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Congress and Initiative: ranged attack at a unit within

12.
Crown Both players roll a number of
d6 equal to the total number Melee Attacks:
Definitions: of officers they have. Total
the dice and the player with A unit performing a melee
A stand is a single set of attack rolls 1d6 for every front
the highest number may
miniatures attached to a base. rank stand, adds +1 for every
choose to act first or second.
A unit is a set of between 1 second rank stand, and adds
and 4 bases that are +1 if an officer is present.
considered to be one task They also add their combat
force. Several units compose Acting: bonus. Their targets do the
a players army, which is the same thing; the higher result
When a player chooses to act,
total amount of forces that inflicts damage on the enemy.
they pick a unit and roll 1d6.
they field.
Regular infantry, line
Formation: infantry, and Heavy cavalry
activate on a 3+. Light
Units may be in column or cavalry and cannon activate
line formation. Column units on a 4+. Militia activate on a
have their stands placed 5+. If a unit has an officer, Ranged Attacks:
behind one another while line the difficulty to activate them
units have their stands placed is reduced by 1. A unit performing a ranged
adjacent to one another. A attack rolls 1d6 for every front
line unit may be multiple ranks If a unit is activated, they rank stand, adds +1 to each
thick, but a column unit may may choose a formation and die if a second rank stand is
never be multiple ranks wide. then perform one of the present, and adds +1 to each
following actions. If they fail die if an officer is present.
Army Composition: to activate, they may not be They also add their shooting
activated again and the bonus to each die. If at least
An army is composed of an
chance to activate a unit one die gets higher than the
agreed upon number of
passes to your opponent. enemys defense rating (+1
stands. Each of these stands
represents one militia stand. Actions: for light cover, +2 for heavy
Two militia stands (worth of cover), the enemy takes
points) forms one regular Sneak: Cavalry, close order damage. For every die other
stand and three militia stands infantry, and cannon may not than the first that gets higher
forms one line stand. Two sneak. Sneaking units move than the enemys defense
militia stands form light 2 forward and receive +1 to rating, the enemy receives a
cavalry, and three militia their defense. Units may turn -1 penalty to their morale
stands form heavy cavalry. up to 180. check.
Three militia stands form
Move: All units may move Damage:
cannon. Two militia stands
forward; the distance is give
form an attached officer. If a unit takes damage, they
on their profile. Units in
column formation move lose one stand from the rear of
No more than 1/3 of the
double their profile distance. their formation. If there is an
Congress players army may
Units may turn up to 90. officer in the unit, roll 1d6.
be line infantry, heavy
On a 6, the officer is killed in
cavalry, or cannon, and no
Charge: Cannon may not addition to the removed
more than 1/3 may be regular
charge. If a militia unit stand.
infantry or light cavalry. No
intends to charge, they suffer
more than 2/3 of units may Morale:
a -1 penalty to their activation.
have attached officers
A charging unit moves their After a unit takes damage,
No more than 1/2 of the Crown movement allowance + 1d3 they must check morale. Roll
players army may be militia, and performs a melee attack 1d6 and compare it to the
and no more than 1/3 may be (see below). units morale statistic. Add +1
cavalry or cannon. At least if an officer is present. On a
Fire: a firing unit remains
1/2 of units must have result greater than or equal to
stationary and performs a
officers. the morale value, the unit is
fine. On a result less than
their morale value, they must
face the opposite direction
and immediately move their
move distance directly away
from the enemy that fired on
them.
Militia Melee 1; Ranged 1; Light Cavalry

Move 4; Defense 5; Morale 3+; Move 7;

Melee 0; Ranged 0; Melee 1; Ranged 0;

Defense 5; Morale 5+; Defense 5; Morale 4+;

Regular Infantry (Crown) Heavy Cavalry

Move 3; Move 6;

Melee 1; Ranged 1; Melee 2; Ranged 0;

Defense 4; Morale 3+; Defense 5; Morale 3+;

Regular Infantry (Congress) Cannon

Move 3 Move 2;

Melee 0; Ranged 1; Melee 0; Ranged 2 (Range


20);
Defense 5; Morale 4+;
Defense 4; Morale 3+;

Line Infantry

Move 3;

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