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Favour of the Crowd v1.

1 by Marc Cook
General Concepts Movement Stunned

Most Important Rule: If something seems Fighters may Move in any direc�on up to 3” When Stunned your fighter cannot Dodge or
unclear or unusual use your best judgement without paying STA. Then 1 STA per extra Block. When a�acked a stunned fighter
to resolve it. If you can't agree on a solu�on 1”. suffers 1 addi�onal Wound. A�acking a
roll off! stunned fighter gives you -3 Favour.
Ac�on
Roll-off: When instructed to roll off each Execu�on
Fighters may make a Basic A�ack or use an
player rolls a d6. The player with the highest ability once per turn if they wish. If they When an enemy fighter is Stunned a fighter
roll is the winner. chose not to they may Recover 1 STA. in base contact has the op�on to execute
Glory: Glory is gained when wounding them. Roll a d6 and check the result against
A�acking
enemy fighters, keep track of Glory as it will the Favour Effect table.
be used when determining the winner. To a�ack you must be in range of an enemy
fighter as stated by your weapon type. Pay Favour of the Crowd
Prepara�ons STA equal to the Ac�on. The opposing Each Fighter is aiming to earn the Favour of
player may then choose if they wish to the Crowd. By wounding enemies and giving
Ba�lefield: This game is played in a defend, dodge or use an ac�on.
1.5’x1.5’ arena. You may add terrain as you a good show they will increase the Favour.
see fit. Each player rolls to check for success of the Performing cheap tac�cs will earn the
A�acks/ Abili�es and Defense/ Dodge/ crowds ire instead.
Forces: Each player must create a team of
Ac�ons simultaneously. Changing Favour
fighters of up to 100pts.
Cri�cal Hit Round 1: Any number of Wounds gives +1
Deployment: Roll off. Star�ng with the
winner, alternate at placing your fighters If your weapon has the ability to score a Favour. Killing an enemy gives -2 Favour.
within 2” of your star�ng edge. cri�cal hit and makes a successful a�ack Round 2: Any number of Wounds gives +1
and meet its condi�ons, roll 2d6. If the Favour. Killing an enemy gives -1 Favour.
Goal: Engage in combat over 4 Rounds.
results match you deal 1 addi�onal Wound.
Wound your opponents and kill their Round 3: Any number of Wounds gives +1
If this A�ack was successfully Defended you
fighters and gain Glory and the favour of the Favour. Killing an enemy gives +2 Favour.
s�ll deal 1 wound.
crowd. Execu�ng gives +1 Glory.
Defending
Wounds: Each Basic A�ack deals 1 Wound. Round 4: Any number of Wounds gives +2
This can be increased on a Cri�cal Hit. A�er the a�acker has chosen an ac�on and Favour. Killing an enemy gives +3 Favour.
paid the STA you may choose to Defend or Execu�ng gives +3 Glory.
Playing the game Dodge.
Spending Favour
This game is played over 4 rounds. Before To Defend pay STA equal to the STA the
each round roll-off to see which player A�acker paid. Roll a d6 and check if it is a A�er any roll your fighter makes you may
takes their turn first. success. On a success, suffer no Wounds. subtract 1 Favour from That fighter to
re-roll 1 die.
A round ends once each fighter on both Dodging
teams has had a turn ac�va�ng. Favour Effects
To dodge you must pay 1 STA and roll based
Turn order on your armour weight. If you are successful Favour Effects
ignore the a�ack and move 1” away from +5 +2 Recoup, +1 Glory per Kill
● Select Fighter: Choose a fighter +4 +1 Recoup
the a�acker. If you fail to ignore the a�ack
which hasn't ac�vated this round. +3 +1 Recoup
suffer 1 addi�onal Wound.
● Recoup: Roll a d6. Regain that +2
much STA. If Stunned regain d6-2 Wounds +1
instead. 0 No Effect
Each �me a Fighter suffers a Wound give -1 Executed on 6+
● Move: Make a move ac�on.
them a wound counter. Then roll a survival -2 Executed on 5+
● Ac�on: Make an a�ack ac�on or -3 -1 Recoup, Executed on 4+
d6 and compare the result to the number of
use an ability. -4 -1 Recoup, Executed on 3+
Wound counters:
-5 -2 Recoup, Executed on 2+
Stamina
● Less: This fighter dies.
STA is the currency used to perform a�acks, ● Equal: This fighter is stunned. Ending the Game
move farther, defend, dodge or use abili�es. ● More: This fighter stands their
A�er the final ac�va�on of the 4th round
If a fighter does not have enough STA to ground.
the ba�le is over. Count the Total Glory of
meet its full cost they cannot perform said
Gain 1 Glory for each Wound given to an each player. Add or subtract the Favour of
ac�on.
enemy fighter. each remaining fighter. The player with the
Each Fighter has a Maximum of 6 STA highest total is the winner of the ba�le.
points. (Unless using a Veteran Skill)

1
Crea�ng Fighters Quickshot (10pts): 3 STA - Make 2 A�ack Well Rested (10pts): When Recouping you
ac�ons. (Bow Only) gain an addi�onal 1 STA.
Each fighter in your team costs 5pts.
Tackle (5pts): 3 STA - Move up to 3” un�l Addi�onal Rules:
Armour Value you are in Base Contact with an enemy
Fighter. Roll-off. If you win that fighter is The Crowd Remembers: When returning to
None (0pts): Dodge on 4+, A�acks suffered the Arena your characters Favour begins as
stunned.
deal 1 addi�onal Wound. it was at the end of the last ba�le.
Taunt (15pts): 1 STA - Choose a fighter
Light (5pts): Defend on 5+, Dodge on 5+ Veterans of the Arena: A�er each ba�le
within 4”. That fighter must ac�vate next
Mid (10pts): Defend on 4+ Dodge on 6+ turn if able and must a�ack this fighter. each surviving fighter gains 5vp (Veteran
points) You may spend VP on extra skills to
Heavy (15pts): Defend on 3+ Throw (5pts): 2 STA - Throw your weapon at take into your next ba�le.
a target fighter. Roll a d6, if the result is
Weapons/Basic A�acks Veteran Skills
lower than the number of inches the
Each Fighter may only have 1 weapon. weapon travelled this a�ack misses. This
Arena tested (5vp): This fighter maximum
fighter loses that weapon and has Fists.
Fists (0pts): 1 STA, Base Contact. Success on STA is increased to 7.
5+ Whirlwind (10pts): 4 STA - A�ack each
Forged Steel (10vp): This fighters Basic
enemy within weapon range. (Melee only)
Sword (5pts): 2 STA, Base Contact. Success A�ack ac�ons success roll is d6+1.
on 4+. Can Crit. Keywords God of the Arena (40vp): This fighter may
Spear (10pts): 2 STA, 2” range. Success on Each fighter may have any number of ac�vate an addi�onal �me each round.
4+. Can Crit if enemy fighter is exactly no Keywords. Stand alone (20vp): If this fighter has no
closer than 1.5”. friendly fighters within 6” it deals 1
Berserker (15pts): Fighter may make an
Hammer (10pts): 3 STA, Base Contact. addi�onal Basic A�ack ac�on for free. This addi�onal wound on each a�ack.
Success on 3+. a�ack cannot Crit. Veteran Twins (15vp per Fighter): Both
Dual Blades (15pts): 2 STA, Base Contact. Counter a�ack (15pts): When this fighter fighters move simultaneously during their
Success on 4+. Can Crit. Can a�ack twice per suffers a wound but isn’t stunned you may Ac�va�on.
turn. (STA costs s�ll apply) make a Basic A�ack ac�on. Weapons Expert (5vp): This fighter may
Bow (15pts): 1 STA, 4” range. Requires line Coward (10pts): When you successfully carry an addi�onal weapon into ba�le.
of Sight. Success on 5+. Can Crit only if the dodge you may move and addi�onal 2”.
target fighter fails a Dodge.
Flee�oot (5pts): Fighter can move an
Abili�es addi�onal 2”.

Each fighter may have any number of Head hunter (10pts): A successful Execu�on
abili�es. These can be used in the ac�on heals 1 wound on this fighter.
phase instead of an A�ack ac�on.
Inhuman Endurance (20pts): Fighter gains
Backstab (5pts): 1 STA - If you are behind an +2 to each of their wound rolls.
enemy fighter and within a�ack range deal
Large (0pts): This fighter Moves -1”. This
2 Wounds. -3 Favour.
Fighter may re-roll failed a�acks against
Crippling Blow (10pts): 3 STA - A�ack, if non-large fighters once. (Excludes Bow or
successful the enemy fighter may not move Throw)
this round. (Hammer only)
Longshot (5/10/15pts): Increase your
Dirty Tac�cs (5pts): Use this ac�on once per ranged a�ack distance 2”/4”/6”
round when a�acked. Roll a d6, on 6+ the
Pursuer (5pts): When an enemy successfully
a�acker success roll requires +1. -1 Favour
dodges you may move up to 1” towards
Flurry (15pts): 4 STA - Perform 3 Basic that fighter.
A�acks at one Fighter 3 �mes. These
Small (0pts): Dodge success values are
A�acks cannot Crit. (Hammer and Bow not
reduced by 1. Large Fighters deal +1 Wound
eligible.)
to this fighter.
Gang Up (15pts): 5 STA - If a friendly fighter
Terrifying (10pts): When enemies a�ack
is within a�ack range of the chosen enemy
this fighter they must reroll their first a�ack
both this fighter and the friendly fighter
roll success. (Non-Human only)
may make a basic a�ack ac�on. -1 Favour
Twins (10pts per Fighter): Both fighters
Lunge (10pts): 3 STA - Move 2” towards an
take their turns simultaneously during their
enemy and a�ack. (Melee Only)
Ac�va�on. (Both fighters are counted as
ac�vated.)

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