Friday, August 26, 2011

Field Force Paths

Here are the paths the various Field Forces have taken so far:

Cango River Command (Alex) -- started in Tewfiq
  1. Anwak
  2. on the river
  3. Jadu = skirmish at Jadu Trading Post
  4. W'tut
Tyger River Command (Pete) -- started in Nukar
  1. G'umb
  2. Luni
  3. G'umb
  4. Swati
Vile River Command (Murdock) -- started in Urabbi
  1. Ghilz
  2. M'tubel = Battle of M'Eezee
  3. Z'ooli
  4. on the river
Wazu River Command (Jeff) -- started in Kamel
  1. split --> Baqqar and Ngoon
  2. Fuziwa
  3. Mazood
  4. Wazri = Battle of ???



Friday, August 19, 2011

Basic Map



Accidents & Recovery

There is always the possibility of "accidents" happening. Accidents are more likely to occur if the district that a Field Force is traversing is one where the populace is closer to rebellion than it is if they are glad to see the British. In other words, the closer that the d20 roll vs a district's Rebellion Index is, the greater the chance of accidents .

The usual Field Force consists of six "elements" (at least at this point in the campaign):
  1. Command -- 2 officers & 1 horse = 3
  2. British Platoon -- 20 men
  3. British Squad -- 10 men
  4. Sepoy Platoon -- 20 men
  5. Gurkha Squad -- 10 men
  6. Supply Train -- 6 men & 6 mules = 12
I will roll 1d6 to determine which of the above units might suffer an accident. Then I will roll 1d30. If that number rolled is greater than the number of targets available, then no accident occurs. If, on the other hand, it falls on a number, then that character number (on the force lists) may suffer an accident:

To determine this, I'll roll 1d12:
  • on a 1 -- target dies
  • on 2-3 -- serious wound
  • on 4-7 -- less serious wound
  • on 8-9 -- minor misfortune
  • 10-12 -- nothing happens

======================= Recovery =======================

In the wild:

Serious Wounds (roll 1d6)
  • 1-3 -- patient dies
  • 4 -- remains at "serious"
  • 5-6 -- improves to "walking"
Light Wounds (roll 1d6)
  • 1-2 -- gets worse, becomes "serious"
  • 3 -- remains at "walking"
  • 4-6 -- returns to duty
In Hospital and/or if Officer:

Serious Wounds (roll 1d6)
  • 1-2 -- patient dies
  • 3 -- remains at "serious"
  • 4-6 -- improves to "walking"
Light Wounds (roll 1d6)
  • 1 -- gets worse, becomes "serious"
  • 2 -- remains at "walking"
  • 3-6 -- returns to duty