Great Powers

Unit

Unit Type

Weapon

Hand-to-Hand Value

Shooting Value

Morale Value

Stamina

Special

Marines

Infantry

Bolt Action Rifle

7

4

4

4

Steady, Elite

German Naval Infantry

Infantry

Bolt Action Rifle

6

3

4

3

Steady

Machine Guns

Artillery

Machine Gun

1

Special

4

1

Steady

Askari

Infantry

Bolt Action Rifle

6

2

5

3

 Steady

Field Guns

Artillery

Rifled Artillery

1

3-2-1

4

1

Steady

Dismounted Cav

Infantry

Bolt Action Carbine

5

3

3

3

Steady

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 














Battalion Command 8/1/+1

 

 

 

 

 

 

 

 

 

Divisional 8/+1

Divisional 8/+1

Divisional 7/0

 

 

2 Marine

2 Marine

2 Dismounted Cav

 

 

2 Machine Guns

1 Field Gun

1 Field Gun

 

 

 

 

 

 

 

Chinese

Unit

Unit Type

Weapon

Hand-to-Hand Value

Shooting Value

Morale Value

Stamina

Special

Boxer’s

Warband

Mixed Weapons

7

1

4

4

Wavering, Fanatics

Foot Artillery

Artillery

Smoothbore Artillery

1

3-2-1

4

2

 

Boxer Rifles

Warband

Breech-loading Rifles

5

2

5

3

Skirmish

Imperial Infantry

Infantry

Bolt Action Rifle

6

4

4

4

Steady

Fanatics

Warband

Fists

8

0

4

4

Fanatics, Brave

Tigers

Warband

Swords

7

0

4

4

Tough Fighters

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 











Boxer Command ?/1/+1

 

 

 

 

 

 

 

 

 

Divisional 8/1

Divisional 8/1

Divisional 8/1

 

 

3 Warband

3 Warbands

1 Fanatics

 

 

1 Boxer Rifles

1 Boxer Rifles

1 Boxer Rifles

 

 

1 Smoothbore Artillery

1 Smoothbore Artillery

2 Tigers

 

 

 

 

 

 

 

 

 

 

 

 

Steady Automatically pass first break test

Reliable +1 command

Elite Overcome Disorder Dice Roll

Marauders Ignore Distance Modifiers for Command

Skirmishers May adopt skirmish formation

Fanatics The unit can re-roll all failed hand-to-hand combat attacks in the first round of each and every combat when it charges or countercharges. Charged target must make a Break Test after charger finishes movement

Tough Fighters The unit can re-roll a single failed hand-to-hand combat attack in each turn of hand-to-hand combat

Wavering When unit is shaken roll a die. On a 1 or 2 the unit is removed

Brave Shaken units Rally without an order. Rally on a 4+