KINGDOM OF BRITANNIA ARMY LIST

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1 ARMY LIST The following document details a structure and statistics for your Kingdom of Britannia tabletop military force. The document is what we refer to as a living document, meaning it will grow and change over time as new models and unit types are added. Note that some unit types listed are not complete, and will increase in the model types available as new products are released. Please check back regularly to ensure you have the latest version of this document which will hold the most up to date statistics for all models. Please consult the Quickstart Rulebook for full details on constructing your force. PLATOON LIEUTENANT MAINSTAY SECTION 1 MAINSTAY SECTION 2 MAINSTAY SECTION 3 SUPPORTING ARMS VETERAN SUPPORT 1 CHARACTER 1 BATTALION SUPPORT 1 VETERAN SUPPORT 2 CHARACTER 2 BATTALION SUPPORT 2

2 MAINSTAY SECTIONS - STATISTICS TABLES LIEUTENANT Lieutenant Infantry - Officer (Tier 3) Service Revolver Lieutenant UPGRADES A Lieutenant may replace their Service Revolver with another weapon chosen from below: Windshear Ray Projector for +1 Point A Lieutenant may choose up to TWO Command Abilities from those listed below: Focus Fire for Free Force March for Free On My Mark for Free Rally for Free BRITANNIAN LINE INFANTRY SECTION Line Infantry Rifleman Infantry Martini-Metford Rifle - 5 Line Infantry Specialist Infantry Mk III. Flamethrower - 6 Line Infantry Sergeant Infantry Martini-Metford Rifle NCO 5 Musician Infantry Musician, Non-Combatant Line Infantry Rifleman UPGRADES Up to 1 Rifleman may be upgraded to a Line Infantry Sergeant Up to 2 Rifleman may be upgraded to a Line Infantry Specialist Each Line Infantry Specialist may be armed with a Flamethrower 2 Line Infantry may be upgraded to 1 Heavy Machine Gun Team (see the Heavy Machine Gun entry for details) Note: A Section CANNOT contain BOTH the Specialist and Gun Team upgrades ADDITIONS Up to 1 Musician may be added to a Section If a Line Infantry Section numbers 6 models, 1 General Conveyor may be added to the Section. If a Line Infantry Section numbers between 7 and 12 models, 2 General Conveyors may be added to the Section.

3 MAINSTAY SECTIONS - STATISTICS TABLES BRITANNIAN BLACK WATCH INFANTRY SECTION Black Watch Rifleman Infantry Martini-Metford Rifle Daunting, Elite 7 Black Watch Specialist Infantry Nock Gun Daunting, Elite 8 Black Watch Sergeant Infantry Mk II. Flamebelcher Daunting, Elite, NCO Black Watch Riflemen UPGRADES Up to 1 Rifleman may be upgraded to a Sergeant Up to 1 Rifleman may be upgraded to a Specialist, armed with a Nock Gun NEW MAR Elite - A Section containing one or more models with the Elite MAR always takes Morale Checks on RED Dice, regardless of negative modifiers. ADDITIONS Up to 1 Musician may be added to a Section If a Black Watch Infantry Section numbers 5 and 6 models, 1 General Conveyor may be added to the Section. If a Black Watch Infantry Section numbers between 7 and 11 models, 2 General Conveyors may be added to the Section. Martini-Metford 2-1, 2 3, 4 - Mk II. Flamebelcher Spray and Pray Nock Gun 5-1 2, 3 Blast

4 VETERAN SECTIONS - STATISTICS TABLES SKY HUSSAR SECTION Sky Hussar Captain Aeronaut - Officer (Tier 2) 6"/10" Mk II. Flamebelcher Elusive Target, Rally 18 Sky Hussar Corporal Aeronaut 6 / Mk II. Flamebelcher Elusive Target, NCO 7 Sky Hussar Aeronaut 6 / Mk II. Flamebelcher Elusive Target 6 Sky Hussar Specialist Aeronaut 6 / Mk III. Flamethrower Elusive Target Sky Hussars UPGRADES Up to 1 Sky Hussar may be upgraded to a Sky Hussar Captain Up to 1 Sky Hussar may be upgraded to a Sky Hussar Corporal Up to 1 Sky Hussar may be upgraded to a Sky Hussar Specialist armed with a Flamethrower Many of the old Britannian Cavalry regiments have discarded the use of horses on the modern Dystopian battlefield. However, they maintain their tradition of being expert shock assault troops with the help of the Brunel Rocket-Assisted Transit or RAT Pack, like the elite assault troops of the Three Admiralties. Armed exclusively with flamebelcher pistols and heavier flamethrowers, the Sky Hussars are an inspiring sight for ground-bound Britannian troops, swooping down upon hapless enemy sections and engulfing them in sheets of burning fury, before charging in to finish off the survivors with flashing sabres. Notable Regiments: 12th Hussars, Queen s Own Aerial Rangers 22nd Hussars, Lincolnshire Sky Riders Mk II. Flamebelcher Spray and Pray Mk III. Flamethrower Blast, Spray and Pray

5 CHARACTERS - STATISTICS TABLES CAPTAIN GILBERT SMETHINGTON II Captain Smethington II Infantry - Officer (Tier 3) Bertie s Blazer Britannian Bulldog, Lucky (D3+4) 16 1 Captain Smethington II Important Note: Only ONE Captain Smethington II may be included in a Force. Bertie Smethington, a veteran infantry officer who also served as a pilot in the Britannian army s Royal Flying Corps, is a celebrity among ordinary Britannian soldiers. Loud, brash and famously contemptuous of the enemy, Smethington is a lucky talisman to the troops under his command, possessing an undeniable good fortune that always lands him on his feet. Noted for his frequent baiting of uppity brass-hats of the high command, Smethington inspires hard-pressed infantrymen to stand firm through sheer force of charisma, always ready to battle alongside them with a bit of the old fisticuffs or the Blazer, his trademark revolver. Martini-Metford Rifle 2-1, 2 3, 4 - Windshear Ray Projector Armour Piercing (1) Bertie s Blazer Mk II. Flamebelcher Spray and Pray Mk III. Flamethrower Blast, Spray and Pray Service Revolver Nock Gun 5-1 2, 3 Blast

6 CHARACTERS - STATISTICS TABLES COLONEL MACDONALD Colonel MacDonald Officer (Tier 4) Blunderbuss Focus Fire, Mad Minute 20 1 Colonel MacDonald Important Note: Only ONE Colonel MacDonald may be included in a Force. Colonel S. H. Big MacDonald is one of the Kingdom of Britannia s most celebrated soldiers. A holder of the hallowed VC, he first saw action against the Prussians at Waterloo in 1815, and his military career has since spanned more than half a century. Even now, long after he could have settled into honourable and wellearned retirement, Big MacDonald relishes the thunder and fury of battle. He was offered a front line commission by Lord-Admiral Tillinger himself mostly because his bulldog spirit and forcefulness could not be satisfied by a General Staff position. Riding his special armoured wheelchair, Colonel MacDonald has taken to the field again. He is a living symbol of Britannia s legendary military glory to the troops he commands. A soldier of the old school, he drills his troops in the famed Mad Minute, adding the firepower of his antique Indian blunderbuss to the resulting storm of lead! MARs (not in the Quickplay Rulebook) Command Ability - Mad Minute (Command Test: 3): When a Section in Line Formation containing a model with Mad Minute performs a Ranged Attack, the model with the Mad Minute Command Ability can take a Command Ability Test, provided they have not performed any Move Actions this Activation. If the Test is passed, add ONE additional Attack Dice to the Attack Dice Pool for each contributing model, of the same Dice Colour as their Weapon s Attack Dice. If the Test is failed the Section CANNOT perform a Ranged Attack this Activation. A Section CANNOT be affected by Mad Minute and Focus Fire in the same Activation. Blunderbuss GAME CARD: Caltrop Mine

7 BATTALION SUPPORT - STATISTICS TABLES HEAVY MACHINE GUN Gun Team Infantry 4" Model V Brunel-Nordenfelt Move or Fire, Towable Gun Teams OR 2 Line Infantry in a Line Infantry Section may be upgraded to 1 Heavy Machine Gun Team Note: A Gun Team is comprised of two models with a single set of Statistics. They are treated as a single model for all purposes and must remain in base contact at all times. However, when the Gun Team loses a life point, rather than gaining a Marker, simply remove the loader model. Note: A Section CANNOT contain BOTH the Specialist and Gun Team upgrades MARs (not in the Quickplay Rulebook) Towable: A model with the Towable MAR cannot board a Transport, however it may be affected by the Utility Vehicle MAR. The Brunel-Nordenfelt is a piece of engineering renowned across the world for its extreme range and withering firepower. A multi-barrelled volley gun with a thick gun shield to protect its valuable crew, this model exemplifies the sturdy, reliable nature of Britannian design. This is enhanced further by the heavy spoked wheels, and the detailed ammo crate carried by the second crewman adds more character. In a nation already well known for its lethality at long range, the Brunel-Nordenfelt reinforces this strength. As long as the Britannian Commander sets his field pieces up with commanding lanes of fire, the opposition will be hard pressed to overcome the gun line. Model V Brunel-Nordenfelt 6-1, 2, 3 4, 5 -

8 BATTALION SUPPORT - STATISTICS TABLES Gun Section Field Gun Infantry Armstrong 14-Pdr Towable, Limited Traverse (Armstrong 14-Pdr) (Forward) 32 Line Infantry Rifleman Infantry Martini-Metford Rifle Field Gun ADDITIONS Up to 3 Line Infantrymen may be added to a Gun Section. 1 General Conveyor may be added to a Gun Section. NEW MARs Lethal If all weapons in a Ranged Attack have the Lethal WAR, and the number of Successes rolled for the Attack equals or exceeds the target model s Injury Rating, the model is Killed as if its Kill Rating had been reached. Armstrong 14 Pounder Shell 8 5 1,2,3 4,5,6 Canister Armour Piercing (1), Lethal, Move or Fire Blast, Suppression, Move or Fire Martini-Metford Rifle 2-1, 2 3, 4 -

9 BATTALION SUPPORT - STATISTICS TABLES TERRIER IRONCLAD ARMOUR Name Type Mv Rv Front Sides Rear HP Weapons ARC MARs and Abilities Points 122-Pdr Gun Fixed Forward Terrier Ironclad Ironclad 6 / Pdr AT Rifle 90 Degree Left Colossal, NCO, Shield Generator (1) 60 2-Pdr AT Rifle 90 Degree Right TERRIER IRONCLAD DAMAGE TABLE D6 Name Effect 1, 2 Ping! The Attack bounces harmlessly off the hull of the Ironclad 3 Running Gear Damage The Ironclad s movement is reduced to 4 /6. If this effect is rolled a second time, the Ironclad is immobilised and cannot move or rotate for the rest of the game. 4 Shaken Up The Ironclad misses its next Activation 5 Gun Damaged All Ranged Attacks made by this Ironclad for the rest of the game suffer a -1 to hit modifier. If this effect is rolled a second time, the Ironclad cannot make Ranged Attacks for the rest of the game. 6 Badly Damaged The Ironclad loses ONE Hull Point 7 Knocked Out The Ironclad is Destroyed and left as a Wreck. 1 Terrier Ironclad Important Note: A Platoon may only include ONE Terrier Ironclad. MARs (Not in the Quickplay Rulkebook) Colossal: The Line of Sight to and from models with the Colossal MAR is NOT Blocked by intervening man-height or Towering models. A model with the Colossal MAR is considered to be larger than man-height. Lethal: If all weapons in a Ranged Attack have the Lethal WAR, and the number of Successes rolled for the Attack equals or exceeds the target model s Injury Rating, the model is Killed as if its Kill Rating had been reached. 122-Pdr Gun , 3 4 Armour Piercing (1), Blast, Lethal, Limited Traverse (Fixed Forward) 2-Pdr AT Rifle 4 3 1, 2 3, 4 Limited Traverse (90 degree Left/Right)

10

11 TRANSPORT - STATISTICS TABLES GENERAL CONVEYER ARMOUR Name Type Mv Rv Front Sides Rear HP Weapons ARC MARs and Abilities Points General Conveyer Ironclad 7 / Towering, Transport Capacity (Infantry) (6), Open Topped, Utility Vehicle 22 GENERAL CONVEYER DAMAGE TABLE D6 Name Effect 1, 2 Bashed About Any Embarked Section must Disembark. 3, 4 Shaken Up 5 Badly Damaged Any Embarked Section must Disembark. The Ironclad cannot perform any actions or Embark troops during its next Activation. The Ironclad loses ONE Hull Point. Any Embarked Section suffers an immediate Ranged Attack with D6+1 AD. 6 Knocked Out The Ironclad is Destroyed and left as a Wreck. Any Embarked Section suffers an immediate Ranged Attack with D6+3 AD, must Disembark and gains a Shaken Marker. New or Amended MARs Open Topped: Some Ironclads do not have roofs, allowing their occupants to fire freely, but offering them reduced protection in return. Any Section embarked in a transport Ironclad with the Open Topped MAR may make Ranged Attacks despite being embarked in a transport Ironclad. However, an embarked Section CANNOT make a Ranged Attack if their Ironclad made a Full Steam Ahead move action. The embarked Section can also be the target of enemy Ranged Attacks. Range and Line of Sight for any Ranged Attacks involving the embarked Section should be measured from the closest point of the Ironclad they are Embarked within. Sections Embarked in an Ironclad with the Open Topped MAR count as being in Heavy Cover and in Line Formation. Any casualties caused amongst the embarked Section are assigned as chosen by the target s controlling player, obeying the rules for regular and irregular models and removing whole models when required. The Embarked Section CANNOT Charge, make Charge Reactions or be declared as the target of a Charge.

12 TRANSPORT - STATISTICS TABLES Transport Capacity (type)(value) Some Ironclads are designed to ferry troops across the battlefield, safe inside their metal shells. A model with the Transport Capacity MAR may carry a total number of models of the listed type, equal to the listed value, at any one time. A Transport Ironclad is purchased alongside the Section that can be Embarked within it. They are treated as a single Section, however they do not need to remain in Coherency when the Section has Disembarked. Only models from that Section (or an Officer who has Taken Command of them) can Embark onto that Ironclad. Unless specifically stated otherwise, Line of Sight to and from an Embarked Section is Blocked. As such it CANNOT be declared as the target of any action, CANNOT perform any actions that require Line of Sight and CANNOT have Game Cards or Command Abilities used on it. Embarking A Section may Embark onto the Transport purchased for it during the Movement Segment of its Activations, provided each model in the Section can be brought within 2 of the Ironclad. If the Embarking Section began its Activation with all models within 2 of the transport, the transport may now perform any allowed actions (moving, performing Ranged Attacks etc.), but CANNOT make a Full Steam Ahead move action. If the Embarked Section had to perform ANY movement this Activation to Embark, the Ironclad CANNOT perform any actions this turn. Disembarking Disembarking from an Ironclad counts as the Section performing a Walk Move action for the purposes of determining what other actions the Section can perform during its activation. As such a Section that has disembarked during its Activation may still perform a Ranged Attack, but CANNOT Walk, Run or Charge. If the transport Ironclad did not Move prior to it s Section Disembarking, any Ranged Attacks the Section then make are conducted as normal. However, if the transport Ironclad made a normal Move action prior to it s section Disembarking any Ranged Attacks made by the Disembarking Section suffer a -1 to hit Modifier. Split Sections An Embarked Section can elect to Split (Page 36 of the Dystopian Legions Quickplay Rulebook) during the Command Segment of its Activation. One Half-Section may then Disembark, while the other remains in the Transport. Utility Vehicle If a model with the Utility Vehicle MAR begins its Activation with its Rear Arc in Base Contact with a Towable model that has NOT Activated this Turn, the Towable model may move with the Utility Vehicle, remaining in Base Contact at all times. The Towable model CANNOT Activate this Turn. If the Towable model is in a Section with models that CANNOT be Towed (they do not have the Towable MAR and cannot Embark onto an Ironclad in the active Section, or there is not a Utility Vehicle in the active Section positioned to tow them), the Section must immediately Split, costing one Command Point. If it unable to Split the model CANNOT be Towed. An Embarked Section may Disembark at any point during the Movement Segment of their Activation, provided the Transport has not made a Full Steam Ahead move action. A Section CANNOT Disembark during the activation that is Embarked. Alternatively, a Section may be forced to Disembark by effects on the transport s Damage table. All Disembarking models must be placed within 2 of their Ironclad and in Coherency. If there is not enough room to place all models (due to Terrain or other models), a Section CANNOT Disembark voluntarily. If a Section is forced to Disembark any models which cannot Disembark without placing their bases within Impassable Terrain or on top of another model s base, are Killed. If there is no alternative, models forced to Disembark CAN be placed within 1 of an enemy model however the Disembarking Section gains a Shaken Marker. Neither Section is considered to be engaged in Melee and MUST either move outside of 1 or declare a Charge the next time it can perform move actions.

13 BATTALION SUPPORT - STATISTICS TABLES ARMOUR BASSET TANKETTE Name Type Mv Rv Front Sides Rear HP Weapons ARC MARs and Abilities Points Basset Tankette Ironclad 6 / Pdr AT Rifle 90 Forward Utility Vehicle 18 BASSET DAMAGE TABLE D6 Name Effect 1, 2 Bashed About The Tankette gains ONE Shaken Marker 3 Shaken Up The Tankette gains ONE Shaken Marker AND misses its next Activation 4, 5, 6 Knocked Out The Tankette loses ONE Hull Point 1-2 Basset Tankettes Although noted for keeping up old and cherished traditions, the Kingdom of Britannia s land military is one of the most heavilymechanised in the world. However, given that the country was the birthplace of the industrial revolution, and led the world in the development of armoured vehicles, this is perhaps not surprising. This taste for mechanisation extends even to the infantry regiments. The small but tough Basset Tankette has been in service as an infantry support vehicle for many years, it s simple but effective design standing the test of time and hard service all over the world. MARs (not in the Quickplay Rulebook) Utility Vehicle: If a model with the Utility Vehicle MAR begins its Activation with its Rear Arc in Base Contact with a Towable model that has NOT Activated this Turn, the Towable model may move with the Utility Vehicle, remaining in Base Contact at all times. The Towable model CANNOT Activate this Turn. 2-Pdr AT Rifle 4 3 1, 2 3, 4 Limited Traverse (2-Pdr AT Rifle)(90 Forward):

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