This Quars War
This Quars War
This Quars War
Qualtieri/Brown
Blankenship/Murray
Josh Qualtieri
Anthony Brown
Rules Design/Layout
Sequoia Blankenship
Pete Murray
Andrew Dayton, Jacob Speirs, Jon Usiak, Jackson Bigelow Additional Art
Aaron Brown Miniatures Sculptor
Table of Contents
The Present
Actions
56
10
11
Resolving Actions
58
Special Weapons
67
Special Units
72
8
10
12
12
The Crusaders
15
The Coftyrans
33
Rules of Conduct
47
Force Organization
Crusader Weapons
Force Organization
Coftyran Weapons
Units
Squad
Section
Company
Command Range
Independent Units
Teams
18
24
36
42
48
48
48
49
49
49
50
51
Game Turn
53
Terrain
Measuring
51
52
53
53
54
55
Movement Actions
Combat Actions
Utility Actions
Going Prone
Basics
Ranged Combat
Assault Combat
Removing Casualties
Morale
Loss of Leadership
Out of Leadership
Light Mortar
Heavy Machineguns and Heavy Shotguns
Coftyr Field Gun
Snipers
Cavalry Units
Baeliog Armored Gun Tractor
Meeting Engagement
Ambush
Breakout
Armored Assault
Reconnaissance
Over the Top, Lads!
Open Warfare
Design Notes
Tables
56
56
57
57
58
58
62
64
64
65
66
67
68
71
72
74
76
81
86
89
91
93
95
97
99
101
102
106
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.
Quar Biology
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.
The Crusade
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 legendary 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
11
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 previous armies, and is determined not to repeat them.
Along the Coftyr border is one of the great architectural marvels of the Quara 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.
13
The Crusaders
A Unifying Cause,
A Formidable Army
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The Crusaders
My fury is not that our fathers died for no cause; rather, the
cause they died for was a wrong one.
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 logisticsthe clockwork-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 Armys reputation. 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 retirement are felt ever more keenly. Rebellions are springing up in captured territories,
leading many to wonder if the Iron Regimes grip is perhaps not as strong as it might
seem.
The Crusaders
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Force Organization
The Crusaders
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The Crusaders
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2nd Battalion,
55th Crusader
Guard
This native Toulmorese Guard Catrawd was raised after the Liberation, and distinguished 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.
1023rd Line
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 againwhich has caused
more than a little grumbling among these veteran troops.
The Crusaders
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The Crusaders
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728th Line
This Catrawd was brought up to full strength by combining the remnants of the shattered 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
Reserve
Battalion
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
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.
Squadron B,
271st
Armored
Tractors
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
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3189th
Field
Artillery
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.
101st
Cavalry
Squadron
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 mistaken for mindless sentimentality; these rhyflers are as ardent as any in the Crusader
Army!
The Crusaders
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Crusader Weapons
Bogen 12mm
Assault Rifle
The Bogen is a 12mm, gas-operated, rotating bolt, semiautomatic 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 150250 meters. The C-pattern variant also comes
standard with a bayonet lug.
The Bogen 12mm semi-automatic is the standard rifle of Alykinders light infantry 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
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Grifkis Shotgun
The Crusaders
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The Crusaders
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H-11a Light
Machinegun
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The 50mm Model 6 was developed as a Quar-portable heavy weapon that could accompany light infantry when field artillery was unavailable. It is a versatile and dangerous 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 weapons 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
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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-Quars 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 6s field of fire.
Mark 2 Infantry
Mortar
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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 halfdozen 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.
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The Coftyrans
Staunch Protectors of a
Holdout Nation
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The Coftyrans
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 fortification 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 Coftyrs 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 attempt.
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 operational 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
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on the attack, or in a headlong panic on the withdrawal. 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 Crusaders Bogen by
almost twice. The Crymuster also makes extensive
use of heavy machineguns in depth defense, creating 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, utilitarian, and mass-produced, the Coftyran uniform
evokes an earlier period. Leathers are still often
hand-stitched, and the sternum plate of the haversack proudly displays his unit. These are not
merely quaint anachronismsCoftyr 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 challenging hornthe 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 Coftyrans
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Force Organization
The Coftyrans
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The Coftyrans
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3rd Coftyran
Crymuster
The Royal
Sentries
This Catrawds lineage is almost as old as The Long War, and carries the honor of hundreds 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.
904th
Freywilgh
Volunteers formed the core of this Catrawd when it was created, and since then the
904th has demonstrated audacity and courage. Its officers have had to be formally sanctioned against extensive patrols into Maer Braech in search of Crusader forces, leading
to the Catrawd being nicknamed The Rash Ones.
The Coftyrans
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The Coftyrans
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1212th
Freywilgh
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 showing 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.
80th Light
Keff
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.
4520th
Territorial
Militia
This battalion of conscripts lacks much of the quality of the regulars in the 3rd Crymuster, 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
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4610th
Territorial
Militia
This battalion had not even completed its training before being shuttled to the front,
and thus is serving as the regional reserve.
7th Royal
Artillery
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 devastating time-on-target fire. If they have any drawback, it is that the Crymusters perpetual
lack of communications means that they cannot easily adapt to targets of opportunity.
The Coftyrans
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Coftyran Weapons
Harlech Long Rifle
Cryfen LMG
The Coftyrans
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Doru SMG
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The Royal Coftyran Ordnance Field Howitzer Model 60 is the pride of the Crymuster artillerya 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 assumed to have acquired its character. The ranking NCO of the gun pours a suitable libation
over the breech and names the gunJumping 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 Crymusters 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
The Coftyrans
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The Coftyrans
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Rules of Conduct
Units
This Quars 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 organized into the following unit types.
Squad
Crusader Squads
Coftyran Squads
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.
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Company
The Company is the highest level of organization. A Company consists 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 Command 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 Caertens Retinue consists of five Quar: a Master Yawdryl, a standard bearer, a
musician, a PykPyk squirrel messenger, and a Cook, all armed with their factions
standard rifle. The Caertens Retinue is considered an Independent unit.
Command Range
Squad
Section
Company
Crusader
18
36
Coftyran
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 Yawdryls Phase Independent units are given their
own activation card and follow the orders of their officer. An Independent unit without an officer is in Loss of Leadership.
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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 Squads Yawdryl. The is-Caerten must either attach to one of the
Fire Teams or pull one member from each Team to form a Retinue.
Weapons Teams
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A commanders ability to use the features of the battlefield to his advantage is as important as the units under his command.
Terrain
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 units line of sight. Examples include roads and fields.
Low Visibility These area effects obscure line of sight without blocking the Rhyflers
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. Examples include low walls, hedges, and entrenchments.
Measuring
Measurements in This Quars 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
Turn Sequence
The game is divided into several turns, each consisting of the following sub-phases.
1.
Caertens Phase
2.
is-Caertens Phase
3.
Yawdryls 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 troopsthis is represented with an arrowshaped counter for each Section.
During the Caertens Phase each player in turn places his arrow counters on
the board, representing the main direction of offensive pushes or defensive concentration. 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 Sections is-Caerten. During
the Caertens Phase the is-Caerten assigns Movement orders to the two Squads under
his command.
Each Sections 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 units 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-Caertens Phase each Yawdryl assigns Fire
Priorities to his Squad. The Yawdryls Squad will often split into two Fire Teams, each
getting its own Fire Priority marker. The Yawdryl is still responsible for assigning actions during the next phase. He may assign different actions to each of his Fire Teams.
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The Stack
To play the game you will need a stack of cards composed of one card for each unit in play in numerical order. 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 Yawdryls 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 engagement 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 assigns 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 units card to be placed faceup. Cards placed in this manner
must be assigned first during the Yawdryls Phase. The rest of the stack is then assigned 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.
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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 assigns 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,
Joshs Squads activate as one Section. If Joshs 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
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, movement 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 Quars War fall into one of three categories: Movement, Combat, or
Utility.
Movement Actions
Combat Actions
Standard Fire The unit expends one action 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. 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 units two actions. The Opportunity Fire marker is then
removed.
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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 Yawdryls discretion, overriding the isCaertens 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 action to make an Assault attack. Assault Range for standard rhyflers is 4 inches. Only
one Assault action is allowed per activation.
Utility Actions
Going Prone
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 perform 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 Quars 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
Very Positive
6/6
Positive
6/25
6/1
Neutral
25/25
Negative
1/25
Very negative
1/1
Ranged Combat
The development of ranged weapons brought about a much-needed return of civilization 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 superiorly 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.
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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 units Firepower.
Each rhyfler within line of sight and range of the enemy contributes the number of dice listed on the Ranged Weapons table, as well as any Lethal dice available to
the weapon. The units 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.
# of Dice
Lethal Dice
Max. Range
Assault
PV
48
No
48
No
Grifkis Shotgun
12
Yes
H-11A LMG
10
48
No
24
Yes
48
No
Assault
PV
Template
Coftyran Weapons
Weapon
# of Dice
Lethal Dice
Max. Range
96
No
Doru SMG
24
Yes
Cryfen LMG
48
No
96
No
Template
Common Weapons
Weapon
# of Dice
Lethal Dice
Max. Range
Assault
PV
HMG
16
96
No
HSG
10
10
16
No
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Condition Shifts
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 Condition Shift applied to them by 1.
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 Suppression. 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.
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Assault Combat
Assault Weapons
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.
Calculating Combat Dice
Table
Use the following steps to calculate combat dice for each side.
Weapon
Dice
Lethal
Shotgun
+1
+2
SMG
+1
+1
Pistol
+1
Carbine
+1
+1
Bayonet
+1*
Hand Weapon
+1*
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 Assault and Fire combat is that the defenders 1s cancel the attackers 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 units 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.
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Removing Casualties
Quar rhyflers are well trained in the use of all weapons their Squad employs. It is common 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 rhyflers, placing the special 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 Rhyflers, 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
harms way. If there is not a Rhyfler available the Officer is removed and the unit is in
Loss of Leadership.
Morale
Morale Table
Roll
6/6
6/25
Result
Extra immediate action for Rhyfler
Recover, no penalty
6/1
25/25
1/25
1/1
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Recovery
During the End Phase each unit with broken 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 coherency, 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 6/25 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 units next activation 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 Companys Musician helps to
Musicians Table
keep morale high and spreads the
Roll
Result
influence of the Caertens Retinue,
6/6
Plays State Song: +12 to Standard Bearer
but sometimes the Musician picks
6/25
Plays Companys Song: +6 to Standard Bearer
the wrong tune. During the End
Phase but before Morale checks,
Plays Local Dirge: One unit within 12 is inspired to a suicidal act of
6/1
bravery; unit makes an immediate Move action towards enemy
a commander may choose to roll
on the Musicians Table in an atPlay on, Llaedaw!: Another turn of playing will automatically receive +6 to
25/25
the Standard Bearer that turn
tempt to improve the morale of the
Company. Bonuses to the Standard
1/25
Plays Song Out of Key: Units within 12 gain four Suppression next turn
Bearer are applied during the cur1/1
Instrument Destroyed: Caertens Retinue may not act next turn
rent End Phase, while penalties
apply to the next turn.
Loss of Leadership
Any time that a command figure is killed or otherwise removed from play all units
under that leaders command suffer a Loss of Leadership penalty. The penalty is determined by the fallen leaders position in the command structure.
Yawdryl
If a Yawdryl is lost then a new model is nominated as Yawdryl and during the next
turns 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 turns
stack phase the activation card for all units under his command are placed faceup. On
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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.
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 faceup. Out of Leadership units will not receive new Movement directions or Fire Priority orders.
Broken Commander
If a units 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 directions or Fire Priority orders.
Units Out of Leadership may continue to follow previous Movement directions or Fire Priority orders, or move toward coherency.
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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 apply 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 intended 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.
Blast Table
The standard effect of a
Mortar round is a pool consistRoll
Result
ing of two dice per target under
6/6
Hot Round: +One Lethal die per rhyfler
the template. The severity of the
6/25
Strong Round: Add one Lethal die to pool
attack is determined by the Blast
Weak Round: Causes Suppression only (unblocked 6s are treated as
6/1
Table. Roll on the Blast Table and
Suppression in addition to normal Suppression rules)
modify the pool according to the
25/25
Normal Round: No modification
result.
1/25
1/1
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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
Smoke Table
Roll
6/6
6/25
6/1
25/25
1/25
1/1
Result
Strong Round: Owner adds second template
Favorable Wind: Owner moves template 3
Mixed Blessing: Opponent adds second template
Smoke Disperses: Remove template
Unfavorable Wind: Opponent moves template 3
Strong Wind: Remove all Smoke templates
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, making 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. Additional 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 actions to Break Down the weapon. On the Squads 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.
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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 weapons 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 controlling 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.
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.
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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 standard firearms.
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.
Target units may attempt to push
HMG/HSG Table
through the fire to regain their lost action.
Roll
Result
After they are activated but before they are
moved a unit may roll on the HMG/HSG
6/6
Heroic Surge: Unit no longer suffers penalty for rest of game
Table to regain lost momentum. Roll on the
6/25
Keep Moving: Unit recovers lost action
table and apply the result. This roll may
6/1
Advance at a Cost: Full recovery/Take fire
result in additional fire out of turn for the
25/25
Second Thoughts: Normal penalty applies
weapon. A unit that takes fire suffers a full
1/25
Too Much Fire: Lose both actions
normal attack from the weapon whether or
1/1
Poor Timing: Unit takes fire/loses both actions
not it has fired previouslythat is the risk
of moving under heavy fire.
Due to the mobile nature of Cavalry, these units are affected by HMGs/HSGs in a different manner. Cavalry units suffer a 2-inch Movement penalty. Cavalry units performing a Standard Movement action under the line of fire lose their additional Standard
Fire action.
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A holdout from older methods of war, a well-placed Coftyr Field Gun is often the difference 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 fullstrength team. It requires one action to Break Down before being moved and one action to Assemble before being fired again. If the crew falls below three Rhyflers it may
only be fired every other turn.
Activation
Blast Table
Roll
6/6
6/25
6/1
25/25
1/25
1/1
Result
Hot Round: +One Lethal die per target
Strong Round: Add one Lethal die to pool
Weak Round: Causes Suppression only (unblocked 6s are treated as
Suppression in addition to normal Suppression rules)
Normal Round: No modification
Dud Round: Target unit takes one-die hit
Breech Explosion: Firing unit takes a two-dice hit
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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.
Deployment
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Fire Resolution
Communication Disruption
Sniper Table
Roll
Kill
Prone
Detection Level
6/6
Yes
Sniper
Yes
No change
6/25
Yes
Target
Yes
+1 Level
6/1
Yes
Target
No
+1 Level
25/25
Yes
Target
Yes
+1 Level
1/25
No
NA
Yes
+1 Level
1/1
No
NA
No
Spotted
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 Snipers position.
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Cavalry Units
Unmatched in speed, mounted units are the favored troops of many quar commanders. 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 special rules governing their use on the field. Cavalry Squads are Independent units.
Condition Shift
Terrain Effects
Actions
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Weaponry
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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 Independent unit.
Activation
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.
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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
BOOM!
Roll Catastrophic
Immobile
Retreat 2
Turret Locked
Turn on Target
Turret Locked
No Effect
Retreat 2
No Effect
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 turrets 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.
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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 turrets 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.
PV 1
PV 2
PV 3
6/6
Catastrophic +1
Catastrophic
Disabling
6/25
Catastrophic
Disabling
Disabling -1
6/1
Damaging
Damaging
Damaging
25/25
Disabling
Disabling -1
Damaging -1
1/25
No effect
No effect
No effect
1/1
No effect
No effect
No effect
Assault
A rhyflers 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.
Rules of Conduct
dale hutchison (order #5228583)
Rules of Conduct
dale hutchison (order #5228583)
79
Is-Caerten Omru thought that there was nothing finer than to be a junior officer of the
light infantry in the Crusade. He knew that behind him was nothing less than an entire
army, its collected artillery, tanks, cavalry, machineguns, and rhyflers, and that only the
enemy was ahead of him. His job was to make contact with the enemy and alert the
rest of the army so that it would follow on like a tidal wave, bearing the enemy away
and allowing him and his quar to advance further into enemy territory.
Into Coftyr, he thought. And how could the Royalists resist the Crusade?
Omru had seen the army in the rear, a vast and sprawling creature with endless trains
of vehicles and rhyflers. How could the Coftyran Crymuster resist such a force? The
Royalists were scantily trained rhyflers led by decadent officers and forced to rely on
the bureaucratic tyranny of schedules and plans and contingencies. The Crusaders, by
contrast, were mobile and eager rhyflers; a major offensive front could be opened by
nothing more than the actions of a single company, or even more gloriously, a single
section led by a daring is-Caerten.
83
There was the distant sound of mortar rounds landing, and the throaty rumble
of armored vehicles moving up. Vill gave an unpleasant wet cough, and Omru realized
the Yawdryls eyes were glassy and he was pale. Vill looked squarely at his is-Caerten.
Theyll be dropping smoke in a minute to mask us from the artillery. The armor commander will want to know their last positions before the attack. There were no guns
that we sawmake sure you tell them that. Keep close behind the flag tank and be
prepared to climb on top and point out fire, if it comes to it. There was a machinegun
position just above the old farm wall. Theyre to hit that first. Keep the section close
to the tanks, and tell the lads to pour on the fire. Stick near Pret, and use him as your
Yawdryl. Hes junior to Wend, but a better soldier.
Omru nodded, then flagged down a passing medical team. As they bundled
Vill onto the stretcher, Omru shook his Yawdryls hand.
Im sorry, Vill, was all he could say.
Most soldiers lose it a bit the first time they come under fire, said Vill. You
did better than some Ive seen. Youll be fine from here.
Omru watched them carry Vill to the rear, then turned to the expectant faces of
his section. Instead of excitement he now felt a cold rage. Bring on the tidal wave, he
thought. There is no better place to see it sweep away Coftyr than here, at the front, as
an is-Caerten of the light infantry.
85
Special Rules
The following missions make use of rules specific to their objectives. They have been
collected here for ease of reference. Commanders may elect to use any of these rules in
missions of their own design.
During the Caerten and is-Caerten Phases Commanders take turns placing Movement
and Fire Priority Markers. For convenience, this is referred to as placing command
markers. In standard games, Commanders decide or randomly determine who places
his markers first. The objectives in the following missions will often dictate which
Commander places his markers first.
Controlled Stack
Victory Points
Rhyfler
2 vp
Officer
5 vp
Cavalry
3 vp
Reserves
Units held in reserve are not deployed with the rest of a Commanders forces. Reserve
units come into play later in the turn, as determined by the mission.
When a reserve unit enters play it must use at least one action to move onto
the field of battle from the outer edge of its deployment area. During that turn, reserve
units may not be assigned enemy Fire Priority Markers. Units without Fire Priority
Markers may target them; enemy units within 6 inches of the reserve unit may also
target them.
Artillery Bombardment
Trench Rules
While trenches are designed to provide protection and ease of movement to besieged
forces, they also limit their maneuverability and flexibility. A successful Commander
knows how to exploit the strengths of trenches while avoiding their shortcomings.
Trench Movement
Trench Combat
Trenches offer the same Condition Shift as Fortifications, except against indirect fire weapons such
as Mortars. A unit that Goes Prone when fired at
gains an additional Condition Shift for a total shift
of 3. Units that have Gone Prone or Dropped Below must use a movement order to Get Up before
they may fire again. Enemy units may not target
units that have Dropped Below.
87
Meeting Engagement
As the cavalry of both armies attempted to fix the
exact location of enemy forces, the infantry continued
their inexorable advance into the Debated Land of
southern Maer Braech. It was here that the war began
in earnest.
Some 16 kilometers southwest of the citystate Galrynmeath was an old and unoccupied hill
watchtower. This tower afforded a commanding view
of dozens of kilometers in each direction, and on clear
days the distant Last Wall was visible. Patrols from
both the 55th Guard Brigade and 3rd Crymuster were
dispatched to control it. As it happened, the two section-sized forces arrived at practically the same time,
and a sharp firefight broke out on the hill around the
watchtower.
It was a battle with great portent for both
sides. Would the determined and accurate musketry
of the Crymuster prove superior to the fix-and-assault
tactics of the Crusaders? Would the initiative of small
groups match a well-formed plan? The Last Wall was
even represented in metaphor by the presence of the
old watchtowertruly here the war would begin in
earnest. From ancient Yawdryls to staff officers in the
high command, the collective armies held their breath
when they received that first message: Enemy forces
sighted, moving to engage.
Deployment
Special Rules
Victory Conditions
Crusaders
Coftyrans
Infantry Section
Infantry Section
89
Ambush
The Crusader advance did, in some instances, lead
to carelessness and undue haste, with the Crymuster
able to fool some unit commanders into thinking they
were pursuing a headlong flight.
One such instance occurred when elements
of the 728th Line found that the Royalists opposing
them had abandoned hastily prepared positions. Officers urged the Quar to follow on with all haste, while
they sent triumphant messages back to headquarters.
As the 728th marched down the road to the Morgu
Farmstead, accurate rifle and machinegun fire opened
up along both sides, leaving the 728th exposed and in
the open in the fields, pinned and unable to retreat.
The triumphant messages quickly turned
into urgent pleas for reinforcement, and only the
101st Cavalry had any rhyflers who could reach the
overextended 728th. Their cadier charged down the
road, adding the clatter of hooves to the staccato of
machineguns.
Deployment
Special Rules
Victory Conditions
Crusaders
Coftyrans
Infantry Section
is-Caerten
3 x 5 Quar teams
HMG Team
Cavalry Squad
Elements: Company 3
The Royal Sentries
91
Breakout
Despite being surrounded, the survivors of Section
2, D company, could not be dislodged by artillery
and dug in with the tenacity of veteran troops. The
Crymusters 904th refused to charge directly into
their defenses, knowing that they could ill afford a
bloody melee. They planned simply to encircle the
section and wait for it to starve itself.
The section did have a single PykPyk squirrel
left to carry messages, and trusted the animals luck
to report their status: forward of Objective Crown,
surrounded and unable to break out. Miraculously,
the PykPyk evaded both the snipers of the 904th and
the blasted zones of the artillery to deliver its message
to the rest of the 1023rd.
Once again, the riders of the 101st saddled
up, grumbling about the infantry and their uncanny
ability to get themselves stuck.
Crusaders
Deployment
Special Rules
Victory Conditions
Coftyrans
Infantry Section
Cavalry Squad
Infantry Company
Company 7
904th Freywilgh
Curiosity is an excellent trait for an officer of the cavalry. Some of our best
actions have come as a result of someone asking: Yes, but what is over there?
is-Caerten Ceil, 101st Cavalry
93
Armored Assault
When possible, the Crusaders preferred to achieve
breakthroughs using their armored forces, particularly if heavy weapons protected the enemy position. Armor was to have formed the vanguard of
the assault on TL117 and 118, but went into combat
use long before the Crusaders could see the Royalist
trenchworks.
Capturing the critical crossroad of Gate 18
Approach and Old Maeg Road would have allowed
Crusader supply lorries to bypass the worst of the
yet-uncleared minefields, and Tyslins Village and its
watchtower to be used as an excellent forward command area. The Royalists had clearly anticipated this,
and both machinegun positions and well-sighted field
guns protected that area. Infantry assault alone would
have been suicidal.
The venerable Baeliog tractors of the Guards
were called into action, and prepared to do with armor what flesh alone could not achieve. Behind them
marched the Toulmorese Guards, whose relief at this
iron vanguard can only be guessed.
Deployment
Special Rules
Victory Conditions
The Crusader Commander must keep his forces advancing. Every turn at least one Crusader rhyfler unit
must advance into the next control zone. If the Crusader Commander does not have at least one rhyfler
unit in the control zone assigned to that turn, he loses
5 victory points. The Crusaders gain 3 victory points
per enemy casualty, regardless of rank.
The Coftyran Commander gains 2 victory
points per enemy casualty and 15 victory points for
destroying the Baeliog.
Crusaders
Coftyrans
Infantry Company
Infantry Section
2 x HMG Teams
Sniper
Field Gun
F Company
5094th RB
Baeliog
Irate Squirrel
Squadron B, 271st AT
95
Reconnaissance
From time to time it was necessary for both sides to
conduct patrols for reconnaissance near the main
body of forces, even after a battle. The geography
would be transformed by the battle, and wreckage of
the battle could provide new hiding places for snipers, machineguns, or artillery spotters.
Wrecked tanks were often employed as these
hiding places, becoming effective pillboxes in their
death as they were mobile strongpoints in life, and
so for this reason the positions of destroyed armored
vehicles were plotted carefully by both sides and
monitored following battle.
This often led to recon patrols skirmishing
over the same ruined vehicle, each side seeking to
deny its use to the other.
Up and at them, lads! Tell your Ancestors of your deeds while you are still young
enough to remember them!
Master Yawdryl Cho Wedryn,
Raider Hero
Deployment
Special Rules
Victory Conditions
Crusaders
Coftyrans
Infantry Section
Infantry Section
97
Deployment
Special Rules
Victory Conditions
Crusaders
Coftyrans
Infantry Company
Sniper
HSG
Infantry Company
Sniper
HMG
Elements: PB 824
Elements: 55th Guard HQ
99
Open Warfare
A battle, once begun, quickly takes on a life of its
own. Light infantry call for support from the artillery and machinegun troops. Then, as these come
to dominate, the armor is brought forward to break
through the stalemate. The observation balloons of
GHQ sprout up to the rear, protected by anti-aircraft
weapons. The cavalry dashes off to protect the armys
flank, or exploit gaps in the enemy lines.
And through it all, no one has a full or complete picture of the entire battle. The Caenerols views
are limited to pins and arrows on a map at GHQ, updated by telegraph and runner reports from the front.
A Syrnol will hear the guns from his forward bunker,
and may from time to time glimpse the progress of
his men through telescopes, or infer from GHQs reports how the battle rages in other sectors. A Caerten
can count himself lucky if he can see all the soldiers
of his company in one place, but he knows nothing
of the larger front. And the lonely Rhyfler knows of
battle only what he can see through the sights of his
rifle, and yet it is upon his shoulders that the entire
outcome rests.
Deployment
Special Rules
Victory Conditions
Standard victory points for casualties apply. Optionally, Commanders may choose to play until one force
is annihilated.
The Last Wall is a potent symbol to the
Crymuster. Symbols, like walls, have a habit
of crumbling under a sufficient application of
high explosive.
Caerten Voss He, 271st Tanks
Crusaders
Coftyrans
Infantry Company
Sniper
Cavalry Squad
Baeliog
Infantry Company
Sniper
Cavalry Squad
Baeliog (captured)
101
Design Notes
Josh Qualtieri, Concept
Recently my five-year-old godson was introduced to my large Star Wars toy collection.
When he saw the AT-AT, nearly as tall as he is, he literally wet his pants. His father and
I high-fived, he was certainly raising a boy after my own heart.
This is almost how I feel about each new piece of Quar art or sculpted green.
Sad, I know, but the Quar have been a part of my life for at least twenty-five years. My
young self would spend hours and hours drawing elaborate, and violent, battle scenes
more often than not involving the Quar who fought anything from each other to Revolutionary War Americans to dinosaurs. They were equal opportunity ass-kickers.
It has been very satisfying to see the Quar appeal to the entire range of gamers
from fantasy miniatures gamers to hardcore hex and counter wargamers. I cant put
my finger on why they have such broad appeal, but eight-year old me would be very
proud! The Quar wouldnt exist to the extent they do today without a crew of talented
folks so thanks go to Sequoia, Aaron, Pete, and Anthony, who now own the world as
much as I do and have helped me bring those stories of twenty-five years ago to life!
103
dale hutchison (order #5228583)
Pete Murray,
Background
Crusader
Coftyran
12
18
Section
+1
+1
+1
SMG
Pistol
Carbine
Bayonet
Hand Weapon
Result
Extra immediate action for
Rhyfler
Recover, no penalty
Fall back 8 then recover
Fall back 4 then recover
Fall back 8, not recovered
Remove as casualty
6/6
6/25
6/1
25/25
1/25
1/1
pg 64
+1*
+1*
+1
+1
+2
Lethal
pg 62
24
36
Company
pg 49
Roll
Morale Table
+1
Dice
Shotgun
Weapon
Squad
Force
Tables
10
2
Grifkis Shotgun
H-11A LMG
Dinas Cavalry Carbine
Cryfen LMG
10
HSG
25/25
1/25
1/1
pg 65
PV
No
No
Assault
PV
Result
16
96
Max.
Range
No
No
Yes
No
Assault
PV
6/6
10
Lethal
Dice
Common Weapons
96
48
24
96
Max.
Range
No
Yes
No
Yes
No
No
Assault
pg 59
6/25
Roll
Musicians Table
16
HMG
Weapon
Lethal
Dice
Template
# of
Dice
Doru SMG
R.C.O. Field Gun
Weapon
48
24
48
12
48
48
Max.
Range
Coftyran Weapons
Lethal
Dice
Crusader Weapons
Template
# of
Dice
# of
Dice
Weapon
1/25
1/1
1/25
1/1
Turret Locked
Lose Card Temp
Retreat 2
3
2
1
Turn on Target
Retreat 2
Turret Locked
Roll Catastrophic
No Effect
No Effect
No Effect
Turn on Target
Retreat 2
Damaging
No
No
NA
NA
Target
Target
Target
Sniper
pg 73
1/25
1/1
Catastrophic
Damaging
Disabling
No effect
No effect
6/6
6/25
6/1
25/25
1/25
1/1
No effect
No effect
Shift
1
2
1
1
1
Fortification
Prone
Visibility
Speed
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.
No
Yes
Yes
Yes
Yes
Stack
PV 3
Damaging
Disabling -1
Disabling
No effect
No effect
Damaging -1
pg 60
Disabling -1
Damaging
Disabling
Catastrophic
Condition Shifts
PV 1
Catastrophic +1
Roll
PV 2
25/25
pg 78
6/1
6/25
Result
Heroic Surge:
Unit no longer suffers penalty for rest of game
6/6
pg 70
Spotted
+1 Level
+1 Level
+1 Level
+1 Level
No change
Detection Level
Roll
HMG/HSG Table
Obstacle
Turret Locked: The turrets facing may no longer be adjusted for the rest of the
battle.
No
Yes
Yes
No
Yes
Yes
Prone
1/1
1/25
Yes
Yes
Yes
Yes
Condition
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.
Turn on Target: The vehicle must turn either its hull or turret towards the attacking
unit.
Immobile
Lose Card Game
BOOM!
6
5
Catastrophic
Roll
Disabling
25/25
pg 77
6/1
Damage Table
6/6
6/25
Result
Hot Round: +One Lethal die per target
Roll
pg 67, 71
6/1
25/25
Blast Table
6/1
6/6
6/25
6/6
6/25
Kill
Sniper Table
Roll
pg 68
Result
Roll
Smoke Table
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