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VETERAN SOLDIERS INTIMIDATION

Playable at any time to re-roll Playable during enemy bound to


one of your combat dice. You ADVANTAGE cancel the expenditure of 1 Pip. ADVANTAGE
may keep the highest result.
CARDS Remove if battle is lost. CARDS
Remove from table if battle is
lost.
VETERAN SOLDIERS INTIMIDATION
Playable at any time to re-roll Playable during enemy bound to
one of your combat dice. You ADVANTAGE cancel the expenditure of 1 Pip. ADVANTAGE
may keep the highest result.
CARDS Remove if battle is lost. CARDS
Remove from table if battle is
lost.
BODYGUARD SPIES
Playable at any time to re-roll Playable before rolling for Pips.
one of your combat dice involving ADVANTAGE Add +1 to your total. ADVANTAGE
your command unit. You may
keep the highest total.
CARDS Remove from the table if roll is 3 CARDS
or lower. Otherwise, only
Remove from the table if the playable once per campaign.
second die roll is lower or equal
to the first.
SUPERIOR FOOT SUPERIOR MOUNTED
Playable before a battle. Mark Playable before a battle. Mark
one of your foot units as ADVANTAGE one of your cavalry, knights, or ADVANTAGE
Superior. It gets +1 to its combat
total whenever it rolls lower than
CARDS light horse units as Superior. It
gets +1 to its combat total
CARDS
the opponent. whenever it rolls lower than the
opponent.
Remove from the table if the
element is destroyed. Cannot be Remove from the table if the
placed on a different unit during element is destroyed. Cannot be
this campaign. placed on a different unit during
the campaign.
TRUSTED SUBORDINATE FEIGNED RETREAT
Playable after rolling for Pips. An Playable during enemy bound or
out-of-command element or ADVANTAGE at the start of your bound. Recoil ADVANTAGE
group may be commanded this
turn as though it were still in
CARDS or Flee one of your units. The
enemy must pursue if required.
CARDS
command.
Remove from the table if the
Remove from the table if the battle is lost. Playable once per
battle is lost. campaign.
ADVANCE SCOUTS LOCAL KNOWLEDGE
Playable before prebattle Playable after terrain
maneuvers for a +1 to the ADVANTAGE deployment. You may remove ADVANTAGE
Tactical Advantage Roll. If you
lose the roll, you may
CARDS one terrain piece or replace it
with another legal terrain type in
CARDS
immediately cancel that result the same position.
and both sides roll again.
Remove from the table if the
Remove if the first roll is lost. battle is lost and only playable
once per campaign.
PERSONAL THREATS REINFORCEMENTS
Playable at the beginning of your Must play before prebattle
bound before rolling for pips. Roll ADVANTAGE maneuvers. The enemy ADVANTAGE
a D6. If you roll a five or six you
may rally one of your defeated
CARDS automatically wins Advantage
but your army has a +/- 1 modifier
CARDS
elements (place it touching your for Defeat Level calculations.
camp). Your army is considered
Remove from the table if
out of command during the
defeated and playable only once
bound.
per campaign.
Once played, the card can be
used in multiple bounds if the
first attempt fails. Remove from
the table if succeeds or if a 1 is
rolled. Playable only once per
campaign.
BOAT-BUILDERS SIEGE ENGINEERS
Playable before prebattle Playable before deployment.
maneuvers. Get the Littoral ADVANTAGE Your foot units reduce enemy ADVANTAGE
bonus against a non-littoral
people but if you win Advantage
CARDS combat factors by 1 if in a BUA.
CARDS
Remove from the table if
you must include a Waterway on
defeated in the battle or
the battlefield.
campaign.
Remove from the table if
defeated in the campaign.
FIELD FORTIFICATIONS FEARSOME MULTITUDES
Place palisade markers on 2D6 Playable after deployment. To
of foot units. It gives them a +1 in ADVANTAGE move into the Threat Zone of one ADVANTAGE
close combat and ranged fire but
they may not move or change
CARDS of your Hds, an enemy element
or group must spend an extra
CARDS
facing. If they move or are Pip.
recoiled, the counter is removed.
Remove from the table after your
Remove from the table if first Hd is eliminated or if you
defeated in the battle or the lose the battle or campaign.
campaign. Only playable once
per campaign.
PROLONGED SHOOTING HORSE ARCHERS
Playable after shooting. Playable before shooting. For this
Immediately conduct one more ADVANTAGE turn, all your LH can shoot at ADVANTAGE
shooting phase.
CARDS range 2.
CARDS
Remove from the table if Remove from the table if
defeated in battle. defeated in battle.
TRICKERY TREACHERY
Playable after both sides have Playable after both sides have
completed deployment. You may ADVANTAGE completed deployment. Roll a ADVANTAGE
switch the positions of D6 enemy
units.
CARDS D6. If you get 4-6 you may take
possession of one enemy non-
CARDS
command unit and immediately
Remove after play.
deploy it with your forces.
Remove after play.
EXHAUSTION COMMAND CONFUSION
Play it before an opponent Play after the opponent rolls for
resolves a close combat. The ADVANTAGE pips. They must roll again and ADVANTAGE
result is automatically
considered a lock result (i.e.
CARDS use the lowest result.
CARDS
Remove after play.
mounted units may recoil from
solid foot, etc).
Remove after play.
FOG OF WAR CAPTIVES
Playable before the prebattle Playable before deployment. You
maneuvering. Do not calculate ADVANTAGE may place an additional Hd in ADVANTAGE
scouting points and both sides
imply roll a D6 to determine
CARDS your army.
CARDS
Remove after play.
advantage.
Remove after play.
DISCIPLINED PREARRANGED WITHDRAWAL
Playable before close combat. Playable before close combat.
One element can ignore any ADVANTAGE An entire group may recoil ADVANTAGE
enemy overlaps or flank contacts
for this bound (but if forced to
CARDS instead of resolving combat. The
enemy may pursue if eligible.
CARDS
retreat will still be destroyed if
Remove from play.
the door is closed etc).
Remove from the table if
defeated in battle.
DECEPTION MERCENARIES
After deployment, you may Playable before a campaign. You
rearrange the position of D6 of ADVANTAGE may replace one of your ADVANTAGE
your own units.
CARDS elements with a unit type from an
adjacent people (mark it with a
CARDS
Remove from play.
different color).
Remove from the table if the
element is eliminated in battle or
the campaign is lost.
MILITARY REFORMS FOREIGN HELPERS
You may switch one of your For this battle you may add an
elements with another unit type ADVANTAGE allied contingent from any ADVANTAGE
that exists in your army list.
CARDS adjacent people with an
aggression of 2 or more. All allied
CARDS
Remove from the table if the
contingent rules apply. If
campaign is lost.
defeated, you have a -1 to the
Defeat Level.
Remove from play.
NIGHT MARCH SHIELDWALL
Playable after deployment. Play after combat dice are rolled.
Immediately remove one piece of ADVANTAGE You may cancel one recoil result ADVANTAGE
terrain from the board (if
garrisoned city that element is
CARDS but if defeated your Defeat Level
increases by +1.
CARDS
out of play but not considered
Remove from the table if
lost).
defeated in battle.
Remove from play.
EXPERT SKIRMISHERS ASSAULTING THE CAMP
Playable before deployment. You Playable after deployment. You
may keep some or all of your Ps ADVANTAGE may shift the opponent’s camp ADVANTAGE
off-map and deploy them
according to the Lurker rules in
CARDS to any legal position within their
setup area (i.e. you cannot set it
CARDS
HOTT. up on bad going or on a deployed
unit but can move the camp off
Remove from the table if
the baseline).
defeated in battle or the
campaign. Remove from play.
TRICKERY TREACHERY
Playable after both sides have Playable after both sides have
completed deployment. You may ADVANTAGE completed deployment. Roll a ADVANTAGE
switch the positions of D6 enemy
units.
CARDS D6. If you get 4-6 you may take
possession of one enemy non-
CARDS
command unit and immediately
Remove after play.
deploy it with your forces.
Remove after play.
EXHAUSTION FORCED MARCH
Play it before an opponent Play immediately after both sides
resolves a close combat. The ADVANTAGE deploy. You immediately ADVANTAGE
result is automatically
considered a lock result (i.e.
CARDS conduct a free movement turn
but must not get closer than 4
CARDS
mounted units may recoil from BW to enemy units. Then the
solid foot, etc). game begins…
Remove after play. Remove after play.
VETERAN SOLDIERS INTIMIDATION
Playable at any time to re-roll Playable during enemy bound to
one of your combat dice. You ADVANTAGE cancel the expenditure of 1 Pip. ADVANTAGE
may keep the highest result.
CARDS Remove if battle is lost. CARDS
Remove from table if battle is
lost.
VETERAN SOLDIERS INTIMIDATION
Playable at any time to re-roll Playable during enemy bound to
one of your combat dice. You ADVANTAGE cancel the expenditure of 1 Pip. ADVANTAGE
may keep the highest result.
CARDS Remove if battle is lost. CARDS
Remove from table if battle is
lost.
FIELD FORTIFICATIONS GOOD SCOUTING
Place palisade markers on 2D6 Play before the opponent rolls to
of foot units. It gives them a +1 in ADVANTAGE place terrain. The opponent must ADVANTAGE
close combat and ranged fire but
they may not move or change
CARDS roll two dice for each terrain pice
and you can choose which result
CARDS
facing. If they move or are counts.
recoiled, the counter is removed.
Remove from the table if you lose
Remove from the table if the battle or campaign.
defeated in the battle or the
campaign. Only playable once
per campaign.
PROLONGED SHOOTING SHIELDWALL
Playable after shooting. Play after combat dice are rolled.
Immediately conduct one more ADVANTAGE You may cancel one recoil result ADVANTAGE
shooting phase.
CARDS but if defeated your Defeat Level
increases by +1.
CARDS
Remove from the table if
defeated in battle. Remove from the table if
defeated in battle.

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