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SOS Color 1.5

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0% found this document useful (0 votes)
35 views36 pages

SOS Color 1.5

Uploaded by

Shamrock Noir
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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Miniature skirmish system in a

fantasy setting
Designed for solo, competitive, and
cooperative play
Miniature skirmish system in a fantasy setting
Designed for solo, competitive, and cooperative play
Version 1.5
2024
Introduction­­󠀭
Credits
Skirmish of Sixes is a modified version of the
original game Skirmishes of Honor. The Skirmish of Sixes © 2024 is licensed under
acronym SOS may be used as a shorthand. This CC BY 4.0. To view a copy of this license,
new version is not a sequel to the original game, visit
rather a variant of gameplay. The original ruleset http://creativecommons.org/licenses/by/4.0/
will be made free upon the release of this update.
This new ruleset continues to have the solitaire, Design, editing, and playtesting done by the
co-op, and versus skirmish tabletop gameplay in Skirmishes of Honor team.
a fantasy RPG setting for 1-4 players. It is
intentionally made so that no game-master (or Artwork was completed by the Skirmishes of
GM) would be required. SOS is designed to be Honor team or used as available through
used with miniatures, a game mat, some public domain.
obstacles/terrain, polyhedral dice, as well as
pencil and paper. It is up to the player(s) if they Published exclusively on
want to substitute any of those materials. DriveThruRPG.com

Additionally, this rulebook is intended to outline For any questions, comments, or suggestions,
the rules of play as best as possible. If there are please reach out via email:
any instances where the rules are not clear,
players can agree on a certain outcome, or a solo skirmishesofhonor@gmail.com
player will have to use their best judgment.

Contents

1. Game Basics - pg. 3


2. Character Creation - pg. 4
3. Missions - pg. 6
4. Skill Tests - pg. 9
5. Combat - pg. 10
6. Equipment - pg. 13
7. Abilities - pg. 14
8. Spells - pg. 15
9. Enemies - pg. 16
10. Alternate Rules - pg. 17

2
1 - Game Basics 1b - Solitaire

This is first and foremost a skirmish game, Solo play is a great option when playing SOS,
which has three different styles of play based on and it is just as viable as playing with other
the number of players and type of game that players. Rather than working together with or
everyone wishes to play. These are cooperative competing against others, a solo player will
(or co-op), versus, and solitaire (or solo). make a party of characters by themselves and
fight automated enemies in missions.
1a - Skirmish and materials
1c - Versus
A skirmish game is a tabletop gaming
experience which revolves around combat in To play versus mode, have all players split into
short sessions, usually ranging from 30-60 two teams as evenly as possible, or players can
minutes. In order to successfully play this host a free-for-all session. Each team/player will
skirmish game, you will need materials in order create their own party. Missions will have the
to represent the game world and be able to option to be for a versus setting rather than a
manipulate the physical pieces as dictated by cooperative one. The two teams will compete
these rules. Firstly, this is a miniatures game. against each other to finish the objective before
While you don’t need to have the exact their opponent. These rules will give further
miniatures for every type of enemy or character clarification to play versus rather than
in the game, enemies do need to be represented cooperative.
aside from their enemy block (see 9 - Enemies).
Similarly, your own characters will need to be 1d - Co-op
represented. This can be done via plastic/metal
miniatures, board game pieces, etc. of a similar Skirmish of Sixes has the option to be a
size/scale. cooperative (or co-op) experience for 2 players.
This means that the player(s) are working together
Furthermore, you will need a physical space to to complete a common goal (or mission in this
contain these miniatures. It is recommended this case). Two players will create the characters for a
is done via battle grid / game mat. Whether they single party, competing against the game itself or
are square or hexes, whatever your preference is. another team in versus mode.
If you would rather not use a game mat and
measure out distances using a ruler, that is also
acceptable. In order to determine actions that
enemies and players complete, polyhedral dice
are also required. It is recommended that each
player have one set of polyhedral dice, and you
will need to use the d6, d8, d10, and d12 from
each set. Lastly, pencil and paper are
recommended to help mark things such as
wounds, equipment, etc. You may use the
character sheets and supplements provided with
these rules.

3
2 - Character Creation 2c - Cont.

2a - Party Roles Players will input these dice into each stat to get
each of their values for their character. See the
example below:
Upon starting SOS, each player must (normally)
create a party of six characters. One character
will be the “leader” and is considered the most
powerful party member. There will be two
“officers” who act as secondary units to the For this officer character, (S) would be considered
leader. Lastly, you will make three “soldiers”, their “best” stat, since on average, [D10] rolled
considered grunts that serve your leader. will have the highest value compared to all other
stats. Players are able to arrange their stats in any
2b - Statistics and dice way using these starting dice values.

This game consists of characters and enemies


with different values of the four statistics:

Strength (S), Magic (M), Agility (A), and


Defense (D) 2d - Range (R)

These four statistics will be shorthanded to those Other than statistics, there are other values that
letters in parentheses from now on. Each player govern how characters play during the game.
will use polyhedral dice to represent the value of Firstly, all characters are able to move a certain
each of their four stats. distance (or Range) during their turn. These units
of distance through the rules will be referred to
2c - Starting values with the letter ‘R’ to indicate range. Range
encompasses player movement, the distance of
Statistic values are indicated by one die. Each projectiles, as well as the scale of the battlefield
character upon creation may choose to arrange for a mission. The unit of R is purposefully left
their dice into their stat values as they choose. ambiguous to help players have choice with their
physical space to play, such as if they decide to
use a game mat or not. These rules were written to
have a 1-inch battle grid in mind, with 1 R being 1
Above is an example of how statistics are inch, but other things will work.
represented on a character sheet. Characters may
assign dice from the following array based on 2e - Movement
their characters role:
Assign each character in your party with one of
Soldier: D6, D6, D8, D8 the following six numbers to be their movement R
value on their character sheet. You must use each
Officer: D6, D6, D8, D10 digit in the array once:

Leader: D6, D8, D8, D10 4, 5, 5, 5, 6, 7

4
2e - cont. 2h - Abilities

Your character does not have to move their exact Each character in your party will use abilities
R on their turn. You may move up to their R, or during missions that provide them with special
may not choose to move at all. Moving once effects, attacks, movement options, and more.
does not require an ‘action’ (see 5 - Combat), The number of abilities each character gets
and your movement may be impacted by the depends on their role:
actions you take. Leaders pick 3 abilities
Officers pick 2 abilities
Also, if you are using a smaller party size (from Soldiers pick 1 ability each
co-op or larger versus games), use these arrays:
More rules on abilities are provided later in this
Party of 5: 4,5,5,5,6 book.
Party of 4: 4,5,5,6
2i - Creating New Characters
2f - Equipment
Players can make new characters upon a
Types of equipment will be covered later in this character's death or after a mission is completed.
rulebook. For now, know that every character When you create a new character, you will
may only hold equipment that encompasses two replace an old character in your party that
hands. This may include a one-handed weapon occupies the same role (i.e. if you want to make a
and a shield, two one-handed weapons, a new leader, the old leader is deleted/erased).
two-handed weapon, and so forth. Characters
may also wear armor if they choose. 2j - Versus

2g - Wounds and Killed When each team creates their own


party/characters in versus mode, they will follow
Instead of tracking health or hit points, each all of the rules listed in this section. In a
character is able to take a number of wounds free-for-all game, the number of characters to
before they are Killed based on their role: create is changed to keep the pacing of the game:

Leaders can take 3 wounds 2 players: 1 Leader, 2 Officers, and 3 Soldiers


Officers can take 2 wounds 3 players: 1 Leader, 1 Officer, and 3 Soldiers
Soldiers take 1 wound each 4 players: 1 Leader, 1 Officer, and 2 Soldiers

Once a character has taken their maximum 2k - Co-op


number of wounds, they are Killed, and their
miniature is removed from the ‘play area’ (see 3 Co-op is exclusive to 2 players, and the players
- Missions). A killed character will come back to can decide to make separate parties or share a
life with all of their wounds recovered after the party using these rules:
mission is completed, assuming they were
replaced by a similar person who was willing to Share: Each player controls 3 of the 6 characters
join the party. Separate: Each player makes a smaller party with
1 Leader and 2 Soldiers

5
3 - Missions 3d - Random Placement

3a - Play Area When figures need to be placed randomly, players


must first look at the mission, as it will specify
what point of reference figures will be randomly
Each mission will indicate how to arrange your
placed from. Then, roll 2d6 and place that object
play area. It is recommended to have a play area
or enemy that number of R away from the listed
that is at least 2’ x 2’ (or 24 R by 24 R), and with
point. The direction of which this is placed is
3-4 players it may be better to play with an area
random. Players may devise their own way of
closer to 3’ x 3’. It is possible to play with an
making this direction random. These rules were
area smaller than 2’ x 2’ if necessary. Missions
written with the intention of using 1d12 to
may call for terrain, characters, or enemies to be
determine direction, with using the numbers
placed in certain spots, or randomly. Each
likewise to a clock (12 o’ clock, 3 o’ clock, etc.).
mission sheet will outline how these objects and
For this method to work, all players must agree on
terrain will be placed.
what position of the play area is 12 o’ clock, and
then proceed from there. Random placements may
3b - Objectives and winning
not leave the play area or occupy the same space
as another object, in which case you place the
Each mission will have a name, brief
object as close as you can to the result rolled.
description, and two possible conditions of Win
and Loss. Each condition will list what
Random Placement: Example
objectives need to be completed in order to meet
them, typically requiring a combination of
combat, movement, and skill tests. The Win
condition is what the party will strive to meet,
and is usually more challenging. The Loss
condition happens when the party fails to meet
their objective, usually resulting in the success
of enemies.

3c - Enemy Selection and placement

When playing solo, enemies are what the game


controls to act as the opposition to your efforts.
How to further control enemies will be detailed
in 9 - Enemies. Some missions will call for A player needs to randomly place an enemy using
certain enemies to be placed on specific the center as a reference point. They rolled a 12
locations of the play area, while others will for distance and 3 for direction. In this instance,
allow the player to choose. Enemies have a there is only 10 R of distance available to the 3 o’
similar character sheet as the players do, with clock position between the enemy and the end of
one Leader, two Officers, and three Soldiers. the play area. So, rather than moving off the play
area, the enemy gets placed as close as possible to
the random placement roll, 10 R towards 3 o’
clock.

6
3e - Civilians 3g - Fleeing

Some missions will call for the use of You may have a character walk out of the play
‘civilians’. These are figures that do not take any area using their R movement on their turn. If you
turns. Civilians will follow characters starting do so, they are out of the mission and cannot
whenever a character comes within 1 R of them. rejoin. If all characters flee a mission, then the
This character may be referred to as a ‘guide’ in mission is over and the Loss result is triggered. If
scenarios. Whenever a guide moves on their this occurs in versus, the opposing team(s) would
turn, the civilian will automatically follow them claim victory over you.
and stay within 1 R, no matter how fast the
guide is going. If the guide happens to be moved 3h - Versus
against their will, the civilian will not follow. If
two characters are within 1 R of the civilian, Instead of using enemies during missions, players
then the current leader has to allow another can compete against each other to complete an
character to take the civilian from them. objective using the Versus condition. In versus,
teams treat each other as enemies and engage in
3f - Civilians and enemies combat as such. The teams will either be
competing to meet the Win condition first, or stop
A mission may call for the enemies to target the the other team from doing so.
civilian and ignore other players. To prevent a
civilian from being attacked, the guide may 3i - versus team placement
position themselves in a way where a melee
enemy would have to engage with them and not In every mission, the play area setup will indicate
the civilian. These rules also apply for blocking where the party is placed. Place one team in the
LoS of the civilian for ranged attackers. party’s starting spot. Each mission will indicate
where the other team(s) will be placed, conducive
Note on LoS: Be mindful of the height of your to the objective of the mission. In a game of 3-4
figures during missions. A taller civilian could players, each party shall start in an individual
be seen over your figures heads! This would corner of the play area. Do this before randomly
allow them to be targeted by a ranged attack, placing any terrain/objectives.
spell, or other ability.
3j - co-op team placement
An enemy can also be engaged with a character
and civilian at the same time. If the mission does All characters from co-op parties will place their
not specify that enemies target civilians, then characters as described normally in the mission as
have the enemies target the character. Lastly, no if they were playing a solitaire game.
civilian has any form of defense, and will
automatically take a wound when targeted with
an attack. They are able to take 1 wound. Once
their wound is taken, remove the civilian from
the board.

7
Mission example & legend

8
4 - Skill Tests 4c - player vs. player skill tests

Skill tests are the dice rolls that command the In versus games, players will compete in skill
actions taken in SOS for combat, obstacles, tests against each other frequently. When one
missions, and other aspects of the game. Combat character takes an action against another
will be covered in 5 - Combat. Skill tests are character, instead of meeting a specific DL of an
made using one of the four statistics of the enemy, both must roll the appropriate statistic for
game: (S), (M), (A), or (D). the skill test. Whoever rolls higher wins the skill
test..
4a - Making Skill Tests
In a vast majority of cases, one character will
make an ‘attack’ using (S) and (A) or use a Spell
Players will be prompted to make skill tests by
with (M), to which the targeted character makes a
missions, enemies, and other players as
skill test using their (D).
described in this rulebook. Skill tests take a
player's Action (see 5 - Combat) and therefore,
Player vs. Player Skill Tests: Example
players may usually only make one skill test per
turn (the major exception to this being when you
An Officer attacks a Soldier using its sword. The
are Attacked). In order to make a skill test, a
Officer rolls his (S) of [D6] against the Soldiers
player must roll the die as indicated in their
(D) of [D6].
character's statistics. For example, if a character
has (M) of [D8], then they would roll that die to
The Officer rolled a 2, and the Soldier rolled a 1,
get the numerical result of their skill test.
meaning the Soldier was hit by the sword and
suffered 1 wound. This also makes the Soldier
4b - difficulty level
Killed, and therefore is removed from the play
area.
The value of each skill test is compared against
the difficulty level (DL). If the skill test result is
4d - (D) and tying skill tests
equal to or higher than the DL, then the skill
test is won and follows the results as written.
A clarification with (D) skill tests is how to
succeed on a (D) skill test. If you are attacked by
“meet it to beat it”
an enemy or other character and the result of your
(D) skill test is equal to the result of an
Otherwise, if the skill test is lower than the DL,
opponent’s attack/ability skill test, you lose the
the skill test is lost.
skill test (and likely take a wound). This goes
against the rule established in 4B - Difficulty
Making a Skill Test: Example
Level. Also, if you are forced to roll any other
skill test subjected to you by a character/enemy
An Officer is rolling a (M) skill test against a
(such as (M) for Spell, Curse), you lose on a tie.
magical tree in the Gather mission to discover a
rare herb. The Officer rolls D6 against DL of 5
Think of it this way, when you are attacked and
forced to roll (D) (or another skill), you are
The Officer rolls a 6, so he succeeds! He collects
essentially rolling the DL for the opponent's effect
a rare herb, moving his party one step closer to
to take place.
victory.
9
5 - Combat 5c - cont.

5a - Enemy Statistics If it’s one party’s turn and they have no remaining
figures to give a turn, then the remaining figures
Much like characters, enemies also have the on the opposing team will all go consecutively.
same statistics of (S), (M), (A), (D), R, Wounds, The turn order does not have to be the same for
and attacks/abilities. Instead of having dice the characters every round, you only have to
values represent statistics, enemies have set follow the order value of the enemies. These same
values to keep combat fast. Whenever dice are rules will be used for versus matches, and the
rolled in combat, they are the result of character teams must decide upon which team gets the first
actions or defense, not the enemies. Enemies R turn.
and wound values may differ from characters as
well, and will be listed on their enemy block. 5d - Move

5b - turns and rounds Once per turn without spending an action (Section
5E), a character may move a number of R equal to
their R value as listed on their character sheet.
A character's turn begins when it is their “turn
They can move up to their R, and do not have to
order” and ends when its controlling player
go the entire distance. Characters can also choose
declares so. Each character may take up to one
to not move at all. Characters may take a second
action, move, and take as many free actions as
move as their action. Additionally, when taking a
possible, or do nothing at all. A ‘round’ consists
free move action, characters must decide to move
of each figure (both characters and enemies)
before or after their other action such as attacking
taking one turn. After each figure has had one
or using an ability. For example, you could not
turn, then the round is complete and the turn
move 3 R, make an attack, then move 2 more R as
order is reset.
you already used your free move action to move
3. No two figures may occupy the same space, nor
5c - turn order
may another pass through an occupied space.
At the start of the game, the party gets to take
5d.1 - Difficult terrain
the first turn. The players decide which character
will get to go first. After a single character has
In missions, players will place terrain in the play
gone, then a single enemy takes their turn. Refer
area to represent fauna, buildings, obstacles, and
to the “Order” box on the enemy blocks. The
so on. Some terrain will be “difficult” terrain,
enemies with a lower order number value must
such as low water, sand, rubble, and whatever else
go before the enemies with higher number value.
players can come up with. Whenever your
For example, if the Soldiers have an Order value
character steps into a space that is considered
of “1”, then the three Soldiers will have turns
difficult terrain, it costs them 2 R of their
before the two Officers with an Order value of
movement value on their turn to move 1 R of
“2”. Players decide the order of which enemies
distance in the play area (rounding down).
with the same role will go. After one enemy has
gone, another character that has not gone yet
Example: if your character had an R value of 5,
takes their turn.
they could only move 2 R through difficult terrain.

10
5e - Actions 5e.3 - cont.

Each character may only take 1 action every Also, some abilities (notably Spells, see 8 -
turn. The list below are all available actions to Spells) require skill tests to use. When a character
take in combat: uses an ability with a skill test, that counts as their
● Move your R (once for free) action for the turn.
○ Back-step
● Skill Tests 5e.4 - Attacks
● Attack: melee or ranged
● Guard An attack is defined as using a melee weapon or
● Use an ability ranged weapon that would deal wounds to a
● Delay character/enemy. For both characters and
enemies, (D) is the relevant statistic for skill tests
5e.1 - Move in preventing wounds. When a player is attacked
by an enemy, they roll a (D) skill test against that
As mentioned earlier, characters may move up to enemy's applicable value, such as (S) for melee.
their R once per turn without spending an action. When a character attacks an enemy, they roll their
If they wish to move more than their maximum applicable value against the enemy’s (D).
R, they may take a second move by spending
their action. 5e.5 - Melee Combat

5e.2 - Back-step & engaged In order to make an attack with a melee weapon, a
character must be engaged and (preferably) be
When characters/enemies are within 1 R of each wielding a melee weapon. Then they must make a
other (adjacent, or miniature bases touching), (S) skill test against a character/enemy (D). If the
they are “engaged”, and cannot move normally. (S) skill test is successful, the character inflicts 1
The only move option characters can take is wound. Otherwise, the attack doesn’t hit and no
back-step. This replaces the free movement other effect happens. If an enemy dies in melee
action players normally have by allowing combat, the engaged character may no longer be
players to move 1 R, whether it be closer to or engaged if no other enemies are within 1 R.
away from the other figure. When you
back-step, you may not take another move 5e.6 - Ranged Combat and Line of Sight
action on the same turn. You may back-step
either before or after your normal action. For those who wield a ranged weapon, they may
make a ranged attack against a target within that
5e.3 - Skill tests weapon's R (as in Range). A character makes an
(A) skill test against the enemy’s (D). If the skill
Some missions require an action in order to test is successful, the enemy takes 1 wound.
progress with the objective. For example, the Otherwise, the attack doesn’t hit the enemy and
Gather mission requires players to use an action no other effect happens. A character may not
in order to discover special items. These actions make any ranged attack while they are engaged.
usually require skill tests. If a character is not
successful in a skill test for a mission action,
they may spend their action next turn.

11
5e.6 - cont. 5e.8 - Use an Ability

If a character or enemy makes a ranged attack at Some abilities are able to be used as an action in
a figure engaged in melee combat, they must combat. See 7 - Abilities for further details. Some
take a -1 penalty to their (A) skill test for every abilities only allow you to use them a limited
other figure engaged with the target. number of times each mission. Mark these uses on
Additionally, a figure requires “Line of Sight” your character sheet or elsewhere. At the end of a
(LoS) to make a ranged attack. A character or mission, these abilities will refresh to gain their
enemy has LoS when a clear path can be seen full uses back.
from one figure to another. In other words, if
one figure’s eyes could see the other figure 5e.9 - Delay
(without terrain or obstacles blocking the path),
then LoS is met. If you could make an argument One character per party can take the delay action
that your character could see part of an enemy each round to ensure that they take the last turn
figure you want to target (such as seeing their before the round is over. When a character takes
head stick up from behind a boulder), then delay, they may not move or use any free actions.
players may agree to incur another -1 penalty to After all other characters and enemies have taken
that skill test (stacking to other -1 (A) penalties). a turn, the delayed character takes their turn with
a new action and movement as normal. In versus,
if more than one team uses the delay action,
whichever team had the first turn at the start of
the mission will use their delayed character first.

5f - Free actions

Some abilities do not specify that they take an


action to use, or may use the terminology “free
action”. There are no limits to the number of free
actions a character can take in one turn.

5e.7 - Guard Ex. The ability Durable allows a character to


spend one use to reroll a (D) skill test as if they
By taking the guard action, the character adds were using a shield. Since this ability does not
+1 to their next (D) skill test until the start of specify that it uses an action, players may use this
their next turn. Please note: the Guard action ability whenever they please.
only affects your skill tests using the stat (D) and
not other stats such as (A). The guard action will
not affect other characters or civilians. If you
want to prevent another figure from taking a hit,
you must either be engaged with an enemy who
could attack or block LoS by getting in between
another figure and a ranged attacker.

12
6 - Equipment 6b.2 - cont.

6a - Starting and Claiming Gear One-handed ranged weapons can attack targets
from up to 5 R away. Characters have the option
Characters may take as many pieces of of wielding two different one-handed
equipment as they can hold in two hands. This weapons/gear in missions. When wielding two
includes any combination of one-handed and weapons (melee or ranged), you may make two
two-handed gear. In between missions, players attacks on your turn, making one attack with each
may refill and change their gear to any other weapon. The second attack you make must take a
combination. It is assumed that players always -2 penalty to its skill test. You choose the order of
have access to an armory or other resource which weapons you attack with (most prevalent
during that time. for melee/ranged dual-wield). Here is a full list of
one-handed combinations:
6b - Weapons
● Two one-handed melee weapons
● Two one-handed ranged weapons
There are two categories of weapons: melee and
● A one-handed melee weapon and a
ranged. There aren’t specific weapons in this
one-handed ranged weapon
game such as swords or bows, players have the
● A one-handed melee weapon and shield
freedom to say what their character is holding.
● A one-handed ranged weapon and shield
There are different types of weapons:
* Unarmed
* One-handed 6b.3 - Two-handed
* Two-handed
* Catalyst These are the close range threats such as
One-handed and two-handed can be melee or greataxes, lances, greatswords, giant hammers,
ranged. and other hulking beasts. Additionally, these are
the most dangerous ranged weapons like
6b.1 - Unarmed longbows, large crossbows, and long-range rifles.

Unarmed attacks are used when a player does When wielding a two-handed melee weapon, you
not bring any melee weapons into a mission and may attack up to 2 R away rather than having to
makes a melee attack. These are punches, kicks, be engaged with a target. This will allow you to
headbutts, and so forth. Take a -2 (S) penalty attack targets you can see that happen to be
when making unarmed attacks. behind other figures you are engaged with, or
attack an enemy from a distance without engaging
6b.2 - one-handed them. Additionally, add +1 to all (S) skill tests
with two-handed melee weapons.
For melee, these consist of standard armaments
such as daggers, swords, axes, hammers, spears, Two-handed ranged weapons can attack targets up
and other lightweight melee weapons. For to 8 R away.
ranged, this usually includes hand-crossbows,
pistols, and small throwables such as knives,
darts, javelin, and so on.

13
6b.4 - Catalysts 7 - Abilities
Catalysts are ‘weapons’ such as staves, tomes,
7a - Uses
crystals, wands, and other magical artifacts that
benefit the casting of Spells. A catalyst counts as
Many abilities have a limited number of uses.
a two-handed weapon. When your character has
Track how many uses are remaining on the
a catalyst, they add +1 to all (M) skill tests that
character sheet or elsewhere. Once an ability is
involve casting the special abilities known as
out of uses, it may not be used for the remainder
Spells. Lastly, while catalysts are in the weapons
of a mission. Ability uses refresh in between
section, they cannot be used to make a melee or
missions.
ranged attack. Therefore, you will follow the
Unarmed rules while having a catalyst.
7b - Tiers
6c - Armor
Abilities come in two tiers indicating ones that are
There are three different types of defense more and less powerful, Tier 1 and Tier 2. When
characters can wear: none, leather, and metal. Leaders and Officers are picking their abilities,
Firstly, characters always have the option to they may choose from either tier. When Soldiers
wear no armor. Doing so will cause that select their ability, they may only use Tier 1.
character to roll -1 to their (D) skill tests but add
+1 to their movement R value. Wearing types of 7c - Limited
leather armor will negate this -1 penalty without
an R bonus. Lastly, metal armor may only be Some abilities have a tag at the end of their
worn by characters with the ability Metal-Work, description: Limited. Any ability that is Limited
and will mark accordingly to indicate this. Metal may only present one time per party. For example,
armor causes characters to add +1 to all their the Tier 2 ability Spell, Summon has the Limited
(D) skill tests, while also suffering a -1 penalty tag. When creating your party, only one character
to their movement R value. may take the Spell, Summon ability.

6d - Shields 7d - Rolling abilities

Shields provide additional cover that characters Some abilities allow characters to add or subtract
must carry in one hand. While a character uses a a value to their skill tests. When instances like
shield, they may reroll (D) skill tests from this happen, add the total bonuses and penalties
attacks made against them (once per test). together to your skill test.

Ex: an Officer is attacked by a Leader who Example: A Soldier is both under the effects of
shoots them with a crossbow, rolling a 5 on their Spell, Gift as well as within 1 R of his ally that
(A) skill test. The Soldier initially rolls a 1 on has the ability Tank. Tank adds +1 to all his D
their (D) skill test, and uses their shield to reroll skill tests, and Spell, Gift adds +1 to his next skill
it. Their next roll results in a 4, still failing the test. This Soldier happens to be attacked by an
skill test. The Officer takes a wound, but they enemy Soldier, forcing his next skill test to be (D).
can still use their shield for another (D) test. When rolling (D), he adds +2, as 1 comes from
Spell, Gift, and the other +1 from Tank.

14
7e - Combining abilities 8 - Spells
On a character's turn, they are able to use more
8a - Catalysts
than one ability at a time if they both (or all
three) are able to be utilized under one action
and free actions. Spells are special types of abilities, as they are the
primary method in SOS of using the (M) statistic
Example: an Officer has the abilities of Sprint to create special effects on characters. While
and Whirlwind. Sprint allows him to take a catalysts can be used in two-hands to add +1 to
second move action as a free action, and casting spells, they are not required in order to
Whirlwind allows him to attack all enemies he is take a Spell ability nor cast them.
engaged with. First, he uses his regular move
action and goes 5 R in a straight line towards 8b - Difficulty Levels
enemy Soldiers. Then, he declares his use of
Sprint, moving another 5 R towards the Soldiers. Some spells may not be cast against enemies, or
Lastly, he declares Whirlwind as his action, have an effect on the entire battlefield and would
making a melee attack against all enemies he is not call for a skill test against one figures statistic.
engaged with. In this case, there is a tag at the end of the ability
description: DL. Difficulty levels are used for
skill tests already, and will be marked for spells
such as DL 3.

8c - Casting spells & skill tests

All spells require an action and LoS to cast on a


target. Additionally, you may cast a spell if you
are engaged in melee. Many spells call for
different skill tests that will not be seen in regular
attacks such as melee or ranged combat. For
example, the Curse spell will call for the caster to
make a (M) skill test against the target enemy
(M), rather than making it against the targets (D)
like most other attacks.

7f - Switching abilities Example: A Leader attempts to cast Spell,


Summon to add an extra ally to her team. She
If a player decides that they want one of their rolls an (M) skill test and gets a 6 against the DL
characters to have a different ability without of 6. Since she met the DL, she successfully casts
making an entire new character, they may Spell, Summon!
simply erase their existing ability and add a new
one on their character sheet. They must still
abide by the tier rules and number of abilities a
character can have. Abilities may not be
switched during missions.

15
9 - Enemies 9c - Missions and Enemies

In some cases, special conditions that come from


9a - Enemy Turns missions may supersede how enemies take their
actions. In other words, players should always
As stated previously, the party will always get look to the mission first for enemy behavior
the first turn. Refer to the “Order” number on before following actions on the enemy block.
the enemy blocks to know which order to play
the enemies. Lower order numbers going first, Ex. In the Assassinate mission, it is time for a
and enemies with the same role being agreed Skeleton to take its turn. For action #1, if a
upon as to who goes first. Skeleton is engaged with a character, then it
would follow that action first. Otherwise, action
9b - Enemy Actions #2 would normally call for the Skeleton to move
towards the Soldier who is only 2 R away.
Enemies will have a number of actions, starting However, the Assassinate mission states that all
from action number 1 and then progressively enemies must target the civilian if able and ignore
using higher numbers. Enemies will default to other characters. In this case, the Skeleton would
completing action #1. If that cannot be check to see if it is within 5 R of the civilian,
completed, then they will move to action #2, which it is not. Lastly, the Skeleton will perform
then so on. For example, a common enemy action #3, and move 5 R towards the civilian,
action list would look like this: ending it’s turn and passing play to a character.
1. If the Soldier is engaged with a character, 9d - Killing an Enemy
it makes a melee attack (S) against them
using its spear. Enemies have a “Wounds” section that shows
how many wounds it takes to defeat them. Track
2. If a character is within 5 R, then the enemy wounds on a separate piece of paper or
Soldier moves to be engaged with that elsewhere. Once an enemy has taken a number of
character and makes a melee attack (S) wounds equal to the “Wounds” value, remove that
using its spear adding +1 to their (S). figure from the play area.
3. If there are no characters within the
Soldier’s R, then the Soldier moves 5 R
towards the closest character.

Sometimes more than one character would


qualify for one of an enemy's actions during
their turn. Say if two characters would trigger
action #2 to occur since they were both exactly 3
R away from the Soldier. In these instances,
players should defer to the character who most
recently had their turn, if possible. Lastly, all
enemy attacks deal 1 wound to players, similar
to player attacks.

16
10 - Alternate Rules 10d - Draco challenge

The enemy team with the Draco Soldiers/Officers


10a - easy mode and the Dragon Leader was intentionally
developed to be challenging. Use them to make
When playing solo or co-op and the players wish your missions even more difficult.
to have their game experience become easier,
they can alter their characters to make them 10e - more characters in solo/co-op
more powerful. Use these statistic arrays
instead: If players decide that Skirmish of Sixes would be
Soldier: D6, D8, D8, D8 better with more than six characters per party for
solo and co-op play, feel free to add more units to
Officer: D6, D8 D8, D10 both your party and the enemy team:

Leader: D6, D8, D10, D10 Seven: Add 1 more Soldier

10b - hard mode Eight: Add 2 more Soldiers

Conversely, if the party wants more of a Nine: Add 2 Soldiers and 1 Officer
challenge, have the party start with these stats:
10f - more characters /players in versus
Soldier: D6, D6, D6, D8
If players want their games of 3-4 players to not
Officer: D6, D6, D8, D8 have a reduced party, they may continue to use
their full party of 6 characters in versus if they
Leader: D6, D8, D8, D8 choose. Additionally, they may choose to add
more characters by following the formula
10c - Enemy invasion described in section 10D.

In a versus game, the players have the option of Lastly, if there are more than 4 players who want
using enemies to act as an opposing party. First, to play a session of SOS, you may certainly
ensure that the enemies have an equal number of accommodate those extra players however you
starting characters to the other parties based on wish. This can be through using a larger play area,
their roles. The enemy party will be the last team using smaller party sizes, or sharing a party.
to take turns in order.
10g - custom missions
If more than 1 player’s character would trigger
an enemy action, instead of targeting the Rather than following the conditions and play
character that most recently took their turn, area setup in missions, players are welcome to
determine this randomly (such as flipping a coin, freestyle and come up with whatever they please.
rolling a die for odds/evens, etc.). Want to have the players sabotage a fort on a
mountain? Maybe you want to set up a gladiator
In the event of other discrepancies or arena? Or, maybe you don’t have any terrain and
complications, players use their best judgment. just want an open space? Go for it!

17
Supplement a: cheat sheet

- In combat, you may take 1 move action for free and 1 other action:
- Move again
- Make a skill test
- Make a melee or ranged attack
- Guard: +1 to your next (D) skill test
- Use an ability
- Delay
- One character per party each turn can delay. The character who
delayed will take the last turn of the round. If two characters
delay, then the character whose team went first will be the first
delayed character to act.

- You can back-step while engaged to move 1 R in any direction, including away from the character(s)
you are engaged with. You cannot take a second move action after back-step.

- Ranged attackers must take a -1 (A) penalty to their skill test for every other figure within 1 R of the
character/enemy they are targeting. Enemies must also take this penalty.

- Difficult terrain makes characters and enemies spend 2 R of movement for every 1 R traveled.

- Skill tests are “meet it to beat it”, with the exception of (D) skill tests, as those lose on ties.

- Equipment
- When wielding 2 one-handed weapons, you may make 2 attacks with a single action.
The second attack must take a -2 penalty to the skill test.
- Wielding a shield allows one reroll on (D) skill tests every time you are attacked

- A two-handed melee weapon adds +1 to (S) skill tests and can attack from 2 R away.

- A one-handed ranged weapon can attack from 5 R away, and a two-handed ranged weapon can
attack from 8 R away.

- Catalysts are held in two hands, do not count as melee or ranged weapons, and add +1 to (M)
skill tests when using Spells.
Supplement b: abilities
Tier 1 Abilities
Name Description

Glide Your movement is no longer slowed when going through difficult terrain. You may theme
this as being athletic or flying.

Speedy Add +1 to your movement R value.

Spell: Spark Cast a brief mote of lightning at an enemy. Make a melee attack within 3 R, rolling (M)
against a target’s (A) in a skill test.

Spell: Slow Target an enemy within 7 R and roll (M) against their (M). On a success, reduce their
movement R value to 3 on their next turn only. This spell will negate all penalties and
bonuses to the enemy’s R value.

Spell: Gift Target 2 characters within 6 R (including yourself). Roll (M) against DL 3. On a success,
targets may add +1 to their next skill test. Limited

Sniper Increase the R of your ranged weapons by 2. Incur a -1 penalty to all (D) skill tests.

Metal-Work Allow this character to wear Metal armor.

Durable Once per mission, spend a use to reroll a (D) skill test as if you were wielding a shield.
Track your use on your character sheet or elsewhere.

Reckless Once per mission, you may make a melee attack that deals 2 wounds, but you must -2 from
the (S) skill test. Track your use on your character sheet or elsewhere.

Grapple Twice per mission as a free action, you may move an enemy you are engaged with to be in
another space within 1 R of you. You may also do this to a friendly character within 1 R.
Track your uses on your character sheet or elsewhere.

Tier 2 Abilities
Name Description

Disengage You are able to walk away from being engaged when you move. This ignores the
limitations that back-step normally imposes.

Fury If you have at least 1 wound taken, add +1 to all your S skill tests.

Whirlwind Once per mission, make a melee attack against each character (enemies and allies) you are
engaged with. Track your use on your character sheet or elsewhere.

Throw Once per mission, make a ranged attack using an improvised weapon you find. This attack
uses (S) and has a R of 5. Follow all rules and limitations of ranged attacks as normal.
Track your use on your character sheet or elsewhere.

Spell: Heal Target 1 character within 6 R (including yourself). Roll (M) against a DL 4. On a success,
the character recovers 1 wound, erasing it from their character sheet.
Spell: Twin-fire Target up to 2 different enemies within 4 R. Make one separate melee attack against each
enemy. Roll separate (M) skill tests against each target’s (D) for attacks. Deals 1 wound
each hit.

Spell: Summon Roll (M) against a DL of 6. On a success, place a spirit figure within 1 R of you. The spirit
can take 1 wound, and it has a D6 for every statistic. You may not use Summon while you
already have a spirit in the play area. The spirit will take a turn in your party as normal
starting this round. Limited

Spell: Curse Target 1 enemy within 9 R, roll (M) against their (M). On a success, incur a -2 penalty to
their next skill test. When the enemy has a fixed statistic value, be sure to lower it by 2 the
next time a player rolls against them (such as their [D] when attacked)

Spell: Mist Roll (M) against a DL of 5. On a success, you temporarily turn your body into a small
cloud of Mist. Until the start of your next turn, you cannot be targeted by any attack or
ability from allies or enemies. Additionally, you can move through enemies, and they can
move through you, but you cannot end your turn in the same space.
Special: you may not guide civilians while in mist, and you will drop items related to
missions when you turn into fog such as spirit herbs or the flag.

Spell: Shatter Target 1 enemy within 5 R, roll (M) against their (D). If done against an enemy character,
on a success, break their armor. Erase their armor from their character sheet and count
them as having “none” armor for this mission. If done against an enemy in solo/co-op, -2
from their (D) the next time a character rolls an attack against them.

Shapeshifter Once per turn as a free action, you may change your character figure to and from your
normal form and an animal form. Replace your character figure with an appropriately sized
animal. When in your animal form, add +2 to R movement value as well as incur a -1
penalty to all (D) skill tests. Your animal form uses the same equipment and abilities as
your normal form. Changing to your normal form reverts these effects. Limited.

Point-Blank Your character may now attack with ranged weapons while engaged. However, when you
are engaged, you may only target characters that you are engaged with.

Dodge Twice per mission, you may substitute any (D) skill test by rolling (A) instead. Track your
uses on your character sheet or elsewhere.

Double-tap Once per mission, you may make 2 ranged attacks against a single target as an action.
Track your use on your character sheet or elsewhere.

Marksman Your character no longer suffers a cumulative -1 (A) penalty to ranged attacks against
targets who are engaged with other figures.

Sprint Once per mission, you may take a second move action as a free action. Track your use on
your character sheet or elsewhere.

Taunt As an action, roll (D) skill test against the (D) of a target within 6 R. If successful, you
taunt that target for their next turn. On that turn, it is only able to target you following
directions from the enemy block, ignoring all other characters regardless of how close they
are or what other actions they take. If an opposing player is taunted, they can only target
you with attacks and abilities that are harmful, although they are not limited in the actions
they can take.
Tank All allied characters within 1 R of this character add +1 to all (D) skill tests. Limited

Hero Whenever a friendly character/civilian takes a wound or is Killed, you may move up to
your full R as a free action. This will also allow you to walk away from being engaged.
Once per mission, track your use on your character sheet or elsewhere.

Bash Twice per mission, you may make a melee attack using (D) if this character is wielding a
shield. Track your uses on your character sheet or elsewhere.
Leader Officers Soldiers
Name:__________________ Name:__________________ Name:__________________
Wounds: ___ ___ ___ R:___ Wounds: ___ ___ R:___ Wounds: ___ R:___
Armor: ____________________ Armor: ____________________ Armor: ____________________
Equipment: _____________________________ Equipment: _____________________________ Equipment: _____________________________
(S) (M) (A) (D) (S) (M) (A) (D) (S) (M) (A) (D)
[____] [____] [____] [____] [____] [____] [____] [____] [____] [____] [____] [____]
Abilities: Abilities: Ability:
1. 1.
1.
2. Name:__________________
2.
Wounds: ___ R:___
Armor: ____________________
3. Equipment: _____________________________
(S) (M) (A) (D)
Name:__________________
[____] [____] [____] [____]
Wounds: ___ ___ R:___
Ability:
Notes: _______________________________ Armor: ____________________
Equipment: _____________________________ 1.
(S) (M) (A) (D)
____________________________________
Name:__________________
[____] [____] [____] [____]
____________________________________ Wounds: ___ R:___
Abilities:
Armor: ____________________
1.
____________________________________ Equipment: _____________________________
(S) (M) (A) (D)
2. [____] [____] [____] [____]
Ability:
1.
Crusaders of the Light
Leader Officers Soldiers

Name:Gold Angel Name:Silver Paladin Name:Monk


Wounds: ___ ___ ___ R:6 -1 Wounds: ___ ___ R:5 -1 Wounds: ___ R:7 +1
Armor: Metal Armor: Metal Armor: Unarmored
Equipment: Sword, Shield Equipment: Halberd Equipment: Cudgel, chakram
(S) (M) (A) (D) (S) (M) (A) (D) (S) (M) (A) (D)

[ D8 ] [ D8 ] [ D6 ] [D10+1] [ D6 ] [ D8 ] [ D6 ] [D10+1] [ D6 ] [ D6 ] [ D8 ] [D8-1]


Abilities: Abilities: Ability:
1. Tank: all allies who are within 1 R of you add 1.Spell, Heal: target 1 character within 6 R
1. Durable: Reroll (D) skill test 1/mission: _____
+1 to all (D) skill tests. Limited. (including self). DL 5. Target recovers 1 wound.

2.Metal-Work: This character can wear metal Name:Priestess


2. Hero: when a civilian/ally takes a wound, you
may move your full R towards them. armor. Wounds: ___ R: 5
Armor: Leather
3. Metal-Work: This character can wear metal Equipment: Catalyst Censer
armor. (S) (M) (A) (D)
Name:Bronze Paladin
[ D6 ] [ D8 ] [ D6 ] [ D8 ]
Wounds: ___ ___ R:5 -1
Ability:
Notes: _______________________________ Armor: Metal
Equipment: Halberd 1. Spell, Spark: melee 3 R against target (A).
(S) (M) (A) (D)
____________________________________
Name:Bishop
[ D8 ] [ D6 ] [ D6 ] [D10+1]
____________________________________ Wounds: ___ R: 4
Abilities:
Armor: Leather
1.Whirlwind: 1/mission, make a melee attack
____________________________________ against all characters/enemies within 1 R: ____ Equipment: Two-handed crossbow
(S) (M) (A) (D)
2. Metal-Work: This character can wear metal [ D6 ] [ D8 ] [ D8 ] [ D6 ]
armor.
Ability:
Spell, Gift: target 2 within 6 R. DL 3. +1 to
1.
next skill test. Limited
Pirate King Dozer’s Crew
Leader Officers Soldiers
Name:Captain Dozer Name:Swashbuckler Name:Raptor
Wounds: ___ ___ ___ R:5 Wounds: ___ ___ R: 7 Wounds: ___ R:6 +1
Armor: Leather Armor: Leather Armor: Unarmored
Equipment: 2 flintlock pistols Equipment: Cutlass, shield Equipment: 2 axes
(S) (M) (A) (D) (S) (M) (A) (D) (S) (M) (A) (D)
[ D8 ] [ D6 ] [ D10 ] [ D8 ] [ D8 ] [ D6 ] [ D6 ] [ D10 ] [ D8 ] [ D6 ] [ D6 ] [D8-1]
Abilities: Abilities: Ability:
1. Point-Blank: you may use ranged weapons while 1.Disengage: you are able to move away from
1. Glide: you ignore difficult terrain
engaged, targeting enemies within 1 R only. being engaged without having to back-step.
2.Sprint: 1/mission you may take a second move Name:Gunner
2. Double-Tap: 1/mission, you may make 2 ranged
attacks against an enemy with no penalty: ____ as a free action: ____ Wounds: ___ R: 5
Armor: Leather
3. Dodge: 2/mission, you may roll (A) instead of Equipment: Two-handed flintlock rifle
(D): ____ ____ (S) (M) (A) (D)
Name:Seacaller
[ D6 ] [ D6 ] [ D8 ] [ D8 ]
Wounds: ___ ___ R: 4
Ability:
Notes: _______________________________ Armor: Leather
Sniper: increase R of ranged weapons by 2. -1 to
Equipment: Catalyst Scepter 1.
all (D) skill tests
(S) (M) (A) (D)
____________________________________
Name:Shipwright
[ D6 ] [ D10 ] [ D6 ] [ D8 ]
____________________________________ Wounds: ___ R: 5
Abilities:
Armor: Leather
1.Spell, Summon: DL 5. Create a new ally within
____________________________________ 1 R, D6 for all stats. See rules. Limited Equipment: Two-handed mallet
(S) (M) (A) (D)
2. Spell, Twin-fire: melee against 2 targets [ D8 ] [ D6 ] [ D6 ] [ D8 ]
within 3 R against their (D).
Ability:
Reckless: 1/mission, make a melee attack for 2
1.
wounds, -2 to the (S) skill test: ____
Leader Officers Soldiers

Name: Celestial Name: Holy Templar (2) Name: Holy Knight (3)
Order: 1 Order: 3 Order: 2
Wounds: ___ ___ ___ R: 7 Wounds: ___ ___ R: 5 Wounds: ___ R: 4
(S) (M) (A) (D) (S) (M) (A) (D) (S) (M) (A) (D)
(S)
[_5_] [_5_] [_6_] [_5_] [_4_] [_5_] [_3_] [_6_] [_3_] [_3_] [_3_] [_5_]

Actions: Actions: Actions:


1. If the Angel engaged with a character, the Angel attacks 1. If engaged, the Templar makes a melee attack (S) using 1. If the Knight is engaged with a character, it makes a
with it’s greatsword as a melee attack (S). it’s hammer. melee attack (S) against them using its sword.

2. If a character is within 10 R of the Angel and has LoS, 2. If another enemy is within 5 R and has a wound, the 2. If a character is within 4 R, then the Knight moves to be
it makes a ranged attack (A) against the most recent Templar heals the closest enemy 1 wound. engaged with the most recent character and makes a melee
character with its greatbow. On a hit, take 1 wound. attack (S) using its sword.
3. If there are no enemies within 5 R that have a wound,
3. If no other actions can be taken, fly 7 R towards the the Templar moves 5 R towards the closest character to be 3. If there are no characters within the Knight’s R, then
nearest character, but will not move to engage. Ignores engaged and makes a melee attack (S) against them. the Knight moves 4 R towards the closest character.
difficult terrain.
4. If no other actions can be played, the Templar moves 5
R towards the closest character.

Leader Officers Soldiers

Name:Dragon Name:Draco Defender (2) Name: Draco Pyromancer (3)


Order: 2 Order: 3 Order: 1
Wounds: ___ ___ ___ R: 8 Wounds: ___ ___ R: 6 Wounds: ___ R: 5
(S) (M) (A) (D) (S) (M) (A) (D) (S) (M) (A) (D)

[_7_] [_7_] [_7_] [_7_] [_6_] [_5_] [_5_] [_6_] [_3_] [_5_] [_5_] [_5_]

1. If a character is engaged with the Dragon, it makes a 1. If the Defender is within 2 R or engaged with a 1. If a character is engaged with the Pyromancer, the
melee attack against that character with its claws (S). character, the Defender will make a melee attack using its Pyromancer casts a Magma spell (M) against that
glaive (S). character (S). On a hit, take 1 wound.
2. If a character is within 8 R of the Dragon with LoS, it
breathes fire towards the closest character. The target 2. If a character is within 6 R, then the Defender moves to 2. If a character is within 5 R of the Pyromancer and has
character rolls (D), all other characters within 1 R of the be engaged with the closest character and makes a melee LoS, it casts a Burn spell (M) against the closest character
target must roll (A) against the Dragon’s (M). All failed attack (S) using its glaive. (A). On a hit, take 1 wound.
rolls take 1 wound. Nearby enemies will not be wounded.
3. If no characters are engaged or within 6 R with LoS, the 3. If no characters are within 5 R or LoS, the Pyromancer
3. If no characters are within 8 R with LoS, the Dragon Defender moves its maximum R towards the closest moves 4 R towards the closest character but will not move
flies 7 R towards the closest character, but will not move character. to engage.
to engage. Ignores difficult terrain.
Leader Officers Soldiers
Name: Dryad Name: Fey Hound (2) Name: Fey Fowler (3)
Order: 1 Order: 2 Order: 3
Wounds: ___ ___ ___ R: 4* Wounds: ___ ___ R: 7 Wounds: ___ R: 5
(S) (M) (A) (D) (S) (M) (A) (D) (S) (M) (A) (D)
(S)
[_5_] [_7_] [_5_] [_5_] [_4_] [_4_] [_5_] [_5_] [_2_] [_3_] [_4_] [_3_]
Actions: Actions: Actions:
1. If the Dryad is engaged, it makes a Gust attack, (A) 1. If both Hounds are engaged with a single character, 1. If a character is engaged with the Fowler, the Fowler
against (A). On a hit, the target takes 1 wound. On a hit or make a bite attack, +1 to their (S). will use it’s action to move 5 R away from being engaged
fail, the Dryad teleports 4 R away to avoid being engaged. rather than attacking.
The Dryad will prefer to teleport inside of difficult terrain. 2. If a Hound is engaged with a character otherwise, it
makes a claw attack (S). 2. If a character is within 8 R of the Fowler and has LoS,
2. If the Dryad is not engaged, it calls lightning. All it makes a ranged attack (A) against the closest character
characters and enemies opposing the Dryad roll (D) 3. If there is a character within a Hound’s R, the Hound with it’s longbow.
against a DL of 3, on a fail they take 1 wound. This moves to the closest character and makes a bite attack (S).
ignores all R limits and LoS restrictions. 3. If there are no characters within the longbow R or LoS,
4. Otherwise, a Hound moves it’s maximum R to the then the Fowler moves its maximum R towards the closest
closest character. character but will not move to engage.
Leader Officers Soldiers
Name: Treant Name: Mushroom Man (2) Name: Thornite (3)
Order: 3 Order: 1 Order: 2
Wounds: ___ ___ ___ R: 6 Wounds: ___ ___ R: 4 Wounds: ___ R: 5
(S) (M) (A) (D) (S) (M) (A) (D) (S) (M) (A) (D)
[_6_] [_4_] [_5_] [_6_] [_5_] [_4_] [_4_] [_5_] [_4_] [_3_] [_3_] [_3_]
1. If the Treant is engaged, it makes a restrain melee 1. If a character is engaged with the Mushroom, it casts a 1. If the Thornite is engaged, it makes a melee attack
attack (S). On a hit, the target takes 1 wound and becomes poison (M) spell against their (M). On a fail, the character against all characters within 1 R using its thorns (S).
unable to take any actions or move on their next turn. takes 1 wound and their abilities have no effect during
their next turn. 2. If a character is within 5 R, the Thornite moves to be
2. If a character is within 6 R of the Treant and has LoS, it engaged with the most recent character and makes a melee
makes a grasp ranged attack (A) against the closest target. 2. If a character is within 5 R of the Mushroom and has attack (S) using its claws.
On a hit, the target takes 1 wound and is pulled to be LoS, it makes a ranged rock attack against the most recent
within 1 R of the Treant. character using (S). On a hit, take 1 wound. 3. If there are no characters within the 5 R, then the
Thornite moves 5 R towards the closest character.
3. Otherwise, the Treant moves its maximum R towards 3. If there are no characters within the parasite R or LoS,
the nearest character then the Mushroom moves its maximum R towards the
closest character and will move to engage.
Leader Officers Soldiers

Name: Vampire Name: Phantom (2) Name: Skeleton Warrior (3)


Order: 3 Order: 2 Order: 1
Wounds: ___ ___ ___ R: 7 Wounds: ___ ___ R: 4* Wounds: ___ R: 5
(S) (M) (A) (D) (S) (M) (A) (D) (S) (M) (A) (D)
(S)
[_6_] [_4_] [_7_] [_5_] [_4_] [_5_] [_3_] [_5_] [_3_] [_4_] [_3_] [_4_]

Actions: Actions: Actions:


1. If the Vampire is engaged with a character, it makes a 1. If a character is engaged with the Phantom, it makes a 1. If the Skeleton is engaged with a character, it makes a
melee Drain attack (S). On a hit, the character takes 1 melee sickle (S) attack against them. melee attack (S) against them using its spear.
wound and the vampire heals 1 wound if able.
2. If a character is within 6 R of the Phantom and has LoS, 2. If a character is within 5 R, then the Skeleton moves to
2. If the Vampire is within 7 R of a character, it moves to it casts a Hex spell (M) against the closest character. On a be engaged with the closest character and makes a melee
be engaged with the most recent character and makes a hit, reduce movement R to 3 on their next turn as well as attack (S) using its spear adding +1 to their (S).
melee Pounce attack (A). On a success, deal 1 wound. get 1 wound.
3. If there are no characters within the Skeleton’s R, then
3. Otherwise, the Vampire moves it’s maximum R towards 3. If there are no characters within the Hex spell R, then the Skeleton moves 5 R towards the closest character.
the nearest character. the Phantom teleports 4 R towards the closest character,
ignoring difficult terrain.

Leader Officers Soldiers

Name: Ogre Name: Orc Barbarian (2) Name: Goblin Assassin (3)
Order: 2 Order: 1 Order: 3
Wounds*: ___ ___ ___ R: 6 Wounds: ___ ___ R: 6 Wounds: ___ R: 7
(S) (M) (A) (D) (S) (M) (A) (D) (S) (M) (A) (D)

[_7_] [_5_] [_5_] [_4_] [_5_] [_3_] [_5_] [_5_] [_3_] [_4_] [_4_] [_3_]

1. If any characters are engaged with the Ogre, it makes a 1. If the Barbarian is engaged with a character, it makes a 1. If the Assassin is engaged, it makes a melee attack with
melee attack against all characters within 1 R using it’s melee attack with a greataxe, +1 to their (S). (S) against a character using its dagger.
log (S).
2. If a character is within 6 R, then the Barbarian moves to 2. If a character is within 5 R, then the Assassin makes a
2. If a character is within 6 R of the Ogre, it moves to be be engaged with the closest character and makes a melee ranged attack (A) against the closest character with it’s
engaged with the closest character and makes a melee attack (S) using its Greataxe. powder pistol.
attack using it’s log (S).
3. If there are no characters within the Barbarian’s R, it 3. If there are no characters within 7 R, the assassin moves
3. Otherwise, the Ogre moves it’s maximum R towards moves 6 R towards the closest character. Then, roll 1d6. its maximum R towards the closest character but will not
the nearest character. On a 5 or 6, the Barbarian recovers 1 wound. move to engage.

* The Ogre heals 1 wound at the start of each of it’s turns.


Assassinate
Lore: You are under the protection of a very important civilian. Unfortunately, he has a bounty on him to be killed. Your foes have pinned you
in a building that allows for no escape…
Play Area: This play area takes place inside of a large room in a building. The target to be killed acts as a Civilian, and it is being protected in
a barn, tavern, chapel, or other large roomed area. Place the civilian on one edge of the play area, and your party starts within 1 R of them or
as close as possible. Mark the center of the play area as reference. Randomly place 10 small indoor objects such as benches, posts,
bookshelves, desks, and so on to act as terrain. Lastly, place/draw a large strip of difficult terrain (broken wood planks) that goes from one
edge of the play area to the other. Have this oriented so a character/enemy would have to cross the difficult terrain in order to reach the
civilian. This strip should be roughly 4 R wide. You may not Flee from this play area.
Enemy Placement: Have the enemy team all placed within 1 R of the opposite end of the civilian. The enemies’ actions will always target the
civilian if allowed. Remember to still follow the order of their actions as needed. Sections 3F - Civilians and Enemies, 9B - Enemy Actions.
Conditions:
- Win: You Win once all enemies are Killed.
- Loss: If the civilian or all characters becomes Killed, the mission instantly becomes a Loss.
- Versus: With 2 players, have one player protect the civilian and the other attempt to Kill them. Just as enemies are affected by LoS and
engagement rules with attacking civilians, so are other players.
With 4 players, this mission will act as a “2 versus 2” co-op style mission. Once you have allocated the 2 teams as detailed in section 2K -
Co-op, follow the 2 player versus condition. It is not recommended to play this mission with 3 players.
Combat
Lore: Your party has been tasked to eliminate an opposing force. Fortunately, you happen to know where to find them. Unfortunately, it seems
that they were tipped off to your arrival. Fight for your life!

Play Area: Place all of your party members within 1 R against one edge of the play area. Mark the center of the play area. First, randomly
place/draw a 2 medium-sized difficult terrain patches (shallow water, rubble, shrubs). Each side of the difficult terrain should be roughly 5 R.
Then, randomly place 8 pieces of natural terrain such as boulders, trees, mounds, and so on with the center as reference. Lastly, randomly
place 2 terrain structures such as wagons, buildings, trees, and so on.

Enemy Placement: Place all enemies within 1 R of the opposite end of the play area from where your party starts.

Conditions:
- Win: Kill all enemies.

- Loss: As soon as your last character is Killed or Flees, you Lose.

- Versus: With 2 players, it is best to place both parties before rolling for terrain, as you do not want the decision to be influenced based on the
play area layout. Follow the Win and Loss condition as normal.

With 3-4 players, have each team start in a corner of the play area. Follow all conditions as normal.

Optional rule: To make this mission more dynamic, you can choose to have your Leader’s life be dependent on your success. As an alternate
Win condition: the first party to kill the opposing players Leader will Win this mission. This is not advised in Solo/Co-op, as enemy parties are
not able to adapt their tactics in a way to protect their Leader.

Also, make any changes to the play area as you wish, such as starting location, difficult terrain, adding buildings, changing the number of
terrain placed, and so on. Combat allows for so much flexibility!
Defend
Lore: A place of interest in dire need of assistance calls upon the party for help, as they know an attack is coming. The enemy will take this
position by nightfall until reinforcements arrive. As the civilians cower in their residences, the heroes fend off against evil on their own. Stay
strong, brave heroes!
Play Area: The party needs to be stationed at a fort, base, village, or some other area of interest to protect. This area of interest will be the
Key Objective. The Key Objective should be an area in the center of the play area with four sides, each side being at least 10 R long. Place
one building/structure in each corner of the Key Objective. Decide one point in the Key Objective to be the center and mark it. Randomly
place 4 structure terrain (fences, barricades, etc.), using the center point as reference. Then, randomly place 6 trees, bushes, or other
appropriate fauna from the center point as well as 1 medium-sized patch of difficult terrain, adding +4 to your 2D6 random placement roll for
each of these. Each party member starts the game inside any point of the Key Objective. The Key Objective does not need to be a perfect
square, it just needs to represent a place that your foes are trying to take over.
Enemy Placement: Have the enemy Leader and two Officers start within 1 R of any edge of the play area. They must all start from the same
edge. Then, place the three Soldiers within 1 R of different edges of the play area than where the Leader and Officers are.
Conditions:
- Win: For this mission, count the total number of rounds passed. The mission ends after 5 rounds have passed. At that time, if the party has
more characters alive in the Key Objective than the enemies have inside, then they Win. If the player(s) want to change the difficulty, they can
change the number of rounds to 4 or 6.
- Loss: If at any point no characters are in the Key Objective (including by result of being Killed), the mission instantly becomes a Loss.
Moving your character past any of the corner buildings is considered leaving the Key Objective. The mission is also a Loss if at the end of 5
rounds, the enemies have more figures inside the Key Objective than the party does.
- Versus: With 2 players, decide which party is the defender, and which is the ‘enemy team’ who attacks the Key Objective. Have the enemy
team start the game in the same space as enemies do. Follow the other conditions as normal.
With 3-4 players, have each team start in a corner of the play area. Whoever has the most units alive in the Key Objective at the end of 5
rounds, wins. In a tie, continue playing until 1 player has the most characters inside (i.e., end the mission when a character is Killed)
Flag
Lore: In a pursuit of friendliness, you and your enemies have decided to set aside your animosity and agree to a wholesome competition of
capture the flag. You’re not killing each other, you’re just playing rough… right?

Play Area: Have each party start in opposite corners on the edge of play area before setting up the play area. First, draw a large-sized patch of
difficult terrain around the center of the play area (such as shallow water, overgrowth, etc). Then, using the center as reference, randomly
place 1 large piece of terrain such as a tower, wagon, or other jarring structure. Afterwards, randomly place 7 other pieces manmade terrain
such as fences, posts, barrels, and other obstacles for an arena-like setting. You cannot Flee from this play area.

Enemy Placement: Enemies are not suitable for this mission as they have no tactics for capturing a flag.

Flag rules: In each corner that a party started in, place a small and colored collectable token representing the flags. Each party will be
assigned a team color based on the color of the token in their starting corner (ex: blue and red teams). When a player walks over the opposing
teams token, they automatically collect the flag (no action required).

When a character is Killed, drop the colored token on the space they died in the play area. However, if the character that died does not have
their flag taken by an enemy, they may immediately ‘respawn’ in their starting corner. If their flag is being held, they must wait until it is
dropped by the enemy before respawning.
Example: A red team player is Killed while holding the flag. First, a Killed character on the blue team is able to respawn and is placed in
their starting corner. Then, since the red flag is not being held, the red player that was just Killed respawns in their starting corner.

Conditions:
- Win: In order to Win, one of your characters must bring the opponents flag on the edge of the play area where your starting corner was.

- Loss: If your opponent completes the Win condition, then you suffer a Loss.

- Versus: With 2 players, be sure to have them start in opposite corners of the play area. With 4 players, there will be 1 party in each corner.

With 3 players, since one player will have a more disadvantageous position being in between the other two players, have that player’s flag
incur a -2 R movement penalty.
Gather
Lore: Lurking through the Forest, your party has come across a garden of rare spirit herbs. Terribly, your foes have also been seeking these
spirit herbs and are willing to fight for them. Hold steady against those who oppose you and collect the herbs!
Play Area: First, the party starts within 1 R of the same edge of the play area. Then, mark the center of the play area. Randomly place 8
special fauna terrain (tree, water pool, bush, etc.) from the center. Then, randomly place 4 more fauna terrain from the center. Additionally,
randomly place/draw 3 small difficult terrain patches. The difficult terrain can be things such as vines, brush, mud, quicksand, and so on.
Players must collect herbs to meet the win condition. When a player approaches a special terrain, they can use an action to make a ‘search’
skill test of DL 5 using (S), (M), or (A) to harvest an herb. On a pass, mark that character holding 1 more herb. On a fail, the character is
having difficulty finding the herb, wasting their action. After a character has collected an herb from a special piece of terrain, it no longer
holds an herb. Mark that terrain appropriately to indicate that it is empty.
Enemy Placement: Randomly place all enemies from the party using the center as a reference point. Enemies will not attempt to collect
herbs, rather they will try to Kill your party instead.
Conditions:
- Win: The players need to collect 4 herbs in order to win the mission. If a character who is holding an herb is Killed, mark the spot on the
play area where they died. Another character may go to that spot and use their action to “gather” the herbs they had, adding them to their
count. If a character with herbs Flees the play area, those herbs are Safe and cannot be lost. After 4 herbs are Safe, you immediately Win.
Or, if you kill all enemies, you also Win. To change the difficulty, require 3 or 5 herbs.
- Loss: The mission is considered a Loss if all characters in the party are Killed or Flee without having at least 4 herbs Safe.
- Versus: With 2 players, have them both start on opposite ends of the play area, each character within 1 R of the edge. With 8 pieces of
terrain, both players have the opportunity to collect 4 herbs without conflicting with the other. It is important to stop the other player from
collecting 4 in time. Opposing players can also pick up dropped herbs as the result of a character being Killed.
With 3-4 players, have each team start in a corner of the play area. The required number of herbs to have Safe is 3 by default in larger versus
games. In the event that 4 players happen to get 2 herbs Safe each, then the mission is a Tie, and no players Win or Lose.
Invasion
Lore: Thrown into a city of invasion and disarray, your party makes effort to save as many civilians as possible. However, the opposing force
seems keen on shedding as much blood as possible. Defend yourselves and those you are sworn to protect!

Play Area: Randomly place 5 structure terrain using the center of the play area as a reference point, adding +2 to your 2D6 rolls. These can be
buildings, wagons, fountains, and so on. Then, randomly place 4 appropriate terrain for a cityscape such as benches, fences, barrels, etc.
Afterwards, randomly place your party one character at a time, still using the center as a reference. Remember, if your random placement roll
happens to coincide with a structure/terrain you have already placed, put your character as close as you can to the result rolled. Lastly,
randomly place 5 civilian figures using the center as a reference, but you must -2 from these 2D6 random placement rolls. To make this
mission harder, make 4 civilians, or 6 to make it easier.

Enemy Placement: Place the Leader within 1 R of one edge of the play area. Then, place 1 Officer and 1 Soldier on it’s own edge. Third,
place 2 Soldiers on their own edge as well. Lastly, place the remaining Officer on the only empty edge.

If a character is Guiding a civilian, enemy actions should target the nearest civilian. If no character is Guiding, target characters as normal.
See 3E - Civilians, and 3F - Civilians and Enemies.

Conditions:
- Win: Your party must Guide at least 3 civilians out of the play area by Fleeing. If your character Flees while they are Guiding a civilian,
they automatically Flee too. Characters can Guide more than one civilian at a time, and can be kept anywhere within 1 R of them. Civilians
may be moved to any position within 1 R of the guide at any time during the guides turn only. Tally a count separately when a civilian Flees.

- Loss: If at any point a number of civilians would be killed so that 3 could no longer be rescued, the mission is considered a Loss. That or if
all characters are Killed or Flee without having saved 3 civilians.

- Versus: With 2 players, decide which party is saving civilians and which is attacking them. Since players can choose to attack civilians at
any time unlike enemies, start the mission with 6 civilians. The defending party wins on saving 3 civilians or Killing the attackers. The
attackers win by Killing at least 4 civilians or all of the defenders.

With 4 players, this mission becomes a “2 versus 2” co-op style mission. Allocate party sizes as indicated in section 2K - Co-op. Then, follow
the other conditions as written for 2 player versus. It is not recommended to play this mission with 3 players.

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