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Bonus Cards For Sharpe Practice

The document discusses various rules and abilities for troops in a wargame, including using water for fires, drinking, and cleaning; a big man being able to rally shock points from troops; replenishing ammunition and powder; troops with poor discipline firing regardless of range if not activated; infantry getting bonuses for firing and charging or thin red lines; and various abilities for cavalry, infantry, and formations around movement, charging, changing formation, and reducing effects from losing fisticuffs.

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arget8
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100% found this document useful (2 votes)
882 views4 pages

Bonus Cards For Sharpe Practice

The document discusses various rules and abilities for troops in a wargame, including using water for fires, drinking, and cleaning; a big man being able to rally shock points from troops; replenishing ammunition and powder; troops with poor discipline firing regardless of range if not activated; infantry getting bonuses for firing and charging or thin red lines; and various abilities for cavalry, infantry, and formations around movement, charging, changing formation, and reducing effects from losing fisticuffs.

Uploaded by

arget8
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Water

Water

Water

Used for fires, drinking. and cleaning.

Used for fires, drinking. and cleaning.

Used for fires, drinking. and cleaning.

Stand fast!

Stand fast!

Stand fast!

A Big man may rally 1D6 shock points from a group/formation

A Big man may rally 1D6 shock points from a group/formation

A Big man may rally 1D6 shock points from a group/formation

Ammunition

Ammunition

Ammunition

Replenishes stocks of ammunition and powder

Replenishes stocks of ammunition and powder

Replenishes stocks of ammunition and powder

Fuego!

Fuego!

Ambuscade

If a player commands troops with Poor fire discipline & they have not been activated, they MUST fire a ragged volley at the enemy, regardless of range.

If a player commands troops with Poor fire discipline & they have not been activated, they MUST fire a ragged volley at the enemy, regardless of range.

Any troops uncloaking from a blind & firing or entering fisticuffs may, for this turn, count as ambushing their opponent.

Thin Red Line

Thin Red Line

Ambuscade

One infantry group or formation may fire a volley & charge an enemy with 3d6

One infantry group or formation may fire a volley & charge an enemy with 3d6

Any troops uncloaking from a blind & firing or entering fisticuffs may, for this turn, count as ambushing their opponent.

Thin Red Line

Tally Ho!

Tally Ho!

One infantry group or formation may fire a volley & charge an enemy with 3d6

One cavalry group or formation may charge with elan.

One cavalry group or formation may charge with elan

Tally Ho!

Pas de Charge!

Pas de Charge!

One cavalry group or formation may charge with elan

One infantry group or formation adds +2pips per movement dice

One infantry group or formation adds +2pips per movement dice

Pas de Charge!

Hop to it!

Hop to it!

One infantry group or formation adds +2pips per movement dice

One group or formation may change formation with an extra d6 for the duration of the manoeuvre

One group or formation may change formation with an extra d6 for the duration of the manoeuvre

Hop to it!

Fighting cocks!

Fighting cocks!

One group or formation may change formation with an extra d6 for the duration of the manoeuvre

If group or formation loses Fisticuffs reduce the effect by up to 2 levels

If group or formation loses Fisticuffs reduce the effect by up to 2 levels

Forced March

Forced March

Bugle call

Any group or formation on a road may take an additional move

Any group or formation on a road may take an additional move

A cavalry group or formation may attack with Elan

Siesta

Siesta

Vive lEmporer!

The heat! This counters any card with extra movement

The heat! This counters any card with extra movement

Shortest player in the room gets a bonus move for a Big Man.

Damnation!

At the double!

At the double!

The player must immediately surrender all bonus cards except one

One group or formation may add 1d6 to its movement.

One group or formation may add 1d6 to its movement.

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