Russian Empire
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 6UW - 2d6: Light artillery
Bombardment 8UW - 3d6: Heavy artillery
Cavalry: Disadvantage while engaged within broken and very broken terrain. Units gain -1 die when bombarding formations consisting only of cavalry units.
Elite: Every time this unit retreats, your army loses 1 morale
Gallop: During your active turn the unit gains +1d6 in close combat against cavalry
Heavy: Counts as 2 artillery units when calculating the army's strategic rating
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
Lancer: +1d6 to close combat against formations of 1 unit
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
Ready for casualties: When the unit is destroyed, your army loses 1 less morale (already included in the unit's profile)
Untrained: Cannot gain effects of tactics
Use cover: While within broken or very broken terrain, the unit gains +1d6 close combat
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
Corps commander 60pts, 0-2: You get a sub-commander. You roll 1 more action die each turn, if there are friendly engaged units in his command radius.
Aide-de-Camp 5pts, 0-3: Once per game double your command radius until the end of turn. This turn, your opponent cannot use "intercept orders" asset
Artillery academy 20pts: You may reroll ones when making a bombardment roll
Bodyguard 10pts: Ignore the first failed commander risk
Cavalry reconnaissance 10pts, 0-2: 4 or less of your light cavalry units gain "Scout"
Cossack patrols 5pts: 6 or less of your cossack units gain "Scout"
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.
Field hospital 15pts: +15% starting army morale
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.
Howitzers 15pts: Ignore the penalty for bombarding cavalry. Count target formations as 1 unit bigger when bombarding.
Infantry reconnaissance 15pts: 4 or less of your light infantry units gain "Scout"
Intercept orders 5pts: Once per game, when your opponent uses "Move reserves" action, deny it
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
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.