WHITE SECTOR: (WhiteNun)
http://www.brikwars.com/forums/viewtopic.php?t=7267
http://www.brikwars.com/forums/viewtopi ... 50&start=0
http://www.brikwars.com/forums/viewtopi ... 21&start=0
YELLOW SECTOR: (Silvadream)
RED SECTOR: (Silent SigFig) To be confirmed
GOLD SECTOR: (Braggalot) To be confirmed
These guys faced a lot of stuff as I intended right from the start and Lrdofbriks to his credit has played them well. Unfortunately now he has only a Hero and a one armed Maniac I feel it shouldn't harm his game too much if I post this now before the game is finished.
Background wise the Britannian League are a vast lumbering Empire in decline but still full of it's glory and pomp and cerimony. It has a large if dated fleet and well established trade. In fact where the League is situated stradles many of the most licrative trade routes and this has been the cause of the Leagues success to date. Britannia does not refuse any peaceful nation trade and this has caused friction with some of the more zelous star nations who claim they are Peach Lovers and actively aiding Peach Kind to wage war. However this charge has never been upheld as the Britannian League have conducted their affairs openly with all star nations or so it is widely believed.
++++++++++++++ THE BRITANNIAN LEAGUE ++++++++++++++
++++++++++


Skirmishers/Auxilia
Move Skill Armour Notes
5” * 1D6 4 Trooper with Steam Gatling moves 2” only
Name Range Use Damage Notes
Knife - 3 1D6 -
Pistol 6” 3 1D6+1 -
Sniper Laser 20” 3 2D6+1 Trooper Hooky (as in Zulu Dawn)
Steam Gatling 12” 4 3D6 May only move 2”. Any targets within 1d6/2” of original target are also hit on 5+ for 3D6 damage. Blows up on a critical fail: All units in 2D6” take a hit automatically for 3D6 damage.

Line Trooper
Move Skill Armour Notes
5” 1D6 * 4 * Present, Volley Fire! - Fire twice while in formation (1” from another Trooper mini-fig in squad, squad must be 5 mini-figs or more)
Name Range Use Damage Notes
Lasrifle 12” 3 1D6+3 -
Electro-Sabre - 3 1D6+3 -
Assault Trooper
Move Skill Armour Notes
10” 1D6 4 Jetpack - +2 to melee damage in first turn of a jetpack assault.
Name Range Use Damage Notes
Pistol 6” 3 1D6+1 -
Electro-Sabre - 3 1D6+3 -
Officers
Move Skill Armour Notes
7” * 1D10 5 * One with Jet Pack move 12”
Name Range Use Damage Notes
Pistol 6” 3 1D6+1 -
Laser Sword - 3 2D6 Deflect ranged attacks on a 5+
Captain Alexandria
Move Skill Armour Notes
7” 1D10 2D6 Hero,
Name Range Use Damage Notes
Pistol 6” 3 1D6+1 -
Laser Sword - 3 2D6+3 Deflect ranged attacks on a 5+
“Cup of Tea Ma’ Lady?”
Once per game Alexandria may drink a cup of tea, she becomes immune to all or any damage that turn.
Objective: Carry out your last orders. Help the Assyrians and survive. So long as the Assyrians succeed and at least one of your team survive you will have achieved your mission.
NOTE: As the game developed it become a thing that Captain Alexandria was a very good engineer and able to make things. In this case a canon. So that got writen into her rules too.
Added at the last minuet during the game on turn 8
For Queen and Country: Once per game and ONLY in the direst of situations, at least 3/4 of the team must be dead. The Hero may declare this action at the start of the turn. All troops and the Hero gain an extra attack and damage bonus BUT MUST attack and enemy where ever possible. Hero's and Officers gain an extra action. Once they have finished their turn however all units who have made an attack suffer a minus to their armour after having left themselves wide open to counter attack and may not defend in melee due to having spent themselves in their attack.
I had been messing about with rules for VOLLEY FIRE: Units in formation and no more than 1" apart all gain an extra ranged attack but couldn't make it work. It was hard to get formations to work due to the amount of return fire and area effect weapons going about in this game. It would have been suicide. I think it was done once just before the Daemons gunned many of them down.