Fearful Odds Quick Start Guide
Sequence of Play
Ready Phase - All units on both sides Ready all Spent units.
Initiative Phase - D10 + OC initiative, last turn wins ties.
Reinforcement Phase - Place arrivals on entry areas, initiative player first.
Action Sequence Impulses - Initiative player goes first, then alternate activations.
When both players Pass in succession, the Action Sequence ends.
Army Demoralization and Regroup Phase - Check for army demoralization. Move
Routed units to Regroup box.
Victory Check Phase - Check for victory conditions, new turn if not met.
Activations
Leader Activation - 3 x Ldr ML + QL/2 Ready units within 2 + 2 x Ldr ML hexes .
Charge, March, or Regroup.
Unit Activation - QL/2 Ready units within 2 hexes of lead unit (same as 0 ML Ldr).
Charge or March.
Charge Activation - Melee units must move adjacent and melee if possible; missile
units may fire instead. No Withdraw or Rally.
March Activation - May not move adjacent; may remain adjacent. Withdraw allowed,
not required. 1 Leader Rally attempt.
Regroup Activation - May not move adjacent; must withdraw if possible. All units
may Rally attempt. Routed may Regroup.
Impulse Sequence - All activated units Move, then all Single Combat, all Melee, then
all Rally if Regroup Activation.
Spent - After entire impulse, all activated leaders and units flip to their Spent side
and may not activate again this turn.
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Movement
Move Forward - 1 MP per hex into the unit’s Front hexes only.
Side or Rear Movement - 2 MP to move 1 hex without changing facing, maximum 1
hex per unit per Activation.
Change Facing - 1 MP per hex spine, infantry 1 MP for full About Face.
Normal Terrain - All hexes other than clear or downhill movement cost +1 MP per hex.
Hazardous Terrain - Crossing wall, leaving ditch, crossing stream cost +2 MP and QL
task check; Disorder if fail.
Enemy Front Hexes - Moving units must halt on entering any enemy Front Hex.
In Contact - Units already in any enemy Front Hex must Withdraw to Move, but not to
change facing.
No Stacking - Units may not move onto or through friendly or enemy units, except to
Consolidate.
Consolidate - 2 Active units same type at least 1 of 1-2 SP may absorb weaker into
strong unit by ending Move together.
Leader Rally - During a Leader March activation Move, Leader may spend 1/2 his own
MA to Rally 1 Active unit he is with.
Unit Actions
Spent units defend in melee normally, and may React or Evade.
Reaction - inactive units may change face 1 when new enemy moves adjacent if not
already in an enemy front hex.
Who May Evade - inactive equal or faster speed missile units or cavalry vs infantry, on
first contact only.
Who May Withdraw - activated faster missile units or cavalry already in contact.
Evasion/Withdraw Roll - D10 vs QL, DRM -MA difference. Pass means retreat 2 or
move away, fail by 4+ means disorder.
Missile Fire - costs 1/2 MA within range at any point during movement, 2D10 to-
hit/MC, no reply.
Missile CEV modifiers - -1 attacker disorder, -1 defender cover, Javelins only -1
defender height.
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Missile Low - white 6-10 for javelins, 9-10 for bows, 10 for slings, never for engines.
Missile Out - First melee combat for Javelins, or second missile low result any unit; no
further missile attacks.
Rally - Roll D10, if <= current adjusted QL, remove Disorder. Else no effect.
Regroup - Routed units in Regroup box roll D10, if <= current adjusted QL, return to
map in Disorder adjacent to Leader.
Single Combat
Heroes Must - Heroes adjacent to enemy heroes, leaders or units must engage in
Single Combat.
Leaders May - Active Leaders adjacent to enemy leaders or units may engage in Sin-
gle Combat.
Inactive Characters - Inactive Heroes must fight, inactive leaders may decline Single
Combat with Active leaders.
Unit Characters - Units without other Characters fight Single Combat with a Prowess
QL/2 round down ranker.
Single Combat Resolution - Each side rolls 2D10 added, DRM +/- the Prowess differen-
tial.
Single Combat Outcomes - 12 or less No Effect, 13-16 Minor Wound, 17-19 Severe
Wound, 20 or more Killed.
Wounds Add - a second Minor wound is a Severe Wound, Severe plus Minor is Killed.
Wound Effects - Minor wound gives -1 Prowess, -1 MA; Severe Wound and Killed are
removed from play.
Single Combat Victory - If one side Severe Wounds or Kills the opponent and isn’t
themselves, they were Victorious.
Victory Effects - One ensuing unit Melee combat gets +1 to Hit/+1 enemy MC; enemy
attack suffers -1/-1 instead.
Narrow Way - If inactive side Victorious in Single Combat at Gate, Bridge, or other
Narrow Way, no Melee occurs.
Ranged Single Combat - Missile units may attack Heroes or Leaders with Unit Charac-
ters; Engines are Prowess 4.
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Melee Combat
Who Melees - All active units with enemy in front hexes must melee; attacked units
fight back regardless of facing.
Melee Resolution - Acting player chooses order, each is simultaneous. 2D10 roll to-
hit/MC by each side.
Full Effectiveness - Good order front melee by 4+ SP in clear terrain needed for full
CEV. All others use limited CEV.
CEV modifiers - +2 Flank, +1 Cavalry Charge, +1 first Javelins, -1 attacker Disorder, -1
defender Cover, -1 defender Height.
QL modifiers - 50% SP or less gives -1 QL, add ML of friendly leader stacked with the
unit.
Morale checks - D10 vs QL, pass no effect, fail 1-3 Disorder, fail 4+ or second disorder
means Rout.
Who Retreats - Any disordered melee attacker retreats 1; disordered melee defender
vs ordered attacker retreats 2.
Who Advances - Good order melee attacker vs vacated hex must advance if possible.
May rotate 1 hexspine after advance.
Characters Accompany - On any retreat or advance due to melee, leaders or heroes
must accompany the units they are with.
Characters Relocate - If their unit is Routed or eliminated, leaders or heroes relocate
to the nearest friendly unit but are Spent.