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Quar Factions: Crusaders Overview

The document provides detailed profiles for various units and weapons in the game 'Quar's War: Clash of Rhyfles,' including Crusaders, Coftyrans, and Fidwogs. It outlines their statistics, equipment, special abilities, and point costs for gameplay. Additionally, it introduces new command and specialist abilities, enhancing tactical options for players.

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0% found this document useful (0 votes)
144 views25 pages

Quar Factions: Crusaders Overview

The document provides detailed profiles for various units and weapons in the game 'Quar's War: Clash of Rhyfles,' including Crusaders, Coftyrans, and Fidwogs. It outlines their statistics, equipment, special abilities, and point costs for gameplay. Additionally, it introduces new command and specialist abilities, enhancing tactical options for players.

Uploaded by

yagida5110
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

This Quar’s War:

Clash of Rhyfles

Addendum 0525
Crusaders
Basic Profiles
Crusade Sk Mt MA Toughness Equipment Special Abilities Points
Rhyfler 12 1d6+2 5 4 Bogen Support 25
Rhyfler 12 2d6-1 5 4 Ryshi 30(3)
Squad
12 1d6+2 5 4 Bogen Dead-eye 30(1)
Marksquar
Milwer 12 1d6+2 5 4 Bogen Leader (2/3) 28(1)
Yawdryl 13 1d6+2 5 4 Bogen Leader (3/4) 30(1)

Weapons
Weapon R Sn Abilities
Bogen 6 -2
Ryshi 8 -3 Large Caliber
H-11a 10 -3 Automatic, Loader
Grifkis Shotgun 4 -1 Shotgun
Sio-Cly
4 -1 Shotgun
Derringer
Gorga MOD(2) 6 -1 Shotgun
Splagen Torpedo Blast(1, 2d6-1),
6 N/A
Loader

2 Addendum 0525
Command Profiles
Crusade Sk Mt MA Toughness Equipment Special Abilities Points
12 2d6-1 5 4 Grifkis Leader (3/6)
is-Caerten Leader (3/6), 36(11)
12 1d6+2 5 4 Bogen
Ranged (+1)
12 2d6-1 5 4 Grifkis Leader (2/4)
Caerten Leader (2/4), 33(12)
12 1d6+2 5 4 Bogen
Ranged (+1)
Master
13 2d6 5 4 Bogen Leader (5/4) 363
Yawdryl
Cook 12 1d6+2 5 4 Bogen Medic 30(1)
Musician 12 1d6+2 5 4 Bogen Musician (4) 30(1)
Standard
12 1d6+2 5 4 Bogen Standard 30(1)
Bearer
Squirrel
12 1d6+2 4 4 Bogen PykPyk(3) 30(1)
Handler

Specialist Profiles
Crusade Sk Mt MA Toughness Equipment Special Abilities Points
LMG Rhyfler 12 1d6+2 5 4 H-11a 35(1)
Torpedo Splagen
12 1d6+1 5 4 39(2)
Rhyfler Torpedo
Weapon Team
12 1d6+1 5 4 Bogen 28
Loader
Sio-Cly,
Trench Raider 13 2d6+1 6 4 Wallop, Infiltrate 42(3)
Mace
Trench Raider Sio-Cly, Infiltrate, Leader
13 2d6+1 6 4 50(14)
Yawdryl Mace (3/4)
Gorga
Pathfinder 12 1d6+2 5 4 Skirmisher 36
MOD(2)
Bogen
Pathfinder 12 2d6 5 4 Skirmisher 38
w/Bayonet
Pathfinder Bogen Skirmisher
13 2d6+1 5 4 50(14)
Yawdryl w/Bayonet Scout (3/4)
Pathfinder Gorga Scout (3/4)
12 1d6+2 5 4 50(14)
is-Caerten MOD(2) Melee (+1)
1
Only one is-Caerten per 300 points.
2
Only one Caerten per 300 points.
3
May only be selected if the Patrol includes a Caerten
4
May only be selected if Patrol contains at least two
Trench Raiders/Pathfinders respectively.

Addendum 0525 3
Coftyrans
Basic Profiles
Coftyr Sk Mt MA Toughness Equipment Special Abilities Points
Rhyfler 12 2d6-1 5 4 Harlech Support 25
Rhyfler 12 1d6+2 5 4 Cryfen 32(1)
Milwer 12 1d6+2 5 4 Harlech Leader (2/3) 28(1)
Yawdryl 12 1d6+2 5 4 Doru Leader (3/4) 33(1)

Weapons
Weapon R Sn Abilities
Harlech 8 -3
Cryfen 8 -3 Automatic, Loader
Doru 4 -1 Select Fire(2)
Pistol 4 -1
Blast(2, 2d6),
RCO m60 12 N/A Slow Reload, Crew(2),
Gun Shield, Heavy(2,4)

4 Addendum 0525
Command Profiles
Coftyr Sk Mt MA Toughness Equipment Special Abilities Points
Leader (3/5),
12 2d6+1 5 4 Pistol, Sword
Melee (+1)
is-Caerten 12 1d6+1 5 4 Doru Leader (2/5) 35(11)
Leader (2/5)
12 1d6+2 5 4 Harlech
Ranged (+1)
Leader (2/5)
Caerten 12 2d6 5 4 Pistol, Sword 33(1)
Melee (+1)
Master
13 1d6+2 5 4 Doru Leader (5/4) 362
Yawdryl
Cook 12 1d6+2 5 4 Harlech Medic 30(1)
Musician 12 1d6+2 5 4 Harlech Musician (4) 30(1)
12 1d6+2 5 4 Harlech Standard 30(1)
Standard
Bearer Standard,
12 1d6+2 5 4 Doru 35(12)
Ranged (-1)
Squirrel
12 1d6+2 4 4 Harlech PykPyk(3) 30(1)
Handler

Specialist Profiles
Coftyr Sk Mt MA Toughness Equipment Special Abilities Points
Killing Strike,
Trench Raider 13 2d6+1 6 4 Doru, Sword 42(3)
Infiltrate
Trench Raider Infiltrate,
13 2d6+1 6 4 Doru, Sword 50(13)
Yawdryl Leader (3/4)
Dead-eye,
Sharpshooter 13 1d6+1 5 4 Harlech 35(2)
Blunt Round
Sharpshooter
12 1d6+1 5 4 Harlech Spotter 28(1)
Spotter
Blunt Round,
Sharpshooter
13 1d6+1 5 4 Harlech Dead-eye, 37(13)
Yawdryl
Leader(3/4)
RCO Gunner 12 1d6+1 5 4 RCO m60 70(1)
RCO Loader 12 2d6-1 5 4 Harlech 27
RCO Spotter 12 2d6-1 5 4 Harlech Spotter 28(1)
1
Only one is-Caerten per 300 points.
2
May only be selected if the Patrol includes a Caerten.
3
May only be selected if Patrol contains at least two
Trench Raiders/Sharpshooters respectively.

Addendum 0525 5
New Command & Specialist Abilities
Updated 04/25
Medic
These rhyflers are better trained to patch up minor wounds and get their comrades back
on the battlefield. Medics add one to their roll when performing the Tend Wounded Task.
If the Medic is a Cook they may also perform Tend Wounded on all rhyflers within 2”
with one Task, as the smell of a warm meal raises spirits among the troops.

Musician (X)
A rhyfler with this ability may perform the following Task.
Rallying Song – Armed with instruments instead of sidearms, musicians inspire
their fellow rhyflers to pull themselves together and get back into the fight. A
Ready rhyfler with the Musician ability may Recover every friendly, Gobsmacked
rhyflers within X, changing their status to Ready.

Scout (X/Y)
More at home in the field than with their peers, these rhyflers can move quickly
through even the roughest terrain. Scout allows the rhyfler to perform the Group
Movement Task as if it had the Leader ability. This move does not suffer penalties
due to difficult terrain.
A Scout may also perform the following Task.
Scouting Party – At the beginning of the Battle, before the first Round, the Scout may
spend 1 Pluck to perform a special Group Movement Task, in which themselves and
X other Rhyflers within Y inches may move up to their full Movement Allowance. All
rhyflers performing this Task must end the move in Cover or go Prone. Rhyflers do not
suffer movement penalties from difficult terrain when performing this move.

Spotter
While gathering your Patrol this rhyfler is assigned to another specialist with the same
Profile name. For example, an RCO Spotter can be assigned to an RCO Gunner. When
the specialist performs a Skill Check for a Combat Task they may re-roll the highest die.
If they do, this counts as the Spotter’s Combat Task for the Round.
Design note: In the case of the RCO, either the Loader or the Spotter can act as the second crew
member for Crewed. If you have taken both, consider the second a spare!

Standard
Any rhyfler within 4” of their Patrol’s standard bearer doubles the amount of Pluck they gain
from taking opponents Out of Action or completing mission objectives.
If a standard bearer is Gobsmacked they will cling to the standard whatever the
situation (that’s why they were chosen, after all). If the bearer is taken Out of Action the
standard falls to the ground and may be picked up by any adjacent rhyfler who spends
an Activation to do so. Any rhyfler who picks up their sides’ standard gains the Stan-
dard Special Ability. If an enemy rhyfler captures it, the standard’s commander gives
them 3 Pluck, or all that is available. If the original owner regains their standard they
take back 3 Pluck, or all that remains.

6 Addendum 0525
Fidwog
Fidwog
FOD
FO D Weapons
Weapon R Sn Abilities
Sprygyt Mk3 “Sketych” 6 -2
Select Fire(2),
Bensa F6 6 -2
Large Caliber
FF10 4 -2 Shotgun
is-Haem Long 10 -3 Slow Reload
Pistol 4 -1
GMK4 Lance 6” only NA Grafaenk Lance

Profiles
Fidwog Sk Mt MA Toughness Equipment Special Points
Gaefyn 12 1d6+1 5 4 Sketych Rifle Support 25
han-Gaefyn 12 1d6+1 5 4 Bensa LMG 30(1)
Marksquar 12 1d6+1 5 4 is-Haem Long Dead-eye 35(1)
Leader (3/5),
Crown Milwer 12 1d6+1 5 4 Sketych Rifle 32(1)
Support
Yawdryl 13 1d6+1 5 4 Sketych Rifle Leader (4/6) 35(1)
Standard
12 1d6 5 4 Pistol Standard 29(1)
Bearer
Squirrel
12 1d6 5 4 Pistol PykPyk(3) 29(1)
Messenger
Miner 13 2d6+1 5 4 FF10 Infiltrate, Hardened 40(2)
Lancer 13 1d6 5 4 Grafaenk Mk4 Lance 35(2)
Fydo 14 2d6 8 5 Teeth and Claws Leap(2), Pack(3) 18(2)
is-Caerten 13 2d6 5 4 Pistol, Mace Leader (2/8) 32(1)

Crew: 1 Skill: 12 MA: 5”


Fynrydhad
Tracked Abilities Squad Tractor, Turret

70 pts
Main Gun Rn Arc Abilities
M8-c MMG 8 180° Automatic

Location(Damage Points)
Tread(3) Hull(2) Engine(2)
Front 1-2(AV5) 3-6(AV6)
Side 1-3(AV5) 4-5(AV6) 6(AV4)
Rear 1-2(AV5) 3(AV6) 4-6(AV4)

Addendum 0525 7
Crusaders
Of
Toulmore
Profiles
Toulmore Sk Mt MA Toughness Equipment Special Abilities Points
Rhyfler 13 1d6+2 5 4 Bogen Support 30
Rhyfler 13 2d6-1 5 4 Ryshi 35(3)
LMG Rhyfler 13 1d6+2 5 4 H-11a 40(1)
Squad Veteran,
13 1d6+2 5 4 Harlech 38(1)
Marksquar Dead-eye
Mortar Rhyfler 13 1d6 4 4 MTR(22) 40(1)
Milwer 13 1d6+2 5 4 Bogen Leader (2/3) 33(1)
Veteran, Leader
Yawdryl 13 1d6+2 5 4 Bogen 38(1)
(3/4), Élan
is-Caerten 12 1d6+2 5 4 Grifkis Leader (2/5) 30(1)
Standard Bearer 12 1d6+2 5 4 Bogen Standard 30(1)
Squirrel Handler 12 1d6+2 4 4 Bogen PykPyk(3) 30(1)

Squad
Weapons Yawdryl Milwer
Weapon R Sn Abilities
Bogen 6 -2
Ryshi 8 -3 Large Caliber
H-11a 10 -3 Automatic, Loader
Grifkis Shotgun 4 -1 Shotgun
Rhyfler - Bogen
Harlech 8 -3
MTR(22) 10 N/A Blast(1, 2d6), Braced

Rhyfler - Ryshi

8 Addendum 0525
Principality
Principality
Of
Gwynt
Profiles
Gwynt Sk Mt MA Toughness Equipment Special Abilities Points
Steady Under
Rhyfler 12 2d6-1 5 4 Harlech 25
Fire
Milwer 12 1d6+1 5 4 Doru Leader (2/3) 30(1)
Yawdryl 13 2d6 5 4 Doru, Blade Leader (3/4) 38(1)
Grenadier 12 1d6+2 5 4 Harlech Grenadier 28(2)
Scattergunner 12 1d6+1 5 4 SG-3 34(2)
RCO Gunner 12 1d6+1 5 4 RCO 70(1)
is-Caerten 12 2d6 5 4 Pistol, Sword Leader (2/5) 28(1)
Standard
12 1d6+2 5 4 Doru Standard 35(1)
Bearer
Squirrel
12 1d6+2 4 4 Harlech PykPyk(3) 30(1)
Handler

Squad Weapons
Yawdryl Milwer
Weapon R Sn Abilities
Harlech 8 -3
Doru 4 -1 Select Fire(2)
SG-3 Scattergun 16 N/A Scattergun, Large Caliber
Rhyfler - Harlech Pistol 4 -1
Blast(2, 2d6),
RCO m60 12 N/A Slow Reload, Crew(2),
Gun Shield, Heavy(2/4)

Grenadier

Addendum 0525 9
Western Arnyara/Aber

Profiles
WA/Aber Sk Mt MA Toughness Equipment Special Abilities Points
Able 11 1d6 5 4 MAR SMG Support 19
GREE Pistol and
Able 11 2d6 5 4 Melee(1) 21
Answyth Blade
Able 11 2d6 5 4 2 GREE Pistols Multi-Attack(2) 25(2)
Able 11 1d6+1 5 4 KEEGY Heavy Rhyfle 25(3)
Able First Class 12 1d6+1 5 4 MAR SMG Support 25(1)
GREE Pistol and Leader (2/3),
Mate 12 2d6+1 5 4 31(1)
Answyth Blade Onslaught
Leader (3/4),
Bosun 12 1d6+2 5 4 MAR SMG 33(1)
Onslaught
GREE Pistol and
House Lord 12 2d6+2 5 4 Leader (2/5) 30(1)
Answyth Blade
MAR SMG and GREE
Autocycle 12 1d6+1 15/5 4 Autocycle 35(2)
Pistol

Weapons
Weapon R Sn Abilities
MAR SMG 6 -2
KEEGY Hvy Rhyfle 8 -3 Large Caliber
Gree Pistol 4 -1

10 Addendum 0525
The Rhyflers of
Profiles
Gloam Hyyn
Gloam Hyyn Sk Mt MA Toughness Equipment Special Abilities Points
Rhyfler 12 2d6-1 5 4 Harlech Carbine Support 23
Trapper 13 2d6-1 5 4 Harlech Carbine Skirmisher, Trapper 35(1)
Marksquar 12 1d6+1 5 4 Harlech Carbine Dead-eye 28(2)
Milwer 12 1d6+2 5 4 Cryfen Leader (2/3) 34(1)
Leader (3/5),
Yawdryl 12 1d6+2 5 4 Doru 38(1)
The Gloam has Eyes
is-Caerten 12 2d6 5 4 Pistol, Sword Leader (3/4) 30(1)
Standard Bearer 12 1d6+2 5 4 Doru Standard 35(1)
Squirrel Handler 12 1d6+1 5 4 Harlech Carbine PykPyk (3) 30(1)
Harlech Carbine,
Sarf-cyn Handler 12 2d6 5 4 Critter Wrangler 32(1)
Goad
Wild, Creature,
Sarf-cyn 13 2d6 6 4 Teeth and Claws 18(2)
Taste for Squirrel

Weapons Squad
Weapon R Sn Abilities Organization
Harlech Carbine 6 -3 Yawdryl
Doru 4 -1 Select Fire(2)
Milwer
Pistol 4 -1
4x Harlech
Cryfen 8 -3 Automatic, Loader
(may include 1 Marksquar)
Trapper
Sarf-cyn Handler
2x Sarf-cyn

Crew: 2 Skill: 12 MA: 6”


Squeedle
Tracked Abilities Squad Tractor, Turretless
95pts
Main Gun Rn Arc Abilities
Slow Reload,
44mm Rifled Gun 8” 45° Blast(1, 2d6-1),
Anti-Tractor(1)

Location(Damage Points)
Tread(3) Hull(2) Engine(2)
Front 1-2(AV6) 3-6(AV7)
Side 1-3(AV6) 4-5(AV7) 6(AV5)
Rear 1-2(AV6) 3-4(AV7) 5-6(AV5)
New Special Abilities
Anti-Tractor (X)
The munitions carried by some tractors are designed to take their opposing brethren off
the battlefield as quickly as possible. Weapons with this ability lower the target’s armor
value by X when determining the result of a Might roll.

Creature
Utilizing natural weapons such as claws or teeth, these beast are very effective against
soft targets. This unit cannot attack units with an armor value.

Critter Wrangler
It takes a brave quar to even get near the more lethal fauna of Alwyd, much less train
them. If your Patrol contains a rhyfler with this ability Sarf-cyn units you control are
treated as though they do not have the Wild Rule. If the rhyfler with this ability goes
OOA, the Sarf-cyn regain their Wild status.

Taste for Squirrel


While certainly not a picky eater, the Sarf-cyn is known to go out of its way for its
favorite snack. When a commander uses a Pykpyk, roll 1d6 for each unit with this
ability on the field. On a 5-6, the PykPyk is eaten while trying to complete its task and
is spent for no effect.

The Gloam has Eyes


Gloam Hyyn Yawdryls are known for their ability to guide their squads through the
roughest terrain. Rhyflers within command range of this unit gain the Skirmisher
ability.

12 Addendum 0525
Trapper
During deployment, a commander may deploy 5 numbered trap markers for each
Trapper in their force. Trap markers are 25mm diameter counters. Record 2 of these
to be decoys, while the remaining 3 may be any combination of Alarm, Snap, or Tank
Traps.
When an enemy unit moves within 2” of a trap marker, the commander that
controls the trap reveals it. If it was a decoy, no further effect occurs. If it was not a
decoy, resolve the trap as per type.

Alarm Trap – Gloam Hyyn trappers utilize a system of tripwires and bells to keep tabs
on prey, beast and Quar alike. This trap may be triggered by any type of unit. When
triggered, the closest friendly Rhyfler to the trap marker gains the Overwatch status,
then the trap marker is removed.
Tractor Trap – With the introduction of
tractors, Gloamers realized the metallic Snap Trap
behemoths were vulnerable at the legs like Roll Outcome
any other beast, developing tread cracking Ah! I See What You Did There... – The trap is disarmed and clues
explosives to hobble their quarry. This the rhyfler into the presence of other traps. The commander who
6/6 controls this trap must reveal and discard the nearest decoy trap
trap may only be triggered by a tractor. If token. If there is no token within the target’s MA, the defending
revealed by a different type of unit, it is commander gains 1 pluck.
considered disarmed and has no effect. The 6/-
They Could Have Tried a Little Harder! –The trap does nothing and
is disarmed.
triggering tractor suffers a 2d6 Might attack
against its treads, then the trap marker is 6/1
Did You Hear a Click?! – The triggering unit moves its full MA away
from the trap, then is Gobsmacked.
removed.
OWWWW!! – The triggering unit has their MA reduced by 2 until
Snap Trap – Gloamers are known to re- -/- another rhyfler performs a Tend Wounded Task. Do not roll on the
chart, the rhyfler recovers fully.
purpose snap traps designed for fauna much
larger than Quar for use on the battlefield. 1/- What The!?! – The triggering unit is Gobsmacked.

This trap may only be triggered by a non- 1/1 See, It’s Safe this Wa... – The triggering unit is OOA.

tractor unit (such as a Rhyfler or beast).


If triggered by a tractor, it is considered disarmed and has no effect. The triggering unit
suffers the effect rolled on the Snap Trap chart. The trap marker is then removed.

Wild
Ruled by instinct, some creatures are hard to control; best to let them loose and hope
they are pointed at the enemy. A Wild unit may not be chosen to Activate normally.
Instead, at the end of their controller’s Round, each Wild unit may immediately
perform one of the following Tasks:
•Standard Movement towards the nearest rhyfler, friendly or enemy.
•Melee attack against a model they are engaged with (friendly or enemy).
•Recover if Gobsmacked.

Addendum 0525 13
Updated Rules
Blast Attacks
Establish the Blast Point
Blast Attack Result Weapons with the Blast ability affect an area instead of a
Skill Roll Result
single target and follow a different attack sequence. The
3
Blast Point is centered on targeted unit, firing unit declares a target unit within Line of Sight. The
Blast Value is Tripled.
attacking unit then makes a Blast Attack Skill Check to
Blast Point is centered on targeted unit,
4–5
Blast Value is Doubled.
hit the target. The only modifiers to this roll are for Range
Passes Skill
Bands and Cover, targeted rhyflers may not react to this
Check
Blast Point is centered on targeted unit. attack with Reaction Fire or by Skedaddling. The result of
The weapon malfunctions, preventing the the attack will indicate where to place the Blast Point.
16–17 attack. The firing rhyfler is Gobsmacked, or
the tractor’s weapon is Jammed. Determine Damage Against Rhyflers
The weapon critically malfunctions,
exploding before it is fired. Center the
Taking Cover (Infantry Only)
18 Blast Point on the firing rhyfler, or in the Rhyflers within X of the Blast Point then make a Skill
case of tractors, the firing weapon is
Inoperable (may be Repaired). Check to Take Cover. Each rhyfler makes an individual
Skill Check at a penalty depending on the Blast value of
Attacker Failed Skill Check, Results in Dispersion
the weapon; Blast (2) gives a -2 to the check..
Attacking Commander places the Blast Point
Skill Check X*+d3 inches from its original target. This With a successful check halve the final Might value
=/< 13 may be in any direction, and need not be of the attack against them. If the check is failed the rhyflers
centered on a unit.
are affected by the full Might value of the attack.
Target’s Commander places Blast Point
X* +D6 inches away from the original If there is Cover between the Blast Point and a
Skill Check target. This may be in any direction, and rhyfler Taking Cover, a successful Skill Check avoids the
> 13 they may elect to center it on opposing
rhyflers. The new Blast Point need not be
effects of the attack entirely.
centered on a unit.
Might Roll
* X is taken from the attacker’s Blast ability
Once the Blast Point is determined perform a
separate Might roll against each affected rhyfler to
Blast Might Roll determine the attack’s Might Value. If the rhyfler’s
Might Roll Result Take Cover roll was successful this value is halved.
< Toughness
Target rhyflers are pushed to the outer edge If the check was failed the full value is applied
of the Blast Radius (X).
regardless of cover or status.
Targets are pushed to the outer edge of the
= Toughness
Blast Radius (X) and knocked Prone.
Determine Damage Against Tractors
Targets are pushed to the outer edge of the
> Toughness
Blast Radius (X) and are Gobsmacked. When the target of a Blast attack follow the standard rules
Double If Might roll is double Toughness, but not for attacking tractors. If the Blast Point is not centered on
Toughness triple, the target is Out Of Action. the tractor, but it is still partially under it, either due to
Triple If Might roll is three times Toughness the a missed attack that dispersed or proximity to a targeted
Toughness target is Killed.
unit, halve the final Might value of the explosion.
Splash Damage
If there are rhyflers near a targeted tractor they may be struck by shrapnyl ricocheting
from the point of impact. When a tractor is hit by a Blast weapon the Blast Point is
determined by drawing a straight line from the firing weapon ending at a point on the
location hit. After it is placed any rhyflers within X also suffer from the effects of the
attack, as detailed above.

14 Addendum 0525
New Equipment Traits
Braced
Weapons with bipods and heavy rifles sometimes require physical support to fire
accurately. When these weapons fire they subtract -1 from Skill unless the firing unit is
Prone or base-to-base with terrain providing cover.
Crew(X)
The number of rhyflers required to operate this weapon is equal to X, called a Crew. To
make a Ranged Attack all Crew must be Ready or on Overwatch, as well as in base-to-
base contact with the weapon. If size of the Crew drops below X the Skill of the Rhyfler
operating the weapon is at a -2 penalty. Firing the Crewed weapon counts as a combat
action for the entire crew.
Crew Move - Weapon Crew may perform a Group Movement action as if they have a leader.
Gun Shield
Some crewed weapons are equipped with a gun shield to protect the crew from
incoming fire. A Gun Shield provides cover for the Crew(X) of the weapon.
Crewmembers within 1” of the weapon benefit from a -2 Cover Modifier.
Heavy (X,Y)
Cannons, wounded comrades and crates of grenades are all more than one Quar can
handle. If X rhyflers are adjacent to the Heavy object it may be moved Y inches with a
Standard Movement Task. This movement requires only one Activation, but counts as
one Task for each rhyfler involved. Rhyflers moving a Heavy object cannot perform the
Sprint Movement Task.
Large Caliber (Updated)
Weapons that use larger rounds are more effective versus rhyflers in cover, Tractors, and other
obstacles. Large Caliber weapons ignore Light Cover and reduce standard Cover by -1. Tractors
hit by Large Caliber weapons suffer a 1d6+2 Might roll.
Grafaenk Mk4 Lance (Updated)
Grafaenk Mk4 Lance
Roll Outcome
Brave young Fidwog rhyflers have been known to take
Cadier’s Eye!! – Lance hits tractor in Location of the
to the field armed with the devastating yet dangerous 6/6
attacker’s choice, with a 3d6 Might roll.
Mk4 Lance. The Grafaenk is designed to breach the hull Nice Throw, Tyx!! – Lance hits tractor, in Location of the
of tractors with a magnetically activated trigger, but due 6/- attacker’s choice. Make a 2d6 Might roll against that
to size of its payload it must be thrown by a rhyfler from Locations Armor Value.

a very close distance. Gave it all He got!! – Lance hits tractor, roll for
Location. Make a 2d6 Might roll against that Location’s
6/1
Throw Lance(Prime Explosive) - The rhyfler Armor Value. However the thrower becomes
Gobsmacked from extreme effort.
performing this Task must first declare a target tractor;
such is the cost of these devices that they are never -/-
Gotcha! – The Lance hit the tractor, roll for Location. Make
a 2d6 Might roll against that Locations Armor Value.
used against soft targets.
Plink! – The explosives don’t fire. The lance bounces
1/-
The attacking rhyfler then makes a 3” Move straight away harmlessly.
toward the target, ending within 6” of the tractor, and Cramp! Oh, &#$@!! –Thrower fumbles the launch and
throws the weapon. This quick little run provides the 1/1 Lance drops to their feet. Attacker is the center point of
a Blast (1, 2d6) attack.
rhyfler a -2 cover modifier against Reaction Fire.
The rhyfler then rolls on the Grafaenk Mk4 Lance Spalling
chart. If the attacker is successfully hit by a reaction, The precision explosives of the Grafaenk pose little threat to
individual rhyflers in the battlefield. However when they successfully
continue the Task, but read one row lower on the damage a tractor, bits of the weapon casing and debris from the hull
chart. After the Task is over, apply the results of the radiate outward in a devastating wave of spalling. Any rhyfler within
2” of the location of a successful attack against a tractor will be
Reaction to the rhyfler. caught in the blast, and suffer a 1d6+2 Might attack.
Scattergun
Scatterguns may be fired as normal but not beyond one Range Band. A Scattergun
may also be Volley Fired.
Volley Fire(Prepared) - This attack targets all
Scattergun rhyflers, friend or foe, in the weapon’s effect
Roll Outcome
area, or Zone. This Zone is one inch wide and
6/6 Devastating Volley! – All rhyflers in Zone are attacked at +2 Skill. is a line that extends a single Range Band from
6/- Successful Volley! – All rhyflers in Zone are attacked at +1 Skill. the Rhyfler’s base to the final target.
That kicks! – Attacks available targets in Zone at +1 Skill and the
6/1
Scattergunner is Gobsmacked.
Consult the Scattergun Outcome table
-/- Right on target! – Attacks rhyflers in Zone as normal.
before any to-hit rolls are made. If the firing
model is still active, conduct individual
Breach Fire! – The weapon malfunctions, and the Scattergunner
1/-
is Gobsmacked. Ranged Attacks against each model in the
Breach Explosion! – The weapon explodes, and the
line of fire. Volley Fire may only be Reacted
1/1
Scattergunner is OOA. Weapon is destroyed. to by Diving for Cover.

Select Fire(X)
Submachine guns, and some Light Machineguns, are capable of firing smaller, controlled bursts
than their larger cousins, resulting in more accuracy, albeit against fewer targets. This weapon
may perform a Ranged Attack against up to X enemy units within 4” of the each other.
Each attack must be against a different target, each is resolved separately(including
Reactions), and all targets are declared before any attacks are resolved. Each attack suffers an
additional penalty equal to the weapon’s Snapshot value. If the firing unit is wounded due to
Reaction Fire any remaining attacks are resolved as normal before the unit is marked OOA.
A weapon with the Select Fire ability may instead choose to perform a normal
Ranged Attack against a single target at no additional penalty.

New Special Abilities


Blunt Round
Coftyran Sharpshooter have made it common practice to carry specially modified
ammunition for targeting tractors. In order to use them the sharpshooter must first perform
a Prepare Weapon Task to load these anti-tractor rounds. These Blunt Rounds grant them a
1d6+2 Might roll against tractors, but do not confer any special bonuses against rhyflers.

Dead-Eye
Rhyflers with this ability may perform Aimed Shot without Taking Aim first.

Élan
Rhyflers within command range of this unit gain the Veteran ability.

Grenadier
The rhyfler does not need to first Prime Explosive before performing the Throw
Grenade Task, they may simply proceed to the attack.

16 Addendum 0525
Multi-Attack(X)
A unit with Multi-Attack(X) may make X attacks per Ranged Combat Task. Each attack
must be against different targets, each is resolved separately(including Reactions), and
all targets are declared before any attacks are resolved. Each attack is resolved with an
additional -X to Skill.
If the firing unit is wounded due to Reaction Fire any remaining attacks are
resolved as normal before the unit is marked OOA.

Onslaught
When performing the Fire and Advance Task, Leaders with this ability may ignore
the X restriction on the number of rhyflers gathered for the Task, but they must still
be within Y inches. Additionally those assigned to moving may elect to spend a point
of Pluck per rhyfler to perform the Charge Task.

Pack (X)
Some creatures move and attack in groups, which can be both terrifying and hard to
stop. For one Activation a number of these creatures equal to X may each individually
perform a Task, moving or attacking independently. The Tasks do not need to be the
same, and are independently resolved. Each individual creature is still limited to two
Tasks per Round.

PykPyk(X) Updated 05/25


Pykpyk Squirrels are treated as tokens and placed on the side of the play area. They
need not be placed on the board with their handler, do not need to be activated and
may not be attacked. (X) is the number of Pykpyks included with the Handler. Pykpyks
are not removed if their Handler’s status changes to Out of Action.
At any point during a commander’s round a Pykpyk may be exchanged to reveal
the current Activation card, reroll all the dice on a Skill Check, or to perform a Tend
Wounded Task on an Out of Action Rhyfler. This does not count as an Activation or the
performance of a Task.

Steady Under Fire Updated 05/25


Endlessly trained in fire discipline, these rhyflers understand the importance
of concentrating fire. This ability allows the rhyfler to perform Supporting Fire
without the Pluck cost. They may only Support and be Supported by rhyflers with
Steady Under Fire.

Support
Rhyflers with this ability may perform Supporting Fire when they meet the requirements of
the Task. They may only Support and be Supported by rhyflers with this ability.

Addendum 0525 17
Rules Clarifications
Overwatch
Overwatch (1) – A ready rhyfler may perform a Task to enter Overwatch status.
This lasts until the rhyfler performs another Task, either during an opponent’s
Round or their own.
The original document had stated “either during an opponent’s Turn or his own” and that
has been corrected above.
Overwatch Status – During the opposing commander’s Round a rhyfler on Overwatch
may make an immediate free attack against any enemy rhyfler performing a Task within
three Range Bands of his weapon.
Intent - Our intent with Overwatch is that a rhyfler remains in Overwatch Status until
they perform an action. That action can be during their opponent’s Round and immediately
interrupts an opposing rhyfler’s Task. A commander may also choose to Activate a rhyfler on
Overwatch Status during their Round, taking the rhyfler off Overwatch Status.

Supporting Fire
Supporting Fire (1 Pluck) – When a rhyfler performs a standard Ranged Attack against
an enemy, friendly rhyflers within 4” that have line of sight to the target may spend
a point of Pluck to fire in support. For each supporting rhyfler the firer gains +2 to
his Skill check. Supporting rhyflers may not perform another combat Task until their
commander’s next card.

We are changing the way Supporting Fire works and tying it down to specific rhyflers. In
trying to list out all the examples of what weapons can’t use it, we realized it was easier,
and closer to the initial intent, to lock it down to basic squad rhyflers. Now only rhyflers
with the Support Special Ability may perform Supporting Fire.

Loader (Minor Update 05/25)


This weapon works more efficiently with assistance from a designated Loader chosen at
the start of the battle. For squad weapons, such as the Coftyran Cryfen, a basic rhyfler
from the squad is chosen, while specialist weapon teams have dedicated profiles.
If the firing rhyfler is in base contact with this designated rhyfler, increase the
roll needed to pass any Skill Check by +1. This bonus applies to both standard Ranged
Attacks and Area Fire. Weapons with the Blast ability also benefit from this Skill bonus.

Snapshot Clarification
Weapons with Not Applicable or N/A in the Snapshot column are unable to perform
Reaction Fire or Opportunity Fire actions.

Change to Automatic Weapon Ability


Weapons with the Automatic ability no longer receive the +2 Skill bonus against single
targets. This may come back in the future as a new ability for heavier automatic weapons.

18 Addendum 0525
Activation Sequence
Clarification
Over the course of a battle the commanders assign
Activations to rhyflers for the performing of Tasks.
Terminology
During a given Round a maximum of two Activations
Activation The set of Activation Cards used to play the
may be assigned to any one rhyfler, only one of which Deck game.
may be used to perform a Combat Task. The commander One run through an entire Activation Deck.
does not have to indicate in advance which rhyflers will When the deck is exhausted, reshuffle the
Turn
receive how many Activations; they may see the result cards and start another Turn, alternating
which commander goes first.
of each Task before deciding on the next. A rhyfler’s two
When your opponent has pulled a card
allowed Tasks do not need to be performed consecutively. Round from the Activation Deck it is your Round to
Activate rhyflers.
Example: A commander may assign a Task to Rhyfler A, then
one to Rhyfler B, followed by a second to Rhyfler A. Activation
Rhyflers are assigned Activations to perform
Tasks. Most Tasks require one Activation to
The two Task per rhyfler limit is only in effect during perform.

the current Round. This limit does not carry over from The physical act a rhyfler performs
when given an Activation. This can be
one Round to another. If a commander wishes they may Task
a Movement, Combat, Leadership, or
assign Tasks to the same rhyfler several times over the Recovery Task.
course of multiple Rounds, but never more that two
during an individual Round.

Activation Deck
The Activation Deck is used to determine how may Activations a commander has at their
disposal during a Round. The Deck is composed of three cards numbered 3, four cards
numbered 4, and three cards numbered 5. Using this Deck a commander knows they will
always have at least three Activations at their disposal, with the potential of one or two more.
At the beginning of each Turn the Deck is shuffled, then one card is removed and
placed faced down on the battlefield. Commanders alternate drawing cards to determine
how many Activations their opponents have available to perform Tasks during the
Round.
On drawing the card the drawing commander does not tell their opponent, the
active commander, what number is on the card. The active commander assigns three
Activations to their rhyflers so they may perform Tasks. Then they ask, “Do I have a
fourth Activation?” Similarly, the active commander will not know if they have a fifth
Activation until having completed the fourth Task. Once they are done with their Round
the card is shown and discarded, then the commander who just finished their Round
draws a card for their opponent in the same way. When the deck is exhausted, replace
the removed card, shuffle the Deck and start another Turn.

Addendum 0525 19
Tasks
The Tasks a rhyfler may perform are broken down into five categories; Movement,
Combat (Ranged and Melee), Non-Combat, Leadership, and Recovery. Some Tasks
are more involved and require the use of Pluck to accomplish. These will state this
requirement after the name of the Task, for example: Snapshot (+1 Pluck)).
Some Tasks are so involved they require preparation before they can be performed.
These Tasks will list the prerequisite Non-Combat Task after their name, for example
Throw Grenade(Prime Explosive) or Aimed Shot(Take Aim).

Movement Tasks
Move – A ready rhyfler may move up to its Movement Allowance in any direction. This
movement may bring a rhyfler into base-to-base contact with an enemy rhyfler, changing
its status to Engaged.
Sprint – The rhyfler moves between full and up to double its Movement Allowance.
This Task cannot be used to bring a rhyfler into base-to-base contact with an enemy
rhyfler. A Sprint Task can not be combined with a second movement Task or a Charge.
This movement cannot take the rhyfler within two inches of an enemy rhyfler; if it does
the opponent may make an immediate free melee attack against the sprinting rhyfler.
If the Sprinting rhyfler becomes the target of Overwatch or Snapshot it may not
declare a Reaction. Instead the reacting rhyfler’s attack suffers a -2 penalty due to the
frantic movement of its target.
Jumping – As part of his movement a rhyfler may jump to a lower position with a
difference of up to 1” in height without penalty. A rhyfler may jump down a large
distance (between 1” and 2” in height) if it uses an entire Task, but no other movement
is allowed. Jumping down a large distance as part of a normal move requires making a
Skill check. Failing the Skill check means the rhyfler lands Gobsmacked. Jumping down
more than 2” in height requires both of the rhyfler’s Tasks that round and a Skill check
at -1 per each additional inch with the same consequences for failure.
A rhyfler may perform a jump of up to 1” in height or up to 2” horizontally as part
of a sprint move, halving the total distance of the move. To leap higher or farther the
rhyfler must make a Skill Check at a penalty of -1 per extra inch. If he fails he becomes
Gobsmacked at the point where the jump is declared.
Disengage – An Engaged rhyfler may make a Skill check to move away from an enemy
with which it is in base-to-base contact. If it succeeds, the rhyfler may move up to its
Movement Allowance away from its opponent. If it fails the enemy rhyfler gets an
immediate free attack. If the disengaging rhyfler survives this free attack it may then
move away from its opponent.
Multiple opponents make disengaging difficult. The rhyfler’s Skill check is at -1 for
each additional enemy beyond the first.

20 Addendum 0525
Ranged Combat Tasks
Ranged Attack – A Ready rhyfler shoots at an enemy rhyfler that is within his line of
sight and not Engaged with a rhyfler friendly to the shooter.
Supporting Fire (+Pluck) – When a rhyfler with the Support ability fires at an enemy
target, friendly rhyflers with the Support ability within 4” that have line of sight to
the target may spend a point of Pluck to add their firepower to the Task. For each
supporting rhyfler the firer gains +2 to his Skill check. Supporting rhyflers may not
perform another Combat Task until their commander’s next Round.
Aimed Shot (Take Aim) – A Prepared rhyfler may perform a ranged attack without
incurring penalties from the distance to the target.
Overwatch – A ready rhyfler may spend an Activation to enter Overwatch status.
This lasts until the rhyfler performs another Task, either during their opponent’s
Round or their own.
Snapshot (+1 Pluck) – A Ready rhyfler may spend 1 Pluck to make a normal Ranged
Attack against an enemy rhyfler who performs a non-combat Task in his LOS and within
3 range bands. The rhyfler fired upon may choose to declare a Reaction. In any case the
Skill check subtracts the Snapshot penalty for the weapon, in addition to other modifiers,
eg -1 for not diving, -4 for Diving For Cover. If a Reaction Shot is chosen he must target
the rhyfler shooting at him, and that rhyfler cannot Dive for Cover.

Example: Crusader Rhyfler Gryg attempts to cross from behind a barn to a stack of barrels
nearby. As Gryg begins his move, Coftyran Yawdryl M’kayl takes a Snapshot at him. Gryg
decides to react by shooting back, halting Gryg’s move at a point of M’kayl’s choosing. M’kayl
may not react to this reaction. M’kayl’s shot is resolved first with appropriate modifiers, followed
by Gryg’s if he is still in Ready Status after the attack.
Rhyfler Gryg could also have chosen to Dive For Cover, moving the rest of his allowance
toward the barrels. If Gryg had been in the open he could Dive and become Prone.
Area Fire - A rhyfler with an automatic weapon may attack several figures in a group.
All figures must be within a 4” diameter circle. The Skill roll necessary is -1 per figure in
the target group. Light cover does not apply, but if any figure has better cover assume all
figures have the best cover. Targets will decide to Dive for Cover or return fire, and then a
roll is made for each figure with the appropriate modifier for their response.

Addendum 0525 21
Throw Grenade (Prime Explosive) – Rhyflers typically carry smoke and fragmentation
grenades, though their quality varies widely, or wildly. When a rhyfler throws a grenade
his commander indicates a location (for a smoke grenade) or a target rhyfler (for a
fragmentation grenade) within 10”, rolls two dice, and checks the appropriate chart.
A smoke marker should be the same size as a rhyfler’s base. Ranged attacks tracing
LOS through a smoke marker have a -3 penalty to Skill. Ranged attacks tracing LOS
within 1” of a smoke marker have a -1 penalty to Skill.
All smoke markers are removed when the Activation Deck is reshuffled.

Smoke Grenade
Roll Outcome
Place a smoke marker at the designated location, and a second
6/6
smoke marker 1” away.
6/- Place a smoke marker at the designated location.
Place a smoke marker at the designated location, and the opposing
6/1
commander places a second smoke marker up to 2” away.
Opposing commander places a smoke marker up to 3” away from
-/-
the designated location.
1/- Grenade bounces and produces little smoke.
1/1 Place a smoke marker immediately in front of the thrower.

Fragmentation grenades follow the rules for a Might Attack under the Melee Task section.

Fragmentation Grenade
Roll Outcome
Target suffers a 3d6 Might attack, rhyflers within 3” suffer a 2d6
6/6
Might attack
Target suffers a 2d6 Might attack, rhyflers within 2” suffer a 2d6
6/-
Might attack
6/1 Target suffers a 2d6+1 Might attack, thrower is Gobsmacked
-/- Target suffers a 1d6 Might attack.
1/- Grenade bounces away and is harmless
1/1 Thrower suffers a 2d6 Might attack

Either type of grenade may be thrown blind, at a target or location the thrower
cannot see. Smoke grenades can be placed normally this way, but a rhyfler can only
throw a fragmentation grenade if he could reasonably know a target is there, having
seen enemies moving to that location or hearing them fire from that location, etc. In this
case the grenade thrower rolls three dice for the random outcome table and the opposing
commander chooses two of these dice to compare to the chart.

22 Addendum 0525
Melee Combat Tasks
Melee Attack – The rhyfler declares an attack against an engaged enemy, performing a
Skill check to see if the attack succeeds.
Charge (+1 Pluck) – A ready rhyfler performing this Task must spend one point of Pluck
to execute a charge maneuver. The rhyfler moves at least his full and up to double his
movement allowance to engage an enemy rhyfler. If the rhyfler ends the move in base-to-
base contact with an enemy, he may immediately perform a free Melee Attack Task.
Only the target of the Charge may perform a Snapshot against this rhyfler. Rhyflers
in Overwatch Status may respond to a Charge as if it were a non-combat Task.
Powerful Blow (+1 Pluck) – An engaged rhyfler may spend a point of Pluck to land a more
powerful blow against an Engaged opponent. The attack is at a +1 bonus to both Skill and
Might.

Non-Combat Tasks
Prepare Weapon – Some weapons require a little more time to prepare for an attack. This
could be the loading of special Anti-Tractor ammunition, or selecting to fire all the barrels
on a scattergun. A ready rhyfler may perform this Task in preparation for a weapons Special
Ability attack. The rhyfler is then ready to perform the associated Combat Task. If the
commander does not have sufficient Activations this round to complete the second Task, the
rhyfler is marked as have Prepared. Once Prepared the weapon remains that way until it is
fired or the rhyfler performs this task again to switch back to the standard mode of firing.
Prime Explosive – Grenades and other explosive are secured for safe transport by means
of a mechanical safety. In order to attack with such explosive this mechanism must first be
deactivated, priming the weapon to explode. After this task is performed the rhyfler may
attack with the device. If the commander does not have sufficient Activations this round to
complete the second Task, the rhyfler is marked as having a Primed Device. Once the device
is Primed it remains that way until it is used in an attack or the rhyfler performs this task
again to make it safe for transport again.
Should a rhyfler with a Primed explosive be attacked and taken Out of Action, the
weapon is dropped and detonates. Center the effects of the weapon on the fallen rhyfler and
resolve the attack; the unlucky rhyfler counting as both target and thrower.
Take Aim – The rhyfler braces and spends extra time lining up a shot. After performing
this Task the rhyfler can either take an Aimed Shot or go on Overwatch. If the commander
does not have sufficient Activations this round to complete the second Task, the rhyfler is
marked as have Prepared.
If the rhyfler Taking Aim is attacked or chooses to move this status is lost.

Leadership Tasks
Group Movement (+1 Pluck) – A ready rhyfler with the Leader ability may spend one Pluck to
allow himself and X ready friendly rhyflers, within y inches, to make a normal Move or Sprint.
Additionally this counts as one Task towards their limit for any friendly rhyflers moved.
Regroup (Whole card) – Before using any Activations on a new card a commander may
have a rhyfler with the Leader ability perform a Regroup Task. His opponent reveals the
current card and the active commander gains Pluck equal to the card’s value.

Addendum 0525 23
Fire and Advance (+1 Pluck)
This rhyfler may perform a special type of Group Move using their Leader(X,Y) Ability
in which some rhyflers provide a fusillade of Covering Fire while others advance.
After spending a point of Pluck the Leader selects themselves and X rhyflers
within Y inches to perform this Task. Half of the selected rhyflers fire wildly at
enemy units while the other half performs a Sprint move that ends in cover or
the rhyflers dropping Prone. If there is an odd number the larger grouping must
provide the Covering Fire.
Fire and Advance counts as one
Under Fire Table Task towards their limit of 2 for all
Roll Outcome rhyflers involved; it is not considered
Got ‘em! – The reacting rhyfler successfully lands a shot on one of the a Combat Task for any of the involved
6/6 Covering Fire rhyflers, taking him OOA. The choice of rhyfler goes to
the Active Commander.
rhyflers.
Two can play this game! – The reacting rhyfler is able to send enough
This Covering Fire is meant to
6/-
lead back at the Covering Fire rhyflers to Gobsmack one of his choice. dissuade Reaction Fire, Snapshots and
Youch!! – The reacting rhyfler is able to Gobsmack an enemy of his Overwatch attacks from enemy rhyflers,
6/1
choice, but he is Gobsmacked as well. thus it prevents those reactions. However
-/-
Keep your heads down! – The reacting Rhyfler is unable to get a clear shot a persistent enemy may attempt to make
and drops Prone.
such a reaction by rolling on the Under
1/- I got thi–aaack! – The reacting rhyfler is hit and Gobsmacked. Fire chart. The result replaces the reaction
1/1
They shot Frytz! – The reacting rhyfler is hit by a stray bullet and taken attack.
OOA. The reacting commander gains a point of Pluck in outrage!

Recovery Tasks
Study the Battlefield – A commander may choose to spend an Activation to add a
point of Pluck to his pool.
Recover – Remove a Gobsmacked marker from a rhyfler. The Recovered rhyfler may
choose to stand up and lose Prone status as part of the same Task, but it is not required.
Tend Wounded – A rhyfler may move 1” to get into base to base contact with an Out Of
Action rhyfler who has not yet been checked to see the extent of their wounds by rolling a die.

Tend Wounded
Roll Result
I’m Good, I’m Good! – The rhyfler had their bell rung, but a good shake helps them pull
6-5
it together. The rhyfler returns to the fight Ready.
I Need A Second! – The rhyfler is no longer OOA, but needs time to recover. They gain
4
Gobsmacked status.
It’s Just a Flesh Wound! – The rhyfler is ambulatory but not fully functional. They can only
perform one Task a Round. If they are in Cover this can be a Combat Task, otherwise they
3
must move towards Cover. If this rhyfler becomes Gobsmacked or OOA again, remove
them from the battlefield.
Don’t Leave Me Out Here!! – The rhyfler is alive and bandaged, but can’t move on
their own. They gain the Heavy(2,4) ability and may be carried off the battlefield with
2 the assistance of another rhyfler. Wounded rhyflers that are assisted off the battlefield
grant their commander 3 Pluck.

It’s Up To the Ancestors Now... – The rhyfler has been wounded so badly that they
1
cannot participate in the remainder of the battle. Remove them from the battlefield.

24 Addendum 0525
Example of a Round
Two fine young Gentlequar settle upon an evening’s entertainment with thoughts
of recreating the battles of their ancestors. After having procured a tabletop space
festooned with an appropriate amount of terrain, they both develop historically
accurate lists of rhyflers who would have been engaged in such an endeavour.
Deployment ensues, peacefully and strategically, and it is time for the first commander
to issue Tasks to his Quar.
Young Ryck has generously allowed his opponent, D’smynd, to begin the
recreation. Ryck takes the Activation Deck, gives it a thorough shuffle, and places it
off to the side of the playing surface. He draws the first card and sets it down without
viewing near the deck. Then Ryck draws D’smynd’s first Activation Card for the turn,
noting to himself that it is a 4.
D’smynd decides to adjust the initial placement of his rhyflers with the
assigning of the Group Move Task to his junior officer. His Yawdryl performs the
Task(requiring an additional expenditure of Pluck) and issues the order to three of
his rhyflers within 4” to move towards a more tactical location. The four rhyflers
cross a field to a low wall, granting them cover and Line of Sight to a group enemy
fighters. (First Activation spent, and the Yawdryl’s first of two allowed Tasks)
D’smynd then elects to have the Yawdryl target one of the enemy with a Ranged
Attack. His opponent correctly responds by diving for cover, and is missed.(The
Second Activation spent. The Yawdryl’s second and final Task this Round, as well
as his only allowed Combat Task) At this point D’smynd decides to Sprint one
of the rearguard rhyflers to a better location for shooting the enemy.(The Third
Activation spent and this rhyfler’s first Task)
Ryck then declares one of his ready rhyfler will take a Snapshot against the sprinting
rhyfler, who elects to keep moving, giving the Snapshot an additional -2 penalty. Ryck
expends a point of Pluck, takes the shot, and misses. Cheers and Jeers abound!
D’smynd then politely asks Ryck if there is a Fourth Activation available to
which Ryck gallantly replies “Indeed!” D’smynd then chooses a rhyfler to assign the
Task of shooting at another foe, but this time he spends two point of Pluck to ensure
the devastation of his target with Supporting fire from the other two rhyflers. Once
again the cowardly enemy combatant Dives for Cover, but this time the firepower
is overwhelming and the enemy is hit! The result of the Skill Check is such that the
punctured rhyfler is Out of Action.(The Fourth Activation spent. The first Task for this
rhyfler; his only allowed Combat Task. In addition the two supporting rhyflers count as
having performed a Combat Task for the Round.)
Again, with the honor of his ancestors, D’smynd inquires about a potential Fifth
Activation. Stung from the loss of his comrade, Ryck rudely announces “Not this time,
oh no, sir! Not this time indeed!” D’smynd’s Round is over and it is up to him to pull
the Activation card for the second Round of the Turn. Who know what Ryck’s rhyflers
will achieve with their time in the limelight?

Addendum 0525 25

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