Fast and Furious

Fast and Furious
Quick Play Rules for the Victorian Era
With a Colonial Emphasis
Warren Gleeson
Updated16th Feb 2015
Overview
These are designed as a five page set of rules to cover most of the Colonial Engagements for the
Victorian Era. (They were originally 4 pages but required formatting to make them legible…)
Conventions
 The game requires each player to take their turns sequentially. I Go You Go (IGYG)
 The game uses ten sided dice (referenced as D10).
 Die modifiers are expressed as a '+?' or '-?' i.e. D10+2 is a die roll with 2 added to the
result.
 Players may measure at any point - though are requested not to dither and take too long.
The Game Turn
Turns are divided 4 segments;
1. Initiative
2. Player 1
3. Player 2
4. Book Keeping & Victory Conditions
Initiative
Each player rolls a ten sided dice and adds any character and scenario modifiers. The player
who rolls the highest chooses whether they are Player 1 or Player 2 for the turn.
Player 1
Player one then takes their turn
1. Rally routing units
2. Move - move all of the desired units in their force
3. Fire - fire any of their missile armed units
4. Hand to Hand - complete any combat where opposing units are in contact
Player 2
Player 2 then does the same for their army;
1. Rally routing units
2. Move
3. Fire
4. Hand to hand
Book Keeping & Victory Conditions
The players then establish whether either side has won the scenario.
All ongoing effects are resolved.
Movement
In a players movement phase they may move all of the units within their army, unless precluded
by compulsory movement constraints.
The move distances listed represent the maximum distance that any corner of edge can be
moved by a unit at it manoeuvres around.
Formations
A unit must adopt a formation which it remains in until ordered into another formation or forced to
rout.
 Line - standard infantry and cavalry formation for engaging the enemy
 March Column - good formation for moving troops rapidly along roads, very vulnerable in
combat zones
 Attack Column - good for moving troops rapidly to attack stronghold positions
 Square - good for defending against mounted troops
 Skirmish - very loose formation
 Routing - involuntary mob formation used to get the hell out of here as quickly as possible.
Move Distances (in inches)
Infantry March Column
Infantry Line
Infantry Attack Column
Routing/Pursuing Infantry
Road
12*
2D5
Good
8
6
8
Rough
4
4
4
Dense
2
2
2
Cavalry March Column
Cavalry Line
Routing/Pursuing Cavalry
18*
2D10
12
12
6
6
2
2
4
8
12
4
6
2
4
6
4
4
Manhandled foot/horse Artillery 8
Limbered Foot Artillery
12*
Limbered Horse Artillery
18*
Limbered Siege Artillery
6
Elephants
6
* only available in march column.
Terrain
Road - a good road which is 1 base width across
Good - all open terrain which is hard
Rough - terrain which includes ploughed fields,
Firing
The player may fire with each unit in his command which has a valid target and is allowed to fire.
A unit can fire at any unit within its firing arc.
 Infantry have a firing arc of 30 degrees to either side of their forward facing.
 Artillery may fire 45 degrees on either side of their forward facing.
A dice is rolled for each figure in a unit firing. A roll of 6 or more is required to hit the enemy, this
is modified by unit quality, terrain, and range.
Weapon
Modifier
Musket
Rifle
Bow
improvised
Short Range
+1
0-6
0-8
0-6
-
Light Artillery
Heavy Artillery
Siege Artillery
0-8
0-10
0-12
Target is in square
Target is in column
Light Cover
Heavy Cover
-2
-2
+1
+2
Effective Range
6-12
8-15
6-16
0-4
1
8-24
0-32
12-48
Long Rang
2
12-24
15-30
4-8
Resolve Mod
24-48
32-60
48+
-2
-3
-4
-1
-1
0
+1
+1
+2
For each hit received the opposing player now takes a Resolve roll to establish whether the figure
is removed (casualty or flees) or remains in play (it's barely a scratch).
The Resolve roll is D10 requiring a 7 or more. This is modified by the troop quality, the weapon
which caused the hit, and any cover bonuses).
Resolve Modifier by Troop Quality
Levied/Shirkers -2
Poor
-1
Confident
0
Enthusiastic
+1
Fanatics
+2
Each roll which is 6 or more is unaffected. Any roll which fails means a figure needs to be
removed from the target unit.
If a unit suffers casualties from missile fire it must take a moral test.
Hand to Hand Combat
When two units of opposing sides end up in base to base contact then a round of hand to hand
combat takes place.
Identify all of the bases which directly contact the enemy. On the first round of combat this
includes all bases which contact the enemy diagonally. These are the bases which are in combat.
Attack Columns also count the bases directly behind those bases in direct contact. On
subsequent rounds of combat all the figures from each unit are considered to be in combat.
Each side rolls a D10 for each infantry figure determined to be in combat. Cavalry roll 2 dice per
figure when fighting infantry which are not in a square (when they only roll die per figure.)
A modified roll of 6 or more is required to hit to enemy. Both sides roll their attacks
simultaneously except for cavalry against infantry in square where the infantry resolve all of their
attacks before the cavalry
Troop quality
Poor
Regular
Veterans
Fanatics
Charging*
Charging Lancers*
Enemy is light cover
Enemy in heavy cover
H2H Mod
-2
0
+1
+2
+1
+2
-1
-2
* cavalry do not get charging bonuses against infantry in squares.
For each hit received the opposing player now takes a Resolve roll to establish whether the figure
is removed (casualty or flees) or remains in play (it's barely a scratch).
The Resolve roll is D10 requiring a 7 or more. This is modified by the troop quality, the weapon
which caused the hit, and any cover bonuses).
Resolve Modifier by Troop Quality
Levied/Shirkers
-2
Poor
-1
Confident
0
Enthusiastic
+1
Fanatics
+2
Each roll which is 6 or more is unaffected. Any roll which fails means a figure needs to be
removed from the target unit.
If a unit suffers more casualties than the enemy it must take a moral test.
Moral
As a unit suffers casualties from missile fire or hand to hand combat it needs to take a moral rest
to determine its ability to continue with the fight.
A unit requires a 6+ to continue to as normal.
Moral Modifiers
Each 10% casualty lost from start strength -1 per 10%
Each unit in brigade lost/routing
-2 per unit
Unit is already faltering
-1
Unit is already routing
-2
Troop Quality
Levied/Shirkers
Poor
Confident
Enthusiastic
Fanatics
-2
-1
0
+1
+2
Moral Results
7+
Pass
5 to 6
Falter
4 or less Route
Troops which falter retire 4 inches directly away from the enemy but continuing to face them.
They may not advance towards the enemy in their next turn.
Infantry in defensive positions ignore faltering results.
Infantry is square fighting cavalry ignore faltering results.
Fanatics who rout loose their fanatic status bonuses for the remainder of the battle.
Artillery are automatically dispersed if they route
In the first turn Routing units move directly away from the enemy, on subsequent turns routing
units move towards the nearest table edge unless this takes them closer to the enemy. Routing
units contacted by formed enemy will automatically disperse and are removed from the game.
Dispersed Units
If a unit is dispersed it is immediately removed from the battlefield. These units are no longer
battle-worthy and it is assumed that the troops have gone to ground and sought the best
available hiding place as they seek to escape the battle.
Pursuit
If a unit falters or routs from hand to hand combat the enemy unit may follow up. This can be to
simply take over the position which the enemy unit previously held, or make a pursue roll and
move this distance directly towards the routing enemy unit. The unit may instead choose to hold
its position instead of advancing.
Book Keeping & Victory Conditions
The players then establish whether either side has won the scenario.
All ongoing effects are resolved. Most of these are directed by scenario specific rules.