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American Revolutionary War Soldiers

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dugfromthearth
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American Revolutionary War Soldiers

Post by dugfromthearth »

I'm not sure that points matter for minions, but please check them.

REVOLUTIONARY WAR SOLDIERS

These are soldier types available in the American Revolutionary War. An emphasis has been made on differentiation of types rather than strict historical accuracy. Note that these are all normally in formations and should use the gang rules for fighting.

PAPER UNITS

The official oranization of military units on both sides was the regiment. A British regiment is formed of 10 companies: 8 Redcoats, 1 Grenadier, 1 Fusilier. A Rebel regiment is formed of 10 companies of contientals. A company contains 40-45 men. The terms regiment and battalion are essentially interchangable as each regiment contained 1 battalion.

Cavalry regiments are not uniform. They usually consist of 6-7 troops which can be either of dragoons or hussars. A troop consists of around 40 men.

The Americans also had assorted independent companies and troops primarily of militia and rangers.

LEGIONS
Aside from the few large armies which consisted of multiple regiments, forces were organized into legions which consisted of companies and troops selected from various units to create a mixed force of cavalry and infantry.

BRITISH

Redcoat 5pts
B1 A1 M1
20 Hits/10 Soak Attack 14 / Defend 7
Weapon Technique +1 hit, [Enhancement: all weapons] (2), Rapid Reload (2), Mind Shield 1 (1)
Musket: Range 20, Ammo 1, Dmg x4, Long Reload
Bayonet: Dmg x3, Reach 2
Skills: Athletics (Running), Military (Tactics)

The redcoats are the main British infantry, equipped with muskets and expected to form a line.

Grenadier 7pts
B2 A1 M1
30 Hits/20 Soak Attack 14 / Defend 7
Weapon Technique +1 hit, [Enhancement: all weapons] (2), Rapid Reload (2), Mind Shield 1 (1)
Musket: Range 20, Ammo 1, Dmg x4, Long Reload
Bayonet: Dmg x3, Reach 2
Grenade: Range 10, Dmg x4, Medium Burst
Skills: Athletics (Running), Military (Tactics)

Grenadiers are the biggest and strongest men chosen to form an elite unit for assaults.

Fusilier 6pts
B1 A1 M1
20 Hits/10 Soak Attack 14 / Defend 7
Weapon Technique +1 hit, [Enhancement: all weapons] (2), Rapid Reload (2), Fleet of Foot (1), Mind Shield 1 (1)
Fusil: Range 10, Ammo 1, Dmg x4, Long Reload
Bayonet: Dmg x3, Reach 2
Skills: Athletics (Running), Military (Tactics)

Fusiliers are light infantry. The fusil is a light version of the musket and they are trained to run faster and travel over long distances. Fusilier companies are often assigned to legions with cavalry to make for rapid movement forces.

Dragoon 4pts
B1 A1 M1
20 Hits/10 Soak Attack 14 / Defend 7/21
Weapon Technique +1 hit, [Enhancement: all weapons] (2), Martial Arts Mastery: Defensive (1), Mind Shield 1 (1)
Fusil: Range 10, Ammo 1, Dmg x4, Long Reload
Saber: Dmg x2
Skills: Ride (Gallop), Military (Tactics)

Dragoons are considered mounted infantry although they can fight either mounted or dismounted. They carry light guns (technically carabines but treat as a fusil) as well as sabers.

Hussars 6pts
B1 A2 M1
20 Hits/10 Soak Attack 21 / Defend 14/28
Weapon Technique +1 hit, [Enhancement: all weapons] (2), Martial Arts Mastery: Defensive (1), Mind Shield 1 (1)
Pistol: Range 5, Ammo 1, Dmg x3, Long Reload
Saber: Dmg x2
Skills: Ride (Control/Gallop), Military (Tactics)

Hussars are elite cavalry intended to charge their foes. While they carry pistols they prefer to fight at close quarters with their sabers.

Loyalist: remove Mind Shield 1
Loyalists are colonists who remain loyal to the Crown and who have formed into British units. The loyalists are equipped and trained like the regulars and have the same unit types, but they are not as well disciplined and lack the Mind Shield of regulars. Loyalists make up 1/3 of the British forces.

HESSIAN

Hessians are German troops (mostly from Hesse) who have been hired as mercenaries to fight for the British. They are particularly hated by the colonists. Hessian companies and troops are used wherever needed, they make up 1/3 of the British forces.

Musketeer 4pts
B1 A1 M1
20 Hits/10 Soak Attack 14 / Defend 7
Weapon Technique +1 hit, [Enhancement: all weapons] (2), Rapid Reload (2)
Musket: Range 20, Ammo 1, Dmg x4, Long Reload
Bayonet: Dmg x3, Reach 2
Skills: Athletics (Running), Military (Tactics)

Standard line infantry, not as well disciplined as the British regulars.

Grenadier 6pts
B2 A1 M1
30 Hits/20 Soak Attack 14 / Defend 7
Weapon Technique +1 hit, [Enhancement: all weapons] (2), Rapid Reload (2)
Musket: Range 20, Ammo 1, Dmg x4, Long Reload
Bayonet: Dmg x3, Reach 2
Grenade: Range 10, Dmg x4, Medium Burst
Skills: Athletics (Running), Military (Tactics)

Elite grenadier infantry, not as well disciplined as the British regulars.

Hussars 5pts
B1 A2 M1
20 Hits/10 Soak Attack 21 / Defend 14/28
Weapon Technique +1 hit, [Enhancement: all weapons] (2), Martial Arts Mastery: Defensive (1)
Pistol: Range 5, Ammo 1, Dmg x3, Long Reload
Saber: Dmg x2
Skills: Athletics (Running), Ride (Gallop), Military (Tactics)

Elite cavalry, not as well disciplined as the British regulars.

Jagers 9pts
B1 A2 M1
20 Hits/10 Soak Attack 21/7 /Defend 7
Weapon Technique +1 hit, [Enhancement: all weapons] (2), Martial Arts Mastery: Defensive (1), Fleet of Foot (1), Rapid Reload (2), Skillful (1)
Rifle: Range 40, Ammo 1, Dmg x4, Very Long Reload
Saber: Dmg x2
Skills: Athletics (Running), Ride (Gallop), Stealth (Hiding), Military (Tactics), Outdoors (Direction Sense)

Elite light infantry. Raised from German hunters ("jager" means "hunter"), they can move quickly on foot, ride, shoot rifles, and fight with sabers. They are rare units.

REBELS

Continental 6pts
B1 A1 M1
20 Hits/10 Soak Attack 14 / Defend 7
Weapon Technique +1 hit, [Enhancement: all weapons] (2), Rapid Reload (2), Fleet of Foot (1), Skillful (1)
Musket: Range 20, Ammo 1, Dmg x4, Long Reload
Bayonet: Dmg x3, Reach 2
Skills: Athletics (Running), Stealth (Hiding), Military (Tactics), Outdoors (Direction Sense)

Disciplined line infantry drilled in the European style ("continental" meaning like Europe). These are the elite of the rebel army, so they do not have elite Grenadier and Fusilier companies. Continentals are found in the armies and a few in the legions but not elsewhere. While not rare, they are a small part of the rebel force.

Light Dragoon 4pts
B1 A1 M1
20 Hits/10 Soak Attack 14 / Defend 7/21
Weapon Technique +1 hit, [Enhancement: all weapons] (2), Martial Arts Mastery: Defensive (1), Mind Shield 1 (1)
Pistol: Range 5, Ammo 1, Dmg x3, Long Reload
Saber: Dmg x2
Skills: Ride (Gallop), Outdoors (Direction Sense)

Rebel cavalry, usually raised as local volunteers with horses. These are rare units.

Militia 2pts
B1 A1 M1
20 Hits/10 Soak Attack 14/7 /Defend 7
Weapon Technique +1 hit ranged weapons (1), Fleet of Foot (1)
Musket: Range 20, Ammo 1, Dmg x4, Long Reload
Club: Dmg x2
Skills: Stealth (Hiding), Outdoors (Direction Sense)

Poorly trained locals with muskets. Capable of shooting accurately but slowly as they have not learned combat drills. They do not carry bayonets and are not trained in melee combat - they tend to flee if charged. Militia are everywhere, but usually not raised. Any town can raise a militia force if there is someone to rally it.

Rangers 3pts
B1 A1 M1
20 Hits/10 Soak Attack 21/7 /Defend 7
Weapon Technique +2 hit ranged weapons (2), Fleet of Foot (1)
Rifle: Range 40, Ammo 1, Dmg x4, Very Long Reload
Club: Dmg x2
Skills: Stealth (Hiding), Outdoors (Direction Sense)

Frontiersmen and soldiers patrolling the frontier, Rangers are expert riflemen and hunters. In the western mountains (the Appalachians) and along the Great Lakes they are common, in the colonies they are rare.

Pistol: Range 5, Ammo 1, Dmg x3, Long Reload
Fusil: Range 10, Ammo 1, Dmg x4, Long Reload
Musket: Range 20, Ammo 1, Dmg x4, Long Reload
Rifle: Range 40, Ammo 1, Dmg x4, Very Long Reload
Long Reload: Weapons with this limitation take an action to reload.
Very Long Reload: Weapons with this limitation take two actions to reload.

Grenade: Range 5/10, Dmg x4, Medium Burst

Bayonet: Dmg x3, Reach 2

Rapid Reload 2pts
This intense training power allows you to reload a Long Reload weapon instead of moving, so it does not take an action. Reloading a Very Long Reload weapon requires not moving and spending an action using Rapid Reload.
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Dustland
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Post by Dustland »

Pretty cool. One thing to keep in mind (no pun intended), I don't think normal folks can have Mind Shield. I'd allow it (or at least Boost: Mind), but someone might complain.

Still a cool read. Are you going to run a supers game set during the American Revolution?
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dugfromthearth
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Post by dugfromthearth »

In theory I am working on a module of it. What I'm not sure of is how tough soldiers will be, I've never faced gangs of minions. So I'm not sure if a group of 5 will mow down a 20pt hero or not.
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Post by Dustland »

From my experience, a moderately to well built 20 pt hero will trounce a small group of minions armed with "normal" weapons. (I'd suggest pulling out the dice and running through a few battles) It's when you start introducing minions that do other things than attack and get attacked that things get interesting. If one or more of the minions are able to immobilize or daze the hero, it makes things tricky for instance. Also a good combo of ranged and melee attacks makes the character think a bit (the occasional cannon barrage too!)

Trying to work those powers into a line army's repertoire would be difficult without stretching believability too far. I don't think a "flash bang" type grenade would be out of the question (Daze attack) and an occasional cavalryman with a whip or a net could throw out an immobilizing attack.

Just something to think about.
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BeardedDork
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Post by BeardedDork »

It would be absolutely reasonable to give cannons daze with the repel enhancement in addition to thier damage, cannon-fire was by all accounts terrifying and demoralizing more than it was actually effective at killing troops.
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dugfromthearth
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Post by dugfromthearth »

I haven't considered cannon's yet as I'm not familiar with the vehicle rules (since that's how they do WWII cannon).

I want the army to be a threat to heroes - so they don't just charge 100 enemy soldiers and wipe them out. The idea is for the heroes to have to work around the armies.
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