Saturday 16 February 2019

Homemade QRS for Rebels and Patriots

Osprey will be publishing a downloadable Quick Reference Sheet (QRS) for Rebels and Patriots here, but currently there isn't one. As I have my first game planned for Monday week I decided to knock one up for temporary use. This has been a good learning exercise.

It's correct AFAIK but may not reflect exact Osprey/Rampant style and is totally unofficial. I've added references to page numbers which I find helpful.

REBELS AND PATRIOTS - UNOFFICIAL QUICK REFERENCE SHEET

GAME SEQUENCE (37)
• Choose Scenario
• Determine armies
• Set up tabletop and define terrain (38)
• Dice for Officer’s Trait (9-10)
• Dice for who will attack/defend (38)
• Muster Companies (7)
• Deploy
• Battle

GAME TURN SEQUENCE (21)
• Attacker always goes first (38)
• Select a unit to activate
• Declare Action (optional)
• Action Test
• Repeat for other units
• Other player’s turn
• Check victory conditions

ACTIVATING YOUR UNITS (21)
• Move (any unit) (23)
• Attack (any unit except Artillery) (24)
• Fire (any unit that has a firing value except Natives and Light Cavalry) (28)
• Skirmish (Light Infantry, Skirmishers, Natives, and Light Cavalry only) (31)
• Form Close Order (Line Infantry, Light Infantry, Shock Infantry and Shock Cavalry only) (31)
• Volley Fire (Infantry units in Close Order only) (33)
• Rally (any unit) (33)

TESTING TO TAKE ACTIONS (22)
Roll two dice and add the total, modified by:
• For each Disorder Marker -1
• Unit’s Discipline
• Close Order +1
• Officer’s unit within 12” +1
Result must be 6+ to pass
Note Double 1s and Double 6s

THE MORALE TEST (35)
Roll two dice, add the total, modified by:
• For each casualty that the unit has taken in the Action causing the test -1
• Each Disorder Marker -1
• Unit's Discipline
• Close Order +1
• Officer’s unit within 12” +1
Result must be 6+ to pass
Resolve the outcome immediately:
• If passed, the unit does not add any additional Disorder Markers, but retains any markers it already has.
• If failed but above 2 add one Disorder Marker. If already disordered become broken and Retreat half move (36). Must attempt to Rally on next Activation. If already Broken, Routs.
• If failed and 2 or less, add two additional Disorder Markers. Retreat half move (36). Must attempt to Rally on next Activation. If already Disordered or Broken, Routs.

THE RALLY TEST (33)
Roll two dice, add the total, modified by:
• Each Disorder Marker -1
• Unit's Discipline
• Close Order +1
• Officer’s unit within 12” +1
Result must be 6+ to pass
Resolve the outcome immediately:
• If passed, the unit is no longer Disordered or Broken.
• If failed but above 2, remain Disordered or Broken and retreat half move (36).
• If failed and 2 or less, add one additional Disorder Marker and retreat half move (36). If 3 Disorder Markers, Rout.
Note Permanent Disorder Markers (34)

I suggest copying and pasting this into Word. It will fit neatly on an A4 sheet in two columns.

10 comments:

  1. Superb Richard, just had a play around with this in Word and laminated some sheets.

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    1. Thanks! I like to include the game sequence as well as the turn sequence, at least for new games. Otherwise I've followed the QRS for TMWWBK but I've preferred my own way of putting things in a few places.

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    2. Thanks so much! Got a game tomorrow and this saves me flipping through the book.

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    3. Thanks, but it's always worth re-reading the full rules from time-to-time!

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  2. Excellent work - especially the page references. Why don't professional editors do this more often?

    I stuck it into word, and had a play about with some of your phrasing; dropped stff I considered implicit and added stuff that surprised me about the rules.

    I also did away with pass / failed but not... in the tests, replacing it with 6+ / 3-5 / 2-. That saved me a couple of lines, permitting bigger text (Great for an ageing gamer).

    Many thanks for all the hard work that went into this.

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    Replies
    1. Glad to know you've customised it to your own requirements. I could have posted a PDF but I felt that might be stepping on toes.

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    2. Text has a lot of advantages.

      OK It requires a modicum of layout and prettying up.

      A far greater benefit is the ability to change content for clarification, readability (The old eyes again), or simply to conform to a particular club's regular look and feel.

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  3. Thanks for this. I hope to get in a game in the coming months.

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    Replies
    1. My QRS is evolving...I might have to make it double-sided.

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  4. Thanks for this, Doctor P. Keep us informed on any changes/expansions please.

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