·
Cataphract:
o Shooting is at -1 against
formed cataphracts.
o HYW Knights still move 9” (+1pt).
·
Crossbow:
o Enemy morale save is capped
at 5+.
o May not perform closing
fire.
·
Command Traits:
o For each commander at the start of the battle roll two dice
for their traits, note that if the traits cancel each other out then the
commander is just a standard competent commander.
o If a double is rolled the commander just has that one trait.
1.
Incompetent – This
commander must re-roll any command roll that gives two or more moves. (Cancels
Tactician)
2.
Cowardly – After making all
command rolls for their troops this commander must join the unit in their
command furthest from the enemy. (Cancels Brave)
3.
Despised – This commander
may not use the Heroic Rally rule. (Cancels Inspiring)
4.
Inspiring – If attempting a
Rally or Heroic Rally any failed command roll counts
as a pass. (Cancels Despised)
5.
Brave – Once per turn any
unit in his command that is within 12” may re-roll any Break Test, the second
roll always counts. (Cancels Cowardly)
6.
Tactician – Once per turn
may this commander can re-roll a failed command roll. (Cancels Incompetent)
·
Double-handed weapons:
o Infantry only.
o Enemy morale save capped at 5+.
o Men at Arms with Double-handed weapons cannot use the close
ranks rule.
·
Eager:
o Free move on a charge order
given within maximum charge distance.
o If a Blunder is rolled for
a charge move it is always counted as a 6.
o Any unit of French Men at Arms that can be given a Charge
order against a unit of English Men at Arms must do so.
·
Elite:
o Recover from disorder on a
4+ at the start of the turn.
·
Heavy Infantry:
o Shooting is at -1 against
formed heavy infantry.
o Men at Arms foot units not armed with double handed weapons
may close ranks in combat the unit fights with a -1 to hit penalty but gain a
+1 morale save.
·
Heroic Rally:
o Instead of performing a ‘Rally’ action a Commander may also
try a Heroic Rally.
o If the roll is successful, then the number of additional
casualties removed is equal to the score that his command rating roll is beaten
by.
o If the roll is failed, then the Commanders rating is reduced
by one.
·
Lances:
o The enemy has a -1 morale
save when attackers are charging or counter charging.
·
Marksmen:
o Re-roll one missed ranged
attack.
·
Militia:
o No move on a roll equal to
the commander’s leadership when given an order.
·
The Oriflamme:
o The French Army may choose to field the Oriflamme in a unit
of Men at Arms at no cost with the following rules:
o Every French unit has the Eager special rule.
o The French unit carrying the Oriflamme has the Elite and
Valiant special rules.
o If the French unit carrying the Oriflamme is forced to give
ground from combat, then all units in the French army become subject to the
Militia rule for the rest of the game.
o If the French unit carrying the Oriflamme is broken in combat,
then it is captured all units in the French army become subject to the Wavering
rule and any benefit from the Oriflamme are lost.
·
Phalanx:
o Lost combats up to two
count as a draw until the unit is shaken.
·
Stakes:
o Stakes are placed on a successful ‘move’, if the unit is to
be moved a successful 'move’ shall be needed to pick up the stakes or they
shall be abandoned.
o Lost combats up to two count as a draw until the unit is
shaken.
o Mounted opponents lose any charging benefits against a unit
with emplaced stakes.
o If a unit moves without picking up the stakes, then the
stakes are lost.
o If a unit with stakes retreats or gives ground the stakes are
lost.
·
Steady:
o Ignore the first ‘6’ rolled
for break tests from ranged attacks each turn.
·
Stubborn:
o Re-roll a failed morale save.
·
Sweeping Advance:
o A unit of Men at Arms cannot make a sweeping advance if their
opponents were also Men at Arms, only a ‘Moves by Victorious Units’ is allowed
as time is spent accepting quarter and determining ransoms.
o If a unit containing an enemy commander is visible, then any
Man at Arms performing a Sweeping Advance must move directly towards the commander’s
unit unless a 4+ is rolled then they may make a Sweeping Advance as normal.
o If the enemy camp is visible, then any troops performing a
Sweeping Advance must move directly towards the camp unless a 4+ is rolled then
they may make a Sweeping Advance as normal.
·
Tough Fighters:
o Re-roll a failed combat
attack.
·
Valiant:
o May re-roll one break test
per battle if the result of the first test was ‘Break’.
·
Wavering:
o Take a break test each time
you take a casualty.