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This Quars 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


The Past
The Long War
The Crusade
The Royalists

The Present

The Great Wall

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

The Field of Battle

51

Game Turn

53

Terrain
Measuring

1. The Caertens Phase


2. The is-Caertens Phase
3. The Yawdryls Phase
4. The End Phase 

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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

The Battle for Gate 18


Special Rules
Missions

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

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Far from Home

The Quar and the Present State


of The Long War
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Far from Home


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The continent of Alwyd is the largest


land mass on the Quars 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.

Far from Home


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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


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Quar Biology

Average height: 1.5 meters


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

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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.

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.

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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 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

Opponents of the Crusade are called


Royalists. The Royalists are an ideologically diverse group whose main commonality is that they feel the Crusade
has to be met with military force. Royalists typically believe that the changes the
Crusaders wish to bring to Quar culture
will bring about its ruin, shattering traditional 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 reformminded constitutional monarchists.

Far from Home


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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.

The Great Wall

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.

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The Crusaders

A Unifying Cause,
A Formidable Army
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The Crusaders

The Crusader Army is legendary for its military success,


much of which is due to its high degree of standardization. Alykinders 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 semiautomatic 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 companys mortar fire. A Crusader
infantry section is to be aggressive on the attack, bypassing 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 Crusader 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

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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.

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Force Organization

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Begin campaigns with good intelligence.


Begin battles with good supplies.
Begin victory with good soldiers.
Toulmorese military aphorism

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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 Liberation 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


9 Companies:
27 Officers,
402 Enlisted

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

Syrnol Gwaeyb, Commanding


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 againwhich has caused
more than a little grumbling among these veteran troops.

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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

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728th Line

Syrnol Mytryf, Commanding


13 Companies:
43 Officers,
517 Enlisted

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

Sylwedl Twyteb, Commanding


10 Companies:
34 Officers,
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:
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.

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.

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3189th
Field
Artillery

Syrnol Deznitet, Commanding


5 Batteries: 15 guns, 10 Officers,
150 Enlisted
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.

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 mistaken for mindless sentimentality; these rhyflers are as ardent as any in the Crusader
Army!

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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.

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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 500600 meters. As the R4
requires a solid stance and a solid support (a squad-mates
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 continents armed forces. Early models (the R1 and
R2) required the rounds to be greased before being inserted into the magazine, making 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.

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-kis step.
As the years went on and the is-Caertens role on the battlefield changed, the
Grifkis became an integral part of a Ffos-kis 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 officers
own family history.

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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 Dinasmade 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 Bogens 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 effective ranged force.
Dinas Armory alone could not meet the Crusader Commissariats 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.

Afir Tk3 15mm


Antimateriel
Rifle

The Afir Tk3 15mm Antimateriel


Rifle is one of the most specialized 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.

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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, particularly where there is no room or spare weight for the HMG.

182mm Y1(t)(a) Crynstof


Stovepipe

The Baeliog Armored Gun Tractor is equipped with the


venerable Old Tokish 182, an old and prosaic howitzer design that it is affectionately referred to as the Stovepipe.
The cannons 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 enormous round make it perfect for mounting in the bulky
Baeliog.
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
theyve reconditioned and rebored them, I know the mount is the latest design, but the Crynstof is
well named. It smokes like a chimney, its a wide as a chimney, and its as old as a farmhouse chimney
to boot. Still, theres 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

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Model 6, Semi-Automatic Shotgun,


Heavy

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.

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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

The 5cm Mark 2 Infantry Mortar is a weapon with an


unusual heritageit 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.

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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 Coftryea (9) 5:111117

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Force Organization

The Coftyrans
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The Coftyrans
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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 observations of the Crusader Army during their war with Maer Braech have left him with
no illusions about the task he is facing.

The Royal
Sentries

Syrnol Galostra, Commanding


5 Companies:
16 Officers,
235 Enlisted

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

Syrnol Pesuyn, Commanding


6 Companies:
11 Officers,
202 Enlisted

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.

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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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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 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

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.

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 Crymuster, and mir Llorycho knows that their baptism by fire will be costly. He hopes that
the survivors will be tempered into better rhyflers.

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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.

7th Royal
Artillery

Syrnol Helsygh, Commanding


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 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.

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Coftyran Weapons
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
armorers 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 todays Crymuster. With a
fixed five-round magazine, the rifle is incapable of the Bogens 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, exhale. Let the Crusader kits burn brass and fill the air with badly aimed lead. Granduncle Harlech doesnt
speak often, and when he does he commands attention!
Yawdryl Galestri, Catrawd of the Royal Sentries

Cryfen LMG

The Crymuster considers machineguns to be infantry


weapons, unlike their classification as artillery by the Crusaders. 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
a Milwer, or a veteran rhyfler who needs no reminding of a rhyflers duty to keep his
weapon ready for action.

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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 manufacture the weapon to meet demand, limiting its availability. Woes betide the rhyfler
who would hoard or lose this valuable weapon!
Look and listen, kit. This here snubbers the best friend of the trench raider. He loves it more than
all the Charitable Brothers and officers of the army, cause its 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 youve used Brother
Doru. Why, Brother Dorull fly up at a thought, and throw a thousand rounds at the Crusader before
you can say teakettle.
But Ill be damned if Ive figured out why weve 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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R.C.O. Field Howitzer Model 60

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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Rules of Conduct

A Primer on the Proper Behavior


Upon the Field of Battle
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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

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.

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The Yawdryl of each Squad in the Section must remain



within Command Range of the is-Caerten. A Yawdryl outside Command 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.

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

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

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

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 LMGs
firepower to the Squad. The loader is busy
supplying ammunition to the gunner.
He may only perform Movement or Assault 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 prevents 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
Yawdryls 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 Yawdryls Phase.

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The Field of Battle

A commanders ability to use the features of the battlefield to his advantage is as important as the units under his command.

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 units strategy. These features are classified by how
they affect a units ability to move.
Clear Roads and open fields are
classified as clear terrain, and cause no
Movement penalties.
Obstacle Static elements that slow
a units 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 units 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 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. The Caertens Phase

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.

2. The is-Caertens Phase

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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3. The Yawdryls Phase

It is during the Yawdryls 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 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

Often a Company command team will include a


squirrel messenger. The messenger Quar fights as
a normal Rhyfler and counts as carrying the standard 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 units 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, 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

Movement actions are used to get rhyflers from one place


to another. They vary in how far and how fast a unit
movesas 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 Movement.
Fast Movement The unit may expend both of its actions 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 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

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

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

Each die results in a 6

Very Positive

6/6

Either results in a 6, the other in a 25

Positive

6/25

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

25/25

Either results in a 1, the other in a 25

Negative

1/25

Each die results in a 1

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.

Ranged Weapons Table


Crusader Weapons
Weapon

# of Dice

Lethal Dice

Max. Range

Assault

PV

Bogen Assault Rifle

48

No

Ryshi Heavy Rifle

48

No

Grifkis Shotgun

12

Yes

H-11A LMG

10

48

No

Dinas Cavalry Carbine

24

Yes

48

No

Assault

PV

Mark 2 Infantry Mortar

Template

Coftyran Weapons
Weapon

# of Dice

Lethal Dice

Max. Range

Harlech Long Rifle

96

No

Doru SMG

24

Yes

Cryfen LMG

48

No

96

No

R.C.O. Field Gun

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

Condition Shifts Table

If the unit receiving the Combat action is in any


Condition
Shift
Stack
way obscured from the attacker, dice rolled by
Obstacle
1
Yes
the attacker with a result of 1, or often higher,
Fortification
2
Yes
will block dice that result in a casualty. This
Prone
1
Yes
Condition Shift is used to represent several
Visibility
1
Yes
obstacles on the battlefield. Conditions range
from cover (low walls, hills, trenches) to rapid
Speed
1
No
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 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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dale hutchison (order #5228583)

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 Anthonys units with a Standard Fire
Combat action. Joshs 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, Anthonys unit is in cover, obscured from Joshs unit by a low hedge. This

results in a Condition Shift of 1. For every 1 that comes up on Joshs roll a 6 is blocked, canceling the casualty.

If a smoke cloud had also obscured Anthonys unit, the result would be a Condition
Shift of 2. Each die in Joshs roll that came up with a 1 or 2 would block a 6, canceling a casualty.

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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61

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*

*Only in base-to-base contact

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 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.

Rules of Conduct
dale hutchison (order #5228583)

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: Anthonys unit has moved within Assault Range of one of Joshs
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 Squads Yawdryl is armed with a Shotgun, adding one more die and two
Lethal dice. Anthonys 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 Joshs 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. Joshs two 1s cancel
two of Anthonys 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. Anthonys total is two casualties, and six
points of Suppression.
Anthonys two 1s block two of Joshs 6s, resulting in two points of Suppression. The
remaining two 6s and the two Lethal 6s result in four casualties. This causes eight more Suppression points. Joshs total is four casualties, and ten points of Suppression.
Joshs unit caused more Suppression so it will keep the Lead for the next Assault activation. Both units will have to make a Morale check as they have taken more Suppression than
they have members.

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63

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

Fall back 8 then recover

25/25

Fall back 4 then recover

1/25
1/1

Fall back 8, not recovered


Remove as casualty

Rules of Conduct
dale hutchison (order #5228583)

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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65

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 addition that during each turn thereafter 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 Sections two Yawdryls may
take command. If this occurs, all
cards for the Section are played faceup 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.

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.

Rules of Conduct
dale hutchison (order #5228583)

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

Dud round: Target unit takes a single die hit

Breech Explosion: Firing unit takes a two-dice hit

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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

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, 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.

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 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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69

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.

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.
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.

Heavy Weapons vs. Cavalry

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.

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 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

When activated, the attacking player 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 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
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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71

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

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 target any enemy unit.
Level 2: Heard The enemy has a general idea of the Snipers 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 Snipers position has been revealed. The model is placed anywhere 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.

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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

6/25

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

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 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

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 obstacles 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 welltrained 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 Standard 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 performs an Assault action. After the Assault action
the Cavalry unit may use any remaining movement to move past the unit.

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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 shortranged yet devastating firearm, at home both at range and
in assault.

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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 Independent 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.

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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

Lose Card Temp

Immobile

Lose Card Game

Retreat 2

Lose Card Game

Turret Locked

Turn on Target

Turret Locked

Lose Card Temp

No Effect

Lose Card Temp

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.

Fire Effect Table


Roll

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.

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The Battle for Gate 18

Tableaus of Combat for


Simulation on the Tabletop
dale hutchison (order #5228583)

The Battle for Gate 18

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.

The Battle for Gate 18


dale hutchison (order #5228583)

He barely registered the first shot, noting its odd


high crack without awareness. His Yawdryl, a grizzled
Quar named Vill, grabbed his arm and all but tackled
him, hissing: For the love of ancestors, get down, sir!
More shots rang outslow, deliberate shots, punctuated
by the occasional whick of bullets overhead. Of course
the Royalists would shoot first, Omru remembered.
What lay before him now was for him to fix their position and destroy them.
He went to give the order for squad battle drill,
only to find the section had automatically fallen into the
role. The Milwers were scanning the distance through
the scopes of their heavy Ryshi, calling positions and
ranges to Yawdryl Vill. Three at eleven oclock, behind
that low wall, 700 meters! Two at one oclock, maybe a
machinegun, 800 meters! The reports coalesced into
meaning in Omrus head: He was facing maybe two
sections, possibly with a support weapon, well out of
Bogen range.
Yawdryl Vill, he said, we will close with the
enemy. He motioned to his PykPyk handler, scrawled
out a hasty report in his notebook, and passed the message to be run back to the lines. It was too soon to send
a runner, and at these ranges they might pick the rhyfler
off. Plus he wanted desperately to see how long it took a
PykPyk message to make it through to his Caerten.
The Milwers were surpressing the nearest
enemy positions with volleys of Ryshi fire now. A small
fire burned in front of the Royalist trench, probably started by an incendiary round
marking the position. The rifle fire from that side had not slackened, but there were no
machineguns, yet. Yawdryl Vill gave a yell, and the Ryshi gunners ripped off a powerful salvo that sent the Royalists back behind their works for a moment. The remaining
members of Omrus section scurried forward into new cover, finding shelter in improbably small places.
Omru broke open his Grifkis and fumbled a green starburst flare into the
breech. He stuck his whistle into his mouth and blew hard, but the noise seemed faint
and distant. The green flare arced high, and he heard his section bellowing as they
charged, Bogens pounding a staccato. Omru was running now, struggling to keep all
his rhyflers in sight. Yawdryl Vill was ahead with the forward element, already into the
first Royalist position. Milwer Pret dashed by, already fitting a new magazine.

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Then the entire section was huddled


together again, laying steady fire into the next
position. Yawdryl Vill surveyed them, and then
gave a withering look at Omru. Sir, he said, I
might suggest that were too bunched up here.
Artillery might...
As if on cue, the thunder of an exploding shell burst on them, and they were deluged
by flying dirt. Yawdryl Vill was barking orders,
sending the section apart, Spread out, damn
you, get behind something and work that far
position with the Ryshi, you trench-dogs, while
Omru crouched in a daze. Then suddenly he realized there was an unfamiliar Quar tugging on his
elbow.
Milwer Feltyr, sir, with the mortars.
The Caerten sent me up to have a look and see if
we could dig them out. Omru nodded, unsure
whether he needed to follow the mortar spotter
or follow Yawdryl Vill. The new Milwer surveyed the battlefield, oblivious to the hail of artillery and the shots fired overhead, then dropped
behind cover and scribbled something onto a form that a scurrying PykPyk carried
away. He smiled at Omru. No need to look like that, sir. Theyll be set up and firing in
just a moment. Best let your Yawdryl know.
Omru looked over his positions now, and they seemed crowded with new
Quar not of his section: machinegunners, stretcher bearers, rhyflers from other platoons, even one or two signalers wearing the shoulder tabs of the armor branch. He
grew frustratedthis was his fight, his sections fight! They had scarcely begun and
the tidal wave of the army was already building in place behind them. He was acutely
aware of the difference between Vills frenzied activity and his own cowardly paralysis.
The Royalist fire was more furious now, the seeking rifles joined by sweeps of
machineguns. Omru could see sprays of dirt where the bullets kicked up the ground,
some of them passing within feet of him as he ran to Yawdryl Vills side. Vill was quieter now, almost reflective, with a dark stain on the left side of his uniform.
Youre wounded! cried Omru.
Not badly, replied Vill, evenly. Got a bit of a crease from a bullet. Ill flag
down an orderly to look at it later. Rhyflers Llyor and Chrus got it, though. Artillery.
The Royalists must have pre-registered our approach routes and called in fire when we
made contact.

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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.

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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.

Placing Command Markers

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

A controlled stack is a method of distributing activation cards that represents one


Commander having a strategic advantage over the other.

Activation cards are dealt faceup into two stacks. Once all cards have been
dealt, the controlling Commander chooses which stack he will use during the
Yawdryls Phase. The cards are then assigned to units as normal, facedown.

Standard Victory Points


Rank

Victory Points

Rhyfler

2 vp

Officer

5 vp

Cavalry

3 vp

On the field of battle every rhyfler contributes to the effort. Depending on


his responsibilities, each rhyflers contribution has a value. This value is
represented by victory points (vp). Commanders gain victory points for
enemy casualties based on their rank or unit type.

Many missions include other conditions for gaining victory points.
These conditions and their values will be detailed in the specific mission.

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.

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Artillery Bombardment

Fighting during an artillery bombardment is a dangerous endeavor. While devastating


to enemy units, bombardment is also a threat to friendly units that have advanced too
far ahead of their company.

When playing a mission with artillery bombardment, at the start of the
Yawdryls Phase the attacking Commander randomly determines where the bombardment will fall. The bombardment scatters a distance of 2D6x2 inches in a random
direction from the target point defined in the mission, or by the Commander.

When the target area of the bombardment is established, the attacking Commander places a 10-inch template and performs an attack against all units underneath.
Units suffer an attack with a Firepower of two regular and one lethal dice per rhyfler
under the template.

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

Units in trenches move more freely than units in


the open. They may elect to Drop Below the trench
line in order to move where needed quickly. Drop
Below is a Movement action. Units that Drop
Below may move at double speed, while remaining in the trench.

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.

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The Battle for Gate 18


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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

Commanders will randomly determine which side


deploys first. The Commander who deploys first may
choose whether to place Command Markers first or
second during the Caertens and is-Caertens Phases
for the duration of the game.

Special Rules

This mission does not use any special rules.

Victory Conditions

Commanders gain standard victory points for enemy


casualties. The Commander with the most victory
points at the end of five turns is the winner.

I pray for three things: The prosperity of my children,


the end of the Crusade, and the joy of seeing these in my
lifetime.
syl-Caernerol
Gayl mir Llorycho

Crusaders

Coftyrans

Infantry Section

Infantry Section

1st Section, A Company


1023rd Line

2nd Section, Company 9


1212th Freywilgh

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The Battle for Gate 18


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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

Crusader troops are deployed first, followed by the


forces of the Crymuster. The Coftyran Commander
may choose whether to place Command Markers first
or second.

Special Rules

The Coftyran Commander uses the controlled stack


special rule.

Victory Conditions

The Crusader Commander gains 5 victory points for


each fire team above half strength to leave the field of
battle from the designated edges.

The Coftyran Commander gains standard victory points for each enemy casualty.

Crusaders

Coftyrans

Infantry Section

is-Caerten
3 x 5 Quar teams
HMG Team

1st Section, D Company


728th Line

Cavalry Squad

B squad, 2nd Wedge


2nd Troop, 101st Cavalry

Elements: Company 3
The Royal Sentries

Were surrounded. That simplifies the situation considerably.

Yawdryl Yvor, D Company, 728th Line

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The Battle for Gate 18


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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

The Crusader Commander places his forces first, but


places his Command Markers second.

Special Rules

The Crusader Cavalry unit is held in reserve. Random


Artillery Bombardment is in effect, targeting outside
of the town.

Victory Conditions

The Coftyran Commander begins with 20 victory


points, but loses 5 per turn during which he has no
units within the town. Both Commanders gain standard victory points for enemy casualties. The Commander with the most victory points at the end of six
turns is the victor.

Coftyrans

Infantry Section

2nd Section, D Company


1023rd Line

Cavalry Squad

C squad, 1st Wedge


3rd Troop, 101st Cavalry

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

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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

The Coftyran Commander begins by deploying his


HMG teams and Field Gun. The Crusader Commander then deploys his forces. Lastly, the Coftyran
Commander deploys the remaining section.
The Crusader Commander has the advantage
and may choose to place Command Markers first or
second.

Special Rules

This mission uses the Trench Movement 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

Elements: Company 23, 4520th Militia


Elements: 3rd Crymuster HQ Group

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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

Commanders randomly determine who deploys first.


The Commander that deploys first may choose to
place Command Markers first or second.

Special Rules

The mission does not use any special rules.

Victory Conditions

Standard victory points are gained for enemy casualties.


Commanders also gain victory points for
scouting the destroyed tank. Units that have moved
to within 4 inches of the vehicle may spend an activation to gather intelligence. If that unit leaves the field
of battle from any edge above half strength, their
Commander gains an additional 5 victory points.
The Commander with the most victory points
at the end of five turns is triumphant.

Crusaders

Coftyrans

Infantry Section

Infantry Section

2nd Section, E Company


55th Crusader Guard

1st Section, Company 4


The Royal Sentries

The Battle for Gate 18


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97

The Battle for Gate 18


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Over the Top, Lads!


It has been observed that trench warfare is a slow
affair, as static positions harden over time, making
offensive actions suicidal for the attacker without
massive preparatory bombardment or armor support.
Indeed, most defensive warfare is designed to consolidate gains rather than advance a front.
Though it is true the Crusader army was relatively mobile, especially compared to armies of previous generations, the trench nonetheless dominated
life on the flanks of the armies. Take, for instance, the
region of the Rurd River, which formed the eastern
flank of both armies. Here in the trenches, warfare
took on characteristics of previous conflicts.
Snipers fired from concealed loopholes at unwary rhyflers. Rifle grenades and mortar rounds were
fired at random to test the defenses of the forward
positions. Raiding parties regularly patrolled the
wire, looking for weaknesses in enemy defenses. And
between these moments of terror were long spells of
silence, punctuated randomly by bursts of fire or an
errant shell. A thoroughly boring place to have a
war! wrote one is-Caerten of the Crymuster.

Deployment

Commanders will randomly determine which side


deploys first. The Commander who deploys first may
choose whether to place Command Markers first or
second during the Caertens and is-Caertens Phases
for the duration of the game.

Special Rules

This mission uses the Trench Movement special rules.


Commanders may elect to use the Artillery Bombardment rules.

Victory Conditions

Commanders gain standard victory points for enemy


casualties. The Commander with the most victory
points at the end of five turns is the winner.
Victory points are also gained by capturing

enemy territory. An additional 5 vp are scored for
each unit above half strength in the enemys deployment zone at the end of the battle.

Crusaders

Coftyrans

Infantry Company
Sniper
HSG

Infantry Company
Sniper
HMG

Elements: PB 824
Elements: 55th Guard HQ

Elements: 1212th Freywilgh


Elements: 4610th Militia

The Battle for Gate 18


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99

The Battle for Gate 18


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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

Commanders decide the order of deployment. The


Commander who deploys first may choose to place
Command Markers first or second.

Special Rules

Commanders may elect to use any special rules they


wish.

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)

G Company, 728th Line


A Squad, 1st Wedge, 2nd Troop
Byrtha Squadron B, 271st AT

Company 2, 904th Freywilgh


Elements: 3rd Crymuster HQ
Tyslyn (Formerly Old Stout 271st AT)

The Battle for Gate 18


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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!

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Anthony Brown, Rules Design


Those are cool minis. What rules are they for?
Thats how this all started. Josh just wanted to cast minis, I just wanted to paint them.
But no, people wanted rules. We thought, It cant be that hard. We play a lot of minis
games, writing one should be a snap! O.k., maybe neither of us said snap. Two
years ago we started the project you now hold in your hand. It certainly wasnt a snap,
but it has been educational and a lot of fun.

We wanted to create something quick and light that summed up the Quar
quirky, but brutal. Gritty yet whimsical was our mission statement. Thats what the
Quar are to me: Whimsical little guys who live in a gritty world not far from our own.
The Quar are a conduit for replaying historical events that are strategically

interesting but a little too grim. World War I is really depressing if you think about it
too much. However it also represents the clash of old and new military ideologies and
tactics. Add in little aardvark-looking dudes, and you gain some distance from the loss
of humanity that conflict represents. Well, until the Quar grow on you. Then it seems
a little worse. Once you recognize the futility of their culture and its similarities to our
own, its all over, get the Prozac.
These rules are also a way for me to push a personal agenda. I really dont like

the competitive nature of miniatures wargaming, especially in the U.S. Long, overly
detailed rule books, tournament rules addendums, and endless arguments over what
the rule really means annoy me to no end. It defeats the purpose of the hobby, which
to me is to relax and enjoy a game with friends.

This Quars War is a very loose set of rules. You wont find point values for any
of the miniatures and quite a few of the rules are up for interpretation. This is deliberate. I want this to be a game played by people who know each other, people who
wont come to blows over a rules dispute. If you and your opponent cant agree on
something, maybe you shouldnt be playing together. Playing is the key word here, as
in having fun.

TQW should be played casually, preferably in a club setting where the players decide on an interesting scenario for the miniatures they have and that they enjoy
playing, win or lose. I will always take the daring last stand of an outnumbered force
over a meticulously balanced points-based slugfest. That is where the glory in winning or delaying defeat comes from, not from finding a loophole that makes your list
unbeatable.

Otherwise the Quar become as depressing as war truly is, and where is the fun
in that?

103
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Sequoia Blankenship, Art

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Pete Murray,
Background

The Quar caught my attention from the


first sculpt. Rhyfler Maerch looked comical, almost caricatured, but so very, very
weary. In a world of increasingly fantastic
and heroic miniatures, he was a sharp
contrast in his ordinariness. Where was he
marching to? Why was he fighting? What
had he seen and done that had worn so
hard on him?

As Josh shared his ideas on the
Quar and Sequoia and Aaron provided
new visuals, parallels from our own history drew themselves with the Quar. The
Quar were grounded in a reality compatible with our own, leaving out the fantasy,
and Josh and company were ruthlessly
principled on this point. So the story of
the Quar had to be every bit as plausible,
the emotions and motivations and politics
all needed the same core of reality. The
Quar were comical looking, but they were
tragic, and their tragedy needed to hook
into things we understand as humans.

So the story of the Quar could, I
think, be the story of Humanity if things
went differently. We are drawing on a real
history to tell a realistic fiction. For design,
form is following function. Likewise, the
history of the Quar is based on a (I hope)
plausible, working politics and culture.
In the end, if you forget from time to time
that the Quar are funny-looking anteatery
things, then weve succeeded.

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6
6

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

*Only in base-to-base contact

+1

Dice

Shotgun

Weapon

Assault Wpns. Table

Squad

Force

Command Range Table

Tables

10
2

Grifkis Shotgun
H-11A LMG
Dinas Cavalry Carbine

Cryfen LMG

10

HSG

Play on, Llaedaw!: Another turn of playing will automatically receive +6 to


the Standard Bearer that turn
Plays Song Out of Key: Units within 12 gain four Suppression next turn
Instrument Destroyed: Caertens Retinue may not act next turn

25/25
1/25
1/1

Plays Local Dirge: One unit within 12 is inspired to a suicidal act of


bravery; unit makes an immediate Move action towards enemy
6/1

pg 65

PV

Plays State Song: +12 to Standard Bearer

No

No

Assault

PV

Plays Companys Song: +6 to Standard Bearer

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

Harlech Long Rifle

Weapon

48

24

48

12

48

48

Max.
Range

Coftyran Weapons

Lethal
Dice

Crusader Weapons

Template
# of
Dice

Ryshi Heavy Rifle

Mark 2 Infantry Mortar

# of
Dice

Bogen Assault Rifle

Weapon

Ranged Weapons Table

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Smoke Disperses: Remove template
Unfavorable Wind: Opponent moves template 3
Strong Wind: Remove all Smoke templates

1/25
1/1

Breech Explosion: Firing unit takes a two-dice hit

1/25
1/1

Turret Locked
Lose Card Temp
Retreat 2

3
2
1

Turn on Target

Retreat 2

Lose Card Temp

Turret Locked

Lose Card Game

Roll Catastrophic

No Effect

No Effect

No Effect

Turn on Target

Retreat 2

Lose Card Temp

Damaging

No

No
NA

NA

Target

Target

Target

Sniper

pg 73

Poor Timing: Unit takes fire/loses both actions

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

Too Much Fire: Lose both actions

25/25

pg 78

Second Thoughts: Normal penalty applies

6/1

Fire Effect Table

Keep Moving: Unit recovers lost action


Advance at a Cost: Full recovery/Take fire

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

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

1/1

1/25

Yes

Yes

Yes

Yes

Who Picks Victim

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.

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

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

Dud round: Target unit takes one-die hit

25/25

pg 77

Normal Round: No modification

6/1

Damage Table

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)

6/6
6/25

Result
Hot Round: +One Lethal die per target

Roll

pg 67, 71

Mixed Blessing: Opponent adds second template

6/1
25/25

Blast Table

6/1

Favorable Wind: Owner moves template 3


25/25

6/6
6/25

Strong Round: Owner adds second template

6/6
6/25

Kill

Sniper Table
Roll

pg 68
Result

Roll

Smoke Table

For more information


and the purchase of
fine pewter miniatures visit

www.zombiesmith.com

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