I was asked could I post the definitions of the characteristics. Read below: The bold writing are characteristics designed by other players or myself. The blue and the orange writing are characteristics that are the same but have a different name. Some of the characteristics I have not been able the find, you maybe able to fill in these missing spots. 3 SK:Battalions have Sk 3 instead of the usual 2 to reflect a battalion completely deployed as skirmishers in front of the brigade Acemilas:Movement is reduced to 4’’ (6’’ on roads). Aggressive: Units with this attribute never make an unfavourableElan Test to complete the move to contact in a charge or countercharge Alte Regiment:These units have an advantage (+2D6) in the settlement of combats. Archaic drill: These units can only move and assault in column. Archaic drilled troops cannot form square in any circumstance. Artillery Notions: Any French artillery unit which also has the characteristic of Guard and is within 4” from a unit with this ability rolls a FAVOURABLE saving roll. Artillerie de Marine (Naval Artillerymen): Any French artillery unit that is within 4” from a unit with this ability rolls a FAVOURABLE saving roll versus stand losses from fire. Bad powder:When a unit with Bad Powder throws a 4 in firing (not canister), it is counted as a 1. Bagpipes: Battle Cavalry: Any unit combating with the front of a Battle Cavalry unit must repeat successful throws unless it itself is considered Battle Cavalry. Bayonet: During a charge, these units ignore the initial stand lost when making an Elan Test to complete the move to contact, so this means that it must lose two stands from defensive fire before the Elan test becomes unfavourable. Bombard: Bombard artillery use double the normal dice when firing canister (6D6). All bombards can destroy buildings similar to Howitzers. Bombards will inflict normal hits on units in buildings. Brittle Morale:If his brigade is exhausted the unit is removed from play. Cavalry Battery: Cavalry batteries move at the 12” rate, just like cavalry, but only get two actions in each turn. And do not forget that they do not re-rolls failed DT for complex movement (they are not horse artillery) Cold blooded:Units repeat failed DTs to fire at point blank range when they are charged at, as long as they are in line. Column drilled: Column Drilled units are only allowed to charge while in column formation. Commander:Units receive the extra dice in combat and other advantages of attached generals, such as using the general´s discipline in DT´s or the general´s Valour for rallying. Converged Skirmishers: It was common for Swedish Line Infantry forces to collect the Jagers from the infantry battalions and combine them into Converged Jager battalions. To create an understrength battalion, you must detach two skirmisher stands from the Line Infantry Battalions (also removing their Jager attribute). To create a full strength battalion, you must detach four skirmisher stands. Battalions formed in this manner can be either part of a force from which the skirmishers are detached or they may also be declared as independent units. Alternatively, if there are at least two battalions formed in the army, they may be grouped into a force with a subcommander. Converged Jager Battalions may be deployed with the Obligatory, Optional, or Support units, even if they are detached from Reserve battalions. Doubtful Dependability: The first time a unit with this characteristic has to pass a Valeur or Discipline Test, roll 1D6. A score of 4 or less means the unit and all Doubtful Dependability units in the Force are considered Insecure /Raw, while a score of 5+ means they are Courageous /Raw. This applies for the duration of the battle. Elan:Units with this ability roll a FAVOURABLE Élan Test when they charge. Extended ZoC: The command and control distance for the commander is increase to 16”. Fearsome: Any unit charging a Fearsome unit to its front must pass a Morale Test based on its Valeur score before commencing the move to contact. If it fails, it cannot charge. Fieldworks: Instead of moving the unit may make a Discipline roll to create temporary field defences. Infantry behind fieldworks are ‘Protected’ from firing and are ‘Advantaged’ in combat. Cover is lost if the unit moves. Fire is Fickle: Each time a unit fires, subract 2 bases from it's total number of bases in order to calculate how many dice you need to roll before applying any other modifiers. For your freedom: The unit makes a favourable MT to counter attack. Field Fortifications: The battery is surrounded by fieldworks. Artillery that has this characteristic is similar to a square and has no flanks. Artillery in field fortifications must be in compressed formation (when firing at them. No need to reroll hits), they are “Protected” from fire (receive half the dice if fired at) and the attacker is at a “Disadvantage” when in combat (attacker roll half the number of dice) from the front and side but not from the rear of the fortification, unless it is an enclosed fortification. GebtKein Pardon:These units roll a favourable MT to counterattack in the combat phase. Grand battery: If an Artillery General is present, the army with this special rule may join two or more batteries, with a minimum of six bases, into a single Force. Having a large quantity of ammunition at their disposal, grand battery units repeat failed shots when they fire and the second results are taken as definitive. With regards to the number of Forces in the Army, a Grand Battery is considered a single force. The independent batteries which form it may only be commanded by the Artillery General and must always remain at 4” or less from other unit forming the Grand battery, and at 12” from the Artillery General. Grosse Bataillon: The extremely large Austrian battalions with the Grosse Battalion special rule roll favourable when performing saving rolls, even after having lost a base. Units with this characteristic may recover all close order bases eliminated during the battle, their rolls to do that are favourable. However, they are also hard to manoeuvre, so while in line all DTs required to make a movement or changing formation are unfavourable (only when DT is necessary to do that). Guard: Guard units throw a favourable MT to counterattack and never have to throw an unfavourable roll where their Valeur score is used; in these cases, a normal roll would be used. Half batteries: At the start of the game, the player may divide the battery in two half-batteries, each with 2 bases. Half-batteries count as independent units. Heavy Artillery: A Heavy Artillery battery throws an additional firing dice for each result of ‘6’ rolled when firing. Further results of ‘6’ in the second or consequent rolls permit additional throws. Hesitant: Aggressiveness factor of 1. Hidden Deployment: After your enemy has deployed his units on the table, you can deploy units with this special rule in his deployment zone as long as they are in a terrain feature (excluding hills) or out of the LOS of enemy units, and uncommitted. Holy Mother Russia: All Russian brigades are exhausted when they lose more than 50% of their units. Immobile: Immobile guns must be deployed on table at beginning of game. Cannot move or change facing. Horse artillery:Horse artillery repeat failed DT rolls for Complex moves. Impetuous:These forces must carry out a Breakthrough move after a victorious charge, even if they have no units within range. Indelta: Units with the Indelta special rule may make an ET to remain and fight if their force failed the Force Morale test. If the roll is successful, the unit remains and fights, if not, it is removed from play. In either case, the force is still exhausted. However, Indelta units also start all DT with a Disadvantage. Individual Fire: Firing dice are always only 1D6 per base regardless of whether the unit moved or not. Rolling to confirm hits if the unit moved in the movement phase. Irregulars: Irregulars always roll unfavourable ET ´s. In addition, they do not count for VP's and are automatically removed from any force that becomes exhausted. Jager: Units with this special rule eliminate an enemy General at 6” or less with a roll for casualties of Generals of 10+ instead of 11+ for 2D6 JägerVorhut: You can add up to two skirmish bases for +10 points each and the unit acquires the special rule “Jagers” La GardeRecule: The player who succeeds in eliminating or exhausting an enemy Force with at least one unit with this special rule gets two victory points instead of only one. Lancers: With each result of 6 in combat rolls, Lancers eliminate two bases instead of one. Le Mot de Cambronne: Forces containing units with this characteristic are not considered exhausted until all the units are eliminated. Lendulet: The unit’s Valeur count as BRAVE to counterattack Light Artillery: 12” range Light Cavalry: Light Cavalry units may evade charges from any other units. Light Cavalry Eastern: Light Cavalry units may evade charges from any other units and the roll is at an ‘advantage +2D6’. Light infantry: Light Infantry units can deploy part of their bases as skirmishers. To do this, a Light Infantry unit can generate up to two skirmisher bases before deployment, and attach them to the different infantry units within the army, as long as the units to which they are attached do not have more skirmishers than close order bases. A Light Infantry unit which deploys some of its soldiers as skirmishers becomes Understrength if it was previously of normal size and normal if it was previously over-strength. Light Infantry may not deploy skirmishers if it is Understrength. LekkaPiechota: Units with this ability are considered Light Infantry for movement, firing and combat purposes. (There were no light battalions in the army. Instead all infantry battalions were expected to be able to perform the role of light infantry) Limit Lt Infantry: Unlike other Light Infantry, Limited Light Infantry cannot share skirmishers with other units. Other than that, they fight and move as Light Infantry and can generate up to two skirmisher bases before deployment. Limited skirmishers: Line Drilled: Infantry units with this rule may not charge against the enemy if they are not in line except when crossing bridges Low Motiv: Roll unfavourable moral test when broken No skirmishers: Old enemies: When charging or counter attacking Russians, all Polish units make favourable MT rolls. (Note this rule does not apply for balance points games, but is only used for historical scenarios). Over strength: Units with this characteristic may recover all close order bases eliminated during the battle. They can also repeat failed saving rolls as long as they have all their close order bases on the table. Poorly equipped: When Poorly Equipped units throw a 6 in firing or combat rolls the score is counted as 1, as if their weapon had misfired or broken. Poor Horse arty: Due to lack of horses these units have only 2 actions per turn instead of 3. Preserve the Army: These units receive an Advantage for any DT to retreat when charged. Pro Gloria et Patria: These units roll a favourable DT to recover casualties. Rockets: Rockets are counted as Howitzers when firing at buildings and as artillery when firing at cavalry, infantry, or artillery units. When firing at infantry or artillery units, they always fire as Raw. Sappers: Eliminates the advantage of the defending unit in an assault on a building. Scurry: Scurrying units need to pass a MT to charge and must roll to evade if charged. These units evade enemy charges with successful favourable DT in the Combat Phase if they charged AND fall back out of the range of musket or canister fire if they are designated as a target in the Firing Phase, after any of those situations they are removed from play if they still engaged by any other enemy unit than the charging one at the end of the current Phase. Sharpshooter: Rolling for casualties of an enemy General at 6” from a unit which has the characteristic of Sharpshooter is 10+ instead of 11+ of 2D6 Skilled Horsemen: Fight at advantage against enemy cavalry when charging or countercharging. Stoic: These units roll to counterattack as if their Valeur were Brave. Stubborn: While in line formation, such infantry units may not Retreat from an enemy charge and all stubborn units roll a favourable MT to counterattack in combat Superior Lt cavalry: Units with this special rule are considered Battle Cavalry only when in combat against cavalry without the Battle Cavalry special rule. Tres Manu: Units repeat failed DTs to perform complex moves. Not for discipline tests in other situations (eg forming square as a charge reaction). Understrength: Understrength units cannot recover casualties at any time during the battle. Cavalry with this characteristic may not form in Ordre Mince. Undisciplined: Fight at disadvantage against enemy infantry and artillery unless attacking flank or rear. Üstünsavaşçılar (Superior fighters): Units with this characteristic in melee against foot troops (infantry and artillery) units with this characteristic gain +2D6. Valeur up: Vertigen: Grenzers are treated as Light Infantry for fighting in terrain, but they cannot deploy skirmisher bases to other units. All Elan tests begin favourable if the Grenzers are in any terrain other than open. Viva Fernando:When charged, the unit have advantage to counterattack if his Valeur score is the same or superior to the charging enemy unit. Volley & charge: Units in line formation with this characteristic may immediately return a charge against an enemy unit which has not passed an Élan Test on charging them. The ‘volley and charge’ unit does not suffer any defensive fire nor passed an Élan Test to perform this charge, which is carried out outside the normal turn sequence and without physically moving any of the units involved. However, the ‘volley and charge’ unit cannot perform the reorganisation phase after settling the combat. The charging enemy unit is now being charged and must follow the normal steps, that is, an MT to continue in the combat as in a normal charge. Voltigeur: Forces with this special quality may opt to lose a skirmisher base instead of a close order base in the firing phase when fired at by muskets from the front. War&knife(Guerra y Cuchillo): Units with this ability have advantage (+2d6) when fighting in buildings or outskirts.