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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 Pete Murray

Illustration and Art Development Background and Setting Fiction


Jennie Redwitz Copy Editor/Design Consultant Aaron Brown Miniatures Sculptor Andrew Dayton, Jacob Speirs, Jon Usiak, Jackson Bigelow Additional Art 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 Present
The Crusade The Royalists

5
8 10
10 11 12

Actions

The Great Wall

12

Resolving Actions

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

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56 56 57 57 58 58 62 64 64 65 66 67 68 71 72 74 76

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The Crusaders
Force Organization Crusader Weapons Force Organization Coftyran Weapons Units

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18 24 36 42 48
48 48 49 49 49 50 51 52 53 53 54 55

The Coftyrans Rules of Conduct


Squad Section Company Command Range Independent Units Teams Terrain Measuring

33 47

Special Weapons

67

Special Units

72

The Field of Battle Game Turn

51 53

Special Rules Missions

The Battle for Gate 18


Meeting Engagement Ambush Breakout Armored Assault Reconnaissance Over the Top, Lads! Open Warfare

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86
89 91 93 95 97 99 101

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

Design Notes Tables

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.

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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.

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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 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.

The Crusade

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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.

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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. Syrnol Gwaeyb, Commanding 6 Companies: 12 Officers, 324 Enlisted

1023rd Line

Though not rated as Guards, the 1023rd served more time on the line than any other Catrawd in the Brigade during the invasion of Maer Braech. Though they had been slated to serve garrison duty, their experience and familiarity with southern Maer Braech means that they have been sent back into combat againwhich has caused more than a little grumbling among these veteran troops.

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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. Sylwedl Noryst, Commanding 5 Companies: 12 Officers, 350 Enlisted

PB 824

Rather than serve years in a Tokish prison camp, the Quar of this penal battalion have chosen to risk frontline service and a commuted sentence. They have the confidence of neither the high command nor the other units of the Brigade, but they are bodies in the ranks and they know that if they fail in their duty they face execution by firing squad.

Squadron B, 271st Armored Tractors

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
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.

Bogen 12mm Assault Rifle

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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 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.

Dinas Cavalry Carbine

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.

Afir Tk3 15mm Antimateriel Rifle

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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

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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

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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
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

Harlech Long Rifle

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.

Cryfen LMG

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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

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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 Crusader Coftyran Squad 6 6 Section 18 12 Company 36 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
Fire Teams

There are two types of teams: Fire Teams and Weapons 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


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.

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

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
1. 2. 3. 4. Caertens Phase is-Caertens Phase Yawdryls Phase End Phase

The game is divided into several turns, each consisting of the following sub-phases.

1. The Caertens 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

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.

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.

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.

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.

Combat Actions

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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 Positive Both bad and good Neutral Negative Very negative Notation 6/6 6/25 6/1 25/25 1/25 1/1 Each die results in a 6 Either results in a 6, the other in a 25 Either results in a 6, the other in a 1 Neither die results in a 1 or a 6 Either results in a 1, the other in a 25 Each die results in a 1 Very Positive

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 Bogen Assault Rifle Ryshi Heavy Rifle Grifkis Shotgun H-11A LMG Dinas Cavalry Carbine Mark 2 Infantry Mortar Weapon Harlech Long Rifle Doru SMG Cryfen LMG R.C.O. Field Gun Weapon HMG HSG # of Dice 2 2 10 2 Template Lethal Dice 0 1 3 2 1 Max. Range 48 48 12 48 24 48 Max. Range 96 24 48 96 Max. Range 96 16 Assault No No Yes No Yes No Assault No Yes No No Assault No No PV 4 3 5 3 4 4 PV 3 4 3 2 PV 2 2

Coftyran Weapons
# of Dice 1 4 8 Template Lethal Dice 0 0 3

Common Weapons
# of Dice 16 10 Lethal Dice 4 10

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Condition Shifts

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.

Condition Shifts Table

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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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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Assault Weapons
Weapon Shotgun SMG Pistol Carbine Bayonet Hand Weapon

Dice +1 +1 +1 +1

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.
Lethal +2 +1 +1 +1* +1*

Assault Combat

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.

*Only in base-to-base contact

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
Ian Pillay (order #3626995)

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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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 6/1 25/25 1/25 1/1 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

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.

Rules of Conduct
Ian Pillay (order #3626995)

Example: Josh has four broken rhyflers, three in one unit, and the last in another. During the End Phase he rolls on the Morale Table to see what happens to them. He rolls two dice for the unit with three broken rhyflers. The result is 4 and 6. This result falls into the 6/25 row. The three rhyflers recover with no additional penalty. He then rolls for the unit with one broken rhyfler. This time the result is 6 and 1. This results in the rhyfler falling back 8 inches and then recovering. During the units next activation the rhyfler must move to regain coherency. Standard Bearer A Company Standard provides a Morale boost to any Quar nearby. Any Morale check made within 12 inches of a Standard Bearer is made with three dice. The player then picks the two rolled values he would like to use. Musician The Companys Musician helps to Musicians Table keep morale high and spreads the Roll Result influence of the Caertens Retinue, 6/6 Plays State Song: +12 to Standard Bearer but sometimes the Musician picks 6/25 Plays Companys Song: +6 to Standard Bearer the wrong tune. During the End Phase but before Morale checks, Plays Local Dirge: One unit within 12 is inspired to a suicidal act of 6/1 bravery; unit makes an immediate Move action towards enemy a commander may choose to roll on the Musicians Table in an atPlay on, Llaedaw!: Another turn of playing will automatically receive +6 to 25/25 the Standard Bearer that turn tempt to improve the morale of the Company. Bonuses to the Standard 1/25 Plays Song Out of Key: Units within 12 gain four Suppression next turn Bearer are applied during the cur1/1 Instrument Destroyed: Caertens Retinue may not act next turn rent End Phase, while penalties apply to the next turn.

Loss of Leadership

Any time that a command figure is killed or otherwise removed from play all units under that leaders command suffer a Loss of Leadership penalty. The penalty is determined by the fallen leaders position in the command structure. Yawdryl If a Yawdryl is lost then a new model is nominated as Yawdryl and during the next turns stack phase the activation card for his unit is placed face up. On subsequent turns the unit stacks as normal unless the new Yawdryl is also killed. is-Caerten If an is-Caerten is killed then either the Caerten or Master Yawdryl, if available, may step in and lead the Section. If the Master Yawdryl takes over during the next turns stack phase the activation card for all units under his command are placed faceup. On

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Caerten If the Caerten is killed then either is-Caerten may replace him. A Master Yawdryl or one of his own Yawdryls needs to replace a missing is-Caerten as per the rules above. All cards for the Company will be played faceup on the turn following the death of the Caerten.

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.

Out of Leadership

Coherency If a unit is out of coherency with the next level of command it is considered Out of Leadership. While a unit is Out of Leadership its activation cards will be placed faceup. Out of Leadership units will not receive new Movement directions or Fire Priority orders. Broken Commander If a units next level of command is broken due to Suppression or Morale effects, it is considered Out of Leadership. While a unit is Out of Leadership its activation cards will be placed faceup. Out of Leadership units will not receive new Movement directions or Fire Priority orders. Units Out of Leadership may continue to follow previous Movement directions or Fire Priority orders, or move toward coherency.

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Ian Pillay (order #3626995)

Special Weapons
Light Mortar

The following rules and tables define the effects of special and heavy weapons.

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 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

Smoke

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.

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Fire Resolution

Heavy Weapons work differently than other Ranged Weapons. They are still tied to an activation card but also affect their field of fire during the entire turn. At the start of the game the controlling player must set the initial lines of fire by placing two touching, 5-inch wide counters a specified distance away from the weapon. This creates a cone that is considered the weapons field of fire. Any model within that cone suffers from the effects of the Heavy Weapon, losing one action. HMG The two counters are placed 12 inches away from the weapon. The field of fire for the longer-ranged HMG extends past the counters to a maximum of 96 inches. HSG The two counters are placed 16 inches away from the weapon. For the HSG the field of fire stops at the counters. If the Heavy Weapons field of fire is obscured by Smoke the width of the cone drops to 5 inches. The controlling player chooses which of the two counters to remove. This represents the gunner needing to concentrate fire to be effective through the Smoke. Any targeted unit will also gain a Visibility Condition Shift.

Actions

Upon activation of the weapon the controlling player may choose to hold, move, or swing its field of fire. Regardless of whether the cone is held, swung, or moved the weapon may only perform one fire action per turn, either when activated or placed in overwatch until a unit moves into the line of fire. Hold To hold the field the player merely states that he is doing so. Any unit in the field of fire loses one of its two actions. The activated unit may fire at one unit within its field of fire. Move To move the cone the player places a third 5-inch marker on either side of the cone and then removes the further of the two initial counters. The firing unit may do this before or after firing the weapon for the turn. Units activated under the cone in its new position receive the full effects even if they were not fired upon that turn.

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Swing To swing the field of fire, during its activation the Heavy Weapon Squad removes the templates instead of firing. On its next activation the Squad may place the cone anywhere within its line of sight, no matter how far it is from where the cone was in the previous turn. The activated unit may then fire at one unit within the new field of fire. Defensive Fire If the unit is in danger of being flanked or attacked from behind, they may abandon the Heavy Weapon in favor of setting up a defensive perimeter. The cone for the heavy weapon is dropped and the Rhyflers may declare Opportunity Fire using their standard firearms.

Heavy Weapons saturate their field of fire with deadly projectiles, causing any unit within range to proceed carefully. Any unit within the field of fire loses one action, but may attempt to regain momentum. Target units may attempt to push HMG/HSG Table through the fire to regain their lost action. Roll Result After they are activated but before they are moved a unit may roll on the HMG/HSG 6/6 Heroic Surge: Unit no longer suffers penalty for rest of game Table to regain lost momentum. Roll on the 6/25 Keep Moving: Unit recovers lost action table and apply the result. This roll may 6/1 Advance at a Cost: Full recovery/Take fire result in additional fire out of turn for the 25/25 Second Thoughts: Normal penalty applies weapon. A unit that takes fire suffers a full 1/25 Too Much Fire: Lose both actions normal attack from the weapon whether or 1/1 Poor Timing: Unit takes fire/loses both actions not it has fired previouslythat is the risk of moving under heavy fire.

Moving Through 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.

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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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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.

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.

Deployment

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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.

Sniper Table
Roll 6/6 6/25 6/1 25/25 1/25 1/1 Kill Yes Yes Yes Yes No No Who Picks Victim Sniper Target Target Target NA NA Prone Yes Yes No Yes Yes No Detection Level No change +1 Level +1 Level +1 Level +1 Level Spotted

Communication Disruption

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 Condition Shift. This Condition Shift is then applied as a negative modifier to the Damage Table.

Damage Table
Roll 6 5 4 3 2 1 Catastrophic BOOM! Immobile Lose Card Game Turret Locked Lose Card Temp Retreat 2 Disabling Roll Catastrophic Lose Card Game Turret Locked Lose Card Temp Retreat 2 Turn on Target Damaging Lose Card Temp Retreat 2 Turn on Target No Effect No Effect 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 6/6 6/25 6/1 25/25 1/25 1/1 PV 1 Catastrophic +1 Catastrophic Damaging Disabling No effect No effect PV 2 Catastrophic Disabling Damaging Disabling -1 No effect No effect PV 3 Disabling Disabling -1 Damaging Damaging -1 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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Ian Pillay (order #3626995)

The Battle for Gate 18

Tableaus of Combat for Simulation on the Tabletop

Ian Pillay (order #3626995)

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


Ian Pillay (order #3626995)

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.

The Battle for Gate 18


Ian Pillay (order #3626995)

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.

The Battle for Gate 18


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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
Rhyfler Officer Cavalry

Victory Points
2 vp 5 vp 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.

The Battle for Gate 18


Ian Pillay (order #3626995)

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.

The Battle for Gate 18


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The Battle for Gate 18


Ian Pillay (order #3626995)

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
1st Section, A Company 1023rd Line

Coftyrans
2nd Section, Company 9 1212th Freywilgh

Infantry Section

Infantry Section

The Battle for Gate 18


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The Battle for Gate 18


Ian Pillay (order #3626995)

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
1st Section, D Company 728th Line B squad, 2nd Wedge 2nd Troop, 101st Cavalry

Coftyrans
is-Caerten 3 x 5 Quar teams HMG Team
Elements: Company 3 The Royal Sentries

Infantry Section Cavalry Squad

Were surrounded. That simplifies the situation considerably.

Yawdryl Yvor, D Company, 728th Line

The Battle for Gate 18


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91

The Battle for Gate 18


Ian Pillay (order #3626995)

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.

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.

Crusaders
2nd Section, D Company 1023rd Line C squad, 1st Wedge 3rd Troop, 101st Cavalry

Coftyrans
Infantry Company
Company 7 904th Freywilgh

Infantry Section Cavalry Squad

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

The Battle for Gate 18


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93

The Battle for Gate 18


Ian Pillay (order #3626995)

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
Infantry Company
F Company 5094th RB

Coftyrans
Infantry Section 2 x HMG Teams Sniper Field Gun

Irate Squirrel Squadron B, 271st AT

Baeliog

Elements: Company 23, 4520th Militia Elements: 3rd Crymuster HQ Group

The Battle for Gate 18


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The Battle for Gate 18


Ian Pillay (order #3626995)

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
Infantry Section

Coftyrans
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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The Battle for Gate 18


Ian Pillay (order #3626995)

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
Infantry Company Sniper HSG

Coftyrans
Infantry Company Sniper HMG

Elements: PB 824 Elements: 55th Guard HQ

Elements: 1212th Freywilgh Elements: 4610th Militia

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The Battle for Gate 18


Ian Pillay (order #3626995)

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
Infantry Company Sniper Cavalry Squad Baeliog

Coftyrans
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)

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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!

Ian Pillay (order #3626995)

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?

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Ian Pillay (order #3626995)

Sequoia Blankenship, Art

Ian Pillay (order #3626995)

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.

Ian Pillay (order #3626995)

Ranged Weapons Table


Crusader Weapons Weapon # of Dice 2 2 10 2 Template Coftyran Weapons Weapon # of Dice 1 4 8 Template Common Weapons Weapon HMG HSG # of Dice 16 10 Lethal Dice 4 10 Max. Range 96 16 Assault No No PV 2 2 0 0 3 Lethal Dice 48 Max. Range 96 24 48 96 1 24 2 48 3 12 1 48 No Yes No Yes No Assault No Yes No No 0 48 No Lethal Dice Max. Range Assault PV 4 3 5 3 4 4 PV 3 4 3 2

Tables
Command Range Table
Force Crusader Coftyran Dinas Cavalry Carbine Mark 2 Infantry Mortar 6 12 24 H-11A LMG 6 18 36 Grifkis Shotgun Squad Section Company Ryshi Heavy Rifle

pg 59

Ian Pillay (order #3626995)

pg 49

Bogen Assault Rifle

Assault Wpns. Table


Weapon Shotgun SMG Pistol Carbine Bayonet Hand Weapon *Only in base-to-base contact +1* +1* +1 +1 +1 R.C.O. Field Gun +1 +1 Cryfen LMG +1 +2 Doru SMG Dice Lethal Harlech Long Rifle

pg 62

Morale Table
Roll 6/6 6/25 6/1 25/25 1/25 1/1 Recover, no penalty Fall back 8 then recover Fall back 4 then recover Fall back 8, not recovered Remove as casualty Extra immediate action for Rhyfler Result

pg 64

Musicians Table
Roll 6/6 6/25 6/1 25/25 1/25 1/1 Result Plays State Song: +12 to Standard Bearer Plays Companys Song: +6 to Standard Bearer

pg 65

Plays Local Dirge: One unit within 12 is inspired to a suicidal act of bravery; unit makes an immediate Move action towards enemy 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

Ian Pillay (order #3626995)

Smoke Table
Roll 6/6 6/25 6/1 25/25 1/25 1/1 Strong Wind: Remove all Smoke templates 1/1 No NA Unfavorable Wind: Opponent moves template 3 1/25 No NA Smoke Disperses: Remove template 25/25 Yes Target Mixed Blessing: Opponent adds second template 6/1 Yes Target Favorable Wind: Owner moves template 3 6/25 Yes Target Yes No Yes Yes No Strong Round: Owner adds second template 6/6 Yes Sniper Yes Result Roll Kill Who Picks Victim Prone

pg 68

Sniper Table

pg 73
Detection Level No change +1 Level +1 Level +1 Level +1 Level Spotted

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

Blast Table
Roll 6/6 6/25 6/1 25/25 1/25 1/1 Breech Explosion: Firing unit takes a two-dice hit Dud round: Target unit takes one-die hit Normal Round: No modification Weak Round: Causes Suppression only (unblocked 6s are treated as Suppression in addition to normal Suppression rules) Strong Round: Add one Lethal die to pool 6/25 6/1 25/25 1/25 1/1 Hot Round: +One Lethal die per target 6/6 Result Roll

pg 67, 71

HMG/HSG Table
Result

pg 70
Heroic Surge: Unit no longer suffers penalty for rest of game Keep Moving: Unit recovers lost action Advance at a Cost: Full recovery/Take fire Second Thoughts: Normal penalty applies Too Much Fire: Lose both actions Poor Timing: Unit takes fire/loses both actions

Damage Table
Roll 6 5 4 3 2 1 Retreat 2 Lose Card Temp Turret Locked Lose Card Game Immobile Turret Locked Lose Card Temp Retreat 2 Turn on Target BOOM! Roll Catastrophic Lose Card Game Catastrophic Disabling

pg 77
Damaging Lose Card Temp Retreat 2 Turn on Target No Effect No Effect No Effect

Fire Effect Table


Roll 6/6 6/25 6/1 25/25 1/25 1/1 PV 1 Catastrophic +1 Catastrophic Damaging Disabling No effect No effect PV 2 Catastrophic Disabling Damaging Disabling -1 No effect No effect

pg 78
PV 3 Disabling Disabling -1 Damaging Damaging -1 No effect 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.

Condition Shifts
Condition Obstacle Fortification Prone Visibility Speed Shift 1 2 1 1 1

pg 60
Stack Yes Yes Yes Yes No

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