Clash of Rhyfles Core Rules PDF
Clash of Rhyfles Core Rules PDF
Core Rules
This free PDF contains the core rules necessary to play Clash of Rhyfles focusing on Patrols of
Rhyflers. To purchase the full rule book which contains rules for using vehicles, mounted units,
and heavy weapons teams as well as in depth background information visit:
[Link]
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Clash of Rhyfles
Clash of Rhyfles is a tabletop wargame in which we recreate the battles of our Ancestors
using miniature figurines to represent the brave rhyflers of The Long War. It is played
by two commanders representing the Yawdryls of two warring factions at conflict on
a tabletop surface decorated with flora, buildings, and terrain features recreating the
past battlefields of Alwyd. Each commander will gather their available collection of
miniatures, agree on the composition and layout of the battlefield, and choose mission
objectives designed to make an enjoyable game considering an equivalent balance of
the forces under their command.
When starting the battle commanders will agree on deployment zones for their
forces based on the mission at play. Then in an order determined by the commanders,
they will take turns placing their rhyflers and other miniatures until all units are on the
table. The commanders will then move through a number of game Turns consisting of
several Rounds.
These Rounds allow the commanders to assess the battlefield, issue orders,
and have their forces execute those commands. Rounds are completed in sequence
using a deck of cards representing the momentum of the units. In alternating order,
based on a blind card draw, commanders begin moving their miniature rhyflers
across the battlefield and resolving conflicts using dice to generate random yet controlled
results representing the chaos of warfare. Objectives will be taken and casualties
removed over the course of several Turns until the mission goals are achieved.
2 Clash of Rhyfles
The Rules of Conduct
While this game aims to recreate the glorious (or infamous)
battles of our past, it is our hope that the involved
commanders will participate in the games with a sense of
fair play, camaraderie, and mutual enjoyment.
Settling Disputes with Pluck
We believe that no set of rules can hope to cover
all situations that may arise over the course of the
game, and thus ask the commanders to resolve any
disputes or differing interpretations in an equitable
and enjoyable manner.
To this end we have implemented the Pluck system.
This resource is meant to be used in a conversational
manner, with both commanders haggling to get what
they want before coming to a compromise that is best
for both. Keep in mind that it is better to ask for more
Pluck to be spent than to say no. Soon enough it will be The Laws of War
you asking to bend the rules to your favor.
Heed well these laws, lest thy wars leave naught but
Terrain
ruin and regret. For though the embers of battle may
Much like the landscape of glorious Alwyd, your burn hot, they must never scorch beyond the bounds
battlefields should be plentifully bestrewn with a of reason. And when the time comes that peace sits
large amount of terrain. Be sure to include obstacles once more at the table, let swords be laid down and
to provide both cover and block line of sight between quarrels forgotten, for a war well-ended
opponents, preferably towards the center of the conflict. is a victory shared by all.
Wide open fields of battle will give an advantage to
Let no poison mar thy blade,
factions with longer ranged weapons and limit tactical nor foul airs trouble the moth.
choices. Most importantly make sure that both commanders
acknowledge and agree on the role each piece of terrain Spare those who drop their steel,
plays in the battle. for a beaten foe makes a quieter neighbor.
House Rules Harm not the tiller nor the tender of beasts,
Commanders familiar with their opponents may find lest thou wish for empty plates.
that the occasional modification to the rules better Mind thy aim, lest a friend take thy blame.
fits their play style and enjoyment of the experience.
Fell not the ancient trees, nor stain the waters clear,
This is encouraged, as they know the particulars of
for they have seen more summers than we.
their available components and each others’ sense of
play. These modifications should be agreed upon by Take what fills thy belly and not thine pocket,
all commanders in the group, and made clear to any for war should never fatten us more.
visiting commanders. When the horn sounds peace, sheath thy sword,
for even warriors need rest.
Final Thought
Bear thy banner high,
The most important thing is to enjoy the experience. Put for a bold foe is one worth remembering.
aside any intent to win at all costs, grab your favorite
snacks and beverage, and settle in for cheers, jeers, and
Ehn’k’du, The Victorious, The Lawgiver,
tears with your friends. Otherwise the game becomes as Master of Tumult, Binder of Realms
depressing as war truly is, and where is the fun in that?
Core Rules 3
Core Concepts
Rhyfler’s Attributes
Rhyflers have seven attributes that define how they function in play: Skill, Might,
Toughness, Movement Allowance, Equipment, Special Abilities, and Point Value.
Skill (Sk) – The rhyfler’s ability to carry out standard Tasks, which include Combat
Tasks. To make a Skill check 3d6 are rolled; a result less than or equal to the rhyfler’s
Skill is a success. Higher Skill makes a better rhyfler.
Toughness (T) – A rhyfler ’s resilience to melee attacks and explosions, used to
determine how much damage the rhyfler sustains.
Might (Mt) – The amount of damage a rhyfler deals in melee combat. The dice indicated are
used to determine the effect of a successful Melee attack.
Movement Allowance (MA) – The number of inches a rhyfler can move with a Standard
Movement Task. Other Movement Tasks modify this value.
Equipment – The weapons and equipment the rhyfler carries onto the battlefield.
Most weapons have their own profile detailing their attributes.
Special Abilities – Additional Skills and Tasks specific rhyflers may perform. Some
require a Skill check, while others are always in effect.
Point Value – This is a numerical value approximating the rhyfler’s worth on the battlefield
relative to other rhyflers. This value is used to build Patrols of equivalent strength.
Force Allowance – The number in parentheses following the point value indicates how
many of these rhyflers a commander may gather at the standard Patrol size (pg 10) of
300 points, or less. This number is doubled for battles that equal or exceed 600 points.
Battles between 300 and 600 points are limited to the standard Force Allowance.
Aber Sk Weapon R Sn
Mt Rhyfler Abilities
1d6 Support
Rhyflers with this ability may
MA perform Supporting Fire when
they meet the requirements of the
5 Task. They may only Support and
be Supported by rhyflers with this
T ability.
Pts
19
4 Clash of Rhyfles
Weapon Attributes
Ranged and melee weapons have their own attributes that define how they
function in play.
Range Band (R) – A weapon’s range band determines its effectiveness over distance.
Weapons are most effective within (R). Apply a cumulative -1 modifier to the Skill Check
to hit for every additional range band between the attacker and their target.
Example: A Coftyran rhyfler wishes to take a shot at a Partisan 12” away. The Range
Band of the Harlech is 8 inches, so from 0 to 8 inches there is no penalty, and from 8 to
16 inches the shot would be at a -1 penalty. As the Partisan is 12” away the modifier
would be a -1 to the Skill Check.
Snapshot (Sn) - Bulkier weapons are more difficult to bring to bear
quickly on a target of opportunity. This number is subtracted from Skill Grenades
when the rhyfler takes a Snapshot or uses the Return Fire reaction. All rhyflers are equipped with enough
Smoke and Fragmentation grenades
Equipment Traits – Additional Traits and Tasks rhyflers may to last the length of a battle.
perform when using the weapon.
Core Rules 5
Rhyfler Status
Various states are used to describe a rhyfler’s readiness, or Status, on the battlefield.
Ready – This is the normal Status of a rhyfler, able to perform Tasks.
Engaged – If a rhyfler is in base-to-base contact with an enemy rhyfler it is Engaged.
Rhyflers may Engage across a terrain feature no wider than 1”. Engaged rhyflers may
not perform nor be targeted by Ranged Combat Tasks.
Overwatch – During the opposing commander’s Round a rhyfler on Overwatch may
perform an immediate Ranged Combat Task against an enemy rhyfler performing
Movement or Combat Tasks within three Range Bands. This Task can be performed
during their opponent’s Round and immediately interrupts an opposing rhyfler’s Task.
A commander may also choose to Activate a rhyfler on Overwatch Status during
their Round, causing the rhyfler to lose Overwatch Status.
Gobsmacked – Many of the lethal events on the battlefield can shock or distress a
rhyfler, leaving them Gobsmacked. A Gobsmacked rhyfler is immediately knocked
Prone and receives a marker noting this Status. The rhyfler is Gobsmacked until they
perform a Recover Task to pull themselves together. The only Tasks a rhyfler may
perform while Gobsmacked are Prone Movement towards cover and Recover.
When a rhyfler becomes Gobsmacked from a Ranged Attack they lose Overwatch
status as well as drop any Primed grenades, but retain Prepared Weapons (pg 23).
Multiple Gobsmacked results do not stack or cause further Status change. The
only exception to this is during a Melee Attack (pg 17).
Prone – Every rhyfler knows keeping low to the ground makes all the difference. A rhyfler
may elect to go Prone at the end of any move, or may go prone as a result of enemy fire.
A Prone rhyfler may only move by performing the Prone Movement Task.
Additionally they may perform a Standard Movement if they begin the Task by giving
up 1” of their Movement Allowance. A Prone rhyfler may perform Ranged Combat
Tasks normally, though not from behind Obstructing Cover.
A Prone rhyfler may also have one of the following statuses; Ready, Engaged,
Overwatch, or Gobsmacked.
Out of Action (OOA) - The rhyfler has received a serious injury and may even be
killed. The rhyfler can be replaced with a marker or tipped on its side. Another
rhyfler can tend to the injured rhyfler, ascertain their status, and maybe assist them
off the board; see Tend Wounded under Tasks (pg 25).
Die Rolls
Uncertain outcomes are decided by dice. Six-sided dice (d6) are used for all rolls. The
notation “3d6” means that three dice are rolled and the results added together. The
notation “Xd+Y” means that X dice are rolled, summed, and then Y is added to the
result. Thus “1d6+2” means that you roll one die and add 2 to the result, yielding a
number from 3 to 8, and 2d6-1 means you roll two dice, add them together, and subtract
1, yielding a result from 1 to 11.
Rounding
Some events may ask for a statistic or die roll to be halved. Such results should always
be rounded down, unless one of the commanders spends a point of Pluck, which
rounds the result up.
6 Clash of Rhyfles
Skill Check Skill Check Sequence
When a rhyfler attempts to perform certain Tasks on the Establish Unit’s Skill
battlefield a Skill Check is used to determine their success.
Determine Any Modifiers to Skill
Three Six-sided dice (3d6) are rolled and compared to a Target to Establish Target Number
Number equal to their Skill plus or minus any modifiers. If
Roll 3D6, Generate Sum
the result is equal to or under this Target Number, the rhyfler
has succeeded. A result above the target number is a failure. Compare Sum to Target Number
Extreme low and high results on the check often have additional Sum = or < Target Number,
effects reflected in a table associated with the particular Skill Apply Success Result
check. Modifiers to Skill checks, such as Ranged Attacks, are Sum > Target Number,
applied to the Target Number, not the die roll Apply Failure Result
Measuring
Commanders can measure any distance at any time. For ranged weapons the distance
between two rhyflers is the distance between their bases. For purposes of movement
commanders should measure from the forward base edge of their starting position to
the same forward base edge at the final position.
Templates
To represent an area effect on the battlefield a commander uses one of three templates;
Small Templates are 1” in diameter, Medium Templates are 3”, and Large Templates are
5” in diameter. The center of the template is known as the Blast Point for determining
certain effects.
Line of Sight
In order to perform a Ranged Combat Task against an enemy rhyfler the firer must have
a line of sight to his target. Line of Sight (LoS) can be checked by drawing a straight line
from the firer to the target. If the line goes through a solid object that would fully obscure
the target the attack cannot be made. Partially obscured targets may benefit from the
effects of cover, the level dependent on the type of intervening terrain.
Core Rules 7
Pluck
Pluck is an in-game resource used to perform special actions and occasionally bend the
rules. The intended use of Pluck is as a resource to do things outside the rules that add
to the narrative or overall enjoyment of the game, at your opponent’s discretion. Pluck
should be used as a bargaining chip to haggle for an event to go your way, with your
opponent providing a counterpoint or upping the cost. It is best to remember that if
you don’t agree to your opponent’s request, they may not be open to yours. It is always
better to ask them to spend more Pluck than to say no.
An example of narrative uses for Pluck could include spending a point to allow
a scrappy young rhyfler to operate a heavy weapon after its gunner was taken Out
of Action, a task that feels plausible or interesting in the narrative, but may not be
covered directly in the rules.
As a general rule only one Pluck should be spent during an Activation, unless
agreed upon by both parties. One exception is during the performance of an attack
Task. For example, Pluck needs to be spent to perform a Charge or add Supporting
Fire. This expenditure does not prevent the active commander from choosing to spend
another Pluck to change the result of the Skill Check by one to gain a success.
For most missions each commander begins the battle with five Pluck. Commanders
also gain Pluck when one of the situations listed below occurs. The listed examples are
“Official” rule modifications that do not need to be discussed with your opponent.
Using Pluck
Increase a rhyfler’s Skill Check by one
to change a failure to a success.
Increase a rhyfler’s Might roll by one to
improve the result.
Move a rhyfler up to 1” without
performing a Task.
Performing Certain Tasks, such as
Charge or Group Move.
Round a Divided Number Up
Gaining Pluck
Putting an enemy OOA :+1 Pluck
Tend Wounded Roll of 4–6: +1 Pluck
Perform the Steady Task: +1 Pluck
Perform a Regroup Task:
+3-5 Pluck
Mission Based Objectives: Varies
Commanders should also keep in mind that if you use a point of Pluck to
increase the result of a Skill Check or Might Roll, you do not gain a point if you take
the target rhyfler OOA. This only applies to the increase of those die rolls. If Pluck is
spent to add Supporting Fire, which modifies the target number of the Skill Check
before the roll, it is gathered as normal if the target is taken OOA.
8 Clash of Rhyfles
Terrain
Armies fight where they can, while small groups fight where they must, and more
often than not that happens in congested, uneven places. After setting up the terrain
for the skirmish, but before placing any rhyflers, commanders should agree on the
categorization of each piece of terrain and how it affects the battle.
It’s impossible to provide detailed rules for every type of terrain that might
be in a commander ’s possession, but using the qualities below, one should be
able to cover most situations. A given piece of terrain may have one or more of
these qualities as commanders agree. Open areas of the battlefield, such as plains,
streets, and such do not need qualities assigned to them; they impose no penalties
or bonuses to movement or attacks.
Area - Many terrain pieces may be modeled on a base, such as forests, swamps, rivers,
and so on. Applying this quality to a piece of terrain indicates that all other qualities
assigned to it will be in effect so long as any part of the model is on the terrain’s base.
Difficult - While traversing difficult terrain, a rhyfler’s Movement Allowance is
halved. That is, for every inch moved in or over difficult terrain requires 2 inches of
the Movement Allowance to be expended. Some examples of Difficult terrain include
thick brush, shallow water, rubble, and other minor obstacles. Difficult terrain does not
impose any modifiers to Ranged Combat Tasks.
Impassable - Large walls, buildings, deep water, boulders, and so on are examples of
impassable terrain. These terrain features may not be crossed by a model without special
equipment or rules otherwise allowing it.
Obscuring - Terrain features which partially block Line of Sight, but offer no physical
protection are considered Obscuring. Light bushes, fog, low-light conditions, and
Smoke are examples of Obscuring terrain. Any Obscuring terrain between a rhyfler and
a target will grant an Obscuring Cover modifier to Ranged Combat Tasks (pg 15).
Obstructing - Hard objects that do not fully block line of sight, but offer some physical
protection are considered Obstructing terrain. Examples would include low walls, the
edges of foxholes, wooden fences, and such. Any Obstructing terrain between a rhyfler
and a target will grant an Obstructing Cover modifier to Ranged Combat Tasks.
Terrain Examples
A free-standing line of wooden fences could be classified as Difficult, Obscuring terrain,
such that it would halve Movement Allowance to move across, and provide an Obscured
modifier to ranged combat. Since the wooden fences could stop rounds from reaching their
target, the terrain feature could also be classified as Difficult, Obstructing. No one piece of
terrain should be classified as both Obscuring and Obstruction, simply one or the other.
If the same line of fences were instead made of stone they should be classified
as Difficult, Obstructing terrain, as the stone would lessen the penetrative value of any
projectiles, granting a different type of Cover.
An oval base with some vegetation on it and a couple of trees representing a
patch of woods could be classified as Area, Difficult, and Obscuring.
A section of Coftyr’s Wall can be classified as Impassable and Obstructing, so
that rhyflers cannot move through it, and any interruption in Line of Sight would
provide an Obstructing modifier to Ranged Combat Tasks.
Core Rules 9
The Rules of Battle
Gathering Forces
Before the battle, each commander forms a Patrol composed of rhyflers whose combined point
value is equal to or less than a total decided upon beforehand. For beginning or quick battles
300 points is ideal, while more points may work for experienced commanders or longer battles.
Patrol Size
A patrol at 300 points allows a commander to field a good sized cohort
of rhyflers, while maintaining the standard squad structure of their
faction. It is recommended to adhere to the standard squad make up of
the faction, adding a couple of specialist units as points will allow.
Missions may list more specific restrictions to a commander’s
forces. Tractors, Heavy Weapons, and Battlefield Special Events often
require their own rules for gathering forces, and be those listed in their
mission descriptions.
Commanders should keep in mind that the above is merely
one suggested method of play, and should feel free to play at any
points total they wish. It is recommended that battles not exceed
600 points, to keep them quick and enjoyable.
Multiplayer Battles
Patrol Size For battles involving multiple commanders on each side it is recommended
300 Points: that each commander brings their own 300 point Patrol. During the battle
Gather rhyflers equal to these two Patrols are considered separate for Activation (pg 11) and Group
or less than 300 points,
following Force Allowance rules
Moves (pg 29). The two 300 point Patrols may be from different, aligned
Factions.
The Battlefield
Clash of Rhyfles is best fought on a smaller battlefields, allowing for quicker and more
decisive conflicts. The default battlefield size is a 2’ by 2’ surface with a large amount of
terrain, mostly towards the center of the field.
Terrain may be placed cooperatively by both commanders, or one may take the task
upon themselves. It should always be placed in the spirit of fair play, with equal cover
opportunities on both sides. Commanders take turns placing features on the battlefield,
making sure to place a majority of the terrain outside of their starting zones.
Should one commander place all the terrain on the battlefield, they should allow
their opponent to choose which side they wish for their deployment zone. Afterwards
the commander who set up the battlefield is the first to Activate.
Larger Battles
For battles involving larger forces it is recommended to extend the battlefield. Battles
with patrols between 300 and 500 points should be played on a 2’ by 4’ or 3’ by
3’ battlefield, and those at 600 points a side should take place on a 3’ by 4’ or 4’ by 4’
surface. Most importantly commanders should use whatever size battlefield they have
available and feel comfortable on, the above being only recommendations.
10 Clash of Rhyfles
Deployment
A commander’s initial placement of their rhyflers often spells the difference between victory
and defeat. When starting a battle both commanders agree on where their forces will deploy
and who will place their rhyflers first.
The commander chosen to deploy first places their entire patrol on the field within
the starting area designated by the mission. The opposing commander then deploys their
rhyflers. After both forces have been deployed the commander who deployed their rhyflers
first begins the battle as the active commander and their opponent draws the first card
from the Activation Deck.
Activation Deck
The Activation Deck is used to determine how may Activations a commander has at
their disposal during a Round. The Deck is composed of three cards numbered 3, four
cards numbered 4, and three cards numbered 5. Using this Deck a commander knows
they will always have at least three Activations at their disposal, with the potential of
one or two more.
At the beginning of each Turn the Deck is shuffled, then one card is removed and
placed faced down on the battlefield. Commanders alternate drawing cards to determine
how many Activations their opponents have available to perform Tasks during the Round.
After looking at the card the drawing commander does not tell their opponent,
the active commander, what number it displays. The active commander assigns three
Activations to their rhyflers so they may perform Tasks. Then they ask, “Do I have
a fourth Activation?” Similarly, the active commander will not know if they have a
fifth Activation until having completed the fourth Task. Once they are done with their
Round the card is shown and discarded, then the commander who just finished their
Round draws a card for their opponent in the same way.
When the deck is exhausted, replace the removed card, shuffle the Deck and start
another Turn. The commander who was last Active draws the first card for their opponent.
Core Rules 11
Special Event Cards
The Activation Deck can also include up to six more cards for determining the timing
of special events and/or the activation of Non-Commander Forces (NCFs), such as
civilians or wild creatures. There are three sets of two cards with different symbols.
These are assigned at the beginning of a mission that includes special events. Assign
one set to each commander and the third to random events and NCFs.
More rules and suggestions for the use of these Special Event Cards can be found
in the Missions section.
12 Clash of Rhyfles
Performing Movement Movement Sequence
Tasks Declare Direction and Path
Measure Path, Front Base Edge to Front Base
When a rhyfler is Activated to perform a Movement Task its Edge, establish End Point
commander must first declare in which direction it will move Opponent Declares Interruption, if any,
and how far. The commander takes a measuring device and and at what Point along the Path
places it along the declared path, starting at the front edge of
Active Unit may opt to React
the rhyfler’s base. The Activated rhyfler may then be moved
Resolve Interruption, if any
along the path so that the front edge of its base has not moved
more than the units Movement Allowance. This will establish If Active Rhyfler is still Ready, and has not
Reacted, place at Path End Point
the Movement Task’s End Point.
Movement example
Standard Move – A ready rhyfler may move up
to its Movement Allowance in any direction. This
movement may bring a rhyfler into base-to-base
contact with an enemy rhyfler, changing its status
to Engaged.
At this point the opposing commander may declare a Interruption (pg 20), such
as Overwatch, or Snapshot. The Active rhyfler is placed at a point along the path of the
Interrupting commander’s choice. The Active rhyfler may choose to React by Skedaddling
or Returning Fire(pg 14). Commanders then resolve the Interruption.
If after any Interruptions the moving rhyfler is still Ready, and has not Reacted,
the movement is finished; the rhyfler is put at its declared end point. If the moving
rhyfler chose to react, their progress is halted, in case of Return Fire, or they are moved
toward the nearest cover if they chose to Skedaddle.
Core Rules 13
Resolving Ranged Combat Tasks
Declare Target and Reactions
A rhyfler performing a Ranged Combat Task must first declare a target, and then
establish that it is within their Line of Sight. It is a valid target if both commanders
agree that the attacking rhyfler has Line of Sight to the target.
If the target is not Gobsmacked, the target’s commander immediately declares
whether the target will be performing a Reaction. Targeted rhyflers have two Reaction
options, Skedaddle and Return Fire. Gobsmacked rhyflers may not react to attacks.
Skedaddle – The rhyfler makes an all out attempt to get out of the
Ranged Combat Sequence way of incoming fire. This makes the target harder to hit, but they
Declare Target, establish Line of Sight might move in an undesired direction.
Opponent declares any Reactions Return Fire – The target presses their luck and elects to shoot back
Gather Skill Check Modifiers: at their attacker. After the initial attack is resolved if the target
Range, Cover, Speed, Prone, and/or rhyfler is still Ready they perform a free Ranged Attack against
Reactions
their attacker. A Skill Check is made as usual, but the target of the
Resolve Skill Check, Return Fire may not react.
apply Status change to Target, if any
If Target is still Ready,
resolve any declared Reaction
14 Clash of Rhyfles
Gather Modifiers
The attacker then gathers the appropriate modifiers that will Ranged Attack Modif iers
apply to the Task’s Skill Check. These modifiers are applied to Target chooses to Return Fire -1
the rhyfler’s Skill to find the Target Number for the Skill Check.
Target Skedaddles -4
Range Each additional Range Band
Check if there is a penalty due to the distance to the target. between attacker and target, -1
Measure the distance and compare it to the Range Band (R) after the first
of the weapon. Do not gather a modifier if the target is within Target has Light Cover -1
1R. Apply a cumulative -1 modifier to the Skill Check to hit Target has Normal Cover -2
for each additional range band between the attacker and their
Target has Heavy Cover -3
target, i.e. -1 within the second range band, -2 within the third, etc.
LoS passes through a Smoke
(See the example on pg 9). -2
Template
Cover
Target is Prone -2
Establish if the target will benefit from a modifier due to
Speed Modifier or Target Sprinted -2
Cover. Before the battle terrain features should be given a
Cover Value based on how much protection they provide from Ability Modifiers varies
projectiles and explosives.
Obstructing Cover – Physical protection that is categorized into three levels;
Light(open/wooden fences, heavy foliage), Normal(stone walls, buildings, sandbags)
and Heavy(fortifications).
Obscuring Cover – Intervening factors that make the target difficult to see, without
blocking Line of Sight. Obscuring Cover is also categorized into three levels; Light (fog,
brush), Normal (smoke, dusk) and Heavy (night).
Prone
Ranged attacks at Prone rhyflers have a -2 penalty to hit, however this doesn’t stack
with Obstructing Cover. If the rhyfler is Prone behind Obstructing Cover, with respect
to the attacker, there is no Line of Sight between them and neither can be declared a
target by the other.
Speed
If a target has moved quickly across the battlefield they may be entitled to a modifier for
their speed. The Sprint Movement Task is a good example of this as it grants a -2 modifier
to enemy Interruptions due to the haste with which the rhyfler is moving.
Reactions
When a rhyfler is declared a target it may decide to perform a Reaction, which will add
a modifier to the Skill Check.
Return Fire – If the target has elected to Return Fire the initial attack suffers a -1 modifier
to the Skill Check.
Skedaddle – If the target has declared they will Skedaddle the attack gathers a -4 modifier.
This modifier only Stacks with Range modifiers.
Stacking Modifiers
When gathering modifiers some restrictions must be followed. Most modifiers
can be combined, or Stacked. In general no single modifier may exceed -3, except
Range and Skedaddle.
Multiple Cover modifiers of the same type do not stack; gather the highest modifier
from those that apply. Obscuring and Obstructing Cover modifiers may be combined, but
cannot exceed -3.
Skedaddle can not be Stacked with any modifiers other than Range.
Core Rules 15
Resolve Skill Check
Ranged Combat Result Once all the modifiers have been gathered a
Skill Roll Result
Target Number can be established. The attacker
then performs a Skill Check by rolling 3D6 and
Automatic Hit, target is Out of Action.
The attacking Rhyfler gains an immediate,
comparing the result to the Target Number. If the
3
free Activation. This Activation can be a result is equal to or below the Target Number,
second Combat Task. the attack is a success, and the target gains Out
4–5 Automatic Hit, target is Out of Action. of Action Status (pg 6).
Passes Skill Check Target is Out of Action. If the Skill Check result is above the Target
The weapon malfunctions, preventing the Number the attack has failed. Combat Resolution
16–17 attack. The firing rhyfler is Gobsmacked, or is then over or moves on to the next step if the
the vehicle’s weapon is Jammed. target chose to perform a Reaction.
The weapon critically malfunctions, Regardless of the Target Number, certain
exploding before it is fired. The firing rhyfler extreme results on the dice always have an
18
is taken Out of Action, or the vehicle’s weap-
on is Inoperable. added effect as shown on the Ranged Combat
Result Chart.
Attacker Failed Skill Check & Target Chose Skedaddle
Skill Check Result Attacking commander moves the target Reactions
12 or less towards cover. The target is Gobsmacked
If the Skill Check for the attack was failed and
Skill Check Result Target’s commander will move the target the target chose to perform a Reaction, it is
13 or more to cover. Target is Prone
resolved at this point.
Skedaddle
After the attack the surviving rhyfler is moved up to their Movement Allowance towards
the nearest cover. This move cannot place the rhyfler in worse cover than they already
have. If there isn’t better cover nearby, the rhyfler is not moved.
The direction the rhyfler is moved depends on the result of the failed Skill
Check. If the number rolled was equal to or less than 12 the attacking commander
determines the path to cover and the target becomes Prone and Gobsmacked. If the
number rolled was equal to or greater than 13 the target’s commander chooses the
direction of movement, and the rhyfler is marked Prone.
If there is no cover within the rhyfler’s Movement Allowance their commander moves
the rhyfler up to 1” in any direction. After this move the target is Prone and Gobsmacked.
A rhyfler that is already in cover may still elect to Skedaddle. Apply the -4 modifier
to the attack, but this does not stack with any other cover modifiers or Equipment Traits
that modify cover, for example Large Caliber.
Return Fire
A rhyfler that declared Return Fire now makes that attack. This attack can only be a standard
Ranged Attack which may only target the initial attacking rhyfler that provoked the
Reaction. The target of Return Fire may not declare a Reaction to this attack.
Gather all applicable modifiers. Modifiers from Special Abilities, like Dead-Eye, are
not applied. Certain Equipment Traits may apply; this will be listed in their description.
Weapons with Not Applicable or N/A in the Snapshot column of their Weapon Profile
are unable to perform this Reaction.
In addition Return Fire also applies the weapon’s Snapshot modifier to the Target
Number. Once all modifiers have been gathered and a Target Number is established the
Skill Check is resolved.
16 Clash of Rhyfles
Resolving Melee
Melee Combat Sequence
Combat Tasks Declare Target, establish Engaged Status
The rhyfler declares an attack against an enemy, and checks
Gather Skill Check Modifiers:
to make sure they are Engaged with the Target. The attacker
Cover, Additional Rhyflers, Abilities, Prone,
than gathers any relevant modifiers and applies them to their and/or Gobsmacked
Skill to establish a Target Number for the attack. The Skill Resolve Skill Check
Check is then rolled using 3d6. If the roll is greater than the
Resolve Might Roll,
Target Number the attack fails and the Task is completed. apply Status change to Target, if any
If the roll is equal to or less than the Target Number
the attack is a success. The attacker then makes a Might Roll
and compares it to the target’s Toughness. The target is then Melee Attack Modif iers
given the Status listed on the chart. If a Gobsmacked target is Friendly +1 per
Gobsmacked again by a Melee Attack they are Out of Action. Additional Rhyflers
Enemy -1 per
Regardless of the Target Number, certain extreme Target is Prone or Gobsmacked +2
results on the dice always have an added effect as shown
Target is behind Obstructing Cover -2
on the Melee Combat Result Chart.
Core Rules 17
Resolving Blast Attacks
Weapons with the Blast Trait affect Blast Attack Result
an area instead of a single target and
Skill Roll Result
follow a different attack sequence.
Blast Point is centered on targeted unit,
3
Establish the Blast Point Might Value is Tripled.
The firing unit declares a target Blast Point is centered on targeted unit,
4–5
Might Value is Doubled.
within Line of Sight and centers
the correct template on that unit. Passes Skill
Blast Point is centered on targeted unit.
Check
The center point of the template is
The weapon malfunctions, preventing the
referred to as the Blast Point.
16–17 attack. The firing rhyfler is Gobsmacked, or the
The attacker then makes a vehicle’s weapon is Jammed.
Blast Attack Skill Check to hit the The weapon critically malfunctions,
target. The only modifiers to this exploding before it is fired. Center the Blast
roll are for Range Bands and Cover. 18 Point on the firing rhyfler, or in the case of
vehicles, the firing weapon is Inoperable
Rhyflers under the template may not
(may not be Repaired).
react to this attack by Returning Fire
or Skedaddling. The result of the Attacker Failed Skill Check, Results in Dispersion
attack will indicate the final Blast Skill Check
Attacking Commander places the Blast Point
Point (center of the template). 3 inches from its original target point. This
Result 12
may be in any direction in LoS, and need not
If the Skill Check fails the or less
be centered on a unit.
commander indicated by the chart Target’s Commander places Blast Point
moves the template in any direction 3+D3 inches away from the original target
Skill Check
they choose. The blast point of a Result 13
point. This may be in any direction in LoS,
template moved this way does not and they may elect to center it on opposing
or more
rhyflers. The new Blast Point need not be
need to be centered on a unit. centered on a unit.
18
Determine Damage Against Rhyflers
Taking Cover
Rhyflers under the template then make a Skill Check to Take Cover. Each rhyfler makes
an individual Skill Check at a penalty depending on the size of the template; Small -1,
Medium -2, and Large -3.
With a successful check halve the final Might value of the attack. If the check is
failed the rhyfler is affected by the full Might value of the attack.
If there is Obstructing Cover between the Blast Point and a rhyfler Taking Cover,
a successful Skill Check avoids the effects of the attack entirely. The rhyfler is now Prone
and does not suffer a Might Roll.
Might Roll
Once the Blast Point is determined perform a separate Might roll against each
affected rhyfler to determine the attack’s Might Value. If the rhyfler ’s Take Cover
roll was successful this value is halved. If the check was failed the full value is
applied regardless of cover or status.
Pushing Rhyflers
Some Blast Might results require the pushing of affected rhyflers to the edge
of the template. This movement should always be directly away from the Blast
Point, and if unclear should be performed by the attacking commander.
Core Rules 19
Resolving Interruptions
Interruptions are Tasks that are performed out of the normal sequence, most taking
place during the opposing commander’s Round. As their name implies Interruptions
happen before or during the Task that triggered their use. The Task being performed by
the active rhyfler is halted and the Interruption is resolved. If the active rhyfler is still
Ready and did not perform a Reaction, they may then complete their Task.
Reactions to Interruptions
Overwatch vs Even though the Interruption occurs during their Round, the
Ranged Combat Sequence active rhyfler may choose to declare a Reaction to the attack.
If they do this their initial declared Task is forfeit.
Declare Target, establish Line of Sight
If the active rhyfler chooses to React with Return Fire
Opponent declares
Overwatch, if any. it counts as their one allowed Combat Task that Round, and
the Interrupting rhyfler cannot choose to React in any way.
Active Rhyfler declares Reaction
to Overwatch, if any The two types of Interruptions are Overwatch and Snapshot.
Gather Skill Check Modifiers:
Range, Cover, Speed, Prone, and/or Reactions
Overwatch
During the opposing commander’s Round a single rhyfler
Resolve Overwatch,
apply Status change, if any on Overwatch may immediately make a Ranged Attack,
If Active Rhyfler still Ready, and didn’t
against any enemy rhyfler performing a Movement or
React, resolve original Combat Task Combat Task within three Range Bands. This attack can
Original Target declares any Reactions
only be a standard Ranged Attack. Certain Equipment
Traits may apply; this will be listed in their description.
Gather Skill Check Modifiers:
Range, Cover, Speed, Prone, and/or Reactions Only one Overwatch Interruption per Movement or Combat
Task is allowed.
Resolve Skill Check,
apply Status change to Target, if any When an Overwatch attack interrupts an active enemy’s
If Target still Ready, and chose to Return Fire, Ranged Attack, it is resolved first. If the active rhyfler chose
resolve that Reaction not to react and is still Ready after the Overwatch attack, then
proceed with the initial declared Combat Task.
Snapshot
During the opposing commander’s Round a single Ready rhyfler may spend 1 Pluck to
make a normal Ranged Attack against an enemy rhyfler who performs a Movement Task in
their LOS and within 3 range bands. Only one Snapshot per Movement Task is allowed.
The Skill check gathers the Snapshot penalty for the weapon in addition to
other modifiers. Additional modifiers from Special Abilities, like Dead-eye, are not
applied. Certain Equipment Traits may apply; this will be listed in their description.
Weapons with Not Applicable or N/A in the Snapshot column are unable to
perform this Interruption.
If the target elects to Return Fire, the rhyfler performing the Snapshot may not React.
Example: Crusader Rhyfler Gryg attempts to cross from behind a barn to a stack of barrels
nearby. As Gryg begins his move, Coftyran Yawdryl M’kayl takes a Snapshot at him. Gryg
decides to react by Returning Fire, halting Gryg’s move at a point of M’kayl’s choosing. M’kayl
may not react to this reaction. M’kayl’s shot is resolved first with appropriate modifiers, followed
by Gryg’s if he is still in Ready Status after the attack.
Rhyfler Gryg could have instead chosen to Skedaddle, and continued moving the rest
of his allowance toward the barrels if the attack failed, ending the movement Prone.
20 Clash of Rhyfles
Tasks
The Tasks a rhyfler may perform are broken down into five categories; Movement,
Combat (Ranged and Melee), Preparation, Leadership, and Recovery. Some Tasks are
more involved and require the use of Pluck to accomplish. These will state this requirement
after the name of the Task, for example: Charge (+1 Pluck).
Some Tasks are so involved they require preparation before they can be performed.
These Tasks will list the prerequisite Preparation Task after their name, for example
Throw Grenade (Prime Explosive).
Movement Tasks
Standard Move – A Ready rhyfler may move up to its Movement Allowance in any
direction. This movement may bring a rhyfler into base-to-base contact with an enemy
rhyfler, changing its status to Engaged.
Sprint – The Ready rhyfler moves up to double its Movement Allowance. This Task cannot
be used to bring a rhyfler into base-to-base contact with an enemy rhyfler. A second
movement Task or Charge can not be performed in the same Round as a Sprint Task.
This movement cannot take the rhyfler within two inches of an enemy rhyfler; if it
does the opponent may make an immediate free Melee attack against the sprinting rhyfler.
If the Sprinting rhyfler becomes the target of Overwatch or Snapshot it cannot
declare a Reaction. Instead the Interrupting rhyfler’s attack suffers a -2 penalty due to
the frantic movement of its target.
Prone Movement – A Prone rhyfler may move up to half its Movement Allowance in
any direction. If this movement ends with the rhyfler behind cover, they may remove the
Prone Status.
Climbing – A Ready rhyfler may climb over obstacles shorter than them by subtracting 1”
from their Movement Allowance during a Standard Movement Task. Taller objects may be
scaled by spending 2” of their Movement Allowance for every vertical inch climbed.
Jumping – As part of their movement a rhyfler may jump to a lower position with
a difference of up to 1” in height without penalty. A rhyfler may jump down a large
distance (between 1” and 2” in height) if it uses an entire Task, but no other movement is
allowed. Jumping down a large distance as part of a Standard Move requires making
a Skill Check. Failing the Skill Check means the rhyfler lands Gobsmacked.
A rhyfler may perform a jump of up to 1” in height or up to 2” horizontally as
part of a Sprint move, halving the total distance of the move. To leap higher or farther
the rhyfler must make a Skill Check at a penalty of -1 per extra inch. If they fail they
become Gobsmacked at the point where the jump is declared.
Disengage – An Engaged rhyfler may make a Skill check to move away from an enemy
with which it is in base-to-base contact. If it succeeds, the rhyfler may move up to its
Movement Allowance away from its opponent. If it fails the enemy rhyfler gets an
immediate free attack. If the disengaging rhyfler survives this free attack it may then
move away from its opponent.
Multiple opponents make disengaging difficult. The rhyfler’s Skill Check is at -1
for each additional enemy beyond the first.
A rhyfler may disengage from a Gobsmacked opponent without performing the
Skill Check.
Core Rules 21
Ranged Combat Tasks
Ranged Attack – A Ready rhyfler shoots at an enemy rhyfler that is within Line of Sight
and not Engaged with a friendly rhyfler.
Supporting Fire (+Pluck) – When a rhyfler with the Support ability fires at an enemy
target, friendly rhyflers with the Support ability within 4” that have line of sight to the
target may spend a point of Pluck to add their firepower to the Task. For each supporting
rhyfler the firer gains +2 to the Skill Check. Supporting rhyflers may not perform
another Combat Task until their commander’s next Round.
Throw Grenade (Prime Explosive) – Rhyflers
Smoke Grenade typically carry smoke and fragmentation grenades,
Roll Outcome and enough to last the whole battle. When a rhyfler
On Time, On Target!! – Place template at the throws a grenade declare a target location (for smoke
6/6 declared location, and a second template grenades) or a target rhyfler (for fragmentation
touching the first. grenades) within 10.” Instead of making a Ranged
6/- Score!! – Place template at the declared location. Combat attack the commander rolls on the
Whoop, Wind Took It! – Place template at appropriate chart.
6/1 declared location, opposing commander places
a second template touching the first. Smoke Grenades
Smoke effects are represented by a Medium
Close Only Counts With... – Opposing commander
-/-
places template within 2” of declared location. Template placed at the final location. Ranged
attacks tracing LOS through a Smoke template
Did You Pull the Pin?!? – Grenade bounces and
1/- produces little smoke. Place a Small template at have a -2 Obscuring penalty to Skill.
the declared location. All smoke markers are removed at the end
1/1
Gaaaack! – Thrower drops the grenade. Place of the current Turn.
template directly in front of the thrower.
Fragmentation Grenades
When throwing a Frag grenade the attacker declares
Fragmentation Grenade a target rhyfler and places the Blast Point of a
Medium Template on them. The attacker then rolls
Roll Outcome
on the Chart. Any damage rolls should reference
On Time, On Target!! – Target suffers a 3d6 Might
the Blast Might Roll chart.
6/6 attack, rhyflers under the template suffer a 2d6
Might attack.
Throwing “Blind”
Score!! – Target and rhyflers under the template
6/-
suffer a 2d6 Might attack. Either type of grenade may be thrown blind, at a
target or location the thrower cannot see.
Fire in the Hole!! – Target valiantly leaps on the
grenade and is taken OOA. Enraged rhyflers Since precision is less important with
6/1
within 2” gather 1 Pluck each as they channel Smoke grenades they are placed as normal when
their anger into action!!
Thrown Blind.
...Cadiershoes and Hand Grenades – Target suffers
-/- a 1d6 Might attack. All rhyflers under the template
Fragmentation grenades can only be thrown
are knocked Prone. Blind if the attacker knows a valid target is there;
Did You Pull the Pin?!? – Grenade bounces
having seen enemies moving to that location or
1/-
away and is harmless hearing them fire from that location, etc. In this case
Gaaaack! – Thrower drops grenades and suffers
the attacker rolls three dice for the random outcome
1/1 table. The opposing commander then chooses two
a 2d6 Might attack.
of these dice to compare to the chart.
22 Clash of Rhyfles
Melee Combat Tasks
Melee Attack – The rhyfler declares an attack against an Engaged enemy, performing a
Skill check to see if the attack succeeds.
Charge (+1 Pluck) – The rhyfler moves up to double their movement allowance to engage
an enemy rhyfler. If the rhyfler ends the move in base-to-base contact with an enemy, they
may immediately perform a Melee Attack Task as part of the same Activation.
Reacting to Charges
Only the target of the Charge may perform a Snapshot against this rhyfler during the
movement portion of the Task. The reacting rhyfler must have Line of Sight to the
charging rhyfler before they are Engaged. The target’s Snapshot gathers an additional
-2 modifier due to the ferocity of the incoming enemy.
Rhyflers in Overwatch Status may also respond to the movement part of a Charge,
at an additional -2 penalty, as long as the interrupting rhyfler has Line of Sight to the
charging rhyfler before they are Engaged.
In either case the Charging Rhyfler can not chose to Skedaddle or Return Fire; they
can only continue the Charge until Engaged with their target.
Powerful Blow (+1 Pluck) – An engaged rhyfler may spend a point of Pluck to land a
more powerful blow against an Engaged opponent. The attack is at a +1 bonus to both
Skill and Might.
Preparation Tasks
Some Tasks require the performing of a Preparation Task beforehand. Once the Preparation
Task has been performed the rhyfler needs to be issued another Activation to finish the
sequence. Such Tasks will list the prerequisite Preparation Task after their name, for example
Throw Grenade (Prime Explosive).
Overwatch – A ready rhyfler may spend an Activation to enter Overwatch status.
This lasts until the rhyfler performs another Task, either during their opponent’s
Round or their own. This Task counts as the rhyfler ’s one allowed Combat Task
for the Round
Prepare Weapon – Some weapons require a little more time to prepare for an attack.
This could be the loading of special Anti-Tractor ammunition, or selecting to fire all
the barrels on a scattergun. A ready rhyfler may perform this Task in preparation for
a weapons special attack. The rhyfler is then ready to perform the associated Combat
Task. If the commander does not have sufficient Activations this round to complete the
second Task, the rhyfler is marked as Prepared. Once Prepared the weapon remains
that way until it is fired or the rhyfler performs this task again to switch back to the
standard mode of firing.
Prime Explosive – Grenades and other explosive are secured for safe transport by means
of a mechanical safety. In order to attack with such explosives this mechanism must
first be deactivated, by priming the weapon to explode. After this task is performed the
rhyfler may attack with the device. If the commander does not have sufficient Activations
this round to complete the second Task, the rhyfler is marked as having a Primed Device.
Once the device is Primed it remains that way until it is used in an attack or the rhyfler
performs this task a second time to make it safe for transport again.
Should a rhyfler with a Primed Explosive be attacked and Gobsmacked or taken
Out of Action, the weapon is dropped and detonates. Center the effects of the weapon on
the fallen rhyfler and resolve the attack; for Frag grenades, the unlucky rhyfler counting
as both target and thrower.
Core Rules 23
Leadership Tasks
The following Tasks can only be performed by rhyflers Leader (X/Y)
with the Leader Ability. Leaders may always include Leaders allow a commander to
themselves in the Task without counting towards the better control rhyflers through
their ability to Activate multiple
limit established by X. rhyflers at once. A rhyfler with this
Fire and Advance (+1 Pluck) ability may perform a Leadership
Task that includes a number of
This rhyfler may perform a special type of Group
rhyflers equal to X that are within
Move using their Leader(X,Y) Ability in which some Y inches.
rhyflers provide a fusillade of Covering Fire while
others advance.
After spending a point of Pluck the Leader selects themselves and X rhyflers
within Y inches to perform this Task. Half of the selected rhyflers fire wildly at
enemy units while the other half performs a Sprint move that ends in cover or
the rhyflers dropping Prone. If there is an odd number the larger grouping must
provide the Covering Fire.
Fire and Advance counts as one Task towards their limit of 2 for all rhyflers
involved; it is not considered a Combat Task for any of the involved rhyflers.
This Covering Fire is meant to dissuade Reaction Fire, Snapshots and Overwatch
attacks from enemy rhyflers, thus it prevents those reactions. However a persistent
enemy may attempt to make such a reaction by rolling on the Under Fire chart. The result
replaces the reaction attack.
Under Fire
Roll Outcome
Got ‘em! – The reacting rhyfler successfully lands a shot on one of the Covering Fire
6/6
rhyflers, taking them OOA. The choice of rhyfler goes to the Active Commander.
Two can play this game! – The reacting rhyfler is able to send enough lead back
6/-
at the Covering Fire rhyflers to Gobsmack one of their choice.
Youch!! – The reacting rhyfler is able to Gobsmack an enemy of their choice,
6/1
but they are Gobsmacked as well.
Keep your heads down! – The reacting Rhyfler is unable to get a clear shot, and
-/-
must drop Prone.
1/- I got thi–aaack! – The reacting rhyfler is hit and Gobsmacked.
They shot Frytz! – The reacting rhyfler is hit by a stray bullet and taken OOA.
1/1
The reacting commander gains a point of Pluck in outrage!
24 Clash of Rhyfles
Group Movement (+1 Pluck) – A ready rhyfler with the Leader ability may spend one
Pluck to allow themselves and X ready friendly rhyflers, within Y inches, to make a
normal Move or Sprint. Additionally this counts as one Task towards their limit for any
friendly rhyflers moved.
Regroup (Whole card) – Before using any Activations on a new card, a commander may
have a rhyfler with the Leader ability perform a Regroup Task. Their opponent then reveals
the current card and the active commander gains Pluck equal to the card’s value.
Recovery Tasks
Steady – A rhyfler may choose to spend an Activation to add a point of Pluck to use for
their next Task. In this way a rhyfler could Steady before moving 1” to gain LoS on a
Target, then fire, or Steady to gain the Pluck required to perform the Charge Task. If the
point of Pluck is not used for their next Task it is lost.
Recover – Remove a Gobsmacked marker from a rhyfler. The Recovered rhyfler may
choose to stand up and lose Prone status as part of the same Task, but it is not required.
Tend Wounded – By performing this Task a rhyfler may move 1” to become Engaged
with any Out of Action rhyfler, including an enemy. The rhyfler then rolls a die to find
the extent of the fallen rhyfler’s wounds.
Tend Wounded
Roll Result
I’m Good, I’m Good! – The rhyfler had their bell rung, but a good shake helps
6
them pull it together. The rhyfler returns to the fight Ready.
I Need A Second! – The rhyfler is no longer OOA, but needs time to
4-5
recover. Mark the rhyfler as Gobsmacked.
It’s Just a Flesh Wound! – The rhyfler is ambulatory but not fully functional.
They can only perform one Task a Round. If they are in Cover this can be
3
a Combat Task, otherwise they must move towards Cover. If this rhyfler is
taken Out of Action again, remove them from the battlefield.
Don’t Leave Me Out Here!! (Incapacitated) – The rhyfler is alive and bandaged,
but can’t move on their own. They gain the Heavy(1,4) ability and may be
2 carried off the battlefield with the assistance of one other rhyfler. Wounded
rhyflers that are assisted to their Deployment Zone grant their commander
3 Pluck.
It’s Up To the Ancestors Now... – The rhyfler has been wounded so badly that
1 they cannot participate in the remainder of the battle. Remove them from the
battlefield.
Core Rules 25
Special Abilities
Blunt Round
Sharpshooters have made it common practice to carry specially modified ammunition
for targeting tractors. In order to use them the sharpshooter must first perform a Prepare
Weapon Task to load these anti-tractor rounds. These Blunt Rounds grant them a 1d6+2
Might roll against tractors, but do not confer any special bonuses against rhyflers.
Bombardier
The rhyfler does not need to first Prime Explosive before performing the Throw Grenade
Task, they may simply proceed to the attack.
Communications
This rhyfler ’s equipment brings them a constant stream of information about
the battle, allowing them to keep their commander updated. After the opposing
commander draws the activation card the active commander may spend a point
of Pluck to reveal its value.
Creature
Utilizing natural weapons such as claws or teeth, these beasts are very effective
against soft targets. Creatures may only use the equipment listed on their profile, and
do not come equipped with grenades.
Critter Wrangler
It takes a brave quar to even get near the more lethal fauna of Alwyd, much less train
them. If your Patrol contains a rhyfler with this ability Wild units you control Activate
normally. If the rhyfler with this ability goes Out of Action the creatures regain their Wild
status for the rest of the battle even if the Wrangler recovers from Out of Action Status.
Dead-Eye
Some marksquar are so talented they can hit a moth’s eyeball and not disturb the
wings. Rhyflers with this ability may perform the Aimed Shot Task.
Aimed Shot (+1 Pluck) – This rhyfler may perform a Ranged Attack
without incurring penalties from the distance to the target. Do not
gather Range Band modifiers for this attack.
Élan
Rhyflers within command range of this Leader gain the Veteran ability.
Green
Eager teenage kits and patriotic tradesquar may find themselves
volunteering for stints with a local militia or Home Guard. These Quar
may not be as drilled as professional soldiers, but tend to do alright
under the watchful eye of their NCOs. When within a Rhyfler with
Leadership’s range(Y), Green rhyflers gain the Ranged(+1) ability and
gather +1 to Skill when making Take Cover checks.
26 Clash of Rhyfles
Hardened
Some rhyflers are used to the chaos of the battlefield, shrugging off effects that would
paralyze those with less training. A Hardened rhyfler may automatically ignore the
need to go Prone or become Gobsmacked when they Skedaddle.
Infiltrate
A rhyfler with this ability may start the Skirmish off the battlefield. When Activated the
rhyfler may perform the Infiltrate Task. Rhyflers may not React to this Task with either
Snapshot or Overwatch.
Infiltrate – The active commander designates a point on the battlefield as the
Infiltrator ’s Entry Point and rolls on the Infiltrate Chart. This entry Point must be
at least 4” from an enemy rhyfler.
Infiltrate
Roll Outcome
Psst! Behind You! – Place the Infiltrator anywhere on the battlefield,
6/6 including Engaged with an enemy rhyfler. This result does not count
towards the rhyflers two Task limit this Round.
Where Did He Come From?!? – Place the Infiltrator anywhere within 4” of
6/-
the Entry point, including Engaged with an enemy rhyfler.
Stepped On a Branch! – Place the rhyfler at the Entry point, but the enemy
6/1 has been alerted to their presence. One enemy rhyfler within 6” may make
an immediate Snapshot at the Infiltrator if they spend 1 Pluck.
-/- Sneaky Little Beetle! – Place the Infiltrator at the Entry point.
Wait, Where Am I? – Opposing commander places Infiltrator within 4” of the
1/-
Entry point. This may include Engaged with an enemy rhyfler of their choice.
Should have turned left at Albyrquerqy!! – Opposing commander places
1/1 the Infiltrator anywhere on the battlefield. This may include Engaged with
an enemy rhyfler of their choice.
Killing Strike
This rhyfler is extraordinarily skilled with their melee weapon and may aim for a weak
spot on an opponent. A rhyfler with this ability may reduce the Target Number of their
Skill Check for an attack by two, allowing them to increase their Might result by two.
Leader (X/Y)
Leaders allow a commander to better control rhyflers through their abilities to Activate
multiple rhyflers at once. A rhyfler with this ability may perform a Leadership Task
that includes a number of rhyflers equal to X that are within Y inches.
Leap (X)
When jumping during a Movement Task, this rhyfler multiplies the distance allowed,
both horizontally and vertically, by their Leap value. This allows the rhyfler to ignore
certain barricades and obstacles, as well as enemy rhyflers.
Medic
These rhyflers are better trained to patch up minor wounds and get their comrades back
on the battlefield. Medics add one to their roll when performing the Tend Wounded Task.
If the Medic is a Cook they may also perform Tend Wounded on all rhyflers within 2”
with one Task, as the smell of a warm meal raises spirits among the troops.
Core Rules 27
Multi-Attack (X)
A rhyfler with Multi-Attack(X) may make X attacks per Ranged Combat Task. Each at-
tack must be against different targets, each is resolved separately(including Reactions),
and all targets are declared before any attacks are resolved. Each attack is resolved with
an additional -X to Skill.
If the firing rhyfler is wounded due to Return Fire any remaining attacks are
resolved as normal before the rhyfler’s Status is changed.
Musician (X)
A rhyfler with this ability may perform the following Task.
Rallying Song – Armed with instruments instead of sidearms, musicians inspire
their fellow rhyflers to pull themselves together and get back into the fight. A
Ready rhyfler with the Musician ability may Recover every friendly, Gobsmacked
rhyflers within X, changing their status to Ready.
Onslaught
When performing the Fire and Advance Task, Leaders with this ability may ignore
the X restriction on the number of rhyflers gathered for the Task, but they must still
be within Y inches. Additionally those assigned to moving may elect to spend a point
of Pluck per rhyfler to perform the Charge Task.
Pack (X)
Some creatures move and attack in groups, which can be both terrifying and hard to
stop. For one Activation a number of these creatures equal to X may each individu-
ally perform a Task, moving or attacking independently. The Tasks do not need to be
the same, and are independently resolved. Each individual creature is still limited to
two Tasks per Round.
Parry
Armed with advanced training in hand-to-hand combat, this rhyfler, when Gobsmacked
by a melee attack, may attempt a Skill Check to avoid the change in Status. If this Skill
Check is failed their status is changed to Out of Action.
Pykpyk(X)
Pykpyk Squirrels are treated as tokens and placed on the side of the play area. They
need not be placed on the board with their handler, do not need to be activated, and
may not be attacked. (X) is the number of Pykpyks included with the Handler. Pykpyks
are not removed if their Handler’s status changes to Out of Action.
At any point during a commander’s round a Pykpyk may be exchanged to reveal
the current Activation card, reroll all the dice on a Skill Check, or to perform a Tend
Wounded Task on an Out of Action Rhyfler. This does not count as an Activation or the
performance of a Task.
Ranged/Melee (±X)
This ability represents a difference in skill between various rhyflers on the battlefield,
some more trained in one style of combat over the other. When the rhyfler performs
a Combat Task from the listed category this ability modifies the target number by the
value of X, negatively or positively.
28 Clash of Rhyfles
Resilient
Tougher than their companions, Resilient rhyflers may perform the Tend Wounded
Task on themselves.
Scout (X/Y)
More at home in the field than with their peers, these rhyflers can move quickly
through even the roughest terrain. Scout allows the rhyfler to perform the Group
Movement Task as if it had the Leader ability. This move does not suffer penalties
due to difficult terrain.
A Scout may also perform the following Task.
Scouting Party – At the beginning of the Battle, before the first Round, the Scout may
spend 1 Pluck to perform a special Group Movement Task, in which themselves and
X other Rhyflers within Y inches may move up to their full Movement Allowance. All
rhyflers performing this Task must end the move in Cover or go Prone. Rhyflers do not
suffer movement penalties from difficult terrain when performing this move.
Skirmisher
At home in the wilderness, these rhyflers are trained to make better use of terrain.
Skirmishers do not suffer movement penalties from difficult terrain, and count as
always gathering -1 Obscuring Cover Modifier against ranged attacks.
Spotter
While gathering your Patrol this rhyfler is assigned to another specialist with the same
Profile name. For example, a Sharpshooter Spotter can be assigned to a Sharpshooter.
When the specialist performs a Skill Check for a Combat Task they may re-roll the highest
die. If they do, this counts as the Spotter’s Combat Task for the Round.
Standard
Any rhyfler within 4” of their Patrol’s standard bearer doubles
the amount of Pluck they gain from taking opponents Out of
Action or completing mission objectives.
If a standard bearer is Gobsmacked they will cling
to the standard whatever the situation (that’s why they
were chosen, after all). If the bearer is taken Out of Action
the standard falls to the ground and may be picked up by
any adjacent rhyfler who spends an Activation to do so.
Any rhyfler who picks up their sides’ standard gains the
Standard Special Ability. If an enemy rhyfler captures it,
the standard’s commander gives them 3 Pluck, or all that is
available. If the original owner regains their standard they
take back 3 Pluck, or all that remains.
Core Rules 29
Support
Rhyflers with this ability may perform Supporting Fire when they meet the
requirements of the Task. They may only Support and be Supported by rhyflers
with this ability.
Trapper
During deployment, a commander may place 5 numbered trap markers for each Trapper
in their force. These can be placed anywhere on the battlefield except the opposing
commander’s deployment zone. There must be at least 6” between any two markers.
Trap markers are 25mm diameter counters. Record 2 of these to be decoys, while
the remaining 3 may be any combination of Alarm, Snap, or Tank Traps.
When an enemy unit moves within 2” of a trap marker, the commander that
controls the trap reveals it. If it was a decoy, no further effect occurs. If it was not a decoy,
resolve the trap as per type.
Alarm Trap – Battlefield trappers utilize a system of
Snap Trap tripwires and bells to keep tabs on prey, beast and Quar
alike. This trap may be triggered by any type of unit.
Roll Outcome
When triggered, the closest friendly rhyfler to the trap
Ah! I See What You Did There... – The trap marker gains the Overwatch status, then the trap marker
is disarmed and clues the rhyfler into the
presence of other traps. The commander who is removed.
6/6 controls this trap must reveal and discard Tractor Trap – With the introduction of tractors, trappers
the nearest decoy trap token. If there is no
token within the target’s MA, the defending realized the metallic behemoths were vulnerable at the
commander gains 1 pluck. legs like any other beast, developing tread cracking
They Could Have Tried a Little Harder! –The explosives to hobble their quarry. This trap may only
6/- be triggered by a vehicle. If revealed by a different type
trap does nothing and is disarmed.
Did You Hear a Click?! – The triggering unit of unit it is considered disarmed and has no effect. The
6/1 moves its full MA away from the trap, then is triggering vehicle suffers a 2d6 Might attack and the
Gobsmacked. trap is removed. If the affected vehicle is armored the
OWWWW!! – The triggering unit has their MA location hit is the vehicle’s locomotion.
reduced by 2 until another rhyfler performs a
-/-
Tend Wounded Task. Do not roll on the chart, Snap Trap – Trappers are known to re-purpose snap
the rhyfler recovers fully. traps designed for fauna much larger than Quar for use
What The!?! – The triggering unit is on the battlefield. This trap may only be triggered by a
1/-
Gobsmacked. non-tractor unit (such as a rhyfler or beast). If triggered
See, It’s Safe this Wa... – The triggering unit by a tractor, it is considered disarmed and has no effect.
1/1
is Out of Action. The triggering unit suffers the effect rolled on the Snap
Trap chart. The trap marker is then removed.
Trench Armor
Rhyflers with this ability halve the Might Roll of Fragmentation grenade attacks made
against them. In addition they count as always passing Take Cover tests when suffering
a Blast attack.
Veteran
These rhyflers are trained to shrug off battlefield conditions that would leave others
subdued. Performing the Recover Task does not count towards one of a Veteran
rhyfler’s two allowed Tasks that Round. The expenditure of an Activation is still
required to perform the Recover Task.
30 Clash of Rhyfles
Wallop
A rhyfler with this ability has trained in the art of melee weapons, or they are naturally
very strong, allowing them to attack with great might. A rhyfler with the Wallop ability
may perform a Powerful Blow without spending a point of Pluck.
Wild
Ruled by instinct, some creatures are hard to control; best to let them loose and hope
they are pointed at the enemy. If there are Wild units involved in a Mission, add two
Special Events cards to represent these creatures.
A Wild unit may not be chosen to Activate normally. Instead, when one of their Special
Event cards is drawn each Wild unit must immediately perform one of the following Tasks of
their choice:
•Standard Movement towards the nearest rhyfler, friendly or enemy.
•Melee Attack against a model they are engaged with (friendly or enemy).
•Recover if Gobsmacked.
Core Rules 31
Equipment Traits
Automatic (X)
Weapons with a higher rate of fire are capable of targeting multiple opponents with
one attack, but at reduced accuracy. X is the additional penalty given to each shot when
firing at multiple targets while performing the Area Fire Task.
Area Fire – A rhyfler with an Automatic weapon may attack several rhyflers in a
group. Place a Medium template to cover an area containing the desired targets. All
targets even partially within the area of the template are affected. These targets will
then individually decide to Skedaddle or Return Fire.
A Skill Check to hit is made for each individual target with the appropriate
modifiers for their response, range, any cover, and the Automatic ability, X. In
addition this attack subtracts one from penalties due to Obstructing Cover; Light
Obstructing Cover is negated, Normal becomes -1, etc.
The attacks are performed one by one until all of them have been resolved. If the
firing unit is wounded due to Return Fire during an attack any remaining attacks are
resolved as normal before the unit is marked OOA or damaged.
Area Fire may not be used as a Reaction.
Blast(X, Yd6±Z)
This weapon affects an area instead of a single target. The X value represents the size
of the template used; Small (S), Medium (M), or Large (L). The Might value of the Blast
is listed as Y number of six-sided dice, with a potential modifier of Z. For example a
weapon with a Blast Value of (M, 2d6-1) would affect targets under a Medium template,
that would suffer an attack with a Might value of a roll of 2 six-sided dice added together,
with a value of 1 subtracted from that sum.
Bolt Action
These civilian weapons are often handmade family artifacts. While they may send less
fire down field, they do it with much more accuracy. Bolt Action weapons have the Slow
Reload trait.
A rhyfler armed with a Bolt Action weapon may perform the Crack Shot Task
instead of a standard Ranged Attack.
Crack Shot – This rhyfler may perform a Ranged Attack without incurring penalties
from the distance to the target. Do not gather Range Band modifiers for this attack.
This does not apply to interruptions such as Return Fire and Snapshots, nor to attacks
performed while on Overwatch.
Braced
Weapons with bipods and heavy rifles sometimes require physical support to fire
accurately. When these weapons fire they subtract -1 from Skill unless the firing unit
is Prone or base-to-base with terrain providing cover. This penalty is applied when the
weapon is used for Return Fire, Snapshot and Overwatch Tasks unless it is Braced.
32 Clash of Rhyfles
Heavy (X,Y)
Cannons, wounded comrades and crates of grenades are all more than one Quar can
handle. If X rhyflers are adjacent to the Heavy object it may be moved Y inches with a
Standard Movement Task. This movement requires only one Activation, but counts as
one Task for each rhyfler involved. Rhyflers moving a Heavy object cannot perform the
Sprint Movement Task.
The attacking rhyfler then makes a 3” Move Plink! – The explosives don’t fire. The lance
1/-
bounces away harmlessly.
straight toward the target, ending within 6” of
the tractor, and throws the weapon. This quick Cramp! Oh, &#$@!! –Thrower fumbles the
1/1 launch and Lance drops to their feet. Attacker is
little run provides the rhyfler a -2 cover modifier the center point of a Blast (S, 2d6) attack.
against Snapshot and Overwatch.
Shrapnyl
The rhyfler then rolls on the Grafaenk Mk4 The precision explosives of the Grafaenk pose little threat
Lance chart. If the attacker is successfully hit by an to individual rhyflers in the battlefield. However when they
Interruption, continue the Task, but read one row successfully damage a tractor, bits of the weapon casing
lower on the chart. After the Task is over, apply the and debris from the hull radiate outward in a devastating
wave of shrapnyl. Any rhyfler within 2” of the location of
results of the Interruption to the rhyfler. a successful attack against a tractor will be caught in the
blast, and suffer a 1d6+2 Might attack.
Large Caliber
Weapons that use larger rounds are more effective versus rhyflers in cover, Tractors,
and other obstacles. Large Caliber weapons reduce Obstructing Cover modifiers by
1; Light Obstructing Cover is ignored, Normal is reduced to -1. These modifiers are
applied when the weapon is used for Return Fire, Snapshot and Overwatch Tasks.
Armored vehicles hit by Large Caliber weapons suffer a 1d6+2 Might roll.
Loader
This weapon works more efficiently with assistance from a designated Loader chosen at
the start of the battle. For squad weapons, such as the Coftyran Cryfen, a basic rhyfler
from the squad is chosen, while specialist weapon teams have dedicated profiles.
If the firing rhyfler is in base contact with this designated rhyfler, increase the roll
needed to pass any Skill Check by +1. This bonus applies to standard Ranged Attacks,
the placement of Blast templates, and all individual rhyflers targeted by Area Fire attacks.
Core Rules 33
Scattergun
Scatterguns may be fired as normal but not beyond one Range Band. A Scattergun
may also be Volley Fired.
Volley Fire(Prepared) - This attack targets all rhyflers, friend or foe, in the weapon’s
effect area, or Zone. This Zone is one inch wide and is a line that extends a single Range
Band from the Rhyfler’s base to the final target.
Consult the Scattergun Outcome table before any to-hit rolls are made. If the firing
model is still active, conduct individual Ranged Attacks against each model in the line of
fire. Volley Fire may only be Reacted to by Diving for Cover.
Scattergun
Roll Outcome
Devastating Volley! – All rhyflers in Zone are attacked at
6/6
+2 Skill.
Successful Volley! – All rhyflers in Zone are attacked at
6/-
+1 Skill.
That kicks! – Attacks available targets in Zone at +1 Skill
6/1
and the Scattergunner is Gobsmacked.
-/- Right on target! – Attacks rhyflers in Zone as normal.
Breach Fire! – The weapon malfunctions, and the
1/-
Scattergunner is Gobsmacked.
Breach Explosion! – The weapon explodes, and the
1/1
Scattergunner is OOA. Weapon is destroyed.
Select Fire(X)
Designed for up close fighting in trenches, these submachine guns can target multiple
enemy rhyflers with one short burst of fire. Weapons with this Trait may perform a
Ranged Attack against up to X enemy units within the area of a Medium template.
Each attack must be against a different target, is resolved separately (including
Reactions), and all targets are declared before any attacks are resolved. Each attack
suffers an additional penalty equal to the weapon’s Snapshot value. If the firing unit is
wounded due to Return Fire any remaining attacks are resolved as normal before the
unit is marked OOA.
A weapon with the Select Fire trait may instead choose to perform a normal
Ranged Attack against a single target at no additional penalty.
34 Clash of Rhyfles
Shotgun
Originally hunting weapons, Shotguns have found favor in the trenches. These
weapons fire a group of small projectiles that cover an area, but lose effectiveness
over range. Shotguns do not gather penalties for Range, but use the following
modifiers instead.
Within the weapon’s first Range Band the shotgun affects only the target, but
with +1 to Skill due to the close range.
In the second Range Band the attack affects the target and one additional rhy-
fler of the firer’s choice within 1” of the primary target. These are both separate attacks
at no penalty for Range.
In the third Range Band it affects the target and up to an additional two rhyflers
of the firer’s choice within 2” of the primary target. These are all separate attacks at a
-2 modifier to the Skill Check, as the weapon loses effectiveness. Shotguns may not fire
beyond three range bands.
The initial target of a Shotgun attack may React as normal; Return Fire or
Skedaddle. The additional targets may only React with Skedaddle.
These modifiers are applied when the weapon is used for Return Fire, Snapshot
and Overwatch Tasks.
Slow Reload
Weapons with this trait require spending an Activation to reload after a Ranged attack.
If the commander elects not to immediately reload the weapon the rhyfler must be
marked as carrying an unloaded weapon. An unloaded weapon may not be used to
perform a Ranged Combat Task.
Tractor Slugs
Specialist rhyflers armed with shotguns occasionally carry solid slug ammunition to
deal with heavily armored targets. In order to use them the rhyfler must first perform
the Prepare Weapon Task to load these solid slugs.
Targets with an Armor Value hit by Tractor Slugs suffer a Might Roll based
on how close the attacker is when the attack is performed. Within the weapon’s
first Range Band the slug’s Might Value is 2d6, 1d6+2 within the second, and 1d6
in the third. Even with slugs, shotguns may not fire beyond three range bands.
Core Rules 35