SLAMMER - Fast Action SF Skirmish System
Chris & Alex Nicole

Redcoats and Assegais!

"Bloody Zulu's, thousands of 'em" Lt. Bromhead (Michael Caine, Zulu).

Just to stretch the envelope a little, and as Zulu was on telly again over X-mas. ('97)

Of course, you don't have to use British Imperial Soldiers and Zulus or other Native Warriors. You could try this setup for any clash of technology where highly equipped troops are set against masses of 'primitive' opponents. e.g. SF Imperial Stormtroopers against Fantasy Goblin Warriors! :o)

Zulu's

Organisation
The Zulu way of warfare concentrated very heavily on courage and rigid discipline, it also strongly discouraged individuality. Tactically they found a system that worked and stuck with it (even when it had ceased to work). Zulu's should be organised in larger teams of 4-6 figures with leaders at "platoon" level i.e. one leader for each 4-6 teams.

Quality
The Zulus were a remarkably disciplined force, trained from boyhood and organised into "regiments". Also they had a great deal of experience in the tribal warfare that formed and policed the Zulu Kingdom. They had met Europeans before, but I am not sure whether they had come up against European regular soldiers before Isandhwlana. Make one roll for all the figures in each team and one roll for each leader at +2.

1 Green Boys and young warriors in their first fight.
2,3,4,5 Trained Experienced warriors, the majority of the Impi.
6 Veteran Experienced older warriors (the ones with Ostrich feathers).

Motivation
Warriors (Obviously), this gives them modifiers and bonuses to activation, movement and close combat.

Equipment
Treat Zulus as Light Infantry. I know they are almost nekkid except for feathers and loin cloth, but they were incredibly brave and moved as disciplined units. And their shields may have provided morale fortitude as much as physical protection.
If the Brits get slaughtered too quickly, try making the Zulu's unarmoured.

Weapons
Close Assault Cowhide shield, knobkerry (warclub) and the infamous assegai, this was the short stabbing spear that revolutionised African warfare. The Zulu's were very profficient with their chosen weapons. Treat them as +3 in Close Combat.
[Many of the Zulu's tribal opponents used a light throwing spear in warfare, the Zulu's would dodge or block thrown spears with their shields and then close on their now unarmed enemies with the assegai. Result: Zulu Empire!]

Firearms: A few Zulus had trade muskets and they acquired a few more modern rifles and some ammunition at Isandhwlana. Zulu musketry involved holding the gun away from the body because it kicks, closing your eyes and yelling loud as you fire. They would often open fire at extreme range.
Use the Trade Musket stats for all Zulu firearms.

Direct Fire Weapons: Type  Damage Rating  Close (<4")  Effect 
Range 
Notes; 
Trade Musket 1D  +1  12"   

Generally they should be treated as untrained when firing [#9 to hit] and that's generous.

British

Organisation  British Infantry are grouped in sections of 8-10 men with two teams of 4-5 figures. Each section should have a leader (Corporal or Sergeant) and each three or four sections should have a platoon leader (Lieutenant). This organisation can also be used for Cavalry and Native Infantry if present.

Quality  The majority of regular British Troops were well trained with extensive experience against native opponents throughout the Empire. Use The Imperial Infantry example to determine Troop Quality;

1 Green New recruits & casualty replacements
2,3,4 Trained Troops who have been in the unit long enough to know their way around
5,6 Veteran Experienced troopers who have been through a few hard fights

In addition one roll should be made for the section leader with a +1 dice modifier.

Motivation

British Regular Infantry - Steady
[After adding dice and modifiers shift the Activation Level up or down one level towards 7 Advance. This represents strength in defence and a tendancy to hold formation even when everything is going to heck around you, it also means Steady troops are less likely to get carried away with enthusiasm and go chasing off after the enemy.]

British Cavalry (Regular or Yeomanry) - Warriors
While Cavalry are equipped with carbines, they believe their main weapon is the Sabre or Lance used in the glorious charge. This belief in charging the enemy persisted in some Cavalry Units right upto and part way through WW2 !

Artillery - Steady / Elite (Just ask Alex!)
Includes Cannons, Mortars, Carriage Machine Guns and Rockets.

Indian Infantry - Normal
Some units, e.g. Sikhs could be treated as Steady,

Gurkhas - Warriors
Gurkhas add +1 to their troop quality roll.

Native Infantry and Civilian Irregulars - Reluctant
This represents either a distrust on the part of the British command, or a fairly acurate knowlege of the likely consequences of losing.

Equipment
Treat Regular British/Indian Infantry and Artillery as Heavy Infantry for movement and armour.
Cavalry, Native Infantry and Irregulars should be treated as Light Infantry armour.

Weapons
All Infantry use the Military Rifle plus bayonet, Note; Bayonets wouldn't usually be fixed until just before contact as they can get in the way while loading and firing.
Officers have revolvers and possibly a sword.
Cavalry use the carbine, but their primary weapon is the sabre or lance.
Irregulars may use a mixture of rifles, shotguns or assorted hunting guns, treat them as Shotguns.

Direct Fire Weapons: Type  Damage Rating  Close (<4")  Effect 
Range 
Notes; 
Military Rifle  1D  +2*  20"  *Close +3 with Bayonet
Carbine  1D  +3  16"   
Shotgun  1D  +4  12"  Assorted hunting guns 
Revolver  1D-1  +3  8"   

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Last updated Sunday, 16 May, 1999