Irregular Skirmishers (e.g. Spanish Partisans, Rebel Skirmishers)
- Prefer to avoid contact and may evade (2D6" directly away) if an enemy attempts to close to Fisticuffs with them
- Cannot adopt a Skirmish Formation with other groups
- Deploy up to 12" from a DP
- Do not reduce the level of cover (if used as a skirmish screen) as they are not trained to operate as a screen
- Do not get the 'free' additional movement action afforded to Light Infantry and Skirmishers
- Gain +1 to hit only if firing from cover at Effective or Long range
- Count as being in one level of cover better than they are in
- Require a 6 to replace a slain leader
- Involuntarily withdraw 3" per point of excess shock when required to do so
- Loot on a 1-4
Skirmishers (e.g. Voltigeur Skirmishers, Loyalist Rangers)
- Trained to avoid contact and may evade if an enemy attempts to close to Fisticuffs with them
- Can sometimes adopt a Skirmish Formation with other groups (check army list)
- Deploy up to 12" from a DP
- Reduce the level of cover (if used as a skirmish screen) as they are trained to operate as a screen
- Get a 'free' additional movement action
- Gain +1 to hit only if firing at Effective or Long range
- Count as being in one level of cover better than they are in
- Require a 5+ to replace a slain leader
- Involuntarily withdraw 2" per point of excess shock when required to do so
- Loot on a 1-2
Light Infantry Skirmishers (e.g. 95th Rifles!)
- Trained to avoid contact and may evade if an enemy attempts to close to Fisticuffs with them
- Can adopt a Skirmish Formation with other groups
- Deploy up to 12" from a DP
- Reduce the level of cover (if used as a skirmish screen) as they are trained to operate as a screen
- Get a 'free' additional movement action
- Gain +1 to hit when firing
- Count as being in one level of cover better than they are in
- If in hard cover then may ignore the first kill in any round of fire
- Require a 5+ to replace a slain leader
- Involuntarily withdraw 1" (per point of excess shock) when required to do so
- Loot on a 1
Elite (e.g. British Guards)
- Deploy up to 6" from a DP
- Recover from uncontrolled volleys on a 2+
- Require a 4+ to replace a slain leader
- Involuntarily withdraw 1-4" (player chooses) per point of excess shock when required to do so
- Loot on a 1
Regulars (e.g. British Line Infantry, Voltigeurs in Line)
- Deploy up to 6" from a DP
- Recover from uncontrolled volleys on a 3+
- Require a 4+ to replace a slain leader
- Involuntarily withdraw 1" per point of excess shock when required to do so
- Loot on a 1-2
Conscripts & Volunteers (French Line Infantry, Early Continental Line)
- Deploy up to 6" from a DP
- If in Formation will suffer 1 shock per group for crossing a Major obstacle
- Skirmish troops moving through Conscripts & Volunteers formations will break the formation
- Loot on a 1-3
- Require a 5-6 to replace a slain leader
- Recover from uncontrolled volleys on a 4+
- Involuntarily withdraw 2" (per point of excess shock) when required to do so
Militia (e.g. Rebel Militia)
- Deploy up to 6" from a DP
- May affect Force Morale when beginning the game
- Cannot form an Open Column
- If wheeling backwards then move equal to lower dice
- If in Formation will suffer 1 shock per group for crossing a Minor obstacle
- If in Formation will suffer 2 shock per group for crossing a Major obstacle
- Skirmish troops moving through Militia formations will break the formation
- Loot on a 1-4
- Require a 6 to replace a slain leader
- Recover from uncontrolled volleys on a 5+
- Involuntarily withdraw 3" (per point of excess shock) when required to do so
Cavalry
- Deploy, 9" (impact), 12" (dragoons) and 18" (scouting or irregular) from DP
- May deploy at the walk, canter or gallop
- Will suffer 1 shock per group for crossing a Minor obstacle
- Will suffer 2 shock per group for crossing a Major obstacle (test for pulling up)
- Loot on a 1-2, Irregular cavalry 1-4 (?)
- If shooting (must be stationary) then target count as being in one level of better cover
- Cannot fire volleys, either controlled or uncontrolled
- Involuntarily withdraw 1" (per point of excess shock) when required to do so
- Require a 4+ to replace a slain leader
- If forced to withdraw due to excess shock then must recover all shock before advancing towards enemy
- Must canter or gallop to cross obstacle
- Dragoons may dismount -> unit of six figures
- Cannot wheel backwards
Artillery
- Very much prefer to avoid contact and may evade if an enemy attempts to close to Fisticuffs with them
- Deploy in contact with DP
- Movement, two actions, light/medium discard lower dice, heavy discard highest dice
- Cannot cross obstacles
- Loot on a 1
- Count as being in one level of cover better than they are in
- Two actions to reload, three if crew of two
- Firing ball reduces target cover level by one
- Firing canister (only three rounds) doubles shock
- Count as being in one level of cover better than they are in
- Require a 4+ to replace a slain leader
- Crew with excess shock hold their ground until shock is twice their strength
- Crew ignore terrain penalties when retiring broken
I had them printed on to cards and kept them handy as an aide memoire when playing. I hope you found this useful.