République
15mm · 1D10 · Combat Calculator
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Affects every distance shown on this app (movement, skirmish range, hors-de-combat radius, artillery ranges when added).
Player Turn Sequence Rules
Maneuver
Artillery
Assaults
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).
Tap the unit's grade (left column) and current morale (right column).
| Unit grade | Rally Ratio | Current morale |
|---|---|---|
| Elite | 1 per 1 | Formed (0 M) |
| Veteran | 1 per 2 | Unformed (1 M) |
| Average | 1 per 3 | Rattled (2 M) |
| Green | 1 per 4 | Shaken (3 M) |
| Militia | 1 per 5 | Demoralized (4 M) |
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 class | Change target (1D10) |
|---|---|
| Energetic | 2+ |
| Proficient | 3+ |
| Cautious | 4+ |
| From ↓ To → | Advance | Hold | Pull back | Maneuver |
|---|---|---|---|---|
| Advancing | same | ROLL | ROLL | ROLL |
| Holding | ROLL | same | free | free |
| Pulling back | ROLL | free | same | free |
| Maneuvering | free | free | free | same |
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.
Movement Rules
| Mode | Foot | Horse |
|---|---|---|
| Normal | 10″ | 18″ |
| Assault bonus | +5″ * | +9″ |
* Dismounted cavalry & dismounted mounted infantry may not assault move.
| H | M | L |
|---|---|---|
| 1″ | 3″ | 5″ |
| Rough terrain | ×2 move cost |
| Rough + wheeled | ×3 move cost |
| Trained formation change | −2″ |
| Untrained formation change | −5″ |
| Each battery damage | −25% |
| Road column on road | ×2 (advanced rule) |
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.
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.
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.
| Attacker | 1M Hit (atk) | 2M Hit (atk) | Defender | Block (def) |
|---|---|---|---|---|
| Excellent | 5–8 | 9+ | Excellent | 2+ |
| Good | 7–9 | 10 | Good | 5+ |
| Adequate | 9, 10 | — | Adequate | 8+ |
| Poor | 10 | — | Poor | 10 |
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.
Assault Rules
Tap one cell in each column.
| Type | Cav weight | Grade | Current morale |
|---|---|---|---|
| Infantry | Armoured | Elite | Formed (0 M) |
| Cavalry | Heavy | Veteran | Unformed (1 M) |
| Medium | Average | Rattled (2 M) | |
| Light | Green | Shaken (3 M) | |
| Militia | Demoralized (4 M) |
| Type | Cav weight | Grade | Current morale |
|---|---|---|---|
| Infantry | Armoured | Elite | Formed (0 M) |
| Infantry square | Heavy | Veteran | Unformed (1 M) |
| Cavalry | Medium | Average | Rattled (2 M) |
| Artillery | Light | Green | Shaken (3 M) |
| Militia | Demoralized (4 M) |
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).
| Grade | P 1 | P 2 | P 3 | P 4 | P 5 |
|---|---|---|---|---|---|
| Elite | — | — | D | W | F* |
| Veteran | — | D | W | F | R* |
| Average | D | F | F | R | Rt* |
| Green | W | F | R | R | Rt* |
| Militia | F | R | Rt | Rt | Rt* |
| Untrained | R | Rt | Rt | Rt | Rt* |
* P 5 also triggers the division panic test. Legend: — none, D disengage, W withdraw, F fallback, R retreat, Rt rout.