The Malagassian Empire once ruled most of littoral Neulandia. Laziness, decadence, and internal strife have cost the Empire half of its holdings. The core of the Empire is struggling to regain the power it once held. The appearance of the Colonial Powers has been seen as another threat, but an opportunity as well. The Malagassians see the interlopers as effective ways to bring rebellious local governors into line as well as sources of more modern weapons and technology.
The Emperor's Guard
Guardians of the Right, Regular foot (max 1 unit) all options............................6pts
Guardians of the left, Regular Cavalry, (max 1 unit) all options.........................6pts
Guardians of the Center, Well-served guns (max 3)............................................6pts
Shakers of the Earth, Elephants,(max 1 unit) fierce, armored ............................8pts
Governor's Guards
Foot Guards Regular Infantry (max 1 unit) all options.....................................6pts
Mounted Guards Regular Cavalry (max 1 unit) all options...............................6pts
Line Infantry Irregular foot (minimum 3 units) no options................................4pts
Line Cavalry (max 3 units) Irregular Cavalry all options..................................4pts
Crewed Weapons (max 1 unit) well served........................................................6pts
Crewed Weapons (max 3 units) poorly served....................................................4pts
Elephants (max 2 units) may be fierce for +2 pts................................................6pts
Chariots (max 2 units) counts a medium wheeled conveyance...........................8pts
Local Forces
Satrap's Guards, Irregular Foot (max 2 x units) all options.................................4pts
Satrap's Horse, Irregular Cavalry (max 2 x units) all options..............................4pts
Local levies, Irregular Foot, no upgrades.............................................................4pts
Local Specialists, Irregular Foot (max 2 units) all options..................................4pts
Local Crewed weapons, up to 1 poorly served gun..............................................4pts
Militia Foot, Tribal foot all options.....................................................................2pts
Militia horse, Tribal Cavalry all options...............................................................2pts
Elephants (max 1 unit) may be fierce for +2 pts..................................................6pts
Chariots (max 2 units)melee weapons only, med. conveyance ...........................8pts
Notes:
All lists may include troops from lower ranking lists
The Emperor's Guards are always at his side and thus will only be seen if things are dire enough to require his personal attention.
Governor's Troops are far more common, these are the glue that is holding the shaky structure of the empire together. Actions taken by Governor's troops can be considered "officail" as representing an action taken by the Empire itself.
Local Forces are the arm of the Satraps who undertake the collection of taxes and local law-enforcement . MOST of the time they are enforcing the will of the Emperor, but distance and neglect have given them an often truculent and parochial attitude, They are not above banditry and extortion.
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