loaded can-
non can fire traditional solid round balls and canister rounds. Each has a different effect on its
intended target. When round shot hits a target unit, it automatically inflicts a number of hits
equal to the rank depth of the unit. Thus, a unit in double line formation would suffer two hits,
a column formation four ranks deep would suffer four hits, and so on.
A field gun firing canister rounds, the cannon equivalent of a shotgun, has a much shorter
range than round shot, but gets a greater number of dice for attack rolls, based on the gun’s size.
Each die that hits inflicts one Hit per successful roll. The table below gives the details.
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GAME PLAY
3 pounder 1
7 pounder 2
9 pounder 4
12 pounder 8
For example, a 9 pounder cannon firing canister shot gets 4 dice to roll for attack, and
scores one Hit for each die roll that hits.
Mortars
Another type of field artillery is the 18 pounder mortar. Where traditional field pieces must
shoot in line of sight and have a flat trajectory, the mortar fires in a high parabolic arc. This
lets it fire at targets that cannot be seen from the firing site, including targets blocked by other
units, behind fortifications, or behind terrain features such as hills. In order to hit such a target,
the fall of the shot must be watched and communicated back to the gun crew by a special unit
known as a forward observer.
Forward observers are specially trained two or three man teams. Their task is to get into a
position where they can see both the firing mortar and the intended target. They can communicate
visually using flags or mirrors to give firing direction. In order to function as an observer, the
unit must take no other action during the turn. Any other action, including being attacked or
moving, means they cannot observe a shot that turn.
Instead of solid shot or canister, mortars fire explosive shells with fuses. These shells can
be high explosive, fragmentary, smoke, or incendiary.
High Explosive rounds detonate with a massive explosion causing blast and shock damage.
Whole units can be knocked to the ground after suffering such a hit.
A HE round detonating inside a structure - having fallen through the roof - can blow the
whole structure to pieces. A HE round whose fuse was just a bit too long can penetrate the
ground and then explode creating a crater. A unit takes one Hit for every model within 2” of
the shell’s impact. The blast area of a mortar round can affect multiple sections of a fortification
(pg.67).
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Chapter 3
Fragmentary rounds are antipersonnel rounds. They burst at ground level or slightly above
and create a shower of lethal metal fragments. A unit takes one Hit for every model within 3”
of the shell’s impact.
Smoke rounds create a cloud of smoke that acts as a temporary barrier to line of sight.
Smoke clouds are 6” in diameter and last for one full turn.
Incendiary rounds explode and shower an area with burning petroleum for the purpose of
starting fires. A unit takes one Hit for every model within 2” of the shell’s impact, and the
entire 4” diameter area becomes an inferno – this area should be marked. The fire will continue
to burn for a random number of game turns. Roll 1d10: 1-4 = 1 turn, 5-8 = 2 turns, 9-10 = 3
turns. A unit caught in the area automatically becomes Unformed. Any models that save against
the hits may be immediately moved to outside the fire's area. Any models that are still in the
fire's area may move out during the next Movement Phase. Any models still in the area during
the next Ranged Fire Phase automatically suffer a Hit that must be saved against. This also ap-
plies to any unit that enters the fiery area. Incendiaries may be fired at areas of the battlefield to
create an effectively impassable obstacle, as no unit will willingly run through a blazing inferno!
Incendiaries follow different rules when used against fortifications (pg.67).
An attacking mortar unit uses the normal ranged fire procedures with the following modi-
fications.
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GAME PLAY
Mortar TN Modifers
Condition Modifier
To qualify as a Forward Observer, the FO unit must do nothing but spot for the entire turn,
and be in direct communication with the firing unit. Spotting means no movement, no other
attacks and not being attacked. Direct communication means the FO must have line of sight
to the firing unit for visual communication, or must have some other form of communication.
All rounds fired will land somewhere. If an indirect fire weapon misses, the attacking player
rolls two dice and consults the scatter table. The player should designate one die for direction,
and one die for distance, or roll for each separately. Scatter is measured from where the round
was intended to land. In most cases this will be the center of the front or lead stand of the unit
that was fired on. Cardinal directions are used, with North being the direction the round was
fired. Misfire indicates the weapon did not fire. In the case of misfire, the distance die is ignored.
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Chapter 3
Scatter Table
Roll Direction Roll Distance
1 North 1 1”
2 North-east 2-3 2”
3 East 4-5 3”
4 South-east 6-7 4”
5 South 8-9 5”
6 South-west 10 6”
7 West
8 North-west
9-10 Misfire
Oversize Missiles
There may be cases where large creatures are able to hurl boulders or other oversize missiles
in the Ranged Fire phase. These missiles should be treated as cannon balls, inflicting a number
of Hits equal to the rank depth of the unit: 2 ranks deep equals 2 Hits, 4 ranks deep equals 4
Hits, and so on.
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Chapter 4
Battles
Types of Battles
Not every battle is the same. They are fought for a wide variety of reasons, not all
of them planned ahead of time. They have different setup and victory conditions,
and some may have additional situational rules. All of the following basic battles
are presented in a format listing all the information you need to play out that type
of battle with any force. Expanded scenarios for specific battles are featured later
in this chapter.
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BATTLES AND CAMPAIGNS
Battle Name
This is a brief description of the type of battle.
Setup
Setup tells you how to place or deploy your forces, including any ways that are different from
the standard method (pg.29). It also details placement of battlefield terrain and fortifications.
Time Limit
If the battle is going to be of limited duration, the number of turns the battle will run
before ending by default is listed here. In battles with time limits, the victory conditions may
be dependent on the time. Time limits can be coupled to situational rules such as Darkness, or
can simply end the game by assuming a final event, such as arrival of an overwhelming enemy
force, sunset, or a natural disaster like a hurricane or volcanic eruption. Time limit can also be
determined randomly, if the players prefer.
1-3 5 turns
4-6 6 turns
7-9 7 turns
10 8 turns
Situational Rules
Any special rules that may affect the battle, such as Darkness, Fog, or Storm, are shown
here. Situational rules are explained further on in this chapter (pg.93).
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Chapter 4
Victory Conditions
Here the conditions that need to be met for one force to be victorious are detailed. Condi-
tions can include destroying a certain percentage of enemy forces, escaping from an overwhelming
enemy force, capturing a strategic asset such as an enemy commander or prototype weapon, tak-
ing and holding an important location, or defending a location against the enemy force. Victory
conditions that are straightforward, such as escape, are simple to determine. Conditions such
as destroying a percentage of enemy forces are based on the point value of removed models
and units. Other conditions may be based on the scenario's time limit. In a campaign (pg.98),
rewards for the forces, whether victorious or defeated, are listed here as well.
Basic Battles
Ambush
In this battle, one force has been ambushed by an opposing force. The ambushing force has
a distinct advantage, thanks to final deployment and first turn initiative.
Setup
Terrain features may be placed as desired by both players before deployment. The ambushed
force deploys first in its entirety. Deployment assumes the force was traveling when the ambush
occurred, and will be in a formation suitable for such activity. The player of the ambushed force
deploys his units in an area up to 12” wide and as long as needed to place all units. After the
ambushed player has deployed his entire force, then the ambushing player may place his units.
Units may be placed on either side of the ambushed player's deployment area, at least 4” away
from the closest unit. The ambushing player may not place units in front of or behind the am-
bushed player's deployment area. Both forces are limited to infantry and cavalry units only for
initial attack and defense. The ambushed force may have artillery or vehicle units as part of its
composition. Artillery is assumed to be limbered for transport (pg.48) and must be unlimbered
before it can be brought to bear. Vehicle rules will be part of a future sourcebook, and thus
vehicle use is discouraged at this point.
Time Limit
The basic ambush battle has no time limit. Variants could include a time limit based on
arrival of a relief force for the ambushed force, or a time limit for the ambushing force to do as
much damage as possible before retreating.
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BATTLES AND CAMPAIGNS
Situational Rules
The player of the ambushing force automatically gains the initiative for the first game turn.
The ambushed force is considered Encumbered.
Victory Conditions
Two victory conditions are available to each side in an ambush.
• Defender
• Defeating the ambushing force. (100% of point value)
• Escaping the battlefield with no more than 35% casualties by point value
• Attacker
• Defeating the ambushed force. (100% of point value)
• Escaping the battlefield having inflicted more casualties on the opposing force than
taken, by point value
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Chapter 4
Annihilation
The forces in this battle are meeting to destroy their opponent. Nothing less than complete
obliteration will do.
Setup
Each force deploys in the standard fashion (pg.29), with a no-man's land space of at least
18” between them. Terrain features may be added to the battlefield by each player, on their own
side, and both players may place terrain in the no-man's land space.
Time Limit
The basic annihilation battle has no time limit. Variants of the scenario could introduce a
time limit around reinforcements for one force, or circumstances beyond anyone's control, such
as a natural disaster (hurricane, volcanic eruption, and so on).
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BATTLES AND CAMPAIGNS
Situational Rules
None standard, although the players may agree to use one for variety.
Victory Conditions
Victory conditions are identical for both forces: complete (100%) destruction of the oppos-
ing force. Routed units that flee the battlefield count as casualties for the purpose of fulfilling
victory conditions.
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Chapter 4
Betrayal
Two forces have met under a flag of truce, but one force has arrived with treachery planned.
When the forces come to the meeting place, the treacherous force launches an attack.
Setup
Both forces may contain infantry and cavalry units. The betraying force may also field artil-
lery, assumed to be disguised as supply wagons or something similar until the attack has begun.
Neither side may deploy vehicles. Each force deploys in the standard fashion, with at least 12” of
space between them. Terrain features may be placed on the battlefield as agreed by both players.
Time Limit
The basic betrayal battle has no time limit. Variants may have a time limit based on the
arrival of an overwhelming support force on the betrayer's side.
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BATTLES AND CAMPAIGNS
Situational Rules
The player of the betraying force automatically gains the initiative for the first game turn.
Victory Conditions
Two victory conditions are available to each side in a betrayal.
• Defender (the betrayed force)
• Defeating the opposing force (100% of point value)
• Escaping the battlefield with no more than 50% casualties by point
value
• Attacker (the betraying force)
• Defeating the opposing force (100% of point value)
• Escaping the battlefield having inflicted more casualties on the opposing force than
taken, by point value.
Capture Asset
One force is tasked with capturing some asset vital to their war effort. The asset could be an
item or person, such as a prototype weapon or enemy commander. Locations are not considered
assets, and are covered under Defense and Take-and-Hold battles. The other force holds and
protects the asset. The players decide before setup which force will hold and which will capture,
and whether the asset is an item or person. If an item, the player of the holding force places a
token beside any one unit to represent the item. If a person, the player selects one commander
to be the asset.
A variant scenario is to place three to five tokens, representing items, in the 18” wide area
between the forces. Each token should be no closer than 6” to each other, and at least 8” from
each force.
Setup
Each force deploys in the standard fashion (pg.29) on opposing sides of the battlefield,
with at least 18” between them. Terrain features may be placed on the battlefield as agreed by
both players.
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Chapter 4
Time Limit
The basic capture asset battle has no time limit. One variant could be a time limit based
on arrival of overwhelming support for the holding player.
Situational Rules
Capturing the asset: To capture the asset, the unit protecting the asset must be engaged
in melee and defeated. Once that happens, the capturing unit automatically takes possession of
the asset. The capturing unit may be engaged in melee, and if defeated the opposing force can
reclaim the asset.
In the variant scenario, a unit must move into stand contact with the item token, and spend
1” of Move to pick it up. As above, an opposing unit may take the item by engaging and defeat-
ing the carrying unit in melee.
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BATTLES AND CAMPAIGNS
Victory Conditions
The capturing force must capture the asset and exit the battlefield with it to be victorious.
The holding force must prevent the capturing force from seizing the asset, and destroy or rout
them.
In the variant scenario, one force must capture the majority of the assets and have those
units exit the battlefield with them to be victorious.
Defense
One force must defend a location or fortification vital to its side. The other force attacks,
trying to overwhelm the defenders. The players decide before setup which force will defend and
which will attack.
Setup
Terrain representing the location or fortification to be defended should be set up in the
center of the battlefield. It should cover an area of at least 12” by 12” square, although this may
be adjusted up or down for larger or smaller battles. Each force deploys units in the standard
fashion. The defender is restricted to deploying within the center area. The attacking force must
deploy at least 12” from the center area.
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Chapter 4
Time Limit
The basic defense battle has no time limit. Variants can include a time limit based around
Reinforcements for either force, or arrival of overwhelming support for the either player. Using
a final time limit with a small defending force and larger attacking force makes an exciting “last
stand” scenario.
Situational Rules
None standard, although the players may agree to use one for variety.
Victory Conditions
The defending force must defeat the entire attacking force (100% of point value). The at-
tacking force must defeat the entire defending force (100%) and occupy the location. Routed
units that flee the battlefield count as casualties for the purpose of fulfilling victory conditions.
Escape
In this battle, one force is vastly outnumbered by the opposition. The smaller force must
escape the battlefield quickly, while preserving most of its units. It is similar to the Ambush
battle, but without the element of surprise.
Setup
Terrain features may be placed as desired by both players before deployment. Each force
deploys in the standard fashion. The escaping force deploys in an area up to 12” wide and 18”
long, at least 24” away from the open edge. The superior force deploys in a “U” shaped area
around the escaping force, at least 6” away from the closest unit. One side must be open to allow
the smaller force an avenue to escape. The escaping force may use only infantry and cavalry units.
Time Limit
The basic escape battle has a time limit of 6 turns.
Situational Rules
The larger force should be double the point value of the smaller force. We recommend the
smaller force be no more than 2500 point value.
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BATTLES AND CAMPAIGNS
Victory Conditions
The smaller force must escape the battlefield with no more than 40% casualties, by
point value, before the end of turn 6. Any units on the battlefield at the end of turn 6 are
considered casualties. The attacking force must eliminate more than 30% of the escaping force
by the end of turn 6. This total includes units of the escaping force left on the battlefield at the
end of turn 6.
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Chapter 4
Skirmish
A skirmish is a small-scale battle fought with one to three skirmish units (pg.61). The skir-
mish is one of the standard battle types, only with the scale of the battle changed. Skirmishes
work best with Ambush, Annihilation, Capture Asset, or Escape scenarios. The force choices
presented in this book do not include any skirmish units, but that doesn't stop you from select-
ing normal infantry units and simply designating them skirmish units. The individual force books
describe dedicated skirmish units to add to your force for both regular battles and skirmishes.
Skirmishes are for infantry units only.
Setup
As per the battle selected.
Time Limit
As per the battle selected.
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Situational Rules
All units used should be skirmish units, unless using the variant presented above.
Victory Conditions
As per the battle selected.
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Setup
Players set up on opposite sides of the battlefield and deploy their forces in the standard
fashion, at least 24” from each other. The 24” wide area in the middle should contain one,
three, or five locations to be occupied. These locations may or may not feature special terrain or
fortifications. They should be marked by tokens or other means. The number of locations should
always be an odd number, to define the majority required for victory conditions. The locations
should be at least 8” away from the closest force deployment area, and preferably spaced evenly
for fairness.
Time Limit
The basic take and hold battle has a time limit of 6 turns.
Situational Rules
An infantry unit may take a location by making stand contact with the location marker. If
an opposing unit is already in contact with the marker, then a melee is initiated in that phase.
The unit winning a melee is considered to have taken the location. A location held by an infantry
unit at the end of the battle counts towards victory conditions.
Victory Conditions
The side with the majority of locations held at the end of the battle wins.
Test of Strength
The forces in this battle meet to try themselves against each other, possibly for the first
time. The primary purpose for each force is to gauge their foe's strength. A force may fight to
complete victory, or may decide to retreat when faced with a superior enemy.
Setup
Each force deploys in the standard fashion (pg.29), with a no-man's land space of at least
18” between them. Terrain features may be added to the battlefield by each player on their own
side. Both players may place terrain in the no-man's land space.
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Time Limit
The basic test of strength battle has no time limit. Variants of the scenario could introduce
a time limit based around overwhelming reinforcements for one force.
Situational Rules
None standard, although the players may agree to use one for variety.
Victory Conditions
Victory conditions are identical for both forces: complete (100%) annihilation of the op-
posing force, or retreat off the battlefield having inflicted more casualties than taken, by point
value. Routed units that flee the battlefield count as casualties for the purpose of fulfilling victory
conditions.
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Situational Rules
These are special rules, some of which may be integral to the scenario, and others that may
be added to change how it's played. A battle fought in daylight, for example, is markedly different
from one fought at night. Situational rules added to a battle must be agreed upon by all players
in the interest of fair play. The situational rules may last the entire battle, or a duration may
be diced for randomly. Roll a d10: 1-5 = Number of turns the rule lasts, 6-10 = Entire battle.
Darkness
Some battles occur without a sufficient source of light, like outside at night or in a dark
cavern. The chief obstacle in this kind of battle is the lack of visibility. Unless otherwise stated
by a force or unit-specific rule, all units have a maximum visibility range of 6”. No unit may
conduct a charge against an opposing unit more than 6” away. No unit may declare or perform
ranged fire against an opposing unit more than 6” away. Any ranged fire against a unit more than
2” away grants light cover to the target. Melee combat is conducted normally.
Encumbered
The units of a force are burdened with the extra weight of supplies. This usually happens
when one force is ambushed while traveling. The extra weight reduces the Move score of all in-
fantry units by -1" until they can discard the source of the weight, usually packs. See Discarding
Equipment (pg.33) in the Movement phase section of Chapter 2.
Fog
Fog impairs visibility on the battlefield. Fog will be either light or heavy. Light fog reduces
maximum visibility range to 18”. No unit may declare or perform ranged fire against an opposing
unit more than 18” away. Any ranged fire against a unit more than 8” away grants light cover
(pg.47) to the target. Heavy fog reduces maximum visibility range to 6”. No unit may conduct a
charge against an opposing unit more than 6” away. No unit may declare or perform ranged fire
against an opposing unit more than 6” away. Any ranged fire against a unit more than 2” away
grants light cover to the target. Melee combat is conducted normally.
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Storm
A storm is any kind of heavy precipitation: rain, snow, sleet, or freezing rain. Driving rain
or snow coupled with wet, snowy, or icy ground hampers a unit's ability to conduct ranged fire,
fight in melee, and move effectively on the battlefield. All units suffer a -2” penalty to their Move
scores, and all ranged fire and melee combat rolls suffer a +1 penalty to their Target Numbers.
Thunderstorm
A thunderstorm acts much the same as a storm, except with the added danger of lightning
strikes. Driving rain and wind cause all units suffer a -2” penalty to their Move scores, and all
ranged fire and melee combat rolls suffer a +1 penalty to their Target Numbers. Every game turn,
in the Ranged fire phase, each player rolls a d10. On a result of 1, roll again. On a result of
1-3, one of that player's units suffers a lightning strike. The unit should be determined randomly,
and may be any the player has fielded. A lightning strike delivers 1d10/2 (1 to 5) Hits to the
target unit, which may be saved against as normal. Casualties caused by lightning strikes do not
force Morale checks.
Wildfire
One side of the battlefield is a wildfire - a swift prairie fire or hellish forest fire - which
threatens both sides of the conflict. The fire advances across the battlefield, bringing choking
smoke and searing heat. Wildfire is often used with a time limit symbolizing the need to con-
clude the fight and escape before the fire consumes everyone. A wildfire is placed on one side
of the battlefield, perpendicular to the deployment areas. This ensures the advance of the fire
fairly threatens both sides. A wildfire advances across the battlefield at a random speed based
on the wind, determined each game turn during the movement phase. The advancement roll may
be alternated between players each turn. A wildfire can retreat no further than the edge of the
battlefield it started on.
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Wildfire Movement
Roll Distance wildfire moves
1 Retreats 4”
2 Retreats 3”
3 Retreats 2”
4 No movement
5 Advances 4”
6 Advances 5”
7 Advances 6”
8 Advances 7”
9 Advances 8”
10 Advances 10”
A wildfire carries two threats with it. Hot smoke preceding the fire can incapacitate, and the
heat and fire following can quickly overcome most units. The first line of advance is the smoke,
which obscures the battlefield in a manner identical to heavy fog. In addition, the smoke auto-
matically inflicts one Hit on every unit within it, during the movement phase. This Hit may be
saved against normally. Armor does not help the unit with this save. The second line of advance,
8” behind the first line, is the fire itself. Every unit caught in the fire by the advance, entering
the fire, or staying in the fire for a full turn, takes one Hit for every model in the fire area. This
Hit may also be saved against. Armor does not help the unit with this save. Once the wildfire
advances, the battlefield behind the fire line remains on fire for the duration of the battle. When
the wildfire has advanced across the entire battlefield, the battle ends.
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Chapter 4
Diversion
We decide to call this battle Diversion, as it suits the idea. A small force will ambush a
much larger one and try to hold its attention for as long as possible.
Setup
Both players may agree to place terrain before deployment begins. Since this is an ambush,
the setup for the Ambush battle is used, with one modification. The ambushed force deploys first
in its entirety. Deployment assumes the force was traveling when the ambush occurred, and will
be in a formation suitable for such activity. The player of the ambushed force deploys his units
in an area up to 12” wide and as long as needed to place all units. After the ambushed player has
deployed his entire force, then the ambushing player may place his units. Units may be placed
on either side of the ambushed player's deployment area, at least 2” away from the closest unit.
The ambushing player may not place units in front of or behind the ambushed player's deploy-
ment area. Both forces are limited to infantry and cavalry units only; no artillery or vehicle units.
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Time Limit
Using a time limit is a perfect fit for this battle. The ambushing force is trying to keep
the opposing force occupied to allow for the evacuation of civilians. If the ambushing force can
make it to the end of turn 6, the evacuation will be complete. So we set a time limit of 6 turns.
Situational Rules
The ambushing force is attacking a numerically superior force, so the ambushed force
should be of a much higher Point Value. We decide to make the ambushed force twice the Point
Value of the ambushing force. Since the ambushing force is small, 2000 points sounds good,
meaning the ambushed force gets 4000 points to build with. There is more on force building
and Point Values in Chapter 4 (pg.77).
Since the ambushing force needs some sort of advantage to have any hope of pulling off a
victory, we decide to have this battle occur on a very foggy morning, so we use the Heavy Fog
rule. As with the standard Ambush battle, the ambushing player automatically gains initiative for
the first game turn.
Victory Conditions
The ambushing force must have at least one unit functioning, and not routed, at the end of
turn 6 to claim victory. The ambushed force must destroy or rout 100% of the point value of
the ambushing force before the end of turn 6 to claim victory.
So you see, all it takes is an idea and filling out the four elements to create an entirely new
battle for your forces to fight. Feel free to share your ideas and new battles on the 1879 miniature
game forum at [Link]
Campaigns
A campaign is a series of battles that link together to make a storyline. The outcome of
the campaign is decided by the victories and defeats in the individual battle scenarios that make
it up. Forces involved in a campaign earn Battle Points, whether they are victorious or not,
that may be used to purchase upgrades for individual units or the entire force. Campaigns may
be composed of battles linked together in a particular fashion, like the example First Contact
campaign detailed later in this chapter. The battles can also be determined randomly, and quickly
linked together to form an ad hoc campaign. Campaigns generally range from 6 to 12 battles,
although longer campaigns are possible. Players beginning a campaign will choose the side they
wish to play and must stay with that side throughout the campaign.
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Chapter 4
Battle Points
Battle Points are earned at the end of a campaign battle and may be used to purchase perks.
They represent intelligence gathered during the battle, captured resources, and insight into enemy
strategy and tactics. Unspent Battle Points are retained, and may be saved up between battles for
greater rewards. The amount of Battle Points earned is based on the level of victory or defeat,
and is summarized in the following table.
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Perks
Perks are bonuses that affect an entire force. Perks may be bought only during breaks be-
tween battles in a campaign. The perk bought is then in effect for the next battle to be fought.
Perks bought are retained from battle to battle. They represent better training, inspiring leaders,
or good intelligence. Perks are noted by their name, followed by a number representing how many
times the perk has been purchased. For example, if a player has purchased Inspired once and
Adaptive twice for her force, they would be written as Inspired 1 and Adaptive 2.
Adaptive
The force is quick to adapt to initial enemy movements. The player of the force may opt to
move one previously placed unit at the end of deployment, when all units have been placed on
the battlefield (including ambush units), but before the first game turn has begun. The unit must
still be placed within that force's deployment area. Cost: 10 BP, may be taken twice to gain the
ability to move 2 units.
Call in Support
The force has large artillery some distance behind the lines, and can call in a devastating
strike. Once per battle, the player may call in a strike from a mortar, railgun, or some other
deadly explosive weapon. The strike is rolled as an attack in the Ranged Fire phase, with a
specific area selected as the target. The strike has a TN of 6, and is treated as a fragmentary
mortar round. If the roll is a hit, the round lands where the player indicated. If the attack is a
miss, the player rolls on the Scatter table (pg.75). Cost: 15 BP, may be taken twice to gain 2
strikes per battle.
Decisive
The commander of the force does not hesitate when making a critical decision. The player
of the force gains a +1 bonus to his roll for initiative. Cost: 10 BP, may be taken twice to gain
a +2 bonus.
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Favored
The force is blessed or just extremely lucky. Once per battle, the player may reroll attacks,
saves, or morale checks for one unit. The reroll counts all dice normally rolled, so if 8 dice were
rolled for a unit save, all 8 would be rerolled. Regardless of the outcome, the results of the reroll
must be accepted. Cost: 15 BP, may be taken up to three times, to gain up to 3 rerolls per battle.
Inspired
The commander can pull his soldiers back together with a few words of encouragement.
Once per battle, the player may make a Rally check for one unit in any phase other than the
Rally phase. Thus, a player could make a Rally check for a unit that failed a morale check in the
Melee Combat phase. Cost 10 BP, may be taken twice to gain 2 checks per battle.
Reinforcements
The force has reinforcements available to it, either through careful planning or fortunate
occurrence. For each time reinforcements is taken, the player gains 5% more points with which
to build his force. If a battle calls for a 4000 point force, a player with Reinforcements 1 may
build the force with 4200 points. Cost: 25 BP, may be taken twice to gain 10% more points.
Battles in a Campaign
You can determine which battles to include in a campaign in two ways: random or con-
structed. Random campaigns are easy to throw together, and are simply played in a linear fashion,
one after the other, without any further development. In a Structured campaign, the battles are
chosen and a flowchart is made to show which battle is fought next, depending on the outcome of
the previous battle. This takes a little bit of time to create, but provides a much more satisfying
experience as the scenarios are determined by the individual battles won or lost.
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Random Campaign
To determine battles for a random campaign, roll on the table below, and write down the
battles in the order rolled. Note which battles have different starting conditions for each side,
such as Ambush, and roll for each player to decide who fills the position. For example, the players
could roll off on an Ambush battle, with the highest result playing the ambushing force. Note
this by each battle where necessary. When done, you're ready to play.
1 Ambush
2 Annihilation
3 Betrayal
4 Capture Asset
5 Defense
6 Diversion
7 Escape
8 Skirmish
10 Test of Strength
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Chapter 4
Structured Campaign
A structured campaign is built from start to finish around a core idea. We'll construct an
example campaign as we go through these rules, to show you how to go from idea to completion.
The core concept around this example, First Contact, is the first battlefield encounters between
the British army and the mysterious Samsut forces. Historically, as you'll read later, things didn't
go so well for the British initially, but they managed to rally and push back, resulting in an
eventual stalemate. Your battles don't have to follow this history. Your victories and defeats will
guide the course of the campaign to a good end, or a bad one. Which it is depends on which
side you take.
The first step is to come up with a name for your campaign. We start with the idea for the
campaign, which is to chronicle the first encounters between the British and the Samsut, and rec-
reate the battles that took place. We decide that a good name for the campaign is First Contact.
The next step is to choose the first battle, determine the terrain of the battlefield, pick any
situational rules that fit the scenario, select the victory conditions, and finally decide if victory or
defeat changes the battle to be fought next.
The first battle between the British and the Samsut occurs at Bourne's Hill, a large hill shel-
tering a mining settlement. We choose Test of Strength as the template for the opening battle,
as it best fits the initial encounter. Our terrain will include a good sized hill piece to represent
Bourne's Hill, an area of rough terrain to be the rocky ground around the base of the hill, and
two 8” diameter woods markers to place in the no-man's land between the deployment areas. We
won't use any situational rules for this first battle. This first fight will look something like this:
Time Limit
This battle has no time limit.
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Situational Rules
None.
Victory Conditions
Victory conditions are identical for both forces: complete (100%) annihilation of the op-
posing force, or retreat off the battlefield having inflicted more casualties than taken, by Point
Value. Routed units that flee the battlefield count as casualties for the purpose of fulfilling victory
conditions.
No matter how the first battle goes, the British don't know that the Samsut will raise the
dead of both sides to fight for them. Because of this, the next battle will be an Escape for the
British force.
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Chapter 4
Time Limit
There is a time limit of 6 turns.
Situational Rules
None.
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BATTLES AND CAMPAIGNS
Victory Conditions
The British force must escape the battlefield with no more than 40% casualties, by Point
Value, before the end of turn 6. Any units on the battlefield at the end of turn 6 are considered
casualties. The Samsut force must eliminate more than 30% of the escaping force by the end of
turn 6. This total includes units of the British force left on the battlefield at the end of turn 6.
Now we have a choice. If the British achieve a victory by escaping, they evacuate the Bourne's
Hill settlement and regroup there, leading to a Defense battle – The Defense of Bourne's Hill.
If the Samsut were victorious in the last battle, the British force needs to buy time for the
settlers to escape, leading to a Diversion battle – Sacrificial Lambs.
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Chapter 4
Time Limit
There is no time limit.
Situational Rules
None.
Victory Conditions
The British force must defeat the entire Samsut force (100% of Point Value). The Samsut
force must defeat the entire British force (100%) and occupy the location. Routed units that flee
the battlefield count as casualties for the purpose of fulfilling victory conditions.
Sacrificial Lambs
Setup
The British force is built using 2000 to 4000 points. The Samsut force is built on double
the points of the British force. The terrain for all deployment areas is lightly wooded, and con-
sidered open. The Samsut force deploys first in its entirety. Deployment assumes it was traveling
when the ambush occurred, and will be in a formation suitable for such activity. The player of
the Samsut force deploys his units in an area up to 12” wide and as long as needed to place all
units. After the Samsut player has deployed his entire force, then the British player may place
his units. Units may be placed on either side of the Samsut player's deployment area, at least
2” away from the closest unit. The British player may not place units in front of or behind the
Samsut player's deployment area. Both forces are limited to infantry and cavalry units only, no
artillery or vehicle units.
Time Limit
There is a time limit of 6 turns.
Situational Rules
Heavy Fog for the entire battle. The British player automatically gains initiative for the first
game turn.
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BATTLES AND CAMPAIGNS
Victory Conditions
The British force must have at least one unit functioning, and not routed, at the end of
turn 6 to claim victory. The Samsut force must destroy or rout 100% of the Point Value of the
British force before the end of turn 6 to claim victory.
If the British are victorious in The Defense of Bourne's Hill or Sacrificial Lambs battles,
the remnants of the British force rendezvous with a relief force that has just arrived. The British
are interested in capturing technology of the enemy, particularly weaponry, creating a Capture
Asset battle – Guns in the Night.
If the Samsut win The Defense of Bourne's Hill, the British relief force comes to lay siege
to them at Bourne's Hill, leading to a defense battle for the Samsut- The Retaking of Bourne's
Hill.
If the Samsut are the victors of Sacrificial Lambs, the few British survivors rendezvous with
the relief force, which moves to engage the Samsut near Fort Wellington in an Annihilation battle
with a little surprise courtesy of the Royal Corps of Engineers – Perdition's Flames.
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Time Limit
There is a time limit of 8 turns. This battle takes place at night, so the Darkness rule is
in effect the entire battle.
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BATTLES AND CAMPAIGNS
Situational Rules
The Darkness condition applies for the entire battle. To capture the weapons, the Samsut
unit protecting them must be engaged in melee and defeated. Once that happens, the British unit
automatically takes possession of the weapons. The British unit may be engaged in melee, and if
defeated the Samsut unit reclaims the weapons. Note that the weapon crates count as one asset,
not multiple, as represented by the single token. A unit currently in possession of the weapon
crates may move but is considered Encumbered, moving at a penalty of -1”.
Victory Conditions
The British force must capture the weapons and exit the battlefield before the end of turn 8
to be victorious. The Samsut force must retain possession of the weapons and prevent the British
force from capturing them, or retake them if captured, by the end of turn 8. The next battle,
regardless of victor, is Perdition's Flames.
Time Limit
There is no time limit.
Situational Rules
None.
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Chapter 4
Victory Conditions
The Samsut force must defeat the entire British force (100% of Point Value). The British
force must defeat the entire Samsut force (100%) and occupy the location. Routed units that flee
the battlefield count as casualties for the purpose of fulfilling victory conditions. The next battle,
regardless of victor, is Perdition's Flames.
Perdition's Flames
Setup
Both forces are built using an even number of points (3000+). Each force deploys in the
standard fashion (pg.29), with a no-man's land space of at least 18” between them. Terrain fea-
tures may be added to the battlefield by each player, on their own side, and both players may
place terrain in the no-man's land space.
Time Limit
This battle has no time limit.
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BATTLES AND CAMPAIGNS
Situational Rules
The Royal Corps of Engineers has prepared a trap for the Samsut, one that could prove
deadly for both sides. As soon as the Samsut forces enter the battlefield, they ignite a fire that
quickly swells to enormous size thanks to strong winds. The winds sweep down into the battlefield
valley, pushing the firestorm along. The Wildfire rule is in effect for the entire battle, or until it
consumes the battlefield.
Victory Conditions
Victory conditions are identical for both forces: complete (100%) annihilation of the oppos-
ing force. Routed units that flee the battlefield count as casualties for the purpose of fulfilling
victory conditions. If the forces are forced to flee the battlefield due to the wildfire, victory is
determined by total Point Value killed or routed.
The following flowchart shows how to structure the series of battles we just described into
a campaign.
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Chapter 4
113
“some sort of cool battle image/text”
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Chapter 5
Building a Force
Concepts
C reating your own customized force starts with a concept, which helps deter-
mine the composition of the force. Such concepts could include forces that are
primarily infantry, cavalry, or even artillery, or a force that is balanced with some
of all unit types. We suggest you start out with a balanced force, one that contains
a variety of unit types to handle various situations. A balanced force would have
plenty of infantry units for small arms fire, melee ability, and taking objectives;
some cavalry units for their speed and ability to break infantry, a commander
appropriate to the size of the force with his or her own unit of soldiers, and a
few artillery pieces to provide fire support. The Samsut lack battlefield artillery,
but make up for it with their units of undead troops. Long ago, the Samsut had
field artillery, but the energy consumption of the contra-gravity sleds led to its
abandonment centuries ago. Some city-states are redeveloping this technology. See
the Samsut Force Book for details.
Other concepts rely on one type of unit being the dominant, or only, one present in
the force. A purely infantry force would not have speed, but would have an advantage in massed
ranged fire and melee ability. A cavalry force would have the ability to cover ground quickly, and
the advantage in melee against infantry units, but would lack firepower at range.
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BUIDING A FORCE
An artillery force would be fearsome at long range, but would be vulnerable to close range
attacks with no other type of unit present to screen or protect it. Forces that concentrate on
one unit type can be interesting to play, but tend to have weaknesses that can be exploited by a
clever opponent.
The Force Books offer many more unit options for force building, including skirmish units,
specialty infantry and cavalry units, artillery, and vehicles. They will add variety to your force and
allow you to build exactly the type of force you want.
Force Size
Once you have an idea how you want to construct your force, you should decide on a Point
Value. Some of the battle scenarios presented in this and other books assign a specific Point
Value for forces, but others are flexible, allowing you and your opponent the freedom to set the
size of the engagement.
For initial force construction, we recommend a Point Value of 4000 to 6000. This point
range will allow you to construct a force of reasonable size without requiring enormous effort on
your part. Once you're comfortable with the force building process, you'll find it easier to build
large forces. We suggest building a core force in this point range, then create a selection of units
on the side that can be slotted into the force as needed. You'll find this will greatly reduce the
amount of work to do when getting prepared for a battle. If you want a truly “plug and play”
modular force, then create stat blocks for each one of your units and print them onto cardstock.
Cut them into individual cards and you'll be ready to go on short notice.
Units in a Force
The composition of a force can be anything the player wants, but there is merit to creating
a balanced force. A balanced force can handle changing battlefield conditions easier than a force
comprised primarily, or solely, of one unit type. For those wishing to build a balanced force, we
offer the following guidelines, based on typical order of battle for both the British and Samsut.
Other forces may have different orders; these will be covered in their respective force books.
A starting Point Value of 5000 points should allow you to field anywhere from 10 to 18
units. This is enough units to form a battle line, and develop tactics more sophisticated than
simply running up to the opposing force and slugging it out. As you gain more experience playing
and your collection grows, you can increase the Point Value.
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Chapter 5
British Guidelines
The following are our guidelines for
building a balanced British force. You do not
have to conform to these guidelines, except
for commanders which are per standard rules.
Infantry units form the bulk of any Brit-
ish force, and include standard British sol-
diers, auxiliaries, and specialty troops like
Shock Troops. While historically they would
be comprised of all British soldiers, the real-
ity is that there simply aren't enough men (or
women) in the army to maintain forces on
two worlds. The British army on the Gruv
is a melting pot of various nationalities and
comprised of both genders, although still sep-
arated by unit to keep soldiers with others of
their kind. This isn't segregation – it's based
purely on effectiveness. A Zulu soldier is go-
ing to be more comfortable and confident
surrounded by other Zulus, and will perform
better on the battlefield. This will change over time, but for now they remain separated. Standard
infantry is three models to a stand, so unit sizes will be in increments of three, with 12 models
to a unit being standard. There are no restrictions on infantry units, except for the overall force
point total. Auxiliary and specialty units are covered in the British Empire Force Book.
Cavalry units serve a number of duties in battle. Their speed allows them to range around
the battlefield faster than infantry. The combination of size and speed allows them to break
infantry units with charges. Cavalry includes both British and auxiliary units. Cavalry is two
models to a stand, so unit sizes will be in increments of two, with six models to a unit being
standard. Each model will have two Hits. Cavalry comprises quite a bit less of the overall force
than infantry; anywhere from one unit of cavalry to four or five units of infantry. The exception
is when the entire force is cavalry.
Artillery is used to counter enemy artillery, attack units and positions at extreme range, and
break close range units with devastating volleys of canister shot. Artillery doesn't have a Move
score. While it doesn't have to stay in its initial placement for the entire battle, several turns are
required to limber up a field piece to animals or a vehicle, move it at a reduced pace based on
the Move of the animals or vehicle, and unlimber it so that it can be fired again. Some battles
simply won't be long enough for this to happen.
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BUIDING A FORCE
As a result, artillery must be placed carefully to maximize its usefulness. Artillery pieces are
often fielded in multiples, referred to as batteries. One battery may be fielded per five units of
any other type. A battery consists of one to three 3 or 7pdr cannons, one or two 9 pdr cannons,
or one 12 pdr cannon. The 3 pdr cannon is covered in this book. Other field guns may be found
in the British Empire Force Book.
Vehicles are a new addition to the British forces. The two vehicles currently approved for
field use are the Self-propelled Mortar and the Assault Carrier. The mortar is usually positioned
with long range artillery, while the Assault Carrier is used to break light fortifications and dis-
gorge Shock Troops into close quarters with the enemy. Mainly due to short supply, only one
is fielded per ten other units of any type. Both vehicles are detailed in the British Empire force
book.
Commanders are attached to forces as per the standard rules (pg.57). More than one com-
mander may be attached to the same unit, but they must be of different levels, and the highest
level commander is used for all relevant checks.
Skirmish units may be fielded in addition to standard units. One skirmish unit may be
fielded for every five infantry/cavalry units. Skirmish units are based two models per stand.
As you can see from these guidelines, a beginning force of twelve units could include eight
infantry units, two cavalry units, and up to two batteries of artillery. The force could have up
to six Level 2 commanders, and two Level 3 commanders, who could be attached to infantry or
cavalry units as appropriate.
Samsut Guidelines
The following guidelines will help you build
a balanced Samsut force. As with the British, con-
formation is not necessary except for commanders
and number of undead units per commander.
Infantry units for the Samsut refer to units
of living humans, either of the Ardite or Mush-
kenite caste. They are usually not in the major-
ity, unlike typical infantry, but are even more
important as skeleton units can’t hold positions
and zombie units are vulnerable to having their
controller killed. Because of this, infantry still has
a necessary place in the Samsut order of battle.
This also includes specialty infantry such as sniper
squads or special forces which are covered in the
Samsut Force Book. There are no restrictions on
infantry units.
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Undead units are the mainstay of the Samsut forces and almost always comprise the major-
ity of any Samsut force. While they are an infantry unit, their lack of intelligence and reason
makes them ill-suited for any activity other than killing. Skeleton units are simply unleashed on
the enemy and continue until destroyed. They never check morale, but can’t do anything more
than run at and attack a specified unit. Zombie units have a living human controller who can
direct their movements, but without him they stop and do nothing, not even defend themselves
against attack. Undead units have no restrictions except a minimum number based on the level
of commander present. The table below shows the minimum for force composition, which is also
the maximum controllable by the leader.
Waklum 2 2
Nesum 3 3
Abum 4 4
Sarrum 5 5
The minimum number of undead units is cumulative per highest level of commander pres-
ent. If a Waklum (Level 2 commander) is the highest rank on the battlefield, there must be a
minimum of two undead units in the force. If there is a Nesum (Level 3 commander) also pres-
ent, making a cumulative level of 5, there must be a minimum of five undead units in the force.
Cavalry units for the Samsut are used much the same way they are by the British. Riding
mounts hybridized from horses, they wield swords, lances, and rail carbines or pistols, depending
on the unit. One cavalry unit is fielded per five units of any other type. The Samsut almost never
field purely cavalry forces.
The Samsut don’t field artillery by itself, only mounted on vehicles or fortifications. The
light rail cannon is used on the Command Carrier, one each on the port and starboard sides,
and is the equivalent of the British 3 pdr cannon. It has a shrapnel mode that mimics canister
shot. The heavy rail cannon is mounted on fortifications such as outposts and city walls, and is
not movable. It is the equivalent of the British 12 pdr cannon, and also has a shrapnel mode. As
stated elsewhere, the Samsut are rethinking their artillery tactics in light of British strategy. See
the Samsut force book for further details.
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BUIDING A FORCE
The Command Carrier and Glider are the two vehicles most frequently used on the battle-
field. The Glider is launched from afar and circles the battlefield, dropping shrapnel bombs while
remaining relatively safe at high altitude. The Command Carrier is used as a personal transport
for the highest Samsut commander, protecting him and extending his command influence. Only
one Command Carrier is assigned to a force, although multiple Gliders may be utilized – one
per ten units is typical. Both vehicles are covered in the Samsut Force Book.
Skirmish units may be fielded in addition to standard units. One skirmish unit may be
fielded for every 5 infantry/cavalry units.
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Chapter 5
Mobility Factor
Mobility factor is simply a measure of how quickly the unit can move around the battlefield.
It is the sum of the point costs of all movement modes available to the unit. Most units will
have only a ground Move score, but some may have another movement type in addition, such
as Flight or Swim.
A Move score is the walking movement rate for the unit in column formation. It is the base
amount of distance in inches that the unit can move in a single turn, excepting special movement
actions such as Run (pg.31). It takes into account weight of armor worn, Column formation
modifier (pg.37), and any special quality that affects movement. Some of these qualities, such as
Mob or Skirmisher, change the formation the unit uses, which alters the unit’s Move score and
final cost. Ground Move scores cost one point per inch of final movement.
Base Move scores by model type are: Human or human like 9”, Horse or other mount 12”,
Skeleton 8”, Zombie 7”.
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BUIDING A FORCE
Movement Modifiers
Condition Move reduction to Base Move
Unarmored -0”
Example: A British infantry trooper begins with a base Move score of 9”. This is modified
by -2” for Column formation, and -1” for light armor. This gives a final Move score of 6, which
costs 6 points. The model has no other movement types, so its Mobility Factor is 6.
A British light dragoon (cavalry) begins with a base Move score of 12” (that of the horse).
This is modified by -2” for Column formation, and -1” for light armor (the horse is armored
too!). This gives a final Move score of 9, which costs 9 points.
A skeleton begins with a base Move score of 8” The skeleton carries no gear, wears no
armor, and has the Mob quality. The Mob quality locks the skeletons into an Unformed mob,
which carries no Move penalty. The skeleton’s final Move score is 8”, which costs 8 points.
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Flier
Fliers have a Flight Move score, sometimes in addition to a ground Move score. Due to
the advantages conferred by Flight, cost is the same whether Flight is an additional movement
type or the only movement type. Cost is equal to one point per inch of final Flight movement.
Glider
Gliders have a Glide Move. Due to the advantages of Glide Move, cost is the same whether
Glide is the only movement type or an additional movement type. Cost is equal to one point
per two inches of final Glide movement.
Swimmer
Creatures with the Swimmer special quality have a Swim Move. If the Swim Move is sec-
ondary to ground Move, then the cost is one point per two inches of final movement. If the unit
has only a Swim Move, the cost is one point per inch of final movement.
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BUIDING A FORCE
Attack Factor
Attack Factor is the combination of point values from the ranged and melee weapons car-
ried by a unit. The Ranged Weapon chart (pg.145) and Melee Weapon chart (pg.146) list Target
Numbers for both types of weapons, as well as their point costs. Most units are armed with one
ranged weapon and one melee weapon. The point values of both the ranged and melee weapons
are added together to get the Attack Factor. If the unit has only one type of weapon, then that
weapon’s cost determines the Attack Factor. If the unit has more than one type of ranged or
melee weapon, then only the most expensive of the weapons is counted. Units may carry multiple
weapons of each type but carrying an additional ranged weapon counts as encumbrance. Melee
weapons are a bit more complex. Those usually requiring two hands to use, pole arms for ex-
ample, count as the equivalent of a ranged weapon. Those normally used with one hand, such as
a sword or revolver, can be carried in pairs with no penalty. Carrying three or more once again
counts as encumbrance. As only one ranged attack or one melee attack may normally be made
per turn, only the point cost of the most expensive weapon is counted towards the cost of the
unit. Always consider that there may be other game factors that limit the quantity of material
carried by any given unit.
Example: The British infantry trooper carries a Martini-Henry rifle as a ranged weapon,
which is 14 points. He fights with a fixed bayonet as the melee weapon, which is 5 points. This
gives the model an Attack Factor of 19, the sum of both weapons’ point costs.
The British light dragoon carries a Martini-Henry carbine and saber into battle. The carbine
costs 11 points, and the saber costs 5 points. The cavalryman’s Attack Factor is 16.
The skeleton carries no ranged weapon, and a sword which costs 5 points. The skeleton’s
Attack Factor is 5.
Survival Factor
Survival Factor is a combination of two values: the model’s Save score and Morale score.
The point costs of both scores are listed below. Some models have a split Save score due to
armor, worn or natural. When this is the case, the model pays for the best (most expensive)
Save score.
Mounted models will usually have a Save score one point better than the same model on
foot. Base save scores are as follows: Human 8, Ardite Skeleton 7, Ardite Zombie 7, and Amelite
6. Special creatures may have even lower Save scores.
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Save Score
Save Score Point Cost
10 0
9 1
8 2
7 3
6 5
5 7
4 10
3 13
2 17
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BUIDING A FORCE
Morale Score
Morale Score Name Point Cost
10 Conscript/Levy -3
9 Militia -1
8 Regular 0
7 Regular 1
6 Regular 2
5 Veteran 4
4 Veteran 6
3 Elite 9
2 Elite 12
1 Guard 16
0 Special 21
Armor protects a model in melee by lowering its Save score, but reduces its Move score
as a trade-off.
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Armor is only protection against hand-held weapons. Thus a unit may have a Save score
versus ranged weapons and a Save score versus handheld or powered weapons in melee. Units
attacked by gun powder or rail gun weapons in melee, such as shot guns and revolvers, do not
receive any armor bonus for this Save.
A shield serves to protect a model in melee, but prohibits the model from using a two-
handed weapon, including two-handed swords, halberds, bows, crossbows, rifles, or carbines. Such
a weapon may be carried, but the shield must be discarded to use it (pg.33), and once discarded
may not be retrieved. A shield grants a -1 Save bonus to a model.
Example: The British infantry trooper has a Save score of 8 for both ranged and melee, and
a Morale score of 8 (Regular). A Save score of 8 costs 2 points, and a Morale score of 8 costs
0 points. The model’s Survival Factor is 2.
The British light dragoon has a Save score of 7 for both ranged and melee (thanks to his
tough horse), and a Morale score of 4. The Save cost is 5 and the Morale cost is 6, making
the model’s Survival Factor 11.
The skeleton has a Save score of 7 for ranged and melee, which costs 3 points. It has a
Morale score of 0, which costs 21 points. The skeleton’s Survival Factor is 24.
Once all three factors, Mobility, Hit, and Survival have been figured, add them together to
obtain the point cost of the model. If the model has any special qualities, increase the point cost
by the percentage indicated to obtain the final point cost.
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BUIDING A FORCE
Number of Hits
Number of Hits also factor into the cost of the model, but only after the base three fac-
tors – Mobility, Attack, and Survival – have been totaled. Most models will have only one Hit.
However, some models, such as commanders, cavalry, or large monsters, have multiple Hits per
model. When this is the case, multiply the point cost by the number of Hits to find the total
point cost of the model.
All multi-hit models gain one attack per Hit they possess in each combat phase. This is
figured into the point cost. All normal Cavalry are considered two Hit models. Leaders have a
number of Hits equal to their level. Monsters and other special beasts can have multiple Hits.
When the final cost of the model has been determined, multiply by the number of models
in the unit to obtain the unit point cost.
Example: Our British infantry trooper has a Mobility Factor of 6, Attack Factor of 19, and
Survival Factor of 2. The total point cost of the model is 6+19+2=27 points. Infantry stands
hold three models, so units will be formed in increments of three. A typical unit size is 12, so
a unit of these infantrymen would cost 324 points.
A British light dragoon has a Mobility Factor of 9, Attack Factor of 16, and Survival Factor
of 11. This gives him a base point cost of 36. However, since he is Cavalry, he has two hits..
Therefore his base point cost is multiplied by 2, for a final point cost of 72. A typical unit of
six cavalryman would cost 432 points.
The skeleton has a Mobility Factor of 8, Attack Factor of 5, and Survival Factor of 24. This
gives the model a point cost of 37. A unit of 12 skeletons would cost 444 points.
Special Qualities
A special quality is an ability a unit has that sets it apart from other units. The ability could
be due to training, cultural influence, or even physiology of the species. The special qualities used
in 1879 are as follows.
Ambush
Ambush is a unit’s ability to move about unseen until they appear in an advantageous posi-
tion to attack. In game terms, a unit with Ambush may be held until all other units are placed
on the battlefield. When all units without Ambush have been placed on the battlefield, then the
player(s) with Ambush units may place them. Being able to place the unit after the opposing
force has set up is a large tactical advantage if played right. The Ambush unit may be placed
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anywhere on the battlefield not specifically prohibited by the scenario, so long as they are at least
12” from the nearest enemy unit. You’ll find more about setup and deployment under Battlefield
Setup (pg.28).
Controlled
A unit with the Controlled quality consists of mindless automatons that must be directed
by a separate model called a controller. A Controlled unit acts just like a normal unit as long as
the controller is alive. If the controller is killed, the unit can no longer take actions in the game,
including defending itself. The unit uses the controller’s Morale for all morale checks.
Controller
This quality is assigned to single models. This model is considered a controller when it
is part of a unit with the Controlled quality. A commander model with this quality can be a
controller for all Controlled units within its command radius (pg.57).
Fast
A Fast unit has a higher Move score than normal. The additional Move is indicated with
the Fast quality and is already calculated into the unit’s Move score.
Fierce
A Fierce unit is adept at charging into melee at first opportunity. The unit gains a -1 TN
bonus to the morale check made when beginning a charge.
Flier
A unit with the Flier quality can fly above the battlefield, allowing it to avoid terrain ob-
stacles. A flier has a Flight Move listed in inches, and an altitude level, usually expressed as zero
to four, with zero being ground level. Elevation levels (pg.65) for hills are the same as altitude
levels. The flier can ascend altitude levels by paying an extra inch of Move per level of altitude.
There is no cost to descend altitude levels, and the flier gains +2” to its Move for that turn only.
A flier cannot pass movement in the Movement phase unless it also has the Hover ability. A flier
cannot be attacked in the Melee phase unless its altitude is zero, or it makes stand contact with
an enemy unit at its altitude, such as another Flier or a unit on an elevation of the same level. A
flier may be attacked in the Ranged Fire phase, with each difference in altitude level adding +1 to
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BUIDING A FORCE
the final Target Number. If the flier has a ranged weapon, it may attack in the Ranged Fire phase
using the same altitude penalties, unless otherwise noted in the unit description.
Altitude Change Example: A flier with a Flight Move of 8”, at Altitude level 2, wants to
ascend to Altitude level 4 as part of its movement. Changing altitude level costs one inch of
Move per level, so the flier must spend 2” on altitude change. This leaves the flier with 6” of
Move for flying over the battlefield that turn.
Ranged Fire Example: A ground level unit (Altitude level 0) fires on a flier at Altitude level
2. Their final ranged Target Number is modified by +2. Another unit on a hill at Elevation level
1 fires on the flier at Altitude level 2. Their final ranged TN is modified by +1.
Glider
A unit with the Glider quality functions similar to a Flier unit, with one important differ-
ence. A glider can only decrease altitude, never increase, and automatically decreases altitude by
one level every two full game turns. A glider cannot have the Hover ability. Otherwise, the glider
follows all the same rules as a Flier.
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Mob
A unit with the Mob quality is an unthinking horde or swarm. The unit is always Unformed
(pg.39) and may not assume any other formation. The only actions a Mob unit can perform are
move, run, or charge in the Movement phase, and attack in the Melee phase. However, they do
not suffer any penalties for acting while Unformed. The player may also pass during the Move-
ment phase.
Mounted
The models for this type of unit consist of a rider and an animal of some kind (horse, dino-
saur, &c.). Each model gains one additional Hit that represents the mount. Mount and rider are
considered together in the stat block. Both Hits must be lost to remove a model. Hits must be
applied completely to one model before applying Hits to additional models. A Mounted model’s
Save score is typically one better than normal, to reflect the added Hit capacity of the mount.
Example: A unit of British cavalry takes five hits from enemy attacks. Each model has two
Hits. The player must allocate two Hits to a model, thus removing it, before allocating further
Hits. In this case, the player would allocate two Hits to two different models, removing them
both, and the remaining one Hit to a third model, marking it with a token.
Natural Armor
The unit is made up of creatures that have natural armor, like leathery skin, tough hide, or
bony plates. The unit has the equivalent of a particular kind of armor, but without the associated
Move penalty. The unit’s stat block will list the natural armor equivalent.
Skirmisher
This unit may act as a Skirmish unit (pg.61).
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Swimmer
A unit with the Swimmer quality may move quickly and easily through shallow or deep water
(pg.66). The unit will have a Swim Move listed, either solely or in addition to ground Move,
and may move at this speed when in water. The unit may remain in formation while swimming,
doesn’t have to make a Morale check while in deep water, and may fight normally in melee in
deep water. Swimmers in deep water may not participate in the Ranged Fire phase. This ability
is present in creatures adapted to living in water, such as Saurids.
Tenacious
This unit has a better morale than normal in the flurry of melee. A Tenacious unit gains a
-2 TN bonus to Morale checks that result from casualties in the Melee phase.
Unnerving
An Unnerving unit is terrifying to face in melee combat. Whether it’s their appearance, sav-
age war cries, or the weapons they wield, an Unnerving unit is more likely to break the will of
the unit they fight. When a unit makes a Morale check from casualties resulting from a melee
with an Unnerving unit, that unit suffers an additional +1 Target Number penalty to the check.
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Natural Armor
The qualities Fast, Flier, Glider, and Swimmer are accounted for in the Mobility Factor, and
so aren’t listed here. Mounted grants an additional Hit, so it is treated like any other multi-hit
model. The qualities Controlled, Controller, Mob, and Skirmish are self-balancing and so incur
no additional cost to the model.
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Chapter 6
S ince the Napoleonic Wars, the British Army has a worldwide (except
perhaps in Prussia) reputation for fielding the best soldiers in the world. Their
reputation for courage and fighting ability survived the Crimean War of 1854-55
intact, but the reputation of their officers, their equipment, and their strategic and
tactical structures suffered greatly. The Charge of the Light Brigade was not the
only glorious blunder committed by the British Army during that bloody, messy,
and ultimately futile exercise.
In 1870, the British Army was reorganized with the establishment of localized regiments.
New battalions were organized with a new enlistment period of six years in the regular army and
six years in the reserves. This was a marked contrast to the twelve year enlistments of the past.
Moreover, floggings for offenses committed when not in battle were banned and officers, for the
most part, were compelled to share the rations and accommodations of the men they led.
The British Army found itself faced with two crises in 1877. It was still undergoing the
intense overhaul described above in almost every facet of its operation, and suddenly it had a
whole new land to explore and police, much as it was already doing in the Empire where the
Sun never set.
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FORCES OF THE BRITISH EMPIRE
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Chapter 6
The General Staff has held onto the regular physical requirements for all recruits, but has
found that standards that allow semi-consumptive male day laborers from the slums of London
admission into the ranks cannot keep out women who have done farm or factory work since
childhood. A few ladies from the upper class and aristocracy have even provien themselves ca-
pable, and won admission to Sandhurst Academy for officer training. A few have even won field
commissions. Most female officers thus far have taken staff positions rather than line commands,
but there are exceptions which may become the rule.
Just how the women have been integrated into the fighting forces has been left to the colo-
nels in command of the regiments. Some have segregated male and female companies, all of
them commanded by men. Others have fully integrated women into each company, including in
the command structure. A few regiments have managed to avoid enlisting any women due to very
active recruiting of men in their recruitment areas.
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FORCES OF THE BRITISH EMPIRE
Order of Battle
When assembling a force of greater than one regiment strength, the regiments are attached
to one or more brigades. The brigade is a collection of two to four regiments formed for a
particular task. A minor rank general or senior colonel is usually put in charge of a brigade,
giving rise to the rank of “brigadier.” Generally a brigade consists of regiments of either infantry
or cavalry, plus one or more batteries of artillery. Combined arms brigades of both infantry and
cavalry are not unknown.
Infantry
The basic building block of the British Army is the infantry battalion. Under the recent
reorganization of the Army, two battalions form a regiment, but the two battalions are rarely in
the same place at the same time. Under the basic doctrine of the British Army established by
the Caldwell Reforms of 1870, one battalion is home recruiting and training while the other is
on duty somewhere in the far-ranging Empire. Each regiment has a number and is also gener-
ally referred to by the district that has deployed it. Individual battalions within a regiment are
referred to as 1st or 2nd Battalions, and are generally designated in orders and dispatches as, for
instance, 1/24 for 1st Battalion, 24th Regiment (Warwickshires), or 2/3 for 2nd Battalion, 3rd
Regiment (Kents).
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Each battalion is divided into eight companies of 107 enlisted troops and three officers.
Each company has an alphabetical designation. Some battalions adopt names for the companies
with a first initial of their designation (such as Alpha or Able or Adam for Company A), but
this is not official policy. A single letter is much easier and quicker to write in a report. Due to
the usual toll of accidents, disease, and casualties, as well as the occasional desertion, companies
are rarely up to their full roster.
Cavalry
The basic organization of British Army cavalry is the regiment. The regiment is divided
into four squadrons of 120 privates, 22 NCOs (including four artificers and two trumpeters)
and six officers. Ideally, the Headquarters staff brings the total of the regiment up to 653 men.
Again, this ideal is rarely realized, with various accidents and diseases of the horses adding to the
casualty list. A cavalry regiment is about the size of an infantry battalion – unless you count the
horses. Individual squadrons have number designations, and may be further divided into troops
of 20 with alphabetical designations.
Artillery
Artillery units are organized in batteries, frequently of just two or four guns. Individual bat-
teries are attached to brigades, and then further assigned to regiments if more division is needed.
The number of men in a battery depends on the size of the gun and the transportation needed
to carry it. The roster of a battery might consist of more drayers than gunners, depending on
the stock and carriages needed to convey the guns to their designated position. Alternately, some
batteries might depend on civilian drayers, depending on the assignment.
Wagon Train
A relatively new innovation in British Army organization has been the addition of baggage
wagons. The drayers and handlers of the wagons report to the quartermaster, who is on the
regimental commander’s staff. The wagons carry rations, extra ammunition, cooking and camping
supplies. On long marches where the infantry is not expected to part company with the train,
it also carries their packs. The wagons are normally pulled by teams of dray horses or oxen,
although garnickeys and other Gruv beasts of burden have been adopted by a few handlers, often
by field expedient.
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FORCES OF THE BRITISH EMPIRE
Command
The overall command of all units, from battalions to regiments to brigades to a corps or
an army, generally consists of a commander, his adjutant, and his staff. Each staff officer has a
particular specialty such as strategic and tactical planning, logistics, native relations, or liaison
with other units, with all staff handling other jobs as they arise. The number of staff members
and their specialties vary between units. General officers usually have escorts, often detached
companies from a regiment (usually cavalry) under their command. Medical detachments are
generally under the authority of the central command organization.
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The 2nd Grosvenor Colonial Brigade consists of the 1/4, 1st Battalion of the 4th King’s
Own Royal Lancaster Regiment, the 26th Regiment of Foot (the Cameronians, a single battalion
regiment), the 36th Herefordshire Regiment of Foot (another single battalion regiment), and the
32nd Regiment of Foot (Cornwall Light Infantry, yet another single battalion regiment). The
Lancasters had seen extensive service in Africa and Australia and in the Crimean War. The other
three regiments had only recently returned to England after extensive tours in India. Four bat-
teries of 9pdr field cannon were attached to the brigade as well as three companies of engineers
to develop the necessary roads, bridges, and fortifications to protect the colonists from possible
native attacks. Of course, most of these units had just suffered a large turnover in troops as
soldiers had reached the end of their enlistments. However, their cadres provide a firm basis of
experience to season the Other Ranks.
The 3rd Imperial Brigade consists entirely of regiments brought in from other parts of the
Empire. It consists of four infantry regiments and one cavalry regiment. It is the largest brigade
because entire villages from their home countries were also transported to the new world to act
as support (including future recruitment) for the soldiers. The regiments each have two battalions,
both of which have been sent to the Grosvenor Land. In each case, the first battalion is in full
service and the second battalion is quartered at their supporting colonial village(s) training and
recruiting. The five regiments are made up of transfers from their former regiments, so they have
gained new designations in the new world.
The regiments include:
• 1st Imperial Zulu Regiment
• 2nd Imperial Gurkha Regiment
• 3rd Imperial Sepoy Regiment
• 4th Imperial Maori Regiment
• 5th Imperial Bengali Lancers (which for administrative purposes includes two squadrons
of the Natal Light Horse from South Africa)
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FORCES OF THE BRITISH EMPIRE
Special Equipment
Gehrlaus Ammunition
The new rocket-assisted ammunition gets its name from
its inventor, Gyro Gehrlaus, and is also known as Gyrocket
rounds. Under the official name, Thunderbolt ammunition (so
called for the distinctive whip and bang the bullets make when
the rockets fire), it is being supplied to special forces who are
expected to need its longer range and improved accuracy. Soldiers equipped with Gehrlaus am-
munition have fewer rounds due to the size and expense of the ammunition. For the most part,
forces using this ammunition are specialists who are unlikely to have the same need for extensive
ammo loads that line troops do.
Gehrlaus ammunition is also being supplied to designated cavalry and command units as
.476 pistol ammunition.
Miasma Masks
The nauseating miasma surrounding the
zombie troops of the Samsut has significantly
impaired operations. While it is possible to grow
accustomed to the effluvia, as evidenced by the
living Samsut warriors who don’t seem particu-
larly bothered by the stink of their reanimated
co-combatants, the British Army has no inclina-
tion to station its troops in charnel houses to
get them used to this byproduct of the struggle.
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Instead, Prince Albert’s scientists have developed the Miasma Mask. Absorbent materials
in the nose and mouthpiece filter out the noxious scents and leave the wearer able to function
normally in face-to-face combat with zombie foes. The masks have also proven useful when
dealing with some of the exotic plants of the Gruv, and in fighting fires. The manufacturers are
finding excellent customers in the fire departments of England, the Empire, and even foreign fire
fighting establishments.
Problems of the mask include a narrowed range of vision, goggle lenses that can be obscured
by scratches and dirt unless carefully maintained, and weight issues (the masks are about three
pounds of metal, canvas, absorbent material, and glass). As well, the masks must be removed on
the quick march to allow the wearer to breathe well enough to keep up the pace.
Longarms
Martini-Henry Mk-II rifle
The Mark I Martini-Henry was introduced in 1870. It is a breech-loading single shot rifle
with excellent accuracy out to 300 yards and a maximum effective range of about 500 yards. A
sharpshooter can hit targets out to 1000 yards. It is being replaced with the Mark II rifle. All
units sent through the Rabbit Hole are being equipped with the Mark II model, which is slightly
more efficient and easier to use. The cartridge is a .577/.45 caliber Boxer-Henry type. It has a
pronounced recoil and with frequent use the barrel becomes hot and fouled, which increases the
recoil. Sergeants and above have sword bayonets that can be used on or off the gun. Lower ranks
have socket bayonets which have to be used with the rifle.
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FORCES OF THE BRITISH EMPIRE
Sidearms
Enfield Mk-I revolver
The Enfield revolver is a self-extracting six shot
revolver issued to officers and some cavalrymen. It fires
a .476 cartridge and is considered to be somewhat
underpowered against determined opponents, such as
zombies and some of the animals that roam the forests
and plains of the Gruv. It can be used with Gehrlaus
ammunition, which extends its range and accuracy.
Hand Weapons
Bayonet
As stated above, there are two different bayonets in use. Sergeants and officers are sup-
plied with a sword-bayonet which can be affixed to the socket of a Martini-Henry rifle, or used
independently as a regular sword. The lower ranks are equipped with the socket bayonet, which
has no grip and must be affixed to the socket provided on the rifle’s barrel to give the soldier a
useful spear. The bayonet is a sturdy blade, and its weight can be tiresome to a trooper trying
to maintain sustained fire with a nine-pound rifle in an established position, but troops going
into a situation that could devolve into a hand-to-hand melee at a moment’s notice are generally
ordered to “fix bayonets” as they go into action. At full thrust, a soldier can extend his reach
about five feet.
Lance
The lance used by the light cavalry of the British Army is a nine foot bamboo shaft with a
steel point. It is light and intended to skewer unarmored enemies, preferably ones that are running
away from the user. The sight of a mass of horsemen (and horses) racing forward with a forest
of shining points in front can be daunting. Generally, a lance is used once and then abandoned,
while the lancer draws his sword and continues the pursuit.
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Ranged Weapons
Target Number by Range in Inches
Weapon Point 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
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Cost
Chapter 6
Saber/Sword
Swords used by the Army’s officers sometimes differ by regiment or individual preference,
depending on the rank and influence of the wearer. Swords issued to cavalrymen are the 1864
pattern swords, a 35” curved blade with a saber grip. They are somewhat blade heavy, but deadly
in the hands of a competent user on horseback.
The bayonet swords issued to Sergeants and above in the infantry are about 30” long and
better balanced for hand-to-hand fighting on foot.
Melee Weapons
Weapon Point Cost Target Number
Unarmed 0 10
Saber 5 6
Sword 5 6
Fixed Bayonet 5 6
Lance 7 4
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Chapter 6
Cavalry
The main advantage of a cavalry force is its mobility. For this reason, they are often used
as scouts and skirmishers.
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FORCES OF THE BRITISH EMPIRE
Artillery
Originally, the term artillery was used to describe any troops who used ranged weapons.
By our time, it refers to the units using field cannon to shoot large caliber ammunition longer
distances than man-carried armaments are capable of firing.
Infantry Support
Whenever possible, artillery is used against massed formations. A cannon ball properly fired
hits just in front of the troops and then skips through the ranks, striking as many as a dozen
soldiers before expending all of its energy and coming to rest. With luck, it will hit a rock and
split into shrapnel, doing even more damage to the troops around it.
If a battery of artillery is confronted by a charging mass of infantry or cavalry, they can shift
from cannon balls to canister, which is a bag of a dozen or so smaller balls that will scatter like
shotgun pellets and take out many more troops at once; or even grapeshot, which is essentially
a bag of bullets that can take out entire platoons with one shot. Canister and grapeshot do not
have the range of regular cannon balls so are used for close action, where they are deadly. Rules
for grapeshot and cannon other than the 3pdr are found in the British Forcebook.
British Units
The following are game statistics for British units used in a miniatures battle. In all descrip-
tions, “Light Armor” refers to the heavy coat and gear worn by a British soldier, which is the
game equivalent of Light Armor.
A unit refers to one group of infantry, cavalry, artillery, or command. Units are made up of
several stands of models. Infantry models are mounted three to a stand, cavalry models are two
to a stand, artillery and vehicles (and crews) have their own stands, and commanders of Level 2
and higher are mounted singly on their own stands. Level 1 commanders are assumed to be one
of the figures in an infantry unit. It’s worth noting that while commanders are mounted singly,
they may be attached to an infantry or cavalry unit as appropriate.
For most circumstances, a unit equals one platoon of infantry (about 4-6 stands), a troop
of cavalry (also 4-6 stands), a single gun in an artillery battery, a single vehicle, or a single
commander. In very large scale games, one unit could represent an entire battalion of infantry,
a regiment of cavalry, or several combined batteries of artillery. Players are free to scale their
battles as they see fit.
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Infantry
Regular Infantry
These are the basic units of the British Army, a mix of recruits and veterans led by a cadre
of experienced non-coms and a brave young officer. Regiments assigned to the Gruv and in line
to be assigned in this category include:
* 1/2 (1st Battalion, 2nd Queen’s Royal Regiment)
* 1/6 (1st Battalion, 6th Royal Warwickshire Regiment)
* 1/7 (1st Battalion, 7th Royal Fusiliers (City of London))
* 1/10 (1st Battalion, 10th The North Lincolnshire Regiment of Foot)
* 1/12 (1st Battalion, 12th The East Suffolk Regiment of Foot)
* 1/19 (1st Battalion, 19th Regiment of Foot, Prince of Wales own Regiment of Foot)
* 1/20 (1st Battalion, 20th The East Devonshire Regiment of Foot)
* 1/21 (1st Battalion, 21st Regiment of Foot, Royal Scots Fusiliers)
* 1/22 (1st Battalion, 22nd The Cheshire Regiment of Foot)
* 28th The North Gloucestershire Regiment of Foot (a single battalion regiment)
* 32nd Regiment of Foot (Cornwall Light Infantry (a single battalion regiment))
* 37th The North Hampshire Regiment of Foot (a single battalion regiment)
* 41st The Welsh Regiment of Foot (a single battalion regiment)
* 53rd The Shropshire Regiment of Foot (a single battalion regiment)
* 58th The Rutlandshire Regiment of Foot (a single battalion regiment)
* 76th Regiment of Foot (a single battalion regiment)
* 94th Regiment of Foot (The Scotch Brigade) (a single battalion regiment)
Unit
Regular Infantry
Move: 6 Save: 8
Morale: 7 Hits: 1
Special: Light Armor
Ranged: Melee:
Martini-Henry Rifle Bayonet, TN 6
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FORCES OF THE BRITISH EMPIRE
Veteran Infantry
This unit is an experienced unit in which all the members are battle-hardened and ready for
anything. It is likely to have fewer actual soldiers than a regular unit, but they make up for that
in expertise. Units sent or in line to be sent to the Gruv in this category include:
* 1/1, 1st Battalion of the 1st The Royal Scots – recently back from India
* 1/4, 1st Battalion of the 4th King’s Own Royal Lancaster Regiment – recently back from
India and Abyssinia
* 36th Herefordshire Regiment of Foot (a single battalion regiment) – recently back from
India
Unit
Veteran Infantry
Move: 6 Save: 8
Morale: 5 Hits: 1
Special: Light Armor
Ranged: Melee:
Martini-Henry Rifle Bayonet, TN 6
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Chapter 6
Elite Infantry
This unit is as experienced as a veteran unit, but also has a background of tradition and
specialized recruiting that advances them in skill and morale past even veteran troops. Often
members of the unit are second or even third generation members of the regiment. Units sent
to the Gruv in this category include:
* 26th Regiment of Foot (the Cameronians, a single battalion regiment) –very recently back
from India and Abyssinia – ranked as the 3rd best shots in the British Army
Unit
Elite Infantry
Move: 6 Save: 8
Morale: 3 Hits: 1
Special: Light Armor
Ranged: Melee:
Martini-Henry Rifle Bayonet, TN 6
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FORCES OF THE BRITISH EMPIRE
Guard Infantry
The Guard unit has hundreds of years of tradition and success behind it, and is composed
of selected troops who have an extremely high level of discipline. These units, when sent to the
Gruv, are equipped with Gehrlaus ammunition.
Unit
Guard Infantry
Move: 6 Save: 8
Morale: 1 Hits: 1
Special: Light Armor
Ranged: Melee:
Martini-Henry Rifle Bayonet, TN 6
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Chapter 6
Cavalry
Regular Lancers
This represents a squadron of light cavalry. Lancers are usually equipped with carbines as
well as their signature lance, but are expected to use the lance unless they have to dismount. The
troops represented here are a mixture of recruits and experienced, with experienced non-coms and
dashing young cavalry officers. Among the units dispatched or in line to be sent to the Gruv in
this category are:
* 16th The Queen’s Lancers
* 17th Lancers (Duke of Cambridge’s Own)
Unit
Regular Lancers
Move: 9 Save: 7
Morale: 6 Hits: 2
Special: Light Armor, Mounted, 2 melee attacks
Ranged: Melee:
None Lance, TN 4
Saber, TN 6
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FORCES OF THE BRITISH EMPIRE
Unit
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Chapter 6
Elite Lancers
These are elite cavalrymen. Some might be recruits, but they are well trained and have a
long tradition of bravery and dash to live up to. Units sent to the Gruv that fall in this category
include:
* 11th Hussars (Prince Albert’s Own)
Unit
Elite Lancers
Move: 9 Save: 7
Morale: 2 Hits: 2
Special: Light Armor, Mounted, 2 melee attacks
Ranged: Melee:
None Lance, TN 4
Saber, TN 6
Guard Lancers
This is an innovative unit that has been equipped with revolvers using the new Gehrlaus
ammunition. Guard units are highly disciplined and often are third or fourth generation soldiers.
Unit
Guard Lancers
Move: 9 Save: 7
Morale: 1 Hits: 2
Special: Light Armor, Mounted, 2 melee attacks
Ranged: Melee:
Enfield revolver, Gehrlaus Lance, TN 4
rounds Saber, TN 6
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FORCES OF THE BRITISH EMPIRE
Artillery
Light Field Gun – 3 pounder
The 3pdr cannon is the minimum size for artillery, and is mostly used to break up infantry
formations and accompany cavalry. Of course, if it is caught moving it is just a target, which is
why its combat mobility is zero. The cannon is generally on a very light frame and can be drawn
by a couple of horses with a simple lighter (which holds its immediate supply of ammunition).
Unit
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Chapter 6
Commanders
Captain
One Captain may be fielded for every 2 units in the force. They represent captains in charge
of the lieutenants or NCOs who serve as unit leaders. They are the most common independent
commanders in any scale battle. Infantry Captains serve as company commanders for standard
infantry as well as specialty units like Shock Troops and Marines. They are usually attached to
a Regular or Veteran infantry or specialist foot units. Cavalry Captains serve the same role for
Dragoons, Hussars, and Lancers, and are usually attached to a Regular or Veteran unit.
Unit
Infantry Captain
Move: 8 Save: 8
Morale: 2 Hits: 2
Special: Command - 3” radius, Light Armor, Skirmisher, 2 melee
attacks
Ranged: Melee:
Enfield revolver, Gehrlaus Sword, TN 6
rounds
Model point cost: 68 Unit point cost (1): 68
Target Numbers by range in inches, shot/canister
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
- - 6 6 6 7 7 9 10 - - - - - - - - -
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FORCES OF THE BRITISH EMPIRE
Unit
Cavalry Captain
Move: 11 Save: 7
Morale: 2 Hits: 3
Special: Command - 3” radius, Light Armor, Skirmisher, 2 melee
attacks
Ranged: Melee:
Enfield revolver, Gehrlaus Lance, TN 4
rounds Saber, TN 6
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Chapter 6
Major
One Major may be fielded for every 6 units in the force. They represent company level
commanders, in charge of three Captains , and start appearing at battles of that level. Infantry
Majors are usually attached to a Veteran infantry or specialist foot unit. Cavalry Majors are usu-
ally attached to a Veteran Dragoon, Hussar, or Lancer cavalry unit.
Unit
Infantry Major
Move: 8 Save: 8
Morale: 1 Hits: 3
Special: Command - 5” radius, Light Armor, Skirmisher, 3 melee
attacks
Ranged: Melee:
Enfield revolver, Gehrlaus Sword, TN 6
rounds
Unit
Cavalry Major
Move: 11 Save: 7
Morale: 1 Hits: 4
Special: Command - 5” radius, Light Armor, Skirmisher, 3 melee
attacks
Ranged: Melee:
Enfield revolver, Gehrlaus Lance, TN 4
rounds Saber, TN 6
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FORCES OF THE BRITISH EMPIRE
Lieutenant Colonel
One Lieutenant Colonel may be fielded for every 12 units in the force. They represent bat-
talion level commanders, in charge of 2 Majors. There will generally be only one commander
of this level in a battalion level battle. Infantry Lieutenant Colonels will be attached to an Elite
infantry or specialist foot unit. Cavalry Lieutenant Colonels will be attached to an Elite Lancer
cavalry unit.
Unit
Unit
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Chapter 6
Colonel
One Colonel may be fielded for every 24 units in the force. They represent regiment level
commanders, in charge of 2 Lieutenant Colonels. There will be only one commander of this
level in a regiment level battle. Colonels are always mounted, and will be attached to a Guard
cavalry unit. In battles greater than a single regiment, additional commanders may be fielded, but
will be of correspondingly higher rank, although they will use the same statistics as the Colonel.
Unit
Cavalry Colonel
Move: 11 Save: 7
Morale: 1 Hits: 6
Special: Command - 10” radius, Light Armor, Skirmisher, 6 melee
attacks
Ranged: Melee:
Enfield revolver, Gehrlaus Saber, TN 6
rounds
161
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Chapter 7
T he people who would come to be known as the Samsut first came to the
Grosvenor Land as the ancient empire of Babylon was falling. The current Samsut
population is large but grows slowly, as it is limited by the nature of its support-
ing technology.
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FORCES OF THE SAMSUT
The Discovery
After arrival in the new world, the first several decades were spent building the foundations
needed to sustain life: crops and livestock for food, homes for shelter, and plants and animals
for clothing. The Samsut adapted to their new home with a combination of cunning and perse-
verance. Seeds from Earth, wheat, barley, chickpeas, lentils, onions, garlic, lettuce, mustard, and
dates, were all successfully cultivated, and new edible plants were discovered to add to their diet.
Cattle, goats, and pigs were brought through as food animals, with oxen and donkeys serving
as beasts of burden.
Life was difficult, especially dealing with the deadly local fauna, but the Samsut thrived,
spreading out from the initial colonization area. The Samsut were well-established by the fiftieth
anniversary of their arrival, so well that exploration became a primary activity. Ruins near the
Portal site, previously ignored in favor of necessities, now became the focus of intense interest.
Some thought this world was the land of the gods, and the ruins might be heavenly domains.
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Chapter 7
Exploration of the ruins turned up strange artifacts of inexplicable purpose and design. The
ruins themselves were enormous, at least the size of Babylon. The real discovery, though the
significance would not be realized for centuries, was found at the center of the city ruins. A large,
tower-like device was found in the ruins of a huge building at the heart of the city. Standing over
35 cubits (60 feet) high, the device was also sunk some distance below ground level. It had many
moving parts, strange symbols, and metal plates and pins, whose purpose was a complete mystery.
As the Samsut ranged farther from their arrival point, more city ruins were discovered, all having
the same device at the exact center of the city. Centuries were spent studying the devices, often
by descendants of the men who first started the process. After over three centuries of study and
a few accidents of activation, the nature of the device was understood. It drained living things of
their life energy and stored it, releasing it to provide a variety of benefits.
The discovery was a major turning point in Samsut culture. The device could be used to
power smaller artifacts found around the city ruins, heal injuries, cure disease, and even extend
life. It led to arguments over who deserved the benefits and who, if anyone, should provide the
life energy to do so. Arguments led to factionalism, which led to splits over moral and ethical
differences, and eventually people gravitated to the city that best exemplified the ideals they held.
Cities became city-states. Some allied together while others stood alone.
More discoveries were made, including the one that would forever shape the Samsut: the
creation of undead. Armies of the city-states marched against each other, and the living and dead
both littered battlefields. City-states pulled more and more power from their Life-Givers to fuel
their wars, not realizing they were a hand-span from dooming themselves.
After decades of open warfare, the land suffered. What began as mysterious plant blights and
animal diseases spread across the land. Both Earthly crops and native plants began to die off in
huge areas. The ground itself would no longer support plants of any kind. Animals moved away
as the land could no longer support them. When the effect finally became apparent to the leaders
of the city-states, it was almost too late. The devastation spread out from each city-state in an
almost perfect circle. The scholars realized that the Life-Givers themselves were the cause. Pull-
ing life energy not just from sacrificial people and animals, but from the earth itself, was killing
everything around them. Greed and the desire to rule had nearly led the Samsut to destroy the
land that sustained them. After a few months, all the leaders saw the truth, but the damage was
done. Land for hundreds of miles around many of the cities had become devastated, barren zones
where little or nothing would grow. What were once forests and fertile plains were now desert, and
the Samsut had to learn again how to live in a land where things would not grow easily. Some
city-states had not siphoned as much life energy from the land and were better off, such as the
lumber-rich regions surrounding Eridu. Other lands near sources of water revived over time, as
the water brought life back. Irrigation techniques, long unused, became common again. Slowly,
the Samsut pulled themselves back from the brink of extinction or forced migration.
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FORCES OF THE SAMSUT
Samsut Culture
After the Samsut society’s near-death experience, the leaders of the city-states came together
and drafted a set of strict laws to govern their use of the Life-Givers. These laws, called the Bal-
ance, created the Samsut three-level caste society that still governs them today. The Balance also
spells out the rules for the Great Game, the political maneuvering between city-states that keeps
Samsut culture from stagnating. All warfare between city-states occurs in ritualized forms under
the laws of the Balance.
The top tier caste are called the Amelites,
humans rendered effectively immortal by regu-
lar infusions of life energy from the Life-Giver
devices at the core of each city-state. In turn,
the Amelites control the Life-Givers, granting
them absolute authority over life and death
within the Samsut lands. While they can die
by violence, they are tougher than the average
person. They are the ruling class, making all
laws and significant decisions for the populace.
They provide military commanders from the
young and ambitious, young in this case being
anywhere from decades to a century old, since
most of those older than a century are not
willing to risk actual death. Amelites enjoy an
aristocratic lifestyle with the benefits of use
of harvested life energy, which appears much
like magic to people from Earth. The Amel-
ites do not have children often, either out of
practicality or as a side effect of the technol-
ogy. New members can be elevated from the
middle caste, the Mushkenites, but this is not
a common occurrence. Only one or two Mushkenites every few years are elevated to the ranks
of Amelites.
No Amelite remembers the original emigration to the new world. By the time the immortal-
ity process was discovered, all of the original refugees were dead. However, the priests of Ea kept
very thorough records, which were transcribed from cuneiform bricks onto papyrus when later
refugees brought that technology. The dry air of the Samsut lands and the lack of local insects
who eat the processed papyrus kept these records mostly intact.
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FORCES OF THE SAMSUT
In peacetime, skeletons are put to work doing routine tasks like cleaning streets. Zombies
are used on the big plantations to plant and water crops. Only a zombie crew commanded by
an exceptional Mushkenite overseer is trusted with harvesting.
The living Ardites are not only allowed to have children, but are encouraged and rewarded
for it. City-states always need Ardite troops, and they are usually created from the live humans
of this caste. Any casualties left behind in battles between the city-states show up as troops for
the other side in the next battle.
In peacetime, Ardites are the craftsmen, skilled workmen, and personal servants of the higher
classes. At harvest time, they are all drafted to harvest the fields, leaving the cities almost deserted
for several weeks. Under the rules of the Great Game, only undead troops are used for combat
during harvest time. Ardites in personal service to higher castes, or possessed of skills critical
to the continuation of Samsut society such as cooks and religious icon sculptors, are considered
too valuable to send to the fields.
Governance
The Samsut have a city-state society. Each city-state is ruled by an individual or a council
of the Amelite caste. City-states all have one shared goal: survival. Early abuse of the Life-Giver
technology turned once-fertile land to desert. The city-states formed a league to monitor the ef-
fects on the land, and are now careful to ensure that the limited resources of their territories are
not abused. They would rather unite against an upstart to maintain their current situation instead
of aggressively pushing their boundaries.
In ancient times, over-harvesting of life energy of all living things created the deserts. The en-
claves that remain are balanced between harvesting more life energy for more power and longevity,
and the cost of reclaiming barren ground. Each city-state is tied to its Life-Giver to collect and
dispense life energy. The creation of another Life-Giver is possible, but requires such an enormous
investment in time and resources that it has only been done six times over the past two thousand
years. The Samsut began with seven cities, but have expanded to thirteen over the centuries. The
newest city, Borsippa, is still considered new even though it’s over a hundred years old.
To settle disputes without killing everyone or razing the land, the city-states engage in ritual
war games, the physical conflict part of the Great Game. They also do this to measure themselves
against each other. Each battle is scheduled in advance with limits on the technology and troop
count stipulated prior to battle. Two city-states can battle with all types of available tech and
any set number of troops, including limits on the quality of troops. Compliance with the agreed
terms is monitored by representatives of the league.
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The league may unite to meet an enemy outside force, but it may take time as they do not
tend to consider an enemy force to be a threat, but rather a potential ally, a curiosity, or a mov-
able resource. The Amelite leaders do not believe it possible to lose a city-state to an invader,
as they have never had opposition besides the Saurids, who lacked the strength to pose a real
threat. The nature of the Life-Giver artifacts makes it very difficult to take a city-state center. The
closer one gets to a Life-Giver, the easier it is for the artifact’s Amelite controllers to raise more
troops from the battlefield. Any force assaulting a Samsut city-state will see its own fallen raised
in place to attack their former comrades.
Samsut Technology
The Life-Giver
This is the root of city-state power, the device that enables the harvesting of life energy.
There is an effective radius of 1.43 British miles within which all forms of healing and resurrec-
tion are possible, but beyond which there is little or no effect. As might be expected, Samsut
cities rarely have a breadth of more than 2 British miles, though there may be slums beyond the
Life-Giver perimeter, marked by the city wall, that extend to the horizon. The effects of the Life-
Giver are usually directed at a specific target. Besides turning the recently dead into undead and
healing the wounded, the Life-Giver powers itself by harvesting life energy from a specific area
within its range. A Life-Giver with no power cannot power itself, but it can initiate harvesting of
a close target with very little residual power.
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FORCES OF THE SAMSUT
Once harvested, life energy is used for a variety of effects. This includes the periodic treat-
ments that grant immortality to the Amelites, healing injuries, charging of skeleton and zombie
power packs and logic modules, and the charging of weapon power packs.
The amount of energy used varies by application. The power needed for an undead or weapon
is small compared to the amount harvested from a living being. The amount used to extend
life, however, is much greater. The more treatments a person has had, the more is required to
sustain them. Power may also be directly stored in portable “life batteries”, allowing an Amelite
leader away from the city center to recharge weapon or undead power packs, or even create new
undead troops.
Undead are created by insertion or mounting of logic modules and power packs into a
skeleton or corpse. The process is quick, requiring only a few minutes for an experienced corpse
handler. The bones of a skeleton are held together by the strange attractant force emitted by the
power pack. This makes them surprisingly durable, but the logic module is capable of little more
than attacking a specified target until shut down or destroyed. Corpses made into zombies are ca-
pable of more sophisticated actions, but do require a live controller to issue them specific orders.
This makes them able to handle missile weapons and firearms, as well as perform maneuvers like
flanking and ambushing. However, they do whatever the controller does. If the controller flees,
the zombies under his control flee as well. If the controller is killed, the zombies stand idle, even
if being shot, beaten, or hacked to pieces.
Immortality
Amelites receive an extensive treatment at coming of age (adulthood, 17 -20) that gives them
the basis of their immortality. Periodic refreshes are needed for maintenance. An Amelite knows
she needs a refresh treatment when she finds signs of aging. Amelites do age slowly, but no one
has died of old age since the perfection of the Life-Givers.
Mushkenites who qualify can get maintenance refreshes which stretch out life, but without
the basic treatment, time eventually runs out. Once basic treatment has been given, then all other
benefits can apply.
While rare, it is possible that an Ardite can perform well enough to be elevated to the
Mushkenite caste. These Ardites-turned-Mushkenites are generally distinguished by a long old age,
as they start receiving Life-Giver treatment late in life.
Power Packs
Power packs come in a variety of sizes and capacities. They provide motive power for
skeletons and zombies, as well as weapons. They recharge automatically within the radius of an
operating Life-Giver and can also be recharged by a life battery.
170
Ranged Weapons
Target Number by Range in Inches
Weapon Point 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21
Cost
Rail rifle 20 6 6 6 6 6 6 6 6 7 7 7 7 7 8 8 8 9 10 - - -
Rail sniper 25 5 5 5 5 5 5 6 6 6 6 6 7 7 7 7 8 8 8 9 9 10
Rail carbine 16 6 6 6 6 6 7 7 7 7 7 8 8 9 9 10 - - - - - -
Rail pistol 8 6 6 7 7 8 8 9 9 10 - - - - - - - - - - - -
Bow 8 5 5 6 7 8 9 10 - - - - - - - - - - - - - -
Crossbow 10 5 5 6 6 7 7 8 9 10 - - - - - - - - - - - -
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FORCES OF THE SAMSUT
Life Battery
This portable device, about the size of a three gallon water cask, is used to carry a charge of
life energy away from the city for recharging weapon or undead power packs, or providing healing
to living people. The battery carries enough energy to recharge weapon or undead power packs
for several weeks, re-energize up to a dozen undead who have been “killed” in battle, or to heal
injuries. Using the battery to raise or heal a defeated unit once drains the battery completely. It
must be taken back to a city-state and recharged at the Life-Giver before it may be used again.
Contra-Gravity
Besides life force manipulation, the Samsut discovered the principles of contra-gravity within
the ruins of the former inhabitants’ cities. Based on the same principal as the military’s rail guns,
these devices negate the effects of gravity when close to the surface of the world. This does not
provide any angular acceleration. Contra-gravity chariots must be drawn by skeletal constructs or
riding beasts.
Weaponry
The Samsut have all of the traditional hand weapons they brought to this world: swords,
spears, axes, and clubs. They also have spear throwers, bows, and light crossbows. Under the
rules of the Great Game, they sometimes limit their battles to these weapons for reasons of
tradition and energy conservation.
The Samsut never discovered gunpowder. Instead, they developed magnetic weaponry from
artifacts they discovered in the abandoned cities. Rail guns use twin steel rails and a wave of
magnetism to accelerate a projectile to ballistic speed. These come in sizes ranging from pistols
to long arms, and may also be found as fixed position guns used for city defense. They are pow-
ered by life energy packs or direct links to the city-state Life-Giver. For foot troops, a Rail rifle
with a built-in extendable bayonet, called a Rail blade, is the standard weapon. The Rail blade is
built into the Rail rifle. When the Rail blade is extended, the Rail rifle cannot be fired, unlike
the British rifle and bayonet. Cavalry carry Rail carbines with no blade, and a separate bladed
weapon. Higher caste officers may carry Rail pistols. Some Rail pistols are also bladed weapons,
much like early gunpowder pistols often were.
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The Samsut have not developed a repeating mechanism for their rail guns. Each projectile
must be loaded individually, though some rail guns are used like shotguns, firing a load of small
slivers of iron in a thin papyrus cartridge. Lining up the projectile to keep the shot from veering
wildly after launch requires a very short but measurable time. The rate of fire from a rail gun is
thus essentially the same as the rate of fire of a British rifle.
Centuries ago, field artillery was abandoned. Wheeled carriages were slow, ungainly, and
vulnerable in rough or steep terrain. Contra-gravity sleds ignored terrain, but were costly in terms
of energy use. While slower than cannon projectiles, the undead offered substantial gains in
energy efficiency, and could be redirected after launch. With the advent of the British, some of
the city-states have looked into redeveloping field artillery, but this has led to a schism over the
impact of field artillery on the Balance.
Overall, the available technology depends on the caste and the abilities of the troop type.
Skeletons and zombies use mostly simple melee or missile weapons. Low caste Ardite live
humans and zombie units with very good controllers may be granted Rail rifles. Middle caste
Mushkenite troops use Rail rifles, provide most of the cavalry, and make up the crews of the
stationary guns.
Melee Weapons
Weapon Point Cost Target Number
Unarmed 0 10
Mace 3 8
Combat Dagger 4 7
Sword 5 6
Two-handed Sword 7 4
Halberd (Reach) 6 5
Rail Blade 5 6
Lance 7 4
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FORCES OF THE SAMSUT
Combat Units
Ardite Units – Skeletons
These are the lowest on the caste list and treated more like tools than slaves, skeletal remains
held together by the force that animates them. Skeletons are mindless, only able to follow the
simplest of commands. In terms of military use, they are cannon fodder that can be pointed in
the direction of an opposing force, move at their best movement rate until they contact the enemy
and attack until destroyed. Stopping them requires either physical destruction or a hit on the
power pack or logic module. The power pack is mounted in the rib cage, attached to the spine,
and has the appearance of a glowing sphere or globe of light. The logic module is mounted in
the skull, is similarly spherical, and has the same glow emanating from all orifices (eye sockets,
nasal opening, mouth, and so forth). The color of the glow depends on the city-state that created
it. Colors range from cool blues and greens to hot reds, oranges and yellows. All tend to give
the skeletons a demonic appearance to British eyes.
As these forces can only follow simple commands, they can only be armed with smashing
and slashing hand weapons such as rocks, knives, swords, and pole arms. Ranged weapons are
beyond them. They have no morale, and once released, engage the unit in front of them (not the
one closest) until they are destroyed. If they break contact with their target unit, they attempt
to follow it to regain contact. If their target is destroyed, they attack the closest unit to their
front. They are limited to looking to their front arc for a target. When in doubt, roll a die to
determine which unit becomes the new target.
Skeletons cannot stay in formation and are fielded as mobs. Some skeleton controllers are
skilled enough to alter their programming to different patterns of blows and blocks, but all the
changes level out in the end.
Skeleton units are relatively cheap and abundant. There are likely to be two to three times
as many of them as any other type of ground troop in any given Samsut force. They can be from
any humanoid or animal source or they can be constructs, pieced together from whatever bones
are available. They can hold their weaponry or it can be built in for purpose-created constructs.
Skeletons need no logistics other than a link to their energy source. This can come from
their own city-state artifact or a local commander’s battery. One city-state can create them and
then lend or sell them to another. This involves recharging their power pack at the hiring city’s
Life-Giver. Their internal color becomes a blend of their creator’s and owner’s colors.
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Unit
Skeleton Soldiers
Move: 8 Save: 7
Morale: 0 Hits: 1
Special: Mob, Natural Light Armor
Ranged: Melee:
None Sword, TN 6
Model point cost: 39 Unit point cost (12): 468
Unit
Skeleton Soldiers
Move: 8 Save: 7
Morale: 0 Hits: 1
Special: Mob, Natural Light Armor
Ranged: Melee:
None Two-handed Sword,
TN 4
Model point cost: 41 Unit point cost (12): 492
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Unit
Skeleton Soldiers
Move: 8 Save: 7
Morale: 0 Hits: 1
Special: Mob, Reach, Natural Light Armor
Ranged: Melee:
None Halberd, TN 5
Model point cost: 40 Unit point cost (12): 480
Skeleton Constructs
Particularly skillful Amelites who have studied the powers of the Life-Giver can create skel-
etal constructs, substituting weapons and armor for body parts. For most purposes, this is just
an artistic statement, since the skeletons respond only to simple programs. However, by making
weapons part of the skeletal structure, the creator can at least be sure the skeleton will not drop
them.
Unit
Skeleton Constructs
Move: 8 Save: 7
Morale: 0 Hits: 1
Special: Mob, Natural Light Armor
Ranged: Melee:
None Integral Weapons,
TN 6
Model point cost: 39 Unit point cost (12): 468
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Unit
Zombie Swordsmen
Move: 4 Save: 7
Morale: 7 Hits: 1
Special: Controlled by Regular (7), Light Ar-
mor
Ranged: Melee:
None Sword, TN 6
Model point cost: 13 Unit point cost (12): 156
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Unit
Zombie Swordsmen
Move: 4 Save: 7
Morale: 5 Hits: 1
Special: Controlled by Veteran (5), Light
Armor
Ranged: Melee:
None Sword, TN 6
Model point cost: 16 Unit point cost (12): 192
Unit
Zombie Swordsmen
Move: 4 Save: 7
Morale: 3 Hits: 1
Special: Controlled by Elite (3), Light Armor
Ranged: Melee:
None Sword, TN 6
Model point cost: 21 Unit point cost (12): 252
Unit
Zombie Swordbearers
Move: 4 Save: 7
Morale: 7 Hits: 1
Special: Controlled by Regular (7), Light Ar-
mor
Ranged: Melee:
None Two-handed Sword,
TN 4
Model point cost: 15 Unit point cost (12): 180
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Unit
Zombie Swordbearers
Move: 4 Save: 7
Morale: 5 Hits: 1
Special: Controlled by Veteran (5), Light
Armor
Ranged: Melee:
None Two-handed Sword,
TN 4
Model point cost: 18 Unit point cost (12): 216
Unit
Zombie Swordbearers
Move: 4 Save: 7
Morale: 3 Hits: 1
Special: Controlled by Elite (3), Light Armor
Ranged: Melee:
None Two-handed Sword,
TN 4
Model point cost: 23 Unit point cost (12): 276
Unit
Zombie Halberdiers
Move: 4 Save: 7
Morale: 7 Hits: 1
Special: Controlled by Regular (7), Light Ar-
mor, Reach
Ranged: Melee:
None Halberd, TN 5
Model point cost: 14 Unit point cost (12): 168
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FORCES OF THE SAMSUT
Unit
Zombie Halberdiers
Move: 4 Save: 7
Morale: 5 Hits: 1
Special: Controlled by Veteran (5), Light Ar-
mor, Reach
Ranged: Melee:
None Halberd, TN 5
Model point cost: 17 Unit point cost (12): 204
Unit
Zombie Halberdiers
Move: 4 Save: 7
Morale: 3 Hits: 1
Special: Controlled by Elite (3), Light Armor,
Reach
Ranged: Melee:
None Halberd, TN 5
Model point cost: 22 Unit point cost (12): 264
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Chapter 7
Unit
Zombie Bowmen
Move: 4 Save: 7
Morale: 7 Hits: 1
Special: Controlled by Regular (7), Light Ar-
mor
Ranged: Melee:
Bow Sword, TN 6
Model point cost: 21 Unit point cost (12): 252
Target Numbers by range in inches
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
5 5 6 7 8 9 10 - - - - - - - - - - -
Unit
Zombie Bowmen
Move: 4 Save: 7
Morale: 5 Hits: 1
Special: Controlled by Veteran (5), Light Ar-
mor
Ranged: Melee:
Bow Sword, TN 6
Model point cost: 24 Unit point cost (12): 288
Target Numbers by range in inches
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
5 5 6 7 8 9 10 - - - - - - - - - - -
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FORCES OF THE SAMSUT
Unit
Zombie Bowmen
Move: 4 Save: 7
Morale: 3 Hits: 1
Special: Controlled by Elite (3), Light Armor
Ranged: Melee:
Bow Sword, TN 6
Model point cost: 29 Unit point cost (12): 348
Target Numbers by range in inches
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
5 5 6 7 8 9 10 - - - - - - - - - - -
Unit
Zombie Crossbowmen
Move: 4 Save: 7
Morale: 7 Hits: 1
Special: Controlled by Regular (7), Light Ar-
mor
Ranged: Melee:
Crossbow Sword, TN 6
Model point cost: 23 Unit point cost (12): 276
Target Numbers by range in inches
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
5 5 6 6 7 7 8 9 10 - - - - - - - - -
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Unit
Zombie Crossbowmen
Move: 4 Save: 7
Morale: 5 Hits: 1
Special: Controlled by Veteran (5), Light Ar-
mor
Ranged: Melee:
Crossbow Sword, TN 6
Model point cost: 26 Unit point cost (12): 312
Target Numbers by range in inches
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
5 5 6 6 7 7 8 9 10 - - - - - - - - -
Unit
Zombie Crossbowmen
Move: 4 Save: 7
Morale: 3 Hits: 1
Special: Controlled by Elite (3), Light Armor
Ranged: Melee:
Crossbow Sword, TN 6
Model point cost: 31 Unit point cost (12): 372
Target Numbers by range in inches
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
5 5 6 6 7 7 8 9 10 - - - - - - - - -
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FORCES OF THE SAMSUT
Unit
Zombie Gunners
Move: 4 Save: 7
Morale: 7 Hits: 1
Special: Controlled by Regular (7), Light Ar-
mor
Ranged: Melee:
Rail Rifle Rail Blade, TN 6
Model point cost: 33 Unit point cost (12): 396
Target Numbers by range in inches
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
6 6 6 6 6 6 6 6 7 7 7 7 7 8 8 8 9 10
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Unit
Zombie Gunners
Move: 4 Save: 7
Morale: 5 Hits: 1
Special: Controlled by Veteran (5), Light Ar-
mor
Ranged: Melee:
Rail Rifle Rail Blade, TN 6
Model point cost: 36 Unit point cost (12): 432
Target Numbers by range in inches
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
6 6 6 6 6 6 6 6 7 7 7 7 7 8 8 8 9 10
Unit
Zombie Gunners
Move: 4 Save: 7
Morale: 3 Hits: 1
Special: Controlled by Elite (3), Light Armor
Ranged: Melee:
Rail Rifle Rail Blade, TN 6
Model point cost: 41 Unit point cost (12): 492
Target Numbers by range in inches
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
6 6 6 6 6 6 6 6 7 7 7 7 7 8 8 8 9 10
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Unit
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Unit
187
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Unit
Unit
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Unit
Unit
189
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Unit
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Unit
191
FORCES OF THE SAMSUT
Commanders
Commanders for Samsut forces tend to be at least one social rank higher than the troops
they command. Under special circumstances, a Mushkenite might control a unit of zombies, but
generally that is an Ardite position, just as Ardites command units of Skeletons. Mushkenites
generally control units of Ardites, as well as units of Mushkenites. Ardite living units with Ardite
commanders are generally under the command of an Ardite very close to being promoted (or a
just-demoted Mushkenite desperate to regain his status).
Unit commanders will be mounted or on foot depending on the troops they are leading. If
a Sarrum (see sidebar) takes the field, he or she is mounted. Amelite chariots are ostentatious
but not fast, and are rarely risked on the battlefield. Amelite Abums on foot are rare, but the
occasional eccentric has been known.
Unit
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Samsut Ranks
Rank British
Name Translation Equivalent Game Stat Notes
Unit
193
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Unit
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195
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Unit
Unit
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Unit
Unit
197
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Unit
Unit
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6 6 7 7 8 8 9 9 10 - - - - - - - - -
Unit
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Order of Battle
The Samsut are based in thirteen city-states that surround a large interior sea in the center
of the continent. Each city-state maintains its own military. Each has its own way of naming its
regiments. One may number them, another may give them elaborate names, a third may name the
regiments for their commanders, and so on. Elite companies are named after the deities revered
by that particular city-state. Units from different city-states rarely mix.
The Samsut have, of course, forged alliances and broken them repeatedly in the many cen-
turies of the Great Game, so they have protocols for working together if they get drawn into a
major battle with the British. If there is more than one city-state’s Amelite commander on the
field, however, the followers of each commander operate independently, and the various sections
coordinate only on the most general levels.
Force Composition
Detailed Samsut force composition is addressed in Chapter 5. In general, a Samsut ex-
peditionary force, such as one a British expeditionary force might run into, consists of about
two-thirds undead, one-twelfth cavalry, and the rest Ardite infantry, with the possibility of a
Mushkenite infantry unit or two. A minimum force could have five units of Skeletons, three units
of zombies, one unit of Mushkenite cavalry, and three units of Ardite infantry, plus appropriate
commanders.
Notes on Tactics
Amelite field commanders oversee the field of battle. There may be only one per ten to
twelve units. Most of their experience is in the city-state games. These are ritualized battles be-
tween mutually selected forces whose results help establish a status hierarchy. Some have special-
ized in specific modes of battle or specific weapon mixes. The more rigid have trouble adapting
to the brand new weapons and tactics the British bring. Others are great tacticians and adapt
to circumstances with the resources they have. Most have a point where they leave the field in a
hopeless or threatening situation. Being immortal, they can live to fight another day.
The Samsut have a great store of tactical knowledge to draw upon. When the British arrived,
the Great Game had fossilized into a rote pattern of attacking first with skeletons to try to break
up the enemy’s formations, then following up with zombies to take advantage of any breaks while
rifle units open fire on the opposition’s own ranged troops. Final position has become the major
deciding factor and most casualties are reserved to the Ardites, living and dead.
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However, there are many tactics that have been tried in ages past that are available with a
little research. For instance, in the early days some generals made use of the innate stillness of
the undead to arrange ambushes that were almost impossible to detect. Active scouting by the
potential ambushees eventually took this tactic out of the usual playbook, but British scouts are
not used to the utter stillness of such ambushes, and the tactic may very well work for some
encounters.
A common tactic used against the Saurids in times past was to send skeletons in a charge
into the center of Saurid formations, meanwhile hooking zombies in two flanking operations. The
living members of the force would hang back until the Saurids were fully engaged with the flank-
ing movements after being disrupted by the center charge, then exploit the resulting holes in the
center of the Saurid force. Again, this has not been used in centuries, since the Saurids present in
the Samsut homeland have either been destroyed or driven from those particular lakes and rivers.
Another arrow in the Samsut quiver is that skeletons and zombies do not breathe. They
can be sent through water over their heads and march along the river or lake floor until they
reach their objective. Of course, they can’t do this in any active body of water. Their bodies
are as subject to water impact as any breathing human. Having a mob of skeletons charge into
the water and emerge again on the other side of a quiet pond or gentle river, however, can be
disconcerting, and zombies can follow orders to march along a river bed and come out after
traveling a certain distance.
The lack of field artillery can be considered a flaw in Samsut organization until one realizes
that the skeletons perform essentially the same duties of formation disruption and mass damage
as cannon balls. Their morale cannot be altered, and they continue as long as one skeleton is left.
They move more slowly than a cannon round, but skeletons can follow their targets if they try
to flee. They don’t slow down a column marching on rough terrain the way artillery can. Given
time, some of the Samsut city-states may resurrect their old field artillery, although the impact
on their energy budget and the political schism that may ensue could seriously restrict its use.
201
202
Chapter 8
I t has been my honor and challenge to prepare this guide for those courageous
people who will traverse the Rabbit Hole to our newest colonial holding, the
Grosvenor Land. I sincerely hope that you will find this guide to be most useful,
if not utterly indispensable.
Owing to the fact that you, gentle reader, may not have been fortunate enough to be born
into the greatest nation on Earth, this guide also speaks at length about our recent history, so
that you may better understand what is expected of you, as well as what lies ahead. I do not use
the word courageous lightly. The Grosvenor Land is full of perils both obvious and subtle, and
only well-prepared individuals will succeed in the tasks set before them. Whether you are here as
a fortune seeker, sanctioned explorer, or hearty settler makes no difference. This guide is one of
the keys to being well-prepared, and thus a key to your success.
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THE WORLD OF 1879
This guide is divided, like Gaul, into three parts: a recent history of Britain; a description of
Britain’s Earthly possessions and protectorates, and the other political powers of our world, along
with some reference to cultural and legal situations; and a survey of the Grosvenor Land. Part
the first provides context for all the rest. Part the second enables you to understand your place,
either as a subject of the British crown representing your land in a new world, or as a foreigner
expected to exhibit proper conduct as outlined in The Gentleman’s Code, a separate publication
available from the esteemed MacMillan and Company. Part the third covers the geography and
settlements of the Grosvenor Land as they exist at the time of this writing.
I should like to thank Dr. William Stubbs, Regius Professor of Modern History at Oxford,
for his invaluable advice and critique of my work on recent history. I also extend my gratitude to
all the brave souls who have ventured into the New Land to bring back tales for the rest of us.
I wish you the best of luck in your endeavors. What you do is not only for you, but for all
of Britain, and the world. God Save the Queen!
Edward H. Bentley, M.A.
Professor of Modern History
Oxford University
204
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205
THE WORLD OF 1879
The first major Conservatory breakthroughs brought steam-driven water and sewerage sys-
tems to London, starting a new era of healthier living for the City’s residents. As reports of the
success of the Royal Conservatory spread, the Great Game (the cold war of espionage among
the European nations) expanded from political maneuvering to international scientific espionage.
Information, discovery, and ingenuity became the quiet currency of the global shadows. New
societies formed, along with organizations created for stealing and/or protecting scientific dis-
coveries and experiments.
In 1868, Queen Victoria and Prince Albert attended the Royal Aeronautical Society exhibi-
tion at London’s Crystal Palace. Seeing John Stringfellow’s new steam engine design inspired
her to add a new wing to Burlington House dedicated to the study of steam technology. The
IWA began to incorporate steam technology into their factories and the tools of the fields. While
the IWA leaders touted this as a way of reducing the reliance of the commoners on the Crown,
the Reliables remained silent on where they had procured their funding, and the implementation
of these devices actually increased unemployment throughout England, especially in and around
London.
Independent of the Royal Conservatory’s steam engineering efforts, the following year a
young engineer named Charles Parsons, who worked at the firm of W.G. Armstrong, made a
singular breakthrough. He developed a micro steam engine the size of a bushel basket, with the
output of an engine many times its size. These micro steam engines revolutionized industry, lead-
ing to further breakthroughs in steam-powered vehicles, assembly line factories, and much more.
Even as the Royal Conservatory continued to publish papers recognized around the world,
Prince Albert remained an invalid. The Queen increased her reward offers and reached out to
every university in England. During this tour of academic institutions, Elizabeth Garrett Ander-
son, Britain’s only woman doctor, petitioned Queen Victoria for women’s rights in the fields of
science and medicine. The University of Bombay, in British India, and the Ecole de Médicine de
Pondichéry, in the French Puducherry region of India, had already been granting medical degrees
to women for many years. Queen Victoria remained unsympathetically neutral on the subject, but
did give Dr. Anderson a modest grant to research the common diseases of London, including
cholera and typhoid.
A year later the Queen’s son, Albert Edward VII, Prince of Wales, contracted typhoid.
Queen Victoria quickly called in Doctor Anderson to demonstrate what progress she had made in
her medical exploration. While it is unclear how much Dr. Anderson did to help, Albert Edward
survived, and the Queen’s posture on women and science and medicine radically transformed.
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Queen Victoria sought out John Stuart Mill, who had proposed an act to grant women
the vote years earlier. While he was no longer in Parliament, he still held influence, and with the
support of the Crown, he managed to convince the House of Commons to pass three critical
laws throughout 1872. The Medical Act gave women the right to hold medical degrees and the
requirement for medical and university institutions to allow them equal access to education. The
Married Women Property Act enabled wives to buy, own and sell property and to keep their own
earnings. The New Reform Act of 1872 gave urban woman who were heads of households and
were once married (i.e., widows) the right to vote in the elections of the House of Commons.
While this resulted in only a very small minority of women voters, it sent a strong and empower-
ing message to the female population of the nation.
By the time these acts passed, the Queen had admitted Doctor Anderson to the Royal Con-
servatory, along with Joseph Lister for his groundbreaking work in surgical sterilization through
carbolic acid, and had completed construction on the Elizabeth Anderson Women’s School of
Medicine. The “Edinburgh Seven,” a group of women previously denied an education in the
medical field, were the first admitted.
That same year, Gyro Gehrlaus, an engineer at the Royal Small Arms Factory, developed a
self-propelled round for the Martini-Henry rifle. Dubbed a Gyrocket, or Thunderbolt round, it
had significantly more range than the standard Boxer-Henry cartridge, with a flatter trajectory that
afforded greater accuracy. However, difficulties in mass production led to it being issued only to
elite military units and commanders.
Following the Franco-Prussian War, Prussia forsook the silver standard, throwing Europe
into economic turmoil. To combat the Panic of 1873, boost the morale of her subjects, and
stimulate both the British economy and international trade, Queen Victoria ordered the release
of several technological innovations from the Royal Conservatory to the general public. This in-
cluded aspirin, flush toilets, bicycles, incandescent lamps, steam carriages, and antiseptic carbolic
soap. The most well received development, however, was the steam powered personal walking
frame, a large, bulky metal bubble with mechanical legs designed to allow invalids (most notably
Prince Albert) to be independently mobile. At last Victoria’s darling husband could leave the
palace on his own, and the Queen was ecstatic.
As part of the celebration of this event, she funded a project to illuminate the streets of
Godalming with hydroelectrically powered arc lights. The Royal Conservatory subsequently
announced Burlington House as the world’s first electrically illuminated building. (Baron Arm-
strong’s Cragside manor had been fitted with a Siemens dynamo in 1870, but wouldn’t get an
arc lamp in the Gallery until 1874, replaced with Joseph Swan’s incandescent bulbs in 1876.)
207
THE WORLD OF 1879
Just a few months later, John Tyndall discovered the antibiotic properties of the penicillium
mold. He recognized the significance thanks to his familiarity with the work of Louis Pasteur,
with whom he maintained a regular discourse. Penicillin production headed off numerous dis-
eases throughout the Empire. Tyndall was rewarded with a knighthood and substantial monetary
endowment.
The sight of Prince Albert at the Queen’s side again made the Royal family more popular
than ever. Hundreds of thousands regularly turned out to see him walk around in his monstrous
machine. On the first of May, 1875, in front of one of the largest crowds ever assembled in
London, the Prince announced that the 25th Anniversary of the Crystal Palace Exhibition would
be celebrated with the Great Silver Exhibition, to open 1st May of the following year.
The great minds of the time, including Alexander Graham Bell and Alfred Nobel, ap-
proached the Queen and Prince with their latest inventions, and obtained grants and sanctions to
greatly expand their work. Then Professor Oswald Meredith Grosvenor’s device seized the focus
of the nation. The story of the Grosvenor Experiment, and the resulting Greenwich Anomaly, has
already been told sufficient times that we will not bore the reader by repeating it here.
The significance of the swirling disc still being unknown, Queen Victoria ordered the as-
signment of a dedicated research team from the Royal Conservatory, and moved on to more im-
mediate matters. Annie Besant and Charles Bradlaugh, as the Freethought Publishing Company,
had published Charles Knowlton’s 1832 birth control manual Fruits of Philosophy, for which
they were prosecuted under the Obscene Publications Act of 1857. Prompted by the urgings of
Doctor Anderson, Queen Victoria intervened, pardoning the authors and subsidizing the book’s
publication. Almost immediately, the rampant population expansion in London fell away. The
book and the royal approval of the idea gave women an even greater sense of independence
and control over their lives. In response to this and other issues, American suffragettes Victoria
Woodhull and Tennessee Claflin traveled to England, and began a movement to expand voting
rights across England.
Meanwhile, the appearance of the “Rabbit Hole” sent shock waves through the communal
awareness of the known world. In New York City, Helena Petrovna Blavatsky (a Russian occult-
ist author), speaking on behalf of the Theosophical Society, declared that the Portal was the
singular most significant event in all history, and belonged to the world, not to a nation. She
claimed it connected to the world of the spirits, which she called the Mahatmas. This led to the
formation of the Neo Hinduism movement which quickly gained popularity in the United States
and parts of London.
Neighborhood watch groups formed to protect themselves from whatever they imagined
lurked just beyond the Portal. William Morris helped found the Society for the Protection of
Ancient Buildings as a front for the Pre-Raphaelite Brotherhood, intending to use their access to
ancient places and artifacts to learn more about the Portal, and possibly gain power over anything
that might come through it.
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A new malady appeared in London a few months after the Portal opened. Dubbed Looking
Glass Fever, the illness struck people in a random fashion, baffling doctors as to the means of its
spread. People afflicted by the disease either shook off the effects, delirium and high fever, within
a few days, or changed physically. Many afflictions, including some of the swiftest witnessed where
the victim changed within minutes, occurred during transit through the Rabbit Hole itself. Some
people grew taller, with lithe bodies and pointed ears, losing much of their body and facial hair
in the process. Others contracted in height and broadened across the shoulders, chest, and hips,
the men’s beards thickening substantially. Some victims gained a bit of height and considerable
muscle and bone mass, and sprouted tusks, always on the lower jaw. Still others continued to
grow to nearly eight feet in height, developing tusks, scaly or bony plates in places across their
skin, and horns somewhat like a ram or antelope. People changed by Looking Glass Fever came
to be collectively known as Boojums, although mythological and literary terms such as elf, dwarf,
snark, and troll gained use for common variants. While Looking Glass Fever was attributed to
the Portal, no definitive proof was ever established. The appearance of LGF in other parts of the
world only added to the confusion.
In December of 1878, Victoria’s second daughter Alice contracted diphtheria in the city of
Darmstadt, Prussia. The recent construction of an international telegraph system brought the
news to the Palace quickly enough that the bulk of the Edinburgh Seven and Dr. Elizabeth An-
derson herself were able to travel to assist the princess. This time, using a method of heat-treated
diphtheria toxin, it was clear that the medical advancements of the Women’s School of Medicine
saved their patient’s life. The same day she heard that Alice recovered, Queen Victoria called for
the House of Commons to consider a law granting women in general the vote.
That New Year’s Eve, the Royal Conservatory presented Prince Albert with a new personal
walking frame. With the ingenuity and leadership of James Clerk Maxwell, and the incorporation
of Charles Parson’s micro steam technology, the device had been refined into an exoskeleton
with half the mass and bulk of the original clumsy and primitive prototype. The Anarcho-Artists
immediately censured the device for its implied potential to be used as a tool of warfare.
Passed in February, the Suffrage Act of 1879 gave all men and women who owned a house or
paid at least 10 pounds a year in rent the right to vote. This granted approximately sixty percent
of the men and fifty percent of the women of England voting rights, and marked the last bit of
social change before events surrounding the Portal finally consumed the collective consciousness
of the nation.
After the brutal defeat of British forces by the Samsut in April of that year, Victoria added
a Military Applications Branch to the Royal Conservatory, and the focus of the Royal Family
shifted towards the possibility of war.
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THE WORLD OF 1879
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The two primary parties are the Liberal Party, descended from the Whigs, the Radicals, and
the Peelites, and the Conservative Party, better known by their ancestral name of the Tory Party
or the Tories. Liberals believe that the rights of individuals are the most important things to
strive for, and that those freedoms should be independent of the government. They believe change
should happen quickly, and in ways that take restrictive abilities away from the government. Their
Whig predecessors espoused the ideas of constitutional monarchy and moral reform, such as the
abolition of slavery and the emancipation of the Catholics. Conservatives believe that historical
governments are there for a reason, and should be preserved, and that change should always come
slowly. Currently, the Conservative party holds the majority, but with every push Queen Victoria
makes for laws removing voting restrictions, the Liberals gain more popularity.
There are, of course, other political parties with representation in Parliament, such as the
Liberal Unionist Party, and numerous politically-minded organizations with their own agendas.
Most of these political societies push for one of the two primary political parties, although
there are also societies striving for or against various religious issues or women’s issues, striving
to reform treatment of the insane, poor, or elderly, and pushing for legislation governing the
Portal and the lands beyond. Unlike secret societies, these groups have open membership and
are registered as legal organizations.
External Politics
“If we are to maintain our position as a first-rate power, we must be prepared for attacks
and wars, somewhere or other, continually.”
-- Queen Victoria
Despite what some irreverent wags have said, the expansion of the Empire has been good
for everyone. The people of the British Empire believe that they have an obligation, a burden,
as it were, to enlighten and civilize the ‘ill-fated barbarians’ of the world. They maintain absolute
confidence that England is destined to rule the globe, and, with the discovery of the Portal, the
universe. Beyond ideology, Britain needs the money, natural resources, commodities, and labor,
and the new markets for its products that come with conquering less able nations.
After the Samsut defeated the British forces in their initial battles, the Empire realized that
the world on the other side of the Portal was already inhabited by hostile forces. A war with no
known boundaries would cause a significant manpower shortage, both in the ranks and in the
civilian industries that supplied the military. With approval from the Queen, Prime Minister
Disraeli began incorporating colonial auxiliaries into the British military, along with allowing
women to take up arms. Firms that supplied the military were given preferential treatment in
terms of loan availability, tax relief, and access to the Rabbit Hole and the resources in the
world beyond it.
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Gender Issues
1879 is a tumultuous time for gender issues. Women have been expected to be both the
self-sacrificing angel and the servant-driving general of the home, tending to their husband’s needs,
organizing and implementing social functions, and raising the children, all while having no legal
rights to property or wages. Now, thanks to Her Majesty and the urgings of Dr. Elizabeth Ander-
son, within the last seven years women have suddenly found themselves able to maintain their own
wages, earn degrees at universities, have some modest control over their reproductive systems, and
for those who, either by themselves or with a spouse, own houses or rent moderate apartments,
even vote. Combine that with the push for everyone to contribute to science wherever possible,
plus the Prime Minister’s call for all able-bodied hands to consider service in the military, and
a new world of opportunities has opened for women in Britain.
Laboratory coats and military uniforms now compete with fashions designed to accentuate
a woman’s separation from the world of work. Men now find the fair gender sitting beside them
in college lecture halls, or offering them medical services, or accompanying them to the rifle
range. Politicians have to rethink their strategies, finding new means of dealing with the electorate
beyond the cigar smoke-filled parlors of men’s clubs and brothels.
The women of the working and lower classes do not enjoy the right to vote, for the most
part being unable to afford a proper home and sometimes sharing an apartment with several other
families. They are, however, most likely to be drawn into the enlisted ranks of the military or,
where permitted, the machine operators of factories.
The publication of Fruits of Philosophy not only addressed the issue of reproductive control,
but brought into question the generally accepted sexual practices of the era. Upper- and middle-
class women were expected to have no more physical contact with a man before marriage than
passionate hand holding, modest public dancing, or the very occasional kiss. One out of every
three working- and lower-class women, on the other hand, was pregnant when she got married.
Fruits of Philosophy presented the ideas that working-class families could decide how many
children they would have, and that it might be possible for upper-class women to practice more
amorous behavior without bringing scandal to their family names. The resulting geological shift
in morals and mores still rumbles through society, the tremors not yet subsided.
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Africa
To understand the British position in Africa, one must examine its origins. Part of the
problem in doing this is that Africa is not a country, but a continent. Trying to assess an entire
continent in one report is rather like being served a dish that’s larger than one’s head. Deciding
where to put the fork in requires some study. Attempting to devour the entire beastly thing by
oneself would be foolhardy, and bad manners besides. As any gentleman knows, proper manners
count for quite a lot, and part of the problem of Africa is that there have been so many gaffes
and misunderstandings that achieving a gentlemen’s agreement at this point has about as much
chance of success as trying to organize a waltz in an Irish brothel.
Shamefully, our history on the African continent as a power in residence begins with the
trans-Atlantic slave trade. Britain established several ports on the western coast specifically for this
purpose. While we still hold James Island and the fortress at Accra, they no longer serve such a
foul purpose, after the abolition of British involvement in the slave trade some seventy years ago.
Colonization for more noble purposes began with Napoleon. When French forces invaded
the Netherlands in 1795, the Dutch, long our rivals in South Africa, handed over the Cape Colo-
ny to Britain so that the French could not claim it as spoils of war. At the end of the Napoleonic
Wars in 1815, the Treaty of Nantes formally ceded the colony. This upset the Boers, farmers
of Dutch descent who comprised much of the Colony’s population, partly because they didn’t
want to be ruled by Britain and forced to learn English, and partly because Britain had outlawed
slavery entirely throughout the Empire. Many of the Boers left during the Great Trek period,
founding the Transvaal Republic and the Orange Free State, recognized by Britain in 1852 and
1854 respectively. This created a situation that, twenty years on, would turn potentially explosive.
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In the same year that the Transvaal received recognition, Mpande, king of the Zulus, invaded
Swaziland. King Mswati II appealed to the British Empire for aid. Faced with the arrival of
British forces, Mpande retreated back across the border. In the process, his son Mbuyazi was
captured, and later ransomed back to his father. During his captivity, Mbuyazi met with British
diplomats, and the groundwork was laid for a possible alliance. Shortly after Mbuyazi’s return to
the Zulu Kingdom, he clashed with his brother Cetshwayo over the succession. Arguments led to
fights, which led to open warfare between the factions. At the Battle of Ndondakusuka in 1856,
Cetshwayo’s forces pinned down Mbuyazi’s, and all hope seemed lost, when British reinforce-
ments arrived. Cetshwayo’s forces, caught between the British and the rallying troops of Mbuyazi,
were slaughtered. Mbuyazi returned home with his brother’s head on the end of a spear, deposed
his father, and took the throne. Mbuyazi then signed a treaty of mutual support with the British
Empire. While the treaty was broken a few times by renegade Zulus who disagreed with their king
about standing beside the white men, each time Mbuyazi tracked down the men responsible, and
either executed them himself or handed them over to the British for trial.
Maintaining a hold over a people as proud and independent as the Zulus proved difficult.
Mbuyazi died in 1869, prematurely aged by the stress of his position. His second son Nbomani
took the throne, but given the instability of his nation, signed a treaty of protection in 1870,
bringing in British troops and administrators to help hold his people in check. Even with British
guidance, outbreaks of rebellion still occur, a notable example being the Battle of Isandlwana
earlier this year, where over a thousand British soldiers died in a single day defending against a
massive raid. The British military has nonetheless profited from the treaty, organizing regiments
of Zulu auxiliaries for border enforcement and maintenance of order in the Zulu Protectorate,
and recruiting the best of these auxiliaries into British ranks. Anyone who has ever dealt with
the Zulus knows that it is much better to have them filling out your own ranks than facing you
from across the field.
Moshoeshoe, the Great Chief of the Basotho, signed a treaty with Britain in 1868, making
Basutoland a British protectorate and ending threats from the Zulus and the Boers. This also put
an end to a source of embarrassment for Britain, which had lost battles with the Basotho in 1851
and again in 1852. As a British protectorate, Basutoland could not be invaded by the Zulus under
the terms of the mutual support treaty with the British Empire. The Boers had fought several
wars with the Basotho and recently captured the western lowlands of Basutoland. The Treaty of
Aliwal, signed between the British and the Boers in 1869, defined the borders of Basutoland,
leaving the Lost Territory west of the Caledon River in Boer hands and effectively halving the
Basotho’s range. Moshoeshoe died in 1870, and the following year Basutoland was annexed to
the Cape Colony, a move that has not gone well. Moorosi, one of the southern chiefs, rose in
revolt earlier this year, and when he was killed in battle, the rest of the southern chiefs fell to
fighting amongst themselves over the division of Moorosi’s lands. Currently, the British military
is attempting to disarm the Basotho under the auspices of the Cape Peace Preservation Act of
1878, but that effort is not meeting with much in the way of success.
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To further complicate matters, diamonds were discovered at Kimberley in 1867, touching off
a rush. Britain annexed the lands, creating another diplomatic incident between the British and
the Boers. Cecil Rhodes, a British entrepreneur backed by Rothschild money, had already bought
most of the mining concerns in the area, including the De Beers claim, making the annexation
little more than a formality.
The efforts of the Colonial Secretary to organize a federation between the British territories
in Africa, the Orange Free State, and the Transvaal Republic failed in 1875, partly because the
Boers were still smarting over the loss of Kimberley. In 1877, Britain attempted to annex the
Transvaal by a special warrant, based on the threat posed to the Transvaal by the Zulu Kingdom.
If the Transvaal became a British possession, it would be off limits to Zulu encroachment under
the treaty between Britain and the Zulus. The Boers objected strenuously to this, but have yet to
put up a fight about it, resorting to some very strong name-calling and visits to London by Paul
Kruger, their leader. Diplomatically speaking, the Boers are boxed in. If they obviate the warrant,
or take up arms against the British, the Zulus will sweep in and obliterate them. If they don’t
oppose the British, they’ll end up like Cape Colony, thoroughly Anglicized, their cultural inheri-
tance washed down the river to the sea. The region is a powder-keg. All that is needed is a spark.
The Americas
This section covers the North American continent. The Southern American continent does
not have sufficient British presence at this time to justify its inclusion.
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Entire libraries have been written examining in minute detail the battles, the politics, the
economics, and even the manufacturing of shoes during the American Civil War. This condensed
report will confine itself to the major turning points and most significant events. In the end, the
Union had greater resources of manpower, industry, and raw materials. The Confederacy had
greater resourcefulness, smarter engineers, and a few technological visionaries whose work changed
the course of the war.
The Union sought early on to blockade the Confederacy, denying it both supplies and
the ability to communicate with other nations. This failed for a number of reasons. First, the
Union expected the British Empire to stand aside, especially in light of the slavery issue. In the
beginning, the Empire refused to extend recognition of any sort to the Confederacy. However,
the Union breached the Empire’s sovereignty in a series of incidents in Trent and Merseyside.
The Confederacy had commissioned ships from English yards, with the intent of delivering them
to points where Confederate crews and guns could be brought aboard without violating English
neutrality. The Union decided not to wait until the ships reached international waters, and seized
the vessels at the British dockside. The insult sent the population into an uproar. The cost of
the seized vessels sent repercussions through the naval insurance firms and into the economy at
large. Pressure from the textile mills of Manchester, desperate for Confederate cotton, pushed
the issue from the diplomatic arena to the military. British warships sailed for the Americas,
and engaged the Union vessels blockading Confederate ports and hunting Confederate ships.
While the strikes were perforce in international waters, kept to punitive levels, and not allowed to
escalate into support actions for the Confederate war effort, they opened sufficient holes in the
naval barrier to allow Confederate vessels some ability to pass. Later in the war, Brazilian ships
fought alongside the British, and beside the Confederates as well.
The second reason that the blockade failed lies with three developments in technology in
different areas that acted, in the grand scheme of things, similarly. The Confederacy made a
breakthrough in lighter than air ship design. Marketing their expertise brought badly needed
funds, and the airships themselves allowed the Confederates to ignore the Union naval blockade,
bringing in critical supplies and carrying out cargo far above the reach of the Union’s shipboard
guns. Airship technology has since spread rapidly from the Confederacy to other nations, even,
through a roundabout path, to the Union.
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The Confederacy also made serious advances in underwater craft. Armed with a spar torpedo
that used a novel electrical detonator, the H.L. Hunley carried out her maiden mission with fly-
ing colors, sinking the USS Housatonic on 17th February, 1864, leading to her commission as
a naval vessel. The success of CSS Hunley led to a series of further missions and the building
of more submarines, which had significant impact on the blockade.
CSS Virginia, launched in 1862, changed the game when it came to battles on the surface
of the ocean. Virginia sat low on the water, her casemate ironclad superstructure rising above
the waves like the roof of a submerged house. She carried considerable firepower and substantial
armor, but moved sluggishly, her steam engines not being quite up to the task of getting all
that iron under way. More of a mobile fort than a warship, CSS Virginia nevertheless acquitted
herself well in combat, sinking two Union vessels at the Battle of Hampton Roads. The next day
CSS Virginia nearly met her end, as the Union ironclad USS Monitor arrived on the scene.
While attempting to withdraw to shallow water after being crippled by Virginia, Monitor took a
round of hot-shot through the cannon slit of her turret. The resulting magazine explosion tore
the turret off Monitor, broke her keel, and killed half of her crew. The Union abandoned the
Monitor design, and spent the rest of the war trying to copy Confederate ironclad designs and
come up with a better one of their own. The Confederacy launched nine more casemate ironclads,
with more up to date engines and other design improvements over Virginia, before the war’s end,
doing substantial damage to the conventional vessels of the Union.
Other Confederate technological breakthroughs included firearms. Christopher Spencer was
unable to get through the highly conservative Department of War with the design for his falling-
block lever-action carbine, a substantial improvement over the muzzle-loading rifles in use at the
time. Frustrated by this, Spencer accepted the offer of a consortium of wealthy Southerners who
saw potential in the weapon. Production of the Spencer repeating rifle began in 1860, shortly
after the inauguration of President Lincoln.
In 1861, when Union forces abandoned their forts in the Utah Territory to march east for
the war, the Confederacy signed a treaty with the Mormon Church, acknowledging it as the
rightful government of the territory. In return, the Confederacy was able to purchase copper from
the Utah Territory’s mines at rock-bottom prices. This assured the Confederacy of plenty of raw
material for the cartridges for the Spencer carbine, which had notable impact at the Battles of
Gettysburg and Hoover’s Gap.
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Gettysburg could have been a turning point either way. If not for a long range cavalry patrol
and a bad night for a commanding general, the Union might have won a decisive victory and
halted Lee’s northward march in its tracks. Realizing that Hill was about to start a debacle, Lee
ordered Hill to slow his advance and wait for reinforcements. Unfortunately, Hill had already
ordered a charge, and Lee’s order did not arrive in time to stop it. Lee had Stuart’s cavalry split
their forces and flank the Union, harassing the enemy from the sides and rear and instructed
Ewell, who led the forward troops, to seize the high ground and hold it at any cost. Ewell sub-
sequently took Cemetery Hill despite substantial losses. The sacrifice of much of his command
gave the Confederacy the high ground advantage. Hill’s Charge went down in history next to the
Charge of the Light Brigade during the Crimean War as an example of a commanding officer
slaughtering his own unit. Stuart’s cavalry, on the other hand, armed with Spencer repeating
rifles, inflicted tremendous casualties on the Union forces while taking few themselves. With the
Confederacy able to lob artillery fire down onto the Union from the heights, breaking up the
Union formations, the numerically inferior Confederacy won the day.
Sadly, the victory at Gettysburg was forgotten seven months later. Jefferson Davis, the stern,
autocratic President of the Confederacy, had suffered bouts of intermittent blindness and head-
ache for years. On 17th January, 1864, the weakened artery in his brain finally burst. Alexander
Stephens became President of a nation in desperate straits. The newly elevated Stephens proposed
a measure that was rejected out of hand at first hearing, but given serious consideration once
tempers cooled.
“Gentlemen, the institution of slavery in these Confederate States of America is dead as
a doornail, and it is high time we not only admitted it, but drove the final nail into its coffin.
What I propose is to then ship the box off to Washington, DC, and let them choke on it. We
must give up an institution that, for reasons of economy, manpower, and developments in mecha-
nization, we can no longer support. The Union has claimed for years that slavery is the primary
reason for their waging of war upon us. If we put an end to our peculiar institution, we deprive
the Union of their justification for this war. If the North then continues to prosecute the war
against us, we can lay their naked aggression before the entire world for judgment.”
-- from a speech to the Congress of the Confederate States of America by President Alex-
ander Stephens, 1864
In October of 1864, the institution of slavery became illegal in the Confederacy. Overnight,
thousands of slaves became free men, women, and children. This was only a small percentage of
the slaves that the Confederacy had held at the beginning of the war, but four years of armed
conflict had taken their toll on more than just the white soldiers. With the repeal of slavery,
Britain, France, and Bolivia signed alliances with the Confederacy, not only recognizing it as a
nation, but stepping into the war alongside Brazil.
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Between the failure of the blockade, the demonstrated tactical superiority of the Southern
command, and Confederate technological advances, the Union’s superiority in manpower, manu-
facturing capacity, and supplies simply did not suffice. With the War dragging into Lincoln’s
second term, political pressure to end it one way or another threatened to blow the Union gov-
ernment apart like an overstressed boiler. Desperate measures were considered. General Sherman
proposed a strike down into the heart of the Confederacy, a fast march with troops supplied by
what could be commandeered along the way, cutting a swath of destruction across the enemy’s
territory. The Union command peremptorily dismissed his plan, saying that winning the war by
terrorizing the civilian population was unacceptable. When Sherman attempted to take his forces
into Confederate territory anyway, he was removed from command. The War ground on, slow and
bloody, with the Confederacy worn away in fits and starts. Finally, in 1866, an armistice was de-
clared. Enough Confederate territory had been conquered by the Union to assuage the politicians
and justify at least part of the economic cost. Further hostilities would require resources that nei-
ther side could any longer afford to spend. The right of secession became law. The Confederacy
consisted of Florida, Southern Georgia, Southern Alabama (including the Confederate capitol of
Montgomery), Southern Mississippi (including Jackson, the former state capitol), and Eastern
Louisiana (including New Orleans and Baton Rouge). The Union consisted of thirty-six states,
including Northern Georgia, Northern Alabama, Northern Mississippi, and Western Louisiana.
Over the next several years, a number of states exercised that right. North Georgia seceded
from the Union and rejoined South Georgia. The Georgian Reunification was soon followed by
the reunifications of Alabama, Mississippi, and Louisiana. South Carolina was the only former
Confederate state wholly retaken by the Union where a plebiscite to secede carried by the required
two-thirds margin. Arkansas, Tennessee, North Carolina, and Virginia continue to have active
secessionist parties, but thus far they have not passed fifty percent in their popular support.
Today, the Confederacy consists of Florida, Georgia, Alabama (including the Confederate
capitol of Montgomery), Mississippi, Louisiana, and South Carolina. The Confederacy survives
partly because of its continued production of high-quality cotton, and partly because of its
war materiel manufacturing. Importing vast quantities of raw materials and churning out guns,
warships, and the like have given the Confederacy the capital needed to repay its war debts and
hire mercenaries from all over the world to fill out its military. Half the standing troops in the
modern Confederacy are of foreign origin, leading to a highly diverse culture as these troops
bring their families to their duty stations. Slavery is gone, but blacks throughout the rest of the
Confederacy still face hardships, thrown out on their own with no means of support, and open
prejudice, many whites blaming the blacks for the war in a twist of logic peculiar to the South.
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The Union consists of thirty-one states, having added Nebraska in 1867 and Colorado in
1876, although for how much longer remains to be seen. Poverty grips a considerable portion
of its citizens, with the costs of the War still being felt thirteen years later. Taxes remain high,
the cost of living higher. The massive casualties of the war left many factories unable to hire
enough manpower to continue operating. The labor laws of a more enlightened age prevent those
gaps from being filled with orphans and the children of widows. An entire generation of children
were born after their fathers had died in battle, leaving the Union with yet another war debt, the
pensions to the bereaved families. Social progress has at least been made. With the majority of
the Union’s surviving population being female, the women’s suffrage movement won the vote
with scarcely any effort. While the Union would no doubt be a more palatable ally than the
Confederacy, its ability to contribute to the efforts of the Empire are virtually nil.
The Mormons reverted the name of the former Utah Territory back to Deseret, the name
they had given their proposed State before the War, and proclaimed sovereignty. Brigham Young,
President of the Church of Latter-Day Saints and former governor of the Utah Territory, took
office as Deseret’s first President, openly merging church and state. Marketing the Territory’s
natural resources to the Confederacy during the War paid for substantial amounts of weaponry
and fortification. At this point, the Union is simply too exhausted to push the issue, but has
thus far refused to extend any form of recognition to the Mormons. Deseret remains an ally of
the Confederacy under the Copper Treaty of 1861.
Texas declared independence, and has thus far held off being swallowed up by Mexihco,
largely because the Mexihcans are too busy dealing with the Mayan breakaway state. The Lone
Star Republic exports beef and minerals, and imports pretty much everything else. How long its
economy can hold up in the face of poor cropland and a series of droughts is anybody’s guess.
Toward the end of the War, a considerable number of Confederate soldiers deserted. Some
of these soldiers turned to banditry, and remain a problem in Florida. Others left North America
entirely, turning mercenary, along with units that refused to stop fighting when the armistice was
signed. These mercenary units now roam the world, looking for conflicts where one side or the
other might have the ready cash to bring in paid assistance. Mercenaries have been considered for
use in the New World, to bolster Her Majesty’s forces. Care should be taken in selecting these
units. Some of the more notable individuals from the War are reputed to travel with mercenary
units, and would no doubt leap at the chance to pass through the Rabbit Hole incognito and
re-establish themselves on the far side. The Empire does not need Confederate leaders attempting
to build a New Confederacy in the New World.
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Asia
This section shall concern itself with the lands between Europe and the Orient.
India
Properly, India refers collectively to British India, the Princely States, and all other territo-
ries governed by Her Majesty through the Governor-General of India (more commonly called
the Viceroy) and his subordinates, a political structure known as the Raj. In actual use, most
people intend the name India to refer to British India by itself, the land formerly ruled by the
British East India Company. A look at how this territory came under the authority of the British
Crown is in order.
The East India Company was granted its charter in 1600 by Queen Elizabeth. By 1757, the
Company had multiple private armies and a system of political administration throughout the
territory from which it derived its profits. After the Nawab of Bengal was defeated at Plassey and
his French allies sent packing, the Company took over rule in earnest, collecting taxes, passing
laws, and acting as a government in all but name.
Sadly, what the Company lacked most was diplomacy. Exotic goods and money rolled back
to Britain by the shipload, and nobody really cared if the natives were overworked. The Company
officials felt themselves justified in ignoring local customs and turning a blind eye to the excesses
of their private military. As long as the books balanced and the profits continued, why worry?
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Tensions among both the civilian population and the sepoys, natives recruited into the Com-
pany military, continued to rise. Ancient traditions had been swept aside by Company policy.
Land reforms that gave property as rewards to Company allies left an entire class of formerly
landed nobility out on the street, their estates divided up among peasant farmers beholden to the
Company and members of lower castes who had profited by turning against their countrymen.
Promotions tended to skip over the sepoys and go to men of British origin with less experience.
In 1853, the sepoys nearly mutinied over their ammunition supply. The new Enfield rifle
required a pre-greased cartridge opened, like other cartridges, by biting off the end. Enfield car-
tridges made in England were greased with tallow, which usually meant a mix of beef and pork fat.
Upon hearing of the impending shipment of Enfield rifles to India, the sepoys, a mix of Muslims
and Hindus, raised a terrific protest. In a flash of common sense that later earned him a com-
mendation, Colonel Richard Birch, the Military Secretary, refused to allow the manufacture of
tallow cartridges at Calcutta, not out of respect for the religions of the sepoys, but out of fear of
operational disruptions. This touched off a brief power struggle within the East India Company,
and between the Company and Her Majesty’s government, with direct appeals to the shareholders
and to the Crown by both sides. The crisis was resolved by ordering production of a “Calcutta
Special” cartridge greased with ghee, or clarified butter. The Calcutta Special cartridges were
clearly marked with a red stamp on the end, and the factory was approved by both an imam of
the Muslim faith and a priest of the Hindus.
The sepoys continued to grumble about preferential treatment and other insults. The last
stroke came in 1856, when a new regulation discontinued the payment of pensions. The one thing
that will rouse a soldier to anger faster than an insult to his mother is trifling with his pay. While
the rule applied only to soldiers recruited after the date of issuance, rumor spread that it applied
to all sepoys. Within days, the Muslim and Hindu units had joined with the displaced former
landowners and anyone else with a grievance, marched to Delhi, and placed themselves under the
command of the Mughal Emperor. The war that followed took months to resolve. British regular
troops had to be brought in from distant lands, stretching manpower thin across the Empire. The
Canadians went so far as to form a new regiment specifically for the war. Much of central and
northern India went up in flames. By late 1857, Crown troops had restored order, but at terrific
cost. The British government, aghast at the disaster, revoked the Company’s charter, nationalized
its assets, and brought India under direct Crown rule, installing the first Governor-General, later
to be known as the Viceroy.
Since then, relations between the British and Indian populations have improved. Policies of
the Raj encourage the British to associate with the Indians socially, not just in official capacities.
An expert council in London, formed of men who have resided in India for at least ten years,
advises the Secretary of State for India, who in turn dictates policy to the Viceroy. Exports now
include people as well as products. In Manchester, a thriving community of expatriate Indians
supplies hot meals to the roustabouts and textile factory workers.
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Europe
While Europe is vast, and comprised of many powers, we shall concern ourselves only with
the greater. Such lesser lights as Serbia, Montenegro, and Romania may be safely glossed over
as politically less important.
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Prussian Empire
There’s not much in the way of individual freedom in Prussia, but there’s not much discon-
tent either. Every person has a place in society, and keeps to it unless there’s an advantage to
society of them moving. It’s very difficult to become wealthy, and people will look at you with
suspicion, wondering about your greed. Then again, there’s no real poverty to speak of. The
economy has been flattened out with ruthless Prussian efficiency. The Prussians have sacrificed
individualism for the success of society, given up personal liberty for long-term safety and secu-
rity. There’s something of the ant-hill about the place. Everyone bustles about, intent on their
part in the societal whole, and they can spot an intruder in their midst from a distance just by
the scent on the breeze.
– George Herbert, Fifth Earl of Carnarvon, Her Majesty’s Ambassador to the Prussian
Empire
The local name is the Deutsches Reich, or German Empire, but Prussia so dominates
culturally, financially, and in terms of government that Prussia and Germany are for all practical
purposes interchangeable terms. Thus, the older name persists in the English-speaking world.
The most rigidly unified empire in the world, the Prussians owe their cultural and govern-
mental structure to two men: Frederick II and Ferdinand Lassalle. In 1763, Frederick II, the king
of Prussia, made the Volksschule educational system compulsory for all children ages five through
thirteen. This public schooling not only taught literacy and basic mathematics, but indoctrinated
children in the Prussian concepts of duty, discipline, and obedience, making them ready for
either factory work in a rapidly industrializing Prussia, or, if from affluent families, secondary
education and a career in politics, management, or military leadership. At the end of the century,
all schools and universities through the Prussian Empire were nationalized. In 1863, Ferdinand
Lassalle, a left-leaning political activist roundly criticized by Marx and Engels as not being a
true Communist, gained the ear of Otto von Bismarck, the recently-appointed Minister President
of Prussia. Socialism had become the hobgoblin of European monarchs and their appointed
ministers, looming large in everyone’s minds since the revolutions of 1848. Lassalle, a staunch
nationalist who believed that a Socialist state was an end unto itself, rather than a stepping-stone
to a utopian classless communistic society, began arguing Bismarck round to a new way of think-
ing. By 1864, Lassalle was meeting regularly with von Bismarck in talks lasting for hours, as the
two men worked out how Socialism and a monarchy could co-exist.
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All of this might have come to naught if a nobleman’s pistol hadn’t misfired. Early in the
summer of 1864, Lassalle met the daughter of a Bavarian diplomat, Helene von Donniges, and
the two decided to marry. Unfortunately Count Bajor von Racowitza, a Wallachian nobleman,
decided to make Helene his own for political reasons. The Count imprisoned Helene and coerced
her to renounce her fiance. Lassalle issued a formal challenge to duel. He and the Count met in
the early hours of 28th August. Ferdinand’s second had tried to convince Lassalle to stand down
the challenge, as the Count was well known as a crack marksman. Lassalle would not retreat. The
pistols were loaded, the two men paced off the distance, and the handkerchief was dropped. The
count, first to raise his pistol, suffered a misfire, and Lassalle calmly shot him down.
With marriage to Helene, Lassalle gained a measure of political legitimacy. Von Bismarck’s
companions eased their criticisms of the Minister President’s long meetings with a leftist. Over
the next few years, Lassalle provided a structure that von Bismarck implemented piece by piece.
All adult men were given the vote. The wage structure was regulated. Two attempts by radicals to
assassinate Kaiser Wilhelm were headed off by the newly-formed Stadtswache, or State Watch,
an idea of Lassalle’s to protect the ideological purity of the Empire. Preußische Sozialismus,
Prussian Socialism, changed the Prussian Empire from a collection of fractious states united
by war under the iron fist of von Bismarck into a well-oiled machine under the iron spanner of
the engineers, its economy ticking over like a steam turbine, and the Germanic tendency toward
order and conformity being taken to something of an extreme. In modern Prussia, the pervasive
government directs everything, from shop hours to education to career choices. Simultaneously,
every citizen is effectively part of the government, through their local councils, the representatives
they send to regional councils, and the upward cascade to the Minister President himself. Op-
erating both bottom-up and top-down, there is no aspect of Prussian life that is not monitored,
regulated, or overseen by an official at some level of the government, and no citizen who does
not participate in the government to some degree.
This efficiency, at the cost of individualism, is both Prussia’s greatest threat to the British
Empire and its greatest weakness. Subjects of the Crown look to Prussia and see no poverty,
no great wealth being flaunted, the ideals of the Levellers fully implemented. The attraction of
such ideas may well lead Britain’s own left away from Marxist purity and toward a Socialism
that a larger part of the population would find palatable. As was seen with the repeated rebirth
of the Levellers, one cannot extinguish an idea by hanging those espousing it. On the other
hand, the Prussians lack for initiative and inventiveness on the individual scale. Everything gets
accomplished by committee, and any Englishman who has ever served in governance knows how
that works, or does not as the case may be. Their military operates like a clockwork, set on a
particular course and not able to deviate without a good deal of tinkering. Predictability on the
battlefield does not lead to victory. Force of arms will be sufficient to hold the Prussians at bay
in the physical world. It is in the rarified atmosphere of the intellect where the true war shall
be fought.
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Austro-Hungarian Empire
Creating a constitutional monarchy out of the wreckage of the Austrian Empire is rather like
cobbling together a locomotive out of the bits and pieces of two other engines that have collided.
The result may work for a short time, but will be ugly, inefficient, and difficult to operate. It
will not hold up under serious pressure, possibly exploding catastrophically while trying to haul
more of a load than its impaired capacity will allow. And everyone looking on will know it for
a bodge-up by its appearance.
– Lord Odo Russell, Baron Ampthill, British Ambassador to the German Empire, in a letter
to Sir Andrew Buchanan, Ambassador Extraordinary to Russia on his being named Ambassador
to Austro-Hungary
Following Austria’s defeat at the hands of the Prussian Empire in 1866, the loss of Venetia
and Mantovano to Italy, and rising internal turmoil secondary to the adoption of a Constitution
in 1861 that granted nothing but half-measures to a populace very nearly in open revolt, the
House of Habsburg implemented a desperate compromise. Hungary, its people, and its ancillary
lands were granted equal status to Austria. Parallel governments, each with their own parliament,
were set up in Austria and Hungary. Franz Joseph I, Emperor of Austria, was crowned King
of Hungary, and ruled over both parliaments. The resultant Austro-Hungarian Empire took its
place, or places, on the world stage, with no one, including its Emperor and King, quite sure of
whether it was one land or two.
While Austro-Hungary is the second largest nation in Europe by acreage, and the third in
terms of population, its fractious politics keep it from being effective in the realms of diplomacy
and military action. Its machine industry supports its economy, the lands having plentiful rivers
for hydraulic power, and the population, in a region only suited for subsistence farming and
mining, having plenty of hands to operate the factories. The only real threat this fractured semi-
empire represents to the United Kingdom is its accumulating wealth, and its tendency to supply
machinery and armament to any other nation with ready coin. The possibility of British soldiers
equipped with Austro-Hungarian weaponry facing off against an enemy likewise outfitted must be
reduced as nearly to zero as our diplomats and foreign operatives can manage.
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Military/Support Supply depots, reserve troop housing, homes for dependents, and quar-
ters for rear-echelon support in safe areas. May include transportation
hubs and light industry, which in turn may be provided by civilians
engaged by the military.
Prison Colony Those convicted of crimes in the Gruv and not sent back to Earth
Saurid Not, strictly speaking, part of the survey of human habitations, but
one should keep track of one’s allies. Saurid settlements listed in this
survey maintain cordial relations with the Empire. No hostile settle-
ments currently exist on the Grosvenor Land peninsula. Settlements on
Boynton Island and Chaffee Island, and on the far side of the Straits
of Darwin, are another matter entirely.
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Population count can be difficult to determine. While a count of individuals passing through
the Rabbit Hole has been kept, movement from settlement to settlement cannot be rigidly con-
trolled. Births and deaths are not always reported, for a variety of reasons. With multiple nations
now involved in the colonization effort, diplomatic issues alone have rendered the idea of a single
centralized record-keeping authority implausible. The following table provides broad categories
of population size that shall be applied to the habitations recorded herein, with true count to be
determined at some point, once a generally accepted method can be adopted.
Negligible 1 50
Small 51 200
City 10.000+ --
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Habitations may be connected by roads, rails, horse-paths, walking trails, or any combina-
tion thereof. The predominant methods of transport rely upon animal power, with a roughly equal
division between terrestrial draft animals (horses, oxen) and Gruv draft animals (hunchbeaks,
buffs, garnickeys). Only a few privately owned steam carriages have been put into service at this
time, with most of them being used at industrial settlements for cargo and personnel transport
rather than on the open road. Funicular railways, which use water power and cables on an inclined
track, have been built in the mountains by a few of the more successful mining settlements.
British locomotives dominate the broad-gauge rail system, which connects the largest and most
important habitations. Most are operated by the military, in order to give precedence to strate-
gic cargo and troop movements. Engines owned by other political powers and private industrial
concerns must give way to military trains, being shunted onto sidings or re-routed as necessary.
Differences in rail gauge between British and European standards preclude bringing European
engines into the Gruv. Thus all engines in the Gruv, regardless of ownership, are either of British
make or are built to British specifications.
Maintenance of order has become an issue. During the initial exploration, the military was
sufficient unto itself. Once a civilian population was introduced however, friction arose. Civil-
ians accused of breaching the Queen’s peace complained, justifiably, when brought up before a
military tribunal. That sort of thing just simply hasn’t been proper since Magna Carta. Creating
a system of civilian courts and a police force to support it poses its own challenges, among
which are building the necessary facilities, bringing in properly trained officials, ensuring that
there are enough barristers in the Gruv that the accused may have representation, and obtaining a
Royal charter for the enterprise as a whole. In the meantime, a number of stopgap systems have
been implemented. In some agricultural settlements, the Church holds authority. In others where
faith is not as strong, militias have been organized. Industrial settlements tend to employ private
security, creating their own Pinkertons to keep the workers in line. Sooner rather than later, a
territorial governor must be appointed, British law extended to the Gruv and the entire creaking
system of regulation, litigation, and adjudication installed in all of its glory.
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A special unit, the Tunnel Patrol, maintains security on the iron tunnel through the Rabbit
Hole. Comprised entirely of men and women who volunteered for the risky duties, and paid (so it
is rumored) over twice what any other railroad security agent receives as salary, the Tunnel Patrol
constantly advertises for new recruits, as their turnover and loss ratios are roughly equal to front
line troops. Despite iron and lead lined protective suits, the finest of weaponry, and the best of
equipment, Tunnelers going into the passage on patrol face poor odds indeed of emerging alive
and unchanged. While they suffer no greater incidence of Looking Glass Fever than anyone else,
roughly three out of every hundred people exposed to the Rabbit Hole, their changes tend to
be more pronounced. Very rarely do they revert to normal, and when they do, the process tends
to be fatal. Far more frequent are derangements, ranging from withdrawal to paranoia to ranting
hysteria, striking approximately fifteen percent of the work force, sometimes on their first trip into
the Rabbit Hole, other times not until they have become seasoned veterans. These poor souls end
up either in an asylum, or the government’s Portal research centre, where they are studied in the
hope of finding both a cure and a preventative. One out of a hundred men entering the Rabbit
Hole simply vanishes. Some reappear days or weeks later, usually changed, insane, or mutilated
in terrible ways, but once in a great while having no clue that anything untoward has occurred
(referred to by the Tunnelers as Van Winkles).
Guarding the switchyards at either end of the Rabbit Hole is no safer. The regular guards
call in the Tunnelers at least once a month to deal with something that has escaped from the
Rabbit Hole. Usually, it’s just a gremlin or two, and they’re caught before they cause too much
equipment damage to be quietly covered up. A few times, however, larger creatures have emerged.
Seven Tunnelers died in a recent incident on Earth, where a covey of shardraqx burst out of the
Rabbit Hole. Of the incidents inside the Rabbit Hole where Tunnelers have died in combat de-
fending the passage, no word is spoken in public. Only the highest levels of the railroad company
and the military know the truth.
Headquartered at Fort Alice, the railroad employs thousands of men and women across the
Gruv, from the navvies who dig the beds and lay the rails, to the coal miners who provide the
fuel, the mechanics who build the locomotives, the engineers who drive the trains, and the ticket
clerks and stationmasters at the depots. Besides locomotives, passenger cars, and freight cars,
the railyard at Fort Alice is starting to build steam-powered cranes for loading and unloading the
trains, which will be distributed to rail stations across the Gruv. The Alice and Gruv intends to
build more and more of its own equipment, and the heavy equipment required throughout the
New World, of local materials with local labor as a lower-cost alternative to bringing everything
in through the Rabbit Hole.
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While the trains within the Gruv run on a precise schedule, trains passing through the
Rabbit Hole are less predictable. Time does not seem to move at the same speed within the
passage as in the worlds at either end. More often than not, the locomotive emerges from the far
end before the last car passes into the near. About three times out of a hundred, similar to the
incidence of Looking Glass Fever, the train may be delayed, sometimes for only a few minutes,
sometimes for hours or days, and in one case a month and a half passed before the train, long
since given up for lost, emerged, its crew and passengers having no idea that anything untoward
had happened. Two trains are still missing.
Fort Alice
Type: Military/Support
Form of Law: Military code of justice, military tribunal
Population: Large Town
The name conjures up pictures of a tiny cluster of wood and plaster buildings huddled inside
a wall of upended logs, out in the middle of nowhere. Far from this image of a few desperate
heroes holding out against an implacable wilderness, Fort Alice outgrew its original palisade wall
a year ago, has sprawled farther and faster than San Francisco during the Gold Rush, and serves
as the focus of all New World human activity. Now covering an area roughly equivalent to the
East End of London, Fort Alice is by far the largest of any human habitation in the Gruv.
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At the centre of Fort Alice lies the railroad terminal and the Rabbit Hole. Four tracks
emerge from the iron tunnel. Bunkers with steel blast shields flank the tracks, occupied at all
times by squads of crack riflemen and a double rank of cannon. The arc of fire for each sweeps
around both sides, with overlap, so that nothing can approach the tracks nor leave the rails
without passing through multiple kill zones. While many consider these ramparts a final bastion,
a few strategists have noted that they constitute a first line of defense for anything that might
emerge from the Rabbit Hole unexpectedly. At least once a month, a fusillade announces the ar-
rival, and subsequent departure, of a gremlin. Nearby stand the Tunnel Patrol’s barracks, armory,
mess hall and pub. Anyone asking why the Tunnel Patrol has their own pub is reminded that
firstly, they deserve it for what they do, and secondly, they can’t go drinking in a public place in
case they forget themselves and speak of things they shouldn’t.
Beyond the Portal area, the rail tracks enter a switchyard, no different from any such found
in the British Isles save for its being operated by the military and closely watched thereby.
Turntables and switches allow for the rapid distribution and assembly of trains. Coaling and
water facilities line both sides of the switchyard, so that locomotives coming from and going
to the Rabbit Hole can be tended simultaneously. To the west of the switchyard, the railroad
maintenance yard spreads across several acres, with large-scale foundries and work areas, spare
parts and tool storage, and a scattering of cars and the odd locomotive in for repair. To the east
of the switchyard, cranes and platforms interspersed with warehouses make up the cargo facilities.
Passenger platforms are found at the south end of the cargo yard. Two stations have been built,
one for the military with rows of wooden benches, and one for civilians which is quite a bit
nicer, and has its own tearoom. The far end of the cargo yard adjoins the main road that runs
through the old front gate and on out into the Gruv, which sees heavy traffic for much of the
day and sometimes into the night. The rails likewise extend beyond the switchyard and out of
the fortress, although the trains have their own gate west of the main one. Eventually, this facility
will have to be expanded, but that will require relocation of nearby facilities to make room, a not
inconsiderable effort in and of itself.
To the south of the cargo yard, the transient housing marches in neat rows, first the barracks
for arriving and departing soldiers, then rowhouses that look suspiciously Irish for officers and
civilians. Those of higher social or military rank must walk a bit further to reach the passenger
stations, but are thus further away from the noise and smoke of the trains. Dining facilities for
both sorts of travelers may be found at the end of each block of housing. The old palisade wall
marks off the southern edge of this area. A few sections have been removed to allow the streets
to continue on into the newer region beyond. Residents refer to the two areas as Move Through
and Staying, as the inner part remains operated by the military and designated for transients,
while the outer part, past the old wall, is under civilian authority and occupied by permanent
residents and small tradesman’s shops.
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West of the switchyard sprawls the headquarters of Her Majesty’s Grosvenor Colonial
Corps. A central, three-story building of stone reinforced with steel armor plating known to the
troops as the Flagship, it holds the central offices, including those of Major-General Nicholas
Lethbridge-Stewart, commander of the Corps, his senior staff, and Brigadier Sir Ainsley Roke,
the fort commander. The compound, with its own defensive wall, also contains senior officers’
housing, the command officers’ club, and the regimental halls of the 21st Foot Royal Scots
Fusiliers, 19th Foot Prince of Wales’ Own, and 17th Lancers Duke of Cambridge’s Own. These
were the first regiments to be posted to the Gruv, and thus hold pride of place. Regimental halls
for successive units deployed to the Gruv have been built next to the barracks where those units
are stationed.
The far west of the fort, the largest of the areas enclosed by the old palisade wall, holds
barracks for the resident troops, their training yards, mess halls, rifle ranges, supply storage, the
main armory, the stockade, and so forth. Housing for officers, military dependents, and civilian
personnel form a buffer zone between the main road and the soldiers’ area. Ammunition bunkers
are located at both the north and south end of the soldiers’ area, well away from any neighbor-
ing buildings and surrounded by high walls of dry-set local stone. Being assigned to guard these
expresses the deepest of displeasure on the part of one’s superiors.
At the eastern end of the fort, past the rails and the maintenance yard and the manufacturing
facilities where cartridges are rolled and other small necessities created, the Perth River passes
through the fortress. At the upstream end, once past the extensive grillwork and guard posts
that watch for any attempt to enter the fortress along the riverbed, massive Cornish-made beam
engines chuff day and night, rocker arms the size of a ship’s mast balanced atop four-story high
brick and stone towers pumping water from the river through the purification systems and into
the fort’s holding tanks. Smaller beam engines the far side of the holding tanks maintain the
water pressure for the fortress. Downstream, another row of beam engine towers draw waste water
from the settling tanks and send it on down the river. Being assigned to clean the grillwork at
the downstream end of the river’s passage indicates that one has transgressed so badly that a tour
of guard duty at the ammunition bunkers is simply not sufficient.
Outside the old palisade wall, the town of Fort Alice spreads in all directions, clustered
most thickly along the rails and roads that extend out into the Gruv. As with most frontier
settlements, wood frame buildings dominate, single-story homes or two-story shops with living
quarters above the storefront. Stonework takes more time, not only in construction but in gather-
ing and transport of materials, but has the advantage of fire resistance. Thus, more prosperous
settlers tend to have a stone building under construction near their current wooden-frame one,
with plans to move once the work is complete. Like the American West, the streets are unpaved,
with wooden sidewalks to keep people’s shoes out of the mud when it rains. Some of the more
well to do areas spray their streets, or at least the areas in front of their shops and houses, with
oil to keep down the dust.
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Effort has been made to maintain some semblance of control, with streets laid out in an
orderly fashion, sewage systems constructed, and the like, but the rapid growth has in some areas
outstripped the planning committee. Most readily noticeable are the three Zulu villages that abut
the British-built town on its south, east, and west sides. These comprise Prince KaMpande’s
ikhanda, the civilian dependents of and support for the Zulu contingent sent by King Nbomani.
The Prince commands the Impi, the native Zulu forces, coordinating with the British command
structure. The First Imperial Zulu regiment, under direct British command, is based in the
western Zulu village, causing some confusion as to which Zulu warriors are Impi and which are
British regulars. As a rule of thumb, if the warrior is in a red coat or has a Martini-Henry rifle,
they’re a regular, and if armed with assegai and shield, they’re Impi. The large herds of African
Watusi and Ankole cattle brought by the ikhanda have proven hardier in the Gruv than British
shorthorns, Lincoln Reds, and Herefords. Farmers from the British Isles have thus become a
common sight in the Zulu villages, buying calves for stock, arranging breedings, and learning
about the specifics of care for the African animals.
Well out from everything else lies the airship yard. The three-mile distance from Fort Alice
proper provides a safety margin. Giffards, the Confederate-design airships most prevalently in
use, require hydrogen for lift. One spark touching a thin spot in the gasbag and a very large
fireball results. Tall wooden scaffolds serve as piers for the Giffards. A three-story wooden tower
provides observation for the field controllers. At its base, the single-story pilots’ shack contains
the chart room, the registry office, and the airfield bar, where those waiting to to board can pause
in cramped and rustic surroundings for a beer, assuming that they are not on duty.
At the south end of the airfield, a five-story structure, more scaffold than building, houses
the Kipp generator. Three massive cylinders, stainless steel lined with poured glass, each the size
of the boiler in a beam engine, stack atop each other, festooned with pipes and valves and rubber
tubing. The top cylinder has a capacity of three thousand gallons, but is never loaded with more
than half that of hydrochloric acid. The central cylinder contains zinc chips, with a capacity of
four tons. The bottom cylinder catches the effluent. Releasing acid from the top cylinder into the
central one produces hydrogen gas, which is then piped off through rubber hoses to the airships.
Closing the stop-cock on the outflow hose causes a pressure build-up in the central cylinder,
which then forces the remaining acid back up into the top cylinder, eventually halting the reac-
tion. A skilled Kipp operator can bring the generator to a halt without having to vent excess
hydrogen by carefully timing the closure of the acid release valve and the stop-cock. An unskilled
operator could quite easily over-pressurize the generator and set off a devastating explosion. Safety
regulations forbid transfer of hydrogen on days when the Kipp generator undergoes maintenance,
involving the effluent being drained, the zinc chips and acid replenished, and the fittings tested
with soapy water for gas leaks. The acid comes from mining settlements around the Gruv, left
over as a waste product in the manufacture of sodium carbonate, or soda ash. Bringing it to the
airfield poses its own set of risks.
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At the northern end of the airfield, a series of wooden sheds house the repair facilities, the
rope twisting apparatus, and the fuel storage. Drainage ditches surround the coke bunkers, usually
half full of slurry draining off from the bins inside and the fuel press outside. Ordinary lump
coal has to be wetted down to keep the dust from accumulating, which would pose yet another
risk of explosion. Microsteam engines use powdered coke, which is stored as a thick, wet sludge,
and put through a press when fuel canisters are to be filled. While the resulting mess is unsightly,
it’s better than risking a coal-dust explosion in the vicinity of large volumes of hydrogen.
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Archaeologists continue to hope that preserved areas might be found, or acid used to
raise engravings from the eroded walls, but thus far the only clue to the beings that created the
complex is a single, enigmatic artifact. Shaped like a child’s spinning top, conical, with a small
handle at the top and tapering to a point, the Hat lay discarded in a corner, half buried in dust.
A soldier, poking at the area with his boot, sent it rolling out into the middle of the room,
causing an immediate withdrawal by the rest of his unit, until they were assured that the device
was not some sort of bomb. While the Hat has thus far not exploded, it has caused considerable
mayhem and confusion. Attempts to send it back to Earth for study have met with a succession of
disasters. The soldier assigned to carry the Hat through the Portal on the footpath exploded the
instant he stepped across the threshold. Sealing the Hat into a strongbox and putting it aboard
a railway car resulted in the destruction of both, and the derailment of several cars on either side,
blocking a rail line for three days. An attempt to shield the Hat from the Portal’s energies with
living tissue, by sewing it into the stomach of a cow, distributed the poor beast across a wide
area. Dr. Finkleshteyn’s Etheric Vibration Compensator, which theoretically should have damped
out the effects of taking the Hat into the Portal, likewise exploded on entry, with a harmonic
that shattered every bit of glass in the area and temporarily deafened all attending the experiment.
None of these events left so much as a mark on the Hat itself. Additional equipment has been
requested to examine and possibly transport the Hat, but given the destructive nature of such
experimentation, the Home Office has been reluctant to expend further resources.
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King Edward
Type: Industrial
Form of Law: Company administrative council, English common law (more or less)
Population: Village
The King Edward Mining Consortium made its operating capital in the tin mines of
Camborne in central Cornwall. Since coming to the Gruv, the firm has expanded its operations
considerably. Seven mines comprise the fields of King Edward, two producing tin, two iron,
one copper, one antimony and bismuth, and one coal. Each mine head has its own processing
facility, and access to the funicular tramway that connects King Edward with the rail depot in the
foothills. Much of the coal produced goes straight into the beam engines that keep the mines
clear of water, and the lift engines that send miners down and bring ore up. Some goes to feed
the furnaces at the smelting facilities, where processed ore is reduced to metal ingots. As with
any coal mining community, each household receives a coal allotment for cooking and heating,
although in King Edward the amount delivered tends to run out before the next batch arrives
if it’s not hoarded in a miserly fashion. The mining and ore processing produce arsenic as a
byproduct, but since it does not fetch a high price, it’s not generally collected and is allowed to
run off in the waste water. The land downstream of King Edward has thus become toxic, and had
to be abandoned for farming purposes after a few deaths from tainted vegetables.
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The collapse of the paper industry and the explosion of the powder works in 1868 left
the Surrey district with no real industry to speak of, and the expansion of London into Surrey
County necessitated a clearance of the region. The slums would prove a larger problem, but
relocating the workhouse population to the Gruv took care of a substantial part of the effort re-
quired. Nine workhouses were shut down, their able-bodied inmates packed onto trains departing
for the Rabbit Hole. Wandsworth workhouse remained open, taking in all those found unsuitable
for relocation due to age, infirmity, or other disqualifying conditions.
All Saints established itself with an initial complement of twelve hundred workhouse in-
mates, and another one hundred and eighty administrators, guards, skilled tradesmen, medical
professionals, and other support staff. Following the same basic plan as all other workhouse
settlements, All Saints put up barracks for the workhouse inmates, a palisade wall with guard
towers, a central administration building, small houses for the non-workhouse residents, and a
few additional buildings for workshops, storage, and the medical clinic.
Torgau Freistadt
Type: Civilian/Industrial
Form of Law: Administrative tribunal, Prussian law
Population: Town
If one wanted an example of how Prussians run on beer and clocks, one need only visit
Torgau Freistadt. The Prussian government established its first settlement in the Gruv with the
intent of having their own source of ironwork, locomotives, dressed stone, and so forth. With
over three thousand people in its initial population, the settlement rapidly developed mining and
heavy industry efforts, in less than a year going from orderly rows of identical tents to orderly
rows of identical houses with a coal and iron mine at one end and a foundry at the other. Neatly
terraced fields surround the town on both the up and down slope of the ridge, with crops and
goats flourishing. Steam whistles sound throughout the day, announcing the opening and closing
of the town gates at sunrise and sunset, the beginning and ending of work shifts at the mine
and the foundry, the opening and closing of the stubes, and the hourly whistle from the steam
clock next to the town hall site, which eventually will be in the hall’s tower. The town hall is
little more than an overgrown gazebo at present, the barns are slapdash ridgepole affairs, and the
streets are mostly unpaved, but the brewery makes enough beer to keep both the stubes supplied.
The Prussians work hard, but also play hard. Everyone goes to Der Lachende Adler or Die Volle
Kanne after work, for beer, music, and social time. (There is no rivalry. People who live on the
east side of the town hall go to Der Lachende Adler, people on the west side go to Die Volle
Kanne. There’s no rule or law about which stube people attend, but just like in Britain, people
tend to go to their neighborhood pub rather than the one across town.)
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New Wigan
Type: Civilian
Form of Law: Civilian tribunal, English common law
Population: Hamlet
In the early days of the Gruv, settlers from Lancashire brought their expertise in mining,
textiles, and porcelain to the forest west of Fort Alice. They founded a village and named it New
Wigan, in honor of the mill town that was the county seat back home. They built a ten foot
palisade wall around their village, and hung a sign on the gate: New Wigan – Forever Loyal. They
set about doing a bit of mining, growing some crops, and raising a few sheep.
Then the giant fleas came.
Once a year, Introvector wiganii hits its reproductive surge, and shifts from a dangerous
solitary predator to a devouring wave that rolls over anything in its path. The swarm hit New
Wigan like a pyroclastic flow, sudden, violent, and lethal. The settlers barely had time to barricade
their women and children in the church and pick up rifles from the village’s small armory. They
fought to the last man, but had no chance at all.
A few days later, a military patrol came by on routine rounds, checking up on settlements
that didn’t have telegraph wires strung yet. They made it as far as the church and the mine en-
trance before the remaining I. wiganii set upon them. There were no survivors.
When the patrol failed to check in, a reconnaissance in force was sent. A company of fusil-
iers marched into New Wigan, every fifth man armed with a Chinese dragon, the rest carrying
heavy rifles and plenty of ammunition. Four cannons brought up the rear. This time, when the
nest guardians attacked, they were met with streams of liquid fire from the Chinese dragons,
providing screening for the troops to fall back out of the way of the artillery. The cannons, loaded
with canister, were brought to bear and the battle was over in minutes.
The cleanup effort took many days longer. The commanding officer had his men set the
church ablaze, he and the chaplain agreeing that a mass funeral pyre was better than trying to
sort out the jumbled and partly dismembered dead inside. Several more buildings were lost to
fire as egg sacs were discovered and the soldiers turned their Chinese dragons on the potential
threat. Finally, New Wigan was declared cleansed. Then came the hardest part: rebuilding and
recolonizing.
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Putting the buildings and the mine back to rights was relatively easy. Finding people willing
to live in the rebuilt village was quite another effort entirely. Nearly half of the current residents
are former soldiers who took the option to settle in the Gruv when they mustered out, and were
given land in New Wigan. This has resulted in considerable resentment against the military in
general, and the office of land grants specifically. The rest are a mix of opportunists willing to
risk being eaten, new settlers from Earth who accepted a ten sovereign bonus to be part of the
repopulation effort, and convicts who were given a choice between New Wigan and the penal
colony at Hornblower’s Hill. It’s said that there’s plenty of gold in New Wigan, but what they
really need is steel and lead.
244
Chapter 8
Fultingham
Type: Civilian
Form of Law: Civilian tribunal, English common law
Population: Town
East of Fort Alice and south of Camp Burlington and the Ancient Ruins, the town of Fult-
ingham would be typical of British settlements in the Gruv except for one thing: overpopulation.
Fultingham’s woes lie at the feet of the saints of agriculture and charity, one of whom reached
out when the other failed. Six months ago, the nearby settlement of Peltingsford found itself in
desperate straits. The terrestrial crops they’d brought along, that had been doing so well, suddenly
fell over and died. The entire lot, from beans to marrows to barley, all came down with some
sort of wilt or root-rot or nutritional deficiency.
The people of Fultingham, who had not experienced the blight, and whose crops were in
fact doing quite well, reached a decision. Christian charity demanded that they open their homes
to Peltingsford. Convoys of wagons were sent, bringing to Fultingham not only the settlers, but
everything that could be readily carried – tools, household goods, and any supplies that were
still under seal. Peltingsford’s fields were burned, the remaining seed tossed into the flames, and
everything brought to Fultingham wiped down with Javel water or carbolic acid to prevent the
spread of any infection. The tents that Fultingham’s people had resided in when they first arrived
were set back up, along with those from Peltingsford that hadn’t been salvaged for their canvas
and rope. A somewhat meager Christmas was held, supplies stretched too thin for a proper dinner
to be had, but the people of the conjoined towns made it through to spring.
Fultingham today totters along as best it can. Its people, still not quite unified, some still
living in tents, try to get through the day without tripping over each other in the tight quarters.
The town council, nearly doubled in size, tries to figure out where food will come from, how
more seed can be brought in, and how many people can be spared from agricultural duties to go
back to the remains of Peltingsford to salvage it for building materials. Somewhere, the paper-
work that would bring relief to the town lies buried on some minor bureaucrat’s desk, and maybe,
someday, it will rise to the top of the stack and finally be acted upon. Until then, the people of
Fultingham will keep a stiff upper lip, and do their best to not let the side down. Hanging on
in quiet desperation is the English way, after all.
245
THE WORLD OF 1879
Kaushaldesa
Type: Civilian
Form of Law: Civilian tribunal, Hindu religious law
Population: Village
Drawing its initial population from the largely Hindu residents of the North-Western Prov-
inces, Punjab, and Bengal, many of the residents of Kaushaldesa emigrated to the Gruv because
of pressure, both political and financial, from the British Raj. The northern and north-eastern
regions of India had never quite settled back down after the Sepoy Rebellion of 1857. The Raj
began offering financial incentives to individuals and families willing to emigrate to the Gruv as
soon as the new world was opened for colonization.
As with many Gruv settlements, Kaushaldesa has a perimeter wall, although at present it
only stands two to three feet high for much of its length. With few trees in the region, the wall
must be made of stone, and even with dry rubble construction, building a wall long enough
to go around an entire village will take considerable time. Housing likewise has been slow to
construct, with people still mostly living in British military surplus tents, decorated with whatever
paint or ribbons or what-have-you they could lay hands to. The foundations have been laid for a
temple, and the land sanctified, but the roof and the support beams are all that have been put up
yet. Most of the colony’s efforts have gone into getting crops into the ground and getting their
livestock secured. Given the importance of ahimsa, or universal non-violence, to followers of the
Hindu faith, defensive measures such as paddock walls and guard dogs have taken priority, where
a British colony would have set lethal traps for predators and perhaps set out guards with rifles.
Hornblower’s Hill
Type: Penal Colony
Form of Law: Governmental tribunal, English common law
Population: Town
The British government ceased transporting convicts to Australia in 1867, following a rising
movement among Australia and New Zealand’s free colonists opposing the practice. This left the
question of what to do with the ever-rising tide of convicted criminals.
246
Chapter 8
And then the Rabbit Hole opened, and a solution suggested itself. The Gruv did not have
sufficient population to raise an anti-transportation movement. Instead of four months’ travel
aboard a crowded sailing ship, and the perils of crossing two oceans and rounding one Cape or
the other, two days’ train ride with a layover in a military fortress and two days’ forced march
from the railhead to the coast would put the prisoners out on a rocky peninsula, with ocean
on three sides and the Gruv on the fourth. The first few batches of prisoners themselves would
provide the labor to build the penal colony. And thus Hornblower’s Hill was created.
A year later, the prisoners still live mostly in surplus military pup tents, leaky canvas affairs
with no floor that blow over in every storm. The guards, colony officials, and staff reside in
wooden buildings put up by the prisoners. A mess hall and kitchen, a line of privies, a bathing
hall, the chapel, and one cell block have been completed. Being housed in the cell block is
something of a mixed blessing, as it has proper walls and a roof, but only the most intractable
prisoners are sent there, and the guards treat them cruelly in order to break their spirits and
make them manageable. Guard stations and a palisade wall have been erected across the north
of the peninsula, cutting it off from the mainland, both to keep the prisoners in and to keep the
larger denizens of the Gruv out. Very little effort is made to recapture prisoners who get past
the palisade wall. After all, it’s two days’ hard slog to the railhead, and much further than that
to the nearest bit of civilization. The gnawed remains that have been brought in twice by arriving
prisoner coffles have been sufficient to discourage any but the most desperate.
As with the Australian transports, prisoners at Hornblower’s Hill convicted of non-violent
offences will be given the option of settling in the Gruv or returning to England at the end of
their sentence. Violent offenders will not be given the second option, but may earn it by serving
out an enlistment in Her Majesty’s Army. Prisoners on whole-life tariff, of course, would remain
at Hornblower’s Hill for their remainder of their existence, although no prisoner of such standing
has yet been transported.
247
THE WORLD OF 1879
New Capetown
Type: Military/Support
Form of Law: Military tribunal, English military law
Population: Town
Located on the southern coast, New Capetown was meant to be the site of the first seaport
in the new world, an honor which has since fallen to Beercrombie. New Capetown’s location, at
the foot of the land bridge connecting the British territory with an obviously larger land mass,
was chosen for strategic reasons. The mountains visible in the far distance would have great
mineral wealth, as mountains always do, and a large industrial town would be needed to exploit
those resources. The mining colonies would require not only transportation and processing of
ore, but cultivation of food crops, raising of livestock, and a large rail depot capable of acting as
a way station for the goods flowing to the mines and the wealth flowing back.
The intended direction changed sharply on 4th January 1879, when a delegation from
Earth met with senior officials of the Samsut. Nearly two months had passed since the initial
encounter between scouting parties, during which arrangements had been made for the meeting,
and language barriers addressed, but not entirely overcome. The Samsut made a request for the
British dead as payment for use of the land. An undead servant was displayed. Shocked at the
desecration, some of the British troops, without orders, opened fire. The Samsut senior official
was hit, whether by stray rounds or directed fire will never be known. No apologies could recover
the situation. War ensued.
New Capetown took the brunt of the first wave of attacks. Weeks passed before the British
Army worked out tactics that would succeed against a foe whose infantry felt neither pain nor
fear. Months went by in a haze of gunpowder and gore. The palisade wall, sufficient to hold
back the larger carnivores, tumbled down like matchsticks under fire from Samsut artillery. More
troops arrived, the vital rail link back to Fort Alice having been defended at tremendous cost,
and eventually the Samsut were pushed back. Stone walls rose where wooden had fallen. Settlers
returned, unwilling to give up their homes and their investment. New settlers arrived, knowing full
well that they would be living in a war zone, but fiercely determined that the British flag should
continue to fly over the territory.
248
Chapter 8
Half military base, half frontier town, with flocks and fields on one side, battlements and
bombardment on the other, New Capetown soldiers on, a testament to British determination.
The planners laid New Capetown out with straight avenues and a green space at the center, the
government buildings placed around the square in neat procession. Now the streets run higgledy-
piggledy, routing around old craters and burned-out wreckage. Where the park was to have been
stands a hospital. Instead of warehouses by the railroad station, there are barracks. But shops
still line the high street, the church still rings its bell on Sunday morning to call the faithful
to services, and shepherds still bring the flocks in every evening. The British flag still flies over
New Capetown.
249
THE WORLD OF 1879
The original wooden palisade wall was quickly replaced with drystone, massive blocks levered
into place with contra-gravity lifters and squads of undead workers. The British remain uncertain
as to how so much stone was cut so quickly and so well that the wall required no mortar and went
up in less than a month, but assume that the tirelessness of a zombie workforce had something
to do with it. Rail gun and ballista emplacements atop the wall, sheltered behind crenellations,
preclude any sort of frontal assault. Attempts at sapping have run afoul of buried stinkers, undead
troops deliberately placed in the foundations and left as traps for anyone attempting to tunnel.
The gates, made primarily of iron, weigh so much that they cannot be moved without teams of
oxen and contra-gravity devices, the latter of which are removed and locked away when the gates
are closed. The sally ports are of course too small to bring an invading force through, but do
quite nicely for letting out defenders who enjoy the protection of covering fire from the top of
the wall.
Within, the fortress has been divided into three areas, each controlled by a different city-
state. Ur rules the northern half. The city of war provides most of the military presence, and
holds the larger part of the fortress by necessity. The southeastern quarter belongs to Lagash,
whose miners came to continue the work begun by the British. Eridu controls the southwestern
quarter, and sees to the management of the surrounding forest and fields. The dividing line be-
tween Lagash and Eridu’s portions has been a source of contention since the occupation. One of
the settlement’s wells lies directly on the border, and both sides constantly accuse the other of
taking more than their share of water from it. Countless other disputes, some more petty than
others, keep the officers and fort commander busy resolving an endless series of diplomatic crises.
Some of the British-constructed buildings remain, having been either relatively undamaged in
the takeover or readily repaired, and suitable for Samsut purposes. Others have been demolished,
some because they were too badly damaged from the battle, some because they did not meet the
Samsuts’ needs. Several barracks, storehouses, armories, and undead troop containment buildings
have been erected. The town hall has been extensively remodeled to convert it into the military
headquarters, providing not only offices and meeting rooms but quarters for the senior officers,
their staff, and their servants. The stables have also been remodeled to render them suitable
for the beasts of burden and cavalry mounts used by the Samsut, some of which require quite
different facilities from the oxen and horses used by the British. The town’s Anglican church,
repurposed into a temple for the Babylonian deities, has had the cross removed from the steeple,
as well as all of the stained glass, and has been redecorated by the priests and acolytes into a
proper temple in the Akkadian style. If nothing else speaks of the Samsut determination to hold
the land, the effort put into establishing a presence for their faith certainly does.
250
Chapter 8
Fort Wellington
Type: Military/Fort
Form of Law: Military tribunal, English military law
Population: Town
Fort Wellington has two concentric palisade walls, with fifty yards of empty space between.
Most of the buildings are either under construction or under repair. A series of outlying bulwarks
and cannon emplacements provide some degree of protection from Samsut assaults, but very
little can be done about long-range artillery using indirect fire, or grenades dropped from high
altitude by airborne enemies. Contra-gravity makes Samsut artillery pieces more mobile than the
Empire’s, able to cross terrain that would bog down a cannon, and to be relocated quickly after
firing just a few rounds, before an assault force can reach their location. While units of airborne
cavalry are training with the Saurids, these units are not yet ready for combat. The few Saurid
flying cavalry that are available have found themselves outmatched in numbers and firepower by
the Samsut flying chariots.
Very few civilians reside at Fort Wellington, and those only because they hold vital posts
in the war effort. Fort Wellington is a military base in hostile territory and not a place for
anyone without the training and experience to handle the environment. Facilities are restricted to
barracks for the soldiers, minimalist housing for the officers, stables for the animals, an armory,
scattered supply bunkers so that a direct hit from an artillery shell won’t take out everything in
one go, and a hospital. This last holds most of the civilians, including the nursing staff and the
base’s Catholic priest. (The base chaplain is a proper Anglican.) Plans have been proposed for
an airship dock, but until either a refueling station can be designed that won’t destroy the entire
fort if it takes an artillery hit, or high command overrides Col. Orrick, no such facility will be
constructed.
Fort Wellington has no civilian facilities nearby. The usual clutter of bars, brothels, and
gambling dens has not been allowed. The last group of prostitutes that tried to set up shop in a
tent out in the woods were sent packing for their own safety. Two of them didn’t make it, picked
off by Samsut sharpshooters as they rode away.
251
252
Chapter 9
T his chapter supplies copies of all of the unit stat blocks from Chapter 6:
British Empire Forces in a ready reference for tableside use.
Infantry
Regular Infantry
Unit
Regular Infantry
Move: 6 Save: 8
Morale: 7 Hits: 1
Special: Light Armor
Ranged: Melee:
Martini-Henry Rifle Bayonet, TN 6
Model point cost: 28 Unit point cost (12): 304
Target Numbers by range in inches
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
6 6 7 7 7 7 7 8 8 8 8 9 9 9 10 10 10 10
253
BRITISH STAT BLOCKS
Veteran Infantry
Unit
Veteran Infantry
Move: 6 Save: 8
Morale: 5 Hits: 1
Special: Light Armor
Ranged: Melee:
Martini-Henry Rifle Bayonet, TN 6
Model point cost: 31 Unit point cost (12): 372
Target Numbers by range in inches
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
6 6 7 7 7 7 7 8 8 8 8 9 9 9 10 10 10 10
Elite Infantry
Unit
Elite Infantry
Move: 6 Save: 8
Morale: 3 Hits: 1
Special: Light Armor
Ranged: Melee:
Martini-Henry Rifle Bayonet, TN 6
Model point cost: 36 Unit point cost (12): 432
Target Numbers by range in inches
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
6 6 7 7 7 7 7 8 8 8 8 9 9 9 10 10 10 10
254
Chapter 9
Guard Infantry
Unit
Guard Infantry
Move: 6 Save: 8
Morale: 1 Hits: 1
Special: Light Armor
Ranged: Melee:
Martini-Henry Rifle Bayonet, TN 6
Model point cost: 43 Unit point cost (12): 516
Target Numbers by range in inches
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
6 6 7 7 7 7 7 8 8 8 8 9 9 9 10 10 10 10
Cavalry
Regular Lancers
Unit
Regular Lancers
Move: 9 Save: 7
Morale: 6 Hits: 2
Special: Light Armor, Mounted, 2 melee attacks
Ranged: Melee:
None Lance, TN 4
Saber, TN 6
Model point cost: 42 Unit point cost (6): 252
255
BRITISH STAT BLOCKS
Elite Lancers
Unit
Elite Lancers
Move: 9 Save: 7
Morale: 2 Hits: 2
Special: Light Armor, Mounted, 2 melee attacks
Ranged: Melee:
None Lance, TN 4
Saber, TN 6
Model point cost: 62 Unit point cost (6): 372
256
Chapter 9
Guard Lancers
Unit
Guard Lancers
Move: 9 Save: 7
Morale: 1 Hits: 2
Special: Light Armor, Mounted, 2 melee attacks
Ranged: Melee:
Enfield revolver, Gehr- Lance, TN 4
laus rounds Saber, TN 6
Model point cost: 84 Unit point cost (6): 504
Target Numbers by range in inches
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
- - 6 6 6 7 7 9 10 - - - - - - - - -
Artillery
Light Field Gun – 3 pounder
Unit
257
BRITISH STAT BLOCKS
Commanders
Captain
Unit
Infantry Captain
Move: 8 Save: 8
Morale: 2 Hits: 2
Special: Command - 3” radius, Light Armor,
Skirmisher, 2 melee attacks
Ranged: Melee:
Enfield revolver, Gehr- Sword, TN 6
laus rounds
Model point cost: 68 Unit point cost (1): 68
Target Numbers by range in inches, shot/canister
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
- - 6 6 6 7 7 9 10 - - - - - - - - -
Unit
Cavalry Captain
Move: 11 Save: 7
Morale: 2 Hits: 3
Special: Command - 3” radius, Light Armor,
Skirmisher, 2 melee attacks
Ranged: Melee:
Enfield revolver, Gehr- Lance, TN 4
laus rounds Saber, TN 6
Model point cost: 120 Unit point cost (1): 120
Target Numbers by range in inches, shot/canister
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
- - 6 6 6 7 7 9 10 - - - - - - - - -
258
Chapter 9
Major
Unit
Infantry Major
Move: 8 Save: 8
Morale: 1 Hits: 3
Special: Command - 5” radius, Light Armor,
Skirmisher, 3 melee attacks
Ranged: Melee:
Enfield revolver, Gehr- Sword, TN 6
laus rounds
Model point cost: 114 Unit point cost (1): 114
Target Numbers by range in inches, shot/canister
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
- - 6 6 6 7 7 9 10 - - - - - - - - -
Unit
Cavalry Major
Move: 11 Save: 7
Morale: 1 Hits: 4
Special: Command - 5” radius, Light Armor,
Skirmisher, 3 melee attacks
Ranged: Melee:
Enfield revolver, Gehr- Lance, TN 4
laus rounds Saber, TN 6
Model point cost: 176 Unit point cost (1): 176
Target Numbers by range in inches, shot/canister
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
- - 6 6 6 7 7 9 10 - - - - - - - - -
259
BRITISH STAT BLOCKS
Lieutenant Colonel
Unit
Unit
260
Chapter 9
Colonel
Unit
Cavalry Colonel
Move: 11 Save: 7
Morale: 1 Hits: 6
Special: Command - 10” radius, Light Armor,
Skirmisher, 6 melee attacks
Ranged: Melee:
Enfield revolver, Gehr- Saber, TN 6
laus rounds
Model point cost: 252 Unit point cost (1): 252
Target Numbers by range in inches, shot/canister
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
- - 6 6 6 7 7 9 10 - - - - - - - - -
261
262
Chapter 10
T his chapter supplies copies of all of the unit stat blocks from Chapter 7:
Samsut Forces in a ready reference for tableside use.
Skeleton Soldiers
Move: 8 Save: 7
Morale: 0 Hits: 1
Special: Mob, Natural Light Armor
Ranged: Melee:
None Sword, TN 6
Model point cost: 39 Unit point cost (12): 468
263
SAMSUT STAT BLOCKS
Unit
Skeleton Soldiers
Move: 8 Save: 7
Morale: 0 Hits: 1
Special: Mob, Natural Light Armor
Ranged: Melee:
None Two-handed Sword,
TN 4
Model point cost: 41 Unit point cost (12): 492
Unit
Skeleton Soldiers
Move: 8 Save: 7
Morale: 0 Hits: 1
Special: Mob, Reach, Natural Light Armor
Ranged: Melee:
None Halberd, TN 5
Model point cost: 40 Unit point cost (12): 480
Skeleton Constructs
Unit
Skeleton Constructs
Move: 8 Save: 7
Morale: 0 Hits: 1
Special: Mob, Natural Light Armor
Ranged: Melee:
None Integral Weapons,
TN 6
Model point cost: 39 Unit point cost (12): 468
264
Chapter 10
Zombie Swordsmen
Move: 4 Save: 7
Morale: 7 Hits: 1
Special: Controlled by Regular (7), Light Ar-
mor
Ranged: Melee:
None Sword, TN 6
Model point cost: 13 Unit point cost (12): 156
Unit
Zombie Swordsmen
Move: 4 Save: 7
Morale: 5 Hits: 1
Special: Controlled by Veteran (5), Light
Armor
Ranged: Melee:
None Sword, TN 6
Model point cost: 16 Unit point cost (12): 192
Unit
Zombie Swordsmen
Move: 4 Save: 7
Morale: 3 Hits: 1
Special: Controlled by Elite (3), Light Armor
Ranged: Melee:
None Sword, TN 6
Model point cost: 21 Unit point cost (12): 252
265
SAMSUT STAT BLOCKS
Unit
Zombie Swordbearers
Move: 4 Save: 7
Morale: 7 Hits: 1
Special: Controlled by Regular (7), Light Ar-
mor
Ranged: Melee:
None Two-handed Sword,
TN 4
Model point cost: 15 Unit point cost (12): 180
Unit
Zombie Swordbearers
Move: 4 Save: 7
Morale: 5 Hits: 1
Special: Controlled by Veteran (5), Light
Armor
Ranged: Melee:
None Two-handed Sword,
TN 4
Model point cost: 18 Unit point cost (12): 216
Unit
Zombie Swordbearers
Move: 4 Save: 7
Morale: 3 Hits: 1
Special: Controlled by Elite (3), Light Armor
Ranged: Melee:
None Two-handed Sword,
TN 4
Model point cost: 23 Unit point cost (12): 276
266
Chapter 10
Unit
Zombie Halberdiers
Move: 4 Save: 7
Morale: 7 Hits: 1
Special: Controlled by Regular (7), Light Ar-
mor, Reach
Ranged: Melee:
None Halberd, TN 5
Model point cost: 14 Unit point cost (12): 168
Unit
Zombie Halberdiers
Move: 4 Save: 7
Morale: 5 Hits: 1
Special: Controlled by Veteran (5), Light Ar-
mor, Reach
Ranged: Melee:
None Halberd, TN 5
Model point cost: 17 Unit point cost (12): 204
Unit
Zombie Halberdiers
Move: 4 Save: 7
Morale: 3 Hits: 1
Special: Controlled by Elite (3), Light Armor,
Reach
Ranged: Melee:
None Halberd, TN 5
Model point cost: 22 Unit point cost (12): 264
267
SAMSUT STAT BLOCKS
Unit
Zombie Bowmen
Move: 4 Save: 7
Morale: 7 Hits: 1
Special: Controlled by Regular (7), Light Ar-
mor
Ranged: Melee:
Bow Sword, TN 6
Model point cost: 21 Unit point cost (12): 252
Target Numbers by range in inches
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
5 5 6 7 8 9 10 - - - - - - - - - - -
Unit
Zombie Bowmen
Move: 4 Save: 7
Morale: 5 Hits: 1
Special: Controlled by Veteran (5), Light Ar-
mor
Ranged: Melee:
Bow Sword, TN 6
Model point cost: 24 Unit point cost (12): 288
Target Numbers by range in inches
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
5 5 6 7 8 9 10 - - - - - - - - - - -
268
Chapter 10
Unit
Zombie Bowmen
Move: 4 Save: 7
Morale: 3 Hits: 1
Special: Controlled by Elite (3), Light Armor
Ranged: Melee:
Bow Sword, TN 6
Model point cost: 29 Unit point cost (12): 348
Target Numbers by range in inches
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
5 5 6 7 8 9 10 - - - - - - - - - - -
Unit
Zombie Crossbowmen
Move: 4 Save: 7
Morale: 7 Hits: 1
Special: Controlled by Regular (7), Light Ar-
mor
Ranged: Melee:
Crossbow Sword, TN 6
Model point cost: 23 Unit point cost (12): 276
Target Numbers by range in inches
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
5 5 6 6 7 7 8 9 10 - - - - - - - - -
269
SAMSUT STAT BLOCKS
Unit
Zombie Crossbowmen
Move: 4 Save: 7
Morale: 5 Hits: 1
Special: Controlled by Veteran (5), Light Ar-
mor
Ranged: Melee:
Crossbow Sword, TN 6
Model point cost: 26 Unit point cost (12): 312
Target Numbers by range in inches
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
5 5 6 6 7 7 8 9 10 - - - - - - - - -
Unit
Zombie Crossbowmen
Move: 4 Save: 7
Morale: 3 Hits: 1
Special: Controlled by Elite (3), Light Armor
Ranged: Melee:
Crossbow Sword, TN 6
Model point cost: 31 Unit point cost (12): 372
Target Numbers by range in inches
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
5 5 6 6 7 7 8 9 10 - - - - - - - - -
270
Chapter 10
Unit
Zombie Gunners
Move: 4 Save: 7
Morale: 7 Hits: 1
Special: Controlled by Regular (7), Light Ar-
mor
Ranged: Melee:
Rail Rifle Rail Blade, TN 6
Model point cost: 33 Unit point cost (12): 396
Target Numbers by range in inches
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
6 6 6 6 6 6 6 6 7 7 7 7 7 8 8 8 9 10
Unit
Zombie Gunners
Move: 4 Save: 7
Morale: 5 Hits: 1
Special: Controlled by Veteran (5), Light Ar-
mor
Ranged: Melee:
Rail Rifle Rail Blade, TN 6
Model point cost: 36 Unit point cost (12): 432
Target Numbers by range in inches
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
6 6 6 6 6 6 6 6 7 7 7 7 7 8 8 8 9 10
271
SAMSUT STAT BLOCKS
Unit
Zombie Gunners
Move: 4 Save: 7
Morale: 3 Hits: 1
Special: Controlled by Elite (3), Light Armor
Ranged: Melee:
Rail Rifle Rail Blade, TN 6
Model point cost: 41 Unit point cost (12): 492
Target Numbers by range in inches
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
6 6 6 6 6 6 6 6 7 7 7 7 7 8 8 8 9 10
272
Chapter 10
Unit
Unit
273
SAMSUT STAT BLOCKS
Unit
Unit
274
Chapter 10
Unit
275
SAMSUT STAT BLOCKS
Unit
276
Chapter 10
277
SAMSUT STAT BLOCKS
Commanders
Unit
Unit
278
Chapter 10
Unit
Unit
279
SAMSUT STAT BLOCKS
Unit
Unit
280
Chapter 10
Unit
Unit
281
SAMSUT STAT BLOCKS
Unit
Unit
282
Chapter 10
Unit
283
284
Chapter 11
T his chapter supplies copies of all of the tables and charts from the rest of
the book in a ready reference for tableside use.
Unit Morale
Morale Typical Unit Type Description
9 Militia Shaky
1 Guard Unfaltering
0 Special Unbreakable
285
TABLES & CHARTS
Movement
Move Type Move Distance Special Rules
286
Chapter 11
Encumbered -1"
Unarmored 0"
287
TABLES & CHARTS
Turning Costs
Degree of turn Movement cost
Cover TN Adjustments
Cover Type Examples TN Penalty
288
Chapter 11
Melee Combat TN
Weapon Point Cost Target Number
Unarmed 0 10
Combat Dagger 4 7
Saber 5 6
Sword 5 6
Two-handed Sword 7 4
Mace 3 8
Fixed Bayonet 5 6
Rail Blade 5 6
Lance 7 4
Halberd (Reach) 6 5
Shotgun 10 1/5**
Pistol*** 5 6
289
TABLES & CHARTS
Melee TN Modifers
Condition Melee TN modifier
290
Chapter 11
Armor Modifiers
Armor Melee Save modifier Move penalty
Unarmored +1 0"
Light 0 -1"
Medium -1 -2"
Heavy -2 -3"
Superheavy -3 -4"
Commander Statistics
Level Number of Commanders Radius Own Stand? Rank
291
TABLES & CHARTS
Morale Modifers
Condition Morale modifier
292
Chapter 11
293
TABLES & CHARTS
Hay Bale 0
294
Chapter 11
PV and DV by Weapon
Weapon PV DV
Melee weapon 0 0
Pistol 1 0
Rifle/carbine 2 0
295
TABLES & CHARTS
3 pounder 1
7 pounder 2
9 pounder 4
12 pounder 8
Mortar TN Modifers
Condition Modifier
296
Chapter 11
Scatter Table
Roll Direction Roll Distance
1 North 1 1”
2 North-east 2-3 2”
3 East 4-5 3”
4 South-east 6-7 4”
5 South 8-9 5”
6 South-west 10 6”
7 West
8 North-west
9-10 Misfire
1-3 5 turns
4-6 6 turns
7-9 7 turns
10 8 turns
297
TABLES & CHARTS
WildFire Movement
Roll Distance wildfire moves
1 Retreats 4”
2 Retreats 3”
3 Retreats 2”
4 No movement
5 Advances 4”
6 Advances 5”
7 Advances 6”
8 Advances 7”
9 Advances 8”
10 Advances 10”
298
Chapter 11
299
TABLES & CHARTS
1 Ambush
2 Annihilation
3 Betrayal
4 Capture Asset
5 Defense
6 Diversion
7 Escape
8 Skirmish
10 Test of Strength
Waklum 2 2
Nesum 3 3
Abum 4 4
Sarrum 5 5
300
Chapter 11
Movement Modifiers
Condition Move reduction to Base Move
Unarmored -0”
301
TABLES & CHARTS
Save Score
Save Score Point Cost
10 0
9 1
8 2
7 3
6 5
5 7
4 10
3 13
2 17
302
Chapter 11
Morale Score
Morale Score Name Point Cost
10 Conscript/Levy -3
9 Militia -1
8 Regular 0
7 Regular 1
6 Regular 2
5 Veteran 4
4 Veteran 6
3 Elite 9
2 Elite 12
1 Guard 16
0 Special 21
303
TABLES & CHARTS
304
Chapter 11
Natural Armor
305
Ranged Weapons
Target Number by Range in Inches
Point
Weapon Cost 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21
Martini-Henry rifle 14 6 6 7 7 7 7 7 8 8 8 8 9 9 9 10 10 10 10 - - -
Mark II
Martini-Henry rifle, 16 - - 5 5 6 6 6 7 7 7 7 8 8 8 9 9 9 10 - - -
Gehrlaus rounds
Martini-Henry cavalry 11 6 6 7 7 7 8 8 8 9 9 9 10 10 10 - - - - - - -
carbine Mark I
Enfield revolver Mark I 6 6 6 7 8 9 10 - - - - - - - - - - - - - - -
306
Enfield revolver, Gehr- 7 - - 6 6 6 7 7 9 10 - - - - - - - - - - - -
laus rounds
TABLES & CHARTS
Rail rifle 20 6 6 6 6 6 6 6 6 7 7 7 7 7 8 8 8 9 10 - - -
Rail sniper 25 5 5 5 5 5 5 6 6 6 6 6 7 7 7 7 8 8 8 9 9 10
Rail carbine 16 6 6 6 6 6 7 7 7 7 7 8 8 9 9 10 - - - - - -
Rail pistol 8 6 6 7 7 8 8 9 9 10 - - - - - - - - - - - -
Bow 8 5 5 6 7 8 9 10 - - - - - - - - - - - - - -
Crossbow 10 5 5 6 6 7 7 8 9 10 - - - - - - - - - - - -
Chapter 11
Melee Weapons
Weapon Point Cost Target Number
Unarmed 0 10
Saber 5 6
Sword 5 6
Fixed Bayonet 5 6
Lance 7 4
Mace 3 8
Combat Dagger 4 7
Two-handed Sword 7 4
Halberd (Reach) 6 5
Rail Blade 5 6
Samsut Ranks
Rank British
Name Translation Equivalent Game Stat Notes
307
Index
A C
A Brief History of Britain 13 Call in Support 100
Adaptive 100 Campaigns 98
Africa 213 Cannons 71
A Guide to Modern Day Britain, and Captain 157, 258
Her New Colony the Grosvenor Capture Asset 84
Land 203 Cavalry 139, 153, 255
All Saints Labor Settlement 241 Cavalry Tactics 147
Alternate Movement Types 122 Change Formation 33
Ambush 79, 128 Chapter 1: The Red Line 5
Ancient Ruins / Camp Burlington 239 Chapter 2: Introduction 11
Annihilation 81 Chapter 3: Playing the Game 21
A Note on Move Scores 35 Chapter 4: Battles and Campaigns 77
Ardite Units - Skeletons 174, 263 Chapter 5: Building a Force 115
Ardite Units - Zombies 177, 265 Chapter 6: Forces of the British
Artillery 139, 156, 257 Empire 135
Artillery Fire 71 Chapter 7: Forces Of The Samsut 163
Artillery Tactics 148 Chapter 8: The World of 1879 203
Asia 222 Chapter 9: British Stat Blocks 253
Attack Factor 124 Chapter 10: Samsut Stat Blocks 263
Attack Stats - Ranged Weapon and Chapter 11: Tables & Charts 285
Melee Weapon 27 Chapter 12: Index 308
Austro-Hungarian Empire 227 Charge 32
Charges and Breaking Infantry 147
B Check Line of Sight 45
Basic Battles 79 Check Morale 50, 55
Battlefield Setup 28 Check Range and Field of Fire 45
Battle Name 78 Circumstance 48
Battle Points 99 Colonel 161, 261
Battles 77 Column 37
Battles and Campaigns 77 Command 140
Battles in a Campaign 101 Commander 24
Bayonet 144 Commanders 157, 258, 278
Betrayal 83 Commanders and Morale 57
Bourne’s Hill / Maksuddum-matam 249 Components of a Vehicle 63
British Guidelines 117 Concepts 115
British Units 148 Concepts & Definitions 21
Building a Force 115 Contra-Gravity 172
Buildings and Fortifications 67 Controlled 129
Controller 129
308
Cover 47 Flier 123, 129
Creating a New Model 121 Fog 93
Credits 2 Force 23
Force Composition 200
D Force March 32
Darkness 93 Force Size 116
Decisive 100 Forces of the British Empire 135
Declare Attacks 50 Forces of the Samsut 163, 263
Declare Target 45 Formation Changes 36
Dedications 2 Formations 36
Defense 86 Formations and Firing Lines 147
Deploying to the New Land 136 Formation Types 37
Deployment 29 Fort Alice 235
Deployment to Grosvenor Land 140 Fort Alice and Its Environs 235
Determine Melee Combat Target Fort Wellington 251
Number 51 Fultingham 245
Determine Ranged Fire Target G
Number 46
Determine Who May Attack 45 Gehrlaus Ammunition 142
Dice 24 Gender Issues 212
Discarding Equipment 33 General Observations 213
Diversion 97 Glider 123, 130
Governance 168
E Guard Infantry 152, 255
Eastern Boreal Forest 245 Guard Lancers 155, 257
Elevations 65 Guns in the Night 109
Elite Infantry 151, 254 H
Elite Lancers 155, 256
Encumbered 93 Hand Weapons 144
Enfield Mk-I revolver 144 History of the British Army 135
Equipment and Weapons 142 Hits 26
Escape 87 Hornblower’s Hill 246
Escape from Bourne’s Hill 105
Europe 224 I
Expanding the Mission 138 Immortality 170
Extending the Empire 137 India 222
External Politics 211 Infantry 138, 253
F Infantry Square 37
Infantry Support 148
Fast 129 Infantry Tactics 147
Favored 101 Initiative Phase 30
Fierce 129 Inside Cover 1
Fire 67 Inspired 101
Firing on a Vehicle 64 Internal Politics and Government 210
309
Introductory Remarks 229 Moving Units and Measuring
Movement 40
J Mushkenites 189, 275
Joining a Melee 51 N
K Natural Armor 131
Kaushaldesa 246 New Capetown 248
King Edward 241 New Wigan 243
Northern Mountain Range 241
L Notes on Tactics 200
Number of Hits 128
Lance 144
Land Bridges: Northern, Central, and O
Southern 248
Lieutenant Colonel 160, 260 Open 39
Life Battery 172 Opportunity Fire 44
Light Field Gun - 3 pounder 257 Optional Hit Location Rule 65
Light Field Gun – 3 pounder 156 Order of Battle 138, 200
Line 38 Oversize Missiles 75
Living Ardite Soldiers 186, 272 P
Longarms 143
Part the First: A Brief History of Britain
M to 1879 205
Major 159, 259 Part the Second: The World of 1879 210
Making New Battles 96 Part the Third: The Grosvenor
Martini-Henry cavalry carbine 143 Land 229
Martini-Henry Mk-II rifle 143 Pass 32
Measuring Distance 24 Penetration Check 70
Melee Combat 30, 62 Perdition’s Flames 111
Melee Combat Phase 50 Perks 100
Miasma Masks 142 Power Packs 170
Mob 131 Prussian Empire 225
Mobility Factor 121 R
Model 22
Model and Unit Statistics 25 Rally 30
Morale Level 25 Rallying 60
Morale States 59 Rally Phase 56
Mortars 72 Random Campaign 102
Mounted 131 Ranged Fire 30, 62
Move 25, 62 Ranged Fire Phase 44
Movement 30 RangedTable: Fire Target Number
Movement Phase 31 Examples 46
Movement Type Summary 34 Regular Infantry 253
Moving through Units or Models 41 Regular Lancers 153, 255
Reinforcements 101
310
Resolve Attacks 49, 54 Table: Battle Type Random
Resolve Saves and Distribute Selection 102, 300
Hits 49, 54 Table: Canister Shot Attack
Rolling Morale Checks 58 Dice 72, 296
Run 31 Table: Cavalry / Infantry TN
Russian Empire 225 Adjustments 53, 290
Table: Commander Statistics 57
S Table: Cover TN Adjustments 47, 288
Saber/Sword 146 Table: FortifIcation Value by
Sacrificial Lambs 107 Structure 68
Samsut Commanders 192, 278 Table: Melee Combat TN 52, 289
Samsut Culture 166 Table: Melee TN Modifers 53, 290
Samsut Guidelines 118 Table: Melee Weapons 146
Samsut History & Culture 163 Table: Morale ChecK Failure 59
Samsut Ranks 193, 307 Table: Morale Modifers 58, 292
Samsut Technology 169 Table: Morale Score 126, 303
Save 26 Table: Mortar TN ModiFers 74
Settling the New World 164 Table: Move Adjustments for Formation
Setup 78 and Encumbrance 35
Sidearms 144 Table: Move Cost for Formation
Situational Rules 78, 93 Change 36
Skeleton Constructs 176, 264 Table: Movement 34, 286
Skirmish 89 Table: Movement / Circumstance TN
Skirmisher 131 Modifers 48, 286
Skirmish Units 61 Table: Movement Modifiers 122, 301
Southern Mountain Range 241 Table of Contents 3
Southern Scrublands and Coast 246 Table: PV and DV by Weapon 69, 295
Special Equipment 142 Table: Ranged Fire Target Number
Special Movement 42 Examples 46
Special Qualities 128 Table: Ranged Weapons 145
Special Quality Point Costs 132 Table: Samsut Command-Undead
Stand 22 Ratio 119
Standard Gear 142 Table: Samsut Melee Weapons 173
Storm 94 Table: Samsut Ranged Weapons 171
Strategic Movement 32 Table: Save Score 125, 302
Strategy and Tactics 147 Table: Scatter Table 75, 297
Structured Campaign 103 Table: Settlement / Fortification
Swimmer 123, 132 Category by Population 231
Table: Settlements and
T Fortifications 230
Table: Special Quality Point
Table: Armor Modifiers 55, 291 Cost 133, 305
Table: Armor Save and Move Table: Turning Costs 41, 288
Modifiers 127, 304 Table: Unit Morale 285
Table: Battle Time Limit 78, 297 Table: WildFire Movement 95, 298
Take and Hold Ground 90
311
Tenacious 132 W
Terrain 28, 65
Test of Strength 91 Wagon Train 139
The Americas 215 Water 66
The Battle of Bourne’s Hill 103 Weaponry 172
The Defense of Bourne’s Hill 106 Western Temperate Forest 243
The Discovery 164 What is a Wargame? 11
The Game Turn 29 Wildfire 94
The Life-Giver 169 Withdrawing from a Melee 55
The Playing Area 28 World Situation Report 213
The Red Line 5
The Retaking of Bourne’s Hill 110
The Royal Alice and Grosvenor
Railroad 233
The Sack of Babylon 163
The Samsut Point of View 169
The UK, including Wales, Ireland, and
Scotland 224
The United States of America (the
“Union”) / The Confederate
States of America (the
“Confederacy”) 215
The World of 1879 5, 203
Thunderstorm 94
Time Limit 78
Torgau Freistadt 242
Triggers for a Morale Check 56
Turning 40
Types of Battles 77
Types of Movement 31
U
Unformed 39
Unit 23
Units in a Force 116
Unnerving 132
V
Vehicles 61
Veteran Hussars and Light
Dragoons 154, 256
Veteran Infantry 150, 254
Veteran Mushkenite Cavalry 191, 277
Victory Conditions 79
312
ISBN 9781938869198
9 781938 869198