Beruflich Dokumente
Kultur Dokumente
S p e c i a l
T he Rebel Yell:
R u l e S
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
U n i t
S i z e S
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
T h e MILITIA
Company (610)
Type
U n i o n Veteran Infantry
Company (610)
Type
Sp
Infantry
Me
5+
Ra
Cost: 40 PTS
De aT Ne
Sp
Me
Ra
Cost: 60 PTS
De aT Ne
5+ 3+
10 1
Infantry
5+
5+ 5+
10 5
Regiment (1620)
Type Sp
Me
Ra
Cost: 70 PTS
De aT Ne
aT To 15) (+30pTS).
Infantry
5+
5+ 3+
10 4
Regiment (1620)
Type Sp
Me
Ra
Brigade (3240)
Type Sp
Me
Ra
Infantry
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
5+
5+ 3+
20 10
aT To 15) (+30pTS).
RegulaR InfantRy
Company (610)
Type
Brigade (3240)
Type Sp
Me
Ra
Sp
Me
Ra
Cost: 50 PTS
De aT Ne
Infantry
5+
5+ 5+
20 16
caN have baNNeR (+20pTS) aND MuSiciaN (+15pTS). caN be upgRaDeD To ZouaveS (MakiNg TheM eliTe) (+40pTS).
Infantry
5+
5+ 4+
10 3
Regiment (1620)
Type Sp
Infantry
Me
5+
Ra
Cost: 90 PTS
De aT Ne
5+ 4+
10 6
Brigade (3240)
Type Sp
Me
Ra
Infantry
5+
5+ 4+
20 13
Cavalry
Cav. Troop (4-5)
Type Sp
General
Hero (1)
Type
Me
Ra
Sp
Me
Ra
Cavalry
5+
4+ 4+
10 3
Hero
3+
4+ 5+
Me
Ra
Cavalry
3+
4+ 5+
20 6
standard bEarEr
Hero (1)
Type
Sp
Me
Ra
Cost: 35 PTS
De aT Ne
4+
4+ 4+
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
Sp
Me
Ra
Cost: 90 PTS
De aT Ne
War Engine 7
4+ 5+
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
5+
5+ 4+
10 3
Infantry
5+
5+ 5+
10 5
Regiment (1620)
Type Sp
Me
Ra
Cost: 90 PTS
De aT Ne
Infantry
5+
5+ 4+
10 6
Regiment (1620)
Type Sp
Me
Ra
Infantry
5+
5+ 5+
10 10
Brigade (3240)
Type Sp
Me
Ra
Infantry
5+
5+ 4+
20 13
Brigade (3240)
Type Sp
Me
Ra
Infantry
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
Sp
Me
Ra
Cavalry
5+
4+ 4+
Hero
3+
4+ 5+
Me
Ra
standard bEarEr
Hero (1)
Type
Cavalry
5+
4+ 4+
16 6
Sp
Me
Ra
Cost: 35 PTS
De aT Ne
Hero
4+
4+ 4+
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
Sp
Me
Ra
Cost: 90 PTS
De aT Ne
War Engine 5
4+ 5+
T H E
W A R
O F
Special
RuleS
Group
Zombies
Cost: 50 PTS
De aT Ne
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
Inf (15)
5+
4+
15 4
DoNT DRaw aTTeNTioN To US!!!, DoNT leT TheM biTe Me!!!, TheyRe coMiNg fRoM eveRywheRe!!!.
If you are lucky a zombie will just eat you. If you are for more warm flesh among your former comrades.
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
entering the board from any table edge. Reserves may enter in any turn after the first turn on a roll of 5+.
Horde
Type
Sp
Me
Ra
Inf (60)
Special: evil DeaD, ShaMbliNg, DoNT DRaw aTTeNTioN To US!!!, DoNT leT TheM biTe Me!!!,
5+
4+
30 16
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
rOll tO hit
p Form-Up Units
MOve CharGers
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
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 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.
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.