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Prussian National Characteristics Sheet

Name Bases Sk Special Valeur Discipline

Musketeer Battalions, 1St To 12Th Ir 6 2 Alte Regiment, Gebt Kein Pardon, Pro Gloria et Patria, Jäger C D

Fusilier Battalions, 1St To 12Th Ir 6 2 Alte Regiment, Gebt Kein Pardon, Pro Gloria et Patria, Jäger, Light infantry C D

Other Musketeer Battalions 6 2 Gebt Kein Pardon, Pro Gloria et Patria, Jäger C D

Other Fusilier Battalions 6 2 Gebt Kein Pardon, Pro Gloria et Patria, Jäger C D

Guard Infantry Battalion 6 2 Alte Regiment, Gebt Kein Pardon, Pro Gloria et Patria, Jäger, Guard B E

Grenadier Battalion 6 2 Alte Regiment, Gebt Kein Pardon, Pro Gloria et Patria, Jäger B D

Jaeger Battalion 6 2 Gebt Kein Pardon, Pro Gloria et Patria, Jäger, Light Infantry B D

Landwehr Battalion 6 2 Gebt Kein Pardon, Pro Gloria et Patria, Jäger C R


Hussar Regiment 4 - Gebt Kein Pardon, Pro Gloria et Patria, Light Cavalry B D
Uhlan Regiment 4 - Gebt Kein Pardon, Pro Gloria et Patria, Light Cavalry, Lancers C D

Dragoon Regiment 4 - Gebt Kein Pardon, Pro Gloria et Patria, C D

Cuirassier Regiment 4 - Gebt Kein Pardon, Pro Gloria et Patria, Battle cavalry B D

Guard Uhlan Regiment 4 - Gebt Kein Pardon, Pro Gloria et Patria, Light Cavalry, Lancers, Guard B E

Garde De Corp Regiment 4 - Gebt Kein Pardon, Pro Gloria et Patria, Battle cavalry, Guard B E

Landwehr Cavalry Regiment 4 - Gebt Kein Pardon, Poorly equiped I R

Medium Foot Artillery Battery 4 - Half Batteries C D

Heavy Foot Artillery Battery 4 - Heavy Artillery, Half Batteries C D

Horse Artillery Battery 4 - Horse Artillery, Half Batteries C D

Alte Regiment Jäger


These units have an advantage (+2D6) in the settlement of combats. Units with this special rule eliminate an enemy General at 6” or less with a
roll for casualties of Generals of 10+ instead of 11+ for 2D6.
Battle Cavalry
Any unit combating with the front of a Battle Cavalry unit must repeat Lancers
successful throws unless it itself is considered Battle Cavalry. With each result of 6 in combat rolls, Lancers eliminate two bases instead
of one.
Gebt Kein Pardon!
These units roll a favourable MT to counterattack in the combat phase. Light Cavalry
Light Cavalry units may evade charges from any other units.
Guard
Guard units throw a favourable MT to counterattack and never have to Light Infantry
throw an unfavourable roll where their Valeur score is used; in these cases, Light Infantry units can deploy part of their bases as skirmishers. To do
a normal roll would be used. this, a Light Infantry unit can generate up to two skirmisher bases befo-
re deployment, and attach them to the different infantry units within the
Half Batteries army, as long as the units to which they are attached do not have more
Half-Batteries: At the start of the game, the player may divide the battery skirmishers than close order bases.
in two half-batteries, each with 2 bases. Half-batteries count as indepen- A Light Infantry unit which deploys some of its soldiers as skirmishers be-
dent units. comes Understrength if it was previously of normal size, and normal if it
was previously Overstrength. Light Infantry may not deploy skirmishers
Heavy Artillery if it is Understrength.
A heavy artillery battery throws an additional firing dice for each result of
6 rolled when firing. Further results of 6 in the second or consequent rolls Poorly Equipped
permit additional throws. When Poorly Equipped units throw a 6 in firing or combat rolls the score
is counted as 1, as if their weapon had misfired or broken.
Horse Artillery
Horse artillery repeat failed DTs per complex move. Pro Gloria et Patria
These units roll a favourable DT to recover casualties.

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