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T

hese rules are intended as a supplement to the

S p e c i a l
T he Rebel Yell:

R u l e S

miniature battles set during the American Civil War.

Mantic Games Kings of War ruleset for fighting

In the spirit of Mantic Games and their Kings of War ruleset, Ive tried to keep the rules as simple as possible with almost identical army lists and just a few special rules. To play this game you will need a copy of the Kings of War ruleset, which is available as a free download from the Mantic Games website: http://www.manticgames.com/Hobby/Gaming.html.
unit sizes, special rules and army lists. This supplement contains additional rules on

Confederate soldiers would often yell during charges to intimidate the enemy and boost their own morale. A unit fighting in melee against one or more units of when making a nerve test. Rifled MuskeTs

Confederates suffers a -1 penalty to their Nerve value

The range for rifled muskets is 24. CaRbine Rifles

U n i t

S i z e S

The Range for carbine rifles is 18. s kiRMish foRMaTion

Kings of War uses 20mm x 20mm size bases.

To accommodate different basing sizes and numbers of

miniatures stuck to bases, however, this supplement operates on the basis of the following footprints for units:
Unit type hero infantry CoMpany infantry regiMent infantry Brigade Cavalry troop Cavalry regiMent Cannon 1+CreW 4060 4060 810 120130 80100 45 120130 4050 3240 180200 6080 1620 80100 6080 Models 1 6 10 Width (MM) 2025 80100 depth (MM) 2025 3040

Unit is -1 to hit with ranged fire but +1 to hit in melee.

t is well that war is I so terrible otherwise we would grow too fond of it


General robert e. lee

T h e MILITIA
Company (610)
Type

U n i o n Veteran Infantry
Company (610)
Type

Sp

Infantry

Special: RifleD MuSkeTS.

Me

5+

Ra

Cost: 40 PTS
De aT Ne

Sp

Me

Ra

Cost: 60 PTS
De aT Ne

5+ 3+

10 1

Infantry

Special: RifleD MuSkeTS.

5+

5+ 5+

10 5

caN be upgRaDeD To ZouaveS (MakiNg TheM eliTe) (+20pTS).

Regiment (1620)
Type Sp

Me

Ra

Cost: 70 PTS
De aT Ne

caN be upgRaDeD To ShaRpShooTeRS (MakiNg TheM eliTe,


SkiRMiSh foRMaTioN, aND iNcReaSiNg

aT To 15) (+30pTS).

Infantry

Special: RifleD MuSkeTS.

5+

5+ 3+

10 4

caN have baNNeR (+15pTS) aND MuSiciaN (+10pTS).

Regiment (1620)
Type Sp

Me

Ra

Cost: 110 PTS


De aT Ne

Brigade (3240)
Type Sp

Me

Ra

Cost: 130 PTS


De aT Ne

Infantry

Special: RifleD MuSkeTS.

5+

5+

5+

10 10

caN have baNNeR (+15pTS) aND MuSiciaN (+10pTS) caN be upgRaDeD To ZouaveS (MakiNg TheM eliTe) (+20pTS). caN be upgRaDeD To ShaRpShooTeRS (MakiNg TheM eliTe,
SkiRMiSh foRMaTioN, aND iNcReaSiNg

Infantry

Special: RifleD MuSkeTS.

5+

5+ 3+

20 10

caN have baNNeR (+20pTS) aND MuSiciaN (+15pTS).

aT To 15) (+30pTS).

RegulaR InfantRy
Company (610)
Type

Brigade (3240)
Type Sp

Me

Ra

Cost: 210 PTS


De aT Ne

Sp

Me

Ra

Cost: 50 PTS
De aT Ne

Infantry

Special: RifleD MuSkeTS.

5+

5+ 5+

20 16

caN have baNNeR (+20pTS) aND MuSiciaN (+15pTS). caN be upgRaDeD To ZouaveS (MakiNg TheM eliTe) (+40pTS).

Infantry

Special: RifleD MuSkeTS.

5+

5+ 4+

10 3

Regiment (1620)
Type Sp

Infantry

Special: RifleD MuSkeTS.

Me

5+

Ra

Cost: 90 PTS
De aT Ne

5+ 4+

10 6

caN have baNNeR (+15pTS) aND MuSiciaN (+10pTS).

Brigade (3240)
Type Sp

Me

Ra

Cost: 170 PTS


De aT Ne

Infantry

Special: RifleD MuSkeTS.

5+

5+ 4+

20 13

caN have baNNeR (+20pTS) aND MuSiciaN(+15pTS).

Cavalry
Cav. Troop (4-5)
Type Sp

General
Hero (1)
Type

Me

Ra

Cost: 110 PTS


De aT Ne

Sp

Me

Ra

Cost: 140 PTS


De aT Ne

Cavalry

Special: caRbiNeS, SkiRMiSh FoRMaTioN.

5+

4+ 4+

10 3

Hero

Special: iNSpiRiNg, iNDiviDual.

3+

4+ 5+

caN have baNNeR (+15pTS) aND MuSiciaN (+10pTS).

caN be MouNTeD (+10pTS), RaiSiNg Sp To 9.

Cav. Regiment (8-10)


Type Sp

Me

Ra

Cost: 210 PTS


De aT Ne

Cavalry

Special: caRbiNeS, SkiRMiSh FoRMaTioN.

3+

4+ 5+

20 6

standard bEarEr
Hero (1)
Type

caN have baNNeR (+20pTS) aND MuSiciaN (+15pTS).

Sp

Me

Ra

Cost: 35 PTS
De aT Ne

Hero smoothbore cannon


Cannon (1)
Type

Special: iNSpiRiNg, iNDiviDual.

4+

4+ 4+

caN be MouNTeD (+10pTS), RaiSiNg Sp To 9.

Sp

Me

Ra

Cost: 70 PTS
De aT

Ne

War Engine 7

5+ 5+

S p e c i a l
Rifled Muskets

R u l e S

Rifled cannon
Cannon (1)
Type

The range for rifled muskets is 24". CaRbine Rifles

Sp

Me

Ra

Cost: 90 PTS
De aT Ne

War Engine 7

4+ 5+

The Range for carbine rifles is 18". s kiRMish foRMation

Unit is -1 to hit with ranged fire but +1 to hit in melee.

T h e

C o n f e d e r a T e

S T a T e S

RegulaR InfantRy
Company (610)
Type

Veteran Infantry
Company (610)
Type

Sp

Me

Ra

Cost: 50 PTS
De aT Ne

Sp

Me

Ra

Cost: 60 PTS
De aT Ne

Infantry

Special: Rebel yell, RifleD MuSkeTS.

5+

5+ 4+

10 3

Infantry

Special: Rebel yell, RifleD MuSkeTS.

5+

5+ 5+

10 5

caN be upgRaDeD To ZouaveS (MakiNg TheM eliTe) (+10pTS).

Regiment (1620)
Type Sp

Me

Ra

Cost: 90 PTS
De aT Ne

Infantry

Special: Rebel yell, RifleD MuSkeTS.

5+

5+ 4+

10 6

Regiment (1620)
Type Sp

Me

Ra

Cost: 110 PTS


De aT Ne

caN have baNNeR (+15pTS) aND MuSiciaN (+10pTS).

Infantry

Special: Rebel yell, RifleD MuSkeTS.

5+

5+ 5+

10 10

caN have baNNeR (+15pTS) aND MuSiciaN (+10pTS).

Brigade (3240)
Type Sp

Me

Ra

Cost: 170 PTS


De aT Ne

caN be upgRaDeD To ZouaveS (MakiNg TheM eliTe) (+30pTS).

Infantry

Special: Rebel yell, RifleD MuSkeTS.

5+

5+ 4+

20 13

caN have baNNeR (+20pTS) aND MuSiciaN (+15pTS).

Brigade (3240)
Type Sp

Me

Ra

Cost: 210 PTS


De aT Ne

Infantry

Special: Rebel yell, RifleD MuSkeTS.

5+

5+ 5+

20 16

caN have baNNeR (+20pTS) aND MuSiciaN (+15pTS). caN be upgRaDeD To ZouaveS (MakiNg TheM eliTe) (+40pTS).

cAVALRY
Cav. Troop (4-5)
Type Sp

General
Hero (1)
Type

Me

Ra

Cost: 110 PTS


De aT Ne

Sp

Me

Ra

Cost: 140 PTS


De aT Ne

Cavalry

Special: eliTe, caRbiNeS, Rebel yell, SkiRMiSh FoRMaTioN.

5+

4+ 4+

Hero

Special: iNSpiRiNg, iNDiviDual.

3+

4+ 5+

caN be MouNTeD (+10pTS), RaiSiNg Sp To 9.

caN have baNNeR (+15pTS) aND MuSiciaN (+10pTS).

Cav. Regiment (8-10)


Type Sp

Me

Ra

Cost: 210 PTS


De aT Ne

standard bEarEr
Hero (1)
Type

Cavalry

Special: eliTe, caRbiNeS, Rebel yell, SkiRMiSh FoRMaTioN.

5+

4+ 4+

16 6

Sp

Me

Ra

Cost: 35 PTS
De aT Ne

caN have baNNeR (+20pTS) aND MuSiciaN (+15pTS).

Hero

Special: iNSpiRiNg, iNDiviDual.

4+

4+ 4+

caN be MouNTeD (+10pTS), RaiSiNg Sp To 9.

smoothbore cannon
Cannon (1)
Type

S p e c i a l
T he Rebel Yell:

R u l e S

Sp

Me

Ra

Cost: 70 PTS
De aT Ne

War Engine 5

5+ 5+

Confederate soldiers would often yell during charges to intimidate the enemy and boost their own morale. A unit fighting in melee against one or more units of when making a nerve test. Rifled MuskeTs

Rifled cannon
Cannon (1)
Type

Confederates suffers a -1 penalty to their Nerve value

Sp

Me

Ra

Cost: 90 PTS
De aT Ne

War Engine 5

4+ 5+

The range for rifled muskets is 24". CaRbine Rifles

The Range for carbine rifles is 18". s kiRMish foRMaTion

Unit is -1 to hit with ranged fire but +1 to hit in melee.

T H E

W A R

O F

S upplementar y ruleS for ZombieS

Special

RuleS
Group

Zombies
Cost: 50 PTS
De aT Ne

Dont Draw attention to Us!!!!

Zombies are immune to the Rebel Yell rule (above). In fact, it is a pretty bad idea to make any sound to

Type

Sp

Me

Ra

draw them towards you!

Inf (15)

Special: evil DeaD, ShaMbliNg,

5+

4+

15 4

DoNT DRaw aTTeNTioN To US!!!, DoNT leT TheM biTe Me!!!, TheyRe coMiNg fRoM eveRywheRe!!!.

Dont L et t hem Bite me!!!!

If you are lucky a zombie will just eat you. If you are for more warm flesh among your former comrades.

unlucky, you will turn into a zombie yourself, seeking

For every enemy unit that is destroyed, replace it with a zombie unit of the lower size (so, for example, a human brigade would be replaced by a zombie regiment, a

Regiment
Type

Sp

Me

Ra

Cost: 90 PTS
De aT Ne

Inf (30)

Special: evil DeaD, ShaMbliNg, DoNT DRaw aTTeNTioN To US!!!, DoNT leT TheM biTe Me!!!,

3+

5+

15 8

human regiment with a zombie company, companies are

just destroyed). These can move in the next zombie turn.

TheyRe coMiNg fRoM eveRywheRe!!!.

t hey re Coming From ever ywhere!!!!

entering the board from any table edge. Reserves may enter in any turn after the first turn on a roll of 5+.

One or several zombie units may be held in reserve,

Horde
Type

Sp

Me

Ra

Cost: 170 PTS


De aT Ne

Inf (60)

Special: evil DeaD, ShaMbliNg, DoNT DRaw aTTeNTioN To US!!!, DoNT leT TheM biTe Me!!!,

5+

4+

30 16

TheyRe coMiNg fRoM eveRywheRe!!!.

S u m m a r y

m o v e
p p p

S h o o t
p p p p p

m e l e e
p p p p p

Give Orders

MOve Or PivOt

siGht tarGets rOll tO hit rOll daMaGe test Nerve

rOll tO hit

p Form-Up Units

MOve CharGers

rOll daMaGe test Nerve reGrOuP

reCOrd daMaGe

reCOrd daMaGe

m o v e
MOve Orders Halt* Advance

m e l e e
rOll x at d6 s hOOter s Me MOdifiers tO hit. rOll tarGets de tO daMaGe. reCOrd daMaGe.

No Movement

At the Double Move forwards x2 Sp" Cant Shoot

Move forwards Sp" and (x1) pivot 90 p Remember modifiers e.g terrain, crushing, flanks p Resolve each combat separately, in order.

Sidestep/Back Move sideways or backwards Sp" Change Facing Pivot 360 but dont move Charge! Move forward x2 Sp" into combat
* All units not halted have -1 to shooting to hit rolls The target unit must be within the charging unit champions LOS and x2 Sp" for a unit to charge and there must be room on the board for all units to contact.

p Roll 2x At D6 for charging side flanks. If charging rear p Test nerve at the end of each combat and regroup. If flank or any flank of a War Engine roll 3x At D6

target has been routed you may move forward D6" or D3" backwards, if not move all units 1" apart (as Form-Up).

Z o m b i e

r u l e S

p War Engines cannot move At The Double

p Difficult Terrain halves Sp Except when charging p Obstacles prevent moving At The Double but not Charging, but confers -1 to hit if the target unit is obstacle or difficult terrain when charging.

p Refer to the Kings of War ruleset for standard rules. p Zombies are immune to Rebel Yell. p Replace each routed enemy unit with a Zombie unit of p May deploy reserved units in Give Orders on a roll of 5+. the next smallest size during Regroup.

behind the obstacle, or the charger has gone through p Form-up by aligning charging units champions to the centre of the targets flank multiple chargers share space equally. Move all other units 1" apart.

N e r v e
rOll 2d6 aNd add the daMaGe takeN by the uNit, Results: 7

S h o o t
rOll x at d6 s hOOter s ra MOdifiers tO hit. p Check modifiers (eg moving, extreme range, special) p Take LOS from units champions head or cannons you cannot shoot any unit in combat or charged. rOll tarGets de tO daMaGe. reCOrd daMaGe.

theN subtraCt the tarGet uNit s Ne aNy MOdifiers.

p You cannot shoot if wavering.

10 Routed, remove or place Zombies

8, 9 Wavering, cannot Charge/At Double, record

No effect, regroup (also if rolls snake eyes)

barrel, -1 to hit for cover, roll 4+ to dispute partial LOS,

dePlOy 12" frOM CeNtre liNe Of bOard Parallel tO edGe. 6s always hit but rOll at if tO hit exCeeds Natural rOll. rOll hiGh tO sOlve disPutes. 1s tO hit always Miss.

p Test nerve for each unit in turn at the end of the phase

wIth grAteful thAnks to Mr AlessIo cAvAtore And the MAntIc gAMes coMPAny, nottIghAM, unIted kIngdoM

A joInt ProductIon of dr PAngloss And l eIghwoosey.co.uk. coMMents And crItIcIsMs Are weloMed.

MMXI

The Kings of War Ruleset and related content are property of Mantic Games Ltd.

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