Sharp Practice 2 - Zulu Wars House Rules and Unit Stats.

 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.

 Additional command Initiatives open to the Zulu Commanders.

 Go to ground – 1 Command Initiative.

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.

 Zulu formations are subject to the Mob rules within the Infamy rules whilst moving as controlled and uncontrolled bodies.

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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