4x6 18th Century Starter Set Units

Download as pdf or txt
Download as pdf or txt
You are on page 1of 4

BRITISH

SEA DOGS SKILL/SAVE RESOLVE


TRAINED Fight 6/6
Main Weapons: Pistols,
Standard Melee Weapons
Shoot 7/7 5
SAILORS | BRAWLERS | EXPERT ARTILLERY CREW

UNIT OPTIONS
• Unit may be upgraded to Veteran for 1 point per model.
• 1 out of 3 models may exchange Pistols for Blunderbusses at no cost.
• 1 out of 8 models may add Stinkpots or Firepots for 2 points per model
or may add Grenadoes for 4 points per model.
• Unit may exchange Pistols for Firelock Muskets for 4 points (not per
model).
• Entire unit may downgrade to only Standard Melee Weapons for -1
point per model. This option may not be taken if the unit is Inexperienced
or Veteran.

ABLE SEAMEN SKILL/SAVE RESOLVE


V E T E R A NS Fight 6/6
Main Weapon: Brace of Pistols,
Standard Melee Weapons Shoot 7/6 4
EXPERT SAILORS | EXPERT ARTILLERY CREW | BRAWLERS

UNIT OPTIONS
• Unit may be downgraded to Trained for -1 point per model.
• 1 out of 3 models may exchange Pistols for Blunderbuss at no cost.
• 1 out of 3 models may add Blunderbusses for 1 point per model.
• Unit may exchange Brace of Pistols for Firelock Muskets at no cost.
• If equipped with Firelock Muskets, unit may add Pistol Sidearms for 2
points (not per model).
• If equipped with Firelock Muskets, unit may add Plug Bayonets for 4
points (not per model).
• 1 out of 4 models may add Firepots or Stinkpots for 2 points per model,
or add Grenadoes for 4 points per model.
BRITISH
MAYNARD’S PIRATE HUNTERS
CORE SUPPORT
• Sea Dogs • Regulars
• Able Seamen • English Militia

FORCE SPECIAL RULES


• This Force adds +3 to determine the attacker in a scenario.
• All Trained and Veteran units in this Force gain the Hard Chargers
Special Rule.
• When Robert Maynard’s unit is activated, instead of spending
Command Points, any units aboard a ship that he is aboard may
immediately take a free Stand/Go Prone action. Until Maynard’s
unit’s next activation, prone units aboard his ship cannot be the
target of shooting attacks made using Small Arms.
PIRATES
PIRATES SKILL/SAVE RESOLVE
TRAINED Fight 7/7
Main Weapon: Brace of Pistols,
Standard Melee Weapons Shoot 7/7 6
SAILORS | ARTILLERY CREW | WAR CRY

UNIT OPTIONS
• Unit may be upgraded to Veterans for 1 point per model.
• Unit may add Buccaneer Guns for 1 point per model or exchange Brace
of Pistols for Buccaneer Guns at no cost. In either case, the unit also gains
the Ball & Shot Special Rule.
• 1 out of 3 models may add Blunderbusses at no cost.
• 1 out of 4 models may add Grenadoes for 4 points per model or may add
Firepots or Stinkpots for 2 points per model.

ROUNDSMEN SKILL/SAVE RESOLVE


VETERAN Fight 6/6
Main Weapon: Brace of Pistols,
Standard Melee Weapons
Shoot 7/6 5
EXPERT SAILORS | ARTILLERY CREW | WAR CRY

UNIT OPTIONS
• Unit may add Buccaneer Guns for 1 point per model or exchange Brace
of Pistols for Buccaneer Guns at no cost. In either case, the unit also gains
the Ball & Shot Special Rule.
• 1 out of 3 models may add Blunderbusses at no cost.
• 1 out of 4 models may add Grenadoes for 4 points per model or may add
Firepots or Stinkpots for 2 points per model.
PIRATES
BLACKBEARD’S MEN
CORE SUPPORT
• Pirates • Sea Dogs (English)
• Roundsmen • Marins (French)
• Marineros (Spanish)
• Zeelieden (Dutch)
• European Sailors (Unaligned)
• Pressed Men (Unaligned)
• Jamaican Privateers

FORCE SPECIAL RULES


• This Force adds +2 when determining the attacker in a scenario.
• If this Force is the attacker in an amphibious or sea scenario, it may
fly false colors to deceive the opposing force. Roll a d10 at the start
of each turn. On a 7+ the ruse is discovered and has no effect, so no
further rolls are made. Otherwise, no unit in this Force may be
attacked by any enemy units this turn unless a unit in this Force
attacks first or moves within 12” of an enemy unit.
• If this Force includes the Queen Anne’s Revenge ship or has 2 or
more ships, the Force gains Vendetta: All Nations Special Rule.
• If this Force is the attacker in a scenario, once per game the
controlling player may discard all the Activation Cards in their hand
and replace them with the same number of new cards without
spending a Fortune Point.

You might also like