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Rebels Patriots Unit Guide-2

The document outlines various military unit types, including Line Infantry, Light Infantry, Shock Infantry, Skirmishers, Natives, and different artillery and cavalry units, detailing their attributes such as figures, movement, shooting capabilities, and special rules. Each unit has specific advantages and disadvantages, including modifiers for discipline, shooting accuracy, and combat effectiveness. The document serves as a reference for understanding unit classifications and their tactical roles in combat scenarios.

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kix030892
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0% found this document useful (0 votes)
36 views1 page

Rebels Patriots Unit Guide-2

The document outlines various military unit types, including Line Infantry, Light Infantry, Shock Infantry, Skirmishers, Natives, and different artillery and cavalry units, detailing their attributes such as figures, movement, shooting capabilities, and special rules. Each unit has specific advantages and disadvantages, including modifiers for discipline, shooting accuracy, and combat effectiveness. The document serves as a reference for understanding unit classifications and their tactical roles in combat scenarios.

Uploaded by

kix030892
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Name Figs Pts Mv Fight Shoot Disc Rules Upgrades

Line Infantry 12 4 6" 6+ 18" 5+ 0 First Fire


Close Order
+1 on first shot/fight.
Can form up.
Green
Veteran
-1
1
Disc ⇒ -1
Disc ⇒ +1
Poor Shots -1 Shoot ⇒ 6
Good Shots 2 Shoot ⇒ 4+
Timid -1 Fight at half dice.
Aggressive 1 Fight => 5+
Small Unit -1 Figs ⇒ 6
Large Unit 1 Figs ⇒ 18

Light Infantry 12 6 8" 6+ 18" 5+ 0 Open Ground is Cover


Close Order
If not in Close Order.
Can form up.
Veteran
Aggressive
2
1
Disc ⇒ +1
Fight ⇒ 4+
May Evade If not in Close Order Small Unit -1 Figs ⇒ 6
May Skirmish If not in Close Order.. Good Shots 2 Shoot ⇒ 4+

Shock Infantry 12 6 6" 5+ 12" 5+ +1 First Fire


Close Order
+1 on first shot/fight.
Can form up.
Veteran
Aggressive
2
1
Disc ⇒ +1
Fight ⇒ 4+
Follow Up Against ​Infantry. Small Unit -1 Figs ⇒ 6
Large Unit 1 Figs ⇒ 18
Good Shots 2 Shoot ⇒ 4+

Skirmishers 6 2 8" 6+ 12" 5+ 0 Open Order is Cover Always. Green -1 Disc ⇒ -1


Ignore Diff. Ground Unless ​Mounted​. Veteran 2 Disc ⇒ +1
May Evade Always. Aggressive 1 Fight ⇒ 5+
May Skirmish Always. Good Shots 1 Shoot ⇒ 4+
Fight With Half Dice Always. Sharpshooters 4 Shoot ⇒ 4+ / 24"
Mounted 2 Mv ⇒ 12"

Natives 12 4 8" 5+ 12" 5+ 0 Ignore Diff. Ground


May Counter-Attack
Always.
Against Infantry.
Green
Veteran
-1
2
Disc ⇒ -1
Disc ⇒ +1
May Follow-Up Against Infantry. Aggressive 1 Fight ⇒ 5+
May Skirmish Always. Poor Shots -1 Shoot ⇒ 6
May NOT "Fire" Must use "Skirmish" Small Unit -1 Figs ⇒ 6
Large Unit 1 Figs ⇒ 18

Lt Artillery 4 4" 24" 5+ 0 Target Hard Cover ⇒ Cover When shooting. Green -1 Disc ⇒ -1
4 Only Shoot Front 90 degree fire arc. Veteran 2 Disc ⇒ +1
Med Artillery + 6 2" 6+ 36" 4+ 0 Close Order Target Shoot +1 Limber 2 Mv x2, Figs ⇒ 6
Open Ground is Cover
Gun May Ignore Target Priority Heavy Artillery only.
Heavy Artillery 8 0" 48" 4+ 0
Light Cavalry 6 4 12" 6+ 12" 5+ 0 May Evade
May Counter-Attack
Green
Veteran
-1
2
Disc ⇒ -1
Disc ⇒ +1
May Skirmish Aggressive 1 Fight ⇒ 5+
May NOT "Fire" Must use "Skirmish" Timid -1 Fight at half dice.
Hard Cover ⇒ Cover Because they're mounted. Poor Shots -1 Shoot ⇒ 6
Good Shots 1 Shoot ⇒ 4+

Shock Cavalry 12 6 10" 5+ - - 0 May Counter-Attack


May Follow-Up
Green
Veteran
-1
2
Disc ⇒ -1
Disc ⇒ +1
Close Order May form up. Aggressive 1 Fight ⇒ 4+
Hard Cover ⇒ Cover Because they're mounted. Small Unit -1 Figs ⇒ 6

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