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More Drums and Shakos Additional Scenarios, Army Lists, new Rules and Special Rules for the Song of Drums and Shakos Fast Play Napoleonic Skirmish Rules This material is copyright Sergio Laliscia/Ganesha Games 2008 Written by Sergio Laliscia Rules editing by Andrea Sfiligoi English-language editing by John Oman Based on the Song of Blades engine by Andrea Sfiligoi The author can be contacted at: sergio.laliscia@yahoo.com Play testing and helpful suggestions: Andrea Sfiligoi, Stefano Stibelli, Jean Levrero, the Song of Blades Yahoo group, and the many nice folks at Lucca Comics and Games 2009 and at Dadi.com 2009 who stopped to play games at our tables. Thanks to Nic at Eureka Miniatures (http://www.eurekamin.com.au/) for providing exceptional 28mm models for the Tyrolean rebellion (see back cover). For errata and clarifications please download our free webzine Free Hack (www.lulu.com/songofblades) or join the Song of Blades yahoo group at (http://games.groups.yahoo.com/group/songofblades/) Official SDS blog: http://drumsandshakos.blogspot.com Official Ganesha Games blog: http://ganeshagames.blogspot.com

Introduction 3 New Rules 3 Mixed Nationality Squads 3 Unused Points 3 Extreme Weather 4 Former Ally 5 Enemy 5 Optional Rule For Multiplayer Games 5 Optional Rule: Double Six on Activations 5 National Features 5 New Weapons 6 Better Weapon 6 New Special Rules 7 Ambusher 7 Civilian 7 Fervor 7 Guerrilla 7 Hero 7 Individualistic 7 Mob 8 Running Blow 8 Uninspiring Leader 8 Wurzburg (Grand Duchy of) 20 Dutch-Belgian Contingent 1815 21 Foreign Regiments in French Service 21 Foreign Regiments in British Service 22 Hanover (Electorate of) 22 Italy (Kingdom of) 23 Naples (Kingdom of) 23 Nassau 24 Ottoman Empire 24 Portugal (Kingdom of) 25 Saxony (Electorate of) 25 Spain (King Joseph s) 26 Spain (Kingdom of) 26 Sweden (Kingdom of) 27 Tyrolean Insurgents (1809) 28 United States of America (War of 1812) 28 Warsaw (Duchy of) 29 Who Was Allied With Whom 29 Appendix: the Ottoman Empire Army 30 Ganesha Games presents: 32 Scenarios 9 Take that Gun! 9 Task Resolution System 10 Convoy Escort 11 Reinforcements! 13 Under Fire! 14 Rosters 15 Brunswick (Duchy of) 16 Canada, Indian Confederacy and British Colonial Infantry (War of 1812) 16 Confederation of the Rhine 17 Baden (Grand Duchy of) 17 Bavaria (Kingdom of) 17 Berg (Grand Duchy of) 18 Hessen-Darmstadt (Grand Duchy of) 18 Nassau (Duchy) 18 Saxony (Kingdom of) 19 Westphalia (Kingdom of) 19 Wurttemberg (Kingdom of) 20

Introduction Any game with the ambition to represent the Napoleonic Wars would be incomplete without profiles for the soldiers of the so called Minor Nations. These nations provided both Napoleon and his enemies with hundreds of thousands of soldiers during the whole period, paying a heavy toll in lives fighting for a cause they did not even understand. Soldiers from Croatia, Italy, Spain and many other nations found a horrible death in Russia during the 1812 campaign; everywhere in Europe, battlefields were stained with the blood of German youth coming from some small Principality, hastily drilled and equipped, and sent to fight for the Empire. In the following pages, you will find stats for 26 of these Nations. We also included profiles for theaters like the War of 1812 and the Tyrolean Rebellion (1809), to allow you to refight some clashes in a slightly different environment. The Ottoman list, published several months ago as a free add-on, has also been reprinted for the benefit of those who like to have all profiles in a single book. Several new rules and weapons have also been added. Enjoy! New Rules Mixed Nationality Squads Within the restriction of actual historical alliances, players can mix their squad as they see fit. However, if the Officer is of a different nationality to the soldiers, he may have problems in giving orders. In such cases, whenever he gives a Group order, roll for the Group an additional, different colored die. If this die rolls a success, nothing untoward happens. However if it is a failure, one of the Group s successes becomes a failure, with all usual consequences. Note the presence of a Musician (drummer, piper, etc) can still influence the result with its special rule. Example: Captain Lacroix (a Frenchman) is leading a Westphalian squad in a bitter engagement against the Russians. He rolls 2 dice for himself, getting a success. Lacroix gives a Group order to four of his soldiers: being Quality 4 and in command range, they activate at 3+. The Group rolls 3 dice and gets 2, 5 and 6 and a further (black) die is rolled for the different nationality of Capt. Lacroix. The black die scores a 2, a failure. From the initial 2 successes and 1 failure, the result is now 2 failures and 1 success, and that would cause a turnover. However, a drummer is within range, so Capt. Lacroix uses its special rule, re-rolling the black die. He gets a 4, and the Group gets a final result of 2 successes. Unused Points When building your squad, sometimes you have some spare points, not enough to buy another soldier. In this case, you can buy up to 3 small (1S) fences or hedges for 5 points each. This can be done for pick up games only. Place the additional terrain features when you deploy your models. They can be placed anywhere within your half of the table (that is, from the player s baseline to the center of the table).

Extreme Weather Several campaigns in the Napoleonic period were fought in difficult weather conditions. If both players agree to use the weather rules, determine the location and season of the fight and - after table setup and before deploying models - check the weather condition for the ensuing battle, rolling a d6 on the appropriate table. Southern Europe, Egypt, Southern USA Season Snow Heavy Rain Fair Intense Heat Winter 1 2-3 4-6 - Autumn/Spring - 1-2 3-5 6 Summer - 1 2-3 4-6 Modifier: Egypt +1 Central Europe, USA Middle East Season Snow Heavy Rain Fair Intense Heat Winter 1-2 3-4 5-6 - Autumn/Spring 1 2-4 5-6 - Summer - 1-2 3-5 6 Northern Europe, Northern USA, Canada Season Snow Heavy Rain Fair Intense Heat Winter 1-3 4-5 6 - Autumn/Spring 1-2 3-5 6 - Summer 1 2-3 4-6 - Modifier: Sweden, Norway, and Russia -1 Fair No special rules for battles in Fair weather. Snow The whole playing surface, other than Impassable areas, becomes difficult terrain: all movement capabilities are downgraded 1 level (Long movement becomes Medium, Medium becomes Short, Short needs 2 actions to move). Light troops do NOT benefit of their special rule. Standing up after falling takes 2 actions instead of one. Intense Heat No soldier may move three times in the same turn. If moving twice, the second movement is downgraded (Long movement becomes Medium, Medium becomes Short, Short needs 2 actions). Note that, due to combination of Intense Heat and difficult terrain, a model could be forced not to move at all if it has not enough actions. Example: Summer 1810, Central Spain, 40 Celsius. A soldier is in difficult terrain and gets 2 actions. With its first action, it moves 1S (Medium move limited by difficult terrain). With its second action it should move again 1Short, but due to Intense Heat, it needs 2 action to do it. Not having enough actions to move, the soldier stops there (he could anyway shoot or attack in hand-to-hand, if able: for game purposes, Intense Heat only prevents fast movement). Heavy Rain When shooting, apply the Ammo Depletion rule on an unmodified result of 1-2 (on both die rolls). This reflects the combination of ammunition depletion and wet powder. Example: under heavy rain, a soldier shoots at an enemy. He rolls a 2, and must check for ammunition depletion. On a further roll of 1 or 2, the soldier is unable to shoot for the remainder of the battle. Bows cannot be used at all in heavy rain. Javelins and Tomahawks can be used as normal.

Former Ally During the Napoleonic wars, soldiers of several minor nationalities found themselves fighting their old masters and/or comrades, and this sometimes resulted in a reduced effort (if not in open mutiny). Some examples are Spanish troops of Joseph s Kingdom of Spain fighting against other Spanish; Dalmatians, Croatians and Istrian troops in French service fighting the Austrians, or Bavarian soldiers fighting the French after 1814. In these cases, players may want to see this attitude reflected in the game. When a Former Ally tests Morale, 3 failures cause the soldier to switch sides. From that instant on, he will be controlled by the opponent. It still count as lost for its original squad. Enemy The Chasseurs Britannique in British service and the Irish Legion in French service are just two examples of units recruited among bitter opposers of their homeland. As it can be expected, their former compatriots showed no mercy for these soldiers, who were generally considered traitors. They often fought to the bitter end, knowing well what would happen to them if they were taken prisoners. When an Enemy model has to test Morale, it does so by rolling just two dice (instead of three). Optional Rule For Multiplayer Games Using the card system outlined in SDS, it may sometimes happen that the player who acted last in a turn sequence, acts first in the following turn sequence, thus performing two turns in a row. When this happens, any other player may ask to reshuffle the deck and draw another card until a different player is selected. Optional Rule: Double Six on Activations When rolling dice for activation, an unmodified double 6 grants an extra action for the soldier. This extra action can be used as normal but under no circumstances a soldier will be allowed to move more than three times or to attack twice (in close combat and/or with a ranged weapon). Example: Sergeant O Brian is trying an activation on 2 dice. His musket is discharged, and he needs to reload. The player rolls a double 6 and Sgt. O Brian gets three actions! Now he can reload and fire, or move to cover and then reload. Note that Tomahawks and Two Pistols are exceptions to this rule (see New Weapons). The double six rule makes your games a little more unpredictable. National Features As in SDS, the use of these rules is optional. Players must agree before game starts if they want to use them. All French Allied Blades for the Emperor Once per game, a hand-to-hand combat die roll can be re-rolled. All British and Austrian Allied Sure Aim Once per game, a ranged weapon die roll can be rerolled. Ottoman Turks Fury Once per game, one infantry model in close combat will kill an opponent just beating its die roll (apply all modifiers). The target cannot be an Officer. Declare the use of this rule before rolling the die.

New Weapons Dagger A Dagger qualifies as better weapon in all Ambush attacks. In normal close combat it is considered being slightly better than being unarmed! Javelin A model armed with a Javelin can throw it at up to 1S range, with no modifier. Throwing the Javelin costs one action, but it can be thrown as a free action at the end of any movement. Mark the miniature when the Javelin has been thrown. A Javelin is uneffective in close combat and counts as Primitive Weapon in hand-to-hand. Pike A model armed with a Pike can keep enemies away thanks to the reach of his weapon. Therefore, when moving into contact with a Pikeman, a soldier must take a Morale test on 3 dice: if it gets more successes than failures, the model enters normally in close combat (don t forget to apply the better weapon modifier); if it get more failures, it is intimidated by the pike and does not move at all. All his remaining actions are lost. On the other hand, a Pikeman losing combat is always wounded, and therefore eliminated. This represents the fact that, if an enemy manages to get into the pike s reach, the pikeman has very little to defend himself with. Primitive Weapon Pitchforks, agricultural tools, hammers, scythes, clubs and the like are classified as primitive weapons. While useful only in close combat (and worst than almost any other weapon), they inflict nasty wounds or can knock a man cold with a lucky blow to the head. Therefore, when a model fighting with such a weapon rolls an unmodified 6 in close combat and beats its opponent, the latter is automatically wounded (i.e. out of play). Two Pistols A model with two pistols can fire twice in a turn, spending two actions. It can shoot twice at the same target, or at two different targets, but cannot aim any shot. Reloading each pistol costs two actions. The model does NOT drop the other pistol while reloading, he is assumed to put away the other pistol in a sash or belt as part of the two actions required for reloading. Note that firing twice is a player s choice: the model can always fire once (and aim the shot normally). A model armed only with pistols is considered unarmed in close combat. Tomahawk A typical American Native weapon, the Tomahawk can be used both as a throwing weapon and in hand-to-hand combat. In the latter case, it counts as an Axe. When thrown, its maximum range is 1S and the weapon modifier is 0 (zero). Mark the miniature when the tomahawk is thrown. A warrior CAN throw a tomahawk and then attack in close combat if he has enough actions. Better Weapon To determine who has the better weapon in close combat, the updated list from best to worst is: Dagger (if in Ambush mode); Pike; Lance; Halberd; Sword; Musket; Other firearms generally used without bayonet (obsolete weapon, rifle, blunderbuss); Axe (Tomahawk); Primitive weapon or Javelin; Dagger (if NOT in Ambush mode); Unarmed.

New Special Rules Ambusher When deploying, for every model with this special rule put 2 counters face down on the table in a hidden position (inside a building, behind a wall or fence, etc.). Counters must be visible to opponent. Only one counter is real, the other is a dummy. An ambusher counter is revealed and the corresponding model is deployed on the table - when: 1) it takes an action; 2) an enemy model moves within 1S from it and it has a line of sight to the ambusher. If the counter is a dummy, remove it from play. Note that if all dummies are revealed, the real ambushers models must be deployed on the table. Civilian When a model with this special rule must test Morale, count and compare losses on both sides (fled soldiers count as lost). If the civilian side has sustained the same or inferior number of losses, test using the normal (modified) Quality of the soldier. If however the civilian side has lost more models than the opponent, the Morale test is performed at -1. If the civilian Leader is lost, the test is anyway at -1, notwithstanding the total losses comparison. Note that this is instantaneous: if more than one model must test Morale and the first flees, this loss is counted toward following losses comparison. Civilians count as Green for purposes of Morale tests, and cannot receive Group orders.. Fervor A model with Fervor may encourage soldiers around him with his example or words. Any Civilian or Guerrilla within 1S from the model with this Special Rule may re-roll 1 failed activation die. The result of the re-roll is final. This rule cannot be applied to Group orders. If the model with Fervor is wounded or killed during the opponent s turn, all Civilian and Guerrilla models within 1S must take a Morale test as per standard rules, but if a model gets three successes, it can immediately perform three free actions. These actions must be used to close towards the nearest enemy and attack in close combat. Resolve the Morale tests and the following free activations (if any) one model at a time. After all free activations have been performed, opponent continues his turn normally. This rule can be applied only to priests or Heroes. Guerrilla A model with this special rule ambushing an enemy gets a +2 close combat modifier (instead of +1 as per the standard Ambush rule). Hero A model with this special rule always has an automatic success in activation. In other words, assume that one of his dice always rolls a 6 (note that this does not count for purposes of the optional double 6 rule). Example: rolling one die and getting a success, entitles the model to perform two actions. Note that there are no profiles with this special rule in this set: players may agree on using it, and make 1 of their soldier a Hero. The point cost for a Hero is the soldier normal cost plus 100 divided by the hero s Quality (round fractions up). Example: an Officer point cost is 60 points (Q3 C2). Its owner decides to buy the Hero Special Rule for him: the Officer s final cost would be 94 (100/3 = 33,3 rounded up to 34, plus 60). A Hero is always a Personality. Individualistic A soldier with this special rule cannot receive Group Orders, so must always act independently. It normally receives the Leader bonus, if in range.

Mob A soldier with this special rule has +1 to dice rolls for activation purposes only. A Mob must be composed by at least 3 models; all must be within 1S from another member of the Mob. The bonus is retained by all members of the Mob until the first member of the Mob is killed/wounded or flees from the battlefield. When this happens, Mob members activate with their standard Quality. All soldiers in the Mob must have the Mob rule. A player s squad may contain more than one Mob, but the player must mark the models (we suggest using a small colored dot on the base) to remember which Mob a model is part of. Running Blow A soldier with this special rule is able to hit an enemy while moving, and doesn t have to stop when it enters in hand-to-hand combat with a foe. To perform a Running Blow, place the measuring stick on the tabletop in a way that a point of the soldier s path is adjacent to its target. Move the model up to that point and perform the attack as normal. If the model wins the combat, n o matter what happens to the foe, the model is moved to the end of the stick without having to disengage or suffering any Free Hacks. If the opponent is knocked down, he is knocked down exactly where he is at the moment of attack. A model with Running Blow can still make only one attack per turn if its movement brings the model in contact with another enemy after the first, the model s movement stops there, adjacent to the new enemy. Uninspiring Leader An Uninspiring Leader has his Command range reduced to 1M. An NCO taking command after the Uninspiring Leader s loss has a command range of 1M.

Scenario: Take that Gun! A 4 pdr. gun with six artillerymen has been unlimbered in a key position during a small clash, with some light infantrymen to protect it. The attacker s Squad has been ordered to silence it. Defender s Squad (298 points) 1 Artillery Officer Q3 C2 Sword, Pistol, Leader (60) 1 Artillery NCO Q3 C2 Sword, Musket, NCO (56) 5 Artillerymen: Q4 C2 Sword (100) 2 Light Infantrymen: Q4 C2 Musket, Light, Marksman (82) The Gun should have a rectangular base of the minimum size possible to fit the miniature (about 40 x 40mm. if you are using 28mm figures). Attacker s Squad: build a squad on 400 points. Attackers win the initiative on the first turn. Terrain: see scenario map. Deployment: Defenders deploy first. The Gun must be placed in the very center of the table. The gunners (artillerymen) can be placed anywhere as long as they are in contact with the base of the gun. Leader, NCO and Light Infantrymen must be deployed anywhere within 1Long from the gun. Attacker s models must be deployed in contact with the friendly baseline. Victory conditions: Attackers win by routing defenders or by spiking the gun. To spike the gun, a soldier must spend 2 actions adjacent to the gun, while not engaged in close combat. If he spends one action, and then he is interrupted (for example, because an enemy moves in hand-to-hand contact with him, or a shot knocks him down or forces him to recoil away from the gun), he must start over. Defenders win by routing the attackers. Scenario special rules: when the game begins, the gun has just fired a shot: it must be reloaded to fire again. Crew activation Artillerymen can be activated individually or as a Group (by the Leader). Moving, attacking in close combat and firing the gun are individual actions. Reloading and manhandling the gun are Group actions only. Firing the gun The gun can be fired to its front using Ballshot or Canister. Ballshot: 1 action by one of the crew to fire. Any target on the table is in range. Procedure: draw an imaginary straight line from the cannon s muzzle. The ball hits anything that lies within 1S across the line (put the short measuring stick perpendicular to the line, with its middle touching the line). The shot hits with C6. Roll for Combat as usual and apply the results to targets immediately. If beaten, target automatically falls (i.e., do not consider odd or even result as in normal fire). The gun can be manhandled before firing (see below). Ignore any cover or range modifiers.

Canister: 1 action by one of the crew to fire. All table is in range. Procedure: draw an imaginary straight line from the gun muzzle. The grapeshot hits anything that lies: at 1L range, within 1S on both sides of the line (at C6); at 2L range, within 1M on both sides of the line (at C5); at 3L or more, within 1L on both sides of the line (at C4). Roll for combat as usual. Apply results to targets immediately. If beaten, target is knocked down anyway (do not consider odd or even result as in normal ranged combat). The gun can be manhandled before firing (see below). Ignore any soft cover. Hard cover, such as low walls, gives -1 to the Gun s Combat score. Manhandling the gun (pivot in place) This takes 9 actions by the crew as a Group Order. Procedure: the Leader gives the order (using 1 action as normal). Declare how many artillerymen are part of the Group Action (all must be in command, that is, within 1L from the Leader, and in contact with the gun s base). Roll 1, 2 or 3 dice as you see fit and multiply the number of successes by the number of crew taking part in the action. If 9 or more actions are generated, you can pivot in place the gun up to a maximum of 45, and move the gunners who took part in the job in contact with the gun s base (no actions required this movement around the gun happens as part of the pivoting action). Note that the gunners acting this way cannot do anything else in the current turn. If 8 or less actions are generated, no manhandling is possible. The Officer and NCO may help with manhandling. Reloading the gun Reloading is made in three-6 actions-steps by the crew as a Group. Procedure: as above. With less than 6 successes, nothing happens. With 6-11 successes, mark the gun with a 1 step done counter. With 12-17 successes, mark the gun with a 2 steps done counter. With 18 or more successes, mark the gun as loaded (and ready to fire). Excess successes do not carry over in later turns (7 successes mean 1 step done and the seventh is wasted), but steps do: a gun with a 2 steps done counter, needs just 6 more actions to be loaded. Task Resolution System The above rules for moving the gun can be used also as a general task system for the scenarios you devise, especially if playing on large tables where the two opposing forces have some distance between them. An example would be several sappers trying to build or destroy a bridge, soldiers hurrying to remove a fallen tree from a road to move a carriage across the table, or rebels building a barricade in a narrow alley with sandbags and barrels. In general, all actions will either require a fixed, minimum number of successes that must be scored in a single turn, or a number of steps (as in reloading a gun, above) that must be accumulated over several turns for the task to be accomplished. Models engaged in handto-hand or recoiling/ falling due to enemy fire cannot take part in the group action that turn. Note that some simple actions that do not require specific training may not require the presence of a Leader to be performed. Unless you play with an umpire, agree with your opponent the details of the tasks resolution before play commences. 10

Scenario:Convoy Escort A wagon containing important documents and its escort are attacked by an enemy force while crossing a wooded area along a road. Total Points: Attacker 330, defender 400. Terrain: see Scenario Map. they are hidden. The two woods must both have an even or odd number (1 and 3 or 2 and 4) and the player should write odd or even on a piece of paper, together with the composition of the two groups of models. Once the defending player has finished his first turn (or a turnover occurs) the attacker may begin (but it s not obliged to) activating his force, placing all his soldiers on the table inside the chosen wood at least 1M from any of its edges. Play then proceeds normally. If the attacker elects not to move, the defender takes another turn. Victory conditions: Defender wins if the wagon exits the table on the road on the opposite (left) side, with a driver and at least 3 friendly soldiers. Defender models exiting the table due to morale check failure do not count for the purposes of this rule. The Attacker wins if the Defender cannot achieve this. Scenario special rules: The defender has the initiative on turn one. He does not need to activate models already on the table (they automatically move 1S). The remaining models of the defender must activate normally in order to enter the table, and they must remain behind the wagon but not necessarily in march column along the road. The wagon must always move in a straight line along the road. Deployment: Defender deploys the wagon on the road in rear contact with the right table edge, with half the squad (rounded down) in march column (i.e., in base to base contact with each other) on the road before the wagon. The other half of the squad is off the table following the wagon, and enters play after the wagon has moved (1S, see special rules). Officer and NCO (if on the table) can be deployed anywhere within 1S of the wagon and not necessarily in march column. Note that Leader bonus does not count until the Officer enters the table. The Attacker s models are not deployed on the table when the game begins. The attacking player must divide his squad in two and must choose two wooded areas where The size of the wagon should not exceed 1M (horses included) front to back, and when it moves do NOT consider its base depth as part of the move, as it is normally done with soldiers; measure movements from the front of the base, or the front legs of the horses if the wagon is not based. The road must be clear for the wagon to move. This means that the player will have to move friendly models out of the way in some cases. If any enemy troops are on the road when the wagon moves over them, the troops automatically recoil out of the road, giving way to the wagon. The whole wagon (horses included) provides cover. 11

If the driver is knocked down in combat, he remains on the wagon (he doesn t fall off) but cannot drive it until he stands up again (1 action). From turn two, the wagon must be activated normally using the Quality of the driver (do not forget to apply the Leader bonus, if any) and moves 1x Medium for each action. If this happens, a soldier is needed to drive the wagon: he must move adjacent to the wagon and spend one action to jump in. While driving, the soldier cannot fire nor reload, and if attacked in hand-to-hand combat he is considered unarmed. An unmanned wagon will not move. The wagon has a civilian driver (Q4 C1, unarmed) at no point cost for the defender. The driver cannot voluntarily abandon the wagon and if he is hit, or loses hand-tohand combat in any way, he is considered wounded and the wagon stops. 12

Scenario: Reinforcements! An assault squad has been assembled to clear a small redoubt occupied by enemy forces. Time is of paramount importance, because as soon as the alarm is spread, more and more defenders will come. Total Points: Attacker 400, defender 160 at the beginning of play, then up to 500. The defender has to form his squad before game begins, and then choose which models will start in play. Terrain: The square redoubt is 1L x 1L and is made of stones (hard cover). Both fences are made of two 1L sections. The four table edges are numbered 1-4 for random reinforcements entry. Scenario rules: starting from the second turnover of the attacking player, and at the end of all his turns thereafter, some of the defender s reinforcements arrive. To determine how many soldiers arrive and from which table edge, the defender first rolls a d6 for the entrance side (on a 1 to 4, the reinforcements enter from the table side whose number has been rolled; on a 5-6, the player chooses) and then rolls again for the number of soldiers entering: 1-2 = 2 soldiers 3-4 = 3 soldiers 5 = 4 soldiers 6 = 5 soldiers The defender chooses which soldiers enter the table. They start just outside the table edge, and must be activated as normal. If an officer and or an NCO are with the entering reinforcements, the Leader bonus on Quality must be taken into account. The defender tests Morale for Leader loss as per standard rules. However, when calculating the half squad + 1 losses that trigger a Morale test, always count all models, including those still out of the table (the soldiers know that they are there). Deployment: The defender deploys all his starting models inside the square redoubt in the middle of the table. Then the attacker deploys all his squad within 1 L from any one table edge. The remaining defender s models are kept secret until they arrive on the table. Victory conditions: Attacker wins if at any moment - there are no enemies and at least one friendly soldier in the redoubt. Models react differently to morale failures depending on their position on the tabletop. For every failure in the Morale test, models outside the redoubt make one fleeing move towards the nearest table edge, taking the shortest route possible and avoiding both difficult terrain and active enemies if possible; models inside the redoubt move to the center of the redoubt and go prone. With one failure, the soldier moves to the center of the redoubt; with two failures, the soldier moves to the center and goes prone, with three failures the soldier surrenders. 13

Scenario: Under Fire! Two opposed advance-guards arrive at the same time to take control of a small village the day before a battle. During the fight, an unexpected event takes place artillery salvos rain on the village! Total Points: Attacker 400, defender 400. Terrain: 7 buildings, about 1M x 1M each, must be placed on the table according to the following Scenario map. Buildings must all be 1L apart from each other and numbered 1 to 6 (leave the central one without a number). Which side the battery is on is irrelevant: the gunners are not informed that there are friendly troops involved in the fight. The first salvo hits a random building (roll a d6 to determine which), attacking all nearby miniatures: those who are in contact with the building receive a C3 attack and those within 1S receive a C2 attack. Resolve all attacks immediately. The second salvo hits immediately after a further turnover occurs: roll a d6 as above, and if the same building as the first salvo is hit, the central building is hit instead. Resolve all attacks immediately. Deployment: Roll a die to determine who deploys first. Both players deploy in contact with friendly baseline (see Scenario map). Victory conditions: Standard SDS rules apply. Scenario special rules: Immediately after the second Turnover occurs (i.e., when for the second time in the game you roll two activation failures, not when you activated all your figures), a distant artillery battery fires two salvos against the village. 14

Designing Your Squad Each player has 400 points to build his Squad. Soldiers costing more than 80 points are called Personalities. You can have up to three personalities in your Squad. A Leader and/or an NCO and 3 Personalities are the only limits you must observe. You are always free to mix and match your squad as you see fit, providing not to break historical alliances (you can refer to the Table Who Was Allied With Whom on page 29). If you use the Hero Special Rule, remember that a Hero is always a Personality regardless of his point cost. Rosters On the following pages you ll find profiles for almost all Nations involved in the Napoleonic Wars. Profiles are arranged on a national basis, and Leaders are shown in bold. Unless otherwise stated, all Command figures stats are as follows: Infantry Officer 54 4 2 Sword, Pistol Leader, Élan Mounted Inf. Officer 63 4 2 Sword, Pistol Leader, Élan, Mounted Infantry NCO 51 4 2 Sword, musket NCO, Élan Standard Bearer 36 3 2 Sword Flag Bearer Drummer Boy 16 3 1 None Musician Light Infantry Officer 62 4 2 Sword, Pistol Leader, Light, Élan Light Infantry NCO 59 4 2 Sword, musket NCO, Light, Élan Light Infantry Musician 26 3 1 None Musician, Light Light Infantry Standard Bearer 46 3 2 Sword Flag Bearer, Light Sapper 36 4 2 Axe, Blunderbuss Engineer, Strong Light Cavalry Officer 63 4 2 Sword, Pistol Leader, Élan, Mounted Heavy Cavalry Officer 71 4 3 Sword, Pistol Leader, Élan, Mounted Cavalry NCO 56 4 2 Sword, Carbine NCO, Élan, Mounted Trumpeter 34 3 1 Sword Mounted, Musician 15

Brunswick (Duchy of) Incorporated into the Kingdom of Westphalia in 1806, the deposed Duke Friedrich Wilhelm organized the so called Black Legion, in Austrian service during the 1809 campaign and in British service in the Peninsula. Line Infantryman 26 4 2 Musket None Jaeger Officer 70 3 2 Sword, Pistol Leader, Light Jaeger NCO 66 3 2 Musket, Sword NCO, Light Jaeger 42 4 2 Musket Light, Élan Hussar 44 4 2 Sword, Carbine Mounted, Élan Uhlan 39 4 2 Sword, Lance Mounted In 1813-1815 in British service. Brunswick (Duchy of) Line Infantryman 21 4 2 Musket Weak Leib-Battalion 26 4 2 Musket None Jaeger Officer 62 4 2 Sword, Pistol Leader, Light, Élan Jaeger NCO 59 4 2 Rifle, Sword NCO, Light, Élan Jaeger 30 4 2 Rifle Reluctant, Light Hussar 39 4 2 Sword, Carbine Mounted, Scout Uhlan 39 4 2 Sword, Lance Mounted Canada, Indian Confederacy and British Colonial Infantry (War of 1812) Canadian Fencibles 21 4 2 Musket Weak Canadian Militia 18 4 2 Musket Unreliable, Green Canadian Incorporated Militia 21 4 2 Musket Unreliable Canadian Light Infantryman 38 4 2 Rifle Light Native Leader* 68 3 2 Tomahawk, Musket Leader Native Sub-Commander* 54 3 2 Tomahawk, Musket NCO Native warrior 26 4 2 Tomahawk, Musket Individualistic Native warrior with Bow 24 4 2 Tomahawk, Bow Individualistic, Light Native mounted warrior 36 4 2 Tomahawk, Bow Mounted, Unpredictable, Running Blow Native ambusher** 38 4 2 Tomahawk, Dagger Light, Individualistic, Guerrilla, Ambusher British Officer (1813/14) 60 3 2 Sword, Pistol Leader British NCO (1813/14) 46 3 2 Halberd NCO British Infantryman (1812) 26 4 2 Musket None British Infantryman (1813/14) 30 4 2 Musket Steadfast British Royal Marines 32 4 2 Musket Strong British 19 th Light Dragoon 51 4 3 Sword, Carbine Mounted, Élan * can command only Native warriors and ambushers 16

Confederation of the Rhine (Rheinbund, 1806-1813) The Confederation of the Rhine a client state of France under the Protection of Emperor Napoleon I was created after the defeat of Austria in 1805 (Treaty of Pressburg). Sixteen states joined the Confederation upon its creation (July 12th, 1806) and 23 other between the end of the year and November 1807, mainly following the successful campaign against Prussia in 1806. At its peak in 1808, the Confederation included 4 Kingdoms, 4 Grand Duchies, 13 Duchies, many Principalities, and the so called free towns, for a total of over 15 million people. All the member states had to contribute troops to the French cause in a quantity determined by Napoleon himself, and their soldiers fought in almost all theaters of war, from Spain to Russia. The Confederation was dissolved by the allied Powers opposing France on November 4th, 1813, shortly after the allied victory at Leipzig. Baden (Grand Duchy of) Member of the Rhine Confederation (1806-1813) French allied. The contingent it was to provide to the Empire was 8000 strong. Line Infantryman 21 4 2 Musket Wavering Leib-Regiment 26 4 2 Musket None Jaeger Officer 70 3 2 Sword, Pistol Light, Leader Jaeger NCO 66 3 2 Musket, Sword Light, NCO Jaeger 42 4 2 Musket Light, Élan Hussar 62 3 3 Sword, Carbine Mounted, Fearless Light Dragoon 46 3 2 Sword, Carbine Mounted Garde du Corps 56 3 3 Sword, Carbine Mounted Bavaria (Kingdom of) Member of the Rhine Confederation (1806-1813) French allied. The contingent it was to provide to the Empire was 30000 strong. Line Infantryman 23 4 2 Musket Green Light Company 30 4 2 Musket Light, Green Grenadier Company 29 4 2 Musket Strong, Green Guard Grenadier (1814) 36 4 2 Musket Strong, Fearless Light Infantryman 33 4 2 Musket Light Schuetzen Coy Officer 70 3 2 Sword, Pistol Light, Leader Schuetzen Coy NCO 72 3 2 Rifle, Sword Light, NCO Schuetzen Coy (Light Infantry) 47 4 2 Rifle Light, Élan Schuetzen Hornist 26 3 1 None Light, Musician Dragoon (1804-1811) 56 3 3 Sword, Carbine Mounted Chevau Légere 42 4 3 Sword, Carbine Mounted 17

Berg (Grand Duchy of) Member of the Rhine Confederation (1806-1813) French allied. The contingent it was to provide to the Empire was 2000 strong. Line Infantryman 26 4 2 Musket None Grenadier Company 32 4 2 Musket Strong Light Company 33 4 2 Musket Light Lancer 82 3 3 Sword, Lance Mounted, Fear Chevau Légere 56 3 3 Sword, Carbine Mounted Hessen-Darmstadt (Grand Duchy of) Member of the Rhine Confederation (1806-1813) French allied. The contingent it was to provide to the Empire was 4000 strong. Leib-Garde 39 4 2 Musket Élan, Steadfast Garde Fusilier 42 4 2 Musket Élan, Light Leib Regiment 26 4 2 Musket None Leib-Fusilier 33 4 2 Musket Light Garde Chevau Légere 35 4 2 Sword, Carbine Mounted Nassau (Duchy) Member of the Rhine Confederation (1806-1813) French allied. Union of the territories of Nassau-Usingen and Nassau-Weilburg. The contingent it was to provide to the Empire was 8000 strong. Line Infantryman 18 4 2 Musket Reluctant Jaeger Officer 70 3 2 Sword, Pistol Light, Leader Jaeger NCO 66 3 2 Musket, Sword Light, NCO Jaeger 33 4 2 Musket Light Mounted Jaeger 32 4 2 Sword, Carbine Mounted, Green 18

Saxony (Kingdom of) Member of the Rhine Confederation (1806-1813) French allied. The contingent it was to provide to the Empire was 20000 strong. Line Infantryman 22 4 2 Musket Wavering Line Grenadier 27 4 2 Musket Wavering, Strong Line Voltigeur 29 4 2 Musket Wavering, Light Jaeger Officer 70 3 2 Sword, Pistol Light, Leader Jaeger NCO 66 3 2 Musket, Sword Light, NCO Jaeger 42 4 2 Musket Light, Élan Guard Grenadier 40 3 2 Musket Steadfast Hussar 44 4 2 Sword, Carbine Mounted, Élan Chevau Lègere 35 4 2 Sword, Carbine Mounted Cuirassier 76 3 4 Sword, Carbine Mounted, Cuirass Garde du Corps 108 2 4 Sword, Carbine Mounted, Fear Westphalia (Kingdom of) Member of the Rhine Confederation (1807-1813) French allied. The contingent it provided to the Empire was 25000 strong. Line Infantryman 22 4 2 Musket Wavering Light Infantry 29 4 2 Musket Light, Wavering Jaeger Officer 62 4 2 Sword, Pistol Leader, Light, Élan Jaeger NCO 59 4 2 Musket, Sword NCO, Light, Élan Jaeger 33 4 2 Musket Light Guard Infantry Officer 60 3 2 Sword, Pistol Leader Guard NCO 56 3 2 Sword, Musket NCO Guard Grenadier 36 4 2 Musket Strong, Steadfast Guard Fusilier 30 4 2 Musket Steadfast Guard Jaeger Officer 70 3 2 Sword, Pistol Leader, Light Guard Jaeger NCO 66 3 2 Sword, Musket NCO, Light Guard Jaeger (Karabinier) 45 4 2 Rifle Light, Marksman Hussar 44 4 2 Sword, Carbine Mounted, Élan Chevau Lègere 39 4 2 Sword, Carbine Mounted, Scout Cuirassier 59 4 3 Sword, Carbine Mounted, Cuirass, Élan Garde du Corps 78 3 3 Sword, Carbine Mounted, Cuirass, Élan 19

Wurttemberg (Kingdom of) Member of the Rhine Confederation (1806-1813) French allied. The contingent it was to provide to the Empire was 12000 strong. Line Infantryman 26 4 2 Musket None Light Infantryman 33 4 2 Musket Light Jaeger Officer 62 4 2 Sword, Pistol Leader, Light, Élan Jaeger NCO 59 4 2 Musket, Sword NCO, Light, Élan Jaeger 42 4 2 Rifle Light, Élan Mounted Jaeger 35 4 2 Sword, Carbine Mounted Chevau Légere 39 4 2 Sword, Carbine Mounted, Scout Wurzburg (Grand Duchy of) Member of the Rhine Confederation (1806-1813) French allied. The contingent it was to provide to the Empire was 2000 strong. Line Infantryman 23 5 2 Musket Élan Dragoon 51 4 3 Sword, Carbine Mounted, Élan Other members of the Confederation were (and the number of troops they provided): Duchy of Anhalt-Bernburg (700) Duchy of Anhalt-Dessau (700) Duchy of Anhalt-Kothen (700) Duchy of Arenberg (4000) Principality of Hohenzollern-Hechingen (4000) Principality of Hohenzollern-Sigmarinen (4000) Principality of Isenburg-Birstein (4000) Principality of Leyen (4000) Principality of Liechtenstein (4000) Principality of Lippe-Detmold (650) Archbishopric of Mainz (in 1810 becomes part of the Grand Duchy of Frankfurt) (400) Duchy of Mecklenburg-Schwerin (1900) Duchy of Mecklenburg-Strelitz (400) Duchy of Oldenburg (800) Principality of Reuss-Ebersdorf (400) Principality of Reuss-Greiz (400) Principality of Reuss-Lobenstein (400) Principality of Reuss-Schleiz (400) Principality of Salm (4000) Duchy of Saxe-Coburg (2000 for all Saxe Duchies) Duchy of Saxe-Gotha (see above) 20

Duchy of Saxe-Hildburghausen (see above) Duchy of Saxe-Meiningen (see above) Duchy of Saxe-Weimar (see above) Principality of Schaumburg-Lippe (650) Principality of Schwarzburg-Rudolstadt (650) Principality of Schwarzburg-Sonderhausen (650) Principality of Waldeck (400) For all the above members, use the Line Infantry profile of the Duchy of Nassau. British allied. Dutch-Belgian Contingent 1815 (Waterloo Campaign) Dutch Line Infantryman 18 4 2 Musket Wavering, Green Belgian Line Infantryman 18 4 2 Musket Weak, Green Jaeger Officer 62 4 2 Sword, Pistol Leader, Light, Élan Jaeger NCO 59 4 2 Musket, Sword NCO, Light, Élan Belgian Jaeger 26 4 2 Musket Reluctant, Light Dutch & Belgian Militia 11 5 2 Musket Poor shot, Green Hussar 24 4 1 Sword, Carbine Mounted, Scout, Reluctant Light Dragoon 27 4 2 Sword, Carbine Mounted, Reluctant Carabinier 35 4 3 Sword, Carbine Mounted, Reluctant Foreign Regiments in French Service Vistula Legion 42 3 2 Musket Strong Swiss Regiments 34 3 2 Musket None Neuchatel Battalion 26 4 2 Musket None Irish Legion* 30 4 2 Musket Steadfast Tirailleurs du Po 44 3 2 Musket Marksman Hanoverian Legion 18 4 2 Musket Reluctant Portuguese Legion 15 4 2 Musket Wavering, Poor shot Croatian Regiments** 35 4 2 Musket Élan Dalmatian Regiments** 17 5 2 Musket None Illyrian Regiments** 17 5 2 Musket None * Enemy (British) ** Former Ally (Austrian) 21

Foreign Regiments in British Service Chasseurs Britannique* 21 4 2 Musket Unreliable Sicilian Fencibles 17 5 2 Musket None Calabrian Free Corps 21 4 2 Musket Wavering KGL** Infantry Officer 60 3 2 Sword, Pistol Leader KGL Infantry NCO 56 3 2 Sword, Musket NCO KGL Line Infantryman 40 3 2 Musket Steadfast KGL Sharpshooter Coys 60 3 2 Rifle Light, Marksman KGL Light Infantryman 44 3 2 Musket Light KGL Cavalry Officer 84 3 2 Sword, Pistol Leader, Élan, Mounted KGL Cavalry NCO 74 3 2 Sword, Carbine NCO, Élan, Mounted KGL Dragoon Officer 94 3 3 Sword, Pistol Leader, Élan, Mounted KGL Dragoon NCO 84 3 3 Sword, Carbine NCO, Élan, Mounted KGL Dragoon (1803-13) 64 3 3 Sword, Carbine Mounted, Strong KGL Light Dragoon 51 4 3 Sword, Carbine Mounted, Élan KGL Hussars (1813 ) 48 4 2 Sword, Carbine Mounted, Élan, Scout De Roll-Dillon Btn. (Swiss) 40 3 2 Musket Steadfast Other Swiss Regiments 21 4 2 Musket Weak * Enemy (French) **King s German Legion In British service. Hanover (Electorate of) Line Infantryman 18 4 2 Musket Green, Wavering Light Infantry Officer 62 4 2 Sword, Pistol Leader, Light, Élan Light Infantry NCO 59 4 2 Musket, Sword NCO, Light, Élan Light Infantryman 33 4 2 Musket Light Hussar 39 4 2 Sword, Carbine Mounted, Scout 22

French Allied. Italy (Kingdom of) Line Infantryman 26 4 2 Musket None Line Voltigeur 33 4 2 Musket Light Line Grenadier 32 4 2 Musket Strong Light Infantry Officer 70 3 2 Sword, Pistol Light, Leader Light Infantry NCO 66 3 2 Musket, Sword Light, NCO Light Infantryman 42 4 2 Musket Light, Élan Guard Grenadier 52 3 3 Musket Strong Guard Chasseur 44 3 3 Musket None Guard Velites 33 4 3 Musket None Dragoon 46 3 2 Sword, Carbine Mounted Cacciatore (Chasseur) 39 4 2 Sword, Carbine Mounted, Scout Guard of Honor 76 3 3 Sword, Carbine Mounted, Fear Guard Dragoon 56 3 3 Sword, Carbine Mounted Naples (Kingdom of) French allied until 1814, then allied with Austria and Great Britain. In 1815, at war against Austria (the Neapolitan War ). Line Infantry Officer 51 4 2 Sword, Pistol Uninspiring Leader, Élan Line Infantry NCO 51 4 2 Sword, Musket NCO, Élan Standard Bearer 26 3 2 Sword Reluctant, Flag Bearer Line Infantryman 13 5 2 Musket Poor Shot Line Voltigeur 18 5 2 Musket Poor Shot, Light Line Grenadier 17 5 2 Musket Poor Shot, Strong Light Infantry Officer 66 3 2 Sword, Pistol Uninspiring Leader, Light Light Infantry NCO 66 3 2 Sword, Musket Light, NCO Light Infantryman 33 4 2 Musket Light Guard Grenadier 42 3 2 Musket Strong Guard Marines 34 3 2 Musket None Guard Velites 27 4 3 Musket Poor Shot Lancer 39 4 2 Sword, Lance Mounted Cacciatore (Chasseur) 39 4 2 Sword, Carbine Mounted, Scout Guard of Honor 76 3 3 Sword, Carbine Mounted, Fear Guard Hussar 52 3 2 Sword, Carbine Mounted, Scout 23

In Allied service 1813-1815 Nassau Line Infantryman 23 4 2 Musket Green Jaeger Officer 70 3 2 Sword, Pistol Light, Leader Jaeger NCO 66 3 2 Musket, Sword Light, NCO Jaeger 30 4 2 Musket Light, Green Ottoman Empire Nizam-i-Jedid Officer 60 3 2 Sword, Pistol Leader Nizam-i-Jedid NCO 56 3 2 Sword, Musket NCO Nizam-i-Jedid Soldier 26 4 2 Musket None Standard Bearer 36 3 2 Sword Flag Bearer Drummer 16 3 1 None Musician Janissary Officer* 60 3 2 Sword, Pistol Leader Janissary NCO* 56 3 2 Sword, Musket NCO Janissary* 27 4 2 Sword, Musket Strong, Individualistic Janissary of the 39 th Orta* 27 4 2 Musket Light, Individualistic Guard Janissary* 60 3 3 Sword, Musket Steadfast, Strong, Individualistic Raya (Light Infantry) ** 38 4 2 Musket Light, Marksman Lagimcilar (Sapper) ** 29 4 2 Axe Engineer, Strong Irregular Officer*** 45 4 2 Sword, Pistol Leader Irregular NCO*** 42 4 2 Sword, Musket NCO Sekhan (Irregular) 17 5 2 Musket None Albanian Mercenary (Irregular) 22 5 3 Musket None Bedouin Militia (Irregular) 9 5 2 Obsolete Weapon Green Fellahin (Irregular) 8 5 2 Obsolete Weapon Unreliable Greek Mercenary (Irregular) 14 5 2 Musket Unreliable Cavalry Officer 68 3 2 Sword Leader, Mounted Cavalry NCO 62 3 2 Sword, Carbine NCO, Mounted Guard Suvarileri 74 3 3 Sword, Lance Mounted, Steadfast Suvarileri 62 3 3 Sword, Lance Mounted Sipahis 47 4 3 Sword, Lance Mounted Mamluk 63 3 3 Sword, Pistol, Javelin Mounted, Unpredictable, Running Blow Djellis 39 4 2 Sword, Lance Mounted, Scout, Unreliable Yoruk 32 4 2 Sword, Pistol Mounted, Scout, Unreliable * cannot be deployed together with Nizam-i-Jedid. ** can be deployed only if Janissary (or Guard Janissary) are present. *** can command only Irregulars. The Leader bonus does not apply to non-irregular models. See also the Appendix: The Ottoman Empire Army on page 30 24

British allied. Portugal (Kingdom of) Line Infantry Officer 51 4 2 Sword, Pistol Uninspiring Leader, Élan Line Infantry NCO 51 4 2 Sword, Musket NCO, Élan Line Infantryman (1808-09) 17 5 2 Musket None Line Grenadier Coy (1808-09) 21 5 2 Musket Strong Line Light Coy (1808-09) 22 5 2 Musket Light Line Infantryman (1810 on) 26 4 2 Musket None Line Grenadier Coy (1810 on) 32 4 2 Musket Strong Line Light Coy (1810 on) 33 4 2 Musket Light Cacadores* Officer 70 3 2 Sword, Pistol Leader, Light Cacadores* NCO 66 3 2 Musket, Sword NCO, Light Cacador* (up to 1809) 42 4 2 Musket Light, Élan Atirador* (1810 on) 47 4 2 Rifle Light, Élan Militia 14 5 2 Musket Unpredictable Loyal Lusitanian Legion** 23 4 2 Musket Light, Individualistic Light Dragoon 46 3 2 Sword, Carbine Mounted * Cacadores ( Hunters ) were the equivalent of Light Infantry. ** In 1811, the three battalions of LLL were incorporated into Cacadores. Saxony (Electorate of) Allied with Prussia until 1806. In the Jena campaign, Saxon troops disliked to be incorporated into a Prussian Corps. As a result, their conduct was mediocre. Guard Grenadier 26 4 2 Musket None Line Grenadier 27 4 2 Musket Unreliable, Strong Line Musketeer 21 4 2 Musket Unreliable Hussar 44 4 2 Sword, Carbine Mounted, Élan Light Cavalryman 35 4 2 Sword, Carbine Mounted Cuirassier 42 4 2 Sword, Carbine Mounted, Cuirass 25

French allied. Spain (King Joseph s) Line Infantry Officer 51 4 2 Sword, Pistol Uninspiring Leader, Élan Line Infantry NCO 51 4 2 Sword, Musket NCO, Élan Standard bearer 26 3 2 Sword Reluctant, Flag bearer Drummer 16 3 1 None Musician Line Infantryman* 18 4 2 Musket Unreliable, Green Light Company* 26 4 2 Musket Unreliable, Green, Light Guard Grenadier 41 4 2 Musket Élan, Strong Guard Tirailleur 33 4 2 Musket Light Guard Fusilier 26 4 2 Musket None Hussar or Chasseur 39 4 2 Sword, Carbine Mounted, Scout Lancer 39 4 2 Sword, Lance Mounted * Former Ally (Kingdom of Spain) British allied. Spain (Kingdom of) Line Infantry Officer 51 4 2 Sword, Pistol Uninspiring Leader, Élan Line Infantry NCO 51 4 2 Sword, Musket NCO, Élan Standard bearer 26 3 2 Sword Reluctant, Flag bearer Line Infantryman 15 4 2 Musket Wavering, Poor Shot Light Infantryman 29 4 2 Musket Wavering, Light Grenadier 32 4 2 Musket Strong Swiss Infantryman 21 4 2 Musket Wavering Walloon Guard 26 4 2 Musket None Neapolitan Infantryman 17 5 2 Musket None Militia 12 5 1 Musket None Partisan Commander* 68 4 2 Sword, 2 Pistols Leader, Élan Partisan Sub-Commander* 44 4 2 Sword, Pistol NCO, Élan Partisan with Musket 20 4 1 Musket Individualistic, Guerrilla Partisan with Pike 15 4 1 Pike Individualistic, Guerrilla Partisan with Primitive weapon 11 4 1 Primitive weapon Individualistic, Guerrilla Partisan with Blunderbuss 11 4 1 Blunderbuss Individualistic, Guerrilla Partisan with 2 Pistols 20 4 1 2 Pistols, Dagger Individualistic, Guerrilla Ambusher** 20 3 0 Dagger, Pistol Individualistic, Guerrilla, Ambusher Armed civilian 8 5 1 Primitive Weapon Civilian, Mob Priest with Sword*** 18 4 1 Sword Civilian, Fervor Priest with Musket*** 24 4 1 Musket Civilian, Fervor Guard Cavalryman 41 4 2 Sword, Carbine Mounted, Strong Dragoon 27 5 2 Sword, Carbine Mounted, Green, Élan Militia Cavalryman 25 5 1 Lance Mounted, Green, Élan, Scout Hussar or Cazador 25 5 1 Sword, Carbine Mounted, Green, Élan, Scout Lancer 36 4 2 Sword, Lance Mounted, Green * Can command only Partisans, Ambushers and Armed Civilians. The Leader bonus does not apply to others. ** maximum 2 per Squad, and only if a Partisan Commander is present. *** Maximum one Priest per squad. 26

Sweden (Kingdom of) The Swedish military system was divided in two categories: Indelta (territorial) and Varvade (enlisted), the first being roughly a permanent, self-paying reserve Army and the second a professional one made of paid soldiers. In peacetime, the Indelta soldiers were busy farming, while Varvade were used for garrison duty; in summer both had their period of military drill. Artillery was entirely Varvade, needing a higher level of professionalism. Sweden was part of the 3rd, 4th, 5th and 7th Allied Coalition against France, and a strong contingent was present in the Leipzig Campaign of 1813. Varvade Infantryman 23 5 2 Musket Élan Indelta Infantryman 20 4 2 Musket Poor Shot Finnish Jaeger 33 4 2 Musket Light Jaeger Officer (Varvade) 70 3 2 Sword, Pistol Leader, Light Jaeger NCO (Varvade) 66 3 2 Musket, Sword NCO, Light Jaeger (Varvade) 42 4 2 Musket Light, Élan Guard Officer (Varvade) 54 4 2 Sword, Pistol Leader, Élan Guard NCO (Varvade) 51 4 2 Musket, Sword NCO, Élan Guard Grenadier (Varvade) 33 4 3 Musket None Guard Infantryman (Varvade) 26 4 2 Musket None Guard Jaeger (Varvade) 41 4 2 Musket Light, Marksman Dragoon (Indelta) 42 4 3 Sword, Carbine Mounted Dragoon (Varvade) 38 4 3 Sword, Carbine Mounted, Wavering Carabinier (Indelta) 50 4 3 Sword, Carbine Mounted, Cuirass Hussar (Indelta) 44 4 2 Sword, Carbine Mounted, Élan Hussar (Varvade) 39 4 2 Sword, Carbine Mounted, Élan, Wavering Light Dragoon (Varvade) 35 4 2 Sword, Carbine Mounted Guard Cavalry (Varvade) 56 3 3 Sword, Carbine Mounted 27