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Major Richard Sharpe; British, Senior Officer.

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Major Richard Sharpe 6” 5/3+ 4 5 3 3 6 3* 3 3

Equipment: Heavy cavalry sabre, Rifle. Special Rules: Mighty Hero, Chosen Man, Gutter Fighter, Bastard.
Heroic Actions: March, Strike, Defence, Accuracy, Challenge.

Sgt Patrick Harper; British, Irish, Officer, Sargent.

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Col Sgt Patrick Harper 6” 5/3+ 5 6 3 3 6 3 3 3

Equipment: Rifle with sword, Nock Gun, Infantry Sword Special rules: Bodyguard (Sharpe), Burly, God
Heroic Actions: March, Strength, challenge (NCOs). Save Ireland, Chosen Man.

Daniel Hagman, British.

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Rilfeman D. Hagman 6” 2/2+ 3 4 1 2 5 3 1 1

Equipment: Rifle and sword, Fine Powder. Special Rules: Accurate shot, Chosen Man
Heroic Actions: Accuracy.
Rifleman; British, Green Jacket.

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Rifleman 6” 3/3+ 3 4 1 1 4
Chosen Man 6” 4/3+ 3 4 1 1 5 1
Rifle Sgt 6” 4/3+ 4 4 2 2 5 1 - -
Rifle Officer 6” 4/3+ 4 4 2 2 5 2 1 1

Equipment: All: Rifle and rifle sword (bayonet). Special Rules: Rifleman: None
Officer: Light Cavalry Sabre, Rifle Chosen Man: Chosen Man
Sergeant: NCO
Rifle Officer: Junior Officer.

Redcoat; British, (Irish)

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Redcoat 6” 3/4+ 3 4 1 1 3
Redcoat Sgt 6” 4/4+ 4 4 2 2 4 1 - -
Redcoat Junior Officer 6” 4/4+ 4 4 2 2 4 2 1 1

Equipment: Redcoat: Musket and bayonet Special rules: None


Sergeant: Spontoon, Infantry Sword Sergeant
Officer: Infantry Sword, Pistol Junior Officer
Highlander, Redcoat, British (Highlander)

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Highlander 6” 4/4+ 4 4 1 2 5 - -
Highlander Sgt 6” 5/4+ 4 4 4 2 2 4 1 -
Highlander Junior Officer 6” 5/4+ 4 4 4 2 2 4 2 1

Equipment: Redcoat: Musket and bayonet Special rules: Cause Terror


Sergeant: Spontoon, Infantry Sword Sergeant, Cause Terror
Officer: Infantry Sword, Pistol Junior Officer, Cause Terror

Light Dragoon, British, Cavalry.

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Light Dragoon 6” 4/4+ 3 4 1 2 5 - -
Light Dragoon Sgt 6” 5/4+ 4 4 4 2 2 4 1 -
Light Dragoon Officer 6” 5/4+ 4 4 4 2 2 4 2 1

Equipment: Special Rules:


Light dragoon: Light Cavalry Sabre, carbine Gallop at everything
Light Dragoon Sgt: Light cavalry Sabre. Sergeant, Gallop at everything.
Light Dragoon Off: Light Cavalry Sabre, brace of pistols Junior Officer, Gallop at everything
Pierre Ducos. (French, Spy)

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Pierre Ducos 6” 2/5+ 3 3 1 2 3 3 3 3

Equipment: Brace of Pistols, Dagger. Special Rules: Intimidate, Spymaster, Hates Sharpe and Harper.
Heroic Actions: March, Accuracy. Inconspicuous.

Colonel Phillippe Leroux. (French, Imperial Guard)

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Phillippe Leroux 6” 6/3+ 5 5 3 3 5 2 2 2

Equipment: Klingenthal Sword Special rules: Imperial Guard, Treacherous


Heroic Actions: March, Fight, Strength, Challenge.

Brigadier Guy de Loup. (French, Loup Brigade)

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Guy de Loup 6” 5/4+ 5 5 3 3 5 3 3 2

Equipment: Light cavalry Sword, Brace of Pistols. Special Rules: Hates Sharpe, Cunning
Heroic Actions: Fight, Challenge,
French Line / Light Infantry.

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Fusilier 6” 3/4+ 3 4 1 1 3
Voltigeur 6” 3/3+ 3 4 1 1 4
Grenadier 6” 4/4+ 4 4 1 1 4
French Sgt 6” 4/3+ 4 4 2 2 4 1 - -
French Officer 6” 4/3+ 4 4 2 2 5 2 1 1

Equipment: Fusilier/Voltigeur/Grenadier: Musket and Bayonet Special rules: None


Sergeant: Musket and Bayonet Sergeant
Officer: Infantry Sword, Pistol Junior Officer

Dragoon, French, Cavalry.

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Dragoon 6” 4/4+ 3 4 1 2 5 - -
Dragoon Sgt 6” 5/4+ 4 4 4 2 2 4 1 -
Dragoon Officer 6” 5/4+ 4 4 4 2 2 4 2 1

Equipment: Special Rules:


Dragoon: Heavy Cavalry Sabre, carbine None
Dragoon Sgt: Heavy Cavalry Sabre, Carbine. Sergeant
Dragoon Off: Heavy Cavalry Sabre, brace of pistols Junior Officer
Most weapons have 2 strength values. The first is the strength up to the maximum range of the weapon, the second is for close range which is up to 1/3 of
the weapon’s range. (eg, a musket (range 18”) target within 6”)

Weapon Range Strength Special Rules Turns to reload


Pistol 6” 2/3 ACCW in first round of combat if loaded. 1
May fire twice at -1 to hit. May be used as ACCW in first 2
Brace of pistols 6” 2/3 2
rounds of combat (if loaded).
Blunderbuss * 2 Teardrop template, re-roll wounds. 3
Carbine 12” 2/3 1
Nock Gun 12” 3 Volley Gun (6). May not be
Musket 18” 3/4 1
Rifle 24” 3/4 Tap Load. 2
Artillery (ball) 72” 8 Artillery, Crew served 12
Artillery (canister) * 5 Teardrop Template. Crew Served 12

Artillery: See section on Artillery


ACCW: Additional Close Combat Weapon. Allows attackers to roll an extra dice to win a duel, (if the weapon is loaded). If they do use this dice the pistol is
considered empty until reloaded
Crew Served: Minus 1 from the number of turns required to reload for each crew man within 2” of the gun to a minimum of 3.
Tap Load: The rifle will count as a musket the next time it is fired. However tap loading only takes 1 turn to reload.
Volley Gun (x): Draw a line to the maximum range of the weapon, 2" wide. Any model under the line has the potential to be hit. Roll the number of dice
indicated in the brackets and perform in the way tests for them. Any that fail will hit the first obstacle (or enemy), continue until all dice have hit
something or there are no more targets
Special Rules:

Accurate shot: Once per shot, they may plus or minus 1 from in the way tests, or to hit horse or rider.

Chosen Man: Bodyguard for any officer that also has that special rule. Also for any model with the Chosen Man special rule and officer’s stand fast is
increased to 12” instead of 6”.

Gallop at everything: When a mounted model with this rule charges and wins a combat, they MUST overrun into another standing model if possible. This
combat is then fought. If this or subsequent combats are won by this model it must continue to overrun into combats but it will receive no bonus’ for
charging. This will continue until all the enemies are dead or prone or the model loses a duel. If no standing enemy models are in range the model may
consolidate 3” as normal. Note this rule cannot be used to charge prone models.

Gutter fighter: If this character decides to parry and wins the duel they may make a single attack with no weapon bonus’. This attack does however reduce
the target’s defence by 1

God Save Ireland: counts as a Senior Officer for Irish troops and for the purposes of the Chosen Men special rule.

Hates (x): character may call Heroic Challenge against the target in brackets for free. If in Heroic Challenge this model rerolls 1’s to wound.

Inconspicuous: May not be targeted unless nearest enemy model to firer/charger. Models may spend a point of might to target this character if they are
not the closest enemy.

Junior Officer: May take a section of up to 12 models. Stand fast range is 6”

Sargent: May take a section of up to 8 models. Stand Fast range is 3”.

Senior Officer: May take a section of up to 18 models. Stand fast range is 6”. Acts as a banner for models in 3”

Spymaster: While this miniature is alive and on the table the player may use 1 point of this character’s Will to reroll the priority dice at the start of the turn.

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