Zaporozhian Host and cossack rebellions
Units
Special rules
Agile: Gains an additional +1d6 to close combat when attacking flank or rear
Armor: Enemy gains a disadvantage for each of your units with armor in the line of fire
Artillery: -1 die when bombarding formations consisting only of artillery units.
Bombardment 5UW - 1d6: Regimental artillery
Cavalry: Disadvantage while engaged within broken and very broken terrain. Units gain -1 die when bombarding formations consisting only of cavalry units.
Countermarch: Gains +1d6 to fire at long range, if there is another unit with countermarch in rear contact
Cover of pikes: Mercenary musketeers in formation with this unit gain +1d6 to close combat in passive turn
Does not block LoF: Does not block LoF and increases infantry units in rear contact fire range by the depth of its base.
Immobile: The unit cannot move in the turn it bombarded. The unit loses fire and bombardment capabilities in the turn in which it moves. Slows down to 1UW when moving through broken terrain. Cannot move through very broken terrain.
Infantry: +1 discipline when within a village
Irregular: Never counts in formation with other units. Army does not lose morale when irregular units make failed retreat
Light: Does not increase combat price on retreat. Does not suffer disadvantage while within very broken terrain.
No retreat: Cannot retreat
Pursuit: Infantry units in contact with this unit cannot retreat if this unit is not within broken or very broken terrain
Regimental gun: The unit can use Cover of Pikes tactic as if it was infantry
Untrained: Cannot gain effects of tactics
Vanguard: When determining distance from the commander, count the formation consisting only of units with Vanguard as being at half range, as well as all units within them
Veteran: Does not count towards the unit limit of your tactics and always receives your tactic's effect
Assets
Wing commander 40pts, 0-2: You get a sub-commander.
Bodyguard 10pts: Ignore the first failed commander risk
Double pay 10pts: You may reroll first two failed discipline tests
Excellent horses 40pts: Your cavalry units gain advantage in close combat against enemy cavalry in your active turn.
Excellent logistics 10pts, 0-2: You have 1 more column during deployment
Experienced staff 10pts: +1 command radius for your commander (does not work for sub-commanders)
Extra gunners 5pts, 0-2: Once per game, when the enemy artillery unit is broken while in contact with you units, take control of it instead.
High quality powder 5pts, 0-2: Once per game you may reroll all dice in your combat roll
Holy banner 5pts: After deploying your army, select one main unit. It gains +3 strength. When it retreats, your army loses 2 morale.
Master reconnaissance 15pts: One of your columns of choice may set up after the enemy has deployed his entire army
Military priests 15pts: Once per game add +1 to your infantry units speed
Mobile staff 15pts: Each turn, you can move your commander up to 2UW once in the action phase
Redoubt 10pts, 0-2: Before the deployment of armies, set up an emplacement on your half of the table. You may immediately deploy one unit inside it.
Reputation 10pts: Enemies have 1 less column during deployment
Rich baggage 10pts, 0-2: Once per game, when your unit is broken on your half of the table while in close combat with enemy units, these units must pass a discipline test or be broken.
Snipers 10pts: Enemy's commander risk roll fails on 1 or 2
Spy 10pts, 0-2: Once per game, during any players start combat phase, remove a die from your enemy's tactic
Strategy 15pts, 0-2: +1 strategic rating
Tactical expertise 15pts: An extra action die that you can use only for tactics (use a die of another color). If it is already on the board, you cannot roll it.
Traitor 20pts: Once per game, at the beginning of his action phase, select a formation. It cannot activate this turn.