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SOLDIER'S COMPANION

Copyright©1989 GDW, Inc.


All Rights Reserved.
Made in U.S.A.
Printed in U.S.A.
ISBN 1-55878-026-2.
CREDITS A catalog of Space: 1889 products
Design and Development: Frank Chadwick is available from GDW. Just write and
Additional Research: Greg Novak and Steph Lawrence ask.
Playtesting: Loren K. Wiseman, Greg Novak, Tom Reed, Tom Harris, Space: 1889 is GDW's trademark
Neil Lasiter, Steve Anderson, and other members of the Central Illinois for its games of science-fiction role
Tabletop Warriors playing in a more civilized time.
Cover Art: Richard Hasenauer
Interior Art: Angela Bostick, Tim Bradstreet, Steve Bryant, Rick Harris,
Rick Lowry, and James Colton McGonigle
Art Direction: Shea Ryan
Text Manager: Michelle Sturgeon PO Box 1646
Text Processing: Julia Martin and Julie Amdor Bloomington, IL 61702-1646 USA
TABLE OF CONTENTS

B: The Military Campaign 74


The Campaign Map 74
Movement 74
Scouting 75
Table of Contents Supplies 75

C: Sample Scenarios 77
Introduction 5 Depth 34 Martian Messiah 77
Fire Combat 36 Rescue Mission 77
Book I: The Rules of War Critical Hits 38
A: Basic Rules 6 Armor and Penetration 40 D: Sample Campaigns 79
Formations and Facing 6 Nonexploding Rounds 40 The Raid 79
Sequence of Play 7 Crews of Conveyances 41 The Frontier of Empire 79
Initiative 7 Ramming 42 Man Who Would Be King 80
Movement 8 Grappling 42 Freedom's Call 80
Small Arms Fire 10 Boarding Actions 43
Casualties 12 Special Rules: Vehicles 44 Book III: The Sinews of War
Artillery Fire 14 Special Rules: Ships 46 A: Artillery of the Worlds 81
Melee 16 Special Rules: Flyers 48 Field Artillery 84
Morale 19
Leadership 22 D: Advanced Weapons 50 B: Conveyances 86
Hidden Units 22 Naval Weapons 50 Ships 86
Mounted Infantry 22 Artillery 52 Flyers 87
Light Pack Guns 22 Exotic Aerial Weapons 54 Mechanical Vehicles 87
Night 23 Exotic Devices 56 Land Juggernaut Design 88
Smoke 23 Deadfall Ordnance 56 Combat Tripod Design 90
Rain 23
Ground Condition 24 E: The Defense of Places 58 Book IV: Army Lists
Army Morale 24 The Siege Map 58 The British Empire 92
The Siege Turn 59 Europe 105
B: Unit Organization 26 Siege Movement 59 Africa 127
Infantry 26 Building Siege Works 60 The Western Hemisphere 136
Cavalry 27 Damage to Structures 62 Asia 142
Artillery 28 Fires 63 Mars 144
Equivalent Ranks 28 The Bombardment 64 Venus 161
Assaults and Sorties 64 Luna 163
C: Mechanical Conveyances ...29 Mines and Countermines 66
Sequence of Play 29 Other Tasks 66 Book V: Charts
Conveyance Record Forms ...29 Modeling Siege Works 67 and Miscellaneous
The Battle Map 29 Glossary of Uniform Terms 166
Movement 32 Book II: The Road to War Bibliography 167
Terrain 32 A: Role-Playing Character 71 Army Lists Map Key 168
Collisions 33 PCs at War 71 Designer's Notes 168
Towing 34 Deepening Your Character ....71 Charts 170
Altitude 34 A Soldier's Life 72 Conveyance Record Forms 177
GDW
INTRODUCTION
SOLDIER'S COMPANION

bined with lists of armored vehicles


from the Space: 1889 world and com-
plete vehicle design rules for land jug-
gernauts and combat tripods.
Book IV: Army Lists provides an
extensive listing of all of the major
armies of Earth, as well as a great
Introduction many armies from Venus, Mars, and
Luna. This section covers organiza-
tional information, unit ratings,
THE ESSENCE OF Space: 1889 is a War constitutes the actual miniatures equipment, and uniforms.
melding of science fiction with the rules and is quite extensive. While the Finally, at the back of the book are
colonial adventurism of the Victorian basic mechanics of the game are a number of reference charts and data
Era. It was a time of heroic charges, simple, a variety of special cases sheets. These should be photocopied
noble rescues, and the occasional (such as sieges, naval warfare, aerialfor you and your players' personal
broken square. Since the military was vessels, etc.) have to be covered. use, and permission to do so is hereby
so important to the establishment and Don't worry; these are all segregated specifically granted.
maintenance of the empire, we felt into special sections of the rules, and Now it is time to start reading Book
that it deserved extensive and detailed you needn't read and absorb them I: The Rules of War. In order to pre-
coverage of its own. until you want to actually game out sent the rules in a logical sequence,
Much of the ground covered here such a situation. they have been broken up into five
will be familiar to players of Sky Book II: The Road To War provides parts, as shown below:
Galleons of Mars, as the basic sys- brief campaign rules for miniatures
tem mechanics are an elaboration on campaigns, as well as rules for inte- THE RULES OF WAR
that game's mechanics and, by exten- grating the Soldier's Companion Part A: Basic Rules
sion, the ship combat rules from into your Space: 1889 role-playing Part B: Unit Organizations
Space: 1889. This was deliberate, as campaigns. It also includes a number Part C: Mechanical Conveyances
that system was designed to provide of sample campaigns and several pre- Part D: Advanced Weapons
a solid basis for land, aerial, and set miniatures games. Part E: The Defense of Places (Siege
aquatic combat. But our principal Book III: The Sinews of War cov- Warfare)
concern was to provide a good, solid ers the wealth of military equipment Once you have read the basic rules
set of colonial miniatures rules. While available. Essays on artillery and and unit organizations, you are ready
the rules allow for the addition of naval vessels of the world are com- to play.
submarines, gunboats, land jugger-
nauts, combat tripods, and aerial
flyers, they are not essential to the
enjoyment of the game. The system
works just as well for a British col-
umn fighting its way through the
passes of the Northwest Frontier
against Pathan marksmen in the rug-
ged hills, or a Camel Corps square
fighting off waves of dervishes and
Fuzzy Wuzzies.
This manuscript is broadly divided
into four books. Book I: The Rules Of
GDW
BASIC RULES

ranged according to the following


descriptions of the specific forma-
tions.
Line

Part A: Basic Rules Facing

Line: One or two figures deep and


as wide as desired. All bases touch-
A FEW BASIC concepts need to be different effects on a unit's ability to ing.
covered before addressing the the me- move, fire, and melee. Regular troops Column
chanical aspects of the rules. have been extensively trained and
Dice: All dice rolled in the game are drilled and can assume a variety of
simple six-sided dice numbered from precision formations. Irregulars are
Facing
one to six. not professional soldiers at all; they
Scale: Range and distance meas- may be hastily mustered civilians or
urements are frequently given in scale warrior nomads, but in either case Column: Two to four figures wide,
inches on the gaming surface or table. they are not trained to move in exact and more figures deep than wide. All
These are not actual inches. formations. bases touching.
Figures: The rules are intended for Regular troops may be in column, Square
use with 25mm figures. Each figure line, square, or open order. Irregulars
should be mounted on its own square may be in mass or open order. Both
or round base. Infantry figures should types of troops may find themselves
be mounted on 3/4" bases. Cavalry in disorder, which is treated as a for-
figures should be mounted on 1 1/2" mation for game purposes, but is
bases. Square balsa wood or metal actually the complete lack of one. Square: Four lines forming a hol-
bases are acceptable, but round steel Artillery may be limbered or unlim- low box and facing outward.
washers are recommended. bered. In both cases the gun crews are
Mass
These are inexpensive, uniform in treated as if in open order.
size, and, for some reason, seem to A unit may not change formation
have a more natural look than square the same turn in which it charges. Any
bases. noncharging unit can change its for-
Units: The rules will repeatedly mation during its movement phase. Facing

refer to units. The basic unit in the (Note that only units on the side with Mass: As many figures wide as
game is the 20-man company or war the initiative can change formation deep. All figures touching.
band. Sometimes an army will have during a turn.) The unit may make the
smaller units (such as platoons of
Open Order
change either at the beginning or the
infantry, troops of cavalry, or individ- end of its movement phase. If it
ual gun sections). The unit organiza- changes at the beginning of the phase,
tion section in Part B of The Rules of then its movement rate for the turn is
War elaborates on this. based on its new formation; if it Facing
changes at the end, then its movement
FORMATIONS AND FACING rate for the turn is based on its origi- Open Order: One or two figures
TROOPS MOVE and fight in forma- nal formation. deep and with at least one base-width
tions, and different formations have The figures in a unit must be ar- separating each figure.
THE RULES OF WAR

ished moving his units, the nonmov- leadership rating. If the supreme
ing player may have all of his units commander of one side has a higher
fire (the defensive fire phase). Fol- leadership rating than the supreme
lowing this, the moving player may commander of the other, he adds one
Disorder have any units which held fire (did not to his die roll.
Disorder: As many figures wide as move or fire previously) fire. This en- Regulars vs. Irregulars: If a regu-
deep and with at least one base-width ables the moving player to fire at units lar army is fighting an irregular army,
separating each figure. which were concealed at the begin- the regular army adds one to its die
Formed Troops: At various times, ning of the turn but which were re- roll. In the case of armies made up of
the rules will refer to formed troops. vealed by his movement or their fire. both regulars and irregulars, the
Formed troops include all units except Once all defensive fires and held majority troop type in the army de-
those in open order or disorder. In fires are resolved, all melee attacks termines its composition for this rule.
order for a unit to assume one of the are resolved (the melee phase). Frenzied Troops: If a player has
formations included in the category When a friendly movement phase one or more bodies of frenzied troops,
"formed troops," it must have at least or fire phase is mentioned in these he adds one to his initiative roll.
six soldiers in it. Units with fewer than rules, this means the next phase in Isolated Leader: If the figure
six figures may only be in open order which the side to whom the rule is representing the supreme commander
or disorder. referring could legally perform the for one side is unable to see or address
action of moving or firing. This may orders to a majority of the units in his
SEQUENCE OF PLAY mean several game turns of wait if ini- army, he is considered isolated. The
EACH GAME TURN has seven phases: tiative is lost repeatedly in the case of usual circumstances which bring this
• Initiative Phase (both players) movement. Units of the moving side about are a majority of the army hid-
• Charge Declaration Phase (mov- which perform a fire action in the den by intervening terrain obstacles
ing) offensive movement phase (including or out of the range of visibility of the
• Offensive Fire Phase (moving) trying to clear a jam, etc.) may not commander at night, in a dust storm,
• Movement Phase (moving) perform another such action in the or some other condition of limited
• Defensive Fire Phase (nonmov- held fire phase. visibility. If the commander is in-
ing) volved in melee combat during a turn,
• Held Fire Phase (moving) INITIATIVE he is automatically considered iso-
• Melee Phase (both) IN THE INITIATIVE PHASE, the play- lated for initiative purposes in the fol-
In the initiative phase, players roll ers determine which side has the ini- lowing turn.
dice to determine who has the initia- tiative for this turn. To determine the
tive for that turn. The player who wins initiative, the player representing the INITIATIVE TABLE
the initiative roll is the moving player supreme commander for each side Factor Modifier
for the turn, and he first declares rolls two dice and makes any addi- Better Leader +1
which of his units will charge during tions to the die roll as called for be- Regulars vs. Irregulars +1
the movement phase. He then has as low. The high die roll wins the initia- Frenzied Troops +1
many of his units as he wishes fire tive, and that side is referred to as the Isolated Leader -1
(provided they are not committed to moving player during the turn. The
a charge). Next, he may move any unit side which lost the initiative is re- Exceptions to Initiative: Under
which did not fire. He must move all ferred to as the nonmoving player. the following circumstances, no die
units which he declared as charging. The initiative die roll is modified by roll for initiative is necessary.
Note that each unit of the moving several factors. These are explained 1. If melees were fought in the
player may either fire or move, but below and summarized on the Initia- previous turn, then the side which
may not do both. tive Table to the right. won the most melees automatically
Once the moving player has fin- Leadership: Every general has a has the initiative. (A side which pass-

GDW
MOVEMENT

es its post-melee morale test when all one die and automatically has the it is in. All figures of a unit must move
its opponents fail the test has won a initiative for that many turns. together in formation.
melee.) If both sides won the same 4. A player may voluntarily choose
number, then roll the dice. to surrender the initiative to his op- Types of Movement
2. Either player may seize the ini- ponent; his opponent then automati- THERE ARE TWO general types of
tiative by declaring a charge from a cally has the initiative. A player with movement: a normal move and a
hidden unit. Usually this option will frenzied troops may not voluntarily charge move.
be open only to one player, as the other surrender the initiative. Any unit may make a normal move.
player will be moving onto the battle A unit making a normal move may
area, and all of his units will be in the MOVEMENT never move more than half the dis-
open. EACH UNIT'S movement allowance tance toward a visible enemy unit.
3. If the figure representing the is determined by the type of move- Any unit except for artillery may
supreme commander of one side is ment being made, the type of unit charge (although shaken and demor-
killed, the opposing commander rolls making the move, and the formation alized, or disordered, infantry and
cavalry units may not). In order for a
player to declare a charge by a unit,
the unit must be able to see the enemy
MOVEMENT unit it is to charge toward. The charg-
CHART ing unit must move as directly toward
Infantry Formation Move Charge the unit which it is charging as the
Regular Column 18" 30" terrain allows. The unit must move its
Line, Open Order, Disorder 12" 20" full charge movement allowance
Square 6" * toward the target unit, and if this is
Irregular All 3D" 5D" not sufficient to bring it in contact, the
* A square may not charge. One or more sides of the square may charge, charging unit's formation is changed
however, and do so as lines. to disorder.

Cavalry Formation Move Charge Types of Units


Regular Light Column 24" 48" FOR PURPOSES of movement, there
Line, Open Order, Disorder 18" 42" are eight different types of units:
Regular Heavy Column 24" 42" regular foot, irregular foot, regular
Line, Open Order, Disorder 18" 36" light cavalry, regular heavy cavalry,
Irregular All 4D" 8D" irregular cavalry, limbered artillery,
unlimbered artillery, and horse-drawn
ARTILLERY MOVEMENT vehicles. Each of these types of troops
Type Limber Move Unlimber Move has different movement allowances,
Light 1/2 24" Free 8" and some have different allowed
Medium 1/2 24" 1/2 6" formations. These are summarized on
Heavy 1/2 18" Full 4" the Movement Chart to the left.
Very Heavy Full 18" Full 2"
Siege 2 turns 12" 2 turns — Formations
A UNIT'S MOVEMENT allowance is
Horse-drawn vehicles (such as wagons and carts) move as siege ar- determined by its formation. In addi-
tillery. tion, formations have specific limita-
tions on movement associated with
them.
THE RULES OF WAR

Line: A line must move in a direct easy, difficult, or impassable. One the weight of the gun. Light guns take
line or obliquely up to 45 degrees. It terrain will have different effects for half a move to limber and unlimber
takes half its movement to change di- different types of troops and differ- for free. Medium guns take half a
rection during a move. It may about- ent formations. A steep bank, for move to limber or unlimber. Heavy
face at a cost of 2" of movement. example, may be difficult for open guns take half a move to unlimber and
Column: A column may not move order or disordered infantry and a full move to limber. Very Heavy
obliquely. It costs a column 2" of impassable for formed infantry. See guns take a full move to limber or
movement for every 45-degree turn the Terrain Types Chart (page 171). unlimber. Siege guns take two full
it makes. A column may follow twists Movement across difficult ground moves to limber or unlimber. A gun
and turns in a road at no penalty, and is at twice the normal cost. That is, may not limber and unlimber in the
may about-face at a cost of 2" of each inch actually moved counts as same move.
movement. 2" of movement. Movement across a Change Formation: All regulars
Square: A square may advance in difficult barrier consumes half the except for Green troops spend one-
the direction that any one of its sides unit's movement for the turn. half their movement changing forma-
is facing, but may not change direc- The referee may designate some tion. Green regulars and all irregulars
tion during a move. It costs half a barriers as being wide barriers. A unit spend a full move changing forma-
square's next move to change its fac- which attempts to cross a wide bar- tion.
ing. rier must end its move halfway across Mount/Dismount: Mounting and
Open Order: A unit in open order the barrier. During the next turn, it dismounting counts as a formation
may move in any direction or combi- may expend half of its movement to change. Each figure dismounts in
nation of directions. It pays no pen- move the other half of the distance place, and one-fourth of the figures
alty to change facing or direction of across the barrier, then move away (round fractions down), along with all
movement. from it with the remaining half. of the mounts, move 2" to the rear.
Mass: A unit in mass formation The cost to remount includes move-
must move in a straight line. It costs Roads ment to the mounts, provided they
half its movement to change its fac- ALL REGULARS in a column move remain within 2" of the unit.
ing. at twice normal speed on a road. All The requirement that one-quarter of
Disorder: A unit in disorder moves limbered artillery and other vehicles the force be used as mount holders is
like a unit in mass formation, except move at twice normal speed on a road. ignored in the following cases:
the unit may not voluntarily move to- If the unit is defending near a cattle
ward the enemy. (Frenzied units in Special Types of Movement pen or other similar enclosure, the
disorder are still required to charge. A VARIETY OF special movement mounts may be released into the
See the morale rules for elaboration.) types, or special actions, are ex- enclosure. The required time to re-
Limbered or Unlimbered: Notice plained below. mount is doubled, however (as the
that artillery can be manhandled by Flee: Open order troops may flee, men have to recover their mounts
its gun crew while unlimbered, but if charged. They flee during the en- first).
that it moves much more quickly emy movement phase, move at the If the unit does not care to remount,
when limbered. charge rate for a column or mass, must its mounts may be released and will
move directly away from the charg- run away.
Terrain ing enemy unit, and end the move in If the unit has a Fieldcraft of 3, its
THE TWO GENERAL types of terrain disorder. mounts will remain where they have
are ground and barrier. A woods, for Limber/Unlimber: Artillery piec- been left, and the entire unit may
example, is categorized as ground, es may only limber or unlimber dur- move 2" forward after dismounting
while a river ford or a steep slope is ing a friendly movement phase. The to move clear of the mount line.
categorized as a barrier. Both types of amount of the gun's movement spent Passage of Files: One unit may
terrain are categorized as being either limbering or unlimbering depends on pass through a friendly unit at no pen-

GDW
SMALL ARMS FIRE

alty, provided one or both of the units fire which are not expressed by a firing. (For simplicity's sake, even an
is in open order. If both units are single-digit number indicate that the individual figure may fire at this rate.)
formed, both units are disordered. weapon is either a slow-firing The second number is the weapon's
weapon, a magazine weapon, or is maximum rate of fire. A unit can roll
SMALL ARMS FIRE subject to jamming. this many dice per figure in any fire
SMALL ARMS FIRE includes the fire Slow-Firing Weapons: Weapons phase desired, but must then take a full
of all personal weapons as well as which have a rate of fire expressed as fire phase to reload, during which
machineguns. Small arms fire by the a fraction are slow-firing weapons; in time the weapon cannot fire. A mov-
moving player takes place in the fire all cases their rate of fire is listed as ing unit may not reload. (It was com-
phase and the held fire phase. Small " 1/2." These weapons roll one die for mon for troops to fire at the sustained
arms fire by the nonmoving player every two figures firing. If a player rate of fire and save the rounds in their
takes place in the defensive fire phase. wishes, he may have a regular unit magazines to repulse a charge.)
In each of the these phases the firing armed with slow-firing weapons fire Bolt-action rifles constitute a spe-
player must first declare the targets of in massed volleys. If so, the unit fires cial case. All bolt-action rifles were
all of his firing units. He then resolves one die per figure. The following equipped with a magazine cutoff that
fire in any order desired. restrictions apply: effectively converted the rifle to a
1. The unit must be formed (in breechloader. This was used at long
Procedure column, line, or square) and must use range to conserve ammunition. When
TOTAL THE NUMBER of dice that the volley fire (see page 12). the enemy came closer, the cutoff was
firing unit is allowed. This is a func- 2. The unit may only fire every removed, and the rifle was fired from
tion of the weapons with which the other turn. its magazine, which was usually a
unit is armed, its formation, number 3. The unit may not have fired at all quick-loading box magazine attached
of men, and so forth. (See Rate of Fire the turn prior to commencing massed to the rifle immediately in front of the
below.) Next, determine the firing volley fire. trigger guard.
unit's hit number. All units start out Magazine Weapons: Some small On the Small Arms Firing Tables
with a hit number of 6, but this can be arms weapons have two rates of fire (page 170), bolt-action rifles and car-
increased or decreased due to the separated by a hyphen. These weap- bines have two rates of fire separated
nature of the firing unit or the target ons have high rates of fire while their by a colon. The first (2) is their rate
unit. (See Hit Procedure on page 11.) magazines are full, but it takes some of fire at close range; the second (1)
Roll the dice and note the number of time to refill the magazine when is their rate of fire at long range.
hits scored. If the target is eligible to emptied. These weapons include re- Jammed Machineguns: Some
attempt saving throws, the player who volvers, multibarrel pistols, shotguns, machineguns have two rates of fire
owns the target unit makes the throws. scatterguns, and lever-action rifles listed, with the second one in paren-
(See Saving Throws on page 11.) Fi- and carbines. Lever-action rifles are theses. They may always fire at the
nally, subtract all casualties from the fed from a long tubular magazine first rate of fire without danger of
unit. (See Casualties on page 12.) under the barrel. When it is empty, it jamming. They may, instead, chose to
must be reloaded one bullet at a time. fire at the larger parenthetical rate of
Rate of Fire Likewise, revolvers, shotguns, and fire, but have a chance of jamming if
OVERALL FIREPOWER is expressed as scatterguns are fed from multiple they do so. Roll a die after the gun
number of dice per figure firing and chambers which, when empty, must fires; if a 5 or 6 is rolled, it jams. In
is based on type of weapon used (see be reloaded one bullet at a time. each subsequent fire phase, roll a die.
the Small Arms Firing Tables, page Magazine weapons are given two On a roll of 5 or 6, the jam is cleared;
170). For example, breechloaders rates of fire. The first is always a 1 and on any other roll it remains jammed.
have a rate of fire of 1; when a unit represents the unit's sustained rate of The machinegun may not fire again
armed with breech-loading rifles fire, which assumes that some men in until the friendly fire phase after the
fires, roll one die per figure. Rates of the unit are reloading while others are one in which the jam was cleared.
THE RULES OF WAR

Formation weapon's close range; weapons fire the unit behind them and provide
A UNIT'S FORMATION determines at that number or less in inches is at some resistance to bullets, but none
how many troops in the unit may fire. close range. The second number is to artillery. Examples of medium
It may also affect the number of casu- weapons long range; weapons fire at cover include wooden houses, mud
alties a unit will suffer from both small greater than close range up to the huts, and low mud walls.
arms and artillery fire. number listed in inches is at long Hard cover consists of barriers and
Line: All troops in a line may fire range. Weapons which fire at long structures which both partially ob-
to the front of the line. Only the troops range suffer a penalty to hit of +2. scure the unit and provide substantial
on the end may fire to the flank. Weapons may not fire at greater than protection against bullets and artillery
Column: The front two ranks of long range. fire. Examples of hard cover include
troops may fire to the front. Half of Doubled Hits: Machineguns and adobe or brick houses, stone walls,
the troops on each side of the column infantry firing volleys double the and earthworks.
may fire to its flank. number of hits rolled when firing on Fieldcraft: Certain terrain types
Square: All troops in a square may formed troops (anything but open provide intermittent patches of cover.
fire; the troops making up each face order or disorder). Only troops in open order benefit
of the square may only fire in the Defensive Fire: Defensive fire is from this type of terrain, and the
direction that they are facing. resolved after the moving player has extent to which they do so is deter-
Open Order: All troops in open completed his movement, but may be mined by their Fieldcraft rating. Open
order may fire to the front. Only the conducted at a unit at any point along order troops receive a favorable hit
troops on the sides may fire to the its path of movement. Thus, a unit modifier equal to their Fieldcraft rat-
flanks. which is not visible to the enemy at ing when they are fired at in any ter-
Mass: The front rank of troops in the start of its movement and is out of rain except clear or field. Open order
mass formation may fire to the front. sight again at the end of its movement troops which are eligible for a Field-
Half of the troops on each side of the could still be fired at during defensive craft advantage and a cover advantage
mass may fire to its flank. fire, provided it was visible at some receive whichever is greater, but not
Disorder: Half of the front rank point during its movement. both.
may fire to the front. No troops may Cover: There are three categories Saving Throws
fire to the flank. of cover: light, medium, and hard. ALL MODIFIERS to the base hit num-
Limbered/Unlimbered: Artillery Any category of cover may be repre- ber are cumulative. If the net modifi-
may only fire if it is unlimbered. sented by either a barrier (such as a cation is a positive number that would
wall) or a structure (such as a build- normally make it impossible to hit (as
Hit Procedure ing). Troops in any formation may a 7 or higher would have to be rolled
EACH DIE ROLLED produces a hit if take cover behind a barrier; only on a six-sided die), instead the base
the number rolled is equal to or greater troops in open order may take cover hit number remains 6, but the target
than the base hit number. The base hit in structures. Each category of cover unit is allowed a saving roll for each
number always starts out as 6, but is has a separate modifier to the hit hit suffered. Roll the die once per hit;
modified by the status of the firing number. the casualty is saved if the roll is equal
unit and the target unit. These modi- Light cover consists of barriers or to or less than the cumulative hit
fications are listed on the Small Arms structures which partially obscure the modifier. However, the hit always
Firing Tables. All modifications are unit behind them, but which offer no produces a casualty on a roll of 6, even
applied to the the number needed to real resistance to bullets. Examples of if the cumulative hit modifier is 6 or
hit, not the die roll. For example, a -1 light cover include rail fences, thorn more.
modifier would mean that a unit hits barriers (zaribas), hedges, and grass For example, a unit is firing at long
on a roll of 5 or more instead of a 6. huts. range (+2) at a unit behind hard cover
Range: The first number listed on Medium cover consists of barriers (+3). This is a net modification of+5.
the Small Arms Firing Tables is the or structures which partially obscure The firing unit rolls to hit normally,

GDW
SMALL ARMS FIRE

but the defender rolls a saving roll for column, line, or square. Units which line is usually less vulnerable to this,
each hit, and saves on a roll of 5 or conduct volley fire cause fewer casu- which is why there is a favorable
less. alties, since volley fire has a high hit modifier to the hit number for column,
modifier, but cause the the target unit mass, and disorder, but not for line.
Line of Fire to test morale at -2 (see Morale on However, an enfiladed line (that is,
UNITS MAY NOT fire through inter- page 19). In addition, the number of one attacked on the flank) is like a
vening obstacles, such as buildings or hits caused by volley fire is doubled column in many ways and so has a
woods, or any friendly or enemy if the target unit's troops are formed. similar hit modifier.
units. Small arms fire may be deliv- The result is that while independent A line is enfiladed if the center of
ered over the heads of intervening firing may knock more of the enemy the unit attacking it lies within a 45-
troops if the firing unit is on higher down, volley fire is an effective degree arc to either side of its length-
ground, the upper stories of a build- means of breaking up a native charge wise axis.
ing, the parapet of a tall wall, etc. or sweeping a unit out of your way. For example, in the diagram below
Sharpshooters: Sharpshooters Unit A is enfiladed by Unit B, since
Special Cases should multiply their weapon range Unit B's center is within a 45-degree
THE FOLLOWING sections cover spe- by l 1/2. For example, a breech-load- arc of Unit A's lengthwise axis. Unit
cial types of fire or special firing units. ing rifle has a normal close range of A is not enfiladed by Unit C. Unit C's
Firing From Walls: Units on a tall 12" and a long range of 24". A sharp- center is outside of a 45-degree arc to
wall (such as a city or fortress wall) shooter, however, would fire at close either side of Unit A's lengthwise axis.
cannot fire at troops within 2" of the range out to 18" and long range out
base of the wall and retain the cover to 36". CASUALTIES
of the wall. If they fire at troops within Enfiladed Lines: A column or WHENEVER CASUALTIES are taken
2" of the base of the wall, they are mass is generally an easy target for from small arms fire or artillery fire,
treated as being in the open, with no small arms fire, since bullets which it is necessary to determine whether
cover advantage at all. miss the front ranks have a good any leader figures become casualties
Volley Fire: Volley fire may only chance of passing through and hitting and how many figures are wounded.
be conducted by regular troops in a soldiers deeper in the formation. A Leader Casualties: Whenever a
regular unit suffers casualties in a fire
phase, half of all casualties (round
fractions down) are NCOs; the bal-
ance are privates. For both regulars
and irregulars, roll a die. If the result
is equal to or less than the number of
casualties suffered by the unit, one of
the casualties is an officer or leader.
(In a regular unit this officer casualty
is suffered in place of an NCO casu-
alty if one was suffered that phase.)
If the number rolled is 1 exactly, the
highest ranking officer or leader in the
unit is the casualty.
Artillery Gun Crews: Gun crews
may be fired at as separate units if they
are not formed as part of a gun sec-
tion in a unit of troops. All gun crews
Enfiladed Line Diagram are always in open order. A player
THE RULES OF WAR

may form a gun section up on either ed soldiers may not fight or move, but three on a heavy gun, four on a very
flank or in the middle of an infantry may be carried. heavy gun, and five on a siege gun.
or cavalry unit. In this case, all small Carrying Wounded: Wounded Wagons and guns move at their nor-
arms fire must be directed at the in- may be carried by horses, vehicles, mal speed when carrying wounded.
fantry or cavalry unit (referred to as and other soldiers. A horse can nor- Each unwounded soldier may carry
the artillery's "supports"). All casu- mally carry one wounded soldier, one wounded soldier. Soldiers carry-
alties inflicted are on the supports, although horses fitted with special ing wounded comrades move as if in
except that half of all officer/leader litters can carry two wounded. Horses open order, may not move toward a
casualties are gunners instead. Roll a carrying wounded move at half their visible enemy unit, and may not fire.
die for each officer/leader casualty. If normal speed. If charged, they are not allowed de-
the result is 4-6, a gunner is lost. If Each wagon can carry six wounded fensive fire, but they melee normally.
the result is 1-3, an officer or leader soldiers. Each gun limber can carry If they lose the melee, the wounded
is lost, with a roll of 1 still indicating two wounded, and additional wound- troops being carried are lost to the en-
that the highest ranking officer with ed may be carried on the gun carriage emy. Demoralized soldiers will not
the unit is a casualty. of a limbered gun. One wounded sol- carry wounded. If soldiers carrying
Wounded: Two-thirds of all casu- dier may be carried on the carriage of wounded become demoralized, they
alties from fire are only wounded. It a light gun, two on a medium gun, will drop the wounded and flee.
is not necessary to determine which
figures are wounded in an irregular
band unless playing a campaign
game, and even then this can be put THE BOLT-ACTION MAGAZINE RIFLE
off until after the conclusion of the THE CONSERVATIVES asserted that with a magazine rifle the man would
battle. The same is true if two bodies fire away all his cartridges. It was explained that if the fire was made to
of regular troops are fighting. How- tell, as it might, with the use of proper guns, it was not half a bad idea to
ever, if regulars are fighting irregu- fire away cartridges; that, indeed, some people thought cartridges should
lars, it is important to determine be fired from guns, even if it soiled them with powder grime. Then it was
which regulars are wounded, since the objected that the bullet would make only a little hole in a man, and that
morale of a force of regulars will it was much more satisfactory to literally let daylight through one's enemy
decline if their wounded are left than to puncture him in such a dilettante fashion....
behind to irregulars. The argument...was efficiently made in England to prove that all one
To determine which figures are really needed to do in battle, in the way of hitting an enemy, was to drop
wounded, roll a die once per casualty. him in his tracks, and make him stop being disagreeable with his shoot-
On a roll of 1 -2, he is lightly wounded; ing, and that if one could hit him hard enough, it was just as well to do
on a 3-4, he is seriously wounded; on it with a fast-flying small bullet, as with a slow-going big one, while it
a 5-6, he is dead. If a unit takes many was a much easier, surer, and simpler thing to do....
casualties, it is acceptable to count out Then the conservatives had their inning. The magazine was detach-
one-third as lightly wounded, one- able and might be lost. So it was chained to the gun....The reason for
third as seriously wounded, and one chaining the gun and magazine together is excellent, but the idea is not
third as dead, and roll the die only for thoroughly carried out; if it were, all the detachable parts should be chained
casualties which are not evenly divis- together: the bayonet and cleaning-rod by a couple of small chains, and
ible by three. the cartridges by a hundred very little ones to the gun; the gun by a stouter
Lightly wounded soldiers (also one to the man, and the man by a good strong one to his comrades.
called walking wounded) may not (Reprinted from "The Small Arms of the European Armies," W. W.
fight, but may move. They move in Kimball, Scribner's Magazine, September, 1889.)
disorder and may not move toward a
visible enemy unit. Seriously wound-

GDW
ARTILLERY FIRE

ARTILLERY FIRE When the round hits, it explodes. range of 12" (regardless of their
ARTILLERY is DIVIDED into two cate- Modern weapons and machine can- printed range). When firing grape-
gories for the purposes of these rules: non may fire shell at any range. If a shot, add one to the chance of scoring
modern and primitive weapons. Prim- hit is scored by a gun firing shell, it a hit.
itive weapons include all Martian causes casualties equal to the damage If a hit is scored, roll one die. The
guns and all terrestrial smoothbore value of the gun. result is the number of casualties
guns, mortars, and howitzers. Mod- This is halved (round fractions up) inflicted. Halve the result (rounding
ern weapons include all the rest. if the target unit was in open order and fractions down) when firing at troops
Firing Guns: Only unlimbered doubled if the target was in column in open order.
artillery may fire. Each type of artil- or mass. Casualties: All casualties suffered
lery piece has a printed range. This is Shot: Shot is a solid, round projec- as a result of shot are killed. All casu-
the weapon's close range, in feet, on tile, usually made of iron, but some- alties suffered from other types of
the gaming table; long range is twice times carved from stone. Primitive artillery ammunition produce kills
this. guns fire shot at any range. If a hit is and wounded in the same way as
As a general rule, artillery hits on a scored by a gun firing shot, it causes small arms fire.
roll of 5 or higher at long range (from casualties equal to the value of the gun Rate of Fire: The artillery tables
double close range to close range) and against units in column, mass, or en- list the rate of fire (ROF) of each
3 or higher at close range (the close filaded line. artillery piece. Rate of fire is the
range number and less). If firing at In all other cases, casualties equal number of shots the weapon can fire
open order troops (including all gun half the damage value of the gun each friendly fire phase. A parentheti-
crews), this number is reduced to a 6 (round fractions up). cal ROF is the number of turns the gun
at long range, and a 5 or 6 at close Shrapnel: Shrapnel is a a hollow spends reloading between shots.
range. projectile filled with a small bursting The gun charts (pages 172-175) list
If a hit is scored, the round causes charge, many small bullets, and us- the required crew of each gun. For
casualties based on the damage value ing a timed fuse. The round is fired at every deficiency of two gunners (one
(DV) of the weapon. The hit proce- enemy troops and timed to detonate gunner if on a ship, vehicle, flyer, or
dure and casualties inflicted vary, while overhead, showering them with fortress-mounted gun) reduce the rate
depending on the type of ammunition bullets. of fire by one. If the rate of fire is
used. Most modern weapons may fire already one or less, each reduction
Ammunition: There are four types shrapnel at any range, but modern adds one turn to the time required to
of artillery ammunition: shot, shell, guns with an asterisk after their reload the gun.
shrapnel, and grapeshot. Machine damage value (including all machine For example, a 15-pounder field
cannon may only fire shell. Modern cannon) may not fire shrapnel. If a gun has a rate of fire of 1 and a crew
weapons may fire shell and shrapnel. shrapnel hit is scored, roll one die. The of four. If the crew were reduced to
Primitive guns may fire shot and result is the number of causalities in- two, the rate of fire would become (1),
grapeshot. Primitive howitzers may flicted. Halve the result (rounding meaning it takes one turn to reload. A
fire shell and grapeshot. fractions down) when firing at troops 7" gun has a rate of fire of (2) and a
Primitive mortars may only fire in open order. crew of six; if its crew were reduced
shell. Martian lob guns may only fire Grapeshot: Grapeshot (also called to two, its rate of fire would become
shot, but since the shot is a large stone canister) consists of lots of smaller (4). If all gunners are killed, the gun
boulder which shatters on impact and round shot loaded into the muzzle of may not fire. Gunner casualties may
scatters fragments, it is treated as if it a gun or howitzer, turning it into a be replaced by gunners from other
were a shell. large shotgun. Smoothbore guns fire guns, by extra men from the artillery
Shell: Shell is a hollow metal artil- grapeshot and may do so at half their unit (drivers), or by any officer.
lery round filled with explosives and printed close range. Smoothbore Guns which have fired and which
either a timed fuse or a contact fuse. howitzers may fire grapeshot to a must be reloaded should be marked
THE RULES OF WAR

by placing a cotton ball in front of the buildings or woods, or any friendly the firing weapon or an observer. This
gun. This serves as an easy memory or enemy units. is called searching fire. The normal
aid. Artillery may fire over the heads of roll to hit is made, but the referee then
The next friendly fire phase, after intervening troops if the firing unit is makes an additional "confirming" die
all other weapons have fired, remove on higher ground, the upper stories of roll.
the cotton ball. If the weapon requires a building, the parapet of a tall wall, The hit is confirmed on a roll of 5
two fire phases to reload, place two etc. However, artillery may never fire or 6, and it misses on any other roll.
cotton balls in front of the gun and canister (grapeshot) over the heads of The confirming roll may be made
remove one each friendly fire phase friendly troops. openly and the casualty visibly re-
it reloads. Artillery fired from high walls or moved if a unit of the firing player is
Cover: Cover has different effects towers, such in a city or fortress, may in a position to witness the effects.
on artillery than on small arms fire. not fire at targets within 2" of the base Otherwise, the confirming roll and all
Light Cover: Light cover has no of the wall. casualty rolls are made in secret by
effect on artillery fire. High-Angle Fire: Howitzers, mor- the referee.
Medium Cover: Casualties from tars, and lob guns (the Martian term A player may not engage in search-
shrapnel and grapeshot are halved for a heavy mortar) conduct high- ing fire until he has seen at least one
against troops behind medium cover. angle fire and have several special enemy unit somewhere in the battle
This is cumulative with other halvings characteristics. area.
or modifiers. Medium cover has no Range: The printed range on the Firing at Fortification: Units in
effect on shot or shell. gun charts (pages 172-175) is the fortifications which are hit by high-
Hard Cover: Troops behind hard maximum range of the weapon. angle shell fire receive no cover
cover are immune to shrapnel and Rifled howitzers always hit on a roll benefit from the fortification (since
grapeshot. Shot and shell fired at of 5 or 6, regardless of how near or the shell lands behind the walls).
troops behind hard cover may do less distant the target, provided it is within Counterbattery Fire: Field guns
damage than normal, depending on their printed range. Smoothbore may fire at individual enemy guns,
the penetration of the gun and the ar- mortars and howitzers, and Martian even if they are attached to an infan-
mor value of the cover. lob guns always hit on a roll of 6, re- try unit. When firing at an enemy gun
Penetration is listed on the gun gardless of how near or distant the with shot or shell and a hit is achieved,
charts in the Pen column (pages 172- target, provided it is within their roll a die. On a roll of 6, the gun is hit
175). The first number is the weapon's printed range. and destroyed; otherwise, the hit caus-
penetration at close range; the second Indirect Fire: High-angle fire es artillery gun crew casualties (as on
is its penetration at long range. The weapons may fire over intervening pages 12-13). Remember that gun
armor value of a number of typical obstacles at hidden targets. This is crews are treated as troops in open
types of hard cover is also listed. If allowed if an artillery officer is within order for purposes of hit and casualty
the penetration of the gun is less than 6" of the firing weapon and can see determination.
the armor value of the cover, the gun the target himself (usually the case Spiking Guns: Only gunners may
has its damage value halved (round when a mortar or howitzer is set up spike guns. If a gunner spends a full
fractions up). If the penetration is less behind a hill or city wall, and the ar- friendly movement phase adjacent to
than half the armor value of the cover, tillery officer is in a vantage point to a gun and attempts to spike it, roll a
the firing player rolls a die. If the result direct the fire). If allowed, the fire is die.
is equal to or less than the damage resolved normally. On a roll or 4, 5, or 6, it is spiked
value of the gun, it causes damage as Searching Fire: High-angle fire (rendered unfireable). Spiked guns
if with an effective damage value of weapons may fire at troops behind may be repaired later. During a cam-
1. Otherwise it has no effect. intervening obstacles (such as hills, paign game or a siege, roll once per
Line of Fire: Artillery may not fire or woods, or inside the middle of a spiked gun per day. The gun is re-
through intervening obstacles, such as town) which are not visible to either paired on a roll of 1 or 2.
GDW
MELEE

MELEE The front two ranks of a formed unit Unit A has six figures in contact to two
MELEE TAKES place when two bod- may fight. Only the first rank of a unit for Unit B. Unit A would match three
ies of troops are in contact at the start in open order or disorder may fight. figures against each of Unit B's men,
of the melee phase. A unit may vol- In the example which follows, Unit not five against one and one against
untarily enter melee only as the result A (in line) has charged Unit B (in open the other.
of a charge. It is possible for a unit to order). Ten figures from Unit A are Resolution: In each melee contest,
inadvertently enter a melee by walk- involved in melee; only three figures roll one die per figure. The highest roll
ing into the position of a previously from Unit B are involved. after modifications wins. Add to the
unspotted enemy unit. Example die roll as in the Resolution Modifi-
Allocation: First, determine how ers Table on page 17.
many figures are involved in the Three results are possible:
melee. Only the parts of the two units • One die roll is twice that of the
actually in contact may fight. If part other: The losing figure is killed.
of a charging unit is stopped by com- • One die roll is more than the other,
ing in contact with the opposing unit, but less than twice as much: The
the rest of the charging unit may losing figure loses the melee and is
continue to move directly forward if forced back to the rear of his unit.
this would bring it in contact with the • The die roll is tied: Neither figure
opposing unit. In the example below, A unit attacked from the flank may is forced back.
Unit A's left flank is halted by con- only fight with one rank of troops on If two opposing figures both have
tact with Unit B. The rest of Unit A that flank. In the example below, Unit melee modifiers, they do not cancel
may continue forward and make con- A (in column) has charged the flank each other out; all additions are still
tact, as illustrated. of Unit B (in line). A total of six fig- made. Note that while equal melee
Example: Before ures are in melee from Unit A, while modifiers on both sides may not alter
only the two end figures are in melee the chances of one side winning the
from Unit B. melee, they make it more difficult to
Example achieve twice the opponent's score.
Thus, if both sides have modifiers, as,
for example, in a cavalry versus cav-
alry melee, there will tend to be fewer
casualties.
If several attackers are fighting one
Involved defender, the defender rolls one die
as usual, and the attacker rolls one die
Example: After per attacking soldier, applying the
appropriate modifiers to each die. He
then uses the single highest modified
die roll for purposes of the melee. If
the lone defender wins, only one at-
All figures involved in the melee tacking soldier, of the attacker's
are paired off against each other. If choice, is forced back to the rear of
one side has more figures than the the unit. The lone defender only kills
other, the extra figures are used to an enemy if he rolls twice the highest
"gang up on" the other side, but must of the attacking die rolls, and then he
be distributed as evenly as possible. only kills one attacker, of the at-
For instance, in the example above tacker's choice.
THE RULES OF WAR

Morale Tests: Once all of the indi- charge move, the cavalry will pursue melee and which avoids becoming
vidual melees are resolved, test mo- as far as its movement and terrain Frenzied (see the morale rule) re-
rale for each unit involved in the allow, and both units will be disor- mains in square formation. In all other
melee, as explained in the morale rule dered. (The infantry unit will not take cases all troops are disordered after
on page 19. In most cases, one or both casualties or be removed.) fighting one turn of melee. This is so
of the units will retreat from the Melee-Caused Disorder: Infantry whether the unit wins, loses, or re-
melee. If both units end the turn still in square formation which wins its mains in melee.
in contact, the melee continues the
next turn.
If infantry fails the morale check MELEE MODIFIERS
Factor Modifier
while fighting cavalry and the cavalry
Officer, Leader, Chief, Senior NCO** +1
passes their check, the infantry will
run and the cavalry will immediately Higher Troop Quality + Difference
British in Square +1
pursue them. The cavalry unit will
Lancers Charging +1
move half the distance the infantry
Light Horse +1
unit would have run and stop there in
disorder (having caught up with the Light Cavalry (Including All Irregulars) +2
infantry and begun to saber them). Heavy Cavalry +3
The infantry unit suffers as many Gashant vs. Horse +1 (for gashaant)
Infantry in Square vs. Cavalry +1
additional casualties as there are
pursuing enemy cavalry. If any infan- (British receive this in addition to their normal square bonus.)
Infantry Defending from Higher Ground +1
try survive, the unit breaks and is
Infantry Defending Fortification, Doorway, or Barricade +1
removed from play. (This is impor-
tant only if playing a campaign game Attacking From Rank +1
in which the number of actual survi- Checked Adversary +1
Disordered Adversary +1
vors is important. In a scenario game,
simply remove the infantry unit.) Weak Adversary* +1
If, due to the nature of the terrain,
*Includes Moon Men, Lizard-men, Selenites, and firearm-equipped irregulars.
the owning player can demonstrate
* * A senior NCO is any NCO above the rank of sergeant. (In the British Army this
that his fleeing infantry can outdis- includes colour sergeants and sergeant majors.) Senior musician NCOs (drum ma-
tance the pursuing enemy cavalry, jors, pipe majors, trumpet majors) do not count as senior NCOs for melee.
then the infantry will run its full

A scientific party defends a ruined temple against Canal Martian infantry. Martian archers converted from RAFM elves.
All other figures from GDW. GDW
MELEE

Continuing Melee: If, as result of Charged From the Flank: In order soldiers in the unit turn and face to the
the morale checks after the melee for an attack to count as a charge from rear and melee, and half fire to the
phase, two or more opposing units re- the flank, the center of the front rank front and melee.
main in contact, then the melee will of the charging unit must be in con- If the defender is in column or mass
continue in the melee phase of the fol- tact with the flank of the defending formation, the rear rank will turn to
lowing turn. These special conditions unit. face the charging enemy and the front
apply to a continuing melee: In example one below, the unit is rank or ranks will be able to fire
At the start of the second melee attacked in flank. In example two, the normally.
phase both sides may spread out to unit is not attacked in flank. Cavalry vs. Open Order/Disorder:
their flanks if they are in a formation Example 1 If a cavalry unit charges either infan-
three or more ranks deep. Each for- try or cavalry in open order or disor-
mation may expand its frontage by 50 der, stop the charging cavalry unit at
percent to each flank; if it is possible the point of contact, but place a
to expand to both flanks, then a unit marker of some sort at the extent of
could conceivably double its front- the unit's full charge movement al-
age. All figures used to spread to the lowance. If the charging cavalry unit
flanks must be from the third rank or fails a morale test due to defensive
further back; second rank figures may fire, it will recoil to its starting posi-
not be used. If one unit is able to tion, and the marker can be removed.
spread out farther than its opponent,
Example 2 If the cavalry unit does not fail its test,
the extra figures may curl around the it will automatically cut its way
opponent's flank and join the melee through the open order or disordered
in that manner. unit and end its move where the
Continuing Melee marker is placed. If the defending unit
is infantry, kill one infantryman for
every two charging cavalrymen. If the
defending unit is cavalry, conduct a
Before
Expansion: If a unit is charged from the flank, normal melee round. The charging
the soldiers on the contacted flank cavalry figures which lose melees re-
turn and fight their attackers but may coil to their starting positions and ef-
not fire defensive fire. fectively become a separate unit until
Charged From Behind: In order for they manage to rejoin their parent
After
Expansion:
an attack to count as a charge from be- unit.
hind, the center of the front rank of If the charging cavalry collides with
the charging unit must be in contact another unit before it reaches the end
with the rear of the defending unit. If of its movement, it will fight another
Since both sides will be disordered a unit is charged from behind and is melee round. (If the second unit is also
at the start of the second melee turn, already locked in melee, each charg- in open order or disorder, the melee
only the figures in the front rank and ing soldier who ends in contact with will take place as described immedi-
actually in contact may fight. the unit kills the figure he is in con- ately above and the charging cavalry
Either side may fire into a continu- tact with. If a unit is charged from will then continue its movement.)
ing melee, but all losses are randomly behind and is not locked in melee, it Note that any additional units encoun-
assigned to the units of each side. is allowed to turn and face its attack- tered during the charge will not have
Special Cases: The following ers but is not allowed defensive fire. the opportunity to conduct defensive
special cases are likely to occur fairly If a unit is charged simultaneously fire against the charging unit. (They
frequently. from the front and the rear, half the didn't expect it to get this far.)
THE RULES OF WAR

MORALE only to morale checks caused by fire and esprit de corps of a unit. There are
BATTLES ARE SELDOM fought to the combat. If the Shaken state is caused five levels of troop quality, ranging
last man; instead, victory goes to the by melee, the unit falls back a half from Green to Elite. Each level of
army whose morale best survives the move. troop quality has an associated mo-
shock of combat. If the unit is charging, it recoils to rale number. This number is the
Morale States: Each regular unit its starting position. amount of punishment that a unit can
is in one of the following morale states If the unit is stationary in the open, take before having to check morale.
at all times: it falls back a full charge move. The various troop qualities and mo-
• Frenzied Demoralized: A demoralized unit rale numbers are:
• Steady will retreat at its charge movement
• Shaken rate away from the closest visible MORALE NUMBERS
• Demoralized enemy, and will continue to do so until Quality Morale
• Broken it is in some form of cover. All demor- Green 7
Irregular units are in one of the same alized units are in disorder and may Trained 8
morale states, except that irregulars not assume any other formation so Experienced 9
have no Shaken morale state; they go long as they remain demoralized. Veteran 10
directly from Steady to Demoralized. Broken: A broken unit will either Elite 12
As a general rule, all units begin the permanently leave the field or, if that
game Steady. The referee may, how- is not possible, will surrender to the Morale Modifiers: A unit's morale
ever, begin units in any morale state closest enemy unit. In either case, the number can be modified up or down
desired. A unit's morale state may unit is permanently removed from for a variety of circumstances (see the
change due to either fire combat or play. (The distinction is only impor- Morale Modifiers Chart, page 171).
melee. tant when playing campaign games, Most of these are self-explanatory.
The effects of the different morale where any broken troops which es- Superior officer present means that
states are as follows: cape will later rejoin the army.) the officer is physically present with
Frenzied: The unit must pursue a Troop Quality: Troop quality is a and part of the unit or detachment, not
retreating enemy beaten in melee. If measure of the training, experience, merely visible to it. A superior offi-
no such unit is visible, it must charge
the closest enemy unit. Even units in
disorder are required to charge. Fren-
zied units move or charge in their
friendly movement phase.
Steady: The unit performs nor-
mally.
Shaken: Irregulars are never
shaken. A shaken regular unit will not
advance toward the enemy. When
firing, the unit fires half the number
of dice normally allowed. In addition,
on the turn the unit suffers the shaken
result it will do the following:
If stationary behind cover, the unit
will go completely behind cover. All
saving rolls for hits on the unit the next
turn are automatically made, but the
unit may not fire at all. This applies Venusian schutztruppen chase an English couple into the swamps. Lizard-men
converted from RAFM Reptiliades.
GDW
MORALE

cer may only be present with one unit Attacked from flank means that the fire phase. Note that a hit which does
or detachment at a time. unit was enfiladed during fire com- not produce a casualty due to a suc-
Banner, flag, or musician advanc- bat by either small arms fire or artil- cessful saving roll still counts against
ing (or retiring) in sight means that a lery fire (see page 12 for the defini- morale. So, for example, a unit which
unit receives a morale modificiation tion of enfilade), or attacked from the suffered six hits but made four suc-
if a friendly banner, flag, or musician flank during melee combat. In order cessful saving throws would only
is advancing (or retiring) in sight. for a melee attack to count as a flank suffer two actual casualties but would
Defending at night does not refer to attack, the center of the front rank of test morale at -6 for hits (in addition
the overall role of a side in a scenario the attacking unit must be in contact to any other modifiers). Each casualty
but instead specifically refers to the with the flank of the defending unit. suffered due to artillery fire is treated
player who does not have the initia- Decreasing Morale State: A unit's as a small arms hit.
tive in the current turn. (Night actions morale state may decline either due Melee Combat: If a unit is in-
are very confusing, and actually get- to fire, melee, or fear of impact. In all volved in melee combat, it must test
ting your troops to undertake some cases, the unit will be called upon to morale at the end of the turn. Its cur-
purposeful movement is good for test morale. A unit may be required rent morale number is reduced by one
their spirits and frightening to the en- to test once per phase but never more for every soldier forced to the rear of
emy.) than once per phase. A unit tests mo- the unit due to losing a melee and is
Own (regular) wounded left to ir- rale by rolling two dice and adding the reduced by two for every man killed
regular enemy means that a regular results together. If the total is equal in melee.
force's morale will suffer if their to or less than the unit's current If both units in a melee pass their
wounded are allowed to fall into the morale, the unit passes. If the result morale tests or suffer only checked
hands of irregulars. This modification is one or two greater than the current results, they will remain locked in
is permanent for the rest of the battle. morale, the unit suffers a check. If the melee for another turn. At the end of
The first time this happens in a battle, result is three or more greater than the the next turn, only men forced to the
it will affect the morale of the unit or unit's current morale, the unit's mo- rear or killed in that turn are counted
units to which the wounded men rale declines one morale state. for morale purposes (even though the
belong. The second time it happens it Checked: If a unit suffers a check, men forced back in the first turn may
will affect the entire army. A third it may not advance toward the enemy not rejoin the fight).
occurrence has no additional effects. and fires at half its normal rate of fire. For example, a unit loses five
Firearm irregulars charging or Small arms units fire half their nor- melees in a turn, of which three result
charged refers to an irregular unit mal number of dice (round fractions in a forced back soldier and two re-
armed entirely (with the possible down). Artillery units fire (or reload) sult in kills. The unit tests morale a
exception of leaders) with firearms. half their guns; solitary gun sections -7. It passes its morale test and fights
Irregulars armed with firearms are roll a die and fire (or reload) on a roll again next turn, in which it loses three
generally reluctant to close with the of 1-3. A charging unit which suffers more melees: two men forced back
enemy and this morale modifier re- a check stops halfway to the object of and one killed. It now tests morale at
flects that. This modifier is also in its charge. The effects of a check last -4.
effect for any morale tests made by for the rest of the turn in which it was Fear of Impact: Whenever a unit
the unit as a result of melee. suffered and for all of the next turn. is charged, it must test morale at the
Under cover means that the unit is In addition to the above effects, any end of the movement phase in which
in a position to receive a favorable Frenzied unit which suffers a check the charge took place.
modifier from either cover or has its morale state reduced to Steady. Detachments: A detachment, for
Fieldcraft when fired upon. Troops in Fire Combat: If a unit is fired at in purposes of morale, is any group with
brush, for example, are considered a fire phase, it must test morale. Its 10 or fewer figures. A unit may be
under cover if in open order, but not current morale number is reduced by reduced to the status of a detachment
if formed. one for every hit suffered during the by casualties, or it may begin the
THE RULES OF WAR

game that way (as, for example, a ers of the unit itself) and is not fired No unit involved in melee ever
separate gun section or detached upon or engaged in melee, it increases makes a witness-to-victory test, as its
platoon). Detachments check morale one morale state (but it never goes attention is otherwise occupied. Note
normally, except that all negative higher than Steady). that all units conducting a witness-to-
morale modifiers due to fire combat Witness to Victory: If a Shaken or victory test do so with a -2 morale
hits, lost melees, and casualties are Demoralized regular unit (other than modifier. This serves to make them
doubled. A detachment of Veterans a Green or Trained regular unit, for more likely to become Frenzied.
and a unit of Veterans, for example, which see below) sees an enemy unit Victorious in Melee: All irregular
both normally tests for an 11. If both retire due to a failed morale test, roll units, and all Green and Trained regu-
of them take two hits in fire combat, a morale test for the witnessing unit. lars which win a melee immediately
however, the unit would test for a 9 If the unit passes the test, its morale become Frenzied. If an Experienced,
while the detachment tested for a 7. state becomes Steady; if it fails, there Veteran, or Elite regular unit wins a
Increasing Morale State: A unit's is no effect. melee (passes its morale test while its
morale state may increase due to ral- If a Green or Trained regular unit, opponent fails its test and retreats),
lying, witnessing a victory, or win- or any irregular unit at any morale test its morale again. If it passes the
ning a melee. state sees an enemy unit retire due to test, its morale state becomes (or re-
Rallying: If a demoralized or shak- a failed morale test, roll a morale test mains) Steady; if it fails the test, its
en unit belonging to a moving player for the witnessing unit. If it passes, its morale state becomes Frenzied. (Note
spends one friendly movement phase morale becomes (or remains) Steady; that this allows regulars who began
stationary with a superior officer or if it fails the test, its morale state be- the turn Frenzied to be brought back
leader (other than the officers or lead- comes Frenzied. under control if they win a melee.)

German infantry advances in support of a combat tripod. Figures by Wargames Foundry.


GDW
LEADERSHIP

LEADERSHIP HIDDEN UNITS Spotting of concealed units takes


ALL UNITS BEGIN with several offi- USUALLY, ONLY one side will have place at the end of movement and in
cers or leaders. Over the course of the hidden units at the start of the game, whatever fire phase a unit fires.
game officers and leaders will be- although a referee may generate a Units with a Fieldcraft of 0 may not
come casualties, and a unit may find battle in which both sides have units be hidden in concealing terrain, but
itself without any officers or leaders hidden from view. Units may start the they may be hidden behind blocking
present, which affects the unit as fol- game hidden by being behind a block- terrain.
lows: ing feature or in concealing terrain.
A regular unit without an officer Concealing terrain includes any MOUNTED INFANTRY
present may not advance toward the area of sharply uneven ground (such AND LIGHT HORSE
enemy and suffers a -1 morale modi- as hills, gullies, and boulder fields), MANY ARMIES deployed mounted
fier, providing there is still at least one tall patches of vegetation (such as infantry or light horsemen due to the
NCO present with the unit. brush, woods, or very tall grass), or strategic mobility it offered. Mounted
If there are no NCOs present, the structures (such as villages, camps, infantry units were just that: infantry-
unit is immediately lowered to a and farmsteads). men mounted on horseback. They
morale state of demoralized. Any Blocking features include hills, were not cavalrymen and were not
other officer may serve as the officer settlements, walls, woods, and for- trained to fight mounted. Light horse-
of a regular unit if the unit's own ests. A unit may see over a blocking men, on the other hand, were experi-
officers have been killed, provided the feature if it is on even higher ground. enced horsemen trained to fight dis-
officer is physically present with the However, a blocking feature has a 3" mounted.
unit. "shadow" behind it within which Mounted infantrymen may not fire
An irregular band which has lost all units are hidden from view even from while mounted. They may charge
of its leaders will flee from the field higher ground. A unit may be con- while mounted, but do not receive any
or, if that is not practical, surrender to cealed on the edge of a forest or melee bonus for being cavalry.
the closest enemy unit. In either case, woods. A unit fully inside a forest or Mounted infantry move at.the regu-
it is eliminated from play. woods may not be seen and may not lar heavy cavalry rate.
In addition to the above, each army see out. If two units are both inside Light horsemen may fire while
has one or more senior officers who the same forest or woods, they see mounted. They may charge while
command groups of units rather than each other if they are within 2" of each mounted and receive the light horse-
a single unit or detachment. Each of other. man melee bonus of+1. Light horse-
these officers has a leadership rating A unit behind a blocking feature men move at the regular light cavalry
of from 0 to 3. (Roll a die and divide may not be seen until an enemy unit rate. The Australian Light Horse is a
by two, rounding fractions down.) has an unobstructed line of sight to it. good example of light horsemen, as
The supreme commander's leader- A unit in concealing terrain may be opposed to mounted infantry.
ship affects the morale and initiative seen as soon as an enemy unit enters
of the army. its detection range. Detection range LIGHT PACK GUNS
The leadership of each senior offi- in inches for hidden units is the CERTAIN LIGHT FIELD GUNS and ma-
cer affects the morale of any unit or Fieldcraft of the spotting unit times chineguns were designed to be bro-
detachment to which the officer at- five. For example, a unit with a ken down for transportation by ani-
taches himself. Fieldcraft of 3 spots enemy units in mals in difficult terrain. Pack artillery
A unit or detachment only receives concealing terrain at a distance of 15". includes the 2-pounder gun, the 6-
a morale bonus from the highest- Units with a Fieldcraft of 0 do not spot pounder gun, and the 7-pounder
ranking officer attached to it, not from hidden units until they come into mountain howitzer. Pack machine-
all officers attached to it. A senior physical contact. A unit in conceal- guns include the Maxim, the Gardner,
officer may only be attached to one ing terrain is also spotted as soon as it and the .50-caliber Gatling.
unit at a time. fires. Pack weapons can be manhandled
THE RULES OF WAR

more easily than regular artillery. range. (Bolt-action rifles may only RAIN
When unlimbered, they treat all fire one die per figure, not two.) RAIN REDUCES visibility and the
ground and barriers as one difficulty A fire will illuminate part of the ability of certain units to fire.
level less. Impassable barriers be- battlefield. A small fire (such as a Visibility: Rainstorms generally
come difficult; difficult becomes camp fire) will illuminate everything have alternating periods of high and
open. (Open remains open.) When within 2". low intensity.
limbered, they move normally. A large fire (such as a burning To take this into account, roll a die
Instead of limbering, a pack weap- vehicle or building) will illuminate at the start of each initiative phase.
on may be broken down into loads and everything within 6". Both sorts of The result, referred to as the rain in-
strapped to pack animals. Pack ani- fires will illuminate any unit "back- tensity, is the maximum visibility in
mals move at the rate of infantry in lit" by them. A unit is backlit if it inches x 12 for that turn. Enemy units
column but treat terrain the same as passes directly between the fire and a may not be detected beyond visibil-
open order cavalry. It takes one spotting enemy unit and the line of ity range in the rain. When determin-
complete turn to disassemble a pack sight from the spotting unit to the fire ing the range for spotting concealed
weapon and load it onto pack animals. passes through the spotted unit, not enemy units, multiply the spotting
To reassemble the weapon, roll a die over it. unit's Fieldcraft by the number rolled
and halve the result (rounding frac- Morale: Darkness and confusion in the initiative phase (but never by
tions up). It takes that many friendly that attends combat in it are particu- more than 5).
movement phases to reassemble the larly destructive to unit morale and For example, a 3 is rolled for rain
gun. cohesion. intensity.
In addition to the negative modifier The maximum visibility on the
NIGHT listed on the Morale Modifiers Chart table for that turn is 36". Units with a
THE MAIN EFFECTS of night are on (page 171), units may never rally at Fieldcraft of 2 will spot concealed
visibility and morale. night. A unit's morale state may only enemy units at a range of 6", while
Visibility and Detection: Visibil- go up at night due to winning a melee those with a Fieldcraft of 3 will spot
ity at night is mostly a function of or witnessing victory. them at 9".
ambient light, which is due to moon- If a 6 for rain intensity is rolled for
light and starlight, and is affected by SMOKE three successive turns, the rainstorm
cloud cover. ANY BURNING building or vehicle is over.
Maximum visibility in inches on will generate smoke, which will drift Fire Combat: Units with smooth-
Mars and Earth at night is equal to the downwind and dissipate. The rule on bore muskets, rifle muskets, or bows
roll of two dice. Maximum visibility fire indicates the length of the smoke must roll each time they fire, to de-
on Venus at night is equal to the roll trail of a burning building. (See page termine if their powder has become
of one die. 63.) 'A vehicle has a smoke trail of wet or if their bowstrings have lost
It is possible to detect the approach 12". Units may not see through a tension.
of units at night as far away as 20" by smoke trail, although aerial vessels Powder or bowstrings become wet
sound. To do so, roll a die and sub- and units two elevations higher than if the number rolled is less than the
tract one for each moving enemy unit the smoke may see over it. rain intensity for that turn. Once ei-
within 20" in excess of one. If the re- Moving through a smoke trail ther powder or bowstrings are wet,
sult is equal to or less than the detect- counts as crossing a difficult barrier. units using them may only fire using
ing unit's Fieldcraft, the enemy units Cavalry and horse-drawn vehicle half the number of dice normally
are detected. Detected enemy units units must make a morale test before rolled.
which have not yet been seen may be entering a smoke barrier, with failure If a second powder/bowstring wet
fired at by small arms or artillery, but indicating that the animals are roll is missed later by the unit, then it
only if they are within close range. spooked and refuse to enter the smoke may not fire again for the rest of the
The fire is resolved as if it were at long that turn. game.

GDW
GROUND CONDITION

GROUND CONDITION cient thickness) but large animals rale does not break. Each time that an
GROUND CONDITIONS affect move- (elephants and ruumet breehrs), ve- additional unit or detachment is de-
ment, particularly movement of ve- hicles, and artillery may not. stroyed, however, he must make an
hicles. Ground conditions will be additional attempt to inspire his men.
specified for the scenario in advance ARMY MORALE If he ever fails the attempt, the army
by the referee. In rare cases the ground (OPTIONAL) disintegrates.
condition may change during a sce- THIS RULE is not necessary when Elite units are immune to the effects
nario (such as the ground becoming fighting battles with relatively small of army morale and will go on fight-
muddy from a long and particularly forces of, say, a dozen units per side. ing (if only to cover the retreat of the
intense rainstorm). It is very useful when fighting large main body, or the escape of its com-
Mud: Mud is an impediment to battles, however, as it provides a mander) after the rest of the army has
movement. There are two possible means of determining when an army disintegrated.
mud conditions: light mud and heavy is defeated, short of the destruction of To determine army morale, the
mud. Vehicles, including artillery and every one of its units. Sometimes an referee rolls one or more dice for each
horse-drawn vehicles, pay double army is defeated before some of its army before the game. Add up the
cost when moving through both light units have even been fired at, due to numbers thrown to determine the
and heavy mud. In addition, vehicles contagious panic or general demor- army morale level. The number of
must roll each movement phase in alization. To take that into account, dice thrown is determined by the size
which they move through heavy mud each side in a battle has an army of the army. One die is thrown for
to see if they become bogged down. morale number. Once the total num- every eight units or separate detach-
They do so whenever they roll a 6. ber of units and detachments de- ments present with the army. Always
Infantry and cavalry are unaffected stroyed (including those which have round fractions of dice up. For ex-
by light mud and pay double when broken and fled from the battlefield) ample, an army with 10 units and
moving through heavy mud. equals or exceeds the army morale detachments would roll one die and a
Ice: Ice is also an impediment to number, the morale of the surviving fraction of a second; roll two dice in-
movement. All units and vehicles units of the army breaks, and they will stead.
have their movement halved. All flee from the battlefield or surrender, A number of die roll modifiers are
slopes become impassable barriers to unless the army commander succeeds made. These modifiers are cumula-
vehicles, including tripods. Unlim- in inspiring them. tive and apply to each die rolled, but
bered artillery may be manhandled up An army commander may attempt can never modify a die roll to less than
a gentle slope by three times the to inspire his army when its morale 1 or more than 6.
normal number of gun crew figures. breaks. Roll one die; if the result is
Infantry and cavalry may cross fro- equal to or less than the army com- ARMY MORALE
zen rivers and lakes (if the referee mander's leadership level, the com- Factor Modifier
declares them to be frozen to a suffi- mander succeeds, and his army's mo- Defending Homeland +1
Fighting Hated Enemy +1
Defending Excellent Positions +1
TOTAL ARMY No Retreat Route Available +1
MORALE MODIFIER Unpopular Cause or Leader -1
Factor Modifier Fighting Feared Enemy -1
Army Commander + Leadership Hungry, Thirsty, or Exhausted -1
Good Troops +1 for every three Veteran and/or Elite units
or detachments In addition to these modifiers to the
Poor Troops -1 for every two Green units or die rolls, modifications are made to
detachments the total army morale. See the Total
Army Morale Modifier Table, left.
THE RULES OF WAR

While musketmen skirmish to cover the advance, a Martian mass of cutters prepare to storm the barricades. Note that the
storming party is led by shield gunners. Figures from GDW.
For example, an army consists of more than two but less than four army has its morale broken and dis-
nine companies, two separate pla- Green units, the army subtracts one integrates. For example, suppose one
toons, and three gun sections, for a from morale, lowering it to 13 again. side has three armies. If one army
total of 18 units and detachments. It Finally, the leadership of the com- breaks, the other two react as if two
is defending a good position in its mander is added, raising army morale of their own units have been de-
homeland but has been without food to 15. stroyed.
for several days and is very hungry. Multiple Armies: In the case of One side may combine two sepa-
The army commander has a leader- very large armies, or ones which are rate armies during the play of a game.
ship rating of 2, there are two Veteran divided geographically, the referee If two armies are combined, add their
and two Elite units in the army, and should determine their morale sepa- army morale levels together to obtain
three Green units. rately. For example, a British Army their combined morale level, but add
The die roll modifiers are +1 (good of two infantry brigades and one cav- their total destroyed units together as
position), +1 (defending homeland), alry brigade should be treated as three well.
and -1 (hungry), for a cumulative separate armies for morale purposes. Commander Killed: If the origi-
modifier on each die of+1. The army By the same token, an army attempt- nal commander of an army is killed,
rolls three dice for morale and rolls a ing to break through enemy siege his leadership is permanently sub-
2,3, and 6. The die roll modifiers con- lines to relieve a surrounded garrison tracted from the army morale. The
vert these to 3, 4, and 6 (since a die should have its army morale deter- next highest ranking officer then
roll of 6 cannot be modified to 7) for mined separately from that of the assumes command.
a total of 13. The army has at least garrison. If he or any subsequent supreme
three Veteran/Elite units, but fewer When one side has more than one commanders are killed, no additional
than six, so it adds one to the total mo- army in play, the morale of all armies subtraction is made from army mo-
rale, bringing it to 14. Since there are is lowered by two each time a friendly rale.
GDW
UNIT ORGANIZATION

into two four-man sections, each


commanded by a noncommissioned
officer (sergeant or corporal). The
total strength of the company is 20
men.
Part B: The infantry battalion has four
companies. If, for some reason, the
Unit Organization battalion has to be divided, the two
parts are called "wings." One wing is
usually commanded by the battalion
THE FOLLOWING section provides ences are listed in the appropriate commander, while the other is com-
complete information on the organi- section of the army lists in Book IV. manded by a major (his company in
zation of standard units. For regular turn being commanded by a captain
army units, the ranks listed are those INFANTRY or lieutenant).
for the British Army; other armies had THE BASIC REGULAR infantry unit is In addition to the men of the four
different titles for these ranks, and a the company. Each infantry company infantry companies, the battalion has
partial list of equivalent ranks in se- consists of a major, a captain, a lieu- a small staff consisting of one lieu-
lected armies is provided on this page tenant, a colour sergeant, and two tenant colonel (the commander), one
and the next. infantry platoons. Each platoon con- captain (the adjutant), one lieutenant
Many armies (including the British sists of a sergeant, a corporal, and six (the ensign), one sergeant major, one
Army) differ from the standard or- privates. If small detachments are sapper corporal, one sapper private,
ganization given below. These differ- required, the platoon can be broken one surgeon, one drum major (pipe
major in highland battalions), four
musicians (usually drummers, but bu-
glers in light infantry and rifle battal-
EQUIVALENT RANKS TABLE ions, and pipers in highland battal-
Britain France ions), and one quartermaster. The total
(& America) Germany (& Belgium) strength of a company is 20, a wing
Private Schütze Soldat 40, and the battalion 93. The surgeon
Corporal Gefreiter Caporal and the quartermaster generally
Sergeant Feldwebel Sergent remain in camp or in the rear during
Colour Sergeant Oberfeldwebel Premier Sergent actions.
(First Sergeant) The battalion has two sets of
Sergeant Major Stabsfeldwebel Sergent- Chef colours (flags): the Queen's colours
Lieutenant Leutnant Lieutenant and the battalion's colours. These are
Captain Hauptmann Capitaine rarely carried in battle, but if present,
Major Major Major are carried and protected by the colour
Lt. Colonel Oberstleutnant Lieutenant-Colonel party. The colour party forms up with
Colonel Oberst Colonel one of the battalion's companies (this
Brigadier — General de Brigade duty rotates throughout the compa-
Major General Generalmajor General de Division nies). The colour sergeant of that
(General-Major) company carries the battalion's
Lt. General Generaleutnant Lieutenant-General colours, the battalion's ensign carries
General General General d'Armee the Queen's colours, and the two
Field Marshal Generalfeldmarschall Marechal sappers form the balance of the party.
The battalion's musicians usually
THE RULES OF WAR

form up with the colour party.


Two battalions form a regiment. In
addition to the troops of its battalions, EQUIVALENT RANKS TABLE
a regiment has one colonel (the com- Russia Italy Japan
mander) and one captain (the adju- Armeyets Soldato Hei
tant). Total strength of the regiment Yefreytor Corporale Go-chō
is 188. All regiments have two bat- Serzhant Sergente Gun-sō
talions unless otherwise noted. Starshiy Serzhant Sergente So-chō
Irregular infantry bands consist of Maggiore
three chiefs, or leaders, and 16 war- Starshina Maresciallo Tokumo sō-chō
riors, all armed in roughly the same Maggiore
manner. This band is often broken Leytenant Tenente Chū-i
down into two sub-bands (with eight Kapitan Capitano Tai-i
warriors and one leader each) both Major Maggiore Shō-sa
under the overall command of the Podpolkovnik Tenente Colonello Chū-sa
senior leader. Polkovnik Colonello Tai-sa
Canal Martian regular infantry General Major Generale Maggiore Shō-shō
companies are organized the same as General Leytenant Generale Tenente Chū-jo
irregulars. The company is com- General Generale Tai-shō
manded by a mounted officer while Marshal Maresciallo Gen-sui
the officers commanding the two half-
companies are on foot. The Canal
Martian service has no equivalent to Bulgaria Romania Serbia
NCOs. Rednik Soldat Redov
Efreytor Caporal Kaplar
CAVALRY Kandidat Podofitser Sergent Podnarednik
THE BASIC CAVALRY unit is the Podofitser Sergent major Narednik
squadron with one major, one captain, Feldfebel Plutonier major Narednik vodnik
one lieutenant, one trumpeter, and two Poruchnik Locotenent Porucnik
troops. Each troop consists of one Kapitan Capitan Kapetan
sergeant, one corporal, and six pri- Major Major Major
vates. Thus, a troop has a strength of Podpolkovnik Locotenent-colonel Potpukovnik
eight men, and a squadron has a Polkovnik Colonel Pukovnik
strength of 20 men. General-major General de brigada Brigadni djeneral
A cavalry regiment consists of two General-leytenant General de divizia Divizijski djeneral
or more squadrons. In addition to its General General de armata Armijski djeneral
squadrons, the regiment has one lieu- — Maresal Vojvoda
tenant colonel (the commander) one
captain (the adjutant), one surgeon, OENOTRIA
one sergeant major, one quartermas- Private: Legionnaire
ter, one veterinarian, one blacksmith, Lieutenant: Bannerman
and one trumpet major. Cavalry regi- Captain: First Sword
ments do not carry their colours into Major: Swordmaster
battle during this period. A two- Colonel: Marchmaster
squadron regiment thus has a total General: General
strength of 48 men. The surgeon,
GDW
UNIT ORGANIZATION

quartermaster, veterinarian, and dier (the artillery equivalent of cor- (consisting of three privates and the
blacksmith generally remain in camp poral), and four privates. The battery, bombardier), one private with the
or in the rear during actions. in addition to its three gun sections, horse team, and the section com-
Irregular mounted bands consist of has one major (the commander), one mander (sergeant). Either the sergeant
three chiefs or leaders and 14 captain (the adjutant), one lieutenant, or driver, or both, can fill in for casu-
mounted warriors, all armed in one staff sergeant (the artillery alties among the gun crew during ac-
roughly the same manner. These are equivalent of sergeant major), one tion. Some heavy siege weapons
often broken into two half-bands of bugler, one surgeon, one veterinarian, require a larger gun crew, and in this
seven warriors and one leader each. one quartermaster, and one teamster. case additional privates are added to
Canal Martian regular cavalry is Battery equipment includes three the gun section as necessary. A 7"
organized the same as irregulars. guns, three limbers, and one ammu- siege gun, for example, requires a
There is no equivalent to the NCO in nition wagon. The battery has a total crew of six, and so the gun section
Martian service. strength of 27, including officers and would have six privates, a bombar-
other ranks. As with other units, the dier, and a sergeant. Machinegun and
ARTILLERY surgeon, veterinarian, and quarter- machine cannon sections require only
THE LARGEST permanent artillery master will not generally be encoun- two gunners per weapon, and so the
organization is the battery. The bat- tered in the front lines. strength of a gun section is reduced
tery consists of three gun sections, The normal allocation of men in a to four, with the actual gun crew con-
each with one sergeant, one bom bar- gun section is a four-man gun crew sisting of a private and a bombardier.
Those irregular armies which in-
clude artillery do not have a regular
organization above the gun section
level. Each gun section consists of one
teamster, one leader, and as many
gunners as are necessary to service the
gun. Canal Martian regulars are or-
ganized similarly.

EQUIVALENT RANKS
ON PAGES 26 AND 27 are partial
listings of equivalent ranks in some
of the more important or more inter-
esting armies of the Earth. These are
presented purely for player interest
and to add additional color to the role-
playing game or richer background
for an unusual miniatures unit raised
by a player for a game.
In some cases there are no precise
equivalents to the various ranks given.
In most cases we have listed the clos-
est analogous rank. Many countries
do not have a precise equivalent to
brigadier, in which case brigades are
A British infantry company in line.
often commanded by major generals,
divisions by lieutenant generals, etc.
THE RULES OF WAR

Ram Declaration: It is possible for


aerial and naval vessels to ram enemy
vessels.
The owning player must have the

Part C: initiative and declare his intention in


the ram/charge declaration phase.
Defensive Movement Phase: In
Mechanical Conveyances the defensive movement phase the
defensive player (the one who does
not hold the initiative in the current
THE FIRST PART of the rules covers SEQUENCE phase) may move any or all of his
the traditional arms of service: infan- OF PLAY mechanical conveyances. The non-
try, cavalry, and artillery. This part WHEN ANY MECHANICAL convey- moving player is still not allowed to
adds mechanical conveyances to the ances are in use, the following se- move any infantry, cavalry, or artil-
rules. Mechanical conveyances refer quence of play is used. lery, unless they are carried by a
to land vehicles, naval vessels, and Both additions to the sequence are mechanical conveyance of some sort.
flying machines. listed in bold. Artillery of the nonmoving player
A number of rules are unique to • Initiative Phase may not limber or unlimber during the
each of these categories of convey- • Ram/Charge Declaration Phase defensive movement phase, even if
ances, but there are also a number of • Offensive Fire Phase being drawn by a mechanical vehicle.
general rules which apply to all of • Movement Phase
them. These general rules are pre- • Defensive Fire Phase CONVEYANCE
sented first, followed by the specific • Defensive Movement Phase RECORD FORMS
rules that apply to each type of con- • Held Fire Phase EACH VEHICLE, flyer, and ship in
veyance. • Melee Phase play has a record form that details all
France GLOIRE of its important characteristics. At the
back of this book there are a number
£ 112,760
of completed record forms for vari-
ous vehicles, and these should be pho-
tocopied for use during a game. A
sample record form for a flyer is
shown to the left to illustrate its for-
mat.

Boiler=5 THE BATTLE MAP


1001 TONS
A BLANK HEXAGONAL grid map is
Screw
Bridge
included on page 31. You have per-
mission to make additional photocop-
Deck
ies of the map for your personal use
Maneuver
during the game. If there are going to
be a significant number of convey-
ances in the game, especially flyers
Hull or ships, the referee should make a
Hits Marines
battle map of the ground actually
represented by the gaming table, as
well as its surrounding area, with each
GDW
MECHANICAL CONVEYANCES

hex on the map representing one foot


on the table. Since flyers and ships
move in one-foot increments, their TYPES OF CONVEYANCES
off-table movement is easy to com- THE THREE TYPES of mechani- Motor Vehicles
pute. (If you are playing with Sky cal conveyances are land vehicles • Land Juggernaut
Galleons of Mars, these hexes are (called simply vehicles), nautical (also called a landship)
also the same size as the hexes on that vessels (ships), and aerial vessels • Walking Tripod
map.) In areas of deep ocean the ref- (flyers). The following is a list of • Tractor
eree should note the depth of the hex the mechanical conveyances cov- • Machinegun Quadricycle
(in hundreds of fathoms) and should ered by these rules, grouped by • Train
also mark each full or partial ocean conveyance type.
or sea hex as shallow, shoal, deep Flyers
coastal, or deep ocean. Nautical Vessels • Glider
• Torpedo Boat • Autogyro
• Gunboat • Aeroplane
• Armored Warship • Helicopter
• Hydrofoil • Zeppelin
• Submarine • Liftwood Flyer
• Deep-Diving Submarine • Screw Galley
• Sailing Ship • Kite
• Galley • Throckmorton Conveyor

Land juggernaut built by Tom Reed. Tripod built by Loren K. Wiseman.


THE RULES OF WAR

GDW
CONVEYANCE MOVEMENT

MOVEMENT During a movement phase, each of impassable, barrier.


EACH CONVEYANCE has a movement vehicle of a player is moved sepa- Machinegun Quadricycles: These
rating which is noted on the convey- rately and in turn. The owning player vehicles have narrow lightweight
ance's record form. The movement decides the order in which vehicles wheels which are designed for road
rating is the number of movement are to be moved, but he must complete travel only. For quadricycles, open
points the conveyance may spend in the movement for one vehicle before ground becomes difficult, and diffi-
each of its movement phases. All con- going on to the next vehicle; he may cult ground is impassable. Barriers re-
veyances of a player move in the not go back and change the movement main as listed on the Terrain Types
movement phase when their player is of a vehicle based on subsequent poor Chart (page 171).
the moving player, and in the defen- (or good) die rolls by other vehicles. Trains: Trains may only move on
sive movement phase when he is the Invented vehicles are a separate rails, and they treat rails as open
nonmoving player. case. Invented vehicles are those ground.
Each movement point spent by a generated by a player character from Tripods: Tripods may wade across
ship or flyer allows it to move one the invention rules presented in the a river anywhere and may wade into
scale foot (12") in a straight line and Space: 1889 role-playing game. In- shallow water off a coastline. Tripods
change its direction of movement by vented vehicles have a constant and move through rivers and shallow
60 degrees. Direction changes are predictable speed each turn, which is water as difficult ground (or may
made at the end of the 1' of move- equal to the vehicle's movement rat- wade across a river as a difficult
ment, not during it. A ship or flyer ing multiplied by its device reliabil- barrier). Tripods treat all slopes, both
may move less than 12" before mak- ity. For example, a land juggernaut de- gentle and steep, as difficult barriers.
ing a direction change in order to dock signed by the rules in this booklet and Orchards are difficult ground for
or avoid an obstacle, but it then loses with a movement rating of 2 would them, and woods are impassable.
the remainder of the movement which roll two dice per turn for movement. Breakdowns: Whenever a land
would have been gained from the ex- An invented juggernaut with a move- vehicle rolls all 1's for movement, it
penditure of that movement point. At ment rating of 2 and a reliability rat- breaks down instead of moving. (Note
the cost of one movement point, ing of 3 would always move 6" per that this means that vehicles with
steamships and steam-powered aerial movement phase. The movement rat- lower movement ratings will break
flyers may change direction by 60 ing of invented vehicles is also the down more often.) Invented vehicles
degrees without moving. This maneu- maximum number of 60-degree will not break down during the game
ver is called a power turn. changes they may make per move- under normal circumstances. Refer-
Ground vehicles move somewhat ment phase. ees should require an inventor to
differently. The movement rating of make a Difficult Piloting skill roll to
a vehicle is the number of dice thrown TERRAIN avoid breakdown whenever attempt-
each turn for movement, and the to- VEHICLES USE the Artillery Move- ing a difficult maneuver or when
tal of all the dice rolled is the maxi- ment Table (page 170) to determine moving through difficult ground or
mum number of inches the vehicle the difficulty of terrain. Some ve- crossing a difficult barrier in their con-
may move. A vehicle is not required hicles have special abilities or restric- veyance. This should be done using
to move the full number of inches tions, however, as noted below. Mechanical skill dice with the device
rolled. The movement rating of the Land Juggernauts and Tractors: reliability as a positive modifier.
vehicle is also the maximum number These treat brush terrain as open in- (Skill rolls are explained in the Space:
of60-degree direction changes which stead of difficult. Also, they treat low 1889 role-playing rules.)
may be made by the vehicle in a walls as a difficult barrier (not impass- If a vehicle breaks down, it cannot
movement phase. These may be made able), and after passing through the move or change direction until it is
at any time during the move and may barrier leave a hole through which repaired. Roll for repairs during each
all be made at once or may be spread other vehicles can move, treating the movement phase in which the vehicle
out as desired. wall in that spot as a difficult, instead would otherwise be able to move. Roll
THE RULES OF WAR

one die per member of the engineer- allel directions. Add two to the die roll equal to or less than the hull size of
ing crew (but never less than one die); if the nonmoving ship or flyer de- the other vessel, the player who rolled
the vehicle is repaired as soon as a 6 clares that it intends to maneuver to the die suffers a hull hit on his own
is rolled. The vehicle may not move avoid a collision. Subtract two from vessel. If the other vessel has a hull
in the movement phase in which the die roll if the moving vessel at- size greater than 6, then one hit is
repairs are made, but may resume tempts to turn while within 4" of the automatically taken and a second is
movement in the next turn. nonmoving vessel. If there is a colli- suffered if the die roll is less than or
sion, the moving vessel immediately equal to the amount by which it ex-
COLLISIONS stops and may not move further than ceeds six. If the other vessel has a hull
IF TWO HOSTILE vessels begin a to turn. size greater than 12, then two hits are
movement phase within 4" of each A friendly vessel which maneuvers automatically taken and a third is
other at the same altitude/depth and to avoid a collision must expend half rolled for, and so on.
one of them moves, there is a chance of its movement allowance (round In addition to hull damage, roll a
of a collision. If two friendly vessels fractions up) to do so. A hostile ves- die. If the die roll is equal to or less
begin a movement phase within 4" of sel which maneuvers to avoid the than half the difference in hull size
each other at the same altitude/depth collision (whether successful or not) (round fractions down), then the
and both of them move, there is a has its movement rating halved smaller of the two vessels suffers a
chance of a collision. (round fractions down) for its next flooding critical (if a ship) or a criti-
Roll a die; a collision occurs on a movement phase. cal loss of trim (if a flyer). See page
roll of 1 or 2. Add one to the die roll Each player involved in a collision 39 for an explanation of these two
if the two vessels are pointed in par- rolls a die. If the result of the roll is critical hit results.

Two British Truculent-class landships, supported by infantry, advance.


GDW
TOWING

TOWING morton conveyors, tripods, and ma- apply to the the one free altitude drop
PLAYERS MAY FIND it necessary to chinegun quadricycles may not tow per turn.
tow a disabled conveyance. Ships or be towed. Aeroplanes and autogy- If a flyer is in the same hex as
may only tow other ships, flyers may ros may tow gliders, but may not tow another vessel but is at a different
only tow other flyers, and vehicles anything else and may not be towed. altitude, there is no chance of a colli-
may only tow other vehicles. Helicopters may tow other flyers but sion. If it changes altitude and, thus,
Ships: A ship may not tow another may not be towed. Submarines may both flyers are at the same altitude,
vessel if the hull size of the towed only tow and be towed while sur- there is the normal chance of a colli-
vessel is four or more times greater faced. sion (see page 33).
than that of the towing ship. To be able If a flyer involuntarily drops to the
to tow, the two vessels must be in ALTITUDE same altitude as the surface of the
contact. (There is the normal risk of a THE six ALTITUDES are Very High planet, it crashes and is destroyed. If
collision). It then takes one complete (VH), High (H), Medium (M), Low it voluntarily drops to the surface, it
friendly movement phase for the (L), Very Low (VL), and Ground (G). has landed. However, a flyer may only
crews to rig a tow cable. In the next In general, the surface of the planet is drop one altitude level and may only
friendly movement phase the player at ground level, but some mountains move 1' the turn it lands. If it moves
may begin towing. All ships are towed rise to higher altitudes. Mark the alti- more than 1' or drops more than one
at a speed of 1. tude of a flyer by placing a marker level, it crash-lands. The crew is safe,
Vehicles: Vehicles follow the same with the correct altitude abbreviation but the flyer is crippled and no longer
rules for towing as do ships, except next to the model on the playing area. airworthy.
that there is no chance of a collision. The maximum altitude of a flyer is If a flyer comes in contact with a
When towing a vehicle at a movement noted on its data form. There is a block landmass at an equal or higher alti-
rate of 1, one die is thrown for move- of several rows of boxes labeled "Hull tude as the vessel (such as a cliff wall
ment, even if towing with an invented Hits." (On some unusual flyers, this or mountain top), and the vessel is
vehicle which has a fixed movement block is labeled "Wing Hits" or moving at a speed of 1, it lands. If it
allowance. "Rotor Hits.") The left side of each is moving faster than 1, it crashes.
Flyers: Tow lines are rigged the row includes the abbreviation for an
same way as for ships (collision risk altitude. The highest altitude shown DEPTH
present). Flyers may be towed at is the flyer's maximum altitude. IF SHIPS ARE present in a game, the
speeds greater than 1, however, and All flyers may descend one altitude water areas of the gaming table should
the ability to tow is based on relative level per friendly movement phase at be divided into one or more of the
hull size. no cost. Each altitude the flyer de- following depths: Shallows, Shoals,
All flyers towing other flyers have scends after the first one costs 1' of Deep Coastal water, and Deep Ocean
their movement allowance halved movement. Each altitude level that water. Shallows are closest to the
(rounding fractions up). In addition, the flyer climbs costs 2' of movement. coasts, and occur along beaches,
divide the towed vessel's hull size by Thus, a flyer with a movement rating reefs, and submerged rocks. Shoals
the hull size of the towing vessel, of 5 could move 5' or move 3' and are the boundary region between
round all fractions down, and subtract climb one level, or move 1' and climb Shallow water and the deeper, navi-
the result from the towing vessel's two levels. A flyer whose speed is re- gable water off the coast. Deep Ocean
speed. For example, a towing vessel duced to 1 may still climb 1 level waters are at least 100 fathoms deep
with a size 2 hull, towing a ship with instead of moving. Each level of alti- and are often deeper. There will
a size 5 hull, would have its move- tude change allows a 60-degree hardly ever be any Deep Ocean wa-
ment rating reduced 2 (5/2=2.5, change of direction (in addition to the ter on a gaming area, but if a hex map
rounded down to 2) after it had al- 60-degree change in direction permit- of the playing area and its surround-
ready been halved. ted for each movement point spent as ing area is used, Deep Ocean water
Special Conveyances: Throck- explained on page 32). This does not may be present there. The referee
THE RULES OF WAR

should mark on his own map the depth moving at a speed of 1 when it ran ment phase or in its next movement
of all deep ocean hexes in hundreds aground. In that case, it breaks free phase.
of fathoms. on any roll of 2 or more. Although the referee will not dis-
Running Aground: Ships in Deep A friendly ship may rig a tow line close the depth of any part of the Deep
(either Coastal or Ocean) water have and help the grounded ship attempt to Ocean area of a map to the players, a
no chance of running aground. Ships break free. Rigging the tow line is deep-diving submarine can see the
in Shoals and Shallow water may run explained in the rule on towing on bottom if the bottom is one depth level
aground, depending on their draft page 34. For a friendly ship to help, it below the sub through the use of
(how deep they ride in the water). must be at least half the hull size of searchlights and portholes. Thus, a
For purposes of running aground, the grounded ship. If it is, add one to deep-diving submarine can "chart"
there are three types of vessels: deep- the die roll. If the towing ship has a the depth of the Deep Ocean area by
draft, medium-draft, and shallow- larger size than the grounded ship, add hugging the bottom, provided this
draft. To determine a ship's draft, two to the die roll. If the towing ship does not require it diving below its
compare its hull size to its hull length. is twice or more the size of the maximum dive depth.
If its hull size is greater than its length, grounded ship, add three to the die
it is a deep-draft ship. If its size is roll. Very High
equal to or less than its length, it is a Submarines: Submarines may be
medium-draft ship. If its size is half surfaced or submerged (Periscope
High
or less of its length, it is a shallow- depth). They may change their depth
draft ship. at the beginning of a movement
Medium
Submarines are medium-draft ships phase. They may not fire torpedoes
when surfaced and deep-draft ships or any other weapons during a turn in
when at Periscope depth. A hydrofoil which they change depth. Low
is a shallow-draft ship, unless it has Submarines may be fired at by guns
lost one complete row of hull boxes while either surfaced or at Periscope Very Low
or is moving at half speed or less, in depth. Subtract two from the chances
which case it is a medium-draft ship. of hitting a submarine with gunfire GROUND SURFACE
Shallow-draft ships never run while it is at Periscope depth. Periscope Depth
aground. Medium-draft ships run Deep-diving submarines are inven-
100 Fathoms
aground in Shallow water on a die roll tions which may be available to player
of 4-6, but never run aground in characters of the Space: 1889 role-
Shoals. Deep-draft ships always run playing game. They may submerge to 200 Fathoms
aground in Shallows and run aground depths below Periscope depth in ar-
in Shoals on a roll of 4-6. Subtract one eas of Deep Ocean water. The device 300 Fathoms
from the die roll if the ship only reliability of the submarine times 100
moved 1'. If the ship moves more that is the maximum dive depth of the
400 Fathoms
1', roll separately for each foot of submarine in fathoms. Each 100 fath-
movement during which the ship was oms counts as one depth level.
in danger of running aground. A deep-diving submarine may only 500 Fathoms
If the ship runs aground, it stops change its depth by one level per turn,
moving until it breaks free. The with one exception. It may "blow its
600 Fathoms
owning player rolls a die at the end of tanks" at the beginning of any friendly
every friendly movement phase. To movement phase, in which case it
break free, he must roll equal to or immediately surfaces. The submarine
higher than twice the ship's move- may not make any other movement
ALTITUDE & DEPTH
ment rating, unless the ship was only or depth change during that move-

GDW
FIRE COMBAT

FIRE COMBAT at and from conveyances, with sev- damage value of 2 caused a running
CONVEYANCES MAY FIRE at the same eral additional considerations. gear hit on a vehicle, two running gear
time that other units of their side fire. High-Angle Fire: No gun may fire hits would be recorded on the ve-
Conveyances of the moving player at a target if the difference in altitude hicle's record form.If firing at a flyer
may fire in either the fire phase or the between it and its target (in levels) is at a higher altitude, all crew hits
held fire phase; conveyances of the greater than the range (in scale feet). become hull hits instead. It is possible
nonmoving player may fire in the For example, a flyer cannot fire at a to inflict the following types of
defensive fire phase. Vehicles may target 2' away but three levels lower. damage on a mechanical conveyance:
only fire if they do not move during There are three exceptions to this rule. Gun: A gun hit destroys one gun.
the turn; ships and flyers may fire and First, any weapon mounted in a for- If the firing gun has a damage value
move in the same turn. tress mount is capable of high-angle greater than one, all additional hits are
Firing Aspect: The four firing as- fire and is, thus, excused from this crew hits, with the crew of the de-
pects of a conveyance are bow, stern, prohibition. Second, machine can- stroyed gun suffering casualties first.
port broadside, and starboard broad- nons on ships and field mounts (but The destroyed gun must be mounted
side. Each aspect encompasses a 90- not on flyers or vehicles) are designed in such a way that it faces the firing
degree arc. And each weapon has a to provide high-angle fire against aspect from which it received the fire.
limited arc of fire, as shown on the flyers and are also exempt. Finally, all If several such guns are present, roll
conveyance's record form. Each gun mortars, howitzers, and lob guns, re- a die to randomly determine which
mount is shown on the deck plan gardless of their mounting, are ex- gun is hit. If no guns are present in
diagram at the top of the form and is empt from this rule. that firing aspect, reroll the hit loca-
indicated by a box. Altitude Difference: When firing tion and continue to reroll until a
The type of gun is noted beside the to or from flyers, any difference in al- nongun hit is achieved.
box, and its allowed field of fire is titude affects the chance of hitting the Hull: A hull/running gear hit on a
shown by the gun barrel or barrels target. All fire at targets at a different flyer or ship causes hull hits equal to
radiating from the box. A gun with altitude than the gun firing is con- the damage value of the gun. Each
barrels pointing to the bow, stern, and ducted with a die roll modification of flyer and ship has a series of hull
one side, for example, can fire into the +1 to the hit number. Thus, at close boxes on its record form. As these are
bow, stern, and one of the broadside range, shots would only hit on rolls marked off, the flyer or ship loses
aspects. The small circles next to the of 4, 5, or 6, and at long range they buoyancy; flyers will drop in altitude,
gun box represent the gun crew, with would hit only on a roll of 6. while ships will ride lower in the
each circle representing one gunner. If fire is possible at a higher target, water and thus become slower.
Some guns have only a single bar- add 1' to the range for every level Flyers have several rows of boxes.
rel radiating from the box with a par- higher the target is compared to the Each row has hull boxes equal to the
tial arc superimposed over it. These firing vessel. Thus, a target 2' away flyer's hull size, and each row corre-
weapons can fire into one complete and two levels higher would be fired sponds to one of the altitudes at which
firing arc and half of each of the ad- at as if it were at a range of 4'. Firing the flyer can fly. For example, a flyer
jacent arcs and are said to have a at targets at lower elevations does not with a hull size of 3 and a maximum
broad firing arc. For example, a gun add to the range. altitude of High would have four rows
pointed to the side but with a broad Damage: When an artillery round (one each for Very Low, Low, Me-
firing arc can cover the entire 180- hits a conveyance, roll a die and dium, and High altitude), each with
degree arc of that side of the convey- consult the Conveyance Hit Location three boxes. Always check hull hits
ance, firing at targets directly ahead, Table (page 175) to determine what off from the row of the highest re-
directly astern, and at all points in be- type of damage was inflicted on the maining altitude. When that row of
tween. target. In general, the damage value boxes is completely filled in, the
Artillery Firing Procedure: All of the firing gun is the number of hits flyer's maximum altitude is reduced
artillery weapons are fired normally caused. For example, if a gun with a to the next lowest level. If the flyer is
THE RULES OF WAR

at its maximum altitude when this die, and if the result is equal to or less For unarmored vehicles, structural
happens, it automatically drops one than the number of casualties in- hits against other components may
altitude level in its next movement flicted, then one of the casualties must produce damage. At the end of the fire
phase. The drop in altitude does not be an officer or petty officer (owning phase, total the number of small arms
cost the flyer movement points. When player's choice). This die roll is made hits in each hit location category (gun,
all of the hull boxes on a flyer are only once at the end of the phase in hull, running gear, critical, etc.) and
checked off, the ship crashes. which the ship suffered one or more roll one die. If the die roll is less than
Ships have several rows of hull hit crew casualties; it is not made sepa- the number of small arms hits scored,
boxes as well, with the number of rately for each casualty. then one actual hit is scored with an
boxes in each row equal to twice the Gun crews are shown on the record assumed damage value of 1. If the roll
mass of the ship. Mark off all hits on form as small circles next to their is equal to or greater than the number
the top row until it is completely full, respective guns. All other crew are of small arms hits, they have no ef-
and then begin on the next row. Each represented by crew boxes in the main fect. If a gun hit is scored, one gunner
time that a complete row of hull hit body of the record form. (selected randomly) is hit without re-
boxes is marked off, the ship's move- Critical: If a critical hit is rolled, course to a saving throw.
ment allowance is reduced by 1. the firing player immediately rolls For example, eight small arms hits
When all of the ship's hull hit boxes two dice, adds them together, and con- are scored on an unarmored wooden
have been marked off, the ship cap- sults the Critical Hit Table (page 175) ship. Two of these are crew, one is a
sizes and sinks. to determine the result. hull, three are gun, and two are criti-
Running Gear: A hull/running Repairing Damage: All rolls to cal. The ship's player first conducts
gear hit on a vehicle causes running free jammed rudders and lifters, two saving rolls for the two crew hits
gear hits equal to the damage value control flooding, put out fires, and in (if he is entitled to any). The firing
of the gun. Each vehicle has a num- general repair damage are done at the player notes that the hull hit cannot
ber of rows of running gear boxes on end of each friendly movement phase. cause any damage, as he cannot roll
its record form equal to its movement Small Arms Fire: Small arms fire less than a 1. Next, the firing player
rating. Mark off all hits on the top row against a vehicle is conducted nor- rolls for the gun hits. Since he has
until it is completely full, and then mally, assuming that the crew is the three gun hits, he must roll a 2 or less
begin on the next row. Each time that target and using all applicable modi- to actually score a hit. If he does so,
a complete row of running gearboxes fiers to the hit roll. After hits have one gunner is shot, and no saving roll
is marked off, the vehicle's movement been achieved, but before any saving is made for him. Finally, he rolls a die
rating is reduced by 1. When all of the rolls are made, roll once for hit loca- for the critical hit. Since he scored two
vehicle's running gear boxes have tion for each small arms hit. If firing small arms hits with critical as a hit
been marked off, the vehicle is immo- at an armored vehicle, only crew hits location, he must roll a 1 to actually
bilized. have any effect. Make saving throws get a critical hit. If he does, he then
Tripods constitute an exception to for the crew hits that have been scored rolls two dice in the normal way to
the above rule. Tripods treat running and ignore the rest. determine the nature of the critical hit.
gear hits as misses instead (as the shot
passes harmlessly between their legs).
Crew: Each crew hit causes crew
casualties equal to half the damage
value of the firing gun, rounding all
fractions up. Crew losses are selected
by the player who suffered the casu-
alties and may be from any part of
parts of the ship desired. However, the
firing player also rolls an additional

GDW
CRITICAL HITS

CRITICAL HITS sult for conveyances which are mo- determine the number necessary to
THE FOLLOWING CRITICAL hits are tor-powered (such as galleys and free the jam. If the result says that the
possible: wind-powered vessels). rudder jams in a different position, it
Magazine: Each large gun has its Powered conveyances treat this as remains in its original position in-
own magazine or shell locker, so a boiler hit. Roll a die. If the result is stead.
detonation of a magazine will not less than the damage value of the For example, if a ship already has a
necessarily destroy a conveyance, but firing gun, the boiler blows up. If the rudder jammed with a damage value
it will certainly do considerable boiler blows up, the entire engine of 2 and suffers one with a damage
damage. crew is killed, the conveyance's value of 1, the ship's player must now
First, determine which gun's movement is permanently reduced to roll greater than a 3 to free the rudder.
magazine has been detonated. Roll a 0, the ship immediately catches fire However, a 6 will always free the
die to randomly determine the weap- with an initial fire level equal to the rudder, regardless of the damage
on, but only guns with a damage value boiler size, and additional critical hits value of the firing gun. Attempts to
of 1 or more are eligible. Next, roll a are rolled equal to the size of the free the rudder are made at the end of
single die. boiler. the player's movement phase, with all
If the result is less than the damage All additional critical hits are re- other repair attempts.
value of the gun whose magazine solved with a damage value of 1. Running Gear: The running gear
detonated (not the gun which fired the If the boiler does not blow, the has received a direct, and potentially
shot), the explosion is violent enough movement rating is reduced by the crippling, hit. Roll a die.
to completely destroy the convey- damage value of the firing gun. How- If the result is equal to or less than
ance. ever, this movement reduction is not the damage value of the firing gun, the
If the roll is equal to or greater than permanent, and the amount of the running gear is crippled, and the
the damage value of the gun whose reduction is reduced by one each sub- vehicle is immobilized for the rest of
magazine detonated, the gun serviced sequent turn (as the engine gang the game.
by the magazine is destroyed, its crew patches the boiler, wraps rags around If the vehicle is a tripod, one leg
is killed, the conveyance takes hull or split steam lines, etc.). has been shot away and the tripod
running gear damage equal to the Steering/Rudder: The convey- topples over and is wrecked.
damage value of the gun, and the play- ance may not change direction until If the die roll is greater than the
er rolls for one additional critical hit. the rudder is freed. damage value of the gun, the gunning
The additional critical hit is resolved To free the rudder, roll a die for a gear suffers hits equal to its damage
with a damage value of the detonated number greater than the damage value value.
magazine's gun. of the firing gun. Fire: A fire is started on board the
If there is no gun with a damage If the hit result reads "rudder right," conveyance. The initial fire level is
value of 1 or more, this critical hit is the ship turns 60 degrees after each equal to the damage value of the fir-
treated as a fire result instead. move of 1' until the jam is cleared. If ing gun. Once a fire has started, it will
Bridge: Bridge crewmen are killed the hit reads "rudder left," the ship eventually spread and consume the
equal to half the damage value of the turns to the left until the jam is cleared. ship unless extinguished by the crew.
round that hit (round fractions up). If the result merely says "rudder" or At the beginning of each turn, all fires
In addition to this effect, the follow- "steering," then the conveyance con- presently burning are increased by
ing restrictions apply: Conveyances tinues in a straight line until the jam one level.
may not move in the next turn; sur- is freed. Fires burning on sailing ships and
face ships may not change course or If a conveyance with its rudder or Martian kites are increased by two
speed; submarines may not change steering already jammed suffers levels. Any ship or flyer on fire re-
course, speed, or depth; and flyers another jammed steering or rudder ceives an adverse die roll modifica-
may not change course or altitude. result, add the damage value of the tion of one on all rolls to hit when
Fire/Boiler: Treat this as a fire re- new result to that already suffered to firing weapons (including small arms
THE RULES OF WAR

fire), due to smoke interfering with one flooding critical at the same time, tude until they are freed. Freeing
the aim of the gunners. Vehicles on one separate die roll is made for each. jammed lifters is done the same way
fire may not fire at all. Thus, it is possible to repair one as freeing a jammed rudder.
At the start of the friendly move- damage result while the other contin- Loss of Trim: The flyer's trim
ment phase in which the fire level is ues to cause flooding. controls are damaged, and it suffers a
greater than a conveyance's hull size, Throttle: The vehicle's throttle is sudden loss of trim. The owning
it suffers a magazine critical hit. If the jammed. It must continue to move at player immediately attempts to re-
conveyance has no magazines left, it the same speed in each subsequent cover trim by rolling greater than the
instead receives one die roll worth of movement phase as it did in its last damage value of the firing gun. (If the
hull hits (on a flyer) or crew hits (on movement phase before receiving the loss of trim was caused by a collision,
a ship or vehicle). result. A jammed throttle is cleared in the player recovers by rolling greater
Fires may be fought at the end of the same way as a jammed rudder. than half the difference in hull sizes,
the player's friendly movement Armor: The vehicle's armor has rounding fractions down.)
phase. Roll one die for each deckhand received a sharp blow which may If the trimsman is dead, the captain
on a flyer or ship and each engineer crack it or loosen its fastening rivets. makes the attempt, but with a die roll
crewman on a vehicle. For each die Roll a die. modifier of -1.
roll of 5 or 6, the fire is reduced one If the result is less than the dam- If the captain is dead, any surviv-
level. On wooden flyers (Martian age value of the firing gun, the armor ing officer or petty officer may make
kites) and ships, the fire is reduced value of the vehicle is reduced by one the attempt, but with a die roll modi-
only on a roll of 6. level. fier of-2.
Flooding: Most ships which sink Otherwise, the hit has no effect. In If all officers and petty officers are
in battle do so due to uncontrolled this case, and in this case only, the dead, any crewman may make the at-
flooding. damage value of the firing gun is not tempt, but with a die roll modifier of
If a ship suffers a flooding critical, affected by armor or penetration. (See -3.
it first takes hull hits equal to the the armor and penetration rule on Flyers with a hull size of 5 or larger
damage value of the firing gun. That page 40.) have a +1 modification to the die roll.
number is kept track of, and the ship Screw/Rigging: The screw (pro- Ships with a hull size of 10 or larger
suffers that same number of addi- peller) and its driving chains are hit, have a +2 modification, etc.
tional hull hits at the beginning of or the masts and rigging are damaged A roll of 6 will always recover trim,
each friendly movement phase until on a wind-powered ship or flyer. A regardless of the damage value of the
the flooding is controlled or the ship screw-driven ship or flyer has its firing gun or the die roll modifiers in
sinks. speed permanently reduced by 1. A use.
If the flooding is caused by a colli- wind-powered ship or flyer perma- If the flyer recovers trim, it remains
sion or a ram, the number of hull hits nently subtracts one from its move- at its current altitude. If the ship does
caused by the collision or ram is also ment die roll. If a ship or flyer has its not recover trim, it immediately drops
the number of additional flooding hits movement reduced to zero due to one altitude level, and the attempt to
suffered each subsequent turn. screw/rigging hits, it may jury-rig a recover is repeated. This procedure
Flooding may be controlled at the mast or temporary propeller. To jury- continues until either the flyer recov-
end of the player's movement phase. rig a mast or propeller, a 6 must be ers trim or it crashes.
Roll a die. If the result is greater than rolled on one die at the end of the In either case, the flyer may not
the amount of initial damage sus- friendly movement phase. A ship or move, fire, fight fires, or change any
tained, the flooding is halted; other- flyer may not have more than one crew assignments for the rest of the
wise, it continues. However, a die roll jury-rig at a time. current turn and all of the next turn.
of 6 will always control flooding, Lifters: The flyer's large lifting (The crew is still stunned.) If the flyer
regardless of the initial damage level. panels are temporarily jammed in is boarded, the crew may defend it-
If a ship is suffering from more than place; the flyer may not change alti- self.

GDW
ARMOR AND PENETRATION

ARMOR AND PENETRATION different types of conveyances. boiler hits, magazine hits, and flood-
EACH GUN HAS a penetration value Flyers: Flyers generally have only ing hits, provided the shots were fired
which is important against heavily one armor value, the hull armor. Even by a naval vessel or shore battery at
protected targets, such as armored on armored flyers, not all parts of the long range, or at any range by an aerial
aerial gunboats. The gun charts (pages vessel are protected. Armor protects vessel.
172-276) list two penetrations for the hull, magazines, bridge, trim The battery (also sometimes re-
guns. The first value is the penetra- controls, and boiler. In addition, some ferred to as the citadel) is the armored
tion at close range; the second is at flyers have some or all of their guns covering of the sides and central
long range. mounted under armor to protect them. superstructure of the ship. It protects
Each conveyance's record form Armored guns are represented on a the ship against bridge hits and gun
lists its armor values. If the armor flyer's record form by a large box hits for any gun located inside the bat-
value of the target exceeds the pene- drawn around the gun symbol. Some tery, unless the hits were the result of
tration of the gun, halve the gun's flyers have extra armor on one or raking fire. Raking fire is fire deliv-
damage value. If this results in frac- more gun mounts, and these are noted ered from directly ahead or directly
tional hits, roll a die to determine if by a small number (indicating the astern of a ship. A shot is considered
the fractional hit takes effect, with a turret's armor value) in a hexagon to be a raking shot if the line of fire
roll of 1-3 having no effect, and a roll next to the gun mount. In all other passes through the front and rear of
of 4-6 causing a hit. For example, a cases, covered gun mounts are pro- the battery, and does not pass through
gun with a normal damage value of 3 tected by the hull armor's armor either side.
which hits armor of thicker than its value. Bulkheads are armored walls
penetration, would have a damage Ships: Ships have up to five differ- placed at the front and rear of the
value of 11/2. If it caused a result that ent armor values: the belt, deck, bat- ship's battery to protect against rak-
called for one hit per damage value, tery, bulkheads, and turrets. ing fire. They protect against bridge
it would cause one hit automatically The belt is a long, wide sheet of hits and gun hits (on guns located
and a second on a die roll of 4-6. armor that extends along the water- inside the battery), provided the hits
If the armor value of a target is more line of the ship. It protects the ship were caused by raking fire.
than twice the penetration of the fir- against boiler hits, magazine hits, and Turret armor protects guns which
ing gun, the firing player rolls one die. flooding hits, provided the shots were are mounted inside turrets from gun
If the result is equal to or less than the fired at close range by a naval vessel hits.
damage value of the gun, it causes or shore battery. It also protects the Vehicles: Vehicles have two differ-
damage as if it had an effective dam- ship against all hull hits, regardless of ent armor values: hull and running
age value of 1. Otherwise, it has no range. Some ships are equipped with gear. Hull armor protects the vehicle
effect. a short belt covering only the mid- against crew, gun, magazine, bridge,
For example, a gun with a damage ships (which is called a "midship fire/boiler, and throttle hits. Running
value of 3 and a penetration of 3 belt"). This armor protects against the gear armor protects the vehicle
would have a damage value of 1 1/2 same critical hits as a full belt but only against running gear hits (both regu-
against an armor value of 6, and protects against hull hits suffered lar hits and critical hits) and steering
would have a damage value of 1 from a hit location die roll result of 1. hits.
against an armor value of 7 or more if Hull hits which result from a roll of 2
the firing player rolls a 3 or less. Guns are not protected by the belt. NONEXPLODING ROUNDS
with a penetration of 0 do full dam- The deck is not the deck of the ship (OPTIONAL)
age against unprotected targets, half itself, but is, instead, a layer of hori- SOME ARMOR-PIERCING rounds may
damage against targets with an armor zontal armor placed roughly at water- go completely through lightly ar-
value of 1, and have no effect on tar- line level to stop plunging fire, as from mored or unarmored vessels without
gets with an armor value of 2 or more. a gun firing at long range or an aerial detonating. Likewise, solid shot will
Armor takes different forms in bomb. It protects the ship against do less damage if it just punches
THE RULES OF WAR

through both sides of a hull than if it not change course or speed (except as tions. Since the owning player de-
hits more substantial resistance. a result of combat damage or a colli- cides which crewman is removed due
If a conveyance is hit by a gun sion). If there is no trimsman, the flyer to casualties, these will usually be
which has a penetration more than may not voluntarily change altitude. taken against the deck crew first. This
twice the armor value of the convey- In addition, roll a die at the end of each actually represents the deck crew
ance, roll a die. On a result of 1-3, the friendly movement phase. On a roll being reduced because replacements
hit is resolved normally. On a roll of of 6, the vessel suffers a trim critical are being sent to take the place of
4-6, the round passes through the tar- hit (and probably crashes). On any casualties all over the ship.
get without exploding. other result, it remains in trim. Ships: Ships have the same catego-
Hit location is still rolled, and the Any petty officer from the deck ries of crewmen as do flyers, and they
shot causes damage, but the round is crew and any officer from the bridge carry out the same functions.
treated as if it had a damage value of may take over for the helmsman or Vehicles: Vehicles have much
1, regardless of its size. trimsman. smaller crews than do ships and
Note that rounds which already Maneuvering Crew: These are the flyers. They have only three catego-
have a damage value of 1 are unaf- ratings assigned to man the boilers, ries of crewmen: command crew, gun
fected by this rule. If this optional rule masts, or crankshaft of a flyer. On a crew, and engine crew.
is used, this roll will always have to steam vessel these engineers are re- Command Crew: The command
be made versus unarmored convey- ferred to as the "black gang." crew on a vehicle consists of either
ances unless they are fired at by a gun On a kite they are "topmen" who one or two men.
with a damage value of 1 already. control the rigging, masts, and sails. On land juggernauts, two men are
On a screw galley these are called in the command crew: the captain and
CREWS OF CONVEYANCES "turncranks." the driver.
EACH CONVEYANCE is manned by Each flyer has several rows of On all other vehicles, there is only
officers, petty officers, and ratings boxes representing the maneuvering the driver. If a land juggernaut's driver
(enlisted men) who carry out a vari- crew. As crew casualties are taken, is killed, the captain can take over
ety of functions. The different types mark off the boxes. When a row of driving.
of conveyances have different types boxes is completely filled in, the On vehicles with no engine crew,
of crewmen. Each player may move speed of the flyer is reduced by one. the driver is capable of making repairs
his surviving crewmen to any assign- When the entire maneuvering crew is that the engineers would normally
ment on the conveyance desired eliminated, the vessel's speed is re- make. The vehicle cannot move while
during the initiative phase of each duced to 0. the driver is making repairs, however.
turn. Gun Crew: Each gun mount has an Gun Crew: This crew is identical
Flyers: Flyers have a bridge crew, assigned gun crew represented by in function to the gun crew of a ship
maneuvering crew, gun crew, and crew circles on the flyer's record form or flyer.
deck crew. Some flyers also have ma- next to the gun. As gun crew are Engine Crew: These men are simi-
rines. killed, mark off crew boxes. Each gun lar to the maneuvering crew of a ship
Bridge Crew: This consists of the crew casualty reduces the rate of fire or flyer, with two differences.
captain and any other officers as- of the weapon by one. For weapons First, the engine crew is responsible
signed to the flyer, a helmsman, a with a rate of fire of 1 or less, each for making all repairs on the vehicle.
trimsman, and a signaler. The helms- casualty adds one turn to the reload Second, engine crew casualties do
man and trimsman are petty officers, time. not affect the speed of the vehicle
while the signaler is a rating. If no Deck Crew: These are all crewmen unless the entire engine crew is dead.
officers are left on board a flyer, it will not required for other duties. They are If that happens, the movement rating
attempt to leave the battle. If it is responsible for damage control, form- of the vehicle is reduced by one each
immobilized or boarded, it will sur- ing (or repelling) boarding parties, turn (as the built-up head of steam is
render. If there is no helmsman, it may and replacing losses at other crew sta- used up), until it is reduced to 0.

GDW
RAMMING

RAMMING to battle damage, the ramming at- If the result is less than the number of
IT Is POSSIBLE for aerial and naval tempt is automatically successful. hull damage points suffered, the
vessels to ram enemy vessels. To do For example, a flyer moves into rammed flyer suffers a critical loss of
so, the owning player must have the contact with an enemy flyer. The en- trim. If the rammed vessel does not
initiative and must declare his inten- emy flyer has a movement rating of 5 suffer a loss of trim, the two vessels
tion in the ram/charge declaration and maneuvers to avoid the ram. are grappled (see Grappling), and the
phase. In the attacker's movement Avoiding the ram uses half of the rammer may send a boarding party
phase, each vessel attempting to ram flyer's movement rounded up, or 3' across. In either case, the ramming
is moved and makes its ramming at- worth. Normally the ramming vessel vessel suffers no damage.
tempt separately. would roll for a 4 or less to ram, but If the ram was successful, but the
Vessels which are the targets of this is reduced to a 1 because of the ramming vessel was not equipped
ramming attempts may try to avoid target's maneuver. with a ram, the ram is resolved the
the ram and do so by expending half If the ram is successful, and the same as a collision, with two excep-
of their movement allowance for the ramming vessel was a ram-equipped tions. First, if the ramming vessel is
next movement phase (rounding frac- ship, the rammed ship immediately the same size as or smaller than the
tions up). Players need to remember suffers hull damage equal to the hull rammed vessel, there is no chance of
this so that the ship moves only half size of the ramming ship. In addition, losing trim or suffering a flooding
of its movement allowance in its own roll a die. If the result is 4,5, or 6, the critical. Second, if the rammed ves-
movement phase. rammed ship suffers a flooding criti- sel is a flyer and does not suffer a loss
To attempt to ram an enemy vessel, cal result. This die roll is modified as of trim, or is a ship under any circum-
a ship or flyer must either move in the Flooding Roll Modifiers Table stances, the two are grappled (see
through the position of or end move- (below) based on the hull size of the below) and the rammer may send a
ment in contact with the target vessel two ships. boarding party across.
and be at the same depth or altitude. In either case, the ramming ship
(The only exception to this is that sub- suffers no damage, the rammed ship GRAPPLING
marines at Periscope depth may ram is grappled (see Grappling), and the ONLY SHIPS AND FLYERS may grapple
any ship on the surface.) The player ramming ship can send a boarding enemy vessels. To attempt to grapple
making the attempt then rolls a die. party across. an enemy vessel, a vessel must end
On a roll of 4 or less, the attempt is If the ram is successful and the ram- its move within 2" of an enemy ves-
successful. If the enemy vessel was ming vessel was a ram-equipped fly- sel and, if it is a flyer, be at the same
avoiding the attempt, subtract the er, the rammed flyer suffers hull dam- altitude. Steamships with a hull size
number of movement points spent age equal to half the hull size of the of 3 or more may not be grappled un-
avoiding the attempt from the num- ramming flyer (roll for fractional hits, less they are immobilized due to
ber needed to ram. If the target of the with a 1-3 having no effect and a 4-6 damage.
ramming attempt is immobilized due causing a hit). In addition, roll a die. Half the deckhands (round fractions
up) may make grappling attempts.
Roll a die for each attempt; it succeeds
on a roll of 5 or 6. The grappling iron
FLOODING ROLL is attached to the point on the enemy
MODIFIERS vessel closest to the deckhand mak-
Condition Modifier ing the attempt and to the point on the
Rammer three or more times the size of the rammed ship +2 friendly vessel occupied by the deck-
Rammer twice the size of the rammed ship +1 hand. The grapple is automatically
Rammed ship twice the size of the rammer -1 tied down, and the deckhand may
Rammed ship four times the size of the rammer -2 undertake other actions once the grap-
ple is successful.
THE RULES OF WAR

If grappled, a ship may be boarded of crew casualty marks. in the above example, if 10 men were
immediately. It remains grappled un- When two vessels are grappled, the crossing and their flyer took six crew
til the grapple is cut. The grapple may moving player may board the other hits from small arms fire, shrapnel, or
be cut by any crewman of either side vessel. A vessel is boarded by send- grapeshot, six boarders would be hit,
who is at either of the attachment ing an already-formed boarding party and only four would be able to cross,
points and uninvolved in melee. across onto the enemy ship. even if there were more boarders
Grapples are cut during the initiative Three factors restrict the number of waiting to cross. In the next friendly
phase of a turn. boarders that may be sent from one movement phase a total of 10 men
No vessel may move, change direc- vessel to another in one movement would again be able to cross.
tion, or change altitude while phase. First, only crew already Attacking boarding parties fight
grappled to another. Grappled flyers formed into a boarding party may with a defending vessel's boarding
ignore any trim critical hits, and if board. Second, the maximum number party (if one is formed), all deck-
they take battle damage which would of men that can cross in a phase is five hands, and marines. Melee and mo-
normally force them to drop a level, times the hull size of the smaller of rale rolls are conducted normally,
they instead stay at the same height. the two flyers, or five times the hull with two exceptions. First, both sides
They will drop an altitude level if the length of the smaller of two ships. ignore all checked results of a morale
enemy ship also suffers damage re- Thus, if a flyer with a hull size of 2 test. Second, if the defender fails a
quiring it to drop a level or more or at and a flyer with a hull size of 5 were morale test (except with a checked
such time as the grapple is cut. If a grappled, the greatest number of men result), the ship surrenders. If the at-
grappled ship suffers damage that who could cross in a phase would be tacker fails a morale test (except with
would reduce its maximum altitude 10. If the boarding party is crossing a checked result), the survivors of his
to two lower than its current altitude, its own bow or stern or that of the en- boarding party retreat back to their
the grapple breaks, and the vessel emy, halve the number of allowed own ship. Boarding actions may be
drops two levels and suffers a loss of boarders (round fractions up). Third, fought out either on the decks of the
trim critical hit. any crew casualties suffered during models of the vessels or using the
the turn due to small arms fire, shrap- tactical grid superimposed over the
BOARDING ACTIONS nel, or grapeshot are taken from the deck plan on the vessel's record form.
EACH PLAYER may form or disband boarding party and reduce the num- Each square represents 1" of deck
a boarding party during the initiative
phase of the turn after initiative is de-
termined. (Nonmoving players can
form boarding parties.) The player
notes on his record form the compo-
sition of the boarding party and marks
off crew boxes corresponding to the
party members. At the same time, he
should group the figures representing
the boarding party at some convenient
place on the vessel model. Crewmem-
bers formed into a boarding party may
not undertake any other action that
turn; they may not man guns, fight
fires, or fire small arms. If a boarding
party is later disbanded, the survivors
are distributed to various crew posi-
tions by erasing the correct number
"Away boarders!"

GDW
SPECIAL RULES: VEHICLES

SPECIAL RULES: VEHICLES result of hull/running gear on a tripod a turn in which it moves.
VEHICLES INCLUDE ALL mechani- is, instead, treated as a miss (the shot Tractor: Tractors are unarmored
cally-driven land conveyances. passes between the tripod's legs). If a steam-powered vehicles which move
Record Forms: Information on a running gear critical hit is achieved on endless tracks and are used to tow
vehicle record form is read as shown on the tripod and is confirmed by roll- heavy loads. Tractors are often used
below. ing the damage value of the round or to tow artillery pieces and can also be
Land Juggernaut: Also called less, the tripod tips over and is used to push disabled vehicles off of
landships, these massive armored wrecked. A wrecked tripod can be re- roads or bridges. The tractor must
vehicles move on endless tracks, like covered and repaired after the battle, begin its turn next to a disabled ve-
those of a tractor. A few, all powered but it is out of play for the rest of the hicle to push it out of the way, and it
by steam, are currently in service in battle being fought. requires one complete movement
the arsenals of the great powers. A tripod's armament is always phase to do so. At the end of the phase,
Numerous experimental prototypes positioned to fire directly ahead and the road or bridge is clear. The tractor
also exist, the products of the fertile has a 90-degree arc of fire to the front. must spend one complete turn next to
minds of various inventors. All ve- At the end of each friendly move- a disabled vehicle to attach tow cables
hicle rules apply to juggernauts. In ment phase, the tripod can pivot its and may then tow it at one-fourth of
addition, juggernauts may fire in the superstructure up to 90 degrees to the tractor's normal speed.
same turn in which they move, pro- either side of its facing, and that Machinegun Quadricycle: This
vided they expend only half or less of position becomes its new facing for small vehicle consists of four wheels,
their allowed movement. All weapons purposes of fire. Pivoting its super- a driver's seat, a small petrol engine,
which fire while the juggernaut is structure does not count as move- and a Maxim machinegun. A gun
moving suffer a -1 modifier to hit. ment, and so the tripod can fire in the shield on the Maxim gives the driver/
Walking Tripod: A hit location same turn it pivots; it may not fire in gunner the benefit of hard cover, if
THE RULES OF WAR

fired at from the vehicle's front 90- A train which receives a running
degree arc. The machinegun has a 90- gear critical hit, confirmed by rolling
degree arc to the front, and it may be the gun's damage value or less, is
fired if the vehicle moves half or less derailed. The train is wrecked, and all
of its movement allowance in a turn. guns on it are out of action. All crew
Train: A train has a maximum are stunned for one turn and may not
speed of 40" per turn. Its speed is move or fire; if the crewmembers are
always kept track of from turn to turn meleed, each attacking figure auto-
and the train may accelerate by up to matically kills one stunned crewman.
10" per turn, or decelerate by up to A bridge critical kills engine crew-
20" per turn. Speed changes are made men. The train may not change speed
at the beginning of each friendly for one turn and may not change speed
movement phase. at all if the entire engine crew is killed.
For example, a train moving at a A steering critical is treated as a
speed of 30" in one turn could, in its running gear critical on trains (see
next friendly movement phase, de- above). An armor critical hit is applied
crease its speed to 10" (and move 10" to one specific car of the train, not all
down the track) or increase its speed parts of the train. An armor critical has
to 40" (and move 40" down the track). no effect on an unarmored train.
Trains may fire all of their weapons Weapons mounted on trains may
in any turn, regardless of how far they fire while the train is moving, but they
move, unless they decelerate by more suffer an adverse modifier of 1 on
than 10" in the turn. their roll to hit.
SPECIAL RULES: SHIPS -
SPECIAL RULES: SHIPS Torpedo Boat: A torpedo boat is ground combat. Nevertheless, the
SHIPS INCLUDE all nautical vessels. a small, fast vessel designed to deliver combat system does enable players to
All ships may fire their weapons in high-speed attacks. It follows all nor- incorporate them into games, and so
the same turn in which they move. mal ship rules. complete rules are presented which
Ships which move 4' or more in a turn Gunboat: A gunboat is similar to cover their occasional appearance in
suffer a negative die roll modifier of a torpedo boat, but it is generally a game. The largest examples of these
1 to hit when they fire any weapon, larger and slower. Its main task is to ships displace thousands of tons and
except torpedoes. Ships which move support shore operations with gunfire. are marvels of engineering. They
8' or more in a turn receive a nega- It follows all normal ship rules. obey all normal ship rules.
tive die roll modifier of 1 to hit when Armored Warship: Armored Hydrofoil: A hydrofoil is a small,
fired at by any other weapon. warships are the backbone of the fast boat, similar to a torpedo boat,
Record Forms: Information on a fleets of the great powers. They are which rides above the water on metal
ship record form is read as shown in designed to attack ships on the high fins. This enables it to obtain very high
the example below. seas and have very little to do with speeds and to cruise in shallow wa-

Ship Record Form

Name: Cyclops
Type/Class: Coast Defense Monitor
Nationality: Great Britain

Crew Armament
HS
7
4 X 10"LP
4 No gunners shown
Length on plan
(Total of 16)
Ram N
2
Move

ARMOR
4
Bit:
Bty: —
Blk. —
Trt. 5
1
Dck.
Hull:
THE RULES OF WAR

ter. (This capability severely limits its submarines at deeper depths may only Coming About Diagram
maximum weight.) be attacked by torpedoes, depth
Hydrofoils ignore all hull hits bombs, and underwater guns. A sub-
caused by a die roll of 1 on the Con- marine which suffers a bridge hit may
veyance Hit Location Table. (The shot not change course, speed, or depth for
passes under the hull of the boat). one turn. A submarine which suffers
However, once one complete row of hull hits equal to half its total possible
hull boxes is marked off, subtract two hull hits must surface and may not
from a hydrofoil's movement. From submerge again.
then on, hull hits scored by a 1 cause Sailing Ship: Sailing ships are
Coming
actual damage, as the hydrofoil has wind-powered nautical vessels. They About
settled into the water and is travelling do not have a fixed movement allow-
as a conventional boat. ance. The movement allowance of
Submarine: Submarines follow all each sailing ship, in feet, is one die
normal rules for ships and, in addition, roll halved (round fractions up). This The referee will determine wind
may travel at depths lower than Sur- die roll is made separately for each direction by rolling a die at the start
face. Submerged submarine move- sailing ship in each friendly move- of the game and consulting the wind
ment should be kept track of on a hex ment phase. Once a player rolls for a direction diagram below.
map of the gaming table and the sur- sailing ship's movement, he must
rounding area, with each hex on the complete that sailing ship's move- WIND DIRECTION
map equal to 1' on the table. (See the ment before moving any other con-
rule on depth on pages 34-35.) veyance. Each foot moved upwind
Submarines which are under the counts as 2' of movement. Sailing
surface are difficult to detect. Subma- ships may not sail directly into the
rines at Periscope depth may be seen wind. A sailing ship may change its
by any ship within 6' on a die roll of facing by 60 degrees for each foot it
3 or less and are automatically seen moves. It may change its facing by
by any flyer within 6'. A flyer may 120 degrees if coming about (chang-
alert ships to the presence of a sub- ing the angle of the wind from its port
marine by spending one movement bow to its starboard bow, or vice
phase circling the submarine's posi- versa). However, if a sailing ship
tion. Only submarines may detect comes about, it may not make any All fire/boiler results on a sailing
other submarines which are below other turns that movement phase. vessel are treated as fire results. Fires
Periscope depth. They may only de- on sailing vessels increase by two
tect other submarines if the detecting levels each turn. Once the level of a
submarine is submerged (Periscope UPWIND DIAGRAM fire equals or exceeds the hull size of
Wind
depth or lower), within one level of Direction
the sailing vessel, all remaining rig-
the same depth as the other subma- ging boxes are marked off; the ship
rine, within 2' of the other submarine, may not move again until it jury-rigs
and the other submarine is in their a mast.
bow aspect. Galley: Galleys are oar-powered
Submarines may ram surface warships which generally rely on
ships, but only if at Surface depth or rams for combat. Galleys follow all
Periscope depth. Submarines at Sur- normal rules for ships. A fire/boiler
face depth and Periscope depth may result on a galley is treated as a fire
be attacked by bombs and gunfire; result.

GDW
SPECIAL RULES: FLYERS

SPECIAL RULES: FLYERS ing vessels with the following two cable modifiers.
FLYERS INCLUDE all flying ma- additions: Kites have a movement Throckmorton conveyors may
chines and aerial vessels. All flyers allowance each turn of 1 plus the roll face in any direction desired and may
may fire their weapons in the same of one die. Kites may change altitude change facing as often as desired
turn in which they move. Some flyers by one level per turn at no movement during movement. Conveyors have a
suffer a negative die roll modifier to cost but may never voluntarily change movement rating of 2, pay both
hit when they fire. All flyers moving by more than one level. movement points to climb one alti-
at a speed of 8 or faster suffer a nega- Zeppelin: A zeppelin relies on tude level, pay one movement point
tive die roll modifier of 1 to hit, as does hydrogen as a rifting agent instead of to descend a level, and may never de-
all fire directed against the flyer. In- liftwood. The hydrogen fills the large, scend more than one level per turn. If
formation on a flyer's record form is rigid, fabric-covered hull of the zep- the conveyor ends its move at the
read as in the example on page 29. pelin. Since the hull is only fabric same altitude and in contact with
The listing below is divided into supported by a few light structural another flyer, vehicle, or ship, the
two sections. The first section deals members, shells pass completely conveyor's crew may board it. Con-
with the standard flyers encountered through the flyer without exploding. veyors are treated as troops in open
in the service of the various nations As a result, all hull hits on a zeppelin order for fire purposes, with all hits
in 1889. The second section covers cause only one point of damage, re- being crew casualties.
special inventions which are not gardless of the damage value of the
normally in the hands of governments firing gun. A zeppelin never loses Invented Flyers
but which player characters from the trim, so a trim critical hit has no ef- THE FOLLOWING invented flyers all
role-playing game may have or come fect. If a zeppelin suffers a fire/boiler utilize some form of dynamic lift gen-
in contact with. critical, it explodes and is completely erated by the rapid passage of air over
destroyed. If a zeppelin collides with wings or rotors.
Standard Flyers another vessel, it suffers one die of Glider: A glider is an aerial ves-
ALL STANDARD flyers rely on a lift- hull hits. If rammed, a zeppelin suf- sel which relies upon dynamic inter-
ing agent, either hydrogen (in the case fers hull hits equal to the hull size of action between specially-shaped
of zeppelins) or Martian liftwood. the ramming flyer unless the flyer is wings and the atmosphere (the same
Liftwood Flyer: Liftwood flyers equipped with a ram, in which case means terrestrial birds use for flight).
obtain lift by use of thin panels of the zeppelin suffers twice as much Gliders may either be dropped from
liftwood, a tree with antigravitational damage. A zeppelin may not ram an airborne flyer (such as a zeppelin)
properties which grows in certain another vessel. or may be launched by catapult. All
parts of the Martian highlands. Ter- Throckmorton Conveyors: A gliders have an initial movement of
restrial liftwood flyers are generally Throckmorton conveyor is an indi- 10. A glider adds one to its speed for
steam-powered and driven through vidual flyer which utilizes liftwood each altitude level that it descends and
the air by means of a large airscrew panels for flight and a small pedal- subtracts one from its speed for each
(propeller). All normal flyer rules driven airscrew for forward motion. altitude level that it climbs. A glider's
apply to liftwood flyers. Throckmorton conveyors are avail- speed may never be increased above
Screw Galley: A screw galley is able in single-seat and twin-seat 12, however, and if additional altitude
a Martian liftwood flyer driven by configurations. Neither are armed, but levels are dropped, speed remains at
large airscrews which are turned by in the twin- seat version the man in the 12. If a glider's speed ever falls be-
the muscle power of the ship's "turn- forward seat can fire his personal low 3, it will immediately drop
cranks," or rowers. Screw galleys weapon. (The man in the rear seat is sufficient altitude levels to bring its
treat all fire/boiler hits as fire hits. occupied with the rudder and trim speed back up to 3. If this brings it into
Kite: Kites are Martian wind- controls.) When firing, the crewman contact with the ground, the glider
powered liftwood flyers. They follow suffers a negative die roll modifier to crashes. The glider may move a total
all of the rules given above for sail- hit of 1 in addition to any other appli- of 3' and drop one altitude level (with-
THE RULES OF WAR

out gaining speed) in the movement device reliability (round fractions up) speed by only one per turn. The mini-
phase in which it lands. It may land each turn, in addition to any increases mum speed for an autogyro is 2; if its
on any landing field or flat grassy area or decreases due to altitude change. speed falls below 2, it crashes. The
18" or more long. Its maximum speed is 12 plus twice maximum speed of the autogyro is 5
A glider may make one 60-degree its device reliability. plus its device reliability. All damage
change in direction per movement Each screw critical hit reduces the on an autogyro is identical to that suf-
phase. This change is made at any maximum speed of the aeroplane by fered by an aeroplane. Wing hits are
point after the glider has completed 5. A boiler critical hit on an aeroplane called rotor hits instead, but they have
half of its movement. This direction causes an additional roll. If the die roll exactly the same effect.
change may be increased to 120 is equal to or less than the damage Helicopter: A helicopter is an
degrees by voluntarily reducing the value of the firing gun, the engine aerial conveyance which stays aloft
glider's movement allowance by one. explodes, causing the aeroplane to by means of the lift provided by its
A glider may ram, and other flyers crash. If the die roll is greater than the rotor blades. A helicopter does not
may attempt to ram the glider. If damage value of the firing gun, the have a separate airscrew; it achieves
another vessel attempts to ram it and engine is damaged and stops. The forward motion by tilting its rotors.
it evades, it does so with half of its aeroplane then behaves like a glider A helicopter does not have hull hit
current speed, not half of its maxi- for the rest of the time that it is in boxes; instead, it has rotor hit boxes.
mum movement rating. If a glider flight, with the exception that each All hull hits become rotor hits instead,
rams or is rammed, it is destroyed. turn it must reduce its speed by 1. (It and the effects of rotor damage are the
Hull hits have the normal effect on may, in the same turn, regain the lost same as for hull hits on a normal flyer.
maximum altitude for a glider, but are speed by reducing its altitude.) All screw critical hits are treated as
called wing hits instead. As a glider Autogyro: An autogyro combines regular hull (rotor) hits. When a
has no airscrew, ignore all screw criti- many of the characteristics of a heli- complete row of boxes is marked off,
cals. A lifter critical hit is treated copter and an aeroplane. Like a heli- the helicopter's maximum speed and
normally, but on a glider the lifters are copter, it is held aloft by a rotor. maximum altitude are reduced by
called flaps. A fire/boiler hit on a However, this rotor is not powered by one.
glider is treated as a fire. All fires the engine but instead turns due to the A fire/boiler critical hit on a heli-
increase by one level per turn on a passage of air over it and so functions copter causes both a fire and an en-
glider. The pilot may fight the fire the much like the wing of a glider or aero- gine failure. The whole crew, pilot
same as a deckhand on a regular flyer. plane. The autogyro thus cannot included, fights a fire. The helicopter
A bridge hit on a glider is instead hover and relies on its airscrew for may not move while on fire and loses
treated as a trim critical hit. Any alti- forward motion. It is capable of flight one altitude level per turn until either
tude lost due to a trim critical hit does at very low speeds, however. An the fire is extinguished or the helicop-
not increase the speed of the glider. autogyro follows all the same rules as ter crashes. Once the fire is extin-
Aeroplane: An aeroplane is a an aeroplane with these exceptions: guished, the helicopter may move
powered version of a glider. It follows An autogyro may take off from normally. A bridge hit on a helicop-
all of the same rules as a glider, with any landing strip or stretch of flat ter is instead treated as a trim critical
the following exceptions. The whole grassland that is 18" or more long. The hit.
crew, including the pilot, fights fires autogyro has an initial take-off speed A helicopter may ram, and other
on an aeroplane. of 3. It may move a total of 2' and flyers may attempt to ram the helicop-
An aeroplane may take off from drop one altitude level in the move- ter. If another flyer attempts to ram the
any landing field or strip of flat grass- ment phase in which it lands. It may helicopter and the helicopter evades,
land on the playing surface which is land on any landing field or flat grassy it does so with half of its current
3' or more long. Its initial speed at area which is 18" or more long. It does speed, not half of its maximum move-
takeoff is 4. It may always increase not gain or lose speed for altitude ment rating. If a helicopter rams or is
or decrease its speed by half of its changes, and it may change its own rammed, it is destroyed.

GDW
ADVANCED WEAPONS

However, before rolling the die, sub-


tract the range in feet (round fractions
down) and the target's movement
rating in feet from the hull size
number. If the attack is from directly
ahead or directly behind the target
Part D: ship, subtract an additional two.
If the hit number is reduced below

Advanced Weapons 1, it stays at 1 but the target player is


allowed a saving roll, just as with
small arms fire. The saving roll num-
NAVAL WEAPONS tube type has a number following it ber is equal to the number of excess
THE FOLLOWING are naval weapons. which is the number of launch tubes hit modifiers.
(and torpedoes) that are available. As For example, a torpedo boat is
many torpedoes may be fired per attacking a ship with a hull size of 6
phase as desired (up to the total and a movement rating of 2 from a
number carried), but each time a tor- range of 2'. Normally the attacking
pedo is fired, note that it is expended player would have to roll 6 or less to
by marking it off on the record form. hit, but he subtracts two from this for
Torpedoes For example, the British Thorny- the range and two for the target's
MANY SHIPS have launch tubes croft-125 boat's listing reads "DT-4" speed, for a final modified hit num-
which can fire torpedoes, and some indicating that it has four deck- ber of 2. Note that if the attack took
flyers have provisions for dropping mounted launch tubes and a total of place from directly ahead or behind,
them as well. four torpedoes. the hit number would be reduced to
Firing Aspect: The ship record Occasionally, a torpedo listing 0. Instead, the hit number would be
form will indicate whether the torpe- will have an additional number fol- rolled as a 1 and, if a hit were
does are fired from bow tubes (BT), lowing it with a plus, such as "DT-2 achieved, the target player would save
stern tubes (ST), midship tubes (MT), +2." This means that two "reload" tor- on a roll of 1.
or deck tubes (DT). Bow tubes may pedoes are available. Reload torpe- Aerial vessels launch torpedoes in
only fire into the bow aspect, stern does may be fired from any mount, the same way as do ships, but can only
tubes into the stern aspect, and broad- not just the mount they are listed by. launch them straight ahead and may
side tubes into the broadside aspect. It takes one full turn to reload torpe- only launch from Very Low altitude.
If a ship is listed as having broadside does, during which time the ship may Depth: Torpedoes may only be
tubes, the number listed is the num- not fire any other torpedoes. used to attack ships at the same depth
ber of tubes which face each broad- Any flyer equipped with bomb as the ship which launched the tor-
side. Deck tubes may fire into either racks may carry one torpedo in place pedo; however, Surface and Peri-
the bow aspect or the forward half of of two loads of bombs. scope depth are considered to be the
either broadside aspect, but may not Firing Torpedoes: Torpedoes are same depth for purposes of launching
fire directly ahead (at any vessel fired in the friendly movement phase, torpedoes. Aerial-launched torpedoes
within 4" of a line drawn in the direc- not the fire phase. They are fired may only be fired at surface ships or
tion the firing ship faces). before any other movement. In order submarines at Periscope depth.
Aerial vessels may only fire tor- to hit a target, the firing player rolls a Torpedo Damage: All torpedo
pedoes at ships which are directly die and must roll a number equal to hits are hull hits. Torpedoes have a
ahead (within 4" of a line drawn in or less than the hull length number of penetration of 6. Their damage value
the direction the flyer faces). the target vessel. The hull length num- is variable and equal to the sum of the
Torpedo Supply: Each launch ber is shown on the ship record form. roll of four dice. All torpedo hits cause
THE RULES OF WAR

an uncontrolled flooding critical hit. wishes. A player declares that he is


To control the flooding, the player deploying or recovering his nets at the
owning the damaged ship must roll a end of any friendly movement phase,
4 or less. when repair die rolls are made. He
Improved Torpedoes: Improved rolls a die, and on a roll of 5 or 6, he
torpedoes are an invention open to succeeds. Otherwise, his ship is still
inventor characters and are described deploying or recovering. Once he be-
in the role-playing game. Improved gins to deploy or recover, he must
torpedoes are identical to regular tor- continue to do so until he successfully
pedoes, except that when calculating rolls a 5 or 6. A ship in the process of
the hit number, subtract one for ev- deploying or recovering nets has its
ery 2' of range (round fractions down) Torpedo Nets movement allowance reduced to 1 but
instead of every 1' of range. ONE DEFENSE against torpedo craft receives no protection from the nets.
was torpedo netting. Torpedo nets
were hung from booms alongside a
ship and were intended to stop torpe-
does from hitting the ship. Only
warships from Earth have torpedo
nets, and all are assumed to have
them. Although nets are reasonably
successful in protecting a ship from
torpedoes, they reduce its speed
considerably and cannot protect
Depth Bombs against torpedo attacks from directly
ANY SHIP capable of carrying tor- ahead or behind.
pedoes may carry two depth bombs Ships may begin a game with their
instead. Flyers with bomb racks may torpedo nets deployed (in the water) Underwater Guns
carry one depth bomb in place of each or recovered (on the ship). Ships with UNDERWATER GUNS are inventions
bomb load. Depth bombs are dropped their nets deployed have their move- available to inventor characters and
at any point during movement. Flyers ment rating reduced to 1. Ships with described in the role-playing rules.
may only drop depth bombs from their nets deployed may only make They are treated exactly like a 4" short
Very Low altitude. When the depth torpedo attacks with their bow and gun (also known as a 4" low-powered
bomb is dropped, the dropping player stern tubes. (Gun attacks can be made gun), except that:
announces the depth it is set for (Peri- normally.) • The gun may only be fired at
scope, 100 fathoms, 200 fathoms, 300 All torpedo attacks against ships ships.
fathoms, etc.) If the depth setting is with their nets deployed are resolved • It may not be fired at hydrofoils
correct, the referee rolls a die and normally, with one exception. If a ship unless they are stationary or riding
halves the result (rounding fractions with nets out is hit by a torpedo, it low in the water (see the hydrofoil rule
down); this number is the number of makes a saving roll for 4 or less to stop on page 46).
hull hits suffered by the submarine. the torpedo in the net. On a roll of 5 • The measured range to the tar-
If a 6 is rolled, the submarine suffers or 6, the torpedo hits anyway. Torpedo get is doubled (thus effectively halv-
three hull hits and, in addition, an un- attacks made from directly ahead and ing the range of the gun).
controlled flooding critical result. The directly astern are not affected by • All hits from the gun are hull hits.
result of the die roll should be kept torpedo nets. • And the gun may be fired at sub-
secret from the player who dropped A player may attempt to deploy or marines at any depth, provided the
the depth bomb. recover his nets during a game if he firing ship can see the submarine.

GDW
ARTILLERY

ARTILLERY range. If it hits a target but does not torpedo misses that vessel, roll to see
THESE WEAPONS ARE generally penetrate, it will instead reduce the if it hits the other. If one or both ves-
used to fire at large targets, such as target's armor value by 2. sels attempt to evade the torpedo,
conveyances or structures, and are there is a chance the vessels will
similar to artillery in purpose, if not Electric Rail Gun collide with each other (the same as
in exact function. ELECTRIC RAIL GUNS may be avail- if a vessel turns in a hex with another).
able to player characters from the If they collide, they do not receive the
Lightning Cannon role-playing game. They use electro- die roll modifier to avoid a ramming
A LIGHTNING CANNON is an inven- magnets to accelerate steel shells attempt.
tion which may be available to player down their barrels. For game pur- If the Smutts torpedo hits, it deto-
characters from the role-playing poses, an electric rail gun is equiva- nates. It has a penetration of 1 and a
game. lent to a modern 12" naval gun. damage value of 12. In addition, the
This weapon projects a bolt of force of the detonation will cause an
lightning toward a target and may Smutts Discharger automatic loss of trim critical, the
only be fired at large targets, such as A SMUTTS DISCHARGER is a steam- same as a hit from a lob gun.
conveyances or buildings. Its close powered pneumatic launcher for Each ship carries a limited number
range in feet, close range penetration, Smutts Patent Aerial Torpedoes. of Smutts aerial torpedoes. When
and damage value is equal to its re- These dischargers are only mounted these have all been used, the dis-
liability number. Its long range is on British steam-powered vessels and charger may not be fired again. The
twice its reliability number, while its are always oriented to fire directly for- Smutts aerial torpedoes are repre-
long range penetration is half its re- ward. sented by small triangles on the ship's
liability (round fractions down). The Smutts Patent Aerial Torpedo deck plan of the ship record form.
is a finned projectile filled with dyna- The Smutts discharger is treated as
Heat Ray mite held aloft by means of liftwood any other gun for purposes of gun hits
A HEAT RAY is an invention which vanes and powered after launch by a and has a magazine. If the Smutts
PCs from the role-playing game may propeller driven by a small flywheel. discharger's magazine is detonated by
have access to. It focuses the rays of It also trails a cable with a small a critical hit, all remaining Smutts
the Sun through several large lenses grapnel to snag vessels over which it aerial torpedoes on board blow up.
and produces a powerful beam of light passes. Roll for each torpedo separately for
which melts objects in the beam's On the turn it is launched, it will hit location.
path. A heat ray may only be fired at move directly forward from the firing
large targets, such as conveyances and ship for 6', and it does the same for Rocket Batteries
buildings. It has a close range in the the four subsequent turns. At the end IT is VERY DIFFICULT to fire ord-
atmosphere in scale feet equal to five of that time, it detonates (to prevent nance at a steep upward or downward
times its reliability and a close range capture by the enemy). angle from an aerial gunboat since the
of 1000 miles times its reliability out- If the Smutts torpedo passes angular recoil will destabilize the
side the atmosphere. Its long range is through the model of any vessel at firing boat and cause a loss of trim.
twice its close range. the same altitude or one level lower This is not a problem with rockets,
A heat ray has a rate of fire of 1 and than the torpedo, it will collide with however, since the thrust of the rocket
a damage value of 10, although this it on a roll of 2 or higher. The target can be vented in any direction re-
is reduced by two in an atmosphere. vessel may attempt to avoid the col- quired to maintain stability of the
In addition, the damage value is re- lision in the same manner as avoid- ship.
duced by one for every orbit out from ing a ramming attempt. The British often employ banks of
the Sun past Mercury (-1 at Venus, If two vessels are in the same hex, Hale rockets on their aerial gunboats
-2 at Earth, -3 at Mars). It has a pene- roll randomly to determine which to to fire at higher or lower targets, and
tration of 4 at close range and 2 at long check first for a collision. If the Smutts other European powers employ rock-
THE RULES OF WAR

ets of similar design. These rockets battery from a conveyance (but this than the range in feet) and do not re-
are also mounted on ships and some is normally a deckhand, not a dedi- ceive a +1 to hit.
land vehicles. cated gunner). Two gunners are re- Fixed batteries mounted for high-
Each rocket battery is a bank of quired to fire a field rocket battery. angle fire may fire at any target above
rockets, all of which are fired in a Once fired, the battery is empty and them, even if the difference in altitude
single salvo at a target. As modern may not be reloaded during the course is greater than the range. Such a bat-
rockets are scarcely more accurate of the game. tery is still limited by the range of the
than their ancestor, the Congreve Rocket batteries mounted on a gun it is firing, and still counts each
rocket, lack of accuracy is compen- conveyance can be destroyed as a altitude level higher as an additional
sated for by volume of fire. result of a gun hit. For purposes of 1' to the range.
Each bank of rockets is directed to determining the chance of a gun hit Shore batteries mounted for high
fire into one firing aspect, and is ei- being on a rocket battery, count all angle fire may still fire at surface tar-
ther level or angled up or down. rocket batteries on board as a single gets, but do not receive the +1 mod-
Batteries angled up may only fire at gun. ifier to hit.
targets higher than the firing convey- A hit destroys one rocket battery. Many fixed batteries are built into
ance, those angled down may only fire Rocket batteries can also suffer mag- fortifications and so may have consid-
at lower ones, and level batteries may azine hits. If a rocket battery suffers a erable armor. A fixed battery is fired
only fire at targets at the same level. magazine hit, one battery detonates. at the same as a ship, but hull hits have
Angled rocket batteries may only fire Roll the die to determine how many no effect.
at targets if the range to the target in hits are suffered, and then roll hit The gun crew and gun are both
feet is equal to or less than the differ- location on each one separately. considered protected by armor. If a
ence in altitude. critical hit is made, only fire and
For example, a target 2' away can Fixed Batteries magazine hits affect the battery; all
only be fired at if the altitude differ- FIXED BATTERIES are permanent other results are treated as no effect.
ence is at least two levels. Rockets gun mounts usually forming part of a A magazine critical hit destroys the
have a maximum range of 4'. Altitude fortress but sometimes placed by battery.
does not count against the range of the themselves to guard a harbor. Many Fire, either as a result of a critical
rockets. fixed batteries have the advantage of hit or liquid fire dropped on the bat-
A rocket battery is shown on the being able to fire at high angles. Most tery, puts a fixed battery out of action
record form by a triangle with or with- guns still require fairly elaborate car- temporarily. The level of the fire will
out a tail. The triangle points in the riages to allow them to fire at high go up one level per turn. All gunners
direction the battery is faced. If the tail angles, and not all guns are so fitted. in the battery may fight the fire, and it
of the triangle is hollow, the battery All machine cannon are mounted for goes down one level for each roll of
is angled up; if it is filled in, the bat- high-angle fire. Fixed batteries of a 5 or 6.
tery is angled down. If the triangle has heavier guns are rigged either for Once the fire goes out, the battery
no tail, it is level. high-angle or surface fire, but not for will come back into action. However,
When a rocket battery is fired, it is both. if the level of the fire ever reaches 6,
not necessary to determine whether Fixed batteries fire in the same the magazine blows up, destroying
or not there was a hit. Instead, roll the manner as a field gun when mounted the battery.
die, and the number rolled is the for surface fire. When firing at a ship,
number of rockets that hit. the fixed battery receives a favorable Range Finder
If firing at a unit in open order, die roll modifier to hit of one. When THIS DEVICE is an invention which
halve the number of hits. Rockets firing at flyers, fixed batteries oper- may be available to PCs from the role-
have a penetration of 0 and a damage ate under the same limitations as ship- playing game. It allows a die roll
value of 1. mounted guns (they may not fire if the modifier of +1 to hit targets at long
One crewman is required to fire a altitude difference in levels is greater range with any artillery weapon.

GDW
EXOTIC AERIAL WEAPONS

EXOTIC AERIAL WEAPONS Power grapnels have a short range at any speed desired. Once cut free,
THE FOLLOWING special weapons of 6" and a long range of 12". If a the tether mines are lost.
are found only on flyers or, in the case power grapnel shot hits, then the two Tether mines are raised one alti-
of barrage balloons and tether mines, flyers are grappled and moved to- tude level higher than the owning
affect only flyers. gether. If a power grapnel hits a glider conveyance or fortification (called the
or aeroplane, it does one wing hit tether point). If any flyer passes over
instead of the previous. If a power the tether point at the same altitude
grapnel hits an autogyro or helicop- as the mines, or is already above the
ter, it does one die roll's worth of rotor tether point and drops to the same
hits instead. altitude as the mines, it automatically
Power grapnels are treated as any collides with them.
other gun for purposes of taking gun If a conveyance with tether mines
hits; they have no magazine. raised passes under a flyer which is at
the same altitude as the mines, or
Power Grapnel climbs so as to bring the tether mines
A POWER GRAPNEL is a large har- to the same altitude as a flyer already
poon gun which fires a barbed, col- in the same hex, that flyer collides
lapsing grapnel designed to forcibly with the tether mines on a roll of 6 on
pierce the side of a flyer or become one die. If a flyer begins its movement
entangled in its rigging or deck gear. above a tether point with mines raised
It trails a strong steel cable which is and at the same altitude as the mines,
held up by a series of small liftwood it may move away without colliding
aerial buoys. The cable is attached to Tether Mines with them.
a power winch and, upon hitting a TETHER MINES are explosive If a tether point cuts its mines loose
flyer with .the grapnel, the winch is charges equipped with contact deto- for any reason, they will collide with
engaged and used to pull the two nators, attached to liftwood buoys, any flyer directly above them on a die
flyers together. and tethered in place at a selected roll of 6 on one die.
Many Martian screw galleys use a altitude by means of a cable. Tether If a flyer collides with a tether
device similar in design to the above mines are shown on the record form mine, the mine detonates and is
but attach the cable to the vessel's by a circle with a cross superimposed counted as a hit caused by a gun. Roll
driving crankshaft and use their own on it. Tether mines may be deployed for hit location normally. All tether
turncranks to pull the vessels together. from flyers, ships, fortifications, and mines have a penetration of 0 but
A power grapnel is shown on the vehicles. cause an automatic loss of trim criti-
record form as a gun box with the During the initiative phase of each cal hit in addition to any other dam-
letter "G" in it and no crew. A power turn, players with tether mines must age, the same as a Martian lob gun.
grapnel is mounted like any other gun. state if they intend to raise or lower The damage value of the mine de-
It has a rate of fire of (2), meaning that them that turn. If they are lowered, pends on the type being used. Mar-
it takes two turns of reloading be- they have no effect. If they are raised, tian tether mines have a damage value
tween shots. they are fully operational. of 4; terrestrial tether mines have a
It has a crew requirement of two, Conveyances with tether mines damage value of 6.
but no crew requirement is provided raised may not move any faster than Tether mines cannot be affected by
for it, and it is instead manned by a movement rate of 3 and may not anything except a magazine hit. If a
deckhands or gunners from another avoid a ram. However, a player may magazine hit detonates the tether
weapon if it fires. (It is so seldom used announce at any time that he is cut- mines, each mine on board and not
that there is no point in maintaining a ting his mines loose, and then he is raised explodes. Roll a hit location for
permanent gun crew.) free to attempt to avoid a ram or move each mine separately.
THE RULES OF WAR

trim critical hit. In addition, the player intend to raise or lower them that turn.
rolls a die. The result is the number If the drogue torpedoes are raised,
of crew casualties taken and the level they have no effect. If they are low-
of fire started on the flyer by the ered, they are fully operational.
explosion. A flyer with its drogue torpedo
Barrage balloons may be fired at lowered has its movement rating
by weapons as if they were an unar- reduced by one. The drogue torpedo
mored conveyance. Any hit by a hangs down one level directly below
rocket battery destroys the balloon, as the ship. Any flyer which passes di-
does any hit from liquid fire. Any rectly under the ship at the same alti-
gunfire hits that result in a fire or fire/ tude as the drogue torpedo collides
boiler critical hit destroy the balloon. with the torpedo on a roll of 5 or 6.
All other results have no effect. Likewise, if the flyer with the torpedo
Barrage Balloons A barrage balloon may be raised passes directly over another flyer, the
BARRAGE BALLOONS are hydrogen- or lowered one altitude level per turn. torpedo collides with the target on a
filled balloons attached to ships or A barrage balloon may be released at roll of 5 or 6.
fortifications by stout cables. They are any time. If released, the balloon will Collision with a drogue torpedo
sent aloft to prevent aerial gunboats float away and poses no further threat has exactly the same effect as colli-
from flying directly over the target to any aerial vessel. sion with a tether mine, except that all
below. Barrage balloons are only drogue torpedoes have a damage
available on ships and fortifications; Drogue Torpedoes value of 10.
they may not be used on flyers. A DROGUE TORPEDO is an explosive Drogue torpedoes which are low-
Barrage balloons are suspended charge dangled below a flyer on a ered cannot be hit by gunfire. Drogue
two altitude levels above their tether cable and equipped with a contact torpedoes on board a flyer cannot be
point. Any flyer which moves to ei- detonator. Drogue torpedoes are rep- affected by anything except a maga-
ther one or two altitude levels directly resented on the record forms by long zine hit. If a magazine hit detonates
above a tether point with barrage ovals. the drogue torpedoes, each torpedo on
balloons collides with them. During the initiative phase of each board which is not lowered explodes.
During the initiative phase of each turn, players commanding flyers with Roll a hit location for each drogue tor-
turn, players must state if they intend drogue torpedoes must state if they pedo separately.
to raise or lower their balloons that
turn. If the balloons are lowered, they
have no effect. If they are raised, they
are fully operational.
Ships with barrage balloons raised
may not move any faster than 2" per
turn and may not avoid a ram. How-
ever, a player may announce at any
time that he is cutting his barrage
balloons loose, and then he is free to
attempt to avoid a ram or move at any
speed desired. Once cut free, the bar-
rage balloons are lost.
When a flyer collides with a bar-
rage balloon, the balloon explodes.
The flyer suffers an automatic loss of
GDW
EXOTIC DEVICES

EXOTIC DEVICES not true of units firing smokeless bombs in a movement phase as the
THE FOLLOWING devices cover a powder ammunition. Units which fire owning player wishes. Bombs may be
variety of functions, from increased smokeless powder ammunition are dropped at any point along the flight
armor protection to unusual small only spotted on a die roll of 1 or less. path of the flyer. Bomb attacks may
arms. All of these devices are inven- However, add the Fieldcraft of the be made on stationary targets or
tions which may be available to player closest enemy unit with a line of sight mobile targets. Stationary targets are
characters from the role-playing to the number needed. If, for example, all fixed batteries, buildings, for-
game. the closest enemy unit had a Fieldcraft tifications, any ship at anchor or tied
of 3, a firing unit would be spotted on up at dock or immobilized by dam-
Woven Steel Body Armor a roll of 4 or less. age, any flyer which has landed or is
IF A CHARACTER wearing woven immobilized by damage, any vehicle
steel body armor is hit by small arms Electric Rifle which is immobilized due to damage,
fire, subtract 2 from the wound deter- ELECTRIC RIFLES FIRE as bolt-action and any unlimbered gun. Mobile tar-
mination roll (see page 13). A mod- rifles on the Small Arms Firing Tables gets are all other targets.
ified result of 0 or less means that no (page 170), but do so with a rate of For each bomb dropped on a target,
wound is suffered. fire of 2. Each such unit may take 20 the attacking player rolls a die. To hit
shots per figure before the rifles have the target he must roll a number equal
Gravity Focus Ray exhausted their batteries; the batter- to or greater than the difference in
THIS WEAPON intensifies the grav- ies may not be recharged within the altitude between him and his target.
ity of a planet in respect to a small span of a miniatures game. Electric For example, if he were two altitude
(flyer-sized) object. It has a close rifles are smokeless and noiseless, and levels above the target, he would have
range in feet equal to its reliability so concealed units which fire them are to roll a 2 or higher. Add one to the
rating; its long range is twice that. Any not revealed. number needed to hit for every 2' (or
flyer hit by the ray will plummet one Moon Men's electric rifles are simi- fraction thereof) the flyer moves that
altitude level, just as if it had suffered lar in design but of lower power, and movement phase.
a loss of trim. so fire as if smoothbore muskets. Add one to the hit number for every
If a ship is hit by the ray, roll a die. Moon Men will only fire one shot per 60-degree turn made by the aerial
If the result is equal to or greater than phase and have so many rounds in vessel in its move before dropping the
the ship's hull size, it sinks. However, their rifles' magazines that there is no bombs. Add one to the hit number if
a roll of 6 will always sink the ship, need to keep track of ammunition. the aerial vessel has already dropped
regardless of its hull size. Any unit or a bomb on one or more targets this
detachment hit by the ray will collapse DEADFALL ORDNANCE movement phase. Add two to the
from the additional weight and be im- THE FOLLOWING weapons are un- number needed to hit if the target is a
mobilized for as long as the ray re- powered weapons dropped from mobile target.
mains focused on it. A mounted unit flyers on targets below. For example, a flyer is one level
will dismount, and its mounts will be above a unit of infantry (mobile tar-
too frightened or injured to be re- Bombs get) in open order. The flyer moves
mounted during the game. All troops SOME FLYERS are equipped with 2' during its movement phase and
make a morale test at -4 once the ray bomb racks. These flyers have one or makes one 60-degree turn before
is turned off. more bomb symbols printed on their dropping its bombs. The hit number
record form. Each bomb rack carries is 5 (1+1+1+2=5). Because the player
Smokeless Powder one bomb and allows the flyer to make must roll equal to or greater than the
ONE OF THE reasons that a concealed one bomb attack. hit number in order to hit the target,
unit is immediately seen when it fires Unlike other attacks, bomb attacks the aerial vessel would have to roll a
is that there is an immediate cloud of are made at any point during move- 5 or 6 to hit.
black powder smoke released. This is ment. A ship may drop as many If the bomb hits, it does damage as
THE RULES OF WAR

gunfire (shell) but with a penetration on the target. A modified die roll of 0 Spike Droppers
of 1 and a damage value of 6. Since or less has no effect. Troop units suffer INVENTED BY Martians but quickly
the example target was in open order, casualties equal to the modified die copied by European powers, the spike
the bomb would cause three casual- roll. Halve the number of casualties dropper is little more than a hopper
ties (half the damage value). Had the (round fractions down) if the troops full of short metal spikes or darts with
unit been formed, the bomb hit would are in open order. Liquid fire has no leather or wooden fins to ensure that
have caused six casualties. effect on troops in structures, but it they drop point down. Attacks with
Bomb racks can be destroyed due sets the structure on fire. (See page spike droppers are made in exactly the
to a gun result on the Conveyance Hit 63.) same manner as liquid fire racks, with
Location Chart. For purposes of de- Each rack of liquid fire may be used the exception that all hits scored are
termining the chance of a gun hit only once per game. Once dropped, casualties instead of levels of fire. If
being on a bomb rack, count all bomb it is expended and may not be re- the spikes are dropped on troops in
racks on board as a single gun. A hit loaded during the game. There is no open order, halve the die roll result
destroys one bomb rack. Bomb racks required crew for the liquid fire racks; (round fractions down).
can also suffer magazine hits. If a their release controls are on the Each hopper of spikes may be used
bomb rack suffers a magazine criti- bridge. Each liquid fire rack is repre- only once per game. Once dropped,
cal hit, all remaining bombs on board sented on the record form by a check- the hopper is expended and may not
explode. Resolve each bomb explo- ered square. be reloaded during the game. There
sion exactly as a single hit from a Liquid fire may be destroyed by a is no required crew for the spike
bomb. gun result on the Conveyance Hit Lo- dropper, its release controls are on the
cation Chart (page 175). For purposes bridge. Each spike dropper is repre-
Liquid Fire of determining the chance of a gun hit sented on the record form by a rec-
SOME FLYERS are equipped with one being on a liquid fire rack, count all tangle containing several spikes.
or more racks of liquid fire, a chemi- racks on board as a single gun. A hit If spike droppers are mounted on a
cal compound that ignites and burns destroys one rack and starts a level 1 flyer, count them as a gun for hit lo-
fiercely once exposed to oxygen. Liq- fire. If a magazine critical hit is made cation rolls. For purposes of determin-
uid fire is dropped on targets at lower on the liquid fire, all racks are de- ing the chance of a gun hit being on a
altitudes as the flyer passes overhead. stroyed, and a fire is started equal in spike dropper, count all spike drop-
This attack is carried out during level to the roll of two dice. pers on board as a single gun.
movement, not at the end of move-
ment. No die roll is made to see
whether or not liquid fire hits the tar-
get; instead, a die is rolled to see how
much of it does. Roll one die and
subtract one for each difference in al-
titude level between the flyer and its
target. That is, if the flyer is two lev-
els above its target, subtract two from
the die roll. If the target is stationary,
add one to the die roll. (Stationary tar-
gets are defined in the section on
bomb racks above). If the target is not
stationary, but the flyer is moving the
same direction as the target, add one
to the die roll.
The result is the level of fire started An Aphid-class gunboat supports a British attack across a canal bridge. Royal
Artillery gunners by Ral Partha; naval troops by Falcon Miniatures.
GDW
THE DEFENSE OF PLACES

Usually a defender will not have


the manpower and guns to expend on
extensive outworks, but a sortie is
almost always a possibility. Sorties
were raids out of the fortress, often at
night, to disrupt or capture the en-
Part E: emy's work parties and destroy his
works. Even the threat of sorties is a
The Defense of Places good way to keep a large part of the
attacking army under arms. Every
soldier under arms is one who cannot
IT IS OFTEN necessary in a cam- opened, the infantry would storm in. be used in a working party.
paign to storm or beseige an enemy That, at any rate, was the theory. This part of the rules covers as-
fortress or defended town. The nor- What would the defender do dur- saults against defended places, such
mal strategy used by the besieger was ing all of this? If he was stronger or as villages, fortresses, and walled
to start by digging a "parallel," a better provided with artillery and cities. It also discusses the work of
trench which roughly parallelled the supplies than the besieger, he could engineers, the mechanics of a siege.
enemy's positions. This was usually afford to fight the beseiger on fairly Small or large sieges and assaults are
dug at the extremes of long range for even terms. He would pound the at- often a necessary part of a campaign,
the siege guns and was begun under tacking earthworks to dust and keep and these rules are designed to take
the cover of night. By morning the knocking them down. When a major what was often a fairly long, drawn
parallel was deep enough to protect bombardment was attempted, he out operation and make it interesting
the working parties while they im- might be able to silence the enemy and fast-playing. The siege part of
proved it by throwing up curtain walls guns long before they could soften up these rules can be played separately,
and several hasty works along its his defenses. In most cases, however, if desired.
length to hold the siege guns. the defender's only hope was to con-
The next step was to begin extend- duct a more active siege. THE SIEGE MAP
ing the trench toward the beseiged The best example of this was the THE SAME HEX MAP used with the
fortress or town, although this was conduct of the defense of Sevastopol vehicle rules can be photocopied for
done in a zigzag pattern so that it never during the Crimean War. The Russian use with these rules. Unlike the map
pointed directly at its target; if it did, engineer, Todleben, kept the allies at made for vehicle combat, each hex on
the defender's guns could rake the bay for a year by turning these same the siege map should represent 6" on
length of the trench. When these techniques against them. His own the gaming table. Since all works
approach trenches (called "saps") got work parties were constantly busy (such as trenches, walls, mines, etc.)
to within close range, another paral- digging new fortifications and trench- are dealt with in 6" lengths, all siege
lel would be dug, gun positions es. The allied saps never pointed di- activity can be plotted on the map, if
thrown up, and the siege guns moved rectly toward Sevastopol, so Todle- desired. Bombardments can be re-
closer to deliver a more punishing fire. ben would send out a work party at solved on the map, as well. Since all
The saps would again press forward, night and establish a new section of artillery ranges are expressed in feet,
and when very close to the walls, a trench. Later, this would be improved double the printed range of the gun to
final parallel would be dug. This into a new battery position outside the determine its range in hexes on the
parallel would be the jumping-off fortress trace which could enfilade a siege map.
point for the infantry assault. The section of the allied trenches. Prog- The siege map is presented as a
siege guns would pound the de- ress would then stop while the allies paper-and-pencil alternative to setting
fender's walls to rubble or break up dealt with capturing this mini-fortress up a siege on the gaming table, but it
his earthworks, and once a breach was that had halted their progress. is not required. The rules are set up in
THE RULES OF WAR

such a way that all activities associ- bombarding, the owning player will lowed across any open ground in the
ated with the siege can be represented conduct his bombardment without daylight which is visible to and within
on the gaming table without recourse knowledge of where the enemy has close range of enemy artillery. At
to a separate map. work parties. night, movement is allowed across
At the end of the siege turn, both open ground, but a player may not
THE SIEGE TURN sides place any new works on the table move any unit into or through a posi-
SIEGES ARE CONDUCTED over (or the map) and conduct all repairs tion which is closer to an enemy work
longer periods of time than are battles, on existing works, with one excep- than to a friendly work.
and so a modified time scale is used. tion. Repairs conducted at night are If one side launches an assault or
Each siege turn represents a third of a not placed on the table or map until sortie, these restrictions do not apply
day, and the turns are referred to as after both sides have recorded their to the normal battle movement which
morning, afternoon, and night. Night activities for the turn. Thus, it is will follow; they do apply to the stra-
turns are usually dark (but this is not possible for an attacker to open a tegic siege turn movement which
so on Mercury or in the interior of the breach during one day's bombard- precedes the assault or sortie.
Moon). In each siege turn, both play- ment, the defender to repair it, and the During an actual battle turn,
ers will assign their forces to one of attacker to unknowingly launch a movement by the defender inside the
two general activity categories: duty morning attack against the breach boundaries of a fortified place does
or rest. Each unit may only be as- only to find it repaired. not count as movement toward the
signed to duty once per day; thus, an enemy, even if the fortified place is
army will routinely have one-third of SIEGE MOVEMENT completely surrounded. (See the sec-
its force on duty at any given time. MOVEMENT DURING a siege turn is tion on normal movement and charge
Troops on duty are further divided unlimited as to distance, but is se- movement on page 8.) This means
into troops under arms and troops on verely limited by the extent of each that an officer need not accompany an
working parties. Working parties side's works and the position of their attachment moving to reinforce a
carry out the actual labor of a siege, batteries. Units of each player may wall, nor does a detachment moving
while troops under arms defend the move freely within the boundaries of toward the wall have to stop once it
attacker's or defender's works, as their own works, with the exception has moved half the distance toward
well as his working parties. that no movement is allowed through the enemy. Troops in a fortified place
Once both sides have assigned a trench section which is enfiladed by still must charge in order to come into
their men, both record on paper their an enemy gun. No movement is al- contact with an enemy unit.
activity for the current turn. Three
activities are possible: work, bom-
bard, and assault/sortie. If an army is
working, the commander must record
the location and activities of his vari-
ous work parties and his troops under Each single hex is
only half the size of
arms. If the attacker is conducting an a vehicle map hex.
assault (or the defender is conducting If moving a vehicle
a sortie), a normal tabletop battle is on the siege map,
imagine that larger
conducted. The player who is making hexes are superim-
an attack or sortie will not know posed over the siege
where there are work parties, unless map grid.
and until his troops actually are able
to see them. (This is why the location
of the work parties is recorded on
paper.) Likewise, if either army is

GDW
BUILDING SIEGE WORKS

BUILDING SIEGE WORKS work for one siege turn. At the end of several casualties without jeopardiz-
IT IS SOMETIMES necessary to con- the required number of shifts, the ing the completion of the work.
duct an extended siege of a defended work is completed, unless there are Improving Works: Some works
place, and this requires the construc- fewer than 10 men in the working may be upgraded by additional labor.
tion of siege works. By the same party. This is particularly true if the A rifle pit may be upgraded to a
token, a defender may build works work party suffers casualties during trench, a trench to a breastwork, and
during a siege to strengthen his own the shift. If so, roll a die at the end of a breastwork to a redoubt. Alterna-
defenses. each shift. If the die roll is greater than tively, a trench may be deepened and
Working Parties: All siege works the deficiency in workers, the shift widened into a barrier ditch. This is
are built by working parties. A work- counts as one shift toward completion done exactly as if the working party
ing party generally consists of 10 of the work; otherwise, no significant were building a new work on the site,
men, supervised by an engineer progress was made. except the working party receives the
officer or NCO, and commanded by For example, a 6" length of trench benefit of cover from existing work.
an officer. (If supervised by an engi- requires one shift to complete. If there Allowed Siege Works: The types
neer officer, he also serves as com- were only eight men in the working of works which can be built during a
mander of the work party.) Each work party, the building player would roll siege are listed in the Siege Works
party undertakes one task, which is a die. On a 1 or 2, there would be no Table below, along with the shift costs
the construction of 6" of "works." progress on the trench; on a roll of 3 to build them.
Each 6" stretch of ground or works or more, the trench is completed. Extending Trenches: One work-
may only have one working party Officers may not be counted as ing party may extend a trench 6" per
active on it at a time. It is possible to workers on a working party, nor may shift while receiving the benefit of
have two work parties working on the the engineer supervising the working cover of the existing trench. (Note that
same trench, bridge, or causeway, party. All other engineers (or sappers) this reduces the shift cost of the trench
provided each party is working on its engaged in a working party count as to one.) Several working parties may
own 6" segment. two men each. More than 10 men may extend a trench in different directions,
All works have a cost in terms of be assigned to a working party. They but each extension worked on in a
"shifts" of labor. A shift is one work- do not make the work go any faster, single shift must be built from a dif-
ing party engaged in building the but they do make it possible to suffer ferent existing 6" segment of trench.
See the examples below.

SIEGE WORKS TABLE Examples


Siege Works AV Damage Shifts
Log Stockade 1 40 1+1*
Rifle Pits 1 80 1
Trench 2 80 2 (rifle pit + 1) Not Allowed
Ditch 2 in Same Shift
80 4 (trench + 2)
Breastwork 2 80 3 (trench + 1)
Redoubt 3 80 4 (breastwork + 1)
Gallery 4 40 4 (trench + 2)
Abatis 0 40 1
Barbed Wire 0 80 1/4
Rubble Wall 2 30 1
Allowed
Barricade 0 5 1/8 in Same Shift
* One shift to gather enough logs for one section, one shift to build
the stockade section. Effects of Earthworks
THE DIFFERENT types of earthworks
THE RULES OF WAR

have the following effects. try leaving a ditch by means of a A barricade is no barrier to cavalry or
Log Stockade: A stockade counts ladder who are unopposed roll one die open order infantry, but it is a difficult
as hard cover for the occupants. It has per ladder, the result being the num- barrier for formed infantry and is im-
a tall wall with a firing platform be- ber of figures who climb up the lad- passable to artillery. The "1/8" nota-
hind it so infantry can fire over the top. der that turn and exit the ditch. Infan- tion under the work cost of a barri-
It is an impassable barrier and may not try leaving a ditch by means of a cade indicates that one working party
be crossed except by an escalade. ladder who are opposed do so by con- may build eight barricade sections in
Rifle Pits: Rifle pits count as hard ducting an escalade (see the assault a shift. (If a working party has less
cover for the occupants. Open order rules on page 64). No troops may fire than a full shift to work, it builds one
infantry move in rifle pits as if through out of a ditch except at enemy troops section per hour.) Barricades may
difficult terrain. No other troops may on the parapet of the ditch. No troops only be built if material is handy. Any
occupy or move through rifle pits. may fire small arms into a ditch un- village or town has ample material for
Rifle pits are a difficult barrier for less they occupy the parapet. barricades in the form of carts, crates,
open order infantry to cross, an im- Breastwork: A breastwork is a grain sacks, furniture, and so forth.
passable barrier for formed infantry low, packed earth wall (curtain) be- Likewise, a caravan or supply train
and artillery, and no barrier for cav- hind a shallow trench or ditch. It is will have sufficient bundles to make
alry. Dismounted troops in open order hard cover for troops deployed behind at least one section of barricade, and
may fire from rifle pits. it. Movement behind it is unrestricted. more at the referee's option.
Trench: A trench is hard cover for A breastwork is a difficult barrier for Abatis: Abatis is a jumble of sharp
the occupants. Infantry in open order all infantry, and formed troops be- tree limbs and tangled brush. Abatis
move through trenches as open come disordered upon crossing it. is a difficult barrier for open order in-
ground; infantry in column move Cavalry and artillery may not cross a fantry to cross and is an impassable
through as difficult ground. No other breastwork. Troops deployed imme- barrier for all other troop types and
troops may occupy or move through diately behind a curtain may fire over. formations.
trenches. A trench is a difficult bar- Redoubt: A redoubt is a thick, Barbed Wire: Only terrestrial ar-
rier for infantry and cavalry to cross, elevated packed earth wall behind a mies have access to barbed wire, usu-
and an impassable barrier for artillery. deep ditch. Firing embrasures are cut ally in only limited quantities due to
No troops may fire out of a trench, in the wall to allow artillery to cover weight. Barbed wire has the same
except at enemy troops on the para- the ground in front of it. A redoubt is effects as abatis but has the advantage
pet of the trench. No troops may fire hard cover for troops deployed behind of being preconstructed. Allow the
small arms into a trench unless they it. Movement behind it is restricted. defender of a minor position one die
occupy the parapet. Artillery may not Crossing a redoubt is the same as roll worth of 6" barbed wire segments.
fire into a trench unless it is an en- crossing a ditch. Allow the defender of a major posi-
filading position. For a gun to enfilade Gallery: A gallery is an under- tion three dice worth.
the trench, it must be able to see down ground chamber entered from a Rubble Walls: A rubble wall may
the length of a trench. trench. It is intended to offer protec- only be constructed at the site of a col-
Ditch: A ditch is hard cover for the tion to troops in the forward lines. lapsed structure or wall. One work
occupants. Infantry in open order Only one gallery may be attached to party may build 6" of rubble wall in
move through ditches as open ground; each trench section. Each gallery one shift. A rubble wall may not be
infantry in column move through as holds up to 20 troops. Galleries may built longer than the actual length of
difficult ground. No other troops may only be attacked by high-angle fire. the rubble pile upon which it is built.
occupy or move through ditches. A Barricades: A barricade is a pile A rubble wall is chest-high and is
ditch is an impassable barrier for all of random, bulky objects. It counts as located on top of the rubble pile. It
cavalry and artillery. Infantry may medium cover for troops behind it. All provides hard cover to any troops
freely enter a ditch but may not leave troops behind a barricade can fire deployed behind it. For movement
it except by means of a ladder. Infan- (provided their formation so allows). purposes it is treated as a breastwork.
GDW
DAMAGE TO STRUCTURES / FORTIFICATIONS

hasty work becomes a curtain, a cur-


tain or ditch becomes a trench, a
trench becomes rifle pits, and rifle pits
become open ground. A breached
earthwork can continue to take hits
and further reduce its cover value.
Rubble: A collapsed wall or struc-
ture produces a rubble pile. A rubble
pile counts as difficult ground for
open order infantry, cavalry, and un-
limbered artillery. It counts as impass-
able for formed troops and limbered
artillery. Open order infantry receive
their Fieldcraft bonus when fired on
in rubble; other troops receive no
An African war band moves through a village. Figures by Ral Partha. cover advantage.
Armor Values: An extensive list
DAMAGE TO STRUCTURES armor value of the target, does four of armor values and damage capaci-
AND FORTIFICATIONS points of structural damage. If its ties is provided on the Structures
ALL STRUCTURES and fortifications penetration is less than the target's Chart and Siege Works Chart (page
have an armor value and a damage armor value, it does two points of 176). Additional values can be de-
capacity. The armor value is their re- damage. If it is less than half the tar- rived from those already presented,
sistance to enemy shot and shell while get's armor value, the firing player and the following chart illustrates the
their damage capacity is their ability rolls a die and on a roll of 4 or less armor value of various materials.
to absorb punishment and remain does one point of damage.
standing. Damage on a structure or fortifica- ARMOR VALUE OF 1
Hit Procedure: The normal pro- tion is cumulative and should be re- Inches Material
cedure for artillery fire is followed, corded. Each structure takes damage 2 Steel
with each gun directed at a specific separately, as does each 6" segment 3 Iron
building or a specific 6" section of of fortification. Very large structures 12 Brick or Stone
fortifications. The following die roll (such as palaces) are treated as a 24 Earthworks
modifiers are made to the hit number, number of 6" by 6" structures, each 48 Wood
however: of which accumulates damage sepa-
• +2 to hit tall city or fortress walls rately. Occupants of Works: Units oc-
• +1 to hit a building When a city wall section, fortress cupying a work suffer casualties as
• -1 to hit abatis wall section, stockade section, or described in the normal fire rules. In
• -2 to hit trench structure suffers damage equal to or addition, occupants of works suffer
Penetration and Damage: If a hit in excess of its damage capacity, it casualties whenever a work's cumu-
is achieved on a structure or fortifica- collapses and is replaced by a rubble lative damage is sufficient to breach
tion, damage is assessed in the same pile of approximately the same size. it or reduce it by one level. At that time
way as for a hit on an armored vehicle. When an earthwork suffers damage half of all troops in that section of the
No hit location is rolled, however, and equal to or in excess of its damage work become casualties, and half of
instead all damage is structural dam- value, it is breached. A breached all guns are destroyed. Roll a die for
age. For example, a gun with a dam- earthwork offers cover as if it were fractional men and guns.
age value of 4 and which has a pene- one level lower in effectiveness; a Repairing Damaged Works: Re-
tration equal to or greater than the major work becomes a hasty work, a pair of damaged works costs only half
THE RULES OF WAR

the normal construction time. Thus, until the building collapses. Then combustible roofs and interior walls,
it is possible for a single working smoke stays at the maximum level so they will burn. City walls and
party to rebuild two shifts worth of until the fire burns completely out. fortress walls will not burn.
works in a single shift. For example, Then smoke decreases 1" per turn (as Fighting Fires: Each figure that
a major work takes sufficient damage the embers smoulder). fights a fire rolls one die. (Anyone can
to breach it, and then additional Spreading Fire: Each turn there fight fires.) Each roll of a 6 reduces
damage reducing it to a breached is a chance a fire will spread to an ad- the fire one level. If water is available,
hasty work, and then additional jacent building. The chance on one die each roll of a 5 or 6 reduces the fire
damage reducing it further to the level is the level of the fire minus the dis- one level. Water is available to any
of a breached curtain. One work party tance (in inches) between the build- figure within 6" of a canal, well, or
can perform two shifts worth of re- ings if downwind, or minus twice the other water source.
pair; the first shift raises it to the level distance if upwind. Subtract the dis-
of an intact curtain, and the second tance from the level of fire and roll a
raises it to the level of a hasty work. die. If the roll is equal to or less than
the modified number, the other build-
FIRES ing has a level 1 fire.
SHELLS MAY START fires if they hit The fire level then goes up one
wooden buildings. Roll a die; a fire level per turn, except in thatched roof
starts on a 6. Such fires start at level buildings, in which case it goes up two
1 and build. Martian fire dropped from levels. Stone and brick buildings have
above will start fires, as will any
rocket hit on an inflammable build-
ing.
Fires will burn until they exceed
the damage value of the building. A
building collapses then, and the fire
goes down one level each turn until it
goes out. Anyone in the building
when it collapses is in trouble. Smoke
blows downwind. The smoke trail of
afire in inches is equal to the fire level

GDW
THE BOMBARDMENT

THE BOMBARDMENT ensure completion of the project it isdefender may launch a sortie. Both are
EITHER OR BOTH players may de- working on. handled similarly. The siege turn
clare a bombardment during a siege. Ammunition: The main limita- stops and time reverts to battle turns.
Each bombardment takes one siege tion on siege bombardments is The following additional rules cover
turn. Players may declare several ammunition. Bombardments use up both assaults and sorties.
bombardments in a row, if desired. enormous quantities of powder and Initiative: The player launching
Only high-angle fire weapons (how- shell. All armies carry considerable the assault or sortie will automatically
itzer, mortars, and lob guns) may fire stocks of ammunition with them, but have the initiative for a number of
at night. Work parties continue to a siege will soon use this up. All ir-turns equal to the leadership rating of
work during a bombardment, if the regular armies carry one bombard- the senior officer commanding the
owning player wishes, but may suf- ment worth of ammunition; all regu- assault or sortie. After this, the de-
fer casualties due to the fire. lar armies carry two bombardments fender receives one automatic turn
Procedure: All artillery pieces worth. with the initiative, and from then on
within range of an enemy target may Once a siege has been declared, initiative is rolled for normally.
fire during a bombardment. All fire additional ammunition can be Leaving a Trench: Leaving a
during a bombardment is considered brought forward. If an army is on an trench in the face of the enemy was a
to be simultaneous; no casualties are established supply route (such as a tricky operation that often went
removed until all guns have fired. wrong. Roll one die for each 6" trench
railroad, river, or canal, or if it has ac-
Guns with a parenthetical ROF fire cess to a seaport and a friendly ship-section that has men in it attempting
once during a bombardment; all other ping), roll for additional ammunition to leave. The number rolled is the
guns have their rate of fire doubled number of men that may leave that
once per day. If the army is at the end
during a bombardment. trench section that movement phase.
of a long or difficult supply line, roll
For example, a player has three once every three days. If the army is No men will leave a trench in a move-
guns. One has a rate of fire of 3, one in hostile territory and does not havement phase unless an officer is one of
has a rate of fire of 1, and one has a a regular supply line, do not roll forthe men to leave, or all officers have
rate of fire of (2). The first gun fires additional ammunition. already left the trench and at least one
six shots during the bombardment, the When rolling for additional am- officer remains standing on the edge
second fires two shots, and the third munition, the besiegers receive one of the trench. (That is, if all officers
fires one shot. bombardment's worth on a roll of 2 have left the trench and have all be-
A bombardment lasts for an entire or less, but add the leadership of thecome casualties or taken a detachment
siege turn, and, thus, each shot fired army commander to the number forward, no more men will leave the
represents many actual salvoes. All needed. An army commander with a trench.)
fire is resolved normally during a leadership of 3, for example, receives Leaving the trench consumes half
bombardment with one important additional ammunition on a roll of 5 a unit's movement. Once they have
exception: All damage values are left the trench, the men of a unit may
or less. The defenders of a fortress will
multiplied by 10. roll one die per leadership level of the
wait there or, if an officer is present
Night Bombardment: During the fortress commander (but never less to lead them, they may advance. All
night turn, a bombardment may only than one) to determine how many troops are in line formation upon leav-
be conducted with mortars, howit- bombardments worth of ammunition ing a trench and remain in line if they
zers, and lob guns. One fire phase is they have at the beginning of the move directly away from the trench.
allowed each night. Surviving mem- siege. This number must be kept If they move in any other direction the
bers of the working parties actually secret from the attacker. movement phase in which they leave
do the work; if not enough workers the trench, they are disordered.
are left to finish the work, it is not ASSAULTS AND SORTIES Escalade: Escalade is the use of a
completed. The owning player may AT SOME POINT during a siege, the scaling ladder to climb over an other-
assign extra men to a work party to attacker may launch an assault or the wise impassable barrier. City walls,
THE RULES OF WAR

fortress walls, stockades, and major of most sorties is to damage the en-
posed escalade are taken in order from
works may only be crossed by means those men actually climbing the lad- emy's works. A work party may ac-
of an escalade. An escalade consists company an assault or sortie or may
der. The next remaining figure in line
of several distinct steps. A ladder par- be improvised from men in the assault
is then placed at the top of the ladder
ty carries a scaling ladder to the wall, and fights the melee. Only one man party if an engineer is present. A work
it erects the ladder, climbs the ladder, party, once it has gained the enemy
per ladder party will fight in the melee
and then either fights the defenders at at the top of the wall, although he may
works, may fill in trenches and tear
the top or moves away from the lad- be opposed by more than one defend- down fortifications. At the end of each
der into the fortification. er. The defender receives the melee friendly movement phase that a work
A ladder party may consist of as benefit, both for defending higher party spends tearing down a work, roll
many men from a unit as desired, but ground and defending a work. a die. On a roll of 6, the party succeeds
must consist of at least five men. That If the attacker wins the melee in undoing the work of one shift. A
is, it takes five men to carry a scaling redoubt, for instance, would be re-
(attacker passes his morale test while
ladder. Because of the bulk of the lad- duced to a breastwork. (It is easier to
the defender fails his), the rest of the
der, ladder parties always move at the men lined up behind the ladder are tear down works than it is to put them
regular movement rate. Movement to placed on the work and are in disor- up.)
the base of an enemy occupied wall der. If the attacker fails his morale test
Ending the Battle: The assault or
does not constitute a charge. All lad- and is checked or shaken, then all sortie may end in one of two ways.
der parties are in open order. surviving attackers on the wall from One side may surrender and concede
Once at the base of the wall, a defeat (which is how most battles
his ladder party retreat to the base of
ladder party expends half of its the wall. If the attacker fails his end), or the player who launched the
movement to erect its ladder. If the morale test and is demoralized, then assault or sortie may call it off and
ladder party has insufficient move- all surviving attackers from the lad-withdraw to his original positions.
ment remaining, it must wait until the The enemy may then withdraw any
der party will retreat to the base of the
next friendly movement phase to erect wall and then away from the wall. troops he wishes but is not required
its ladder. If both sides pass their morale test
to do so.
Once a ladder is erected, the lad- and remain locked in melee, then one In other words, if a player launches
der party may climb the ladder. This man will climb a ladder to replace any
a sortie and his opponent counterat-
consumes half of the ladder party's attacker who was killed or forced tacks and actually captures part of the
movement, and is treated as a charge. back down, and one man will climb assaulting player's works, the oppo-
Roll one die per erect ladder; the re- the ladder and join any attacker who nent is not obligated to give up his po-
sult is the number of men who may killed or forced back his opponent. sitions just because the assaulting
climb the ladder that movement Destructive Mischief: The purpose player has called off the sortie.
phase. If the escalade is unopposed,
all of the figures are placed at the top
of the wall and may move one addi-
tional die roll's worth of inches. At the
end of this move they are disordered.
If the escalade is opposed, the figures
are lined up behind the base of the
ladder in the order in which they climb
the ladder, and the lead figure is
placed on the parapet of the wall or
work scaled.
Defensive fire is conducted nor-
mally, and all casualties from an op-
A hotly contested escalade in progress. The platoon of Australians in the
foreground are Falcon Miniatures castings from their Southwest Africa line.
GDW
MINES AND COUNTERMINES

MINES AND COUNTERMINES followed for city and fortress walls, drill itself is trapped in the explosion
A MINE is AN underground tunnel except that as soon as the wall takes and cave-in and is destroyed. (PCs in
dug up to and under the enemy's its required amount of damage, it the drill are still alive, and engineers
defenses. The end of the mineshaft is collapses into a pile of rubble. If it in the enemy fortress will be able to
filled with explosives which are then takes twice the required damage, the dig down and rescue them.)
detonated to collapse part of the de- rubble collapses into a 6" crater. Any
fender's works prior to an assault. additional unused damage points are OTHER TASKS
Digging Mines: Mines are works applied to the adjacent wall sections. OTHER engineering tasks follow.
like any other. A mine consists of the No matter how much damage is Bridges: Bridges are built by
mine opening and the shaft. The mine suffered, the damage never affects work parties in exactly the same
opening requires one shift to construct any fortifications except those over manner as are siege works. Their
while each mine segment also re- the mine and those adjacent to them. important characteristics are summa-
quires one shift. Each mine segment Detecting Mines: Once a mine is rized in the table below. Load is the
is one die roll's worth of inches in within 18" of an enemy work, the heaviest vehicle which can cross the
length. If digging through rocky soil, referee will roll a die once each siege bridge without damaging it. All horse-
subtract one from the die roll. If dig- turn in which work takes place in the drawn guns can cross 10-ton bridges.
ging through loose soil, add one. mine. On a roll of 6, the enemy de- When a heavy bridge suffers its
Once the mine is finished, it may tects the mine. This is increased to a full damage capacity, it is reduced to
be detonated. An assault is usually roll of 5 or 6 at night. No roll is made the equivalent of a stone bridge. When
declared for that siege turn, and the during bombardment turns. Once a any other bridge suffers its full dam-
mine is detonated on the first turn of mine is detected, the enemy may age capacity, it is destroyed.
the battle. First, roll a die, and con- begin a countermine.
sult the Mine Accuracy Table (page Countermines: Countermines BRIDGES
176) to see if the mine was on target. are dug in the same manner as regu- Armor Load
Possible results are on target, right, lar mines and are intended to intercept Bridges Value Dam. Shift (tons)
left, short, and long. If the mine is not enemy mines. An explosive-filled Pontoon 0 10 1 10
on target, roll two dice and move the chamber is placed in front of the Foot 0 3 1 Men
endpoint of the mine that many inches enemy mine and detonated. This Wooden 0 20 4 10
in the direction indicated by the mine explosion is less violent than with a Stone 1 40 8 20
accuracy roll. It may still be under a normal mine, but will destroy the Heavy 2 80 16 40
section of the enemy's works. enemy mine, cause one die roll of
Once the actual location has been casualties in the enemy work party, Gate Charges: Engineers may
determined, resolve the effects of the and make it impossible to dig further carry gate charges to blow open city
explosion. Roll a die and multiply the in that mine. (The ground ahead is or fortress gates. The engineering par-
result by 100 to determine the num- churned up, and the mine's structural ty must spend one-half of a friendly
ber of damage points the explosion supports are badly weakened.) The movement phase adjacent to the gate,
causes. The damage will reduce an countermine is detonated as soon as and then move away with its re-
earthwork to successively lower lev- it reaches the head of the enemy mine. maining half move. The owning play-
els (redoubt to breastwork, breast- Mole Drills: A mole drill is an er then rolls one die; the result times
work to trench, trench to rifle pit). If invention which PCs from the role- 10 is the number of damage points
a rifle pit is destroyed, it is replaced playing game might have access to. inflicted on the gate. When the gate
by a 6" crater in the ground. If there A mole drill allows construction of a suffers its full damage capacity, it falls
are any additional damage points mine in one siege turn. The mole open. Half of all troops within 2" of
remaining, they are divided between drill's mine explosion, however, only the gate and on the same side of it as
the works to either side of the de- produces one die times 50 damage the engineers are killed when the
stroyed work. The same procedure is points, and if a 6 is rolled, the mole charge detonates.
THE RULES OF WAR

MODELING sides an earth brown. Paint the lower


SIEGE WORKS outside edges green and apply hobby
SIEGE WORKS can be modeled grass. Try to come as close to match-
quickly and easily using balsa wood, ing the color of your ground cloth as
and either clay, plaster, or spackle. I possible.
prefer spackle because it is inexpen-
sive, is usable right out of the con-
tainer (no messy mixing), thins and
cleans up with water, does not shrink
when it hardens, and is both lighter
and more durable than plaster.
Many companies also make boxes
and crates, sandbag sections, earth- Rifle Pits: The floor of the rifle pits
filled baskets, and other such materi- will be the center inch of the base,
als. while the walls will be the 1" strip to
While you will probably not want each side. To make the walls, cut strips Trench: A trench section is done
to make entire siege works out of of planking from thin balsa and glue in exactly the same way as a rifle pit,
these materials, you can add a lot to them in place. The wall of the rifle pit except that it has to have a more
the appearance of your earthworks if which faces the enemy should be substantial look to it. To achieve this,
you add a few of these accessories to about 3/4" high, while that facing the walls of the trench should be
them. away from the enemy can be around straight and both walls should be the
Balsa wood comes in a variety of 1/2" high. These are rough rules of same height. The wall sections can
sizes, but the 3" wide plank is very thumb, however, and rifle pits will vary from 3/4" to 1" in height, but in
common, and we will use it as a base look better if they are irregular as to fairly uniform and regular segments.
for most of our siege works. These the height of the walls and the width Paint the trench the same way as a rifle
bases will need to be sturdy, so use a of the pit itself. Rifle pits should have pit.
nice thick piece, about 1/8". You will a slightly meandering, haphazard
also need some thin sheets for plank- look about them.
ing, in addition to a quantity of 1/8" The walls of a rifle pit can be re-
by 1/2" strips to use as reinforcing inforced by posts cut from toothpicks
members. or balsa wood on the inside, or right
Start by cutting a sheet of wood triangles of balsa glued on the outside
into 6" segments, each one 3" wide. (where they will be covered by
Framework
This will give you a quantity of 6" spackle). Now fill in the section be-
by 3" sheets that will form the bases tween the wall and the edge of the
for trenches, rifle pits, breastworks, base with spackle (or whatever com-
and so forth. pound you are using). Smear a little Ditch: Begin with a 3" base and
Now cut several 3" segments of bit of the compound on the floor of make a 1" tall wall, the same as for a
your 1/8" by 1/2" stripping and glue the rifle pit as well. When the spackle trench but with two differences. First,
them to the base strips at right angles is partially dry, rough up the texture, the wall should be in the middle of the
to the grain. particularly at the top near the edge base. Second, it should slope slightly
One strip per 6" segment should of the walls, to look like upturned toward the front of the base. Now
be sufficient for this. These reinforc- earth. spackle the forward half of the base
ing strips will prevent the bases of Once the spackle dries, paint the and, after it dries, paint it the same as
your siege works from splitting along walls of the rifle pit gray or dark wood. a trench. The result will look like one-
the grain. Paint the floor of the pit and the out- half of a trench section. Now take a
GDW
MODELING SIEGE WORKS

length of 1/2" by 1/2" square balsa center of the embrasures 1", 3", and Finally, add a small wall section at the
wood and make a rectangular frame- 5" from one end of the base. rear on each end of the base to match
work the size of a normal siegework Each embrasure should start as a the ends of any trench or rifle pit
base (6" by 3"). Paint the framework 1/2"-wide square cut out of the revet- section this earthwork will be mated
green on the long side (and put grass ting wall 3/8" from the bottom of the with.
on the outside faces) and earth brown wall where it meets the base. (See Now spackle the front side side of
on the ends. Now any siege work can illustration below.) Glue the wall in the breastwork, being careful to have
be placed on top of the framework and place and, if you wish to add addi- the embrasures widen the farther they
the ditch placed in front of it, giving tional detailing, add additional are from the revetting wall. Extra
a greater appearance of depth. If the wedge-shaped wall sections between spackle should be piled up between
ditch is to be placed in open ground, the firing positions. the embrasures in the triangular ex-
cover the framework with a plain Each such wall section should tensions of the wall. Finally, a little
grassy base. have the shape (when viewed from spackle should be piled against the
above) of an equilateral triangle with two small walls in the back, again to
each side 3/4" in length. The overall match any trench or rifle pit section
height of these triangles should be 1". this earthwork is mated with.

Breastwork: The breastwork


section is designed to be either free-
standing or to fit in with sections of
trench or rifle pit. The main revetting
wall will be in the same position as
the forward wall of a trench but is
constructed a little differently. Three
firing embrasures for field guns will
be placed at regular intervals, with the

British infantry and a juggernaut overrun a German trench line. Germans by Falcon
Miniatures and Wargames Foundry.
THE RULES OF WAR

Abatis

Redoubt: This is a large work firing platform is to be painted earth


made with a larger-sized base (6" by color, be sure to smear some spackle
5"). To start, cut the base into a pen- on it as this will give it a rough, un-
tagonal shape. Mark off 3" from the even texture. It is just as acceptable
back of the base on each side. Draw a to paint it as wood, however.
line from this point on each side to the If the redoubt has a ditch in front Barbed Wire: Take a l"-wide
midpoint on the front edge of the base of it, you will need to make a special base, as used for abattis, and push the
and then cut along those lines. Next, pentagonal elevated platform and points of several l"-long finishing
build up the firing platform of the angled ditch section that fits the front nails into it at irregular intervals. Glue
redoubt. The firing platform is raised of the redoubt and meets the ditch the nails securely to the base and then
1/4" above the level of the base and section to either side. See the illustra- smear a light coat of spackle over it,
is in the form of a pentagon with a 5" tion above for guidance. making it a little thicker around the
base, 2" parallel sides, and 3" angled Gallery: This is the easiest work nails for added stability. Once it is dry,
sides. Cut this out of sheet balsa and of all to build, since it is invisible. paint the base green and put grass on
glue it onto a framework, which will Take a 1/2" square piece of thin balsa it. Next paint the nails steel, with some
raise it the required height. Now glue or plastic and glue a crumpled piece brown or rust highlights. Now find
it to the base snug up against the back. of tissue or paper to one side of it and some fine electrical wire and wrap it
Next, construct the front revetting then glue thin boards or match sticks around a pencil. Slide it off the pen-
wall. This will start just as a trench over the paper on three sides. When cil, drape it over the nail framework,
wall would start (and should match dry, paint the boards brown and the and glue it to the nails on the base.
with your other trench sections) until crumpled paper black. This now
it meets the sides of the firing plat- represents the door to the gallery,
form. It should then follow the trace complete with black curtain over the
of the angled sides of the firing plat- entrance. Simply place this against
form. The revetting wall should be 1" any interior trench wall to indicate
high at either end, but should increase that a gallery is present.
to 1 1/4" along the angle of the firing Abatis: Take a standard 3"-wide
platform. Three firing embrasures are base and split it into three l"-wide
then cut in the wall: one at the point bases. First paint each base green and
of the redoubt and one on either side. then cover it with grass. After it is dry,
The firing embrasures are the same di- glue a number of crooked twigs and
mensions as on a breastwork. Now branches to it and paint them gray and
spackle the redoubt and paint it. If the dark brown. Barbed Wire
GDW
MODELING SIEGE WORKS

Rubble Wall: A l"-wide base is


used. Use spackle as the basic rubble
Barricade: Barricades use a 1" sandbags, barrels, and crates to it in pile and, while it is still wet, cover it
base as well but are represented in 3" the form of a rough barricade. The with more angular pieces of rock,
segments, instead. Although barri- more diverse these are, the better. If wood, and actual rubble. The best way
cades are built in 6" increments, the you are short of these items, they can to make rubble is to spread out a sheet
restricted nature of town streets be supplemented or replaced entirely of spackle or plaster and let it harden.
makes 3" bases easier to use. For by logs carved from balsa wood, While it is still slightly soft, carve a
every 6" of barricades built, just place gravel from outdoors (representing brick pattern into the face. Once it is
two 3" bases. Start by painting each boulders), and spackle for piled-up hard, shatter it and use the angular
base gray or light brown. Then, glue dirt. pieces for rubble.

The British besiege a Martian city. Note the use of Geo Hex™ terrain tiles.
THE ROAD TO WAR

and have high Gunnery skills, only


one modifier may be used.
Engineering: A character with an
Earthworks skill of 1 or more counts
as an engineer when forming part of
Part A: a work party (that is, he counts as two
men.) A character with an Earthworks
The Role-Playing skill of 2 or more may supervise a
work party.
Character Machinist: Machinists may at-
tempt to repair spiked guns. Roll vs.
Machinist skill once per day to repair
THIS BOOK COVERS battles and Fieldcraft level for the miniatures the gun. This roll may be made in
campaigns. To start with we will game. If the character has a Marks- addition to the normal roll for repairs
examine the role of player characters manship skill of 5 or 6, he fires as a and represents the assistance the
from Space: 1889 in miniatures sharpshooter. (Conversely, if he has character can offer an army's ord-
battles. a Marksmanship skill of 0 or 1, he nance men.
Space: 1889 is a role-playing fires as if Green.) Divide the charac- Stealth: Stealth allows a charac-
game, and these rules are meant to ter's Riding skill level by two to find ter to approach an enemy position
support the basic game, not supplant his mounted melee bonus. Divide the noiselessly and escape detection. A
it. These rules are an excellent means character's Leadership skill by two to character approaches at one-quarter
of resolving large battles that take determine his leadership rating. In all normal movement. For each move-
place in your role-playing campaigns, cases, when dividing skill levels, ment phase spent moving within
but you first need to know how your round fractions up. All player char- hearing distance of the enemy, the
player characters affect the course of acters receive the +1 leader bonus in character must make an Easy skill roll
a battle. melees if they are armed with a me- to avoid detection. For each move-
lee weapon, such as a sword or a rifle ment phase spent moving within
PLAYER CHARACTERS with attached bayonet. visibility distance of the enemy, the
AT WAR For example, James Cruthing- character must make a Moderate skill
ALL PLAYER CHARACTERS are rep- ham-Caltrop has a Close Combat skill roll. If successful, the character re-
resented by an individual casting in a of 3, a Marksmanship skill of 5, a mains undetected; if unsuccessful, he
miniatures battle, and the character Fieldcraft skill of 1, a Riding skill of is seen or heard and the alarm is
functions the same as any other sol- 5, and a Leadership skill of 2. He is sounded.
dier on the field, with several unique an experienced sharpshooter with a
exceptions. Fieldcraft of 1, leadership rating of 1, DEEPENING
Combat Ability: The character's and a melee bonus of +3, if mounted. YOUR CHARACTER
basic troop quality level is determined Additional Skills: The following THE MATERIAL in this book enables
by the character's Close Combat skill, additional skills affect specific tasks you to provide considerably more
as follows: that a character can undertake during depth to the background history of
• 0: Green a battle or siege. your character if he is a soldier or
• 1: Trained Gunnery: If the character has a former soldier.
•2,3: Experienced skill of 1 or more, he may form part Age: The first step is to determine
• 4, 5: Veteran of a gun crew. If he has a skill of 5 or the character's age and rank based on
• 6: Elite 6, the gun he fires has a +1 modifier his career selection. This can be left
Divide the character's Fieldcraft to its chance to hit. If two or more to the discretion of the player. How-
skill by two to find the character's characters are helping to man a gun ever, characters with only one career
GDW
THE ROLE-PLAYING CHARACTER

should have less than 10 years service, Campaign Experience officers hungry for combat duty to
while characters with two careers IT IS NOW POSSIBLE to determine switch places with other officers in the
should have 10 years or more. If a which campaigns your character has battalions sent overseas.
character chooses one army career participated in. The British Army Character B is also an officer and
and then another career outside of the section (page 92) includes a list of decides to be a major. This requires
army, his age will be based on having major campaigns fought since 1860, that he have at least 20 years, and so
served for 10 years or more, but his as well as the campaign honors of he is 37 years old and has served since
highest rank will be either lieutenant each regiment of the army. Once you 1869. This means that he has served
or corporal (or possibly private), de- have chosen a regiment, an age, and in all five campaigns of the regiment.
pending on his Social Level. The fol- the number of careers spent in the Since he was a lieutenant for his first
lowing table summarizes ranks and army, it is possible to determine nine years of service (from 1869 to
average ages of officers and other which, if any, of the campaigns you 1878), he served as a lieutenant in
ranks. (The ages of officers are based were present for. New Zealand and was promoted to
on the averages for the 42nd Royal For example, the 18th Royal Irish captain during the Second Afghan
Highland Black Watch in 1889.) have the following campaign honors: War. He has just received his promo-
Although the age for a lieutenant New Zealand (68-70), the Second tion to major, perhaps as a result of
colonel is given, it is a good idea to Afghan War (78-80), Egypt (82), the his performance on the Northwest
not allow players to start at any rank Sudan (84-5), and the Northwest Frontier last year.
higher than major. Frontier (88). Character C's record is slightly
Consider three characters who more complicated. We will assume
belong, or once belonged, to their that his Social Level makes him a non-
regiment. Character A has had only commissioned officer. He has served
RANK AND one career and has spent it in the army two careers, and so the character
AVERAGE AGES with the regiment. Character B has decides to assume 10 years of work
Regimental Officers had two careers, both spent in the before the game starts, making him
Lieutenant: 5 years service army with the regiment. Character C 27 years old. He started his first ca-
(from 1884); 22 years old. has had two careers, but spent only the reer (that is, he joined the regiment)
Captain: 10years service (from first one in the army with the regiment in 1874. He had to serve 6 years to
1879;) 27 years old. and then went on to pursue other become a corporal, and so left the
Major: 20 years service (from interests. service in 1880. This means that he
1869); 37 years old. Character A has sufficient Social served in the Second Afghan War, but
Lieutenant Colonel: 30 years Level to be an officer. Since he has entered too late for the New Zealand
service (from 1859); 47 years old. only one career's service, he cannot campaign, and left the regiment two
be a captain (as that requires 10 years years prior to the Egyptian campaign.
Other Ranks service), so he is a 22-year-old lieu- It is possible that Character B has
Private: 3 years service (from tenant with five years of service dat- served, at various times, with both
1884); 20 years old. ing from 1884. (He could also be a 24- Characters A and C. Character C
Corporal: 6 years service (from year-old lieutenant with seven years might have been a private in his
1889); 23 years old. of service dating from 1882, or any company in Afghanistan when B was
Sergeant: 10 years service other number up to nine years of ser- a newly-promoted captain. However,
(from 1874); 27 years old. vice.) This means that he has proba- Character C left the army before
Colour Sergeant: 15 years bly fought through two campaigns: Character A joined, and so there is no
service (from 1869); 32 years old. the Sudan in 1884-85 and the North- possibility that they know each other,
Sergeant-Major: 20 years west Frontier of 1888. Although only
service (from 1864); 37 years old. one battalion would have fought in A SOLDIER'S LIFE
either campaign, it was common for IF YOUR CHARACTER is still a serving
THE ROAD TO WAR

soldier, it is fairly easy to integrate his larly for an adventuring party made enjoyment of the player by giving him
ongoing career with a role-playing up of new players. a more sophisticated (and perhaps
campaign, particularly if he is an Covert missions are secret orders conflicting) set of goals and motiva-
officer. An officer can, and often is, issued by the player's commanding tions.
placed in charge of a detachment and officer. These may involve a secret Finally, civilian expeditions by the
given a specific assignment, either of mission into enemy or neutral terri- other players which do not fit either
an overt or covert nature. tory where an open show of force of these two categories need not be
Overt missions would involve the would be either unwise or impracti- made without the military player, as
character taking along his unit (a pla- cal. In this case, the company of he can simply apply for leave. Of-
toon or troop for a lieutenant or cap- additional civilian travellers would be ficers, in particular, were granted
tain, and a full company for a major. welcome as a cover to the officer's leave on a very generous basis. Ma-
These sorts of overt missions can be real mission. Alternatively, the play- jors, for example, could reasonably
to guard caravans, hunt down bandits, er's commander may simply assign expect to be present with their unit
quell an uprising, or anything else of him to accompany a civilian expedi- only about half the time. Of course,
that sort. The numbers of NPCs added tion (such as that of the other play- any officer who is granted leave can
by the unit are not overwhelming ers) and later report on anything he probably arrange for an enlisted
(particularly in the case of junior discovered which might be of inter- player character to be assigned to him
officers) and may provide some very est to the Crown. This sort of added as a batman for the duration of the
welcome additional muscle, particu- complication can greatly add to the expedition.

Several war bands of Pathan tribesmen storm a settlement on India's Northwest Frontier. Figures are from a variety of
manufacturers.
GDW
THE MILITARY CAMPAIGN

Part B:
The Military Campaign
THIS SECTION PROVIDES very simple marching. The Land Travel Table on ing. A fatigued unit may continue to
rules for conducting a campaign. Our page 75 lists the number of hexes conduct normal marches. Each time
experience with dozens of miniatures which infantry and cavalry move per that it conducts a forced march,
campaigns is that most campaigns are day based on the type of terrain cov- however, roll one die, and that many
never completed because they bog ered. Pack animals (except for excep- men fall out as stragglers. Once the
down in a morass of tediously com- tionally large ones, such as elephants,unit stops, one die's worth of strag-
plicated rules. These rules, therefore, ruumet breehr, and pacyosaurs) move glers will rejoin the unit each day after
are intended to be a minimalist frame- as cavalry. Both infantry and cavalry the first until all have rejoined. In
work to which you can attach what- may force march, if desired. This adds hostile terrain or enemy territory,
ever additional ruffles and flourishes one hex to their movement or, if the however, half of all stragglers are
you would care to. movement rate through that type of permanently lost.
terrain is one-half hex, increases it to The terrain costs for vehicles are
THE CAMPAIGN MAP one hex. listed as multipliers because the speed
ALL CAMPAIGNS require the use of a Each time that a unit conducts a of vehicles varies. All animal-drawn
terrain map of the campaign area. The forced march, roll one die. If the result
vehicles and artillery, with the excep-
referee can use either one of the maps is 6 or more, the unit becomes fa- tion of galloper guns, move at the
provided in the various Space: 1889 tigued. The following additions are same speed as infantry in the given
products or generate his own. A blank made to the die roll: terrain before the movement modifier
hex grid is included in this game, and is applied. For example, in forest the
you have permission to photocopy it FORCED MARCH FATIGUE infantry speed is one-half and the ve-
for your personal use in a campaign MODIFIERS hicle modifier is xl/2, so a horse-
game. The campaign map should be (Roll 6+ for fatigue.) drawn wagon would take four days to
drawn at a scale of 10 miles per hex, Type or Condition Modifier make its way through a forest hex.
measured from side to side. Each hex Veteran or Elite Troops -1 Galloper guns are any light field
should be evaluated as to its predomi- Green Troops +1 guns drawn by teams of horses or
nant terrain type, as this will affect Difficult Terrain +1 gashants. Galloper guns move at the
movement, scouting, foraging, and (normal rate of 1/2) same speed as cavalry before the
the nature of any battlefield set within Intense Heat +1 modifiers are applied. For example,
the confines of the hex. (already included in desert the cavalry speed is two and
in Venus modifier) the vehicle modifier is xl/2, so a gal-
MOVEMENT Humans on Mars +1 loper gun would move one hex per
CAMPAIGN MOVEMENT is expressed Non-Venusian on Venus +2 day.
in terms of hexes travelled per day. Non-Lunar on Luna -1 Mechanical vehicles have a speed
Travel may be by land, water, or air. in hexes equal to their movement
Land Travel: The most common Once a unit is fatigued, it remains rating. Tractors and land juggernauts
means by which armies travel is by fatigued until it spends one day rest- must roll a die each day for mechani-
THE ROAD TO WAR

cal breakdown. On a roll of 6, they flyers. Liftwood flyers may not be jungle. If mounted, the unit would
experience a temporary mechanical used on Venus, as the unique magnetic have 120 points in clear terrain, 60
failure and may not move that day. field of that world greatly accelerates points in hills, and 30 points in jungle.
liftwood decay. The following table Prebattle Scouting: Each side may
LAND TRAVEL indicates the number of 10-mile hexes commit up to 10 percent of its troops
Terrain Infantry Cavalry Vehicle travelled in a day. The two different to prebattle scouting. The referee to-
Clear 1 2 xl speeds for kites are for travel with or tals the scouting points of each side
Grassland 1 2 xl against the prevailing winds (from and compares them. If one side has
Hills 1 1 xl/2 west to east on Mars). The speed of 50 percent more scouting points than
Mountains 1/2 1/2 P aeroplanes is listed in hexes per hour, its opponent, that side is told how
Swamp/ 1/2 1 P and the notation "6+R" indicates that many units of infantry and cavalry
Marsh its speed in hexes is 6 plus its relia- and how many gun sections the en-
Bog 1/2 1 P bility number. emy has. The referee tells the other
Desert 1 2 xl/2 side similar information, but will in-
Sand Sea 1/2 1/2 P crease or will decrease the reported
Jungle 1/2 1/2 P strengths by 50 percent, at the instruc-
Forest 1/2 1/2 xl/2 tion of the player with the superior
Road 2 3 x2 scouting forces.
Abbreviations: P: Prohibited. If one side has twice the scouting
points of its opponent, the same rou-
Water Travel: Ships tend to travel tine is followed as above, but the side
at their most economical cruising with the superiority in scouting points
speed, which is similar regardless of is allowed to examine the gaming
the vessel's maximum speed. The table prior to play. This side's own-
following table indicates the speed of ing player then determines whether he
various types of vessels on the open will set up in the middle of the table
seas and on inland waterways, such SCOUTING and let his opponent enter, or whether
as navigable rivers and Martian grand SCOUTING SERVES several purposes. he will have his opponent set up in the
canals. Speed is given in the number It can locate the enemy, determine his center and his own forces enter.
of hexes travelled per day. strength, hide your own strength, and Searching: A player may send out
avoid ambushes. In all cases, scout- scouts during campaign movement to
WATER TRAVEL ing is calculated on the basis of scout- search for the enemy. The referee
Inland Waterway ing points. divides the total number of scouting
Vessel Hexes Scouting Points: Each unit of in- points committed to a hex by 10,
Man-Powered 2 fantry and cavalry has scouting points rounds fractions down, and adds one
Wind-Powered 1D6 equal to the number of men in the unit to the total for every four enemy units
Steamer 5 times the unit's Fieldcraft rating times in the hex. The resulting number is the
the unit's movement rating in that ter- detection number for the enemy
Open Seas rain type. The unit can apply these troops in the hex. The referee secretly
Vessel Hexes points to scouting the hex it is in. Units rolls two dice, and if the total is equal
Wind-powered 10 on a road treat the hex as the domi- to or less than the detection number
Steamer 20 nant terrain type for purposes of of the enemy troops, he tells the scout-
scouting. For example, a 20-man ing player of their presence.
Aerial Travel: Aerial travel is pos- infantry unit with a Fieldcraft of 3
sible by means of a variety of convey- would have 60 scouting points in clear SUPPLIES
ances, as described in the rules on terrain and hills, but only 30 points in IN MOST CASES there is little need to

GDW
THE MILITARY CAMPAIGN

worry about supplies if a campaign is the need to provide drinking water. port such large quantities of supply as
properly conducted. A single large Ammunition: Troops carry enough to make the supply rules irrelevant.
merchant kite can carry as much as ammunition to fight at least one battle, When conducting a small campaign
1000 tons of supplies while a canal but they must be replenished at the in a remote area, however, a force may
barge or steamer can carry several end of it. One ton of ammunition will need to rely on animal transportation.
hundred. In the event that a player replenish 10 20-man units. Each ma- This may take the form of wagons or
does not have assets such as this at his chinegun section counts as one unit. pack trains. Each model wagon re-
disposal, however, the following sim- Each gun section counts as five units quires a driver and transports three
ple supply rules should be used. times the damage value of the gun. tons of supplies. Each pack train
Rations: An army consumes one When conducting a siege, one ton requires two drivers and transports
ton of rations for every 20 companies is required per damage value per gun one ton of supplies. The number of
or war bands it has. Each cavalry unit in order to fire one siege turn's worth animals in a pack train varies (from
or animal-drawn artillery battery of bombardment. For example, an 8" one ruumet breehr to 16 mules), and
counts as four units for purposes of siege gun has a damage value of 8, so a train includes extra animals to carry
this calculation. it requires eight tons of ammunition food for the animals in the pack train.
If an army does not have ready per bombardment. A pack train should be represented by
access to fresh water, all units count Transport: Supplies may be trans- two pack animals, except in the case
double (cavalry and animal-drawn ported by flyers, ships, vehicles, or of large animals (elephants or ruumet
artillery count as eight units) due to animals. Flyers and ships can trans- breehr), in which case one model is
sufficient.
Foraging: A unit may forage for
supplies, if desired. As foraging es-
sentially involves stealing food from
farmers, only cultivated hexes may be
foraged. If the unit spends one full day
in a hex foraging, roll a die. If the
result is equal to or less than the unit's
Fieldcraft, it discovers one or more
tons of food, as shown on the Forag-
ing Table below. Once food has been
discovered and removed from a hex,
it may not be foraged again.
Villages, towns, and cities may be
foraged as well. If a village is foraged,
multiply the amount on the Foraging
Table by 10. If a town is foraged,
multiply the amount on the table by
100. If a city is foraged, multiply the
amount on the table by 1D6 times 100.

FORAGING TABLE
Season Tons
Fallow Season (Winter) 2
Planting Season (Spring) 1
Growing Season (Summer) 2
Harvest Season (Fall) 1D6
THE ROAD TO WAR

Forces: One Martian war band


(shooters have rifle muskets). Unit
Value: X3, 19 men total.

Part C:
Sample Scenarios Referee: The British win a major
victory if they either arrest or kill
THE FOLLOWING simple scenarios Sootamaan and escape off the south
are designed to get you started play- edge. They win a minor victory if they
ing. All of the information necessary survive, but Sootamaan escapes off
is included, as well as suggested table the board. The Martians win a minor
layouts and player briefings. victory if Sootamaan survives, es-
capes captivity, and remains in sole
SCENARIO 1: possession of the field at the end of
MARTIAN MESSIAH the game. They win a major victory
British Briefing: For the past if Sootamaan survives and the Brit-
several months the level of unrest has ish are wiped out.
been increasing in the northern part
of the Syrtis Major colony, and now Martian Briefing: You are Itaba SCENARIO 2:
that the war clouds are thickening in Sootamaan, a cleric and a holy man RESCUE MISSION
the south, there have been increas- forced onto the path of violence by the British Briefing: War with Oeno-
ingly strident calls demanding open tyranny of the hated, red off-world- tria has erupted and several scientific
rebellion. ers. Now that war seems likely be- and exploratory parties have fallen
One Martian self-styled prophet, tween the British and the Oenotrian under surprise attack. There is cur-
called Itaba Sootamaan, has been princes to the south, the time is right rently such a party defending a small
causing particular trouble, and the to strike. To convince the people to ruined temple that was the site of an
commander of your battalion has take such a bold gamble, however, archaeological dig. Your company
ordered his arrest. you must produce a powerful victory. has been ordered to break through to
As there is some chance of trouble Fortunately, the British have pre- them and bring them back to friendly
with armed locals, it was decided to sented you with such an opportunity. territory.
not send a mounted constabular pa- Your spies have brought word that Your first action was to round up
trol, and to instead send a platoon of a small force has been sent to arrest a few horses and send an advance
British infantry under a responsible you. It would be unseemly to run, and party on ahead to reinforce the de-
officer—you. doing so would certainly undermine fenders. They broke through the loose
You will enter the southern edge your ability to persuade the tribesmen enemy siege lines and have joined the
of the table and search the villages here to revolt. However, you have scientific party, but more enemy
until you find Sootamaan, place him your own small band of loyal retain- troops have also arrived and an assault
under arrest, and escort him off the ers, and a carefully executed ambush is imminent. You have force marched
table. can certainly wipe out the British. Not to get to the temple and now need to
Troops: One platoon of infantry only would that provide captured break through as soon as possible.
plus one officer. Unit Value:V1, nine arms and ammunition, it would also Scientific Party: Three officers
men total. give the tribes a powerful sign. on leave and seven civilians, with
GDW
SAMPLE SCENARIOS

skills and firearms as follows: of your force. A small party of five with smoothbore muskets. Unit Val-
Army Officer: Veteran, revolver mounted enemy soldiers even arrived ue: X2.
Army Officer: Veteran, revolver to rescue them, but your scouts have One war band with rifle muskets.
Navy Officer: Experienced, re- them bottled up with the others. Now Unit Value: T2.
volver you are ready to attack. One war band with smoothbore
Scientist: Trained, revolver Martian Forces: One war band carbines. Unit Value: G1.
Scientist: Trained, revolver
Scientist: Green, revolver
Scientist: Green, revolver
Missionary: Green, shotgun
Martian Guide: Experienced, rifle
musket
Human Guide: Experienced, bolt-
action rifle
Reinforcing Mounted Detach-
ment: (Horses have been lost.) One
officer with revolver, one corporal
and three privates with bolt action
rifles. Unit Value: V1. N
Relief Column: One infantry
company (less the mounted detach-
ment). Unit Value: V1, 15 men total.
Martian Briefing: War is a good SCENARIO 1: 5' X 8' Table
thing when directed against godless
grave robbers such as these English. House Ruins
For months you and other officers like Low Stone Wall
you on the frontier have been forced
Woods
to sit by and watch while bands of Hill
temple defilers have openly crossed Scrub
the border and pawed their way
Road
through the holiest of holy relics in
the old temples of the north, taking as
souvenirs some of the items that
caught their fancy and discarding
many others across the countryside as
if they were so much rubbish. You and
your men have held back until now
for fear of provoking an incident and
alerting the British to your prepara-
tions for war. Now, however, the war
has begun and you are free to wipe
out the latest group of vandals.
Your scouts have contained the
vandals in the ruins of one of the
temples and have kept them from
escaping until the arrival of the rest
SCENARIO 2: 5' X 8' Table
THE ROAD TO WAR

require, whether they want to take


supply wagons, and whether they will
need artillery. If so, they will have to
try to persuade Wood to relinquish a
gun section; his initial feelings are that
it will only slow the raiding force up
Part D: and would be more valuable with the
main body. The referee should ajudi-
Sample Campaigns cate this exchange using the rules for
persuasion from the role-playing
- THE FOLLOWING ARE not fully there is generally a good deal more
game.
If a competitive game is desired,
developed campaigns, but rather are character identification and authentic the Martian team should be respon-
a collection of ideas for you to flesh "feel" to the game, and all players get sible for guarding the rear area of the
out. The direction you take these the opportunity to work together army facing Wood's column. A small
suggestions will largely depend on the against a common foe, thus reducing force of regulars will be available (no
sort of games you enjoy and the the chances for the hard feelings that more than one legion) to back up the
quantity and types of troops at your seem to accompany the conclusion of guard detachments in the various
disposal. many competitive campaigns. villages and towns. (Generate these
There are actually two different In setting up your campaign, using the Martian city generation
kinds of miniatures campaign. In the consult the army lists provided in this rules on pages 146-149.) The Mar-
campaign that most gamers play, each book and the background information tians must then decide where they will
player commands an army or unit on in the other Space: 1889 games, station their regulars. Will they be
one of two opposing sides with a particularly Conklin's Atlas of the concentrated as a central reserve or
referee to adjudicate hidden move- Worlds for maps, background, and spread out to stiffen the local garri-
ment and simultaneous execution of inspiration for interesting subplots. sons? Do they want to appeal for more
orders. This sort of campaign can be troops to the army commander? Since
enjoyable, but it is very taxing for the CAMPAIGN 1: THE RAID the main army is very hard-pressed by
referee and usually frustrating for THIS CAMPAIGN TAKES PLACE along Wood at the moment, drawing more
most or all of the players since gamers and near the canal to Oenotria and is troops from there would probably be
do not all play at the same rate of actually a small mini-campaign. The a bad decision.
speed. While the campaigns below players will command various parts
can be played in that way, they are also of a raiding forced detached from CAMPAIGN 2:
ideally suited to be played as one- Lieutenant General Wood's column. THE FRONTIER OF EMPIRE
sided refereed games. The mission of the force is to strike IN THE HIGHLANDS at Moeris La-
A one-sided refereed game is a behind the Martian lines and cause as cus, the British are faced by a foe
somewhat more rigorous role-playing much destruction as possible, then superior in numbers and reinforced
game, with a military operation as its break free and rejoin the main body. with three combat tripods of German
central theme. The players all play the It will travel fast and light, but it must manufacture. The canal route through
roles of officers on the same side, carry all needed supplies with it. The Shastapsh has been cut, and overland
while the referee adjudicates the ac- most likely configuration of the force caravans through the desert are regu-
tion of the campaign and also deter- would be a company of the 2nd East larly attacked by desert nomads or
mines the actions of the opponents. Surreys, a platoon of the 4th Rifle Shastapshan cavalry. But worst of all,
The advantages of this sort of game Brigade, and perhaps a few civilian the British commander at Moeris
are many. Play proceeds at a pace that volunteers.The players will have to Lacus is hesitant and indecisive. No
is comfortable for everyone involved, decide how large a pack train they will action is to be taken without his ap-
GDW
SAMPLE CAMPAIGNS

proval, and he never approves aggres- chy and civil war (a common enough cate an incident. When the players
sive action. thing on Mars), so they can step into discover the falsehood, the local
The players are junior officers the power vacuum, pick a side to sup- Belgian commander decides they
with various units of the highland port, and eventually take over. must be disposed of when the city is
forces and realize that they are facing The referee can generate any region taken. For a variety of reasons the
imminent defeat. If the caravan route on Mars using the large-scale maps players must throw in their lot with
is to be reopened and the Shastapshan in the role-playing game book and the the Candorans and fight off the Bel-
Army thrown off balance, some sort city generation system on pages 146- gian attack.
of imaginative, aggressive action 149. He can doctor the results of cer- The first order of business, of
needs to be taken. To do so, however, tain rolls to create the proper levels course, will be to convince the Can-
will mean disobeying the orders of of confused mayhem and bedlam and dorans that they are friends and have
their superior officer, and could po- then inject the players. an interest in joining the fight against
tentially be the end of their careers. He will need to pay special atten- Belgian aggression. This will be dif-
The players must discover or tion to the Eloquence and Leadership ficult, and there will be some elements
invent means by which they can plau- skills of the PCs, as these skills will who will never completely trust them,
sibly misinterpret or fail to receive be essential to attracting native fol- and others who now hate all humans
orders so that they can undertake lowers. He should also begin comput- so deeply that the players' act of
punitive raids on the enemy and send ing their renown from scratch in this friendship will make no difference.
him reeling. new region, as renown will be essen- Once they have at least gained
Over the course of several mis- tial to the success of their plans. Even- some freedom of action, it will be up
sions they will have to tread a fine line tually, Mars may see a new kingdom, to the players to chart a course of
between simple insubordination and or even empire, emerge. constructive action. Military men in
outright mutiny, as too blatant a dis- the group may be able to train a war
regard of orders will result in their CAMPAIGN 4: band or two of Veteran or Elite Can-
removal from command and court FREEDOM'S CALL doran infantry as regulars.
martial. THE PLAYER CHARACTERS are Characters with a fluent knowl-
harmless and innocent passengers on edge of French, perhaps with a theat-
CAMPAIGN 3: a commercial interplanetary ether rical background as well, may be able
THE MAN WHO WOULD flyer en route from Earth to Mars. to set up an effective secret service.
BERING They are in Mars orbit when an at- Players can win the trust and respect
FROM 1872 TO 1889, the Abyssin- tempted hijacking by anarchists badly of their soldiers by leading them on
ian Empire was ruled by a British damages the vessel and forces it to raids and undertaking hazardous
adventurer who took the title John IV, crash on the far side of Mars, near the missions.
thus achieving the goal (becoming a city of Candor. The referee will record the effects
king) that hundreds of his countrymen The players are made prisoner by of all this on the players' local re-
strove for in vain. Who is to say, how- the locals, who are extremely hostile nown, and when it is high' enough, the
ever, that his success could not be to humans as a result of the Belgian prince will begin consulting them on
duplicated by others on Mars or atrocities in the Coprates Valley to the military and diplomatic matters.
Venus? south. They soon discover several There is a real need for the Candorans
In this campaign, the characters things. to understand the workings of terres-
will pool their resources to buy a The authorities at Syrtis Major trial politics, and the players will be
quantity of modern weapons and assume that all hands were lost in the perfect "consultants."
strike off into the Martian wilderness crash of the liner, and all messages out Eventually the Belgians will make
in search of a country to rule. They of Candor are being intercepted. their move, and it will be up to the
will be especially interested in finding The Belgians are planning a move players to help the Candorans resist
a region currently in a state of anar- against the city of Candor and fabri- the assault.
THE SINEWS OF WAR

the small size of its projectile, it is


allowed to fire only shell, not shrap-
nel. It is much prized by the United
States Army for its portability, as it
can be taken almost anywhere that a
Part A: horse can travel (a definite benefit in
the American West).
Artillery of the Worlds The second important category of
guns we will call "low-powered,
rifled guns." These are modern, rifled
THIS BOOK of the Soldier's Com- mounted in a field carriage and refers guns but with a muzzle velocity less
panion deals with the large tools of to the weight of the most common than 1700' per second. Many of these
war, specifically artillery, naval ves- shell thrown by the gun. Since the are muzzle-loading guns, but many
sels, mechanical vehicles, and flyers. weight of conical shells is not rigidly breechloaders fall into this category
The artillery available on the vari- dictated by the diameter of the gun's as well. Virtually all of the Krupp
ous worlds of Space: 1889 can be di- bore (a longer shell of the same di- guns, for example, are low-powered
vided into several broad categories, ameter will weigh more), it is possible breechloaders. Most (but not all) field
the most important of which is that of to have two guns of the same bore guns fall into this category as well, as
modern breech-loading guns. These caliber which fire different weights of the shorter gun tube makes for a
guns are the most common category shell. This is the case with the high- lighter weapon, while the lower muz-
currently in production, although powered 3" gun and its shorter, low- zle energy allows for a lighter car-
large numbers of older, less power- powered version (covered later) riage. Most guns used as field guns
ful, guns remain in service. The main which fires only a 12-pound shell. have an additional parenthetical
criteria for inclusion in this category Finally, some mention should be identification that indicates the weight
is that a gun be rifled, breech-loading, made of the diminutive Hotchkiss 2- of the shell thrown by the gun. This is
and have a muzzle velocity in excess pounder breechloader. To represent usually used in reference to the field
of 1700' per second. These modern
guns are characterized by excellent TABLE 1:
range and superior penetration. MODERN BREECH-LOADING GUNS
Several special guns are worth Weapon Weight Pen DV ROF Crew Range Cost
noting. The 4.7" quick-firing gun is 18" 3400 18/9 20 (4) 8 14/28 30,000
the first of a new breed of naval guns 17" 2800 17/9 18 (3) 7 13/26 27,000
which have hydraulic recoil cylinders 16" 2250 16/8 16 (2) 6 10/20 24,000
that allow the gun to slide back in 14" 1300 14/7 14 (1) 6 9/18 12,000
recoil and then return easily to its 12" 900 12/6 12 (1) 5 8/16 9000
original firing position. This allows 10" 600 10/5 10 (1) 4 7/14 6000
for quicker delivery of aimed fire. The 8" 300 9/5 8 (1) 3 6/12 3000
4" gun listed here is usually referred 6" 100 5/3 6 1 2 5/10 1000
to as the 4" long gun to distinguish it 5" 80 4/2 4 1 2 5/10 800
from its lower-velocity twin, the 4" 4.7" QF 100 4/2 3 2 2 4/8 1000
short gun (or 20-pounder gun). That 4" (long) 40 3/2 2 1 2 4/8 400
weapon is detailed in the table cover- 3" (15-pdr) 25 2/1 1 1 2 3/6 260
ing lower-powered ordnance. 2-pdr gun 5 0/0 1* 1 2 2/4 100
Note that the 3" gun is also called *Only fires shell; cannot fire shrapnel.
a 15-pounder. This other designation Abbreviations: QF: Quick-Firing Pdr: Pounder.
is generally used when the gun is
GDW
ARTILLERY OF THE WORLDS

artillery version of the gun.


TABLE 2: Howitzers are weapons with
LOW-POWERED (LP) RIFLED GUNS shorter, lighter barrels designed to
Weapon Weight Pen DV ROF Crew Range Cost throw a shell onto a position from a
18" 2000 14/7 18 (4) 8 9/18 24,000 high angle. They are less accurate and
16" 1600 12/6 16 (3) 6 8/16 18,000 generally have a shorter range than a
14" 1000 10/5 14 (2) 6 7/14 12,000 comparably sized gun, but they tend
13" 750 9/4 13 (1) 6 6/12 10,000 to be lighter and are capable of firing
12" 500 8/4 12 (1) 5 6/12 8000 over intervening obstacles. They are
10" 400 7/3 10 (1) 4 6/12 6000 especially valuable for shelling
9" 250 6/3 9 (1) 3 5/10 3000 fortifications. The howitzers listed to
8" 200 5/2 8 (1) 3 5/10 2000 the left are all rifled.
7" 140 4/2 7 (1) 3 5/10 1000 Much older than any of the above
6" 80 4/2 6 (1) 2 4/8 800 weapons, smoothbore guns date back
4.7"(40-pdr) 50 3/1 3 1 2 4/8 600 to the first half of the century. Al-
4" (20-pdr) 30 2/1 2 1 2 3/6 300 though now obsolete, many of these
3" (12-pdr) 20 1/1 1 1 2 3/6 240 guns are still found in the arsenals of
9-pdr 10 1/0 1 1 2 3/6 220 the lesser powers and on some of the
6-pdr 10 0/0 1 1 2 2/4 100 older vessels of the United States
Abbreviations: Par: Pounder. Navy. These weapons are considera-
bly inferior to more modern guns in
terms of range and effectiveness of
TABLE 3: RIFLED HOWITZERS ammunition. In game terms, these
Weapon Weight Pen DV ROF Crew Range Cost weapons can only fire shot and grape-
7" hwtzr 100 1 1 1 2 10 1000 shot. Primitive shells were fired from
6" hwtzr 70 1 6 1 2 8 800 many of these guns as well, but they
5" hwtzr 60 1 4 1 2 8 600 were much less effective than more
7#MH 15 0 1 2 2 6 200 modern ammunition, and so for sim-
Abbreviations: Hwtzr: Howitzer MH: Mountain Howitzer plicity are treated as shot. Most field
Pdr: Pounder. guns of this type are referred to only
by the weight of their shot, not their
bore.
TABLE 4: SMOOTHBORE GUNS Smoothbore howitzers and mor-
Weapon Weight Pen DV ROF Crew Range Cost tars are similar to smoothbore guns,
15" 300 4/2 1 (2) 4 4/8 6000 but have shorter barrels and are in-
11" 150 3/1 5 (1) 3 3/6 3500 tended for high-angle, plunging fire
10" 80 2/1 4 (1) 3 2/4 2000 on a target. Mortars tend to be
68-pdr 80 2/1 3 1 2 3/6 1500 mounted on solid carriages, rather
9" 60 1/1 3 1 2 2/4 1000 than wheeled field carriages, as they
32-pdr 60 1/1 2 1 2 3/6 1000 are used almost exclusively in sieges.
24-pdr 40 1/0 2 1 2 2/4 800 The last category of terrestrial ar-
12-pdr 30 1/0 1 1 2 2/4 400 tillery is perhaps the most interesting:
9-pdr 25 0/0 1 1 2 2/3 200 machine cannon. These rapid-fire,
6-pdr 20 0/0 1 1 2 1/2 100 small-caliber guns were originally
Abbreviations: Par: Pounder. developed for shipboard use to pro-
vide large vessels with an effective
THE SINEWS OF WAR

means of defense against small, fast


torpedo boats. Since most aerial ves-
sels are small, machine cannon serve SMOOTHBORE HOWITZERS AND MORTARS
as very effective secondary armament Weight Pen DV ROF Crew Range Cost
on many vessels, and as primary arm- 13" mortar 150 2 10 (2) 4 7 5000
ament on a few of the smaller ships. 10" mortar 90 1 8 (1) 3 6 4000
Recently there has been considerable 8" mortar 60 0 6 (1) 2 5 3000
interest in mounting these weapons on 5" mortar 40 0 4 1 2 4 2000
field carriages for use against various 32-pdr hwtzr 40 0 3 1 2 4 1200
heavy vehicles and to provide ground 24-pdr hwtzr 30 0 2 1 2 3 600
troops with an effective means of 12-pdr hwtzr 20 0 1 1 2 3 300
defense against low-flying aerial Abbreviations: Hwtzr: Howitzer Pdr: Pounder.
vessels. As most of these guns have
fairly high muzzle velocities, they
have impressive penetration for their TABLE 6:
size. MACHINE CANNON
Most of these guns have multiple Weapon Weight Pen DV ROF Crew Range Cost
rotating barrels which fire in succes- 6-pdr HRC 15 1/0 1* 3 1 3/6 220
sion. The Catling 1" is nothing more 3-pdr HRC 10 1/0 1* 3 1 2/4 180
than a scaled up version of the ubiqui- 1-pdrHRC 10 0/0 1* 3 1 2/4 160
tous .50-caliber Catling gun. 1-pdrPP 10 0/0 1* 4 1 2/4 250
The Hotchkiss revolving cannons 1" Gatling 5 0/0 1* 3/4 1 1/2 70
(often called revolvers for short) are * Only fires shell; cannot fire shrapnel.
based on a slightly more advanced Abbreviations: HRC: Hotchkiss Revolving Cannon Pdr: Pounder PP:
mechanical principle, but externally Pom-Pom.
they appear almost identical to a
Catling gun.
Of special interest, however, is the
Maxim-Nordenfelt 1-pounder Pom- TABLE 7:
Pom. Only recently offered for sale, MARTIAN ORDNANCE
this weapon has a slightly better rate Weapon Weight Pen DV ROF Crew Range Cost
of fire than the Hotchkiss gun has, but Sweeper 10 P — 1 1 0/1 200
the Pom-Pom uses the same mechani- Light gun 20 0/0 1 1 2 1/2 400
cal principle as Mr. Maxim's famous Heavy gun 40 1/0 2 1 2 2/4 1000
machinegun. Rod gun 30 2/1 1 (1) 2 3/6 800
None of these guns have an effec- Rogue 60 2/1 3 (1) 3 3/6 2000
tive shrapnel shell, but they make up Lob gun 200 2 4 (1) 3 6 2000
for it with sheer volume of shell fire.
Having dispensed with the ord-
nance of Earth, it is time to turn to that TABLE 8:
of other worlds. Of the other inhab- LUNAR CATAPULTS
ited worlds of the Solar System, only Weapon Weight Pen DV ROF Crew Range Cost
Mars can be said to have developed a 20-pdr Hv 0/0 1 (1) 4 2/4 500
genuine system of ordnance. 60-pdr Sg 1/0 2 (1) 6 2/4 1000
Although metal is scarce on Mars Abbreviations: Pdr: Pounder.
(or perhaps because of that), Martian

GDW
ARTILLERY OF THE WORLDS

guns tend to be well-made. Iron tian gun, closely resembling the 17th- able, asset. (This weapon's range was
smoothbores are most common, al- century swivel gun in both its appear- seriously underrated in previous
though the so-called "rod gun" is ance and its function. products in this series, and its per-
becoming increasingly popular and is Only grapeshot is provided for the formance has been upgraded here.)
prized for its excellent range and weapon, but it is effective against Finally we come to the catapults
penetration against armored vessels. infantry at close range. used by the Moon Men of the Great
This weapon has four rifling The Martian lob gun is of particu- Sea, deep within Luna. These are
grooves in the barrel and fires an lar interest. It is essentially an ex- generally low-powered weapons,
oblong bar with a square cross-sec- tremely large mortar which fires a used mostly for defense against large
tion and a half twist (called a rod). The large, iron-banded boulder at a high animals and wooden-hulled vessels.
rod must be matched up with the angle. Its extreme weight and low rate If transported to Venus, Earth, or
riflings before loading, and so this is of fire brings its value into some Mars, their range would be halved due
a slow-firing piece for its size. Other question. to the higher gravity.
weapons fire iron (or sometimes Nevertheless, its ability to occa- Each of these catapults operates on
stone) round shot or the local equiva- sionally knock a ship out of the sky a torsion principle and looks like a
lent of grapeshot. with a single lucky hit makes it a large crossbow.
The sweeper is the smallest Mar- valuable, if not completely depend- Lunar catapults throw spherical
stone boulders of either 20 or 60
TABLE 9: pounds in weight (depending on the
RIFLED FIELD ARTILLERY catapult). For firing purposes they are
Weapon Weight Pen DV ROF Crew Range Cost treated as artillery but may only fire
7" gun Sg 4/2 7 (2) 6 5/10 1000 shot.
7" hwtzr Sg 1 1 (1) 4 10 1000
6" long gun Sg 5/3 6 (1) 4 5/10 1000 FIELD ARTILLERY
6" short gun Sg 4/2 6 (1) 4 4/8 800 THE PREVIOUS SECTION covers the
6" hwtzr Sg 1 6 (1) 4 8 800 major ordnance mounted in ships,
5" gun Sg 4/2 4 (1) 4 5/10 800 aerial vessels, large vehicles, and for-
5" hwtzr VH 1 4 1 4 8 600 tresses in 1889. Not all of these guns
4" gun VH 3/2 2 1 4 4/8 400 were mounted on field carriages,
40-pdr gun VH 3/1 3 1 4 4/8 600 however.
20-pdr gun Hv 2/1 2 1 4 3/6 300 Additionally, certain characteris-
15-pdr gun Md 2/1 1 1 4 3/6 260 tics of guns change when on field
12-pdr gun Md 1/1 1 1 4 3/6 240 mounts.
9-pdr gun Lt 1/0 1 1 4 3/6 220 All crew requirements are doubled
7-pdr hwtzr Lt 0 1 2 4 6 200 (as there are no shell hoist, recoil gear,
6-pdr gun Lt 0/0 1 1 4 2/4 100 or other similar crew-helpers in the
6-pdr HRC Md 1/0 1* 5 2 3/6 220 field).
3-pdr HRC Lt 1/0 1* 3 2 2/4 180 Weight of field guns is measured
2-pdr gun Lt 0/0 1* 1 4 2/4 100 in terms of the weapon's weight cate-
1-pdrHRC Lt 0/0 1* 3 2 2/4 160 gory, ranging from Light to Siege.
1-pdr PP Lt 0/0 1* 4 2 2/4 250 Finally, the rates of fire of most siege
1" Gatling Lt 0/0 1* 3/4 2 1/2 70 guns are lower than their naval or
*Only fires shell; cannot fire shrapnel. fortress equivalents.
Abbreviations: Hwtzr: Howitzer HRC: Hotchkiss Revolving Can- All of this information is summa-
non PP: Pom-Pom rized in the charts located on pages
84 and 85.
THE SINEWS OF WAR

TABLE 10:
SMOOTHBORE FIELD ARTILLERY
Weapon Weight Pen DV ROF Crew Range Cost
13" mortar Sg 2 10 (3) 8 1 5000
11" gun Sg 3/1 5 (2) 6 3/6 3500
10" gun Sg 2/1 4 (2) 6 2/4 2000
68-pdr gun Sg 2/1 3 (1) 4 3/6 1500
10" mortar Sg 1 8 (2) 6 6 4000
9" gun Sg 1/1 3 (1) 4 2/4 1000
8" mortar Sg 0 6 (2) 4 5 3000
5.5" mortar Sg 0 4 (1) 4 4 2000
32-pdr gun Sg 1/1 2 (1) 4 3/6 1000
32-pdr hwtzr VH 0 3 1 4 4 1200
24-pdr gun VH 1/0 2 1 4 2/4 800
24-pdr hwtzr Hv 0 2 1 4 3 600
12-pdr gun Hv 1/0 1 1 4 2/4 400
12-pdr hwtzr Md 0 1 1 4 3 300
9-pdr gun Md 0/0 1 1 4 2/3 200
6-pdr gun Md 0/0 1 1 4 1/2 100
Abbreviations: Hwtzr: Howitzer.

TABLE 11:
MARTIAN FIELD ARTILLERY
Weapon Weight Pen DV ROF Crew Range Cost
Lob gun Sg 2 4 (2) 6 6 2000
Rogue Sg 2/1 3 (2) 6 3/6 2000
Heavy gun VH 1/0 2 1 4 2/4 1000
Rod gun Hv 2/1 1 (1) 4 3/6 800
Light gun Md 0/0 1 1 4 1/2 400
Sweeper Lt P 1* 1 2 0/1 200
*0nly fires grapeshot; does not fire shot.

TABLE 12:
LUNAR CATAPULTS
Weapon Weight Pen DV ROF Crew Range Cost
20-pdr Hv 0/0 1 (1) 4 2/4 500
60-pdr Sg 1/0 2 (1) 6 2/4 1000
Abbreviations: Pdr: Pounder.

GDW
CONVEYANCES OF THE WORLDS

and you have permission to do so.


Building Model Ships: This is a
miniatures game, and miniatures
games require models of the ship
used. The models you will build of
ships will not be in exact scale to
Part B: model figures, or they would take up
too much of the table. Instead, they
Conveyances of the World will be scaled down in length and
width. Their general configuration
should remain the same, however.
THIS SECTION PROVIDES a brief over- most games will involve only gun- Consult the overhead schematic deck
view of the mechanical conveyances boats, the naval rules can cope with plan and the side view drawing of the
of the world. The bulk of the infor- any ship afloat, and to that end, a few ship on its record form to get a good
mation on conveyances needed to ratings of larger vessels are also in- idea of how the ship looks. The deck
play the game is included in the cluded in the ship lists that follow. plan on the ship record form has a tac-
conveyance record forms. The listings in the game are only tical grid superimposed on it, each
partial lists of the many types of square of the grid representing 1". For
SHIPS gunboats used, but they provide those ships which do not have an
THE NAVIES OF THE WORLD include enough variety that a referee should overhead view, use the general rule
fighting vessels, ranging in size from be able to find a vessel that will suit that the length of the model in inches
small wooden-hulled gunboats to his needs in the game. The completed is four times the listed hull length. Use
huge armored battleships. Although ship record forms provided should be this as a blueprint for the size and
the emphasis of these rules is such that photocopied for use during a game, shape of the main hull of the model.

Great Britain APHID

£ 23,220

Boiler=2
160 TONS

Aphid model built by Tom Harris.


Ship's ordnance by Lizard's Grin,
THE SINEWS OF WAR

Actual construction of the ship


should be as simple and durable as
possible. A thick sheet of balsa wood
cut and sanded to the shape of the hull
with superstructure and gunwales (if
any) added is a good start. Masts can
be added from hardwood doweling.
A variety of white metal ship fittings
are available from some model spe-
cialty houses if you want to add some
extra chrome, but that isn't necessary.
A number of naval gun mounts,
including Nordenfelts and Hotchkiss
revolvers, are available in white metal
from Lizard's Grin Models. If you
can't find them in a store, write them
for a catalog at:
Lizard's Grin Models
P.O. Box 14522
Oklahoma City, OK 73113
We will be issuing naval ordnance
in white metal ourselves at a later date,
but in the mean time, these fine little
Juggernauts built by Don Apperson.
models will do very nicely.
When you are adding gun mounts,
superstructure, and other fittings, be machines (such as gliders and aero-These stock vehicles can be used as
sure to leave enough room for the planes) are covered by the invention
is, or players can design their own jug-
crew figures. Although you will not rules in the basic role-playing game.
gernauts and tripods using the design
want to bother with the engine room If players wish to build models of
sequence rules that follow.
crew, deckhands and gunners in open their flyers, the same general sugges- Models should be built using the
gun mounts should be included. tions from the Ships section on page
previously described guidelines, but
86 apply here. A particularly valuable
you will want to build the models
FLYERS source of information as to the gen-
primarily out of plastic kit parts.
A NUMBER OF flyer record forms are eral look of many liftwood flyers is
Model tank and ship kits are particu-
included in the game, but it is difficult Cloudships and Gunboats, which larly useful, and while much of the
to do these conveyances justice here. includes detailed deck plans as well
hull work will be made from sheet
Much of the universe of Space: 1889 as many side views. Again, each grid
plastic, a good set of tank treads from
revolves around its unusual flying ma- square is equal to 1" on the model. A
a l:48-scale or l:35-scale tank are the
chines, and these are covered in much number of full-sized (1" per grid essential basics of any juggernaut.
greater depth elsewhere. Players are square), color deck plans are also pro-
Plastic or brass tubing, or hardwood
specifically directed to Sky Galleons vided, which can give you a quick feel
dowel rods can form the basis for
of Mars and Cloudships and Gun- for the final size of the model. tripod legs, and a trip to the hardware
boats, both of which provide rules for store can supply the tripod's feet in
the design and construction of lift- MECHANICAL VEHICLES the form of a variety of washers and
wood flyers usable with these rules. SEVERAL STOCK vehicle record wires to be superglued or epoxied to-
More exotic and improbable flying forms are provided with this game. gether.
GDW
LAND JUGGERNAUT DESIGN SEQUENCE

LAND 2. Fuel Bunker: A boiler, whether gun crew themselves, but also for very
JUGGERNAUT it is of conventional or forced draught large magazines, gun hoists, crew
DESIGN SEQUENCE design, consumes one ton of coal per quarters, and a large share of the
1. Power Plant: The size of the day per power plant number. A fuel general structural overhead of the
power plant of a land juggernaut de- bunker with a minimum of one day's vessel. Land juggernauts have smaller
termines the overall size of the ve- fuel must be installed in the vehicle. magazines and none of these other
hicle. Power plant size may be 1,2, This costs nothing, but it does in- features.)
or 3 (referred to as the power plant crease the weight of the vehicle by the As each weapon is mounted, it
number). In all cases, the maximum weight of the fuel. must be allocated to a specific gun
tonnage of the completed vehicle is If an inventor has installed a non- mount. The available gun mounts are
its power plant number times 40. The standard power plant, the minimum bow, stern, right or left wing sponson,
power plant installed may be a con- bunker size is determined by the fuel right or left forward sponson, right or
ventional boiler or a forced draught consumption of the engine actually left aft sponson, and right or left
boiler. Conventional boilers weigh six installed. A gas turbine, for example, broadside. All of these gun positions
tons per power plant size number and requires only one-quarter of a ton of are possible on each vehicle, except
cost £300 per power plant number. fuel per day per power plant number, that a vehicle which has wing spon-
Forced draught boilers weigh three not a full ton. sons may not have forward or aft
tons per power plant size number and 3. Running Gear: Running gear sponsons, and vice versa. Weapons
cost £600 per power plant number. for a land juggernaut includes the mo- mounted on the sides must be
If the vehicle is the invention of a tors used to convert the energy gen- mounted in balanced pairs. That is, if
player character from the role-play- erated by the steam engine into actual the forward left sponson has a weapon
ing game, the maximum power plant power, the endless track and its sup- weighing one ton, the forward right
number is one-half of the reliability porting suspension, and the complex sponson must have a weapon weigh-
number, rounded down (but never gearboxes necessary to make the ing one ton as well.
below 1). Any power plant may be whole assembly function. Running 6. Exotic Weapons: A land jug-
installed to which the inventor has gear weighs seven tons and costs gernaut may have a total of one tether
access; the weights, costs, and fuel £2000 per power plant number. mine mounted on it and as many
requirements of the various power 4. Armor: The armor plating on rocket batteries as desired. Each tether
plants are listed on page 66 of the role- the hull of the juggernaut is fashioned mine has no weight and costs £200.
playing rules book. from forged steel plates riveted to the Each rocket battery weighs one-half
The power plant number of a land girder framework of the vehicle's of a ton and costs £50. Each rocket
juggernaut is also its hull size. chassis. The larger the vehicle, the battery is mounted to fire forward but
more steel is required to cover it. may be manipulated from inside the
Armor weighs five tons and costs vehicle to fire at ground targets or
£500 per armor level per power plant aerial targets.
number.
5. Armament: Any weapon listed Ratings
on the gun lists (pages 172-175) may ONCE YOU HAVE FINISHED design-
be mounted on a land juggernaut. The ing your vehicle, you need to evalu-
cost is as listed, while the weight is ate it in terms of game statistics. Take
one-tenth of the listed design weight. a blank vehicle record form and fill it
Because of crew weights, no ma- out as follows.
chinegun weighs less than one-half of Description: Write the type (land
a ton. (The listed design weight is for juggernaut), total weight, and total
aerial and naval vessels and includes price in the description block of the
provisions not only for the gun and vehicle form. Write the power plant
THE SINEWS OF WAR

number in the hull size box. If sev- value in the H box of the armor dis-
eral vehicles of the same type are play.
involved in a battle, each should have Running Gear Hits: All land jug- Bow Gun
its own form and the correct gernauts can suffer two running gear
identification of the vehicle (its name hits per movement rating, except for Forward Sponson
or serial number) written on the I.D. vehicles which have been invented by
line. player characters according to the
Broadside
Movement: Divide the tonnage of rules of the role-playing game. In-
the vehicle by its power plant num- vented vehicles can suffer running
ber. If the result is 20 or less, the gear hits equal to their reliability rat- Wing Sponson
vehicle's movement rate is 3. If it is ing for each movement rating.
30 or less, the movement rate is 2. If Draw a line enclosing the total
Aft Sponson
it is 40 or less, the movement rate is number of running gear hit boxes
1. If it is greater than 40, the vehicle allowed, and black out the rest. For
is overweight and must be redesigned. example, a vehicle with a movement Stern Gun
Fuel: Write down the total weight rating of 2 and a reliability of 5 would
of fuel and its type (coal for conven- have an enclosed area with two rows
tional and forced draught boilers) in of five boxes each. mark the location of the various
the correct space. Command Crew: Each land jug- weapons. Draw crew boxes next to
Fuel Consumption: Multiply the gernaut has a commander and a driver. each weapon equal to the number of
power plant number by the fuel con- Write C and D in the two boxes in the gunners needed to man it. A vehicle-
sumption rate of the power plant (one command crew display. mounted gun requires half the num-
for conventional and forced draught Engineering Crew: Each land ber of men required to service a I
boilers). Write the result in the cor- juggernaut has one more engineer weapon in the field. A modern 4" long
rect space. than its power plant number. Leave gun, for example, requires four crew-
Armor: All land juggernauts have this many boxes open in the engineer- men as a field gun, and so would
an armor value of 1 for the running ing crew display and black out the require only two crewmen if mounted
gear, so write a 1 in the RG box of the rest. in a vehicle.
armor display. The armor level in- Armament: Draw a rough outline Bow, stern, and wing sponson guns
stalled during the design sequence is of the juggernaut in the space pro- have 180-degree arcs of fire. Forward
the armor value for the hull; write that vided on the vehicle record form, and sponson guns have 135-degree arcs
of fire: 90 degrees forward and 45
LAND JUGGERNAUT degrees aft. Aft sponson guns also
(TRUCULENT-CLASS LAND SHIP) have 135-degree arcs of fire, but in the
Component Weight Cost reverse direction of the forward guns.
Power Plant Number: 1 (Forced Draught) 3 600 Broadside guns have 90-degree arcs
Fuel Bunker 1 0 of fire: 45 degrees forward and 45
Running Gear 7 2000 degrees aft.
Armor: Level 3 15 1500 Example: The example at the left
Armament is the standard land juggernaut de-
Bow — 1 20-pounder Gun 3 240 scribed on page 69 of the role-play-
Wing Sponsons — 2 Maxim Guns 1 300 ing game. It is also the British Army's
Total 30 4640 Truculent-class land ship. The price
For the ratings on this vehicle, see the vehicle record form for the and fuel consumption figures listed
HML (Her Majesty's Landship) Truculent. below supersede those listed in the
basic game rules.

GDW
COMBAT TRIPOD DESIGN SEQUENCE

COMBAT TRIPOD mount. The available gun mounts are (its name or serial number) written on
DESIGN SEQUENCE bow, right sponson, or left sponson. the I.D. line. The base weight num-
1. Tripod Size: There are four tri- All three of these gun positions are ber of the tripod (1 for small, 2 for
pod sizes available: small, medium, possible on each tripod. Weapons medium, etc.) is also the vehicle's hull
large, and very large. The size of the mounted in the sponsons must be size.
tripod determines the base weight and mounted in balanced pairs. That is, if Movement: Consult the Tripod
price of the mechanical portion of the the left sponson has a weapon weigh- Design Chart below and note the cor-
tripod, how fast it moves, the weight ing one ton, the right sponson must rect movement number for the size of
of its armor (per armor level), and the have a weapon weighing one ton as the tripod. Write the movement num-
maximum weight of additional com- well. No tripod can have more than ber in the correct space on the form.
ponents that may be added. All of three guns (one in each position). Fuel: Write "one-half ton of coal"
these are summarized on the Tripod 4. Exotic Weapons: A combat tri- in the correct space.
Design Chart below. pod may have a total of one tether Fuel Consumption: Write "1/2
2. Armor: The armor column of mine mounted on it and as many ton per day" in the correct space.
the table indicates the weight of each rocket batteries as component weight Armor: All combat tripods have
level of armor for that particular size will allow. Each tether mine has no an armor value of 0 for the running
of tripod. Armor costs £100 per ton. weight and costs £200. Each rocket gear, so write a 0 in the RG box of the
3. Armament: Any weapon listed battery weighs one-half ton and costs armor display. The armor level in-
on the gun lists (pages 172-175) may £50. Each rocket battery is mounted stalled during the design sequence is
be mounted on a combat tripod. The to fire forward, but may be manipu- the armor value for the hull; write that
cost is as listed, while the weight is lated from inside the tripod to fire at in the H box of the armor display.
one-tenth of the listed design weight. ground targets or aerial targets. Running Gear Hits: All combat
Because of crew weights, no ma- tripods can suffer one running gear hit
chinegun weighs less than one-half of Ratings per movement number, except for ve-
a ton. (The listed design weight is for ONCE YOU HAVE finished designing hicles which have been invented by
aerial and naval vessels and includes your vehicle, you need to evaluate it player characters according to the
provisions not only for the gun and in terms of game statistics. Take a rules of the role-playing game. In-
gun crew themselves, but also for very blank vehicle record form and fill it vented vehicles can suffer running
large magazines, gun hoists, crew out as follows. gear hits equal to half of their relia-
quarters, and a large share of the Description: Write the type (com- bility rating (round fractions up) for
general structural overhead of the bat tripod), total weight, and total each movement level.
vessel. Combat tripods have smaller price in the description block of the Draw a line enclosing the total
magazines and none of these other vehicle form. If several vehicles of the number of running gear hit boxes
features.) same type are involved in a battle, allowed, and black out the rest. For
As each weapon is mounted, it each should have its own form and the example, a heavy tripod (movement
must be allocated to a specific gun correct identification of the vehicle rating of 3) with a reliability of 4
would have an enclosed area with
three rows of two boxes each.
TRIPOD DESIGN Command Crew: Each tripod has
CHART a commander who also serves as the
Size Weight Price Move Armor Component driver. Write C in one of the boxes in
S 1 700 5 1/2 1 the command crew display, and black
M 2 1000 4 1 2 out the other one.
L 3 1500 3 1 1/2 4 Engineering Crew: Tripods do
VL 4 2500 2 2 8 not have an engineering crew; black
this entire section out.
THE SINEWS OF WAR

Armament: Draw a rough outline Sponson guns have 180-degree listed below supersede those listed in
of the tripod's hull in the space pro- arcs of fire. Bow guns and rockets the basic game rules.
vided on the vehicle record form, and may only fire directly to the front.
mark the location of the various However, the hull of the tripod itself Component Weight Cost
weapons. Draw crew boxes next to has a 180-degree arc of traverse (90 Frame (Light) 1 700
each weapon equal to the number of degrees to the right and to the left of Armor 1 1/2 250
gunners needed to man it. A vehicle- directly ahead), and this is the effec- Armament
mounted gun requires half the num- tive arc of the fixed armament. 2-pounder gun 1/2 260
ber of men needed to service a weap- Example: The following example Total 2 1210
on in the field. A modern 9-pounder is the standard tripod described on
gun, for example, requires four crew- page 69 of the role-playing game. It For the ratings on this vehicle, see
men as a field gun, and so would is also the Imperial German Army's the vehicle record form for the
require only two crewmen if mounted Storch-class light combat tripod. The PzKpfd (Panzer Kampfdreifuss, or
in a tripod. price and fuel consumption figures armored battle tripod) Storch.

GDW
THE BRITISH EMPIRE

The British Army: (Left to right.) Highland light infantry, Royal Horse Artillery, artillery, infantry (back view),
infantry, naval landing party, infantry (colonial service).

The British Army


UNIT ORGANIZATION ORGANIZATION
THE LARGEST UNITS in the army IN THE FIELD
with a fixed organization are battal- THE MOST COMMON organization
ions of infantry, regiments of cavalry, encountered in the field is the column.
and batteries of artillery. Battalions, A column is an ad hoc grouping of
regiments, and batteries are often various units to perform a specific
grouped together into brigades, divi- mission. It will usually be no stronger
sions, and even armies, when on than a battalion or two and is routinely
campaign, but these are temporary composed of bits and pieces from
groupings whose composition is tai- several different battalions or regi-
lored to the task at hand. Since they ments. This composition is particu-
are formed especially for a specific fight together, and it is customary for larly common on Mars, since very
task, these grouping are called forma- one battalion of each regiment to few British battalions are present
tions, as opposed to permanently always stay in Britain to raise and there, and the tendency is to split them
constituted units. train new recruits and, if necessary, up so that every column has at least a
The infantry is nominally orga- forward replacements to the other company or two of "red" infantry.
nized into regiments of from two to battalion or battalions serving over- Likewise, it is not unusual to find
four battalions each. The regiment, seas or off-planet. Battalions are artillery batteries split up, and one or
however, is not a tactical unit. Instead, known by their battalion number two gun sections assigned to support
it signifies that the men of the various within the regiment, combined with a column, while troops and squadrons
battalions of the regiment were re- the name of their regiment. Thus, the of cavalry are parceled out to give
cruited from roughly the same area 2nd Oxfordshire Light Infantry is the columns some scouting ability. Rifle
and share the same traditions, cus- common designation of the 2nd bat- units are almost always broken up into
toms, and battle history. Battalions of talion of the Oxfordshire Light Infan- companies, and even platoons, for
the same regiment seldom, if ever, try Regiment. scouting duties as well.
ARMY LISTS

BRITISH FIELD ARMY, 1887 (THE SHASTAPSH CAMPAIGN)


Commander: Major General Sir Stanton Randolf (Royal Navy) l/4th Martian Infantry (Martian
Henry Evelyn Wood, VC, GCMG, Royal Marine Light Infantry (in- infantry)
KCB1 fantry battalion) The Martian Guides (one squad-
Johnson's Battery (two sections ron) (Martian cavalry)
Army Troops Hotchkiss 1-pounders)
A Troop, 10th Prince of Wales' Carstairs' Battery (two sections 5- The Eastern
Own Royal Hussars (cavalry) barrel Nordenfelts) (or Trucial5) Brigade
No. 1 Company, Parhoon Sap- Siege Battery (two 5" gun sections) Commander: Brigadier Charles
pers and Miners (Martian engi- Mansfield Clarke, CB
neers) The Parhoonese 2nd Royal Highland Black Watch
3
No. 9 Battery, Royal Artillery (or Regency ) Brigade (infantry)
(three sections, 12-pounder field Commander: Brigadier Robert 1st Meepsoor Fencibles (Martian
2 infantry)
guns ) Rollo Gillespie, CB
No. 27 Battery, Royal Artillery 3rd King's Royal Rifle Corps (one Strides in Glory {1st Moeris La-
(three sections, 12-pounder field wing only) (infantry) cus Foot} (Martian infantry)
guns) The Parhoon Rifles (Martian infan- Forward Shining Banners {3rd
No. 32 Battery, Royal Artillery try) Moeris Lacus Foot} (Martian in-
(three sections, 12-pounder field 5th Parhoon Infantry (Martian in- fantry)
guns) fantry) Cavalry Brigade
No. 12 (Howitzer) Battery, Roy- 1st Gorovaangian Levies (Martian Commander: Brigadier Sir
al Artillery (three sections, 5" how- infantry) Henry Peter Ewart, KCB
itzers) 10th Prince of Wales' Own Royal
4
No. 1 Section, 19 Battery, Royal Western (or Crown ) Brigade Hussars (less A troop) (cavalry)
Artillery (one section .50-caliber Commander: Major General Sir Governor-General's Escort (one
Catling guns) George Stewart White, VC, KCB squadron) (Martian cavalry)
No. 3 Battery, Parhoon Mountain C Company, 3rd King's Royal Rifle 1st Meepsoor Lancers (three
Artillery (three sections, Martian 7- Corps (infantry) squadrons (Martian cavalry)
pounder mountain howitzers) 1st South Wales Borderers (infan- Graham's Mounted Irregulars
try) (one squadron) (Martian cavalry)
The Naval Brigade 2/3rd Martian Infantry {Avenel M Battery, Royal Horse Artillery
Commander: Captain Oliver Rifles} (Martian infantry) (3 sections, 12-pounder field guns)

1
Having broken his left leg shortly after his arrival, Major Gen. Wood led the expedition from the howdah of a ruumet breehr.
2
In 1887 field batteries were equipped with 12-pounders, the new 15-pounders not yet available. All field batteries have since been
reequipped.
3
The Regency Brigade was so-called because the native troops forming the bulk of its strength were from Parhoon—not legally
part of the crown colony but an independent state governed by a British regent in the name of its young ruler. All battalions in Par-
hoonese service were numbered consecutively, except the Parhoon Rifles, which formed a separate, elite battalion outside the normal
sequence. Troops recruited from subjugated regions near Gorovaan were numbered separately.
4
The Crown Brigade was so-called because its native troops were from the colonial establishment of the crown colony of Syrtis
Major.
5
The Trucial Brigade was so-called because its native troops were all drawn from the treaty dependencies on the eastern border of
the colony. The parenthetical designations given for the two units from Moeris Lacus are those adopted in 1888 when the Moeris
Lacus Army was reorganized along British lines.

GDW
THE BRITISH EMPIRE

When a mission demands a larger while those with the additional nota- and men still think in terms of the old
force than a column, a brigade is usu- tion H are heavy cavalry. numbers as well as the new names of
ally sent. A brigade consists of sev- Finally, the major campaign hon- the regiments. Facing colors indicate
eral battalions (up to five or six, but ors for the period from 1860 to the the nationality of regiments, except
as few as two) and is commanded by present (1889) are given in parenthe- for the royal regiments, which have
either a brigadier or a major general. ses following the unit value. The blue facings. For other regiments the
If no brigadier or major general is following abbreviations are used: coding is white for English and
available, the brigade is commanded AB: Abyssinian War (1867-70) Welsh, yellow for Scottish, and green
by the senior officer present. Nor- AF: Second Afghan War(1878-80) for Irish. A few regiments (such as the
mally a brigade will consist of troops AS: Second Ashanti War (1873-74) Buffs and the older rifle regiments)
of the same arm (infantry or cavalry) EL: Bechuanaland (1884) have unique facing colors.
with only one or two other small at- BR: Third Burma War (1885-7) 1 Royal Scots (F) [blue] UV: V1
tached units to support it. For ex- CH: Third China War (1860) (CH, BL, ZU)
ample, an infantry brigade might EG: Egypt (1882) 2 Queen's Royal West Surrey (F)
consist of three battalions of infantry NWF: Northwest Frontier (1888) [blue] UV: V1 (CH, BR)
with one cavalry squadron and one NZ: Maori War in New Zealand 3 Buffs (F) [buff] UV: V1 (CH,
artillery battery attached to it. (1868-70) ZW)
Missions which require forces in PS: Second War of the Parhoon 4 King's Own Royal Lancaster (F)
excess of a brigade are assigned to an Succession (1880) [blue] UV: Vl (AB,ZW)
army. An army consists of several bri- SD: Sudan (1884-5) 5 Northumberland Fusiliers (F)
gades. If four or more brigades are in- SI: Sikkim Expedition (1888) [white] UV: V1 (AF, NWF)
cluded in the army, the brigades will ST: Shastapsh Expedition (1887) 6 Royal Warwickshire (F) [blue]
generally be grouped into divisions of SU: Suakin Expedition (1888) UV: X1
two brigades each. If four or more di- ZU: Zululand Uprising (1888) 7 Royal Fusiliers (F) [blue] UV: V1
visions are included in the army, the ZW: Zulu War (1879) (AF)
divisions will generally be divided 8 King's Liverpool [blue] UV: V1
into corps of two divisions each. Infantry Regiments (AF, BR)
The Brigade of Guards 9 Norfolk [white] UV: V1 (AF, BR)
UNITS OF THE EACH REGIMENT has two bat- 10 Lincolnshire [white] UV: X1
BRITISH ARMY talions, except the Grenadier Guards, 11 Devonshire [white] UV: V1
THE FOLLOWING is a complete list- which has three battalions. (AF)
ing of all active units in the British Grenadier Guards (VF) [blue] UV: 12 Suffolk [white] UV: V1 (AF,
Army. Facing colors are given in E0 (EG, SD) NWF,NZ)
brackets after the name of the regi- Coldstream Guards (VF) [blue] 13 Somerset Light Infantry (F)
ment. The parenthetical notations F UV: E0 (EG, SD) [blue] UV: V2 (SD, BR, ZW)
and VF indicate fashionable and very Scots Fusilier Guards (VF) [blue] 14 West Yorkshire [white] UV:V1
fashionable regiments and are of in- UV: E0 (EG, SD) (AF, NZ)
terest primarily in conjunction with 15 East Yorkshire [white] UV: V1
the role-playing game. Unit values are Infantry of the Line (AF, NZ)
shown following the notation UV:, ALL REGIMENTS have two battal- 16 Bedfordshire [white] UV: X1
with the letter indicating troop quali- ions, except for the King's Royal Rifle 17 Leicestershire [white] UV: V1
ty (E: Elite, V: Veteran, X: Experi- Corps and the Rifle Brigade, which (AF, BR)
enced, T: Trained, G: Green) and the have four battalions each. The initial 18 Royal Irish [blue] UV: V1 (AF,
number indicating the unit's Field- number is a regiment's old number in EG, SD, NWF, NZ)
craft modifier. Units with the addi- the seniority lists. Although these are 19 Yorkshire [white] UV: V1 (SD)
tional notation S are sharpshooters, no longer officially used, all officers 20 Lancashire Fusiliers (F) [white]
ARMY LISTS ((

UV: X1 49 Royal Berkshire [blue] UV: V1 Cavalry Regiments


21 Royal Scots Fusiliers (F) [blue] (AF, EG, SD) ALL FASHIONABLE unless marked.
UV: V1 (SD, BR, ZW) 50 Royal West Kent [blue] UV: V1
22 Cheshire [white] UV: V1 (BR) (EG, NZ, SD) The Household Cavalry
23 Royal Welsh Fusiliers (F) [blue] 51 King's Own Yorkshire Light 1st Life Guards (VF) [dark blue]
UV:V1(AS,BR) Infantry (F) [blue] UV: V2 (AF, BR) UV: V0H
24 South Wales Borderers [white] 53 Shropshire Light Infantry (F) 2nd Life Guards (VF) [dark blue]
UV: V1 (BR, ST, ZW) [blue] UV: V2 (AF, EG, SD) UV: V0H
25 King's Own Scottish Borderers 57 Middlesex [white] UV:V1 (NZ, Royal Horse Guards {The Blues}
[blue] UV: V1 (AF, SU) ZW) (VF) [red] UV: V0H
26 Scottish Rifles [dark green] UV: 60 King's Royal Rifle Corps (VF) The regiments of the household
V3S (AB, ZW) [scarlet] UV: E3S (AF, BR, CH, EG, cavalry never take the field as a whole.
27 Royal Inniskilling Fusiliers (F) SD, ST, ZW) However, it is customary in time of
[blue] UV: V1 (ZU) 62 Wiltshire [white] UV: V1 (CH, war to make up a composite regiment
28 Gloucestershire [white] UV: X1 NZ, ZW) of three squadrons (one per regiment)
29 Worcestershire [white] UV: X1 63 Manchester [white] UV: V1 and send it instead. This composite
30 East Lancashire [white] UV: V1 (AF, EG, NZ) force is always referred to as The
(AF) 64 North Staffordshire [white] UV: Household Cavalry Regiment.
31 East Surrey [white] UV: V1 V1 (ZU) The Household Cavalry Regiment
(AF, CH, NZ, SD) 65 York and Lancaster [white] UV: UV: V0H (EG, SD)
32 Duke of Cornwall's Light In- V1 (EG, NZ, SD)
fantry (F) [white] UV: V2 (EG, SD) 68 Durham Light Infantry [white] The Dragoon Guards
33 West Riding [white] UV: V1 UV: V2 (NZ, SD) 1 (King's) Dragoon Guards [blue]
(AB) 71 Highland Light Infantry (F) UV: V0H (CH, ZW)
34 Borderers [white] UV: X1 [yellow] UV: V2 (EG) 2 (Queen's) Dragoon Guards
35 Royal Sussex [blue] UV: V1 72 Seaforth Highlanders (F) [yel- [buff] UV: V0H (SD)
(EG, SD, NWF) low] UV: E1 (AF, EG, NWF) 3 (Prince of Wales') Dragoon
37 Hampshire [white] UV: V1 (AF, 75 Gordon Highlanders (VF) Guards [yellow] UV: V0H (AB)
BR, CH) [yellow] UV: E1 (AF, EG, SD) 4 (Royal Irish) Dragoon Guards
38 South Staffordshire [white] UV: 79 Queen's Own Cameron High- [blue] UV: V0H (EG, SD)
V1 (EG, SD, ZW) landers (F) [blue] UV: El (EG, SD) 5 (Princess Charlotte of Wales')
39 Dorset [white] UV: X1 83 Royal Irish Rifles [dark green] Dragoon Guards [green] UV: V0H
40 South Lancashire [white] UV: UV: X3S (SD)
V1 (NZ) 87 Royal Irish Fusiliers [blue] UV: 6 Dragoon Guards (Carabiniers)
41 Welsh [white] UV: V1 (SU) V1 (EG, SD) [white] UV: V0H (AF)
42 Royal Highland (Black Watch) 88 Connaught Rangers [green] 7 (Princess Royal's) Dragoon
(F) [blue] UV: El (AS, EG, SD, ST) UV: V1 (SD, ZW) Guards [black] UV: V0H (EG)
43 Oxford Light Infantry (F) 91 Argyll and Sutherland High-
[white] UV: V2 (NZ) landers [yellow] UV: El (ZW) The Cavalry of the Line
44Essex [white] UV: V1 (CH, SD) 100 Leinster [blue] UV: X1 1 (Royal) Dragoons [blue] UV:
45 Sherwood Foresters [white] 101 Royal Munster Fusiliers V0H (SD)
UV:V1(AB,EG, SK) [blue] UV: V1 (BR) 2 Dragoons (Royal Scots Greys)
47 North Lancashire [white] UV: 102 Royal Dublin Fusiliers [blue] [blue] UV: V0H (SD)
V1 (AF) UV: X1 3 (The King's Own) Hussars [blue]
48 Northamptonshire [white] UV: The Rifle Brigade (F) [black] UV: UV: V1 (SD)
V1 (NZ, ZW) E3S (AF, AS, SD, BR) 4 (The Queen's Own) Hussars

GDW
THE BRITISH EMPIRE

[yellow] UV: V1 (SD) UNIFORMS Cavalry: The full dress uniforms


5 (Royal Irish) Lancers [red] UV: Line Infantry: Headgear: Plain of the various regiments of cavalry
V1 (SD) white or khaki Sun helmet, sometimes were spectacular, but no longer worn
6 (Inniskilling) Dragoons [yellow] replaced by a dark blue glengarry. in the field. Instead, cavalry wore
UV: V0H (BL, ZU) Jacket: Red with collar and cuffs in essentially the same uniform as line
7 (The Queen's Own) Hussars the facing color (see pages 94-95 for infantry (white helmet, red jacket with
[red] UV: V1 (SD) facing colors of the regiments). Of- collar and cuffs in facing colors, blue
8 (The King's Royal Irish) Hussars ten (but not always) plain khaki on trousers with red stripe, or sometimes
[red] UV: V1 (AF) campaign (no facing distinctions). helmet, jacket and pants all in khaki).
9 (The Queen's Royal) Lancers Pants: With a red jacket, dark blue In the light cavalry (hussars and lanc-
[red] UV: V1 (AF) with red stripe down the outside seam. ers) the jacket was blue instead of red.
10 (The Prince of Wales' Own Roy- With a khaki jacket, plain khaki pants. Three exceptions to this pattern of red
al) Hussars [red] UV: V1 (AF, SD, ST) Pants worn tucked into brown leather for the heavies and blue for the lights
11 (Prince Albert's Own) Hussars leggings over black boots. Equip- were: The Royal Horse Guards and
(VF) [crimson] UV: V1 (SD) ment: White leather. Officers wear a 6th Dragoon Guards, blue jackets;
12 (The Prince of Wales' Royal) brown leather Sam Brown belt. and 16th Lancers, red. Other major
Lancers [red] UV:V1 Rifles: Headgear: As line infan- differences between infantry and cav-
13 Hussars [buff] UV: V1 try, but helmet was rifle green. For alry uniforms were that cavalry wore
14 (The King's) Hussars [yellow] colonial service, khaki was usually taller boots with spurs, and generally
UV: V1 worn. Jacket: Rifle green with collar wore a brown leather cartridge ban-
15 (The King's) Hussars (VF) and cuffs in the facing color. For co- dolier over their other equipment.
[red] UV: V1 (AF, SD) lonial service a plain khaki jacket in- Royal Artillery: Headgear: As
16 (The Queen's) Lancers [blue] stead. Pants: Rifle green with a black line infantry. Jacket: Dark blue with
UV: V1 (SD) stripe down the outside seam. For red collar. Cuffs and shoulder straps
17 (Duke of Cambridge's Own) colonial service, plain khaki pants. were dark blue with red piping. Khaki
Lancers (VF) [white] UV: V1 (ZW) Pants worn tucked into black leather was sometimes worn on campaign.
18 Hussars [blue] UV: V1 (SD) leggings over black boots. Equip- Pants: Dark blue with a red stripe
19 (The Princess of Wales' Own) ment: Black leather. Officers wear a down the outside seam. Sometimes
Hussars [white] UV: V1 (EG, SD) black leather Sam Brown belt. wore khaki on campaign. Pants were
20 Hussars [crimson] UV: V1 (SD) Highlanders: Headgear: Same as tucked into black boots. Equipment:
21 Lancers [gray] UV: V1 (SD) line infantry. Jacket: Same as infantry. White leather. Officers wore a brown
Kilt: Kilt with sporran worn both at leather Sam Brown belt.
Other Regiments home and on campaign, and with both Royal Horse Artillery: The Royal
Royal Marine Light Infantry [dark the red jacket and the khaki. Instead Horse Artillery wore an elaborate
blue] UV: V1 of boots, black shoes with white leg- variation of the Hussar uniform for
Royal Marine Artillery [red] UV: gings over long, red and white, full dress and home service, but on
V0 checked stockings were worn with the campaign, exclusively wore khaki at
Royal Artillery [red] UV: V0 red jacket. Khaki leggings were worn this time. Uniform was the same as
Royal Horse Artillery [red] UV: V0 with the khaki jacket. Equipment: for Royal Artillery.
Royal Engineers [dark blue] UV: Same as line infantry. Royal Marine Artillery: Head-
V2 Marine Light Infantry: Head- gear: White Sun helmet with brass
gear: White tropical helmet with plate and chin scales. Jacket: Dark
Royal Navy brass plate and chin scales. Jacket: blue with collar and cuffs in red.
Naval parties serving guns UV: V0 Dark blue with dark blue collar and Pants: As Royal Artillery. Equip-
Naval parties fighting as infantry cuffs. Pants: As line infantry. Equip- ment: Black leather. Officers wore a
UV: X0 ment: As line infantry. black leather Sam Brown belt.
ARMY LISTS

Engineers: As line infantry. shoulder and elbow. The various non- Metford bolt-action rifle instead.
Naval Officer: Headgear: Dark commissioned officer ranks were dis- Cavalry: All ranks carry a saber
blue cap with black brim. Jacket: tinguished as follows: and revolver. Enlisted men also carry
Dark blue double-breasted coat. Corporal/Bombardier: Two chev- a breech-loading carbine and, in
Pants: Dark blue. Equipment: Black rons lancer regiments, a lance.
leather. Sergeant: Three chevrons Engineers: Officers carry sabers
Naval Rating: Headgear: Dark Colour Sergeant: Three chevrons and revolvers. Other ranks carry a
blue sailor's hat with black band. In with crossed colours and a crown breech-loading rifle and a bayonet.
summer and tropical climates, a broad Sergeant Major: Four chevrons Artillery: Officers carry sabers
straw hat. Jacket: Dark blue jumper When wearing the red jacket, of- and revolvers. Other ranks carry a
(white in the summer or tropics) with ficers ' collars and cuffs were outlined breech-loading carbine and a bayonet
a wide, light blue collar. Pants: Dark in gold, and shoulder straps were instead, although these are usually left
blue. White in summer and the replaced with twisted gold cord. with the gun limber. Field batteries are
tropics. Equipment: Black leather. Collar and cuff outlining and twisted equipped with the 15-pounder field
Other Uniform Items: Patrol shoulder cords were in black on the gun. Royal Horse Artillery batteries
Jacket: Officers in all services often green jackets of the rifle regiments are equipped with the 12-pounder
wore the patrol jacket in place of and on patrol jackets. Khaki officers' field gun. Position batteries use either
either the standard uniform jacket or jackets were essentially identical to the 40-pounder gun or the 5" howit-
the khaki jacket when in the field. The those for other ranks. zer, while mountain batteries use the
patrol jacket was dark blue (almost Officer ranks were distinguished 7-pounder mountain howitzer or the
black) with black lace. Glengarry: by silver rank insignia on the should- 6-pounder gun. Machinegun sections
The casual cap worn by other ranks er straps or twisted shoulder cords: manned by Royal Artillery gunners
(and sometimes by officers as well) Lieutenant: One star are equipped with .50-caliber Gatling
was a dark blue glengarry, and it was Captain: Two stars guns.
sometimes worn in the field in place Major: One crown Royal Navy: Many land expedi-
of the helmet. Puttees: Shoes with Lieutenant Colonel: One star, one tions include a Naval Brigade, which
khaki, gray, or blue-gray puttees were crown is often little more than a battery or
often worn in place of boots with the Colonel: Two stars, one crown two protected by a force of marines,
khaki campaign uniform. Neck Cloth: Brigadier: Crossed sword, baton ranging in strength from a company
A khaki neck cloth was often worn Major General: Crossed sword, to a battalion. Marines and sailors are
with the khaki helmet in tropical baton, one star armed as infantry or artillery, depend-
climates. Shirt: The standard shirt was Lieutenant General: Crossed ing on their role. Naval gunners are
a gray flannel pullover with a narrow, sword, baton, one crown generally used to man machineguns,
white, stand-up collar. When on fa- General: Crossed sword, baton, or machine cannon on field carriages,
tigue duty, the jacket was removed, one star, one crown or big naval guns used in sieges.
and the soldier worked in his Field Marshal: Crossed sword, Naval machineguns include Gard-
shirtsleeves. White braces (suspend- baton, two stars, one crown ners, three-barrel Nordenfelts, and
ers) were worn over the shirt. five-barrel Nordenfelts. Machine
Rank Distinctions: NCO chev- WEAPONS cannons include Hotchkiss 1-pounder
rons were "V" shaped and displayed Infantry: All officers carry sabers revolvers. The most common naval
with the points down. They were in and revolvers. Other ranks carry a gun used in siege work is the 5" gun.
white on red jackets, khaki outlined breech-loading rifle and a bayonet. (This is actually a modern 4.7" gun,
in black on khaki jackets, and in black The Brigade of Guards, the Rifle Bri- but we have labeled it a 5" gun to
for rifle regiments (whether wearing gade, the King's Royal Rifle Corps, avoid confusion with the low-power
green or khaki). Chevrons were worn and all battalions deployed on Mars 4.7" or the high-power 4.7" quick-
on both sleeves midway between the have been equipped with the Lee- firing gun.)

GDW
)) THE BRITISH EMPIRE

Martian Colonial Troops: (Left to right.) Infantry, cavalry, engineer.

The Martian Colonial Establishment


UNIT ORGANIZATION geon and quartermaster) are British; Martian cavalry is organized simi-
UNITS IN THE Martian Colonial Es- each company also has one British lar to British cavalry, but the number
tablishment include three nomi- sergeant. The battalion does not have of squadrons in a regiment may vary
nally distinct types of units: colonial, an ensign, but instead has a British from only one (The Governor-Gen-
regency, and trucial. Colonial units sergeant major in addition to the eral's Escort) to as many as four (1st
are those raised in the British colony native sergeant major. All other ranks Meepsoor Lancers). All officers are
itself and which are legally a part of are native. There is usually, in addi- British, and other ranks are native.
the Imperial armed forces. Regency tion, a native surgeon with the battal- Martian field and mountain batter-
units are those raised from Par- ion. ies are organized the same as British
hoonese territory and which are Martian infantry battalions are batteries, except that instead of three
nominally independent. Trucial units generally designated in the same officers there are only two (a captain
are those raised in Meepsoor and manner as British battalions. For ex- and a lieutenant), both of whom are
Moeris Lacus, which are treaty de- ample, the 3rd Queen's Own Martian British, along with a British staff ser-
pendencies of the British Crown, and Rifles is the designation of the 3rd geant in addition to the Martian staff
which thus come under British con- Battalion of the Queen's Own Regi- sergeant. The battery quartermaster is
trol by treaty arrangement. In fact, all ment of Martian Rifles. Regular British as well, and all other ranks are
three types of units are organized and Martian native line infantry regi- Martian.
equipped identically. ments, however, are generally num-
Battalions of Martian infantry are bered instead of named, and thus UNITS IN THE
organized similarly, except that there battalions are designated by two MARTIAN ESTABLISHMENT
is never more than one British officer numbers separated by a slash. For Infantry
in a company. Two companies in the example, the l/5th (spoken "first Martian Colonial Infantry
battalion are commanded by lieuten- fifth") Martian Infantry designates the Two battalions each:
ants, one by a captain, and one by a first battalion of the 5th Regiment of 1 Infantry (Syrtis Major) [white]
major. All officers (including the sur- Martian Infantry. UV: T1
ARMY LISTS

2 Infantry (Haat and Syrtis Major) Graham's Irregulars (one squad- UNIFORMS
[buff] UV: T1 ron) [none] UV: T3 Martian Native Infantry: Head-
3 Infantry (Avenel) {The Avenel Mounted Constabulary (four gear: A loose Martian turban in white
Rifles} [dark green] UV: T2S squadrons) [red] UV: T1 with black or red stripes for Meepsoor
4 Infantry (Syrtis Major and Ave- (black for the Fencibles, red for the
nel) [dark blue] UV: T1 Parhoonese Cavalry Guard), green for Moeris Lacus, rifle
5 Infantry (Syrtis Major) [light Parhoon Light Dragoons (two green for the Parhoon Rifles and
blue] UV: T1 squadrons) [red] UV: T1 Avenel Rifles, red for other Parhoon
6 Infantry (Haat and Syrtis Major) Parhoon Guides (one squadron) infantry, and khaki for all others.
[red] UV: T1 [yellow] UV: X2 Jacket: Khaki jacket (rifle green for
the Parhoon Rifles) with collar and
Parhoonese Infantry Meepsoori Cavalry cuffs in facing color. Cuff design in
Queen's Own Martian Rifles {The 1 Meepsoor Lancers (four squad- black lace. Battalions of the Meep-
Parhoon Rifles} [dark blue] rons) [red] UV: E2 soor Fencibles and Gorovaangian
1 Battalion UV: E3S 2 Meepsoor Lancers (two squad- Levies are differentiated by the bat-
2, 3 Battalions UV: V3S rons) [black] UV: X2 talion number in black worn on the
1 Parhoon Infantry (two battal- shoulder strap. Pants: Khaki (rifle
ions) [white] UV: X2 Moeris Lacus Cavalry green for the Parhoon Rifles) with a
2 Parhoon Infantry (two battal- Moeris Lacus Dragoons (three facing color stripe down the outside
ions) [red] UV: X2 squadrons) UV: T1 seam, tucked into leggings worn
3 Parhoon Infantry (two battal- 1 squadron [green] above sandals. Equipment: White
ions) [green] UV: X2 2 squadron [orange] leather (black leather in rifles).
Gorovaangian Levies (four battal- 3 squadron [black] Officers and NCOs: All British
ions) [none] UV: T1 officers and NCOs wear standard
Other Branches infantry or rifle uniforms, usually
Meepsoori Infantry Colonial Troops khaki.
The Meepsoor Fencibles (three Martian Garrison Artillery [black] Martian Native Cavalry: Head-
battalions) [none] UV: X2 [TV: TO gear: A brass, spiked helmet (steel for
The Anwaakaan Guard (one bat- Martian Field Artillery [red] UV: the Meepsoor Lancers). The loose
talion) [red] UV: V2 TO Martian turban wrapped around it is
Martian Sappers and Miners [blue] yellow with black stripes for the Mar-
Moeris Lacus Infantry UV: T1 tian Guides, blue for the Governor-
(All of these are one-battalion General's Escort, white with black
regiments.) Parhoonese Troops stripes for the Meepsoor Lancers,
1 Foot [red] UV: T2 Parhoon Garrison Artillery green for Moeris Lacus, red for Par-
2 Foot [blue] UV: T2 [khaki] UV: T0 hoon (and Parhoon Guides), and
3 Foot [white] UV: T2 Parhoon Mountain Artillery khaki for others. Jacket: Khaki with
4 Foot [violet] UV: T2 [black] UV: X1 cuffs and collar in the facing color.
5 Foot [yellow] UV: T2 Parhoon Engineers [red] UV: X3 Pants: Khaki with a facing color
stripe down the outer seam. Equip-
Cavalry Meepsoori Troops ment: White leather, with a brown
Martian Colonial Cavalry Meepsoor Artillery [black] UV: T0 leather cartridge bandolier over it.
Martian Guides (two squadrons) Officers and NCOs: All British
[yellow] UV: E3S Moeris Lacus Troops officers and NCOs wear standard
Governor General's Escort (one Moeris Lacus Artillery [red] UV: cavalry uniforms, usually khaki.
squadron) [blue] UV: X1 T0 Martian Native Artillery: Head-

GDW
THE BRITISH EMPIRE

gear: A brass spiked helmet with a As for infantry. Equipment: Black iments also carry a lance. The Mar-
loose khaki Martian turban wrapped leather. Officers and NCOs: All Brit- tian and Parhoon Guides carry
around the outside. Jacket: Khaki ish officers and NCOs wear standard breech-loading carbines.
with red collars and cuffs. Cuff design engineer uniforms, usually khaki. Engineers: Officers carry sabers
in black lace. Pants: As Martian in- and revolvers. Other ranks carry rifle
fantry, but with a red stripe on the out- WEAPONS muskets and bayonets.
side seam. Equipment: White leather. Infantry: All officers carry sabers Artillery: Officers carry sabers and
Officers and NCOs: British officers and revolvers. Other ranks carry a rifle revolvers. Other ranks carry rifle mus-
and NCOs wear standard artillery uni- musket and bayonet. The Queen's ket carbines and bayonets, although
forms, usually khaki. Own Martian Rifles and Avenel Rifles usually they are left with the gun lim-
Martian Native Engineers: have breech-loading rifles. ber. Parhoon Mountain Artillery has
Headgear: Black leather cap with Cavalry: Officers carry a saber 6-pounder guns or 7-pounder moun-
peak and neck flap. Jacket: Khaki, and revolver. Other ranks carry sabers tain howitzers. Other colonial artillery
with cuff design in black lace. Pants: and rifle musket carbines. Lancer reg- has traditional Martian ordnance.

—' - ^=^ c ^ \^^


Other Colonial Troops: (Left to right.) Canadian militia (Amazonian), West Indies Regiment, African levy, Victoria
Mounted Rifle, New South Wales Lancer

Other Colonial Units


WEST INDIES REGIMENT Uniform: Headgear: White native other ranks. One battalion
Organization: Along British turban Jacket: Red zouave-style vest strong, with companies in- the Gold
lines, with British officers and all with yellow braid worn over a white, Coast and Nigeria. UV: X2.
other ranks native. One battalion was long-sleeved waistcoat. Pants: Weapons: European officers carry
usually stationed in the West Indies Baggy, blue, zouave pants with red revolvers and sabers. Native other
(the Caribbean), the other on the west stripes tucked into French-style, ranks carry breech-loading rifles and
coast of Africa, usually in Nigeria. white gaiters over black shoes. Equip- bayonets.
Served in the Ashanti War. UV: X2. ment: White leather. Uniform: Headgear: Low, dark
Weapons: European officers carry blue fez. Jacket: Light blue zouave-
revolvers and sabers. Native other GOLD COAST HAUSAS style vest with red lace worn over a
ranks carry breech-loading rifles and Organization: Organized along light blue, long-sleeved waistcoat
bayonets. British lines, with British officers and with dark blue collar. Pants: Baggy,
ARMY LISTS

dark blue zouave pants tucked into maintained small standing forces, a distinctive khaki bush hat with one
French-style, white gaiters over black mostly garrison infantry and fortress side pinned up. Lancers wear a khaki
shoes. Equipment: White leather. gunners in the major seaport towns. jacket with red collar, shoulder straps,
All of these have UV: X0. cuffs, and plastron, and khaki trousers
AFRICAN IRREGULARS Each state also maintains one tucked into brown cavalry boots. The
Organization: Individual compa- company of regular light horse or one New South Wales Lancers wear a
nies, usually with only one or two squadron of lancers. These are the bush hat with green feathers on the
European officers and all other ranks Upper Clarence Light Horse (Queens- side; the South Australia Lancers
native. UV: T2. land), New South Wales Lancers, wear a khaki Sun helmet with a silver
Weapons: Officers carry revolv- Victoria Mounted Rifles (light horse), spike and badge.
ers and sabers. Other ranks carry mus- South Australia Lancers, Western Weapons: All officers carry re-
kets or rifle-muskets and bayonets. Australian Mounted Infantry (light volvers and sabers. All other ranks
Uniform: Civilian clothes with horse), and Tasmanian First Light carry breech-loading rifles and bayo-
some common uniform element. This Cavalry (light horse). All of these nets. Lancers (except officers) also
element would usually be a colored have UV: V2S. In times of crisis, carry a lance when mounted.
armband or headband but could also additional companies were raised and
be a colored cloth hat or even an old named after the state in which they NEW ZEALAND
uniform jacket or fatigue cap. were raised along with the description NEW ZEALAND maintains a small
"mounted rifles," "mounted infantry," permanent garrison force, just as the
HONG KONG "light horse," or "bushmen," all of Australian states. In the event of
VOLUNTEERS which amount to about the same hostilities, companies of mounted
Organization: An enlarged artil- thing. All of these units have UV: X2. rifles were raised. Uniforms, equip-
lery battery with five gun sections. All Uniform: Uniforms were invari- ment, and unit values were the same
ranks were European volunteers from ably a brownish khaki. Headgear was as for Australia.
the Hong Kong colony. UV: TO.
Weapons: Officers carry revolv-
ers and sabers. Other ranks carry ADOPTION OF THE LEE-METFORD RIFLE
breech-loading carbines and bayo- ENGLAND HAS LATELY adopted a small-bore—0.303-inch calibre—
nets. Three gun sections have 6- modified Lee magazine rifle...after making a long series of most amus-
pounder guns and two with Maxims. ing steps of development in order to reach the conclusion that this arm
Uniform: Headgear: Khaki Sun was suited to her needs. For some years she has been more than content
helmet. Jacket: Khaki with large with her famous 0.45-inch calibre single-loading Martini-Henry rifles
bullet loops stitched above the breast and Boxer cartridges—guns almost as bad in principle of breech mecha-
pockets. Pants: Khaki tucked into nism as our own Springfields, and cartridges even worse than the United
blue leggings worn over black shoes. States' regulation ones—and in her late "wars with people who wear
Equipment: Brown leather. not the trousers," her soldiers have gallantly fired on the enemy when
they knew full well what a horrible punishment they were to receive
AUSTRALIA from the brutal recoil of their weapons, and have borne their torture with
AUSTRALIA DID NOT, at this time, true English grit. An English officer informed the writer that the prac-
consist of a single government, but tice was a great aid to gallantry in battle in South Africa, for "when a
rather comprised five separate and fellow has been so brutally pounded by his own rifle half a hundred times,
independent states: Queensland, he doesn't so much mind having an assegai as big as a shovel stuck
Victoria, New South Wales, South through him; it's rather a relief, don't you know."
Australia, Western Australia, and (Reprinted from "The Small Arms of European Armies,"
Tasmania. W. W. Kimball, Scribner's Magazine, September 1889.)
Organization: All of these states

GDW
THE BRITISH EMPIRE

The Indian Army: (Left to right.) Gurkha rifleman, line cavalry, line infantry.

The Indian Army


THE INDIAN ARMY was strictly while by 1889 supply and administra- of a single battalion, which was or-
under British control, and could prop- tive services were pooled on a sub- ganized as a standard battalion with
erly be covered as part of the British continent-wide basis, each army the following changes:
Army. Its sheer size and organiza- tended to operate as a separate organi- Each company had 20 men. One
tional quirks make it worthwhile to zation whenever possible. Promotion of these (the commander) was a Brit-
consider it as a separate entity. The lists were kept on an army basis, for ish officer. The four company com-
Indian Army was divided into four example, with the result that an manders for the battalion included
separate and independent armies, as officer's chance of promotion de- one British major, one British captain,
well as a number of auxiliary units. pended on which army he was serv- and two British lieutenants. The other
Officially there were the three Presi- ing in. two officers in the company were an
dency Armies and the Punjab Fron- In the event of a major conflict, Indian first lieutenant and an Indian
tier Force, but, for the sake of conve- troops could and would be sent from second lieutenant.
nience, all four will be referred to as any command to the scene of action, The battalion staff was similar to
armies. The names of the armies and with the result that one could find that of a British battalion, except that
their areas of principal responsibility elements of all four armies serving init included two surgeons, 'instead of
were as follows: the same area. The best example of one. The regimental commander and
Madras: Southern India and Bur- this happened in the 2nd Afghan War adjutant were British (a lieutenant
ma (1878-1880) when units of all four colonel and a captain), as was the
Bengal: Eastern India Armies ended up in action together on quartermaster and one of the sur-
Bombay: Western India, includ- the Northwest Frontier. geons. Instead of a sergeant major, the
ing Sind, Aden, and Quetta battalion had a subedar major, who
Punjab Frontier Force: Punjab UNIT ORGANIZATION ranked as the senior Indian officer in
and the Northwest Frontier ALL INDIAN INFANTRY regiments the battalion, but was still outranked
All four armies reported to the (with the except of several Gurkha by the British lieutenants. The ensign
commander-in-chief in India, and regiments dealt with below) consisted was an Indian second lieutenant.
ARMY LISTS

Cavalry regiments were larger Madras forces had gained a reputation infantry: 2nd (Queen's Own) Bengal
than their British counterparts, and for being the poorest of the combat Light Infantry, 5th Bengal Light In-
were organized with three squadrons troops. fantry, 6th Bengal Light Infantry,
instead of two. The squadron was or- Infantry Regiments: The infan- 42nd (Gurkha) Bengal Light Infantry,
ganized normally, except that there try consists of 32 regiments of one 43rd (Gurkha) Bengal Light Infantry,
was one British officer in each squad- battalion each, numbered from 1 to 17 and 44th (Gurkha) Bengal Light In-
ron, along with an Indian first lieuten- and from 19 to 33. UV: T1 (except as fantry. The first three are rated UV:
ant and, an Indian second lieutenant. noted below). X2S, the last three (Gurkhas) as UV:
All other ranks in the squadron were Three battalions were trained as V3S.
Indians. The regiment had one Brit- light infantry: 3rd (Palamcottah) In addition to the Bengal regi-
ish major, one British captain, and one Madras Light Infantry, 23rd (Wal- ments, there are five separate regi-
British lieutenant acting as squadron lajahbad) Madras Light Infantry, and ments of Gurkha light infantry admin-
commanders. The regimental staff 31st (Trichinopoly) Madras Light istratively part of the Bengal Army.
was identical to that of a normal cav- Infantry. UV: T2. These are unique regiments in that
alry regiment, except that instead of Cavalry Regiments: The cavalry each has two battalions instead of one.
a sergeant major, the regiment had an totaled four regiments: 1st and 2nd The regiments are the 1st, 2nd (The
Indian rissaldar major, who was the Madras Lancers, 3rd Madras Light Prince of Wales' Own) The Sirmoor
senior Indian officer of the regiment Cavalry, and 4th (Prince of Wales' Rifles, 3rd, 4th, and 5th Gurkha
(but, again, was outranked by British Own) Madras Light Cavalry. UV: X1. Regiments. UV: V3S.
lieutenants). The regiment's com- Engineers: The army had six com- Cavalry: The army possessed 19
mander, adjutant, quartermaster, vet- panies of Madras Sappers and Min- regiments of cavalry, numbered from
erinarian, and surgeon were British. ers, numbered from 1 to 6. UV: T2. 1 to 19. UV: X1, except as noted be-
The rissaldar major, trumpet major, low.
and blacksmith were Indian. Bengal Army The 18th Regiment was the fa-
Indian mountain artillery was or- THE BENGAL ARMY had been re- mous Bengal Lancers, and their rat-
ganized as a normal battery, but all
sponsible for the Great Mutiny, and ing should be UV: V2.
officers were British. while those regiments that had muti- Other than the 18th regiment, a
Below is a list of Indian Armynied were disbanded, there remained total of six regiments were equipped
ranks and their British equivalents.
a blot on the honor of this army. with the lance. These were the 9th,
Infantry Regiments: The army 10th (Duke of Cambridge's Own),
UNITS OF THE INDIAN ARMY had 44 single-battalion regiments, 11th (The Prince of Wales' Own),
Madras Army numbered from 1 to 40 and from 42 13th (Duke of Connaught's), 14th,
ONCE CONSIDERED to produce the to 45. UV: X1, except as noted below. and 19th.
best troops in India, by 1889 the Six battalions were trained as light Engineers: Eight companies of
Bengal Sappers and Miners were in
this army, numbered from 1 to 8. UV:
INDIAN RANKS TABLE X2.
British Army Indian Infantry Indian Cavalry Artillery: The army had two bat-
Private Sepoy Sowar teries of Bengal Mountain Artillery,
Corporal Naik Lance Daffadar numbered 1 and 2. UV: V1.
Sergeant Havildar Daffadar
Color Sergeant Havildar Major Kot Daffadar Bombay Army
2nd Lieutenant Jemedar Jemedar THE BOMBAY ARMY had, for the
1st Lieutenant Subedar Rissaldar most part, remained loyal during the
Senior Officer Subedar Major Rissaldar Major Great Mutiny, and had guarded the
southern reaches of the Northwest
GDW
THE BRITISH EMPIRE

Frontier. It was regarded as the best In addition to the above complete color and pattern varied from unit to
of the Presidency Armies. battalions, the following smaller de- unit. Virtually all troops wore a long-
Infantry: The infantry possessed tachments of infantry existed: Mal- skirted, khaki tunic in service. Trou-
a total of 26 one-battalion regiments, wah Bheel Corps (one wing), Mey- sers were dark blue or khaki and
numbered from 1 through 30, but wor Bheel Corps (one wing), The tucked into white leggings, or khaki
skipping the numbers 6, 11, 15, and Resident Escoort at Katmandu (one puttees over black shoes. Equipment
18. UV: X2, except as noted below. company). UV: X2. was white.
There were two regiments of gren- Cavalry: Eight regiments of cav- The Gurkha regiments wore a uni-
adiers: 1st Bombay Grenadiers and alry fleshed out the force: the 1st, 2nd, form of dark green, almost black.
2nd (The Prince of Wales' Own) 3rd, and 5th Punjab and the 1st, 2nd, Headgear was a dark green pillbox
Bombay Grenadiers. Note that these 3rd, and 4th Hyderabad. UV: V1. hat. Equipment was black leather.
are included in the above total of 26 Mixed Corps: Three mixed corps
regiments. UV: V2. each consisted of one battalion of in- WEAPONS
There were six regiments trained fantry and one squadron of cavalry Infantry: All officers carry sabers
as light infantry: 3rd, 5th, 10th, 23rd,(except for the guides, which had two and revolvers. Other ranks carry
25th, and 27th (Beluch Light Infan- squadrons). The battalion com- breech-loading rifles and bayonets.
try). UV: X3S. mander was also the overall com- Cavalry: Officers carry sabers and
Engineers: The army had four mander of the corps. The corps were revolvers. Other ranks carry sabers
companies of Bombay Sappers and the Queen's Own Corps of Guides, and breech-loading rifles. In some
Miners, numbered from 1 to 4. UV: The Deolee Irregular Force, and the regiments the other ranks also carry
X3. Erinpoorah Irregular Force. UV: V3, lances.
Artillery: The army included two except the Guides had UV: E3. Engineers: Officers carry sabers
batteries of Bombay Mountain Artil- Artillery: There were four moun- and revolvers. Other ranks carry
lery, numbered 1 and 2. UV: V1. tain batteries (No. 1 Kohat, No. 2 breech-loading carbines and bayo-
Derajat, No. 3 Peshawur, and No. 4 nets.
Punjab Frontier Force Hazara) and four field batteries (Nos. Artillery: Officers carry sabers
KNOWN AS the PIFFers, the force 1, 2, 3, and 4 Hyderabad). UV: V1. and revolvers. Other ranks carry
was formed in 1851 as the Punjab breech-loading carbines and bayonets
Irregular Force and soon became UNIFORMS instead, although they are usually left
famous for its service along the North- THE UNIFORMS VARIED consider- with the gun limber. Field batteries are
west Frontier. The PIFFers were the able between armies, and sometimes equipped with the 9-pounder field
first units in British service to wear between regiments. The following gun. Mountain batteries are equipped
the khaki uniform. Their indepen- general notes should help. Headgear with either the 7-pounder mountain
dence and their promise of hard ac- was always a turban, although the howitzer or the 6-pounder gun.
tion allowed them to skim the cream
of those British officers who wished
to serve in India.
Infantry: The army included a to-
tal of 17 one-battalion infantry regi-
ments. These were the 1st through 4th
Sikhs, 1st through 6th (but skipping
3rd) Punjabs, 1st through 6th Hydera-
bad, the Mhairwaira Battalion, and
the Bhopaul Battalion. Sikhs and
Punjabs were UV: V2; others were
UV: X2.
ARMY LISTS

Austria-Hungary: (Left to right.) German infantry, jäger, dragoon, hussar, lancer, artillery.

Austria-Hungary
INFANTRY hat with dark green cock's feathers
Organization: Infantry was or- worn on the left side. Jacket: Bluish-
ganized into regiments of four fusil- gray with grass green collar, cuffs, and
ier battalions and one grenadier bat- piping, and yellow metal buttons.
talion. Pants: Bluish-gray, worn loose.
Only three fusilier battalions and Equipment: Black leather.
the grenadiers took the field; the
fourth fusilier battalion was a reserve CAVALRY
battalion used to train and forward re- Organization: The cavalry was
placements to the field battalions. organized in standard regiments.
There was no regimental command Weapons: All ranks carry sabers.
structure; on campaign, all the field Uniform: Headgear: Black shako Officers carry revolvers; other ranks
with Austrian double eagle plate and carry breech-loading carbines. Lanc-
battalions of a single regiment, along
with one separate jäeger battalion, cockade. Jacket: Dark blue, with each ers also carry a lance.
comprise a brigade commanded by a regiment having a different combina-
major general. tion of colored patches and buttons Dragoons
Weapons: Officers carry revolv- (which were either white or yellow). Unit Value: X0H
ers and sabers. Other ranks carry box
Pants: Light blue loose trousers for Uniform: Headgear: Black dra-
"German" regiments, tight-fitting, goon helmet. Jacket: Light blue with
magazine bolt-action rifles and bayo-
nets. light blue trousers for Hungarian collar, cuffs, and piping in distinctive
regiments. Equipment: Black leather. regimental colors, and buttons, either
German and Hungarian white or yellow (depending on the
Line Infantry Jaegers regiment). Pants: Red, tucked into
Unit Value: Fusiliers X1, grena- Unit Value: X3S cavalry boots. Equipment: White
diers V1 Uniform: Headgear: Black jaeger leather.

GDW
EUROPE

Hussars cap, with the top half individualized nets, although these are usually left
Unit Value: X2 by different colors standing for dif- on the gun limber. Light field batter-
Uniform: Headgear: Colored ferent regiments. Black horsehair ies are equipped with 9-pounders,
shako, with regiments having differ- plume on the left, and yellow metal heavy field batteries with 15-pound-
ent distinctive colors. All shakos had plate in the front. Jacket: Light blue, ers, and siege batteries with 5" guns,
a black plume, and black and yellow single-breasted jacket with madder 7" howitzers, and 5.5" smoothbore
cords. Jacket: Dark blue or light blue red cuffs. Pants: Madder red tucked mortars.
Attila (depending on regiment) with into cavalry boots. Equipment: Black
a pelise of the same color, trimmed in leather. Field Artillery
black fur. (The pelise was seldom Unit Value: X0
worn on campaign, however.) Pants: ARTILLERY Uniform: Headgear: Black shako
Madder red tucked into cavalry boots. Organization: The artillery con- with yellow metal plate and red cord.
Equipment: White leather. sisted of standard three-section bat- Jacket: Dark brown with red collar,
teries. cuffs, and shoulder straps. Pants:
Lancer Weapons: Officers carry revolv- Light blue; fortress artillery has red
Unit Value: X1 ers and sabers. Other ranks carry stripes as well. Equipment: Black
Uniform: Headgear: Black lancer breech-loading carbines and bayo- leather.

**=~^

Belgium: (Left to right.) Lancer, artillery gunner, chasseur à cheval, grenadier, carbinier officer, line infantry, guide.

Belgium
INFANTRY the second battalion) was referred to the Belgian Legion (foreign merce-
Organization: The infantry had as grenadiers; the other troops were naries) are organized as line infantry,
regiments of two battalions, each of called fusiliers. In the three regiments but all troops are fusiliers. Each regi-
four companies. However, the 1st pla- of chasseurs à pied (light infantry), ment of the legion also includes one
toon of the lowest numbered com- the 1st platoon of each battalion is re- battery of three gun sections (12-
pany in each battalion (1st company ferred to as carbiniers, and the others pounders) and one squadron of cav-
in the 1st battalion, 5th company in as chasseurs. The three regiments of alry (chasseurs à cheval).
ARMY LISTS

Weapons: Officers carry sabers covers. Jacket: Royal blue (green in


and revolvers. Other ranks carry bolt- the legion) dolman with white loop-
action rifles and bayonets. ings (orange in the legion). Collar and
cuffs are yellow in 1st Regiment and
Line Infantry the legion, scarlet in 2nd Regiment,
Unit Value: Fusiliers T1, grena- and orange in the legion. Pants: Gray-
diers X1 blue (light gray in the legion) with
Uniform: Headgear: Black shako white stripes, worn over the boots.
with yellow metal plate, red plume, Equipment: White leather.
pompon, and trim (except grenadiers,
who wore a tall black bearskin hat). shoulder wings. This was often re- Lancers
Jacket: Royal blue, double-breasted placed in the field by a khaki jacket (Total of four regiments.)
coat with two rows of yellow buttons, with an orange collar. Pants: Gray Unit Value: T1
red collar, cuffs, and shoulder wings with a narrow, black stripe. These Uniform: Headgear: Lancer cap
(except grenadiers, who had red were often replaced in the field by in red (1st Regiment), yellow (2nd),
epaulettes). In the legion, the coat was white or khaki trousers without white (3rd), or ultramarine (4th).
green, trimmed in orange. Pants: stripes. Equipment: White leather. Jacket: Royal blue dolman with white
Gray with narrow red stripe (except loopings for the 1st and 2nd regi-
grenadiers, who wore black trousers CAVALRY ments, and yellow loopings for the 3rd
with a broad red stripe). Trousers were Organization: The cavalry had a and 4th regiments. The collar and
worn over the boots. Trouser stripe standard regimental organization. cuffs were the same color as the cap.
was black in the legion. Equipment: Weapons: All ranks carry sabers. Pants: Gray-blue with white stripes,
White leather. Officers carry revolvers. Other ranks over the boot. Equipment: Black
carry breech-loading carbines. Lanc- leather.
Light Infantry ers also carry lances.
Unit Value: Chasseurs T2, car- ARTILLERY
biniers X2 Guides Organization: The artillery had
Uniform: Headgear: Black shako (Total of two regiments.) batteries of three gun sections.
with yellow metal plate, yellow Unit Value: X1 Weapons: Officers carry revolv-
plume, and pompon (except for Uniform: Headgear: Black bear- ers and sabers. Other ranks carry
carbiniers, who wore a black jaeger skin caps Jacket: Green dolman with breech-loading carbines and bayo-
hat with dark green cock's feathers on red pointed cuffs and collar and or- nets, although these are usually left
the left side). Jacket: Green with ange-yellow loopings. Pants: Red on the gun limber. Field artillery uses
yellow piping. Pants: Gray with yel- with double yellow stripes worn over 12-pounder guns. Heavy artillery uses
low piping worn over the boot. the boots. Equipment: Black leather. 5" guns and 6" howitzers.
Equipment: Black leather.
Chasseurs à Cheval Field Artillery
Belgian Legion (Total of two regiments, plus one And Heavy Artillery
Unit Value: X1 squadron per regiment of the legion.) Unit Value: T0
Uniform: Headgear: Black shako Unit Value: T2 Uniform: Headgear: Low-
with yellow metal plate and trimmed Uniform: Headgear: Yellow crowned fur cap with red cloth bag
in orange. This was often replaced in shako in 1st Regiment, scarlet shako (except for heavy batteries, which
the field by a white or khaki Sun in 2nd, black shako in the legion. Sha- wore a black shako). Jacket: Blue
helmet. Jacket: Green, double- kos were trimmed in white lace and (green in the legion) with red collar
breasted coat with two rows of yel- had a small white plume, but were and piping. Pants: Blue with red
low buttons, orange collar, cuffs, and usually worn with black oilskin stripes, worn over the boot. Equip-
ment: Black leather.
GDW
Bulgaria: (Left to right.) Infantry, infantry in summer uniform, cavalry.

Bulgaria
INFANTRY Weapons: All ranks carried sabers.
Organization: Standard organiza- Officers carry revolvers; other ranks
tion. carry muzzle-loading carbines.
Weapons: Officers carry sabers
and revolvers. Other ranks carry Line Cavalry
breech-loading rifles and bayonets. (Total of four regiments.)
Unit Value: X2
Foot Guards Uniform: Headgear: Low, black,
(Total of three regiments.) fur cap with a white, upright plume.
Unit Value: V2 Jacket: Dark blue with red, silver
Uniform: Headgear: Low, black, Line Infantry embroidered, collar and cuffs. Edges
fur cap with the Bulgarian Cross in Unit Value: X2 and seams were piped in the regimen-
white metal on the front. In summer, Uniform: Headgear: Low, black, tal color (white for 1st; red, 2nd; yel-
this was replaced by a white linen fur cap with the Bulgarian Cross in low, 3rd; blue, 4th). Pants: Dark blue
peaked cap. Jacket: Dark green with white metal on the front. In summer, with red stripes, tucked into cavalry
collars, shoulder straps, and cuff a white linen peaked cap. Jacket: boots. Equipment: Black leather.
patches in the distinctive color of the Dark green with collar, cuffs, and
regiment (red for the Alexander shoulder straps in the same color. In Prince's Lifeguard
Regiment, white for the Ferdinand summer this was replaced by a white (One squadron only.)
Regiment, light blue for the Cle- linen tunic. Pants: Dark green tucked Unit Value: V2
mentine Regiment). In the summer, into tall boots. In the summer this was Uniform: Headgear: White, low,
this was replaced by a white linen replaced by white linen. Equipment: fur cap with red top. Jacket: Red Attila
tunic. Pants: Dark green tucked into Black leather. with white loops. Pants: Dark blue
tall boots. In the summer this was re- with red stripes, tucked into black
placed by white linen. Equipment: CAVALRY cavalry boots. Equipment: Black
Black leather. Organization: Standard regiments. leather.
ARMY LISTS

ARTILLERY (usually left on the gun limber). Field Uniform: Headgear: Low, black,
Organization: Standard battery batteries have 9-pounder guns. Siege fur cap with a red cloth top. Jacket:
organization batteries have 5" guns. Dark blue with black collar and cuffs.
Weapons: Officers carry revolv- Pants: Dark blue with red stripes,
ers and sabers. Other ranks carry Field Artillery tucked into boots. Equipment: Black
breech-loading carbines and bayonets Unit Value: X0 leather.

Denmark: (Left to right.) Hussar officer, infantry, guard grenadier, engineer, artillery officer, dragoon.

Denmark
INFANTRY ed cuffs, all piped white. Pants: Light kepi. Jacket: Light blue Attila with
Organization: Standard regiments. blue with wide, white stripes. Equip- five rows of white loopings, and a car-
Weapons: Officers carry sabers ment: White leather. mine collar and cuffs. Pants: Light
and revolvers. Other ranks carry blue, tucked into hussar boots. Equip-
breech-loading rifles and bayonets. CAVALRY ment: Black leather.
Organization: Standard regiments.
Line Weapons: All ranks are armed with ARTILLERY
Unit Value: T1 sabers. Officers carry revolvers; other Organization: Standard batteries.
Uniform: Headgear: Shako with ranks carry breech-loading carbines. Weapons: Officers carry revolvers
white metal fittings. For field service, and sabers. Other ranks carry breech-
this was replaced with a light blue Dragoons loading carbines and bayonets, al-
kepi. Jacket: Dark blue with red col- Unit Value: T1H though these are usually left on the
lar patches and red-piped, pointed Uniform: Headgear: Black, gun limber. Field batteries are
cuffs. Pants: Light blue worn over the crested cavalry helmet with white equipped with 9-pounder guns (light
boots, in the field often rolled up to metal fittings. Jacket: Light blue tunic batteries) or 15-pounder guns.
mid-shin. Equipment: Black leather. with dark red collar, cuff patches, and
piping. Pants: Light blue, tucked into Field Artillery
Lifeguard cavalry boots. Equipment: Black Unit Value: T0
(Total of one regiment.) leather. Uniform: Headgear: Black shako,
Unit Value: X1 Hussars white metal fittings. Jacket: Dark blue
Uniform: Headgear: Black, fur (Total of one regiment.) tunic with carmine collar patches and
grenadier cap. Jacket: Red with light Unit Value: T2 piping. Pants: Dark blue tucked into
blue collar, shoulder straps, and point- Uniform: Headgear: Light blue boots. Equipment: Black leather.
GDW
France: (Left to right.) Zouave, chasseur d'Afrique, spahi, chasseur à cheval, cuirassier, Turco, line infantry.

France
INFANTRY Zouaves French Foreign Legion
Organization: Standard regiments. (Total of four regiments.) (Total of three regiments.)
A third battalion exists for each regi- Unit Value: V2 Unit Value: E2
ment, but was generally left behind Uniform: Headgear: Red fez. Uniform: Headgear: Stiff, white
to train new recruits and forward re- Jacket: Dark blue waistcoat and jack- kepi with Sun curtain at back. Some-
placements to the field. et with red lace and light blue sash. times replaced by a white Sun helmet
Weapons: Officers carry sabers and Pants: Baggy red, tucked into white in the tropics. Jacket: Blue with red
revolvers. Other ranks carry bolt- gaiters over black shoes. Equipment: collar and green epaulettes. Replaced
action rifles and bayonets. Black leather. by a khaki jacket in the tropics. Pants:
White, worn tucked into or over black
Line Infantry Tirailleurs Algerien boots. Equipment: Black leather.
Unit Value: X1 ALGERIAN COLONIAL infantry, also
Uniform: Headgear: Red kepi, called Turcos. All officers are Euro- Colonial Infantry
blue band. Jacket: Officers wear a pean, all other ranks native. (Total of ALL RANKS WERE Europeans re-
black dolman. Other ranks wear a blue three regiments.) cruited from colonists.
jacket with red collar and blue collar Unit Value: X3 Unit Value: X2
patches. Pants: Madder red tucked Uniform: Headgear: Red fez. Uniform: Headgear: Dark blue
into short, white gaiters over black Jacket: Sky blue waistcoat and jacket kepi with red piping, replaced by a
shoes. Equipment: Black leather. with yellow lace and red sash. Pants: white or khaki Sun helmet in the
Baggy sky blue, tucked into low, tropics. Jacket: Dark blue, replaced
Chasseurs à Pied white gaiters over black shoes. Equip-by khaki in the tropics. Pants: Gray-
(Light infantry.) ment: Black leather. blue with red piping tucked into low,
Unit Value: V2S white leggings over black shoes. In
Uniform: Headgear: Blue kepi, Tirailleurs Senegalais the tropics, replaced by khaki or white
yellow piping. Jacket: Blue with blue (Senegalese infantry.) All officers pants tucked into khaki leggings.
collar and cuffs, yellow piping. Pants: are European; all other ranks are na- Equipment: Black leather.
Iron gray with yellow stripes, tucked tive. (Total of one regiment.)
into low, white gaiters over black Unit Value: V3 CAVALRY
shoes. Equipment: Black leather. Uniform: Same as for Turcos. Organization: Standard regiments.
ARMY LISTS

Weapons: All ranks carry sabers. Red with leather strapping to the shoes. Equipment: Black leather.
Officers carry revolvers. Other ranks knees. Equipment: Black leather.
carry breech-loading carbines. Half of Foreign Legion Cavalry
all dragoon other ranks (two men per Chasseurs d'Afrique (One regiment.)
section) carry lances. (African light cavalry.) All ranks Unit Value: E2
were Europeans recruited from colo- Uniform: Same as legion infantry,
Cuirassiers nists in Africa. (Total of three regi- but pants were tucked into cavalry
Unit Value: V0H ments.) boots.
Uniform: Headgear: Steel helmet Unit Value: V3 ARTILLERY
with brass band, black criniere. Uniform: Headgear: Stiff, white Organization: Standard batteries.
Jacket: Blue with red collar and cuff kepi with Sun curtain in back. Jacket: Weapons: Officers carry revolv-
patches and scarlet epaulettes. Steel Light blue with yellow collar and cuff ers and sabers. Other ranks carry
cuirass with yellow metal straps. patches and red sash. Pants: Red with breech-loading carbines and bayo-
Pants: Red with leather strapping to leather strapping to the knees. Equip- nets, although these are usually left
the knees. Equipment: Black leather. ment: Black leather. on the gun limber. Light and horse
batteries are equipped with 9-pound-
Dragoons Spahis er guns, mountain batteries with 6-
Unit Value: X1H (Light cavalry.) Officers were pounder mountain guns, field batter-
Uniform: Headgear: White metal French; other ranks were native North ies with 15-pounder guns, and heavy
helmet with yellow metal band, Africans. (Total of three regiments.) and siege batteries with either 5"
mounts, and comb, and black criniere. Unit Value: X3 guns, 6" howitzers, or 6" guns.
Jacket: Blue dolman with black loop- Uniform: Headgear: Officers
ings. Pants: Red with leather strap- wear a light blue kepi. Other ranks Artillery
ping to the knees. Equipment: White wear a large, long, red Arabian cloak. Unit Value: V0
leather. Jacket: Officers wear a red jacket with Uniform: Headgear: Blue kepi
Hussars blue cuffs. Other ranks wear a red with red piping. Jacket: Blue with
Unit Value: X2 jacket and waistcoat with black lace black hussar loopings, red collar, and
Uniform: Headgear: Light blue and red sash. Pants: Officers wear pointed cuffs. Pants: Blue with red
kepi with red band. Jacket: Light blue light blue tucked into cavalry boots; stripes worn over the shoes. Equip-
Attila with white loopings. Pants: other ranks wear medium blue over ment: Black leather.

Germany
INFANTRY Jacket: Dark blue with red collar,
Organization: Standard regi- cuffs, and piping down the front seam.
ments. Each has a third battalion, but Cuff patches were either red or white
this was normally left at home to train (depending on the regiment), and
recruits and forward replacements to shoulder straps were any of a variety
the regiments in the field. of colors (varying with the regiment).
Weapons: Officers carry revolv- Pants: Black with red piping down
ers and sabers. Other ranks carry bolt- the seam, tucked into black boots.
action rifles and bayonets. Equipment: Black leather.

Line Infantry Uniform: Headgear: Black, spiked Saxon Line Infantry


Unit Value: V1 helmet with yellow metal fittings. Unit Value: X1
GDW
EUROPE

Uniform: Headgear: Black, particularly by officers. Jacket: Gray- Venusian Schutztruppen


spiked helmet with yellow metal green with red collar and cuffs. Pants: (Troops raised from human colo-
fittings. Jacket: Sky blue with red White, gray-green, or light gray nists.)
collar, cuffs, cuff patches, shoulder (depending on the preference of the Unit Value: T1
straps, and piping down the front unit) tucked into black boots. Equip- Uniform: Headgear: Black
seam. Pants: Sky blue with red pip- ment: Black leather. leather, spiked helmet with yellow
ing down the seam, tucked into black metal fittings. Jacket: Gray-green
boots. Equipment: Black leather. German East African with blue collar, cuffs, and shoulder
Schutztruppen straps. Pants: Gray-green tucked into
Bavarian Line Infantry (Colonial infantry.) black boots. Equipment: Brown rub-
Unit Value: X1 Unit Value: T2 berized canvas.
Uniform: Headgear: Black, Uniform: Headgear: European
spiked helmet with yellow metal officers and NCOs wear a white Sun Venusian
fittings. Jacket: Light blue with red helmet with a black, white, and red Feld Kompanie
collar, cuffs, cuff patches, shoulder cockade on the front. Native other (Separate companies of Lizard-
straps, and piping down the front ranks wear a red fez with a blue tassel. man infantry with human officers and
seam. Pants: Light blue with red pip- Jacket: White or khaki for European NCOs.)
ing down the seam, tucked into black officers and NCOs, khaki for native Unit Value: G2
boots. Equipment: Black leather. other ranks. Pants: White, tucked into Uniform: Headgear: European
black boots for European officers and officers and NCOs wore a white Sun
Jäegers NCOs; khaki, tucked into blue puttees helmet with a black, white, and red
Unit Value: V3S over black shoes for native other cockade on the front. Native other
Uniform: Headgear: Black shako ranks. Equipment: Brown leather. ranks wore a leather helmet rein-
with yellow metal eagle on front. forced with bone and Oma Jolima
Jacket: Green with red collar, cuffs, Southwest African ribs, with a crest. Jacket: White or
shoulder straps, and piping down the Schutztruppen khaki for European officers and
front seam. Pants: Black with red pip- (Colonial infantry.) NCOs. Other ranks do not wear a
ing down the seam, tucked into black Unit Value: X2 jacket. Pants: White tucked into black
boots. Equipment: Black leather. Uniform: Headgear: Light gray boots for European officers and
slouch hat with the right side pinned NCOs; nothing for native other ranks.
Guard Infantry up. Jacket: Light gray. Pants: Light Equipment: Brown, rubberized can-
(Total of eight regiments.) gray. Equipment: Brown leather. vas. Native other ranks wear cross
Unit Value: E1 belts and a web harness.
Uniform: Same as line infantry on Cameroon Schutztruppen
campaign. (Colonial infantry.) CAVALRY
Unit Value: T2 Organization: Standard regi-
Note on Colonial Uniforms Uniform: Headgear: Light gray ments.
WHENEVER ANY of the above Ger- slouch hat with the right side pinned Weapons: Officers carry revolv-
man regular troops were stationed in up. Jacket: Light gray with red collar ers and sabers. Other ranks all carry
the colonies overseas or off-planet, and cuffs. Pants: Light gray. Equip- sabers, lances, and bolt-action car-
they wore the following uniform. ment: Brown leather. bines.
Uniform: Headgear: Black,
spiked helmet with yellow metal Togo Police Cuirassier
fittings, or black shako for jaegers. Unit Value: T2 (Total of eight regiments.)
This was sometimes replaced by a Uniform: Same as Cameroon Unit Value: X0H
white or gray-green Sun helmet, Schutztruppen. Uniform: Headgear: Steel spiked
ARMY LISTS

helmet. (This was yellow metal in the Guard Dragoons Dragoons


6th regiment). Jacket: White with (Total of two regiments.) (Total of four regiments.)
collar patches, cuffs, and piping in the Unit Value: V1 Unit Value: X1
distinctive regimental color (1st, Uniform: Headgear: Black, Uniform: Headgear: Black,
black; 2nd, crimson; 3rd, light blue; spiked helmet with yellow metal spiked helmet with yellow metal
4th, orange; 5th, light red; 6th, blue; fittings. Jacket: Light blue with red fittings. Jacket: Light blue with col-
7th, yellow; 8th, green). The metal collar and cuffs and with buttons in lar and cuffs in the distinctive regi-
cuirass was not worn in the field. the distinctive regimental color (1st, mental color (1st, red; 2nd, black; 3rd,
Pants: White, tucked into black cav- yellow; 2nd, white). Pants: Gray- light red; 4th, sulfur yellow). Pants:
alry boots. Equipment: White leather. blue, tucked into black knee boots. Gray-blue, tucked into black knee
Equipment: White leather. boots. Equipment: White leather.
Guard Cuirassier
(Total of two regiments.) Leibgarde-Husaren Hussars
Unit Value: V0H (Lifeguard hussars—one regi- (Total of 16 regiments.)
Uniform: Headgear: Yellow ment.) Unit Value: X2
metal spiked helmet. Jacket: White Unit Value: V2 Uniform: Headgear: Low, black
with collar patches, cuffs, and piping Uniform: Headgear: Low, black fur cap with colored cloth bag (red in
in distinctive regimental color (Garde fur cap with red cloth bag. Jacket: Red 1st, 3rd, 6th,7th, 11th, 13th,and 14th
du Corps, red; Guard Cuirassiers, Attilla with five rows of yellow regiments; white in 2nd and 12th;
blue). Metal cuirass was not worn in loopings. Pants: Dark blue, with yellow in 4th, 15th, and 16th; dark red
the field. Pants: White, tucked into stripes the same color as jacket loop- in 5th; pompadour red in 10th;
black cavalry boots. Equipment: ings, tucked into black hussar boots. cornflower blue in 8th and 9th.)
White leather. Equipment: White leather. Jacket: Attila in distinctive color with

Germany: (Left to right.) Line infantry, jäger, cuirassier, hussar, dragoon, lancer, artillery.

GDW
EUROPE

five rows of lace (black with white broad lapel. Collars, cuffs, and the ARTILLERY
loops in 1st and 2nd; red with white lapels were in the regimental distinc- Organization: Standard batteries.
loops in 3rd; brown with yellow loops tive color (red in the 1st through 8th, Weapons: Officers carry revolv-
in 4th; dark red with white loops in white in the 9th and 13th, crimson in ers and sabers. Other ranks carry
5th; dark green with white loops in 6th the 10th and 14th, yellow in the 11th breech-loading carbines and bayo-
and 11th; Russian blue with yellow and 15th, light blue in the 12th and nets, although these are usually left
loops in 7th; dark blue with white 16th.) Pants: Dark blue, tucked into on the gun limber. Light batteries and
loops in 8th, 14th, and 15th; black cavalry boots. Equipment: horse artillery batteries have 9-pound-
cornflower blue with yellow loops in White leather. er guns, field batteries have 15-
9th; dark green with yellow loops in pounder field guns, heavy batteries
10th; cornflower blue with white Guard Uhlans have 6" howitzers, and mountain bat-
loops in 12th, 13th, and 16th). Pants: (Three regiments.) teries have 6-pounder guns.
Dark blue, with stripes the same color Unit Value: V1
as jacket loops, tucked into black hus- Uniform: Headgear: Black lancer Artillery
sar boots. Equipment: White leather. helmet with yellow metal fittings. Unit Value: V0
Jacket: The same as the line regiments Uniform: Headgear: Helmet
Uhlans (Uhlans), but with different distinc- similar to that worn by the infantry,
(Lancers) tions. The collar, cuffs, and lapels but with a yellow metal ball in place
Unit Value: X1 were red in the 2nd regiment and of the spike. Jacket: Dark blue, with
Uniform: Headgear: Black lancer yellow in the 3rd. The 1st regiment black collar and cuffs, and white
helmet with yellow metal fittings. has red collar and cuffs with white shoulder straps. Pants: Dark gray,
Jacket: A distinctive, dark blue, high- lapels. Pants: Dark blue, tucked into tucked into black boots. Equipment:
collared jacket was worn, with the black cavalry boots. Equipment: Black leather, except for the guard ar-
whole of the chest covered by the White leather. tillery, which wore white leather.

Italy
INFANTRY edges of the jacket, and red collar Officers had black collars and cuffs.
Organization: Standard regi- patches, black wings and shoulder Pants: Blue-gray with red piping
ments. Regiments were permanently straps. Officers had red collars and worn over black shoes. White trousers
grouped into brigades, named after cuffs. Pants: Blue-gray with red pip- usually worn in the field. Equipment:
the geographic region from which ing worn over black shoes. White White leather with black cartridge
they were recruited. trousers were usually worn in the box.
Weapons: Officers carry revolv- field. Equipment: White leather with Bersaglieri
ers and sabers. Other ranks carry bolt- black cartridge box. Unit Value: V3S
action rifles and bayonets. Uniform: Headgear: Black,
Line Infantry wide-brimmed hat with dark green
Grenadiers Unit Value: X1 cock's feathers on the right side.
(Total of two regiments.) Uniform: Headgear: Dark blue Jacket: Dark blue with carmine pip-
Unit Value: V1 shako with red pompon, but in the ing around the collar, cuffs, and edges
Uniform: Headgear: Dark blue field a white cloth shako cover was of the jacket, and carmine collar
shako with red pompon, but in the worn. Jacket: Dark blue with red patches, black wings and shoulder
field, a white cloth shako cover was piping around the collar, cuffs, and straps. Officers had carmine collars
worn. Jacket: Dark blue with red edges of the jacket, and black collar and cuffs. Pants: Dark blue, worn
piping around the collar, cuffs, and patches, wings, and shoulder straps. over black shoes. White trousers were
ARMY LISTS

usually worn in the field. Equipment: ments.) combinations of collar, cuff, and
Black leather. Unit Value: X0H piping color. Pants: Gray-blue with
Uniform: Headgear: White metal black stripes, worn over black boots.
Alpini helmet, with yellow metal comb and Officers have stripes matching the
Unit Value: V3 chin scales and black turban. Jacket: piping on their jacket. Equipment:
Uniform: Headgear: Tall, round, Dark blue with regiments differenti- White leather.
black leather hat with a brown eagle ated by combinations of collar, cuff,
feather worn upright on the left side. and piping color. Pants: Gray-blue ARTILLERY
In the field, a white cloth cover was with black stripes, worn over black Organization: Standard batteries.
worn and the feather was attached to boots. Officers have stripes matching Weapons: Officers carry revolv-
this. Jacket: Dark blue with red pip- the piping on their jacket. Equipment: ers and sabers. Other ranks carry
ing around the collar, cuffs, and edges White leather. breech-loading carbines and bayo-
of the jacket, and green collar patches, nets, although these are usually left
black wings and shoulder straps. Lancieri on the gun limber. Field batteries are
Officers had black collars and green (Lancers.) equipped with 12-pounder guns.
cuffs. Pants: Blue-gray with red pip- Unit Value: X1 Garrison and siege batteries are
ing worn over black shoes. White Uniform: Headgear: Dark fur equipped with heavier pieces.
trousers were usually worn in the caps with brown feather. Jacket: Dark
field. Equipment: White leather with blue with regiments differentiated by Artillery
black cartridge box. combinations of collar, cuff, and Unit Value: X0
piping color. Pants: Gray-blue with Uniform: Headgear: Dark blue
CAVALRY black stripes, worn over black boots. shako with red pompon and black
Organization: Standard regi- Officers have stripes matching the horsehair plume. Jacket: Dark blue
ments. piping on their jacket. Equipment: with orange piping around the collar,
Weapons: Officers carry revolv- White leather. cuffs, and edges of the jacket, and
ers and sabers. Other ranks carry black collar patches, wings, and
breech-loading carbines and sabers. Cavalleggeri shoulder straps. Officers have orange
Other ranks in line cavalry and lancer (Light cavalry.) collars and cuffs. Pants: Dark blue
regiments also carry a lance. Unit Value: X2 with red piping worn over black
Uniform: Headgear: Dark fur shoes. White trousers were usually
Cavalleria di Linea caps with brown feather. Jacket: Dark worn in the field. Equipment: White
(Line cavalry—total of four regi- blue with regiments differentiated by leather with black cartridge box.

Italy: (Left to right.) Bersaglieri, Alpini, infantry, line cavalry, lancer, light cavalry, cuirassier officer.
GDW
EUROPE

Montenegro
INFANTRY uniforms as such, but the militia
Organzation: There was no stand- fought while they were wearing the
ing army in the principality, only lo- distinctive national peasant costume.
cally drilled peasant militias. These Headgear: Low, rounded cap was
are organized as irregular bands. worn with a badge on the front.
Weapons: Officers carry sabers Jacket: Braided jacket with loose,
and revolvers. Other ranks carry rifle hanging sleeves. Pants: Broad knee
muskets and bayonets. breeches were worn by the infantry,
along with white stockings and ankle
Militia Infantry boots. Equipment: Black or brown
Unit Value: T1 Uniform: There were no infantry leather.

Graustark
INFANTRY black boots. Equipment: Brown
Organization: There were no leather.
regiments. Infantry was organized in
separate battalions, with standard CAVALRY
battalion organization, and named for Organization: Standard regi-
the region they were recruited from. ments.
Weapons: Officers carry sabers Weapons: Officers carry sabers
and revolvers. Other ranks carry and revolvers. Other ranks carry
breech-loading rifles and bayonets in sabers, lances, and breech-loading
the regulars, and rifle muskets in the carbines.
militia.
Uniform: Headgear: Blue-gray Line Cavalry
Line Infantry shako with yellow trim and a green (Two regiments.)
Unit Value: X1 plume. The plume was not worn on Unit Value: X1
Uniform: Headgear: Blue-gray campaign, and the shako was covered Uniform: Headgear: Light blue
shako with black trim, but on cam- with black oilskin. Jacket: Blue-gray kepi with red piping. Jacket: Light
paign a blue-gray kepi was worn. with yellow collar, cuffs, and shoul- blue Attila with red loopings. Pants:
Jacket: Blue gray with black collar, der straps. Pants: Black, tucked into Light blue with red stripes, tucked
cuffs, and shoulder straps. Pants: black boots. On campaign, un- into black cavalry boots. Equipment:
Black, tucked into black boots. On bleached linen trousers were worn White leather.
campaign, unbleached linen trousers instead. Equipment: Black leather.
were worn instead. Equipment: ARTILLERY
White leather. Militia Infantry Organization: Standard batteries,
Unit Value: T1 (irregulars) but usually deployed as single gun
Light Infantry Uniform: Headgear: Blue-gray sections.
(Total of three battalions.) kepi. Jacket: Brown peasant smock. Weapons: Officers carry revolv-
Unit Value: X2S Pants: Unbleached linen, tucked into ers and sabers. Other ranks carry
ARMY LISTS

breech-loading carbines and bayo- section of 12-pounder smoothbore Uniform: Headgear: Blue-gray
nets, although these are usually left howitzers. shako with red piping. Jacket: Black
on the gun limber. Attila with red loopings. Pants: Black
Each battery has two sections of Artillery with red stripes, tucked into black
9-pounder smoothbore guns and one Unit Value: X0 boots. Equipment: White leather.

Ruritania
INFANTRY Weapons: Officers carry sabers
Organization: Standard regi- and revolvers. Other ranks carry
ments. The first company of each breech-loading rifles and bayonets.
regiment was a grenadier company,
and the eighth was a light infantry Mounted
company. Rifles
On campaign, these were routinely (Mounted infantry—total of two
stripped off to form one or two ad hoc regiments.)
grenadier and one or two light infan- Unit Value: X2S
try battalions of two or three compa- Uniform: Headgear: Black,
nies each. (There were a total of six Pants: Gray with red stripes tucked round-brimmed hat with right side
regiments in the army). Militia bat- into black boots. On campaign, white pinned up and a fall of green cock's
talions were separately raised and trousers were usually worn. Equip- feathers. Jacket: Gray with black
were named after the region from ment: White leather. collar, cuffs, and shoulder straps.
which they were recruited. Pants: Gray with black stripes, tucked
Weapons: Officers carry sabers Light Infantry into black boots. Equipment: Black
and revolvers. Other ranks carry Unit Value: X3S leather.
breech-loading rifles and bayonets in Uniform: Headgear: Black shako ARTILLERY
the regulars, rifle muskets in the with yellow trim. Jacket: Gray with Organization: Batteries have
militia. yellow collar, cuffs, and shoulder only two gun sections each.
Line Infantry straps. Pants: Gray with yellow Weapons: Officers carry revolv-
Unit Value: X1 stripes tucked into black boots. On ers and sabers. Other ranks carry
Uniform: Headgear: Black shako campaign, white trousers were usu- breech-loading carbines and bayo-
with green trim. Jacket: Gray with ally worn instead. Equipment: Black nets, although these are usually left
green collar, cuffs, and shoulder leather. on the gun limber. Batteries are
straps. Pants: Gray with green stripes Militia Infantry equipped with 9-pounder guns.
tucked into black boots. On cam- Unit Value: T1 (irregulars)
paign, white trousers were usually Uniform: Headgear: Gray forage Field
worn instead. Equipment: White cap. Jacket: Brown peasant smock. Artillery
leather. Unit Value: X0
Pants: White, tucked into black boots.
Grenadiers Equipment: Brown or black leather. Uniform: Headgear: Black shako
Unit Value: V1 with black plume. Jacket: Gray At-
Uniform: Headgear: Black shako CAVALRY tila with black loopings. Pants: Black
with red trim. Jacket: Gray with red Organization: Standard regi- tucked into black boots. Equipment:
collar, cuffs, and shoulder straps. ments. White leather.

GDW
EUROPE

The Netherlands: (Left to right.) Line infantry, line cavalry.

Netherlands
INFANTRY cords. Jacket: Dark blue with red col-collar and cuffs. Officers wore black
Organization: Standard regi- lar, cuff patches, piping, and shoul- silk loopings on their jackets. Pants:
ments. The regiment "Grenadiers and der wings. Pants: Light blue with red Dark blue with orange stripes, worn
Jägers" consists of one battalion of stripes over black shoes. Equipment: over black shoes. Equipment: Black
each type. Black leather. leather.
Weapons: Officers carry a revolver CAVALRY
and saber. Other ranks carry breech- Jägers Organization: Standard regi-
loading rifles and bayonets. (Total of one battalion.) ments.
Unit Value: X3S Weapons: Officers carry a revolver
Line Infantry Uniform: Headgear: Green shako and saber. Other ranks carry breech-
Unit Value: T1 with yellow plume and piping. Jack- loading carbines and sabers.
Uniform: Headgear: Dark blue et: Green with yellow piping. Pants:
shako with red plume. Jacket: Dark Green with yellow stripes, worn over Line Cavalry
blue with white collar, cuff patches, black shoes. Equipment: Black leath- (Total of four regiments.)
and piping. Pants: Light blue with red er. Unit Value: T2
stripes over black shoes. Equipment: Colonial Infantry Uniform: Headgear: Dark fur cap
Black leather. (Dutch Indies garrison.) with white metal chin scales and a
Unit Value: X2 light blue pompon (red in the 3rd
Grenadiers Uniform: Headgear: Dark blue Regiment). Jacket: Blue-black Attila
(Total of one battalion.) tropical helmet with white metal fit- with light blue loopings (red in the 3rd
Unit Value: V1 tings. Jacket: Dark blue Attila with Regiment). Pants: Dark blue overalls
Uniform: Headgear: Dark blue orange piping in the shape of a plas- worn over cavalry boots. Equipment:
shako with red plume and white tron on the front, as well as around Black leather.
ARMY LISTS

Colonial Cavalry Weapons: Officers carry revolvers Dark blue with red stripes, worn over
(Dutch Indies Garrison—total of and sabers. Other ranks carry breech- black shoes. Equipment: Black
one regiment.) loading carbines and bayonets, al- leather.
Unit Value: X2 though these are usually left on the
Uniform: Headgear: Dark blue gun limber. Field batteries are Colonial Artillery
tropical helmet with white metal equipped with 12-pounders. Garrison (Dutch Indies garrison.)
artillery is equipped with a variety of
fittings. Jacket: Dark blue Attila with Unit Value: T1
red piping in the shape of a plastron
heavier weapons. Uniform: Headgear: Dark blue
on the front, as well as around collar tropical helmet with white metal
and cuffs. Officers wore black silk Field Artillery fittings. Jacket: Dark blue Attila with
loopings on their jackets. Pants: Dark
Unit Value: T0 red piping in the shape of a plastron
Uniform: Headgear: Dark blue on the front, as well as around the
blue with red stripes over black shoes.
Equipment: Black leather. shako with yellow metal plate, red collar and cuffs. Officers wore black
pompon, and black plume. Jacket: silk loopings on their jackets. Pants:
ARTILLERY Dark blue with black collar and red Dark blue with red stripes, over black
Organization: Standard batteries. piping on the collar and cuffs. Pants: shoes. Equipment: Black leather.

Portugal: (Left to right.) Artillery, engineer officer, infantry, lancer.

Portugal
INFANTRY spiked helmet with yellow metal spiked helmet with yellow metal
Organization: Standard infantry fittings. Jacket: Brown with red col- fittings. Jacket: Brown with black
regiments and separately numbered lar, shoulder straps, and cuff piping. collar, shoulder straps, and cuff
rifle battalions. Pants: Blue-black with red piping, piping. Pants: Blue-black with black
Weapons: Officers carry a revolver worn tucked into black boots. White piping, worn tucked into black boots.
and saber. Other ranks carry breech- trousers were usually worn in the White trousers were usually worn in
loading rifles and bayonets. field. Equipment: White leather. the field. Equipment: Black leather.

Line Infantry Rifles CAVALRY


Unit Value: T1 Unit Value: X3S Organization: Standard regi-
Uniform: Headgear: Black Uniform: Headgear: Black ments.
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EUROPE

Weapons: Officers carry a re- Light Cavalry carbines and bayonets, although these
volver and saber. Other ranks carry Unit Value: X2 weapons are usually left on the gun
breech-loading carbines, sabers, and Uniform: Headgear: Black limber.
(in the lancer regiments) lances. spiked helmet with yellow metal fit- Field batteries have 12-pounder
tings. Jacket: Dark blue with red guns. Garrison artillery has a variety
Lancers collar, cuffs, and piping around the of heavier pieces.
(Total of two regiments.) lower edge of the jacket, and black
Unit Value: X1 collar patches. Yellow metal shoulder Field
Uniform: Headgear: Black scales. Pants: Blue-black with red Artillery
spiked helmet with yellow metal stripes, worn tucked into black cav- Unit Value: X0
fittings. Jacket: Dark blue with red alry boots. Equipment: White leather. Uniform: Headgear: Black
collar, cuffs, and piping around the spiked helmet with yellow metal
lower edge of the jacket, and yellow ARTILLERY fittings. Jacket: Dark blue with red
collar patches. Yellow metal shoulder Organization: Standard batteries. collar, shoulder straps, and piping on
scales. Pants: Blue-black with red Weapons: Officers carry revolv- the cuffs. Pants: Blue-black with
stripes, tucked into black cavalry ers and sabers. broad, red stripes, worn over black
boots. Equipment: White leather. Other ranks carry breech-loading shoes. Equipment: White leather.

Rumania: (Left to right.) Infantry, Rosiori, rifles, Dorobanze, Calarasi, artillery, engineer.

Rumania
INFANTRY Line Infantry Dark blue with red piping, rucked into
Organization: Standard regimen- Unit Value: X1 black boots. Equipment: Black leath-
tal organization. Uniform: Headgear: Dark blue er.
Weapons: Officers carry sabers kepi with red capband. Jacket: Dark Rifles
and revolvers. Other ranks carry blue with red piping, collar patches, Unit Value: X2S
breech-loading rifles and bayonets. shoulder straps, and cuffs. Pants: Uniform: Headgear: Round,
ARMY LISTS

black, leather hat with sides pinned CAVALRY yellow cords, and a red cloth bag.
up and a fall of green cock's feathers Organization: Standard regiments. Officers instead wore a black kepi
on the right side. Jacket: Brown with Weapons: Officers carry sabers and with a red band. Jacket: Dark blue
green piping and cuffs. Pants: Dark revolvers. Other ranks carry sabers, dolman with red loopings. Pants:
gray with green piping, tucked into breech-loading carbines, and (in the White hussar breeches with red loop-
black boots. Equipment: Black three Rosiori regiments) lances. ings, tucked into black hussar boots.
leather. Equipment: White leather.
Dorobanze Rosiori
(Auxiliary infantry.) (Regular cavalry.)
Unit Value: T1 Unit Value: V1 ARTILLERY
Uniform: Headgear: Black fur cap. Uniform: Headgear: Black fur cap Organization: Standard batteries.
Moslem Dorobanze wear a red fez with white feather plume in front, Weapons: Officers carry revolvers
yellow cords, and cloth bag on the left
with a light blue tassel instead. Jacket: and sabres. Other ranks carry breech-
Dark blue with light blue piping, side in the regimental color (1st, yel- loading carbines and bayonets, al-
collar patches, shoulder straps, and low; 2nd, white; 3rd, green). Officers though these are usually left on the
cuffs. Pants: White, tucked into black instead wore a black kepi with a band gun limber. Field batteries are
boots. Equipment:Black leather. of the regiment's distinctive color. equipped with 9-pounder guns. Siege
Jacket: Red dolman with black loop- batteries are equipped with 6" howit-
Frontier Guards ings. Pants: White hussar breeches zers.
Unit Value: V2 with black loopings, tucked into black Artillery
Uniform: Headgear: Dark blue hussar boots. Equipment: White Unit Value: X0
kepi with light green capband. Jacket: leather. Uniform: Headgear: Dark blue
Dark blue with light green piping, Calarasi kepi with black band and red piping.
collar patches, shoulder straps, and (Auxiliary cavalry.) Jacket: Brown with black collar and
cuffs. Pants: Dark blue with light Unit Value: X1 pointed cuffs piped with red. Pants:
green piping, tucked into black boots. Uniform: Headgear:R\ack fur cap Gray, tucked into black boots. Equip-
Equipment: Black leather. with white feather plume in front, ment: Black leather.

Serbia
INFANTRY tucked into black boots. Equipment: Line Cavalry
Organization: Standard organiza- Black leather. Unit Value: X2
tion. Uniform: Headgear: Light blue
Weapons: Officers carry sabers and Levy (Militia) Infantry kepi with dark blue band. In the field
revolvers. Other ranks carry breech- Unit Value: T2 this was often replaced by a plain,
loading rifles and bayonets. Uniform: Headgear: Gray-blue, light blue kepi. Jacket: Light blue
peakless field cap. Jacket: Brown with dark blue collar, cuffs, and shoul-
Line Infantry peasant smock. Pants: Brown, tucked der straps. In the field this was often
Unit Value: X2 into black boots. Equipment: Black replaced by a plain, light blue jacket.
Uniform: Headgear: Dark blue leather. Pants: Madder red, tucked into black
kepi with green piping. This was CAVALRY boots. Equipment: White leather.
sometimes replaced in the field by a Organization: Standard regiments.
gray-blue, peakless field cap. Jacket: Weapons: Officers carry sabers Levy (Militia) Cavalry
Dark blue with green collar, cuffs, and and revolvers. Other ranks carry Unit Value: T1
shoulder straps. Pants: Gray-blue, sabers and breech-loading carbines. Uniform: Headgear: Red, peak-
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EUROPE

Serbia: (Left to right.) Infantry, artillery officer, cavalry, engineer officer.

less field cap. Jacket: Brown peasant and siege batteries have 5" guns.
smock. Pants: Madder red tucked into
black boots. Equipment: White leath- Artillery
er. Unit Value: X0
ARTILLERY Uniform: Headgear: Dark blue
Organization: Standard batteries. kepi with green piping. Sometimes re-
Weapons: Officers carry revolv- placed in the field by a black, peakless
ers and sabers. Other ranks carry field cap. Jacket: Dark blue with black
breech-loading carbines and bayo- collar, cuffs, and shoulder straps.
nets, usually left on the gun limber. Pants: Gray-blue, tucked into black
Light batteries have 9-pounder guns, field batteries have 12-pounder guns, boots. Equipment: Black leather.

Russia
INFANTRY Guard Infantry black boots. Equipment: White leath-
Organization: Standard organi- (Total of 12 regiments.) er.
zation except that each regiment has Unit Value: V1 Grenadiers
four battalions. In the event of war one Uniform: Headgear: Dark green Unit Value: V1
battalion stayed behind to train re- shako with red plume and piping. Uniform: Headgear: Dark green
cruits and forward replacements to the Jacket: Dark green with red piping. forage cap with red band and piping,
other battalions of the regiment. The different regiments were identi- Jacket: Dark green with red piping.
Weapons: Officers carry a re- fied by the combinations of different The shoulder straps were yellow and
volver and saber. Other ranks carry colored collars, cuffs, and cuff patch- the color of the piping on the strap in-
breech-loading rifles and bayonets. es. Pants: Dark green, tucked into dicated to which division the regiment
ARMY LISTS

belonged (1st Grenadier Division, Rifles Half of all the other ranks in each
red; 2nd, blue; 3rd, white; 4th, yel- (Total of 10 line battalions and four squadron also carry the lance and
low), while the color of the collar lifeguard battalions.) form the front rank of the unit when
patch indicated the regiment's posi- Unit Value: X2S it charges. All cossacks and guard
tion in the division (1st Regiment, red; Uniform: Headgear: Dark green uhlans carry lances.
2nd Regiment, blue; 3rd Regiment, forage cap with raspberry red band
white; 4th Regiment, dark green). and piping. Lifeguards wore a low, Guard Heavy Cavalry
Pants: Dark green, tucked into black black, lambskin cap with a yellow (Total of four regiments.)
boots. Equipment: White leather. metal star on the front. Jacket: Dark Unit Value: V0H
green with raspberry red (light blue Uniform: Headgear: Yellow me-
Line Infantry in Finnish units) shoulder straps and tal helmet with white metal fittings
Unit Value: X1 a carmine collar and piping. The and a spike. In the field this was us-
Uniform: Headgear: Dark green guard units had lace on their collars ually replaced by a white forage cap
forage cap with red band and piping. as well (white for the 1st Lifeguard with red piping in the Chevalier
Jacket: Dark green with red piping. Rifles and 3rd Finnish Lifeguard Ri- Guard and Lifeguard of Horse, yel-
The shoulder strap color indicated to fles, yellow for the 2nd and 4th Life- low piping in the Czar's Lifeguard,
which brigade of the division the guard Rifles). Trousers: Dark green, and light blue piping in the Czarina's
regiment belonged (1st Brigade, red; tucked into black boots. Equipment: Lifeguard. Jacket: Green with piping
2nd Brigade, blue), while the color of Black leather. around the collar, cuffs, and shoulder
the collar patch indicated the regi- straps in the same color as on the for-
ment's position in the division (1st CAVALRY age cap. Pants: Gray with stripes the
Regiment, red; 2nd Regiment, blue; Organization: Standard regi- same color as the piping, tucked into
3rd Regiment, white; 4th Regiment, ments. cavalry boots. Equipment: White
dark green). Pants: Dark green, Weapons: Officers carry a revolv- leather.
tucked into black boots. Equipment: er and saber. Other ranks carry Guard Dragoons
White leather. breech-loading carbines and sabers. (Total of two regiments.)

Russia: (Left to right.) Cossack officer, guard cuirassier (field dress on dismounted picket), line infantry, artillery officer,
guard uhlan, guard hussar, line dragoon.

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EUROPE

Unit Value: V1 the Grodno Hussar Regiment rode piping, tucked into cavalry boots,
Uniform: Headgear: Green for- browns. Equipment: White leather.
age cap with red piping and band.
Jacket: Green with red collar, pointed Guard Uhlans ARTILLERY
cuffs, shoulder straps, and lapels, (Lancers—total of two regiments.) Organization: Standard batteries,
yellow lace on the collar, cuffs, and Unit Value: X1 except that each of the batteries has
lapels, and metal shoulder scales with Uniform: Headgear: Lance cap four gun sections.
red fringe. In the Lifeguard Dragoon with red capband and sides in the Cza- Weapons: Officers carry revolv-
Regiment, the shoulder scales were rina's Lifeguard Uhlans and red cap- ers and sabers. Other ranks carry
white metal; in the Lifeguard Grena- band with yellow sides in the Czar's breech-loading carbines and bayo-
dier Regiment of Horse, they were Lifeguard Uhlans. Jacket: Blue lancer nets, although these are usually left
yellow. Pants: Gray with red piping, jacket with red collar, shoulder straps, on the gun limber. Light batteries are
tucked into cavalry boots. Equipment: piping, pointed cuffs, and sash. Lace equipped with 12-pounder guns,
White leather. loopings were yellow in the Czarina's heavy batteries with 20-pounder
Lifeguard Uhlans, and white in the guns, and garrison and siege batter-
Guard Hussars Czar's Lifeguard Uhlans. Pants: ies with 6" guns and howitzers.
(Total of two regiments.) Gray, tucked into cavalry boots.
Unit Value: X2 Equipment: White leather. Field Artillery
Uniform: Headgear: Black fur Unit Value: X0
cap. Jacket: Red dolman and white Line Uniform: Headgear: Black lamb-
pelisse with yellow loopings in the Dragoons skin cap with yellow metal plate.
Guard Hussar Regiment; green Attila Unit Value: T1 Jacket: Dark green with red piping
and pelisse with white loopings in the Uniform: Headgear: Green for- and shoulder straps. Officers had
Grodno Hussar Regiment. Pants: age cap with red piping and band. black collars and cuffs with gold lace,
Gray tucked into hussar boots. Equip- Jacket: Green with collar patch and Pants: Dark green (blue in the horse
ment: Black leather. The Guard Hus- cuff piping in the distinctive color of artillery), tucked into black boots.
sar Regiment rode white horses while the regiment. Pants: Gray with red Equipment: Black leather.

Spain
INFANTRY Uniform: Headgear: Dark blue
Organization: Standard regi- Ros with black or white cover. Jacket:
ments with separately numbered rifle Dark blue with green collar, shoulder
battalions. wings, and piping on the shoulder
Weapons: Officers carry a re- straps. Pants: Madder red. Equip-
volver and a saber. Other ranks carry ment: Black leather.
breech-loading rifles and bayonets.
CAVALRY
Line Infantry Organization: Standard regi-
Unit Value: T1 ments.
Uniform: Headgear: Dark blue der red. Equipment: White leather. Weapons: Officers carry a revolver,
Ros with black or white cover. Jacket: and a saber. Other ranks carry breech-
Dark blue with red collar, cuffs, pip- Rifles loading carbines, sabers, and (in lanc-
ing, and shoulder wings. Pants: Mad- Unit Value: T3S er regiments) lances. Other ranks in
ARMY LISTS

Spain: (Left to right.) Line infantry, light cavalry, lancer, hussar officer.

the mounted rifles have breech-load- Hussars black loopings. Pants: Red with light
ing rifles and bayonets. (Total of two regiments.) blue stripes, tucked into cavalry
Unit Value: X2 boots. Equipment: White leather.
Cuirassiers Uniform: Headgear: White kepi
(Total of one regiment.) in the Princess' Hussars, and blue kepi ARTILLERY
Unit Value: X0H in the Pavia Hussars. Jacket: Light Organization: Standard batteries.
Uniform: Headgear: Yellow blue dolman with yellow loopings Weapons: Officers carry revolv-
metal helmet with black plume. and white pelisse in the Princess' ers and sabers.
Jacket: Blue with yellow collar and Hussars, red dolman with yellow Other ranks carry breech-loading
epaulettes. Steel cuirass with yellow loopings and light blue pelisse in the carbines and bayonets, although these
metal fittings. Pants: Light blue, Pavia Hussars. The pelisse was not are usually left on the gun limber.
tucked into cavalry boots. Equipment: usually worn in the field. Pants: Light Field batteries are equipped with 12-
White leather. blue tucked into hussar boots. Equip- pounder guns.
ment: White leather.
Lancers Artillery
Unit Value: T1 Mounted Rifles Unit Value: T0
Uniform: Headgear: Steel hel- (Count as light horse.) Uniform: Headgear: White Ros
met. Jacket: Light blue dolman with Unit Value: T1 with red lace and plume. Jacket: Dark
red collar and cuffs, and black loop- Uniform: Headgear: Light blue blue with red collar, cuffs, piping, and
ings. Pants: Red with light blue kepis with red lace around the top. shoulder wings. Pants: Dark blue
stripes, tucked into cavalry boots. Steel helmet. Jacket: Light blue dol- with red stripes worn over black
Equipment: White leather. man with red collar and cuffs and shoes. Equipment: White leather.
GDW
Turkey: (Left to right.) Infantry, artillery officer, cavalry trooper, general.

Turkey
INFANTRY Line Cavalry
Organization: Standard infantry Unit Value: X1
regiments with separate rifle battal- Uniform: Headgear: Black kol-
ions. pak. Jacket: Dark blue with collar and
Weapons: Officers carry sabers pointed cuffs in regimental distinctive
and revolvers. Other ranks carry color (usually red or green), yellow
breech-loading rifles and bayonets. metal shoulder scales. Pants: Light
gray with piping the same color as the
Regular Infantry collar and cuffs. Equipment: Black
Unit Value: X1 leather.
Uniform: Headgear: Red fez with Uniform: Headgear: Red fez with ARTILLERY
dark blue tassel. Jacket: Dark blue dark blue tassel. Jacket: Dark blue Organization: Standard batteries.
with red collar patches, shoulder with dark green collar patches, shoul- Weapons: Officers carry revolvers
straps, and piping. Pants: Dark blue der straps, and piping. Pants: Dark and sabers. Other ranks carry breech-
with red piping, tucked into black blue with dark green piping tucked loading carbines and bayonets, al-
boots. Equipment: White leather. into black boots. Equipment: Black though these are usually left on the
leather. gun limber. Light batteries have 9-
Reserve Infantry pounder guns, field batteries have 15-
Unit Value: T1 CAVALRY pounder guns, and garrison and siege
Uniform: Headgear: Red fez with Organization: Standard regi- batteries are equipped with heavier
dark blue tassel. Jacket: Dark blue ments. pieces.
with red collar patches, shoulder Weapons: Officers carry sabers Artillery
straps, and piping. Pants: Dark blue and revolvers. Half of the other ranks Unit Value: X0
with red piping, tucked into black in each regiment carry lances and Uniform: Headgear: Black fur
boots. Equipment: White leather. sabers, while the other half of the cap. Jacket: Dark blue Attila with
other ranks carry sabers and lever-ac- black loopings. Pants: Gray with
Rifles tion rifles. The lancers form the front broad, red stripes, tucked into black
Unit Value: X2S rank when charging. boots. Equipment: Black leather.
ARMY LISTS

Trans-Balkania
INFANTRY The Prince's Escort
Organization: A small regular Unit Value: V1
army of separately named infantry Uniform: Headgear: Black fur
battalions exists. The bulk of the in- cap with yellow metal plate. Jacket:
fantry is made up of militia levies. Light blue Attila with red loopings.
Weapons: Officers carry sabers Pants: White hussar breeches with
and revolvers. Other ranks carry red loopings, tucked into black hus-
breech-loading rifles and bayonets in sar boots. Equipment: White leather.
the regulars, rifle muskets in the mi-
litia. ARTILLERY
Lifeguard Foot and shoulder straps in the same color Organization: Standard battery or-
(Total of one battalion.) as the shako trim or fez tassel. Pants: ganization.
Unit Value: V1 Blue-gray, tucked into black boots. Weapons: Officers carry revolv-
Uniform: Headgear: Black fur Equipment: White leather. ers and sabers. Other ranks carry
cap with yellow metal plate. Jacket: breech-loading carbines and bayo-
Light blue with red collar, cuffs, and Militia Infantry nets, although these are usually left
shoulder straps. Pants: Blue-gray Unit Value: T3S (irregulars) on the gun limber. The one field bat-
tucked into black boots. Equipment: Uniform: Officers wore the infan- tery in the army has two 9-pounder
Black leather. try uniform with red-brown distinc- guns and one 7-pounder mountain
tions. Other ranks wore peasant garb howitzer.
Line Infantry with brown leather equipment.
(Total of three battalions.) Artillery
Unit Value: X1 CAVALRY Unit Value: X0
Uniform: Headgear: A light blue Organization: Only one squadron Uniform: Headgear: Light blue
shako with green trim in the Nevrekop exists—the Prince's Escort. shako with black trim. Jacket: Light
Battalion, dark blue trim in the Dschu- Weapons: Officers carry sabers blue with black collar, cuffs, and
maja Battalion, and a red fez with a and revolvers. Other ranks carry sa- shoulder straps. Pants: Blue-gray,
white tassel in the Bunjsko Battalion. bers, lances, and breech-loading car- tucked into black boots. Equipment:
Jacket: Light blue with collar, cuffs, bines. Black leather.

Abyssinia
INFANTRY Unit Value: X3 tions.
Organization: Regiments, each Uniform: Loincloth, feathered Weapons: Smoothbore guns,
with three bands of irregulars and one headdress. equivalent to 9-pounders for field ar-
senior leader Tribal Levies tillery, and 24-pounders for fortress
Weapons: Royal regiments have Unit Value: T2 guns.
rifle-muskets, levies have muskets. Uniform: Loincloth, feathered
headdress. Artillery
Royal Regiment ARTILLERY Unit Value: TO
(About half of any army.) Organization: Individual gun sec- Uniform: Loincloth.
GDW
AFRICA

Boers
THE BOERS of the Transvaal and Weapons: Breech-loading rifles. Other ranks carry breech-loading
Orange Free State have no formal rifles, although these are usually left
standing army. Instead, mounted Boer Commando on the gun limber. Guns range from
"commandos" are formed when Unit Value: V3 primitive smoothbores to a few
needed from local farmers. Uniform: Civilian clothing. modern breech-loading pieces.

COMMANDO ARTILLERY Boer


Organization: Each commando is Organization: Individual gun Artillery
treated as a band of irregular mounted sections. Unit Value: V1
infantry. Weapons: Officers carry revolvers. Uniform: Civilian clothing.

Egypt
THE EGYPTIAN ARMY revolted sev- Uniform: Headgear: Red fez. Uniform: Headgear: Red fez.
eral years ago, was defeated and Jacket: White. Pants: White. Equip- Jacket: White. Pants: White. Equip-
mostly disbanded by the British, and ment: Black leather. ment: Black leather.
is now struggling to reform under
British sponsorship. The hard- Sudanese Infantry ARTILLERY
fighting core of the army remains the Unit Value: V2 Organization: Standard batteries.
Sudanese battalions, but the Egyptian Uniform: Headgear: Red fez. Weapons: Officers carry revolvers
battalions are beginning to respond to Jacket: Dark blue. Pants: White. and sabers. Other ranks carry breech-
training and discipline as well. Equipment: Black leather. loading carbines and bayonets, al-
though these are usually left on the
INFANTRY CAVALRY gun limber.
Organization: Standard battal- Organization: Standard regi- Field batteries are equipped with 9-
ions, consecutively numbered. There ments. pounder guns.
are no regiments. Weapons: Officers carry sabers
Weapons: Officers carry revolvers and revolvers. Other ranks carry sa- Field
and sabers. Other ranks carry breech- bers and muzzle-loading rifled car- Artillery
loading rifles and bayonets. bines. Some regiments carry lances. Unit Value: T0
Uniform: Headgear: Red fez.
Egyptian Infantry Egyptian Cavalry Jacket: Dark blue. Pants: Dark blue.
Unit Value: T1 Unit Value: T1 Equipment: Black leather.

Other Arabs
OTHER ARAB ARMIES are treated as bands on camels. All are armed with Green, Experienced, or even Veteran
irregulars, mostly cavalry (except for sabers and rifle-muskets. The average band may be encountered. The refer-
troops defending cities), with some band is trained, but the occasional ee may alter this for his campaign.
ARMY LISTS

Dahome: (Left to right.) Regular infantry (2 views).

Dahome
DAHOME IS AN EXAMPLE of how ex- Weapons: Breech-loading rifles Uniform: Loincloths, animal skins,
tensively organized some of the na- and bayonets. and feathered headdresses.
tive armies of the African kingdoms Uniform: Headgear: Red fez.
can be, although it should in no way Jacket: Red tunic. Pants: White knee- Tribal Levies
be considered a typical army. The Da- length trousers (blue skirts for wom- (Total of 15 regiments.)
homean Army is most famous for its en). Equipment: White cross-straps. Unit Value: G1
regiments of "Amazons," and the Weapons: One band with smooth-
female regiments of the army are the Regular Infantry bore carbines, one with spears.
best of the lot, known both for their (Total of four regiments of men and Uniform: Loincloth and feathered
bravery and determination in press- four regiments of women.) headdress.
ing home a charge and for their skill Unit Value: T1 (women X3)
in infiltration and Fieldcraft. The Roy- Weapons: Rifle-muskets and bayo- ARTILLERY
al Bodyguard and the regulars are nets. Organization: Total of four gun
considered regular troops; the hunt- Uniform: Headgear: White fez. sections, each with two to four gun-
ers and tribal levies are irregulars. Officers wore white turbans. Jacket: ners (as required by the piece), plus a
White, long tunic with blue stripes, total of two German officers (in civil-
INFANTRY although this was usually discarded ian safari dress) as battery command-
Organization: "Regiments," each for battle. Pants: White knee-length ers.
of two war bands, plus one leader, one trousers for men, blue skirts for Weapons: Two 6-pounders and
flagman, and one drummer. women. Equipment: Various types. two Mitrailleuse.

Royal Bodyguard Hunters Artillery


(Total of one regiment of men and (Total of four regiments of men.) Unit Value: G0
one of women.) Unit Value: G3S Uniform: As regular infantry.
Unit Value: V2 (women E3) Weapons: Rifle-muskets.

GDW
AFRICA

Equatoria
THE ENTIRE ARMY of Equatoria state of readiness and training. breech-loading rifles and bayonets.
consists of two battalions of Sudanese
infantry stationed there before the INFANTRY Sudanese Infantry
Mahdi's uprising and stranded there Organization: Standard infantry Unit Value: V3
ever since. The battalions have under- battalions. Uniform: Headgear: Red fez.
taken some local recruiting to keep up Weapons: Officers carry sabers Jacket: Dark blue. Pants: White.
to strength but have maintained a high and revolvers. Other ranks carry Equipment: Black leather.

Herreros
THE HERREROS are the most im- man colonial authorities and the Her- INFANTRY
portant inhabitants of German South- reros. Although German military Organization: Separate irregular
west Africa. They are relatively few leaders are confident that they could bands of mounted infantry. Never
in number (as the land is not fertile easily deal with any trouble, the re- more than two or three bands are at
enough to support a dense popula- cent defeat of the British by the Boers one place in the event of a revolt.
tion) but are extremely westernized. in the Transvaal casts some doubt Weapons: Half the bands would
They tend to be freeholding farmers upon this. It is perhaps significant that be equipped with rifle muskets, half
and are temporarily content with Ger- German colonial troops stationed in with breech-loading rifles.
man rule. There are growing signs of the region sometimes call the Her- Unit Value: V3
friction, however, between the Ger- reros "Black Boers." Uniform: Civilian clothes.

Mahdist Empire (The Dervish Empire)


ORIGINALLY FANATICALLY brave, the Weapons: Fuzzy Wuzzies are
ansars (soldiers) of the Mahdist armed with swords and shields, with
empire are now showing signs of four men in each war band having rifle
corruption and decline. muskets. Dervish ansar bands are
The "Fuzzy Wuzzies" (warriors of armed, half with melee weapons and
the eastern Sudan) under their leader half with firearms. Half of the ansar
Osman Dinga remain fierce foes, bands will have smoothbore muskets,
however. and half will have rifle-muskets. Su-
Most dervish armies are liable to danese jehadia riflemen have breech-
contain a small nucleus (about 10 per- loading rifles and bayonets and are
cent of the total) of Sudanese riflemen INFANTRY treated as regulars.
(called jehadia) who fight under black Organization: Separate war bands,
flags and who are mostly deserters several of which will be gathered Ansars
from the Sudanese regulars of the together under an emir (general) for Unit Value: T1
Egyptian army. a battle. Uniform: Headgear: White turban
ARMY LISTS

Jacket: White robe with square col-


ored patches on the sleeves, front, and
back. Pants: White baggy pants. ARTILLERY
Equipment: Various. Organization: Individual gun sec-
tions.
Jehadia Weapons: Leaders carry sabers.
Unit Value: V2S Other ranks carry smoothbore mus-
Uniform: Mixtures of the old Su- kets, although these are usually left
danese uniforms and Dervish cos- on the gun limber. Gun sections are
tumes. equipped with a mixture of old
smoothbore guns and a few modern
Fuzzy Wuzzies 9-pounders captured from the Egyp-
Unit Value: V3 tian army.
Uniform: Loincloth.
Artillery
Unit Value: T0
Uniform: As dervish infantry (an-
sars).

Other Sub-Saharan Nations


OTHER SUB-SAHARAN natives are half are Experienced, with a few
treated as irregular infantry. On the Green and a few Veteran. In the unor-
average, half are armed with smooth- ganized tribal areas, about half are
bore muskets, half with spears and Trained and half are Green, with only
shields. The tribes very close to Eu- an occasional Experienced band.
ropean or Arab enclaves are armed
with muskets almost exclusively,
while those deep in the interior have
virtually no firearms. In the organized
states, half the bands are Trained and

GDW
AFRICA

Malagasy (Island of Madagascar)


INFANTRY Uniform: Headgear: Broad, blue ARTILLERY
Organization: A very large regu- cylindrical hat with the sides taller Organization: Standard batteries.
lar army existed, equipped and trained than the front or back. Jacket: Blue Weapons: Officers carried sabers.
along European lines, supplemented or white with either red or blue Gunners do not appear to have been
by a larger provincial, or reserve, pointed cuffs, depending on the armed.
army. The regulars were organized in battalion. Pants: White. Equipment: Three batteries are equipped with
separate battalions. Provincials were Black leather. 6-pounder guns, one battery is
treated as irregular war bands. equipped with 12-pounder guns, and
Weapons: Regular officers carry Provincials three batteries are equipped with
sabers. Other ranks carry breech- Unit Value: T2 Gardner machineguns.
loading rifles and bayonets. About Uniform: Headgear: Sweatband,
one-quarter of the provincial war broad-brimmed hat, or turban. Jack- Artillery
bands are equipped with smoothbore et: Loose, flowing tunic or robe, gath- Unit Value: X1
muskets; the rest have spears and ered by a belt at the waist. Musket- Uniform: Headgear: Broad, blue
shields. equipped bands often wore a white cylindrical hat with the sides taller
cloak wrapped around the upper body than the front or back. Jacket: Blue.
Regular Infantry over the shoulders. Equipment: Black Pants: White. Equipment: Black
Unit Value: X1 leather. leather.

Malagasy: (Left to right.) Artillery gunner, provincial rifleman, regular officer, provincial rifleman, regular infantry,
provincial spearman.
ARMY LISTS'^

Matabeles: (Left to right.) Elite unmarried regiment, married regiment.

Matabeles
THE MATABELES had broken away band have smoothbore muskets. All plume or feather worn in the pompon.
from the Zulu kingdom in the 1820s others have spears and shields. Pants: Loin covering made from
and moved north. They quickly hanging strips of jackal skin. A kilt
carved a new kingdom of their own Married Regiment made from strips of monkey fur was
from the land of the Mashona north (Probably no more than five total.) worn over this. Shields: Zulu-style
of the Limpopo River. Their military Unit Value: V2 with regiments differentiated by the
system was based loosely on that of Uniform: Headgear: Stuffed shield pattern.
the Zulus, with age-based regiments. headband of otter skin with a single
Unlike the Zulus, they had very few crane feather on each side sticking Average Young Regiment
married regiments. The army con- straight up. Pants: Loin covering (Perhaps 10 total.)
sisted exclusively of infantry. made from hanging strips of jackal Unit Value: X2
Organization: All troops were skin. Shields: Zulu-style with regi- Uniform: Same as elite regiments,
irregulars. Two or three war bands ments differentiated by the shield but no kilt.
make up a regiment, of which there pattern.
were approximately 30. These were Young Holi Regiment
about evenly divided between zansi Young Elite Regiment (Perhaps 10 total.)
regiments (made up of descendants of (Probably no more than five total.) Unit Value: T2
the original immigrants from Zulu- Unit Value: V3 Uniform: Same as the other young
land), enhla (descendants of those Uniform: Headgear: Circlet of regiments, but of inferior material. A
who joined the tribe while it travelled black ostrich feathers around the head loincloth was usually worn instead of
through the Transvaal), and holi with a large, clipped pompon of the the more elaborate covering, and the
(made up of the Matabeles' Mashona same material worn over the fore- ostrich feather circlet and pompon
subjects). head. Some regiments were differen- tended to have a thin and ratty look to
Weapons: Two men in each war tiated by the color of an additional them.
GDW
Western Soodan: (Left to right.) Bola infantry, bola infantry (alternate), sofa infantry, cavalry.

Western Soodan (Samorian Empire)


THE WESTERN SOODAN was, at this troops are irregulars. Each irregular or to the rear. Chiefs wear turbans,
time, an empire carved out by a re- band (called a bola) was commanded usually red. Jacket: Thigh-length,
markable leader, Samori Toure. The by a mounted officer (bolokuntigi) loose smock with large sleeves. Col-
empire was not a nation in any real and two junior officers on foot. The ors varied within a unit, but most were
sense of the word and was held to- hard core of the army, however, were dark yellow to light brown. Pants:
gether solely by the personality and the sofas (sharpshooters). These units Large, baggy pants which narrow
will of the Alamamy Samori. Samori were equipped with modern rifles, toward the ankles, sometimes cutoff
is under increasing pressure from the uniformed, and were drilled and dis- at the knee. Colors varied as with the
French to the west, and both sides ciplined as regulars. Each sofa is smock. Equipment: A red cord hold-
know that war is inevitable. Samori smaller than a normal company, with ing a knife sheath or powder horn.
has managed to organize a remarkable 15 men each and including only two
army, the best parts of which were officers on foot. Sofas were grouped Sofas
trained, equipped, and uniformed in Unit Value: X2 (regulars)
into regiments of four sofas each, and
reasonably good style. were commanded by a mounted Uniform: Headgear: A mixture of
The Samorian Army is divided into officer. Atypical army might be made
native hats (see above) and European
a Royal Army commanded by Samori up of half bolas and half sofas, with
slouch hats, top hats, etc. Officers
himself and five field armies, one in the sofas being about half Elite and
wear turbans or red fezes. Jacket: A
each of the provinces of the empire, half Experienced. mixture of European clothing, includ-
each commanded by a keletigi. Each Weapons: Bolas carry smooth- ing uniform coats, frock coats, and
field army contains up to 25 war bore muskets. Sofas carry breech- various pieces of formal wear. Pants:
bands, while the Royal -Army con- loading rifles. Large, baggy pants which narrow
tains about 40. Naturally, not all of toward the ankles, sometimes cutoff
these will be available to take the field Bola at the knee. Color was usually a shade
at the same time, as many are tied up Unit Value: T2 (irregulars) of blue. Equipment: A mixture of
with occupation duty. Uniform: Headgear: A mixture of black, brown, and white leather.
flat conical hats (very much like
INFANTRY Chinese "coolie" hats) and cotton Elite Sofas
Organization: The majority of bags which hung down on one side (Includes the Royal Guard.)
ARMY LISTS

Unit Value: V2 (regulars) which had one chief and eight warri- ARTILLERY
Uniform: Headgear: Red or red- ors. Organization: There was very little
brown fez. Jacket: Dark blue with red Weapons: All ranks carried sabers, artillery in this army. There should be
sash. Pants: White or blue European and the warriors carried lances as no artillery present at most battles,
trousers. Equipment: A mixture of well. and only rarely would there be more
black, brown, and white leather. than a single gun section.
Irregular Cavalry Weapons: Old, smoothbore 6-
CAVALRY Unit Value: T1 (irregulars) pounders or 9-pounders.
Organization: There was very little Uniform: Very similar to the uni-
cavalry in Samori's army. What cav- form of the bolas, but with a wide- Artillery
alry existed was all irregular and or- brimmed leather hat. Chiefs wore Unit Value: T0 (irregular)
ganized in small companies, each of turbans. Uniform: Unknown.

Rabeh's Empire
RABEH FADAL ALLAH, also known held together by an army small by panies are armed with breech-loading
as Rabah Zubeir, in the early 1880s African standards, but exceptionally rifles. All tribal levies are equipped
was a lieutenant of Sulayman, the son effective. with swords, or spears and shields.
of Zubeir Pasha, the powerful slaver
of the southwestern Sudan. When INFANTRY Regular Infantry
Gordon broke the power of Zubeir, Organization: The basis of Ra- Unit Value: V2
scattered his army, and executed his beh's army was his Sudanese rifle- Uniform: Headgear:White turban.
son Sulayman, Rabeh fled to the west men, now expanded to a force of 15 Jacket: Baggy, white jacket. Pants:
with a small band of followers. As his companies. All of these were consid- Baggy, white pants. Equipment:
men were disciplined Sudanese ri- ered regulars. They were supple- Black leather.
flemen armed with breech-loading mented by tribal levies, although
rifles, they soon defeated the poorly Rabeh puts little faith in them for Tribal Levies
trained and equipped forces of the anything more than police work. All Unit Value: T2
petty sultans in the Lake Chad region. tribal levies were treated as irregular Uniform: Loincloth and feathered
Known as "The Napoleon of Africa," war bands. headdress in the south; white turban,
Rabeh now has a substantial empire Weapons: All of the regular com- baggy jacket and pants in the north.

Zulus
THE ZULU NATION commanded one INFANTRY Married Regiment
of the most powerful armies of south- Organization: Regiments, each Unit Value: X3 each
em Africa until defeated 10 years ago with one induna (commander) and Uniform: Headring, loincloth, dis-
by Great Britain. It was disbanded five iviyos (war bands) tinctively patterned shield.
and broken up into smaller tribal hold- Weapons: One or two bands per
ings, but some sentiment for rebellion regiment have half their men Unmarried Regiment
remains, and violence occurs. (Ten equipped with smoothbore muskets. Unit Value: T2
years ago the regiments would proba- All others are equipped with spears Uniform: Loincloth, distinctly pat
bly have been rated one level higher.) and shields. terned shield.

GDW
THE WESTERN HEMISPHERE

Latin American Armies: (Left to right.) Mexican infantry, Chilean infantry, Argentinian horse grenadier, Brazilian
infantry, Brazilian presidential guard.

Argentina
INFANTRY black cavalry boots Equipment:
Organization: Independent bat- White leather.
talions (standard organization).
Weapons: Officers carry sabers Horse Grenadiers
and revolvers; other ranks carry (One regiment only.)
breech-loading rifles and bayonets. Unit Value: X0H
Uniform: Headgear: Black bell-
Line Infantry top shako with red band around the
Unit Value: T1 top, red plume, and cords. In the field,
Uniform: Headgear: Black leath- a khaki, peaked service cap. Jacket:
er shako with green plume. Jacket: dard organization). Blue coat and lapels with red collar,
Turquoise-blue with green collar, Weapons: All ranks carry sabers. piping, and epaulettes. In the field, a
cuffs, and epaulettes. (Sometimes a Officers carry revolvers; other ranks khaki service jacket. Pants: Tur-
tan, linen jacket without markings carry breech-loading carbines. quoise with red stripes, tucked into
was worn in the field.) Pants: Baggy, black cavalry boots, or khaki service
red trousers tucked in to white gaiters. Line Cavalry trousers when the khaki jacket was
(Tan trousers if worn with the linen Unit Value: T1 worn. Equipment: White leather.
jacket.) Equipment: White leather. Uniform: Headgear: Red kepi
and plume. Jacket: Dark blue dolman ARTILLERY
CAVALRY with red collar, pointed cuffs, and Organization: Batteries of two
Organization: Regiments (stan- epaulettes. Trousers: Red, tucked into gun sections each, but usually de-
ARMY LISTS

ployed in individual sections. ies are equipped with 6-pounder and Uniform: Headgear: Dark blue
Weapons: Officers carry sabers 12-pounder guns and 7-pounder kepi with red piping and plume.
and revolvers. Other ranks carry howitzers. Jacket: Dark blue dolman with red
breech-loading carbines and bayo- collar, cuffs, and epaulettes. Pants:
nets, but these are generally left on the Line Artillery Dark blue trousers with double red
ammunition limber in action. Batter- Unit Value: T0 stripes. Equipment: White leather.

Brazil
INFANTRY ARTILLERY
Organization: Battalions were or- Organization: Standard battery
ganized normally and numbered organizations. Batteries were admin-
sequentially. There were no infantry istratively grouped into two battalions
regiments. of foot artillery and one of horse ar-
Weapons: Officers carry sabers tillery, but individual batteries or sin-
and revolvers. Other ranks carry gle gun sections were the standard tac-
breech-loading rifles and bayonets. tical unit used in the field.
Weapons: Officers carry sabers
Fusilier and revolvers. Other ranks carry
Unit Value: T1 Unit Value: T1 breech-loading carbines, but these are
Uniform: Headgear: Dark blue Uniform: Headgear: Red cavalry generally left on the ammunition
spiked helmet with black front and helmet with yellow metal comb, limber in action. Horse batteries are
white horsehair criniere, and small
back peaks and a yellow metal plate. equipped with 6-pounder guns. Foot
white plume at the front. Jacket: Dark
In the field, this was usually replaced batteries are equipped with 12-pound-
blue with red collar and cuff patches
by a dark blue kepi with red band and er guns.
piping. Jacket: Dark blue with red and white piping, and yellow metal
shoulder scales. Pants: Royal blue
collar and cuff patches. Pants: Dark Foot Artillery, Horse Artillery
blue with red stripes, tucked into with broad red stripes, tucked into Unit Value: G0
black gaiters. Equipment: White black cavalry boots. Equipment: Uniform: Headgear: Spiked in-
leather. White leather. fantry helmet for foot artillery, except
that the main body of the helmet was
Rifle Presidential Guard red instead of blue. Horse artillery
Unit Value: T2S (One regiment only.) wore a red cavalry helmet, similar to
Uniform: Same as fusiliers. Unit Value: X0 that worn by the line cavalry, but with
Uniform: Headgear: Black cav- a red criniere and a red and black
CAVALRY alry helmet with yellow metal comb plume. Jacket: Dark blue jacket. First
Organization: Standard regi- and front plate, and a red plume and battalion had red collar patches and
ments. horsehair criniere. Jacket: White coat black cuffs; the second, black collar
Weapons: All ranks carry sabers. with red collar, cuffs, and piping, and patches and red cuffs; the horse artil-
Other ranks carry muzzle-loading yellow metal shoulder scales. White lery, red collar patches and cuffs.
carbines. gauntlets were usually worn which Pants: Royal blue with broad, red
covered the cuffs. Pants: White stripes, tucked into black gaiters or,
Line Cavalry breeches tucked into black cavalry in the horse artillery, black cavalry
(Total of four regiments.) boots. Equipment: Black leather. boots. Equipment: Black leather.

GDW
THE WESTERN HEMISPHERE

Chile
INFANTRY was allowed, and most regiments had
Organization: Battalions were a distinctive uniform. Hussar styles
organized normally and numbered may have predominated. In the field,
sequentially. There were no infantry a simple tan or khaki uniform was
regiments. worn with a blue kepi or black shako.
Weapons: Officers carry sabers
and revolvers. ARTILLERY
Other ranks carry breech-loading Organization: Standard batteries.
rifles and bayonets. Weapons: Officers carry sabers
and revolvers. Other ranks carry
Line CAVALRY breech-loading carbines, but these are
Infantry Organization: Standard regi- generally left on the ammunition
Unit Value: X2 ments. limber in action. Batteries are
Uniform: Headgear: Black sha- Weapons: All ranks carried sa- equipped with 12-pounder guns.
ko. Usually replaced by a blue kepi bers. Officers carried single-shot
in the field. Jacket: Dark blue with red pistols, and other ranks carried muz- Field Artillery
collar and cuffs. Usually replaced by zleloading carbines. Unit Value: T0
a tan or khaki jacket in the field. Uniform: Details are not known,
Pants: Red, tucked into boots. Usu- Line Cavalry but it was believed to be a simple
ally replaced by tan or khaki in the Unit Value: X2 khaki or tan uniform in the field with
field. Equipment: Black leather. Uniform: Considerable latitude a blue kepi trimmed in red.

Mexico
INFANTRY CAVALRY
Organization: Battalions were or- Organization: Standard regi-
ganized normally and numbered se- ments.
quentially. There were no regiments. Weapons: Officers carry sabers
Weapons: Officers carry sabers and revolvers. Other ranks have sa-
and revolvers. Other ranks carry bers, lances, and breech-loading car-
breech-loading rifles and bayonets. bines.

Line Infantry Line Cavalry


Unit Value: T1 Unit Value: T2
Uniform: Headgear: Black leath- up to mid-shin. Equipment: Black Uniform: Headgear: Black leath-
er shako with a red band around the leather. er shako with a red band around the
edge, sometimes replaced by a leather edge, a red pompon, and a yellow
kepi in the field. Jacket: Linen jacket Rifles metal plate with the number of the
with red collar patches. Pants: Linen (Total of two battalions.) regiment. Jacket: Gray with light
or white canvas, worn over the shoes, Unit Value: T2S green collar, cuffs, and turnbacks
and often worn with the cuffs rolled Uniform: Same as line infantry. (turned-back corners of the coattails).
ARMY LISTS

Pants: Gray with light green stripes, but usually deployed in single gun are equipped with 6-pounder and 9-
worn over the boots, and with leather sections. pounder guns and 7-pounder howit-
covering the bottom. Equipment: Weapons: Officers carry revolvers zers.
Black leather. and sabers. Other ranks carry breech-
loading carbines and bayonets, al- Field Artillery
ARTILLERY though these are usually left on the Unit Value: T0
Organization: Standard batteries, gun limbers during action. Batteries Uniform: Same as line infantry.

USA: (Left to right.) Marine sergeant, infantry, infantry officer, artillery officer.

United States of America


INFANTRY replaced by a white or light tan hat in-
Organization: Regiments, each stead. Jacket: Dark blue. Pants: Light
of battalion size. The regiment had blue tucked into canvas gaiters.
eight companies, each consisting of Officers and NCOs had a white stripe
a normal platoon plus one officer. In down the outside seams. Equipment:
half of the companies, the officer was Black leather. A rolled gray or brown
a lieutenant; in the other half, a cap- blanket was often worn over the
tain. The regimental staff was a bat- shoulder in the field in place of a
talion staff except that there was a ma- knapsack.
jor on the staff in place of the battal-
ion ensign. Colors were not carried in chester lever-action rifles. CAVALRY
the field. Organization: Normal regiments,
Weapons: Officers carry sabers Infantry except that regiments consist of three
and revolvers. Other ranks officially (Total of 25 numbered regiments.) squadrons, instead of two.
carry breech-loading rifles and bayo- Unit Value: T1 Weapons: Officers carried sabers
nets, but detachments in the West Uniform: Headgear: Light gray and revolvers. Other ranks carried
routinely exchanged these for Win- slouch hat, although this was often revolvers and breech-loading car-
GDW
THE WESTERN HEMISPHERE

bines. Sabers were not carried by coastal fortifications, but they were nies numbered consecutively. If a
other ranks, although the revolver was often pressed into service as infantry larger force was required, composite
effectively used as a mounted melee companies. Battery organization is battalions were made up of two or
weapon. standard. more companies under a lieutenant
Weapons: Officers carry revolv- colonel or major. Companies use
Cavalry ers and sabers. Other ranks carry standard organization except that
(Total of 10 numbered regiments.) breech-loading rifles and bayonets. there are two lieutenants, one captain,
Unit Value: X1 (9th and 10th Cav- Light batteries are equipped with 2- and no major, and the captain is not
alry "Buffalo Soldiers" V2) pounder mountain guns, 12-pounder mounted.
Uniform: Headgear: Light gray guns, and 7-pounder mountain how- Weapons: Officers carry sabers
slouch hat, but this was often replaced itzers. Heavy artillery mans a variety and revolvers. Other ranks carry bolt-
by a variety of civilian headgear. of fixed fortification guns, and 40- action rifles and bayonets. NCOs
Jacket: Dark blue. Pants: Light blue pounder guns for siege work. Catling sometimes carried lever-action shot-
tucked into cavalry boots. Officers guns are manned by scratch gun crews guns.
and NCOs had yellow stripes down drawn from infantry and cavalry regi- Marines
the outside seams. Equipment: Black ments, not by the artillery. Unit Value: V1
leather. Uniform: Headgear: Dark blue,
Light Artillery peaked forage cap, although this was
ARTILLERY Unit Value: X0 (as artillery, T0 as sometimes replaced on shore duty by
Organization: Artillery was infantry) a light gray slouch hat. Jacket: Dark
administratively grouped into regi- Uniform: Same as infantry, except blue. Pants: Blue with red stripe down
ments, each of five standard batter- that officers and NCOs had red stripes outside seam, tucked into canvas
ies. One battery in each regiment was on the seams of their trousers. gaiters. Equipment: Black leather. A
trained as "light artillery," which is to rolled gray or brown blanket was of-
say a field battery. The others were MARINES ten worn over the shoulder in the field
trained as heavy artillery and manned Organization: Separate compa- in place of a knapsack.

Canada
INFANTRY Uniform: Headgear: Either white "Amazonians"
Organization: One regular battal- helmet or blue spiked helmet with Company A, 62nd St. John Fusil-
ion supplemented by regionally- yellow metal plate. Jacket: Red with iers, New Brunswick. (See designer's
raised militia. Standard battalions. No collar and pointed cuffs in individual notes.)
regimental organization existed. battalion colors. Pants: Dark blue Unit Value: T0
Weapons: Officers carry sabers and with red stripes, tucked into boots or Uniform: Headgear: Khaki slouch
revolvers. Other ranks carry breech- leather gaiters. Equipment: White hat pinned up on left side. Jacket:
loading rifles and bayonets. leather. Khaki with red collar. Skirt: Khaki,
Equipment: Black leather.
Royal Canadian Regiment Militia Rifles
(Total of one battalion.) Unit Value: X2S CAVALRY
Unit Value: V2 Uniform: Headgear: Dark green Organization: One regular regi-
Uniform: Same as British line in- glengarry. Jacket: Dark green with ment supplemented by separate mili-
fantry. red piping. Pants: Dark green tucked tia troops, and grouped into squadrons
Militia Infantry into boots or leather gaiters. Equip- and regiments.
Unit Value: X1 ment: Black leather. Weapons: All ranks carry sabers.
ARMY LISTS

Officers carry revolvers; other ranks Unit Value: X2 ARTILLERY


carry breech-loading carbines. Uniform: Headgear: Light blue TWO FIELD BATTERIES and two gar-
forage cap. Jacket: Light blue dol- rison batteries of the Royal Canadian
Royal Canadian Dragoons man. Pants: Light blue pants. Equip- Artillery were permanently active.
(Total of one regiment.) ment: White leather. These units were uniformed and
Unit Value: V2 equipped the same as the British Roy-
Uniform: As British dragoons. Militia Cavalry al Artillery.
Unit Value: T1 In the field, these artillery units wore
Governor-General's Uniform: A variety of uniforms dark blue pants tucked into their
Bodyguard were worn, mostly reminiscent of boots, a khaki jacket, and a white
(Total of one squadron.) British regulars. glengarry.

American Mountain Indians


THE INDIANS of the American Instead of emphasizing individual uprising or escape by reservation
mountains, such as the Apaches and feats of courage, the mountain Indi- Indians is still possible. There will
the Nez Pierce, were a completely dif- ans approached warfare as they did a never be more than one band of
ferent sort of adversary than the plains hunt, with the members of a band mountain Indians involved in such a
Indians. While the plains warriors working together to achieve their raid or escape, but they will be treated
waged war haphazardly and as a purpose with the fewest possible as Veterans with a Fieldcraft of 3. Nez
means of gaining personal glory, the casualties. Pierce are, in addition, treated as
mountain Indians fought with a much Although the mountain Indians sharpshooters. Weapons are the same
more purposeful and ruthless style. were mostly subdued by 1889, an as for the plains Indians.

American Plains Indians


THE INDIANS of the plains were were all on reservations. Treat any each band: 1-2, rifle muskets; 3-4,
brave warriors on an individual basis, plains Indian war party as irregular breechloaders; 5-6, lever-action car-
but largely ineffective as military cavalry, with half of the bands Trained bines.) All plains Indians are treated
forces, due to their complete lack of and half Experienced. Weapons con- as Green troops when they fire, are
organization and strategic direction. sist of a mixture of breech-loading given a +1 on all melee rolls, and have
By 1889 the Plains Indian Wars were carbines, rifle-musket carbines, and a Fieldcraft of 2 (with Experienced
all but over, and the great war chiefs lever-action carbines. (Roll a die for bands having a Fieldcraft of 3).

Other American Armies


TREAT ALL OTHER armies of South forms were almost universally linen sombreros. Weapons consisted of a
America, Central America, and the or white canvas tunics and trousers mixture of breech-loading rifles and
Caribbean as regulars, with half of the worn loose over shoes. Hats were rifle muskets. All units have a Field-
troops Trained and half Green. Uni- mixtures of slouch hats, kepis, and craft of 1.
GDW
ASIA

Japan: (Left to right.) Line infantry, guard infantry, line cavalry, line cavalry in summer field uniform.

Japan
INFANTRY bers and breech-loading carbines.
Organization: Standard regi-
ments. Guard Cavalry
Weapons: Officers carry revolvers (Total of two regiments.)
and sabers. Other ranks carry breech- Unit Value: E1
loading rifles and bayonets. Uniform: Headgear: Dark blue
peaked caps with a narrow top and a
Guard Infantry wide, red band. Officer caps had
Unit Value: E1 narrow, black stripes around the band.
Uniform: Headgear: Dark blue Jacket: Dark blue Attila with red
peaked caps with a narrow top and a wide, yellow band. Officer caps had loopings (black loopings for officers).
wide, red band. Officer caps had narrow, black stripes around the band. Pants: Red, tucked into black boots.
narrow, black stripes around the band. Jacket: Dark blue with yellow collar. Equipment: Black leather.
Jacket: Dark blue with a red collar and Officers wore a blue-black Attila with
white lace loopings. Officers wore a black loopings and without a colored Line Cavalry
blue-black Attila with black loopings collar. Pants: Dark blue with yellow Unit Value: V2
and without a colored collar. Pants: piping (broad, yellow stripes for of- Uniform: Headgear: Dark blue
Dark blue with red piping (broad, red ficers), tucked into black boots. peaked caps with a narrow top and a
stripes for officers), tucked into black Equipment: Black leather. wide, green band. Officer caps had
boots. Equipment: Black leather. narrow, black stripes around the band.
CAVALRY Plain white caps were worn in the
Line Infantry Organization: Standard regi- summer. Jacket: Dark blue Attila with
Unit Value: V2 ments. white loopings (black loopings for
Uniform: Headgear: Dark blue Weapons: Officers carry sabers officers). Plain, white jackets were
peaked caps with a narrow top and a and revolvers. Other ranks carry sa- worn in the summer. Pants: Red with
ARMY LISTS

green stripes tucked into black boots. usually left on the gun limber in ac- wide, white band. Officer caps had
Plain, white trousers were worn in the tion. Field batteries are equipped with narrow, black stripes around the band.
summer. Equipment: Black leather. 15-pounder guns. Siege batteries are Jacket: Dark blue with white collar.
equipped with a variety of heavier Officers wore a blue-black Attila with
ARTILLERY pieces. black loopings and without a colored
Organization: Standard batteries. Artillery collar. Pants: Dark blue with white
Weapons: Officers carry sabers Unit Value: V0 piping (broad, white stripes for
and revolvers. Other ranks carry Uniform: Headgear: Dark blue officers), tucked into black boots.
breech-loading carbines, but these are peaked caps with a narrow top and a Equipment: Black leather.

Khmer Empire
THE KHMER EMPIRE has a standing Weapons: Rifle muskets. CAVALRY
army, but it is poorly trained and Unit Value: T1 Weapons: Melee weapons.
equipped and is treated as irregulars. Unit Value: T1
The empire has the following char- Militia Infantry
acteristics. Weapons: Half the bands have ARTILLERY
smoothbore muskets, half have me- Weapons: A wide variety of ord-
"REGULAR" INFANTRY lee weapons. nance is used, most of it smoothbore.
(Treated as irregulars.) Unit Value: G1 Unit Value: T0

Afghanistan
AFGHANISTAN is famous for its INFANTRY CAVALRY
fierce Pathan tribesmen, expert moun- Weapons: Half of each band has Weapons: All have melee weap-
taineers and crack shots with their rifle muskets, half has melee weap- ons, and half also have muzzle load-
jezails (long rifled muskets). Treat all ons. ing carbines.
Pathans as irregulars as follows. Unit Value: X3S Unit Value: X1

Burma
ALTHOUGH THE MAIN Burmese ar- Treat all Burmese as irregulars and infantry band is provided with rifle
mies were defeated by 1889, the Brit- as in the following manner. muskets.
ish continued to fight a bitter guerrilla The other half is provided with me-
war in the jungle-covered hills of the INFANTRY lee weapons.
north. Weapons: Half of each Burmese Unit Value: T2

Tonkin
ALL TONKINESE are treated as ir- INFANTRY fle muskets, and half, melee weapons.
regulars with these characteristics. Weapons: Half of each band has ri- Unit Value: X1

GDW
ASIA/MARS

China
SEVERAL MINOR actions were fought INFANTRY CAVALRY
during this period in China. Weapons: Some bands are Weapons: Melee weapons.
Although China had a standing equipped exclusively with melee Unit Value: T1
army, it was poorly trained and weapons.
equipped and wore civilian clothing Other bands of Chinese infantry are ARTILLERY
at this time. Treat all Chinese units as equipped exclusively with rifle mus- Weapons: A wide variety of ord-
irregulars with the following charac- kets. nance is used, most of it smoothbore.
teristics. Unit Value: T1 Unit Value: T0

Hawaii
INFANTRY Regular Infantry Irregular Bands
THE KINGDOM of Hawaii had one Weapons: Breech-loading rifles Weapons: Half the bands have only
battalion of regular infantry. All other and bayonets. melee weapons, the other half only
Hawaiians are treated as irregular Unit Value: T1 smoothbore muskets.
bands. Uniforms: Blue. Unit Value: G2

Siam
THE SIAMESE Army is a regular Unit Value: X1 and revolvers. Other ranks carry
force which is organized and breech-loading carbines, but these are
equipped along European lines. This CAVALRY usually left on the gun limber in ac-
army has the following characteris- Weapons: Officers have sabers tion.
tics. and revolvers. Other ranks have sa- Field batteries are equipped with 9-
bers and lances. pounder guns.
INFANTRY Unit Value: X1 Fortress and siege batteries are
Weapons: Officers have sabers equipped with a variety of heavier
and revolvers; other ranks have ARTILLERY pieces, including some smoothbore
breech-loading rifles and bayonets. Weapons: Officers carry sabers weapons.

Mars
THIS SECTION COVERS the armed tive forces, however, require some of cavalry. There is no significant dif-
forces currently deployed on Mars, elaboration. ference between the organization of
both of the colonial powers of Earth regular companies/squadrons and ir-
and of native Martian armies. The co- ORGANIZATION regular bands; all have three officers
lonial powers are armed and equipped THE BASIC BUILDING blocks of Mar- (chiefs or leaders) and 17 enlisted men
as detailed in the appropriate section tian forces are the company or band (warriors). Although Martian regular
of these Army Lists. The Martian na- of infantry and the squadron or band units contain a few equivalents to the
ARMY LISTS

Mars: (Left to right.) Canal infantry, Oenotrian shield gunner, canal infantry with coddling chopper, senior officer, canal
infantry with spear and shield.

noncommissioned officer, they have duties, while the citizens are expected far east as the Meridiani Sinus and as
nowhere near the same authority or to bear the brunt of the fighting. Cit- far west as the Coprates, but a few
responsibility as in units from the ies outside the old seabeds make examples can be found almost any-
Earth. extensive use of the magnificent Hill where on Mars, particularly in the
The Martian city-states of the Martian nomads for cavalry, and these hands of a canal prince's personal
canals build their armies around a nomads are also often used as shock bodyguard.
core of regular troops raised from troops. Cavalry is armed with sabers, and
their own citizenry, uniformed (after some units carry the lance as well.
a fashion), drilled, and equipped at WEAPONS Most officers carry a single-shot pis-
public expense. However, very few of MOST MARTIAN REGULAR infantry tol, and other ranks carry a smooth-
the Martian city-states boast an army is armed with smoothbore muskets, bore carbine.
sufficiently well drilled and disci- as well as some sort of melee weapon. Again, a smattering of more
plined to count as regulars under these Swords are common, as are elabo- modern weapons, particularly of
rules. The notable exceptions to this rately bladed halberds. Officers usu- American manufacture, is finding its
are the armies of the Tossian Empire ally carry a saber and a single-shot way into Martian hands.
and the Oenotrian Empire. (Other pistol, although some high-ranking Irregulars who have firearms are
than this, only a city-state with an officers have obtained revolvers. almost exclusively equipped with
army quality result of "excellent" is Between a quarter and a half of all smoothbore weapons, and in very
considered to have genuine trained regular units are armed with rifle remote areas (such as the deserts of
regulars.) muskets. Increasing numbers of Eden, Moab, Arabia, and Amazonia)
The citizen soldiers are almost American, breech-loading, Reming- bows and even slings are still used.
always supplemented, however, by ton rifles are finding their way into the The various High Martian hosts are
hired mercenary bands. These merce- hands of Martian troops as well, as are all considered irregulars for the pur-
nary irregulars usually have better a very few Winchester lever action poses of these rules. Their warriors are
Fieldcraft skills than the regulars and rifles and carbines. These rifles are armed almost exclusively with bows
are used for scouting and outpost most common in the Chryse area, as and melee weapons.

GDW
MARS

GENERATING lation number by 10,000 to determine ness of local officials to take bribes.
MARTIAN CITIES the population of the city. The three levels of corruption are hon-
MARTIAN CITIES are marked on the est, corrupt, and very corrupt. Of-
various maps provided, but their exact Form of Government ficials in an honest city will not take
size and makeup are not specified, for VIRTUALLY ALL the city-states of bribes and will be inclined to arrest
several reasons. Predetermining their Mars are ruled by hereditary princes. anyone offering a bribe. Officials in a
complete makeup would limit the However, the exact means by which corrupt city will often take bribes to
ability of the referee to provide imagi- a prince rules, the extent to which hurry action on a request or will look
native input. Listing all the important other political factions control the the other way in the face of a trans-
statistics of the cities would take a government, and his exact "style" of gression, provided it is not too seri-
small book of its own. Finally, once leadership may differ. These are de- ous. Officials in a very corrupt city
all the basic facts are written down, termined by making two die rolls. The will do virtually nothing without a
players will get ahold of them, and first die roll determines whether the bribe and will do anything if the bribe
this will ruin some of the suspense in city is ruled by a strong prince or a is large enough.
the game. weak one (a result of 1-3 is a strong Consult the Corruption Table on
As an alternative, the following prince; 4-6 is a weak prince). page 148 to determine the corruption
system is designed to provide you If a strong prince rules, the second level of the city, roll a die, and make
with a simple means of generating the die roll determines his style of gov- the modifications listed. If the modi-
important information concerning a ernment. If a weak prince rules, the fied die roll is 2 or less, the city is
city with a series of die rolls. As with second die roll determines what fac- honest. If it is 3 or 4, it is corrupt. If it
all such systems in Space: 1889, tion exerts the real power over the city. is 5 or more, it is very corrupt.
however, the referee should not feel Consult the Form of Government
bound by its results; he is perfectly Table on page 148. Economic
free, and is actively encouraged, to Strong prince styles of govern- Type
make up cities with radically differ- ment include the following. ECONOMIC TYPE is an indication of
ent characteristics than those pre- Despotic princes are absolutists the principal means by which the city
sented here. Continuous novelty is who suffer no dissent and who ar- produces excess wealth. All cities
one of the keys to an intriguing and range the affairs of the city solely for have some mercantile activity, some
enjoyable world. their own benefit. Ambitious princes manufacturing, and extensive farm-
The basic procedure for generat- are interested in increasing their lands up and down the canals radiat-
ing a city is explained below. All the power and prestige, either through ing from the city. This die roll merely
actual tables needed, along with a intrigue or military conquest. Popu- tells which type predominates. Con-
brief recapitulation of the procedure, lar princes rule with the welfare of sult the Economic Type Table on page
are found on page 148-149. their subjects in mind. Decadent 148. A result of mixed indicates that
princes largely ignore affairs of state no one type predominates. A special
Population and have given themselves over to the resources result indicates that the city
ROLL TWO DICE and add one to the pursuit of sensual pleasure. has access to some special commod-
result for every canal that flows into In the case of a weak prince, the ity. Examples of this would be bhu-
the city. (Astrapsk, for example, second roll indicates which social tan spice from the city of Umbra,
which lies south of Syrtis Major, has force has taken real control of the city. gumme from the plantations outside
seven canals flowing into it, so you The entry subject city means that the Melas, or petroleum from the wells
would add seven to the dice roll.) The city is actually ruled by the prince of near Galen. Metal is scarce on Mars
modified die roll is referred to as the a neighboring city. as well, and a city which has a special
population number. Make a note of it, resource result might have large (by
as it will be used in some of the later Corruption Martian standards) deposits of iron
calculations. Now multiply the popu- CORRUPTION REFERS to the willing- ore or tin.
ARMY LISTS

Economic Vitality making the mercenary troops Good. toward humans from Earth. Roll a die,
Is THE CITY POOR, prosperous, or make the listed modifications on page
wealthy? This is determined, to a Size of the Army 149, and consult the Prevalent Atti-
certain extent, by its location and form THE MODIFIED population die roll tude Table on that page.
of government. Roll a die, make the is also the army size number, after the
listed modifications, and consult the listed modifications on page 149 have Settlements
Economic Vitality Table on page 148. been made. CANAL MARTIAN settlements are
The army size number determines found throughout the fertile seabeds
Quality the number of bands in the army. and along the remaining active grand
of the Army There are two bands of infantry, one canals. These rules are designed to
FOR EASE OF record keeping, the band of cavalry, and two guns for give the referee an easy means of
size of all Martian armies is calculated every army size number rolled. Pros- generating these settlements.
in terms of 60-man bands, with each perous cities have one additional band Number Appearing: Without
man in the band being of the same of mercenary foot or horse, and one considering such things as nomadic
NPC experience level (Green, additional gun for each army size encampments and High Martian
Trained, Experienced, Veteran, Elite). number. Wealthy cities have one kraags, there are two types of settle-
The overall quality of the army deter- additional band of mercenary infan- ments: villages and towns. Villages
mines the percentage of the army try and one additional band of mer- are usually small, inland farming
made up of each individual troop type, cenary cavalry, as well as two addi- communities, while towns tend to be
as shown on the Army Quality Table tional guns, for each army size num- trade and transportation centers along
on page 148. The highest quality ber. the grand canals. Both towns and
troops are often formed into a special villages are often surrounded by stone
royal bodyguard unit. Fleet Quality walls, particularly in the uplands.
To determine the army quality A CITY'S MIGHT is measured more These are generally low walls for
level, roll a die, make the modifica- by its cloud fleet than its army. Crew villages, but can sometimes be quite
tions listed on page 148, and consult quality for cloud fleets is determined elaborate for towns, with occasional
the table. by rolling a die, making the listed towers and strong gates.
modifications on page 149 to the die Canal Hexes: Each 100-mile hex
Mercenary Troops roll, and consulting the Fleet Quality of the medium-scale maps used in
IN THE UPLANDS, all mercenary Table on the same page. Space: 1889 and Conklin's Atlas
cavalry will be Hill Martian nomad have the following numbers of vil-
free lances, (with troop quality pro- Fleet Size lages and towns.
portioned as for Excellent troops, THE FLEET SIZE is measured in Grand Canal Hex in the Old Sea-
regardless of the army quality of the terms of the construction cost of its beds: 3D6 villages scattered through-
city-state itself). All other mercenar- ships, and it depends on the wealth out the hex and 1D6 towns along the
ies, in both the uplands and old sea- and population of the city. However, canal.
beds, are Canal Martian mercenaries. the population number is modified as Grand Canal Hex in the Uplands:
Troop quality will either be the same, shown on page 149. Once the modi- 1D6 villages scattered throughout the
one better, or one worse than that of fied population number has been de- hex and 1D6 towns along the canal.
the city-state. Roll a die and consult termined, the level of economic vital- Noncanal Hex in the Old Seabeds:
the Mercenary Quality Table on page ity of the city determines the value of 1D6 villages scattered throughout the
148. the fleet per population number. hex.
Example: A city rolls a 3 for army Population: Each village has a
quality (Fair) and then rolls a 5 for Attitude population of 1D6x200. Each town
mercenary quality, indicating that it THIS IS THE GENERAL attitude prev- has a population of 1D6x1000.
is one higher than the city's, thus alent in the city and of its government Garrison: Each village has a gar-

GDW
MARS

rison of 2D6 soldiers. Each town has CITY GENERATION 5. Economic Vitality: Roll one die.
a garrison of one band of infantry, one SEQUENCE The following are economic vital-
band of cavalry, and 1D6 guns. The 1. Population equals (2D6+num- ity modifiers.
largest town in the hex is the provin- ber of canals) x 10,000. City in Old Seabed: +1
cial capital and has a garrison three 2. Form of Government: Roll City Honest: +1
times this size. Roll one die and one die. 1-3, Strong Prince; 4-6, Weak City Very Corrupt: -1
consult the following table to deter- Prince. Roll again for specific type. City in Upland: -1
mine the troop quality of the garrison City in Upland Not on Grand Ca-
of each village and town. Add one to FORM OF nal: -2
the die roll in the uplands. GOVERNMENT Government Decadent, Strong
Strong Weak Priests, Subject City, Strong War-
GARRISON TROOP QUALITY Die Prince Prince riors: -1
Die Quality 1 Despotic Strong Counselor Government Popular, Strong Mer-
1 Green 2 Despotic Strong Nobles chants, Strong Counselor: +1
2-4 Trained 3 Ambitious Strong Warriors
5-6 Experienced 4 Ambitious Strong Merchants ECONOMIC VITALITY
7 Veteran 5 Popular Strong Priests TABLE
6 Decadent Subject City Die Vitality
To determine which types of guns 1-2 Poor
are present on the walls of a town, roll 3. Corruption: Roll one die: 2 or 3-4 Prosperous
once on the following table for each less, honest; 3-4, corrupt; 5 or more, 5-6 Wealthy
gun present. very corrupt.
Corruption modifiers follow. 6. Army Quality: Roll one die.
TOWN GUNS Despotic Prince, Decadent The following are army quality
Die Gun Prince, Strong Priests, or Subject modifiers.
1 Light City: +1 Government Decadent, Strong
2-3 Heavy Popular Priest or Strong Mer- Warriors: -1
4 Rod chants: -1 Government Popular: +1
5 Rogue
6 Lob CORRUPTION ARMY QUALITY
TABLE TABLE
Die Type Die Army El Vt Ex Tr Gr
1-2 Honest 1-2 Poor — 10 20 60 10
3-4 Corrupt 3-4 Fair — 20 50 20 10
5-6 Very Corrupt 5 Good 10 40 40 10 -
6 Excellent 10 60 30 —
4. Economic Type: Roll one die.
7. Mercenary Quality: Roll 1 die.
ECONOMIC TYPE
TABLE MERCENARY QUALITY
Die Type TABLE
1 Agricultural Die Quality
2 Mercantile 1-2 One level worse
3 Manufacturing 3-4 Same
4 Special Resource 5-6 One level better
5-6 Mixed
ARMY LISTS

8. Army Size: Size number equals PREVALENT ATTITUDE lages and towns along the canals
population number, as modified. TABLE between them, many of which were
The following are modifiers. Die Attitude previously independent of either of
Government Despotic, Ambitious: 1 Very Hostile these states. The Lower Coprates is a
+1 2 Hostile protectorate of the Belgian state and
Government Strong Warriors: +3 3-4 Indifferent includes the former city-state of
Government Decadent, Strong 5 Friendly Melas Lacus (renamed Copratia in
Merchants: -1 6 Very Friendly 1888) and vast tracts of surrounding
Poor Army: +1 territory.
Excellent Army: -1 MAJOR The formal boundary of the Upper
POLITICAL ENTITIES Coprates extends along the escarp-
9. Fleet Quality. Roll one die. OF MARS ment of the old seabeds in the north.
The following are modifiers. THE PREDOMINANT form of govern- Thus, Belgian power did not extend
Government Decadent, Strong ment on Mars is the city-state, rou- north beyond the canal locks at Uri-
Warriors: -1 tinely consisting of a major city on a Babaat until the last 12 months. Hot
Government Ambitious: +1 grand canal which controls the towns pursuit of rebel raiding forces, how-
and villages for perhaps 100 or 200 ever, has gradually been followed by
FLEET QUALITY TABLE miles in all directions. Isolated permanent garrisons as far north as
Die Quality stretches of canal farther away than Oo-Tareen, a town which was autono-
1 Green this are often controlled by the clos- mous, but which the city-state of
2-5 Trained est large town, which often flatters Ophir always considered part of its
6 Crack itself with the title of city-state, but legitimate sphere of interest. Ophir
which is, in fact, far less important has protested any further Belgian
10. Fleet Size: Size number equals than that. In very remote areas, par- advances, but has no real authority in
modified population number. ticularly in the uplands, it is not un- the region and is not in a position to
The following are modifiers. common to find regions where every guarantee a cessation of rebel raids
Government Decadent, Subject town along the canal is independent, into Belgian territory. Thus, tensions
City: -1 with varying degrees of control over continue to mount between the two
Government Ambitious: +2 the surrounding villages. neighbors.
Government Strong Warriors: +3 Large political entities above the
Fleet Value: Calculate as detailed city-state level are rare, but several are Syrtis Major
below. worth noting. Two of these are Euro- THE BRITISH crown colony, along
Poor Cities: £20,000 value per pean colonial holdings, while the with its treaty dependencies and the
population number. others are native governments. jointly administered regency territory
Prosperous Cities: £30,000 value of Parhoon, covers the entire Syrtis
per population number. The Belgian Coprates Major basin, as well as parts of the
Wealthy Cities: £40,000 per popu- THIS REGION is held by a mixture adjoining uplands. Relations with the
lation number. of Belgian regulars, the Belgian Le- Parhoonese, Meepsoori, and Moerus
gion, and locally recruited native Lacus highlanders are good, but rela-
11. Attitude: Roll one die. levies. Legally it is actually two dis- tions are somewhat more strained
The following are modifiers. tinct entities. The Upper Coprates is with the subjects of the lowland cit-
Despotic, Strong Counselor, the personal domain of Leopold II, the ies. Britain is currently at war with the
Strong Nobles: -1 Belgian king. It comprises the former Oenotrian Empire.
Strong Priests: -2 city-states of Melas and Po-Poo-
Popular, Strong Merchants, Sub- Hanna-Kitai (renamed New Amster- Oenotrian Empire
ject City: +1 dam in 1888), as well as all the vil- THE FORMAL NAME of this politi-
GDW
MARS

cal entity is the Six Cities League. It the colony, and the war which has by Emperor Krahaanik IV from the
is nominally a federation of the six recently broken out shows signs of emerald throne in Tossia. The sprawl-
city-states of Oenotria, Astrapsk, potentially turning into a long, bloody ing empire includes the cities of
Crocea, Deltoton, Iapygia, and Skoro- affair. Hyoraotes, Thymiamata, Aram,
sia. In practice, the leadership coun- Duecalionis, Pandora, Noachis,
cils and high administrative posts are The Boreosyrtis League Pyrrhae, Tobansoor, Erythria, and
completely dominated by Oenotrian THE LEAGUE is A loose, mercantile Protei, and dominates most of its
nobles, and the league is almost uni- confederation comprised of the cities neighboring cities. Increasingly con-
versally referred to as the Oenotrian of Umbra, Meroe, Coloe, and Saar- cerned with Belgian expansionism,
Empire. daar. Merchant interests predominate the empire has recently (and tempo-
One major advantage of this mul- in the governments of all the cities, rarily) put aside its differences with
ticity league is that all the towns and and the principal source of revenues the stubbornly independent Prince
villages within the area defined by the is bhutan spice, the production of Sitaani of Nectar and entered into
member cities have been brought which is a monopoly jealously certain defensive agreements with
under central rule, and incidents of guarded by the league members. The him. The exact details of these ar-
brigandage and piracy are now virtu- league has signed trade agreements rangements remain secret. However,
ally unknown. However, Oenotrian which give the British exclusive Tossian heavy cavalry units have
ambitions in the north (exemplified by rights to purchase the spice in return recently arrived in Nectar and are
a long-standing claim against the city for certain defensive guarantees. apparently being used to augment
of Avenel) have brought the empire Relations between the two have been Nectaran patrols along the western
into conflict with Britain. Despite the cordial, although the current war with frontier where Belgian raiding col-
vast industrial might of Britain, the Oenotria is considered bad for busi- umns have made periodic penetra-
limited cargo capacity of existing ness and is a troubling complication. tions in pursuit of rebels. Should
interplanetary ether flyers and long Tossian patrols clash with Belgian
transit times from Earth to Mars rule The Tossian Empire raiding columns, the results could
out quick, massive reinforcement of THIS IS A IS A genuine empire, ruled have far-reaching repercussions.

Oenotrian Army
LEGIONS into two half-companies, called the CAVALRY
ALL REGULAR INFANTRY is organ- "shooters" and the "cutters." The ALL CAVALRY is organized into units
ized in legions, with from two to six shooters are equipped with missile whose title roughly translates as
companies of infantry in each legion, weapons, almost universally muskets, flight. There are a total of 35 flights
as well as artillery and mercenary aux- although the better units often have of cavalry. Each flight has two squad-
iliaries (covered later). Legions are rifle muskets. Very few modern rons of cavalry with the exception of
numbered sequentially and most have breechloaders have found their way Skorosia's, which have three squad-
an honorific designation. Each legion to Oenotria yet, although at least one rons each.
is recruited from the citizens of a company of the 1st "Victorious" has Cavalry flights are known in Oeno-
single city-state. The number, name them, and there may be others scat- trian service by the names of their
(if any), city of origin, number of tered throughout the army. The cut- current commanders. This informa-
companies, and unit values of the 38 ters are exclusively equipped with tion is not available on a reliable basis,
imperial Oenotrian legions are listed melee weapons, either spears or the and so the table on page 152 merely
on page 151. massive two-handed sword the Mar- lists the flights in numeric order by
Each legionary company is divided tians call a "coddling-chopper." city and their unit values.
ARMY LISTS

MERCENARIES
CONSIDERABLE NUMBERS of merce-
nary irregulars are attached to the LEGIONS OF THE
Oenotrian legions. These units are OENOTRIAN EMPIRE
used for light scouting and skirmish-
ing in advance of the main force of a Legion City Companies Quality
legion. 1 "Victorious" Oenotria 4 UV: E1
Each of the eight Oenotrian legions 2 "Ferocious" Oenotria 2 UV: V1
has one band of mercenary infantry 3 "Faithful" Oenotria 4 UV: X1
and one band of mercenary cavalry at- 4 "Triumphant" Crocea 5 UV: T2
tached. These are UV: E3 in the 1st 5 "Vigilant" Skorosia 5 UV: T1
Legion, and UV: V2 in the others. The 6 "Aggressor" Crocea 5 UV: X2
mercenary infantrymen are equipped 7 "Bellicose" Oenotria 4 UV: X1
with muskets or, in some cases, bows 8 Skorosia 4 UV: T1
in their shooter half-company. 9 "Steppe Tigers" Astrapsk 2 UV: V1
Each of the six Crocean legions has 10 "Ravenous" Iapygia 2 UV: E1
one band of mercenary infantry and 11 Astrapsk 2 UV: G0
one band of mercenary cavalry at- 12 Iapygia 5 UV: X1
tached. All are UV: T2 and are 13 "Glorious" Iapygia 3 UV: X1
equipped the same as those attached 14 "Vindicators" Skorosia 6 UV: T1
to the Oenotrian legions. 15 "Lightning" Oenotria 6 UV: V1
Each of the six Deltoton legions has 16 "Cleansers" Crocea 5 UV: T2
two bands of mercenary cavalry and 17 "Bedrock" Deltoton 6 UV: X1
two bands of mercenary infantry at- 18 "Blood Spillers" Deltoton 2 UV: V1
tached. In each legion, one of each 19 Astrapsk 3 UV: T0
type is UV: V2, and the other is UV: 20 "Dauntless" Skorosia 3 UV: V1
X2. All are equipped the same as those 21 "Fortunate" Iapygia 5 UV: V1
attached to the Oenotrian legions. 22 "Marchers" Crocea 3 UV: T2
The legions from Astrapsk, Iapygia, 23 "Horrendous" Astrapsk 3 UV: T0
and Skorosia do not have mercenary 24 "Avenger" Iapygia 3 UV: V1
auxiliaries. 25 Iapygia 2 UV: T1
26 "Quiet Killers" Astrapsk 6 UV: T0
ARTILLERY 27 "Punishers" Crocea 3 UV: V3
EACH LEGION has one light and two 28 "Guardians" Skorosia 3 UV: T1
heavy guns permanently assigned to 29 Crocea 3 UV: G2
it. All other guns are city defense 30 "Vengeance" Astrapsk 4 UV: X0
guns, although large expeditions of- 31 "Alert" Deltoton 6 UV: X1
ten will take several of the big guns 32 "Reckless" Oenotria 4 UV: T1
along from a city to form a siege train. 33 "Fruitful" Deltoton 3 UV: V1
The heavy artillery strength of the 34 Deltoton 2 UV: G0
various cities is listed below. 35 Skorosia 3 UV: G1
Oenotria: Six rod guns, l0 rogues, 36 "Slashers" Oenotria 4 UV: V1
eight lob guns. 37 "Frenzied" Oenotria 4 UV: X1
Astrapsk: Three rogues, four lob 38 Deltoton 5 UV: T0
guns.
Crocea: Six rod guns, six rogues,

GDW
MARS

flux and cannot be determined pre-


CAVALRY FLIGHTS OF THE OENOTRIAN EMPIRE cisely at this time.
Oenotria Astrapsk Deltoton Iapygia Crocea Skorosia
1 UV: E0H UV: X1 UV:V0H UV: V0H UV: V1H UV: X1 Garrisons
2 UV: V0H UV: T1 UV: X0H UV: :V1 UV: X2 UV: T1 Oenotria: Two legions and two
3 UV:V0H UV: T1 UV: X0H UV: V1 UV: T2 UV: T1 flights.
4 UV: V1 UV: T1 UV: X1 UV: X1 UV: T2 UV: T1 Astrapsk: One legion.
5 UV: X1 UV: G0 UV: T1 UV: X1 UV: T2 UV: T1 Deltoton: Two legions and three
6 UV: X1 UV: G1 UV: T2 — flights.
7 UV: T1 Iapygia: One legion and two
flights.
six lob guns. cally raised. Crocea: Two legions.
Deltoton: Eight rod guns, six Generate village and town garri-
rogues, 10 lob guns. sons using the normal settlement gen- Field Armies
Iapygia: Two rogues, one lob gun. eration rules. Avenel Canal: Eight legions and
Skorosia: Three rod guns, five eight flights.
rogues, four lob guns. DISTRIBUTION OF FORCES Oenotria Canal: Six legions and
THE EXACT DISTRIBUTION of Oeno- six flights.
GARRISONS trian forces is unknown, but the fol- Astrapsk Canal: Four legions and
CITY GARRISONS are provided by the lowing is a rough indication of their five flights.
regular forces of legions and flights. troop allocations. Exact unit identifi- Crocea Canal: Twelve legions and
Village and town garrisons are lo- cations and strengths are in a state of nine flights.

Shastapsh
THE ARMY OF SHASTAPSH is a hast- war band have muskets or bows; the infantry are also sometimes swapped
ily-raised citizen's army built around rest have only swords or spears. The between flags in the field to reinforce
the cadre of the old city-state's mu- Black Flag, however, appears to be a flag for some particular mission, and
nicipal guard. It is not very proficient, entirely equipped with rifle muskets. then often stay with the flag later. Gun
but is quite numerous. Furthermore, Black Flag: UV: V2 sections are usually collected under
it is stiffened by a volunteer battalion Red Flag: UV: X2 central control of the commander of
made up mostly of Irish revolution- Star Flag: UV: X2 a field army and assigned where need-
aries and supported by three German Blue Flag: UV: T1 ed, regardless of their flag affiliation.
combat tripods, flown in and assem- Stripped Flag: UV: T1
bled in the city recently and manned Green Flag: UV: T1 ARTILLERY
by German "volunteers" on leave Yellow Flag: UV: T1 THE ARMY HAS two batteries of
from the Imperial German Army. Orange Flag: UV: T1 heavy field artillery, each with one rod
The locally raised forces are orga- Sun Flag: UV: T1 gun and two heavy guns. In addition,
nized in "flags" of two infantry war Quartered Flag: UV: G1 the following heavy ordnance is
bands, one cavalry war band, and one Very little cavalry is stationed in mounted on the walls of Shastapsh,
gun section each. The first five listed Shastapsh, and the flags assigned to some of which may be taken into the
flags have heavy gun sections, the defend the city usually have their cav- field for use as siege artillery: one
second five have light gun sections. alry stripped off and assigned to the heavy gun, one rod gun, seven rogues,
About half the men in each infantry field forces. Bands of cavalry and and six lob guns.
ARMY LISTS

MERCENARIES talion, but each company has only six The Tripod Squadron: There is
TEN BANDS of mercenary steppe privates, two NCOs, and one officer. a squadron of three light PzKpfd
nomad cavalry are in Shastapshian The company officers include two Storch combat tripods present at
service. One is UV: E3, six are UV: lieutenants, one captain, and one Shastapsh. They were flown to the
V3, and three are UV: X3. All are ir- major. The battalion has a single gun city by chartered merchant ships and
regulars. section equipped with a 9-pounder are manned by veteran "volunteers"
The Fenian Battalion: A weak smoothbore gun. from the German service. Germany
battalion of Fenians (Irish revolution- Staff and 1st Company: UV: V1 has listed these men as deserters, and
aries) is now present at Shastapsh and 2nd Company: UV: X1 so is not legally liable for their actions.
is willing to undertake mischief 3rd Company: UV: X1 The German authorities do not seem
against Britain. 4th Company: UV: T0 to be making any effort to recover the
It is organized as a standard bat- Gun Section: UV: T0 deserters, however.

The British Army on Mars


THE FOLLOWING TROOPS are cur- named for the city they garrison, as and comprises the bulk of the actual
rently deployed on Mars. Most of well as a series of field brigades that field army. It operates on the canal to
these are locally raised, stiffened by comprise the three columns currently Crocea and has been actively engaged
a few British units and a small num- mobile and in the field. The three in driving south against stiff resis-
ber of colonial troops from Earth. Ad- columns operate along the axes of the tance in an effort to take Crocea and
ministratively, they are divided into three easternmost canals that lead the main Oenotrian shipyards located
three broad categories: Imperial, Par- from Syrtis Major into Oenotrian there. While the column has pushed
hooni, and trucial. The Imperial territory. 50 miles into enemy territory, the
troops are all those of Britain, the Do- Number 1 Column's task is to act Oenotrian forces on this axis have
minions (such as Canada, New South aggressively along the axis of the been reinforced, and the column is
Wales, Southern Australia, etc.) and canal to Oenotria proper and draw temporarily halted, neither side will-
the Martian colony of Syrtis Major. forces off the main Oenotrian drive ing to risk a decisive battle.
Parhooni troops are those from the toward Avenel. Reinforced by HML
city state of Parhoon and its depen- Truculent, the column has succeeded GARRISONS
dency Gorovaan. The trucial troops admirably, winning several pitched Parhoon (1st Parhoon Brigade)
are those from the treaty dependen- battles against numerically superior B Co. 3rd King's Royal Rifle Corps
cies of Meepsoor and Moeris Lacus, enemy forces and forcing a major UV: E3S
and are commonly referred to as redistribution of forces (particularly 2nd Queen's Own Martian Rifles
Highland brigades (not to be confused heavy artillery) to this canal. (The Parhoon Rifles) UV: V3S
with Scottish highlanders, of which Number 2 Column's task is to 1/1 Parhoon Infantry UV: X2
there are several battalions on Mars), screen the axis of the Astrapsk canal, 2nd Gorovaangian Levies UV: T1
due to their location on or above the guard against any overland raid to- A Troop, Parhoon Guides UV: X2
boundary of the old seabed. ward the capital, and maintain over- No. 1 Battery, Parhoon Mountain
The troops are organized in bri- land contact between the other two Artillery (6-pounder guns) UV: X1
gades of from two to five battalions columns. Although weak in infantry, 1st Battalion, Parhoon Garrison
or regiments plus supporting arms. A this column is particularly strong in Artillery UV: T0
series of territorial brigades are given light cavalry to enable it to dominate
the task of defending a city and its sur- the surrounding grasslands. Gorovaan (3rd Parhoon Brigade)
rounding territory, and are generally Number 3 Column is the strongest, A Co. 3rd King's Royal Rifle Corps

GDW
MARS

UV: E3S 1st South Wales Borderers UV: V1 UV: E2


3rd Queen's Own Martian Rifles 1/3 Martian Infantry (Avenel 2nd Meepsoor Lancers UV: X2
(The Parhoon Rifles) UV: V3S Rifles) UV: T2S No. 1 Light Battery, Moeris Lacus
1/2 Parhoon Infantry UV: X2 2/2 Martian Infantry UV: T1 Artillery (light guns) UV: T0
3rd Gorovaangian Levies UV: T1 2/6 Martian Infantry UV: T1
B Troop, Parhoon Guides UV: X2 D Squadron, Mounted Constabu- Number 1 Column
No. 3 Battery, Parhoon Mountain lary UV: T1 (Oenotrian Canal)
Artillery (7-pounder howitzers) UV: No. 19 Company, Royal Engineers Lt. General Sir Henry Evelyn
X1 UV: V2 Wood, VC, GCMG, KCB (Ldr: 3)
2nd Battalion, Parhoon Garrison Avenel Battalion, Martian Garrison Column Troops:
Artillery UV: TO Artillery UV: T0 HML Truculent
No. 2 Field Battery, Martian Artil- No. 27 Battery, Royal Artillery (15-
Haat (Haat Brigade) lery (heavy guns) UV: T0 pounders) UV: V0
Right Wing, 1st Highland Light One section, No. 19 Battery, Royal
Infantry UV: V2 Meepsoor (Meepsoor Brigade) Artillery (.50-caliber Gatlings) UV:
1/1 Martian Infantry UV: T1 D Co. 3rd King's Royal Rifle Corps V0
2/4 Martian Infantry UV: T1 UV: E3S 2nd Brigade:
C Squadron, Mounted Constabu- Meepsoori Anwaakaan Guard UV: C Co. 4th Rifle Brigade UV: E3S
lary UV: T1 V2 2nd East Surreys UV: V1
Haat Battalion, Martian Garrison 3rd Meepsoor Fencibles UV: X2 1/4 Martian Infantry UV: T1
Artillery UV: T0 Meepsoor Garrison Artillery UV: Mounted Infantry Brigade:
X0 British Mounted Infantry Regiment
Syrtis Major (Capital Brigade) Meepsoori Anwaakaan Guard Bat- UV: V12
Major General Frederick W. E. F. tery UV: V0 Australian Mounted Infantry Regi-
Walker, CB, CMC (Ldr: 0) ment UV: V33
Left Wing, 1st Highland Light In- Moeris Lacus
fantry UV: V2 Highland Frontier Force Number 2 Column
Co. A, 62nd St. John Fusiliers Lieutenant General Edward New- (Astrapsk Canal)
(Amazonians) UV: T01 degate, CB (Ldr: 0) Major General Charles Mansfield
1/2 Martian Infantry UV: T1 Moeris Lacus Garrison Artillery Clarke, CB (Ldr: 2)
1/5 Martian Infantry UV: T1 UV: T0 Column Troops:
A Squadron, Mounted Constabu- No. 1 Field Battery, Moeris Lacus No. 9 Battery, Royal Artillery (15-
lary UV: T1 Artillery (heavy guns) UV: T0 pounders) UV: V0
No. 23 Company, Royal Engineers 1st Highland Infantry Brigade: One section, No. 19 Battery, Royal
UV: V2 C Co. 3rd King's Royal Rifle Corps Artillery (.50-caliber Gatlings) UV:
One section, No. 19 Battery, Royal UV: E3S V0
Artillery (.50-caliber Gatlings) UV: 2nd Moeris Lacus Foot UV: T2 3rd Brigade:
V0 4th Moeris Lacus Foot UV: T2 Right Wing, 4th Rifle Brigade UV:
1st Capital Battalion, Martian Gar- 2nd Meepsoor Fencibles UV: X2 E3S
rison Artillery UV: T0 Field Battery, Meepsoori Artillery Right Wing, 2/3 Martian Infantry
2nd Capital Battalion, Martian (two sections light guns, two sections (Avenel Rifles) UV: T2S
Garrison Artillery UV: T0 heavy guns) UV: X1 2/5 Martian Infantry UV: T1
1st Highland Cavalry Brigade: 2nd Highland Cavalry Brigade:
Avenel (Avenel Brigade) Graham's Irregulars UV: T3 21st Lancers UV: V1
2nd Argyll and Sutherland High- Moeris Lacus Dragoons UV: T1 1st Meepsoor Lancers (less D
landers UV: E1 D Squadron, 1st Meepsoor Lancers Squadron) UV: E2
Parhoon Light Dragoons UV: T1 1st Brigade: Left Wing, 1st Queen's Own Mar-
No. 2 Light Battery, Moeris Lacus 1st Royal Highland Black Watch tian Rifles UV: E3S
Artillery UV: T0 UV: E1 2/4 Parhoon Infantry UV: X2
Colonial Light Horse Brigade: 2nd Royal Welsh Fusiliers UV: V1 2/5 Parhoon Infantry UV: X2
New South Wales Lancers UV: E2 Left Wing, 2/3 Martian Infantry No. 4 Battery, Parhoon Mountain
Royal Canadian Dragoons UV: V2 (Avenel Rifles) UV: T2S Artillery (7-pounder howitzers) UV:
The Martian Guides UV: E3S 2/1 Martian Infantry UV: T1 X1
B Squadron, Mounted Constabu- 1/6 Martian Infantry UV: T1 Cavalry Division: Major General
lary UV: T1 No. 1 Field Battery, Martian Artil- Sir Redvers Buller, VC, KCB,
lery (heavy guns) UV: T0 KCMG (Ldr: 3)
Number 3 Column 2nd Highland Infantry Brigade: Division Artillery:
General Sir George Willis, KCB D Co. 4th Rifle Brigade UV: E3S M Battery, Royal Horse Artillery
(Ldr: 1) 1st Meepsoor Fencibles UV: X2 (12-pounders) UV: V0
Column Troops: 1st Moeris Lacus Foot UV: T2 Heavy Brigade:
No. 22 Company, Royal Engineers 3rd Moeris Lacus Foot UV: T2 Household Cavalry Regiment UV:
UV: V2 5th Moeris Lacus Foot UV: T2 V0H
No. 12 Battery, Royal Artillery (5" No. 1 Field Battery, Moeris Lacus 4th Royal Irish Dragoon Guards
howitzers) UV: V0 Artillery (Heavy guns) UV: T0 UV: V0H
No. 3 Field Battery, Martian Artil- 2nd (Parhoon) Division: Major Hussar Brigade:
lery (rod guns) UV: T0 General Arthur Lyon-Fremantle, CB 10th Prince of Wales's Own Royal
The Naval Brigade: Captain Fitz- (Ldr:0) Hussars UV: V1
hugh Green, RN Division Artillery: 14th King's Hussars UV: V1
1 wing, Royal Marine Light Infan- Ridgeway's Battery, Royal Navy
try UV: V0 (three sections, Hotchkiss 1-pounder BRITISH
Angstrom's Battery (three sections, revolvers) UV: V0 COLONIAL ARTILLERY
5" siege guns) UV: V0 2nd Parhoon Brigade: ON MARS
Fairweather's Battery (four sec- Right Wing, 1st Queen's Own THE GARRISON ARTILLERY of the
tions, five-barrel Nordenfelts) UV: V0 Martian Rifles UV: E3S various cities is made up of old
1st Division: Lt. General Sir John 1/3 Parhoon Infantry UV: X2 Martian guns brought back into ser-
McLeod, KCB (Ldr: 2) 2/3 Parhoon Infantry UV: X2 vice with local crews. Each garrison
Division Artillery: No. 2 Battery, Parhoon Mountain artillery battalion is commanded by
No. 32 Battery, Royal Artillery (15- Artillery (6-pounders) UV: X1 a British colonel of Royal Artillery,
pounders) UV: V0 4th Parhoon Brigade: with a staff of one major, one captain,

1
Co. A (Amazonians), 62nd St. John Fusiliers is actually only represented by a composite volunteer platoon, with one officer. This
unusual Canadian militia unit from the province of New Brunswick consists entirely of women (except for the captain commanding the
detachment). Its equipment and passage out to Mars were financed by private subscription. As it is an official component of the Canadian
militia, the colonial authorities have been obligated to accept its services, despite the protests of General Willis. The company has been
assigned garrison duties in the capital.
2
The British Mounted Infantry Regiment includes one platoon of mounted infantry from each British infantry regiment on Mars, grouped
into the Rifle Company (platoons from the King's Royal Rifle Corps and the Rifle Brigade), the Welsh Company (platoons from the South
Wales Borderers and the Royal Welsh Fusiliers), the Highland Company (platoons from the Black Watch and the Argyll and Sutherland
Highlanders), and the Mixed Company (platoons from the East Surreys and the Highland Light Infantry). Normally each battalion in the
field has enough men trained as mounted infantry to form a platoon and strips one soldier out of each platoon to do so. In this case, however,
the mounted infantry contingents were formed from volunteers from the home service battalions of the regiments, and thus the infantry
battalions on Mars are at full strength.
3
The Australian Mounted Infantry Regiment includes the Queensland Mounted Infantry, the Victorian Bushmen, the South Australian
Bushmen, and the Western Australian Mounted Infantry (one company each).

GDW
MARS

and two lieutenants. Batteries are No. 3 Field Battery: Three rod of Alma and Inkerman, assault of the
formed on an ad hoc basis from the guns. Quarries, attack of the Redan on June
existing weapons and crews and 18, battle of Tchernaya, final assault
placed at strategic points along the Meepsoor Artillery of the Redan on September 8, and
city walls and outworks. There are Field Battery: Two light guns, 1 served for upwards of seven months
also a few modern mountain guns and heavy gun. in the trenches, including the repulse
howitzers in service with the Parhoon Garrison Battery: Two heavy of several sorties, and was frequently
Mountain Artillery. The field artillery guns, one rod gun, two rogues, one in command of the advance trenches
sections of the colony and the trucial lob gun. (medal with three clasps, brevets of
cities are equipped with older Martian Anwaakaan Guard Battery: One major and lieutenant colonel, Grand
guns. light gun, two heavy guns, one rogue. Officer of the Legion of Honor, Sar-
dinian and Turkish medals, and 5th
Parhoon Garrison Artillery Moeris Lacus Artillery Class of the Order of Medjidie).
1st Battalion: Two heavy guns, No. 1 Light Battery: Two light Served in the Egyptian War of 1882
two rod guns, four rogues, two lob guns. in command of the 1st Division and
guns. No. 2 Light Battery: Two light was present at the engagements of El
2nd Battalion: Four heavy guns, guns. Magfar, Tel-el-Mahuta, and Kassasin
four rogues, two lob guns. No. 1 Field Battery: Two heavy (September 9), and in the battle of Tel-
guns. el-Kebir—slightly wounded (five
Parhoon Mountain Artillery No. 2 Field Battery: Two heavy times mentioned in dispatches, re-
No. 1 Battery: Three 6-pounder guns. ceived the thanks of both Houses of
guns. Garrison Artillery: One rod gun, Parliament, KCB, medal with clasp,
No. 2 Battery: Three 6-pounder four rogues, two lob guns. 2nd Class of the Order of Osmanieh,
guns. and Order of the Khedive's Star).
No. 3 Battery: Three 7-pounder SENIOR BRITISH OFFICERS Currently commander-in-chief, Mars,
howitzers. ON MARS and in direct command of Number 3
No. 4 Battery: Three 7-pounder THE FOLLOWING BRIEF sketches pro- Column.
howitzers. vide the complete wartime service of Referee: For all his personal brav-
the senior British officers on Mars— ery, General Willis is a fearful com-
Martian Garrison Artillery all officers with the rank of major gen- mander—cautious at the best of times
1st Capital Battalion: Two light eral or higher. They are listed in or- and prone to panic when faced with
guns, six heavy guns. der of seniority, so if two officers of unexpected developments or incom-
2nd Capital Battalion: Three rod the same rank should be present with plete intelligence. Wolseley described
guns, four rogues, six lob guns. a body of troops, the officer higher on him as, "a very plucky fellow person-
Haat Battalion: Two light guns, this list takes command of the force. ally, but an alarmist." He was an ac-
two heavy guns, four rogues, two lob General Sir George Harry Smith ceptable commander-in-chief in
guns. Willis, KCB (commissioned April 23, peacetime, but an unfortunate one in
Avenel Battalion: Two light guns, 1841, promoted to general on May 11, time of war. His tentative approach to
four heavy guns, one rod gun, three 1887) served without interruption campaigning has resulted in the main
rogues, four lob guns. throughout the Crimean War from field army taking weeks to advance
April 1854 to July 1856; with 77th 50 miles down-canal toward Crocea
Martian Field Artillery Regiment until May 1855, after which and allowed the Oenotrians to shift re-
No. 1 Field Battery: Three heavy as D.A.Q.M. General at Headquar- serves to that axis. The concept of the
guns. ters, and as A.Q.M. General of the 4th Crocean drive was excellent: capture
No. 2 Field Battery: Three heavy Division; was present at the affairs on of the Oenotrian's principal shipyard
guns. the Bulganac and at Balaklava, battles with the probable result of an imme-
ARMY LISTS

diate cessation of hostilities. The lack ing ladders to the Redan; mentioned Mansu to the River Prah prior to the
of energy in its pursuit has resulted in in Lord Raglan's dispatches (medal arrival of the European troops, includ-
a disastrous stalemate. with two clasps, Knight of the Legion ing the reconnaissance in force of the
Lieutenant General Edward of Honor, 5th Class of the Order of November 27. Commanded the Right
Newdegate, CB (commissioned May Medjidie, and Turkish Medal). Column at the battle of Amoaful
29, 1842, promoted lieutenant general Transferred to the army in Septem- (slightly wounded); and commanded
May 11, 1887) served with the 2nd ber, 1885. Served in the Indian Mu- the headquarters of his regiment at the
Battalion Rifle Brigade during the tiny in 1858 as brigade major in Som- battle of Ordahsu and capture of
Crimean War of 1854 and up to July erset's Brigade and was present at Coomassie (several times mentioned
1855, including the battles of Alma Rajghur, Sindwaho (mentioned in in dispatches, brevet of colonel, CB,
and Inkerman (wounded), and siege General Michel's dispatch), Kharee, medal with clasp). Served throughout
of Sebastopol (medal with three and Barode—mentioned in dis- the Gaika War of 1878 in command
clasps, brevet of major, Knight of the patches (medal). Employed is 1859- of a column (several times mentioned
Legion of Honor, 5th Class of the 60, while commanding 1st Regiment in dispatches). Served throughout the
Order of Medjidie, and Turkish Beatson's Horse, in hunting down Zulu War of 1879 in command of No.
Medal). Served in the Zulu War of rebels in the Seronge Jungles; thanked 4 Column. As political agent raised
1879 in command of the 2nd Divi- by the Government of India for an a contingent of 1000 friendly Zulus
sion, and was present in the engage- attack made on a band in December known as "Wood's Irregulars." Two
ment at Ulundi (medal with clasp, and 1859, and gazetted to the Victoria days after the British reverse at
CB). Lieutenant General Newdegate Cross "for having on 19th October, Isandhlwana he surprised and de-
is currently commanding the High- 1858, during action at Sindwaho, feated a force of several thousands of
land Frontier Force, given the task of when in command of a troop of the the enemy and then maintained an
defending Moeris Lacus from any at- 3rd Light Cavalry, attacked with advance position in the enemy's coun-
tacks along the Shastapsh Canal, much gallantry, almost single- try for which he was specially com-
protecting the overland caravan handed, a body of rebels who had mended by the high commissioner.
routes to the north, and launching an made a stand, whom he routed. Also (Nominated KCB.) Defeated the
expedition to retake Shastapsh. for having subsequently, near Sind- Zulus in the battle of Kambula on the
Referee: Newdegate was a compe- hora, gallantly advanced with a daf- 29th of March.
tent serving officer a decade ago, but fadar and one sowar of Beatson's Appointed brigadier general in
is well past his prime and now unfit Horse, and rescued from a band of April. Led the advance on Ulundi with
for a separate command, as he lacks robbers a potail, Chemmum Singh, a flying column and was present in the
both initiative and energy. Asa result, whom they had captured and carried engagement there on the 4th of July
there has been little organized forward off to the jungles, where they intended (mentioned in dispatches, medal with
movement by his command, and to hang him." Raised the 2nd Regi- clasp). Served in the Boer War of 1881
hostile cavalry from Shastapsh raid ment, Central India Horse. Accompa- with the rank of major general, and
the caravan routes almost at will. nied Sir Garnet Wolseley to the Gold on the death of Sir George Colley, as
Lieutenant General Sir Henry Coast in September 1873 on special the governor of Natal and com-
Evelyn Wood, VC, GCMG, KCB service and served throughout the mander-in-chief of the British forces
(commissioned September 7, 1855, Ashanti War of 1873-74. (GCMG). Served in the Egyptian war
promoted lieutenant general October Organized the natives forming of 1882 in command of the 4th Bri-
6, 1887) entered the navy in April "Wood's Regiment." Commanded gade in the operations near Alexan-
1852, and served in the Naval Brigade the attacking force at the actions of dria, including the surrender of Kafr
during the Crimean War as aide de Essaman (received the expression of Dowar and Damietta (mentioned in
camp to Captain Peel from October Her Majesty's approbation). Com- dispatches, received the thanks of
1, 1854 to June 18, 1855, when he was manded the troops at the head of the both Houses of Parliament, medal,
severely wounded carrying up scal- road, following the enemy from 2nd Class of the Order of Medjidie,
GDW
MARS

and the Khedive's Star). both men, as both resent his popular- Guard at the capture and destruction
Served during the Nile Expedition ity. (The fact that there is jealousy and of Becquah, the Advance Guard
of 1884-85 in command of the Line bad feelings between the two most tal- engagement of Jarinbah, and the skir-
of Communications (mentioned in ented British officers on Mars is a mishes and ambuscade affairs be-
dispatches, 1st Class of the Order of potential source of serious trouble.) tween Adwabin and the Ordah River.
Medjidie, clasp). Served in the cam- Lieutenant General Sir John Commenced the attack at the battle of
paign against Shastapsh in 1887 as Cheatham McLeod, KCB (commis- Ordahsu with portions of Wood's and
commander of the field army, and was sioned April 21, 1846, promoted lieu- Russell's Regiments, three compa-
present at the actions of Coonaraam tenant general August 12, 1888) nies of the Rifle Brigade, and one field
(lightly wounded) and the storming served with the 42nd Highlanders gun (light, contused wound of the
of Shastapsh. (Received the thanks of (Royal Black Watch) throughout the hand). Afterward with the Black
both Houses of Parliament, promoted Crimean War of 1854-55, including Watch, a gun, and a rocket detach-
lieutenant general, medal with clasp.) the battles of Alma and Balaklava, ment, forced the position and, press-
Commands Number 1 Column. expedition to Kertch and Yenikale, ing the fugitives with the Highland-
Referee: Talented, but injury- siege and fall of Sevastopol (medal ers, entered Coomassie the same eve-
prone—he has never served in a with three clasps, Knight of the Le- ning and was appointed commandant
campaign without suffering some sort gion of Honor, and Turkish Medal). of the place (several times mentioned
of injury—Wood leads his current Served also in the Indian Mutiny, in dispatches, KCB, medal with
command with his left arm in a sling, including the actions at Cawnpore clasp). Currently serving as com-
it having been scalded by an acciden- (December 6, 1857), Seraight (men- mander, 1st Division.
tal discharge of live steam from the tioned in dispatches), Khodagunj, and Referee: Unquestionably brave and
boiler of HML Truculent. Despite this Shumsabad, siege and fall of Luck- a talented commander in his day,
injury, and the fact that he is almost now and assault of the Martiniere, McLeod is now over 60 and suffers
completely deaf, Wood is the best of Banks' Bungalow, and Begum's Kot- from shortness of breath in the thin-
the British commanders on Mars, al- tee (mentioned in dispatch), attack on ner atmosphere of Mars. His mind,
though outranked by both Willis and the Fort of Rooyah, action at Allgun- however, remains sharp, and he has
Newdegate. Willis has had the good ge, and capture of Bareilly (medal the instincts of a natural soldier. He is
sense to give him an independent with clasp, brevet of lieutenant colo- a solid, dependable division com-
command, the important Number 1 nel, and CB). Embarked for the Gold mander, a "fighter," and could easily
Column covering Avenel's left flank Coast in command of the 1st Black take over command of the field army,
and threatening the capital of the Watch; served through the second if necessary, until Lt. General Wood
Oenotrian Empire. Wood has driven phase of the Ashanti War, in 1874. could arrive and take over. There is
down the Oenotrian Canal with dash Commanded the battalion until some tension between Wood and
and determination, forcing the Oeno- ordered up to the front from Mansu McLeod, as Wood served under
trians to call off the siege of Avenel to the north side of the Adansi Hills McLeod in the Ashanti War but is now
and reinforce the approaches to the to take command of the advance senior to him. McLeod gives a +3
capital. Wood still harries the enemy guard of the army, now composed of morale bonus to the 1st Black Watch
with swift columns of infantry and Lord Gifford's Scouts, Russell's instead of +2, as it is his old regiment,
cavalry and is gradually forcing the Regiment, headquarters of Wood's and the men are attached to him.
front back into enemy territory. Regiment, headquarters of 2nd West Major General Arthur James
Wood is charming, bright, and a India Regiment, and Rait's Artillery. Lyon-Fremantle, CB (commis-
good conversationalist. He is a favor- Commanded the force at the capture sioned December 10,1852, promoted
ite of the Queen and popular in gov- and destruction of Adubiassie, and major general April 1, 1882) com-
ernment circles. A former protege of capture of Borborassie; commanded manded at the defense of Suakin from
Wolseley and close friend of Redvers the Left Attack at the battle of July 1884 until February 1885, and in
Buller, he has become estranged from Amoaful; commanded the Advance the Sudan campaign of 1885, he
ARMY LISTS

commanded the Brigade of Guards, manded the Frontier Light Horse in vice in the field, two clasps). Served
including the engagement at Hasheen the engagement at Tabaka Udoda and in the Sudan campaign in 1884-85 as
and the destruction of Temai (men- in the operations at Molyneux Path chief of staff to Lord Wolseley (men-
tioned in dispatches, CB, 2nd Class and against Manyanyoba's strong- tioned in dispatches, KCB, and clasp).
of the Order of Medjidie, medal with hold (several times mentioned in Currently commanding the Cavalry
clasp). Commands the 2nd (Parhoon) dispatches). Served throughout the Division of Number 3 Column.
Division. Zulu War of 1879, and commanded Referee: Duller is a great, hulking
Referee: Lyon-Fremantle has risen the cavalry in the engagement at Hlo- officer of immense personal strength,
to the rank of major general by virtue bane Mountain and Kambula; con- courage, and endurance. He is an en-
of family connections, seniority, and ducted the reconnaissance before ergetic, relentless commander, known
an ability to stay out of trouble. He is Ulundi, and was present in the en- to spend two or three days at a time in
almost completely ignorant of the gagement at Ulundi (several times the saddle without sleep while on
technical aspects of soldiering, lacks mentioned in dispatches, thanked in campaign, and is feared by the Oeno-
extensive experience at either com- the general orders, brevet of lieuten- trians who recognize in him a ruth-
mand or combat, and is too much of ant colonel, aide de camp to the less, implacable foe. In some of the
a snob to accept advice from his Queen, Victoria Cross, CMG, medal early skirmishes in the war, Buller
"inferiors." He has very little regard with clasp); received the VC "for his overran and destroyed several incau-
for the Parhoonese troops under his gallant conduct at the retreat at Inhlo- tious Oenotrian war bands. He always
command, calling them, and all bana, on the March 28,1879, in hav- leads from the front, and General
Martians for that matter, "spooks" due ing assisted, whilst hotly pursued by Willis has been careful to keep him
to their pale ghost-like complexions. Zulus, in rescuing Captain D' Arcy, of on a tight leash. Buller's faults as a
His lack of faith in his division is re- the Frontier Light Horse, whose horse commander are that, while not exactly
turned in kind by his troops. had been killed under him, to a place stupid, he is not an intellectually gift-
Major General Sir Redvers of safety. Later on, Colonel Buller, in ed commander; he lacks imagination
Buller, VC, KCB, KCMG (Commis- the same manner, saved a trooper of and is often too direct in his approach
sioned May 23, 1858, promoted the Frontier Light Horse, whose horse to a problem. While in charge of in-
major general May 21,1884) served was completely exhausted, and who telligence for Wolseley in the Egyp-
with the 2nd Battalion of the Rifle Bri- otherwise would have been killed by tian campaign, for example, his main
gade throughout the campaign of the Zulus, who were within eighty means of gathering information was
1860 in China (medal with two yards of him." to lead an attack on the enemy posi-
clasps). Served with the 1st Battalion Served in the Boer War of 1881 as tion. A second problem is jealousy.
on the Red River Expedition of 1870. chief-of-the-staff to Sir Evelyn Wood Buller resents the success of others,
Accompanied Sir Garnet Wolseley to with the local rank of major general. and this has alienated him from his
the Gold Coast in September, 1873, Served in the Egyptian War of 1882 former friend Lt. General Wood.
and served as D. A. adjutant, quarter- in the battle of Tel-el-Kebir (men- Major General Charles Mans-
master general, and head of the Intel- tioned in dispatches, KCMG, medal field Clarke, CB (Commissioned
ligence Department throughout the with clasp, 3rd Class of the Order of March 1, 1856, promoted major gen-
Ashanti War of 1873-74, including Osmanieh, and Khedive's Star). eral August 12, 1888) served in the
the action of Essaman, battle of Served in the Sudan Expedition under 57th Regiment with the column under
Amoaful, advance guard engagement Sir Gerald Graham in 1884 in com- Colonel Warre on the Taptee River in
at Jarbinbah, battle of Ordahsu mand of the 1st Infantry Brigade and cooperation with the Central India
(slightly wounded) and capture of as second in command of the expedi- Field Force in 1858. Served also in the
Coomassie (several times mentioned tion, and was present in the engage- New Zealand War of 1861, and was
in dispatches, brevet of major, CB, ments at El Teb and Temai (twice present at the operations before Te
medal with clasp). Served in the mentioned in dispatches, promoted Arei. During the war in 1863-66,
Kaffir War of 1878-79, and com- major general for distinguished ser- present as adjutant of the 57th at the
GDW
MARS

actions of Katikara (mentioned in conclusion of the war was appointed hame during the Kafir War of 1878
dispatches), and as D.A.Q.M. general commandant general of the Colonial (mentioned in dispatches, CB). Was
from June 1863 to March 1866 in the Forces in South Africa. Served in the employed on special service through-
Province of Taranaki, including the Shastapsh Campaign of 1887; com- out the Zulu War of 1879, first as
action near Poutoko; capture of the manded the Eastern Brigade of Infan- principal staff officer to Number 1
Maori positions at Ahuahu, Kaitake, try in the overland advance, and Column, being present at the action
Mataitawa, and Te Arei; operations at commanded at the engagements at of Inyezane, and during the occupa-
Warea and Te Puru; and various minor Coonaraam and Quabaat. Lead his tion of Ekowe, and subsequently on
affairs (repeatedly mentioned in dis- brigade in the storming of the Palace the line of communications, and in
patches, medal). Served in the Zulu District in Shastapsh (lightly command of Fort Pearson and the
campaign of 1879; commanded the wounded, mentioned in dispatches, Lower Tugela District (mentioned in
57th Regiment in the engagement at thanked in general orders, medal with dispatches, medal with clasp). Served
Gingindhlovu (mentioned in dis- three clasps, promoted major gen- with the Bechuanaland Expedition
patches) and the relief of Eshowe; eral). Commands Number 2 Column. under Sir Charles Warren in 1884-85
afterwards commanded the 2nd Bri- Referee: Clarke is an outstanding as assistant adjutant and quartermas-
gade, 1st Division, and subsequently fighting officer and is ideally suited ter general (CMG). Serving as adju-
was appointed to the command of to command of an independent col- tant and quartermaster general to the
"Clarke's Column"—a force of all umn. He is physically fit, intelligent, Army of Syrtis Major; commands the
arms—formed by Sir Garnet Wolse- and displays great personal initiative. Capital Brigade.
ley for the following objects: the He also has experience commanding Referee: Walker is an extremely
second advance to Ulundi, the capture large bodies of troops on Mars, and competent staff officer but has never
of King Cetewayo, the subjugation of has developed a good working rela- commanded many troops in combat
the Zulu tribes near the Middle Drift tionship with Lt. General Wood, who and lacks the basic talent to do so. He
of the River Tugela. All were accom- commands the column to the north. has worked miracles in supplying the
plished. Thanked in general orders Major General Frederick W. E. army, and the troops lack nothing in
(mentioned in dispatches as having F. Walker, CB, CMG (commissioned the way of food, ammunition, or
"performed the duties of his respon- September 1862, promoted major equipment. He is the right man at the
sible command in the most highly general December 31, 1887) served right place, provided the enemy does
efficient manner," brevet of colonel, as assistant military secretary to Lieu- not penetrate as far as the city of Syrtis
CB, medallion with clasp). At the tenant General Sir Arthur Cunyng- Major itself (highly unlikely).

Belgian Troops on Mars


BELGIAN LEGION canal. First Battalion (with one gun quently launched to the north.
(MOSTLY MERCENARIES) section from the regimental battery) 3rd Regiment, Belgian Legion:
1st Regiment, Belgian Legion: is responsible for the canal from New This is the permanent garrison of
The permanent garrison of New Am- Amsterdam to Po-Narang. One com- Melas. One or more companies of
sterdam; troops are permanently sta- pany is in Po-Narang, but the bulk of infantry, plus a troop of cavalry, are
tioned there. One or more companies, the battalion is in the troublesome Eta- often in the field searching for rebels.
plus a troop of cavalry, are usually in Pan and Gam-Chut area. The bulk of 4th Regiment, Belgian Legion:
the field on sweeps for rebel bands. the regiment holds the canal from This regiment is broken up into pla-
2nd Regiment, Belgian Legion: Nya-Narang to Melas Lacus (Copra- toon and company garrisons in the
Broken up into platoon and company tia), with the regimental headquarters towns along the New Amsterdam-
garrisons in the towns along the New and many troops at Oo-Taroo. Flying Melas canal. The regiment is de-
Amsterdam-Melas Lacus (Copratia) columns and cavalry sweeps are fre- ployed in the same manner as the 2nd
ARMY LISTS

Regiment, with the first battalion platoon and company garrisons along One or more companies usually
holding the western half of the canal the canal between Melas and Melas engaged in sweeps.
and the regimental main body hold- Lacus (Copratia). The main body of 6th Regiment Ligne: Broken up
ing the more dangerous eastern half. the regiment is at Oo-Tareen, with into platoon and company garrisons
Cavalry patrols are constantly active garrison companies left behind at along the Melas Lacus (Copratia)
around the fringes of the vast forests Van-Tareen and Eeta-Babaat. Nectar canal.
and broken hills southwest of Melas, 1st Regiment Chasseurs à Pied:
a haven for guerrilla bands. BELGIAN ARMY Garrisons the frontier with Nectar and
5th Regiment, Belgian Legion: 4th Regiment Ligne: Permanent organizes hot pursuit columns into
The first battalion is broken up into garrison of Melas Lacus (Copratia). Nectar territory.

Foreign Troops on Mars


U.S. TROOPS ON MARS nese Residency at Euxinus Lacus. 1st and 2nd regiments), and five bat-
THE UNITED STATES maintains a teries of field artillery.
small force on Mars. At the main RUSSIAN TROOPS ON MARS
trading center in Thymiamata are ONE BATTALION of the Kamchatka THE HESPERIAN BASIN
three companies (A, B, and D) of the Infantry Regiment and two artillery TRADING COMPANY
14th Infantry Regiment, Battery G of batteries (both equipped with .50- THIS COMMERCIAL concern, which
the 2nd Artillery, and C Troop, 5th caliber Gatlings) are on Mars. holds trading rights throughout the
Cavalry. One company of marines is Hesperian Basin and several fortified
at the U.S. legation in Syrtis Major. FRENCH TROOPS ON MARS trading centers, has two battalions of
FRANCE MAINTAINS a considerable privately recruited troops, all human.
JAPANESE TROOPS force of troops in the Ideas Fons area, These are generally dispersed as
ON MARS which currently include the follow- individual companies throughout the
THE JAPANESE 23rd Infantry Regi- ing units: 2nd Foreign Legion region. Uniform is a simple version
ment, reinforced by a battery of field Infantry, 3rd Marine Infantry, 79th of the British Army khaki field uni-
guns and a squadron of the 1st Cav- Infantry, 81st Infantry, 114th Infantry, form without any colored distinc-
alry Regiment, is stationed at Unebi 1st Foreign Legion Cavalry, 6th Hus- tions. The battalion number is embroi-
Station. One company of the regiment sar Regiment, Composite Regiment dered on the shoulder straps. Unit
is detached and stationed at the Japa- of Spahis (squadrons drawn from the Value: T1.

The Armies of Venus


THIS SECTION covers both the hu- wear a white tropical uniform with a ministrative groupings of separate
man troops of the colonial powers on white Sun helmet, although troops on Schutztruppen companies. No battal-
Venus as well as various native bands. guard duty at Government House in ions exist, and the post of regimental
Venusstadt wear the standard uniform, commander is purely ceremonial. The
GERMANY complete with spiked helmet. There individual companies are treated as
ONE REGIMENT of regular infantry is one section of field guns in each irregular bands. The three officers are
is deployed on Venus (the 17th Infan- major town in the colony and a com- German while all troops are Lizard-
try Regiment). It routinely has one plete field battery in Venusstadt. men. Officers wear a white tropical
battalion at Venusstadt and one in the There are also several regiments of uniform. The Lizard-men wear no
countryside. On Venus the troops Schutztruppen which are purely ad- clothing, but have a rubberized can-
GDW
VENUS

Venusians: (Left to right.) Ishtar tribal rifleman, typical tribal spearman, warrior chieftain from the Eastern Aphrodite
Mountains, German Schutztruppen officer in dress uniform.

vas harness to hold their bayonet, car- pinned up on the side, and they have a Gatling gun or Nordenfelt manned
tridge pouch, and so on. The officers brown rubberized canvas equipment. by soldiers assigned from their mili-
carry revolvers, while the other ranks Each small settlement has a com- tia company.
carry breech-loading carbines. The pany of colonial militia, and there are
Unit Value for these companies is T2. seven companies raised from the in- UNITED STATES
habitants of the capital. Unit Values OF AMERICA
BRITAIN for all of these are T2. ONE COMPANY of marines is at the
BRITAIN CURRENTLY has two battal- One of the companies in Fort U.S. Legation at Venusstadt, and one
ions of regular infantry on Venus, the Collinswood is mounted on pacyo- platoon each at the consulates in the
2nd Somerset Light Infantry and the saurs, is designated the Venusian British Russian and Italian capitals.
2nd Royal Munster Fusiliers. In Mounted Rifles, and wears a khaki
addition, there are several company- uniform with white collar and shoul- ITALY
size units of colonial volunteers. der straps with white Sun helmets. ONE REGIMENT of infantry on Ve-
These are almost entirely human Two mountain batteries are deployed nus, the 7th "Cuneo" Infantry Regi-
colonists, but most units include a on Venus, one equipped with 6- ment. One platoon is detached as
half-dozen or so Lizard-men as pounder guns and one with 7-pound- consulate guards in each of the three
scouts, laborers, or even occasionally er howitzers. The gun sections are dis- other colonial capitals, and one bat-
armed fighters. No specific uniform persed among the settlements. talion is usually dispersed in the field
is authorized, and most fight in civil- All British and colonial troops on as plantation guards.
ian clothing. Some local communities Venus have breech-loading rifles. The
have outfitted their militia volunteers Venusian Mounted Rifles also have
along uniform lines, however. The purchased a Maxim gun and have RUSSIA
Miroton Fusiliers, for example, are outfitted a pacyosaurus with a pintle THE RUSSIAN COLONY is guarded
dressed in gray cord pants and jack- mount where the saddle pommel by two battalions of specially raised
ets with red collars and shoulder would normally be placed. Most of colonial troops (the only ones in
straps. Their gray slouch hats are the outlying settlements have either Russian service), designated the 1st
ARMY LISTS

unique totems and standards, but


and 2nd Venus Rifle Battalions. Their Lizard-men with metal edged weap-
there are no specific uniforms worn
uniforms consist of the standard green ons treat all other lizard men as weak
by the soldiers. Many warriors carry
trousers tucked into black boots with opponents in melee. About half the
shields, but the shield pattern is invari-
a white smock and forage cap. Equip- war bands from the Kaiser Wilhelm
ably the wearer's belly pattern, and
ment is white canvas and all men are and Ishtar ranges have substituted
armed with breech-loading rifles.
thus unique. In general, the more war- breech-loading carbines for bows.
Unit Value is X1. First Battalion
like tribes tend to have a higher pro- (Any weapon which does not use a
guards the capital, while the other
portion of helmets and shields, but sealed, metallic cartridge is virtually
battalion is broken up into company
there is little other visible means of worthless on Venus.)
distinguishing them.
and platoon detachments which are About half of the war bands from
used to stiffen Western Aphrodite Lizard-men are all irregulars. Half a tribe will be warriors with a Unit
of the men in each war band will be
mountain tribesman war parties in Value of T2. The other half will be
their struggles with the eastern plains
equipped with bows, the others with hunters armed exclusively with bows
Lizard-men. One platoon is also in
melee weapons, although there are a and have a Unit Value of G2S. War-
few exceptions to this. The war bands
Venusstadt, and one section each in rior and hunter bands from the Gula
the British and Italian capitals at le-
of the Eastern Aphrodites have re- Mountains have a Fieldcraft of 3 in-
gations. ceived a number of metal edged stead. War bands from Eastern Ishtar,
weapons from the Russians, and the western coasts, and Western Aph-
THE LIZARD-MEN about half of their war bands are so rodite have Unit Values of X2, while
LIZARD-MAN TRIBES often have equipped (as are all of their chiefs). hunting bands are T3S.

Armies of Luna
ARMIES OF THE ing statistics were not included on the as manning the city defenses.
MOON MEN main firing charts on pages 170-176. Organization: All infantry are ir-
THE MOON MEN inhabit a large If fighting a battle in the Land of the regulars and are organized in compa-
(several hundred miles across) cav- Moon Men, you may photocopy the nies (each the size of a war band).
ern deep beneath the surface of the chart on the next page and use it as a Weapons: About two-thirds of the
moon. While the City of Light and supplemental reference sheet. companies are spearmen, each of
Science has troops armed with relics which has a stout thrusting spear and
of an ancient technology, the other BRANTU two throwing spears. The remainder
cities are iron-age civilizations using BRANTU IS AN ISLAND city-state are bowmen who also carry short
edged weapons, bows, and catapults. which relies on its fleet to control swords for close in fighting.
Since Moon Man weaponry will commerce through the Brantu Straits. Unit Value: Spearmen X0, bow-
only be encountered on Luna, its fir- It generally levies a tariff on com- men T0
merce and a tax on fishermen, and Uniforms: Brantu soldiers wear a
enforces this with its navy. (Some of dark green-black tunic reminiscent of
SMALL ARMS TABLE the other city-states consider this to the color of the Great Sea. Their hel-
Weapon Dice Range be little more than extortion border- mets are generally nautical in appear-
Electric Rifle 2 6"/12" ing on piracy.) All of the city's cata- ance, with the skull of a large fish
Spear 1/2 2"/4" pults are mounted either on its wall being a common and popular image.
Bow 1 4"/8" or on ships. Brantu relies mostly on The soldier's face appears to look out
Note: A unit may only throw its navy for defense, and has a fairly through the open jaws, with the mock
spears twice. small army, all of which is trained to skull's lower jaw forming the hel-
fight on shipboard as marines, as well met's chin guard.
GDW
LUNA

CITY OF THE FISHERMEN Uniforms: Generally brown or Although the bulk of Santam's
THE CITY OF THE FISHERMEN makes gray tunics are worn, with little at- army are the city forces, about one-
its living primarily, as its name sug- tempt at uniformity even within the fourth are made up of hillmen, and
gests, by fishing. Its citizens are not a same band. these hillmen form the most potent
warlike people and take pains not to striking force at his disposal.
antagonize their neighbors the Sci- CITY OF THE HILLS Organization: All infantry are ir-
ence Priests (of the City of Light and SANTAM, the Warlord of the Hills, regulars and are organized in compa-
Science). has taken the tough, hearty hillmen of nies (each the size of a war band).
Organization: All infantry are ir- the central part of the peninsula and Artillery consists of individual cata-
regulars and are organized in compa- turned them into a military force pult sections when it is taken into the
nies (each the size of a war band). worthy of concern. Santam managed field.
Weapons: All are spearmen and to unite the scattered bands of hill Weapons: The hillmen are
carry two throwing spears. A long bandits and organize their activities equipped with bows and short swords.
fisherman's knife is also carried for so that he has developed a virtual About a third of the city forces are
melee, if necessary. stranglehold on overland trade and bowmen with short swords while the
Unit Value: Half the bands are T0, appears ready to attempt the conquest rest are spearmen.
the other half G0. of First Town. Unit Value: Hillmen V3S, city
forces X1
Uniforms: The Hillmen wear mot-
CATAPULTS tled, gray-brown tunics, and usually
Weapon Weight Pen DV ROF Crew Range have a distinctive colored scarf that
20-pounder Sg 0/0 1 (1) 6 2/4 marks the band the soldiers belong to.
60-pounder Hv 1/0 2 (1) 4 2/4 The city forces wear red tunics
Bolt Thrower Md 0/0 P 1 2 2/4 trimmed in a distinctive color. All
Note: The bolt thrower has a damage value of "P," indicating that it artillerymen are from the city forces.
may only be fired at personnel, not at conveyances or structures. If fired
at troops, it is resolved the as artillery firing shot with a damage value CITY OF IRON
of 1. THE IRONMEN are excellent miners
and smelters, and alone among the

Moon Men: (Left to right.) Brantu bowman, fisherman spearman, City of Light and Science guardsman, Ironman Civic
Guard officer.
ARMY LISTS

cities of Luna have luxurious quanti- Organization: All infantry are ir- T1, the others, G0. There is one com-
ties of meat, tools, and armor. Papara- regulars and are organized in compa- pany of Municipal Guard which is
toomu, the chairman of the Civic nies (each the size of a war band). X1S.
Council, has spent the last two years Weapons: Electric rifles. Uniforms: Municipal Guard wears
training and drilling the city's army, Unit Value: T0 red tunics and flowing red streamers
alarmed at the growth of Santam's Uniforms: White tunics. on their helmets.
power to the south. Other troops wear red-brown tunics
Organization: Most infantry are CRESCENT CITY and have no helmet streamers.
irregulars and are organized in com- RELYING ON ITS relative isolation
panies (each the size of a war band). from the other cities as its best de- FIRST TOWN
There are two regiments of Civic fense, the inhabitants of Crescent City THIS INLAND TOWN relies heavily on
Guards, however (the Gate Guard and carry on a peaceful and friendly trade caravan trade, which has been virtu-
the Water Guard), each with two with the fishermen of Nicolan and the ally choked off by the hillmen. The
companies of regulars. smiths of the City of Iron. defensive troops are now bracing
Weapons: All troops have steel Organization: All infantry are ir- themselves for an attack from the
swords in addition to their other melee regulars and are organized in compa- Warlord of the Hills.
weapons. The Civic Guard has plain nies (each the size of a war band). Ar- Organization: All infantry are ir-
iron helmets and breastplates. Half the tillery consists of individual catapult regulars and are organized in compa-
men of each company have bows and nies (each the size of a war band).
sections when it is taken into the field.
the other half have spears and iron Weapons: One-third of the war Artillery consists of individual cata-
shields. (The spearmen form the front bands have bows and long knives, the pult sections when it is taken into the
rank in battle). rest have spears. field.
Half of the nonguardsmen compa- Unit Value: One-half of the bands Weapons: One-third of the war
nies are equipped with bows and the are T1, the others G0. bands have bows and long knives, the
other half with swords and iron Uniforms: Civilian clothes. rest have spears.
shields. Unit Value: Half of the spearmen
Unit Value: Guard V1S, nonguard FARTHERTON are X1, the others T1. Bowmen are
T1 THIS COASTAL CITY is a major trad- X2S.
Uniforms: Guardsmen wear white ing center and is particularly con- Uniforms: Blue tunics.
tunics while all other troops wear yel- cerned both with Brantu's increasing
low. Officers have tall spikes on their interference in naval commerce and JUNCTION CITY
helmets with long, red (white in the the growing incidence of bandit raids THIS TRADING CITY has profited
guard) ribbons attached to the top. on caravans bound for the City of from First Town's troubles and now
Special Rules: Ironmen equipped Iron. virtually controls the overland trade
with iron shields treat all other Moon Organization: All infantry are ir- to the City of Light and Science. Its
Men as weak opponents in melee (see regulars and are organized in compa- new-found commercial strength has
the Melee Modifiers Table, page 170). nies (each the size of a war band). encouraged the oligarchs to take a
Artillery consists of individual cata- stronger stand in territorial disputes
CITY OF LIGHT pult sections when it is taken into the with Seaside.
AND SCIENCE field. Organization: All infantry are ir-
THE CITY OF LIGHT and Science, Weapons: Half the men in each regulars organized in companies
ruled by a council of Science Priests, company have bows, the remainder (each the size of a war band). Artil-
has little need for an army beyond of them have spears and carapace lery consists of individual catapult
internal security functions. Its soldiers shields. (The spearmen form the front sections when it is taken into the field.
are policemen or gunners on the light- rank in battle). Weapons: Half the men in each
ning cannons that guard the walls. Unit Value: Half the companies are company have bows; the rest, spears
GDW
LUNA/GLOSSARY

and carapace shields. (The spearmen Organization: All infantry are ir- strips of farmland between the two.
form the front rank in battle). regulars and are organized in compa- Organization: All infantry are ir-
Unit Value: One-third of the bands nies (each the size of a war band). regulars organized in companies
are X2, the remainder T1. Weapons: One-third of the war (each the size of a war band). Artil-
Uniforms: Yellow-brown tunics. bands have bows and long knives, the lery consists of individual catapult
rest have spears. sections when it is taken into the field.
NICOLAN Unit Value: T1 Weapons: Half the men in each
THIS ISOLATED CITY-STATE on the far Uniforms: Usually gray tunics. company have bows; the rest, spears
coast has little contact with other cit- and carapace shields. (The spearmen
ies. Fishermen ply the waters east of SEASIDE form the front rank in battle).
the archipelago, free from Brantu war FISHING AND FARMING are both im- Unit Value: About one-fourth of
galley harassment, and carry on com- portant to Seaside, but its fishermen the bands are X2, one-half T1, and
merce with merchants of Crescent. It are harassed endlessly by war galleys the final one-fourth, G0.
has virtually no navy; its catapults are and motorboats from Brantu while Uniforms: Brown tunics trimmed
mounted on its city and town walls. Junction City is pressing claims to in blue or green.

Glossary of Uniform Terms


THIS GLOSSARY is exerpted from four sides of the top were often jacket with loopings across the front.
Uniforms Of The World by Knotel, painted the distinctive color of the Worn mostly by light cavalry. Simi-
Knotel, and Sieg, and readers are regiment. lar to an Attila, but does not extend
directed to that authoritative work for Martian Sapper Cap: A round- below the waist.
a more detailed coverage. topped, leather cap with a peak and a Jumper: The loose upper garment
long flap in the rear covering the neck. worn by virtually all sailors at this
HEADGEAR Martian Turban: A very loose time. It had a vee neck and a large
Chenille: Close-fitting caterpillar- turban covering most of the back of square hanging collar in back.
like crest on the comb of the helmet. the head. It is often worn wrapped Loopings: Cord or braid extend-
Cockade: Circular bow or ribbon around a spiked steel or brass helmet. ing across the front of certain uniform
bearing national colors or emblem Ros: A hat unique to the Spanish jackets, particularly as worn by cav-
worn on the headgear. army. It is a wide, low shako with the alry or officers.
Criniere: Long, flowing horsehair crown higher at the front than at the Patrol Jacket: A dark blue jacket
crest attached to the comb of a hel- back. very similar to an Attila, but with
met. Shako: Stiff, tapering, peaked hat, broad, black tapes replacing the cus-
Forage Cap: Low, cloth cap with usually made of felt or leather. tomary cord loopings. Very popular
a broad crown all around and a peak. Turban: Headdress made of cloth with British officers.
Glengarry: British side cap with wrapped around the head in a distinc- Pelisse: Hussar overgarment cov-
black tapes hanging from the back. tive pattern. ered with loopings or braid and usu-
Kepi: A close-fitting, small- ally edged with fur or imitation fur.
crowned round cap, usually of cloth, JACKET Normally slung by a cord over the left
with a leather peak. Attila: Short-skirted tunic or jack- shoulder.
Kolpak: Tall, round, peakless fur et with cord or braid loopings across Plastron: The broad lapel, usually
cap, with a crown usually done in the front. Worn mostly by light cav- of a distinctive color, that covers the
colored cloth. alry from about the middle of the front of a lancer's jacket.
Lancer Hat: Round helmet, usu- century. Waistcoat: A tight-fitting coat,
ally of leather, with a square top. The Dolman: Short, single-breasted sometimes sleeveless, worn under the
ARMY LISTS

jacket. The jacket is usually then worn Leggings: Similar to gaiters. pants, usually of a bright color and
open to expose the waistcoat's color. Puttees: Strips of cloth wound worn tucked into gaiters.
Zouave Vest: A collarless vest around the lower leg, serving the same
with lace or braid trim and decorative purpose as gaiters. EQUIPMENT
loopings. Sporran: The white and black fur Sam Brown Belt: An arrangement
ornamental pouch worn at the front of leather officer's equipment in-
PANTS of a kilt by highlanders. vented by General Brown featuring
Gaiters: A cloth or leather one- Strapping: Leather sown to the several attachment rings on the waist
piece covering for the lower leg. It outside of the trouser, usually in belt and detachable, narrow shoulder
usually buttoned or laced up the out- imitation of a boot. belts to support the weight of a pistol
side seam. Zouave Pants: Very large, baggy or saber evenly.

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Charles Publishers, 1973. ISBN 0- rian Colonial Wars. London: Arms Emin Governor of Equatoria. New
7153-9246-8. and Armour Press, 1988. ISBN 0- York: Charles Scribner's Sons, 1890
Conway's All the World's Fighting 85368-869-9. (two volumes).
Ships, 1860-1905. London: Conway Hopkins, J. Castell and Murat Vaughan, Ron, "The Dahomean
Maritime Press, 1979. ISBN 0- Halstead. South Africa and the Boer- Army." Savage & Soldier. Vol XX,
85177-133-5. British War. Toronto, Canada: The No. 4 (1989).
deRoos, Dirk, "Un Personage Ne- Bradley-Garretson Company, 1900. Whitehouse, Howard. Battles in
faste,"'Savage & Soldier (three parts). Johnson, Doug, "The Franco-Mal- Africa, 1874-1914. Mansfield, Eng-
Elting, Col. John R. and Michael J. agasy War of 1895," Savage & Sol- land: Field Books, 1987. ISBN 1-
McAfee. Military Uniforms in Amer- dier. 869871-01-4.
GDW
DESIGNER'S NOTES

Flag Coloration Key


Black Red Green Orange

White Yellow Blue Brown

military records, are authentic, with


the obvious exception, again, of ser-
vice on Mars or Venus. The paren-
thetical comments on their characters
and abilities are, however, completely
fabricated, and some have been made
"plodders" for game interest rather

Designer's Notes than as a result of their actual abili-


ties or performances. In that sense,
this does not pretend to be history, and
MY INTENT in designing these rules mega-grid to move and turn your no criticism of men who served with
was fairly simple. I wanted a good, ships; it produces the same results as unblemished records is intended.
workmanlike set of colonial, 19th- the miniatures game movement rules. Players interested in additional
century rules to which the science- My next goal was to remain as readings in this era are directed to the
fiction aspect of Space: 1889 could faithful to the 19th century as pos- bibliography on page 167. I am cer-
be grafted. That particular order of sible. The sidebar quotations from tain that I have neglected several
things is important. The colonial rules articles are not invented; all are au- books consulted along the way, but
come first, not the weird science. A thentic. All units mentioned in this the majority of sources are there.
number of our playtest games were book (with the obvious exception of There are several mechanics worth
fought with no mechanical convey- those raised on Mars, Venus, or the discussing briefly. One, of course, is
ances at all, and one was even a North- Moon) are real, to the best of my figure scale. Since we have small
west Frontier battle between Brits and ability to ascertain. Even that unlikely companies in the game and only four
Pathans. unit of "Amazonians," Company A, companies per battalion instead of
Having said that, it should also be 62nd St. John Fusiliers of New Brun- eight or more, it's obvious we've
obvious that the rough framework swick, Canada was a genuine militia scaled things down a bit. There is no
upon which the game was built was unit, and for a photograph of the precise figure scale, but there end up
Sky Galleons of Mars. These rules company in uniform (including the being about 80 men to a battalion that
are almost 100-percent compatible male company commander in the usually fielded up ward of 800, so 10:1
with that boardgame, and it is a very regiment's mess jacket) see plate 127 is as good a rule of thumb as any.
simple matter to use Geohex terrain of Haythornthwaite's Victorian Colo- Where I have specified the size of
tiles for the miniatures terrain and nial Wars. various native armies in Africa, it is
treat those 12" hexes as equivalent to Likewise, all British commanders based on this 10:1 rule.
a single hex on the Sky Galleons map. of army units mentioned in the vari- One rating that I am quite happy
If you want, you can even use this ous orders of battle, along with their with is the Fieldcraft skill, which I
SOLDIER'S COMPANION

originally encountered in a set of rules Second, getting the initiative can be it. Keep in open order in cover and
by Greg Novak on German colonial a real problem. Try to leave yourself snipe at the nice redcoats standing
warfare in southwest Africa. Al- with a means to seize the initiative at there in close order formation.
though I have played around a bit with a critical moment, which is to say, try Let me close with a piece of gen-
how it is used, the basic concept was to keep at least one unit hidden but in eral advice to players and referees
his, and I think that it's a good one and a position where it can see the enemy. alike. Miniatures gaming is a form of
is very useful in differentiating troop If in such a position, it can launch a entertainment, and these rules are
types and capabilities. charge from hiding and guarantee you intended to provide you with the
One important mechanic in the the initiative for one turn. means of putting on an entertaining
game is the use of hits as a modifier Next, regular human troops tend to game. It is foolish, then, to let the
to morale instead of casualties, an idea have tremendous firepower, particu- printed rules stand in the way of your
I first saw used by Hal Thinglum in larly if armed with bolt-action rifles, enjoyment. The bulk of this book
his very entertaining Rourke's Drift so don't give them targets just for the should serve as testimony to the ef-
miniatures game. This rule, along heck of it. In one game a small vil- fort put into making it as complete as
with the saving throw rule on small lage had a few regulars defending it it can be, but a set of rules is sterile
arms fire, enabled me to put together who were spread around the village's without an active set of players. If you
a game where there could be a lot of perimeter. When the natives charged, disagree with anything in these rules,
firing and a lot of game results they did so from every side, thus guar- please feel free to modify it to suit
(checks, shaken morale, and so forth) anteeing that every defender was able your own tastes. Just don't argue
but relatively few casualties. Of to fire. It is better to hit the defenses about it while the game is being
course, there can be a lot of casual- from one side with all of your played. During the game, the referee's
ties if you are formed in the open, but strength. word is absolute law, above even the
in a skirmish through broken ground If you have a good Fieldcraft, use printed words of the rules.
the effects of firepower will be more
morale-centered than casualty-cen-
tered.
My playtesters made me promise
to include some advice on how to play
irregulars. It isn't easy in this game,
as regulars have numerous advan-
tages. I can make a few suggestions,
however.
First, take a look at how the actual
irregular armies fought and whether
or not they were successful. The Zulus
had a very useful technique, for in-
stance. They would have their reserve
troops in a battle sit down on the
ground with their backs to the enemy.
If they could not see the course of the
battle, they would not become fren-
zied and carry out a premature charge.
This is a useful way of avoiding the
witness-to-victory morale test. In the
game this can be accomplished by
judicious placement of troops.
GDW
INFANTRY/ CAVALRY COMBAT

MOVEMENT CHART SMALL ARMS FIRING


Infantry Formation Move Charge TABLES
Regular Column 18" 30" Pistols
Line, Open Order, Disorder 12" 20" Weapon Dice Range
Square 6" * Single Shot 1/2 2/4
Irregular All 3D" 5D" Light Multibarrel 1 1/2
*A square may not charge. One or more sides of the square may charge, Heavy Multibarrel 1 3/6
however, and do so as lines. Revolver 1-2 2/4

Cavalry Formation Move Charge Rifles


Regular Light Column 24" 48" Weapon Dice Range
Line, Open Order, Disorder 18" 42" Bolt Action 2:1 16/32
Regular Heavy Column 24" 42" Lever Action 1-2 10/20
Line, Open Order, Disorder 18" 36" Breechloader 1 12/24
Irregular All 4D" 8D" Rifle Musket 1/2 10/20
Smoothbore Musket 1/2 6/12
ARTILLERY MOVEMENT Hunting Rifle 1/2 24/48
Type Limber Move Unlimber Move
Light 1/2 24" Free 8" Carbines
Medium 1/2 24" 1/2 6" Weapon Dice Range
Heavy 1/2 18" Full 4" Bolt Action 2:1 12/24
Very Heavy Full 18" Full 2" Lever Action 1-2 6/12
Siege 2 turns 12" 2 turns — Breechloader 1 8/16
Horse-drawn vehicles (including wagons and carts) move as siege artil- Rifle Musket 1/2 6/12
lery. Smoothbore 1/2 4/8

MELEE MODIFIERS Miscellaneous


Condition Modifier Weapon Dice Range
Officer, Leader, Chief, Senior NCO +1 Shotgun** 1-2 4/-
Higher Troop Quality + Difference Scattergun** 1-2 2/-
British in Square +1 Spear* 1/2 2/4
Infantry in Square vs. Cavalry +1 Bow 1 4/8
Lancers Charging +1 Shield Gun*** 1 2/-
Light Horse +1 *A unit may only throw spears
Light Cavalry (And Irregulars) +2 twice. **May not fire at long range.
Heavy Cavalry +3 ***Shield guns fire as scatterguns.
Infantry Defending from Higher Ground +1
Infantry Defending Fortification, Doorway, or Barricade +1 Machineguns
Attacking from Flank +1 Weapon Dice Range
Checked Adversary +1 0.5" Gatling 3 (5) 24/48
Disordered Adversary +1 Mitrailleuse 3 24/48
Weak Adversary* +1 Nordenfelt 1-B LMG 2 12/24
Gashant vs. Horse +1 (for gashant) Nordenfelt 3-B 3 24/48
*Includes Moon Men, Lizard-men, Selenites, and firearm-equipped irregu- Nordenfelt 5-B 5 24/48
lars. Gardner 2 (3) 24/48
Maxim 6 24/48
CHARTS

SMALL ARMS TERRAIN TYPES


HIT NUMBER MODIFIERS Terrain Infantry Cavalry
Made to the required number, not Type Open Formed Open Formed Artillery
the roll itself. Clear Open Open Open Open Open
Basic Hit Number: 6 Field Open Open Open Open Open
Vinyard Open Diff Diff Diff Diff
TARGET Orchard Open Diff Diff Imp Open
Condition Modifier Woods Diff Imp Diff Imp Diff
Column, Mass, or Disorder -1 Forest Diff Imp Imp imp Imp
Enfiladed Line -1 Swamp Diff Imp Diff ImpImp Imp
Green Troops -1 Brush Open Diff Open Diff Diff
Charging -1 Boulder Field Diff Imp Imp Imp Imp
Open Order +1
Light Cover +1 Barrier
Medium Cover +2 Gentle Slope Open Open Open Open Diff
Hard Cover +3 Steep Slope Diff Imp Diff Imp Imp
Skirmishing +Fieldcraft Ford Diff Diff Diff Diff Diff
Shield vs. Spear +1 Low Wall Open Diff Open Open Imp
Shield vs. Bow +2
Martian Shield Gunner +1 Abbreviations: Diff: Difficult Imp: Impassable.

FIRING UNIT MORALE MODIFIERS


Condition Modifier Condition Modifier
Scattergun, 1/2 Range -2 Under Cover +2
Shotgun, 1/2 Range -1 Attacked (by Melee or Fire) from Flank or Rear -2
Green Troops +1 Fired at by Volley Fire -2
Mounted +2 Charging in Open Order -2
Long Range +2 Firearm Irregulars Charging or Charged -2
Volley Fire +2 Banner, Flag, or Musician Advancing in Sight +1
Banner, Flag, or Musician Retiring in Sight -1
INITIATIVE Frenzied +2
TABLE Checked -1
Condition Modifier Shaken -2
Better Leader +1 Demoralized -3
Regulars vs. Irregulars +1 Superior Officer Present +Leadership rating
Frenzied Troops +1 No Officer Present (Regulars Only) -1
Isolated Leader -1 Own (Regular) Wounded Left to Irregular Enemy -2
Testing for Witness to Victory -2
MORALE Fired at by Friendly Troops -2
NUMBERS Defending at Night -2
Morale Level Number Cavalry Charging Steady Infantry in Square -2
Green 7
Trained 8
Experienced 9
Veteran 10
Elite 12

GDW
FIELD ARTILLERY

RIFLED FIELD ARTILLERY


Weapon Weight Pen DV ROF Crew Range
7" gun Sg 4/2 1 (2) 6 5/10
7" hwtzr Sg 1 1 (1) 4 10
6" long gun Sg 5/3 6 (1) 4 5/10
6" short gun Sg 4/2 6 (1) 4 4/8
6" hwtzr Sg 1 6 (1) 4 8
5" gun Sg 4/2 4 (1) 4 5/10
5" hwtzr VH 1 4 1 4 8
4" gun VH 3/2 2 1 4 4/8
40-pdr gun VH 3/1 3 1 4 4/8
20-pdr gun Hv 2/1 2 1 4 3/6
15-pdr gun Md 2/1 1 1 4 3/6
12-pdr gun Md 1/1 1 1 4 3/6
9-pdr gun Lt 1/0 1 1 4 3/6
7-pdr hwtzr Lt 0 1 2 4 6
6-pdr gun Lt 0/0 1 1 4 2/4
6-pdr HRC Md 1/0 1* 3 2 3/6
3-pdrHRC Lt 1/0 1* 3 2 2/4
2-pdr gun Lt 0/0 1* 1 4 2/4
1-pdrHRC Lt 0/0 1* 3 2 2/4
1-pdrPP Lt 0/0 1* 4 2 2/4
1" Catling Lt 0/0 1* 3/4 2 1/2
*Only fires shell; cannot fire shrapnel.
Abbreviations: PP: Pom-Pom HRC: Hotchkiss Revolving Cannon Pdr: Pounder QF: Quick-Firing Hwtzr:
Howitzer.

SMOOTHBORE FIELD ARTILLERY


Weapon Weight Pen DV ROF Crew Range
13" mortar Sg 2 10 (3) 8 7
11" gun Sg 3/1 5 (2) 6 3/6
10" gun Sg 2/1 4 (2) 6 2/4
68-pdr gun Sg 2/1 3 (1) 4 3/6
10" mortar Sg 1 8 (2) 6 6
9" gun Sg 1/1 3 (1) 4 2/4
8" mortar Sg 0 6 (2) 4 5
5.5" mortar Sg 0 4 (1) 4 4
32-pdr gun Sg 1/1 2 (1) 4 3/6
32-pdr hwtzr VH 0 3 1 4 4
24-pdr gun VH 1/0 2 1 4 2/4
24-pdr hwtzr Hv 0 2 1 4 3
12-pdr gun Hv 1/0 1 1 4 2/4
12-pdr hwtzr Md 0 1 1 4 3
9-pdr gun Md 0/0 1 1 4 2/3
6-pdr gun Lt 0/0 1 1 4 1/2
Abbreviations: Pdr: Pounder Hwtzr: Howitzer.
CHARTS

ARTILLERY
BASE HIT NUMBERS
Condition Modifier
Gun, Short Range 3-6
Gun, Long Range 5-6
Rifled Howitzer, Any Range 5-6
Smoothbore Mortar, Howitzer, Lob Gun, Any Range 6

WEAPON CHARACTERISTICS: EXOTIC AERIAL WEAPONS


Naval Mount
Gun Pen DV ROF Range
Liquid Fire F D6
Spike Drop P D6
Rocket 0 1 D6 4
Bomb 1 2 D6

ARMOR VALUES OF COVER


Cover Type Armor Value
Hut or Wood Frame House 0
(medium cover)
Adobe or Brick House, 12" Thick 1
Low Stone Wall, 24" Thick 2
Hasty Earthwork, 48" Thick 2
Prepared Earthwork, 6' Thick 3
City Wall, 3' Thick 3
Fortress Wall, 4' Thick 4

CASUALTIES CAUSED BY ARTILLERY


Ammunition Open Column/Mass Enfiladed Line Other Medium Cover Hard Cover
Shot 1/2DV DV DV 1/2DV NE Pen
Shell 1/2DV 2DV DV DV NE Pen
Grape 1/2D6 D6 D6 D6 1/2 No Fire
Shrapnel 1/2D6 D6 D6 D6 1/2 No Fire

MARTIAN FIELD ARTILLERY


Weapon Weight Pen DV ROF Crew Range
Lob Gun Sg 2 4 (2) 6 6
Rogue Sg 2/1 3 (2) 6 3/6
Heavy Gun VH 1/0 2 1 4 2/4
Rod Gun Hv 2/1 1 (1) 4 3/6
Light Gun Md 0/0 1 1 4 1/2
Sweeper Lt P 1* 1 2 0/1
*0nly fires grapeshot. Range of 1' (12") is the actual grapeshot range for the gun.
Abbreviations: Pdr: Pounder SB: Smoothbore Mort: Mortar.

GDW
CONVEYANCES

MODERN BREECH-LOADING GUNS AND MACHINE CANNONS


Weapon Weight Pen DV ROF Crew Range
18" 3400 18/9 20 (4) 8 14/28
17" 2800 17/9 18 (3) 7 13/26
16" 2250 16/8 16 (2) 6 10/20
14" 1300 14/7 14 (1) 6 9/18
12" 900 12/6 12 (1) 5 8/16
10" 600 10/5 10 (1) 4 7/14
8" 300 9/5 8 (1) 3 6/12
6" 100 5/3 6 1 2 5/10
5" 80 4/2 4 1 2 5/10
4.7" QF 100 4/2 3 2 2 4/8
4" (long) 40 3/2 2 1 2 4/8
3" (15-pdr) 25 2/1 1 1 2 3/6
6-pdr HRC 15 1/0 1* 3 1 3/6
3-pdrHRC 10 1/0 1* 3 1 2/4
2-pdr gun 5 0/0 1* 1 2 2/4
1-pdrHRC 10 0/0 1* 3 1 2/4
1-pdrPP 10 0/0 1* 4 1 2/4
1" Catling 5 0/0 1* 3/4 1 1/2
*Only fires shell; cannot fire shrapnel.
Abbreviations: QF: Quick-Firing HRC: Hotchkiss Revolving Cannon PP: Pom-Pom.

LOW-POWERED RIFLED GUNS AND HOWITZERS


Weapon Weight Pen DV ROF Crew Range
18" 2000 14/7 18 (4) 8 9/18
16" 1600 12/6 16 (3) 6 8/16
14" 1000 10/5 14 (2) 6 7/14
13" 750 9/4 13 (1) 6 6/12
12" 500 8/4 12 (1) 5 6/12
10" 400 7/3 10 (1) 4 6/12
9" 250 6/3 9 (1) 3 5/10
8" 200 5/2 8 (1) 3 5/10
7" 140 4/2 7 (1) 3 5/10
7" hwtzr 100 1 7 1 2 10
6" 80 4/2 6 (1) 2 4/8
6" hwtzr 70 1 6 1 2 8
5" hwtzr 60 1 4 1 2 8
4.7" (40-pdr) 50 3/1 3 1 2 4/8
4" (20-pdr) 30 2/1 2 1 2 3/6
3" (12-pdr) 20 1/1 1 1 2 3/6
9-pdr 10 1/0 1 1 2 3/6
7-pdrMH 15 0 1 2 2 6
6-pdr 10 0/0 1 1 2 2/4
Abbreviations: Hwtzr: Howitzer MH: Mountain Howitzer Pdr: Pounder.
CHARTS

MARTIAN AND OLD EARTH SMOOTHBORE WEAPONS


Weapon Weight Pen DV ROF Crew Range
15" 300 4/2 1 (2) 4 4/8
Lob gun 200 2 4 (1) 3 6
13" mortar 150 2 10 (2) 4 7
11" 150 3/1 5 (1) 3 3/6
10" 80 2/1 4 (1) 3 2/4
10" mortar 90 1 8 (1) 3 6
Rogue 60 2/1 3 (1) 3 3/6
68-pdr 80 2/1 3 1 2 3/6
9" 60 1/1 3 1 2 2/4
8" mortar 60 0 6 (1) 2 5
32-pdr 60 1/1 2 1 2 3/6
32-pdr hwtzr 40 0 3 1 2 4
5.5" mortar 40 0 4 1 2 4
Heavy gun 40 1/0 2 1 2 2/4
24-pdr 40 1/0 2 1 2 2/4
24-pdr hwtzr 30 0 2 1 2 3
Rod mun 30 2/1 1 (1) 2 3/6
12-pdr 30 1/0 1 1 2 2/4
12-pdr hwtzr 20 0 1 1 2 3
9-pdr 25 0/0 1 1 2 2/3
Light gun 20 0/0 1 1 2 1/2
6-pdr 20 0/0 1 1 2 1/2
Sweeper 10 P — 1 1 0/1
Abbreviations: Hwtzr: Howitzer Pdr: Pounder P: Personnel (Crew) Only.
CONVEYANCE
CRITICAL HIT
HIT LOCATION
Die Vehicle Ship Flyer
Die Location
Roll Result Result Result 1 Hull/Running Gear
2 Magazine Magazine Magazine 2 Hull/Running Gear
3 Bridge Fire/Boiler Bridge
3 Crew
4 Fire/Boiler Rudder Right Fire/Boiler
4 Crew
5 Running Gear Rudder Loss of Trim
5 Gun
6 Steering Flooding Rudder
6 Critical
7 Fire Fire Fire
8 Throttle Bridge Lifters FLOODING ROLL MODIFIERS
9 Armor Screw Screw Condition Modifier
10 Magazine Rudder Left Magazine Rammer 3 or more times
11 Bridge Magazine Bridge the size of the rammed ship +2
12 Fire/Boiler Fire/Boiler Fire/Boiler Rammer twice the size
of the rammed ship +1
Rammed ship twice the size
of the rammer -1
Rammed ship four times
the size of the rammer -2
GDW
SIEGE

HIT MODIFICATIONS STRUCTURES


Condition Modifier Structures AV Damage
To Hit Tall City/Fortress Walls +2 Hut 0 5
To Hit a Building +1 Wood House 0 10
To Hit Abatis -1 Brick House 1 40
To Hit Trench -2 Stone Wall 2 40
City Wall 3 60
MINE ACCURACY Fortress Wall 4 80
Die Result Wooden Gate 1 40
1 On Target Iron Gate 4 80
2 On Target
3 Right SIEGE WORKS
4 Left Siege Works AV Damage Shifts
5 Long Rifle Pit 1 80 1
6 Short Trench 2 80 2 (Rifle pit+l)
Roll 2D6 for deviation in inches. Ditch 2 80 4 (Trench+2)
Breastwork 2 80 3 (Trench+1)
ARMOR VALUE OF 1 Redoubt 3 80 4 (Breastwork+1)
Inches Material Gallery 4 40 4 (Trench+2)
2 Steel Abatis 0 40 1
3 Iron Barbed Wire 0 80 1/4
12 Brick or Stone Rubble Wall 2 30 1
24 Earthworks Barricade 0 5 1/8
48 Wood Mine Opening — — 1
Mine Section — — 1
Log Stockade 1 40 1+1*
*One shift to gather enough logs for one section, one shift to build the stock-
ade section.

BRIDGES
Bridges AV Damage Shifts Load (tons)
Pontoon Bridge 0 10 1 10
Footbridge 0 3 1 Men
Wooden Bridge 0 20 4 10
Stone Bridge 1 40 8 20
Heavy Bridge 2 80 16 40
Small Craft
The ships and boats listed on this table represent a wide sampling of unarmed and lightly armed small
craft. Rather than print a separate ship record form for each of them, we have instead summarized the
important information in tabular form. If a ship record form is required, photocopy the blank form
provided on page 181 and fill in the information provided below. None of these ships are armored.

Crew

Key to the Armament Displays

gun showing fields of fire

gunner

rocket battery angled up

rocket battery angled down

drogue torpedo

spike dropper

tether mine

Smutts torpedo

bomb rack

Martian Fire rack

A heavy line or box around a gun and its gunners indicates that they are protected by armor.
Great Britain APHID AUTOGYRO

£ 23,220 £ 1,700

Boiler=2
160 TONS 1TON
Screw Screw
Bridge Bridge I

Deck

Maneuver

Hull Rotor
Hits Hits

AEROPLANE HELICOPTER

£ 3,400 £ 4,500

2 TONS 3 TONS
Screw
Bridge Bridge

Wing Rotor
Hits Hits Marines
Great Britain RELIANT GLIDER

£92,040 £ 300

800 TONS 1 TON


Boiler=6
Screw
Bridge Bridge

Deck

Maneuver

Wing
Hull Hits
Hits Marines

Great Britain TRIUMPH Great Britain INTREPID


\

£ 138,400 £194,540

Boiler=11
Boiler=10 1,600 TONS
1,200 TONS

Screw
Bridge Bridge

Deck Deck

Maneuver Maneuver

Hull Hull
Hits Marines Hits Marines
France HARPON France GLOIRE

£ 37,880 £ 112760

Boiler=3 Boiler=5
250 TONS 1001 TONS
Screw
Bridge Bridge

Deck Deck

Maneuver Maneuver

Hull Hull
Hits Hits Marines

Germany HAMBURG USA EAGLE

£ 69,400 £67,870
RELOADS:

Boiler=5 600 TONS Boiler=4 400 TONS


Screw Screw
Bridge Bridge

Deck Deck

Maneuver Maneuver

Hull Hull
Hits Marines Hits Marines
USA RANGER Belgium LEOPOLD

£ 23,600 £ 69,080

Boiler=2 Boiler=6
246 TONS 320 TONS
Screw Screw
Bridge Bridge

Deck Deck

Maneuver Maneuver

Hull Hull
Hits Marines Hits

Belgium LIEGE Belgium DUC DE BRABANT

£113,000 £ 69,400

Boiler=10 Boiler=6
940 TONS 400TONS
Screw Screw
Bridge Bridge

Deck Deck

Maneuver Maneuver

Hull Hull
Hits Marines Hits
Russia CZARINA Japan MIKASA

£ 46,000 £17,780

Boiler=4 Boiler=1
330 TONS 200 TONS
Screw Screw
Bridge Bridge

Deck Deck

Maneuver Maneuver

Hull Hull
Hits Troops
Hits

YASHIMA SWIFTWOOD

£34,100 £ 20,140

Boiler=2
250 TONS 250 TONS
Screw Screw
Bridge Bridge

Deck Deck

Maneuver Maneuver

Hull Hull
Hits Hits Marines
SMALL BIRD FLEETFOOT

£ 13,000 £ 6,000

140 TONS 80 TONS


Screw Screw
Bridge Bridge

Deck Deck

Maneuver Maneuver

Hull Hull
Hits Marines Hits Marines

AERIAL STEAM LAUNCH SKY RUNNER

£ 4,840 £ 25,600

50 TONS 300 TONS 0


Screw Screw
Bridge Bridge

Deck Deck

Maneuver Maneuver

Hull Hull
Hits Passengers Hits Marines
BLOODRUNNER HULLCUTTER

£ 7,600 £ 46,800

100 TONS 695 TONS


Masts Screw
Bridge Bridge

Deck Deck

Maneuver Maneuver

Hull Hull
Hits Hits Marines

ZEPPELIN

£ 20,000 £

200 TONS © TONS

Screw
Bridge Bridge

Deck Deck

Maneuver Maneuver

Hull Hull
Hits Passengers Hits Marines
FRANK CHADWICK

Featured Inside:
The essence of Space: 1889 is a Miniatures Rules: flyers, the rules work just as well for
melding of science fiction with the Regulars versus irregulars on Earth and a rag-tag British column fighting its
colonial adventurism of the Victorian the other inhabited worlds. way through the passes of 'the
era. The late 19th century was a time Northwest Frontier.
of heroic charges, noble rescues, Role Playing: Book I: "The Rules of War"
Military character backgrounds and
and the occasional broken square. continuing careers. constitutes the miniatures rules.
Readers of Kipling and viewers of Campaigns:
Book II: "The Road To War"
the screen exploits of Errol Flynn, Carve out your empire on Mars. provides brief campaign rules and
Gary Cooper, and Douglas Fair- rules for integrating Soldier's
banks Jr. have made the colonial Sieges: Companion into Space: 1889
Complete rules of bombardment,
wars a long-standing and very pop- mines, sorties and assaults. role-playing campaigns.
ular period of history. And since the Book III: "The Sinews of War"
military was so important to the New Hardware: covers the wealth of military equip-
More artillery and aerial ordnance.
establishment and maintenance of the ment available, including artillery
empire, we felt that it deserved War Machines: and naval vessels.
Combat tripods, land juggernauts and
extensive and detailed coverage of its armored trains. Book IV: "Army Lists" pro-
own. Soldier's Companion was vides an extensive listing of all of the
created to fill this need. Aerial Flyers: major armies of Earth. In addition,
Zeppelins, aeroplanes, autogyros and
Soldier's Companion com- more! the lists detail the colonial and native
bines the excitement of the 19th- armies on Mars (including a full
century colonial wars with the ad- Naval Vessels: British order of battle for the red
From gunboats to battleships!
venture of Space: 1889. The basic planet), Venus, and Luna.
system mechanics are an elaboration Army Lists: Book V: "Charts and Miscella-
on those used in Sky Galleons of Organization, weapons and uniforms
for practically everybody!
neous" puts all the game's charts in a
Mars, giving a solid basis for land, single spot, along with designer's
aerial, and aquatic combats. At heart, notes and bibliography.
however, Soldier's Companion Soldier's Companion will
is a good, solid set of 19th-century prove a valuable resource to players
colonial miniatures rules. While al- of Space: 1889 and to those who
lowing for the addition of land jug- wish to recreate campaigns and
gernauts, combat tripods, and aerial battles of the 19th century.

Copyright© 1989 GDW Inc.


GDW 1984
Space: 1889 is GDW's trademark for its role-
playing game of Victorian Era space-faring.
S i n c e 1 9 7 3

Made in U.S.A.
Printed in U.S.A.
PO Box 1646
ISBN 1-55878-026-2 Bloomington, IL 61702-1646

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