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Skirmishers 9

All irregular units in this army may reroll a failed evasion attempt.
Irregular infantry units may fire up to 6bw.
This army rolls an extra die for terrain and then picks any one or two of them, for the
number of terrain choices.
Maison du roi 9
To use this card you must buy at least two elite units when you create your army.
Two elite units are promoted to guards. They receive an additional +1 to their combat
scores in every combat.
If these units are broken, they are always rebuilt as guards after the battle.
Cadence 6
Regular infantry units in columns, when activated to march, may move their full
movement allowance and the change formation. (Rather than the normal formation
change before movement), as long as they did not move through any difficult terrain.
Each unit must move, then change formation, before the next unit moves.
Steady lads 9
All regular infantry units in the army may reroll their combat die when defending.
Lethal volleys 12
This army's attention to musketry drill gives them an edge in firefights.
All regular infantry units that score hits may reroll dice that fail to disrupt.
Professional train 6
Artillery units are not marked with smoke when they fire. They may therefore be
activated to March whether or not they recently fired.
Your artillery nuts may move 4bw through difficult terrain, rather than the normal
2bw.
Oblique order 6
All regular units in line or massed formation may use oblique movement when
activated to march. (Not when charging.)
Clerics 9
This army may use clerics.
When setting up the army, roll two dice and keep the highest number. That is the
number of clerics available for this battle.
Artillery academy 6
When activated to bombard, all artillery units that score hits may reroll dice that fail
to disrupt.
(Does not apply when firing canister.)
There is not social stigma associated with artillery officers. A notable of any social
rank may command the artillery, even if his rank would otherwise mandate that he
command cavalry.
Great captain 12
Begins the game with two extra action cards.

The CinC marker may be moved 8bw without discarding a card. When displaced by
the enemy, however, still costs one card.
The army always add +1 to its scouting roll.
This army rolls an extra die for terrain, and then picks any one or two of them, for the
number of terrain choices.
Feudal 9
This army relies on its great horde of irregulars as the fundamental core of it strength.
Every two irregular units add one morale point, when calculating starting army
morale.
This army rolls an extra die for terrain, and then picks any one or two of them, for the
number of terrain choices.
A la baionnette 9
Regular infantry units that charge may reroll their combat die.
Rally to the colours 12
Allows your commanders to reroll failed rally attempts.
Cavaliers 9
Regular cavalry units that charge may reroll their combat die, when in combat against
enemy cavalry units.
En masse 6
Regular infantry are permitted to use massed formation.
Infantry in massed formation add +1 to their combat score and count as a dense target
when shot at.

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