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.