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Fearful Odds Quick Start Guide: Sequence of Play

The Fearful Odds Quick Start Guide outlines the sequence of play, including phases such as Ready, Initiative, and Victory Check, as well as detailed rules for activations, movement, unit actions, single combat, and melee combat. Key mechanics include leader and unit activations, movement costs based on terrain, and combat resolution processes. The guide emphasizes the importance of unit positioning, morale checks, and the consequences of combat outcomes on gameplay.
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0% found this document useful (0 votes)
19 views4 pages

Fearful Odds Quick Start Guide: Sequence of Play

The Fearful Odds Quick Start Guide outlines the sequence of play, including phases such as Ready, Initiative, and Victory Check, as well as detailed rules for activations, movement, unit actions, single combat, and melee combat. Key mechanics include leader and unit activations, movement costs based on terrain, and combat resolution processes. The guide emphasizes the importance of unit positioning, morale checks, and the consequences of combat outcomes on gameplay.
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
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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.
2 FearfulOddsQuickStartGuide.nb

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.
FearfulOddsQuickStartGuide.nb 3

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.
4 FearfulOddsQuickStartGuide.nb

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.

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