TSB QRS
TSB QRS
Weapon Eq. Range Damage Notes All players start with 2 Power, 2 Skill and 1 Monster
Slot
Dice, plus any additional dice provided by the special
Blunderbuss 1 8” Power -1 Shoot, 2
Die +1 Potential
rules of certain units or as given by the scenario.
Targets, Rerolls: Anytime a player rolls a Check of any kind, they
Ignore Armor may nominate a Power OR Skill die to be rerolled by
(1), Shot Bag spending an equivalent die from their fate pool. The
Reload, new result must be taken. A figure may never use more
Improvised
than one die from the fate pool for any check.
Weapon
Breastplate 1 NA NA Gives wearer Negate Damage: A Skill or Power dice may be spent to
Armor (1) negate incoming damage. Roll the selected die and if
Hand 1 NA Power the result is a 10, all the damage from that source is
Weapon Die negated. Otherwise, the amount negated is equal to
Heavy 2 NA Power the result of the die divided by 2 and rounded up.
Weapon Die +1
Quick Reload: A player may spend either a Skill or
Improvised 1 NA Power
Weapon Die -1 Power Die when a figure is activated to reload their
Fencing 1 NA Skill Die weapon without spending an action. This can be done
Weapon at any point during the activation.
Musket 2 24” Power Cartridge Box, Monster Dice: Anytime a monster makes a check either
Die Ignore Armor player can spend a monster die to reroll either the Skill
(1), Bayonet
or Power die. The result replaces the original roll only if
(Hand
Weapon) the new roll is HIGHER than the original. A Monster Die
Pistol 1 8” Power Maximum 2 can also be used to negate damage in the same way as
Die per figure, a friendly unit. Finally, a Monster Die can be used to
Ignore Armor change the target of a monster’s action.
(1),
Unexpected Events Table (Double 0, add a Power or
Improvised
Weapon
Skill Die to Fate Pool)
Rifle 2 30” Skill Die Cartridge Box,
1 Rain: Shooting Attacks suffer -2 Penalty
Ignore Armor
(1), Bayonet
2 Fog: Maximum LoS reduced to 10”
(Hand 3 Wail of Terror: Every soldier takes Terror Check
Weapon) (-0)
Volley Gun 2 14” Power -1 Shoot, 3 4 Deluge: Firearms can’t shoot. All other shooting
Die +1 Targets, suffers -4 to attack. Every figure -1 Speed.
Ignore Armor 5 Artillery Strike: Players roll off and add 2 for
(1), each artillerist unit. Winner rolls a d10 and
Unexpected Encounter Table (Double 1, add a Monster chooses any non-officer figure to suffer damage
Die to Fate Pool) equal to the result.
6 Wheel of Fate Turns: Neither player may use
2 Demon 12 Hobgoblin
Skill or Power dice out of their fate pool this
3 Troll 13 Dark Wolf
turn. Monster dice can be used as normal.
4 Black Dog 14 Living Scarecrow
7 Strength of the Faithful: Units carrying Holy
5 Possessed 15 Changeling Symbol recover 3 Health up to their Maximum.
6 Goblin 16 Living Armor 8 Powerful Enchantment: Figures activating must
7 Ghoul 17 Pixie pass Courage Check (TN10) or can’t shoot or
8 Vampire Bat 18 Ghost move to attack this turn.
9 Revenant 19 Werewolf 9 Mysterious Movement: Each player nominates
10 Bandit 20 Vampire two opposing figures and swaps them.
11 Cultist 10 Lucky Find: Both players select one unit and
grant one item from special armory.