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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 doesn’t 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 6”at 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 don’t 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 Photos Page

 

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