Zaporozhian Host and cossack rebellionsZaporozhian Host and cossack rebellions

Cossack rebellions were widespread during the 17th and 18th centuries. The biggest of them were of Khmelnytskyi, Razin and Pugachev. The Zaporozhian Host gained its short-lived independence in the 17th century. The orthodox cossacks furiously fought for their freedom against heathens and centralized states, often making makeshift alliances with some of them against the other.
The irregular free cossack infantry was the main bulk of their force. Great riders and marksmen, cossack did not have enough resources to maintain regular army and heavy artillery and cavalry, but could quickly gather great forces in the hour of need.

Units

1Cossack infantry (main)
8 pts
Speed
2-1
Retreat
d3
Strength
1
Morale
1 (-2)
Discipline
6+
Close combat
1d6
Fire
Musket (long range): 2UW 1d6
Musket (short range): 1UW 2d6
Special rules: Infantry, Irregular
1Registered Cossacks (rare)
12 pts
Speed
2-1
Retreat
d3
Strength
1
Morale
1 (-2)
Discipline
5+
Close combat
1d6
Fire
Musket (long range): 2UW 1d6
Musket (short range): 1UW 2d6
Special rules: Infantry, Veteran, Countermarch
1German Mercenary Musketeers (rare)
10 pts
Speed
2-1
Retreat
d3
Strength
1
Morale
0 (-0)
Discipline
5+
Close combat
1d6
Fire
Musket (long range): 2UW 1d6
Musket (short range): 1UW 2d6
Special rules: Infantry, Countermarch, Untrained
1German Mercenary Pikemen (rare)
10 pts
Speed
2-1
Retreat
1
Strength
2
Morale
1 (-2)
Discipline
4+
Close combat
2d6
Special rules: Infantry, Untrained, Cover of pikes
1Cossack Nobility (rare)
13 pts
Speed
4-2
Retreat
d6
Strength
1
Morale
1 (-2)
Discipline
6+
Close combat
2d6
Fire
Assorted shooting weapons: 1UW 1d6
Special rules: Pursuit, Cavalry, Irregular
1Regimental Artillery (rare)
15 pts
Speed
0-2
Retreat
0
Strength
0
Morale
0 (-0)
Discipline
5+
Close combat
1d6
Fire
Grapeshot: 3UW 2d6
Special rules: Bombardment 5UW - 1d6, No retreat, Artillery, Regimental gun
1Tartar and light cavalry (special)
12 pts
Speed
4-4
Retreat
d6+1
Strength
1
Morale
1 (-2)
Discipline
6+
Close combat
1d6
Fire
Bow: 1UW 1d6
Special rules: Cavalry, Light, Untrained, Irregular, Vanguard, Agile, Pursuit
1Fortified Wagons (special)
5 pts
Speed
2-1
Retreat
0
Strength
0
Morale
0 (-0)
Discipline
4+
Close combat
0d6
Special rules: No retreat, Armor, Does not block LoF, Untrained, Immobile

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.

Zaporizhian Cossacks

Zaporizhian Cossacks

Actions
Move
Activate D formations in the command radius
Inroad
Activate all irregular units within D UW from the commander
March
One formation within the command radius makes a simple move with a speed of D. At no point it may move within 3UW of an enemy unit
Move commanders
Move all your commanders up to D+3 UW
Tactics
D
Inspire
D engaged units double their strength and gain +1 to discipline tests
D
Tenacity
Any one unit may reroll a discipline test
D
Military duty
D of your engaged units gain +1 strength for each type of your engaged: untrained, irregular, veteran.
D
Treaty
Passive player
D of your units and all enemy units in close combat with them can not fight in close combat or fire
D
Feigned Flight
D engaged cavalry units make a simple move and can not move closer to any engaged enemy unit. Reduce combat price for 1 for each unit that ends the move not in combat, to the minimum of 1
D
Personal skill
D units in close combat with a formation of 1 unit gain +2d6 close combat
Command radius: 2UW
D is the number on the die