► Cavalry Interpenetrate
Crusader Interpenetrate - A Crusader cavalry unit that is ordered may, on the cavalry unit’s first hex of movement, move through one adjacent friendly foot unit’s hex. An ordered cavalry unit may only move through one hex occupied by a foot unit. The foot unit does not have to be ordered. Even if ordered, the foot unit that was moved through may not move or battle this turn.
Mid-Eastern Interpenetrate - A Mid-Eastern cavalry unit that is ordered may, on the cavalry unit’s first hex of movement, move through one adjacent friendly foot unit’s hex. An ordered cavalry unit may only move through one hex occupied by a foot unit. The foot unit does not have to be ordered. Even if ordered, the foot unit that was moved through may not move or battle this turn. In addition, one die is rolled when the foot unit is moved through. If a unit symbol of the foot unit that was moved through is rolled, the foot unit will lose one block.
► Motivated Knight Cavalry
Historically and tactically, knights were blessed (or cursed), with paradoxical disciplinary and motivational traits. Highly motivated, when it came to attacking, their headstrong nature made them difficult to control beyond the initial charge. Bound by a code of honor, they did not want to be seen as cowards and continued the pursuit when a withdrawal was tactically advisable. In spite of such advantages and disadvantages, the Crusader knight on horseback was highly powerful and effective.
After a Crusader knight cavalry unit has conducted a successful Close Combat and has Momentum Advanced onto the hex vacated by the enemy unit, the Crusader knight cavalry unit can also move one additional hex. This one additional hex, however, may not be back onto the Crusader knight cavalry unit’s original hex or onto a hex that is adjacent to the Crusader knight cavalry unit’s original hex.
► Crusader Cavalry Pursuit & Feigned Retreat
Whenever any Crusader medium or heavy class cavalry unit declares a close combat against a Mid-Eastern light or light cavalry bow unit, it may be possible for the Mid-Eastern unit to declare and conduct a Feigned Retreat instead of Evading. The Crusader cavalry unit may then be caught up in an impetuous pursuit of the Mid-Eastern light cavalry unit. Historically, the feigned retreat, also sometimes referred to as feigned flight, was a battlefield tactic practiced by numerous medieval armies. An experienced enemy or an army with a strong leader may not always fall for a feigned retreat, but when an impetuous unit took the bait, it could have devastating results.
Prerequisites for Feigned Retreat declaration:
• The light cavalry/light cavalry bow unit being attacked must be eligible to evade.
• The light or light bow cavalry unit must be able to retreat its full four hex retreat movement instead of a two hex evade retreat.
When both of these two requirements are valid, the Mid-Eastern player may declare the light cavalry/light cavalry bow unit will feign retreat, instead of declaring the unit will evade.
Feigned Retreat Procedure:
• The attacking Crusader cavalry unit determines and rolls the proper number of close combat battle dice against the feigned retreat cavalry unit before it makes its feigned retreat
movement.
• Only symbols rolled that match the feigned retreat cavalry unit will score a hit. All other symbols, Leader, sword, flag or other unit symbols rolled do not score a hit or cause a retreat.
• After removing all losses, if no light/light bow cavalry blocks remain in the hex, the Feigned Flight procedure ends immediately, The Crusader cavalry unit does not roll for pursuit, but may momentum advance normally after combat.
• If any light/light bow cavalry blocks remain after losses are removed, one action does not happen—no Parthian Shot (the bait in a Feigned Retreat is a ‘disorganized, panicked unit). The action that does happen is a full four hex retreat by the light/light bow cavalry unit.
• The Crusader player will then roll two dice. If one or more sword symbols are rolled, the attacking Crusader cavalry must pursue the feigned retreat unit. The pursuing unit will first move onto the hex of the feigned retreat enemy unit and then follow the retreat path taken by the enemy cavalry unit, until the pursuing Crusader cavalry unit is in an adjacent hex to the feigned retreat enemy unit. Neither the Crusade unit in pursuit after its movement or the Mid-Eastern unit being pursued may battle.
NOTE: Light cavalry/light bow cavalry units in the Fatimid army may not feign retreat.
► Retreat & Panic
When Retreat & Panic rules are in effect for an army and a unit in the army retreats, that unit must take a Panic Loss Check. The opposition player rolls 1 die for each hex of retreat movement the retreating enemy unit makes. Only the number of hexes actually retreated are counted toward the number of dice to be rolled in the panic loss check. Each die rolled that match the retreating unit’s symbol will result in the loss of one block in the retreating unit. All other die results are ignored during the panic loss check. If all of the unit’s blocks are eliminated during a panic loss check the opposition player will gain 1 Victory banner.
NOTE: Block losses during a panic loss check will not cause a leader casualty check.
When the Retreat & Panic rules are in effect, a unit that retreats onto its baseline row of hexes and still has additional retreat movement to be completed, instead of losing one block for each retreat hex still remaining in the unit’s retreat, the unit is instead eliminated and the opposition player will gain 1 Victory banner.
► Relic 
When a Crusader relic is indicated on the scenario map, a relic marker is placed with the infantry unit at the start of the battle. Normally an Auxilia Infantry unit will be deployed to carry the relic. The relic marker must stay with the unit through the entire battle.
• A unit with a relic will deploy 5 blocks instead of four blocks.
• A unit with a relic will close combat with 1 additional die.
• A unit with a relic may ignore one flag. Additionally, each friendly unit adjacent to the unit with a relic may ignore one flag.
Relic & Unit Abilities
Normally only one available Inspired Action token may be spent during a player’s turn and only one available Inspired Action token may be spent during the opponent’s turn. However, when a relic is deployed for the Crusader army, the Crusader player may spend up to two Inspired Action tokens during his turn and up to two Inspired Action tokens during the opponent’s turn.
For example:
• During Crusader Turn—Spend one token for an Inspired Leadership Action and also spend one token for a Battlefield Action, or spend two tokens for two Battlefield Actions.
• During Opponent’s Turn—Spend two Inspired Action tokens for two Battlefield Actions.
NOTE: Two Inspire Action tokens may not be spent during a turn by a unit or a leader for the same Battlefield Action.
Lost Relic
Whenever the unit with a relic is involved in a close combat and the unit holding the relic loses one or more blocks, there is a chance that the relic may also be lost and a Lost Relic Check must be taken.
• When a Lost Relic Check is required the opponent will roll the Lost Relic Check.
• When a unit with a relic loses one or more blocks in a close combat without being eliminated, the Lost Relic Check is with two battle dice. When two sword symbols are rolled, remove the relic from the battle and the Mid-Eastern player will gain one Victory Banner. If two sword symbols are not rolled, the relic remains with the unit.
• When a unit with a relic loses all of its blocks in close combat, a Lost Relic Check is with one battle die. When a sword symbol is rolled, remove the relic from the battle and the Mid-Eastern player will gain one Victory Banner. If a sword is not rolled, remove the relic from the battle and the Mid-Eastern player will not gain a Victory Banner.
• If a unit with a relic loses all of its blocks, but not during a close combat, the relic is just removed for the battle and the Mid-Eastern player will not gain a Victory Banner.
• When the relic is lost during a Lost Relic Check, the Crusader player will also lose all Inspired Action tokens held.