FLINTLOQUE SKIRMISH





INTRODUCTION
Zombie Cossacks, Elven Grognards, Dwarf Landwehr, Drow Fusiliers, Orc Hussars...
Fantasy in the Age of Muskets. 
Card Game for 2+ players. 

VICTORY
Send 10 enemy Units to their Graves. 

DISCLAIMER
Flintloque is a licensed, copyrighted property. 
This is merely a Fan site. 

THE DECKS
Each player has a unique Army Deck. 
Players share a common Strategy Deck.

ARMY DECKS
Each Race has a unique Deck. 
Army decks contain 3 types of cards:
Leaders
Brigades
Magic Items

THE STRATEGY DECK
Players share a common Strategy Deck.
Card Types include:
Events
Terrain

HANDS
Each player has 2 Hands:
Army Hand
Strategy Hand

DICE
Twenty sided dice (D20) are needed.

CASUALTY MARKERS
Use counters or tokens as casualty markers (CM) 
A Brigade with CM = or greater than its Attack Rating (AR) immediately 
Routs to the discard pile. 

--------------------------------------------------

FERACH HIGH ELVES
The High Elves are the French 

CATALUCIA DARK ELVES
The Dark Elves are the Spaniards

WITCHLANDS UNDEAD
The Undead are the Russians

KRAUTIAN DWARFS
These Dwarves are the Prussians.
Note: Dwarf Cavalry ride Ponies or large Pigs. 

FINKELSTEIN DWARFS
These Dwarves are the Bavarians.

ALBION ORCS
The Orcs are the English. 

BOG ORCS
The Bog Orcs are the Irish.

JACCOBE RATMEN
The Ratmen are the Scots.

SKANDAVIA TROLKA 
The Trolls are the Dutch & Scandinavians. 

OSTARIA DOGMEN
These Dogmen are the Austrian-Hungarians & Eastern Europeans.

FINKELSTEIN DOGMEN
These Dogmen are the Saxons.  

AL-GARVEY GOBLINS
The Goblins are the Portuguese. 

HALFLINGS OF AEGYPT
These Halflings are the Arabs. 

KRAUTIAN OGRES
Ogres are Germanic. 
Note: Ogre Cavalry ride Rhinos.

NEPOLESE TODORONI 
The Frogmen are the Italians. 

OTHARI OTTERMEN
The Ottermen are the Turks. 

GAME NOTATION
Units: Army cards: Leaders & Brigade cards.
Deployed Units: Units in play.
Reserve: A players Army Deck: Army Cards not in play. 
Grave: Army Deck discard pile. 
Hand: Composed of only Strategy cards.
Routed: Brigade & attached Leader are discarded to the Grave. 

----------------------------------------------------

SETUP
Each player draws and deploys 8 cards from their Army deck.
Flip a coin, the winner goes first. 
Each player starts with a hand of 5 Strategy cards.

TURN SEQUENCE
Players take turns.
Each turn has 12 Phases:
1. Strategy Phase
2. Maneuver Phase
3. Reserves Phase
4. Deployment Phase
5. Terrain Phase
6. Skirmish Phase
7. Bombardment Phase
8. Volley Phase
9. Declaration Phase
10. Defensive Fire Phase
11. Charge Phase
12. Rally Phase

STRATEGY PHASE
Draw 2 cards from the top of the Strategy Deck and put them in your Strategy hand. 
Max hand size is 7 cards. Discard excess cards. 

MANEUVER PHASE
You may attach one Terrain card from your strategy hand to one of your Brigades.
A Brigade may only have one Terrain card attached.

RESERVES PHASE
Draw 2 cards from the top of your Army deck & put them in your Army Hand.
Max hand size is 5 cards. Shuffle extra cards back into your Army deck. 

DEPLOYMENT PHASE
You may put 1 Brigade card face-up into play. 
You may put 1 Leader card face-up into play. 
Leaders must be attached to Brigades. 
A Brigade can have only 1 Leader Attached.  
You may put 1 Magic Item card face-up into play. 
Magic Items include Relics & Banners. 
A Brigade may have 1 Banner Attached.  
A Leader may have 1 Relic Attached.

TERRAIN PHASE
You may attach Terrain cards from your hand to your Brigades. 
A Brigade may only have 1 Terrain card attached. 

SKIRMISH PHASE
Your Skirmish Brigades may Attack. 
Any target Brigade may be attacked. 
X = The Attack Rating (AR) of the Attacker
Roll 1D20 (This is the Skirmish Roll)
1D20		Result:
1 - 2X		The Target takes 1 Casualty Marker (CM)
[For Example: A skirmisher has a modified AR = 7]
[The player rolls 1D20. If the result is 14 or less, the target suffers 1 CM]
If attacking another Skirmish Unit the AR is –2. 
If the Brigade takes a CM roll 1D20 again (This is the Sniper Roll)
On a Roll of ˝ X or less the attached Leader is sent to the Grave. 
[For Example: the Unit above “hits”. Roll again]
[on a roll of 4 (round up) or less the Leader is shot] 
Mounted Units never get to make a Sniper Roll. 

BOMBARDMENT PHASE
Your Artillery Brigades may Attack. 
Any target Brigade may be attacked. 
X = The Attack Rating (AR) of the Attacker
Roll 1D20 (This is the Bombardment Roll)
1D20		Result:
1 - X		The Target is Routed
X - 2X		The Target takes 1 Casualty Marker (CM)
If attacking a Skirmish Unit the AR is –2. 
If attacking an Infantry Unit the AR is +1. 

VOLLEY PHASE
Your Infantry Brigades may Attack. 
Any target Brigade may be attacked. 
X = The Attack Rating (AR) of the Attacker
Roll 1D20 (This is the Volley Roll)
1D20		Result:
1 - X		The Target is Routed
X - 2X		The Target takes 1 Casualty Marker (CM)
If attacking a Skirmish Unit the AR is –1.
Skirmish & Cavalry units may only be targeted if their owner allows it, if not, 
The attack is directed at the Reserve (Reserve cards cannot refuse to be attacked)  
A single Brigade may be fired upon by a max of 2 enemy brigades in Volley Phase. 
These are refered to as the Primary & Support Attackers. 

DECLARATION PHASE
You may commit brigades to charging the Enemy.
Only Infantry and Cavalry may charge.
Skirmish & Cavalry units may only be charged by Infantry if their owner 
allows it, if not, The attack is directed at the Reserve 
(Reserve cards cannot refuse to be charged)   
Charging Units discard any attached Terrain cards. 
The attacker determines which of his units charges which enemy unit. 
A brigade may only be charged by a maximum of 2 units per turn.

DEFENSIVE FIRE PHASE
Units that can shoot, who are being Charged, may attack the units charging them. 
Only units in play, not units in reserve. 
Use the appropriate tables from above. 
(Cavalry use the Skirmish Table but cannot make a Sniper roll) 
Each unit being charged may recieve support from one unit not being charged for 
each unit charging it.  
A supporting unit can make a defensive fire roll against a charging unit. 
A unit can only make 1 fire roll in defensive fire phase. 

CHARGE PHASE
Charging units that survived Defensive Fire Phase may attack.
X = The Attack Rating (AR) of the Attacker
Roll 1D20 (This is the Charge Roll)
1D20		Result:
1 - X		The Target Brigade is Routed
X - 2X		Both Target & Charging Unit inflict 1 Casualty Marker (CM)
2X+		The Charging Brigade is Routed
Cavalry attacking a Skirmish Unit get AR +2.

RALLY PHASE
Each Brigade routed this turn make a Rally Roll:
Roll 1D20: On a Roll of 18+ the Unit rallies and stays in play.
Second Rate Units get –2 to Rally Rolls. 
Skirmishers & Light Cavalry get +1 to Rally Rolls.
If a Leader is attached to the Brigade get a +2 to the Rally Roll. 
Brigades in Fortifications get +1 to Rally Rolls. 

----------------------------------------------------------------

ATTACKING THE RESERVE
If the defending player has no brigades in play, 
The attacking brigade directs its attack vs the top card of 
The defenders Reserve Deck. 
The defending player may substitute a card from his Army hand.
If the top card is a Leader or Magic Item, it is automatically discarded. 
If the top card is a Brigade, roll to attack it as if it was in play. 
If the defending Brigade does not Rout, It is automatically 
deployed into play. 

-----------------------------------------------------

CAVALRY SPECIAL RULES
Some cavalry units have guns & some do not. 
These all require special Rules:
Dragoons have muskets & can attack in Volley Phase
Hussars have pistols & can attack in Skirmish Phase
Mounted Carbiners can attack in Skirmish or Volley Phase
Cuirassiers, Mounted Grenadiers & Chasseurs have 
Sabres only: They get AR +2 in Charge Phase
Uhlans & Lancers have Spears only: They get AR +2 in Charge Phase
Cossacks have a variety of Fierce Weapons: 
Cossacks may attack in Skirmish Phase with AR –1 
Cossacks get AR +1 in Charge Phase

INFANTRY SPECIAL RULES
Attackers get AR+1 when attacking Second Rate Infantry
Heavy Infantry are less likely to Rout: All attacks against them are AR-1. 
Heavy Infantry get AR +1 to Charge Rolls.
Engineers, Sappers, and Grenadiers are AR +2 vs Units with 
attached Fortification Terrains. 

DIRECT FIRE ARTILLERY SPECIAL RULES
Artillery units get AR+2 for defensive Fire. 

INDIRECT FIRE ARTILLERY SPECIAL RULES
This includes Rockets, Mortars, Howitzers, & Siege Artillery.
These units may automatically attack the Reserve. 
The following cards cannot be used with indirect Artillery:
Round Shot, Canister, Grape Shot

SKIRMISHER SPECIAL RULES
Cavalry get +2 AR when charging Skirmishers.
Attacks by Artillery vs Skirmishers are AR-1. 

HOSPITAL UNITS
If deployed, 1 of your Brigades removes 1 CM in your rally Phase.

--------------------------------------------------------

ORC SPECIAL RULES
Orcs are big, burly, pugnacious, and hard to kill.
Orc Brigades get AR +1 to Charge Rolls.
Charge Attacks vs Orc Brigades are AR –1. 

RATMAN SPECIAL RULES
Rats are Undisciplined but Fierce.
Volleys Rolls by Rats are AR -1.
Rat Brigades get AR +2 to Charge Rolls.

ELF SPECIAL RULES
Elves produce accurate and disciplined long range firepower. 
Volleys Rolls by Elves are AR +1. 

DWARF SPECIAL RULES
Dwarves have excellent Morale and are hard to Break. 
If an Attack Roll indicates a Rout Result, instead roll 1D20:
On 10+ the Dwarves do not Rout and instead get 1 Casualty Marker. 

OGRE SPECIAL RULES
Ogres make lovely targets.
All Shooting attacks vs Ogres are AR+1. 
Ogre Brigades get AR +3 to Charge Rolls.
Charge Attacks vs Ogre Brigades are AR –2. 
Ogres carry very large Weapons.
All Shooting attacks made by Ogres are AR+1. 

UNDEAD SPECIAL RULES
Undead Brigades Regenerate: 
They remove 1 CM in Rally Phase on a roll of 10+ in Rally Phase.

------------------------------------------------------

ARMY DECKS CARD LIST NOTATION
S = Skirmisher
L = Leader
AL = Light Artillery
A = Artillery
AH = Heavy Artillery 
CH = Heavy Cavalry
C = Cavalry
CL = Cavalry Light
IH = Heavy Infantry  
I = Infantry
I2 = Second Rate Infantry
S = Skirmishers (Light Infantry)
CM = Casualty Marker
H = Hospital Unit (cannot Attack)
B = Banner
R = Relic 
Martyr = Discard Leader to negate Rout result vs Attached Brigade


FERACH HIGH ELF GRAND ARMEE LIST
Card Name: 				Type	#	AR	Notes:
Marshall  Jacques De Payen		L	1	+3	All Elves in Play Rally +2
Colonel Etienne Gerard			L	1	+2	Attached Cavalry gets AR +1
Major Michele D’Kless			L	1	+3	Attached Infantry gets AR +1
Captain Dumont Gaheris			L	1	+2	Attached Artillery gets AR +1
Lieutenant Jardine Perimones		L	1	+1	Attached Skirmisher gets AR +2
Captain Adrienne St. Bane		L	1	+2	Attached Infantry gets AR +1
Heroic Elf Officer			L	1	+2	Martyr
Aggressive Elf Officer			L	1	+1	Charging Brigade gets AR +1
Dastardly Elf Officer			L	1	+1	
Imperial Garde Troopers			IH	1	6
Velite Grenadiers 			IH	1	5	
Elf Line Infantry			I	3	3
Elf Imperial Marines			I	1	4
Elf Engineers				I	1	4	
Republican Militia			I2	2	2	
Elf Carabiniers 			S	1	4
Elf Chasseurs				S	1	5
Elf Voltiguers 				S	1	4
L’Esprit Du Garde Cuirassiers		CH	1	6
Grenadiers A Cheval			CH	1	5
Corps Imperial Dragoons			C	1	4
Lanciers Rogue				CL	1	3
Hussars de Jeune			CL	1	3
Mountain Guns   			AL	1	3
Elf Field Artillery			AL	2	4	
Garde Artillerie A’Cheval		A	1	5	
Gun Battery     			A	1	4	
Elf Siege Artillery			AH	1	4	
Field Hospital				H	1	1	
Banner of Might				B	1	-	AR +3 to Charge Rolls
Eagle of Retribution			B	1	-	AR +3 vs Unit that has attacked you
Eagle of Inspiration			B	1	-	All your Brigades get AR+1
Eagle of Defiance			B	1	-	AR +3 to Defense Fire Rolls
Eagle of Valor				B	1	-	All Brigades get +2 to Rally Rolls
Eagle of Glory				B	1	-	This Brigade gets AR+2	
Staff of Warping			R	1	-	Automatically attack the Reserve
Symbol of Shivalia			R	1	-	Draw 1 extra card in Strategy Phase
Staff of Command			R	1	-	+5 to Rally Rolls
Dragon's Breath Sword			R	1	-	AR +3 to Charge Rolls


ALBION ORC ARMY LIST
Card Name 				Type	#	AR	Notes
General Fartsagale			L	1	+3	All Orcs in Play Rally +2
The Duke of Wheeling Turn		L	1	+2	Attached Artillery gets AR +1
Colonel	Pebble Kettle			L	1	+3	Attached Skirmisher gets AR +1
Major Crowfoot				L	1	+2	Attached Cavalry gets AR +1
Lieutenant Frederorcson			L	1	+3	Attached Infantry gets AR +1
Captain Flashorc			L	1	+2	Attached Infantry gets AR +1
Captain Sharke				L	1	+1	Attached Skirmisher gets AR +2
Heroic Orc Officer			L	1	+2	Martyr
Corporal Lamond Adragain		L	1	+1	Attached Unit gets +2 to Rally Roll
Angus McBam				L	1	+1	Attached Rat gets AR +1
Aggressive Orc Officer			L	1	+1	Charging Brigade gets AR +1
Dastardly Orc Officer			L	1	+1	
Orc Grenadiers 				IH	1	5
Orc Guard				IH	1	6	
Ratmen Highlanders			IH	1	4
Ratmen Lowlanders			I	1	3
Orc Engineers				I	1	4	
Orc Line Infantry			I	3	3
Orc Marines				I	1	4	
Lord Brassingtons Orc Militia		I2	2	2				
Orc 105th Foot Rifles			S	1	5
Orc Guard Light Infantry		S	1	4
Rat Light Infantry			S	1	3
Orc Life Guards				CH	1	6	Sabre only
Orc Heavy Dragoons			CH	1	5	Sabre only
Joccian Greys				CL	1	3	Ratmen
Orc Hussars				CL	1	3	
Horse Artillery				AL	1	3	
Halfling Musket Barrow			AL	1	2	
Rat Artillery				AL	1	3	
Orc Foot Artillery			A	1	4	
Gun Battery     			AL	1	3	
Siege Artillery				AH	1	4	
Rocket Artillery			AL	1	3	
Banner of Might 			B	1	-	AR +3 to Charge Rolls
Banner of Flight 			B	1	-	Automatically attack the Reserve
Banner of Sight 			B	1	-	Look at opponent’s Hands
Banner of Wrath 			B	1	-	AR +3 to Volley/Bombardment Rolls
Banner of Heart 			B	1	-	All Brigades get +2 to Rally Rolls
Sentinel Bugle				B	1	-	All your Brigades get AR +1
Sword of Command			R	1	-	Deploy extra Brigade in Deploy Phase
Amulet of Command			R	1	-	Get 1 Reroll per turn
Staff of Command 			R	1	-	+5 to Rally Rolls
Sword of Challenge 			R	1	-	AR +3 to Charge Rolls	


KRAUTIAN DWARF ARMY LIST
Card Name: 				Type	#	AR	Notes:
General Verner Von Raucher		L	1	+3	All Dwarves in Play Rally +2
Colonel Karl LagerFilled		L	1	+2	Attached Infantry gets AR +1
Major Von Shtupp			L	1	+3	Attached Artillery gets AR +1
Captain William Keiser			L	1	+2	Attached Artillery gets AR +1
Baron Von Omptudda			L	1	+2	Attached Ogre gets AR +1
Lieutenant Zorndorf			L	1	+2	Attached Cavalry gets AR +1
Corporal Fredrick 			L	1	+2	Attached Skirmisher gets AR +1
Heroic Dwarf Officer			L	1	+2	Martyr
Aggressive Dwarf Officer		L	1	+1	Charging Brigade gets AR +1
Dastardly Dwarf Officer			L	1	+1	
Dwarf Line infantry  			I	3	3
Dwarf Guard				IH	1	5
Dwarf Grenadiers			IH	1	6
Dwarf Jagers 				S	2	4
Dwarf Engineers  			I	1	4
Dwarf Landwher				I2	2	2
Landwher Cavalry			C	1	2
Dwarf Uhlans				CL	2	3	
Dwarf Von Jung Dragoons			C	2	4	
Dwarf Cuirassiers			CH	2	5	
Dwarf Line Artillery			A	1	4
Dwarf Gun Battery			A	1	5
Dwarf Landwher Artillery		AL	1	3
Dwarf Siege Artillery			AH	1	5
Dwarf Mortars				AH	1	4
Dwarf Howitzers				AH	1	6
Ogre Line Infantry			I	2	5	
Ogre Guard				IH	1	6 
Ogre Skirmishers			S	1	4
Ogre Light Dragoons			CL	1	5
Ogre Cannon				AH	1	6
Banner of Might 			B	1	-	AR +3 to Charge Rolls
Standard of Iron  			B	1	-	All your Brigades get AR+1
Standard of Steel 			B	1	-	All your Brigades get AR+1
Banner of Gunnery 			B	1	-	AR +3 to Volley/Bombardment Rolls
Banner of Courage 			B	1	-	All Brigades get +2 to Rally Rolls
Horn of Marching			B	1	-	Automatically attack the Reserve
Sabre of Command			R	1	-	Deploy extra Brigade in Deploy Phase
Helm of Command 			R	1	-	Get 1 Reroll per turn
Rod of Command  			R	1	-	+5 to Rally Rolls
Hammer of Challenge 			R	1	-	AR +3 to Charge Rolls	


WITCHLANDS UNDEAD ARMY LIST
Card Name 				Type	#	AR	Notes
Count Vladamir Kustosov			L	1	+3	All Undead in Play Rally +2
Grigori Dracsul				L	1	+3	Attached Infantry gets AR +1
Graf Von Orlock				L	1	+2	Attached Cavalry gets AR +1
Margrave Ivan Wintermore		L	1	+2	Attached Infantry gets AR +1
Lady Lamia Wintermore			L	1	+2	Attached Skirmisher gets AR +1
Razputrovich				L	1	+2	Attached Artillery gets AR +1
Heroic Vampyre Officer			L	1	+2	Martyr
Aggressive Vampyre Officer		L	1	+1	Charging Brigade gets AR +1
Dastardly Vampyre Officer		L	1	+1	
Nosferatu Officer			L	1	+1
Kryptofski Death Guard			IH	1	6	Ghouls
Moskova Grenadiers			IH	1	5	Skeletons
Zombie Line				I	2	3	
Graviski Troopers			I	1	3	Zombies
Zoltan's 666th				I	1	4	Undead Dogmen
Krautian Fleschless Legion		I	1	4	Undead Dwarves
Zombie Cossack Infantry 		I2	1	3	
Moskova Volunteers			I2	1	2	Skeletons
Licantzrop Jager 			S	2	4	Werewolves
Loup-Garou Jagers			S	1	5	Werewolves
Dieberian Wolf packs 			CH	2	4	Treat like Chasseurs 
Zombiski Cossacks 			C	3	3	
Liteupski Lancers 			CL	1	3	
Winged Wraith Hussars 			CL	1	5	
Sepulchurov Guard Hussars 		CL	1	6	Wraiths
Corpseov Light Artillery  		AL	2	3	
Zombie Artillery			A	2	3	
Undead Siege Guns			AH	2	4
Graviski Reanimator  			H	1	1	
Banner of Might 			B	1	-	AR +3 to Charge Rolls
Death's Head Banner  			B	1	-	Automatically attack the Reserve
Banner of Fear  			B	1	-	Brigade gets AR +2
Banner of Pestilence 			B	1	-	All Enemy Brigades are AR -1 
Banner of Night 			B	1	-	Enemy Brigades get -2 to Rally Rolls
Banner of Blood				B	1	-	All your Brigades get AR +1
Bone Sword      			R	1	-	Deploy extra Brigade in Deploy Phase
Amulet of the Crypt			R	1	-	Get 1 Reroll per turn
Staff of Necromancy 			R	1	-	+5 to Rally Rolls
Vampyre Sword    			R	1	-	AR +3 to Charge Rolls	


----------------------------------------------------------------------

STRATEGY DECK CARD NOTATION
E = Event
T = Terrain

STRATEGY DECK CARD LIST
Card Name:		Type	Notes:
Bring Up Reserves	E	Deploy an extra Brigade in Deploy Phase
Canister		E	Artillery gets AR+4 for Defensive Fire
Shrapnel		E	Heavy Artillery Brigade gets extra attack in Bombardment Phase
Counter Battery Fire	E	Artillery gets AR+3 for Bombardment Roll vs Artillery
Infantry Square		E	Cavalry get AR –4 when Charging Infantry
Column Formation	E	Brigade gets AR+4 when Attacking Reserve Unit
Forced March		E	Draw 2 Army cards
Bayonets		E	Infantry Brigade gets AR+3 to Charge Roll
Screen			E	Enemy Attacker must target your Skirmishers
Probe			E	Skirmisher Brigade gets AR+2 to Skirmish Roll
Disciplined Fire	E	Infantry Brigade gets AR+3 to Volley Roll
Round Shot		E	Artillery Brigade gets extra attack in Bombardment Phase
Enfilade Fire		E	Artillery gets AR+4 for Bombardment Roll
Oblique Fire		E	Brigade gets AR+3 for Volley or Bombardment Roll
Rapid Deployment	E	Deploy an extra Unit in Deploy Phase
Rearguard Action	E	Enemy Attacker must target your Infantry Brigade
Outflank		E	Cavalry Brigade gets AR+3 to Charge Roll
Refuse Flank		E	Infantry gets AR+3 for Defensive Fire
Barrage			E	Artillery Brigade gets extra attack in Bombardment Phase
High Ground		T	Brigade is AR +2 for Defensive Fire
Flanking Position	T	Brigade is AR +2
Strategic Position	T	Draw 1 extra Strategy card in Strategy Phase
Salient			T	Brigade is AR +2 (not for Defensive Fire)
Vantage Point 		T	Artillery Brigade is AR +2 for Bombardment Rolls 
Redoubt			T	Fortification: Attacks vs Brigade are AR –2
Prepared Defenses	T	Fortification: Attacks vs Brigade are AR –2
Field Works		T	Fortification: Attacks vs Brigade are AR –2
Blocking Terrain	T	Only one Attack may be made vs this unit per turn
Difficult Terrain	T	Negate first attack vs this Unit per Turn
Crossroads		T	Draw an extra Army card in Maneuver Phase
Bridgehead		T	Deploy an extra Unit in Deploy Phase
Farmhouse		T	Charge & Volley Rolls vs this Brigade are AR –2 
Reverse Slope		T	Bombardment Roll vs this Brigade are AR –3 
Maneuver		E	Enemy draws 1 less Army card on his next turn
Piquets			E	Look at next 7 cards in opponents Army deck
Spy			E	Look at Opponent’s Hand
Interior Lines		E	Draw 2 Army cards
Smoke			E	Target Brigade may not attack this turn
Crossfire		E	Support Brigade gets AR +3
Lost Orders		E	Negate Target Attack before Roll is made
Confusion		E	Enemy must discard 2 Strategy cards from Hand
Superior Strategy	E	Draw 3 Strategy Cards
Breakthrough		E	Get an extra Turn after this one
Envelopment		E	Get an extra Turn after this one
Perfect Shot		E	Skirmisher Brigade gets AR+4 to Sniper Roll
Elite Battalion		E	Heavy Brigade gets AR+3
Holding Attack		E	Unit attacked this turn cannot Charge next turn
Exploit Success		E	Cavalry Brigade gets extra attack in Charge Phase
Shock Action		E	Brigade gets AR+3 to Charge Roll
Overrun			E	Heavy Cavalry Brigade gets AR+3 to Charge Roll
Wheel About		E	Light Cavalry Brigade gets AR+3 to Attack Roll
Second Volley		E	Infantry Brigade gets extra attack in Volley Phase
Frontal Assault		E	Brigade gets AR+2 to Defensive Fire Roll
Rifles			E	Skirmisher Brigade gets extra attack in Skirmish Phase
Counter Attack		E	Brigade gets AR+3 to Attack Unit that attacked it last turn
Lost Cohesion		E	Brigade suffers an extra CM from attack
Reform Unit		E	Take a Brigade card from your grave & put it into play
Rally			E	Get +10 to Rally Roll
Rallying Square		E	Infantry Brigade gets +10 to Rally Roll
Set to Recieve Charge	E	Charges vs Infantry Brigade at AR-3
Limber			E	Light Artillery Brigade gets extra attack in Bombardment Phase
Force Withdrawal	E	Discard Target Terrain Card	
Fighting Withdrawl	E	Unit gets 1 CM instead of Rout Result
Feigned Withdrawal	E	All your Brigades get AR+2 on your next Turn
Disorderly Retreat	E	Cause Unit with CM to be discarded
Audacious Attack	E	All your Brigades get AR+2 on your turn
Logistics		E	Draw 2 Army cards
Grape Shot		E	Artillery gets AR+4 for Defensive Fire
Shell			E	Heavy Artillery Brigade gets extra attack in Bombardment Phase


---------------------------------------------------------------------

LINKS
Tour of Duty
Gallery
Review
Demo
Flintloque
Alternative Armies
Catalog
Slaughterloo
Yahoo Group











Return to Mainpage