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
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| 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 |


