THE EMPEROR RETURNS: a new rule

Headquarters

The Wellington, Blucher and Napoleon counters are considered to not only
contain the named personage but also the Headquarters of their
appropriate army. All Movement Commands originate with the Headquarters.

On the Invasion Turn (+1) and thereafter if a Force is to receive a
Movement Command it must be able to trace a path back to its
Headquarters. This path must be free of enemy occupied hexes (not
necessarily enemy controlled hexes: see below). This path must be traced
from the Headquarters to the Force and must be no longer than a distance
that could be traversed by a cavalry unit expending twelve (12) movement
points. The path traced from the Headquarters to the Force is called the
Dispatch Distance. The Phasing Player determines the Dispatch Distance. 

The Dispatch Distance may be traced through enemy controlled hexes (see
ZOC in the Standard rulebook) but each enemy controlled hex lessens the
likelihood that the Movement Command will be received by the Force.
Procedure: The Phasing Player states that the Force in question is to
receive a Movement Command. The Dispatch Distance is determined and it
is discovered that the most feasible path (Phasing Player's option)
crosses two enemy controlled hexes. A die is rolled subtracting two (one
for each controlled hex). On a modified result of 1 or greater the unit
receives the Movement Command. On a modified roll of -1 or 0 the Force
does not receive the Movement Command and that Movement Command is lost
to the Phasing Player. A Force may only be issued one Movement Command
per Movement Phase. 

A Headquarters may issue Movement Commands regardless of tracing a valid
LOC to its active Supply Source. 

Prior to the Invasion Turn (+1) French Forces may receive Movement
Commands regardless of the Dispatch Distance to the Napoleon counter. 

In the event the Napoleon counter is removed from the game the Soult
counter is immediately placed on Napoleon's track on the Organization
Display. This counter is then placed on the game map in the hex nearest
to the last position occupied by Napoleon that is free of enemy Zones of
Control (if more than one hex is available the French player decides
which hex). The French Headquarters is considered with the Soult
counter. They receive one less Movement Command per turn thereafter. 

In the event either the Wellington or Blucher counters are removed from
the game the headquarters is considered to have moved to the nearest
major (pictured) personality of the same army from the last position
occupied by either Wellington or Blucher. The army in question receives
one less Movement Command thereafter. 

Forces directly across an unbridged primary river hexside from the
Headquarters may always receive a Movement Command regardless of the
Dispatch Distance. 

NB submitted by John Kula (kula@telus.net)
on behalf of the Strategy Gaming Society
(http://www.boardgamegeek.com/~sgs), 
originally collected by Andrew Webber 
(gbm@wwwebbers.com)