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Quick Reference

ACTIONS ATTACKS WEAPON BONUSES (5 SWORDS)


• Move 6” (Cavalry 9”) Strike Avoid Damage
Strike Roll: Test of Aim
• Move 3” and Shoot (Cavalry 6”) Hindered: each -1 dice Katana Deep Cut Quick Jab Follow Up
• Charge 6” and melee attack (Cavalry 9”) 2-3 warriors in group: +1 dice Paired Swords Twin Strike Quick Jab Follow Up
• Avoid – reaction to an enemy attack Melee target knocked to the ground: +1 dice Spear Impale Quick Jab Follow Up
• Cautious Move 3” and gain Shooting vs groups: +1 dice Naginata Quick Jab Counter Strike Move Up
• Get to feet and move 3” Higher ground: +1 dice Heavy Club Stun Quick Jab Follow Up
• Reload – remove Melee weapons (cavalry)
Heavy Sword Deep Cut + Fearsome Blow – Follow Up
vs daggers (infantry): +1 dice
• Random Movement – 2D6” Staff Quick Jab Backhand Strike Follow Up
Naginata (infantry) vs cavalry: +1 dice
Unaware target: +1 dice Bow Fast Shot Quick Jab Move Up
MOVEMENT MODIFIERS Melee fail = attacker forced back 1” Musket Fast Shot Quick Jab –
Per warrior or terrain hindering charge: -1”
Thrown Weapon Reposition Quick Jab Follow Up
Crossing low barrier: -1” Avoid Roll: Test of Agility
Dagger/Short Sword Quick Jab Quick Jab Follow Up
Climbing through a window: -1” Unarmoured: +1 dice
Defended position: +1 dice Vs shooting attack – Move Up –
Rough terrain: maximum 3”
Spears (infantry) vs cavalry: +1 dice

LOSING NERVE Followers within 6” of banner bearer: +1 dice FUMBLES (MORE CROSSES THAN SWORDS)
Unaware target: cannot avoid Strike Avoid Damage
Test of Honour
Melee pass = attacker forced back 1” All Weapons Counter Thrust/Accident Lost Footing Glanced Off
Per blood drop : each -1 dice
3 warriors in group: +1 dice Damage Roll: Test of Strength
Followers within 12” of musician: +1 dice Per blood drop : each +1 dice
Spear – Impale Heavy Sword Follow Up
+1 dice to Damage roll. – Fearsome Blow Free Charge action. If no enemies
Fail = fall back 6” and lose 1 action Unarmoured target: +1 dice are in range, Move Up.
If attack results in a light wound,
Pass = heavy wound (cut down unless hero) Katana and Heavy Sword enemies within 6” must test for
Quick Recovery: Test of Wits – Deep Cut loss of nerve (including target). Move Up
Fail = light wound and forced back 1”
Pass = do not lose an action If attack results in a light wound, Free Move action.
roll one die. Every sword causes 1 Staff – Backhand Strike
The bonuses and penalties given above are intended as a reminder to speed up play, and don’t necessarily extra blood drop . Attacker is knocked to the ground. Counter Thrust/Accident
convey every nuance of the rules. Check back in the rulebook for full details! Opponent rolls 1 dice - 1 or more
2 Swords – Twin Strike Bow & Musket – Fast Shot swords causes 1 blood drop
-1 dice to target’s Avoid roll. -1 dice to target’s Avoid roll. on the attacker.
MISSILE WEAPONS
Range Damage roll Special Rule Naginata – Counter Strike Thrown Weapon Lost Footing
Target makes a free Charge – Reposition Target is knocked to the ground.
Bow 24” 3 dice 2 dice on Damage Roll for shots over 12”.
action. Attacker can move up to 3”.
Musket 20” 4 dice Place a Reload marker on the warrior’s Recruitment Glanced Off
card after firing. Make a Reload action to remove the Heavy Club – Stun Quick Jab Forced back 1” but no wound.
marker before firing again. If Avoid roll is failed, target Roll 1 dice - 1 or more swords
Thrown Weapon 9” 2 dice Enough missiles to last the whole battle. knocked to the ground. causes 1 blood drop Quick Fire
on the enemy. Damage bonus on 3+ swords.

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