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Last Updated: Monday, 14 October 2013 MAINSTAY SECTION 1 VETERAN SUPPORT 2 VETERAN SUPPORT 1 MAINSTAY SECTION 2 CHARACTER 2 CHARACTER 1 PLATOON MAINSTAY SECTION 3 BATTALION SUPPORT 2 BATTALION SUPPORT 1 LIEUTENANT SUPPORTING ARMS PRUSSIAN EMPIRE ARMY LIST e following document details a structure and statistics for your Prussian Empire tabletop military force. e document is what we refer to as a living document, meaning it will grow and change over time as new models and unit types are added. Note that some unit types listed are not complete, and will increase in the model types available as new products are released. Please check back regularly to ensure you have the latest version of this document which will hold the most up to date statistics for all models. Please consult the Quickstart Rulebook for full details on constructing your force.
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PRUSSIAN EMPIRE - Spartan Games · • 2 - 3 Teutonic Knight Armsmen UPGRADES ... Marshal • Up to 1 Knight Armsman may be upgraded to a Teutonic Knight Armsman Specialist PRUSSIAN

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Page 1: PRUSSIAN EMPIRE - Spartan Games · • 2 - 3 Teutonic Knight Armsmen UPGRADES ... Marshal • Up to 1 Knight Armsman may be upgraded to a Teutonic Knight Armsman Specialist PRUSSIAN

Last Updated: Monday, 14 October 2013

MAINSTAYSECTION 1

VETERANSUPPORT 2

VETERANSUPPORT 1

MAINSTAYSECTION 2

CHARACTER2

CHARACTER1

PLATOON

MAINSTAYSECTION 3

BATTALIONSUPPORT 2

BATTALIONSUPPORT 1

LIEUTENANT

SUPPORTING ARMS

PRUSSIAN EMPIREARMY LIST

The following document details a structure and statistics for your Prussian Empire tabletop military force. The document is what we refer to as a living document, meaning it will grow and change over time as new models and unit types are added. Note that some unit types listed are not complete, and will increase in the model types available as new products are released. Please check back regularly to ensure you have the latest version of this document which will hold the most up to date statistics for all models. Please consult the Quickstart Rulebook for full details on

constructing your force.

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Last Updated: Monday, 14 October 2013

PRUSSIAN EMPIREMAINSTAY SECTIONS - STATISTICS TABLES

SECTION SIZE• 1 Lieutenant

UPGRADESA Lieutenant may replace their Reichsrevolver with another weapon chosen from below:• Tesla Pistol for +2 Points

A Lieutenant may choose up to TWO Command Abilities from those listed below:• Focus Fire for Free• Force March for Free• On the Move for +2 Points• Rally for Free

SECTION SIZE• 6 - 10 Grenadiers

UPGRADES• Up to 1 Grenadier may be upgraded to a Grenadier SergeantA Sergeant may replace their Reichsrevolver with a M69 Rifle for +1 Point• Up to 1 Grenadier may be upgraded to a Grenadier SpecialistEach Grenadier Specialist may be armed with a Vierling• 2 Grenadiers may be upgraded to 1 Heavy Machine Gun Team (see

the Heavy Machine Gun entry for details)

Note: A Section CANNOT contain BOTH the Specialist and Gun Team upgrades

ADDITIONS• Up to 1 Army Medic may be added to a Section• If a Grenadier Section numbers between 6 and 8 models, and

contains NO Gun Team upgrades, 1 Sturmwagen APC may be added to the Section.

PRUSSIAN GRENADIER SECTION

Name Type Mv IR KR LP MAD Weapons MARs and Abilities Points

Grenadier Infantry 6” 3 - 1 1 Mauser-Tesla M69 Rifle - 5

Grenadier Specialist Infantry 6” 4 - 1 1 Vierling - 6

Grenadier Sergeant Infantry 6” 3 5 2 2 Reichsrevolver NCO 5

Army Medic Infantry 6” 3 - 1 1 - Medic 7

LIEUTENANT

Name Type Mv IR KR LP MAD Weapons MARs and Abilities Points

Lieutenant Infantry - Officer (Tier 3) 6” 4 10 3 2 Reichsrevolver Duelling Armour 16

New Command Ability

On the Move (Command Test: 3):A Model with the On the Move Command Ability may change the sequence in which their Section performs its actions.

A model with the On the Move Command Ability may attempt to use the Ability whenever it Takes Command of, or activates with, a friendly Section.

The model with On the Move takes a Command Ability Test.

If the Command Ability Test is passed the model with the ability and the Section that it has Taken Command of or activated with may carry out the Ranged Attack Segment of their activation BEFORE they carry out the Movement Segment of their Activation. A Section using On the Move cannot make any actions that would normally prevent it from making a Ranged Attack.

If the Command Ability Test is failed there is no effect.

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Last Updated: Monday, 14 October 2013

SECTION SIZE• 5 - 12 Conscripts

UPGRADES• Up to 1 Conscript may be upgraded to a Sergeant• Up to 1 Conscript may be upgraded to a Specialist, armed with a Tankgewehr• 2 Conscripts may be upgraded to 1 Heavy Machine Gun Team (see the Heavy Machine Gun entry for details)

ADDITIONS• Up to 1 Army Medic may be added to a Section

PRUSSIAN LANDWEHR INFANTRY SECTION

Name Type Mv IR KR LP MAD Weapons MARs and Abilities Points

Landwehr Conscript Infantry 6” 3 - 1 1 Mauser M48 Rifle - 4

Landwehr Specialist Infantry 6” 3 - 1 1 Tankgewehr - 8

Landwehr Sergeant Infantry 6” 3 5 2 1 Mauser M48 Rifle NCO 5

PRUSSIAN EMPIREMAINSTAY SECTIONS - STATISTICS TABLES

WEAPON STATISTICS

Name RAD IAD Effective Range Long Range WARs

Mauser M48 2 - 1, 2 3 -

Tankgewehr 3 4 1, 2 3, 4 Armour Piercing (1), Quick Setup

Page 4: PRUSSIAN EMPIRE - Spartan Games · • 2 - 3 Teutonic Knight Armsmen UPGRADES ... Marshal • Up to 1 Knight Armsman may be upgraded to a Teutonic Knight Armsman Specialist PRUSSIAN

Last Updated: Monday, 14 October 2013

The mysterious and somewhat ominous Teutonic Order is a powerful force throughout the Prussian Empire, answering only to the Emperor himself. However, the Order is ultimately a martial organisation, and regularly commits armed forces to battle alongside the regular Prussian military.

The most common of these are their awesome Knight Armsmen. Equipped with towering Tesla-powered suits of battle armour nearly twice the height of a man and almost impervious to enemy fire, these elite warriors are fearsome opponents at range with heavy machine guns, or in close quarters with their sheer crushing strength.

Notable Units:XXI Brotherhood ‘Heinrich’X Brotherhood ‘Julius’

SECTION SIZE• 2 - 3 Teutonic Knight ArmsmenUPGRADES• Up to 1 Knight Armsman may be upgraded to a Teutonic Unter Marshal• Up to 1 Knight Armsman may be upgraded to a Teutonic Knight Armsman Specialist

PRUSSIAN EMPIREVETERAN SECTIONS - STATISTICS TABLES

WEAPON STATISTICS

Name RAD IAD Effective Range Long Range WARs

Maschinengewehr '71 5 - 1, 2 3 -

M4 Schocklanze 4 3 1, 2 - Blast, Armour Piercing (1)

TEUTONIC KNIGHT SECTION

Name Type Mv IR KR LP MAD Weapons MARs and Abilities Points

Teutonic Unter Marshal Infantry - Officer (Tier 1) 4" 6 12 3 3 Maschinengewehr ‘71 Can-Opener, Daunting, Duelling Armour, Force March, Towering 20

Teutonic Knight Armsman Infantry 4” 6 10 2 3 Maschinengewehr ‘71 Can Opener, Daunting, Towering 12

Teutonic Knight Armsman Specialist Infantry 4" 6 10 2 3 M4 Schocklanze Can Opener, Daunting, Towering 15

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Last Updated: Monday, 14 October 2013

SECTION SIZE• 2 - 5 Lancers

UPGRADES• Up to 1 Lancer may be upgraded to a Sergeant

PRUSSIAN EMPIREVETERAN SECTIONS - STATISTICS TABLES

WEAPON STATISTICS

Name RAD IAD Effective Range Long Range WARs

Tesla Surge 2 2 1 - -

Tesla Pistol 3 2 1 - -

LUFTLANCER SECTION

Name Type Mv IR KR LP MAD Weapons MARs and Abilities Points

Luftlancer Aeronaut 5"/9” 4 - 1 3 Tesla Surge Swift Strike 8

Sergeant Aeronaut 5”/9” 4 7 2 4 Tesla Pistol NCO, Swift Strike 10

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Last Updated: Monday, 14 October 2013Last Updated: Monday, 14 October 2013

Formerly the commanding officer of the 56th Wittenberg and a protégé of Sire Jager of the Reichswehr, Oberst Werner Hahl suffered near-fatal injuries during the siege and subsequent fall of Elbing to the Russians. After he was rescued along with his regiment, his body was rebuilt by Prussian scientists and engineers with cutting edge technology.

Hahl was made something more than a normal man. Nicknamed ‘Hammer-Fist’ for his mighty metal arm, Hahl wields the power of lightning as a weapon. Transferred to the General Staff, Hahl has fought all over the Empire, becoming a potent and intimidating symbol of Prussian martial power.

SECTION SIZE• 1 Oberst Werner Hahl

Important Note: Only ONE Oberst Werner Hahl may be included in a Force.

PRUSSIAN EMPIRECHARACTERS - STATISTICS TABLES

WEAPON STATISTICS

Name RAD IAD Effective Range Long Range WARs

Reichsrevolver 3 - 1 2 -

Mauser-Tesla M69 Rifle 2 - 1, 2 3 -

Vierling 4 - 1 2, 3 -

Maschinengewehr ‘71 5 - 1, 2 3 -

Tesla Surge 2 2 1 - -

Tesla Pistol 3 2 1 - -

Mauser M48 2 - 1, 2 3 -

Tankgewehr 3 4 1, 2 3, 4 Armour Piercing (1), Quick Setup

OBERST WERNER HAHL

Name Type Mv IR KR LP MAD Weapons MARs and Abilities Points

Oberst Hahl Infantry - Officer (Tier 2) 6” 4 11 4 3 Tesla Surge Duelling Armour, Hold the Line 18

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Last Updated: Monday, 14 October 2013

WEAPON STATISTICS

Name RAD IAD Effective Range Long Range WARs

Tesla Gaunlets D6 D3+1 1 2 Experimental Weapon

Last Updated: Monday, 14 October 2013

Professor Gustardt of the University of Berlin is a skilled specialist in the field of physics. Obsessed with the power of electricity, Gustardt’s dream was to create a machine that could harness the power of lightning. Now, after many years of development, he has perfected such a device - the amazing Tesla Gauntlets.

MARs (not in the Quickplay Rulebook)

Experimental Weapon: A weapon with the Experimental Weapon WAR rolls the listed number of Dice to determine how many Attack Dice it rolls. This is determined EACH time a model with the weapon makes an Attack.

Amplifier: If a model with the Experimental Weapon WAR makes a Ranged Attack whilst in Base Contact with a model with the Amplifier MAR it may roll an additional Dice when determining the Ranged Attack Dice of its weapon, adding the rolls together.

If the dice rolled to determine the Ranged Attack Dice of the weapon ALL roll the same number, the attack MUST target the firing Section.

A model CANNOT use the Amplifier and Stabiliser MARs in the same Activation. Additionally, a model CANNOT use Amplifier if it used Amplifier in the previous Turn.

Important Note: This ability can only effect Ranged Attack Dice NOT Ironclad Attack Dice.

Stabiliser: If a model with the Experimental Weapon WAR makes a Ranged Attack whilst in Base Contact with a model with the Stabiliser MAR it may roll an additional Dice when determining the Ranged Attack Dice or Ironclad Attack Dice of its weapon, and use the HIGHEST result.

A model CANNOT use the Amplifier and Stabiliser MARs in the same Activation.

SECTION SIZE• 1 Professor Gustardt• 1 Siegfried

Important Note: Only ONE Professor Gustardt & Siegfried may be included in a Force.

PRUSSIAN EMPIRECHARACTERS - STATISTICS TABLES

PROFESSOR GUSTARDT & SIEGFRIED

Name Type Mv IR KR LP MAD Weapons MARs and Abilities Points

Professor Gustardt Officer (Tier 2) 6” 3 9 3 2 Tesla Gauntlets - 20

Siegfried Infantry 6” 3 6 2 1 - Stabiliser, Amplifier -

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Last Updated: Monday, 14 October 2013Last Updated: Monday, 14 October 2013

SECTION SIZE• 1- 3 Gun TeamsOR• 2 Grenadiers in a Grenadier Section may be upgraded to 1 Gun Team

Note: A Section CANNOT contain BOTH the Specialist and Gun Team upgrades

Note: A Gun Team is comprised of two models with a single set of Statistics. They are treated as a single model for all purposes and must remain in base contact at all times. However, when the Gun Team loses a life point, rather than gaining a Marker, simply remove the loader model.

The unrelenting, thunderous retort of the Maschinengewehr ‘64 provides continuous fire support for the hammer strikes of the Prussian Grenadiers.

The design of this weapon captures the stark lines and angles and the solid industrial feel that underpins all the Prussian Empire’s vehicles and equipment. Appearing hardy and dangerous, there is no doubt that this machine has a single, deadly purpose.

Highly efficient at carving through swathes of infantry, these Maschinengewehr ‘64s can cover the Grenadiers as they swarm forward to decisively eradicate the foe. Any enemy who risk emerging to deal with the oncoming infantry will be cut down in short order.

PRUSSIAN EMPIREBATTALION SUPPORT - STATISTICS TABLES

WEAPON STATISTICS

Name RAD IAD Effective Range Long Range WARs

Rudiger Model '64 6 4 1, 2, 3 4 -

HEAVY MACHINE GUN

Name Type Mv IR KR LP MAD Weapons MARs and Abilities Points

Gun Team Infantry 4" 4 7 2 2 Rudiger Model ‘64 Move or Fire 15

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Last Updated: Monday, 14 October 2013Last Updated: Monday, 14 October 2013

SECTION SIZE

• 1 Field Gun

ADDITIONS

• Up to 3 Grenadiers may be added to a Gun Section

• 1 Sturmwagen may be added to a Gun Section.

NEW MARs (For Game Card)

Forked Lightning

When a weapon with the Forked Lightning WAR makes a Ranged Attack (NOT an Anti-Ironclad Ranged Attack) make note of the number of successes rolled on the Attack Dice, AFTER the number has been increased or reduced by Game Cards and other MARs and/or WARs.

After this initial Ranged Attack has been resolved, make a separate Ranged Attack against a Section with one or more models within 4” of at least one model in the Section that was the target of the initial Ranged Attack. This Attack has a number of Attack Dice equal to the number of Successes rolled in the initial Ranged Attack.

After this Ranged Attack has been resolved, make another Ranged Attack against another Section with one or more models within 4” of at least one model in the Section that was the target of the second Ranged Attack.

Continue to do this until a Ranged Attack is made with ZERO Successes or no Sections are available as targets.

Important Note: If a Section is a valid target for an additional Ranged Attack from the Forked Lightning WAR the Ranged Attack MUST be made, regardless of if the Section is Enemy or Friendly.

Important Note: A Section cannot be the target of a Forked Lightning Attack more than once from a single Ranged Attack.

PRUSSIAN EMPIREBATTALION SUPPORT - STATISTICS TABLES

WEAPON STATISTICS

Name RAD IAD Effective Range Long Range WARs

300kV Pak 69 3D6 4 1,2 3,4 Experimental Weapon, Move or Fire, Suppression

Mauser-Tesla M69 Rifle 2 - 1, 2 3 -

GUN SECTION

Name Type Mv IR KR LP MAD Weapons MARs and Abilities Points

Field Gun Infantry 3” 5 7 2 2 300kV Pak 69 Towable, Limited Traverse (300kV Pak 69) (Forward) 25

Grenadier Infantry 6” 3 - 1 1 Mauser-Tesla M69 Rifle - 5

Page 10: PRUSSIAN EMPIRE - Spartan Games · • 2 - 3 Teutonic Knight Armsmen UPGRADES ... Marshal • Up to 1 Knight Armsman may be upgraded to a Teutonic Knight Armsman Specialist PRUSSIAN

Last Updated: Monday, 14 October 2013

New or Amended MARs

Charge Doors

A Section Embarked on an Ironclad with the Charge Doors MAR may perform a Charge Action Immediately after it Disembarks, provided the Ironclad DID NOT make a Full Steam Ahead move action that Turn, prior to the section Disembarking. However, the embarked Section may ONLY charge D6”, as opposed to the usual Movement Value + D6” for making a Charge Action.

A Section CANNOT Charge after Disembarking if they were forced to Disembark by an Ironclad Damage Table Effect.

PRUSSIAN EMPIRETRANSPORT - STATISTICS TABLES

STURMWAGEN APC

Name Type Mv Rv

ARMOUR

HP Weapons ARC MARs and Abilities Points

Fron

t

Side

s

Rear

Sturmwagon APC Ironclad 7”/12” 2 3 2 2 2 Tesla Coil OR Smoke Launcher

Fixed Forward

Charge Doors, No Crew (2), Towering, Transport Capacity (Infantry)(8), Utility Vehicle

25

STURMWAGEN APC DAMAGE TABLE

D6 Name Effect

1, 2 Bashed About Any Embarked Section must Disembark.

3, 4 Shaken Up Any Embarked Section must Disembark. The Ironclad cannot perform any actions or Embark troops during its next Activation.

5 Badly Damaged The Ironclad loses ONE Hull Point. Any Embarked Section suffers an immediate Ranged Attack with D6+1 AD.

6 Knocked OutThe Ironclad is Destroyed and left as a Wreck.

Any Embarked Section suffers an immediate Ranged Attack with D6+3 AD, must Disembark and gains a Shaken Marker.

WEAPON STATISTICS

Name RAD IAD Effective Range Long Range WARs

Tesla Coil 5 - 1 - Suppression, Blast

Smoke Launcher - - 1 - Smoke Launcher(1)

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Last Updated: Monday, 14 October 2013

Transport Capacity (type)(value)

Some Ironclads are designed to ferry troops across the battlefield, safe inside their metal shells.

A model with the Transport Capacity MAR may carry a total number of models of the listed type, equal to the listed value, at any one time.

A Transport Ironclad is purchased alongside the Section that can be Embarked within it. They are treated as a single Section, however they do not need to remain in Coherency when the Section has Disembarked. Only models from that Section (or an Officer who has Taken Command of them) can Embark onto that Ironclad.

Unless specifically stated otherwise, Line of Sight to and from an Embarked Section is Blocked. As such it CANNOT be declared as the target of any action, CANNOT perform any actions that require Line of Sight and CANNOT have Game Cards or Command Abilities used on it.

Embarking

A Section may Embark onto the Transport purchased for it during the Movement Segment of its Activations, provided each model in the Section can be brought within 2” of the Ironclad.

If the Embarking Section began its Activation with all models within 2” of the transport, the transport may now perform any allowed actions (moving, performing Ranged Attacks etc.), but CANNOT make a Full Steam Ahead move action. If the Embarked Section had to perform ANY movement this Activation to Embark, the Ironclad CANNOT perform any actions this turn.

Disembarking

An Embarked Section may Disembark at any point during the Movement Segment of their Activation, provided the Transport has not made a Full Steam Ahead move action. A Section CANNOT Disembark during the activation that is Embarked. Alternatively, a Section may be forced to Disembark by effects on the transport’s Damage table.

All Disembarking models must be placed within 2” of their Ironclad and in Coherency.

If there is not enough room to place all models (due to Terrain or other models), a Section CANNOT Disembark voluntarily. If a Section is forced to Disembark any models which cannot Disembark without placing their bases within Impassable Terrain or on top of another model’s base, are Killed.

If there is no alternative, models forced to Disembark CAN be placed within 1” of an enemy model however the Disembarking Section gains a Shaken Marker. Neither Section is considered to be engaged in Melee and MUST either move outside of 1” or declare a Charge the next time it can perform move actions.

Disembarking from an Ironclad counts as the Section performing a Walk Move action for the purposes of determining what other actions the Section can perform during its activation. As such a Section that has disembarked during its Activation may still perform a Ranged Attack, but CANNOT Walk, Run or Charge.

If the transport Ironclad did not Move prior to it’s Section Disembarking, any Ranged Attacks the Section then make are conducted as normal. However, if the transport Ironclad made a normal Move action prior to it’s section Disembarking any Ranged Attacks made by the Disembarking Section suffer a -1 ‘to hit’ Modifier.

Split Sections

An Embarked Section can elect to Split (Page 36 of the Dystopian Legions Quickplay Rulebook) during the Command Segment of its Activation. One Half-Section may then Disembark, while the other remains in the Transport.

Utility Vehicle

If a model with the Utility Vehicle MAR begins its Activation with its Rear Arc in Base Contact with a Towable model that has NOT Activated this Turn, the Towable model may move with the Utility Vehicle, remaining in Base Contact at all times.

The Towable model CANNOT Activate this Turn.

If the Towable model is in a Section with models that CANNOT be Towed (they do not have the Towable MAR and cannot Embark onto an Ironclad in the active Section, or there is not a Utility Vehicle in the active Section positioned to tow them), the Section must immediately Split, costing one Command Point. If it unable to Split the model CANNOT be Towed.

PRUSSIAN EMPIRETRANSPORT - STATISTICS TABLES

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Last Updated: Monday, 14 October 2013

PRUSSIAN EMPIREBATTALION SUPPORT - STATISTICS TABLES

SECTION SIZE• 1 Walze Ironclad

Important Note: A Platoon may only include ONE Walze Ironclad.

MARs (Not in the Quickplay Rulkebook)

Colossal:The Line of Sight to and from models with the Colossal MAR is NOT Blocked by intervening man-height or Towering models. A model with the Colossal MAR is considered to be larger than man-height.

Lethal:If all weapons in a Ranged Attack have the Lethal WAR, and the number of Successes rolled for the Attack equals or exceeds the target model’s Injury Rating, the model is Killed as if its Kill Rating had been reached.

WEAPON STATISTICS

Name RAD IAD Effective Range Long Range WARs

13” Cannon 12 4 2, 3 4 Armour Piercing (1), Blast, Lethal, Limited Traverse (Fixed Forward)

Tesla Coil 6 3 1 2 Blast, Limited Traverse (90 degree Left/Right)

WALZE IRONCLAD DAMAGE TABLE

D6 Name Effect

1, 2 Ping! The Attack bounces harmlessly off the hull of the Ironclad

3 Running Gear Damage The Ironclad’s movement is reduced to 3”/5”. If this effect is rolled a second time, the Ironclad is immobilised and cannot move or rotate for the rest of the game.

4 Shaken Up The Ironclad misses its next Activation

5 Gun Damaged All Ranged Attacks made by this Ironclad for the rest of the game suffer a -1 ‘to hit’ modifier. If this effect is rolled a second time, the Ironclad cannot make Ranged Attacks for the rest of the game.

6 Badly Damaged The Ironclad loses ONE Hull Point

7 Knocked Out The Ironclad is Destroyed and left as a Wreck.

WALZE IRONCLAD

Name Type Mv Rv

ARMOUR

HP Weapons ARC MARs and Abilities Points

Fron

t

Side

s

Rear

Walze Ironclad Ironclad 4”/7” 1 5 4 3 3

13” Cannon Fixed Forward

Colossal, NCO 60Tesla Coil 90 Degree Left

Tesla Coil 90 Degree Right

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Last Updated: Monday, 14 October 2013

Page 14: PRUSSIAN EMPIRE - Spartan Games · • 2 - 3 Teutonic Knight Armsmen UPGRADES ... Marshal • Up to 1 Knight Armsman may be upgraded to a Teutonic Knight Armsman Specialist PRUSSIAN

Last Updated: Monday, 14 October 2013

The Prussian Empire’s engineers pioneered the use of the so-called ‘internal explosion engine’, running off liquid fuel, and they have put this technology to good use in one of the most common support vehicles used by the Grenadier regiments, the Greimhagen Kettenkarre.

This simple, sturdy armoured vehicle owes a great deal of its design to similar Britannina machines, but is used very differently. Kettenkarres are equipped with fixed-mount MG71 machine guns fired by their drivers with an electrical trigger. They spearhead Prussian assaults in a role once filled exclusively by Uhlan cavalry squadrons.

The tankettes act as a physical barrier if necessary to shield the Grenadiers from enemy fire, while using their own formidable weaponry to suppress target positions. Once the combined formations are within range, the infantry break cover from behind the Kettenkarres and storm forward to overwhelm the enemy defenders, with the tankettes offering supporting fire.

SECTION SIZE• 1 - 2 Kettenkarre Tankettes

KETTENKARRE TANKETTE

Name Type Mv Rv

ARMOUR

HP Weapons ARC MARs and Abilities Points

Fron

t

Side

s

Rear

Kettenkarre Tankette Ironclad 8” / 16” 3 2 2 2 1 Mounted

MaschinengewehrFixed

Forward - 18

KETTENKARRE DAMAGE TABLE

D6 Name Effect

1, 2 Bashed About The Tankette gains ONE Shaken Marker

3 Shaken Up The Tankette gains ONE Shaken Marker AND misses its next Activation

4, 5, 6 Knocked Out The Tankette loses ONE Hull Point

PRUSSIAN EMPIREBATTALION SUPPORT - STATISTICS TABLES

WEAPON STATISTICS

Name RAD IAD Effective Range Long Range WARs

Mounted Maschinengewehr 6 - 1, 2 3, 4 Limited Traverse (Fixed Forward)