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Photocopy or cut the cards out and stick them on some card for strength.
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
Condottiere
Impassioned Speech
F ate Cards
One enemy company (not their Condottiere) on Hold changes its order to Move.
Sound Halt
One enemy order change cancelled (though not the enemy Condottieres own order)
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Sound Attack
Condottiere
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Ferocious Attack
Condottiere
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Inspired Leadership
Condottiere
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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.
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Iron Discipline
Condottiere
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Charge From Ambush
Condottiere
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Recover Nerve
May issue one extra order change this turn. Treat the receiving captain as if he is visible to the Condottiere.
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.
Return one dead or wounded captain to his unit, and remove a soldier.
F ate Card
F ate Card
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F ate Card
F ate Card
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F ate Cards
A Deadly Volley
Condottiere
Condottiere
Difficult Ground
Condottiere
One enemy company subtracts 1D6 inches from its movement allowance this turn.
Easy Going
Condottiere
Quick Reactions
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
One skirmish company is -1 to the number needed to hit for a single volley.
A Thundering Charge
Master Gunner
F ate Card
Skilful Withdrawal
Condottiere
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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
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
One company with a Hold order may withdraw up to its full move and end facing the enemy.
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
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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
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Local Levies
Condottiere
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Exploding Shell
Condottiere
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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.
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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).
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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
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.
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.
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
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
One enemy unit which was fired at by missile fire must fall back 12 inches.
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FIRE!
Condottiere
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Steady Lads
Condottiere
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Skirmish Rage
Condottiere
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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
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).
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).
All units, friendly and enemy, modify the number needed to hit in melee by -1 this turn.
One unit recovers half (rounding up) of all soldiers wounded this turn.
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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).
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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.
Condottiere
F ate Cards
Caltrops
Any one unit of briganti or halberdiers engaged in melee against a pike-armed unit attacks first this combat phase.
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
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.
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
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
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
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
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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
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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).
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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.
Condottiere
F ate Cards
Mistress Arrives
Condottiere
Gypsies
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.
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.
Condottiere
Change any one enemy order marker to a Move in the direction of the nearest covering terrain not occupied by your troops.
Change any one enemy units order from Hold to Move away from the closest hostile unit.
ROUT
O rder Marker Condottiere
ROUT
O rder Marker Condottiere
ROUT
O rder Marker
ROUT
O rder Marker
ROUT
O rder Marker
ROUT
O rder Marker
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