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Outremer Faith And Blood

TITLE: Outremer: Faith and Blood

AUTHOR: Jamie Gordon

PUBLISHER: Osprey Wargames

PUBLICATION DATE: 2018

PRICE: $19.00 (In 2026)

WEB SITE/SUPPORT FORUM: None

REVIEWED BY: Mark "Extra Crispy" Severin

PERIOD COVERED: The Crusades

ARMY SIZE:

Outremer is a Skirmish game, with players fielding small bands of fighters. Players purchase fighters using Livres. Most bands will be from 3-10 fighters. Our club is playing a mini campaign with a starting purse of 750 Livres and most players have 5, 6 or 7 figures.

GAME SCALES: Ground Scale: None listed Time Scale: None listed but 1 Turn = a minute or two at most. Figure/Base Ratio: 1:1 Recommended Figure: None Table Size: Not listed but for two players a 3x4' table will be plenty. Game Length: The game is fast, and deadly. A two player game with 5 figures each can end in an hour.

BASING SIZES: None given.

TURN SEQUENCE: Each figure is assigned a playing card and these cards collected into an activation deck. Cards are shuffled and drawn one at a time. When a figure's card is drawn it may immediately take two actions. These include: Move, Hide, Shoot, Melee, Climb 2", Aim, Reload or Rest. Once every figure has activated, the cards are shuffled and a new turn begins.

GAME MECHANICS:

Dice: Outremer uses a "Quality Dice" system. Your base chance to succeed is normally a 5. But your warrior may roll a d10 if he is a knight, or a d6 if a peasant. In certain circumstances you may move up or down one die "level." Weapons are also rated for Power by a die type. So a dagger is a d6, while a war bow is a d12, etc.

Movement: Movement is in inches with foot troops moving 6". Terrain slows and dangerous terrain can even inflict a wound (figures have from 1-3 wounds so this is very risky). Figures climb 2" per action and may jump gaps, with a risk of falling damage if they miss.

Command and Control: There are no real command and control rules; however some special abilities allow a figure to influence a friend within a given distance, usually between 2 and 6".

Morale: In Outremer this is called Faith. To pass you must roll a 5+ on your faith die. The two most common reasons to roll for faith are charging into melee or losing a melee. When you charge you roll your faith die looking to exceed your target's Presence stat. Failure means you remain rooted in place. Post melee, if you lose, you check Faith. Success means remaining locked in combat, failure means you flee a double move.

Fire Combat: Missile fire is simple and deadly. Missile weapons have short and long range. To shoot you roll your Shoot die (which may be a d6 for a peasant or a d10 for a pro) hitting on a 5+. Aimed shots and close range confer a +1 to the die. Soft cover gives a -1 modifier, hard cover -2.

If you score a hit, you roll the weapon's Power die hoping to roll above the target's toughness. If you do, you scored a hit. The target may have a save (which are conferred by armor you purchase). A save is always rolled on a d6. If the save fails the target takes a wound. Most figures have just 1 or 2 wounds.

Melee: When two figures are in base to base contact, the roll their Fight die, with the higher roll winning the fight. In the first round of combat the charger gets a +1 to their die. Figures that are outnumbered are downgraded one die level (from a d12 to a d10 to a d8 to a d6). If a tie is rolled both figures remain locked in combat.

The winner then checks for wounds as in ranged combat, rolling the weapon's power die, and accounting for saves. If the loser has no wounds remaining they are Taken Down and may be slain or taken prisoner for ransom. Otherwise the loser takes a Faith test and either flees or remains in combat. If the loser flees the winner may pursue and fight a bonus round of combat.

Taken Down: Figures that lose their last wound are "taken down." If an enemy moves into contact they may kill or capture them. Friendly figures may drag them 6" per turn to safety. If playing a campaign, a figure taken down must roll to determine his fate. He might die, he might have a flesh wound or he might lose faith.

Traits: Each figure has special characteristics called traits. These vary from things like being extra proficient with a sling, being faster, or being able to wield two weapons at once. As figures gain experience in a campaign, they may acquire new traits.

ARMY LISTS/SCENARIOS:

Outremer includes half a dozen scenarios and a mini campaign system. After each battle you have to pay Livres to "keep up" your troops. Taken down figures roll to see if they survive, and winners may secure loot or ransom. Figures gain experience and may pick up new traits. You may also spend gold to purchase new equipment and even new soldiers.

REVIEWER’S COMMENTS:

Our club has played several games and are in the midst of a mini campaign. We have between 4 and 6 players and we usually play on a 4 x 6 table. You can see pictures of our games here:

https://flic.kr/s/aHBqjCKAkt

The game is fast, and deadly. We generally complete a game in 2 hours.