4671 Universe

Unit Profiles

Core Stats

  • STR (Strength): how many hits a unit can take.
  • ATK (Attack): number of dice rolled to hit.
  • DEF (Defense): used for morale tests.
  • ARM (Armor): reduces hits taken.
  • SPD (Speed): movement per round.
  • RNG (Range): ranged attack distance.
  • MOR (Morale): base morale rating.

Unit Types (Expanded Baselines)

Line Infantry

STR 4 | ATK 3 | DEF 3 | ARM 1 | SPD 4 | RNG 4 | MOR 3 Tags: Line, Volley, Steady

Heavy Infantry

STR 5 | ATK 3 | DEF 4 | ARM 2 | SPD 3 | RNG 2 | MOR 4 Tags: Shieldwall, Slow

Guerrilla Squad

STR 3 | ATK 2 | DEF 2 | ARM 0 | SPD 5 | RNG 4 | MOR 2 Tags: Guerrilla, Ambush, Evasive

Trench Infantry

STR 4 | ATK 3 | DEF 4 | ARM 1 | SPD 3 | RNG 4 | MOR 3 Tags: Trenched, Suppression, Steady

Skirmishers

STR 3 | ATK 2 | DEF 2 | ARM 0 | SPD 5 | RNG 5 | MOR 2 Tags: Skirmish, Evasive

Archers / Rifle Line

STR 3 | ATK 3 | DEF 2 | ARM 0 | SPD 4 | RNG 6 | MOR 2 Tags: Volley, Fragile

Horse Archers

STR 3 | ATK 3 | DEF 2 | ARM 0 | SPD 6 | RNG 5 | MOR 3 Tags: Mounted, Skirmish, Flank

Light Cavalry

STR 4 | ATK 3 | DEF 3 | ARM 1 | SPD 6 | RNG 1 | MOR 3 Tags: Charge, Flank

Heavy Cavalry

STR 5 | ATK 4 | DEF 4 | ARM 3 | SPD 4 | RNG 1 | MOR 4 Tags: Shock, Slow

Shock Troops

STR 4 | ATK 4 | DEF 3 | ARM 1 | SPD 4 | RNG 2 | MOR 4 Tags: Shock, Breach

Armor / Tank

STR 5 | ATK 4 | DEF 4 | ARM 4 | SPD 4 | RNG 5 | MOR 4 Tags: Armor, Siege, Slow

Mechanized Infantry

STR 4 | ATK 3 | DEF 3 | ARM 2 | SPD 5 | RNG 4 | MOR 3 Tags: Mobile, Suppression

Artillery Battery

STR 3 | ATK 4 | DEF 1 | ARM 0 | SPD 2 | RNG 8 | MOR 2 Tags: Bombard, Setup

Siege Artillery

STR 3 | ATK 5 | DEF 1 | ARM 0 | SPD 1 | RNG 10 | MOR 2 Tags: Bombard, Siege, Setup

Anti‑Armor Team

STR 2 | ATK 3 | DEF 2 | ARM 0 | SPD 4 | RNG 5 | MOR 2 Tags: Anti‑Armor, Fragile

Anti‑Air Battery

STR 3 | ATK 3 | DEF 2 | ARM 1 | SPD 2 | RNG 6 | MOR 2 Tags: Anti‑Air, Setup

Air Wing (Fighters)

STR 3 | ATK 3 | DEF 3 | ARM 1 | SPD 8 | RNG 6 | MOR 3 Tags: Airborne, Intercept

Air Wing (Bombers)

STR 3 | ATK 4 | DEF 2 | ARM 1 | SPD 7 | RNG 8 | MOR 2 Tags: Airborne, Bombing

Drone Swarm

STR 2 | ATK 3 | DEF 2 | ARM 0 | SPD 7 | RNG 5 | MOR 2 Tags: Drone, Skirmish, Fragile

Naval Frigate

STR 5 | ATK 3 | DEF 3 | ARM 3 | SPD 5 | RNG 8 | MOR 4 Tags: Naval, Broadside

Naval Battleship

STR 6 | ATK 4 | DEF 4 | ARM 4 | SPD 3 | RNG 10 | MOR 4 Tags: Naval, Siege, Broadside, Slow

Submarine

STR 3 | ATK 3 | DEF 3 | ARM 2 | SPD 4 | RNG 6 | MOR 3 Tags: Submersible, Torpedo, Ambush

Marines / Boarding Teams

STR 3 | ATK 3 | DEF 3 | ARM 1 | SPD 4 | RNG 2 | MOR 3 Tags: Boarding, Assault

Engineers

STR 3 | ATK 2 | DEF 2 | ARM 1 | SPD 4 | RNG 2 | MOR 3 Tags: Build, Demolish

Tags (Expanded)

  • Line: +1 DEF when adjacent to another Line unit.
  • Volley: if no move, +1 ATK in ranged phase.
  • Skirmish: ignores 1 terrain penalty.
  • Guerrilla: gains +1 hit when attacking from Rough/Forest/Urban.
  • Ambush: if hidden, first attack gains +1 ATK.
  • Trenched: counts as Light Cover; may Entrench as a free order once per battle.
  • Charge: +1 ATK on first melee after moving.
  • Flank: +1 hit when attacking a side.
  • Shock: enemy tests morale on first hit.
  • Breach: ignores Fortified cover on first melee round.
  • Bombard: ignores one level of Cover once per battle.
  • Setup: cannot move and fire in same round.
  • Armor: reduces all incoming hits by +1 (stacks with ARM).
  • Anti‑Armor: ignores 1 ARM on armored targets.
  • Anti‑Air: +1 ATK vs Airborne targets.
  • Airborne: ignores terrain movement penalties; cannot be Entrenched.
  • Intercept: may attack an enemy Air unit during its strike.
  • Bombing: area attack; see Air Combat.
  • Drone: ignores morale tests; if destroyed, no morale chain.
  • Naval: must be on water zones; see Sea Combat.
  • Broadside: may target two adjacent water zones once per battle.
  • Submersible: cannot be targeted by non‑Naval units unless revealed.
  • Torpedo: +1 hit vs Naval.
  • Boarding: +1 ATK in ship‑to‑ship melee.
  • Mobile: ignores first move penalty from Rough.
  • Slow: SPD -1 on Rough terrain.

Era Overlays (Examples)

  • Primal: warbands replace line infantry; beast‑riders replace cavalry.
  • Medieval: knights = heavy cavalry; longbowmen = archers with Volley.
  • Victorian: rifle line replaces archers; artillery gains +1 RNG.
  • Pre‑Modern: trench infantry gains Cover; tanks replace heavy cavalry.
  • Modern: mechanized infantry ignores one terrain penalty; drones as skirmishers.
  • Apocalypse: raiders gain Guerrilla; scrap armor has low ARM.
  • Space: marines replace infantry; EVA units gain Airborne in zero‑g.