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BP Unit Builder

The document provides stats for different unit types including line battalions, hussar regiments, and artillery batteries. It lists their movement in inches, armament, hand-to-hand combat ability, firepower, morale, and stamina. It also includes ability points that can provide bonuses or penalties to these base stats.

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Joe
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0% found this document useful (0 votes)
46 views10 pages

BP Unit Builder

The document provides stats for different unit types including line battalions, hussar regiments, and artillery batteries. It lists their movement in inches, armament, hand-to-hand combat ability, firepower, morale, and stamina. It also includes ability points that can provide bonuses or penalties to these base stats.

Uploaded by

Joe
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as XLSX, PDF, TXT or read online on Scribd
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Unit Type Move Armament HtH Fire Morale Stam

Line Bn 12" Musket (18'') 6 3 4 3

Hussar Rgt 18'' Long Saber 8 0 5 3

British 6 pdr 6"/12" Cannon 6"/14"/22"/44" 1 3 4 2


Name Armament HtH Fire Morale Stam
Special Pts Ability 1 Ability 2 Ability 3 Ability 4
36

36

Foot Battery 25 Foot Battery


Special Pts Total
Ability 5 Ability 6 HthPt FirePt MoralPT Stam AbilityPt 1 AbilityPt 2 AbilityPt 3
6 6 12 12 0 0 0

16 0 8 12 0 0 0

1 14 6 4 0 0 0
AbilityPt 4 AbilityPt 5 AbilityPt 6
0 0 0

0 0 0 0

0 0 0 1
10 Line Bn Hussar Rgt
9 Light Bn Chasseur Rgt
8 Grenadier Bn Dragoon Rgt
7 Guard Bn Cuirassier Rgt
6 Jaeger Lancer Rgt
5 Grenzer Bn Carabinier Rgt
Musketeer Bn Uhlan Rgt
Fusilier Bn Chevauleger Rgt
Curved Saber 0 0
Long Saber 0 0
Lance 0 0
Sabre & Carbine (18") 18 2

Musket (18'') 18 2
Rifle (24'') 24 3
Rng Cost See Other Spreadsheet for Art Data
Austrian 3 pdr 4"/10"/14"/32" 10
Austrian 6 pdr 6"/14"/16"/34" 13
Austrian 12 pdr 6"/18"/24"/40" 20
British 3 pdr 4"/10"/14"/36" 11
British 6 pdr 6"/14"/22"/44" 14
British 9 pdr 6"/16"/28"/56" 22
French 4 pdr 6"/14"/24"/40" 14
French 6 pdr 6"/14"/26"/48" 16
French 8 pdr 6"/18"/26"/48" 19
French 12 pdr 8"/20"/30"/58" 27
Prussian 3 pdr 4"/10"/16"/34" 11
Prussian 6 pdr 6"/14"/26"/48" 16
Prussian 12 pdr 6"/18"/30"/64" 26
Russian 6 pdr 6"/14"/26"/48" 16
Russian 12 pdr 6"/18"/26"/64" 26

Foot Battery 6"/12" 0


Horse Battery 6"/18" 2
12 Gun Battery
8 Gun Battery
Half Battery
Composed Crewmen
Heavy Guns
Horse Battery
Poor Artillery
Shrapnel
Bloodthirsty
Brave
Crack
Cuirass
Cuirass (front)
Determined Charge
Elite (3+)
Elite (4+)
Elite (5+)
Elite (6+)
Fanatics
Ferocious Charge
First Fire
Fresh Horses
Freshly Raised
Gallop at Anything
Hatred
Heavy Cavalry (+1)
Heavy Cavalry (+d3)
Under Command
Lancers
Light Infantry
Mass Column
Independent
Mixed Formation
Mixed Formation (Good)
Reliable
Reliable (Column)
Reliable (Line)
Rifle Mixed Formation
Sharp Shooters
Skirmisher
Spanish Fervor
Steady
Steady Line
Stubborn
Stubborn (Combat)
Superbly Drilled
Terrifying Charge
Tough Fighters
Two Rank Line
Unproven
Unreliable
Unreliable (Change)
Unreliable (Column)
Unreliable (Line)
Untested
Valiant
Wavering

Special Abilities
Steady Line
Elite (5+)
Tough Fighters
Unreliable
Light Infantry
Independent
Gallop at Anything
Fresh Horses
Heavy Cavalry (+1)
Re-Roll missed shots. 7 7
Re-roll one missed shot when unit fires at cannister range. 4 4
Shoot value of 2 -5 -5
When taking break test for shooting, this unit checks the results under infantry instead of artil 2 2
Battery is unreliable when making a prolong or bricola move, +0 to hit at long range 1 1
Unit is unreliable when Unlimbering 1 1
Artillery unit is -1 to hit. -3 -3
May fire with three dice at medium range, but 5+ to hit. 1 1
Re-roll failed attacks first time in fights in HtH. 3 3
Shaken units rally without an order, must be beyond 8" from enemy and roll 4+ ro remove one 5 5
Re-roll one failed morale save in you have no hits. 0 0
Unit has +1 to morale save in Hand-to-Hand combat. Unit Move value is 8" except for charge 0 3
Unit has +1 to morale save in Hand-to-Hand combat 1st turn of combat. Unit Move value is 8" 0 1
Unit must charge if within charge range. -5 -5
Disorder status removed at the start of turn on die roll equal to or greater than 3, unless in c 8 8
Disorder status removed at the start of turn on die roll equal to or greater than 4, unless in c 6 6
Disorder status removed at the start of turn on die roll equal to or greater than 5, unless in c 4 4
Disorder status removed at the start of turn on die roll equal to or greater than 6, unless in c 2 2
Enemy units charge by unit must take break test before any closing fire and can re-roll failed 8 10
Re-roll failed hits when charging or countering charging. 3 5
+1 hit modifer first time unit fires in the game. 1 1
Re-roll failed attacks when a unit charges or countercharges, if it has 1 or less hits. 2 2
must test unit the first time it shoots or fights in HtH. See pg 91 -3 -3
+1 SR to charge order, must breakthrough move if allowed. -2 SR to return to table. 1 1
Unit holds instead of retiring on break test total of 6, when in hand to hand combat. 1 1
+1 to combat results when unit charges or counter charges. 4 4
+D3 to combat results when unit charges or counter charges. 8 8
Command range measured from any leader (corps) or; the division or any brigade leader in Divi 3 3
-1/-2 to Cavalry/Infantry or Artillery morale save for hits when unit charges or countercharges 5 5
Unit may change to and from Grande Bande formation, they may also change to Mixed Format 3 3
Unit does not suffer -1 modifier when in attack column for sudden charge. 1 0
Ignore command distance modifiers for command roll. 5 5
May deploy 2 stands as skirmishers. Remain within 6" front of main body and fire 1 die. 1 1
May deploy 2 stands as skirmishers. Remain within 6" and fire 1 die (Sharpshooter - re-roll mis 2 2
+1 to Staff Rating. 4 4
+1 to Staff Rating if unit is in Attack Column formation. 2 2
+1 to Staff Rating if unit is in Line formation. 2 2
May deploy 2 stands as skirmishers. Remain within 6" and fire 1 die out to 16" and re-roll one 3 3
Re-roll one missed shot when unit fires. 3 3
The unit is always in skirmish formation (either Grande Bande or Skirmish Company if tiny) 0 0
Units is +1 staff rating until it takes a hit, then it is must take a break test each time it takes a h 2 2
Unit automatically passes its first break test of the game with the highest result possible. 5 5
Non Disordered or Shaken units can Stand as fire as normal or fire and counter charge without 2 2
Re-roll one failed morale save each time shot at or in close combat. 5 5
Re-roll one failed morale save when in close combat. 3 3
Free Move if command roll failed. 5 5
Enemy unit charge by unit must take break test before any closing fire. 5 5
Re-roll one failed hit in close combat each turn. 1 2
+1 to hit for shooting if the unit is in line, and was not issued an order (failed or otherwise) or f 2 2
When this unit fights in hand-to-hand combat, it rolls a d6 at the start of each round. 1-2= -2 0 0
Units do not move when command roll is equal to Staff Rating. -3 -3
Units that have a change of formation in their order do not move when command roll is equal -1 -1
Units in Attack Column do not move when command roll is equal to Staff Rating. -2 -2
Units in Line formation do not move when command roll is equal to Staff Rating. -2 -2
First time unit takes hits, randomize stamina 1=1, 2-3=2,4-5=3, 6=4 +1/-1 for Large/Small units 0 0
Unit may re-roll one failed break test per game. 3 3
must take break test every time it takes hits from firing or close combat. 0 0

Effect
Non Disordered or Shaken units can Stand as fire as normal or fire and counter charge without the +1 closing fire modifier.
Disorder status removed at the start of turn on die roll equal to or greater than 5, unless in close combat.
Re-roll one failed hit in close combat each turn.
Units do not move when command roll is equal to Staff Rating.
Unit may change to and from Grande Bande formation, they may also change to Mixed Formation (var)
Ignore command distance modifiers for command roll.
+1 SR to charge order, must breakthrough move if allowed. -2 SR to return to table.
Re-roll failed attacks when a unit charges or countercharges, if it has 1 or less hits.
+1 to combat results when unit charges or counter charges.
he +1 closing fire modifier.

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