Difference between revisions of "Zimmer's Zouaves"
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Latest revision as of 14:25, 2 September 2023
Zimmer's Zouaves | |
Disbanded | 3055 |
Affiliation | Mercenary |
Parent Command | Independent |
Contents
History[edit]
Zimmer's Zouaves was a new arrival on the mercenary scene on the 3055. This mercenary unit, sponsored by the Kell Hounds as a sort of farm team for them.[1]
The unit was defending Deia system along the Deia Militia when on June 3055 an unknown pirate force at that time (the Red Corsair pirates) burned in-system. Kommandant Israel rebuffed the Red Corsair's challenge, which stopped any kind of bidding between her forces, a consideration that might have given them some opportunity.[2] The Corsair's engaged and quickly overwhelmed the Zouaves[3], among them Kommandant Israel Zimmer's Marauder[2]. The Zouaves drew back into final defensive positions on good ground and settled in to wait for the expected reinforcements (in his case the Thirty-first Wolf Solahma). Instead, the Wolf forces dropped into the same sector the Zouaves were defending and destroyed them and the Militia first, wishing to claim the position.[3]
It is not known if there were survivors of the unit, but it was for sure destroyed as a fighting force. It is not known, but can be expected that the survivors were integrated in the Kell Hounds.[citation needed]
Officers[edit]
Rank | Name | Command | |
---|---|---|---|
Commanding Officers of Zimmer's Zouaves | |||
Kommandant | Israel Zimmer | 3055 |
Tactics[edit]
Unknown.
Mercenary Rating[edit]
The unit was Green Rated.
Composition History[edit]
The Zimmer's Zouaves was a 'Mech Battalion made up of retired officers and green recruits, and only time will tell if Kommandant Zimmer can meld these disparate warriors into a cohesive unit.[1]
Rules[edit]
Game Rules[edit]
When rolling to determine units randomly for the Zimmer's Zouaves, apply a –2 penalty to any rolls to determine weight class and unit experience. In addition, because they are such poorly-trained troops, any opponent with the Bank the Initiative special ability (see p. 192, TO) may bank 1 additional Initiative (to a total of 3).[1]