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Common Action Cards

1 1 1 2
Clear Signs from the
No Sacrifices Were Made
Gods C Dispositus Saggito

The passive player may not play an When drawing cards from the deck for Any/all active units may interpenetrate No cards are removed for shooting in this
interrupt card this turn. combat this turn, you may look at each friendlies any number of times in this turn, turn. All are discarded.
card first, and then decide whether to by voluntary and/or involuntary move-
play it for its combat value, or to put it in ment, without any penalty.
your hand and play a card from your hand,
instead.

2 2 3 3
Spreading Panic R Restituo Good Omens Expeditus

The enemy does not play a rally phase this All cards used in the rally phase this turn Choose any one unit on the active side, All active units may move through difficult
turn. The phase is skipped. are discarded, not removed. anywhere on the table, and remove all terrain in this turn as if it were open,
DISRs from it. whether using voluntary or involuntary
movement.
They must still apply any penalties in
combat, however, if they are in difficult
terrain.
Common Action Cards

3 4 4 4
Bad Omens M Navitas High Winds S Exploratio

One enemy unit of your choice may not The active side does not remove any cards The enemy does not play a shooting phase You may examine the cards in the enemys
move in this turn. in the combat phase of this turn. All cards this turn. The phase is skipped. hand and force him to discard any three of
he uses for combat are discarded. your choice.

5 5 6 6
Occassio Virtute C Confusio M Subitum M
Shuffle the pile of removed cards and place Chose any one combat. The active player The passive player may immediately move The enemy may move only one unit in this
it face-down. Then draw the top six cards must place his card for that combat one active unit in any legal way, but not movement phase, regardless of the laurels
and return them to the game by placing face-up, so that you can see its value in into contact with any passive units (i.e. it of the card he plays.
them in your discard pile. laurels, before you place any cards for any may not charge.) May not be played if the active side played
combats. That unit may not move again in the the Swift event or either of the Motum
movement phase of this turn. events (Magnum or Parvum).
Roman Action Cards

1 1 1 2
Testudo S Testudo S Disciplina C Disciplina C
All Roman cohorts that are fired upon in All Roman cohorts that are fired upon in All Roman cohorts that are not flanked All Roman cohorts that are not flanked
this turn treat their armor values as two this turn treat their armor values as two may add +1 to their defense scores in com- may add +1 to their defense scores in com-
higher than they actually are. higher than they actually are. bat this turn. bat this turn.

2 2 3 3
Disciplina C Composito Composito Quadratum C
All Roman cohorts that are not flanked Any/all Roman cohorts on the active side Any/all Roman cohorts on the active side Units on the active side do not double their
may add +1 to their defense scores in com- may make an Adjustment up to 1BW may make an Adjustment up to 1BW Elan when attacking the flank or rear edges
bat this turn. without causing DISR. without causing DISR. of a cohort this turn.
Roman cohorts are not vulnerable this
turn. Outscoring them in combat does
not automatically break them. They do
not retreat even if they lose the combat.
Unless the Roman unit breaks, the
attackers will retreat.
Roman Action Cards

3 4 4 4
Quadratum C Gladius Gladius Magister Equitum

Units on the active side do not double their All Roman cohorts on the active side may All Roman cohorts on the active side may Remove all DISRs from one Roman cavalry
Elan when attacking the flank or rear edges apply a +1 to their combat scores this turn. apply a +1 to their combat scores this turn. unit. You may then pivot that unit to face
of a cohort this turn. any direction.
Roman cohorts are not vulnerable this This does not prevent the unit from moving
turn. Outscoring them in combat does normally in this turns movement phase.
not automatically break them. They do
not retreat even if they lose the combat.
Unless the Roman unit breaks, the
attackers will retreat.

5 5 6 6
Coordinare Coordinare Motum Parvum Motum Magnum

Units on the active side may be combined Units on the active side may be combined After completing the marches you were After completing the marches you were
as a Force even though they are of differ- as a Force even though they are of differ- allowed by your March card, you may play allowed by your March card, you may play
ent unit types. ent unit types. one additonal free march. one additonal free march.
All other normal Force restrictions apply. All other normal Force restrictions apply. In this march you may move a force of In this march you may move a force of any
Roman M.I. units, even if they already type of units, even if they already marched
marched once this turn. once this turn.
Persian Action Cards

1 1 1 2
Charkh Charkh Zend Hapet Zend Hapet

Add 2BW to the range of all shooting this Add 2BW to the range of all shooting this Elephant units receive a +1 modifier in Elephant units receive a +1 modifier in
turn. turn. combat if attacking this turn. combat if attacking this turn.
They will not panic if required to retreat. They will not panic if required to retreat.

2 2 3 3
Parthian Shot C Parthian Shot C Parthian Shot C Storm of Arrows C
Any/all L.C. units that are eligible to do so Any/all L.C. units that are eligible to do so Any/all L.C. units that are eligible to do so Any/all enemy units that charge the front
may take a Parthian Shot. may take a Parthian Shot. may take a Parthian Shot. edge of Kamandaran units this turn suffer a
-2 modifier in combat.
Persian Action Cards

3 4 4 4
Mard O Mard Mard O Mard Stor Bezhaisk Zarant

All of your cavalry units receive a +1 All of your cavalry units receive a +1 Remounts are quickly made available to All enemy units charged by Cataphracts
against enemy cavalry units in combats this against enemy cavalry units in combats this the elite cavalry. and/or Elephants in this turn apply a -1
turn. turn. Remove up to 4 DISRs from M.C. units modifier in combat.
anywhere on the table, but no more than
1 per unit.
This does not prevent those units from
rallying later in the turn.

5 5 6 6
Grivpanvar Grivpanvar Darken the Sky Darken the Sky

Any/all M.C. units add +1 to their attack Any/all M.C. units add +1 to their attack All massed archer units cause 1 DISR to All massed archer units cause 1 DISR to
scores if they charge in this turn. scores if they charge in this turn. their targets this turn in the shooting their targets this turn in the shooting
phase; no cards need to be played for phase; no cards need to be played for
them. The targets armor values do not them. The targets armor values do not
matter. matter.
German Action Cards

1 1 1 2
Drti Drti Rasco Rasco

All of your units making Simple moves this All of your units making Simple moves this All of your units making Difficult moves All of your units making Difficult moves
turn, including charges, may increase their turn, including charges, may increase their this turn may increase their movement this turn may increase their movement
movement allowance by 1. movement allowance by 1. allowance by 1, as long as they do not allowance by 1, as long as they do not
charge. charge.

2 2 3 3
Bergan C Giwuntan M Firstolani Firstolani

Any one of your units that has been All enemy voluntary movement in this turn All of your units may move through All of your units may move through
charged this turn may retreat 1BW directly will be at the Difficult movement rates, difficult terrain in this turn as if it were difficult terrain in this turn as if it were
backwards before combat is resolved, if it regardless of terrain or unit traits. open, whether using voluntary or open, whether using voluntary or
has space to do so and as long as no enemy involuntary movement. involuntary movement.
contacted its rear edge. They do not suffer any terrain penalties They do not suffer any terrain penalties
Neither it nor its attacker suffer any DISRs. in combat this turn, neither for difficult in combat this turn, neither for difficult
ground nor attacking a higher elevation. ground nor attacking a higher elevation.
3 4 4 4
Heilag C Heilag C Sigu Sigu

All units on the passive side receive +1 to All units on the passive side receive +1 to Units on the active side that win combats Units on the active side that win combats
their combat scores this turn when within their combat scores this turn when within this turn do not suffer the usual 1 DISR this turn do not suffer the usual 1 DISR
2BW of one of your baggage or objective 2BW of one of your baggage or objective applied for winning the combat. applied for winning the combat.
markers, whether the objective is presently markers, whether the objective is presently
controlled by you or not. controlled by you or not.

5 5 6 6
Wacchar Wuost M Bihalten Sunft M
All attacking units with a Hero add +2 Each enemy massed unit that voluntarily You may move your baggage marker up to Immediately place a piece of rough ground,
to their combat scores, rather than the moves through any amount of difficult 4BW. up to 2BW in diameter, anywhere on the
normal +1. terrain this turn receives a DISR at the table, but not under any enemy units.
conclusion of its move. If this would break
the unit, it may not move.
This penalty does not apply to involuntary
movement.
Sarmatian Action Cards

1 1 1 2
Natives Natives Steppe Warriors Steppe Warriors

Your units can move through difficult Your units can move through difficult All of your cavalry units may add 1BW All of your cavalry units may add 1BW
terrain in this turn without movement terrain in this turn without movement to their movement allowances this to their movement allowances this
penalty, and do not suffer a terrain penalty, and do not suffer a terrain turn, whether using simple or difficult turn, whether using simple or difficult
disadvantage in combat. disadvantage in combat. movement, including an adjustment or a movement, including an adjustment or a
charge. charge.

2 2 3 3
Hard to Hit S Hard to Hit S Parthian Shot C Parthian Shot C
All of your cavalry units will add 1 to their All of your cavalry units will add 1 to their Any/all L.C. units that are eligible to do so Any/all L.C. units that are eligible to do so
armor values when being shot at in this armor values when being shot at in this may take a Parthian Shot. may take a Parthian Shot.
turn. turn.
Sarmatian Action Cards

3 4 4 4
Parthian Shot C Surprise C Surprise C Contus

Any/all L.C. units that are eligible to do so Your horsemen slip around the flanks of Your horsemen slip around the flanks of All M.C. units add 1 to their attack scores if
may take a Parthian Shot. the attacking enemy. the attacking enemy. they charge in this turn.
All of your cavalry units that have been All of your cavalry units that have been They must advance after combat if they
attacked in this turn may add 1 to their attacked in this turn may add 1 to their win.
combat scores. combat scores.

5 5 6 6
Contus Clouds of Dust M Escape with the Loot Swift

All M.C. units add 1 to their attack scores if The enemy may make only 1 march in his You may move your baggage marker up to After completing the marches you were
they charge in this turn. movement phase this turn, regardless of 4BW. allowed by your March card, you may play
They must advance after combat if they the laurel value he plays. one additonal free march.
win. In this march you may move a force of
cavalry units, even if they already marched
once this turn.
Advanced Action Cards

7 7 7 7
Will of the Gods E Will of the Gods E Times Arrow Times Arrow

Play immediately after your opponent Play immediately after your opponent Play on Turn 10 or thereafter. The games Play on Turn 10 or thereafter. The games
plays an event card. The events effect is plays an event card. The events effect is clock is set back by 8 turns. clock is set back by 8 turns.
negated. negated. This event may be played only once per This event may be played only once per
May not be played if the active side played May not be played if the active side played game. If any player has played it, then no game. If any player has played it, then no
No Sacrifices Were Made. No Sacrifices Were Made. player may play the event again. player may play the event again.

8 8
Sacred Fire * Sacred Fire *
Play from your hand at the moment one of Play from your hand at the moment one of
your units breaks, regardless of the cause, your units breaks, regardless of the cause,
at any time in the turn, as long as you are at any time in the turn, as long as you are
the passive player. the passive player.
The play of this card negates all card loss The play of this card negates all card loss
for that unit. for that unit.

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