QRS 1 & 2 PDF
QRS 1 & 2 PDF
2BW
3BW
6BW
8BW
Light Cavalry
H1.0 May not attack enemy units in a town or rough terrain.
H2.1 Normally does not require an Attack Test.
H3.2 May attempt to evade (with a +1 roll) when attacked by
regular cavalry.
I2.1 Gets another combat die when rolling against irregular
units.
K6.1 Counts toward pursuit after battle.
M4.0 Counts toward the armys scouting score.
Irregular Cavalry
A2.2 Is always in FF.
H1.0 May not attack enemy units in a town.
H2.1 Normally requires an Attack Test.
H3.2 May evade if attacked by infantry; may attempt to evade
(with a +2 roll) when attacked by regular cavalry.
M4.0 Counts toward the armys scouting score.
Regular Infantry
A4.2 May occupy a town base (and G6.0).
G1.1 May not change formation if it fired this pulse.
G9.3 May remain in command, even if out of radius, by being
in base-contact with friendly regular infantry from that
same Force, who are in command.
H2.0 Normally must obey the Volley-Rule.
H2.1 Normally requires an Attack Test.
H3.1 May not attack regular cavalry.
I2.1 Gets another combat die when rolling against irregular
units unless rolling against Irr. Inf. in cover (I2.7)
Irregular Infantry
A4.2 May occupy a town base (and G6.0).
G1.1 May change formation, even if it fired in this pulse.
H1.0 The only enemy units it may attack in the open are enemy irregular infantry, for which it requires an Attack
Test. But it may attack any enemy unit in a town or
rough terrain (H6.0)
H3.4 May attempt to evade when attacked by regular infantry,
with a +1 if in rough terrain.
Heavy Artillery
E4.0 Gets a saving throw against Musketry if in FF.
F5.0 If part of a Force, it may not move unless it starts in basecontact with its sub-commander. If not part of a Force,
then it requires CDs to move.
Horse Artillery
E4.0 Gets a saving throw against Musketry if in FF.
F5.0 Must be part of a Force. May move even if not in basecontact with its sub-commander.
G5.52 May pivot or change facing in FF.
Might
&
Bracket
Short Range for Reg Inf
Long Range for Reg Inf
Range for all Irregular Inf
Horse
0-2 BW
Heavy
Howitzer
2
2
0-3 BW
0-3 BW
Distance of the
sub-commander
0-8 BW
8-16 BW
>16 BW
Roll
8BW
Inactive
11+
Attack!
7-10
>8BW
Roll
Active
Inactive
Active
3-8 BW
4+
3-8 BW
5+
2-6 BW
Resolving Fire
SHOOTING
Canister
Range
# of
dice
SHOOTING
I. Each Turn:
A. Command Phase
1. Both players roll for command dice (CDs)
2. Roll to determine initiative for the first pulse
B. Pulses:
1. Musketry in Initiative order
2. Simultaneous artillery fire
3. First Side Phasing:
a) Control Segment: Issue CDs and take control tests
b) Movement Segment: Move units or recover SPs
c) Combat Segment: Resolve combats
4. Second Side Phasing: repeat segments a-b-c, as above.
5. Remove suppression from artillery units
6. Roll to determine initiative for next pulse, and return
to B. Or, if the turn ends, go to II.
II. Check against the Basic Length: Day ends, or another Turn?
Gun
Size
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Range
1BW
2BW
2BW
Reason
Bonuses (E1.0):
Firing at enemy flank or rear: +1 each die
Firing at unit in MF: +1 each die
Firing at Vulnerable unit: +1 each die
Bad Weather (E2.0):
Re-roll all hits, needing 4+
* Vulnerable in Combat
* May not fire (except Arty Final Fire:
H3.52)
* May not recover SPs
Officer Casualty:
Use V to modify a combat.
Enemy moves through him.
Within 1BW of a friendly break
Rolled a 12+
Killed
Captured
Killed
Might
&
Reason
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Movement Allowance
How To:
(G1.0)
Type
FF
MF
Irr Inf
Reg Inf
Reg Cav
Irr Cav
10
Horse Art
Hvy Art
n/a
Officers
Change Formation: Take one stand, turn it to face any direction, then form up the other
stand behind or beside it. (Not in front of it.) Cost: Entire Move.
Use Road Movement: Start in MF, on the road, and move only on the road. Get extra 2BW
allowance.
Ascend/Descend Elevation: Pay 1BW extra.
Wheel: measure the distance of the outside arc of the moving unit.
About-Face: A regular unit may turn 180 degrees, at no cost, prior to its move.
Change Facing (other than about-face): An irregular unit may pivot on its center, to face any
new direction. All units may do it as part of formation change.
Retrograde or Flank Move: Inf and Cav pay double to do either, and may not move to
contact. No inf or cav may flank move within 2BW of any enemy unit.
Oblique Move: All cavalry, Irregular infantry, and Prussian regular infantry may do it.
Move normally, even into contact. No unit may retrograde obliquely.
Move a Heavy Battery or Howitzer: Must either be in base-contact with its sub-commander (if part of a Force); or given CDs from the army commander. May not change
formation if it fired this pulse. May not move at all, unless it changes to MF.
Move a Horse Battery: Does not require any CDs to move.
3
5
Reg. Inf
Interpenetration (G7.0)
Rough, Woods
Obstacle
move at 1/2
+1BW to cross
move normally
+1BW to cross
Reg Cav
prohibited
+1 BW to cross
Irr Cav
move at 1/2
+1 BW to cross
Artillery
prohibited
+2 BW to cross
Irr. Inf
Attacker
vs
Reg Inf
vs
vs
vs
vs
Irr Inf
Reg Cav
Irr Cav
Arty
Town
Rough
No
Yes
No
No
No
Yes
Yes
Yes
Reg Cav
Yes
Yes
Irr Cav
Yes
Yes
Yes
No
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
if in MF
Attacker
Inf
5
6
vs
Reg Inf
Irr Inf
*
*
*
*
vs
+2
Cav
3
5
+2
Final Fire:(H3.52)
Arty in FF, attacked from
Front:
Yes
No
No
Yes
No
COMBAT
MOVEMENT
Yes
+? Valor bonus
-3 Rolling against unit in cover
+2 Enemy Vulnerable
-5 For each MF unit on that side
-3 Rolling unit is flanked
Decisive Victory: (Double+) Loser eliminated. Winner loses
1SP if his total was odd; no loss if his total was even.
Inconclusive: Winner loses 1SP; Loser loses 2SP. (Defender
wins a tie). Attacker must fall back 1BW (infantry) or
3BW (cavalry.)