Scenario, Special Rules, and Scenery for
Safari to the Psgheti


Scenery and Accessories
The Tabletop
Table size is 44 x 68" (1.1 x 1.7m), with round ends. The ground is brown wrapping paper, wrinkled up and smoothed out, with splotches of thinned green acrylic craft paint applied with a sponge.

The jungle area is marked with green posterboard, with light brown spray-paint splotches.

The water is blue-tinted clear 'cellophane'-type gift wrap, simply cut to shape. This may be the best technique for small rivers that the Ouargistan group has tried so far.

The mountains, hills, and palm trees are built as described in the Scenery section of this website.

The jungle has palm trees on the edges, and large Playmobil acacia trees and palms in the middle of the area, representing the jungle canopy. All acacias would have been better for the canopy, but they are in limited production and hard to get these days.

The Village
The huts are made from some small wicker hats, presumably for dolls or teddy bears, that happened to be in the local dollar store. With their brims cut off, they make good wickerwork huts, though a little large.

The palisade is made from a rattan ribbon from Hobby Lobby, the craft superstore. One edge was removed, and the individual uprights cut to uneven lengths. The other edge is glued to pennies and a bit of greenery is stuck along the bottom. It's much easier than planting toothpicks and easily forms curved and irregular shapes.

The Tiger
The tiger is actually a 15-cent plastic sabretooth tiger from U.S. Toy's prehistoric animals bin. His oversized fangs were painted only partway down, to make him look like a conventional tiger, and his coat was repainted with craft acrylics.

The Antelope and Wildebeest
These were inexpensive plastic toys bought at museum shops or U.S. Toy. The antelope were just left in their factory paint job, and are a bit shiny (as well as a bit large). The wildebeest were sprayed, but David didn't get them properly painted in time for the game. This is how they should look (and do, now)..

The Crocodiles
The crocodiles are waterlined versions of U.S. Toy's plastic crocs. They were sawed off and glued to bases of shirt-collar acetate, which had been cut in hopes of suggesting a wake or ripples around the animal. Waves were added with white glue, but it didn't dry very clear, and silicone seal or acrylic gloss medium might have been better. The crocs were then painted and drybrushed.

The Elephants
The elephants are made from plastic toys, considerably reworked. Their howdahs are paper or card. There is a construction article for the elephants in the Wagons and Other Animal-Powered Transport section.

 


Rules and Scenario

The game was originally designed for three British players, one playing the Fusiliers, one the Sepoys and one the Nyuk-Nyuk.

The Scenario
The descriptive scenario is given at the top of Part One

The German Forces The British Forces
  •  Bungalo Bill - Hero, heavy rifle (*1 turn to load), pistol (fires twice), gets constitution roll
  • Lt. von Strickland - Formidable Hero, sword (strikes twice), pistol (fires twice), gets constitution roll
  • Sgt. Schlitterbahn (with elephants) and Sgt. Donnerwetter (with Beaters) - Strong. Rifle with bayonet.
  • Trooper Topperwein - Expert Marksman with repeating rifle, bayonet
  • 5 Troopers - Repeating rifles with bayonets
  • 2 Bodyguards of Wuwoob - Strong. Muskets (*1 turn to load), swords
  • 4 Hunters - Heavy rifles (*1 turn to load), pistols
  • Frau Eisenschleim, 2 Loaders, 3 Mahouts
  • 5 Native Bearers - Improvised weapons
  • 8 Native Beaters - Spears and shields

Player 1

  • Capt. Marvell - Hero. Pistol (fires twice), sword (strikes twice). Gets constitution roll.
    --- also has Hvy Rifle (takes 1 turn to load) carried by gunbearer
  • Sgt. Millstone - Strong. Repeating rifle, bayonet
  • Trooper Adler - Expert Marksman with repeating rifle, bayonet
  • 3 Troopers Repeating rifles with bayonets
  • Gunbearer Carries Heavy Rifle for Captain, knife
  • 5 Nyuk-Nyuk Pygmies - Small; one throwing spear, one fighting spear, shield for each

Player 2

  • Lt. Sappington - Hero, pistol (fires twice), sword (strikes twice), gets constitution roll
  • Havildar Humna - Singleshot rifle (Takes 1 turn to load), bayonet
  • Trooper Gurdip Singh - Formidable; Singleshot rifle (Takes 1 turn to load), bayonet
  • 8 Troopers - Singleshot rifles (Take 1 turn to load), bayonets
  • Mgumbi - Hero. Two throwing spears, one fighting spear (strikes twice), shield
  • 3 Nyuk-Nyuk Pygmies - Small; one throwing spear, one fighting spear, shield for each


Victory Conditions
British Objectives

Capture Wilhelm. (20 points).
Kill Wilhelm. (5 points)
Capture Mehmet Wuwoob. (10 points)
Kill Mehmet Wuwoob. (5 points)
Capture other hunters (5 each)
If possible, Bill's mother, Frau Eisenschleim, a friend of the Kaiser, is not to be harmed (minus 20 pts.)

German Objectives
Get Wilhelm, his mother, and as many of his guests as possible, back across the river into undisputed German territory.
Bill is 20 points, Frau E. is 15, Mehmet Wuwoob is 10 . The other hunters are 5 each.


The Rules
The ruleset used for this game is Guts and Gats, an unpublished set of David's from long ago. Adapted from Max's now-out-of-print Warlord rules, it was meant to handle small groups of figures in early 20th-Century adventures, such as Indiana Jones-style pulp-magazine adventures, Prohibition-era gangsters, and so forth. Every figure can shoot and move individually, and has an individual line on the stats sheet. Groups of similar figures (such as the sepoys or troopers with no special characteristics) can share one line of stats for all, but still move and shoot individually. Who would have thought elephants would require so many special rules?

David has no plans to publish these rules. There are lots of rulesets in the stores and on the web, and he is inclined to think the time spent converting a typewritten ruleset to electronic form could better be used finishing 'under construction' pages or adding new features to the website. Therefore the scenario-specific rules modifications are merely meant as a guide, which readers can adapt to their own rules system if they wish to do a similar scenario.


Dice
All rolls are made on 1D12 (one 12-sided die)

Start Areas
Elephants start on hill. German figures are visible in front of hill. Figures behind hill are not visible.
British may start hidden in village or any part of jungle between the village and the clear trail

Special Restrictions
On turn 1, Capt Marvell must appear in the clear with the imperial troops and order Germans to surrender. The rest of the British forces may appear or may stay hidden.
Nyuk-Nyuk natives must start at village.
German troopers may fire on the first turn, but the Bill and the hunters are unprepared, and may not fire on the first turn.
The British may not go into or fire into undisputed German territory (across the river).
Nyuk-Nyuk natives have been plagued by the slavers, and must make a special self-restraint roll whenever two or more melee a hunter who is not in a howdah (including Bill, Mehmet, and Frau E). On a 1-6, they may attempt to capture him/her, as per their orders. Otherwise, their thirst for revenge overcomes their orders, and they strike to kill the hunter.

Distributing Fire
Fire may not be concentrated unfairly on a single human figure. If a figure is selected as a target, it cannot be fired on again until all visible figures within 1.5" of it have received at least one shot. Exception - any figure which fires twice in one turn may use both shots on a single target.

Heavy Rifles
A figure's Saving Value is reduced by 2 when hit by a shot from a Heavy Rifle. Heavy rifles take a turn to load, though that task can be done by a loader, who may load one rifle per turn.

Ammunition
The imperial troopers' rifles can fire every turn, But a natural roll of 12 always means a malfunction (jam or out of ammunition), and the trooper spends his next firing phase clearing/reloading. Weapons that are jammed/empty are marked with clear beads. The Sepoys' single-shots and the Heavy Rifles fire only once every other turn, taking one turn to reload. A 12 is still a malfunction, requiring a second bead. The hunters have single-shot heavy rifles, but there is an extra rifle in each howdah, and the Loader figure may load one rifle per friendly firing phase, allowing one hunter per howdah to fire continuously. Bill's mom loads for him.

Movement
Hill - 2" per level, up.
Jungle - half speed for non-natives.
River ford (area between the crocodiles) - clear terrain.
River - impassible, except to elephants.
Cliffside - half-speed

Capture
Capture an opponent
- An opponent outnumbered three-to-one is captured. An opponent outnumbered two-to-one is captured if his opponents declare intent to capture, and both hit him and he hits neither one of them.
Capture an elephant - One bayonet or spear armed trooper in front of elephant and two others on both sides (see details below).

Morale
Roll each Movement phase for Native units and any trooper more than 12" from an Officer or NCO and any trooper who hesitated or dropped back last move.
All figures charged by elephant must make morale Roll. Read Hesitate as Drop Back.

Dismounting
It takes a half-move to dismount from a standing elephant. To jump from a moving elephant, roll to save with these modifiers: Elephant at a Walk = +2 to Saving Value; Run = +1 to SV; Charge = -1 to SV.

Elephant Movement
Walk - 6"
Run - 1D12 (minimum 8"; on 12, howdah falls)
Charge (involuntary only) 6+1D12 ; on 11 or 12, howdah falls)
Hills - Normal terrain.
Forest - Half speed. Every move in forest, roll for riders
1-8 =
9 =
10 =
11 =
12 =
13+ =
OK
Mahout falls; save vs. death
Right passenger falls; save vs. death
Left passenger falls; save vs. death
Rear passenger falls; save vs. death
Howdah falls; all save vs death
MODIFIERS
 Elephant walking through forest = +0
 Elephant running through forest = +2 to die roll
 Elephant charging through forest = +4 to die roll

Water - The River Ford is clear terrain. In the deep water, elephants can swim, but the riders are in great danger. The elephant spends two turns in the river. Each turn, roll as for riders on an elephant charging through forest. Any figure which falls and passes its saving throw is still hanging on to the howdah, otherwise it is drowned. The next turn, it must save again. On the third turn in the water, the figure can reach shore (roll for which shore). The figure will have no weapons.

Shooting at Elephant
Shooting at elephant = +3 to Weapons Value
Two hill levels hide elephant and mahout, but not howdah.
Howdah is soft cover for figures within.
If shot misses elephant, assign each rider a number, and roll. If the number comes up, rider must save.
If shot is aimed at rider and misses, roll again. On 1-4, elephant is hit.

When elephant is hit by a firearm or spear, roll his reaction immediately after all shots against the elephant that phase.
1-6 -
7 -8 -
9 -
10-12 -
13-16 -
Obeys Mahout (if none, roll again)
Runs Away
Charges Away
Charges nearest Shooter(s)
Killed (only on shots from front or side)
 MODIFIERS to the elephant reaction roll
   +1 for each additional shot this phase.
   +4 if any hit is from a Heavy Rifle
If Elephant Charges, Mahout rolls at start of next movement to regain control.
     1-8 Yes;  9-12 No.
If no mahout:
     1-3 Stop;  4-6 Walk;  7-9 Run;  10-12 Charge

Rogue Elephant
When there is no mahout (driver figure) the elephant is considered rogue.
Each German movement, roll 1D12 for each rogue elephant.
1-4
  5-7
  8-10
  11-12
- Stands in place
- Walks
- Runs
- Charges nearest figure to front

If the elephant walks or runs, roll 1D12 for direction.
1-4
  5-8
  9-12
- 45 degrees left
- Straight ahead
- 45 degrees right

Melee with Elephant
Otherwise unmeleed troops moving to front plus two sides of a standing elephant capture the elephant and riders.
Only Spear or Bayonet troops can Melee (attempt to stop or hold) an elephant.
To Melee, make comparison die rolls.
  - Standing/walking elephant = even comparison
  - Running Elephant +3
  - Charging Elephant Automatically Wins

If elephant wins, man must save.
If man wins, elephant stops. If melee ends with opponents on front plus two sides, elephant and riders are captured.

Animal Appearance
The German player rolls for these. The British should not see this section. Animals will run toward village, passing just to one side, then exit table.
Roll 1D12 for appearances at beginning of Turn, Before British Move.
  Turn 1 - None
  Turn 2 - Animals on 1-6
  Turn 3 - Animals on 1-10
  Turn 4 and after - Animals appear each turn

Roll for area of appearance. (Jungle edges south of the trail have numbers)

The order of appearances is:
  - Herd of 3 ANTELOPE, Moves 10"+1/2D12 toward village.
      Will avoid men or elephants.
  - Herd of 2 BUFFALO, Move 6" +1/2D12 toward village.
      Will avoid elephants. Will melee men in path.
      Saving value drops with each wound. Check off as they occur: 9S-9S-8S-7S-Dead
  - 1 TIGER, Move 6"+1/2D12. Roll for movement:
      1-3 Snarl (stays in place)
      4-12 Moves toward nearest figure within 45°
      Tiger has 10 Fighting Value.
      Saving Value goes down with each wound; check off 10S-9S-8S-7S-6S-5S-Dead
  - After the Tiger, BEATERS appear on 1-6


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or the
Commanders of Safari to the Psgheti

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