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Index
INTRODUCTION
What You Need to Play En Garde!
Models
Basic Principles
TURN SEQUENCE
PRIORITY PHASE
Determine Priority
MOVE PHASE
1. Move
2. Use a Missile Weapon
3. Remove a Reload Counter
4. Mount or Dismount
5. Hide or Rest
6. Aim
7. Issue an Order
8. Take a Special Action
COMBAT PHASE
Combat
Combat Procedure
Making an Attack
Ploys
Multiple Combats
Initiating a New Combat
Which Weapon?
WOUNDS
Wound Descriptions
Wound Table
COMBAT EXAMPLE
END PHASE
1. Test Morale
2. Remove Stunned Counters
3. Check Victory Conditions
ARMS AND ARMOUR
Close Combat Weapons
Missile Weapons
Ordinance
Armour
Mounts
SPECIAL RULES
Attributes
Banners
Civilians
Duels
Mounts
Objects
Poison
Ships
Wagons
CREATING A WARBAND
Warband Type
New Warbands
SAMPLE WARBANDS
Landsknechts
The Three Musketeers
The Cardinal's Guard
Conquistadors
Aztecs
Border Reivers
English Civil War
Swashbucklers
Ottoman Empire
Other Periods
SCENARIOS
Setting up the Game
Skirmish
Capture
Duel
Defence
Hold the Bridge
Escort
Occupy
Raid
CAMPAIGNS
Progression
APPENDIX A: SIMPLIFIED ATTACK PROCEDURE
APPENDIX B: THE FANTASTICAL
APPENDIX C: INSPIRATION AND FURTHER READING
QUICK REFERENCE
WARBAND ROSTER
Acknowledgements
eCopyright
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