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662abe2e2ab830565ed6ea11 - GF - Campaign Rules v3.3.0

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0% found this document useful (0 votes)
58 views5 pages

662abe2e2ab830565ed6ea11 - GF - Campaign Rules v3.3.0

Uploaded by

Gabriel Pelussi
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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CAMPAIGN RULES v3.3.

Campaign Length: Campaigns are played with The Armies: There are no point limits in Casualties: At the end of the game, all units that
two or more players, and you must pick one of campaign games, however no army may bring were fully destroyed or routed count as
these campaign types: over 250pts worth of units more than the army casualties for this mission.
with the lowest point value.
• Game-Limited: Play D6+4 missions, Regular Units: For every unit that is a casualty
and after the last match the player Underdog Bonus: Any army that has a point roll one die to see what happens:
with most VP wins. value lower than at least one other gets an
Result Casualty
• Point-Limited: The campaign ends underdog bonus. You get 1 underdog point for
1 Dead - Remove the unit from your
when one player has earned D6+4 VP every 50pts difference between your army and
army sheet.
after a match, who wins. the one with the highest value. Each underdog 2-5 Recovered - Unit recovers and may
• Time-Limited: The campaign ends point can be spent to modify all dice in a friendly be used without penalties.
after D6+4 weeks, and the player with or enemy roll by +1 or -1, but only one point can 6 Natural Talent - Unit recovers and
most VP at the end wins. be spent per roll. earns +1 XP.
• Endless: The campaign never ends,
Special Objectives: In addition to the mission Hero Units: Follow the same rules as above,
but instead players keep track of how
objectives, players may earn a bonus of 75pts by however on a 1 it becomes 5pts cheaper and
many VPs they earned on an ongoing
completing special objectives. Roll one die each gets an Injury trait, and on a 6 it becomes 5pts
campaign leaderboard.
to see which objective you get: more expensive and gains a Talent trait. Each
Parallel Play: Usually all armies should trait can only be gained once, so if you roll the
Result Objective
participate in every match, but if you want you same result simply re-roll.
1 Mastery - One friendly unit in each
can allow armies to play matches in parallel. If table quarter at the end. Result Injury Trait
you do, then each army‘s VP must be divided by 2 Honor - No enemy units in own
1 Dead - Remove the hero from your
the amount of matches they play, to get their deployment zone at the end.
army sheet.
final VP score. 3 Casting - At least one attempt to cast
2 Chest Wound - Gets -1 to rolls when
a spell per round.
blocking hits.
Late Joiners: If you want you can allow players 4 Recovery - First player to stop a unit
3 Blinded Eye - Gets -1 to rolls when
to join the campaign whilst it’s already ongoing. from being shaken.
shooting.
If you do, then they start with a regular army, 5 Rage - First player to destroy an
4 Arm Injury - Gets -1 to rolls when in
and you must count VP as in parallel play. enemy unit.
melee.
6 Destruction - Most expensive enemy
5 Traumatized - Gets -1 to rolls when
unit destroyed.
taking morale tests.
6 Smashed Leg - Moves -1” on advance
The Armies: Before the first mission each player If you roll an objective which can’t be
and -2” on rush and charge actions.
receives 1000pts to spend on their army. Players completed, then you must re-roll.
may save up to 200pts to be spent later, and Result Talent Trait
they may only buy one unit with the Hero rule. 1 Natural Talent - The hero recovers
and gets +1 XP.
The Army Sheet: Each army and unit must be Mission Length: Missions are played using the
2 Motivated - Always passes the first
given a unique name, which you can fill out on standard rules, however if after 4 rounds there is morale test of the match.
the army sheet. no winner, the game continues onto the next 3 Crazed - Gets +1 attack in melee
round until there is one winner. when charging.
Campaign Structure: Campaigns are played 4 Bitter Rivalry - Gets +1 to hit against
with the following structure: Conceding: At the beginning of any round enemy heroes.
players may concede, removing all of their units 5 Horrible Scars - Enemy units get -1 to
1. Mission Setup from the table, which don’t count as casualties hit when in melee against the hero.
2. Play Mission for this mission. 6 Toughened - Gets Tough(+1).
3. Check for Casualties
4. Earn Experience Random Events: At the beginning of each round No Permadeath: Optionally you can play
5. Upgrade Armies players must roll one die, and on a 5+ a random without units being removed from the army
6. Recruit Units event happens. when they die, but instead they lose all XP
earned during the match and must sit out the
Each step must be followed in this order and Mission Goals: The winning army gets 2 VP and
next D3 matches.
once all steps have been completed you start 150pts, whilst all losing armies get 300pts.
from the first again.

1 | Copyright © onepagerules. All Rights Reserved | Created By: Gaetano Ferrara | www.onepagerules.com
CAMPAIGN RULES v3.3.0

Captain: The hero shines as a leader and their


men follow with pride.
Earning XP: Units earn XP in battle for each of Buying Upgrades: Players may buy upgrades for
the following things: Result Skill Trait their units as detailed in their army page by
1-2 Leader - Friendly units within 6” of spending any points they have available. When
• +1 XP: Not a casualty the Hero get +1 to morale test rolls.
buying upgrades worth less than 0pts, you gain
3-4 Instigator - Friendly units that
• +1 XP: Killed a unit activate within 6” of the Hero get +1 those points instead of spending them.
• +2 XP: Killed a hero unit to hit when in melee.
Selling Upgrades: Players may sell any of their
5-6 Tactician - Friendly units that
• +3 XP: Killed a hero and its unit activate within 6” of the Hero get +1
upgrades at half of their original price (rounding
to hit when shooting. down to the nearest multiple of 5). If an item is
Mark earned XP on the army sheet in order to see
only worth 5pts roll one die, on a 1-3 the item
when units level up.
Support: The hero user powerful tools to buff can‘t be sold, on a 4+ it can be sold for 5pts (you
Regular Units: When a unit earns 5 XP it allies and debuff enemies. can only try to sell a 5pts item once after each
becomes 25pts more expensive and you roll one mission). When selling upgrades worth less than
Result Skill Trait
die to see what trait it gets: 0pts, you must spend their full points cost
1-2 Vanguard - Friendly units that
instead of gaining them.
Result Trait activate within 6” move +4” when
using Charge actions.
1 Agile - Moves +1” on advance and +2”
3-4 Scavenger - Friendly units that
on rush and charge.
activate within 6” of the Hero get +6”
2 Headstrong - Gets +1 to rolls when Recruiting Heroes: Players may recruit up to
range when shooting.
taking morale tests. one new hero after each mission, and may only
5-6 Mastermind - Enemy units within 6”
3 Specialist - Gets +1 to rolls in melee have 3 heroes in their army at once.
of the Hero get -1 Defense.
or shooting (pick one).
4 Resilient - Gets +1 to rolls when Recruiting Regular Units: Players may recruit
Fighter: The hero has perfected close combat
blocking hits. as many regular units as they want after each
5 Elite - May re-roll one roll of any kind techniques beyond compare.
mission. One of the new recruited units may also
once per game.
Result Skill Trait start with 5 XP if the player pays +50pts for it.
6 Fast Learner - May pick any other
1-2 Duellist - Enemy units get -1 in melee
trait from the list. Disbanding Units: Any unit may be freely
against the hero.
3-4 Fanatic - The hero gets +1 attack disbanded, losing all of its XP and upgrades.
Each trait (except for Specialist) can only be
when in melee. Players may also choose to disband their full
gained once, and if you roll a trait you already
5-6 Berserker - Enemies get -1 to morale army, losing all units, VP, points, etc. and start a
have simply re-roll. Units can’t earn more than tests when in melee with the hero. new army from scratch.
30xp, so they can level up max. 6 times.
Shooter: The hero expertly handles all sorts of
Hero Units: Follow the same rules as above, and
weapons and equipment.
the first time a hero levels up roll one die and
pick one skill set: Result Skill Trait
1-2 Hunter - The hero may shoot even
Result Skill Set after rush actions.
1-2 Captain or Support 3-4 Destroyer - The hero gets AP(+1)
3-4 Fighter or Shooter when shooting.
5-6 Pathfinder or Healer 5-6 Suppressor - Enemies that are shot
at by the hero get -1 to hit when
Every time the hero levels up, including the first shooting until the end of the round.
time, roll one die to see what skill trait it gets,
and it becomes 30pts more expensive. Each trait Pathfinder: The hero is a true master at
can only be gained once, so if you roll the same sneaking and collecting intel.
result simply re-roll. If a hero already has all 3
Result Skill Trait
traits of its skill set, then it may roll on the table
1-2 Runner - The hero always moves +2”
again to get a new second skill set. (even in terrain).
3-4 Prowler - Enemy units further than
12” get -1 to hit rolls when shooting
at the hero.
5-6 Climber - The hero ignores difficult
terrain effects.

Healer: The hero mends and protects allies from


terrible injuries with ease.

Result Skill Trait


1-2 Chemist - Friendly units within 6” of
the Hero get +1 to morale tests when
in melee.
3-4 Herbalist - Friendly units within 6”
may ignore wounds on a roll of 6+.
5-6 Warden - When the hero is activated
all friendly units within 6” of the hero
stop being shaken.

2 | Copyright © onepagerules. All Rights Reserved | Created By: Gaetano Ferrara | www.onepagerules.com
CAMPAIGN RULES v3.3.0

21 - Carnivorous Fauna 31 - Psychic Anomaly

Rolling for Random Events The local terrain is infested with vicious creatures, A psychic anomaly has formed, casting electric
always ready to attack. bolts at anyone nearby.
When rolling for random events, roll two
separate dice one at a time, where the first one Until the end of the mission whenever a unit Place an anomaly marker in the center of one
represents the first number, whilst the second enters terrain roll one die, on a 1 it takes a random table quarter. All units that move within
one represents the second number, and resolve dangerous terrain test. 3“ of it take D3+3 hits.
that event. 22 - Toxic Fumes 32 - The Walking Dead
Example: A player rolls two dice, with the first Strange fumes start building in the area, choking The battlefield is covered in corpses ready to rise
result being a 2 and the rescond result being a 1. anyone caught in them. again from the grave.
This would mean that event 21 is chosen.
Select one random table quarter. All of the units Place a unit of D6+4 Zombies (Qua 5+, Def 5+,
Rolling for Random Units within that table quarter take D3+4 automatic Claws (A3), Slow) in the center of one random
If a random event calls for randomly selecting a hits. table quarter. At the end of each round the
unit from any warband you must first randomly zombies must charge or rush the nearest unit.
23 - Rigged to Blow
select a warband for the event, and then 33 - Crazed Sniper
randomly select a unit to be the target. Sometimes you might just walk into a ridiculous
amount of explosives... A local farmer is sick of the fighting and has taken
11 - P.O.W. justice in his own hands.
Select one random player, who may note down
A unit was captured by a local militia and is now one piece of terrain in secret. The first unit to Place a sniper on the highest piece of terrain
being held as prisoners of war. enter that terrain takes D3+3 automatic hits with with most line of sight on the table. Select one
Select one random unit, and remove it from AP(2). random unit, and at the end of each round if it is
play. At the end of the mission it may be bought in line of sight of the sniper it takes D3 hits.
24 - Earthquake
back for D3 * 50pts or else it‘s disbanded. 34 - Old Friend
A sudden earthquake makes everything crumble,
12 - Bring me their Heads burying units in the rubble. Out of pure chance an army runs into an old friend
A local warlord wants one of the armies dead, and that is ready to lend a hand.
All units within terrain must take a dangerous
is willing to pay for it. terrain test. Place a Mercenary (Qua 3+, Def 3+, Carbine (18“,
Select one random army. Enemy armies get A3)) as part of a random unit and that player
25 - Dark Clouds
25pts at the end of the mission for every unit may control it until the end of the mission.
from it that they destroyed. Psychic clouds cover the area, reducing visibility
35 - Escort Mission
to a minimum.
13 - Fragile Guns A unit was hired by a local warlord to take them
Select one random table quarter. All of the units
After walking through a psychic field some through enemy lines.
within that table quarter get -6“ range when
weapons suddenly start breaking. shooting. Select one random unit. If it manages to exit the
Select D3 random units, which can‘t use one table through an opponent‘s deployment zone it
26 - Finish Them!
random ranged weapon or upgrade until the end gets D3 * 25pts.
of the mission. The armies are eager to finish the fight at all cost,
36 - Enemy Intel
even if it means killing the enemy with their bare
14 - Monstrous Spawn hands. A data core filled with enemy intel has been
A unit accidentally walks into a beast’s nest and is found, which could change the tide of this conflict.
All units get +1 attack in melee and earn +D3 XP
brutally mauled. when destroying enemies in melee until the end Place an intel marker at the center of a random
Select one random unit, which takes D3+3 of the round. table quarter. Units can pick it up by moving into
automatic hits with AP(1). contact with it, and they drop it if they are
destroyed or shaken. If a unit with it manages to
15 - Low Supplies exit the table through an opponent‘s table edge
its army gets 1 VP.
The army’s supply routes have been cut, leaving
some units without ammo.

Select D3 random units, which can‘t shoot until


the end of the mission.

16 - Combat Fatigue

One of the armies has been fighting for too long


and has become exhausted.

All units from one random army get -1 to morale


until the end of the game.

3 | Copyright © onepagerules. All Rights Reserved | Created By: Gaetano Ferrara | www.onepagerules.com
CAMPAIGN RULES v3.3.0

41 - Surprise Attack 51 - Hearts & Minds 61 - Ancient Relic

A local militia has ambushed one of the units, The locals are friendly to our cause, and are ready In the midst of fighting a unit found an ancient
trying to steal its gear. to take in our wounded. relic, which provides the unit with unprecedented
wisdom.
Select one random unit that is inside a piece of Select one random army which may pay 50pts to
terrain. That unit is shaken. re-roll results of 1 once per unit when checking Select one random unit, which immediately gets
for casualties. D3 * 1 XP.
42 - Grave Miscalculation
52 - Moral Victory 62 - Abandoned Outpost
A stray shot accidentally hits a cache of ammo,
causing a massive explosion. An enemy unit has managed to inflict enough Intel from our scouts has revealed an abandoned
casualties to become a priority target for outpost filled with gear, and one of the units
The first time during this round when a unit rolls
everyone in the army. decided to inspect it.
a 1 to hit for shooting it takes D3+3 automatic
hits with AP(2). Select one random player, who may note down Select one random army, which may remove one
one enemy unit in secret. If that unit is destroyed unit that is not shaken from play and get D3 *
43 - Berserker
then all units in the army get +1 XP. 50pts.
One of the warriors is enraged and cuts the
53 - Flash Grenades 63 - Alien Cannon
enemy’s heads off clean.
Nothing confuses the enemy more than a blinding A unit dug up a mysterious crate whilst setting up
The first time during this round when a unit rolls
light followed by a punch. defensive positions, revealing a very powerful
a 6 to hit in melee the target takes D3 automatic
weapon.
wounds. Select one random army. Enemy units get -1 in
melee when attacking units from the selected Select one random unit, which gets the Alien
44 - No Mercy
army until the end of the round. Cannon (24“, A3, AP(D3)).
Some warriors are ready to cut down their foes
54 - Suppressing Fire 64 - Extortion
even when they surrender.
Continuous fire is bound to take out even the most One of the armies has been getting a lot of gifts
The first time during this round when a unit
resilient of enemies. from the “happy“ locals...
destroys an enemy unit that was shaken it
receives +1 XP. Select one random unit, which doubles its Select one random army, which immediately
shooting attacks during this round. gets D3 * 25pts.
45 - Weak Spot
55 - War Shout 65 - Critical Transmission
If you hit your enemy where it hurts most you can
kill even mighty giants with the smallest In desperate times a shout of war can bring A unit randomly caught enemy radio chatter that
projectile. warriors back in fighting spirit. revealed mission critical information on enemy
positions.
The first time during this round when a unit with Select one random unit that is shaken, which
tough rolls a 1 to block from shooting or melee it immediately stops being shaken. Select one random army, which immediately
takes +D3 wounds. gets 1 VP.
56 - Covered in Blood
46 - Countdown 66 - Time Warp
A unit is covered in blood from all the fighting,
High command has promised a large bonus if the terrifying all enemies around. A unit that was fleeing the battlefield ran into a
battle can be ended quickly. psychic anomaly and warped to a different time
Select one random unit. Enemy units within 6“ of
and dimension.
If an army manages to win the mission by the it get -1 to morale until the end of the mission.
end of the round it gets a bonus of 5 XP, which Select one random unit that was destroyed and
must be split as evenly as possible amongst place it in a warp zone. The warp zone should
units. have an area of 2’x2‘ and 3-5 pieces of terrain,
and the unit must be placed within 3“ of one of
the zone’s edges. Then place a Time Beast (Qua
3+, Def 3+, Claws (A6, AP(2)), Tough(6)) within 3“
of the opposing edge of the warp zone, which is
controlled by an opponent. Roll to see who goes
first and then play out the fight like a regular
battle, until one of the two has been destroyed.
If the Time Beast wins then the unit is dead and
removed from the army sheet. If the unit wins
then it gets +3 XP and scavenges 150pts. The unit
may then join its army again at the end of the
mission.

4 | Copyright © onepagerules. All Rights Reserved | Created By: Gaetano Ferrara | www.onepagerules.com
CAMPAIGN RULES v3.3.0

NAME: VP:

Unit Name: Unit Name:

Notes: Notes:

1xp 5xp 10xp 1xp 5xp 10xp

15xp 20xp 15xp 20xp

25xp 30xp 25xp 30xp

Unit Name: Unit Name:

Notes: Notes:

1xp 5xp 10xp 1xp 5xp 10xp

15xp 20xp 15xp 20xp

25xp 30xp 25xp 30xp

Unit Name: Unit Name:

Notes: Notes:

1xp 5xp 10xp 1xp 5xp 10xp

15xp 20xp 15xp 20xp

25xp 30xp 25xp 30xp

Unit Name: Unit Name:

Notes: Notes:

1xp 5xp 10xp 1xp 5xp 10xp

15xp 20xp 15xp 20xp

25xp 30xp 25xp 30xp

Unit Name: Unit Name:

Notes: Notes:

1xp 5xp 10xp 1xp 5xp 10xp

15xp 20xp 15xp 20xp

25xp 30xp 25xp 30xp

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

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