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JOURNALS OF VALON

TAKEN FROM THE

Articles of Interest to Readers

Actual size
approx
30mm

52011 4th Krautian Feldtechnics


Four Krautian Dwarves.
Dwarf with Satchel slung about him,
Dwarf with Mallet, Dwarf with Shovel
and a Dwarf with rolled plans about his
body and under his arm.

2. Feldtechnics
Krautian Engineers
STATUS
Points Cost

Artillery
The Unit may spend one Turn stationary to create a prepared position for Artillery. This
area is large enough for a maximum of three guns and crews to occupy and should be marked
on the table. The Unit creates the position directly beneath it and MUST move clear of it
before it can be occupied by artillery. When in the position Artillery Units may add +2 to
their Firing Modifier (pg 61 of S2 Rulebook) due to the superior, reinforced and level terrain
they are firing from.

2007

PC

80
9
3
2
5
15
15

DF
MM
FM
F

1 SET
(8 DWARVES)
SPECIAL UNIT
(R3)

Roads
When this Unit is on a Roadway then all Friendly Units within 30cm when they begin their
movement may add +5cm to that move as long as they stay on the Road.

Stats: Krautian Dwarf

FELDTECHNICS WILL NOT USE FIREARMS.


Unless an officer with a pistol.
In play instead of performing normal actions a Dwarven Feldtechnic
may attempt to interfere with structures or repair structures on the
table.
Normally these objectives will be worked out for each scenario but
here are approximate guides to what a Dwarven Military Engineer is
capable of.
Buildings and Bridges:

KRAUTIAN
FELDTECHNICS
(52011)

If players wish then new structures of DF1 to DF3 (Wood and Plaster but not Stone or Brick)
may be constructed at a rate of 8 Archy Points minus 1 per DF level per Turn. This means
small bridges or lengths of Road etc. Add this to your Scenario as a set objective before play
commences.

CB

Buildings
These can be repaired or destroyed. When within 10cm of a Structure (see page 53 S2
Rulebook) such as a Bridge the Unit can use its ACTION to reduce the Archy Points of the
Building by 8 minus 1 for each DF level of the Structure. (A Structure of DF1 loses 7 points,
DF2 loses 6 points etc). This may be done ONCE per Turn. The Unit may NOT perform any
other action while doing this, meaning a whole Turn must be spent in this act. Test for
Collapse and then reduce by a further lot of Points next Turn if the Unit continues. Repairs
may be made to any structure within 10cm in the same manner, if it HAS NOT COLLAPSED
already. Archy Points may be added in the same ratio as they are when taken away. For
each Miniature lost from the Unit reduce the reduction or increase in Archy Points by -1
Point.

Here are the Special Rules for Krautian Feldtechnics;

In Slaughterloo Military Engineers, or in the case of the Dwarves the Feldtechnics, are
treated as a Special Unit. Their task is to improve structures and troop placements of friendly
Units and to destroy structures that are important to the enemy. Use the Stats Line here and
unless otherwise noted treat Military Engineers as Light Infantry for movement etc.
Military Engineers can defend themselves and attack in Melee but they CANNOT make any
attacks by ranged fire; they have no muskets or carbines. One Unit is 50 Points and consists
of 8 Miniatures.

Unless otherwise noted all Dwarf Feldtechnics behave in typical


Dwarven manner. They will be of Regular quality and have no
firearms, though an officer may carry a pistol. They will have
however a spade or pickaxe along with one or a maximum of two
explosive charges. (If thrown these charges should be treated as Orc
grenades).

UNIT
SIZE

Slaughterloo Optional Rules: Krautian Feldtechnics

12
16
21
24
-2
+3
+4
+2
+6 Flintloque

Flintloque Optional Rules: Krautian Feldtechnics

TROOP TYPE
(REGARD RATING)

Both the nation of Krautia and many of the lesser duchy's, principalities and so on
of the Confederation of Finklestein have Engineers in their employ (code 52011
can easily be used for either side). These short sappers are responsible for making
sure that bridges stay up (or down dependent on orders), that emplacements and
transport is capable of moving and setting up the artillery and that sieges go
according to plan; among many other things.

REGIMENT
(CODE)

On the battlefield it is the purpose of the Feldtechnics to improve the movement


and position of their own soldiers and impede the movement and decrease the
position of the enemy.

Raw
Average
Experienced
Veteran
Militia
Elite
Light Infantry
Guerilla
Marine

MOVEMENT
COMBAT STATS
In CM
Defence Factor (DF) 3
Crawl
2
Wound (W)
3
Prone
3
Melee Mod
+1
Stagger
7
Falter
11
Walk
14
Run
21

While all armies on Valon make use of engineers to a greater or lesser degree, with
military science vital to Napoleonique warfare, the Dwarves are masters of the art
of plans and shovels. In Krautia the academy of
, located in
Barlin, teaches yearly classes to new recruits in all the arts of siege and field craft.
These troops are attached to specific campaigns and army groups when and where
their presence is needed the most.

In play a Feldtechnic may, if in base to base contact, with a structure


attempt to destroy it or rebuild it. See page 108 of Flintloque Reloaded
for buildings. Each Dwarf may reduce the DF of a structure by 1D10+4
per Turn by attacking it, all attacks are assumed to be successful. They
may also elect to repair the structure at a rate of 1D10-2 (repairing is
harder).
Planting a Charge:
If thrown these are treated as Orc Grenades but that is not their real
purpose. They are meant to be planted into walls or under bridges or
on strong doors to demolish them. The Dwarf must be in base to base
contact with the EXACT part of the structure (I.e. The Door, or the mid
column of the bridge) for the charge to have the desired effect (though
for general damage they can be planted anywhere on the structure). It
takes one Turn stationary to plant the charge and light it. All charges
will explode two Turns later. When it explodes then it causes 3D10+10
damage to the DF of the Structure.
Another character may attempt to stamp out the fuse, this is tough and
requires base to base contact and a roll of 7+ on a D10. One attempt per
Turn by one character only due to the tricky nature of the task.
Charges may not be affixed to characters, unless they agree to it!

Alternative Armies, PO Box 8207, Girvan, KA26 0YB. Tel: +44 (0)1465 841 677, Email: product@alternative-armies.com

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