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Over the following few pages are all the cards youll need to make up the Fate Deck.

Photocopy or cut the cards out and stick them on some card for strength.

Appendix 1F ate Cards


Passage of Ranks

Local Guide

Condottiere

Condottiere

One company may move through rough terrain or woods without having their movement halved, or move through swamp at half speed.

One company may interpenetrate another company without paying half movement cost.

Condottiere Rushes to Crisis


Condottiere may move before order changes are resolved and then may move again in the movement phase.

Condottiere

The Honour of the Company


One company with Hold order ignores daze results (but not panic).

Condottiere

Impassioned Speech

F ate Card Condottiere

F ate Cards

One company treats all panic results as dazed.

Taunting Enemy Unit

F ate Card Condottiere

One enemy company (not their Condottiere) on Hold changes its order to Move.

Enemy Messenger Ambushed

F ate Card Condottiere

Sound Halt

F ate Card Condottiere

One enemy order change cancelled (though not the enemy Condottieres own order)

All friendly captains change to Hold order.

F ate Card
Sound Attack

Condottiere

F ate Card
Ferocious Attack

Condottiere

F ate Card
Inspired Leadership

Condottiere

F ate Card
The Plan Comes Together

Condottiere

All friendly captains of non-missile or artillery companies change their order to Move, pointed towards the nearest enemy unit.

One enemy company treats all dazed results from melee attack as panic.

All dazed soldiers in one company shake off their confusion and return to the ranks.

F ate Card
Iron Discipline

Condottiere

F ate Card
Charge From Ambush

Condottiere

F ate Card
Recover Nerve

May issue one extra order change this turn. Treat the receiving captain as if he is visible to the Condottiere.

Condottiere

F ate Card Condottiere

One company ignores all black card hit results this turn.

One company may charge an enemy unit that it could not see at the start of its turn.

One routed company recovers and converts its order to Hold.

Leader Arises From The Ranks

Return one dead or wounded captain to his unit, and remove a soldier.

F ate Card

F ate Card
118

F ate Card

F ate Card

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F ate Cards

A Deadly Volley

Condottiere

One company is -1 to the number needed to hit for a single volley.

Have At Them, You Rogues!


All dazed soldiers within 12 inches of their Condottiere return to the ranks.

Condottiere

Difficult Ground

Condottiere

One enemy company subtracts 1D6 inches from its movement allowance this turn.

Easy Going

Condottiere

One company adds 1D6 inches to its movement this turn.

Quick Reactions

F ate Card Condottiere

One company with a Hold order attacked in flank may turn some or all of its models to face the attacker before combat.

Skilful Skirmishers

F ate Card Condottiere

One skirmish company is -1 to the number needed to hit for a single volley.

A Thundering Charge

F ate Card Condottiere

Master Gunner

F ate Card Condottiere

F ate Card
Skilful Withdrawal

Condottiere

F ate Card
Secret Ford

One mounted company receives 2D6 inches of extra movement and is -1 to the number needed to hit in melee, provided it has a Move order.

Condottiere

F ate Card Condottiere

One artillery company modifies the number needed to hit by an additional -2 at long range. At bucket shot range, add 2 to the dice roll for casualties.

F ate Cards

F ate Card Condottiere

One company with a Hold order may withdraw up to its full move and end facing the enemy.

Establish a ford anywhere on any river or stream on the table.

Excellent Drill

One unit with a Move order may change formation at the start of its movement by paying half of its movement allowance.

Run Away!

One skirmishing company charged by the enemy may move 2D6 extra inches to escape.

F ate Card
Treason!

Condottiere

F ate Card
The Popes Blessing
Draw two extra Fate Cards (if played after the command phase, any extra cards may be held until the next turn.)

Condottiere

F ate Card
Local Levies

Condottiere

F ate Card
Exploding Shell

Condottiere

Examine your enemys Fate Cards and discard one of them!

F ate Card

F ate Card
119

Place one company of armed peasants (Cautious, Inexperienced, Poor Arms) in any village you currently hold. It is under your command and may start with any order desired. If you later plunder the village, the levies switch sides and come under command of your opponent.

F ate Card

Roll 1D6 for an enemy company fired at this turn by artillery. The number rolled is the number of soldiers who panic (in addition to any caused by the fire itself).

F ate Card

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Confusion of Battle

Condottiere

Lingering Smoke

Condottiere

F ate Cards

No enemy order changes allowed this turn, except for Condottieri, who may change their own orders (only).

Furious Assault

F ate Card Condottiere

All enemy handgunners, arquebusiers, and artillery add +1 to the number needed to hit when conducting fire combat this turn. Artillery fire at bucket shot range subtracts 1 from the number of hits rolled.

Wind In Their Face

Condottiere

Free Lance

Condottiere

F ate Cards

One foot unit adds 1D6 to its movement and is -1 to the number needed to hit in melee, provided it has a Move order.

Fleet of Foot (or Hoof)

F ate Card Condottiere

One enemy bow or javelin unit (mounted or dismounted, crossbow or longbow) adds +1 to the number needed to hit when conducting fire combat this turn.

A mercenary knight joins your army. Add him to any heavy cavalry unit. He has any three soldier skills of your choice.

Sudden Downpour

F ate Card Condottiere

One skirmishing unit may move double its normal rate this turn.

Rain wets powder and makes bow strings slack. No missile fire from either side this turn (except javelins).

Harassing Fire

F ate Card Condottiere

One enemy unit which was fired at by missile fire must fall back 12 inches.

F ate Card
FIRE!

Condottiere

F ate Card
Steady Lads

Condottiere

F ate Card
Skirmish Rage

Condottiere

F ate Card
Forlorn Hope

Condottiere

Fire breaks out in a house in an enemy-held village. All troops in the village receive an automatic move order and must leave the town next movement phase. No one may enter the village for the rest of the game. It may not be plundered, and no longer counts for victory.

One unit treats all panic results as dazed, and ignores regular dazed results.

F ate Card Condottiere

F ate Card
The Surgeons Hand

A company in skirmish formation and with a Move order may move into melee contact with an enemy unit. If the skirmish unit has two ranks, the second rank closes up into the first rank (but reverts to 2 ranks after the combat).

The Dogs of War

Condottiere

F ate Card Condottiere

A company in skirmish formation and with a Hold order will stand and fight against enemy formed units coming into contact. If the skirmish unit has two ranks, the second rank closes up into the first rank (but reverts to 2 ranks after the combat).

F ate Card Condottiere

All units, friendly and enemy, modify the number needed to hit in melee by -1 this turn.

Hold That Pose

One unit recovers half (rounding up) of all soldiers wounded this turn.

F ate Card

F ate Card

The artist accompanying an opposing Condottiere sketches him for a marble statue. The Condottieres own order changes to Hold, and he may not move or change any orders this turn. This cancels the effects of the card Condottiere Rushes to Crisis.

Excellent Cover

The number of missile attack dice rolled against any one unit skirmishing in cover are halved (rounding up).

F ate Card

F ate Card

120

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Deserters

Condottiere

One enemy company, which is not in melee contact after the movement phase, loses men to desertion. Roll 1D6 for a foot company or 1D6-2 for a mounted company. The number rolled is the number of soldiers removed from the company (by the owning player) as if killed in battle.

Chop Off The Points!

Condottiere

F ate Cards

Caltrops

F ate Card Condottiere

Any one unit of briganti or halberdiers engaged in melee against a pike-armed unit attacks first this combat phase.

Reinforcements For A Price

Condottiere

Any one infantry unit has sown the ground in front of it with caltrops. One enemy mounted unit charging it suffers 1D6 hits before combat. Turn cards normally for hit results, but all wounds are on horses.

Hidden Stakes

F ate Card Condottiere

A company of mercenary cavalry offers its services. Immediately pay 4+1D6 x 100 florins to hire them. 1 heavy cavalry company (no skills or liabilities) appears on your table back edge at the start of movement, with a Move order. If not hired, the enemy may hire them next turn at same price, and they appear on opposite table edge. The company remains in your (or your opponents) employ only until the end of this battle.

Maddened Horse Breaks Enemy Ranks

Condottiere

F ate Card Condottiere

Any one unit of missilearmed foot steps back to reveal rows of sharpened stakes planted in the ground. If charged by cavalry, treat the missilearmed foot as if pikearmed for the first turn of melee, and they may both fire and melee that turn.

Bribery

F ate Card Condottiere

Any one mounted unit engaged in melee attacks first this combat phase, regardless of enemy weapon length. If facing a pike unit, the pike unit receives no benefit from extra ranks.

Change the order of any one of your opponents captains (but not his Condottiere) to any order you prefer.

Enraged Peasants

F ate Card Condottiere

F ate Card Condottiere

F ate Card
Gun Bursts

Place one company of Armed Peasants (Cautious, Inexperienced, Poor Arms) in any village which has been plundered by the enemy. The company is under your command and may start with any order desired.

F ate Cards

Its Just A Scratch


Ignore any one wound suffered this turn.

Wind At Our Back

Condottiere

F ate Card Condottiere

F ate Card
Momentary Truce

One javelin or bow unit (mounted or dismounted, crossbow or longbow) adds 6 inches to its range this turn.

One enemy cannon which fires blows up. Do not roll a fire dice. Remove it from play and turn 1 hit card for each crew member.

Forged Orders

Change any one enemy order marker except that of the Condottiere.

Condottiere

F ate Card Condottiere

F ate Card
Pillage, Loot and Burn!

Play during the enemy movement phase. All enemy units (including units in melee) within six inches of units on your side move six inches to the rear and change their orders to Hold. No other enemy movement is allowed. The enemy may not conduct any attacks during his player turn.

Fog Rolls In

Condottiere

F ate Card
Cattle Herd!

Condottiere

F ate Card

Maximum visibility (and firing range) reduced to 18 inches. All missile fire has the number needed to hit raised by +1. Lasts for the remainder of the game.

F ate Card

One enemy companys order is changed to a Move toward the closest friendly (to it) unpillaged village. In the movement phase it must move full, or all the way to the village (whichever is less) If its move takes it to the village, it pillages it.

F ate Card

Place a herd of cattle of half a dozen or more models anywhere on the table. Cattle herds are moved through as if friendly units. Each movement phase, roll a dice to determine the direction the cattle wander, and then roll 2 dice for the distance moved in inches).

F ate Card

121

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Hidden Bog!

Condottiere

Place an impassable bog (4 inches across and 8 inches wide) anywhere on the table at least 3 inches from a ford, bridge, road, or town.

Dust on the Horizon

Condottiere

F ate Cards

Mistress Arrives

Condottiere

Gypsies

F ate Card Condottiere

Your mounted scouts drag brush to fool the enemy into believing you have reinforcements at hand. All enemy units with Move orders advancing them toward your units have their orders changed to Hold.

F ate Cards

Place a gypsy band of one wagon and six armed peasants anywhere on the table. Gypsy bands are moved through as if friendly units. In addition, the Condottiere owning the unit moving through the gypsies loses 100 florins. They may be attacked instead of moved through, treating them as armed peasants. Each movement phase, roll a dice to determine the direction the gypsies move, and then roll 2 dice for distance moved in inches. If they contact a unit, the owner of that unit loses 100 florins.

Enemy Withdraws In Confusion

F ate Card Condottiere

Your opponents mistress arrives, and he is momentarily distracted. His Condottieres order is changed to Hold, and he may not make any order changes this turn.

Enemy Driven To Cover

Condottiere

Using Their Initiative

F ate Card Condottiere

Change any one enemy order marker to a Move in the direction of the nearest covering terrain not occupied by your troops.

F ate Card Condottiere

Change any one enemy units order from Hold to Move away from the closest hostile unit.

One company of light cavalry may be given a new order.

Using Their Initiative

F ate Card Condottiere

One company of light cavalry may be given a new order.

F ate Card Condottiere

F ate Card Condottiere

F ate Card Condottiere

Using Their Initiative

One company of light cavalry may be given a new order.

Using Their Initiative

One company of light cavalry may be given a new order.

ROUT
O rder Marker Condottiere

ROUT
O rder Marker Condottiere

F ate Card Condottiere

F ate Card Condottiere

ROUT
O rder Marker

ROUT
O rder Marker

ROUT
O rder Marker

ROUT
O rder Marker

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