This Very Ground QRS
This Very Ground QRS
This Very Ground QRS
Cover (with Morale Modifier): Incidental: 1 to Marksmanship. Tall grass, obscuring foliage. +1 MM. Light: 2 to Marksmanship. Weeds, undergrowth, light woods, wooden fences. +2 MM. Medium: 3 to Marksmanship. Medium woods, heavy undergrowth, light rocks, stone walls. +3 MM. Heavy: 4 to Marksmanship. Deep woods, large boulders, entrenchments, improvised barricades. +4 MM. Fortifications: 5 to Marksmanship. Log blockhouses, earthen forts, reinforced barricades. +5 MM. Linear Obstacles: -1 to Marksmanship.Firing across a wall or other obstacle at a unit beyond. This also includes firing across a field that offers incidental cover. Weapons Chart: Musket *Bayonet Rifle Pistol Bow Hatchet **Knife Sword Club Pole Arm Axe Unarmed R 15 25 10 10 W 8/6 6 8/6 8/6 7 8 4 7 6 10 9 x I -2 +3/+1 -2 +1 +2 +1 -2 -1 0 S
*Models using muskets for ranged combat wound on 8. Models using muskets in melee wound on 6. Models defending that use bayonets get +3 Initiative. Models charging that use bayonets get +1 Initiative. **Use knife effect if reroll is a successful hit. Can only be used if other weapon is single-handed.
Melee: Courage Check to Charge Courage Check to Stand Ground Place models in contact Roll for Melee Initiative Roll for Melee attacks (from highest Initiative to lowest) Courage score to Charge (Note: these + modifiers will not take a units Courage score higher than their natural score). +1 for each model more than the enemy unit. +1 for charging with fixed bayonets. +2 for Indian units charging. -1 for each model less than the enemy unit. -2 for charging a unit in Light cover. -3 for charging an enemy unit in Medium cover. -4 for charging an enemy unit in Heavy cover. Courage score to Charge (Note: these + modifiers will not take a units Courage score higher than their natural score). -1 for each model less than the enemy unit. -2 for receiving a bayonet charge. +2 for defending Light cover. +3 for defending Medium cover. +4 for defending Heavy cover.
Formed: Usually Formed units take two ranks. Also, a Formed unit can form into a column two wide and as many deep as the unit requires for movement down roads or narrow areas. Formed units can be in pretty much any configuration as a player wants, but with these limitations in mind: Front fire arc: A Formed unit can fire two ranks deep from their front facing along a flat front. A Formed unit can be flanked in Melee. Changing shape and form: Formed units may change shape and form during their movement with no movement penalties applied. Movement: May Hold 0, Displace 3, or March 6. May only Double Time 9 on terrain that gives bonuses to movement. Firing: May Volley. Cover: Does not gain the benefit of Incidental cover (-1) or Light cover (-2). Morale (European Regulars only): Does not take a Courage check until unit loses at least 50% in casualties. Always check Courage at full Courage score (not subject to modifiers) until unit loses at least 75% in casualties. Formed units of European Regulars that are Routing cannot be rallied except by an Officer. They will continue to Rout 9 until Rallied. If this takes them off the table they are removed from play. This represents the difficulty of breaking formed units of European armies, but also the fact that once they broke, they were difficult to rally and reform. Non-European formed units always takes Courage checks when taking fire, except if fired at by skirmish units that inflict no casualties. Loose: Fire arc: A Loose unit can fire two ranks deep from their front facing along a 180 arc to the rear rank. A Loose unit can be flanked in Melee. Targeting: A Loose unit may only fire at one target. Changing shape and form: Loose units may change shape and form during their movement with no movement penalties applied. Movement: May Hold 0, Displace 3, March 6, or Double Time 9. Firing: May Volley. Volley does not add the -2 Morale Modifier when fired by a Loose formation. Cover: Gains all cover benefits. Morale: Always takes Courage checks when taking fire, except if fired at by skirmish units that inflict no casualties. Skirmish: Fire arc: A Skirmish unit can fire from a 360 front. A Skirmish unit cannot be flanked in Melee. Targeting: A Skirmish unit may only fire at one target. Changing shape and form: Skirmish units may change shape and form during their movement with no movement penalties applied. Movement: May Hold 0, Displace 3, March 6, or Double Time 9. Does not gain any bonuses for movement from terrain, but is also never hindered by terrain modifiers of any kind except impassable terrain. Firing: May not Volley. May fire one extra model when firing. Cover: Gains all cover benefits. Morale: Always takes Courage checks when taking fire, except if fired at by skirmish units that inflict no casualties. Optional Rule: If a skirmish unit fails to Rally from a Rout, the unit completely disintegrates and is removed from the game.