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This Quar’s War Qualtieri/Brown Blankenship/Murray dale hutchison (order #5228583)

This Quar’s War

Qualtieri/Brown

Blankenship/Murray

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I take pains to conceal from my junior officers the bitter truth that battle creates more contingencies than the mind can create plans.

is-Caernerol Tenyl, 3rd Crymuster GHQ

Josh Qualtieri

Rules Design/Digital Art/Setting

Anthony Brown

Rules Design/Layout

Sequoia Blankenship

Illustration and Art Development

Pete Murray

Background and Setting Fiction

Jennie Redwitz • Copy Editor/Design Consultant

Andrew Dayton, Jacob Speirs, Jon Usiak, Jackson Bigelow • Additional Art

Aaron Brown • Miniatures Sculptor

Playtesters • Andrew “Orkdung” Binsack, Adan “Black Sword” Tejada, Chris “Irate Squirrel” Ruggiero, J. “NDM” Wagnaar; The GenCon 08 Crew: Bailey “BC” Combs, Paul “colneher” Neher, Sarah “Patience” Neher; The Forum Lurkers: John “usernamesareannoying” Williams , Karl “Lowtardog” Lowthian

ISBN 978-0-615-29100-0

© 2009 ZombieSmith/Big Cheaterhead • An All Dogs Heaven Rumble Production

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Table of Contents

 
 

Far from Home

5

Actions

56

The Past The Long War

8

Movement Actions

56

Combat Actions

56

10

Utility Actions

57

The Crusade

10

Going Prone

57

The Royalists

11

Resolving Actions

58

The Present

12

Basics Ranged Combat Assault Combat Removing Casualties Morale Loss of Leadership Out of Leadership

58

The Great Wall

12

58

The Crusaders

62

15

64

Force Organization

18

64

Crusader Weapons

24

65

66

The Coftyrans

33

Special Weapons

67

Force Organization

36

Light Mortar Heavy Machineguns and Heavy Shotguns Coftyr Field Gun

67

Coftyran Weapons

42

 

68

71

Rules of Conduct

47

Special Units

72

Units

48

Snipers Cavalry Units Baeliog Armored Gun Tractor

72

Squad

48

74

76

Section

48

Company

49

The Battle for Gate 18

8 1

Command Range

49

Special Rules

Missions

86

Independent Units

49

Teams

50

 

The Field of Battle

51

Meeting Engagement Ambush Breakout Armored Assault Reconnaissance Over the Top, Lads! Open Warfare

89

Terrain

51

91

Measuring

52

93

Game Turn

53

95

97

1. The Caerten’s Phase

53

99

2. The is-Caerten’s Phase

53

101

3. The Yawdryl’s Phase

4. The End Phase

54

55

Design Notes

102

 

Tables

106

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Far from Home

Far from Home dale hutchison (order #5228583) The Quar and the Present State of The Long

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Far from Home dale hutchison (order #5228583) The Quar and the Present State of The Long
Far from Home dale hutchison (order #5228583) The Quar and the Present State of The Long
Far from Home dale hutchison (order #5228583) The Quar and the Present State of The Long
Far from Home dale hutchison (order #5228583) The Quar and the Present State of The Long

The Quar and the Present State of The Long War

Far from Home dale hutchison (order #5228583)
Far from Home dale hutchison (order #5228583)

Far from Home

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The continent of Alwyd is the largest land mass on the Quar’s world, and home

The continent of Alwyd is the largest land mass on the Quar’s world, and home to its most developed civilizations. The political borders shown here are current as of CY10 (1771 in the traditional reckoning). A line drawn north to south through the middle of Lake Morandi provides a rough delineation between the core Crusader states of the East and the more recent conquests of the West. There are two exceptions: Fidwog in the east is a Royalist bulwark, and Toulmore in the west is ardently Crusader.

Coftyr lost Toulmore as a vassal state during the Crusader Liberation, and after the fall of Maer Braech had no political buffers between itself and the Crusaders. Coftyr sits between two of the “bleeding fronts” of the Crusade: the altiplanos of Western Arnyara and the islands of the Inishcol, where the Crusader military is mired in bloody stalemates. As well as the political dimension of defeating the Coftyran Royalists, the Crusaders see Coftyr as a key to breaking the deadlocked wars there.

Crusaders see Coftyr as a key to breaking the deadlocked wars there. Far from Home
Far from Home

Far from Home

Far from Home

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The Past It seems the Quar have always been at war. When the first wandering
The Past It seems the Quar have always been at war. When the first wandering
The Past It seems the Quar have always been at war. When the first wandering
The Past It seems the Quar have always been at war. When the first wandering
The Past It seems the Quar have always been at war. When the first wandering

The Past

It seems the Quar have always been at war. When the first wandering clans of insect gatherers built their low, mud-walled buildings, it was as much to keep out other Quar as the wild animals. As they first learned to make tools to get food, they quickly learned to make tools to defend themselves. The mud walls quickly became fortified citadels, and then city-states. In five thousand years of civilization, the constants of their culture have been the changing of the seasons, the quadrennial storms, and the threat of war.

Far from Home
Far from Home
Far from Home

Far from Home

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Average height: 1.5 meters
Average height: 1.5 meters

Quar Biology

Average weight: 63 kg (5 kg standard dev.) Morphology: Bipedal synapsid Diet: Insectivore/facultative omnivore

Far from Home

Far from Home

Far from Home

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The Long War The Long War is the name given to the constant state of
The Long War The Long War is the name given to the constant state of
The Long War The Long War is the name given to the constant state of
The Long War The Long War is the name given to the constant state of

The Long War

The Long War is the name given to the constant state of warfare the Quar have lived under for 700 years. It is not a single war, but rather a series of overlapping wars between various political factions. The Long War is in a relatively new phase called the Crusade, which historians believe to be the first real departure in hundreds of years to threaten an end to the entire conflict.

hundreds of years to threaten an end to the entire conflict. The Crusade The Crusade is

The Crusade

The Crusade is a relatively new ideological and political movement. Its basic premise is that The Long War is the inevitable result of the stratifications of Quar society. Quar culture is strongly clan- and class-based, and for most of the history of the Quar ruling clans and their allied families have held the bulk of political power. The Crusaders believe that the ruling clans (collectively called the First Families) are only concerned with maintaining their rule over the rest of the Quar through their hold on property and political power. Since total war would result in too much destruction of valuable city-states, wars must according to the First Families consist of long and protracted sieges to minimize damage to property despite the cost of lives in the lower clans. Even if a First Family loses a battle or war, they stand a good chance of regaining their losses through alliances and treaties at some point in the future. Therefore, there is no reason to engage in scorched-earth wars. The Crusaders believe that unless the First Families are stripped of their power, they will have no reason to change the current state of affairs and The Long War will continue indefinitely. The Crusaders believe that the only way to end the Long War is to eliminate the political power of the First Families and rebuild Quar political life. At this point, military force is the only thing that will dislodge the First Families from their control. This leads to what Crusaders call the Grim Paradox: They have intensified The Long War to bring it to an end.

Far from Home
Far from Home
Far from Home

Far from Home

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Alykinder

Sune Alykinder Rhynn Venk, Chancellor of the Crusader Republic of Tok, is the father of the Crusade. He is also a skilled military commander and a savvy politician. He conceived of the Crusader ideology while in a military prison camp. After his release, he remained in the military and won a series of impressive victories that brought him into political power and allowed him to take the Crusade to a wider audience. He reformed the Tokish army, which transformed it from an indifferent army to a legend- ary one.

The superiority of our tactics comes from devolution of decision-making. Likewise the superiority of our cause is that every Quar is his own king.

Caernerol Liyr Forscs

The Royalists

Opponents of the Crusade are called Royalists. The Royalists are an ideologi- cally diverse group whose main com- monality is that they feel the Crusade has to be met with military force. Royal- ists typically believe that the changes the Crusaders wish to bring to Quar culture will bring about its ruin, shattering tradi- tional social ties and replacing them with nothing more than politics. Beyond this, the Royalists have a staggeringly wide range of political beliefs, ranging from ultra-orthodox traditionalists to reform- minded constitutional monarchists.

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traditionalists to reform- minded constitutional monarchists. dale hutchison (order #5228583) Far from Home 11

Far from Home

11

The Present It is now Year 10 of the Crusade, and the Crusaders are preparing
The Present It is now Year 10 of the Crusade, and the Crusaders are preparing
The Present It is now Year 10 of the Crusade, and the Crusaders are preparing
The Present It is now Year 10 of the Crusade, and the Crusaders are preparing

The Present

It is now Year 10 of the Crusade, and the Crusaders are preparing to invade Royalist Coftyr, as they have other nations, to overthrow the rule of its First Families and to install a Crusader government. But this will not be the lopsided Crusader victory that has occurred before. The Crusader military is spread thin, and this invasion force is smaller than was originally planned as additional armies are needed to keep captured city-states from breaking away. The vaunted Crusader Airmobile force is tied down in the Inishcol Archipelago and Western Arnyara and held in check by the elite Royal Coftyran Flying Squadrons. And the Coftyrans themselves are mustering in force and determined to fight well. The Coftyran High Command has seen the failures of previ- ous armies, and is determined not to repeat them.

The Great Wall

Along the Coftyr border is one of the great architectural marvels of the Quar—a huge fortified wall, built and rebuilt over centuries to link the nine great city-states of the Coftyr border from Brythdyr to Parch in a great chain. It was this Great Wall that has defined the border of Coftyr since the creation of the state itself. The great warrior families of Coftyr are drawn from those who have served as sentries along its length for generations. It is the symbol of the Coftyran nation and its military. The wall is no longer used to keep marauding raiders and invading armies out of the heart of Coftyr, but its place in the hearts of the people as a symbol of steadfast resistance is as strong as it has ever been. The Crymuster conducts its basic training in the shadow of the Wall so that soldiers understand that they are the “New Wall” of the nation. It is traditional for the airplanes of the Flying Squadrons to render a wing-salute as they pass over the Wall, offered in gesture to the ancestors who have defended the nation over the ages. Several of the great military families have their chapels built into the Wall itself, and any soldier-clan who sends at least two generations into voluntary service may take a brick of its construction as a relic for their chapel. After the Liberation of Toulmore and the Crusader conquest of Maer Braech, many Quar declared that the Wall was now obsolete in an age of the Airmobile Corp and massive land armies. Even the devoted traditionalists of Coftyr had little hope of holding off the powerful, well-trained Crusader military, but still they called up their reserves and watched the north, waiting for the day when this newest invader would assault the Wall. The events of this book take place along the northern border of Coftyr and in the debated land between Coftyr and Maer Braech. It describes some of the action of the opening of the Coftyr War of CY10, focusing on elements of the 55th Crusader Guard Brigade and the 3rd Coftyran Crymuster.

Far from Home
Far from Home
Far from Home

Far from Home

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Far from Home 13
Far from Home
13

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The Crusaders

The Crusaders dale hutchison (order #5228583) A Unifying Cause, A Formidable Army

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The Crusaders dale hutchison (order #5228583) A Unifying Cause, A Formidable Army
The Crusaders dale hutchison (order #5228583) A Unifying Cause, A Formidable Army
The Crusaders dale hutchison (order #5228583) A Unifying Cause, A Formidable Army
The Crusaders dale hutchison (order #5228583) A Unifying Cause, A Formidable Army

A Unifying Cause,

A Formidable Army

The Crusaders The Crusader Army is legendary for its military success, much of which is
The Crusaders The Crusader Army is legendary for its military success, much of which is
The Crusaders The Crusader Army is legendary for its military success, much of which is
The Crusaders The Crusader Army is legendary for its military success, much of which is

The Crusaders

The Crusaders The Crusader Army is legendary for its military success, much of which is due

The Crusader Army is legendary for its military success, much of which is due to its high degree of standardiza- tion. Alykinder’s reformation of the Tokish army in 1750 modernized the Crusader Army in every aspect, from tactics to fundamental strategies to logistical operations and equipment. Though the Crusader Army includes rhyflers of many nations, they all follow the Crusader plan.

Infantry use squad- and section-level tactics under the direction of a skillful and veteran corps of Yawdryls and Milwers. Leadership by the NCO is a hallmark of the Crusader light infantry. These squads use the long-range and powerful Ryshi heavy rifle to fix targets at long distance, and then close to use the semi- automatic Bogen combat rifle in the assault. Portable machine guns are often detached to individual sections, giving commanders a valuable support weapon at the ready. The light infantry also make extensive use of mortars, and every Crusader NCO is expected to know how to direct his company’s mortar fire. A Crusader infantry section is to be aggressive on the attack, by- passing enemy strongpoints where possible in order to advance the line of battle. Rhyflers who show courage in combat or exceptional promise may be transferred into the Guard Catrawds. These battle-hardened veterans form the vanguard of any Crusader offensive, and the Guard Catrawd is the fundamental building block of the Cru- sader brigade. An ordinary line Catrawd may consist of militia or conscripts of uncertain courage and untested mettle. A Guard Catrawd, by contrast, is a thoroughly motivated and hard-fighting body of rhyflers. The Guard is further augmented with dedicated armor and artillery assets to create a truly daunting force. The deeds of the Crusader Guard are legendary.

 

My fury is not that our fathers died for no cause; rather, the cause they died for was a wrong one.

     

Syrnol Bol, 1023rd Line Catrawd

The Crusaders

The Crusaders

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Though the skill and number of its rhyflers are justifiably famous, much of the success of the Crusade Army has come from its tight organization. Tables of Standards, the powerful Commissariat Branch, and a heavy emphasis on logistics—the clock- work-like operation of the Crusader Army is a result of these mundane operations. For every Quar who serves on the line, there are five Quar who work in supply. But many Quar (including some Crusaders) look at the machine-like operation of the Crusader Army and wonder what it portends for the future of civilization. In recent years, some of the polish has worn off of the Crusader Army’s repu- tation. The Crusade has been underway for a decade, and the depleted ranks of the Army have been filled with raw and uncertain recruits, many of them from recently conquered territories. Though the Crusaders are generally victorious in combat, they find victories increasingly hard to win, and losses of veteran units to injury or retire- ment are felt ever more keenly. Rebellions are springing up in captured territories, leading many to wonder if the Iron Regime’s grip is perhaps not as strong as it might seem.

The Crusaders 1
The Crusaders
1

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Force Organization The Crusaders dale hutchison (order #5228583)
Force Organization The Crusaders dale hutchison (order #5228583)
Force Organization The Crusaders dale hutchison (order #5228583)
Force Organization The Crusaders dale hutchison (order #5228583)

Force Organization

The Crusaders
The Crusaders

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dale hutchison (order #5228583) Begin campaigns with good intelligence. Begin battles with good supplies. Begin
dale hutchison (order #5228583) Begin campaigns with good intelligence. Begin battles with good supplies. Begin

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Begin campaigns with good intelligence. Begin battles with good supplies. Begin victory with good soldiers.

Toulmorese military aphorism

The Crusaders 1

The Crusaders

The Crusaders 1

1

55th Guard Brigade Caernerol Liyr Forscs, Commanding 16 officers, 136 Enlisted
55th Guard Brigade
Caernerol Liyr Forscs, Commanding
16 officers, 136 Enlisted

Caenerol Forscs has impeccable Crusader credentials. A native of Toulmore, he ran away from home to join the Toulmorese Volunteers in Tokish service, and worked his way up the ranks to become a Caerten of the 6th Crusader Guard during the Libera- tion of Toulmore. Afterwards, he was on the short list to command one of the newly created Toulmorese Crusader Guards. The 55th Crusader Guard was paired with the 4th Crusader Guard during the war at Maer Braech to pacify the southern border and discourage the Coftyran Crymuster from coming into the war. Forscs was the junior commander, and spent much of that war near the front line, coordinating the orders of his superiors. Forscs is a competent soldier, but this is his first command of an entire brigade in a major operation.

2nd Battalion, 55th Crusader Guard Syrnol Creo, Commanding

2nd Battalion, 55th Crusader Guard

Syrnol Creo, Commanding

9

Companies:

27

Officers,

402

Enlisted

This native Toulmorese Guard Catrawd was raised after the Liberation, and distin- guished itself in the war at Maer Braech. This is its first deployment after recruitment and replacement in Toulmore. Many of the officers are recently promoted, but have demonstrated considerable courage.

  Syrnol Gwaeyb, Commanding
 

Syrnol Gwaeyb, Commanding

1023rd Line

6

Companies:

12

Officers,

 

324

Enlisted

Though not rated as Guards, the 1023rd served more time on the line than any other Catrawd in the Brigade during the invasion of Maer Braech. Though they had been slated to serve garrison duty, their experience and familiarity with southern Maer Braech means that they have been sent back into combat again—which has caused more than a little grumbling among these veteran troops.

The Crusaders
The Crusaders
The Crusaders

The Crusaders

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dale hutchison (order #5228583) Clearly we possess the advantages of quality in war material and

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Clearly we possess the advantages of quality in war material and soldiers, but oh! I confess great jealousy at the Crusaders’ numbers!

Caerten Olhenkurch, 7th Royal Artillery

The Crusaders

21

Syrnol Mytryf, Commanding 13 Companies: 728th Line 43 Officers, 517 Enlisted
Syrnol Mytryf, Commanding
13
Companies:
728th Line
43 Officers,
517
Enlisted

This Catrawd was brought up to full strength by combining the remnants of the shat- tered 740th to the 728th. Though both Catrawds hailed from Tok, the integration has been hasty and awkward. However their new Syrnol has proven inspirational to his soldiers, and it is possible that this ordinary line unit may go on to great things.

5094th Sylwedl Twyteb, Commanding

5094th

Sylwedl Twyteb, Commanding

Reserve

10

Companies:

34

Officers,

Battalion

510

Enlisted

Conscripts from the desert nation of Kryst form this reserve battalion. Many members completed only the basic course of training before being sent to the front line, and only the senior officers have seen combat before.

PB 824 Sylwedl Noryst, Commanding 5 Companies:

PB 824

Sylwedl Noryst, Commanding 5 Companies:

12

Officers,

350 Enlisted

Rather than serve years in a Tokish prison camp, the Quar of this penal battalion have chosen to risk frontline service and a commuted sentence. They have the confidence of neither the high command nor the other units of the Brigade, but they are bodies in the ranks and they know that if they fail in their duty they face execution by firing squad.

they fail in their duty they face execution by firing squad. Squadron B, 271st Armored Tractors

Squadron B,

271st

Armored

Tractors

Sylwedl mir Kyygl, Commanding

11 Baeliog:

6 Officers,

84 Enlisted

The luckless 271st has been a reserve armor formation since its founding, and its Rhyflers are now eager for a chance to see combat on the front line. They are equipped with the standard Baeliog tank.

The Crusaders
The Crusaders
The Crusaders

The Crusaders

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3189th Field Artillery Syrnol Deznitet, Commanding 5 Batteries: 15 guns, 10 Officers, 150 Enlisted 10

3189th

3189th

Field

Artillery

Artillery
Syrnol Deznitet, Commanding

Syrnol Deznitet, Commanding

5 Batteries: 15 guns, 10 Officers,

5 Batteries: 15 guns, 10 Officers,

150

Enlisted

10 Weapons Sections: 5 Officers,

10 Weapons Sections: 5 Officers,

137

Enlisted

This field artillery battalion has been attached to the Brigade for the operation. Though they were first deployed with howitzers, the battalion has managed to acquire a mix of weapons, ranging from infantry cannons to heavy mortars.

of weapons, ranging from infantry cannons to heavy mortars. 101st Cavalry Squadron Syrnol Breeg, Commanding 3

101st

Cavalry

Squadron

Syrnol Breeg, Commanding 3 Troops: A, B, D

14 officers,

229 Enlisted

This cavalry unit was raised among the famous cadier-riders of Eastern Tok, an area long known for its riding traditions. These rhyflers maintain much of the glamor and formality of the old cavalry traditions, but this should not be mistak- en for mindless sentimentality; these rhyflers are as ardent as any in the Crusader Army!

The Crusaders 23
The Crusaders
23

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Crusader Weapons Bogen 12mm Assault Rifle The Bogen is a 12mm, gas-operated, rotating bolt, semi-
Crusader Weapons Bogen 12mm Assault Rifle The Bogen is a 12mm, gas-operated, rotating bolt, semi-
Crusader Weapons Bogen 12mm Assault Rifle The Bogen is a 12mm, gas-operated, rotating bolt, semi-
Crusader Weapons Bogen 12mm Assault Rifle The Bogen is a 12mm, gas-operated, rotating bolt, semi-
Crusader Weapons Bogen 12mm Assault Rifle The Bogen is a 12mm, gas-operated, rotating bolt, semi-

Crusader Weapons

Crusader Weapons Bogen 12mm Assault Rifle The Bogen is a 12mm, gas-operated, rotating bolt, semi- automatic

Bogen 12mm Assault Rifle

The Bogen is a 12mm, gas-operated, rotating bolt, semi- automatic rifle. The Bogen uses either a 5- or 10-round magazine and weighs roughly 2.4 kg loaded. The standard round has a muzzle velocity of 580 m/s and an effective range of 150–250 meters. The C-pattern variant also comes standard with a bayonet lug. The Bogen 12mm semi-automatic is the standard rifle of Alykinder’s light in- fantry forces. The Bogen replaced the Gwelt semi-auto after the Aacon factory complex was taken by the Crusaders in the first year of battle. Alykinder targeted the Craesil lowlands early in his campaign specifically to take the factory complex and its added production capacity as well as to gain control of the many weapon systems produced there. Damage to the complex during the three-month siege was light and it was up and running in full production just a few weeks after being taken. In service with the Craesilian forces for nearly forty years and now with the Crusade forces for ten, the Bogen is generally regarded as the most robust and sturdy massed-produced rifle in production.

The Crusaders
The Crusaders
The Crusaders

The Crusaders

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Ryshi (R4) Heavy Rifle

The Ryshi (R4) is a 20mm, spring-recoil, semi-automatic rifle. It weighs 7.5 kg fully loaded and uses a seven-round magazine. The standard round has a muzzle velocity of 720 m/s and an effective range of 500–600 meters. As the R4 requires a solid stance and a solid support (a squad-mate’s shoulder will do) it is unwieldy to fire in close quarters and therefore almost always equipped with a bayonet. The R4 provides the lethal “punch” for the light infantry squad and most squad tactics are based around it. Light infantry squads will usually be equipped with two or three, and most of the squad carries extra magazines for them. The heavy round is designed to blow through everything from medium armor to Quar bodies. Its massive weight and recoil reduce accuracy, but when it hits, it HITS. The Ryshi is manufactured by the prolific Cnoch Holdings and is used in some version or another by most of the continent’s armed forces. Early models (the R1 and R2) required the rounds to be greased before being inserted into the magazine, mak- ing reloading magazines under fire quite a chore, but the recent modifications to the bolt in the R3 and R4 have all but solved the initial problems with the action of the feed system. Most models still carry casing picks inserted in the stock of the weapon to quickly remove hot jammed casings from the breech.

weapon to quickly remove hot jammed casings from the breech. Grifkis Shotgun The Grifkis double-barreled shotgun
weapon to quickly remove hot jammed casings from the breech. Grifkis Shotgun The Grifkis double-barreled shotgun

Grifkis Shotgun

The Grifkis double-barreled shotgun is one of the most finely crafted shotguns on the continent. It is one of the few weapons to still be almost completely hand-made. Of all the varied shotguns used throughout the war it is the most

sought after and desired. is-Caertens (Ffos-ki) started by carrying small double-barrel shotguns as an affectation rather than as a tool. They were a status symbol signifying the bearer as an up and comer and fit nicely with the swagger in a brand new Ffos-ki’s step. As the years went on and the is-Caerten’s role on the battlefield changed, the Grifkis became an integral part of a Ffos-ki’s kit. Now shotguns are handed down from father to son or from Caerten to is-Caerten on the battlefield. A shotgun carried by a member of the officer corps often has a rich legacy shadowed only by the officer’s own family history.

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The Crusaders 25

The Crusaders

The Crusaders 25

25

Dinas Cavalry Carbine Dinas Armory produced arguably the finest bolt-action firearms in the decades before

Dinas Cavalry Carbine

Dinas Armory produced arguably the finest bolt-action firearms in the decades before the Crusade. Their rifles were praised by hunters and soldiers alike for their robust construction and accurate sights, and the few city-states with the means to equip their elite Catrawds with Dinas- made weapons were quick to boast of this. The Cavalry Carbine was their first semi-automatic rifle and one of their last designs prior to the capture of Dinas Armory in the Crusade. It was quickly standardized as the long arm of the Crusader cavalry. Firing the boat-tailed 7mm carbine bullet, which has a flatter trajectory than the Bogen’s immense and heavy round, the Dinas is more accurate but much less powerful than the infantry round. However, given the need to fire from the back of a moving cadier, this improvement in accuracy is vital to keeping the cavalry an effec- tive ranged force. Dinas Armory alone could not meet the Crusader Commissariat’s demand for the carbine, so the design was licensed to a number of selected weapons factories in the Crusader states. Despite being manufactured in a variety of locations, the design is still referred to as “the Dinas.”

the design is still referred to as “the Dinas.” Afir Tk3 15mm Antimateriel Rifle The Afir

Afir Tk3 15mm Antimateriel Rifle

The Afir Tk3 15mm Antimateriel Rifle is one of the most special-

ized weapons of the infantry. The weapon is a highly modified Tokish Foundries Tk1 antiaircraft artillery piece, removed from its pintle mount and converted into a rifle. The ammo feed has been replaced by a five-round magazine, and the mechanical firing mechanism with a simple trigger and charging handle. The weapon is accurate to nearly 1500 meters because of the excellent Barroese-made Zuss Optical telescopic sight and the clean recoil characteristics. The Afir is not only lethal against Quar, but against material targets as well. A well-placed shot can penetrate the engine block of an armored car, or pass through the vision slit of a tank. Afir shots from the ground have taken out aircraft and the engine nacelles of low-flying airships. The Afir is a creature of Quar mythology that descends without warning to slay those guilty of hubris. It is said that when the master armorers presented GHQ with the design, it was syl-Caenerol Croux who christened this most fearful weapon.

The Crusaders
The Crusaders
The Crusaders

The Crusaders

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H-11a Light Machinegun

One of the reforms of the Crusader Army was the introduction of the light machinegun into the infantry squad. The H-11A was originally designed by the Lower Barroese, but was quickly adopted by the army of Tok prior to the formation of the Republic. It gives the infantry squad a compact and powerful support weapon, increasing its volume of fire without slowing it down. While the Crymuster consider the Cryfen a squad defensive weapon, there is no question that the H-11A is an offensive weapon in the Crusader squad. The original H-11 took an unusual 14mm round, but the H-11A version uses the same 12mm round as the Bogen to help ease logistical concerns. This flexible weapon is often employed on vehicles as well, par- ticularly where there is no room or spare weight for the HMG.

where there is no room or spare weight for the HMG. 182mm Y1(t)(a) Crynstof “Stovepipe” The

182mm Y1(t)(a) Crynstof “Stovepipe”

The Baeliog Armored Gun Tractor is equipped with the venerable Old Tokish 182, an old and prosaic howitzer de- sign that it is affectionately referred to as the “Stovepipe.” The cannon’s mount was specifically designed for the Baeliog and is the only modern part of the design. Some tanks have cannons that still bear the proofing marks of the Royal Tokish or old Guard Artillery foundries, making them older than any of their crew. Though the Crynstof is obsolete as a field artillery piece, its simplicity and enor- mous round make it perfect for mounting in the bulky Baeliog.

round make it perfect for mounting in the bulky Baeliog. People keep telling me that the

People keep telling me that the Crusader Army is the most modern on the planet, but brother, every day I sit in a seat and look at a cannon that might have been fired by my grandfather. I know they’ve reconditioned and rebored them, I know the mount is the latest design, but the Crynstof is well named. It smokes like a chimney, it’s a wide as a chimney, and it’s as old as a farmhouse chimney to boot. Still, there’s something to be said for throwing a thirtyweight of steel at a target and watching it crumble like an old anthill, I suppose.

Gwagenaer Second Class Yuve, Squadron B, 271st Armored Tractor Catrawd

The Crusaders 2

The Crusaders

The Crusaders 2

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Model 6, Semi-Automatic Shotgun, Heavy The 50mm Model 6 was developed as a Quar-portable heavy

Model 6, Semi-Automatic Shotgun, Heavy

The 50mm Model 6 was developed as a Quar-portable heavy weapon that could ac- company light infantry when field artillery was unavailable. It is a versatile and dan- gerous weapon that fires a canister round filled with flechettes or balls and is capable of throwing a heavy (5-pound) solid projectile. A heavy fragmentation round is also available. The weapon is served by a squad under the command of a Yawdryl or senior Milwer. In combat, it is fired by a single Quar and served by two loader assistants. The remainder of the squad will either be hard at work preparing the stripper clips for reload or will have weapons in hand, ready to defend the gun if the enemy gets too close.

The weapon’s mount can also be used as a sled for transport. Four Quar can use a special harness to haul the Model 6, though for long marches the preference is to break down the weapon into pack-loads across the whole squad. The gunners are also known to impress pack animals or carts at the first opportunity, leading to a large number of “off-book” animals in these weapon companies.

The Crusaders
The Crusaders
The Crusaders

The Crusaders

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The heavy slug round is often used to destroy emplacements in the trench line, and has proven its utility as a tankbuster. Though the slugs are relatively slow, they do pack enough kinetic potential to cause armor plates to buckle and welded joints to fail. But its original and most notorious use is as a close defense weapon, and for this the infantry have dubbed it the Black Joke. A Rhyfler charging across no-Quar’s land might survive the machinegun fire, artillery, and wire. He can advance within Bogen-range of the enemy line, have the faintest glimmer of hope of surviving the charge, only to have this gun open fire with canister rounds. Usually these cannons have been carefully concealed until this moment with interlocking fields of fire, catching the infantry utterly unprotected and unaware. Few Quar survive in the Model 6’s field of fire.

Mark 2 Infantry Mortar

The 5cm Mark 2 Infantry Mortar is a weapon with an unusual heritage—it was originally created as a device for throwing lifesaving lines aboard ships that had grounded near shore. After the lifesaving services were disbanded, a mortar was placed in a museum and the design forgotten until a Tokish naval artillery officer happened across it. He copied the design as a flare projector, and from there it was adopted by the regular Tokish army as an infantry weapon. Alykinder was the first officer to extensively use the Mark 1 mortar in his early Lake Morandi campaign. These early mortars were little more than the naval flare projectors dismounted from ships and remounted on simple metal plates. Now the Mark 2, with its improved mounting and recoil systems, is the standard light mortar of the infantry. The two-Quar crew can quickly bring fragmenting, smoke, or illumination rounds to bear in combat, and the mortar itself is easily packed and transported, in keeping with the philosophy of the Crusader Light Infantry.

in keeping with the philosophy of the Crusader Light Infantry. dale hutchison (order #5228583) The Crusaders

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The Crusaders 2

The Crusaders

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When Milwer Yalk was a kit, he spent many hours hunting waterfowl in the marshes

When Milwer Yalk was a kit, he spent many hours hunting waterfowl in the marshes of the Asto delta with his father and uncles. The trick was simple: You picked your blind and you waited patiently, watching the clouds of breath form and drift away, shifting positions only to relieve muscles that ached from crouching. When a bird crossed your line of vision, you slowly swung your shotgun up and fired, letting the hail of pellets do its work.

It was much the same way now, he thought. Now instead of his clan, there were a half- dozen rhyflers of his squad with him, each ready for the part they would play when the time came. They heard voices talking faintly. One of the lookouts clicked his tongue and pointed to the direction they came from. Slowly, with the practice of a hunter, Yalk swung the bulky shotgun in that direction. The breeze rattled the leaves in the tree, and he was reminded for a moment of the rush of wind through reeds, and the sound of waterfowl overhead.

The Crusaders
The Crusaders
The Crusaders

The Crusaders

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The Coftyrans

The Coftyrans dale hutchison (order #5228583) Staunch Protectors of a Holdout Nation

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The Coftyrans dale hutchison (order #5228583) Staunch Protectors of a Holdout Nation
The Coftyrans dale hutchison (order #5228583) Staunch Protectors of a Holdout Nation
The Coftyrans dale hutchison (order #5228583) Staunch Protectors of a Holdout Nation
The Coftyrans dale hutchison (order #5228583) Staunch Protectors of a Holdout Nation

Staunch Protectors of a Holdout Nation

The Coftyrans Though much smaller than the Crusader Army, the Coftyran Crymuster should never be
The Coftyrans Though much smaller than the Crusader Army, the Coftyran Crymuster should never be
The Coftyrans Though much smaller than the Crusader Army, the Coftyran Crymuster should never be
The Coftyrans Though much smaller than the Crusader Army, the Coftyran Crymuster should never be

The Coftyrans

The Coftyrans Though much smaller than the Crusader Army, the Coftyran Crymuster should never be underestimated

Though much smaller than the Crusader Army, the Coftyran Crymuster should never be underestimated as a fighting force. Steeped in rich martial tradition and dedicated to preserving traditional Quar society, the Crymuster is more than willing to stand and fight the Crusader juggernaut. The rallying point of the Crymuster is the Great Wall, a monumental fortifica- tion that extends along the border of Coftyr. It is here new rhyflers are instructed, and it is both a working defensive system and a monument to Coftyr’s opposition to the Crusade. Not even the vaunted Crusader Air Fleet has been able to bypass it, as the fighters of the Royal Coftyran Flying Squadrons have turned them back on every at- tempt.

As the Crymuster is fighting a defensive war with fewer resources than the Crusade it is a fundamentally more cautious force. The GHQ will develop an opera- tional plan, which is then scheduled in minute detail before being distributed down the ranks. Officers and rhyflers are expected to follow the main plan and know the contingency plans by heart, but are not expected to improvise upon the plan. Though this reduces flexibility, it does prevent the Crymuster from being caught overextended

The Coftyrans
The Coftyrans
The Coftyrans

The Coftyrans

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on the attack, or in a headlong panic on the with- drawal. This adherence to a master plan also allows for large actions to be undertaken without taxing lines of communication. The defensive and traditionalist nature of the Crymuster has also dictated their choice of arms. The Crymuster Rhyfler wields the long 8mm Harlech bolt-action rifle. Accurate, powerful, and with an effective range of 500 m with its iron sights, the Harlech gives the Crymuster Rhyfler a weapon that outdistances the Crusader’s Bogen by almost twice. The Crymuster also makes extensive use of heavy machineguns in depth defense, creat- ing cunning ambushes for advancing enemies. The tenth quar of every squad carries the Cryfen light machinegun, which is used to provide covering fire when enemies get too close to the squad. The squad then withdraws to prepared positions and picks off their enemies again. A Coftyran rhyfler can take pride in the manufacture of his weapons, kit, and uniform. Where the Crusader uniform is a sparse, utilitar- ian, and mass-produced, the Coftyran uniform evokes an earlier period. Leathers are still often hand-stitched, and the sternum plate of the hav- ersack proudly displays his unit. These are not merely quaint anachronisms—Coftyr sees itself as the last bastion of traditional civilization, and this quality and detail serve to remind the Crymuster Rhyflers of the social bonds of the Quar.

So came the host to the Last Wall, Whose grim-faced warriors the ramparts defended. The
So came the host to the Last Wall,
Whose grim-faced warriors the ramparts defended.
The challenging horn—the answering silence.
Stone was the face of the wall and its guardians,
They die for their king and their clans.
Who can break through them, the ardent-hearted?
Sooner the stars could be swept from the sky!
The Coftryea (9) 5:111–117
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Force Organization The Coftyrans dale hutchison (order #5228583)
Force Organization The Coftyrans dale hutchison (order #5228583)
Force Organization The Coftyrans dale hutchison (order #5228583)
Force Organization The Coftyrans dale hutchison (order #5228583)

Force Organization

The Coftyrans
The Coftyrans

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The Coftyrans

3

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3rd Coftyran Crymuster syl-Caenerol Gayl mir Llorycho, Commanding 22 Officers, 117 Enlisted The Royalist factions

3rd Coftyran Crymuster

syl-Caenerol Gayl mir Llorycho, Commanding 22 Officers, 117 Enlisted

The Royalist factions have long cast their struggle in religious terms, but few officers have taken the cause as centrally to their character as Gayl mir Llorycho. The mir Llorychos have been a cadet clan of no less than six ruling septs, with a family coat of arms bearing no less than twelve divisions. Though never rulers themselves, the mir Llorychos have been faithful retainers and soldiers for almost their entire history. Now that the Crusaders are ascendant, Gayl mir Llorycho sees the present days as the last stand of civilization. He sees his command of the 3rd Crymuster as nothing less than the moment of destiny for which generations of mir Llorychos have served. Grave unto severity, mir Llorycho is no military dinosaur. His firsthand obser- vations of the Crusader Army during their war with Maer Braech have left him with no illusions about the task he is facing.

have left him with no illusions about the task he is facing. The Royal Sentries Syrnol

The Royal Sentries

Syrnol Galostra, Commanding

5 Companies:

16 Officers,

235 Enlisted

This Catrawd’s lineage is almost as old as The Long War, and carries the honor of hun- dreds of campaigns. Well-drilled and infused with officers who served as observers in Maer Braech, its rhyflers are determined to show the rest of the Crymuster (and the world) how rhyflers of Coftyr can stop the Crusade.

(and the world) how rhyflers of Coftyr can stop the Crusade. 904th Freywilgh Syrnol Pesuyn, Commanding

904th

Freywilgh

Syrnol Pesuyn, Commanding

6 Companies:

11 Officers,

202 Enlisted

Volunteers formed the core of this Catrawd when it was created, and since then the

904 th has demonstrated audacity and courage. Its officers have had to be formally sanc-

tioned against extensive patrols into Maer Braech in search of Crusader forces, leading to the Catrawd being nicknamed “The Rash Ones.”

The Coftyrans
The Coftyrans
The Coftyrans

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The Crymuster is a wall whose bricks are more than the loyal sons and daughters

The Crymuster is a wall whose bricks are more than the loyal sons and daughters of Coftyr, but every Royalist opposing the Iron Regime.

Syrnol mir Wen, Royal Sentries

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The Coftyrans

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1212th Freywilgh Sylwedl Entystyn, Commanding 10 Companies: 34 Officers, 480 Enlisted Bearing the fortunate

1212th

Freywilgh

Sylwedl Entystyn, Commanding

10 Companies:

34 Officers,

480 Enlisted

Bearing the fortunate number of twice six twice, this Catrawd has proven to have uncanny luck in its short existence. Its members have suffered no injuries or fatalities in their training, and in practice maneuvers they have shown a stunning habit of show- ing up at exactly the right time to save the day for their side. Whether this luck will continue in the coming war remains to be seen.

luck will continue in the coming war remains to be seen. 80th Light Keff Syrnol Riin,

80th Light Keff

Syrnol Riin, Commanding 5 Squadrons:

Several dozen light vehicles, 9 Officers, 117 Enlisted

This cavalry Catrawd could not replace its cadier ranks before being sent to the front line, so the ranks were filled with a variety of gwaegenars in a motley collection of armored cars and even infantry riding in lorries.

of armored cars and even infantry riding in lorries. 4520th Territorial Militia Sylwedl Karset, Commanding

4520th

Territorial

Militia

Sylwedl Karset, Commanding 8 Companies:

25 Officers,

362 Enlisted

This battalion of conscripts lacks much of the quality of the regulars in the 3rd Cry- muster, and mir Llorycho knows that their baptism by fire will be costly. He hopes that the survivors will be tempered into better rhyflers.

The Coftyrans
The Coftyrans

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4610th Territorial Militia Sylwedl Belduin, Commanding 10 Companies: 32 Officers, 505 Enlisted

4610th

Territorial

Militia

Sylwedl Belduin, Commanding

10

Companies:

32

Officers,

505 Enlisted

This battalion had not even completed its training before being shuttled to the front, and thus is serving as the regional reserve.

to the front, and thus is serving as the regional reserve. Syrnol Helsygh, Commanding 7th Royal

Syrnol Helsygh, Commanding

7th Royal Artillery

10

Batteries:

24

Guns, 18 Officers,

240 Enlisted

Artillery has long been a specialty of the Coftyrans, and the Royals are equipped with the latest quick-firing field howitzers, which are believed to exceed the capability of any of the Crusader field artillery. In addition to superior equipment, the artillery branch has accurate plotting and charting, and are thus capable of delivering devastat- ing time-on-target fire. If they have any drawback, it is that the Crymuster’s perpetual lack of communications means that they cannot easily adapt to targets of opportunity.

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Coftyran Weapons Harlech Long Rifle The venerable Harlech Long Rifle is one of the longest-serving
Coftyran Weapons Harlech Long Rifle The venerable Harlech Long Rifle is one of the longest-serving
Coftyran Weapons Harlech Long Rifle The venerable Harlech Long Rifle is one of the longest-serving
Coftyran Weapons Harlech Long Rifle The venerable Harlech Long Rifle is one of the longest-serving

Coftyran Weapons

Coftyran Weapons Harlech Long Rifle The venerable Harlech Long Rifle is one of the longest-serving military

Harlech Long Rifle

The venerable Harlech Long Rifle is one of the longest-serving military arms of the Quar, first tested in 1698 as the Royal Coftyran Arsenal Four-Line Rifle (a “line” being a now-obsolete armorer’s unit of length). At the time, its design incorporated the best features and innovations in firearms design, and in the years that followed only small modifications were undertaken. The current standard infantry issue model is the Year 28 Carbine, but its operation would be familiar to the grandfathers of today’s Crymuster. With a fixed five-round magazine, the rifle is incapable of the Bogen’s volume of fire, but it is much longer ranged and generally more accurate. One of the highest compliments that can be paid this rifle is that Crusader-designated marksmen will often carry this rifle in conjunction with, or in lieu of, their heavy Afirs.

Sober aim, lads! Sober and true to your mark! Remember your musketry drill: Inhale, squeeze, ex- hale. Let the Crusader kits burn brass and fill the air with badly aimed lead. Granduncle Harlech doesn’t speak often, and when he does he commands attention!

Yawdryl Galestri, Catrawd of the Royal Sentries

attention! Yawdryl Galestri, Catrawd of the Royal Sentries Cryfen LMG The Crymuster considers machineguns to be

Cryfen LMG

The Crymuster considers machineguns to be infantry weapons, unlike their classification as artillery by the Cru- saders. The evolution of the machinegun in the Crymuster has been as an adjunct to the basic infantry rifle, resulting in a light weapon intended to be used by a single rhyfler. Using the same ammunition as the Harlech, the Cryfen (named for the foundry where the weapon is produced) operates on a long-recoil action with a complicated feed of

a fabric belt of bullets fed from a hopper. The Cryfen has a slow rate of fire, especially compared to the machineguns of the Crusaders, but earlier models with higher rates of fire were prone to jamming and fouling. This complicated weapon is delicate, and requires careful maintenance and cleaning on the battlefield. It is usually carried by

Milwer, or a veteran rhyfler who needs no reminding of a rhyfler’s duty to keep his weapon ready for action.

a

The Coftyrans
The Coftyrans
The Coftyrans

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Doru SMG

One of the most surprising innovations in modern weaponry is the brainchild of Caerten Doru of the Royal Coftyran Arsenal. Officially the Special Purpose Sub-Machine Gun, the weapon is more commonly known by the name of its inventor. This SMG fires 7mm pistol cartridges from an ingenious open bolt design that is both robust and easy to construct. While SMGs are known in other armies, the Doru is much more reliable. But the demand for this weapon far outpaces the supply, as it is widely coveted by the daring trench raiders, cavalry, artillerists, and ordinary rhyflers. At present, the Royal Arsenal cannot manu- facture the weapon to meet demand, limiting its availability. Woes betide the rhyfler who would hoard or lose this valuable weapon!

the rhyfler who would hoard or lose this valuable weapon! Look and listen, kit. This here

Look and listen, kit. This here snubber’s the best friend of the trench raider. He loves it more than all the Charitable Brothers and officers of the army, ’cause it’s right by his side, tucked tidy-like in his arms as he sneaks ’tween bits o’ wire and such on the way to kick in some teeth. You get mighty tired of looking down the length of old Granduncle Harlech and taking slow shots after you’ve used Brother Doru. Why, Brother Doru’ll fly up at a thought, and throw a thousand rounds at the Crusader before you can say “teakettle.”

But I’ll be damned if I’ve figured out why we’ve got to send him away after every raid. Those layabouts in HQ ha’ got no need for such a useful tool, when we here in the mud have to scrape and bow and wheedle just to get our hands on such a comfort.

Crown Milwer Ghee, 1025th Battalion

M-3b Heavy Machinegun

Heavy machineguns are considered light artillery by the Coftyrans, organized and commanded outside of the light infantry Catrawds. The standard HMG of Coftyr is the powerful 20mm M-3B. The “three-bee” is so robust and so straightforward to build and operate that it is the standard HMG for all branches of the Coftyran military, and can be found on land, on sea, and in the skies in one form or another. It fires the same round as the Ryshi heavy rifle, but the long

barrel of the three-bee gives it a superior range, and its rate of fire is much higher as well. In the hands of well-trained machine gunners, the three-bee is the terror of infantry, vehicles, and aircraft, and its distinctive shape and ubiquity has made it a symbol of Coftyr.

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The Coftyrans

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R.C.O. Field Howitzer Model 60 The Royal Coftyran Ordnance Field Howitzer Model 60 is the

R.C.O. Field Howitzer Model 60

The Royal Coftyran Ordnance Field Howitzer Model 60 is the pride of the Crymus- ter artillery—a powerful 100mm cannon mounted on a carriage with a sophisticated recoil-dampening system. It can fire without re-laying the gun between rounds, and the rounds contain both high explosive and warhead in a single brass case, which means the field gun has a rate of fire far superior to most artillery pieces. Each gun is a work of the highest craftsmanship from the hands of the master armorers of the Royal Foundry. But this quality comes at a high cost, and loss of this crucial weapon cannot easily be made up.

The Crymuster Artillery has a number of traditions and lores, including the naming of cannons, which dates back to some of the earliest days of gunpowder artillery in The Long War. A gun with fewer than 100 rounds fired through it is called a “green gun,” and is not officially marked with the Ordnance Arms. After the hundredth round, the cannon is as- sumed to have acquired its character. The ranking NCO of the gun pours a suitable libation over the breech and names the gun—Jumping Yan, Gateknocker, Thundering Tyn, or so forth. The Ordnance Arms are stamped on the cannon barrel, and it is officially entered into the record.

The names of famous guns are often used after the original is destroyed. For example, “Thundering Tyn” has been used by a number of successive cannons since 1420, and each Thundering Tyn has fought in many of the Crymuster’s most famous battles. This leads some soldiers to believe the spirit of the gun is reincarnated in each successive form, and thus the naming of a gun is a matter of great importance to the artillerists.

Famous Traditions of the Crymuster, Chapter 2

to the artillerists. Famous Traditions of the Crymuster , Chapter 2 The Coftyrans dale hutchison (order

The Coftyrans

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The Coftyrans

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Rules of Conduct

Rules of Conduct dale hutchison (order #5228583) A Primer on the Proper Behavior Upon the Field

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Rules of Conduct dale hutchison (order #5228583) A Primer on the Proper Behavior Upon the Field
Rules of Conduct dale hutchison (order #5228583) A Primer on the Proper Behavior Upon the Field
Rules of Conduct dale hutchison (order #5228583) A Primer on the Proper Behavior Upon the Field
Rules of Conduct dale hutchison (order #5228583) A Primer on the Proper Behavior Upon the Field

A Primer on the Proper Behavior Upon the Field of Battle

Units
Units
Units

Units

This Quar’s War is a game that uses miniatures to recreate the historical battles of your ancestors. A miniature will represent each rhyfler on the field, which will then be orga- nized into the following unit types.

will then be orga - nized into the following unit types. Squad The Squad is the

Squad

The Squad is the base unit represented on the field of battle. A Squad will usually consist of nine Rhyflers and a Yawdryl. The Yawdryl will be responsible for assigning orders to his unit. Each rhyfler in the Squad must remain in coherency with the other members of his Squad. A rhyfler may never be further than 2 inches away from another member of his Squad, and must remain within Command Range of his Yawdryl. Squad members who fall out of coherency may only move into coherency when activated. A Squad without a Yawdryl is in Loss of Leadership.

Crusader Squads

A Crusader Squad consists of nine Rhyflers. Six are armed with the Bogen assault rifle, three with the Ryshi heavy rifle. They are commanded by a Yawdryl, who is armed with a Bogen.

Coftyran Squads

A Coftyran Squad consists of nine Rhyflers, commanded by a Yawdryl. Eight are armed with Harlech long rifles and one with a Cryfen LMG. The Yawdryl is armed with a Doru SMG.

Section

The Section is the next level of organization. A Section consists of two Squads led by an is-Caerten. The is-Caerten must be attached to one of the two Squads. The is-Caerten is responsible for assigning target priorities to his Section.

is-Caerten is responsible for assigning target priorities to his Section. Rules of Conduct dale hutchison (order

Rules of Conduct

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The Yawdryl of each Squad in the Section must remain within Command Range of the is-Caerten. A Yawdryl outside Com- mand Range is Out of Leadership, and may not receive new priority targets. The Squad may still fire at previously assigned targets, or move toward the is-Caerten. A Section without an is-Caerten is in Loss of Leadership.

A Section without an is-Caerten is in Loss of Leadership. Company The Company is the highest

Company

The Company is the highest level of organization. A Company con- sists of two Sections led by the Caerten and his retinue. The Caerten is responsible for directing the advance of his Company. The is-Caerten of each Section must remain within Com- mand Range of the Caerten. An is-Caerten outside of Command Range is Out of Leadership, and will not receive new advancement orders. The Section may only move according to previous orders or towards the Caerten. A Company without a Caerten is in Loss of Leadership. Retinue The Caerten’s Retinue consists of five Quar: a Master Yawdryl, a standard bearer, a musician, a PykPyk squirrel messenger, and a Cook, all armed with their faction’s standard rifle. The Caerten’s Retinue is considered an Independent unit.

Command Range

The maximum distance at which units can operate on the field of battle is referred to as Command Range. This range varies depending on the Training and Nationality of the units. The following table shows the Command Range of Crusade and Coftyran units.

Command Range Table

 

Force

Squad

Section

Company

Crusader

6”

18”

36”

Coftyran

6”

12”

24”

Independent Units

Additional specialist units, such as Snipers, Heavy Weapons, or Cavalry Squads are attached to the Company. They have more autonomy than regular units and do not always follow the usual coherency rules. Independent units do not require Movement or Fire Priority orders. During the Yawdryl’s Phase Independent units are given their own activation card and follow the orders of their officer. An Independent unit with- out an officer is in Loss of Leadership.

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Rules of Conduct

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Teams

There are two types of teams: Fire Teams and Weapons Teams.

Fire Teams

When an is-Caerten takes a Section into the field on its own, he may elect to split each Squad into two Fire Teams. One Team consists of five Rhyflers; the other consists of four Rhyflers and the Squad’s Yawdryl. The is-Caerten must either attach to one of the Fire Teams or pull one member from each Team to form a Retinue.

Teams or pull one member from each Team to form a Retinue. Weapons Teams Crusader Light

Weapons Teams

Crusader Light Machine Gun Teams A LMG Team consists of two Rhyflers, a loader, and a gunner, who are attached to a Squad. The gunner adds the LMG’s firepower to the Squad. The loader is busy supplying ammunition to the gunner. He may only perform Movement or As- sault actions. LMG Teams are considered members of the Squad for the purposes of activation, and numbers for measuring Suppression. Crusader Mortar Teams A Mortar Team consists of two Rhyflers, a loader, and a gunner. Their ability to fire indirectly pre- vents them from being attached to Squads. Mortar Teams are attached to a Yawdryl, who issues them Movement and Fire Priority orders. In the field multiple Mortar Teams are assigned to a single Yawdryl. They receive their own card during the Yawdryl’s Phase.

Coftyran Field Gun Teams Gun Teams consist of three Rhyflers, one gunner, and two loaders. Coftyran doctrine keeps the Field Guns separate from regular Squads. Field Gun Teams are attached to a Yawdryl, who issues them Movement and Fire Priority orders. In the field each Field Gun Team has its own Yawdryl. They receive their own card during the Yawdryl’s Phase.

own Yawdryl. They receive their own card during the Yawdryl’s Phase. Rules of Conduct dale hutchison

Rules of Conduct

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The Field of Battle A commander’s ability to use the features of the battlefield to
The Field of Battle A commander’s ability to use the features of the battlefield to
The Field of Battle A commander’s ability to use the features of the battlefield to
The Field of Battle A commander’s ability to use the features of the battlefield to

The Field of Battle

A commander’s ability to use the features of the battlefield to his advantage is as im-

portant as the units under his command.

advantage is as im - portant as the units under his command. Terrain Terrain in the

Terrain

Terrain in the field is classified by its effects on movement and visibility. At the start of the battle, both players must agree on the classifications of all terrain features on the field.

Terrain and Movement

The field of battle is always varied in its composition. Muddy fields and buildings often dictate a unit’s strate- gy. These features are classified by how they affect a unit’s ability to move. Clear – Roads and open fields are classified as clear terrain, and cause no Movement penalties. Obstacle – Static elements that slow

a unit’s progress over them, obstacles apply a Movement penalty equal to their height. A low wall 1 inch tall would subtract 1 inch from the movement of a unit climbing over it.

Difficult – An area feature that slows a unit’s movement, a difficult feature halves the movement rate of any unit moving through it. Examples include dense forests, bodies

of water, and muddy fields.

Impassable – As the name implies, units cannot move through features defined as impassable.

Terrain and Visibility

The features of the battlefield also affect what, and how far, a unit can see. Quar have a 360° field of view thanks to their physiology. They are always aware of what is going on around them. Their view is only impacted by surrounding terrain features, which are classified as follows.

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Clear – Nothing is blocking the unit’s line of sight. Examples include roads and fields. Low Visibility – These area effects obscure line of sight without blocking the Rhyfler’s view. Examples include light forests, smoke effects, and available light (dawn, dusk, night). Blocking – Any feature that completely obscures a target from the unit. Examples include dense forests, buildings, and high walls. Obstacle – A static feature that obscures a portion of an enemy unit from view. Exam- ples include low walls, hedges, and entrenchments.

Measuring

Measurements in This Quar’s War are made in whole inches. Remainders are rounded up to the next whole inch. Commanders may take measurements at any point during the game.

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Game Turn The game is divided into several turns, each consisting of the following sub-phases.
Game Turn The game is divided into several turns, each consisting of the following sub-phases.
Game Turn The game is divided into several turns, each consisting of the following sub-phases.
Game Turn The game is divided into several turns, each consisting of the following sub-phases.

Game Turn

The game is divided into several turns, each consisting of the following sub-phases.

1. The Caerten’s Phase

Turn Sequence

1. Caerten’s Phase

2. is-Caerten’s Phase

3. Yawdryl’s Phase

4. End Phase

Caertens are responsible for keeping their Companies moving toward their objectives, whether assaulting the enemy or defending their trenches. It is their task to inform the is-Caertens of which direction to move the troops—this is represented with an arrow- shaped counter for each Section. During the Caerten’s Phase each player in turn places his arrow counters on the board, representing the main direction of offensive pushes or defensive concentra- tion. The order in which these are placed is generally determined by scenario, and can be modified by the defense or capture of primary objectives. Each arrow represents the primary direction of movement for the Section to which it is assigned. Squads in the Section performing Movement actions must move in the general direction indicated by the arrow. Independent units do not receive a Movement order and may move as they see fit. Occasionally only a Section will be available or required for the mission. In this case the responsibilities of the Caerten fall upon the Section’s is-Caerten. During the Caerten’s Phase the is-Caerten assigns Movement orders to the two Squads under his command.

2. The is-Caerten’s Phase

Each Section’s is-Caerten is in charge of directing the fire of his Squads. For each Squad in the Section the is-Caerten assigns a counter, which indicates that unit’s priority targets of fire. The targets can be anything from an opposing unit to a terrain feature or even a spot of open ground into which you think enemy rhyflers will venture. Squads given a Fire order by their Yawdryl must fire on the priority targets assigned to them by the is-Caerten. However, if an enemy moves within 6 inches of the unit it may choose to fire at them instead. Independent units do not receive Fire Priority markers and may choose their targets at will. When only a Section is required for the mission, the Yawdryls direct the fire for the Squads they command. During the is-Caerten’s Phase each Yawdryl assigns Fire Priorities to his Squad. The Yawdryl’s Squad will often split into two Fire Teams, each getting its own Fire Priority marker. The Yawdryl is still responsible for assigning ac- tions during the next phase. He may assign different actions to each of his Fire Teams.

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3. The Yawdryl’s Phase

3. The Yawdryl’s Phase It is during the Yawdryl’s Phase that units activate by carrying out

It is during the Yawdryl’s Phase that units activate by carrying out Movement, Combat, and Utility actions to further the goals of their commander.

The Stack

To play the game you will need a stack of cards com- posed of one card for each unit in play in numerical or- der. For instance, if you and your opponent have a total of ten units in play you will need ten cards numbered one through ten. At the start of the Yawdryl’s Phase these cards are shuffled and each player takes a number of cards equal to his units. These are assigned in secret (facedown) to the units in the order you wish them to activate. Units are then activated in numerical order, lowest to highest. Example: Josh and Anthony are playing a meeting engage- ment with one company each. They each have five units: four Squads and the Caerten and his Retinue. They will need a total of ten cards numbered one through ten. These are shuffled and drawn. Anthony gets cards numbered 2, 4, 5, 6, and 9. He as- signs these to his units in the order he wishes them to activate. Josh does the same with his cards, numbered 1, 3, 7, 8, and 10. Then the unit assigned card number 1 is activated, followed by number 2, etc., until all units have been activated.

Faceup Cards Some effects will cause a unit’s card to be placed faceup. Cards placed in this manner must be assigned first during the Yawdryl’s Phase. The rest of the stack is then as- signed as normal.

Activation

When a unit is activated their Yawdryl gives them a set of two actions. Action types include Move, Combat, and Utility. These may be combined or doubled up depending on the action. See the section “Actions” for descriptions and combinations of actions. Combined Activation The two Squads in a Section may be assigned consecutive cards in order to activate together. When the first Squad activates the second does as well. All movement is done at the same time and all combat actions are resolved as one larger action.

the same time and all combat actions are resolved as one larger action. Rules of Conduct

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One Squad in a Section may Hold its activation to act with the second Squad. The Squad must reveal its card and declare it is Holding. The second Squad must be the next unit activated on that side, and no more than one activation can be skipped. Example: Josh has the 3 and 5 cards, and wants to activate two Squads as a Section. He as- signs the 3 to the first squad and the 5 to the second. During activation he reveals the 3 and declares the Squad is Holding. His opponent then activates the 4th unit. On the 5th activation, Josh’s Squads activate as one Section. If Josh’s opponent had both the 4 and 5 cards, he would not have been able to Hold the first Squad. Squads that have been split into Fire Teams may also activate together in this manner.

PykPyk Squirrels

Often a Company command team will include a squirrel messenger. The messenger Quar fights as a normal Rhyfler and counts as carrying the stan- dard weapon of his force. At the beginning of each game he will also have three squirrel markers. These markers can be used at any point during the game to change a unit’s Movement direction assigned by the Caerten or Fire order assigned by an Is-Caerten. Once used, the squirrel marker is set aside and may not be used again.

4. The End Phase

During the end phase effects left over from the turn are dealt with before moving on to the next turn. These include such things as Morale checks, move- ment of smoke effects, and distribution of objective results. The game then moves on to the next turn.

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Actions All actions in This Quar’s War fall into one of three categories: Movement, Combat,
Actions All actions in This Quar’s War fall into one of three categories: Movement, Combat,
Actions All actions in This Quar’s War fall into one of three categories: Movement, Combat,
Actions All actions in This Quar’s War fall into one of three categories: Movement, Combat,

Actions

All actions in This Quar’s War fall into one of three categories: Movement, Combat, or Utility.

into one of three categories: Movement, Combat, or Utility. Movement Actions Movement actions are used to

Movement Actions

Movement actions are used to get rhyflers from one place to another. They vary in how far and how fast a unit moves—as well as how carefully. Standard Movement – The unit may move up to 4 inches in its assigned direction. This order may be combined with another order, including another Standard Move- ment. Fast Movement – The unit may expend both of its ac- tions to move up to 8 inches in its assigned direction. The unit will then be eligible to gain the Speed Condition Shift when targeted by enemy units. Fast Movement may only be used over clear terrain. Prone Movement – Units that are Prone may move 2 inches per action. This may be combined with either a Standard Fire action or another Prone Movement order.

Combat Actions

Standard Fire – The unit expends one action and nomi- nates an enemy unit near its Fire Priority marker to shoot

at. Each figure with line of sight to any figure in the enemy unit receives its standard combat dice. This action may only be combined with Movement or Utility actions. Units may not divide their fire among multiple enemy units. Concentrated Fire – The unit expends both of its actions and nominates an enemy unit near its Fire Priority marker to shoot at. Each figure with line of sight to any figure in the enemy unit receives its standard combat dice plus one additional combat die. Opportunity Fire – The unit expends one action and receives an Opportunity Fire marker. An Opportunity marker lasts until the end of the current turn, or until used. A unit with an Opportunity marker may fire at any unit that comes near its Fire Priority marker later in the turn. This Combat action is treated as a Standard Fire action, which occurs between the target unit’s two actions. The Opportunity Fire marker is then removed.

target unit’s two actions. The Opportunity Fire marker is then removed. Rules of Conduct dale hutchison

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Return Fire – If a Squad takes fire from an enemy unit before it activates, it may choose to Return Fire when activated. This is at the Yawdryl’s discretion, overriding the is- Caerten’s orders. Due to the hasty nature of this changing of targets, the unit may only use its Standard Firepower. This action may only be combined with Get Up. Assault – If the unit is within Assault Range of an enemy unit it may expend one ac- tion to make an Assault attack. Assault Range for standard rhyflers is 4 inches. Only one Assault action is allowed per activation.

Utility Actions

Get Up – A unit that has gone Prone at a previous point must Get Up before performing a Movement action. When a unit gets up it may move 2 inches in the direction of its Movement order. Break Down/Assemble Weapon – Some weapons require time to dismantle before being moved. For Light Mortars, one action must be spent to Break Down before moving and then one to Assemble before firing. HMGs/HSGs need two actions to Break Down. These weapons also require two actions to Assemble.

Going Prone

weapons also require two actions to Assemble. Going Prone When a unit is in the open

When a unit is in the open or under fire from devastating weapons its only recourse is to hit the dirt. Units may react to fire by going Prone. Going Prone gives the unit a Condition Shift of 1, but has its drawbacks. A unit that has gone Prone in the open may still fire as normal, but must per- form a Get Up action before a Standard Movement order. A Prone unit may only move 2 inches per action without getting up. Units that go Prone while behind cover may not fire until they have performed a Get Up action. Nor can enemy units fire at them. Units behind cover that react to fire by going Prone still take the fire. Once Prone behind cover, a unit can no longer shoot or be shot. Heavy weapon teams that go Prone leave their field of fire cone in place. While the Team is prone, units within its field of fire do not suffer the effects of the cone. When the team Gets Up the effects return. In an Assault, a defending unit that is Prone will not start with the Lead. Prone units that are assaulted Get Up as a free action at the end of the activation.

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Resolving Actions Basics The standard die used to resolve actions in This Quar’s War is
Resolving Actions Basics The standard die used to resolve actions in This Quar’s War is
Resolving Actions Basics The standard die used to resolve actions in This Quar’s War is
Resolving Actions Basics The standard die used to resolve actions in This Quar’s War is

Resolving Actions

Basics

The standard die used to resolve actions in This Quar’s War is the d6, generally used in one of two ways.

Combat Resolution

The player will roll a number of dice based on the weaponry of the unit, as well as the Combat action the unit is performing. For every die that comes up a 6 the player has scored a hit, resulting in the removal of an enemy combatant. The target player chooses which rhyflers are removed from the field. This method is modified by several factors outlined below.

Special Effects

The second type of dice mechanic is used to find the result of effects with variable outcomes, such as Morale and Special Weapons. This method uses two six-sided dice. They are rolled together and the two numbers that result are compared, separately, to a table.

 

Roll

Outcome

Notation

   

Each die results in a 6

Very Positive

6/6

Either results in a 6, the other in a 2–5

Positive

6/2–5

Either results in a 6, the other in a 1

Both bad and good

6/1

Neither die results in a 1 or a 6

Neutral

2–5/2–5

Either results in a 1, the other in a 2–5

Negative

1/2–5

Each die results in a 1

Very negative

1/1

Ranged Combat

The development of ranged weapons brought about a much-needed return of civiliza- tion to the battlefield. No longer were battles fought to the last Quar and sometimes fighting could be avoided entirely when a commander was presented with a superi- orly armed enemy.

Targeting

A unit may only fire at an enemy unit within proximity of its fire marker. Rhyflers may fire through other members of their unit, but not through members of other units, whether friendly or enemy.

unit, but not through members of other units, whether friendly or enemy. Rules of Conduct dale

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Calculating Firepower

When performing a Fire action a unit gathers a pool of dice based on the weaponry and training of its rhyflers. This pool is referred to as the unit’s Firepower. Each rhyfler within line of sight and range of the enemy contributes the num- ber of dice listed on the Ranged Weapons table, as well as any Lethal dice available to the weapon. The unit’s Firepower is then rolled, and for every die that comes up a 6 the player has scored a hit, resulting in the removal of an enemy combatant.

Ranged Weapons Table

 
 

Crusader Weapons

 

Weapon

# of Dice

Lethal Dice

Max. Range

Assault

PV

Bogen Assault Rifle

2

0

48

No

4

Ryshi Heavy Rifle

2

1

48

No

3

Grifkis Shotgun

3

12

Yes

5

H-11A LMG

10

2

48

No

3

Dinas Cavalry Carbine

2

1

24

Yes

4

Mark 2 Infantry Mortar

Template

48

No

4

 

Coftyran Weapons

 

Weapon

# of Dice

Lethal Dice

Max. Range

Assault

PV

Harlech Long Rifle

1

0

96

No

3

Doru SMG

4

0

24

Yes

4

Cryfen LMG

8

3

48

No

3

R.C.O. Field Gun

Template

96

No

2

 

Common Weapons

 

Weapon

# of Dice

Lethal Dice

Max. Range

Assault

PV

HMG

16

4

96

No

2

HSG

10

10

16

No

2

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Condition Shifts

If the unit receiving the Combat action is in any way obscured from the attacker, dice rolled by the attacker with a result of 1, or often higher, will block dice that result in a casualty. This Condition Shift is used to represent several obstacles on the battlefield. Conditions range from cover (low walls, hills, trenches) to rapid movement by the target unit, and can include

visibility and target profile. A target unit may have rhyflers that are not all obscured in the same manner. If this is the case, the Condition Shift that applies to the majority of the unit is used. Most Conditions are cumulative, or stacked. This means that modifiers are added together to find the total shift. The exception is Speed, which does not stack with other Conditions. When canceling casualties, always start with the highest blocking dice.

Lethal Dice

Some weapons are more effective at certain ranges or have a sharper edge. The dice gained by these weapons are referred to as Lethal dice. The dice for attacks by these weapons need to be a different color than the standard dice. Lethal dice are not blocked by dice from the standard pool of dice rolled; only dice from their own “sub” pool block them. In addition, Lethal dice reduce the Condi- tion Shift applied to them by 1.

Condition Shifts Table

 

Condition

Shift

Stack

Obstacle

 

1 Yes

Fortification

 

2 Yes

Prone

 

1 Yes

Visibility

 

1 Yes

Speed

 

1 No

Suppression

As units take fire their morale and willingness to follow orders will deteriorate. This is represented by Suppression. After resolving combat, each 6 that was blocked by a 1 will cause one point of Suppression. Only 1s cause Suppression. 6s blocked by higher numbers due to stacked Condition Shifts do not. Blocked Lethal dice and casualties cause two points of Sup- pression. Suppression points are tracked until the end of the current turn. If after casualties have been removed a unit has more points of Suppression than members its morale will break. Once a unit has accumulated a number of Suppression points equal to the number of rhyflers in the unit, it will Go Prone. For every excess point of Suppression one rhyfler must take a break test. The player rolls two dice per potentially broken rhyfler as a pool. For every 6 that comes up in the pool one rhyfler does not break. For each rhyfler that breaks, lay his model on its side. These models no longer activate with their unit, but are not removed from play. These rhyflers will have a chance to recover later in the turn.

play. These rhyflers will have a chance to recover later in the turn. Rules of Conduct

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Once members of a unit break, its current Suppression is reduced to zero. If the unit takes further fire, it gathers Suppression again as normal, breaking when it exceeds its current size. Single Rhyflers When a unit is reduced to only one unbroken rhyfler, he breaks as well.

Ranged Combat Example: Josh has targeted one of Anthony’s units with a Standard Fire Combat action. Josh’s unit contains ten standard Rhyflers, who each receive two combat dice for a total Firepower of twenty dice. Each die that comes up a 6 will be a hit and remove a casualty. However, Anthony’s unit is in cover, obscured from Josh’s unit by a low hedge. This results in a Condition Shift of 1. For every 1 that comes up on Josh’s roll a 6 is blocked, cancel- ing the casualty. If a smoke cloud had also obscured Anthony’s unit, the result would be a Condition Shift of 2. Each die in Josh’s roll that came up with a 1 or 2 would block a 6, canceling a casu- alty.

Josh rolls five 6s, two 2s, and two 1s. He first removes the two 6s that were blocked by 2s. Since they were not blocked by 1s, they do not cause Suppression. He then removes the two 6s blocked by 1s. These cause Suppression. The remaining 6 causes a casualty, which also causes two points of Suppression. Anthony chooses which figure to remove and the unit takes a total of four points of Suppression.

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Assault Combat

Assaults are bloody affairs in which guns, knives, grenades, and fists determine which side prevails. Once enemy units get close enough, the fighting switches from a civil ranged conflict to an aggressive struggle for survival. Assault Range In order to perform an Assault action a unit must be within 4 inches of an enemy unit. When an Assault action is performed all rhyflers within Assault Range of the attacking unit participate in the combat.

Assault Weapons Table

Weapon

Dice

Lethal

Shotgun

+1

+2

SMG

+1

+1

Pistol

+1

Carbine

+1

+1

Bayonet

+1*

Hand Weapon

+1*

*Only in base-to-base contact

 

Calculating Combat Dice Use the following steps to calculate combat dice for each side.

1. Every rhyfler within Assault Range gets one die.

2. If the rhyfler is in base-to-base contact with an enemy rhyfler he

receives an additional die.

3. Certain weapons will give a rhyfler additional dice and/or Lethal dice.

Consult the Assault Weapons Table.

4. The unit with the Lead gains an additional die per rhyfler.

The Lead A prepared defender will always be difficult to assault. This is represented by the Lead. Any unit behind cover when assaulted will gain the Lead. A unit in the open will only gain the Lead if they have not yet activated. A Prone unit can never gain the lead. The unit with the Lead gains an additional die per rhyfler. This advantage will stay with the more successful combatant. After each Assault action, the player that causes the most Suppression gains the Lead. If both sides cause an equal amount of Suppression then neither side gains the Lead. Assault Resolution Both players gather combat dice and roll simultaneously. Every combatant receives a Condition Shift of 1, and no other Condition Shifts apply. The difference between As- sault and Fire combat is that the defender’s 1s cancel the attacker’s 6s and vice versa. Units involved in the Assault remain that way until one side is killed off or retreats. A new Assault round is conducted each time any unit involved in the Assault is activated. Units may retreat from Assault when activated, but the first of the unit’s two actions must be an Assault action and the second must be a Move action. If a unit in Assault has rhyflers outside of Assault Range, they may only move to join the Assault. They may not move to Assault, or Fire, at another unit.

join the Assault. They may not move to Assault, or Fire, at another unit. Rules of

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Assault Against Broken Rhyflers If all members of an engaged enemy unit are broken and have not yet made a Morale Check, a commander may attempt to annihilate their opponent. A unit may perform an Assault action against a broken unit. The attacking unit gathers dice as usual, but the broken unit does not. Any results of 6 from the attacking unit remove a broken rhyfler, and are not blocked by 1s.

Assault Combat Example: Anthony’s unit has moved within Assault Range of one of Josh’s units, and has declared an Assault action. Anthony has ten rhyflers in Assault Range, which gives him ten dice. Of those ten, five are in base contact with enemy rhyflers. This gives Anthony five more dice, for a current total of fifteen. The Squad’s Yawdryl is armed with a Shotgun, adding one more die and two Lethal dice. Anthony’s total is sixteen dice, plus two Lethal. Josh has only six rhyflers in Assault Range, which starts him off with six dice. Four of his six are in base contact, adding four dice. Three are armed with Bayonets, which add three Lethal dice. This gives his unit a total of ten standard dice, three Lethal dice. Since Josh’s unit is defending and it is the first round of Assault, his Rhyflers all get an additional die. His actual total is nineteen dice and three Lethal dice. Anthony and Josh throw their dice together into the dice tray. Anthony scores three 6s, two 1s, and one Lethal 6. Josh scores four 6s, two 1s, and two Lethal 6s. Josh’s two 1s cancel two of Anthony’s three 6s, leaving him with one 6 and an unblocked Lethal 6. This results in two casualties, which cause four points of Suppression. The two blocked 1s also result in one Suppression each, for a total of six Suppression. Anthony’s total is two casualties, and six points of Suppression. Anthony’s two 1s block two of Josh’s 6s, resulting in two points of Suppression. The remaining two 6s and the two Lethal 6s result in four casualties. This causes eight more Sup- pression points. Josh’s total is four casualties, and ten points of Suppression. Josh’s unit caused more Suppression so it will keep the Lead for the next Assault acti- vation. Both units will have to make a Morale check as they have taken more Suppression than they have members.

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Removing Casualties

Quar rhyflers are well trained in the use of all weapons their Squad employs. It is com- mon to see a rhyfler pick up the equipment of a fallen companion if it is necessary for the completion of the mission. This is represented by the target of an attack choosing the casualties from the unit. Ranged Combat In ranged combat casualties may be taken from anywhere in the unit within line of sight of the attacker. Officers and Rhyflers with special weapons may be ignored in favor of removing a standard Rhyfler. Assault In an Assault, casualties must be removed from rhyflers in base contact first, followed by rhyflers within Assault Range. If a rhyfler armed with a special weapon is the only available casualty, the model may be swapped with another rhyfler’s, placing the spe- cial weapon rhyfler in the position of the removed model. Officers who are the only available casualty are removed. The unit is then in Loss of Leadership. Template Weapons Casualties caused by area effect weapons must first be removed from under the template. If a Rhyfler armed with a special weapon is the only available casualty, the model may be swapped with another Rhyfler’s, placing the special weapon Rhyfler in the position of the removed model. Officers under the template may be swapped with a Rhyfler within 2 inches and outside of the template. This represents the Rhyfler pushing the Officer out of harm’s way. If there is not a Rhyfler available the Officer is removed and the unit is in Loss of Leadership.

Morale

Morale Table

Roll

Result

6/6

Extra immediate action for Rhyfler

6/2–5

Recover, no penalty

6/1

Fall back 8” then recover

2–5/2–5

Fall back 4” then recover

1/2–5

Fall back 8”, not recovered

1/1

Remove as casualty

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Recovery During the End Phase each unit with bro- ken rhyflers must roll on the Morale Table. Roll on the table once per unit. The rolled effect applies to all broken rhyflers in the unit. If the rhyflers move out of coherency with their unit they are Out of Leadership. Recovered rhyflers must move towards co- herency, while the main unit may continue to follow its orders.

Example: Josh has four broken rhyflers, three in one unit, and the last in another. During the End Phase he rolls on the Morale Table to see what happens to them. He rolls two dice for the unit with three broken rhyflers. The result is 4 and 6. This result falls into the 6/2–5 row. The three rhyflers recover with no additional penalty.

He then rolls for the unit with one broken rhyfler. This time the result is 6 and 1. This results in the rhyfler falling back 8 inches and then recovering. During the unit’s next activa- tion the rhyfler must move to regain coherency. Standard Bearer

A Company Standard provides a Morale boost to any Quar nearby. Any Morale check

made within 12 inches of a Standard Bearer is made with three dice. The player then picks the two rolled values he would like to use.

Musician The Company’s Musician helps to keep morale high and spreads the influence of the Caerten’s Retinue, but sometimes the Musician picks the wrong tune. During the End Phase but before Morale checks, a commander may choose to roll on the Musician’s Table in an at- tempt to improve the morale of the Company. Bonuses to the Standard Bearer are applied during the cur- rent End Phase, while penalties apply to the next turn.

Musician’s Table

Roll

Result

6/6

Plays State Song: +12” to Standard Bearer

6/2–5

Plays Company’s Song: +6” to Standard Bearer

6/1

Plays Local Dirge: One unit within 12” is inspired to a suicidal act of bravery; unit makes an immediate Move action towards enemy

2–5/2–5

Play on, Llaedaw!: Another turn of playing will automatically receive +6” to the Standard Bearer that turn

1/2–5

Plays Song Out of Key: Units within 12” gain four Suppression next turn

1/1

Instrument Destroyed: Caerten’s Retinue may not act next turn

Loss of Leadership

Any time that a command figure is killed or otherwise removed from play all units under that leader’s command suffer a Loss of Leadership penalty. The penalty is deter- mined by the fallen leader’s position in the command structure. Yawdryl

If a Yawdryl is lost then a new model is nominated as Yawdryl and during the next

turn’s stack phase the activation card for his unit is placed face up. On subsequent turns the unit stacks as normal unless the new Yawdryl is also killed.

is-Caerten

If an is-Caerten is killed then either the Caerten or Master Yawdryl, if available, may

step in and lead the Section. If the Master Yawdryl takes over during the next turn’s stack phase the activation card for all units under his command are placed faceup. On

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subsequent turns the units stack as normal unless the Master Yawdryl is also killed. If the Caerten takes over the Section the above Master Yawdryl rules apply, with the addi- tion that during each turn there- after one unit in the Section must play a card faceup during the stack. If neither the Master Yawdryl nor Caerten is available then one of the Section’s two Yawdryls may take command. If this occurs, all cards for the Section are played fa- ceup for the remainder of the game.

Caerten If the Caerten is killed then either is-Caerten may replace him. A Master Yawdryl or one of his own Yawdryls needs to replace a missing is-Caerten as per the rules above. All cards for the Company will be played faceup on the turn following the death of the Caerten.

faceup on the turn following the death of the Caerten. Out of Leadership Coherency If a

Out of Leadership

Coherency If a unit is out of coherency with the next level of command it is considered Out of Leadership. While a unit is Out of Leadership its activation cards will be placed fa- ceup. Out of Leadership units will not receive new Movement directions or Fire Prior- ity orders. Broken Commander If a unit’s next level of command is broken due to Suppression or Morale effects, it is considered Out of Leadership. While a unit is Out of Leadership its activation cards will be placed faceup. Out of Leadership units will not receive new Movement direc- tions or Fire Priority orders. Units Out of Leadership may continue to follow previous Movement direc- tions or Fire Priority orders, or move toward coherency.

Movement direc- tions or Fire Priority orders, or move toward coherency. Rules of Conduct dale hutchison

Rules of Conduct

dale hutchison (order #5228583)

Special Weapons The following rules and tables define the effects of special and heavy weapons.
Special Weapons The following rules and tables define the effects of special and heavy weapons.
Special Weapons The following rules and tables define the effects of special and heavy weapons.
Special Weapons The following rules and tables define the effects of special and heavy weapons.

Special Weapons

The following rules and tables define the effects of special and heavy weapons.

Light Mortar

Mortars lob explosive shells over the battlefield onto enemy forces. They ignore most Condition Shifts, the exception being Prone. Obstacle and Fortification Shifts only ap- ply if they cover the top of the target.

Deployment

Light Mortar teams consist of two Rhyflers. If one member of the team is killed the team may still fire, but with less accuracy. Mortars require one action to Break Down before being moved and Set Up before being fired again.

Activation

To represent Light Mortar fire the attacking player places one 5-inch round template for each mortar firing over the desired target location.

Mortars are very inaccurate weapons, but have the advantage of being able to target units out of their line of fire. Mortar fire will always be slightly off from the in- tended target depending on whether or not the firing unit can see it. If the Mortar team can see the target the template is placed and then the attacker rolls for scatter. Roll a six-sided die and halve the result. This is how far the template drifts from center. To determine which direction it drifts use either a “scatter” die or roll a twelve-sided die with the numbers representing a clock face. If the firing unit cannot see the target, or is at half strength, apply the full result of the six-sided die. In either case, if the result on the die is a 6 the template does not scatter. Any models under the template in its final position are considered targets.

The standard effect of a Mortar round is a pool consist- ing of two dice per target under the template. The severity of the attack is determined by the Blast Table. Roll on the Blast Table and modify the pool according to the result.

Blast Table

Roll

Result

6/6

Hot Round: +One Lethal die per rhyfler

6/2–5

Strong Round: Add one Lethal die to pool

6/1

Weak Round: Causes Suppression only (unblocked 6s are treated as Suppression in addition to normal Suppression rules)

2–5/2–5

Normal Round: No modification

1/2–5

Dud round: Target unit takes a single die hit

1/1

Breech Explosion: Firing unit takes a two-dice hit

6
6
6

6

Rules of Conduct

dale hutchison (order #5228583)

When a unit receives mortar fire its reflex is to seek cover. The target unit must go Prone and receives the Prone Condition Shift. As the round drops from above, Prone is the only cover shift that can effect the Mortar, unless the target is in covered Fortification. In this case the target unit is not forced Prone and gains the Fortification cover shift.

Smoke Table

Roll

Result

6/6

Strong Round: Owner adds second template

6/2–5

Favorable Wind: Owner moves template 3”

6/1

Mixed Blessing: Opponent adds second template

2–5/2–5

Smoke Disperses: Remove template

1/2–5

Unfavorable Wind: Opponent moves template 3”

1/1

Strong Wind: Remove all Smoke templates

Smoke

Light Mortars may also fire Smoke rounds. Smoke rounds are fired like normal rounds, but their effects remain in play. For each Smoke round fired, place a 5-inch Smoke template on the field. During the End Phase, roll on the Smoke Table, once for each Smoke template. Additional templates must be placed touching the original.

Heavy Machine Guns and Heavy Shotguns

A Heavy Machine Gun (HMG) is one of the greatest terrors of the battlefield. With their heavy slugs and high rate of fire HMGs control entire sections of the field, mak- ing them nigh impassable. However they are unwieldy to maneuver and only affect certain lanes of fire. The Heavy Shotgun (HSG) is a shorter-ranged version of the HMG. What it lacks in range it makes up for in destructive potential.

Deployment

Heavy Weapons require support to be effective in the field. A Heavy Weapons Squad consists of six Rhyflers. The weapon requires a minimum of three Rhyflers to fire. The rest of the Squad is busy preparing ammunition and defending the emplacement. Ad- ditional Rhyflers may only fire at enemy units within 6 inches of the Assault. A Heavy Weapons Squad with less than three crewmembers remaining may not perform Fire actions with the weapon. They may use their sidearms. Heavy Weapons are set up in fixed positions in which they remain for the length of the game. If the scenario allows they may be moved by spending two ac- tions to Break Down the weapon. On the Squad’s next turn, it may move to a new position. The weapon will require two more actions for Assembly before it may fire. A heavy weapon may only be moved if the Squad is at full strength, and will not fire as effectively after movement. For the rest of the game the weapon grants an additional Condition Shift to its target. This shift Stacks with all others.

Condition Shift to its target. This shift Stacks with all others. Rules of Conduct dale hutchison

Rules of Conduct

dale hutchison (order #5228583)

Fire Resolution

Heavy Weapons work differently than other Ranged Weapons. They are still tied to an activation card but also affect their field of fire during the entire turn. At the start of the game the controlling player must set the initial lines of fire by placing two touching, 5-inch wide counters a specified distance away from the weapon. This creates a cone that is considered the weapon’s field of fire. Any model within that cone suffers from the effects of the Heavy Weapon, losing one action. HMG The two counters are placed 12 inches away from the weapon. The field of fire for the longer-ranged HMG extends past the counters to a maximum of 96 inches. HSG The two counters are placed 16 inches away from the weapon. For the HSG the field of fire stops at the counters. If the Heavy Weapons field of fire is obscured by Smoke the width of the cone drops to 5 inches. The control- ling player chooses which of the two counters to remove. This represents the gunner needing to concentrate fire to be effective through the Smoke. Any targeted unit will also gain a Visibility Condition Shift.

targeted unit will also gain a Visibility Condition Shift. Actions Upon activation of the weapon the

Actions

Upon activation of the weapon the controlling player may choose to hold, move, or swing its field of fire. Regardless of whether the cone is held, swung, or moved the weapon may only perform one fire action per turn, either when activated or placed in overwatch until a unit moves into the line of fire. Hold – To hold the field the player merely states that he is doing so. Any unit in the field of fire loses one of its two actions. The activated unit may fire at one unit within its field of fire. Move – To move the cone the player places a third 5-inch marker on either side of the cone and then removes the further of the two initial counters. The firing unit may do this before or after firing the weapon for the turn. Units activated under the cone in its new position receive the full effects even if they were not fired upon that turn.

dale hutchison (order #5228583)

6
6
6

6

Rules of Conduct

Swing – To swing the field of fire, during its activation the Heavy Weapon Squad removes the templates instead of firing. On its next activation the Squad may place the cone anywhere within its line of sight, no matter how far it is from where the cone was in the previous turn. The activated unit may then fire at one unit within the new field of fire. Defensive Fire If the unit is in danger of being flanked or attacked from behind, they may abandon the Heavy Weapon in favor of setting up a defensive perimeter. The cone for the heavy weapon is dropped and the Rhyflers may declare Opportunity Fire using their stan- dard firearms.

Moving Through Fire

Heavy Weapons saturate their field of fire with deadly projectiles, causing any unit within range to proceed carefully. Any unit within the field of fire loses one action, but may attempt to regain momentum.

HMG/HSG Table

Roll

Result

6/6

Heroic Surge: Unit no longer suffers penalty for rest of game

6/2–5

Keep Moving: Unit recovers lost action

6/1

Advance at a Cost: Full recovery/Take fire

2–5/2–5

Second Thoughts: Normal penalty applies

1/2–5

Too Much Fire: Lose both actions

1/1

Poor Timing: Unit takes fire/loses both actions

Target units may attempt to push through the fire to regain their lost action. After they are activated but before they are moved a unit may roll on the HMG/HSG Table to regain lost momentum. Roll on the table and apply the result. This roll may result in additional fire out of turn for the weapon. A unit that takes fire suffers a full normal attack from the weapon whether or not it has fired previously—that is the risk of moving under heavy fire.

Heavy Weapons vs. Cavalry

Due to the mobile nature of Cavalry, these units are affected by HMGs/HSGs in a dif- ferent manner. Cavalry units suffer a 2-inch Movement penalty. Cavalry units perform- ing a Standard Movement action under the line of fire lose their additional Standard Fire action.

under the line of fire lose their additional Standard Fire action. Rules of Conduct dale hutchison

Rules of Conduct

dale hutchison (order #5228583)

Coftyr Field Gun

A holdout from older methods of war, a well-placed Coftyr Field Gun is often the dif-

ference between success and failure. Its ability to place explosive rounds where they will do the most damage is astounding.

Deployment

The Field Gun is crewed by three Rhyflers. The Gun may only be moved by a full- strength team. It requires one action to Break Down before being moved and one ac- tion to Assemble before being fired again. If the crew falls below three Rhyflers it may only be fired every other turn.

Activation

When activated, the attacking play-

er places a 3-inch round template

within line of sight and range of the Field Gun. This template does not deviate. The Field Gun receives a pool consisting of two dice per tar- get under the template. The severity

of the attack is determined by the

Blast Table. Roll on the Blast Table and modify the pool according to the result.

Blast Table

Roll

Result

6/6

Hot Round: +One Lethal die per target

6/2–5

Strong Round: Add one Lethal die to pool

6/1

Weak Round: Causes Suppression only (unblocked 6s are treated as Suppression in addition to normal Suppression rules)

2–5/2–5

Normal Round: No modification

1/2–5

Dud Round: Target unit takes one-die hit

1/1

Breech Explosion: Firing unit takes a two-dice hit

hit 1/1 Breech Explosion: Firing unit takes a two-dice hit dale hutchison (order #5228583) 1 Rules

dale hutchison (order #5228583)

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1
1

1

Rules of Conduct

Special Units Snipers A well-trained Quar with a powerful rifle has almost as much control
Special Units Snipers A well-trained Quar with a powerful rifle has almost as much control
Special Units Snipers A well-trained Quar with a powerful rifle has almost as much control
Special Units Snipers A well-trained Quar with a powerful rifle has almost as much control

Special Units

Snipers

A well-trained Quar with a powerful rifle has almost as much control of the battlefield as an entire Section. What a Sniper lacks in rate of fire he makes up with stealth and accuracy. Snipers act as an Independent unit with their own activation card and are never in Loss of Leadership.

own activation card and are never in Loss of Leadership. Deployment Snipers operate differently in the

Deployment

Snipers operate differently in the field than regular Rhyflers. The Sniper begins the battle off board and is considered Hidden. On his activation a Hidden Sniper may only perform a Fire action. The results of the Fire action will determine if the Detection Level of the Sniper increases. Detection Level Level 1: Hidden – The Sniper is too well camouflaged to be seen by enemy units. The model is not placed on the field and may tar- get any enemy unit. Level 2: Heard – The enemy has a general idea of the Sniper’s position. If the sniper fires again he is likely to be seen. The model remains off field. Place a marker by the model to signify the change in Detection Level. Level 3: Seen – The Sniper’s position has been revealed. The model is placed any- where on the field with line of fire to his last target. The Sniper may then be targeted as normal. Spotted Snipers may perform Move actions. Snipers may lower their Detection Level by not activating or by moving into cover. For each turn the Sniper does not activate, his Detection Level drops by one. If a Sniper ends a Movement action in obscuring cover his Detection Level is lowered by one.

Rules of Conduct
Rules of Conduct

dale hutchison (order #5228583)

Fire Resolution

When a Sniper fires he does not roll a pool of dice as normal. Instead the player rolls on the Sniper Table to find the result of his shot. The table determines whether the Sniper kills a target and which player chooses the victim. The table also determines whether the unit must reflexively Go Prone and if the Detection Level of the Sniper is raised.

Communication Disruption

Sniper Table

 

Roll

Kill

Who Picks Victim

Prone

Detection Level

6/6

Yes

Sniper

Yes

No change

6/2–5

Yes

Target

Yes

+1 Level

6/1

Yes

Target

No

+1 Level

2–5/2–5

Yes

Target

Yes

+1 Level

1/2–5

No

NA

Yes

+1 Level

1/1

No

NA

No

Spotted

Note: The Sniper rifle has a Penetration Value of 2.

 

Another role of the Sniper is to disrupt communication between enemy units. When an opponent uses a PykPyk squirrel, a Sniper who has not yet activated this turn may activate out of sequence to cancel the effect of the squirrel. This shot does not consult the table. It is an automatic kill and reveals the Sniper’s position.

Rules of Conduct 3
Rules of Conduct
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dale hutchison (order #5228583)

Cavalry Units

Unmatched in speed, mounted units are the favored troops of many quar command- ers. The ability to rapidly redeploy and the added weight they bring to an assault make Cavalry units something to be both feared and respected. These units have spe- cial rules governing their use on the field. Cavalry Squads are Independent units.

use on the field. Cavalry Squads are Independent units. Rules of Conduct dale hutchison (order #5228583)
use on the field. Cavalry Squads are Independent units. Rules of Conduct dale hutchison (order #5228583)

Rules of Conduct

dale hutchison (order #5228583)

Condition Shift

Due to the gait of the mount, Cavalry units are hard to target. A Cavalry unit will always have

a Condition Shift of 1. This Condition Shift only

stacks with Speed and Visibility shifts. A Cavalry unit cannot gain Condition Shifts from Obstacles or Fortifications, nor can they Go Prone.

Terrain Effects

Cavalry units follow the same rules as those of other units regarding terrain, with the following exceptions. Cavalry units may ignore low obsta- cles up to 2 inches in height and may leap across gaps up to 3 inches in width.

Actions

Cavalry units are faster than their footslogger companions. While the mount is moving a well- trained rider can still carry out other actions. When activated a Cavalry unit may perform one of the following actions. Standard Movement – The unit may move up to

16 inches. A Cavalry unit that performs a Stan-

dard Movement may also perform a Standard Fire action at any point during its activation.

Assault Movement – The unit may move up to

16 inches towards or through an enemy unit. As

it moves within assault range of the enemy, it per-

forms an Assault action. After the Assault action the Cavalry unit may use any remaining move- ment to move past the unit.

Evasive Movement – The unit must move between 8 and

16 inches. Moving in this manner grants the Cavalry unit

a Speed Condition Shift of 1, for a combined Shift of 2.

The unit may not Fire nor Assault. Units with Opportunity Fire orders may interrupt

a targeted Cavalry unit at any point during its activation.

Weaponry

Cavalry units are best suited to a mobile support role. Their mobility allows them to flank enemy units, fire a volley, and move away before engagement. The Cavalry Carbine is well suited to this role. The Carbine is a short- ranged yet devastating firearm, at home both at range and in assault.

ranged yet devastating firearm, at home both at range and in assault. dale hutchison (order #5228583)
ranged yet devastating firearm, at home both at range and in assault. dale hutchison (order #5228583)

dale hutchison (order #5228583)

5

ranged yet devastating firearm, at home both at range and in assault. dale hutchison (order #5228583)
ranged yet devastating firearm, at home both at range and in assault. dale hutchison (order #5228583)
ranged yet devastating firearm, at home both at range and in assault. dale hutchison (order #5228583)

Rules of Conduct

Baeliog Armored Gun Tractor In an extreme example of swords from plowshares comes the Baeliog

Baeliog Armored Gun Tractor

In an extreme example of swords from plowshares comes the Baeliog Armored Gun Tractor. This slow-moving leviathan has laid waste to many commanders’ battle plans. Armed with a 182mm Y1(t)(a) Crynstof artillery gun with linked LMG, and a HSG for defense, the Baeliog brings a lot of fire to the field. The Baeliog is treated as an Inde- pendent unit.

Activation

To represent the cumbersome movement and overwhelming firepower of the Baeliog, it is treated differently than other units. From the stack it is assigned three cards instead of one. Upon the activation of each card the Baeliog may either move 4 inches or fire its main armament, the Crynstof and LMG. At the end of each activation it may either turn up to 90° or adjust the line of fire of its turret by up to 45°.

Movement

For each activation assigned to Movement the Baeliog may move up to 4 inches in a straight line. It may only turn at the end of an activation, up to 90° in either direction. The Baeliog ignores Movement penalties caused by static terrain features such as low walls and fortifications. A low wall or fortification crossed by a Baeliog is removed as destroyed. Area terrain features, such as mud and forests, are treated as difficult terrain for the Baeliog, halving its movement. The Baeliog treats bodies of water as impassable terrain.

its movement. The Baeliog treats bodies of water as impassable terrain. Rules of Conduct dale hutchison

Rules of Conduct

dale hutchison (order #5228583)

Due to its slow movement, rhyflers are usually not in danger of being run over by the tractor. Units moved through by the Baeliog suffer two points of Suppression per rhyfler in its path. Rhyflers are moved out of its path up to a maximum of 4 inches.

Receiving Damage

The Baeliog is a slow-moving vehicle and thus an easy target. While easy to hit it is also very difficult to damage. Attacks against the Baeliog will always hit. The strength of the incoming fire will determine if the tractor is damaged. When attacking the Baeliog, each unit will receive one roll on the Fire Effect table based on the Penetration Value (PV) of the weapons fired. A unit with mixed weaponry will always use the highest PV. Once the effect of the fire has been determined, roll on the appropriate column of the Damage Table. If the Baeliog is obscured from the attacking unit it gains the applicable Condi- tion Shift. This Condition Shift is then applied as a negative modifier to the Damage Table.

Damage Table

 

Roll

Catastrophic

Disabling

Damaging

6

BOOM!

Roll Catastrophic

Lose Card Temp

5

Immobile

Lose Card Game

Retreat 2”

4

Lose Card Game

Turret Locked

Turn on Target

3

Turret Locked

Lose Card Temp

No Effect

2

Lose Card Temp

Retreat 2”

No Effect

1

Retreat 2”

Turn on Target

No Effect

Turn on Target: The vehicle must turn either its hull or turret towards the attacking unit.

Retreat 2”: Unit must move away from attacking unit 2 inches.

 

Lose Card Temp: Remove one card assigned to the vehicle. If the unit has no cards remaining, it is dealt one less on the next turn.

Turret Locked: The turret’s facing may no longer be adjusted for the rest of the battle.

Lose Card Game: The unit loses a card and then is dealt one less card for the remainder of the battle.

BOOM!: The unit is destroyed.

 

dale hutchison (order #5228583)

Rules of Conduct

Ranged Combat

When given a Fire order, the Baeliog may fire its main armament. This consists of the Crynstof and a linked LMG. These always fire at the same target. The Baeliog may only target a unit within 45° of the turret’s facing. The Crynstof, or “Stovepipe,” is an area effect weapon utilizing a 3-inch template and is PV 1. For each rhyfler under the template the Stovepipe gathers one normal and two Lethal dice. The Blast Table determines any additional severity of the attack. Roll on the Blast Table and modify the pool according to the result. Any unit with members under the template must go Prone. Since it is fired in addition to the Crynstof, the firepower of the LMG is included in the above pool.

Fire Effect Table

 

Roll

PV 1

PV 2

PV 3

6/6

Catastrophic +1

Catastrophic

Disabling

6/2–5

Catastrophic

Disabling

Disabling -1

6/1

Damaging

Damaging

Damaging

2–5/2–5

Disabling

Disabling -1

Damaging -1

1/2–5

No effect

No effect

No effect

1/1

No effect

No effect

No effect

Assault

A rhyfler’s most effective weapon against the Baeliog is a close Assault. Closing to within mere feet of the vehicle, rhyflers can fire through vision slots and drop grenades in unsecured hatches. Assaulting the Baeliog is a very different, and more dangerous, affair than assaulting other rhyflers. The Baeliog may not perform an Assault action. It may only be assaulted. When a unit Assaults the vehicle it must first survive its defensive fire. Armed with a HSG, which it may only use when assaulted, the Baeliog gets to fire first against its attackers. The HSG does not use the field of fire rules, but instead applies its firepower directly to the targeted unit. The attacking units never get a Condition Shift, making the weapon very effective. If the assaulting unit survives the defensive fire, it rolls once on the Fire Effect table using the PV 1 column. On their activation, units friendly to the Baeliog may fire at its attackers, provided they do so with PV 4 weapons. The Baeliog may move on its next activation after the Assault without penalty. This does not trigger a new Assault.