KINGDOM OF BRITANNIA - Spartan Games · KINGDOM OF BRITANNIA ... • 2 Line Infantry may be...
Transcript of KINGDOM OF BRITANNIA - Spartan Games · KINGDOM OF BRITANNIA ... • 2 Line Infantry may be...
Last Updated: Tuesday, 23 July 2013
MAINSTAYSECTION 1
VETERANSUPPORT 2
VETERANSUPPORT 1
MAINSTAYSECTION 2
CHARACTER2
CHARACTER1
PLATOON
MAINSTAYSECTION 3
BATTALIONSUPPORT 2
BATTALIONSUPPORT 1
LIEUTENANT
SUPPORTING ARMS
KINGDOM OF BRITANNIAARMY LIST
The following document details a structure and statistics for your Kingdom of Britannia tabletop military force. The document is what we refer to as a living document, meaning it will grow and change over time as new models and unit types are added. Note that some unit types listed are not complete, and will increase in the model types available as new products are released. Please check back regularly to ensure you have the latest version of this document which will hold the most up to date statistics for all models. Please consult the Quickstart Rulebook for full details on
constructing your force.
Last Updated: Tuesday, 23 July 2013
KINGDOM OF BRITANNIAMAINSTAY SECTIONS - STATISTICS TABLES
LIEUTENANT
Name Type Mv IR KR LP MAD Weapons MARs and Abilities Points
Lieutenant Infantry - Officer (Tier 3) 6” 4 10 3 2 Service Revolver - 15
SECTION SIZE• 1 Lieutenant
UPGRADESA Lieutenant may replace their Service Revolver with another weapon chosen from below:• Windshear Ray Projector for +1 Point
A Lieutenant may choose up to TWO Command Abilities from those listed below:• FocusFirefor Free• ForceMarchfor Free• OnMyMarkfor Free• Rallyfor Free
BRITANNIAN LINE INFANTRY SECTION
Name Type Mv IR KR LP MAD Weapons MARs and Abilities Points
Line Infantry Rifleman Infantry 6” 3 - 1 1 Martini-Metford Rifle - 5
Line Infantry Specialist Infantry 6” 4 - 1 1 Mk III. Flamethrower - 6
Line Infantry Sergeant Infantry 6” 3 5 2 2 Martini-Metford Rifle NCO 5
Musician Infantry 6” - - - - - Musician, Non-Combatant 7
SECTION SIZE• 6 - 10 Line Infantry Rifleman
UPGRADES• Up to 1 Rifleman may be upgraded to a Line Infantry Sergeant• Up to 2 Rifleman may be upgraded to a Line Infantry Specialist
Each Line Infantry Specialist may be armed with a Flamethrower• 2 Line Infantry may be upgraded to 1 Heavy Machine Gun Team
(see the Heavy Machine Gun entry for details)
Note: A Section CANNOT contain BOTH the Specialist and Gun Team upgrades
ADDITIONS• Up to 1 Musician may be added to a Section• If a Line Infantry Section numbers 6 models, 1 General Conveyor
may be addedto the Section.• If a Line Infantry Section numbers between 7 and 12 models, 2
General Conveyors may be addedto the Section.
Last Updated: Tuesday, 23 July 2013
BRITANNIAN BLACK WATCH INFANTRY SECTION
Name Type Mv IR KR LP MAD Weapons MARs and Abilities Points
Black Watch Rifleman Infantry 6” 3 - 1 2 Martini-Metford Rifle Daunting, Elite 7
Black Watch Specialist Infantry 6” 3 - 1 2 Nock Gun Daunting, Elite 8
Black Watch Sergeant Infantry 6” 3 5 2 2 Mk II. Flamebelcher Daunting, Elite, NCO 9
SECTION SIZE• 5 - 10 Black Watch Riflemen
UPGRADES• Up to 1 Rifleman may be upgraded to a Sergeant• Up to 1 Rifleman may be upgraded to a Specialist, armed with a Nock Gun
ADDITIONS• Up to 1 Musician may be added to a Section• If a Black Watch Infantry Section numbers 5 and 6 models, 1 General Conveyor may be addedto the Section.• If a Black Watch Infantry Section numbers between 7 and 11 models, 2 General Conveyors may be addedto the Section.
KINGDOM OF BRITANNIAMAINSTAY SECTIONS - STATISTICS TABLES
NEW MARElite - A Section containing one or more models with the Elite MAR always takes Morale Checks on RED Dice, regardless of negative modifiers.
WEAPON STATISTICS
Name RAD IAD Effective Range Long Range WARs
Martini-Metford 2 - 1, 2 3, 4 -
Mk II. Flamebelcher 3 - 1 - Spray and Pray
Nock Gun 5 - 1 2, 3 Blast
Last Updated: Tuesday, 23 July 2013
SKY HUSSAR SECTION
Name Type Mv IR KR LP MAD Weapons MARs and Abilities Points
Sky Hussar Captain Aeronaut - Officer (Tier 2) 6"/10" 3 8 3 4 Mk II. Flamebelcher Elusive Target, Rally 18
Sky Hussar Corporal Aeronaut 6”/10” 3 5 2 3 Mk II. Flamebelcher Elusive Target, NCO 7
Sky Hussar Aeronaut 6”/10” 3 - 1 3 Mk II. Flamebelcher Elusive Target 6
Sky Hussar Specialist Aeronaut 6”/10” 3 - 1 3 Mk III. Flamethrower Elusive Target 8
Many of the old Britannian Cavalry regiments have discarded the use of horses on the modern Dystopian battlefield. However, they maintain their tradition of being expert shock assault troops with the help of the Brunel Rocket-Assisted Transit or ‘RAT’ Pack, like the elite assault troops of the Three Admiralties.
Armed exclusively with flamebelcher pistols and heavier flamethrowers, the Sky Hussars are an inspiring sight for ground-bound Britannian troops, swooping down upon hapless enemy sections and engulfing them in sheets of burning fury, before charging in to finish off the survivors with flashing sabres.
Notable Regiments:12th Hussars, Queen’s Own Aerial Rangers22nd Hussars, Lincolnshire Sky Riders
SECTION SIZE•3-5Sky Hussars
UPGRADES•Upto1Sky Hussar may be upgraded to a Sky Hussar Captain•Upto1Sky Hussar may be upgraded to a Sky Hussar Corporal•Upto1Sky Hussar may be upgraded to a Sky Hussar Specialist armed with a Flamethrower
KINGDOM OF BRITANNIAVETERAN SECTIONS - STATISTICS TABLES
WEAPON STATISTICS
Name RAD IAD Effective Range Long Range WARs
Mk II. Flamebelcher 3 - 1 - Spray and Pray
Mk III. Flamethrower 3 3 1 - Blast, Spray and Pray
Last Updated: Tuesday, 23 July 2013Last Updated: Tuesday, 23 July 2013
‘Bertie’ Smethington, a veteran infantry officer who also served as a pilot in the Britannian army’s Royal Flying Corps, is a celebrity among ordinary Britannian soldiers. Loud, brash and famously contemptuous of the enemy, Smethington is a lucky talisman to the troops under his command, possessing an undeniable good fortune that always lands him on his feet.
Noted for his frequent baiting of ‘uppitybrass-hats’ of the high com-mand, Smethington inspires hard-pressed infantrymen to stand firm through sheer force of charisma, always ready to battle alongside them with ‘a bit of the old fisticuffs’ or the Blazer, his trademark revolver.
SECTION SIZE• 1 Captain Smethington II
Important Note: Only ONE Captain Smethington II may be included in a Force.
CAPTAIN GILBERT SMETHINGTON II
Name Type Mv IR KR LP MAD Weapons MARs and Abilities Points
Captain Smethington II Infantry - Officer (Tier 3) 6” 4 10 3 2 ‘Bertie’s Blazer’ Britannian Bulldog, Lucky (D3+4) 16
KINGDOM OF BRITANNIACHARACTERS - STATISTICS TABLES
WEAPON STATISTICS
Name RAD IAD Effective Range Long Range WARs
Martini-Metford Rifle 2 - 1, 2 3, 4 -
Windshear Ray Projector 2 2 1 - Armour Piercing (1)
‘Bertie’s Blazer’ 3 - 1 2 -
Mk II. Flamebelcher 3 - 1 - Spray and Pray
Mk III. Flamethrower 3 3 1 - Blast, Spray and Pray
Service Revolver 3 - 1 2 -
Nock Gun 5 - 1 2, 3 Blast
Last Updated: Tuesday, 23 July 2013
Colonel S. H. ‘Big’ MacDonald is one of the Kingdom of Britannia’s most celebrated soldiers. A holder of the hallowed VC, he first saw action against the Prussians at Waterloo in 1815, and his military career has since spanned more than half a century.
Even now, long after he could have settled into honourable and well-earned retirement, ‘Big’ MacDonald relishes the thunder and fury of battle.
He was offered a front line commission by Lord-Admiral Tillinger himself – mostly because his bulldog spirit and forcefulness could not be satisfied by a General Staff position. Riding his special armoured wheelchair, Colonel MacDonald has taken to the field again. He is a living symbol of Britannia’s legendary military glory to the troops he commands.
A soldier of the old school, he drills his troops in the famed ‘Mad Minute’, adding the firepower of his antique Indian blunderbuss to the resulting storm of lead!
MARs (not in the Quickplay Rulebook)
Command Ability - Mad Minute (Command Test: 3):When a Section in LineFormation containing a model with MadMinuteperforms a RangedAttack, the model with the MadMinuteCommand Ability can take a Command Ability Test, provided they have not performed any MoveActionsthis Activation.
If the Test is passed, add ONE additional Attack Dice to the AttackDicePool for each contributing model, of the same Dice Colour as their Weapon’s Attack Dice. If the Test is failed the Section CANNOT perform a RangedAttackthis Activation.
A Section CANNOT be affected by MadMinuteand FocusFirein the same Activation.
SECTION SIZE• 1 Colonel MacDonald
Important Note: Only ONE Colonel MacDonald may be included in a Force.
COLONEL MACDONALD
Name Type Mv IR KR LP MAD Weapons MARs and Abilities Points
Colonel MacDonald Officer (Tier 4) 5” 5 12 3 2 Blunderbuss Focus Fire, Mad Minute 20
KINGDOM OF BRITANNIACHARACTERS - STATISTICS TABLES
WEAPON STATISTICS
Name RAD IAD Effective Range Long Range WARs
Blunderbuss 6 - 1 2 -
GAME CARD: “Caltrop” 3 - 3” - Mine
Last Updated: Tuesday, 23 July 2013
SECTION SIZE•1-3 Gun TeamsOR• 2Line Infantry in a Line Infantry Section may be upgraded to 1 Heavy Machine Gun Team
Note: A Gun Team is comprised of two models with a single set of Statistics. They are treated as a single model for all purposes and must remain in base contact at all times. However, when the Gun Team loses a life point, rather than gaining a Marker, simply remove the loader model. Note: A Section CANNOT contain BOTH the Specialist and Gun Team upgrades
MARs (not in the Quickplay Rulebook)
Towable:A model with the Towable MAR cannot board a Transport, however it may be affected by the UtilityVehicleMAR.
The Brunel-Nordenfelt is a piece of engineering renowned across the world for its extreme range and withering firepower.
A multi-barrelled volley gun with a thick gun shield to protect its valuable crew, this model exemplifies the sturdy, reliable nature of Britannian design. This is enhanced further by the heavy spoked wheels, and the detailed ammo crate carried by the second crewman adds more character.
In a nation already well known for its lethality at long range, the Brunel-Nordenfelt reinforces this strength. As long as the Britannian Commander sets his field pieces up with commanding lanes of fire, the opposition will be hard pressed to overcome the gun line.
HEAVY MACHINE GUN
Name Type Mv IR KR LP MAD Weapons MARs and Abilities Points
Gun Team Infantry 4" 4 7 2 2 Model V Brunel-Nordenfelt Move or Fire, Towable 14
KINGDOM OF BRITANNIABATTALION SUPPORT - STATISTICS TABLES
WEAPON STATISTICS
Name RAD IAD Effective Range Long Range WARs
Model V Brunel-Nordenfelt 6 - 1, 2, 3 4, 5 -
Last Updated: Tuesday, 23 July 2013
SECTION SIZE
•1Field Gun
ADDITIONS
•Upto3 Line Infantrymen may be added to a Gun Section.
•1 General Conveyor may be added to a Gun Section.
NEW MARs
Lethal
If all weapons in a Ranged Attack have the Lethal WAR, and the number of Successes rolled for the Attack equals or exceeds the targetmodel’s Injury Rating, the model is Killedas if its Kill Rating had been reached.
Gun Section
Name Type Mv IR KR LP MAD Weapons MARs and Abilities Points
Field Gun Infantry 3” 5 8 2 2 Armstrong 14-Pdr Towable, Limited Traverse (Armstrong 14-Pdr) (Forward) 32
Line Infantry Rifleman Infantry 6” 3 - 1 1 Martini-Metford Rifle - 5
KINGDOM OF BRITANNIABATTALION SUPPORT - STATISTICS TABLES
WEAPON STATISTICS
Name RAD IAD Effective Range Long Range WARs
Armstrong 14 Pounder
Shell 8 5 1,2,3 4,5,6 Armour Piercing (1), Lethal, Move or Fire
Canister 12 - 1 2 Blast, Suppression, Move or Fire
Martini-Metford Rifle 2 - 1, 2 3, 4 -
Last Updated: Tuesday, 23 July 2013
SECTION SIZE• 1 Terrier Ironclad
Important Note: A Platoon may only include ONE Terrier Ironclad.
MARs (Not in the Quickplay Rulkebook)
Colossal:The Line of Sight to and from models with the Colossal MAR is NOT Blocked by intervening man-height or Towering models. A model with the Colossal MAR is considered to be larger than man-height.
Lethal:If all weapons in a Ranged Attack have the Lethal WAR, and the number of Successes rolled for the Attack equals or exceeds the targetmodel’s Injury Rating, the model is Killedas if its Kill Rating had been reached.
WEAPON STATISTICS
Name RAD IAD Effective Range Long Range WARs
122-Pdr Gun 12 5 2, 3 4 Armour Piercing (1), Blast, Lethal, Limited Traverse (Fixed Forward)
2-Pdr AT Rifle 4 3 1, 2 3, 4 Limited Traverse (90 degree Left/Right)
TERRIER IRONCLAD DAMAGE TABLE
D6 Name Effect
1, 2 Ping! The Attack bounces harmlessly off the hull of the Ironclad
3 Running Gear Damage The Ironclad’s movement is reduced to 4”/6”. If this effect is rolled a second time, the Ironclad is immobilised and cannot move or rotate for the rest of the game.
4 Shaken Up The Ironclad misses its next Activation
5 Gun Damaged All Ranged Attacks made by this Ironclad for the rest of the game suffer a -1 ‘to hit’ modifier. If this effect is rolled a second time, the Ironclad cannot make Ranged Attacks for the rest of the game.
6 Badly Damaged The Ironclad loses ONE Hull Point
7 Knocked Out The Ironclad is Destroyed and left as a Wreck.
TERRIER IRONCLAD
Name Type Mv Rv
ARMOUR
HP Weapons ARC MARs and Abilities Points
Fron
t
Side
s
Rear
Terrier Ironclad Ironclad 6”/9” 1 4 4 3 3
122-Pdr Gun Fixed Forward
Colossal, NCO, Shield Generator (1) 602-Pdr AT Rifle 90 Degree Left
2-Pdr AT Rifle 90 Degree Right
KINGDOM OF BRITANNIABATTALION SUPPORT - STATISTICS TABLES
Last Updated: Tuesday, 23 July 2013
New or Amended MARs
Open Topped:
SomeIroncladsdonothaveroofs,allowingtheiroccupantstofirefreely,butofferingthemreducedprotectioninreturn.
Any Section embarked in a transport Ironclad with the OpenToppedMAR may make RangedAttacksdespite being embarked in a transport Ironclad. However, an embarked Section CANNOT make a Ranged Attack if their Ironclad made a Full Steam Ahead move action. The embarked Section can also be the targetof enemy RangedAttacks. Range and Line of Sight for any Ranged Attacks involving the embarked Section should be measured from the closest point of the Ironcladthey are Embarked within.
Sections Embarked in an Ironclad with the Open Topped MAR count as being in HeavyCoverand in LineFormation.
Any casualties caused amongst the embarked Section are assigned as chosen by the target’scontrolling player, obeying the rules for regularand irregularmodels and removing whole models when required.
The Embarked Section CANNOT Charge, make ChargeReactionsor be declared as the targetof a Charge.
KINGDOM OF BRITANNIATRANSPORT - STATISTICS TABLES
GENERAL CONVEYER
Name Type Mv Rv
ARMOUR
HP Weapons ARC MARs and Abilities Points
Fron
t
Side
s
Rear
General Conveyer Ironclad 7” / 12” 2 3 3 2 2 - -
Towering, Transport Capacity (Infantry) (6), Open Topped,
Utility Vehicle22
GENERAL CONVEYER DAMAGE TABLE
D6 Name Effect
1, 2 Bashed About Any Embarked Section must Disembark.
3, 4 Shaken Up Any Embarked Section must Disembark. The Ironclad cannot perform any actions or Embark troops during its next Activation.
5 Badly Damaged The Ironclad loses ONE Hull Point. Any Embarked Section suffers an immediate Ranged Attack with D6+1 AD.
6 Knocked OutThe Ironclad is Destroyed and left as a Wreck.
Any Embarked Section suffers an immediate Ranged Attack with D6+3 AD, must Disembark and gains a Shaken Marker.
Last Updated: Tuesday, 23 July 2013
Transport Capacity (type)(value)
SomeIroncladsaredesignedtoferrytroopsacrossthebattlefield,safeinsidetheirmetalshells.
A model with the Transport CapacityMAR may carry a total number of models of the listed type, equal to the listed value, at any one time.
A Transport Ironclad is purchased alongside the Section that can be Embarked within it. They are treated as a single Section, however they do not need to remain in Coherency when the Section has Disembarked. Only models from that Section (or an Officer who has Taken Command of them) can Embarkonto that Ironclad.
Unless specifically stated otherwise, Line of Sight to and from an EmbarkedSection is Blocked. As such it CANNOT be declared as the target of any action, CANNOT perform any actionsthat require Line of Sight and CANNOT have Game Cards or Command Abilities used on it.
Embarking
A Section may Embark onto the Transport purchased for it during the Movement Segment of its Activations, provided each model in the Section can be brought within 2”of the Ironclad.
If the Embarking Section began its Activation with all models within 2”of the transport, the transport may now perform any allowed actions (moving, performing Ranged Attacks etc.), but CANNOT make a Full Steam Ahead move action. If the EmbarkedSection had to perform ANY movement this Activation to Embark, the IroncladCANNOT perform any actions this turn.
Disembarking
An EmbarkedSection may Disembarkat any point during the Movement Segment of their Activation, provided the Transport has not made a Full Steam Ahead move action. A Section CANNOT Disembarkduring the activation that is Embarked. Alternatively, a Section may be forced to Disembarkby effects on the transport’s Damage table.
All Disembarking models must be placed within 2” of their Ironclad and in Coherency.
If there is not enough room to place all models (due to Terrain or other models), a Section CANNOT Disembark voluntarily. If a Section is forced to Disembark any models which cannot Disembarkwithout placing their bases within ImpassableTerrain or on top of another model’s base, are Killed.
If there is no alternative, models forced to DisembarkCAN be placed within 1” of an enemy model however the DisembarkingSection gains a Shaken Marker. Neither Section is considered to be engaged in Melee and MUST either move outside of 1” or declare a Chargethenext time it can perform move actions.
Disembarking from an Ironclad counts as the Section performing a Walk Move action for the purposes of determining what other actions the Section can perform during its activation. As such a Section that has disembarked during its Activation may still perform a RangedAttack, but CANNOT Walk, Run or Charge.
If the transport Ironclad did not Move prior to it’s Section Disembarking, any Ranged Attacks the Section then make are conducted as normal. However, if the transport Ironclad made a normal Move action prior to it’s section Disembarking any Ranged Attacks made by the Disembarking Section suffer a -1 ‘to hit’ Modifier.
Split Sections
An EmbarkedSection can elect to Split(Page 36 of the Dystopian Legions Quickplay Rulebook) during the Command Segment of its Activation. One Half-Section may then Disembark, while the other remains in the Transport.
Utility Vehicle
If a model with the Utility VehicleMAR begins its Activationwith its Rear Arc in BaseContactwith a Towablemodel that has NOT Activatedthis Turn, the Towablemodel may move with the UtilityVehicle, remaining in BaseContactat all times.
The Towablemodel CANNOT Activatethis Turn.
If the Towablemodel is in a Section with models that CANNOT be Towed (they do not have the Towable MAR and cannot Embarkonto an Ironclad in the active Section, or there is not a Utility Vehicle in the active Section positioned to tow them), the Section must immediately Split, costing one Command Point. If it unable toSplitthe model CANNOT be Towed.
KINGDOM OF BRITANNIATRANSPORT - STATISTICS TABLES
Last Updated: Tuesday, 23 July 2013
Although noted for keeping up old and cherished traditions, the Kingdom of Britannia’s land military is one of the most heavily-mechanised in the world.
However, given that the country was the birthplace of the industrial revolution, and led the world in the development of armoured vehicles, this is perhaps not surprising. This taste for mechanisation extends even to the infantry regiments.
The small but tough Basset Tankette has been in service as an infantry support vehicle for many years, it’s simple but effective design standing the test of time and hard service all over the world.
MARs (not in the Quickplay Rulebook)
Utility Vehicle: If a model with the UtilityVehicle MAR begins its Activationwith its Rear Arc in BaseContactwith a Towable model that has NOT Activated this Turn, the Towable model may move with the UtilityVehicle, remaining in BaseContactat all times.
The Towable model CANNOT Activate this Turn.
SECTION SIZE• 1 - 2 Basset Tankettes
BASSET TANKETTE
Name Type Mv Rv
ARMOUR
HP Weapons ARC MARs and Abilities Points
Fron
t
Side
s
Rear
Basset Tankette Ironclad 6” / 14” 2 3 2 2 1 2-Pdr AT Rifle 90
Forward Utility Vehicle 18
BASSET DAMAGE TABLE
D6 Name Effect
1, 2 Bashed About The Tankette gains ONE Shaken Marker
3 Shaken Up The Tankette gains ONE Shaken Marker AND misses its next Activation
4, 5, 6 Knocked Out The Tankette loses ONE Hull Point
KINGDOM OF BRITANNIABATTALION SUPPORT - STATISTICS TABLES
WEAPON STATISTICS
Name RAD IAD Effective Range Long Range WARs
2-Pdr AT Rifle 4 3 1, 2 3, 4 Limited Traverse (2-Pdr AT Rifle)(90 Forward):