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Last
of the Mohicans Rules
A ruleset for gaming the French & Indian War in 25mm by Rex
Hurley. For photos of this game in action, click
here.
Ground Scale: approximately 1 inch = 10 yards
Time Scale: real time as the game happens
Figure Scale: 1 figure = 1 man
Turn Sequence: move, shoot, hand-to-hand, in initiative order
below
Initiative Sequence: Hurons, Mohicans, Rangers/French Trappers,
Settlers, British.
Movement: all moves are 6, except Rangers/French Trappers,
Hurons and Mohicans, who move 8. Settlers move in woods at half
speed. Formed British line infantry may not enter woods, except in column
on tracks or roads.
Shooting: each figure or character has a weapon and firing statistic
as listed in the character chart. To hit an opponent the target needs
to be in range, and the firer must have a clear line of sight to the target.
Roll equal to or higher than the number shown on a D6.
Hand-to-Hand: all figures in base-to-base contact get to fight.
Multiples count as multiple combat (just roll more dice), up to a maximum
of three figures to one, except when leaders fight each other and the
rest sit back and watch the epic duel until its conclusion. Both sides
fight simultaneously.
Each figure or character has a weapon and 'fight' statistic as listed
in the character chart. Roll the number of D6 equal to that shown (eg.
a base of two settlers rolls 2D6). If the roll equals or exceeds that
needed (eg settlers need a 5+) then a hit is scored.
If both sides roll a hit these cancel each other out and cause no wound.
If one side hits and the other doesnt this causes a wound. For
example,our two settlers fighting two Indians get two dice - they both
roll 5s, two hits! Both Indians fight back with 4 dice (2 attacks per
Indian) - they roll 4, 3, 2 and 1! The one hit (Indians hit on a 4+) cancels
out one of the settlers' hits, but the other settler clubs an Indian to
the ground and kills him. Victory for the settlers!!
Wounds: all figures have a set amount of wounds, as shown in the
character chart. When this is exceeded they are considered dead and are
removed from play.
Saving Throws: some characters and all Europeans have a special
saving throw for when they receive a wound. For characters this represents
some special ability and is shown in the character chart. All other Europeans
have a single 5+ saving throw for any time they would otherwise receive
a wound. This represents divine intervention, rounds/blows glancing off
a watch, snagging on a coat, luck, etc.
Fear: Indians cause 'fear' in all settlers and British line infantry.
Take a fear test by rolling 2D6 when charged by any Indians, or if Indians
are within 6at the start of the turn (unless in earthworks or buildings).
Settlers pass on a roll of 7 or less, line infantry on 8 or less.
If they fail, settlers must run 2D6, and if caught by pursuing Indians
they are slaughtered with no saving throw.
If they fail, British line infantry may not fire salvos.
Once this fear test is passed dont test for Indian fear again in
the game.
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Character Chart
Hawkeye
Move: 8 inches
Shoot: rifled musket, range 24 inches, hits on 2+
Fight: two hand weapons, has 2 attacks, hits on 3+
Wounds: has two wounds and special save
Special: Love of Cora - when fighting to rescue or protect Cora, Hawkeye
becomes incensed and mindless to pain. He may move 10 inches, double the
number of his attacks and roll 4+ to save any wounds received.
Uncas
Move: 8 inches
Shoot: rifled musket, range 20 inches, hits on 3+
Fight: two hand weapons, has 3 attacks, hits on 4+
Wounds: has two wounds and special save
Special: The Spirits are Watching - anytime a wound is received, roll
a special save. On 6+ the Spirits are watching and protect Uncas.
Chingachgook
Move: 8 inches
Shoot: rifled musket, range 15 inches, hits on 3+
Fight: big nasty axe club, has four attacks, hits on 2+
Wounds: has three wounds and special save
Special: The Spirit of The Mohicans - being the last of the Mohicans,
Chingachgook is protected by the Spirits. Whenever Chingachgook receives
a wound, roll a special save and on 5+ the Spirits are watching and protect
him.
The Major
Move: 6 inches
Shoot: pistol, range 6 inches, hits on 3+. May also use a musket, range
10 inches, hits on 3+
Fight: sword has two attacks, hits on 3+
Wounds: has two wounds and European save
Special: For King For Country - the Major’s belief in English superiority
is unequalled. Re-roll any missed attacks in hand-to-hand combat.
Cora Munro
Move: 6 inches, captured 4 inches
Shoot: pistol. range 6 inches, hits on 3+
Fight: pistol has one attack, hits on 3+
Wounds: has two wounds and European save
Special: (1) Stubborn - nothing fazes Cora, so she is immune to the normal
effects of fear. Must try and remain within 2 inches of her sister while
she is alive. (2) I Will Find You - if Cora loses one wound in hand-to-hand
combat, she must submit and survive, then await rescue. Any Warband capturing
Cora and/or her sister must immediately move towards the nearest table
edge at reduced speed because of the girls.
Alice (Cora’s sister)
Move: 6 inches, captured 4 inches
Shoot: nil
Fight: nil
Wounds: has two wounds and European save
Special: Is basically useless and clings to Cora in confusion, although
she does rather like Uncas. If attacked take a panic test with 2D6 - on
a roll of 6 or more she collapses in a heap and can’t be moved until resuscitated
(8+ in future turns, unless it is Indians, where they kick her back to
consciousness automatically).
Colonel Munro
Move: 10 inches , charge 12 inches (mounted on horse)
Shoot: nil
Fight: two pistols and sword, has three attacks, hits on 3+
Wounds: has three wounds and European save
Special: Colonel’s Presence - while the Colonel is alive the British should
fight well. If he goes down, roll an immediate fear test for all British
line.
The British Lieutenant
Move: 6 inches
Shoot: pistol, range 6 inches, hits on 4+
Fight: sword and pistol, has two attacks, hits on 4+
Wounds: has two wounds and European save
Special: Nil
Maqaw
Move: 8 inches
Shoot: musket, range 10 inches, hits on 4+
Fight: two hand weapons, has four attacks, hits on 3+
Wounds: has three wounds and special save
Special: Maqaws Revenge - whenever possible Maqaw must attempt to charge
and kill Colonel Munro if he is on the table. If not or Colonel Munro
has been killed, Maqaw must attempt to shoot, kill or capture the Munro
sisters.
Maqaw’s Lieutenants
Move: 8 inches
Shoot: musket, range 10 inches, hit on 5+
Fight: two hand weapons, have two attacks, hit on 3+
Wounds: have two wounds
Special: Squabble - any warband lead by a Lieutenant not within 12 inches
of Maqaw at the start of the turn must take a squabble test. Roll a D6
- on a result of 1 the warband can’t move that turn while the Lieutenant
deals with a challenge to his authority.
Indians
Move: 8 inches
Shoot: bow or musket, range 10 inches, hit on 5+
Fight: two hand weapons, have two attacks, hit on 4+
Wounds: have one wound
Special: Fear - cause fear in all settlers and British line.
Rangers/French Trappers
Move: 6 inches
Shoot: rifled musket/musket, range 15 inches, hit on 3+
Fight: two hand weapons, have two attacks, hit on 4+
Wounds: have one wound and European special save
Special: Stealthy - may move through woods without penalty.
Settlers
Move: 6 inches
Shoot: rifled musket, range 15 inches, hit on 4+; or pistols, range 6
inches, hit on 4+
Fight: musket butt, has one attack, hit on 4+
Wounds: have onr wound and European special save
Special: This Is Our House - when defending inside their own homes, settlers
are immune to fear. Indians require a 6 to hit, unless they have broken
into the house.
British Line
Move: 6 inches
Shoot: musket, range 10 inches, hit on 4+
Fight: musket butt, have one attack, hit on 5+
Wounds: have one wound and European special save
Special: Salvo - may fire a salvo once per turn. Must be directed at the
same target. Every man in platoon fires instead of just the front rank
or by section. Hits on 3+.
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Paul Crouch's Last of the Mohicans
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