Here are some stats for some Extras that often terrorize my
table.
Values were assigned, but could have just as easily been rolled randomly.
Feel free to adjust the values as fits your style of play.
| Azandi
Tribal Warband Extras |
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| Shoot: 6 | Scuffle: 10 | Move: 6" / +1D6" | |||
| Weapon | SR" | LR" | Hits | SRM | Reload |
| Hungamunga | 3 | 6 | 1 | N/A | No |
| Breech Loading Rifle | 12 | 24 | 1 | -9 | No |
| Spears | 6 | 12 | 1 | N/A | No |
| Notes: native troops.
Mixed Weapon Unit: either hungamunga or spear & shield. A few members of the warband were armed with breech loading rifles. Those armed with shields get to take advantage of the Shields & Armor for Extras! optional house rule. |
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| Belgian
Uniformed Askari Extras |
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| Shoot: 8 | Scuffle: 9 | Move: 6" / +1D6" | |||
| Weapon | SR" | LR" | Hits | SRM | Reload |
| Muzzle Loading Rifle | 18 | 36 | 1 | -9 | Yes |
| Notes: trained native troops. | |||||
| Generic
Native Flintlock Unit Extras |
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| Shoot: 7 | Scuffle: 8 | Move: 6" / +1D6" | |||
| Weapon | SR" | LR" | Hits | SRM | Reload |
| Muzzle Loading Rifle | 18 | 36 | 1 | -9 | Yes |
| Notes: native troops. | |||||
| German
Seebattalion Extras |
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| Shoot: 9 | Scuffle: 8 | Move: 6" / +1D6" | |||
| Weapon | SR" | LR" | Hits | SRM | Reload |
| Bolt-Action Rifle | 18 | 36 | 1 | -8 | No |
| Notes: German marines. | |||||
| German
Uniformed Askari Extras |
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| Shoot: 8 | Scuffle: 8 | Move: 6" / +1D6" | |||
| Weapon | SR" | LR" | Hits | SRM | Reload |
| Bolt-Action Rifle | 18 | 36 | 1 | -8 | No |
| Notes: trained native troops. | |||||
|
German Uniformed
Askari Machinegun Unit |
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| Shoot: 8 | Scuffle: 8 | Move: 6" / +1D6" | |||||||
| Weapon | SR" | LR" | Hits | Rad" | D20/ | SRM | Reload | ||
| Lt. MG | 18 | 36 | 2 | n/a | n/a | -9 | No | ||
| Notes: trained native
troops.
Unit has 4 members: a Main Character (the officer/NCO in command, usually from the national forces of the colonial power the askari serve), and three Extras consisting of a machinegunner, an assistant machinegunner & a soldier armed with a Bolt-Action Rifle. The stats are for the Extras, not the M.C. Use the best Shoot (usually the M.C's) for all Shoot rolls involving the machinegun. This basic crew complement will work with any artillery unit. |
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| Pygmy
Blowgun Warband Extras |
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| Shoot: 9 | Scuffle: 6 | Move: 6" / +1D6" | |||
| Weapon | SR" | LR" | Hits | SRM | Reload |
| Spears | 6 | 12 | 1(P*) | N/A | No |
| Notes: native troops.
P* Poisoned! - the dart fired form the blowgun delivers a rather nasty poison. Main Characters must roll under half the value of their Save stat, while Extras are just removed from play. Yes, it's another optional house rule. |
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| Pygmy
Spears Warband Extras |
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| Shoot: 9 | Scuffle: 6 | Move: 6" / +1D6" | |||
| Weapon | SR" | LR" | Hits | SRM | Reload |
| Spears | 6 | 12 | 1 | N/A | No |
| Notes: native troops.
Those armed with shields get to take advantage of the Shields & Armor for Extras! optional house rule. |
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| Main Characters | Extras | Dinosaurs | Zombies |
| Conveyances | Vehicles | Weapons | G.A.S.L.I.G.H.T. |