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Quick Reference Companions (p.

37)
When first recruiting a companion, assign +3 to any one Skill.
Players Total RP Calculation Max. Companions
Character Creation (p. 10) 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. 44)
-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

Ranger Levels (p. 46) 1-2 Dead - Yep… D-E-A-D


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. 48) 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
Swimming (p. 27)
5 +1 Health
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
50 Choose one Heroic Ability
to the amount by which it fails the roll, ignoring armor.

Treasure (p. 48)


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. 51)
7-12 Herb or Potion – Roll on the Herb and Potion Table (pg. 49) 17-20 Magic Item – Roll on Magic Item Table (pg. 52)
Quick Reference Weapon
Damage
Modifier
Notes

Dagger -1 -1st dagger or knife does not take item slot.


Turn Order (p. 22) Hand Weapon --
Two Handed Weapon +2 -Take up 2 item slots
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. -2 to effective Fight stat (don’t apply to creatures
Event Phase: Draw an Event Card and/or Unarmed -2 with no weapons in their notes)
follow steps outlined in the Scenario.
Combat (p. 27)
Activation (p. 24) 1. Both figures roll a die.
All figures normally have 2 actions. 2. Both figures add their Fight Stat and any other bonuses (e.g. from magic items or the
+2 from friendly figures also in combat) to get their Combat Score.
Actions 3. Determine the winner based on which figure has the highest Combat Score.
Move (One of your actions must be Move) 4. Apply any damage modifiers (e.g. from weapons) to the winners Combat Score.
2nd Move (½ Move Distance) 5. Subtracts the opponent’s Armor value from this total.
Fight 6. Apply any damage multipliers (e.g. 2x or 3x damage from rare weapons or creatures).
Shoot 7. If this total is greater than 0, subtract that many points from the opponents Health.
Cast Spell 8. The winner decides to remain in combat, push his opponent back, or to step back.
Pick up / drop treasure (May only carry 1) *Heroes Score a critical on a rolled 20; they automatically & win and add +5 to damage
Heroic Ability (as a Free Action) Shooting (p. 30)
Group Activation Same as for combat, except the shooter uses their Shoot stat vs. the defenders Fight stat.
All figures in a group activation must move In the event of a tie, no damage is done. A figure may not shoot from or into combat.
as their first action.
Shooting Modifiers Table
Movement (p. 24) Intervening Terrain - Every piece of terrain between the shooter and target gives a
+1
Climbing/Rough Ground: ½ Move Distance cumulative +1. Do not count terrain the shooter is in contact with.
Jumping: A figure may jump horizontally ½ their Light Cover - The target is behind rocks, walls, or thick wood that covers up half its
+2
body, or behind a soft object such as bushes that almost completely obscure its body.
Move + 1”. Requires an Acrobatics Skill
Heavy Cover – The target is behind solid cover such as rocks, walls or thick wood
Roll with (TN) equal to the distance jumped +4
that almost completely cover its body.
+1. (+5 TN if the jump begins or ends on
+1 Hurried Shot – The shooter has already moved during this activation.
Rough Ground)
Combat: A figure in combat may not move -2 Large Target – The target is over 8 feet tall or unusually broad (“Large” as a trait).
Forcing Combat: A figure not In Combat
may intercept an enemy figure that moves Status Effects (p. 32)
within 1” Poison – Figure receives a maximum of one action per activation (can be cured if
Falling: Less than 3” – no effect figure is healed to full health).
More than 3” – take 1.5 x distance fallen Disease – Figure suffers -3 Health and -1 to all rolls for the next Scenario in the same
(rounded down) in damage Mission.
Hunger & Thirst – Figure starts the next Scenario at -2 Health (cumulative).

Creature Actions (p. 35)


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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