Friday, 12 June 2026

Savoy 1636 QRS

My back‑of‑a‑postcard, ultra‑compressed Port Royal Skirmish QRS  for the "Three Musketeers Style" Savoy game— the version l can genuinely hold in my head during play.  

It differs slightly from Port Royal, combat can be more simultaneous.

I've left my notes below.


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⚓ Savoy: The Tiny QRS


🎲 Turn Flow

- Bid Initiative: Bid 0–3 Fortune → Roll 3d10 (7+ = successes).  

- Alternate Activations: Each model gets 2 actions (1 if Fatigue 2+).  

- Reactions: Only if Fatigue ≤2 and you have LOS.

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💰 Fortune

- Start with 6 +1 per 5 Infamy difference.  

- Spend to:  

  - Boost Initiative  

  - Gain an extra action (max 3 total)  

  - Re‑roll a test (not Damage or Initiative)

Use Panache

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🏃 Actions (2 per activation)

- Move 4" (‑1" per extra Move)  

- Shoot (not Engaged)  

- Fight  

- Charge = Move + free Fight  

- Reload  

- Rally (remove Fatigue)  

- Conceal  

- Interact (Plunder etc.)  

- Prone/Stand


Free Actions don’t count toward the 2.

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⚔️ Combat

Attack Sequence

1. Declare target + weapon  

2. Apply modifiers  

3. Roll 3d10 (7+ = successes, crit = +1 success)  

4. Difference in successes = Damage dice


Damage Test

- TN 10 – weapon damage – target Fatigue  

- Fail = Fatigue + possible death  

- Each hit = a Fatigue Test

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😵 Fatigue

- Fatigue Test = Resolve  

- At Fatigue 3 = Shaken  

  - No reactions  

  - Only Move / Rally / Prone / Stand  

  - Drop Plunder  

  - +2 penalty to all tests

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⚠️ Threat & Engagement

- Threat Zone = 1"  

- Engaged = within 1" of enemy  

- Leaving engagement → enemy gets a free Reaction

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🪙 Plunder

- Interact to pick up  

- Carrying = ‑1 action and +2 penalty to Experience Tests  

- Dropped if: Shaken, Reload, use 2‑handed weapon, or die

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🏴‍☠️ Strike Test (Morale)

- End of Turn 2 (if doubled) or Turn 4 (if losing)  

- Add +1 per casualty, +1 if >50% losses, +1 per enemy objective  

- Use Officer’s Resolve  

- Fail = you lose  

- Pass = may choose to concede

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🧭 Terrain (super short)

- Rough = ‑1" Move  

- Cover = harder to shoot  

- Dense = both Concealed; no LOS through big pieces  

- Dangerous = Experience Test or Damage  

- Impassable = Fail test = dead


Legends.        3 Panache  
Experience 6. Fight 6/6.   Shoot 6/6. Resolve 5
Cost 7. Special; Fencing School, Command, Fate

Blades            2 Panache
Experience 5. Fight 6/6.   Shoot 6/6. Resolve 5
Cost 6. Special; Fencing School, Command, Fate

Swordsmen  1 Panache
Experience 4. Fight 6/7.   Shoot 6/7. Resolve 5
Cost 4. Special; Fencing School, Brawer/Marksman

Rakes
Experience 3. Fight 7/7.   Shoot 7/7. Resolve 5
Cost 3. Special;

Bravos
Experience 5. Fight 7/7.   Shoot 7/7. Resolve 5
Cost 2. Special;

Civilians/Crowds
Experience 5. Fight 8/7.   Shoot 8/7. Resolve 5
Cost 5. Special; counts as one figure.

* Special

  1. Hard charger
  2. Quick
  3. Battle hardened
  4. Ball and shot
  5. Unwavering
  6. Brawler
  7. Ruthless
  8. Fencing school
  9. Lightning blade
  10. Character options

Character options

  1. Command
  2. Fate
  3. Superior Intelligence
  4. Lead by example
  5. Tactician
  6. Resilient
Possessions
Fathers rapier
Heavy Purse
Familial gold ring
A lady's token
A salve for wounds
A dapper hat

School of Fencing On a natural 10

Italian, "Pronti" jump forwards and lunge,  Bolognese school. 

English, "fendente" A mighty blow using the edge, head to the knee.  Dardi school 

French, des Academies du Roi, "balestre". The crossbow, a sideways jump to change the rhythm followed by a cut with the edge. 

German school, "The cross ". A powerful, diagonally descending blow 

Self taught, the Micah Clarke option, slash and kick him backwards. 

Spanish school, the Don Juan a parry and slash to the face.  

Damage roll
1   Parry & Riposte roll
2   Pinked step back
3   The cheek step back
4   A cut to the ear, sidestep
5   A step back
6   Arm = weapon dropped
7   Leg skewered & pinned
8   Head = eyes. Falls.
9   Chest, skewered Falls 
10 Into the chitterlings. Falls

The crowd
On a mass template with 3 figures minimum.  Crowds direct the action and swarm towards a good fight unless a firelock is discharged.

5 types of crowd
Nobles parading their status
Dodgy Rakes and Poncy Bravos
Merchants selling cloth
Peasants and farmers selling carrots.
Smuggler types selling knock off gear.

The Factions

Spanish Hapsburgers/Milanese
French, Duke of Lyon
Prince's Guard
The Watch
Smugglers
Road Agents
The Count of Monte Crispo, Merchant house
The Capuleti Merchant house
The Venetian 
The Genoese
The Duke of Guide
Redbeard the Ottoman Pirate
A lunatic band of upper-class youths disturbing the peace of the streets.
Poncy bravos
The Beggars guild
The corrupt Magistrate 




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