ZULU FORCES.
Experienced Warriors |
Type |
Clan |
||||
Points Value |
8 |
Weapon |
Thrusting Spear & Shield |
Size |
10 |
|
Formation |
First Fire |
Controlled
Volley |
Crashing
Volley |
Step Out |
Drill |
Characteristics |
Always |
No |
No |
No |
1 |
2 |
Aggressive, Tomahawks, Tactical, Hearth & Home, Fervour |
Regular Warriors |
Type |
Tribal |
||||
Points Value |
6 |
Weapon |
Thrusting Spear & Shield |
Size |
10 |
|
Formation |
First Fire |
Controlled
Volley |
Crashing
Volley |
Step Out |
Drill |
Characteristics |
Always |
No |
No |
No |
2 |
3 |
Tomahawks, Tactical, Hearth & Home, Fervour |
Unblooded Warriors |
Type |
Tribal |
||||
Points Value |
5 |
Weapon |
Thrusting Spear & Shield |
Size |
10 |
|
Formation |
First Fire |
Controlled
Volley |
Crashing
Volley |
Step Out |
Drill |
Characteristics |
Always |
No |
No |
No |
2 |
3 |
Hearth & Home, Fervour |
Skirmishers |
Type |
Irr Skirmishers |
||||
Points Value |
10 |
Weapon |
Rifled Muskets |
Size |
6 |
|
Formation |
First Fire |
Controlled
Volley |
Crashing
Volley |
Step Out |
Drill |
Characteristics |
No |
Yes |
No |
- |
3 |
- |
Poor Shots, Moveable DP. |
Only available to Warriors Increase the units cover bonus by 1 level.
Fervour – 2 Command Initiatives.
Unit must remain stationary but can benefit from Fervour as per the
Infamy rules for movement and loss of fervour.
When facing British Regulars are classed as No Bayonets in Hand to Hand.
British Forces
British Regulars |
Type |
Regular |
||||
Points Value |
12 |
Weapon |
Breach Loading Rifles |
Size |
8 |
|
Formation |
First Fire |
Controlled
Volley |
Crashing
Volley |
Step Out |
Drill |
Characteristics |
Always |
Yes |
Yes |
2 |
2 |
2 |
Fighting Cocks. |
British Light Infantry |
Type |
Light Infantry |
||||
Points Value |
13 |
Weapon |
Breach Loading Rifles |
Size |
6 |
|
Formation |
First Fire |
Controlled
Volley |
Crashing
Volley |
Step Out |
Drill |
Characteristics |
Always |
Yes |
No |
- |
2 |
- |
Good Shots |
British Naval Brigade |
Type |
Regular |
||||
Points Value |
11 |
Weapon |
Breach Loading Rifles |
Size |
8 |
|
Formation |
First Fire |
Controlled
Volley |
Crashing
Volley |
Step Out |
Drill |
Characteristics |
Always |
Yes |
No |
3 |
2 |
3 |
Stubborn |
British Dragons |
Type |
Dragoons |
||||
Points Value |
13 |
Weapon |
Breach Loading Rifles |
Size |
8 |
|
Formation |
First Fire |
Controlled
Volley |
Crashing
Volley |
Step Out |
Drill |
Characteristics |
Always |
Yes |
No |
3 |
2 |
- |
No Bayonets if on foot. |
Natal Mounted Police |
Type |
Dragoons |
||||
Points Value |
10 |
Weapon |
Mixed Weapons. BL Rifles |
Size |
8 |
|
Formation |
First Fire |
Controlled
Volley |
Crashing
Volley |
Step Out |
Drill |
Characteristics |
Always |
Yes |
No |
- |
2 |
- |
Tally Ho!, Sam Colt’s Equalizer No Bayonets if dismounted. |
Mounted Infantry |
Type |
Dragoons |
||||
Points Value |
9 |
Weapon |
Mixed Weapons. BL Rifles |
Size |
8 |
|
Formation |
First Fire |
Controlled
Volley |
Crashing
Volley |
Step Out |
Drill |
Characteristics |
Always |
Yes |
Yes |
2 |
2 |
- |
No Bayonets when dismounted. Poor shots if mounted. |
Lancers |
Type |
Impact Cavalry |
||||
Points Value |
10 |
Weapon |
Lance |
Size |
8 |
|
Formation |
First Fire |
Controlled
Volley |
Crashing
Volley |
Step Out |
Drill |
Characteristics |
Always |
No |
No |
- |
2 |
- |
Tally Ho!, |
NNC |
Type |
Tribe |
||||
Points Value |
5 |
Weapon |
Mixed Weapons, Rifled Muskets |
Size |
10 |
|
Formation |
First Fire |
Controlled
Volley |
Crashing
Volley |
Step Out |
Drill |
Characteristics |
Always |
Yes |
No |
No |
3 |
- |
Mixed Weapons, Poor Shots, Prominent Leader |
Artillery Medium (12) |
Type |
Artillery |
||||
Points Value |
9 |
Weapon |
12 Pdr |
Size |
5 |
|
Formation |
First Fire |
Controlled
Volley |
Crashing
Volley |
Step Out |
Drill |
Characteristics |
No |
Yes |
Yes |
- |
2 |
3 |
|
|
|
|
|
|
|
|
Gatling Gun (2-10 Dice) |
Type |
Artillery |
||||
Points Value |
12 |
Weapon |
Machine Gun |
Size |
5 |
|
Formation |
First Fire |
Controlled
Volley |
Crashing
Volley |
Step Out |
Drill |
Characteristics |
No |
Yes |
Yes |
- |
2 |
3 |
10 Dice per Action – More 1’s than 6’s gun jams but hits still count in the action, one action to unjam the gun rolled on a successful 5,6 however on a 1 the gun is permanently disabled.
Range to 36” – 5-6 Hits – Upto 48” 6 to hit. Double Shock on any hits scored.
Rockets |
Type |
Artillery |
||||
Points Value |
9 |
Weapon |
Rockets |
Size |
5 |
|
Formation |
First Fire |
Controlled
Volley |
Crashing
Volley |
Step Out |
Drill |
Characteristics |
No |
Yes |
Yes |
- |
2 |
3 |
|
|
|
|
|
|
|
|
Effective Range 24+
Hitting on a 4,5,6.
Any misses are roll a direction dice with up to 2D6
variation – 3” burst any unit within the burst are 12 Dice effect.
Additional command Initiatives open to the British Commanders.
Steady – 1 Command Initiative.
Only available to British Regulars may be played by the CinC at any
point during the turn should any flags be available. Remove 1 point of shock
from the target unit.
Send for a resupply – 2 Command Initiative.
If a supply wagon is within 12” then a runner can be sent to secure
fresh supplies. A wagon can be used on 6 separate occasions before exhausted.
Breach loading rifle modifier should a unit or formation wish to fire a second round of fire, then this round will count as Poor shot for the second round of fire. Should more 1’s than 6’s be rolled then the unit is deemed low on ammunition and can only fire at close range and gains a low ammo marker deducting one dice from the next round of firing.
Ammunition can requested at a cost of 2 command initiative orders.
A pall of smoke is placed in front of the unit if the firing unit is immediately before the tiffin card if the said firing unit has fired more than once in a turn.
Retire 5 Paces – 1 Command Initiative.
Only available to British Regulars a unit by use a command initiative at
any time after the first round of combat and immediately disengage falling back
2” facing the enemy.
Rally - 1 Command Initiative.
Any flags can be used on British regulars to instantly removed points of
shock from a line unit as long as they have line of sight to the main body.
Additional Unit Costs.
Range Markers – Cost 2 Points
If a unit places range markers in front of the unit then all long shots
count as effective range when using controlled volleys. Once a unit moves or
changes facing the benefit is lost.
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