Jun 20, 2013

Inter Arma Supplementary

for the wars of the Polish Commonwealth.

I. Generic rules

All as in the Main book & Campaign supplementary.


II. Nation Characteristics

Cossacks:
Fearless: All infantry units have Level 2 Striking.

Poland:
Husaria: Winged Hussars have a Knockback effect in close combat. Winged Hussar units also have Light Cavalry movement range when charging.

Russia:
Bardiche: Streltsi do not have close combat penalty after shooting.

Sweden:
Discipline: Regular+ infantry may re-roll one morale test per encounter.

Ottoman Empire/Tatars:
Inspiration: Auxiliary units near a Janissary unit may not rout when failing a morale test, but when a nearby Janissary unit is broken, they flee immediately (only the nearest units/formations, all further units must test morale).
Eagle Eye: Tatar light cavalry using bows has Level 2 Eagle Eye ranged ability.

Rules test: Points system

Commander/Hero units have a base pool of points (themselves not included) to spend, increased with every level. 
  • Mounted C/H: 50pts, +8 every level.
  • Foot C/H: 30pts, +5 every level.

(At the highest level it would be 98pts for a mounted and 60pts for a foot commander, given the 'three heroes per side' rule the largest battle would be ~300pt per side.) 
Note: this is a strictly player-lead option and is not necessary suitable for campaigns.

Foot
Militia/Conscript (Green) infantryman:................ 1
Cossack Regular infantryman:............................ 1
Other Regular infantryman:................................ 2
Veteran infantryman:.......................................... 3
Janissary / Armored Veteran infantryman:.......... 4

Cavalry
Militia cavalryman............................................. 3
Regular cavalryman........................................... 5
European style Light cavalryman........................ 6
Elite cavalryman................................................ 8
Polish Husaria................................................. 10

Specialists
Foot Commander/Hero................................... 0 (max 3)
Foot Musician................................................... 2
Mounted Commander/Hero............................ 0
Mtd. Musician................................................... 6
Gun................................................................ 20
(Gun crew as ordinary infantrymen)

Rules test: Reloading time
Pistols, bows take 1 turn; crossbow, musket, arquebus, artillery take 2 turns to reload. Units reloading their musket for the 2nd turn reduce their melee initiative roll by 1 (2 in the 1st turn as the ‘shot in previous turn’ dictates). Reloading/empty weapon markers must be placed on formations/ranks or single units when fighting individually.
Reloading and movement actions cannot result simultaneously for arms taking 2 turns to load. A Begin loading – Move – End loading sequence is acceptable though, which must be, again, marked. Units being shot at, but not hit, roll a ‘Save’ according to their attributes, if they fail their roll the reloading time resets.  If the hitting roll is a success, it instantly resets the reloading time when the figure is saved. Engaging in melee resets the reloading time immediately.
A pair of pistols count as single damage, but increase hitting roll by 1. Each pistol must be reloaded individually.

Loaded firearms (lest bows) may be switched between ranks for a faster rate of fire and if the historical setting allows. 

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