I wrote a little while back (2018) about a simple black powder skirmish set of rules I was hoping to use for fleshing out Jendar’s history. To save you finding them, the rules are here, with some adjustments from their original posting:
Each skirmish force should have between 12 and 20 figures, all figures are armed with Muskets. I’m including rules for mounted figures, although I don’t use any.
During their turn a player can activate each of their figures once, and when activated each figure can perform one action:
Move, Shoot, Charge, Reload or Rally.
Moving: Infantry 20cms. Cavalry 30cms.
Shooting: Select a target for the figure firing and measure the distance between shooter and target in cms. Roll a D100 to hit. If the result is equal to or greater than the distance then a hit has been achieved. If the roll is 10 or less it always counts as a miss regardless of the distance. If a hit is scored look at the die rolled for units and check the table below to see the effect of a hit:
Target in the open – 1-3 No effect, 4-6 Near Miss, 6-10 Kill.
Target in soft cover – 1-4 No effect, 4-8 Near Miss, 9-10 Kill.
Target in hard cover – 1-5 No Effect, 6-9 Near Miss, 10 Kill.
Charging is when a figure moves into base to base contact with another, a bout of melee is immediately fought as the same action. Roll a D10 for each combatant. High roller kills their opponent. In the case of a draw, both are killed. Mounted figures get a +2 to their roll when fighting figures on foot. Figures that have not yet rallied from a ‘near miss’ result (see below) when engaged in combat receive a -2 modifier to their roll.
A reload action must be performed between each shot a figure takes. All figures begin the game with their muskets loaded. When a figure fires place a counter next to them to show that their musket is unloaded, remove it once they have reloaded.
When a figure is fired upon and receives a ‘near miss’ result lie the figure on its side. That figure can perform no other actions until they have performed a rally action, and get back on their feet. Roll a D10 for each figure performing the rally action, on a 5+ the figure stands back up, on a 1-4 the figure stays down.
When either side takes a casualty during a player’s turn, at the end of that turn roll to see if that side’s morale breaks. Roll a die and multiply it by the number of figures on that side still in play, roll another and multiply it by the number of casualties they have taken. If the roll for casualties scores higher the side breaks and the game ends (this part of the rules is shamelessly stolen from Donald Featherstone). If both sides break on the same turn the game is a draw.
So that’s the rules covered, here are the figures I painted up this weekend – The Caerdonian Mountain Defence Corps:
The Su Khan Miner’s Militia or ‘Yellow Hats’:
Shortly after the War of the Three Dragons a small war was fought between Su Khan and Caerdonia within the Boskovan Mountain range from 1095-1098AC. The war was essentially a border dispute and focused mainly on each nation establishing mining rights within the mountains.
As the war drove on propaganda twisted the motives of the war into being quasi-religious. The Boskovan Mountains were the site of Jendar’s first coloniser ship landings as such whichever side held them would be seen to have the blessing of those original colonists.
The war was fought mostly with muskets and early rifles with breach loading weapons only coming into use in the final few months. Due to the rough terrain tactics and uniforms developed greatly. As commanders were unable to use large formations of infantry within the narrow passes of the mountains skirmishing moved to the forefront and as such the brightly coloured uniforms of the War of the Three Dragons were replaced with drab and darker designs. Hats were replaced with simple metal helmets, although they would do little to deflect a musket ball, they were originally designed to protect the wearer from rock falls and moving within mines. On occasion firefights broke out within mines, this was about the worst environment imaginable for black powder warfare as shafts quickly filled with smoke and without stuffing their ears with whatever they had to hand a soldier would rupture their ear drums.