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
Experience 6. Fight 6/6. Shoot 6/6. Resolve 5
Cost 7. Special; Fencing School, Command, Fate
Experience 5. Fight 6/6. Shoot 6/6. Resolve 5
Cost 6. Special; Fencing School, Command, Fate
Experience 4. Fight 6/7. Shoot 6/7. Resolve 5
Cost 4. Special; Fencing School, Brawer/Marksman
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
* Special
- Hard charger
- Quick
- Battle hardened
- Ball and shot
- Unwavering
- Brawler
- Ruthless
- Fencing school
- Lightning blade
- Character options
Character options
- Command
- Fate
- Superior Intelligence
- Lead by example
- Tactician
- Resilient
1 Parry & Riposte roll
3 The cheek step back
5 A step back
7 Leg skewered & pinned
8 Head = eyes. Falls.
9 Chest, skewered Falls
















































