outlaws of sherwood qrs
TRANSCRIPT
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 $2into combat,%nights in open6 :( dice if they moved over (-2
8f an attac!er fails to hit, the defender
counterattac!s with as many dice as the attac!er
8f an attac!er or counterattac! defeats his
opponent, he can then move to and attac! anotherfigure within #2
) group may move out of combat on their turn
instead of fighting.
A group loses the combat at the end of their turn
and ithdras 3! if:
( =n their activation, they ta!e more wounds than
the defenders
- ;he group has ta!en twice as many wounds astheir opponents during the entirety of the combat
# ;he "roup has lost > of its characters
"roups that have lost a combat test morale. 8f pass,
they may move bac! into contact with the enemy.
Outlaws of Sherwood QRS
Wounds
?ormal characters die when they ta!e a wound
pecial Characters lose (d$ 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.
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.