AMING AIDS. The contents of this chapter are summarised as follows:

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1 AMING AIDS 15 Bonce, blood-steeped oth sides attacked at weapons flew, and men fell, cut down by them. Stones were loosed from slings and arrows from bows. And the many wounds drove out men s souls like leaves. John of Garland 9V \QN OWTTW_RVP XJPN[ aw]stt VM ^JZRW][ gaming aids for Deus Vult, designed to facilitate your battles. You are free to photocopy the pages in this chapter for your own personal ][N 3V JMMR\RWV RO aw] ^R[R\ \QN 0RZNOWZPN 1JUN[ website ( ZNOWZPN PJUN[ LWU aw]stt VM pdf versions of these gaming aids that you can download and print out. BATTLE LEADER CARDS The contents of this chapter are summarised as follows: SUBTERFUGE CARDS ARMY SHEETS CRUSADING MOUNTED SERJEANTS Use these to record the composition of aw]z JZUa JVM aw]z KJ\\TN TNJMNZ[s XZW TN[ An example army sheet detailing an army commander and the divison he leads is presented on the opposite page. On pages 170 " aw]stt VM KTJVS JZUa [QNN\[ OWZ aw] \W XQW\WLWXa JVM TT RV Cut out these cards and glue them to the front of a standard-sized playing card (a bridge size card: 57x89 mm) to create your own customisable Battle 6NJMNZ LJZM[ =QN LJZM[ JTTW_ aw] \W TT RV \QN details for each of your battle leaders, so double ]X J[ J QJVMa ZNONZNVLN WO \QNRZ XZW TN[ -JZM[ OWZ Skirmish Divisions are also included. These cards can be cut out and glued to standard-sized playing card to create a Subterfuge deck (you ll only need one Subterfuge deck for a battle). MARKERS AND TOKENS Use these tokens and markers to keep track of KJ\\TN NTM NOONL\[ 0WZ N`\ZJ M]ZJKRTR\a [\RLS \QN[N markers onto card, or even better, if you have access to the pdfs, print them out onto card. THUNDER ACROSS THE BATTLEFIELD 168 DVb Cards & Tokens.indd /10/ :06

2 GRAND MASTER SAUNIÈRE LEADS HIS TEMPLAR KNIGHTS IN A CHARGE 1st Division Army Commander e: Ace of Diamonds Main Force Templar Knights (6 stds) Knights Templar Contingent Templar Grand Master Grand Master Saunière Templar Mounted Serjeants (4 stds) Templar Foot Serjeants (4 stds) with long spears D4, D8, D12 Stalwart (3 dice for Injury test) Infamous ( +1) Strategy Battle Cry Once per game all battle leaders gain e +1 for 1 turn DVb Cards & Tokens.indd 169

3 ARMY SHEET 1st Division Army Commander e: Strategy 2nd Division Battle Leader 2 e: 170 DVb Cards & Tokens.indd 170

4 ARMY SHEET 3rd Division Battle Leader 3 e: 4th Division Battle Leader 4 e: DVb Cards & Tokens.indd

5 ARMY SHEET 5th Division Battle Leader 5 e: 6th Division Battle Leader 6 e: 172 DVb Cards & Tokens.indd 172

6 ARMY SHEET Battle Leader Division e: Battle Leader Division e: DVb Cards & Tokens.indd

7 BATTLE LEADER CARDS Battle Leader Army Commander Battle Leader e: e: e: Strategy Battle Leader Battle Leader Battle Leader e: e: e: 174 DVb Cards & Tokens.indd 174

8 BATTLE LEADER CARDS Battle Leader Army Commander e: e: Skirmish Division Vanguard Strategy Battle Leader Battle Leader e: e: Skirmish Division Vanguard 175 DVb Cards & Tokens.indd 175

9 SUBTERFUGE CARDS Ambuscade Ambuscade Ambuscade Reveal at the end of the Deployment phase. Reveal at the end of the Deployment phase. Reveal at the end of the Deployment phase. Choose a unit in one of the opposing player s rearguard or vanguard divisions. That unit is immediately targeted by a shooting attack with a Shooting score of 8. The target counts as being within Killing Range of the attack. Choose a unit in one of the opposing player s rearguard or vanguard divisions. That unit is immediately targeted by a shooting attack with a Shooting score of 8. The target counts as being within Killing Range of the attack. Choose a unit in one of the opposing player s rearguard or vanguard divisions. That unit is immediately targeted by a shooting attack with a Shooting score of 8. The target counts as being within Killing Range of the attack. The target suffers casualties and must make any appropriate tests as if targeted by a normal shooting attack to its rear (see pages 46-48). Effects are carried over to the unit when it enters the battle. The target suffers casualties and must make any appropriate tests as if targeted by a normal shooting attack to its rear (see pages 46-48). Effects are carried over to the unit when it enters the battle. The target suffers casualties and must make any appropriate tests as if targeted by a normal shooting attack to its rear (see pages 46-48). Effects are carried over to the unit when it enters the battle. Assassin Delay delay Reveal when an enemy battle leader is allotted a Battle Leader card during the Battle Leader Cards phase. Reveal during the Deployment phase (see page 27) when your opponent places an enemy Battle Leader card from his main OWZLN WV \QN KJ\\TN NTM Reveal during the Deployment phase (see page 27) when your opponent places an enemy Battle Leader card from his main OWZLN WV \QN KJ\\TN NTM The Battle Leader card can only be placed if the battle leader it represents tests his Discipline and scores a Success. The Battle Leader card can only be placed if the battle leader it represents tests his Discipline and scores a Success. 3O \QN KJ\\TN TNJMNZ [LWZN[ J 0JRT]ZN QN and his division must be placed in the rearguard. 3O \QN KJ\\TN TNJMNZ [LWZN[ J 0JRT]ZN QN and his division must be placed in the rearguard. That battle leader is targeted by an assassin, and QN U][\ RUUNMRJ\NTa PQ\ J M]NT JPJRV[\ QR[ attacker (see pages 34-35). The assassin has the following Duel dice: D4, D8, D12, unless he is PQ\RVP \QN JZUa LWUUJVMNZ RV _QRLQ LJ[N QN QJ[..!.# ZNXZN[NV\RVP \QN MRO L]T\a of getting past the commander s bodyguards). The battle leader is not affected by a Humiliated result in this duel. Any wounds suffered in the duel are carried over to the battle. If the assassin []Z^R^N[ \QN M]NT QN NN[ JVM \QN M]NT R[ W^NZ If the battle leader is killed, its controlling player U][\ ZWTT ]X J VN_ XZW TN OWZ \QN MNJM KJ\\TN leader s replacement (see page 15). However, when he rolls to determine the new battle TNJMNZs[ XZW TN QN U][\ ZWTT JV N`\ZJ.! OWZ each category and discard the highest scoring die, unless he is the new army commander, in which case roll him up as though he is only a normal battle leader. 176 DVb Cards & Tokens.indd 176

10 SUBTERFUGE CARDS Disloyalty Disloyalty Inside information Reveal when an enemy battle leader (other than the army commander) is allotted a Battle Leader card during the Battle Leaders Cards phase. Reveal when an enemy battle leader (other than the army commander) is allotted a Battle Leader card during the Battle Leaders Cards phase. That battle leader bears a grudge against the army commander and is unwilling to follow his lead. That battle leader bears a grudge against the army commander and is unwilling to follow his lead. =QN JZUa LWUUJVMNZ LJVVW\ RV ]NVLN any units in that battle leader s division, and if the chosen battle leader is within the army commander s Command Range, the chosen battle leader reduces his Discipline by 1. =QN JZUa LWUUJVMNZ LJVVW\ RV ]NVLN any units in that battle leader s division, and if the chosen battle leader is within the army commander s Command Range, the chosen battle leader reduces his Discipline by 1. Intrigue Intrigue Reveal during the Deployment phase as soon as your opponent places one of his Battle Leader cards in his main force or vanguard face down onto the table. Reveal during the Deployment phase as soon as your opponent places one of his Battle Leader cards in his main force or vanguard face down onto the table. Your opponent must test his army commander s Discipline. Your opponent must test his army commander s Discipline. Reveal during the Deployment phase, as soon as your opponent is about to deploy a unit in his main force (you cannot choose a unit with the trait). Your army commander tests his Discipline, and the chosen unit makes a Discipline test using its rating instead of its Discipline rating (this test cannot be RV ]NVLNM Ka JVa KJ\\TN TNJMNZ 3O QN [LWZN[ J 0JRT]ZN \QN LQW[NV KJ\\TN leader is now the army commander for the duration of the battle. Of course, if he turns out to already be the army commander, this act of subterfuge has no effect. 3O QN [LWZN[ J 0JRT]ZN \QN LQW[NV KJ\\TN leader is now the army commander for the duration of the battle. Of course, if he turns out to already be the army commander, this act of subterfuge has no effect. If you score equal to or less than your opponent s score, nothing happens. If you score higher than your opponent s score, \QN LQW[NV ]VR\ R[ ]V_RTTRVP \W PQ\ OWZ aw]z opponent s side, and reduces its Discipline and e by 1 (to a minimum of 0) for the duration of the battle. Reveal at any time. Your opponent s army commander must test his Discipline. 3O QN [LWZN[ J 0JRT]ZN QN U][\ RUUNMRJ\NTa [QW_ aw] \QN 9]\ JVSRVP \WSNV MN\JRTRVP _QRLQ JVSRVP NMPN RO JVa QR[ W]\ JVSRVP OWZLN _RTT KN arriving from (see page 24). In addition, he must roll a D6 for each of his Ambush markers on the table. On the score of a 1 that Ambush marker must be removed. Sedition However, if you score higher and your WXXWVNV\ [LWZN[ JV ãkânl\ 0JRT]ZN \QN ]VR\ swaps sides. You now control that unit and it joins any division in your army yet to be MNXTWaNM N`LNX\ JV W]\ JVSRVP MR^R[RWV 3O this is not possible, the unit plays no part in \QN PQ\RVP OWZ aw] \QN ]VR\s[ Discipline and e are not reduced by 1. DVb Cards & Tokens.indd

11 SUBTERFUGE CARDS Sabotage Sabotage Spies Reveal at the end of the Deployment phase. Reveal at the end of the Deployment phase. Choose one of the opposing player s divisions in the main force or rearguard. That division s baggage has been poisoned, or the troops have drunk from a poisoned well. Choose one of the opposing player s divisions in the main force or rearguard. That division s baggage has been poisoned, or the troops have drunk from a poisoned well. Reveal during the Deployment phase when any enemy Battle Leader card is XTJLNM OJLN MW_V WV \QN KJ\\TN NTM Each unit in the division must test its.r[lrxtrvn _QRLQ LJVVW\ KN RV ]NVLNM by any battle leader, and if a unit scores J 0JRT]ZN R\ RUUNMRJ\NTa []OONZ[.! casualties if an infantry unit or D3 casualties if a cavalry or skirmishing unit. Each unit in the division must test its.r[lrxtrvn _QRLQ LJVVW\ KN RV ]NVLNM by any battle leader, and if a unit scores J 0JRT]ZN R\ RUUNMRJ\NTa []OONZ[.! casualties if an infantry unit or D3 casualties if a cavalry or skirmishing unit. Spies Spies Wild Rumours Reveal during the Deployment phase when any enemy Battle Leader card is XTJLNM OJLN MW_V WV \QN KJ\\TN NTM Reveal during the Deployment phase when any enemy Battle Leader card is XTJLNM OJLN MW_V WV \QN KJ\\TN NTM Reveal this card at the end of the Deployment phase. Roll a die. On a 4+ that Battle Leader card must be placed face up, and your opponent must tell you what units his division comprises of. Roll a die. On a 4+ that Battle Leader card must be placed face up, and your opponent must tell you what units his division comprises of. Alternatively, you may reveal this card at any time in response to an act of subterfuge played by your opponent. Roll a die. On the score of a 4+ that act of subterfuge does not take effect and plays no further part in the game. Alternatively, you may reveal this card at any time in response to an act of subterfuge played by your opponent. Roll a die. On the score of a 4+ that act of subterfuge does not take effect and plays no further part in the game. 178 DVb Cards & Tokens.indd 178 Roll a die. On a 4+ that Battle Leader card must be placed face up, and your opponent must tell you what units his division comprises of. Alternatively, you may reveal this card at any time in response to an act of subterfuge played by your opponent. Roll a die. On the score of a 4+ that act of subterfuge does not take effect and plays no further part in the game. Your opponent must test his army commander s Discipline. 3O QN [LWZN[ J 0JRT]ZN OWZ \QN M]ZJ\RWV WO the battle, after your opponent has made a e test, you may choose one of the dice rolled for the test and force him to re-roll it.

12 SUBTERFUGE CARDS No Subterfuge No Subterfuge No Subterfuge Your agents are unreliable or are caught before they can carry out their scheme, and your attempt at subterfuge comes to naught. Your agents are unreliable or are caught before they can carry out their scheme, and your attempt at subterfuge comes to naught. Your agents are unreliable or are caught before they can carry out their scheme, and your attempt at subterfuge comes to naught. No Subterfuge No Subterfuge No Subterfuge Your agents are unreliable or are caught before they can carry out their scheme, and your attempt at subterfuge comes to naught. Your agents are unreliable or are caught before they can carry out their scheme, and your attempt at subterfuge comes to naught. Your agents are unreliable or are caught before they can carry out their scheme, and your attempt at subterfuge comes to naught. DVb Cards & Tokens.indd

13 TOKENS & MARKERS 180 DVb Cards & Tokens.indd 180

14 TOKENS & MARKERS Baggage Train Baggage Train Baggage Train Baggage Train Evaded Evaded Evaded Evaded Evaded Evaded DVb Cards & Tokens.indd

15 TOKENS & MARKERS 182 DVb Cards & Tokens.indd 182

16 TOKENS & MARKERS Wounded Wounded Wounded Wounded Wounded Wounded Shielded Shielded Shielded Shielded Shielded Shielded Outflanking Outflanking Right Flank Left Flank Outflanking Outflanking Right Flank Left Flank Crusader Force Outflanking Crusader Force Outflanking Right Flank Left Flank No Outflanking No Outflanking Initiative 183 DVb Cards & Tokens.indd /10/ :08

ONE IF BY LAND" - AMERICAN 1:10 SCALE WAR OF INDEPENDENCE RULES by Bob Bergman. Infantry/Cavalry figure 10 men Artillery crew figure 5 men

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