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JOURNALS OF VALON

TAKEN FROM THE

Articles of Interest to Readers

11. Albions Finest


Commanders of the 105th Foote
When persons of any nation of Urop speak of the Army of Great Britorcn
it does not take long for the conversation to turn to the Rifles. Among
the most famous of regiments to be found anywhere the Rifles as they are
hailed are some of the finest light infantry on all of Valon.
This short article gives you more information on several unique packs of
Flintloque miniatures that can fill out your Rifle ranks. Additionally
profiles of three character miniature officers of the 105th is provided
along with the Rifles uniform details, weapon profiles and Orc Flintloque
statistics.
This article is part of a small connected series. You would gain a lot more
by reading the others. These others are as follows;
1. JOV9 Sharkes Ryfles Details the characters of Sharke and his Orcs.
2. Notables Newspaper Issue 3 - On Parade The 105th, Black Blob and Oswold Pebble Kettle
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The Commanders of the 105th Foote


While the Orcs with the Bakur Rifles do most of the fighting, it is the officers of
the regiment that do all the thinking. Sometimes these officers are considerate,
careful and successful. Sometimes these officers are simply official murderers,
placed in the regiment by influence back in Londinium. The soldiers do not get to
choose their officers they can only hope to be lucky!
Code 54001 in the Flintloque range contains three character officers good and bad
alike. Here you can find their unique rules for use in Flintloque.

A competent officer who commands the third company of the 105ths second
battalion in Al-Garvey. Captain Murkie has some Joccian ancestry and retains a
canny knowledge of his own position for despite being from a gentle family he is
not wealthy. As a result, like Captain Sharke, he is unable to keep himself in a
stylish manner and his talents go largely unnoticed while printies like Major
Dunknowit who are placed by influence gain all the recognition.
Murkie is an Orc
He is Experienced / Light Infantry status.
He is armed with a Sword and Orc Artillerie Pistol.
With all his special skills and equipment he costs 46 Points.
Special Rules: While not possessing the groats and other coins of a gentleorc
Murkie does command the respect of his Orcs in battle. As a result they will try
to impress him by attempting to reload their Bakur Rifles as efficiently as possible.
This means that any Orc Light Infantry soldier armed with a Rifle (not Musket)
within 10cm of Murkie may reduce the number of Turn to fully reload their Rifle
by one. Meaning a standing Orc requires only 1 Turn to reload his Rifle. This
skill does NOT apply to any form of tap loading or other means that result in a
rifle firing as a musket.

Captain Murkie
Major Dunknowit
Captain Fredorcson
even in Amerka. His wounds have cost Fredorcson his left eye, his hair (he is
bold but wears a wig of hair taken from dead Elves) and his teeth (which are now
wooden dentures). He is a close ally of Reckard Sharke.
Fredorcson is an Orc
He is Veteran / Light Infantry / Elite status.
He is armed with a Bakur Rifle and a Sword.
With all his special skills and equipment he costs 55 Points.
Special Rules: Fredorcson is a survivor and a damn good one at that. While he has
only one eye, meaning he must apply a -2 in Melee and a one negative column shift
for all firing he has certain talents. All shooting directed at Fredorcson suffers a
one negative column shift. His missing eye and wooden teeth make him horrifying
to behold; all enemy troops within 15cm of him suffer a -2 to all Morale Rolls.
He may also, to reflect his stubborn talent to exist, once per scenario automatically
regain one lost wound that is inflicted upon him.

There is talent in lies, in telling tall tales in the right places. Former courtier and
fop Chardles Dunknowit gained his rapid ascension to Major in the 105th by
recounting entirely false tales of bravery, battle and hunting in Injia to Kyng Gorge.
He is a poor officer in the extreme, but he is wealthy and connected. Known to the
ranks as a printie (due to having an over elaborate uniform given to him by the
Kyng) he is an accident waiting to happen.
Dunknowit is an Orc
He is Raw / Light Infantry status.
He is armed with a Sword.
With all his special skills and equipment he costs 17 Points.
Special Rules: An officer with little talent and even less capability to command, to
be under Dunknowit is to be in danger. All troops in his section suffer a -2 to all
Morale roles at all times. However Dunknowit has influence and wealth and at the
start of each scenario will gift one of his soldiers (players choice which) with a
weapon. Roll 1D10: 0-5 One Standard Grenade, 6-8 Two Standard Grenades, 9
Either an Orc Artillerie Pistol or a Sword.
---

A long, long time soldiering under the banners of Great Britorcn has cost
Fredorcson a lot. Sweat Villiam as he is called by his Orcish brothers has been
wounded many times and has fought not only in Catalucia but also Burrovia and

2008

All of these officers can be included as a standard trooper in any Unit of 105th
Rifle Skirmishers in your battles of Slaughterloo.

Tactics in Flintloque for Rifle Orc Sections


So you want to take on the might of the Ferach Empire and get in at the sharp end
in Catalucia against the Elves. You cant go wrong by choosing a section (10 Orcs)
of the 105th Rifles for your characters.
Using this article and the Flintloque rulebook (or Flintloque Lite if you prefer) you
need to chose or create your section and arm them. Perhaps you will use a
character officer from here such as Captain Murkie or elsewhere such as Oswold
Pebblekettle (see Notables Newspaper No 3). Once you have an officer you need a
sergeant, perhaps the infamous Sergeant Harpy (see JOV 9 Sharkes Ryfles
article), or create an Experienced / Light Infantry Orc. Once you have taken eight
more Orcs, armed them with Bakur Rifles and a couple with a pistol or sword as
well you are ready.
When play begins you must achieve any scenario objectives, of course, but you
should adopt a style of play that suits your troops. Your lads are Orcs, they are
Light Infantry, they have a very accurate weapon. This means they are fast on
the move and good in melee. However their rifles take longer than an enemy
musket to reload, meaning its best to operate your Orcs as pairs two Orcs acting
as one. While one fires the other loads, while one fights the other covers him.

54001 105th Rifles Command - Blister Pack


Three character officers from the infamous Rifles regiment. From left
to right they are Captain Murkie, Major Dunknowit and Captain
Fredorcson; also known as Sweat Villium.

You should seek to attack from a distance that enemy muskets are unable to
achieve and once the enemy comes closer then attack and use your rifle butts and
fists to carry off the win.
The 105th Rifles are superb troops..perhaps you can take them all the way to
Lyonesse and the Emperors own door!
The 105th Rifles Uniform
The Rifle Regiments uniform consists of a dark green tunic, dark green breeches,
a black shako with a green plume, and black shoes. Cuffs, collars, shoulder straps
and Turnbacks are black, piped in white. Equipment and equipment straps are
black leather.
Adding to your Rifles

54009 105th Rifle Orcs - Blister Pack


This pack contains three privates of the 105th Rifles, two in shako and
one in bonnet. All armed with Bakur Ryfles. Additional Orc power for
your skirmishers.

5004 Sharkes Victory - A4 Box Set.


This scenario pack contains a 32 page booklet of background and missions along
with sixteen miniatures. These miniatures include Sharke in civilian clothing,
Harpy in uniform, Elf Spy Daniel La Roo, The Lord Wheeling-Turn on foot,
Colonel Augustus OToole and Elvish Major Michel DKless. A superb addition to
your gaming collection.
STATUS
Points Cost
Raw
Average
Experienced
Veteran
Militia
Elite
Light Infantry
Guerilla
Marine
Irregular

Flintloque Stats:

15
19
23
27
-2
+3
+4
+2
+4
-

MOVEMENT
Orcs
In CM
Crawl
2
Prone
4
COMBAT STATS
Stagger
8 Defence Factor (DF) 3
Falter
12 Wound (W)
3
Walk
16 Melee Mod
+2
Run
24

54027 105th Rifles Skirmish - Blister Pack


Three Albion Orc Rifles in more exotic poses. From left to right, firing
while aiming down gun sight, laying down seeking cover and kneeling
wearing spectacles.

0-5CM

>5-15CM

>15-30CM

>30-45CM

>45-60CM

>60-75CM

BAKUR RIFLE

80/7

70/5

60/4

45/3

30/3

15/2

ORC ARTILLERIE
PISTOL

55/5

40/4

10/3

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RELOAD TIME
STANDING

RELOAD TIME
KNEELING
(PRONE +2 TURNS)

POINTS COST
FOR ORCS

BAKUR RIFLE

2 TURNS

4 TURNS

7 POINTS

ORC ARTILLERIE
PISTOL

1 TURN

1 TURN

3 POINTS

2008

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