Revolution has toppled the ancien regimé of a world of fantastical peoples and magic. A young commander is thrown into the crucible of revolutionary wars and deadly politics. Your Army awaits your command.
User | Total |
---|---|
Photomajig | 79 |
Atriale | |
Somniale | |
Martiale | Beginning of Spring |
Quadiale | |
Verdiale | |
Garandiale | Beginning of Summer |
Beltiale | |
Chordeale | |
Sacriale | Beginning of Autumn |
Marachiale | |
Entriale | |
Lacriale | Beginning of Winter |
Unit | XP | Str. | AP | Mor. Mod. | Stress | Combat | Mun. | Spl. | Con. | Spt. | Mov. | Equip. | Traits | CO |
1st Hob | 6/20, Professional | 1000/1000 | 3 | +5 | 2 | +20 | 8/10 | 5/5 | 0 | 5 | 2 | Musket Bayonets | Hobgoblin | Jacques de Sufficient-Velocité, Inspiring |
Order | AP Cost | Description |
Move | 1 | Unit moves Hexes up to its Movement speed. |
Fire | 1 | Unit attacks an enemy Unit or Hex in range and within sight with ranged weaponry. This expends 1 Munitions. An Unit already engaged in melee cannot Fire. |
Charge | 1 | Unit moves and attacks a non-adjacent enemy Unit or Hex within its movement range in melee. They must move at least 1 Hex towards the target, with the last Hexes before the enemy being in a direct line, and spend the Movement cost to enter the target Hex as part of this action. If a Charging Unit Routs or Destroys their opponent from the Charge, they automatically move to occupy the target Hex. The attack has Charge Advantage unless the target Unit has Braced. |
Attack | 1 | Unit attacks an adjacent enemy Unit or Hex in melee. |
Brace | 1 | Unit prepares to receive an enemy charge. Charging Units do not benefit from Charge Advantage against this Unit and the Unit makes an immediate melee Attack on the first enemy to attack it in melee. An Unit already engaged in melee cannot Brace. An Unit can only Brace once on its turn. |
Form Square | 2 | Infantry only. Unit becomes Braced with omnidirectional Facing. A Square cannot Move, Charge, Rest, Hide, Search or Supply without breaking the Square. This Order must be repeated on each turn to maintain the Square and its effects. Artillery Fire has Advantage against Squares. |
Rest | Full | Unit rests for a little while in place. Unit clears all Stress and expends 1 Supplies. An Unit that is hit by enemy attacks or disrupted by a Morale Check fails to Rest. If an Unit cannot expend a full 3 AP, they only recover half of Stress (2 AP) or a quarter of it (1 AP). |
Hide | 1 | Unit attempts to use stealth. Their Concealment increases by +1 until the start of their next turn. |
Search | 1 | Unit attempts to survey the battlefield for unseen enemies. Their Spotting increases by +1 until the start of their next turn. |
Ready Action | Any | Unit delays an action to potentially act on the enemy turn. For Ready Action, specify a trigger and a set of Orders, using up to the Unit's full available AP. If this trigger is fulfilled during the enemy's turn by an enemy Unit the Readied Unit can see, the Unit acts out the Readied Order(s) then simultaneously with the enemy. A trigger must be specific and only one set of Orders can be Readied with one use of this action. Allowed Orders are Fire, Charge, Brace and Form Square. Ready Action can be triggered on the same turn they are set, if an enemy acts during it due to their own Ready Action triggering. |
Set Up | 1 | Artillery Unit unlimbers its cannons and prepares to fire. While Set Up, Artillery Units must spend additional 1 AP to change their Facing. |
Supply | Full | Unit resupplies from a stockpile or exchanges Supplies or Munitions with a friendly adjacent Unit. |
Trait | Type | Effects | |
Cavalry | Unit | Cavalry Charges trigger Morale Checks at Disadvantage. Cavalry suffers additional Movement costs on some Terrains. Cavalry suffers doubled attack penalties on Village, Urban, Fortified, Wetland, Woods and Forest Terrain. | |
Artillery | Unit | Artillery requires Set-Up before it can Fire or change Facing. Some types of Artillery may destroy terrain and buildings. Artillery can fire over Units, though not over Terrain that blocks line of sight. Artillery Firing on other Artillery receives a -50 penalty. | |
Elven | Racial | Spotting increased by +2. Regain additional Casualties after battles. XP rank costs doubled. | |
Hobgoblin | Racial | Retain Charge Advantage even against Braced Units. Melee Wounding increased by +1. Supply consumption doubled. | |
Human | Racial | XP rank costs halved. Army Morale effect on Morale Modifier doubled. Disadvantage on Morale Checks loss from seeing adjacent allied Units Rout. | |
Halfling | Racial | Concealment increased by +2. Ranged Attacks against this Unit have Disadvantage. Wound Threshold decreased by -1 in melee. | |
Dwarven | Racial | Wound Threshold increased by +1. Army Drill effect on Morale Modifier doubled. Lose -1 AP until end of battle when Routed. | |
Devil | Racial | Cannot lose XP rank. Morale Modifier bonus from XP rank doubled. Finding Recruits and Replacements is more difficult. | |
Nymph | Racial |
| |
Loup-Garou | Racial | Morale Checks triggered by this Unit suffer 1 additional Disadvantage. Movement increased by +1 as Infantry. Concealment reduced by -1 and ranged attacks against this Unit have Advantage. |
CO Trait | Effects | |
1 | Incompetent | All attacks are made with Disadvantage. All enemy attacks on the Unit have Advantage. |
2 | Demoralizing | Unit recovers only half of Stress from Rest. |
3 | Unsteady | Unit has Disadvantage on Morale Checks. |
4 | Careless | Unit can carry -2 Supplies and Munitions. |
5 | Distracted | Unit's Spotting is reduced by -1. |
6 | Loud | Unit's Concealment is reduced by -1. |
7 | Butcher | Both this Unit's and its enemies' Wound Threshold is reduced by -1 in melee. |
8 | Maverick | Unit may sometimes disobey Orders and act on its own. |
9 | Feared | Unit inflicts Disadvantage on enemy Morale Checks triggered by it, but recovers only half of Stress from Rest. |
10 | Optimist | Unit's Rest AP Cost reduced by -1. |
11 | Watchful | Unit's Spotting is increased by +2. |
12 | Sneaky | Unit's Concealment is increased by +2. |
13 | Logistician | Unit can carry +2 Supplies and Munitions. |
14 | Teacher | Unit halves XP loss from taking on Replacements. |
15 | Inspiring | Unit has Advantage on Morale Checks. |
16 | Lucky | Unit ignores Critical Effects. |
17 | Rapid | Unit gains +2 Movement. |
18 | Defensive Genius | Attacks against this Unit are made with Disadvantage. |
19 | Offensive Genius | Unit makes all attacks with Advantage. |
20 | Brilliant | Unit counts as 2 XP ranks above its actual rank. |
Critical Hit | Effects | |
1 | Slowed | Unit's Movement is reduced by -1 until the end of their next turn. |
2 | Ruined Munitions | Unit loses 1 Munitions. |
3 | Ruined Supplies | Unit loses 1 Supplies. |
4 | Distracted | Unit loses -1 AP until the end of their next turn. |
5 | Shaken | Unit makes the Morale Check from this Critical Hit at a Disadvantage. |
6 | CO Wounded | Unit loses any effects from their CO, loses -1 AP, and makes an immediate additional Morale Check. |
7 | Disrupted | Unit loses -2 AP until the end of their next turn. |
8 | Standard Lost | Unit has Disadvantage on all subsequent Morale Checks. |
9 | CO Killed | Unit loses any effects from their CO, loses -1 AP, and makes an immediate additional Morale Check at Disadvantage. |
10 | Disorganized | Unit loses -3 AP until end of their next turn. |
Morale or Drill | Modifier |
0 | -5 |
1 | -4 |
2 | -3 |
3 | -2 |
4 | -1 |
5 | +0 |
6 | +1 |
7 | +2 |
8 | +3 |
9 | +4 |
10 | +5 |
[X] Hobgoblins. Treated like savages and cannonfodder for centuries, the Revolution now offers Hobgoblins a chance to claim an equal place in society. For the first time in centuries, there are paths open to them other than those of soldier or serf. Many of them cannot forsake war just yet, though – their strength, ferocity and martial traditions make them valued shock troops on the battlefield. You joined the Revolution as one of the first hobgoblin officers, and there is no way you are leaving behind anything but a spectacular legacy for that.
[X] Female. The narrative will refer to you with she/her pronouns.