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Companions (p.

56)
Quick Reference When first recruiting a companion, assign +3 to any one Skill.
Players Total RP Calculation Max. Companions
Character Creation (p. 15) 1 = BRP 7

 Each ranger starts with 10 Build Points (BP’s) to spend 2 = (BRP x 0.5) -10 3
 Spend up to 3 BP’s to raise any one Stat (except Armor) by 1 3 = (BRP x 0.3) -0 2
 Spend up to 5 BP’s to buy Heroic Abilities or Spells 4 = (BRP x 0.1) 1
 Spend up to 5 BP’s to raise eight different Skills by 1 point
for each BP spent The Campaign (p. 67)
 Spend up to 3 BP’s to increase Base Recruitment Points by Roll on the following table for any figure reduced to 0 Health:
10 for each BP spent Roll Result
1-2 Dead - Yep… D-E-A-D
Ranger Levels (p. 74)
3-4 Permanent Injury – Roll on Injury Table below
New Level XP Cost New Level XP Cost
5-6 Badly Wounded – Start next game at -5 Health
1-5 100 21-30 300
7-8 Close Call – Recover but lose equipment
6-10 150 31-40 400
9+ Full Recovery – Return at full health
11-15 200 41-50 500
16-20 250 51-100 1000
Roll Injury Result
1-2 Lost Toes: -0.5” to Move Stat (up to 2x)
Ranger Level Bonus
3-5 Smashed Leg: -1” to Move Stat (up to 2x)
New Level Bonus
1, 5, 9, 13, 17, 21, etc. Improve Skills 6-10 Crushed Arm: -1 to Fight Stat (up to 2x)

2, 6, 10, 14, 18, 22, etc. Improve Stats 11-12 Lost Fingers: -1 to Shoot Stat (up to 2x)

3, 7, 11, 15, 19, 23, etc. Gain Recruitment Points 13-14 Never Quite as Strong: -1 to Health Stat (up to 2x)

4, 8, 12, 16, 20, 24, etc. New Heroic Ability or Spell 15-16 Psychological Scars: -1 to Will Stat (up to 2x)
17-18 Smashed Jaw: -3 to Leadership, Activate 1 Companion

Companion Progression (p. 76) 19-20 Lost Eye: -1 to Fight when target of Shooting attack

Every time a companion reaches the end of a Scenario without having


been reduced to 0 Health, it gains 1 Progression Point.
Companion Progression Point Rewards
Progression Point Total Reward
5 +1 Health
Swimming (p. 40)
10 Choose: +1 Fight or +1 Shoot When a figure activates in deep water, make a roll (TN5) and apply the
modifiers below:
15 +4 to one Skill (Maximum of +10)
Swimming Modifiers
20 +2 Will
Light Armor -2
25 Choose one Heroic Ability Heavy Armor -5
30 +1 Health
Shield -1
35 +4 to one Skill (Maximum of +10)
Carrying Treasure -2
40 +2 Will
If the figure fails the roll, it loses its activation and takes damage equal to
50 Choose one Heroic Ability
the amount by which it fails the roll, ignoring armor.

Treasure (p. 77)


Roll on the following table for each treasure token recovered to see what was found:
Roll Treasure Roll Treasure
1-6 Gold and Jewels – Worth +10XP or 1 Progression Point 13-16 Weapon or Armor – Roll on Equipment Table (pg. 83)
7-12 Herb or Potion – Roll on the Herb and Potion Table (pg. 78) 17-20 Magic Item – Roll on Magic Item Table (pg. 85)
Quick Reference Weapon
Damage
Modifier
Notes

Dagger -1
Turn Order (p. 32) Hand Weapon --
Two Handed Weapon +2
 Ranger Phase: Ranger w/ highest Will and Staff -1 -1 damage from enemy hand-to-hand attacks
up to two companions within 3” activate.
Bow -- 24” Range, load and fire as a single action
 Creature Phase: Creature w/ highest current
health activates, then descending order. 24” Range, load as a single action (may replace
Crossbow +2
 Companion Phase: Activate remaining movement action)
companions in initiative order of Rangers. Unarmed -2 -2 to effective Fight stat
 Event Phase: Draw an Event Card and/or
follow steps outlined in the Scenario.
Combat (p. 40)
1. Both figures roll a die.
Activation (p. 34) 2. Both figures add their Fight Stat and any other bonuses (e.g. from magic items or the
All figures normally have 2 actions. +2 from friendly figures also in combat) to get their Combat Score.
3. Determine the winner based on which figure has the highest Combat Score.
Actions
4. Apply any damage modifiers (e.g. from weapons) to the winners Combat Score.
 Move
5. Subtracts the opponent’s Armor value from this total.
 2nd Move (½ Move Distance) 6. Apply any damage multipliers (e.g. 2x or 3x damage from rare weapons or creatures).
 Fight 7. If this total is greater than 0, subtract that many points from the opponents Health.
 Shoot 8. The winner decides to remain in combat, push his opponent back, or to step back.
 Cast Spell
 Pick up / drop treasure
Shooting (p. 45)
 Heroic Ability (as a Free Action)
Same as for combat, except the shooter uses their Shoot stat vs. the defenders Fight stat.
Group Activation
In the event of a tie, no damage is done. A figure may not shoot from or into combat.
All figures in a group activation must move as
their first action.
Shooting Modifiers Table
Intervening Terrain - Every piece of terrain between the shooter and target gives a
Movement (p. 34) +1
cumulative +1. Do not count terrain the shooter is in contact with.
 Climbing or Rough Ground: ½ Move Light Cover - The target is behind rocks, walls, or thick wood that covers up half its
+2
 Jumping: A figure may jump horizontally ½ body, or behind a soft object such as bushes that almost completely obscure its body.
Heavy Cover – The target is behind solid cover such as rocks, walls or thick wood
their Move + 1”. Requires an Acrobatics Skill +4
that almost completely cover its body.
Roll with (TN) equal to the distance jumped
+1 Hurried Shot – The shooter has already moved during this activation.
+1. (+5 TN if the jump begins or ends on
Rough Ground) -2 Large Target – The target is over 8 feet tall or unusually broad (“Large” as a trait).
 Combat: A figure in combat may not move
 Forcing Combat: A figure not In Combat Status Effects (p. 48)
may intercept an enemy figure that moves Poison – Figure receives a maximum of one action per activation (can be cured if figure
within 1” is healed to full health).
 Falling: Less than 3” – no effect Disease – Figure suffers -3 Health and -1 to all rolls for the next Scenario in the same
More than 3” – take 1.5 x distance Mission.
fallen (rounded down) in damage Hunger & Thirst – Figure starts the next Scenario at -2 Health (cumulative).

Creature Actions
Creatures never attack another creature, and always force combat.
Situation Yes No
1. Is the creature in Combat? It will chose to fight. Proceed to Step 2.
2. Is there a Hero within Line of Sight? It will shoot / reload, or move to the closest Hero. Proceed to Step 3.
It will move directly towards the Target Point. It will move in a random direction. Return
3. Does the Scenario include a Target Point?
Return to Step 2 to determine its second action. to Step 2 to determine its second action.

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