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British and French

4 point force

Hero (free) Foot or Mounted, may have armour. Long sword / Brace of Pistols OR Musket and
Bayonet.

12 Recruits or 9 Mounted Recruits, Musket and Bayonet + short sword OR Pike and short
Sword
8 Drilled or 6 Mounted Drilled, Musket and Bayonet + short sword OR Pike and short Sword
4 Elites or 3 Mounted Elites OR 3 Grenadiers, Musket and Bayonet + short sword OR Pike
and short Sword. Grenadiers have Musket and Bayonet + short sword and Grenades. +1 on
Morale checks.
4 Characters or special choices, level of unit slot
o Officer: if attached to unit, use his ability instead of unit to check morale (Max 1). .
Long sword OR Musket and Bayonet. May have brace of pistols if mounted
o Sergeant: if attached to unit, give +1 to hit to unit (but not himself) (Max 3). Halfpike
or halberd on foot, Long Sword and Brace of pistols if mounted
o Ensign: MUST be attached. Adds +1 to wounds caused in at end of combat. (Max 1).
Long sword
o Drummer: add 3 to move. May move speed after changing formation (Max 3).
Short sword (drummer), Long sword (trumpeter)
o Musician: MUST be attached. Adds +1D2 to morale checks. No weapon

Split these as you wish, as long as they are identical.

British Mission:

Captain Snodgrass has established an HQ in the city a few days ago, and after a lengthy period of
heavy drinking has ordered his troops to start clearing the buildings. A small building is now being
used as storage for blackpowder and firearms.

Keep control of the city. If they control the HQ at the end of the game, they gain 5 VP.

He is smitten by the damsel, Eleanore, he saved two days ago (she is part of his unit)
Bonus 2 VP is Eleanore is still in his unit at the end of the game.

Killing a hero: 2 VP
Killing a character: 1VP

Luitenant Perriwig

Is in charge of the storage area.


2 VP per crate of blackpowder in possession of one of his unit at the end of the game.
Killing a hero: 2 VP
Killing a character: 1VP
French Mission:

Take control of the city. If they control the British HQ at the end of the game, they gain 5 VP.

Killing a hero: 2 VP

Killing a character: 1VP


Madame Zsa-Zsas Cultists.

These have been holed up in this village for a while now, and have so far been able to keep Captain
Frank away.

Madame Zsa Zsa:

1 x 12 recruits, split into 9 and 3. 3 with pistols, all with hand weapons (short swords)
3 x 8 drilled: split in 4 x 6. Must at least have 50% with max pistol. Some may have muskets or
carbines.

Drilled Vicious Lieutenant. All enemies within 12 reduce their ability dice by 1 step. Recruits cant
charge, shoot or even fight back when charged by this character or a unit led by him. All they can do
is move AWAY from him.
Drilled Enemy within: Zsa Zsa has 1 infiltrator in the Outlaws force.
Hideout: 2 times in game the unit can choose to disappear when charged. Next time they get
activated, they pop-up within 6 of their original position.
Unholy Ground: one area approx. 9x9 is impassable terrain for anyone but the cultists

Dread: no +1 morale bonus from leaders when fighting against these backward inbreds.

Mission:

ZsaZsa has suffered these soldiers long enough now. The Master will not be pleased if these
Unbelievers are allowed to remain. A sacrifice would be good to appease Him.
The Lieutenant and all male followers have been hiding over the last few days all over the city and
are now ready to strike (3 x 8 drilled). The recruits are her girls, who will be witrh her in one of the
large buildings.

Killing a hero: 2 VP
Killing a character: 1VP

Troops can drag bodies with them, but can only move, not shoot or melee if they do so. For every
body of a character that ends up in the Chapel, get 1 extra VP, for every hero, 2 extra.
Riverine Scum, led by Captain Frank, the dubious river pirate:

1 Hero. Any equipment (brace of pistols and longsword?)


12 Recruits (6 without firearms, 6 with pistols)
16 Drilled. (2 x 8) Musket OR Pistol and short swords
4 Elite, musket or Brace of Pistols and longsword
Elite Henchman. Adds +1 to morale within 12
Damsel in distress: added to an enemy unit (Regular troops, not the cultists). On their activation, roll
off. 50% that he is ignored, otherwise reduce movement by D3, and re-roll ALL missile hits. Cant be
gotten rid of.
Inducement: when charged, pay off the enemy. Move them 2D6 back and roll D3. 1: dont attack
this unit/character in the next turn. 2: Dont charge any outlaws for the rest of the game. 3: Dont
attack the outlaws at all anymore for the rest of the game.

Mission:

The bandits have been notified by carrier pigeon or whatever means that Eleanore has found out
there is a large cache of gunpowder and weapons in the city. They arrive at turns 1 at the dock, and
have been spotted by the English mercenaries.

They gain 2 VP per crate of powder/weapons they can take back to their ship.
Bonus VP is they can eliminate the unit to which Eleanore is attached, so she can return with them

Undead:

Lead by an abomination.

3 x 12 Have no missile capability. Only recruit level. Never check morale. Cant be shaken.

1 x 8 fatties. As above, but with heavy melee weapons

4 x Enemy within. Basically, infected guys turning all of the sudden.

Missions:

Eat.

For every 3 casualties they make, they receive 1 VP, 2VP for characters and 3VP for heros

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