FOV Core-Rules 2024
FOV Core-Rules 2024
FOV Core-Rules 2024
In Force of Virtue it’s not just about what orders your leaders give, but how your leaders give them.
Like in real life, your leaders have personalities with strengths and weaknesses, modelled through the
types of Virtue you give them.
Virtue is both your force’s morale and the currency with which its actions are made. It represents the
force of your Capo’s personality, their strengths and weaknesses, and their ability to command troops.
If your models run out of Virtue they will flee and disappear from the battlefield (see page 29).
The outcome of an action may hinge on the Virtue that was used to make it; each Virtue can lead to
heroic deeds, but also hides its own Vice. Choosing the correct Virtue for each action is a key part of
a shrewd commander’s strategy.
Each card shows a number next to each Virtue, indicating how many Virtue dice of that type it
possesses.
Niccolo Machiavelli
Your Soldiers will only get more difficult to command as their morale
is shaken. Be careful how you manage your virtue, or you might end
up with no usable virtue after a crossbow volley and unable to defend
yourself from an imminent charge. Likewise if you see your opponent
is low on Virtue, Burning a few more points of their virtue might force
them to rally instead of pressing the attack. If you lose further virtue to
the degree you have none left your troops will begin to flee and you will
quickly lose the battle.
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Force 0f Virtue - Playing The Game
Example: Sam chooses to use 4 dice for a Virtue roll, 2 Speed, a Fortitude and a Prudence. In order to get a
critical fail result he would have to roll four 1s so he has no other result to choose. He rolls his dice, he rolls a
critical fail on the Prudence dice, a normal success on a Speed and one Speed critical success and one critical
success with the Fortitude dice. Sam can safely ignore the critical fail, but must choose which critical success to
apply, as he cannot apply both.
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Force 0f Virtue - Cards
Cards
Card Types
Everything you do in Force of Virtue is based around the cards you bring to a game. These cards
represent the wealth, knowledge, experience and strategic advantages that belong to your group of
mercenaries. As you play more games and win great victories your mercenary party will win more
cards. The types of cards are the following.
Logistics
Logistics cards have weapons, armour,
equipment and fighting men on them. If it
bleeds or can get broken then it’s in here. The
amount of logistics cards signifies the wealth
and material holdings of your mercenary
company.
Honour
Honour cards represent special training,
natural heroism, or other such methods
of bending the tides of fortune for your
company. Use them to represent your
mercenary company’s chosen method of
waging war.
Strategic
Strategic cards give strategic advantages
in deployment, command and leadership
of your men. Strategic cards are the more
intangible advantages gained through
superior generalship and positioning.
Intrigue
Intrigue cards contain secrets and
treacherous acts as well as allies and
knowledge gained through spies. There are
many underhanded ways of gaining victory
and intrigue cards allow you to bring them to
the tabletop.
Virtue
Virtue cards represent training, morale,
and general ability to fight. They provide
the points of Virtue that you will need to
command and control your troops, any
commander you wish to use will need at least
one of these to be able to command troops .
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Force 0f Virtue - Cards
Hidden The card begins the game hidden in your hand. when you wish to
play it, reveal it and resolve the effects.
Visible The card begins the game visible and open, your opponent can
see it and ask to view it at any time.
Discard This card is one time use only, in order to gain its’ effect discard
it from your hand. The effect lasts as long as specified on the
card. However it remains in your deck and can be used in future
campaign games.
Attach This card is attached to another card, affecting all of that card’s
models.
One Action This card only affects One Action, all the models in that Action
are affected. See page 30 for more details
One Round This card’s effect only lasts one Round, the card text will say
which models it affects. See page 29 for more details
Whole Game This card’s effect lasts the whole game. the card text will say
which models it affects 24
Force 0f Virtue - Cards
Equipment
Some logistics cards either replace or start with certain
weapons or armour. In order to change the equipment on a
model, simply attach a new Equipment card to the Troop or
Capo card.
Eg. If you want a group of crossbowmen, attach a Ranged
Weapons card to a Mercenaries card. Voila, you can bring
your crossbow-armed models to your next game!
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Force 0f Virtue - Core Rules
Checks
Often you will be required to roll a check,
the check is against a characteristic defined
on a card or a given value.
In a check you are trying to roll equal or
more than the value of the characteristic or
value. This is often abbreviated with a + sign,
for example 4+ is a roll of 4 or more for a
success. If you have a bonus or penalty, this is
added to your roll too and the final result is
0027 compared to your target.
Force 0f Virtue - Core Rules
Game Structure
Choosing a Scenario
A scenario in Force of Virtue will provide you with some elements to weave your own story into the
game such as objectives and characters, however if you want to jump right in to check out the rules
then see pages 46, or our Website for some premade scenarios for your first few games. Afterwards,
try out the scenario generation system on page 49.
Objectives
Force of Virtue will always have an objective that one or both parties are trying to achieve. This
could be anything from moving a cannon into a place to stealing an occult grimoire depending on
the player’s tastes. Objectives can either be a single known objective, multiple objectives or a single
hidden objective. For specific rules on building objectives and scenarios see page 49.
One player begins their turn with no model with unburnt Virtue on the table or playable
via a card.
Once the objective is complete the mission immediately ends as the mercenary captains retreat their
forces to conserve their strength. After all there is no extra pay for sticking around, and the loser
needs to start figuring out their excuses and consulting their contract.
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Models painted by: Axia Painting Studio
Force 0f Virtue - Core Rules
Playing a Round
Games of Force of Virtue are split into “Rounds”, during a round players alternate taking turns until
both players Pass and the round is over and a new round begins.
Player Turns
During a player’s turn they have three things they can choose to do.
Actions
The possible Actions you can take with your Capos are:
Passing
You may choose to pass, once you pass you cannot take any more Actions this round, you may
however still play cards. If you are the first to pass, you may take first Action next round.
Actions
Taking an Activation
To make an Action go through the following sequence:
Example: Sam uses a banner to activate three mercenaries to make a move action. Sam chooses not to
activate two other mercenaries and a knight within command range as he wants to move them in a different
direction. He uses one Speed and a Fortitude.
A Model’s Actions
Actions represent a model’s physical endurance and speed.
A model’s Actions value on a card tells you how many Actions that model can be included in during
a Round. A Capo ordering other models to do an Action does not count as having spent an Action
unless they have also done the Action themselves. ie. moved, shot, reloaded.
A Model’s Faith
Faith represents a model’s mental focus and concentration.
Faith tells you how many Virtue that model can use over the course of a Round.
Example A:
Giulia has a group of 3 Mercenaries with crossbows, and a knight. The mercenaries have 2 actions and 3
Faith and the knight has 3 Actions and 4 Faith.
Round 1
On her turn she makes a move action with her knight and her 3 mercenaries using 2 Virtue Dice. On her
next Turn she can only move the mercenaries with 1 Virtue dice as they only have a Faith value of 3. Her
Knight however still has 1 action and 1 Faith left.
Round 2
Giulia orders a Shoot Action with her three Crossbows with 3 Virtue dice using her knight. They cannot
reload this round as they have used up all their Faith, even if they still have an unused action. Her Knight
still has all it’s actions and Faith remaining as it did not actually take part in the Shoot Action.
Round 3
Giulia’s opponent has first turn and kills Giulia’s knight with a lucky shot. The crossbowmen have no Virtue
of their own so they are not able to take any actions and will Flee at the end of the round. 30
Force 0f Virtue - Core Rules
Movement Actions
Declare you are doing a Move Action. Select Movement and Fighting
the Capo you wish to make the Action with
and any models you wish to include in the Movement is, of course, very important for
Action. Then how many of which Virtue getting to grips with the enemy. Even if you
Points you are using for the Action. All do not reach them, you will still be able to
models in the movement must end fight if the enemy counter-charge you. After
within the command range of the Capo you reach the enemy, you will need to declare
initiating the move. a Fight Action on your next Turn in order to
strike.
Rolling for Movement
If you declare a Fight Action or a Fight
To see how far each of the models can move Action is declared against you, if those
during this action, make a Virtue Roll. Treat models’ previous action was a movement
the highest scoring die as a D3, then add action, you may use the same Virtue, Faith,
3 to the result to see how far each of the and Action from the previous Movement
models can move. This is summarised in the for the Fight Action at no further Faith or
Movement Table below action cost , even if the movement action
was in a previous round. You may however
choose to add more Virtue to the action at
normal cost.
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Force 0f Virtue - Core Rules
The most prudent advance is a brisk retreat Good use of cover and timing masks your troops
Prudence
Exhaustion and disorganisation are the fruits Swift manoeuvring has won many a battle
of overhaste
Speed
At the end of this Capo’s Move,
MOVE DIRECTLY TOWARDS any enemy Capo within 6” must
the nearest Enemy Unit roll a D6 for all Unburt Virtue and
Burn a Virtue for every result of 1
Over aggression leads to ill advised charges A wild charge has been known to shatter an
enemy before blows even fall
Audacity
Sometimes a stoic stand is more foolish than Ordered ranks march forword relentlessly
impressive
Fortitude
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Force 0f Virtue - Core Rules
Shoot Actions
Select models that you wish to activate then Models that are obstructed by cover receive a
select which Virtues you want to shoot defence die.
with. Remember to account for Faith, if you When rolling for defence against incoming
moved previously you will not be able to fire you roll a single die against the To
shoot as effectively! Hit Value on the shooting models card. A
success cancels a Hit on the shooting model.
Targeting A critical success on a To Hit dice by the
All models activated must target the nearest opponent can only be cancelled by a critical
unobscured enemy model, which is in line success on a defence die.
of sight. You cannot shoot at an enemy
in base-to-base contact with a friendly Rolling to Hit
model, including the model shooting. You Once you have your shooters, targets and
also cannot shoot at an enemy obscured Virtue selected, you can start rolling to hit.
by a friendly model or if the line of the Roll model by model with one die for each
shot passes over the friendly model’s base, Virtue you spent and pick the best result
unless you are in base-to-base contact with from each roll. Consult the model’s card
that friendly model. (Base-to-base contact or the card which equips it with a ranged
represents shooting over a friendly model’s weapon to check the weapon’s accuracy
shoulder.) rating. In most cases this will be a 4+ roll.
Roll the amount of Virtue dice specified for
If there is less than 1” difference between
2 models the targeted player may choose
which model is targeted.
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Force 0f Virtue - Core Rules Force 0f Virtue - Core Rules
A shot made so poorly it elicits laughter is a A prudent eye can look beyond the threats to
better morale boost than a still loaded gun men of Virtue, targets that can change the
Prudence
course of the battle
Excessive haste causes fumbled triggers, matches, A quick shot allows sustained movement,
and sometimes dead comrades potentially out of the enemy’s line of fire
Speed
When the enemy pays no heed to insults and Audacious troops lay down effective fire and
incoming fire, it sparks fear like wildfire effective insults in equal measure
Audacity
“ You won’t be shooting three rounds a minute A calm, unfazed mind best finds the gaps
in weather like that!” between armour
Fortitude
0035
Reloading Actions
Reloading
Some weapons like crossbows and handguns Example: Sam has his card of heavy crossbows
need to be reloaded after shooting, how long shoot with 1 Speed. His opponent moves some
it takes will be specified on the card. After pikes closer to them. Sam activates his heavy
firing, place a die or a number of tokens next crossbows again. Heavy Crossbows have a reload
to them equal to the reload value on the card, of 2. Sam activates his heavy crossbowmen to
they may not fire until the reload value has reload for their second action. Heavy crossbows
reached 0. require 2 Reload points. He chooses two Prudence.
He rolls a 2 and a critical success and therefore
removes both reload tokens. The crossbows are now
To reload make a Virtue roll on the reloaded, however they have used both of their
following table: actions and all three of their Faith.
Fight Actions
Fight Actions are made in 5 steps. must have the same distribution of dice.
Attack dice are later used to roll to hit
1. Declare a Fight Action whereas Defense dice are rolled to cancel
2. Opponent may Declare a your opponent’s hits.
Fight Reaction
3. Divide Virtue between attack and Targeting
defence dice. A model must target the closest untargeted
4. Decide targets of attacks and model and attacks must be divided as equally
sequence of attacks then roll dice. as possible over the models in the combat.
5. Resolve hits and wounds
Who Hits First and Reach
Declaring a Fight Action Some weapons, such as pikes, have extra
• Select which Capo you are activating for reach. These longer weapons can target the
the Action opponent before the opponent can come to
• which models are included in the Action grips, and soldiers wielding them can also
• Select the Virtue dice you are planning strike from behind their comrades. Ranges
to use come in 2”, 1” and 0. You must target the
• Determine which enemy models are closest enemy model, but you may choose
being targeted by which of your models. from among several if they are the same
distance away. The model with the longer
Fight Reactions weapon may roll to hit first. Immediately
Whenever a model is targeted by a Fight resolve the hit, if the model being attacked
Action, the controlling player has the option is activated and still alive, they may then
of declaring a Fight Reaction. A fight resolve their attack.
Reaction is handled just like a normal fight
Action and has all the same requirements. Combats with Multiple Reaches
The player chooses a Capo to use for the A model using a weapon with a long reach
Fight Action and decides how many models can attack over their friends’ backs, meaning
he wishes to include in the action etc. the back rows can fight too. For every point
of reach a model can Reach over a friend.
Example: Sam has moved 6 halberdiers into But they lose 1 degree of reach for deciding
contact with Claire’s 3 Sword and Shield troops. order of strikes.
It is now Claire’s action. Claire is declaring a
fight Action with her banner, she is including all Example - Pikes, having a reach of 2, can fight
three of her sword and Shield troops. Sam now from the third rank but will strike at the same
has an option of declaring a Fight Reaction. He time as a weapon with 0 reach like a sword, but
does so using the Virtue Dice he used to move would still strike before the sword if they were
into contact to make a fight action with 3 of his fighting from the second rank.
halberdiers.
Rolling to hit
Choosing Defence Attack Dice
and Attack Dice Using the Virtue dice you set aside for
Different circumstances call for your troops Attack Dice, make one Virtue Roll for each
to prioritise attack over defence. Models in model you are including in the Fight Action
a Fight Action may choose to divide the against the To Hit value on the models card.
Virtue used to activate them into attack dice A success causes a Hit. Even if multiple
0037 and defence dice. All models in the action results were successful it still causes only one
Force 0f Virtue - Core Rules
Niccolo Machiavelli
Great prince may I offer some humble advice? There is much to learn and plan
for in the noble clash of arms. While it might be tempting to attack with as many
dice as your faith and virtue allows it is sometimes prudent to lay some in store
for future activations. Should you slay your foe in one mighty strike you will have
no more energy to strike at others, or to defend yourself against their attacks.
Similarly consider if it is wise to all attack at once with the same distribution
of dice. Some commanders order their first rank to defend while the pikemen
and halberdiers strike over the front rank in the next activation. Consider also if
slaying your foe is priority or holding him back to allow the objective to be taken. 38
Force 0f Virtue - Core Rules Force 0f Virtue - Core Rules
Prudence
Ferocity is like obsidian, sharp and brutally As thunder follows lightning, so do the strikes of
effective, but brittle as glass the most ferocious warriors
Speed
Fighting Audaciously is always a bluff, one your Sticks and stones break bones, words rub salt
opponent will sometimes call into the wound
Audacity
Your opponent rallies a Virtue on Move this Model 1”, moving other
their nearest Capo models out of the way as necessary
Relying on strength and Fortitude is Fortitude is the Virtue for pushing lesser men
straightforward, but allows the opponents mind aside and seizing their banners.
to regain its footing
Fortitude
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Force 0f Virtue - Core Rules
Rally Actions
If a Capo has Burnt Virtue you can use a Rallying for other Capos
rally roll to regain your lost Virtue points. Any Capo can rally for another capo if the
You cannot rally if your character is in base other Capo is within their Command Range.
to base contact with an enemy model. Roll a Rally as normal and any successful
Rally results can be used on the Burnt Virtue
How to Rally of the chosen model, the rallied Virtue is
Choose the Capo you want to Rally with, placed back in the chosen model’s Virtue pool
roll dice equal to Virtue on that Capo, Fresh,
Spent, and Burnt. Every 6 rolled Rallies a Rallying with Veterans
Virtue, you must Rally Panic tokens first. Veterans can Rally like any other Capo.
Rallied Virtue comes back Spent.
Niccolo Machiavelli
Knowing whether it is better to pause and rally or press your attack is of vital
importance on the field. If you find yourself without virtue your soldiers will
flee. You must also must be careful in how you place your Capos. Should
they become engaged by the enemy, they will be too busy to rally. It is often
advisable to plan ahead for this eventuality and have enough officers to keep
your soldier’s morale high without affecting your main leader’s ability to direct
troops. Similarly a key advantage of outflanking an opponent’s formation is
having a better chance of reaching your opponents capo and making sure any
virtue you burn from your foe stays burnt.
Interact Actions
Interact actions are usually taken in relation to Interaction Rolls
the scenario objective or items or characters For an Interaction action roll 6 dice, place
decided at the beginning of the game. These together any dice that build a sequence such as
are things like unlocking a strongbox, loading 3, 4, 5, 6.
a cart, convincing an informant to change sides These sequences can also “wrap around” such as
or disabling a cannon. This section will tell you 5, 6, 1, 2. Set aside any sequence you have rolled.
how to make interaction actions. In subsequent interaction rolls, roll the remaining
dice that did not achieve a sequence.
Who can Interact Add any results that increase the sequence to the
Any Capo can make an “Interact” action if original sequence and lay aside the rest of the dice
it is in base to base contact with the item or for any subsequent interactions.
character and not in base-to-base contact with
an enemy model. Easy Interactions
Simple tasks require a sequence of any three
An individual veteran model may roll an dice to be successful such as 1, 2, 3, or 5, 6, 1.
interaction as a normal Capo, but a card of
veterans may not make more than 2 interaction Hard Interactions
rolls per round. Trickier tasks will require a sequence of six dice
00 to complete. 40
Force 0f Virtue - Core Rules
Terrain
Difficult Terrain Cover and Obstacles
Certain forms of terrain will slow down A model receives a defence die against
your fighters such as heavy brush, rocky or shooting attacks if it is more than 50%
steep slopes, shallow streams or moving obstructed by a terrain feature.
over barriers such as hedges or walls. Some Models defending a barricade or obstacle in
might count as dangerous terrain presenting melee also receive a defence die. This defence
a risk to models moving through it. Both die does not count towards their Faith limit.
players must agree what counts as difficult or Roll a single die for defence against incom-
dangerous terrain before the game. ing fire. If the die is a 4+ or higher it cancels
all enemy hits except critical successes. A
Moving Through critical success to hit can only be cancelled
by a critical success on the defence die.
Difficult Terrain
Moving through difficult terrain halves
a model’s movement rate rounding up.
Examples of difficult terrain include woods,
slopes and hills, stairs and ladders, ruins,
tilled fields etc. Obstacles such as hedges and
walls lower than 1” are difficult terrain and
count 2” worth of movement in addition to
the obstacles normal width.
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Force 0f Virtue - Core Rules