5. Fast Play EMPEROR

While main EMPEROR rules are best for Corps per player, many players prefer to play big battles head to head in short time.
So here is modified version for quick games, full battles with less than hour or two to play.

Main changes:

Turn time is 20 minutes instead of 10 minutes.
Basic Distance (BD) is 400 meters/yards instead of 200 meters/yards.

Previous Units with 4 bases and markers are now mounted on large single bases (preferrably magnetic) with frontage of one new BD.
60 x 30 mm bases are good.

These single-base Units are now Divisions or even Corps. No skirmish and screening Groups.
Infantry and Cavalry Units now both have four lives and virtually consist with up to 5 previous Units.
Cavalry loses his Horse Quality and weaponry Values, except Cuirasses.
Units have only two possible Formations - Battle Formation (Line) and Road Formation (Column).

Artillery Units disappeared and are merged with Divisions. One Division can hold up to 2 previous Batteries.
Batteries have Ammo for 3 turns. Batteries without Ammo returned to Artillery Park.
It is also possible to have Artillery Reserve with fresh Batteries for sending to Divisions.

Like Infantry before, Cavalry also stops now, when Battle Contact (distance up to 1 BD) with enemy is established, and need Charge Order to continue.

Brigade and Divisional Generals disappeared and
Chain-of-Command consist with only three levels: Commander-in-Chief; Corps Commanders; and link between them.
+1 to starting values in Command Tests.

Landscapes Protection/Permeability values are now only 0 or 1.

All previous optional rules disappeared.
No Bravery Test for Units, separated from Generals.
Defensive Fire and Bravery Tests before Charging disappeared.

Moving

Infantry Line's initial speed is 1 BD in Turn.
Pivoting up to 45 degrees in any direction takes 1 BD.
If there are one or some Landscapes Permeability 1 or standing friendly Unit on Unit's path: speed = speed/2.
If Drummer missing: speed = speed/2.

Infantry Column's initial speed is 2 BD, 3 BD on Roads.
Turning on move until 90 degrees is free. Turning more takes 1 BD.
If there are one or some Landscapes Permeability 1 or standing friendly Unit on Unit's path: speed = speed - 1.
If Drummer missing: speed = speed/2.

Cavalry Line's initial speed is 3 BD in Turn.
Pivoting up to 45 degrees in any direction takes 1 BD.
If there are one or some Landscapes Permeability 1 or standing friendly Unit on Unit's path: speed = speed - 1.
If Trumpeter missing: speed = speed - 1.

Cavalry Column's initial speed is 5 BD.
Turning on move until 90 degrees is free. Turning more takes 1 BD.
If there are one or some Landscapes Permeability 1 or standing friendly Unit on Unit's path: speed = speed - 1.
If Trumpeter missing: speed = speed - 1.

Reforming from Line to Column decreases Column speed for this Turn by 1 BD.
Column must have unused 1 BD after possible moving, for reforming to Line on any direction up to 90 degrees.
Column must have unused 2 BD after possible moving, for reforming to Line on any direction more than 90 degrees.
Unit may do only one reforming per Turn.

Artillery Fire.

Batteries inside Units must fire directly to front, when there is enemy's Unit in Battle Contact, or frontally up to 180 degrees, using one Ammo and throwing 1d10.
If target stand behind Protection, 1 is added to 1d10 result.

Firing table:

No Orders needed for firing or avoiding firing.

Skirmish Fire.

Infantry Units in Battle Formation provide Skirmish Fire, when enemy Unit is closer than 1 BD (Battle Contact).
But no skirmishing against the Front on enemy's Cavalry Unit.
To non-Frontal directions (Flanks, Rear) can be provided only one shot per Tur.
Number of d10 dices, used for Infantry Units Skirmish shots, determines by Unit's Type Value.
Every result "1" causes one Hit to enemy's Unit.

Charging, Salvos and Melee

Only Units in Battle Formation can Charge toward their Front.
Only Infantry Units in Battle Formation can give salvos toward their Front up to 1/2 BD.
On all other cases Units can only fight in Melee.
For Charge/Salvos and frontal Melee up to 2d10 Dices are used, but no more than Unit have Lives.
On all other cases Units can only use 1d10 in Melee.
Cavalry cannot Charge against Landscape Protection 1, but may fight Melee there, with (1) penalty.
Result of successful Salvos is Kill.
Result of successful Charges is usually Kill, but Hit, when Infantry Charges Cavalry and when Cavalry Charges standing Infantry in Front.
If Infantry initiated Charge against to Front of Cavalry, Infantry moves and Cavalry uses Kill results.
Protection Value worses Charge and Salvo throwing results.

Bravery Tests

The only Modifiers in Bravery Tests is now:
- Bonus from Fame of Generals in ranks of Division.
- Protection bonus, Protection + Permeability.
- Uncovered Flank penalty for unprotected Infantry against cavalry (1).
- Penalty for being Charged from Flanks or Rear (1).

Units with more than 2 lives may once per Turn reroll failed Bravery Tests.