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CAMPAIGN BUILDER v1.0.

BUILDING CAMPAIGNS 1. Travel events Progression system


This campaign builder will help you generate Before setting up the mission, roll one die to When playing, heroes suffer injuries and
a random campaign, or you can use it as a get a random travel event. become stronger as they go on missions.
guideline for creating your own custom Note that progression is the same across
Result Event
campaigns. campaigns, so you can carry over heroes
1 Steep Mountain - One random
from one campaign to the next.
hero is Crippled.
CAMPAIGN STRUCTURE 2 Mysterious Valley - One random
hero is Afflicted.
injuries
Each campaign is made up to D3+1 chapters,
with each chapter having D3 missions. 3 Raging River - One random hero If a hero is killed during a mission, you may
Before each mission, roll for a random travel is Impaired. choose to resuscitate them, but they must roll
event, and then roll to see what objectives 4 Dark Forest - One random hero one die to see what injuries they sustain until
you will have. Once all main chapters have is Diseased. the end of the chapter:
been played, play a final chapter with D3 5 Bustling City - One random hero
gets 1 XP. Roll Injury
missions.
6 Quiet Trail - Nothing happens. 1 Chest Wound: -1 to Def rolls
Chapters: Players may pick in which order to 2 Blinded Eye: -1 to Qua rolls
play any of the main chapters, but once a Note that travel events can be used as an 3 Smashed Leg: -2” on Advance,
chapter has started, all missions must be inspiration for how to set up the table and and -4” on Rush/Charge
played before moving to the next chapter. terrain for your mission. 4 Broken Arm: -1 to Str rolls
Heroes may only fully heal and buy upgrades 5 Spinal Injury: -1 to Dex rolls
between campaign chapters. 2. objectives 6 rewards 6 Crushed Spirit: -1 to Wil rolls

Difficulty: Before each chapter begins,


Primary Objective: After travel events, roll Heroes restore D3+1 wounds and D3+1 stress
choose a difficulty level, which will be used
for a a random primary objective, and set up between missions and remove all death
for all missions in that chapter:
the table. Once the heroes have completed markers, and between chapters they restore
• Difficulty 1 = Beginner the primary objective, they must all be within all wounds, stress, and remove all conditions.
• Difficulty 2 = Intermediate 3“ of the same table corner at the of any
• Difficulty 3 = Expert round in order to end the mission and collect Levelling up
• Difficulty 4 = Legendary rewards.
Whenever a hero earns enough XP to level
Mission: Each mission provides heroes with Secondary Objective: After the primary up, they improve their stats and toughness.
objectives to complete in order to earn points objective is completed, at the end of the next
round, set up a random secondary objective, LVL XP Upgrades
and XP. If all heroes are killed during a
and immediately deploy a wave of 1 0 n/a
mission, they must re-start the chapter from
reinforcements. Note that the secondary 2 3 +1 Tou
the first mission, keeping the same mission
objective doesn’t need to be completed to end 3 6 +1 Str, +1 Dex, or +1 Wil
objectives, but rolling for new traveel events
the mission. 4 12 +1 Tou
before missions.
5 18 +1 Qua, +2 End, or +2 Skill
Final Chapter: The last chapter works just Rewards: Heroes always get hazard pay, and 6 24 +1 Tou
like other chapters, but the difficulty level is then earn XP based on which objectives they 7 33 +1 Str, +1 Dex, or +1 Wil
increased by 1. have completed: 8 42 +1 Tou
• Hazard Pay – Get 5pts + 5pts times the 9 51 +1 Qua, +2 End, or +2 Skill
MISSION SET-UP chosen difficulty level. 10 60 +1 Tou
• Primary – Earn double as much XP as 11 72 +1 Str, +1 Dex, or +1 Wil
Campaign missions are set up with the 11 84 +1 Tou
the chosen difficulty level.
following structure: 13 96 +1 Qua, +2 End, or +2 Skill
• Secondary – Earn as much XP as the
1. Travel Events 14 108 +1 Tou
chosen difficulty level.
2. Objectives & Rewards 15 120 +1 Str, +1 Dex, or +1 Wil
3. Search Tokens
4. Enemy Deployment Note that no stat except for Tou may ever be
5. Hero Deployment improved more than 3 times.
6. Optional Hazards Casters: Heroes with the Caster rule may
Each step must be followed in this order and increase their Caster level by 1 instead of
once all steps have been completed you start improving stats or getting skills at level 5,
from the first again. level 9, and level 13.

1 | Copyright © onepagerules. All Rights Reserved | Created By: Gaetano Ferrara | www.onepagerules.com
CAMPAIGN BUILDER v1.0.0

Primary 6 - Seize Ground Secondary 5 - Ransack


Primary objectives
Place one objective marker at the centre of Place one objective marker at the centre of
Roll Primary Objective each table quarter, and the closest marker is the table, which becomes the AI goal. At the
1 Assassination the AI goal. At the end of each round, if a end of each round, if a hero is within 3“ of
2 Clean Sweep hero is within 3“ of the marker whilst the marker whilst enemies aren’t, one hero
3 Retrieval enemies aren’t, then it’s seized, and remains within 3“ of it may take a Dex test, and add a
4 Search Area seized as long as no enemies are within 3“ of token to it if passed. The objective is
5 Capture & Hold the marker whilst heroes aren’t at the end of completed once the marker has 2 tokens.
6 Seize Ground any other round. The objective is completed
Secondary 6 - Dominate
once the heroes are seizing D3+1 markers at
Primary 1 - Assassination the end of any round. Place one objective marker at the centre of
The sentries must have at least one villain, each table quarter, which becomes the AI
which gets Tou +3 and Qua +1, and counts as Secondary objectives goal. At the end of each round, if a hero is
the AI goal. The objective is completed when within 1“ of the marker whilst enemies
Roll Secondary Objective aren’t, one hero within 3“ of each may take a
the villain is killed.
1 Interrogate Wil test, and if passed the marker is
Primary 2 - Clean sweep 2 Capture removed. The objective is completed once
3 Escort two objectives have been removed.
Whenever all enemies are killed, a wave of
4 Sabotage
reinforcements is deployed at the end of the
5 Ransack
round. The centre of the table is the AI goal.
6 Dominate
The objective is completed after all sentires
and the first wave of reinforcements has
Secondary 1 - Interrogate
been killed.
One random enemy unit from the
Primary 3 - Retrieval
reinforcements becomes the AI goal. When
Whenever an enemy unit is destroyed, roll that unit is destroyed, replace it with a
one die, on a 6 it drops an objective marker, marker. Heroes within 1“ may take a skill
which counts as the AI goal. Heroes may pick action, and if they pass a Wil test the
the marker up by using a skill action whilst objective is completed.
within 1“, and drop it on the spot if they take
Secondary 2 - Capture
any damage. The objective is completed once
a hero carries the marker within 3“ of the Place one objective marker within 6“ of the
furthest table corner from where the marker reinforcement table corner, which becomes
was dropped. the AI goal. At the end of each round, the
marker moves 12“ towards the opposite table
Primary 4 - Search Area
corner, and if it moves within 3“ of it, then it
Place one objective marker at the centre of is removed from play. If no enemy unit is
each table quarter, and one at the centre of within 3“ of the marker, heroes within 1“ of it
the table, and the closest marker is the AI may take a skill action, and if they pass a Str
goal. At the end of each round, if a hero is test, then the marker is removed and the
within 3“ of a marker whilst enemies aren’t, objective is completed.
then the marker is removed. The objective is
Secondary 3 - Escort
completed once D3+2 markers have been
removed. Place one objective marker in the hero
deployment zone, which becomes the AI
Primary 5 - Capture & Hold
goal. Heroes may pick up the marker by
Place one objective marker randomly at the using a skill action and passing a Str test
centre of a table quarter or the centre of the whilst within 1“, and drop it on the spot if
table, which counts as the AI goal. At the end they take any damage. The objective is
of each round, if a hero is within 3“ of the completed once a hero carries the marker
marker whilst enemies aren’t, then it’s within 3“ of the opposite table corner in
seized. The objective is completed once the which the heroes deployed.
heroes have seized the marker for D3+3
Secondary 4 - Sabotage
consecutive rounds.
Place one objective marker within 6“ of the
reinforcement table corner, which becomes
the AI goal. Heroes may use a skill action
whilst within 1“ of a marker, and if they pass
a Dex test the marker is removed and the
objective is completed.

2 | Copyright © onepagerules. All Rights Reserved | Created By: Gaetano Ferrara | www.onepagerules.com
CAMPAIGN BUILDER v1.0.0

3. search tokens 4. enemy deployment 5. hero deployment


When setting up the table, you must place During each mission, enemies will be Deployment: After sentries have been
D3+2 search tokens. Roll one die for each deployed in two ways: deployed, number each table corner from 1-
token, and on a 1-3 it will be placed in a table 4, then roll one die, and on a 1-4 place the
• Sentries – Before the mission starts,
quarter, whilst on a 4-6 it will be placed in a heroes within 6“ of that table corner. On a
deploy a wave of enemy units which act
table corner. Then number each table roll of 5-6, you may pick in which table
as sentries.
quarter/corner from 1-4, and roll one die. On corner heroes are deployed.
• Reinforcements – Every so many
a 1-4 place the token at the centre of that
rounds, a new wave of enemies is Play Mission: After heroes have been
table quarter or within 6“ of that table corner.
deployed, based on their alertness. deployed, mission preparation is finshed,
On a roll of 5-6, you may freely pick in which
and the game begins.
quarter or corner to place it instead. Wave Size: The total point value of all enemy
Hidden Treasure: When a search token is
units in a wave is based on a % of the total
point value of the heroes, as per the chosen
6. optional hazards
discovered, roll one die to see what it
difficulty level: For an additional challenge, players may
contains. If it’s an item or points, replace the
token with a treasure marker, which heroes choose any of the following hazards, which
• Difficulty 1 = 50%
within 1“ can pick up by using a skill action. are completely optional.
• Difficulty 2 = 100%
Else remove the token.
• Difficulty 3 = 150% Time: Pick at what time the mission takes
Roll Treasure • Difficulty 4 = 200% place, or randomly roll for it:
1 Empty – Nothing found.
Example: If the total point value of heroes is Roll Time
2 Creature Nest – Roll one die to
400pts, then a Difficulty 1 wave is 200pts. 1 Dusk – For D3+3 rounds it’s Day,
see what condition the hero gets:
and then it’s Night
• 1-3 = Afflicted Alertness: At the end of each round, increase
2 Night – All ranges are halved
• 4-6 = Diseased alertness by 1, and roll D3+X, where X is
3 Booby Trap – Roll one die to see when targeting anything for
alertness. On a 12+ deploy a new wave at half
what condition the hero gets: D3+3 rounds, and then it’s Dawn
the regular size, and remove all alertness.
• 1-3 = Crippled 3 Dawn - For D3+3 rounds it’s
• 4-6 = Impaired Example: If a wave of sentries is 200pts, then a Night, and then it’s Day
4 Potion Box – Roll one die to see wave of reinforcements is 100pts. 4-6 Day – No effect until the end
the token’s item:
• 1-3 = Power Potion (1) Deployment: Enemies are deployed
Weather: Pick in what weather the mission
• 4-5 = Mana Potion (1) differently based on if they are sentries or if
takes place, or randomly roll for it:
• 6 = Health Potion (1) they are reinforcements:
5 Gold Stash – Roll one die to see Roll Weather
the token’s points value: • Sentries – The starting sentries are 1 Worsening – For D3+3 rounds
• 1-3 = 5pts divided into two equal groups, and each it’s Good, and then it’s Bad
• 4-5 = 10pts is deployed at the centre of a random 2 Bad – All heroes get -1 to stat
• 6 = 15pts table quarter. Number each table rolls for D3+3 rounds, and then
6 Mysterious Artifact - Roll one quarter from 1-4, then roll one die for
die to see the token’s item: it’s Improving
each group, and on a 1-4 place all 3 Improving - For D3+3 rounds it’s
• 1-3 = +1 XP
models at the centre of that table Bad, and then it’s Good
• 4-5 = +1 XP & 5pts
quarter. On a roll of 5-6, you may pick in
• 6 = +2 XP 4-6 Good – No effect until the end
which table quarter the wave is placed.
• Reinforcements – The reinforcing Increased Alertness: Pick how alert the
waves are deployed within 6” of a enemies are, or randomly roll D6+X for it,
random table corner. Number each where X is the chosen difficulty level:
table corner from 1-4, then roll one die,
and on a 1-4 place all models within 6“ Roll Alertness
of that table corner. On a roll of 5-6, you 1-6 Careless – No effect
may pick in which table corner the wave 7-8 Vigilant – Get +1 when rolling
is placed. for reinforcement
9+ Full Alert – Get +2 when rolling
for reinforcement

Random Events: At the beginning of each


round roll one die, and on a 6 a random event
happens. Then roll two separate dice one at a
time, where the first one represents the first
number, whilst the second one represents
the second number, and resolve that event.

Example: A player rolls two dice, with the first


result being a 2 and the rescond result being a 1.
This would mean that event 21 is chosen.

3 | Copyright © onepagerules. All Rights Reserved | Created By: Gaetano Ferrara | www.onepagerules.com
CAMPAIGN BUILDER v1.0.0

31 - Heavy Rain 51 - Mystic Fog


Random events
All models get -1” when Advancing, and -2” One random hero inside terrain gets +1 Qua
11 - Lightning Strike when Rushing/Charging until the next event. until the end of the game.
One random hero outside of terrain 32 - Creature Nest 52 - Spotter Bird
immediately takes 1 wound.
One random hero inside terrain is Crippled. One random hero gets +6” range when
12 - Rat Swarms shooting until the next event.
33 - Sleeping Spores
The hero closest to the centre of a random 53 - Haste Berries
table quarter is Stunned. All models get -1 Qua until the next event.
All heroes may move by up to 6”.
13 - Razor Vines 34 - Eldritch Shriek
54 - Hidden Spirit
One random hero inside terrain immediately One random hero suffers D3 stress.
takes 1 wound. One random hero inside terrain gets +1 Def
35 - Melting Curse
until the end of the game.
14 - Falling Scenery All models get -1 Def until the next event.
55 - Enchanted Winds
One random hero within 3” of terrain 36 - Thick Clouds
immediately takes 1 wound. Pick one random table quarter. All heroes get
All models get -6” range when shooting until +1 Str until the end of the game whilst inside.
15 - Sworn Guard the next event.
56 - Sinkhole
The enemy unit closest to the table centre 41 - Godly Sunrays
may take an action. Remove one random piece of terrain in a
All heroes get +1 Wil until the next event. random table quarter.
16 - Hunting Rush
42 - Animal Guide 61 - Supporting Spirits
The enemy unit closest to a random table
corner may take an action. One random hero inside terrain gets +1 Dex The hero closest to a random table corner
until the end of the game. may take an action.
21 - Stuck in the Mud
43 - Sticky Foliage 62 - Healing Grubs
One random hero is Impaired.
All heroes get -1 Dex until the next event. One random hero may remove all stress.
22 - Gang Ambush
44 - Debilitating Curse 63 - Guardian Beast
One random hero inside terrain immediately
takes D3 hits. All heroes get -1 Str until the next event. The enemy unit closest to the centre of a
random table quarter is Stunned.
23 - Venomous Moss 45 - Shifting Illusion
64 - Ghostly Warriors
One random hero is Diseased. Move one random piece of terrain in a
random table quarter by D6” in any direction. The enemy unit closest to the table centre is
24 - Hexed Gale immediately Stunned.
46 - Terrifying Quakes
One random hero is Afflicted. 65 - Magical Pool
Pick one random table quarter. All heroes get
25 - Magic Trap -1 Wil until the end of the game whilst inside. One random hero within 6” of the table
One random hero takes D3 hits. centre gets +1 End until the end of the game.

26 - Crumbling Earth 66 - War-God’s Blessing

One random hero inside terrain immediately One random hero may move by up to 6”.
takes D3 hits.

4 | Copyright © onepagerules. All Rights Reserved | Created By: Gaetano Ferrara | www.onepagerules.com

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