Sweden
Swedish army before the battle of Poltava 1709. To represent later Swedish army use the Holy Roman Empire list.
Units
Special rules
Artillery: -1 die when bombarding formations consisting only of artillery units.
Bombardment 6UW - 2d6: Light artillery
Cavalry: Disadvantage while engaged within broken and very broken terrain. Units gain -1 die when bombarding formations consisting only of cavalry units.
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
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
Scout: When deploying armies this unit can be set up as usual, or anywhere on the field, more than 3UW away from enemy units, columns or deployment zone
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
Wing commander 40pts, 0-2: You get a sub-commander.
Aide-de-Camp 5pts, 0-3: Once per game double your command radius until the end of turn.
Artillery academy 20pts: You may reroll ones when making a bombardment roll
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.
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.
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
Pike companies 0pts: Any number of your infantry units gain advantage in close combat and disadvantage in fire
Regimental artillery 6pts, 0-4: One of your infantry units gains an advantage in fire
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.
Scouts 10pts, 0-2: Three or less of your veteran infantry units gain "Scout", "Light" и "Use cover" special rules
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.