Professional Documents
Culture Documents
TWO MAN TANKS The type with the turret mounted 37mm gun may
The CV 33/35 series have just two-man crews. Any only fire either the main gun or the rear mounted MG
hits on the gunner are on the Commander. Hits on – not both in the same phase.
any other crew are on the driver.
SI CAPORALE! A mounted squad has 3 motorcycle combinations and
The Italian colonies produced many veteran soldiers a single solo motorcycle, which falls under the ‘Small
in the various formations that took part in them. fighting vehicles’ rules. Teams may shoot from their
Similarly, Alpini, Bersaglieri and Lancieri units motorcycles.
benefited from the aggressive Celeri doctrine and a
better standard of recruit. Therefore, if a Italian Bersaglieri or Lancieri moto-mitraglicieri squads may
platoon is taken as a Libyan, Alpini, Bersaglieri, or only be selected in conjunction with a Bersaglieri or
Lancieri, then the Si Caporale! trait is available to Lancieri Platoon.
them.
ALPINI, LIBYAN , FUCILIERI OR CCNN
Individual Teams can activate on a roll of 1 or 2, ESPLORATORI
individual sections on a roll of 2 as normal. However An Esploratori Squadra is a scout squad of one Junior
both sections and teams can also activate on a roll of Leader and twelve rifle-armed scouts with hand
3. When this is done the team generates a single grenades. At the start of the game roll 1d6 per squad
Command Initiative Point of its own, which it can then before the Patrol Phase begins. On a score of 4,5,6
utilise as if a Leader was expending one on the team you gain one free Patrol Phase move with any of your
and in addition to any that a Leader actually does markers. This is in addition to any scenario specific
expend. This includes both Activation Commands and rules regards bonus patrol moves, however, a force
Commands which are not activations.. may never have more than six free patrol phase
moves.
BERSAGLIERI OR LANCIERI MOTORCYCLE SQUAD
A Bersaglieri or Lancieri motorcycle squad is a scout An Esploratori squad may move with 1D6 or 2D6 and
squad and is made up of one Junior Leader and eleven then assume a Tactical stance when activated by a
scouts, organized as a standard infantry squad. If Leader using two Command Initiatives.
starting the game dismounted roll 1d6 per squad
before the Patrol Phase begins. On a score of 4,5,6 Esploratori may not be selected by Bersaglieri and
you gain one free Patrol Phase move with any of your Lancieri platoons.
markers. This is in addition to any scenario specific
rules regards bonus patrol moves, however, a force RANDOM AIR SUPPORT
may never have more than six free patrol phase Refer to the Specific Rules for Random Air Support.
moves. When deployed dismounted troops are placed
on-table without their motorcycles.
CV-33/35 LF
Designed in 1935 it first saw action with Graziani’s
motorised forces in the Ogaden. The trailer slowed the
vehicle and was vulnerable to catching fire or
exploding.
CAVALRY CHARACTERISTICS
Refer to the Specific Rules for details on Cavalry use
when mounted and dismounted.
65/17 INFANTRY G UN BATTERY IN-GAME BARRAGE
The 65/17 Battery consisted of four ‘squads’, each of This is taken as an additional option for a normal Pre
one gun team along with its pack animals. A player Game Barrage/Bombardment, which enables the
may choose to have the entire battery supporting his continuation of the pre game barrage into the game –
troop with off-table fire, or he may select individual see special rules.
‘gun squads’ as on-table support weapons (up to a
maximum of four); he may not have both off-table FIAT 611
and on-table elements. There are two variant of the FIAT 611. One armed only
with machine guns and another with a combination of
The bombardment area for a four-gun battery is 12” a 37mm cannon and MGs.
square, with a Firepower rating of 5. It may
concentrate its barrage in the same way as a mortar The model with the turret mounted 37mm gun may
battery; a 6” square point-concentrated barrage has a only fire either the main gun or the rear mounted MG
Firepower rating of 8. – not both in a phase.
Use the Chain of Command rules for Forward ADDITIONAL CAVALRY SQUAD
Observation Teams when firing. Instead of taking a full two-troop ‘half-squadron’ as a
base troop force, a player may instead only add
65/17 INFANTRY G UN SQUAD elements of the second troop as a support list choice.
Individual gun teams may be selected as Support This option is provided if a player wishes to add one
Table options, up to a maximum of four such teams. If or two cavalry squads and not the full ‘half squadron’.
any ‘gun squads’ are selected the option for an off- If he wishes to take three cavalry squads then he must
table 65/17 battery may not be taken. take the full second troop, which off course comes
with its own HQ staff for free.
65/17 gun teams refer to the Specific Rules for Field
Gun Direct Fire when taken as an on-table support list
choice.
This list can be used to reproduce either part of a
typical noble’s private army, or a segment of the rest
of the chitet, the essentially tribal forces.
Ethiopian Chitet For a player forming a Baluch from this list, he is free
PROVINCIAL LEVY BALUCH to divide the Gascegna warriors across his five hazbs
The bulk of Haile Selassie’s forces were composed of as he wishes. He may also effectively combine two
the private armies of Ethiopian nobles, along with a hazbs to form one or more larger groupings, but each
general levy of men of military age; the Gascegna. of these may not exceed twenty warriors. He may not
This call to arms was known as the Chitet. The have more than five hazbs in total, but may have less.
provincial governors and nobles were responsible for Additional warriors may be chosen as support options
equipping these troops and it was very much a matter and distributed across the baluch; provided no single
of an outward display of wealth to have well- group is fewer than six figures and does not exceed
equipped men; by Ethiopian standards at least. twenty men, and there are no more than five hazbs.
The core of such forces were the private armies of a PLATOON F ORCE RATING
Green: -3, CD 4 or 0, CD 5
Ras, which in some cases came close to the standards
Regular: -1, CD 4 or +2, CD 5
of the Mehal Sefari, or even the Kebur Zebanga. The
mass of gascegna however were either armed with
BALUCH COMMAND
various types of rifle, of varying age and provenance,
or as far as the mass of gascegna went, shield, sword Amsa Aleqa, Senior Leader, with Sword
or spear. Ammist Aleqa, Superior Junior Leader with Sword
GASCEGNA
The common feature across the Chitet was the use of 50 Warriors with Swords, Spears and Daggers
traditional organization patterns. At the bottom of the
structure was the hazb (squad) of ten men under an All members of the Baluch are subject to the following
Asiraleqa (leader of ten). Ten was only a nominal rules;
number however and hazbs could number between Aggressive
six and fifteen warriors. Five hazbs formed a baluch
(half-company), which was led by an Amsa Aleqa Sons of Adwa
(leader of fifty), with one of the Asiraleqa being given The leader of each hazb is considered an
the title Ammist Aleqa; a leader of five – the ‘five’ ‘Ineffectual Junior Leader’, so for the purposes of
being himself and the other Asiraleqas making him the rules each hazb, regardless of size, counts as a
first amongst equals in effect. ‘Leaderless Section’ activating on a Command
Dice result of ‘2’, unless activated by a Leader.
While the Emperor was attempting to forge a modern There is a support table option for adding an
army with his own forces, with few exceptions the additional ‘effective’ leader to the Baluch.
Chitet held onto the traditional methods of warfare, ‘Sections’ may be detached from a Hazb, by using
that with the exception of the rifle, which was very the Creating New Teams rule 4.5.7, if they are
much a status symbol, had remained largely within the Amsa or Ammist Aleqa’s command
unchanged since the Middle Ages. These tactics distance, or as directed by a Balabat Junior
involved infiltration and rapid movement, yet also Leader, and a command action point is used to
dependent on direct confrontation of an enemy. Like order the split. These new units, regardless of
the lion they admired and hunted, a slow covert size, activate on a score of ‘2’ or as directed by
approach would be followed by a rapid rush once they Flag command.
were discovered. Attacking in waves of warriors in this
fashion, they were usually no match for machine guns Ethiopian Tribal Warriors are depicted on foot in
and repeating rifles unless in large numbers; yet they this organisation. One or more hazbs may be
had beaten the Italians in this way before and mounted as a support list option – see army
believed they would do so again. support list notes.
ETHIOPIAN CHITET SUPPORT LIST
ETHIOPIAN CHITET CHARACTERISTICS
LIST ONE
INFILTRATION
Ethiopian warriors were noted as being able to move Balabat*
rapidly and use ground effectively when engaging Roadblock
the enemy. Red Cross Volunteer*
Add a ‘Petrol Can’ attack to a tank-tipper team
To reflect this Ethiopian warrior Patrol Markers use
Additional Men - for each 5 figures added
14” as both their move distance and the distance
from a friendly Patrol Marker within which they 3 man Tank Tipper Team (3 max)
must remain. Other than this additional 2” they Upgrade twenty figures to ‘Mixed Weapons’
operate as normal Patrol Markers. Upgrade ten figures to ‘Tribal Rifles’
Entrenchments for each 10 figures, or part thereof
When deploying from a Jump-Off Point, all Ethiopian
Equip Mounted troops as Lancers
Chitet troops to deploy within 9” (as if elite troops).
Exchange Mounted warriors on horse for camels
WARRIOR LEADERS Increase Outdated Field Gun piece
Ethiopians placed great importance on being led into Marksman*
battle by notable warriors. Their presence inspired LIST TWO
and their loss was usually dispiriting. Flag*
Cave
Therefore, a unit with any attached leader may
ignore one shock in addition to any other cause for War Drums*
shock reduction. However if a any Leader is killed or Add 4 man bodyguard to the Meto Aleqa
wounded they suffer a +2drm on the Bad Things Heavy Cover barricade for one hazb
Happen table. Mount a hazb as Cavalry, per 10 figures or part of 10
LIST THREE
ARRAI!!
Meto Aleqa (Ranking Senior Leader)*
Ethiopian warriors mostly attacked in a massed
frontal assault in an effort to come to grips with Tribal LMG on tripod with five crew*
their enemy. At their leader’s command, Arrai! 37mm Hotchkiss Revolving Cannon with four crew**
(forward!), the warriors would charge the enemy ‘Modern’ mountain or infantry gun (Italian 65mm)**
showing the greatest bravery. These human wave Small outdated mountain or infantry gun**
attacks were effective when they caught the enemy
* one only
by surprise or without proper support weapons but
many times they made little or no gain for a terrible **may choose only one of all the types shown.
cost in lives.
ARMY S UPPORT LIST N OTES
Therefore, when a player rolls two or more 6s on his Most support list options will be self explanatory.
command dice he must, if an Ethiopian Senior Upgrades must be purchased for an entire hazb.
Leader with any troops within his Command Typically these are in elements of ten figures, so
Distance, use all his Command Initiatives to order upgrading a fifteen figure hazb will be two choices.
those troops to assault the enemy. However upgrading a single combined element of
twenty figures will also be two choices and two
Any troops so activated will move with 4D6 straight smaller hazbs of five figures each, would be just one.
towards their chosen enemy, each unit dicing for its Additional army list notes are described as follows.
own movement, with combat initiated if any troops
gets within 4” of enemy who for this combat will ADDITIONAL MEN
disregard the ‘enemy movement’ combat dice The title of ‘a ten’ for a hazb was only a nominal
modifiers for Close Combat. grouping and could contain any number of men below
that which would require a separate Hazb to be
formed. For each support list selection, 5 men can be
TRIBAL WARRIORS distributed across any of the Hazbs in the force,
Ethiopian Chitet always use the rules for Irregular
providing no individual Hazb contains more than
tribal warriors – see specific rules for details.
twenty men.
METO ALEQA MARKSMAN
The lowest ‘officer’ rank who usually commanded a A chosen soldier may be given the marksmen ability.
company, the Meto Aleqa is a person of some Reroll any 1 when firing.
standing, be he a young nobleman (Lij) or even the son
or brother of a Regional Chieftain (Ras). If selected he SONS OF ADWA
is included as an additional Ranking Senior Leader ie Inspired by the stories of their father’s and grand-
he does not replace the platoon Amsa Aleqa. father’s victory over the Italians at the great battle of
Adwa, the Ethiopian player rolls a D6 just before play
BODYGUARD FOR A METO ALEQA commences; 1-4 apply a +1drm, or 5-6 +2drm to their
Men comprising a Meto Aleqa’s bodyguard are motivation level test – see Specific Rules for Irregulars
permanently attached to him. They and their leader for details.
are treated as Diehard troops (14.10).
OUTDATED FIELD GUN
BALABAT This covers any outdated field artillery piece in the
A Balabat is ‘Chief of the Village’ and commands region of 60mm to 69mm caliber. For one more
respect. This option allows him, or a similarly placed support list point it may be taken as being a weapon
or respected person (i.e. a renowned Asiraleqa), to be of 70mm-79mm caliber with a crew of 5 men (not 4).
represented as a Junior Leader, however he must be If taken on-table refer to the Specific Rules for Field
assigned to lead a single or combined hazb as one Gun Direct Fire.
unit.
TRIBAL LMG ON TRIPOD
WAR DRUMS Whilst uncommon this weapon can represent a type
As much to inspire their own men as strike fear into owned by a Ras who has acquired a light or medium
their enemy’s heart, Ethiopians sometimes used war machine gun. Their condition and maintenance would
drums during battle. A Senior Leader with an attached be rudimentary.
War Drummer may help rallying men within his line of
sight by adding +1 to any irregular Fire or Close Therefore, they are considered a tripod mounted
Combat test die roll checks a unit is required to make. magazine fed LMG regardless of weapon type,
If a 1 or 2 is rolled on their check then War Drums jamming on any triple 1 die roll score when they fire,
may not be used again in the current game. resulting in no hits scored this phase. The jam is
considered clear the next time they have a
FLAG opportunity to fire.
A flag is added to a specific unit or leader when taken
as a support list choice. A unit with an attached Flag, TRIBAL RIFLES
or leader with a flag, may ignore one point of shock The quality, variation and use of rifle weapons used
received per phase of play. by all tribal Ethiopian forces left much to be desired –
this made their firepower less effective for the
In addition a Flag can serve as a method to transmit number of weapons they employed.
an order to a unit without having to place an
activation dice as follows; Therefore count all figures in a unit as able to fire
A Senior Leader with a Flag Bearer, or with a unit discounting any intervening friends troops in the
that has one, can issue a Command by Flag order. same unit (apply all other rules for determining firing
He may, for one command initiative, activate a as normal). In addition, apply a -1 to hit modifier
Section or Team (group) under his command (that when shooting any tribal rifle weapons.
has line of sight to the flag), which has otherwise
not been activated in this Phase, regardless of the
distance between them.
All un-activated Sections/Teams within 6” of the
ordered group must follow the same order. Once
activated, the Section/Team may activate in that
Phase, so it can move or fire, but not both.
A Senior Leader may not rally Shock from any unit
by flag command, nor may he place them
on Overwatch. He may however order Covering
Fire with the assumption that it was part of the
pre-battle plan.
MIXED WEAPONS MOUNTED WARRIORS
A Group with Mixed Weapons counts 1 man in 2 as As previously noted, Ethiopian Warriors are depicted
being equipped with rifles. Depict the group with on foot in the ‘platoon’ organization. Any Hazb may
appropriate models. A unit may shoot with any figures be taken entirely as mounted using a support list
in the unit eligible to fire following the normal rule of option, adding 2 extra horsemen to the Command HQ
Line of Fire and Tribal Rifles i.e the figure does not if two or more Hazbs are mounted. Refer to the
have to have an actual rifle model to fire, ignoring Specific Rules for details on Cavalry use when
intervening figures and are -1 to hit. mounted and dismounted.
Mehal Sefari
MEHAL S EFARI INFANTRY PLATOON PLATOON FORCE RATING –TRADITIONAL
The Ethiopian Regular Army corps, the Mehal Sefari Regular: -2
(Army of the Centre), reflected a mix of traditional Command Dice: 5
methods of fighting combined with the modernisation
reforms instituted by emperor Haile Selassie. It appears PLATOON HEADQUARTERS
what can be ascertained from original sources and an Amsa Aleqa, Senior Leader, armed with pistol plus
examination of surviving photos and newsreel footage, guardsmen with rifle
that the Ethiopian platoon structure was a hybrid of the There are four Sections
Belgian pattern with a desire to ensure that existing
officers and NCOs did not lose their rank and status. To RIFLE SECTIONS ONE TO FOUR
that end existing rank titles were retained, but became 9 riflemen
incongruous with their original function.
Each squad is depicted as being led by a poorly
trained or ineffective leader, which for the purposes
Baluch (platoons) were led by a Meto aleqa (leader of
of the rules, counts as a ‘leaderless’ Section. Each
one hundred), the lowest ‘officer’ rank. Under his
Section activates on a Command Dice of ‘2’, separate
command were two NCOs, of which the Amsa Aleqa
Teams on a score of ‘1’, or under the direction of the
(leader of fifty) was the senior and the Amist Aleqa
Amsa Aleqa as normal.
(leader of five, i.e. five junior NCOs) the junior. These
two men are either seen to the sides or head of the
platoon, rather than in the ranks. Between them they led OR
four squads of twelve selfegna (soldiers), of which one
was the squad leader or Asiraleqa. PLATOON FORCE RATING –MODERN
Regular: 0
Apart from the Meto Aleqa, who carried sword and Command Dice: 5
pistol, the remainder of the platoon carried rifles. Ideally
PLATOON HEADQUARTERS
these were the 8mm Mannlicher rifles bought by the
Emperor, but other older types were issued when stocks Meto aleqa, Senior Leader with pistol
ran out (Mausers, FN mle 1924, Vetterli etc.). A number There are two half-platoons each
of light machine guns were purchased (ZB vz. 30) and in
HALF-PLATOON ONE & TWO
sufficient quantity to issue one per platoon. Principle fire
support for the Mehal Sefari came from medium Amsa aleqa, Inferior Senior Leader with rifle
machine gun companies using primarily the Hotchkiss SECTION ONE SECTION TWO
mle. 1914, but a few Madsens were delivered before the 9 Riflemen 9 Riflemen
arms embargo took effect.
Notes applying to both platoon formation styles.
Though not as well-equipped as the Imperial Guard, the Aggressive
Mehal Sefari still got access to more equipment than
Tribal Rifles
most of the tribal sefaris, each of which relied on their
Ras to supply arms and equipment to them. Teams may only be detached from a Section if
they are within the command distance of any
This list can be used to reflect two styles of leadership Inferior Senior Leader or Senior Leader and a
available to a Mehal Sefari player in Chain of Command – command initiative point is used to order the
Traditional or Modern. The Traditional style reflects split. Scouts may be detached following the
poorly trained leaders, relying on warrior leadership normal rules.
MEHAL SEFARI SUPPORT LIST
LIST ONE MEHAL SEFARI CHARACTERISTICS
R USH A TTACK
Ambesa* (Traditional platoon)
Mehal Sefari Regulars can move with 1D6 or 2D6
Awo Aleqa! (Modern platoon) and assume a Tactical stance at the end of their
Flag* (Modern platoon) movement.
Medical Orderly*
Entrenchments for one Section
WARRIOR LEADERS
Mehal Sefari warriors placed great importance on
Add a light machine-gun to a single Section* being led into battle by notable warriors. Their
Additional men to each section in the platoon presence inspired and their loss was usually
Marksman* dispiriting.
Increase Outdated Field Gun piece
In-Game Barrage Therefore, a unit with any attached Leader may
ignore one shock in addition to any other cause for
LIST TWO
shock reduction. However if a (Ranking) Senior
Ferenghi* Leader is killed or wounded they suffer a +2 modifier
Flag* (Traditional platoon) on the Bad Things Happen table.
Cave
MEHAL SEFARI
Roadblock
Although somewhat trained, the Mehal Sefari were
Heavy Cover barricade for one section prone to attacking in their traditional style.
Ford Truck to transport entire Section or tow a weapon
Ford Armoured Truck with Junior Leader & MMG crew* Therefore, when a player rolls two or more 6s on his
Mount one Rifle Section on horses with lances command dice he must, if an Ethiopian Senior
Better Rifles Leader has any troops within his Command Distance,
use all his Command Initiatives to order those troops
Pre-Game Barrage
to assault the enemy.
LIST THREE
War Drums (Traditional platoon) Any troops so activated will move with 4D6 straight
Shambel (Ranking Senior Leader)* towards their chosen enemy, each unit dicing for its
Regimental Scout Troop own movement, with combat initiated if any troops
gets within 4” of enemy who for this combat will
Fiat 3000 (Renault FT MG) with Junior Leader*
disregard the ‘enemy movement’ combat dice
Fiat 3000 (Renault FT 37mm) with Junior Leader* modifiers for Close Combat.
Sniper Team, 2 men*
20mm SEMAG AA Gun with Junior Leader & 2 Crew**
Field Gun mle 1897 with 5 Crew and Junior Leader** ARMY S UPPORT LIST N OTES
Mehal Sefari Squad (9 men) with Junior Leader Most of the support options on the list will be self-
Outdated Field Gun with 4 Crew and a Junior Leader** explanatory. All tanks and armoured cars come with a
Junior Leader. Vehicles do not have radios. MMGs are
Ex-Italian CV33/35 with Junior Leader** tripod mounted. No AP ammunition is available.
LIST FOUR Transport only vehicles, such as a car do not come with
Hotchkiss or Colt MMG with five crew* crew, so you will need to allocate men to drive these.
Squad of Mehal Sefari Cavalry
The lists show all Junior Leader assignments where they
Section of mounted Cavalry Scouts
are present for all troops barring vehicles as discussed
All selection are available to Traditional or Modern platoon above. The following support options notes apply.
types unless otherwise noted.
* Limited Availability – 1 only MARKSMAN
A chosen soldier may be given the marksmen ability.
** may choose only one of all the types shown. Reroll any 1 when firing.
SHAMBEL
Equivalent of a company commander, a Shambel may
included as an additional Ranking Senior Leader ie he
does not replace the platoon Amsa Aleqa.
INFERIOR S ENIOR LEADER FLAG
The Inferior Senior Leader represents either an Platoon Type – Modern and Traditionalist
especially green or untrained officer, or one used to a A unit with an attached Flag may ignore one point of
particular method, who is now being required to adopt shock received per phase of play.
a new and somewhat unfamiliar one befitting his rank
and status. While he still retains a degree of authority Platoon – Traditionalist only
over his men, either his lack of confidence or his not In addition a Flag can serve as a method to transmit an
‘getting to know the ropes’ is inhibiting his order to a unit without having to place an activation
effectiveness. dice as follows;
A Senior Leader with an attached Flag Bearer, or
An Inferior Senior Leader may only use a Command Dice with a unit that has one, can issue a Command by
Roll of 4 to activate, once activated they have two Flag order. He may, for one command initiative,
Command Initiative Points. activate a Section or Team (group) under his
command (that has line of sight to the flag), which
AMBESÀ has otherwise not been activated in this
Ambesa, meaning ‘like a lion’, allows a section’s Phase, regardless of the distance between them.
Ineffective Asiraleqa Leader to be upgraded to a Junior
Leader, representing a particularly able or charismatic All unactivated Sections/Teams within 6” of the
individual leading the unit. Therefore, the first time a ordered group must follow the same order. Once
rifle section is activated in the game, roll 1D6. On a roll activated, the Section/Team may activate in that
of 5 or 6 one of the figures in that section becomes a Phase, so it can move or fire, but not both.
Junior Leader. This roll may only be made once per A Senior Leader may not rally Shock from any unit
Section in the game. by flag command, nor may he place them
on Overwatch.
AWO ALEQA!
The Junior Leaders (Asiraleqa) of the Ethiopian Army WAR DRUMS
had been brought up to fight in the traditional manner As much to inspire their own men as strike fear into
of their people. The efforts of Ferenghi advisors to turn their enemy’s heart, Ethiopians sometimes used war
them into fighting men in the European manner have drums during battle. A Senior Leader with an attached
resulted in conflicting thoughts about how they should War Drummer may help rallying men within his line of
lead their men. As a result they are somewhat less sight by adding +1 to any irregular Fire or Close Combat
effective leaders than they might otherwise be. test die roll checks a unit is required to make. If a 1 or 2
is rolled on their check then War Drums may not be
Individual Teams can activate on a roll of 1 or 2, used again in the current game. Only available to a
individual sections on a roll of 2 as normal. However Traditional style platoon.
both sections and teams can also activate on a roll of
3. When this is done the team generates a single LIGHT M ACHINE G UN
Command Initiative Point of its own, which it can then Around 500 or so light machine guns, most of which
utilise as if a Leader was expending one on the team were Czech ZB vz. 30 types, were purchased for the
and in addition to any that a Leader actually does army. These were sufficient to equip each platoon with
expend. This includes both Activation Commands and at least one, in some cases two weapons.
Commands which are not activations.
A Section may add a single light machine gun. A
FERENGHI maximum of two sections may be so-equipped. Three
Meaning Foreigner (or Frank) in Amharic, this man riflemen become the weapon crew.
represents a foreign advisor. While not typically the
case, some of these men ended up fighting (and indeed TRIBAL RIFLES
dying) in the frontline. The quality, variation and use of rifle weapons used by
all tribal Ethiopian forces left much to be desired – this
If he is on-table and attached to a Senior Leader then he made their firepower less effective for the number of
negates the Mehal Sefari rule on a roll of 4, 5 or 6 if it weapons they employed.
comes into play. If off-table he fulfills the roll of an
Adjutant. Therefore count all figures in a unit as able to fire
discounting any intervening friends troops in the same
ADDITIONAL M EN unit (apply all other rules for determining firing as
Each man is allocated to each section of the platoon, up normal). In addition, apply a -1 to hit modifier when
to a maximum of 12 figures in each section. shooting any tribal rifle weapons.
B ETTER R IFLES
A player that chooses Better Rifles does not suffer the -
T HE A RMOURED FIELD F ORCE
1 shooting penalty for having Tribal Rifles, it now being
In our fictional rendition of the Abyssinian Crisis the
assumed the platoon is equipped with more modern
Ethiopians have been either gifted or have
weapons and adequate ammunition supply.
purchased a menagerie of armoured vehicles that
comprise the Ethiopian Armoured Field Force.
OUTDATED FIELD G UN
This covers any outdated field artillery piece in the
We have kept the main support list ‘historical’, but
region of 60mm to 69mm caliber. For one more support
if players wish to include these vehicles their
list point it may be taken as being a weapon of 70mm-
relevant support slots are in the following
79mm caliber with a crew of 5 men (not 4). If taken on-
supplementary support table.
table refer to the Specific Rules for Field Gun Direct
Fire.
Note that there is a selection maximum of two
vehicles of any one type. Also, these vehicles would
FIELD G UN MLE 1897 be considered ‘rare weapons’ for the Mehal Sefari
The Artillery Brigade of the Kebur Zebanga possessed forces thus if selected and subsequently lost to
forty guns of various types, organized into two enemy action add +1drm to any Force Morale Test.
battalions, which on occasion could provided fire
support to Mehal Sefari units.
LIST THREE
Roll-Royce Armoured Car with Junior Leader
Up to two guns may be selected as on-table guns. If two
LIST FOUR
are chosen an additional Senior Leader is added to the
Vickers Mk.E Type A or B with Junior Leader
force to command them. If taken on-table refer to the
Type 92 Tankette with Junior Leader
Specific Rules for Field Gun Direct Fire.
NC-27 with Junior Leader
If on-table guns are selected, no Pre-Game or In-Game Kurosurei M25 AC with Junior Leader
Barrage may be selected from the Support Table. Type 89A I-GO with Junior Leader
LIST FIVE
CAVALRY SCOUTS Vickers Medium Mk III with Junior Leader
If Cavalry Scouts are selected as a support option the Whippet Tank with Junior Leader
player can field a squad of Ethiopian Tribal Warriors Mark IV Female Tank with Junior Leader
mounted on horses or camels. This unit uses all the LIST SEVEN
Ethiopian and Somali Tribal Warriors Special Rules and Vickers Independent with Junior Leader
Cavalry Specific Rules.
CAVE
Ethiopian forces regularly used caves or caverns,
natural or man-made, to hide and/or emerge so as to
surprise their enemy. Therefore, if a cave/cavern is
taken as a support list option, this will allow the
Ethiopian player to either;
Deploy one unit an additional 6” further from a
Jump-Off point than would normally be the case
(10” for Green troops, 12” for Regular troops); or
Move a jump-off point (after the patrol phase,
before the first game phase) up to 18” in any
direction, so long as it is further than 12” from any
enemy troops or Jump-Off Point.
PLATOON HEADQUARTERS
Meto aleqa, Senior Leader with pistol
KEBUR ZABANGA There are two half-platoons each
ARMY SUPPORT LIST NOTES If he is on-table and attached to a Senior Leader then
Most of the support options on the list will be self- he negates the Kebur Zabanga rule on a roll of 4, 5 or
explanatory. All tanks and armoured cars, including 6 if it comes into play. If off-table he fulfills the roll of
the Ford Armoured Truck, come with a Junior Leader an Adjutant.
and crew for their MMG. Vehicles do not have radios.
FLAG
No AP ammunition is available. MMGs are tripod A unit with an attached Flag may ignore one point of
mounted. Transport only vehicles, such as a car do not shock received per phase of play. Flag bearers do not
come with crew, so you will need to allocate men to fire but do count as fighting in combat.
drive these.
ADDITIONAL M EN CAVALRY SCOUTS
Each man is allocated to each section of the platoon, up If Cavalry Scouts, are selected as a support option,
to a maximum of 12 figures in each section. who are usually locally raised tribal forces, the player
can field a squad of Ethiopian Tribal Warriors
STOKES-BRANDT MORTAR mounted on horses. This unit uses all the Ethiopian
Two 3” Stoke-Brandt mortars may be taken for Tribal Warriors Special Rules and Cavalry Specific
indirect fire support utilising an on-table Forward Rules.
Observation team (FOT). The bombardment area for a
two-tube mortar section is 10”x10” with the aiming MOUNTED G UARDSMEN
point at the centre. See special rules for details on the Any Section may be taken entirely as a mounted using
use of FOTs. a support list option, adding 2 extra horsemen to the
Command HQ if two or more Sections are mounted.
FIELD GUN MLE1897 Refer to the Specific Rules for details on Cavalry use
The Artillery Brigade of the Kebur Zebanga possessed when mounted and dismounted.
forty guns of various types, organized into two
battalions, which on occasion could provided fire MARKSMAN
support to Mehal Safari units. A chosen soldier may be given the marksmen ability.
Reroll any 1 when firing. Only one allowed.
Up to two guns may be selected as on-table guns. If
two are chosen an additional Senior Leader is added
to the force to command them. When on-table they
use the Direct Fire Special Rules in this supplement.
THE ARMOURED FIELD F ORCE
If on-table guns are selected, no Pre-Game or In- In our fictional rendition of the Abyssinian Crisis
Game Barrage may be selected from the Support the Ethiopians have been either gifted or have
Table. If taken on-table refer to the Specific Rules for purchased a menagerie of armoured vehicles that
Field Gun Direct Fire. comprise the Ethiopian Armoured Field Force.
OFF-TABLE MACHINE G UN FIRE SUPPORT We have kept the main support list ‘historical’,
Off table Machine Guns will fire using the technique but if players wish to include these vehicles their
explained in the specific rules. Note, if choosing off relevant support slots are in the following
table machine gun fire support then the on-table supplementary support table.
MMG may not be chosen.
Note that there is a selection maximum of two
IN-GAME BARRAGE vehicles of any one type.
This is taken as an additional option to a normal Pre
Game Barrage/Bombardment, enabling the LIST THREE
continuation of the pre game barrage into the game – Roll-Royce Armoured Car with Junior Leader
see special rules. LIST FOUR
Vickers Mk.E Type A or B with Junior Leader
AUTOMATIC RIFLE Type 92 Tankette with Junior Leader
175 Belgian FN-BAR Model D weapons were acquired NC-27 with Junior Leader
by Ethiopia. These weapons were typically allocated Kurosurei M25 AC with Junior Leader
to the best formations so will be available to the Type 89A I-GO with Junior Leader
Imperial Guard. Therefore one Imperial Guard Section LIST FIVE
within each half-platoon may reequip a riflemen with Vickers Medium Mk III with Junior Leader
an automatic rifle, whereby one man becomes its Whippet Tank with Junior Leader
gunner. Only one AR allowed per section and not in Mark IV Female Tank with Junior Leader
the same section as any LMG that is taken. LIST SEVEN
Vickers Independent with Junior Leader
FORD T RUCK
If the Ford truck is taken with the MMG option it may
also transport a single rifle section. Only one Ford
truck with a MMG may be taken per platoon.
PLATOON FORCE RATING
Dubats - Regular: +2
Others - Regular: -2
Command Dice: 5
BALUCH COMMAND
Dubats can move with 1D6 or 2D6 and assume a RANDOM AIR SUPPORT
Tactical stance at the end of their movement. Refer to the Specific Rules for Random Air Support.
They never suffer shock when moving using 3D6.
TRIBAL RIFLES ITALIAN OFFICER
The quality, variation and use of rifle weapons used Typically an Italian officer would lead an irregular
by all tribal Eritrean and Somali forces left much to be group as its platoon leader (Sciumbasci), which this
desired – this made their firepower less effective for support choice allows him to become. As platoon
the number of weapons they employed. leader, if he is on-table he negates the Arrai! rule on a
roll of 4, 5 or 6 if it comes into play. If off-table he
Therefore count all figures in a unit as able to fire fulfills the roll of an Adjutant.
discounting any intervening friends troops in the
same unit (apply all other rules for determining firing RANKING SENIOR LEADER
as normal). However, apply a -1 to hit when shooting. A Ranking Senior Leader could represent a senior
officer such as an experienced Chief (Scium) or other
MIXED WEAPONS senior officer or a notable Italian leader such as
A Group with Mixed Weapons counts 1 man in 2 as a Amedeo Guillet leading the Spahis di Libya. He follows
being equipped with rifles. Depict the group with the same rules above as the Italian officer.
appropriate models. A unit may shoot with any figures
in the unit eligible to fire following the normal rule of CAVE
Line of Fire and Tribal Rifles ie the figure does not Eritrean and Somali were equally adept at using caves
have to have an actual rifle model to fire. or caverns like Ethiopian forces, be they natural or
man-made, to hide and/or emerge from to the
TRIBAL LMG ON T RIPOD surprise of their enemy. Therefore, if a cave/cavern is
Whilst uncommon this weapon can represent a Ras taken as a support list option, this will allow the
who has acquired a light or medium machine gun. Ethiopian player to either;
Their condition and maintenance would be Deploy one unit an additional 6” further from a
rudimentary, thus they are considered a tripod Jump-Off point than would normally be the case
mounted magazine fed LMG regardless of weapon (10” for Green troops, 12” for Regular troops); or
type, jamming on any quadruple die roll score when
they fire, resulting in no hits scored this phase. The Move a jump-off point (after the patrol phase,
jam is considered clear by the next time they have a before the first game phase) up to 18” in any
opportunity to fire. direction, so long as it is further than 12” from any
enemy troops or Jump-Off Point.
TRIBAL FEUDS
Eritrean and Somali warriors often had hereditary FIAT 611
feuds with their Ethiopian neighbors to whom they There are two variants of the FIAT 611. One armed
were opposed. Therefore Eritrean and Somali warriors only with machine guns and another with a
at game start apply a +2drm to their motivation level combination of a 37mm cannon and MGs. Along with
test – see Irregular troop rules. the IZM and CV tankettes, the FIAT was sometimes
attached to Irregular forces, not untypical of the
MOUNTED WARRIORS Italian ideas of ad-hoc force groupings to suit a
As previously noted, Eritrean and Somali Warriors are tactical situation.
depicted on foot in the ‘platoon’ organization. Any
Warband may be taken entirely mounted (horse or The model with the turret mounted 37mm gun may
camel) using a support list option, adding 2 extra only fire either the main gun or the rear mounted MG
horsemen to the Command HQ if two or more – not both in a phase.
Warbands are mounted. Refer to the Specific Rules
for details on Cavalry use when mounted and
dismounted.
The bombardment area for a four-tube mortar VICKERS U TILITY T RACTOR FOR VICKERS MMG
platoon is 18”x18” with the aiming point at the A player may ‘mount’ the Vickers MMG Section by
center. See special rules for Mortar fire and Forward taking a Vickers Utility Tractor with trailer. The Vickers
Observer Team use. may be fired mounted from the tractor if stationary.
The Vickers is also able to be set up as a tripod MMG
18PDR FIELD GUN OR QF 3.7” MKIII HOWITZER using the normal rules for Weapon Movement (7.4).
The 18pdr Field Gun is likely to be the split trail MKIV
with pneumatic tyres towed by trucks. The QF 3.7” This option is available to British Army units only.
MK III Howitzer, which could be broken down for
mule transport, was also available. This equipped 3
RHA for example, who towed them with Light Dragon
Tractors. Other units might utilize pack mules or
trucks. Refer to the Specific Rules for Field Gun Direct
Fire when taken as an on-table support list choice.
25MM L/72 YES CORP!
Lacking any infantry anti-tank weapons, the War Years of conflict on The North West Frontier and other
Office purchased 33 of these guns from France, colonial conflicts produced many experienced NCOs in
enough to give each regular battalion then in Egypt British and British Indian army units, as well as
and the three initially being sent from the UK, a ordinary rankers capable of acting in that role.
platoon of three weapons. They were irreplaceable
and given the lack of British armour in comparison to Individual Teams can activate on a roll of 1 or 2,
that mustered by Italy, their loss would be felt. individual sections on a roll of 2 as normal. However
both sections and teams can also activate on a roll of
If selected and subsequently lost to enemy action add 3. When this is done the team generates a single
a +1 dice roll modifier to any Force Morale Test. Command Initiative Point of its own, which it can then
utilise as if a Leader was expending one on the team
In addition, the Hotchkiss gun had a carriage designed and in addition to any that a Leader actually does
to be towed by horses. When towed by vehicles this expend. This includes both Activation Commands and
had to be done very slowly. If a vehicle is towing the Commands which are not activations.
weapon and wishes to move fast the weapon is
removed as damaged/destroyed for this scenario. SECTION OF N ATIVE GUIDES
If chosen they conform to a section of Somali Dubats
This option is available to British Army units only. from the Eritrean and Somali Irregulars list.
British 8th Hussars The two squadrons of the 8th Hussars were to find
themselves operating as squadron and troop
MOTOR MACHINE GUN TROOP detachments to support these units, as there was
In 1935 the 8th Hussars were selected to be one of the insufficient motor transport to motorise any of the
three cavalry regiments in Egypt to be mechanised. infantry battalions.
They dutifully surrendered their horses to the
remount depot following their last mounted parade This list represents a troop of the 8th Hussars acting in
on Armistice Day (11th November) 1935. concert with other cavalry units, namely the 7th and
11th Hussars and 12th Lancers
While there were no actual light tanks for them to be
equipped with, a number of Ford V8 trucks were
acquired; 15cwt for the former ‘sabre squadrons’ and PLATOON FORCE RATING
30 cwt models for support units. They also Regular: +7
surrendered their Vickers machine guns from the Command Dice: 6
machine gun squadron and in return each vehicle was
to mount a brand-new Vickers-Berthier light machine 8TH HUSSARS TROOP HEADQUARTERS
gun, which could also be dismounted for ground use. Subaltern, Senior Leader, with pistol.
Troop Sergeant, Senior Leader, with rifle.
Initially there were only sufficient trucks to mount a Batman/Orderly, armed with rifle.
single squadron, but more arrived in batches and after There are four Sections
mechanic and driver training, a second squadron was
mobilised in early 1936, with the remainder of the SECTIONS ONE TO FOUR
regiment predicted to be motorized by the end of the Lance Sergeant or Corporal, Junior Leader, with rifle
Spring. At some future point the regiment was to V-B LMG TEAM RIFLE TEAM
convert to light tanks, but for now it was a motor- One V-B LMG with two Five Troopers with rifles
machinegun regiment and would provide mounted crewmen.
infantry to support its fellow mechanised cavalry
regiments in the brigade. One man in each rifle team is equipped with hand
grenades and can also shoot rifle-grenades as per
The plan was that the 8th Hussars would become a the normal rules. It is not necessary to designate
motorised cavalry regiment, effectively mobile- which figure this is however and the normal Rifle
infantry capable of keeping pace with the armoured Grenade rules still apply (9.1.5. p. 40).
cars and the light tanks of its sister regiments in the
brigade. Integral support for the 8th was light,
principally the Vickers-Berthier light machine guns of 8TH HUSSARS CHARACTERISTICS
the sections in its troops. By the end of 1935 two
TEN ROUNDS RAPID (BRITISH UNITS O NLY)
squadrons of the 8th were motorised. Fast accurate rifle fire was the cornerstone of
British doctrine in this era.
Unfortunately its sister regiments mostly lacked
vehicles. The 11th Hussars had only recently been
When a Leader is attached to a rifle Team or
brought up to strength by vehicles surrendered during
Section and expends two or more Command
the creation of the 6th Battalion RTC in 1933. The 7th
Initiatives to activate that Team, an equal number
Hussars had a mere squadron of light tanks and more of dice are added to the unit’s Firepower.
were apparently not to be forthcoming until 1937.
BRITISH 8TH HUSSARS SUPPORT LIST
BACKBONE OF THE ARMY
LIST ONE (APPLIES TO ALL)
Car
Medical Orderly Promotion through the non-commissioned ranks
Satchel Charge was typically based on length of service, which
Adjutant implies breadth of experience; but not necessarily
Entrenchments for one Team competence. Conversely the most inexperienced
Engineer Mine Clearance Team, 3 men man in a troop was typically the subaltern leading
Engineer Wire Cutting Team, 3 men it. The relationship between an officer (or warrant
Engineer Demolition Team, 3 men officer) and his troop sergeant could directly
In-Game Barrage affect how the troop operated.
LIST TWO Following the completion of the Patrol Phase, the
Roadblock British player rolls 1D6 to establish the
Heavy Cover barricade relationship between the troop leader and his
Truck to transport entire Section or tow a weapon troop sergeant and its effects;
Pre-Game Barrage 1 – “I’ll remind you who leads this platoon!” The
Yes Corp! Platoon Sergeant is treated as a Junior Leader.
Crossley MK. I 6x4 Armoured Car with Junior Leader*
LIST THREE 2-4 - “Carry on Sergeant” The Platoon Sergeant
Sniper Team, 2 men functions as a normal Superior Junior Leader.
Rolls-Royce Armoured Car with Junior Leader* 5-6 – “Do you think that’s wise Sir?” The Platoon
Vickers MK. II or III Light Tank with Junior Leader* Sergeant activates on a 3 or 4, but otherwise is
Random Air Support treated as a Senior Leader.
LIST FOUR
Lanchester 6x4 Armoured Car with Junior Leader*
Vickers MK. V Light Tank with Junior Leader* ARMY SUPPORT LIST NOTES
LIST FIVE Most of the support options on the list will be self-
QF 3.7”Howitzer, 5 crew and Junior Leader explanatory. All tanks and armoured cars come with a
* Only one type of vehicle may be chosen, but there is no
Junior Leader. All MG armed vehicles are equipped
limit on the number of those vehicles that may be taken as with armour piercing ammunition – see special rules.
support choices.
Vehicles do not have radios. MMGs are tripod
mounted. Transport only vehicles, such as a car do
come with crew, so you do not need to allocate men
to drive as standard organisations allocated drivers
with vehicles.
YES CORP!
A large number of experienced men were transferred
to the 8th Hussars to make their numbers up to
strength. Combined with their own men, this provided
a wide range of experienced NCOs and rankers
capable of acting in that role.
similar
As a result, a French officer spending all three of Where whole sections are available they will always
his Command Initiative to rally a Group or Squad come with a Junior Leader. Infantry support weapons
may remove on additional point of Shock in that usually do not, while heavier weapons usually do. The
Phase. lists show all Junior Leader assignments where they
are present for all troops barring vehicles as discussed
V-B GRENADE LAUNCHER above. The following support options notes apply.
When used within its parent demi-groupe the V-B
is treated like any normal rifle grenade (one HOTCHKISS MLE. 1914 MACHINE GUN
Command Initiative is required to fire), or it may It would be unusual to find a single machine gun
fire as a rifle as part of the team. attached to a platoon. More usually there would be a
section of two weapons. If a player selects two
GROUPE DE LANCE-GRENADIER weapons, so as to form a section, he receives a Junior
If all the V-B equipped men in the platoon are Leader at no support cost to command them.
formed into a group with the ‘V-B Corporal’ from
the HQ, the group will co-ordinate their fire more REGIMENTAL RECONNAISSANCE GROUP
effectively than individual grenadiers. The Regimental Reconnaissance formations were
formed from cavalry units. They have the same
If either the Team, or the Platoon Observer (if he organisation as an infantry section, but are mounted
is within 6” of the team), have Line of Sight to the on horses. The support list option is for a mounted
target, it counts as firing at Close Range. unit and the Cavalry specific rules apply. A
Otherwise all fire is treated as being at Effective dismounted unit can be represented by the ‘Regular
Range. Infantry Section’ option in the list.
The team is treated like a single weapon team 75MM FIELD GUN
and its members as its crew. It may either fire as a Refer to the Specific Rules for Field Gun Direct Fire
‘V-B Team’, or as a normal team of riflemen. The when taken as an on-table support list choice.
V-B has a minimum range of 18”.
81MM MORTAR SQUAD
Like a light mortar the V-B group targets a Each battalion only had two medium mortars in total.
team rather than bombarding an area. V- The bombardment area for a two-tube mortar section
B grenades ignore cover. is 10”x10” with the aiming point at the centre.
PLATOON HEADQUARTERS
Lieutenant, Senior Leader, armed with pistol
French Foreign Legion Sergent-Chef, Senior Leader, armed with rifle
Corporal, with V-B launcher
FOREIGN LEGION INFANTRY PLATOON
The Foreign Legion entered the 1930s with a complete Observer with rifle and Runner with rifle
change of role. While previously they had spearheaded There are three Sections
the pacification of both Algeria and Morocco, they SECTION ONE TO THREE
were now more frequently deployed as construction
troops and in small garrisons. As a result some of their Sergeant, Junior Leader, armed with rifle
‘edge’ was lost. FUSILIER TEAM VOLTIGEUR TEAM
Corporal with rifle Four riflemen
Conversely they were also one of the few formations in FM24/29 LMG with two Rifle-Grenadier with V-B
the French Army with a continuous history, which they crew
capitalised on and in the process created many of the Two riflemen
traditions that are part of the Legion mythos today.
This combined with a slew of Hollywood ‘Foreign
All men in Voltigeur Teams are equipped with
Legion’ movies, as well as the depression, led to a
hand grenades and one man carries a modified
generally different calibre of volunteer presenting
rifle and has a rifle-grenade attachment for that
himself for service than previously.
weapon. It is not necessary to designate which
figure this is however and the normal Rifle
The process of mechanisation in the Army was also felt
Grenade rules still apply (9.1.5. p. 40).
in the Legion, whose combat elements soon found
themselves the recipients of various vehicles. While All Legionnaires are Stubborn and Aggressive.
anciens pointed out that the old mule-mounted
Oui Caporal!
columns actually covered twice the distance that the
motorised formations were capable of, the vehicles A Mechanised Platoon has only two sections, with
were there to stay. a revised Platoon Force Rating of: +7
As a result, a French officer spending all three of Where whole sections are available they will always
his Command Initiative to rally a Group or Squad come with a Junior Leader. Infantry support weapons
may remove on additional point of Shock in that usually do not, while heavier weapons usually do. The
Phase. lists show all Junior Leader assignments where they
are present for all troops barring vehicles as discussed
V-B GRENADE LAUNCHER above. The following support options notes apply.
When used within its parent demi-groupe the V-B
is treated like any normal rifle grenade (one HOTCHKISS MLE. 1914 MACHINE GUN
Command Initiative is required to fire), or it may It would be unusual to find a single machine gun
fire as a rifle as part of the team. attached to a platoon. More usually there would be a
section of two weapons. If a player selects two
GROUPE DE LANCE-GRENADIER weapons, so as to form a section, he receives a Junior
If all the V-B equipped men in the platoon are Leader at no support cost to command them.
formed into a group with the ‘V-B Corporal’ from
the HQ, the group will co-ordinate their fire more CAVALRY SECTION
effectively than individual grenadiers. Motorised units could be supported by cavalry units
and vice-versa. They have the same organisation as an
If either the Team, or the Platoon Observer (if he infantry section, but are mounted on horses. The
is within 6” of the team), have Line of Sight to the support list option is for a mounted unit and the
target, it counts as firing at Close Range. Cavalry specific rules apply. A dismounted unit can be
Otherwise all fire is treated as being at Effective represented by the ‘Chasseurs Section’ option in the
Range. list.
The team is treated like a single weapon team OFF-TABLE MACHINE G UN FIRE SUPPORT
and its members as its crew. It may either fire as a Off table Machine Guns will fire using the technique
‘V-B Team’, or as a normal team of riflemen. The explained in the specific rules, however only indirect
V-B has a minimum range of 18”. MG fire is possible, not direct MG fire from off-table.
Note, if choosing off table machine gun fire support
Like a light mortar the V-B group targets a then the on-table MMG may not be chosen.
team rather than bombarding an area. V-
B grenades ignore cover. IN-GAME BARRAGE
This is taken as an additional option for a normal Pre
A V-B group causes 2 hits in the open, Game Barrage/Bombardment, which enables the
with an additional +1 per additional continuation of the pre game barrage into the game –
grenadier in the team after the first. A full see special rules.
group will therefore inflict 5 hits.
75MM FIELD GUN
In confined areas an additional 1 hit is Refer to the Specific Rules for Field Gun Direct Fire
caused for the first grenadier and a when taken as an on-table support list choice.
further one per two figures in the group.
A full group would therefore inflict 7 hits. 81MM MORTAR SQUAD
Each battalion only had two medium mortars in total.
The bombardment area for a two-tube mortar section
is 10”x10” with the aiming point at the centre.
CANONS DE 25 IRREGULAR SCOUTS
The Canon de 25 mm semi-automatique modèle 1934 If Irregular Scouts are selected as a support option the
(Canon de 25) was introduced in 1934 as the universal player can field a squad of Ethiopian and Somalian
light anti-tank weapon for the Chasseurs. Tribal Warriors mounted on horses or camels. This
unit uses all the Ethiopian and Somalian Tribal
The weapon’s carriage was designed to be towed by Warriors Special Rules and Cavalry Specific Rules.
horses and was somewhat fragile into the bargain.
When towed by vehicles this had to be done very OUI CAPORAL!
slowly. If a vehicle is towing the weapon and moves The French campaigned for many years in the
Fast for any reason, the weapon is disabled as a interwar period, notably in North Africa. This
result. produced a cadre of experienced junior NCOs in their
mounted Spahis and Chasseur D’Afrique units.
CHAR D1
Late in 1936 three battalions of Char D1s were formed Therefore, Individual Teams can activate on a roll of 1
in Morocco with vehicles transferred from France. We or 2, sections on a roll of 2 as normal. However both
have allowed an earlier transfer of these vehicles than sections and teams can also activate on a roll of 3.
occurred in reality. If players prefer to stick to the real When this is done the team generates a single
timeline, then only armoured cars may be fielded by Command Initiative Point of its own, which it can then
Chasseur units. utilise as if a Leader was expending one on the team
and in addition to any that a Leader actually does
ARMOURED CARS expend. This includes both Activation Commands and
Typically each unit only operated a single type of Commands which are not activations.
armoured car, so only one vehicle type may be
chosen. The 5th Chasseurs were unique in fielding RANDOM AIR SUPPORT
both Schneider P16 and Laffly AMD 50s, so are Refer to the Specific Rules for Random Air Support.
allowed to mix vehicle types within the force.
All men in the Éclaireurs team are equipped with
hand grenades and one man carries a modified
rifle and has a rifle-grenade attachment for that
weapon. It is not necessary to designate which
figure this is however and the normal Rifle
Grenade rules still apply (9.1.5. p. 40).
PLATOON HEADQUARTERS
Lieutenant, Senior Leader, armed with pistol
Sous-Officer, Superior Junior Leader with rifle
There are two Sections
SECTION ONE & TWO
French Méharistes Sergeant, Junior Leader, armed with rifle
MÉHARISTE TEAM
FRENCH CAMEL MOUNTED DEMI-SECTION 9 Men with rifles
The Méharistes had originally been established in the
Sahara as a nomadic gendarmerie, drawn from the
local population, but with French officers and NCOs, All men in the Méhariste team are equipped with
drawn from the Bureau de Affaires Indigènes (Native hand grenades and one man carries a modified
Affairs Bureau). Unlike the similar Spahis and Tirailleurs rifle and has a rifle-grenade attachment for that
however, the Méharistes were paramilitary formations weapon. It is not necessary to designate which
and only served within their own locales. The system figure this is however and the normal Rifle
was later extended to the Mandate in the Levant and Grenade rules still apply (9.1.5. p. 40).
into French Somaliland.
FRENCH MÉHARISTE SUPPORT LIST
The unit in the Côte française des Somalis (CFS) was a LIST ONE
reduced company of just two platoons, plus supporting Medical Orderly
elements. However its operations could be enhanced Satchel Charge
by raising Goumier (auxiliaries) from the local tribes. A Adjutant
typical Goum (company) was of around two hundred
Entrenchments for one Team
tribesmen and the raising of several goums to form a
Tabor (battalion) would be warranted in wartime. Engineer Mine Clearance Team, 3 men
Engineer Wire Cutting Team, 3 men
It would appear that the unit structure followed a Engineer Demolition Team, 3 men
different pattern than that which existed in the French In-Game Barrage
Army itself. A full platoon was composed of two LIST TWO
officers, six NCOs and 36 men, divided into two half-
Mount one Section
platoons, each of an officer, a platoon sergeant and
two sections each of an NCO and nine men. Roadblock
Oui Caporal!
Only sufficient camels were provided to mount one Somali Tribal Warriors – 10 men
half-platoon and to carry the platoon’s baggage and Heavy Cover barricade
stores. The Méharistes do not appear to have had
Mount one Section on camels – see cavalry rules
LMGs and V-B launchers, but it is presumed they would
have access to hand grenades. Pre-Game Barrage
LIST THREE
The platoon list portrays a demi-platoon of Méharistes Sniper Team, 2 men
dismounted. If the player prefers to field all or some of Canon d’Antichar with Junior Leader and 5 crew
a mounted half-section, the support list option is used FO Team with off-table 60mm mortar platoon
to upgrade each section. If the entire platoon is
mounted the command group may be taken as Armoured Car
mounted as well at no cost. Camels do not require Off Table Machine Gun support*
‘holders’ to be deployed, as they are quite happy to Random Air Support
kneel down and do nothing for long periods of time. LIST FOUR
Regardless of how many méhariste sections are taken Hotchkiss M1914 MMG with five crew*
as mounted all other options chosen from the support
Squad of mounted Goumier with Junior Leader
list must be on foot.
*May only choose one or the other
ARMOURED CAR
FRENCH MÉHARISTE CHARACTERISTICS The French CFS forces are listed as having armoured
EN AVANT MES BRAVES cars and it is likely that some of these were attached
French leaders placed much emphasis on their to the Méharistes, as they were in the Sahara.
officers leading by example and gaining the Therefore a player may choose one armoured car with
absolute trust of their men, particularly Junior Leader as a support list option, being either an
indigenous troops. As their manual says, “Troops AMC Schneider P16, AMD White-Laffly AMD 50/80 or
are a reflection of their commander. They wish AMD Panhard 165/175.
for nothing more than to admire him and follow
him blindly”. OUI CAPORAL!
The méharistes were in constant use within the CFS
As a result, a French officer spending all three of against both recalcitrant tribesmen and Somali or
his Command Initiative to rally a Group or Squad Ethiopian bandits. This produced quite a reserve of
may remove on additional point of Shock in that experienced junior NCOs and men in their ranks. The
Phase. detaching of a ‘demi-groupe’ from a section would
mean that a suitable corporal or man could be found
to lead it.
ARMY SUPPORT LIST NOTES Therefore, detached Teams can activate on a roll of 1
Most of the support options on the list will be self- or 2, individual Sections on a roll of 2 as normal.
explanatory. MMGs are tripod mounted. However both sections and teams can also activate on
a roll of 3. When this is done the team generates a
Where whole sections are available they will always single Command Initiative Point of its own, which it
come with a Junior Leader. Infantry support weapons can then utilise as if a Leader was expending one on
usually do not, while heavier weapons usually do. The the team and in addition to any that a Leader actually
lists show all Junior Leader assignments where they does expend. This includes both Activation Commands
are present for all troops. The following support and Commands which are not activations.
options notes apply.
SOMALI T RIBAL WARRIORS
The CFS forces were supported by numerous Somali
HOTCHKISS MLE. 1914 MACHINE GUN tribal warriors, both on foot and mounted. Therefore
It would be unusual to find a single machine gun a player may select as many Somali Tribal Warrior
attached to a platoon. More usually there would be a support list units as he likes from the Eritrean and
section of two weapons. If a player selects two Somali Irregulars platoon list.
weapons, so as to form a section, he receives a Junior
Leader at no support cost to command them. Use all the rules (special rules and support list upgrade
options) as the list allows, excluding any Italian
OFF-TABLE MACHINE G UN FIRE SUPPORT support equipment and the Italian officers being
Off table Machine Guns will fire using the technique replaced with French officer equivalents. If three or
explained in the specific rules. Note, if choosing off more tribal warrior warband units are taken then the
table machine gun fire support then the on-table Baluch Command is also included for free.
MMG may not be chosen.
RANDOM AIR SUPPORT
IN-GAME BARRAGE Refer to the Specific Rules for Random Air Support.
This is taken as an additional option for a normal Pre
Game Barrage/Bombardment, which enables the
continuation of the pre game barrage into the game –
see special rules.
h) If moving At The Double or after any Close If both sides have air support, then each player rolls a
Combat, each mounted cavalry Team takes 2 D6. The highest score gets air support this Turn; re-roll
Shock. ties. Follow the same procedure at the end of each
i) Mounted Lancers add +1D6 per 3 figures in the Turn.
first round of combat.
If the phasing player with Air Support rolls a score of 1
*Camelry used to charge enemy is ‘debatable’ by this the airstrike hits the wrong target and your opponent
time period. Players may choose to disallow camelry may redirect the attack onto any of your units within
troops to charge (like cavalry) otherwise they are 12” of the target point and conduct the attack as if it
treated the same as cavalry in all other respects. was his own. From the target point each target along
any line of a 12”x4” beaten zone are strafed with 2D6
firepower attacks, each 3, 4, 5 or 6 scoring a hit. Roll
on Table 6 for the ‘Hit Effect’. Allocation of Shock and
Loss is the same as all normal rules.
IRREGULARS
This section attempts portrays the psychological factors When an Irregular unit suffers 2 (small units), 4
of non militarised “irregulars”. The result produces a (medium units) or 6 (large units) shock from firing and
different ‘take’ on handling troops of this type to more combat (counting each kill as two shock for the
accurately model their battlefield psychology. The purposes of testing), cross reference the platoon
following rules pertain specifically to troops with the Command Dice rating with the size of the unit taking
Irregular or Tribal Warrior trait. the hits.
IRREGULAR FIRE AND COMBAT EFFECT
Unit Size
Effect Small Medium Large
Units of Irregular warriors are considered to conform
to certain sizes. This affects the outcome from the CD4 1-2B 3-5P 6✓ 1B 2-4P 5-6✓ 1B 2-3P 4-6✓
effects of fire and to a certain degree combat. Units CD5 1-2B 3-4P 5-6✓ 1B 2-3P 4-6✓ 1B 2P 3-6✓
are either; Small (1-6 figures), Medium (7-15 figures)
-2 wavering, -1 unmotivated, -1 per pin marker
or Large (16+ figures). +2 highly motivated, +1 motivated, +1 war drums
Movement
All irregulars may move 3D6 suffering no penalty from Outcome:
the effects of Shock caused by such movement. = Unit suffers no effect or removes all pin markers.
P = Rifle armed unit is Pinned (as per 14.5); otherwise,
Motivation Unit Flinches. 'Retire' 6"+2D6" and become Pinned
Irregular warriors react to battlefield environments or they may halt and become 'pinned' on reaching
based on their current motivation. Events produce any cover along that route.
good or bad outcomes that affect the current B = Unit is Broken. Indicate with two pin markers and
motivation of an irregular force. These events are the retreat move as per 14.6.
same as those listed on the Force Morale table i.e.
when something bad happens to your opponent (his Example; If a medium size Regular unit (CD5) suffered
force morale drops) this results in your irregular force 2 shock and 1 killed figure from fire it would have to
motivation increasing, however motivation increases test on the firing outcome table (as it has received
only if enemy Force Morale suffers a drop. Some effectively 4 shock). If its force was ‘motivated’ at the
specific scenario events or objectives may also be time and rolled a 2 (2+1=3) then it would be
causes of changing motivation. considered Pinned until they successfully rally.
Irregular forces start the game with their motivation Close Combat
level set by rolling 1D6, applying any modifiers as per Irregular warrior’s motivation affects their close
any scenario or army list (e.g. Sons of Adwa). The levels combat ability. Add 2D6 to their close combat score
of motivation are from bad to good; wavering, for each level above Committed and subtract 2D6 for
unmotivated, reluctant (1), committed (2-3), motivated each level below Reluctant (as shown on the Irregular
(4-5), highly motivated (6). This is done at the same time Force Morale and Motivation Track). The instant
their force morale die roll is conducted. The final score either of these conditions no longer exists the unit has
determines initial motivation. no D6 modifiers. Note, the shock received as a result
of a combat result (p60) may cause a test on the
Motivation is kept track of by using the Warrior Irregular table above, but only if the irregular unit
Motivation Track (visible to both sides) or a 6-sided cube loses – it ignores shock if it wins the combat.
suitably marked, with motivation increasing or
decreasing as described above. Leaders & Pin Effects
An attached leader can rally units from one morale
Firing condition to another. He does so by using 1 Command
Irregular warriors react differently to the effects of Initiative point when activated and rolling 1D6 per
fire. They may shrug off a deadly fusillade or be quite one expended (all at once). On a score of 6 the morale
badly affected by barely effective shooting. of a unit increases i.e. from Broken to Pinned, or
Pinned to No Effect (it is possible for to go from
The normal use of tracking Shock in Chain of broken to no effect in one phase).
Command is not used. Whenever an irregular unit
receives shock and/or losses from fire it rolls on the Note – Being pinned can be a temporary state in a Turn
following table to determine an immediate outcome; as irregular morale waxes and wanes with only their
no shock is recorded, but losses are removed before current motivations accounted for by the roll of the dice
determining unit size in the test. and their leader’s ability to motivate.
Broken and Pinned UNRELIABLE
Broken and Pinned units, with or without attached Unreliable vehicles breakdown if a double 1 is rolled
leaders, may roll on the Irregular table to remove the when moving normally, or when any double is rolled
effects of being Pinned or Broken in their phase. They when driving flat out.
may do so on their own command dice, however they
must apply the result rolled, good or bad, unless they TWO MAN CREW (TMC)
have a leader attached (who counters an adverse Where a vehicle has a turret and its primary
morale result). armament is a gun and not an MG, the vehicle may
not move and fire in the same phase.
End of Turn
When an end of turn occurs for any reason motivation If any Leader activates any vehicles other than his
returns to ‘Committed’ as enthusiasm wanes or panic own using his command dice, his own vehicle not fire
passes. All units roll a dice on the Irregular Fire & in the current phase. The driver can be activated as
Combat effect table. If they score a [✓] then they may normal however.
remove any Pin markers the unit may have, if they roll
pinned [P] they remain so and if they roll broken [B] Any hits on the gunner in a two-man crew are
then they are removed from play. transferred to the commander, while all other
casualties are transferred to the driver. A vehicle that
ϕ loses its Junior Leader commander, may only act on a
command dice of ‘1’, it may not fire or be ordered to
VEHICLE SPECIAL RULES - ALL: act by radio.
AP (AMMUNITION )
All British, French and some Italian MG-armed
WW1 ERA AFVS
vehicles are equipped with a partial ‘load-out’ of Some vehicles in The Abyssinian War were relics of
Armour-Piercing ammunition. Vehicles routinely able the First World War. Even by comparison with the
to use AP ammunition are noted on the master somewhat modest and hard-used contemporary
arsenal equipment list with ‘*’ under the A.P. column vehicles, they were considered dated. The Armour
and the AP value of the specific weapon in the notes. rules from Chain of Command should be used with
Those just using standard rounds are indicated by ‘-‘. the Master Arsenal tables providing the relevant data.
Each vehicle entry specifies the AP value of the MGs Speed is altered to reflect the primitive technology
fitted. AP ammunition for vehicle sis unlimited. and the wear and tear of almost twenty years in
service. Tracked AFVs may move at the following
EASILY CATCHES FIRE rates:
If hit on the vehicle front and you get a net 3 hits
result you add +1 to the D6 roll to see if it explodes. Slow: Move with 1D6 but may fire their
secondary armament at full effect.
FIRING PORTS Fast: These may move with 1D6 and fire their
Troops aboard a vehicle fire their weapons into a 90° main gun at full effect or may move 2D6 and
arc. They must be given their own order dice to fire fire secondary armament at half effect.
(as a Team) as they do not belong to the crew.
Wheeled vehicles move as normal in the rules.
In addition to the AFV commander activating
LOW PROFILE
-1 enemy fire modifier when targeted. weapon positions, other positions may activate
on a Command Dice roll of 1.
MOTORCYCLES
Motorcycles operate as wheeled vehicles but re-roll
any 1’s rolled.
NO RADIOS
No vehicles may use radio communication unless
listed as having them fitted (11.4).
SLOW T URRET
Tanks with slow turrets are restricted to a 90° forward
arc of fire and rotate at up to 90° in a single Phase. (p53).
INTERWAR ARMOUR AND WEAPON RULES AUTOCANNONS FIRING AT VEHICLES
It is recommended that these rules be used. They give Any weapon indicated as being an Autocannon in the
a much better appreciation of low-end weapon and Arsenal Table, rolls to hit as normal, but may re-roll
armour interaction. When doing so, the following any results of ‘1’ produced by the ‘To Hit’ roll.
rules apply;
Table ‘Twelve & Thirteen’ replaces the existing MG FIRE AGAINST ARMOURED VEHICLES
damage Tables Twelve and Thirteen in CoC (p56). Rifle-calibre automatic weapons (automatic rifles,
Softskin vehicles still use Table Fourteen (p57). light machine guns and medium machine guns) are
normally confined to attempting to force armoured
Advanced Rule 17 – Firing Procedure is standard vehicles to withdraw in Chain of Command and are
i.e. a firer secures hits on frontal armour on a roll incapable of causing anything but minimal damage.
of 4, 5 or 6. On the side armour with rolls of 3 to 6 The generally less well-armoured vehicles of the
and 2 to 6 on the rear armour. Interwar Era are however much more vulnerable.
Each vehicle is classified with an armour rating
and defensive aspect based on its Front, Flank or These rules replace Section 9.3.3 ‘MGs Against
Rear when it receives hits eg a Renault FT tank is Armoured Vehicles’ (P.42) where the target vehicle
rated Armour 3 (F/F/R) which means it defends has an Armour Factor of 2 or less (except for HMGs).
with 3 ‘save dice’ and all unsaved hits against its They instead wholly utilise Section 12 ‘Fire Against
front and flank will ‘strike’ as if against ‘Frontal Vehicles’, in the same way as Heavy Machine Guns do,
Armour’ ie 4+ and the rear on a 2+. i.e. they are given an AP Factor, rather than utilising
their Firepower Rating;
TABLE 12 &13 - TANKS & ARMOURED CARS Normal MG Rounds are AP1.
EQUAL HITS AND SAVES MG Armour-Piercing Rounds are AP2.
1-2 No effect Heavy Machine Gun Rounds are AP2.
3 Halt and engage firer in next Phase
4 Must immediately drive flat-out towards cover Heavy Machine Gun AP Rounds are AP3.
1 Shock. Reverse 1D6 immediately. Any infantry in
5-6 the way are moved by the controlling player to avoid The following rules apply to automatic weapons (but
being run down not HMGs) firing on Armoured Vehicles;
ONE NET HIT
1 Shock. Driver panics and may not be activated in The maximum range for such fire is 36”.
1
the next Phase Automatic Weapons may only utilise these rules
1 Shock. Gunner/Commander panics and may not be when the target vehicle’s Armour Factor is equal
2
activated in the next Phase
1 Shock. Commander panics and may not be to, or lower than their AP Factor.
3
activated in the next Phase
4
1 Shock. Engine damage. Breakdown if Unreliable, Because rifle-calibre and HMG rounds are more
otherwise now considered so. susceptible to subtle differences in armour
1 Shock. Weapon mechanism damage: -1 to hit when
5
firing
thicknesses than larger calibres, it has become
6 2 Shock. Reverse 2D6 immediately important to distinguish between armour which falls
TWO NET HITS into the lowest-range of thickness of armour for that
2 Shock. Driver killed. It takes two activations in class and the remainder. Therefore;
subsequent Phases to allow another crew member to
1 take over unless a two-man vehicle, which is Vehicles falling barely above the minimum
immobilised, the crew member abandoning his armour-thickness for their factor are indicated in
vehicle. the Arsenal Table by ‘*’ after the number.
2 Shock. 1D6 hits on crew and passengers as if in
2 Automatic Weapons (including HMGs) with an AP
open
3
2 Shock. Commander wounded. Reduce Command factor that equals or exceeds the Armour Factor
level by 1. 1D6 hits on passengers as if in open indicated with a ‘*’ gain an additional D6 when
2 Shock. Immobilised for game. Passengers/Crew
rolling for vehicle hits in Step 3 (P.55).
4 disembark immediately in base to base contact with
the vehicle Examples:
2 Shock. 1D6 on crew, 2D6 on Passengers as if in
5 open. Hull or Other Mounted MG out of action for a) A CV-33 with ordinary ammunition (AP1) opens fire
game on a Kurosurei armoured car (Armour 1*). It Follows
3 Shock. Main Gun(s) out of action for rest of game. Steps 1 and 2 (P.55) and achieves a hit. It rolls 1D6,
6 Reverse 2D6 immediately. 1D6 hits on passengers as plus a further hit as the AP equals the armour of the
if in open
target, which the target vehicle now needs to
THREE NET HITS
1-4 Knocked Out, 1D6 hits on passengers as if in the open
counter with its Armour Dice save. In this case one
Explodes, crew dead. 1D6 hits on any infantry within hit will always succeed.
5-6
4”. 2D6 hits on any passengers as if in open
b) A CV-33/35 with armour-piercing ammunition (AP2) A Laffly AMD 80 fires its 13mm Hotchkiss HMG with
also opens fire on a Kurosurei. In Step 3 it will roll 2 armour-piercing ammunition (AP3) at a Vickers
AP dice plus an extra D6 for a total of three ‘to hit ‘ Medium IIA (Armour 2*). Because of its armour-
dice versus the Kurosurei’s 1 Armour Dice save. piercing rounds it rolls 4D6 against the Vickers 2*
(armour save) in Step 3.
c) A CV-33/35 with armour-piercing ammunition (AP2)
opens fire on a Vickers Medium IIA (Armour 2*). In f) A Laffly AMD 80 fires its Hotchkiss again at a
Step 3 it will roll 3D6 to determine penetration (2D6 Vickers Mk.E (Armour 3*). It will roll 4 dice (AP3 plus
for AP2 plus 1D6 because the target is ‘*’ and its AP one because the Vickers is ‘*’) in Step 3. If it had
equals the target’s armour value). been shooting at a Light Tank Mk.V (Armour 3), it
would only roll its normal 3 Dice.
d) The Vickers returns fire with a flank MG, but
because its MG, although firing AP rounds, is only
AP2 versus the CV-33/35’s Armour 3, it can only
attempt to force it to withdraw using rule 9.3.3.
e)
MASTER ARSENAL EQUIPMENT LIST
INFANTRY WEAPONS
WEAPON FIREPOWER CLOSE EFFECTIVE NOTES
Pistol 1 0-9” -
Bolt Action Rifle 1 0-18” 18”+ -
Automatic or Machine Rifle 3 0-18” 18”+ Jams on a double 1 (for this phase only).
Light Machine Gun 6 0-18” 18”+ Lose 2 Firepower if crew of 1.
Tripod Mount LMG (mag) 7 0-24” 24”+ Lose 3 Firepower if crew of 1.
Tripod Mount LMG (belt-fed) 8 0-24” 24”+ Lose 3 Firepower if crew of 1.
Tripod Mount MMG 10 0-24” 24”+ Lose 3 Firepower if crew of 1.
Sniper 1 unlimited - See sniper rules section 9.5.
2 open,
Grenade 4-11” - Roll for hits as if target in the open.
3 enclosed
V-B Launcher / Rifle Grenade “ n/a 18-60” Roll for hits as if target in the open.
Infantry Flamethrower 12 0-12” - All cover ignored. Shock x2.
ANTI-TANK & DUAL PURPOSE GUNS
WEAPON A.P. H.E. NOTES
20mm SEMAG or 20/65 AA Gun 3 6 Auto-Cannon, No Gun shield
Auto-Cannon, No Gun shield.
37mm Hotchkiss Revolving Cannon - 5
Jams on a double 1 (for this phase only).
37mm mle.1916 (Puteaux) 3 3 Gun Shield. -1drm vs vehicles
Canon de 25m L/72 or 1 pdr A/T gun 4 2 Gun Shield
3.7cm Pak 35/36 A/T gun 4 3 Gun Shield
47/32 Anti Tank Gun 7 4 No Shield
INFANTRY SUPPORT WEAPONS
WEAPON FIREPOWER CLOSE EFFECTIVE NOTES
45mm mortar ? With LOS No LOS +1 To Hit when firing with Line of Sight
60mm mortar ? 24”+ 24”+ Reduce cover by one level
with LOS no LOS
61mm to 81mm mortar ? - unlimited Targets one Team and also hits any
neighbors within 4”. Reduce cover by one
Outdated** 60mm-69mm Field Guns 5 - unlimited Gun Shield
Outdated** 70mm-79mm, 12pdr 6 - unlimited Gun Shield
65/17 “Turin” IG & 70mm Mtn Gun 5 - unlimited Gun Shield. Reduce cover by one level
75/13; 75/28; 75/27; 75mm Gun 6 - unlimited Gun Shield. Reduce cover by one level
18pdr Field Gun 7 - unlimited Gun Shield. Reduce cover by one level
3.7” Howitzer 8 - unlimited Gun Shield. Reduce cover by one level.
Double Shock
? = see mortar section for details on firepower rating based on number of weapons firing and the barrage concentration.
MASTER ARSENAL EQUIPMENT LIST
TANKS
VEHICLE ARMOUR A.P. H.E. SPEED NOTES
Renault FT (MG), FT-Ko 3* (F/F/R) * MG Slow TMC, Unreliable, WW1, (AP 2 French FT Only)
Renault FT (37mm) 3* (F/F/R) 3 3 Slow TMC, Unreliable, WW1, No MGs
Char D1 5* (F/S/S) 3 3 Slow Fitted with FT Turret: No MGs
CV33 3* (F/S/S) * MG Average Low Profile, Hull MG (AP 1, FP 6), TMC
CV33/35 3* (F/S/S) * Twin MG Average Low Profile, Twin Hull MG (AP 2, FP 8), TMC
CV33/35 LF 3* (F/S/S) Flame & MG Slow Low Profile, Hull MG (AP 1), TMC
Type 92 Tankette 2* (F/S/S) * MG Average Hull HMG (AP 2), Turret MG (AP 1)
Otsu-Gata Sensha (NC-27) 3* (F/F/S) 4 3 Average TMC, Slow Turret
Type 89A I-GO 3* (F/S/R) 5 4 Slow Rear facing turret MG (AP 1), Hull MG (AP 1)
Vickers Mk.E Type A ‘6-tonner’ 3* (F/F/S) - MG Average Two MG Turrets (AP 1)
Vickers Mk.E Type B ‘6-tonner’ 3* (F/F/S) 3 Average -
Vickers Light Mk II/III 2* (S/S/S) * MG Fast TMC, Turret MG (AP 2)
Vickers Light Mk V 3* (F/S/S) * HMG Fast Paired HMG and MG (AP 2, FP 8)
Vickers Medium Mk IA/Mk IIA 2* (S/R/R) 4 4 Average Coax MG (AP 2), Two flank MMGs (AP 2)
Vickers Medium Mk III 3* (F/S/S) 5 4 Average Two additional MG Turrets (AP 2)
Vickers Independent 4* (F/S/S) 5 6 Slow Four MG additional Turrets (AP 2)
Whippet Tank 3* (F/F/S) - MG Slow Four MG (AP 1) - can only fire two, WW1
Mark IV Female Tank 3* (F/S/R) - MG Slow Four MGs, (AP 1) two MG, WW1
ARMOURED VEHICLES
VEHICLE ARMOUR A.P. H.E. SPEED NOTES
Crossley MK. I 6 x4 A/C 1* (S/S/R) * MG Wheeled Turret MG & Hull MG (AP 2)
Crossley A/C (Indian Pattern) 1* (F/S/R) * MG Wheeled Two turret MGs (AP 2) – 3 gun positions
Roll-Royce A/C 1* (F/S/S) * MG Wheeled One MG (AP 2)
Lanchester A/C 2* (F/F/S) - HMG Wheeled Paired HMG and MMG (AP 2, FP 8), Hull MG
Vickers Light Tractor - GS MK.I 1* (R/R/R) - - Average Open Topped, Some with MG (AP 2)
Light Dragon Tractor Mk IID 1* (R/R/R) - - Fast Open-topped
Carden-Lloyd Carrier 1* (F/F/F) - - Fast Low Profile, Open Topped, some MG (AP-2)
Kurosurei M25 A/C 1* (F/S/S) - Twin MGs Average Two turret MGs (AP 2) – 3 gun positions
Ford Armoured Truck 1* (S/S/S) - MG Wheeled (AP 1)
Improvised Armoured Truck 1* (R/F/F) - Twin MGs Wheeled Can only fire each turret MG to a single flank
AMC Schneider P16 2* (F/S/S) 3 3 Fast Turret main gun, Coax MG (AP 2)
White-Laffly AMD 50 1* (F/F/F) 3 3 Wheeled Rear facing MG (AP 2)
Laffly AMD 80 1* (F/F/F) * HMG Wheeled HMG (AP 3), Rear facing MG (AP 2)
AMD Panhard 165/175 2* (S/S/S) 3 3 Wheeled Turret main gun, Coax MG (AP 2)
Berliet VUDB 1* (F/F/F) - As Weapon Wheeled 6 man capacity, firing slits all-round, Unreliable
Panhard 179 VBTC 2* (S/S/S) - As Weapon Wheeled 6 man capacity, forward MG port
FIAT 611 - MG 3* (F/S/S) - Auto Rifle Wheeled Twin AR in turret, AR rear arc only (No AP)
FIAT 611 - Gun 3* (F/S/S) 3 3 Wheeled Turret main gun, Rear turret AR (No AP)
Lancia Ansaldo IZM 2* (F/F/S) - MGs Wheeled Two MG in turret (No AP)
VEHICLE WEAPONS
WEAPON FIREPOWER CLOSE EFFECTIVE NOTES
Internal Vehicle AR 3 0-18” 18”+
Internal Vehicle Twin AR 4 0-18” 18”+
Internal Vehicle MG 6 0-18” 18”+
Twin MG 8 0-18” 18”+
Top Mounted MMG 10 0-24” 24”+ Reduce cover by one level
20mm Cannon 6 0-24” 24”+ Reduce cover by one level
Flamethrower 12 0-18” - All cover ignored. Double Shock
Notes: Hull MGs – all vehicles are not equipped with Hull MGs unless
otherwise noted.
** Russian M83 65 mm mountain guns, Italian M85 2,75"
mountain guns, French M97 75 mm Field guns. Flank MMG – may only fire one side per phase, not both.
COMMAND RATINGS FIRING
Rank Initiative Range To Hit Green Regular Elite
Junior Leader (Superior) 2 6” Close 3-6 4-6 5-6
Senior Leader 3 9” Effective 4-6 5-6 6
Ranking Leader 4 12” -1 per two Shock; -1 Tribal Rifles
COMMAND DICE
Effect Miss Shock Kill
Roll Effect
Open 1, 2 3, 4 5, 6
1 Activate one Fire Team Light 1, 2, 3 4, 5 6
2 Activate one Section
Hard 1, 2, 3, 4 5 6
3 Activate one (Superior)Junior Leader
4 Activate one Senior Leader or SJL IRREGULAR FIRE AND COMBAT EFFECT
5 Add one to CoC Dice tally Effect Small [2] Medium [4] Large [6]
6 Special Effect CD4 1-2B 3-5P 6✓ 1B 2-4P 5-6✓ 1B 2-3P 4-6✓
SPECIAL EFFECTS CD5 or 6 1-2B 3-4P 5-6✓ 1B 2-3P 4-6✓ 1B 2P 3-6✓
One 6’s: Pass Initiative -2 wavering, -1 unmotivated, -1 per pin marker = no effect
P = Pin/Flinch
Two 6’s: Retain next Tactical Phase +2 H. motivated, +1 motivated, +1 war drums
B= Broken
Three 6’s: End Turn. Retain next Tactical Phase
Four+ 6’s: End Turn. Retain next Tactical Phase. CLOSE COMBAT
Gain Chain of Command Dice.
Leader Initiative: +1D6
Random Event.
Quality Advantage: +2D6
Enemy movement: +1D6 each (1st round)
SECTION OR TEAM ACTIONS
Shock, 2 points: -1D6
Tactical Movement: No Move or 1D6 inches and Aggressive: +1D6 per 3
take cover. Motivation (Irregulars) ±2D6
Normal Move & Fire: Move 1D6 inches and fire at Lancers: (Def) +1D6 per 3 (1st round)
half effect. LMG, each: (Def) +4D6 (1st round)
Normal Movement: Move 2D6 inches but no firing MMG/HMG: +6D6 (1st round)
allowed. Defend Light Cover: +1D6 per 3 (1st round)
Defend Heavy Cover: +1D6 per 2 (1st round)
At the Double: Move 3D6 but each Team will take
Hit in Rear: -50% (1st round)
one point of Shock per Team to reflect disorder.
Pinned: -50%
Fire: Fire at full effect and remain stationary Attacking Cavalry v Inf x2
COMMAND WHICH ARE NOT ACTIVATIONS
Rally 1 Shock from Team in command range not in LOS 5= Kill, 6= Kill + Shock
of enemy COMPARE KILLS:
Rally 1 Shock from Team he is attached to if in LOS of Draw: Fight again, three rounds
enemy By 1: Back 6”
Get a Unit which is not Tactical or on Overwatch to By 2: Back 9” ;+2 Shock
throw a single hand- grenade, fire a single rifle By 3: Back 12” ;+2 Shock
grenade or use a single Section or Squad anti-tank By 4: Back 18” ;Break & Flee, x2 Shock
weapon
Once per Phase for 1 Command Initiative a Leader Terrain Effects
may move on his own if not moved with a Unit already Broken Ground: No Doubling
JL 1 Command Initiative to transfer 1 man from 1 Heavy Going: No Doubling. -1 pip
Team to another if both Teams are < 4” of him and Really Heavy: No Doubling. -2 pips
under his command Obstacles: Normal Movement. 1D6
UNIT ACTIVATIONS
Activate a Team or Section. If they are firing he may add his own fire at no cost in Command Initiative
Activate a single Team and place it on Overwatch
Activate one weapons Team, Section or Squad to put down Covering Fire into an area of terrain
FORCE MORALE & (IRREGULAR MOTIVATION) CHAIN OF COMMAND DICE
No -1 -2 -3
Setback Interrupt an enemy with an
effect point points points
Team wiped out 12 345 6 unpinned Squad/Team and
Fire or Move
Section wiped out 123 456
Ambush with a Team
Team Breaks (off-table) 1 2345 6
Section Breaks (off-table) 12 3456 Move a jump-off point >18”
(<6” behind friends)
Junior Leader wounded 12 345 6
Relocate a Sniper
Junior Leader killed 123 456
Keep a Mortar Barrage Firing
Junior Leader Routs from table 12 3456
Senior Leader wounded 1234 56 Avoid a Force Morale test
Senior Leader killed 1 2345 6 End (or continue) a Turn
Senior Leader Routs from table 1234 56 Enemy FOG – reduce
opponent’s Command Dice by
Loss of support 123 456
one next phase
Loss of Jump-Off point 123 456
Improved Command –
Add +2drm for any Ethiopian or Italian RCTC Senior Leader test
increase your Command Dice
by two next phase
Morale Level Effect
5+ Act as desired Irregular Motivation +1 level
4 Command Dice reduced by one
3 Command Dice reduced by two
Command Dice reduced by two.
Chain of Command :
2 Remove one Jump-Off Point of your opponent’s The Abyssinian War
choosing (don’t roll for the loss of this jump-off point)
1 Command Dice reduced by three
0 Rout or Surrender
THE TURN END TANKS & ARMOURED CARS
All smoke other than that from a fire is removed (TABLE 12 & 13)
from the table EQUAL HITS AND SAVES
1-2 No effect
All Tactical and Overwatch markers are removed 3 Halt and engage firer in next Phase
Any Jump-Off Points which have been captured are 4 Must immediately drive flat-out towards cover
removed 5-6
1 SHOCK. Reverse 1D6 immediately. Any infantry in the way
are moved by the controlling player to avoid being run down
Any mortar & machine-gun barrages will now cease ONE NET HIT
Any Pinned Units will check their level of Shock to 1
1 SHOCK. Driver panics and may not be activated in the next
see if they remain Pinned Phase
1 SHOCK. Gunner/Commander panics and may not be
Any un-rallied Broken Unit and Leader will Rout 2
activated in the next Phase
from the table 1 SHOCK. Commander panics and may not be activated in the
3
Test Force Morale for any Routed Leaders next Phase
1 SHOCK. Engine damage. Breakdown if Unreliable,
Irregular Motivation level returns to Committted 4
otherwise now considered so.
5 1 SHOCK. Weapon mechanism damage: -1 to hit when firing
SOFT SKIN VEHICLES 6 2 SHOCK. Reverse 2D6 immediately
EQUAL HITS AND SAVES TWO NET HITS
1-2 No effect 2 SHOCK. Driver killed. It takes two activations in subsequent
Reverse 2D6 immediately. Any infantry in the way are Phases to allow another crew member to take over unless a
3-4 1
moved by the controlling player to avoid being run down two-man vehicle, which is immobilised, the remaining crew
Driver panics. Must immediately drive forward at flat-out member abandoning his vehicle.
5
speed 2 2 SHOCK. 1D6 hits on crew and passengers as if in open
6 Any passengers must deploy now 2 SHOCK. Commander wounded. Reduce Command level by
ONE NET HIT 3
1. 1D6 hits on passengers as if in open
1-2 No effect 2 SHOCK. Immobilised for game. Passengers/Crew disembark
Reverse 2D6 immediately. Any infantry in the way are 4
3-4 immediately in base to base contact with the vehicle
moved by the controlling player to avoid being run down 2 SHOCK. 1D6 on crew, 2D6 on Passengers as if in open. Hull
Driver panics. Must immediately drive forward at flat-out 5
5 or Other Mounted MG out of action for game
speed 3 SHOCK. Main Gun(s) out of action for rest of game. Reverse
6 Any passengers must deploy now 6
2D6 immediately. 1D6 hits on passengers as if in open
TWO NET HITS THREE NET HITS
1-4 Knocked Out, 1D6 hits on passengers as if in the open 1-4 Knocked Out, 1D6 hits on passengers as if in the open
Explodes, crew dead. 1D6 hits on any infantry within Explodes, crew dead. 1D6 hits on any infantry within 4”. 2D6
5-6 5-6
4”. 2D6 hits on any passengers as if in open hits on any passengers as if in open