Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
0% found this document useful (0 votes)
30 views3 pages

Miguel Moran Cortes (Order #32128121)

Download as pdf or txt
Download as pdf or txt
Download as pdf or txt
You are on page 1/ 3

Cap When a die is Capped, any pre-modifier roll above the Cap is reduced to equal the Cap

Discard When a die is Discarded, any pre-modifier roll equal to a Discard number is treated as a 0 and
modifiers are not applied.
Mishap A separate die is rolled with a 5 or 6 producing an effect.
Average die Die numbered 2,3,3,4,4,5.
Can be simulated with a D6. Add +1 to 1's and 2's and deduct 1 from 5's and 6's.
D6 You know what this is.

Direct Action sequence Order one unit at a time. Each unit moves and fights before the next unit is selected.
Phased Action sequence Move all units one at a time, then fire with units one at a time, finally fight close
combats.

Movement roll -3 Formed up


Roll 1D6. If roll is a Discard due to terrain or traits, unit
hesitates and enemy reacts. +1 Assault column moving in straight line
Otherwise, modify and move. +2 Skirmish formation, dragoon or heavy cavalry
+3 Light cavalry

Discard when
Unit Infantry and Dragoons Cavalry Cossack or native style cavalry
Area feature 1 1-2 1
Linear obstacle 1-2 1-2 1-2
Very rugged 1-2 1-3 1-2

Formations
Remain in place, hesitates on a 1.
Skirmish order +2 Movement When firing or melee'ing non-skirmishers Capped at 3
Assault column +1 Movement in straight line +1 to enemy cannon fire.
+1 when charging Fire Capped at 3.
Formed up +1 Melee vs cavalry. -3 to Movement.
Cavalry lose bonus vs infantry and must Cannot fire.
Discard on a 1-2 Movement roll. Incoming cannon fire or infantry melee is at +1

Units react when


Enemy rolls a 1 when changing formation, moves 0 inches or discards their movement die.
One unit may move or change formation. It may fire or enter melee only against unit that triggered reaction.

miguel moran cortes (Order #32128121)


Shooting
9" range (Napoleonic)

Firer rolls Average die


Skirmisher/Assault column Capped at 3
Dragoon Capped at 4
Firer 2+ figures more than target +1
Target formed up +1

Defender rolls D6
Defending obstacle or skirmisher in terrain +1
Defender 2+ figures more than firer +1
If defender fails to equal firers roll, If defender rolls a natural 1, remove a figure
unit is Shaken / Broken.

Close combat
Both players roll D6
Skirmishers Capped at 3 except vs Skirmishers
Defending wall or obstacle +1 Defending woods vs Cavalry +1
Cavalry except vs Formed Up +1 Charging side when lancers fight +1
Formed Up vs Cavalry non-lancer cavalry
Heavy cavalry vs regular cavalry +1 Assault column charging +1
2+ figures in excess of enemy (cavalry count double) +1 VS Standing cavalry +1

Draw Struggle Each unit removes 1 figure and withdraws 3”.


Win by 1 Hot work Loser removes 1 figure and withdraws 3”.
Win by 2 Bloody affair Loser removes 1 figure and tests courage at +2.
Win by 3+ On the run Loser removes 1 figure and tests courage at +3.

Testing courage Broken Rallying


Roll 1D6. Remove 1 figure immediately upon Roll 1D6.
Breaking.
If roll exceeds number of figures, unit Retreat 6" at least partially within Equal or below unit size rallies unit.
Breaks. unit-wide "retreat corridor". Rallied unit is Shaken.
Natural 1 always passes before If attacked, roll Mishap die to remove Natural 6 removes a figure.
modifiers. Unit may withdraw or a figure and retreat 6".
fight again.

Counter attack
If your unit breaks during your own turn, enemy receives a free activation with unit that caused the Break or another
unit within 8".

miguel moran cortes (Order #32128121)


Artillery notes
Move Discard 1, 2, 3.
Fire within 6" 2D6, pick highest.
Fire up to 18" 1D6
Fire over 18" 1D6. Capped at 4.
Receiving infantry fire Roll to stand Capped at 3.
Hand to hand Remove a figure on a roll of 1.
Malfunction option 2D6 roll of 10, 11, 12 is permanent malfunction.
Counter battery Roll 4+ for permission.
D6 roll of a 6 removes a figure.
Follow-up roll of 5, 6 destroys gun.

Character notes
Roll separate D6 whenever unit is in combat.
On a 6, a random character selected from either unit is injured.

Musician +1 to Movement rolls.


Flag bearer +1 to Melee combat if defending.
Sergeant +1 to Withstand fire.
Swordsman Close combat roll of 5-6 knocks out an opposing character.
Guide Re-roll Discarded Movement dice once per turn.
Sharp shooter Character casualties are always opposing unit.
Do not count for VP.

Victory points
Per 3 enemy figures removed or routed off the table +1
Additional bonus per 3 cavalry figures removed +1
Bonus per gun removed +1
If at least one enemy character was slain +1
Overall mission achieved satisfactorily +2
Opponent agrees you behaved like a gentleman or lady +3
Player rolled on the Battle Complications table +1
Player loaned some of their miniatures collection to the opposing player +1

miguel moran cortes (Order #32128121)

You might also like