outlaws of sherwood qrs

3
Outlaws of Sherwood QRS  Activation Each group on a side is assigned a card on which they activate. When this card is drawn, all members of that group act. Movement Movement length is determined by rolling for all figures of the same type in the active group. Unusually difficult movement/derring do may require a C chec! at "M discretion Figure Type In Clear In Rough 3 Woodsmen #d$ #d$ %nights/ergeants on &orsebac! 'd$ #d$ ( )ll others on &orsebac! *d$ #d$ ( +adies on oot -d$ -d$ - )ll others on oot #d$ -d$ - Carts, Wagons, etc. -d$ -d$ ( +ivestoc! (d$ #d$ if  startled (d$ (. )cci dent on doubl e 0'1s2 or 0 $1s 2 -. )cci den t on doub le 0$1s2 #. 3(d$ move to avoi d accidents in 4ough Shooting )ll figures that have a ranged weapon and are not charging or engaged in melee may fire. 5ows6 May shoot twice if figure did not move, may shoot once if figure moved at 3(d$ movement Crossbows6 May shoot once if figure moved at 3-d$2 movement. )dds $2 to ma7imum range Target Die roll or less to hit 8n open at less than $2 C 8n open at $23(92 C 3 ( 8n cover at less t ha n $2 C 3 ( 8n cover at $2 3 (92 C 3 - Charges )ll figures that intend to charge must declare a charge at the beginning of their activation. Charging figures gain :(d$2 of movement. ;he charged group ma!es a morale chec! at the highest C of the group Pass: "roup may Stand and fire if chargers started more than 92 away or Counter Charge <efenders move to half distance or lee see ail Fail: <efenders run away full move Charging figures stop #2 away from their opponents. )ll other actions including shooting occur at this point. ;hen the chargers close to melee. Melee Charging figures pair up with defending figures. igures in the active group attac! at their C. or each hit, the defender saves at his C :( if defending an elevation or obstacle. 8f the defender fails to save, he/she is wounded &orsemen in open6 :( die on their first turn if they moved at least $2into combat, %nights in open6 :( dice if they moved over (-2 8f an attac!er fails to hit, the defender counterattac!s with as many dice as the attac!er 8f an attac!er or counterattac! defeats his opponent, he can then move to and attac! another figure within #2 ) group may move out of combat on their turn instead of fighting. A group loses the combat at the end of their turn and ithdras 3! if: ( =n their activation, they ta!e more wounds than the defenders - ;he group has ta!en twice as many wounds as their opponents during the entirety of the combat # ;he "roup has lost > of its characters "roups that have lost a combat test morale. 8f pass, they may move bac! into contact with the enemy.

Upload: greycompanion

Post on 01-Jun-2018

218 views

Category:

Documents


0 download

TRANSCRIPT

Page 1: Outlaws of Sherwood QRS

 

Outlaws of Sherwood QRS

 ActivationEach group on a side is assigned a card on which

they activate. When this card is drawn, all members

of that group act.

Movement 

Movement length is determined by rolling for all

figures of the same type in the active group.Unusually difficult movement/derring do may

require a C chec! at "M discretion

Figure Type In Clear In Rough3

Woodsmen #d$ #d$

%nights/ergeants

on &orsebac! 

'd$ #d$(

)ll others on&orsebac! 

*d$ #d$(

+adies on oot -d$ -d$-

)ll others on oot #d$ -d$-

Carts, Wagons, etc. -d$ -d$(

+ivestoc! (d$ #d$ if  startled

(d$

(. )ccident on double 0'1s2 or 0$1s2-. )ccident on double 0$1s2

#. 3(d$ move to avoid accidents in 4ough

Shooting 

)ll figures that have a ranged weapon and are not

charging or engaged in melee may fire.

5ows6 May shoot twice if figure did not move, mayshoot once if figure moved at 3(d$ movement

Crossbows6 May shoot once if figure moved at

3-d$2 movement. )dds $2 to ma7imum range

Target Die roll or less to hit

8n open at less than $2 C

8n open at $23(92 C 3 (

8n cover at less than $2 C 3 (

8n cover at $2 3 (92 C 3 -

Charges

)ll figures that intend to charge must declare acharge at the beginning of their activation.

Charging figures gain :(d$2 of movement.

;he charged group ma!es a morale chec! at the

highest C of the group

Pass: "roup may Stand and fire if chargers

started more than 92 away or Counter Charge 

<efenders move to half distance or lee see ail

Fail: <efenders run away full move

Charging figures stop #2 away from theiropponents. )ll other actions including shooting

occur at this point. ;hen the chargers close to

melee.

Melee

Charging figures pair up with defending figures.

igures in the active group attac! at their C. or

each hit, the defender saves at his C :( ifdefending an elevation or obstacle. 8f the defender

fails to save, he/she is wounded

&orsemen in open6 :( die on their first turn if

they moved at least $2into combat,%nights in open6 :( dice if they moved over (-2

8f an attac!er fails to hit, the defender

counterattac!s with as many dice as the attac!er 

8f an attac!er or counterattac! defeats his

opponent, he can then move to and attac! anotherfigure within #2

) group may move out of combat on their turn

instead of fighting.

A group loses the combat at the end of their turn

and ithdras 3! if:

( =n their activation, they ta!e more wounds than

the defenders

- ;he group has ta!en twice as many wounds astheir opponents during the entirety of the combat

# ;he "roup has lost > of its characters

"roups that have lost a combat test morale. 8f pass,

they may move bac! into contact with the enemy.

Page 2: Outlaws of Sherwood QRS

 

Outlaws of Sherwood QRS

Wounds

 ?ormal characters die when they ta!e a wound

pecial Characters lose (d$ C when they ta!e a

wound. 8f they are reduced to @ C, they fallunconscious or die.

Morale

8f a group loses A of it1s figures in one turn, loses acombat, or a special event occurs, a group will have

to test morale.

8f the group has a pecial Character, his/her

original C is used. =therwise, the roll is chec!edagainst each individual1s C, and they react

accordingly.

Circumstance Roll

5asic Morale C

"roup has lost no figures C:(

"roup has lost half or more figures C3(

4allying While leeing C3-

Bass6 )ct as normal

ail by (6 &alt, bac! away $2 if desired

ail by -:6 4un full move away every turn untilrallied

Reputation and Influence

) Character gets one die for every ' points ofreputation when ma!ing requests/threats

"oth in#ol#ed characters roll these dice

;he requesting character subtracts his opponent1s

successes from his own successes, then rolls thatnumber of dice against the resistance of the target.

;he resistance of the action can either be a number

set by the "M or by rolling a number of dice.

8f the requesting/demanding character beats the

resistance, his request/demand is fulfilled.

The “CS 6” Rule)ny time a character would have a C of $ or

greater for the purposes of a roll, the character can

still fail on a $6 4oll another die. (3# success, *3$fail.

 Accidents

Roll Result

(  Tripped over. Can’t begin a fght orshoot this turn, -1 i attacked beoreyour next turn. I mounted, you a o! the horse,"hich hats #$ ahead, "aiting oryou.

-  T"isted anke. %ove at ha speedrom no" on. Can’t begin a fght orshoot this turn, -1 i attacked beore your next turn. Imounted, the horse breaks a eg.

# &ost your "eapon. 'ind it next turnor unarmed (C)-1* rom no" on.

* 'e on your head and concussed.&ay around groaning one "hoe turn,then get up.

' +nocked out "hen you bang yourhead on a tree imb or a stone. utor rest o game.

$  ou knock yourse out, and areseverey "ounded. ut or the resto the game

Cart )ccidents6

Roll Result

( stone or branch across the path. Take this turn to remove it / youcan’t move "hiedoing this.

- 0orse pued up ame. %ove at haspeed rom no" on.

# serious mud hoe or heavy branchtake t"o turns doing nothing ese toget past it.

Page 3: Outlaws of Sherwood QRS

 

Outlaws of Sherwood QRS

* &ose a "hee. It takes our turns torepair it.

' roken xe. The cart can’t moveuness a repacement is ound.

$  Tota coapse / the overoadedvehice simpy reverts back to itsconstituent parts. It istotay destroyed.