République

Settings

Saved to this device's local storage and remembered between visits.

Scale

Affects every distance shown on this app (movement, skirmish range, hors-de-combat radius, artillery ranges when added).

Mode
Accent colour
Player Turn Sequence Rules
Rally Rules

First action of the Command phase. Roll 1D10, apply modifiers, divide by the unit's Rally Ratio = M hits removed. Negative result adds M hits instead. Leftover points carry over via Rally In Place (RIP, tracked on a d6 next turn).

Some modifier values below are placeholder estimates until the leader-rating + casualty-% rows are read precisely off the chart.

Tap the unit's grade (left column) and current morale (right column).

Unit gradeRally RatioCurrent morale
Elite1 per 1Formed (0 M)
Veteran1 per 2Unformed (1 M)
Average1 per 3Rattled (2 M)
Green1 per 4Shaken (3 M)
Militia1 per 5Demoralized (4 M)
Leader rating bonus
Rally die modifiers
Saved RIP points carried over (0–6 from last turn's leftover)
Ratio
Orders Rules

A division rolls on this chart only when it wants a change in action that appears in the Change (From → To) table below. Repeating last turn's action is free. The target is keyed on the divisional commander's leader class — not the troop grade. Same target for any change.

Tap the divisional commander's leader class below.

Leader classChange target (1D10)
Energetic2+
Proficient3+
Cautious4+
Change (from → to) matrix
From ↓   To →AdvanceHoldPull backManeuver
AdvancingsameROLL ROLL ROLL
HoldingROLL samefreefree
Pulling backROLL freesamefree
Maneuveringfreefreefreesame

ROLL — needs the test above.   free — no roll, just declare.   same — repeating, no change.   × — forbidden transition.
The "free" cells are inferred from "any transition not listed is free". Tell me which cells should flip to forbidden (×) and I'll patch the matrix — my rules text doesn't enumerate them.

Modifiers
Division morale state (informational — no effect on the Republique maneuver roll)
Pass
Movement Rules
Base distance (inches)
ModeFootHorse
Normal1018
Assault bonus+5″ *+9

* Dismounted cavalry & dismounted mounted infantry may not assault move.

Artillery prolong
HML
135
Modifiers
Rough terrain×2 move cost
Rough + wheeled×3 move cost
Trained formation change2
Untrained formation change5
Each battery damage−25%
Road column on road×2 (advanced rule)
Moving unit's morale state
Quick calculator

Compute effective move distance from base allowance and applied modifiers. Note: an assault move imposes one morale hit at end of turn (fatigue) — not applied to the distance, but worth tracking on the unit.

Effective Move
Artillery Rules

Resolved during the Artillery phase. Find the cell from battery type × range, shift it left/right per column modifiers, roll 1D10 + die-roll modifiers and apply column drift. The final cell is the result (M / B hits). Joint fire result applies to the whole group, not per battery. Packed targets take doubled hits.

Battery type
Range to target
Column modifiers (shift cell L / R)
Bases firing (1 = solo; 2+ engages joint battery fire — L 1 col per base + 1 die roll)
Die-roll modifiers
Firing battery morale (−1 die roll per M hit · Demoralized = silenced)
Target unit's current morale
Battery silenced — a Demoralized artillery unit may not fire. Rally the battery (or replace the leader) before this section is rollable again.
Pre-drift
Skirmish Fire Rules

Deploy / attack range 3″. Each attacking marker is opposed by one defending marker (if any in range); a defender that successfully blocks is committed for the turn and may not also attack. A single fire roll can score 0, 1, or 2 morale hits depending on roll value vs the attacker's skirmisher quality. M hits on a Demoralized target become P hits.

Tap the Attacker and Defender cells in the rows below to choose each side's skirmisher quality.

Attacker1M Hit (atk)2M Hit (atk)DefenderBlock (def)
Excellent5–89+Excellent2+
Good7–910Good5+
Adequate9, 10Adequate8+
Poor10Poor10
Target unit's current morale
Attacking skirmishers
Defending skirmishers
Hors de Combat (2D10) Rules

After Artillery and Assault phases. Roll 2D10 — only doubles matter. Modifiers raise the effective face of each die. Casualty if doubles ≥ 6.

Mod / die +0
Casualty on doubles whose modified face ≥ 6
Die 1
Die 2
Assault Rules
Assault type (determined by attacker's start range)
Attacker — type, grade & morale

Tap one cell in each column.

TypeCav weightGradeCurrent morale
InfantryArmouredEliteFormed (0 M)
CavalryHeavyVeteranUnformed (1 M)
MediumAverageRattled (2 M)
LightGreenShaken (3 M)
MilitiaDemoralized (4 M)
Attacker bases (1–8)
Attacker B + P hits this turn (0–8) (−1 per hit)
Defender — type, grade & morale
TypeCav weightGradeCurrent morale
InfantryArmouredEliteFormed (0 M)
Infantry squareHeavyVeteranUnformed (1 M)
CavalryMediumAverageRattled (2 M)
ArtilleryLightGreenShaken (3 M)
MilitiaDemoralized (4 M)
Defender bases (1–8)
Defender B + P hits this turn (0–8) (−1 per hit)
Defender cover
Use chart column:
Roll assault
Attacker
Defender
Panic Rules

Cross-reference the unit's troop grade against the number of P hits it has taken this round. Tap the cell to see the reaction the unit must take. At P 5 the division also takes a division-wide panic test (per rules §6.0).

Reaction values below are placeholder estimates — the chart is too dense for me to OCR confidently. Tell me each cell's actual value and I'll patch the data.
GradeP 1P 2P 3P 4P 5
EliteDWF*
VeteranDWFR*
AverageDFFRRt*
GreenWFRRRt*
MilitiaFRRtRtRt*
UntrainedRRtRtRtRt*

* P 5 also triggers the division panic test. Legend: — none, D disengage, W withdraw, F fallback, R retreat, Rt rout.

Army Notes Rules