Wilkinson's Campaign - Arab Baggage Items



This is the default object deck and represents items that are carried in Arab slaver baggage. 

2 x Stash of Hemp
1 x Stone Slab
1 x Bronze Amulet
2 x Wooden Figurine
1 x Fetish with Gems
1 x Bundle of Spears
1 x Sacred Knife
1 x Bag of Precious Stones
2 x Bush Meat
8 x Sack of Food
2 x Cases of Ammunition 
1 x Cases of Rifles
1 x Cases of Obsolete Rifles
2 x Cases of Antiquated Muskets
2 x Captives
2 x Groups of Captives
1 x Archaeologist
2 x Elephant Tusks
2 x Zebra Hide
2 x Leopard Pelt
3 x Small Carved Bone



Stash of Hemp

A sack of aromatic dried leaves. Card may be discarded before a battle to roll 1d6 for up to three units. Effects apply for this battle only: 

1: Good stuff! Men fall asleep and take no part in battle. 

2: Free action restricted to 'Stand To'. Discipline gains +1 bonus.

3: May not move At the Double. Discipline gains +2 bonus.

4: Roll extra d6 for 'At the Double'. Discipline suffers -2 penalty.

5: Ignore all pin tests. Discipline suffers -1 penalty

6: Hazy crazy! Roll 1 extra dice per figure in melee. Discipline suffers -3 penalty. 

Hongo: 3

Campaign Points: 0


Stone Slab

A stone slab that is covered in strange engravings. Could perhaps be deciphered by somebody suitably qualified at the British Museum.

Hongo: 0

Campaign Points: 1


Bronze Amulet

A native lucky charm. 

Once per Campaign Turn you may roll 1d6 after a Random Event Card is revealed. If missionary figure accompanies expedition subtract 2 from the roll:

0-1: Bad mojo. Irregular, Tribal and Porter units suffer -1 Discipline until expedition wins a battle. 

2-3: Nothing happens.

4-6: You may discard the card without effect. 

Hongo: 1

Campaign Points: 0


Wooden Figurine

Polished wooden figure. 

Hongo: 0

Campaign Points: 0


Fetish With Gems

A crudely carved wooden statue that is embedded with what appear to be rubies and sapphires. Could be valuable. 

Some of your men believe the fetish to be cursed and this affects their ability to shoot and fight. The number of hits required to cause a casualty increases by 1 for all irregular troops while the Fetish remains with the expedition. 

Hongo: 2

Campaign Points: 2


Bundle of Spears

Already washed in the blood of many enemies. 

You may discard this card to upgrade one tribal unit to fierce. 

Hongo: 2

Campaign Points: 0


Sacred Knife

Wicked multi-pronged blade.

You may discard this card and equip a tribal leader with the knife to roll 2 additional dice in melee. The knife is lost if the unit’s leader is killed. 

Hongo: 2

Campaign Points: 1

*faq* if the only available tribal unit is leaderless, a new leader may be promoted from amongst its ranks. Roll for leadership and traits. The new leader may only control this unit. 


Bag of Precious Stones

Future retirement fund.

Hongo: 2

Campaign Points: 1


Bush Meat

Tasty fresh treat for the lads. 

If you already have food, you may discard this card and all units get +1 bonus to Discipline until the end of the Campaign Turn. 

Food.

Discard one food object card at the end of each Campaign Turn.  

Once expedition has no food object cards it becomes ‘Short of Food’ until resupplied. 

Hongo: 1

Campaign Points: 0


Sack of Food

Bland but edible biscuits, dates and onions. 

Food.

Discard one food object card at the end of each Campaign Turn.  

Once expedition has no food object cards it becomes ‘Short of Food’ until resupplied. 

Hongo: 1

Campaign Points: 0


Cases of Ammunition

Lots of bullets. 

Discard one Cases of Ammunition object card at the end of each battle. Once expedition has no ammunition object cards it becomes 'Low on Ammunition' until resupplied. 

Hongo: 2

Campaign Points: 0


Cases of Rifles

You may discard this card to upgrade any one unit armed with obsolete rifles to modern rifles. 

Hongo: 4

Campaign Points: 0


Cases of Obsolete Rifles

You may discard this card to upgrade any one unit armed with antiquated muskets to obsolete rifles.

Hongo: 3

Campaign Points: 0


Cases of Antiquated Muskets

You may discard this card to upgrade any unit to antiquated muskets. Units upgraded in this way become 'unenthusiastic' and suffer a -1 penalty to Discipline. 

Hongo: 2

Campaign Points: 0


Captive

The freed man is local and offers to help you by acting as a guide. 

You must discard this card and may then add a scout to any one unit in the expedition. 

Hongo: 0

Campaign Points: 0


Group of Captives

The four men offer to help you by acting as porters. 

You must discard this card and may then add one additional baggage unit to the expedition. This does not count as being resupplied. 

Hongo: 0

Campaign Points: 0


Archaeologist

The man claims to be the famous Professor Jones who is searching for the location of the long lost King Solomon's Mines. 

You may add an archaeologist figure to any one unit. 

Retain card. Does not count as an object. 

Special character. 

Discard card if archaeologist leaves expedition. 

Hongo: 0

Campaign Points: 2


Elephant Tusk

A collection of these could make a man's fortune. 

Boosts the morale of your men (who expect a share of the profits). The Discipline of all Regulars receive +1 bonus for every two tusks carried in the baggage.

Hongo: 2

Campaign Points: 1


Zebra Hide

Will make a nice rug in a rich man's home. 

Hongo: 1

Campaign Points: 1


Leopard Pelt

Will make an expensive fur for a rich man's wife.

Hongo: 1

Campaign Points: 1


Small Carved Bone

Intricately carved. 

Provides 1 clue to location of prehistoric plateau. If Prof. Challenger accompanies expedition with 5+ clues shuffle The Lost World scenario card into Campaign Deck. 

Small. Does not count as carried object. 

Hongo: 1

Campaign Points: 1

*faq* see subplot special rules for more information on shuffling scenario card. 


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