Mark Stevens'WW1 in the Desert A Rules Variant for TSATF

NOTE: It is assumed that you already know how to play/have a copy of "The Sword and the Flame rules by Larry Brom. This page is not a complete rules set, but it is tables and charts to add a new period to the "TSATF universe".

MOVEMENTCross CountryOn Road ChargeRoad Charge
Number of D6 to roll for Movement
Regulars:
(High Die for
Terrain Penalties)
Infantry - close order20 3 0
Infantry - march column 3 4 4 5
Infantry - Open order 3 0 4 0
Artillery - Move only 3 4 0 0
Artillery - Move & Fire 2 2 0 0
Cavalry 4 5 5 6
Irregulars:
(No Terrain
Penalties)
Infantry (open or mass)30 4 0
Cavalry 4 5 5 5
Camelry* 5 5 5 5
Artillery - Move only 3 4 0 0
Artillery - Move & Fire 2 2 0 0
*Camels take high die terrain penalty

TROOP QUALITY - roll a D10 for each unit.
Turks Arabs Europeans
Poor 0-50 0-25 0-10
Average 51-89 26-8411-80
Superior 90-10085-100 81-100

To Rally To Close Stand & Fight
W/Leader W/OLeader W/Leader W/O Leader W/Leader W/O Leader
Poor 1-3 1-2 1-3 1-2 1-3 1-2
Average 1-4 1-3 1-4 1-3 1-5 1-3
Superior 1-5 1-4 1-5 1-4 1-6 1-4

Major MoraleSum 2 D6s
British 2-9 Pass 10+ Fail
Turks 2-8 Pass 9+ Fail
Germans 2-9 Pass 10+ Fail
Arabs 2-6 Pass 7+ Fail

Critical & PinnedSum 2 D6s
W/Leader WO/Leader
Poor 2-7 Pass 2-6 Pass
Average2-9 Pass 2-7 Pass
Superior2-10 Pass 2-9 Pass
Rifle 30" Poor 1-4 1-3 1-2 1
Average 1-6 1-4 1-3 1-2
Superior 1-7 1-5 1-4 1-3
Mounted rifle fire range - 24", 1/2 hits only
Automatic
weapons
30" 3 D20 per gunner 1-7 1-5 1-4 1-3
Machine gunsShort 0-18" 1-7 1-6 1-5 1-4
Long 18"-30" 1-6 1-5 1-4 1-3
ArtilleryShort 0-30" 1-7 1-5 1-4 1-3
Long 30"-60" 1-6 1-4 1-3 1-2
Artillery can hit at over 60" by using the "bombing table",
- also, use "bombing table" for indirect fire
Pistol 8" 2 shots 1-7 1-5 1-4 1-3

Armored Cars

Grenades

Bombing Table

  1. Nominate the impact point of bomb or shell desired.
  2. Roll a D6 If the result is 5 or 6 then the bomb or shell impacts right at the point desired. If the result is:
    1. Impact is displaced 2xD6 inches beyond the intended point (in direction of fire).
    2. Impact is displaced 2xD6 inches right of the intended point.
    3. Impact is displaced 2xD6 inches short of the intended point.
    4. Impact is displaced 2xD6 inches left of the intended point.

NOTES: Successive turns of fire on same point, +1 to D6.
Poor quality gunners/pilots = -1 to D6.

Melee
ChargingDefending
trench/wall
Defending
building
On top of
wall
Mounted ProneLeader
Turks0
+2
+2
-1
+1
-1
+2
European0
+1
+2
-1
+1
-1
+2
Irregular
Arab
+1
0
+2
-1
+1
-1
+1

Return to Mark Stevens' Games at HISTORICON 2000

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