My brain – as is its common wont – has refused to let up on The Silver Bayonet, and has insisted on creating a roster of soldier types for games set in colonial Australia. This draws on rules from the various supplements, with a few tweaks.
When putting together an Australian unit you may select from the following types:
- Convict* – See Below
- Discovery Serviceman
- Doctor
- Cleverman – See Below
- Bushranger* – See Below
- Infantryman
- Irregular*
- Junior Officer
- Marine
- Missionary* – See Below
- Native Scout*
- Trooper* – A renamed Provincial Soldier.
- Sailor
- Supernatural Investigator
- Veteran Hunter
- Explorer – See Below
- Woodsman*
The heavier troop types found in European settings aren’t available in Australia – they’re in too much demand to be sent out to distant colonies.
During recruitment you may pay an extra 3 points to give any figure marked with an asterisk the attribute “Experience in the desert”.
BUSHRANGER
Escaped convicts eking out a living in the wilderness are known as Bushrangers. While some simply seek to be left alone, others take up a life of theft and banditry, and it is the survival and combat skills of these than can be of use to a military unit.
Speed: 6
Melee: +1
Shoot: +1
Defense: 13
Courage: 0
Health: 10
Recruit: 19
Attributes: Combat Rider, Improvised Armour, Master of Cover
Equipment: 2 Pistols
CONVICT
There is no shortage of convicts in the penal colonies of New South Wales and Van Diemen’s Land and a military expedition can easily conscript some to haul equipment and make up numbers. No one would be mad enough to trust them with firearms though, and many will take the first opportunity to escape into the bush.
Speed: 6
Melee: +0
Shoot: +0
Defense: 13
Courage: -1
Health: 10
Recruit: 5
Attributes: Quick to Run
Equipment: Hand Weapon
CLEVERMAN
The indigenous inhabitants of the Australian continent have their own traditions of magic, with Clevermen and Women able to use their connection to the land to strike against transgressors. The state of war between the natives and colonists means Clevermen more often find themselves fighting against the British, but occasionally one may join forces with the invaders to defeat a greater evil.
Speed: 6
Melee: +0
Shoot: +0
Defense: 13
Courage: +3
Health: 10
Recruit: 20
Attributes: Linked to Country, Experience in the Desert
Equipment: Hand Weapon
MISSIONARY
The Protestant faith arrived in Australia with the first colonists in 1788 and as the British presence grew clergy of various faiths arrived to minister to the settlers and convicts. It wasn’t long before some of the most determined of these set out to bring their truth to the indigenous inhabitants of the land. While their success has been mixed at best, their faith and experience are a valuable resource for those heading out to fight the darkness.
Speed: 6
Melee: +0
Shoot: +0
Defense: 13
Courage: +1
Health: 10
Recruit: 14
Attributes: Inspiring
Equipment: Blunderbuss or Hand Weapon.
EXPLORER
Some of the boldest settlers, soldiers, and administrators of the colonies set out to explore the territory beyond the settled districts in search of fame, riches or knowledge. Many fail, but those who survive have valuable experience of the bush and its dangers.
Speed: 6
Melee: +1
Shoot: +1
Defense: 14
Courage: +1
Health: 10
Recruit: 20
Attributes: Strong, Experience in the Desert
Equipment: Hand Weapon, Rifle, Cartridge Box
Linked to Country: This ability works the same as Spells from the base rules with the figure being able to cast the following Spells:
- Curse: As per the base rules.
- Fog: Applies the Fog effect from the Unexpected Events Table.
- Confuse: Applies the Mysterious Movement effect from the Unexpected Events Table.
- Influence: Add one Monster Die to the Fate Pool if there are currently none.
Improvised Armour: The figure may be equipped with a suit of metal armour forged from plough blades. This provides Armour (2), but decreases speed by 2. A figure wearing improvised armour receives no benefits from Indefatigable, Nimble or Experience in the Desert.
I did think about including a variation on a Malamuke as an Afghan, but they didn’t arrive in Australia until the 1860s, which is too late for the Napoleonic setting. I couldn’t resist including armour for bushrangers (in the name of fun), even though Ned Kelly wasn’t born until 1854.
As per my previous post these rules are in no way guaranteed to work, be fair, or be fun. But hey, someone may get some use out of them!






























































