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Solo Scenario Generator

b y Anchorite Games Version 0.11

Instructions Objective Generator Clue Generator


1. Generate the monsters for the 1. Roll a primary objectiv e
These act slightly differently to the clue
scenario.
2. Roll a secondary objective typ e
'
cards in the standard game in that they re
a. Take note of any special clue cards 3. Unless otherwise specified, draw a pre set deck, each with their own
you may need.
[Clue count] clue cards + the secondary special rules.

2. Generate an objective for the scenario


objective modifier for [Clue count].
3. Generate terrain type for scenario
When setting up the game, create a deck
a. Take note of effects on clue cards
by randomly drawing cards to the
D4 Primary Objective Type
4. Draw clue cards.
amount of clues present in the scenario .

5. Setup Board.
1 Kill Boss
6. Unless otherwise stated, Player sets 2 Collect Item
When creating the deck for this round,
up on a board edge. Monsters occupy a remove any attack bonus cards from the
central area up to 18" from the board
3 Survive for x turns draw pile that would be otherwise
center.
4 Clear Board by turn X ( '
useless for instance, if you re up against
7. Start game.
a Werewolf, remove all but silver
8. Monsters arriving during the game D6 Secondary Objective bonuses )

will enter from a random board edge


unless otherwise fitting for the scenario.
1 Escort
q
If the scenario re uires that certain cards
2 Collect Item x
must e ist, pick them out from the draw
pile first then randomly draw cards to fill
3 Kill X Grunts
Monster Generator the remaining count.

4 No Deaths

1. Roll to determine the list to choose 5 Leave by board edge. If the quantity of mandatory cards
from.
x
e ceeds the clue count, the clue count
2. Consult corresponding grunt
6 None
becomes the decks si e. z
generator.

3. Roll the amount of monsters on the


board at game start, for each, consult the Terrain Generator
table in the relevant grunt generator.

1. Roll for environment

4. Follow Boss apparition and


2. Roll for starting weather

reinforcement rules.
3. Place terrain in a sensible manner
based on the rolls below.

D10 Boss Type


D4 Terrain Type
1 Demon
1 Urban Environment
2 Black Dog
2 Rural Town Environment
3 Changeling
3 Open Natural Environment
4 Ghost
4 Dense Natural Environment
5 Living Armour

6 Possessed
D10 Weather
7 Troll
1 Clear
8 Vampire
2 Clear
9 Werewolf
3 Clear
10 Reroll
4 Clear

5 Clear

6 Clear

7 Dark

8 Dark

9 Rain

10 Fog

If a weather other than clear is picked,


remove it from the clue card draw pile.
Grunts Generator
Demon Black Dog Changeling
At Start D6 + 4 At Start D4 + 4 At Start D6 + 4

Reinforce 1 Every other turn Reinforce 1 Every other turn on a 4+ Reinforce 1 Every turn on 4+ on d6

Appears after D4 + 1 turns


(+1 for each dead cultist, Replaces d4th enemy upon
Boss counts as killed if no cultists Boss Appears after turn 1 Boss death
exist on board)

D6 Monster D6 Monster D6 Monster


1 Cultist 1 Bandit 1 Cultist
2 Cultist 2 Bandit 2 Cultist
3 Cultist 3 Bandit 3 D2 Cultists
4 Dark Wolf 4 Bandit 4 D3 Cultists
5 Dark Wolf 5 Pixie 5 Pixie
6 Possessed 6 Pixie 6 D2 Pixies

Ghost Living Armour Possessed


At Start D8 + 4 At Start D8 + 2 At Start D6 + 4

Reinforce 1 Every turn Reinforce 1 Every other turn Reinforce 1 Every other turn

After turn two, pick one


living cultist. On a 4+ roll on
Boss Revealed via clue Boss Revealed via clue Boss a D6, remove their model
and replace it with a
Possessed.

D6 Monster D6 Monster D6 Monster


1 Revenant 1 Revenant 1 Cultist

2 Revenant 2 Revenant 2 Cultist


3 Revenant 3 D3 Revenants 3 Cultist
4 D3 Revenants 4 Dark Wolf 4 Bandit
5 Ghoul 5 Cultist 5 Bandit
6 D2 Ghouls 6 Living Scarecrow 6 Ghoul

Troll Vampire Werewolf

At Start D4 + 4 At Start D8 + 4 At Start D6 + 4

Reinforce 1 Every turn on D6 at 4+ Reinforce 1 Every turn Reinforce 1 Every turn on 5+

On Board at start, extra 3+ to


Boss D2 Trolls on board at start. Boss On Board at start Boss appear at turn 2. 4+ to
appear at turn 4.

D6 Monster D6 Monster D6 Monster


1 Goblin 1 Revenant 1 Dark Wolf

2 Goblin 2 Revenant 2 Dark Wolf


3 Goblin 3 Dark Wolf 3 Dark Wolf
4 Goblin 4 Dark Wolf 4 Cultist
5 Dark Wolf 5 Vampire Bat 5 Cultist
6 Hobgoblin 6 Vampire Bat 6 Cultist
Clue Generator
️Boss Monster Courage Check (Melee)
Card Effect
When this card is drawn, replace the The figure that investigated this clue
clue with the relevant Boss Monster. must make a Courage Check (TN 10) or Ace ️ Boss Monster
suffer -1 Melee for the rest of the
scenario. Ace ️ Small Objective Item
️Small Objective Item
The Investigating figure may pick up the Ace ️ Heavy Objective Item
Courage Check (Shoot)
item without spending an action. If this
Ace ️ Heal D6
figure is reduced to 0 Health, it drops the The figure that investigated this clue
item where it falls. Mark this spot on the must make a Courage Check (TN 10) or King D3 Random Monsters
table. Any other unit member may pick suffer -1 Shoot for the rest of the
up the item simply by ending a Move scenario. Queen Random Monster
Action adjacent to it.
Courage Check (Both) Jack Terror Check

️Heavy Objective Item The figure that investigated this clue Courage Check (10) -1 melee - 1
King
The Investigating figure may pick up the must make a Courage Check (TN 10) or shoot
item by spending an action. The figure suffer -1 Melee and -1 Shoot for the rest Queen Courage Check (10) -1 melee
may drop the item without spending an of the scenario.
action during its activation. If this figure Jack Courage Check (10) -1 shoot
is reduced to 0 Health, it drops the item A ttack Bonus (type)
where it falls. Mark this spot on the King Heal D4
table. Any other unit member may pick The investigating figure's Melee and
up the item simply by ending a Move Shoot attacks are now of [type] Queen Heal 1
Action adjacent to it. Figures move at -2
Speed while carrying the item. Jack Weather: Clear
H eal (X)
The investigating figure may spend an King +1 Monster Die
Random Monster
item to regain up to (X) Health.
When this card is drawn, replace the Queen +1 Skill Die
clue with the a monster randomly chosen
Jack +1 Power Die
from this scenario's Grunt Generator. W eather: Dark
Maximum line of sight is 12" and 10 Weather: Rain
D3 Random Monsters Vampires suffer no penalties for being

abroad during the day. 9 Weather: Dark


When this card is drawn, remove the
clue and place D3 randomly chosen 8 Weather: Fog
monsters from this scenario's Grunt W eather: Rain
Generator. Joker Nothing
Maximum line of sight is 12" and
movement is reduced by -2" for anyone 10 Attack Bonus: Enchanted
+1 Power Die without Master of Cover or Steady Legs.
9 Attack Bonus: Flame
Add +1 Power Die to your Fate Pool.
W eather: Fog
8 Attack Bonus: Blessed
Maximum line of sight is 6"
+1 Skill Die
7 Attack Bonus: Salt
Add +1 Skill Die to your Fate Pool.
W eather: Clear 6 Attack Bonus: Silver
Removes current weather effects. Treat
+1 Monster Die as Daylight. 5 Attack Bonus: Cold Iron

Add +1 Monster Die to your Fate Pool.

N othing
Terror Check Yep, it's nothing!
The Investigating figure must make aa
Terror Check (-1).
Objectives Generator
Primary Objectives Secondary Objectives
Kill Boss Escort
Victory Condition: This one is simple. Get in find the boss Victory Condition: A civilian follows you, they activate as
and kill it.
though they are a part of your team. Their stats are as a
Turn Length: n/a
Doctor, and have no equipment. If they die, you fail.

Special Rules: n/a


Turn Length Modifier: n/a

Clues: 3
Special Rules: A civilian model is placed with the team

XP:
Clues: n/a

- Boss Killed: As Boss


XP: 2xp if civilian survives.

- Half unit alive: 1xp

- Two thirds unit alive: 2xp

- Zero or One dead soldiers: 3xp Collect Item


Victory Condition: Search the clues, find the item. Stacks
Collect Item with Primary collect item objective.

Turn Length Modifier: n/a

Victory Condition: Search the clues, find the item.


Special Rules: Ensure an extra Objective Item cards exist
Turn Length: n/a
within the clue deck.

Special Rules: Ensure an Objective Item cards exist within the Clues: +1

clue deck.
XP: Item Collected: 2xp
Clues: D4+2

XP:

- Item Collected: 2xp


Kill X Grunts
- Half unit alive: 1xp
Victory Condition: Kill X amount of grunts

- Two thirds unit alive: 2xp


Turn Length Modifier: +2

- Zero or One dead soldiers: 3xp Special Rules: Determine grunt kill count sensibly (say, d6
+4 for an easy game, d3 + 2 for a difficult one.)

Clues: n/a

Survive for X Turns XP: 3xp if grunt kill count is met or exceeded.
Victory Condition: At least one of your units must survive by
the final turn.

No Deaths
Turn Length: Determine turn length sensibly. (say, d6 +2 for
a difficult game, d10 + 4 for an easy one.)
Victory Condition: None of your team are allowed to die

Special Rules: n/a


Turn Length Modifier: +1

Clues: 4
Special Rules: n/a

XP:
Clues: n/a

- Half unit alive: 2xp


XP: +3xp if your whole team survives.
- Two thirds unit alive: 3xp

- Zero or One dead soldiers: 4xp


Leave by board edge
Victory Condition: Your team must extract via a board edge
Clear Board by turn X either to end the game or before the turn length is met.

Victory Condition: There must be no remaining monsters on Turn Length Modifier: +2

the board by the final turn.


Special Rules: Player team must be set up on one board
Turn Length: Determine turn length sensibly. (say, d6 +2 for edge, opposite edge is target for leaving.

an easy game, d10 + 4 for a difficult one.)


Clues: n/a

Special Rules: n/a


XP: +1xp if your team leaves via board edge.
Clues: 4

XP:

- Board cleared in half time: 3xp

- Board cleared in two thirds: 2xp

- Board cleared on time: 1xp

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