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LIGHT INFANTRY MOVE FIRE HOLD IF MOVED CLOSE COMBAT HITS ON EVADE: MAY RETREAT MOMENTUM: ADVANCE

MEDIUM INFANTRY MOVE FIRE CLOSE COMBAT EVADE RETREAT MOMENTUM: ADVANCE

HITS

LIGHT BOW, LIGHT SLING MOVE FIRE HOLD IF MOVED CLOSE COMBAT HITS ON EVADE: MAY RETREAT MOMENTUM: ADVANCE

WARRIOR INFANTRY MOVE OR +MUST ATTACK FIRE CLOSE COMBAT HITS FULL STRENGTH IGNORES EVADE MOMENTUM: ADVANCE MAY BATTLE RETREAT

AUXILIA MOVE AND BATTLE OR NO BATTLE FIRE HOLD IF MOVED CLOSE COMBAT HITS EVADE RETREAT: MOMENTUM: ADVANCE

MARIUS LEGIONS MOVE FIRE HOLD IF MOVED CLOSE COMBAT HITS EVADE RETREAT MOMENTUM: ADVANCE

HEAVY INFANTRY MOVE FIRE CLOSE COMBAT EVADE RETREAT MOMENTUM: ADVANCE

HITS ON

JULIAN LEGIONS MOVE OR +NO COMBAT FIRE HOLD IF MOVED CLOSE COMBAT HITS EVADE RETREAT MOMENTUM: ADVANCE

LIGHT CAVALRY MOVE FIRE HOLD IF MOVED CLOSE COMBAT HITS ON EVADE: MAY RETREAT RETREAT: + PER VS MOMENTUM: ADVANCE + MOVE MAY BATTLE

HEAVY CAVALRY MOVE FIRE CLOSE COMBAT HITS EVADE: MAY VS AND RETREAT + PER VS MOMENTUM: ADVANCE + MOVE MAY BATTLE

LIGHT BOW CAVALRY MOVE FIRE HOLD IF MOVED CLOSE COMBAT HITS ON EVADE: MAY RETREAT + PER VS MOMENTUM: ADVANCE MOVE + MAY BATTLE

HEAVY CHARIOT MOVE FIRE CLOSE COMBAT: ATT DEF HITS ON MAY IGNORE 1 EVADE: MAY VS AND RETREAT: + PER VS MOMENTUM: ADVANCE MAY BATTLE

CAMELRY MOVE FIRE ATT DEF HIT ON SPECIAL: IGNORE 1 VS EVADE: MAY VS AND RETREAT MOMENTUM: ADVANCE MAY BATTLE

LIGHT CHARIOT MOVE FIRE: HOLD IF MOVED CLOSE COMBAT HITS ON EVADE: MAY MAY IGNORE 1 RETREAT: + PER VS MOMENTUM: ADVANCE MAY BATTLE

MEDIUM CAVALRY MOVE FIRE CLOSE COMBAT HITS ON EVADE: MAY VS AND RETREAT + PER VS MOMENTUM: ADVANCE MOVE + MAY BATTLE

LIGHT BARBARIAN CHARIOT MOVE FIRE CLOSE COMBAT AFTER LOSS HITS ON MAY IGNORE 1 EVADE: MAY RETREAT + PER VS MOMENTUM: ADVANCE MAY BATTLE

ELEPHANT FRONT MOVE FIRE CLOSE COMBAT VS CLOSE COMBAT VS LEADER CLOSE COMBAT # SAME AS OPPONENT CLOSE COMBAT ALL HITS ROLLED AGAIN IGNORE ALL MAY IGNORE FM

ELEPHANT BACK MOMENTUM: ADVANCE MAY BATTLE EVADE RETREAT RAMPAGE: ALL ADJACENT ROLL FOR HITS UNITS BLOCKING RETREAT: 1 LOSS EACH NO BENEFIT FROM LEADERS CAN SUPPORT, RECEIVES NO SUPPORT

HEAVY WAR MACHINE MOVE IMPASSABLE FIRE HOLD IF MOVED CLOSE COMBAT HITS ON EVADE: MAY, REMOVE FROM BATTLEFIELD RETREAT MOMENTUM

LIGHT WAR MACHINE MOVE IMPASSABLE FIRE HOLD IF MOVED CLOSE COMBAT HITS ON EVADE: MAY REMOVE FROM BATTLEFIELD RETREAT MOMENTUM

MARIUS LEGIONS MOVE FIRE HOLD IF MOVED CLOSE COMBAT HITS ON EVADE RETREAT MOMENTUM: ADVANCE
Defending, supported Phalanx: roll simultaneously, after ignoring, hits and flags cancel each other out, only loser takes dmg.

JULIAN LEGIONS MOVE OR +NO COMBAT FIRE HOLD IF MOVED CLOSE COMBAT HITS ON EVADE RETREAT MOMENTUM: ADVANCE

HOPLITE PHALANX MOVE A Phalanx cannot be supported in any Terrain. FIRE CLOSE COMBAT HITS ON EVADE (Loses 1 hit per unignored Flag, can igRETREAT nore 1 flag from all light units) MOMENTUM: ADVANCE (& Battle Again w. Leader)

LEADER ALONE MOVE CLOSE COMBAT: ADJACENT UNITS HIT ON WHEN ATTACKED: KILLED ON MUST EVADE EVADE: OR OR

FORTIFIED CITY WALL LINE OF SIGHT MOVEMENT: IMPASSABLE FOR ALL

LEADER ATTACHED TO A UNIT MOVE & EVADE: WITH A UNIT CLOSE COMBAT: UNIT+ADJACENT HIT ON CLOSE COMBAT: UNIT CAN IGNORE 1 MOMENTUM MAY BATTLE IF UNIT SUFFER LOSSES: ROLL KILL IF LEFT ALONE: ROLL KILLED ON

FORTIFIED CAMP LINE OF SIGHT MOVE: NO RESTRICTION RECEIVE NO PROTECTION UNIT ON A FORTIFIED HEX ROLLS 1 DEFENDER IGNORES 1 MAY IGNORE 1

ALEXANDER ATTACHED TO A UNIT UNIT BATTLES AT + COMPANION CAVALRY: IGNORES 1 IN CLOSE COMBAT MAY IGNORE 1

RAMPART LINE OF SIGHT: CLEAR MOVE: NO RESTRICTION RECEIVE NO PROTECTION WHEN ATTACKED ACROSS RAMPART: DEFENDER IGNORES 1 MAY IGNORE 1

CAESAR ATTACHED TO A UNIT UNIT BATTLES AT + CAN MOVE AND CLOSE COMBAT

BROKEN GROUND LINE OF SIGHT: CLEAR MUST WHEN ENTERS CANNOT BATTLE WHEN ENTERS CANNOT ENTER BATTLING INTO AND OUT: MAX

HILLS LINE OF SIGHT MOVE: NO RESTRICTION BATTLE UPHILL: ALL UNITS MAX BATTLE DOWNHILL: MAX BATTLE DOWNHILL: MAX

RIVER DELTA SEACOAST LINE OF SIGHT: CLEAR MOVE: IMPASSABLE

FORDABLE RIVER LINE OF SIGHT: CLEAR MOVE: ALL WHEN ENTER, MAY BATTLE CLOSE COMBAT INTO AND OUT: MAX FIRE OUT: MAX MOMENTUM: MAY ADVANCE

FOREST LINE OF SIGHT ALL UNITS WHEN ENTER ONLY MAY BATTLE WHEN ENTER CLOSE COMBAT INTO AND OUT: MAX FIRE INTO: MAX MOMENTUM ADVANCE INTO: ALLOWED

MARSH FRONT LINE OF SIGHT: CLEAR ALL UNITS + ROLL FOR BLOCK LOSS RETREAT/ EVADE: ALLOWED CANNOT ENTER OR RETREAT INTO

MARSH BACK MAY BATTLE WHEN ENTER CLOSE COMBAT INTO AND OUT: MAX FIRE OUT: MAX MOMENTUM ADVANCE OUT: ALLOWED WHEN LEAVING: MOVE TO AJACENT HEX ONLY

SCALABLE CITY WALL FRONT LINE OF SIGHT ENTERS FM LEAVES FOR ADJ HEX ONLY RETREAT/ EVADE THROUGH ALLOWED IMPASSABLE, MAY CCOMBAT UNITS ON

SCALABLE CITY WALL BACK MAY BATTLE WHEN ENTER CLOSE COMBAT INTO AND OUT: MAX DEFENDER: IGNORES 1 MAY IGNORE 1 DEFENDER: BATTLES FIRST IN CLOSE COMBAT

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