I. Generic rules
All as in the Main book & Campaign supplementary.
II. Nation
Characteristics
Cossacks:
Fearless: All infantry units have Level 2
Striking.
Husaria: Winged Hussars have a Knockback effect
in close combat. Winged Hussar units also have Light Cavalry movement range
when charging.
Bardiche: Streltsi do not have close combat
penalty after shooting.
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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