|
European Expeditions
In this period Europeans in Darkest Africa are mostly explorers or big game hunters, rather than the commanders of a conventional military expedition. Some of them had a genuine (if usually misguided) interest in helping the Africans, by spreading “civilisation” or suppressing the slave trade. For others, the motive was scientific curiosity, career advancement, or desire to get rich. They would not usually launch unprovoked attacks on native forces, but would insist on going wherever they liked, and would be inclined to take drastic action if this was disputed. Sometimes they would intervene in local disputes. British expeditions, in particular, might be under instructions to attack slavers. Some explorers managed to avoid conflict with the natives, while others - Stanley and Peters being among the worst examples - fought their way ruthlessly through anything resembling opposition..
HQ
0-1 EUROPEAN EXPEDITION LEADER (57 pts)
|
|
AP
|
S
|
Ag
|
M
|
Rs
|
Ini
|
Vit
|
|
Expedition Leader
|
10
|
4
|
5
|
5
|
5
|
10
|
9
|
|
Armed with the latest military or sporting guns, practiced shots, convinced in their absolute superiority over the “savages” - and with nowhere to run to if they don’t stand and fight – they are the most effective troops in the game.
Weapons: choose from the African Armory list. Options: -
SPECIAL RULES
Character: As a character he may use all actions of SuperSystem Fear: The European Expedition Leader causes fear (P. 23 SuperSystem Book) in all opposing native troops (henchmen groups).
FAITHFUL ASKARI BODYGUARD (55 pts)
|
|
AP
|
S
|
Ag
|
M
|
Rs
|
Ini
|
Vit
|
|
Bodyguard
|
7
|
5
|
4
|
3
|
4
|
7
|
9
|
|
Many Explorers were accompanied by faithful Servants.
Weapons: choose from the African Armory list. Options: -
SPECIAL RULES
Character: As a character he may use all actions of SuperSystem Bodyguard: The faithful Bodyguard has the bodyguard power.
0-1 EUROPEAN HUNTER (52 pts)
|
|
AP
|
S
|
Ag
|
M
|
Rs
|
Ini
|
Vit
|
|
Hunter
|
8
|
4
|
5
|
4
|
4
|
9
|
8
|
|
Many Explorers were accompani ed by big game Hunters, seeking fame and adventure.
Weapons: choose from the African Armory list. Options: -
SPECIAL RULES
Character : As a character he may use all actions of SuperSystem Fear: The European Hunter causes fear (P. 23 SuperSystem Book) in all opposing native troops (henchmen groups). Aiming: The European Hunter is the best rifleman you can meet in the African wilderness. He can spend AP to get bonus dice for the “to hit” roll (P: 13/14 SuperSystem Book). For every AP spend he gets +1 dice. Aiming is limited by the Mind Attribute. The Hunter may not use more AP in this fashion as he has Mind dice. Aiming may not used together with the Rapid Fire ability of the Rifle.
MISSIONARY / SURGEON (45 pts)
|
|
AP
|
S
|
Ag
|
M
|
Rs
|
Ini
|
Vit
|
|
Missionary / Surgeon
|
8
|
3
|
3
|
5
|
4
|
8
|
7
|
|
Many Explorers were accompanied by big game Hunters, seeking fame and adventure..
Weapons: choose from the African Armory list. Options: -
SPECIAL RULES
Character: As a character he may use all actions of SuperSystem Healing: Be it by divine powers or advanced science he has the healing power (P. 24 SuperSystem Book).
ELITE
0-1 ELITE ASKARIS (57 pts for 5 models)
|
|
AP
|
S
|
Ag
|
M
|
Rs
|
Ini
|
|
Elite Askari
|
7
|
3
|
4
|
3
|
4
|
7
|
|
“Askari” is the Arabic word meaning soldier. In this list it is used for all professional Arab and African troops, armed with firearms of various types, and having a reasonable amount of confidence in their ability to use them. Elite Askaris are distinguished by their better training and morale. They also carry breach-loading rifles.
Number: The unit consists of 5 to 10 Elite Askaris. Weapons: Muzzle Loader Options: + 2 pts for each additional model. They also may be armed with Magazine Rifles for +10 point.
SPECIAL RULES
Regular Troops: The Elite Askaris count as regular troops and may use all actions of SuperSystem. Veterans: The Elite Askari 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
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)
|
|
AP
|
S
|
Ag
|
M
|
Rs
|
Ini
|
|
Elite Askari 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 Askaris 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 Askari represent the finest talent money can buy. They can withstand 2 points of damage per man (P. 21 Invasion Book).
|