Arabian Explorer

Arabian Expeditions

During the 19th century, Arab expeditions penetrated East Africa from two different direc-tions. The Zanzibaris come from the east coast, while Egyptians and Sudanese moved down from the north. The Zanzibaris had a bad reputation as slave raiders, altough most of their victims were in fact captured for them by native allies. They also engaged in more legitimate trade, especially in ivory. The Egyptians were even more rapacious, as they were mainly interested in seizing recruits for the Egyptian army, and carried no goods for peace-ful trading.
However, they seldom penetrated further south than the north of what is now Uganda. In their operations in the Sudan they often relied on cavalry, but horses were unsuited to the tsetse-fly infested regions of East and Central Africa. Arab factions often fought not only native peoples, but also each other. They were also at various times allies and enemies of various European expedi-tions.
As they pushed inland establishing trading centers and slave depots, the Zanzibaris fought most of the tribes of East Africa and the Congo. They also fought the Belgian "Force Publique" in the Congo, the Germans in East Africa, the Royal Navy in anti-slaving skirmishes, and each other in numerous small wars

HQ

0-1 ARABIAN EXPEDITION LEADER 55 pts)

 

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Ag

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Ini

Vit

Expedition Leader

9

4

5

4

5

9

9

Weapons: choose from the African Armory list.
Options: -

SPECIAL RULES

Character: As a character he may use all actions of SuperSystem
Fear: The Arabian Expedition Leader causes fear (P. 23 SuperSystem Book) in all opposing native troops (henchmen groups).

 

 

 

 

 

SUBSERVIENT BALUCHI BODYGUARD (55 pts)

 

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Bodyguard

7

5

4

3

4

7

9

Many Slavers were accompanied by subservient Servants.

Weapons: choose from the African Armory list.
Options: -

SPECIAL RULES

Character: As a character he may use all actions of SuperSystem
Bodyguard: The subservient Bodyguard has the bodyguard power (P. 12 Invasion Book).

0-1 ARABIAN SLAVER (54 pts)

 

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Ag

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Ini

Vit

Hunter

8

4

5

4

4

9

8

Weapons: choose from the African Armory list.
Options: -

SPECIAL RULES

Character: As a character he may use all actions of SuperSystem
Fear: The Arabian Slaver causes fear (P. 23 SuperSystem Book) in all opposing native troops (henchmen groups).
Shoot the coward: The Slaver is causing fear not only in opposing troops, but nearly as much in his own men. Whenever a “Native” troop, that is within line of sight of the slaver, fails a courage test, the slaver my execute one model and negates the failed test. Count the failed test as passed. Remove one model of the henchmen group. This action cost the Slaver no AP.

ELITE

0-1 ELITE BALUCHI (54 pts for 5 models)

 

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Elite Askari

6

4

3

3

4

6

The Baluchis were the mercenaries tradi-tionally by the Sultans of Zanzibar. Armed with matchlock, scimitar & shield they were recruited in the Persian Gulf and India. They could be found alongside troops with more modern weapons until the 1870s. The Baluchi matchlockmen will do as mercenaries in most eighteenth or nineteenth cen-tury Indian armies.

Number: The unit consists of 5 to 10 Elite Baluchi.
Weapons: Scimitar, Shield and Flintlock
Options: + 2 pts for each additional model. They also may be armed with Magazine Rifles for +12 point.

SPECIAL RULES

Regular Troops: The Elite Baluchi count as regu-lar troops and may use all actions of SuperSystem.
Shield:
The shield grants one armor dice (P. 22 SuperSystem Book).
Veterans: The Elite Baluchi represent the finest talent money can buy. They can withstand 2 points of damage per man (P. 21 Invasion Book).

ASKARIS (47 pts)
See “
African Troops

TROOPS

ZANZIBARI (45 pts for 5 models)

 

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Zanzibari

6

3

3

3

3

6

The Zanzibaris represent the armed men that Arabian Expeditions took with them.

Number: The unit consists of 5 to 10 Askaris.
Weapons: Muzzle Loader
Options: + 2 pts for each additional model

SPECIAL RULES

Regular Troops: The Zanzibaris count as regular troops and may use all actions of SuperSystem.

NATIVE MUSKETEERS (35 pts)
See “
African Troops

NATIVE ARCHER (45 pts)
See “
African Troops

NATIVE WARRIOR (50 pts)
See “
African Troops

HEAVY SUPPORT

CANNON & CREW (80 pts)

 

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Elite Zanzibari Crew

7

3

4

3

4

7

Number: The unit consists of 1 Cannon and 5 Elite Askari crewmen.
Weapons: Knifes and vicious temper (no game effect)
Options: -

SPECIAL RULES

The Cannon needs a crew of 5 Elite Zanzibari to operate. It can be moved by all 5 crewmen. If two Askari are killed, it can no more be moved. If 3 crewmen are killed the cannon can still be fired. If 4 or all crew are dead the cannon is useless (the cannon itself can’t be hit). As long as the cannon can be operated the crew of a cannon don’t check for courage for any reason.
Incoming: Characters and units suffering casualties from a cannon must pass a courage check (as described in the SuperSystem Book P.18 and 32) with a -3 dice modifier to avoid being shaken.
In addition, every not Regular troop unit with LOS to the shooting cannon must pass an unmodified courage check at the start of their turn (the sound and look of a firing cannon is just to frightening for the locals not used to cannons). If the unit fails the test it becomes shaken.
Veterans: The Elite Zanzibari represent the finest talent money can buy. They can withstand 2 points of damage per man (P. 21 Invasion Book).

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