GMT Edition

 

 

MOVE Move up to 2 hexes (foot) or 3 hexes (mounted)
CC DICE A leader may not battle
SUPERIOR RANK / ARMOR An infantry Leader may inspire an infantry unit in his hex by spending 1 Honor & Fortune to give the unit 1 additional die in combat.
A cavalry Leader may inspire a unit in his hex (infantry or cavalry) by spending 1 Honor & Fortune to give the unit 1 additional die in combat.
MORALE A unit with an attached leader may ignore 1 flag
RETREAT A lone Leader will retreat 1, 2 or 3 hexes but cannot retreat off the battlefield. Lose 3 Honor & Fortune tokens when a lone Leader retreats.
A unit with an attached Leader will lose 1 additional  Honor & Fortune token foreach hex the unit retreats.
Seppuku: A Leader that is alone in a hen may commit seppuku instead of retreating.
NOTES  

 


 

ZVEZDA Edition

       
     

 

MOVE 2
RANGE
N/A
FIRE DICE
N/A
CC DICE
Inspire own hex
IGNORE
1 flag
RETREAT +1 honor per hex (with unit)
1-3 hex, 3 honor (alone)
or Commit Seppuku — gain 5 honor, lose one command card,
and opponent gains 1 Dragon card.
SPECIAL
May advance and Bonus Combat
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