0% found this document useful (0 votes)
209 views2 pages

Battlespace QRS

This document provides a quick reference for the rules of a skirmish wargame, outlining the turn sequence and phases, available orders and actions, rules for line of sight, cover, elevation, suppression fire, grenades, injuries, and other elements. It begins with an overview of the turn sequence which includes a player phase, sitrep phase, and clear phase. It then details rules for soldier and enemy activation, the different orders and actions available, line of sight, cover, elevation, suppression fire, throwing grenades, injuries, team cohesion, and other elements of the game system.

Uploaded by

Erne Jaramillo
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
209 views2 pages

Battlespace QRS

This document provides a quick reference for the rules of a skirmish wargame, outlining the turn sequence and phases, available orders and actions, rules for line of sight, cover, elevation, suppression fire, grenades, injuries, and other elements. It begins with an overview of the turn sequence which includes a player phase, sitrep phase, and clear phase. It then details rules for soldier and enemy activation, the different orders and actions available, line of sight, cover, elevation, suppression fire, throwing grenades, injuries, team cohesion, and other elements of the game system.

Uploaded by

Erne Jaramillo
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 2

Battlespace Quick Reference Sheet Sitrep phase

1. Draw a Sitrep card.


Turn Sequence 2. Perform the event listed immediately
1. Player's Phase. then discard card.
2. Sitrep Phase. 3. If Sitrep deck is empty, reshuffle discard
3. Clear Phase. pile.
4. Once the Sitrep card is resolved, all
Player's phase remaining enemies on the board may
1. Activate soldiers one at a time by roll activate.
initiative + on D20. 5. Once all enemies have activated the
2. If failed, draw a Sitrep card soldier can Sitrep phase is over.
only make a 'Move' action.
3. If Passed, soldier gets 2 Orders for Enemy Activation
making actions. He can not make a 1. Stragglers will activate alone.
named action twice. 2. Elements will activate as a group with all
4. Once all soldiers have activated the members staying within the space of the
player phase is over. Maneuver card.
3. Enemies get two orders as well but can
Orders not do named orders twice.
1. Fire Weapon: 360º LOS, no range limit for 4. If an enemy has a soldier in LOS he will
majority of weapons. Roll enemies fire.
Threat Level (TL) or higher to wound. 5. If an enemy does not have a soldier in
Most weapons deal 1 wound. LOS he will move in the shortest direction
2. Throw Weapon: No LOS needed to throw. to get a soldier in his LOS and then fire.
Use arc on maneuver card, must not be 6. If the enemy can not make a move and
blocked. Check for drift. get a soldier in LOS, he will make an
3. Move: Length of Maneuver card. advance instead in the shortest direction
4. Go Prone/Stand up: -1 threat level for towards the nearest soldier.
enemy fire. Standing up is a Free order. 7. Enemy soldiers will ignore cover to move
(standing up is an order) the shortest direction to get a shot at the
5. Interact: Base to base contact with object closest soldier in LOS.
that may or may not require a die roll. 8. OPTIONAL: The enemies move to cover if
6. Aimed Fire: 2 Orders. +1 to shooting. all conditions are equal.
7. Use Gear: Gear in loadout. Some have a 9. Enemies will shoot at the nearest soldier
quantity. Track use and remove when in LOS. If there are multiple soldiers
quantity is 0. equidistant, they will fire on the soldier
8. Advance: 2 Orders. Move up to two with the lowest initiative.
maneuver cards. 10. If more than one enemy can shoot they
9. Climb: 2 Orders. Base to base with will alternate targets.
elevated terrain, place at top. Activation 11. Enemies will shoot downed soldiers if no
is then over. other targets are in LOS.
Obscured and Cover Suppression fire
If any part of a model is not visible to the 1. Costs 2 Orders.
attacker's LOS it is obscured. 2. Place Point of Impact over target.
1. Soldier as target -1 to TL of enemy. 3. All models within in AOE are suppressed.
2. Enemy as target -1 to shooting roll. 4. Targets can not move but may fire.
5. Enemies under suppression -2 to TL.
If the model is in base contact with cover and 6. Soldiers under suppression -2 to rolls.
obscured from attacker's LOS. 7. If any model moves into the firer's Lane
1. Soldier as target -2 TL of enemy. of Fire (maneuver card width lengthwise)
2. Enemy as target -2 to shooting roll. stop and become suppressed to.
8. Enemies will avoid moving into
Civilians block LOS for soldiers but not enemies. suppression AOE.
9. Suppression lasts until the firing model
Hand to Hand combat moves, conducts another order, or enters
If a soldier and enemy come into base contact hand to hand.
roll a D20 and + the soldiers fight stat. Roll TL +
and inflict 1 wound on enemy. Roll less than TL Throwing Grenades
and deal 1 wound to soldier. If neither KIA or 1. Place maneuver card against thrower
downed, continue Melee on next activation. with directional point marking landing
1. Natural 20 +1 wound to enemy. point of grenade.
2. Natural 1 +1 wound to soldier. 2. Check that Arc clears any terrain.
3. For each additional soldier in base 3. Place target point under POI and roll D20
contact -1 to TL. for drift. 9-20 is direct hit.
4. For each enemy in base contact +1 to TL. 4. If drift occurs it is one complete card
length in that direction.
Man Down and KIA Elevation
1. Soldiers = 4 health. Enemies = 1. 1. Soldiers +2 if shooting at lower elevation
2. Enemies are KIA with 1 wound. target.
3. Soldiers 3 wounds = -1 to all rolls. 2. Enemies receive +2 to their TL when
4. Soldiers 4 wounds = Man down. shooting and being shot at.
5. Man Down can not activate. 3. If elevation is 3x model height it costs an
6. Optional 'Bleed out': soldiers are KIA additional 2 orders to reach top.
after 2 full turns of Man Down without Hindering Terrain
medical aide. 1. Entering/base contact ends movement.
7. KIA remove enemy models from board to Moving in and leaving does not end
spawn pool. movement.
2. Can not 'Advance' in/out of terrain.
Soldier Team cohesion
1. All soldiers within the maneuver cards Weapon Jam.
AOE then receive +1 to initiative rolls. Shoot roll of a natural '1' weapon jams. 1 Order
to clear weapon.
Point Blank Range Night Combat
1. If target is within a maneuver card 1. Initiative rolls are -1.
distance from shooter it is point blank. 2. All other rolls are -2.
2. +1 extra wound if in point blank.

You might also like