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Chapter 6: Seventy-Two Days 1871

Units

Every unit both sides can field in this chapter, with the game's description and its base numbers. In play the price moves with Opinion, and for the Law with low Legitimacy; upgrades change some numbers too.

Chapter 6: Seventy-Two DaysSealed so it does not spoil the story for you.Break the seal

The Revolution

Faubourg Crowd

Federation

Strength 3. +5 Unrest per turn. Can riot and join assaults.

Cost (Influence)
40
Upkeep
2
Strength
3
Stealth
0
Move
1

Federal Battalion

Federation

Strength 4, +1 behind a barricade. A National Guard battalion of the Federation.

Cost (Influence)
55
Upkeep
3
Strength
4
Stealth
0
Move
1

Montmartre Cannon

Federation

Strength 7. Six at most in a level.

Cost (Influence)
100
Upkeep
5
Strength
7
Stealth
0
Move
1
  • At most 6 at a time

Women's Union Ambulance

Clubs and committees

Move 2. Restores 1 Strength a turn to your units in its district. Opinion +1 per turn.

Cost (Influence)
40
Upkeep
2
Strength
0
Stealth
0
Move
2

Council Delegate

Council minority

Stealth 1. Services in its district cost 2 instead of 5.

Cost (Influence)
50
Upkeep
2
Strength
0
Stealth
1
Move
1

The Law

Versailles Regiment

Versailles army

Strength 6, +1 for every district retaken (up to +3). Recruited at the west edge.

Cost (Treasury)
70
Upkeep
4
Strength
6
Stealth
0
Move
1

Siege Battery

Versailles army

Strength 10, no Move. Only at the west edge. Shells districts up to 2 away. Violence +3 a shot.

Cost (Treasury)
140
Upkeep
6
Strength
10
Stealth
0
Move
0

Gendarmerie

Gendarmerie

Strength 3, Move 2. −10 Unrest per turn: holds retaken districts.

Cost (Treasury)
45
Upkeep
3
Strength
3
Stealth
0
Move
2

Agent Inside

Agents inside

Stealth 3, Move 2. Reveals 30% per turn. Can bribe a Battalion commander (25%) and sabotage supplies.

Cost (Treasury)
35
Upkeep
2
Strength
0
Stealth
3
Move
2

Line infantry

Versailles army

Strength 4. The government's garrison of Paris, tired and unpaid.

Cost (Treasury)
60
Upkeep
4
Strength
4
Stealth
0
Move
1

Named targets

Héloïse Marchand

A schoolteacher in a red scarf, running an ambulance in Belleville.

Strength
0
Stealth
2
Move
1
  • Only in “The Bloody Week”

Interlude 6

After the finale of chapter 6: Seventy-Two DaysSealed so it does not spoil the story for you.Break the seal

Raoul

Twenty, a mechanic who can make any engine run.

Strength
0
Stealth
3
Move
1

Sûreté inspectors

Strength 2. Reveal 25% per turn, more once fingerprints are on file.

Cost (Treasury)
45
Upkeep
0
Strength
2
Stealth
1
Move
1

The car

A stolen Delaunay-Belleville.

Strength
0
Stealth
2
Move
1

Police roadblock

Strength 3. Reveals 25% per turn.

Cost (Treasury)
35
Upkeep
0
Strength
3
Stealth
0
Move
1