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AoFS - Proving Grounds (Mission Pack 1) v3.1.0

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0% found this document useful (0 votes)
209 views22 pages

AoFS - Proving Grounds (Mission Pack 1) v3.1.0

Uploaded by

giovannism
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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Giovanni Smillo

© onepagerules. All Rights Reserved


1
AGE OF FANTASY: SKIRMISH - PROVING GROUNDS v3.1.0

Introduction Contents
This mission pack for Age of Fantasy: Skirmish contains 18 Playing with Mission Packs .......................................................... 3
unique missions that feature special rules and objectives which
Missions ............................................................................................ 4
bring you new and unique ways to play the game.
Mission 1 - Ghost Panic .................................................... 4
The missions may be played by page order, or by randomly
selecting them, or you can freely pick one. We have also Mission 2 - Clash of Heroes ............................................. 5
included a simple campaign and progression system for you to Mission 3 - Ring of Fire .................................................... 6
play the missions as a series of connected games.
Mission 4 - Falling Stars ................................................... 7
To play these missions you’re going to need the core rules for
Age of Fantasy: Skirmish as well as some army lists, which you Mission 5 - The Ritual ...................................................... 8
can find for free on our website: www.onepagerules.com Mission 6 - Gladiators ...................................................... 9
About OPR Mission 7 - Sacrifice ........................................................ 10
OPR (www.onepagerules.com) is the home of many free games Mission 8 - Beast Hunters .............................................. 11
which are designed to be fast to learn and easy to play.
Mission 9 - Bloodbath..................................................... 12
This project was made by gamers for gamers and it can only
Mission 10 - Grand Tournament ................................... 13
exist thanks to the support of our awesome community.
Mission 11 - Storm-Tossed Vessel ................................ 14
If you want to help us in making more awesome content, you
can support us on Patreon: www.patreon.com/onepagerules Mission 12 - Cavern Crawl ............................................ 15

Thank you for playing! Mission 13 - Eye of the Vortex ...................................... 16

Mission 14 - Tides of Mist .............................................. 17

Mission 15 - Dream World Duel ................................... 18

Mission 16 - Barge Battle ................................................ 19

Mission 17 - Brewer’s Basement ................................... 20

Mission 18 - The Last Stand ........................................... 21

Army Sheet ..................................................................................... 22

Created By: Gaetano Ferrara

Mission Design: Ivan Ananin, Gaetano Ferrara,


Ryan Kowalski

Illustrations: Brandon Gillam

Giovanni Smillo
© onepagerules. All Rights Reserved
2
PLAYING WITH MISSION PACKS
Introduction Progression System Leveling Up: When a unit earns 5 XP it
becomes 5pts more expensive and you
This mission pack offers you lots of Campaign Progress: The casualties and roll one die to see what trait it gets:
missions which are focused on fun new xp systems are a simple way to add new
ways to play, with interesting objectives narrative elements to your campaign by Result Trait
and special rules to spice things up. having units suffer injuries and become 1 Agile - Moves +1” on advance
stronger as the campaign goes on, but and +2” on rush and charge.
There are two main ways to use this 2 Headstrong - Gets +1 to rolls
this is completely optional.
mission pack when playing: when taking morale tests.
Casualties: At the end of the game, all 3 Specialist - Gets +1 to rolls in
• One-Off Games melee or shooting (pick one).
units that were Knocked Out count as
• Campaigns 4 Resilient - Gets +1 to rolls
casualties. Note that routed units don’t
when blocking hits.
One-Off Games count as casualties. 5 Elite - May re-roll one roll of
Unit Recovery: For every unit that is a any kind once per game.
One-off games are just single matches
6 Fast Learner - May pick any
played using any of the missions, and casualty roll one die and check what
other trait from the list.
there are different ways you can pick happens to it here:
which mission to play next: Result Casualty Each trait (except for Specialist) can only
1 Injured - Unit gets -1 to all be gained once, and if you roll a trait
• Free Pick: Simply pick whichever
rolls for the next mission. you already have simply re-roll. Units
mission you feel like trying.
2-5 Recovered - Unit recovers and can’t earn more than 30xp, so they can
• Page Order: Play the missions in may be used without penalties. level up max. 6 times.
order from the first page to the last. 6 Top Recovery - Unit recovers
• Random: Divide the missions into 3 and earns +1 XP.
groups of 6, and then roll a D3 and
a D6 to see the mission number that Earning XP: Units earn XP in battle for
you should play (example: if you each of the following things:
roll a 1 followed by a 6, then you
• +1 XP: Not a casualty
should play mission 6).
• +1 XP: Killing a unit
Campaigns • +2 XP: Killing a hero
Unlike one-off games, campaigns are a Mark earned XP on the army sheet in
series of connected games in which units order to see when units level up.
suffer injuries and become stronger as
the campaign goes on.

Before starting, you must pick one of


these campaign length types:

• Game-Limited: Play D6+4 missions,


and after the last match the player
with most CVP is the winner.
• Point-Limited: The campaign ends
once a player has earned D6+4 CVP
after a match, who is the winner.
• Time-Limited: The campaign ends
after D6+4 weeks, and the player
with most CVP at the end wins.
• Endless: The campaign never ends,
but instead players keep track of
how many CVP they earned on a
leaderboard.

At the end of each mission, the player


that won the match gets 1 CVP.

To determine which mission you should


play next, pick one using the random
method as in one-off games.

Giovanni Smillo
© onepagerules. All Rights Reserved
3
MISSION 1 - GHOST PANIC
Mission Background Objectives Special Rules
When evil spirits of long forgotten wars Before the game begins, count the total Spirit Stream: At the beginning of each
hunger for new souls, they raise thick number of units in each player’s army. round, pick two random spirit wells and
fog to lure the living towards their wells draw a straight line between them. Then
At the end of the game players get 3 VPs
of power. In the confusion it’s easy for all units within 3” of that line must take
for destroying at least half of the units in
armies to stumble onto burial grounds a morale test. If failed all models in the
the enemy army, plus 1 VP for each time
that are soon to become their own. unit are stunned, if passed it takes 1
an enemy unit failed a morale test.
wound but isn’t stunned or knocked out.
The Battlefield Players also get 1 VP if they destroyed
Restless Spirits: Whenever a unit moves
For this mission you’ll need a 4’x4’ table the most expensive enemy unit, as well
or activates whilst within 6” of a spirit
with at least 15-20 pieces of terrain on it. as 1 VP if they destroyed the least
well, roll one die and follow the
expensive enemy unit.
The Armies instructions of the event:
Starting from the end of round 4, players
For this mission you’ll need two armies Result Event
must roll one die at the end of each
1-2 Twisted Present – The unit
of equal point cost. round, and on a 4+ the game continues. must take a morale test, and if
Special Set-Up passed it takes D6 hits. If failed
The game ends once a 1-3 is rolled, and
the unit counts as having ghost
the player that scored most VPs wins.
Before deployment, the players roll-off, repellent until the end of the
and then alternate in placing a total of 6 game instead.
3-4 Ghost Attack –The unit must
spirit well markers anywhere on the
take a morale test, if passed it
table over 12” away from other markers
takes D3 hits. If failed it takes
and the table edge, starting with the D6 hits instead.
player that won the roll-off. 5-6 Jump Scare – The unit must
take a morale test, but if failed
Deployment nothing happens.
The players roll-off, and the winner
picks zone A or B to be their deployment
Special Equipment
zone, with their opponent taking the Ghost Repellent: Before the game
opposite. Then the players alternate in begins, each army may provide D3 units
placing one unit each within their with ghost repellent. Units with ghost
deployment zone, starting with the repellent don’t have to take morale test
player that won the deployment roll-off. from spirit streams or restless spirits.

First Turn
The player that has won the deployment
roll-off gets the first turn.

Giovanni Smillo
© onepagerules. All Rights Reserved
4
MISSION 2 - CLASH OF HEROES
Mission Background Objectives Special Rules
Even though a massive battle may be Before the game begins, count the total Heroic Challenges: Whenever a hero
raging around them, heroes are not shy number of units in each player’s army. moves within 6” of an enemy hero in
of making things personal. Amongst the line of sight that is not already engaged
At the end of the game players get 1 VP
bravest of them, those that are ready for in a duel, it may challenge it to a duel
for each hero they destroyed, plus 1 VP
a challenge clash in epic duels, where (the opponent may refuse the challenge).
if they destroyed at least half of the units
only one can live to tell the tale.
in the enemy army. The Arena: If the duel is accepted, draw
The Battlefield Players also get 2 VPs for each time that
a straight line between the heroes and
place an arena marker in the middle of
For this mission you’ll need a 4’x4’ table a friendly hero killed an enemy hero in a
the line. Then the players must move all
with at least 15-20 pieces of terrain on it. duel, and 1 VP for each time that an
of their other units that are within 6” of
enemy hero refused a duel.
The Armies the marker directly away until they are
Starting from the end of round 4, if there 6” away from it. Only the heroes may be
For this mission you’ll need two armies are still ongoing duels, then the game within 6” of that marker until the duel is
of equal point cost, and each army must continues into the next round. over, and they may not leave the arena.
have at least D3+1 heroes.
The game ends once all duels have been Epic Duels: As long as they are in a
Deployment resolved, and the player that scored duel, the heroes can only interact with
most VPs wins. each other, and other units can’t interact
The players roll-off, and the winner
with the heroes in any way. The duel
picks zone A or B to be their deployment
ends once one of the heroes is killed.
zone, with their opponent taking the
opposite. Then the players alternate in
placing one unit each within their
deployment zone, starting with the
player that won the deployment roll-off.

First Turn
The player that has won the deployment
roll-off gets the first turn.

Giovanni Smillo
© onepagerules. All Rights Reserved
5
MISSION 3 - RING OF FIRE
Mission Background Objectives Special Rules
Near the great rift, fiery infernos sweep Before the game begins, count the total Ring of Fire: At the beginning of the
across the land, with flames circling number of units in each player’s army. game, the area within 0” of the table
around the battle zones and turning into Each player must also select up to three edge counts as the ring of fire. Then at
fiery death traps. Anyone that is caught enemy units to be their priority targets. the beginning of each round after the
in them must outrun the flames, trying first, the ring of fire is extended by 6”.
At the end of the game players get 2 VPs
to find shelter where possible.
for destroying at least half of the units in Burned Alive: The entire area of fire
The Battlefield the enemy army, plus 1 VP for each counts as dangerous terrain, and units
priority target they destroyed. that are stunned inside of it are knocked
For this mission you’ll need a 4’x4’ table out immediately.
with at least 15-20 pieces of terrain on it. Players also get 1 VP if they destroyed
the most expensive enemy unit, as well Thick Flames: Units get -1 to hit when
The Armies as 1 VP if they destroyed the least shooting into or out of the fire.
For this mission you’ll need two armies expensive enemy unit.
Fiery Frenzy: Units get +1 attack when
of equal point cost. The game ends after 4 rounds, and the charging from inside the fire.
player that scored most VPs wins.
Special Set-Up Volcanic Domain: At the beginning of
each round, roll one die and follow the
Before deployment, place 12 deployment
instructions of the event:
markers as shown in the diagram, and
mark them A1-6 and B1-6. Result Event
1 Rift Opens – One random unit
Deployment from each army must take a
quality test. If failed the unit is
The players roll-off, and the players immediately destroyed.
alternate in placing one unit each within 2-3 Fiery Rocks – D3 random units
3” of a random marker that has no other from each army take 1 hit each.
enemy units within 3”. To pick a marker, 4-6 Puff of Smoke – No effect.
roll one die and on a 1-3 the A markers
are selected, and on a 4-6 the B markers
are selected instead. Then roll one die to
determine a random marker from 1-6.

First Turn
The players must roll-off to see who gets
the first turn.

Giovanni Smillo
© onepagerules. All Rights Reserved
6
MISSION 4 - FALLING STARS
Mission Background Objectives Special Rules
Every hundred years, showers of magic Before deployment, players have to set Falling Stars: At the beginning of each
stars fall from the sky, leaving behind up 1 objective marker. Roll one die, and round, roll one die for each unit. On a 1
magnificent artifacts. All factions eagerly on a 1-4 place the objective marker at the the unit takes D3 automatic hits, and
await this rare event, and are ready to centre of that table quarter, whilst on a you must place a debris marker within
risk being struck by a falling star just to 5-6 the marker is placed at the centre of 1” of the unit. The area within 3” of the
get their hands on these artifacts. the table instead. debris marker counts as cover until the
end of the game.
The Battlefield At the end of each round, if a unit is
within 3” of a marker whilst enemies Stay Down!: Units that are in cover may
For this mission you’ll need a 4’x4’ table aren’t, then the objective is seized and ignore hits from falling stars on 4+.
with at least 15-20 pieces of terrain on it. remains seized even after leaving.
Special Equipment
The Armies Stunned units can’t seize markers, and if
Star Scepter: Before the game begins,
For this mission you’ll need two armies units from both sides are contesting a
each army may assign one Caster unit
of equal point cost, and each army must marker then it becomes neutral again.
with a star scepter. Once per round,
have at least one hero. At the end of the game players get 3 VPs units with star scepters may target one
if they seized the objective marker, plus enemy unit within 12” and roll one die,
Deployment
1 VP for each enemy hero they killed. on a 4+ they are targeted by falling stars.
The players roll-off, and the winner
Players also get 1 VP if they destroyed Star Shield: Before the game begins,
picks zone A or B to be their deployment
the most expensive enemy unit, as well each army may provide D3 units with
zone, with their opponent taking the
as 1 VP if they destroyed the least star shields. Units with star shields may
opposite. Then the players alternate in
expensive enemy unit. ignore hits from falling stars on 4+.
placing one unit each within their
deployment zone, starting with the The game ends after 4 rounds, and the
player that won the deployment roll-off. player that scored most VPs wins.

First Turn
The player that has won the deployment
roll-off gets the first turn.

Giovanni Smillo
© onepagerules. All Rights Reserved
7
MISSION 5 - THE RITUAL
Mission Background
Performing dangerous rituals which cast Objectives Special Rules
dark magic into the sky surely can’t go
Before deployment, the defender must Otherworldly Powers: When activating
unnoticed, alarming nearby enemies
place one ritual objective marker in their a hero that is within 3” of the ritual
looking to interrupt them before it’s too
deployment zone, more than 6” away objective whilst enemies aren’t, the hero
late for everyone involved.
from the table edges and outside of any may cast a spell as if it had Caster(3)
The Battlefield terrain pieces. instead of taking any actions, however if
it rolls a 1 when casting it immediately
For this mission you’ll need a 4’x4’ table Then, starting with the attacker, players
takes D3 wounds.
with at least 15-20 pieces of terrain on it. alternate in setting up 4 objective
markers outside of the deployment Anger of the Gods: At the beginning of
The Armies zones, and at least 9” away from other each round, roll one die, and apply the
For this mission you’ll need two armies objective markers. effect until the end of the round:
of equal point cost, and each army must At the end of each round, if a unit is Result Event
have at least one hero. within 3” of a marker whilst enemies 1 Lightning Strike – A random
aren’t, then the objective is seized and unit within 12” of the ritual
Attack & Defend marker takes 3 hits with AP(1).
remains seized even after leaving.
Before the game, the players roll-off, 2 Earthquake – All units get -2”
with the winner picking to be either the Stunned units can’t seize markers, and if on Advance and -4” on Rush
attacker or the defender. units from both sides are contesting a and Charge actions.
3-4 Heavy Rain – Units can’t target
marker then it becomes neutral again.
Deployment enemies over 12” away.
At the end of each round players get 5-6 Distant Thunder – No effect.
The defender must first deploy their 1 VP for each objective marker they
entire army in zone A, placing at least seized, plus 2 VPs if they seized the
one hero within 3” of the ritual marker. ritual objective marker.
Then the attacking player must deploy
their entire army in zone B. The attacker also gets 3 VPs for each
enemy hero they destroyed, as well as
First Turn 3 VPs if they control the ritual objective
marker at the end of round 4
The players must roll-off to see who gets
the first turn. The game ends after 4 rounds, and the
player that scored most VPs wins.

Giovanni Smillo
© onepagerules. All Rights Reserved
8
MISSION 6 - GLADIATORS
Mission Background Objectives Special Rules
When fighting in an arena before a Before deployment, the players must Cheering Crowd: At the end of each
roaring crowd, it’s not enough for place 3 objective markers as shown in round player get as many glory points
gladiators to just kill the enemy, but they the diagram below. as VP they scored during that round.
must do it in the most spectacular way,
At the end of each round, if a unit is Glory Actions: Players may spend glory
to gain the favor of the spectators.
within 3” of a marker whilst enemies points when activating units in order to
The Battlefield aren’t, then the objective is seized and give them a bonus:
remains seized even after leaving.
For this mission you’ll need a 4’x4’ table • Blessing (3pts): Remove one wound
with at least 5-10 pieces of terrain on it. Stunned units can’t seize markers, and if marker from the unit.
units from both sides are contesting a • Sharpen Blade (3pts): The unit gets
The Armies marker then it becomes neutral again. AP(+1) in melee this round.
For this mission you’ll need two armies • Lady Luck (5pts): The unit gets +1
At the end of each round players get VP
of equal point cost. to any single die this round.
depending on how they performed:
• Frenzy (5pts): The unit gets
Deployment Event VP Impact(+1) this round.
Killed enemy unit 1
The players roll-off, and the winner • Enchant Weapon (5pts): The unit
Killed enemy hero 3
picks zone A or B to be their deployment gets Rending in melee this round.
Killed enemy after a jump +2
zone, with their opponent taking the Stunned/Killed enemy that 1/+1 • Refreshed (7pts): The unit stops
opposite. Then the players alternate in charged the unit being stunned.
placing one unit each within their Killed enemy whilst shooting +1 • Taunt (8pts): If this unit scores any
within 6” range VP this round, it scores +1 VP.
deployment zone, starting with the
Killed enemy unit that was +1
player that won the deployment roll-off. • Second Wind (10pts): The unit may
seizing an objective
take two consecutive actions.
Seized an objective 1
First Turn
Seized an objective that was +1
The players must roll-off to see who gets already seized by the enemy
the first turn.
The game ends after 4 rounds, and the
player that scored most VPs wins.

Giovanni Smillo
© onepagerules. All Rights Reserved
9
MISSION 7 - SACRIFICE
Mission Background Objectives Special Rules
Whilst some factions fight for strategic Before deployment, players have to set Sacrifice: Whenever an enemy unit
goals, others simply want to bring up a total of D3+2 objective markers. within 3” of on objective is killed, the
offerings to their otherworldly patrons, attacker must take a quality test using
The players roll-off to see who goes first,
usually in the form of a freshly slain foe. the target’s quality. If passed, then the
and then alternate in placing one
attacker gets one sacrifice point.
The Battlefield objective marker each outside of the
deployment zones, and at least 6” away Patron’s Boon: Players may spend
For this mission you’ll need a 4’x4’ table from other objectives. sacrifice points at any time during their
with at least 15-20 pieces of terrain on it. turn to get a bonus:
At the end of each round, if a unit is
The Armies within 3” of a marker whilst enemies • Fortune (1pts): Add +1 to the result
For this mission you’ll need two armies aren’t, then the objective is seized and of any single die.
of equal point cost. remains seized even after leaving. • Might (2pts): Remove one wound
marker from a friendly unit.
Stunned units can’t seize markers, and if
Deployment • Triumph (3pts): Activate one unit
units from both sides are contesting a
The players roll-off, and the winner that has already activated.
marker then it becomes neutral again.
picks zone A or B to be their deployment Special Equipment
At the end of each round players get
zone, with their opponent taking the
1 VP for each objective marker they Ritual Blade: Before the game begins,
opposite. Then the players alternate in
seized, plus 1 VP if they seized more each army may provide one unit with a
placing one unit each within their
markers than their opponent. ritual blade. Whenever the unit kills an
deployment zone, starting with the
player that won the deployment roll-off. Players also get 1 VP if they have more enemy, it doubles the amount of
sacrifice points at the end of the game, as sacrifice points it gets.
First Turn well as 1 VP if they have killed the
The player that has won the deployment enemy unit with the ritual blade.
roll-off gets the first turn. Starting from the end of round 4, players
must roll one die at the end of each
round, and on a 4+ the game continues.

The game ends once a 1-3 is rolled, and


the player that scored most VPs wins.

Giovanni Smillo
© onepagerules. All Rights Reserved
10
MISSION 8 - BEAST HUNTERS
Mission Background Objectives Special Rules
Tyria is filled with brave warriors that Before deployment, players have to set Great Beast: The beast counts as having
seek to hunt down mighty beasts for up a total of 5 objective markers, with Qua 4+, Def 3+, Claws (A3, AP(1)), Fear,
fame and glory. When multiple hunting one of them being marked as the beast’s Furious, Tough(6).
teams converge on the same location lair on the bottom.
Unpredictable Creature: At the end of
however, this can lead to bloody fights
The players roll-off to see who goes first, each round roll one die, and follow the
even before finding any beasts.
and then alternate in placing one instructions of the event:
The Battlefield random objective marker each outside of
Result Event
the deployment zones, and at least 6” 1-2 Impervious Stance – The beast
For this mission you’ll need a 4’x4’ table away from other objectives. restores D3 wounds, and
with at least 15-20 pieces of terrain on it.
counts as having Defense +1
At the end of each round, if any unit are
The Armies until the end of the next round.
within 3” of a marker, the marker is 3-4 Monstrous Roar – All units
For this mission you’ll need two armies flipped and removed. If it was the lair within 6” must take a morale
of equal point cost. marker, then place the beast in its place, test, if failed they have to move
which immediately charges one random 6” directly away from the beast
Special Set-Up unit within 3”, and remove all markers. and are Stunned
5-6 Furious Charge – The beast
Before deployment, roll one die for each At the end of the game players get 1 VP charges the closest unit.
deployment zone, and on a 4+ that zone for each marker they flipped, plus 2 VPs
is extended by 6”. if they flipped the lair marker. Note that
if both armies had units within 3” of the
Deployment
marker when it’s flipped, then they both
The players roll-off, and the winner score VPs for it.
picks zone A or B to be their deployment
Players also get 1 VP for each wound
zone, with their opponent taking the
they inflicted on the beast, plus 3 VPs if
opposite. Then the players alternate in
they landed the killing blow.
placing one unit each within their
deployment zone, starting with the The game ends after 4 rounds, and the
player that won the deployment roll-off. player that scored most VPs wins.

First Turn
The players must roll-off to see who gets
the first turn.

Giovanni Smillo
© onepagerules. All Rights Reserved
11
MISSION 9 - BLOODBATH
Mission Background Objectives Special Rules
Sometimes all that the Havoc Gods are Before the game begins, count the total Madness of Havoc: At the beginning of
looking for are warriors that can brutally number of units in each player’s army. each round, roll one die, and apply the
overwhelm their foes and drown them effect until the end of the round:
At the end of each round, players get
in their own blood. Those that oblige are
1 VP if they destroyed more enemy units Result Event
gifted with powerful boons, which keep 1 Fortitude – Units get -1 to rolls
than their opponent during that round,
the blood flowing. when checking wound effects
plus 1 VP if they destroyed at least
2 Honour – Units may not shoot.
The Battlefield double as many units as their opponent
3 Courage – Units automatically
during that round. pass all morale tests.
For this mission you’ll need a 4’x4’ table
Players also get 2 VPs if they destroyed 4 Haste – Units get +D3” when
with at least 15-20 pieces of terrain on it.
using Rush or Charge actions.
at least half of the units in the enemy
The Armies 5 Savagery – Units don’t get any
army, as well as 1 VP if they killed at penalties for fighting in melee
For this mission you’ll need two armies least one enemy hero. multiple times per round.
of equal point cost, and each army must 6 Brutality – Units get +1 to rolls
The game ends after 4 rounds, and the
when checking wound effects.
have at least one hero. player that scored most VPs wins.

Deployment The Blood Must Flow: At end of each


round, the player that destroyed the
The players roll-off, and the winner least amount of enemy units during that
picks zone A or B to be their deployment round, may deploy one of its unit that
zone, with their opponent taking the was destroyed anywhere within their
opposite. Then the players alternate in deployment zone.
placing one unit each within their
deployment zone, starting with the Havoc Boon: Whenever a unit kills an
player that won the deployment roll-off. enemy in melee, that unit gains a boon
marker. Boon markers may be spent to
First Turn modify a friendly or enemy die in melee
by +1 or -1, however only one point can
The players must roll-off to see who gets
be spent per die.
the first turn.

Giovanni Smillo
© onepagerules. All Rights Reserved
12
MISSION 10 - GRAND TOURNAMENT
Mission Background Objectives Special Rules
The roar of the crowd, the jingle of coin, Each match two armies fight each other, Second Wind: At end of each match, roll
the cry of triumph, the chance for until only units from one army survive, one die for any hero that was killed, and
immortality in legend. Many things which gets 1 VP and wins the match. on a 3+ it survives the match instead.
bring people to try their luck in the
After the two pairs of armies fought Roaring Crowd: At the beginning of
arena, but few achieve their dreams.
each other, the winners from each match each match after the first, roll one die for
The Battlefield fight each other. each unit, and apply the effect until the
end of the round:
For this mission you’ll need a 2’x2’ table The game ends after 3 matches, and the
with at least 5-10 pieces of terrain on it. army that scored most VPs wins. Result Event
1-2 Quick Foot – The unit may
The Armies immediately move by up to 6”
after being deployed.
For this mission you’ll need four armies 3-4 Top Performance – The unit
of equal point cost, and each army must may re-roll one of its dice rolls
have only one hero. of any kind once per round.
5-6 Amped Up – The unit gets +1
Special Set-Up attack in melee when charging.

Before deployment, randomly select Ascendant Champion: At the beginning


which pair of armies will fight each of each match after the first, roll one die
other in the first match. for each hero, and apply the effect until
the end of the round:
Deployment
Result Event
The players roll-off, and the winner
1-2 Agile – The hero gets +1” on
picks zone A or B to be their deployment Advance and +2” on Rush and
zone, with their opponent taking the Charge actions.
opposite. Then the players alternate in 3-4 Concentrated – The hero
placing one unit each within their counts a having Quality +1.
deployment zone, starting with the 5-6 Indomitable – Whenever the
player that won the deployment roll-off. hero is stunned, roll one die, on
5+ it stops being stunned.
First Turn
The players must roll-off to see who gets
the first turn.

Giovanni Smillo
© onepagerules. All Rights Reserved
13
MISSION 11 - STORM-TOSSED VESSEL
Mission Background Objectives Special Rules
A raging storm has brought tensions to a Before deployment, players have to set Storm-Tossed Vessel: At the beginning
head abord this god-forsaken vessel, up a total of 6 objective markers. of each round, roll one die and apply the
bringing mutinous sentiments to the effect until the end of the round:
The players roll-off to see who goes first,
surface, but will the conflict be resolved
and then alternate in placing one Result Event
before everyone drowns? 1-2 Port – The ship leans port.
objective marker each outside of the
3-4 Steady – The ship does not
The Battlefield deployment zones, and at least 6” away
lean in any direction.
from other objectives.
For this mission you’ll need a 4’x4’ table 5-6 Starboard – The ship leans
with at least 15-20 pieces of terrain on it, At the end of each round, if a unit is starboard.
which counts as loose cargo. within 3” of a marker whilst enemies
Loose Cargo: If the ship leans either port
aren’t, then the objective is seized and
The Armies of starboard, all loose cargo terrain must
remains seized even after leaving.
move D6+3” toward the table edge that
For this mission you’ll need two armies Stunned units can’t seize markers, and if the ship is leaning towards. If a model is
of equal point cost. units from both sides are contesting a in the way of this movement, then it is
marker then it becomes neutral again. pushed along with that terrain, and
Deployment
If at the end of any round one player takes 1 automatic hit with AP(2).
The players roll-off, and the winner
controls at least 4 objectives, then they Into the Drink: Any model or piece of
picks zone A or B to be his deployment
immediately win the game. terrain that touches a table edge is
zone, with their opponent taking the
Starting from the end of round 4, players removed from play.
opposite. Then the players alternate in
placing one unit each within their must roll one die at the end of each Special Equipment
deployment zone, starting with the round, and on a 4+ the game continues.
player that won the deployment roll-off. Storm Idol: Each army starts the game
The game ends once a 1-3 is rolled, and with a storm idol. Once per game, after
First Turn both players lose as the ship sinks. the ship lean has been rolled for, the
players may use their idol. Roll one die
The player that has won the deployment
for each unit, and on a 1-3 it is pushed
roll-off gets the first turn.
D6+3” toward the table edge that the
ship is leaning towards.

Giovanni Smillo
© onepagerules. All Rights Reserved
14
MISSION 12 - CAVERN CRAWL
Mission Background Objectives Special Rules
When fighting in great caverns, warriors Before deployment, players have to set Smothering Darkness: Units without lit
must contend with the inky blackness of up a total of D3+2 objective markers. torches, or not within 3” of a unit with a
the environment, and the terrifying lit torch, count as being in difficult
The players roll-off to see who goes first,
growls that echo in the dark, whilst terrain, can’t be targeted by ranged
and then alternate in placing one
cavern beasts pick off any who dare attacks, and get -1 to morale tests.
objective marker each outside of the
light their way.
deployment zones, and at least 6” away Cavern Beasts: At the end of each
The Battlefield from other objectives. round, roll one die. On a 3+, the unit
closest to the centre of the table with a lit
For this mission you’ll need a 4’x4’ table At the end of each round, if a unit is
torch, or that is within 3” of a unit with a
with at least 15-20 pieces of terrain on it. within 3” of a marker whilst enemies
lit torch, immediately takes D3 hits.
aren’t, then the objective is seized and
The Armies remains seized even after leaving. Special Equipment
For this mission you’ll need two armies Stunned units can’t seize markers, and if Torches: All units start the game with
of equal point cost. units from both sides are contesting a their torches lit off, and when a unit is
marker then it becomes neutral again. activated it may choose to light its torch
Deployment
At the end of each round players get on/off. Enemies may ignore the
The players roll-off, and the winner smothering darkness rule when
1 VP if at least half of their units have
picks zone A or B to be their deployment shooting at units with a lit torch, or
their torches lit, plus 1 VP if they seized
zone, with their opponent taking the targets within 3” of them.
more markers than their opponent.
opposite. Then the players alternate in
placing one unit each within their Players also get 1 VP for each objective
deployment zone, starting with the marker they seized at the end of the
player that won the deployment roll-off. game, as well as 1 VP for each enemy
hero they killed.
First Turn
The game ends after 4 rounds, and the
The player that has won the deployment player that scored most VPs wins.
roll-off gets the first turn.

Giovanni Smillo
© onepagerules. All Rights Reserved
15
MISSION 13 - EYE OF THE VORTEX
Mission Background Objectives Special Rules
Caught in a horrible, biting blizzard, Before deployment, players have to set Ice-Bound: Units with Ambush count as
wanderers are driven towards a up one objective marker at the centre of having the Scout rule instead.
mysterious obelisk by the piercing cold. the table, which counts as the obelisk.
Eye of the Vortex: At the beginning of
Here an ancient frigid being awaits,
At the end of each round, if a unit is the game, the area within 20” of the
drawing combatants ever closer to fight
within 3” of a marker whilst enemies obelisk counts as the vortex. Then at the
for its amusement.
aren’t, then the objective is seized and beginning of each round after the first,
The Battlefield remains seized even after leaving. the vortex is reduced by 4”, down to a
minimum of 8”.
For this mission you’ll need a 4’x4’ table Stunned units can’t seize markers, and if
with at least 15-20 pieces of terrain on it. units from both sides are contesting a Encroaching Blizzard: At the end of
marker then it becomes neutral again. each round, any model outside of the
The Armies vortex must take a dangerous terrain
The game ends at the end of the round
For this mission you’ll need two armies test. Units outside of the vortex may not
in which objective marker has been
of equal point cost. make any ranged attacks.
seized, and the seizing player wins.
Frigid One’s Blessing: Whenever a unit
Deployment
activates, if it is the closest unit to the
The players roll-off, and then alternate obelisk, then it is empowered. Units that
in placing one unit each, starting with activate whilst empowered count as
the player that won the roll-off. The first having Quality 2+ and Defense 2+.
unit may be placed within 6” of any
table edge, at least 9” away from enemy
units, and all other units must be placed
within 6” of the first unit.

First Turn
The player that has won the deployment
roll-off gets the first turn.

Giovanni Smillo
© onepagerules. All Rights Reserved
16
MISSION 14 - TIDES OF MIST
Mission Background Objectives Special rules
An eerie mist has descended on the Before deployment, players must set up Resource Cache: Units within 3” of an
battlefield, muffling sound, removing a total of D6+10 objective markers. objective marker may plunder it once
sight, and seemingly bending space per activation before attacking, and the
The players roll-off to see who goes first,
itself. Only the light of lanterns allows marker is removed from the game.
and then alternate in placing one
those lost within to navigate.
objective marker each at least 6” away Obscured: All units get -1 to hit when
The Battlefield from other objectives. shooting at enemies that are not in other
areas of light.
For this mission you’ll need a 4’x4’ table At the end of each round players get
with at least 15-20 pieces of terrain on it. 1 VP for each bonfire which they have Light in the Mist: Bonfire markers and
units within 6” of whilst enemies aren’t. units carrying lanterns project a 6” area
The Armies of light around them.
At the end of the game players get 1 VP
For this mission you’ll need two armies for each time they plundered a marker. Lost in the Abyss: Any unit which ends
of equal point cost.
The game ends after 6 rounds, and the its activation outside of an area of light
Special Set-Up player that scored most VPs wins. is removed from the table and is placed
in reserves. At the end of the round, roll
Before deployment, players must set up
one die for each unit in reserves, and
a total of D3 bonfire marker.
follow the instructions of the event:
The players roll-off to see who goes first, Result Event
and then alternate in placing one bonfire 1 Disappeared – The unit
marker each at least 9” away from other counts as destroyed.
bonfire markers. 2 Delayed – The unit stays in
reserve for the next round.
Deployment 3 Disoriented – The opponent
may place the unit fully
The players roll-off, and the winner within any area of light.
picks zone A or B to be their deployment 4-6 Safe Passage – The player
zone, with their opponent taking the may place the unit fully
opposite. Then the players alternate in within any area of light.
placing one unit each within their
deployment zone, starting with the Special Equipment
player that won the deployment roll-off.
Lanterns: Before the game begins, each
First Turn
army may provide 4 units with lanterns.
The player that won the deployment If a unit with a lantern is stunned or
roll-off gets the first turn. destroyed, the lantern may be assigned
to another friendly unit within 6”.

Giovanni Smillo
© onepagerules. All Rights Reserved
17
MISSION 15 - DREAM WORLD DUEL
Mission Background Objectives Special Rules
The world of dreams is a mysterious At the end of each round players get Mana Tide: At the beginning of each
place, known for providing visions of 1 VP if they have models in at least two round roll one die, and apply the effect
great insight. Wizards will take a chosen different table quarters, plus 1 VP if they until the end of the round:
group of warriors into the dream world have models in more different table
Result Event
in search of elusive true prophecy. Two quarters than their opponent. 1-3 Low Tide – Casters get -1 to
such bands find themselves in conflict their spell casting rolls.
Players also get 1 VP if they have more
inside this shifting dream scape. 4-6 High Tide – Casters get +1
models than their opponent in the table
to their spell casting rolls.
The Battlefield centre, as well as 1 VP if they are the
only one with models in the table centre.
For this mission you’ll need a 4’x4’ table Dreamscape: Casters may cast spells
with no pieces of terrain on it. The game ends after 4 rounds, and the from this list, and each caster may try to
player that scored most VPs wins. cast one additional spell per round,
The Armies
which may only be from this list.
For this mission you’ll need two armies
Dreamscape Spells
of equal point cost, and each army must
Imagine (4+): Place a piece of terrain
have at least one caster. anywhere within 6”.
Alter Dreamscape (5+): Target piece of
Deployment
terrain within 6” may be moved in any
The players roll-off, and the winner direction by up to D6+6”.
picks zone A or B to be their deployment Void Dreamscape (6+): Target two
pieces of terrain within 6” may be
zone, with their opponent taking the
removed from play.
opposite. Then the players alternate in
placing one unit each within their Special Equipment
deployment zone, starting with the
player that won the deployment roll-off. Bottled Nightmare: Before the game
begins, each army may provide D3 units
First Turn with bottled nightmares. At the end of a
The player that won the deployment unit’s activation, they may spend their
roll-off gets the first turn. bottled nightmare to pick one piece of
terrain within 6”, which counts as
difficult until the end of the game.

Giovanni Smillo
© onepagerules. All Rights Reserved
18
MISSION 16 - BARGE BATTLE
Mission Background Objectives Special rules
Two forces attempting to cross a large At the end of each round, any raft that is Barge Battle: Units may only ever stand
lake have encountered each other on the within 1” of the escape edge in the on rafts, and each raft may transport up
water, leading to a desperate struggle enemy deployment zone is removed to 5 models in total.
for survival, as war rafts sink and crew from play with any models on it.
Pole Barges: At the beginning of each
is thrown overboard.
At the end of the game players get 6 VPs round, players alternate in moving rafts,
The Battlefield for each of their own supply rafts that starting with the player that finished
escaped, plus 1 VP for each of their own activating first during the last round.
For this mission you’ll need a 4’x4’ table war raft that was escaped. Each raft with units on it may be moved
with no pieces of terrain on it. by up to D6+12” in any direction by the
Players also get 1 VP for each of their
The Armies player with most units on the raft that
own unit that were on a raft when it
are not stunned.
For this mission you’ll need two armies escaped, as well as 1 VP for each enemy
of equal point cost unit that they destroyed. Daring Leaps: Models may jump over
gaps up to 4“ wide to get onto a raft.
The game ends after 6 rounds, and the
Special Set-Up
player that scored most VPs wins. War Rafts: Units on war rafts always
Before deployment, players must set up count as being in cover.
4 war rafts and 3 supply rafts each.
Nowhere to Run: Units automatically
The players roll-off to see who goes first, pass all rout tests.
and then alternate in placing one raft
each in their deployment zones.

Deployment
The players roll-off, and the winner
picks zone A or B to be their deployment
zone, with their opponent taking the
opposite. Then the players alternate in
placing one unit each within their
deployment zone, starting with the
player that won the deployment roll-off.

First Turn
The player that won the deployment
roll-off gets the first turn.

Giovanni Smillo
© onepagerules. All Rights Reserved
19
MISSION 17 - BREWER’S BASEMENT
Mission Background Objectives Special Rules
Two celebrating warbands have Before deployment, players have to set Beer Thieves: Units within 3” of an
wandered into the basement of the up a total of D6+3 objective markers. objective marker may plunder it once
tavern only to discover it is full of rare per activation before attacking. Roll one
The players roll-off to see who goes first,
and priceless beer. The situation has die, and on a 1-2 the objective marker is
and then alternate in placing one
rapidly devolved into a race to steal and removed from the game.
objective marker each at least 6” away
drink it all before the owners return.
from other objectives. Black Out: Whenever a unit plunders an
The Battlefield At the end of the game players get 1 VP
objective marker roll one die, on a 1-3
the unit is immediately stunned.
For this mission you’ll need a 2x2” table for each time they plundered a marker.
with at least 15-20 pieces of terrain on it. Keep it Fair: If a unit destroyed an
Starting from the end of round 4, players
enemy that was stunned, then the
The Armies must roll one die at the end of each
attacking player loses 1 VP.
round, and on a 4+ the game continues.
For this mission you’ll need two armies Special Equipment
The game ends once a 1-3 is rolled, and
of equal point cost.
the player that scored most VPs wins. Drunkard’s Tools: Before the game
Deployment begins, each army may provide D3 units
The players roll-off, and the winner with one of the following:
picks zone A or B to be their deployment • Iron Liver: This unit is only
zone, with their opponent taking the stunned from the black out rule
opposite. Then the players alternate in on a roll of 1.
placing one unit each within their • Hidden Blade: This unit does
deployment zone, starting with the not cause VP loss from the keep
player that won the deployment roll-off. it fair special rule.
First Turn • Bottomless Gut: This unit must
always remove objectives that
The player that has won the deployment it plundered.
roll-off gets the first turn.

Giovanni Smillo
© onepagerules. All Rights Reserved
20
MISSION 18 - THE LAST STAND
Mission Background Objectives Special Rules
Sometimes warbands are caught with no Starting from the end of round 5, players Prepared Ground: Before the game
hope survival, and they have no other must roll one die at the end of each begins, the defender may pick up to D6
options left but to try and take out as round, and on a 4+ the game continues. pieces of terrain, which count as
many enemies as possible before their dangerous until the end of the game.
The game ends once a 1-3 is rolled, and
inevitable end.
if the defender still has any units on the Invading Waves: At the beginning of
The Battlefield table, then they win. each round, the attacking player must
pick one wave that hasn’t deployed yet,
For this mission you’ll need a 4’x4’ table and deploy it in zone B.
with at least 15-20 pieces of terrain on it,
with the attacker placing 33% of terrain Endless Invasion: Starting from the end
first, and the defender placing the rest. of round 4, the attacking player may
pick up to D3 destroyed units to be a
Attack & Defend new attacking wave.
Before the game, the players roll-off, Nowhere to Run: All defending units
with the winner picking to be either the automatically pass all rout tests.
attacker or the defender.
Finest Hour: All defending units count
The Armies as having Quality +1.

For this mission you’ll need two armies,


with the attacker’s army having double
the amount of points as the defender,
and splitting up the army into 4 waves,
each with up to half as many points as
the defender’s army.

Deployment
The defender must deploy their entire
army in zone A.

First Turn
The attacker gets the first turn.

Giovanni Smillo
© onepagerules. All Rights Reserved
21
ARMY NAME: CVP:

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

Giovanni Smillo
© onepagerules. All Rights Reserved
22

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