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African Armory
All characters can choose up to one weapon from the ranged weapon list (except for Gatling Guns and Cannons!). In addition one more weapon may be chosen from the Close Combat list.
BASIC RANGED WEAPON TYPES
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Name
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Range
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Damage
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Notes
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Pts
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Bow
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24
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4
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Bow
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6
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Bow with poisoned arrows
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24
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5
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Bow
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8
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Breach-Loader
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24
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6
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One Shot, Rifle
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6
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Cannon
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48
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6
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Armour Piercing 3, Blast Radius 3", Slow Attack +2 AP, Activation Goal Roll 1, Super Damage 2, Unreliable, Cannon
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30
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Flintlock
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24
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5
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Rifle
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10
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Gatling Gun
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36
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8
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Armour Piercing 2, Activation Goal Roll 1, Unreliable, Rapid Fire, Rifle
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20
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Magazine Hunting Rifle
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24
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6
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Accuracy 2, Armour Piercing 1, Rapid Fire, Super Damage 1, Slow Attack +2 AP, Rifle, one per army
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30
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Magazine Rifle
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24
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6
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Accuracy 1, Armour Piercing 1, Rapid Fire, Rifle
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22
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Muzzle Loader
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24
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6
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Rifle
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12
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Pistol
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12
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5
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Accuracy 1, Close Quarters 2 (+2 to CC attack rolls)
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10
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BASIC CLOSE COMBAT WEAPON TYPES
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Name
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Range
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Damage
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Notes
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Pts
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Sword or Scimitar
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CC
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S+1
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Weapon Focus +1 (+1 to Ag in CC)
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4
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Spear
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CC
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S+1
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2
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Double handed Sword
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CC
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S+2
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4
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Activation Goal Roll: This weapon needs concentration and skill to be used. To represent his, the weapon has to be “activated” by rolling X successes on a Resolve goal roll. The goal roll cost no AP, but if it is failed, another roll may not be attempted until the models next turn.
Bow: This weapon is nearly impossible to use in close combat. As a makeshift weapon it can be used like a club. When successfully attacking in close combat you may only use your strength to damage your victim and you may not use the damage for shooting. It also easier to dodge an incoming arrow then a bullet, therefore the defender gains +1 dice to his agility rating when defending against a ranged attack made with a bow.
Cannon: It is impossible to use a cannon in any close combat. A unit with a cannon cannot use charge actions.
Close Quarters: Gives +X dice bonus on the Agility attribute when using the weapon in Close Combat.
One Shot: May fire once per battle. (As an aside, regular troops armed with magazine rifles during this period were not normally allowed to use the magazines until the enemy was very close. Instead they had to load single bullets directly into the chamber, effectively converting their magazine rifle into a single-shot weapon. This was done because it was feared that troops would waste all of their ammunition by firing away 'into the brown', and then have none left when the enemy charged. Whether they would have wasted their ammo or not is subject to conjecture, but it is rather nicely represented by the fact that magazine rifles only real advantage over a single shot rifle comes into effect at close range!) Rifle: This weapon is extremely difficult to wield in close combat. As a makeshift weapon it can be used like a club. When successfully attacking in close combat you may only add +1 dice to your strength and you may not use the damage for shooting.
Slow Attack: These weapons take some time to reload. To represent this, the AP to use the weapon is raised by +2 AP. EG Normal shooting 5 AP.
Unreliable: This weapon is working only half the time! At the beginning of every round, all models possessing unreliable weapons roll a D6, on a 4+ the weapon works as normal. On a 1 to 3 the weapon jams or simple refuses to work.
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