Forgotten_Ruin_Digital_PDF
Forgotten_Ruin_Digital_PDF
CHAPTER 1:
INTRODUCTION &
SQUAD creation
5
Introduction
INTRODUCTION
All enemy elements are currently heading straight for our position
from several points on the compass. It would be naive in the extreme to think
they are not going to hit us in the next twelve hours and hit us hard with everything
they’ve got. The enemy force is numbered at upwards of five thousand.
We are two hundred rangers and special personnel plus
a highly trained flight crew and three civilians.
– Forgotten Ruin
Adventure Wargaming
Traditionally, a wargame is a military
affair between armies of troops facing
each other in a pitched battle. Both forces
are usually picked from an army list
and, once you are done playing, they go
back in the box (or on the shelf) and the
next time you play is unconnected from
the last. At Nordic Weasel Games and
Modiphius Entertainment, we use the
term ‘adventure wargaming’ to describe
a very different beast.
First, it is player-friendly: You can pick
whatever figures you would like to use;
you can play on a compact gaming space
(3x3 feet is recommended), and the game
is played in a modest amount of time
6
Introduction
More importantly, the game is played as that took down a troll the other day,
an open-ended campaign. Your rangers saving the rest of the squad from being
have Objectives to achieve, both in the wiped out. Or the guy who can’t shoot
big picture and on a mission-by-mission straight. Or the lieutenant who never
basis, but the cost of those Objectives may gets hit.
turn out to be too steep.
An adventure wargame is not strictly
You will create your own smaller goals, balanced. In Forgotten Ruin: The
such as gaining more experience for Adventure Wargame, as with the
a particular character or making it original books series, there is no points
through this mission so you can get some system in sight. While the game strives
replacements. for a degree of balance to make things
fun, you are governed by more realistic
As you play, the games will link together
concerns: You only have so many troops
to create an overarching story where
to deploy and if you take too many losses
seemingly random events start to
now, you will be short later.
connect. This is even more effective
because your characters are carried over The enemy may show up with only a
from one battle to the next. Instead of a few scouts or they may launch an all-out
faceless army, that sergeant is the one assault. Some battles will be brutally
7
Introduction
8
Introduction
9
Introduction
The world was collapsing. A mysterious pushed the wrong button. Maybe you
ailment was enveloping reality, were flung far into the voids of time.
turning people into monsters and Whatever the reason, your expeditionary
causing technology to fail. They said force finds itself stuck in a savage world
it was a nano-plague and that it was filled with creatures straight out of
doubtful we would survive it. Not you mythology and fantasy literature.
or me, all of us. Mankind as a whole.
Your platoon finds itself on its own.
A secret military project was assembled
Isolated from your comrades, all you
to send an expedition into the near
have is each other. Somewhere out there
future, after the nano-plague had
are your friends: If you can find them,
subsided, to help rebuild.
maybe you can also find some answers.
Something went amiss. Maybe the Until then, its business as usual.
Quantum Singularity Tachyon gate was
Does the field manual say anything
not configured correctly. Maybe it was
about the correct procedure for firing a
tampered with. Maybe someone just
rocket launcher at a troll?
10
Introduction
BASIC PRINCIPLES
This chapter explains core ideas of how Time Keeping
we do things in “5X” games, as well as
We use three measures of time in the
giving you the basics if you are new
game:
to tabletop gaming. You might want
to give this a look even if you are a The first is the campaign turn (or
seasoned veteran. simply ‘turn’). Each turn has a single
tabletop battle and can represent
anything from a few days to a week
Basic Structure or two.
The game is a solo experience, meaning
The second is the battle round (or
you as the player control your forces
‘round’). This is used only in tabletop
against opposition controlled by the “AI”
battle and is enough time for every
through game mechanics. Consequently,
figure on the table to do something.
the game is self-paced, allowing you to
It might be a few seconds up to a few
progress faster or slower as you see fit,
minutes depending on what is going
and suited to your schedule and desired
on at the time.
degree of challenge.
Finally, we have the mission.
As you play, your squad will gain
A mission is one tabletop battle
experience as well as magical abilities,
from start to finish. There is always a
you will find loot, and you will face off
mission every campaign turn.
against more and more dangerous foes
in tabletop battles with your
miniature figures. Components of a Mission
The tactical parts of the game, played
The campaign has victory conditions
with your miniature figures, consists
built in, though you may prefer playing
of missions, each of which is a single
a shorter campaign. If so, start out by
encounter with the enemy. During each
playing a set number of campaign turns
mission, you will have Objectives to
or until you have claimed a particular
accomplish to defeat the enemy and gain
number of map areas.
victory. These are randomly generated and
may include tasks like fetching important
things off the battlefield or pushing
through the enemy lines.
The battlefield will also have
Investigations: These are points of
interest that may reward you – or unveil
further dangers – as you explore them.
Both Investigations and Objectives
should be marked by placing a suitable
token on the table.
11
Introduction
12
Introduction
Some particularly
mean enemies are called
“villains”. These are more
powerful and feature
special abilities.
13
INDEX
14
INDEX
15
Introduction
16
SQUAD CREATION
SQUAD CREATION
To play the campaign, you will need a
squad. These are the soldiers that you Name Generation
will rely upon in battle. Simply follow the Over the course of a campaign, you will
steps in this chapter one by one, and by require a lot of names. While you can
the end you will have everything you need make up your own, many people find it
to begin playing. helpful to use an online name generator
or a list of baby names. You can always
To get started, print out a copy of the
generate 10 at a time and then pick the
platoon sheet (see page 158).
best ones.
PLATOON SHEET
Fire Team
1 Turns Difficulty Factors
Platoon Leader Campaign
Injured Advancements Name
Name Luck Story Poin ts
Gear Reactions Luck
Reactions Victory Points Injured
Speed Gear Advance Fire Team
Speed Support Points ments 2
Combat Name
Abilities Skillsure Points
Combat Skill ToughnesExpo Abilities
s Reactions
Toughness Wits Allies Used Speed
Wits Combat
Name Villains Skill
Platoon Sergeant Reactions Luck Toughnes
s
Injured Advancements Injured
Name Luck Speed Gear Advance Wits
men ts
Gear Combat
Reactions Skill Name
Speed Toughnes Stash Abilities Reactions
s
Abilities Wits Speed
Combat Skill
Toughness Name Combat
Skill
Reactions Luck Toughnes
Wits Injured s
Speed Gear Advance Wits
Squad Leader men ts
ents
AdvancemCo mbat Sk Name
Luck Injured ill
Name
Reactions
Gear
Toughnes
Wits
s
Abilities Reactions
Speed
17 G
Speed Combat
Abilities Name Skill
Combat Skill Reactions Toughnes Ab
Luck s
ness Injure
SQUAD CREATION
A regular “soldier”
“fire team leader”
“squad leader”
“platoon sergeant”
How Ranks Work “platoon leader”
09-10 Constantly quotes that one movie 75-76 Rarely gives their opinion
13-14 Always talks about their 79-80 Always asking to borrow things
hometown 81-82 Always shares their food
15-16 Regrets signing up 83-84 Fascinated by animals
17-18 Has a trinket they are always 85-86 Hot tempered
fiddling with 87-88 Can talk to anybody
19-20 Is cheap 89-90 Strong sense of responsibility
21-22 Loud 91-92 Easily rattled
23-24 Asks a lot of questions 93-94 Very organized
25-26 Risk taker 95-96 Sticks with their friends
27-28 Suspicious of everything 97-98 Often changes their mind
29-30 Often forgets things 99-00 Self-conscious
31-32 Writes everything down
33-34 Complains every chance they get Pivotal Events
35-36 Good listener Dramatic events can result in a person
changing as a response. You are welcome
37-38 Adapts quickly
to add, change, or reroll a character’s
39-40 High opinion of themselves personality aspect any time you feel it
41-42 Always seeks out company would suit the story. When doing this, it
43-44 Stoic personality often works best to roll twice and pick the
result that you feel fits events the most.
45-46 Loner
21
SQUAD CREATION
STORY POINTS
A procedurally generated combat game Story Point Usage
can be exhilarating because you never Each Story Point may do any ONE of
know what is going to happen, but it the following:
can also throw something completely
When one of your characters
devastating at you. Players tend to take
attempts any action in combat that
two different views of this: Some enjoy
requires a D6 to be rolled, change
the feeling of an adventure where you
the result to any number you like. If
truly don’t know what will be on the
multiple dice are rolled, only one can
other side – sometimes you simply have
be changed.
to retreat to fight another day. Others
prefer a story where the outcome is When you are attacked, you may
probably going to be okay. avoid all effects of the attacks of one
enemy figure in one battle round.
We offer Story Points as a way to tailor
the game experience more to your liking. When making a D100 roll on a table,
Think of Story Points as the rules giving you may roll twice and pick either
you permission to experiment with the outcome. In the event you roll the
outcomes a little bit. While this is an same result again, pick any outcome
included part of the game rules, you may you like on the table.
opt not to use it if you prefer a more
Upgrade a soldier to become a
unflinching game experience.
known personality.
Story Points are earned and spent as you
Upgrade a soldier to gain an Advance
play. Once a given point is spent, it is
(see page 117).
not regained, though you can earn more
later on. Gain 2 Exposure (see page 121).
You begin with 5 Story Points. Gain 1 Support Points (see page 77).
A Story Point may be spent to do several Gain 1 ally roll (see page 69).
different things. You will note that some
Increase the number of available
of these are very mechanical, while others
replacements in the campaign by one.
are more open-ended. You may opt to use
only the mechanical ones if you want your If it makes sense to your story to have
game to be more “by the book”. an event happen, have it happen! This
can include picking a specific type of
enemy to fight for a battle, having an
ally show up to help you, acquiring a
specific item, and so forth.
Note that some players love making their
own lives difficult. A change that would
make the game more difficult without
giving you any benefits does not have to
be paid for.
23
SQUAD CREATION
FIELD EXERCISES
When you have read through all the Exercise 1: Basic Combat
combat rules and created your squad,
Pick one of your two fire teams
we recommend you start your journey
(four soldiers in total) and set them
by playing through these field exercises.
up on one side of the table.
These omit many of the detailed rules but
allow you to get a feel for how movement, You will be facing two mobs of
combat, and the turn sequence works. If four orc warriors each, which will
you are a veteran miniatures gamer, you deploy opposite you (see page 104).
can skip this chapter, but we suggest that Separate the mobs by about 4".
you take this opportunity to get to grips
Use the Movement and Combat rules
with the rules.
(pp.37-47).
You should use the actual squad you are
Do not use Leadership Tactics,
going to play with in the campaign, but do
Aggression, Investigations,
not use any other campaign rules: You do
Objectives, or anything else yet.
not roll for injuries, gain advancements,
and so forth. The objective of the exercise is to
destroy all of the orcs.
For each exercise, you need a table space
that is about 24"x24".
Exercise 2: Infantry Tactics
Pick five terrain pieces that look like they
Pick the other fire team that you did
fit together, such as five big rocks, and
not use in Exercise 1. Also add your
spread them out around the table.
platoon sergeant.
Add two or three more pieces of terrain
You will be facing two mobs:
after each exercise.
1x 6 orc warriors and
Set up the two sides 18" apart. 1x 6 orc archers (see page 54).
The archers must be set up in Cover
24" (see page 31). Place some trees or a
18" low wall for them to skulk behind.
Two mobs You may use a single Leadership
ENEMY BATTLEFIELD EDGE
PLAYER BATTLEFIELD EDGE
(numbers depending
on exercise) Tactic in this mission (see page 48).
The objective of the exercise is to
Fire team(s) destroy all of the orcs.
(numbers depending
on exercise)
24
SQUAD CREATION
25
SQUAD CREATION
DIFFICULTY FACTORS
This chapter provides a range of options If you are introducing the game to a new
to make the game easier or more player or someone not familiar with
challenging. miniatures gaming, it may be a good
idea to use a couple of the options to
We suggest that you begin the game using
ease into things.
the rules as written, then once you have
some experience with how the game You can pick any number of options
mechanics work you can go back and try below, though note that options that are
some of these options. Of course, if you directly contradictory cannot both be
already know you want a more heroic selected. The Heroic options make the
experience or a more grueling one, feel game easier while the Gritty options
free to jump right in. make the game harder.
For players who enjoy keeping track, you
can calculate a simple Difficulty Factor.
Do not be Afraid to Come Back
An unmodified game has a Difficulty
Many of these options won’t make as much
Factor of 0. Each Heroic option reduces
sense until you know how the game works.
the Difficulty Factor by the listed amount
You can always come back to this section
while each Gritty option increases it.
when you are ready. If you are uncertain
after reading this section, just leave it If you complete a campaign, you can
alone for your first campaign. track the Difficulty Factor and resolve to
increase it next time.
26
SQUAD CREATION
Another way of using this system is to Note that if you are not too worried
use it as a purchase system. If you want to about keeping track of your play
have a particular Heroic option, you need throughs, you can simply pick the
to “buy” it by also picking Gritty options options you think would be most
until the Difficulty Factor is 0 (or whatever fun. The score is strictly for your own
score you want to play at). education and does not affect gameplay.
If you are playing alongside a friend and
Each option modifies the Difficulty
want to compare results, you will want
Factor by the number of points listed.
to use the same Difficulty Factor, though
you might select different options.
Heroic Options table
27
SQUAD CREATION
28
CHAPTER 2:
combat rules
29
COMBAT rules
TERRAIN RULES
This was just Tuesday for them.
Never mind all that supernatural otherworldly horror. It was Tuesday for Rangers.
– Forgotten Ruin
31
COMBAT rules
If you are uncertain, assume a figure is If you are not sure, divide the distance
visible but in Cover unless it is clear it between shooter and target in half. Items
would not be visible at all. closer to the target than to the shooter
provide Cover.
Shooting across Linear Obstacles
Linear obstacles are ignored for Line Shooting Past People
of Sight purposes if the target figure If Line of Sight is partially obscured by
is entirely visible over them without another figure, Line of Sight is blocked
being obscured at all. This is typically regardless of which side the intervening
the case when the shooter is placed on a figure belongs to.
raised terrain feature, such as a rooftop.
Otherwise, Line of Sight exists, and the Area Features
target receives the benefits of Cover (unless Line of Sight into an Area feature such as
the shooter is within 1" of the obstacle). a forest terminates at the nearest edge
to the shooter. If a figure is placed in the
Shooting Past Things feature but is touching an edge, they can
In an intense firefight, the target is often see out and in turn be seen from that side
partially obscured by something such as of the edge.
a boulder or a tree. If the Line of Sight
Figures within an Area feature and not
crosses an individual terrain piece, Line
touching an edge cannot see figures on the
of Sight is not blocked as long as they are
outside, but all figures in an Area feature
at least partially visible.
can see figures within the same feature
It can be difficult to tell if a single terrain if they are within 3" of each other. You
item in the open like that provides Cover. cannot see across Area features otherwise.
32
COMBAT rules
33
COMBAT rules
Aggression table
D100 Aggression result
01-10 Replacements
Every mob on the table adds 1 additional figure. If there are currently no
mobs on the table, treat as “Reinforcements”, below.
11-20 Reinforcements
A new enemy mob arrives from their table edge. Roll 1D6:
1-3: They begin the game Unaware, but the new Aggression total is set
equal to the die roll.
4-6: They are Aware when they arrive, and Aggression is set to 0, as
normal. If the new mob would be the only mob on the table, it is
always Aware.
The mob size will be 1 lower than normal.
21-30 Renewed effort
The enemy mob closest to your table edge adds 3 additional figures.
If there are no mobs on the table, treat as “Ambush”, below.
34
COMBAT rules
35
COMBAT rules
Action Description
Fire Fire any ranged weapon carried or throw a grenade. (See page 40.)
Dash Move faster. Only usable if you choose to also Move. (See page 37.)
Interact Attempt to resolve a Mission Objective that requires Interacting.
(See page 75.)
Spell-casting This action can only be taken by spell-casters. (See page 50.)
Tactical Awareness* Reduce Aggression by -1. (See page 34.)
Call Fire Support* If fire support is available, attempt to call it in. (See page 47).
Second Free Action Take a second Free Action (see above).
*Only one soldier per battle round can attempt this action.
36
COMBAT rules
Dashing
A figure can use their Action to Dash. This
Normal Move allows them to move an additional 2".
This is increased to 3" if all
of the extra movement is in a
straight line.
Turn and
Normal Move Dash (+2") Figures with four (or more!) legs
add +1" to all Dash distances.
A character cannot enter hand-
Normal Move Dash (+3") to-hand combat when Dashing.
39
COMBAT rules
COMBAT
There are two types of combat: Target Selection
Characters may shoot at any target they
Shooting requires a ranged weapon such
like unless they are within 3" of hostiles,
as a rifle, bow, or machine gun, and is
in which case they must shoot at the
done by taking an Action. It consists of
closest target. The enemy always shoots
one character attacking a target.
at the closest visible character. If a mob
Hand-to-hand combat can be done by is shooting, they will spread their shots
any character by moving into contact with evenly across any soldiers that are within
an enemy (although having a hand-to- 2" of the closest target.
hand weapon such as a sword is highly
When shooting at enemy mobs, you must
recommended!). Hand-to-hand combat
target the closest figures visible in the
is simultaneous and either (or both)
mob. You cannot pick off a champion at
characters can end up getting hit.
the back, for example.
In addition, to these two types of
You cannot target a figure that is in hand-
combat, some spells have offensive
to-hand combat with a friendly figure.
capabilities. Spells are covered in the
This is typically only the case when figures
following chapter.
have moved into hand-to-hand combat in
the same phase, but the combat has not
Shooting yet been resolved.
When taking an Action, a character
Attack Dice
may fire a single ranged weapon that
A weapon receives a number of attack
they carry.
dice equal to the Shots rating of the
Note: Some weapons limit the ability of weapon, each of which can represent a
a figure to move in the same turn. For couple of arrows or a volley of bullets.
example, all weapons with the Heavy
Characters firing a weapon with multiple
Weapon trait cannot be fired if the figure
Shots may distribute them among figures
moved at more than half pace (see the
within 2" of each other. For example, if
Military Weapons table, page 59).
you have 3 Shots, you could shoot at three
different orcs that are within 2" of each
Stationary Shooting
other. Assign how many dice you want to
For the purpose of whether a figure has
assign to each target. When multiple Shots
moved, only count the current activation.
are taken, you can usually roll them all
Figures will often move around due to
simultaneously: Apply the highest dice to
follow-up moves after hand-to-hand
the closest target, and so forth.
combat or being pushed around by effects
on the table, but this does not affect their
ability to shoot.
40
COMBAT rules
43
COMBAT rules
44
COMBAT rules
Luck
Luck and Multiple Attacks
Some of your soldiers may have Luck.
Resolve all Hits from a single mob, villain,
This can be that uncanny knack to always
or monster, then spend Luck. If a soldier is
duck at the right time or just being
Hit three times by archery by a single mob
fortunate. Among soldiers, any number
in one round, they still only pay a single
of things may be declared lucky or
point of Luck.
unlucky from eating a particular type of
food to saying a particular word. It may
just save your life! For any special scenarios you create, Luck
will avoid any incident that produces a
In battle, a soldier with Luck may ignore
casualty, including automatic ones such
an incident that would cause them to
as falling into a pit of lava. The character
become a casualty. Each point of Luck
should be placed in whatever position
allows one such lucky break per battle.
is nearest to the event, but which would
The character may immediately make
be safe (they didn’t fall in after all, they
a normal move in any direction as they
landed on a ledge or similar).
dodge, weave, or tumble. If the attack had
an area of effect, the character is moved Luck does not protect from any source
out of the area of effect in any direction of unpleasantness such as magical
the player chooses. paralysis, shapeshifting, or teleportation.
If you have a special scenario where an
evil lich teleports you to the dungeon of
seven thousand dragons, Luck won’t stop
it (but may be awfully handy when you
do arrive).
45
COMBAT rules
46
COMBAT rules
Fire Support
"Steel Eight One, this is One Four. Request
fire mission on TRP oh-eight-zero.”
– Forgotten Ruin
47
COMBAT rules
Tactics table
Tactic Description Effect
Light them up! Rapid, accurate Every soldier firing an assault rifle may shoot
fire to thin down twice this turn. This includes soldiers with a
the enemy grenade launcher if they fire the rifle portion of
their weapon.
Firepower! Optimal One soldier may shoot twice with one weapon
application of carried
heavy firepower or
you may throw or launch an additional grenade
this round.
Double time! Deploy into Every soldier may move an additional 3" as part
advantageous of their normal movement.
positions
Bring it down! Concentrate Select one target. All attacks against this target
fire to exploit that roll a natural 6 on the firing/hand-to-hand
weaknesses roll will score 2 Hits.
Get stuck in! Positions must Any of your soldiers in hand-to-hand combat
be carried by may roll two dice and pick the best score.
assault
By sections! Low-level unit Instead of rolling for Initiative, set half the dice
tactics (rounded up) to 2s and the other half (rounded
down) to 4s.
Mortars! Indirect fire You may immediately fire a mortar attack
support using the Fire Support rules (p.47). One Action
is required, but no roll is required to call the
mission. This option can only be selected if you
do not have fire support in the mission already
and must be targeted from your squad leader,
platoon sergeant, or platoon leader.
Shut your Stealth and The mission Aggression score does not increase
mouths! discretion for any reason this round.
48
COMBAT rules
49
COMBAT rules
SPELLS
I spent much of that night just thinking about the ‘intel’ I’d secured
off the dead sorcerer. Our high-value target. That’s what PFC Kennedy had called the
man we killed out there in the night. No—Kennedy had said ‘wizard.’ Not ‘sorcerer.’
Where was the line between such things?
– Forgotten Ruin
A wide range of spells are available to the may be unable to cast a spell at all if their
curious and the slightly obsessed alike. available Power is less than the cost of any
Soldiers with the ability to use magic of their spells.
may cast one spell per battle round as an
You cannot cast two spells in one Action,
Action. They may select from any spell
even if you have enough Power to do so.
available to them. You do not have to
choose which spell you want to use Note that enemies with spells do not use
ahead of time. this system. Instead, they may cast a spell
every time they activate. However, they
must still use an Action to do so.
Note for Experienced Wizards
Unlike in some fantasy games, there is no
Spell Range
memorization system or limited-use spell
Spells with a range in inches can affect
slots. This helps move the game along,
any target or point within that range
especially when multiple spell-casters may
that is visible to the caster. Note that any
be in the squad.
features that affect visibility also affect
spell range. For example, if an event limits
visibility to 8", the spell caster cannot cast
Casting Spells spells on targets more than 8" away.
When the spell-casting figure activates,
the Initiative die is also the amount of Spell Targets
Power you have available. The character Each spell on the Spell table lists what
may cast any one spell with a Power score type of target and how many it affects.
equal to or lower than the Power the Spells affecting a “target point” can be
character has available. aimed at any point on the ground that is
within range and Line of Sight.
For example, if you assigned a 3 to the
spell-caster, they have 3 Power and may If a spell affects multiple targets, they can
cast any spell with a Power cost of 3 or be selected from any figures visible to the
less. (You may want to leave Initiative caster and within range. They do not have
dice next to such characters to help you to be from the same mob unless the target
remember.) number is enhanced (see below). You can
always choose to affect fewer targets if
Excess Power cannot be saved up, but
you like.
some items and features may modify the
amount of Power you have available each
battle round. In some cases, a spell-caster
50
COMBAT rules
51
COMBAT rules
Spell table
D100 Spell Power Range Targets Resist
01-06 Magic Darts 3 18" 3 figures No
Each target is Hit automatically for +0 damage.
07-11 Earth-grasp 4 12" 1 figure Yes
The target cannot move or shoot on their next activation, though they will
fight normally if attacked in hand-to-hand combat. Monsters are prevented
from moving but may still shoot.
11-15 Flicker 2 12" 1 friendly soldier No
The target can move through terrain features and solid obstacles when they
next activate.
16-20 Upheaval 4 12" 1 target No
A terrain feature up to 2x2" can be moved up to 6". It can push figures out of
the way but causes no damage. Figures on the terrain feature are Knocked
Down.
21-25 Ice Blast 5 18" Target point No
Produces a 2" radius area of effect with +0 damage. All figures in the blast
are Hit, even if there is partial Cover or intervening figures.
26-30 Meteor Strike 6 12" Target point No
Produces a 3" radius area of effect with +0 damage. Each figure even partially
within the area is Hit on a D6 roll of 4+ and struck for +0 damage. All figures
Hit are Knocked Down.
31-34 Protective Boon 3 12" 1 friendly soldier No
Target gets a 4+ saving throw against all attacks. The spell ends when a saving
throw fails or when it is cast again.
35-39 Toxic Cloud 4 12" Target point Yes
Creates a 5"x2" wall of gas that blocks vision. Any figure that contacts the gas
at any point must resist or take a +0 damage Hit that ignores saving throws.
The spell lasts for the current turn and all of the following turn. Enemy mobs
that would move through the area roll 1D6. On a 1-3, they move through the
gas; on a 4-6 they move around. Enemy villains and other special figures
always move around.
40-43 Fearful Image 4 8" 1 mob No
The mob rolls 5 Morale dice immediately. Mobs that have special rules
regarding morale apply those rules to this check normally.
44-47 Charm Minion 4 12" 1 enemy Yes
Only works on members of a mob. The target figure immediately moves
and activates as directed by the caster (although never self-destructively). It
recovers immediately after doing so.
52
COMBAT rules
53
COMBAT rules
Villains Reconsider
(optional rule)
Each time a villain is activated, roll
1D6: On a 1, they reconsider their
plan and roll again on the table on
the previous page. On any other result,
they stick to their existing plan.
57
COMBAT rules
THE ARMORY
This section contains the rules and Military Weapons
profiles for the various weapons that you
This list covers the military hardware
will be employing in battle. Weapons are
your troops come equipped with. The
rated according to the following values:
Squad Creation chapter explains what
Range: The tabletop range in inches. weapons you can begin the game with
Targets beyond this range cannot be (page 22).
selected. If two values are given, use the
While military fiction is often enamored
lower if the soldier is moving and the
with clarifying whether a given rifle is
higher if the soldier is stationary during
the Mark II or Mark IIa, we’ve stuck to
their activation.
broad terminology here. This is both more
Shots: The number of attack dice rolled. welcoming to new players and serves to
If this says “Explosion”, the weapon uses make the game adaptable.
the Explosion rules (see page 46).
While the rangers in the Forgotten Ruin
Damage: The value added to the D6 when novel have access to more technology,
rolling against the Toughness of the target. with drones and other kit, your platoon
must make do with mostly what you can
carry on your backs.
Realism Note: Weapons
Weapon ranges are compact to allow play
on a smaller gaming table. Ordnance Limits
Note that grenades are limited in usage
Many of these weapons are team weapons
to two per battle round, whether thrown
requiring a loader in real life to help the
or launched. This is an abstraction to
weapon function optimally. We don’t
account for limited ammunition available,
require this in gameplay to help avoid
and saves us from tracking who still
having to track who goes with which heavy
carries how many grenades.
weapon.
If you prefer to keep strict track, begin
Also, the firepower gap between a modern
the campaign with 6 grenades for each
military rifle and a crossbow is much
grenade launcher, and 2 hand grenades
greater than is reflected in the rules. Don’t
for each soldier. You may redistribute
worry about it too much; in playtesting,
grenades between missions but
this has generally been the most flexible
launched and thrown grenades are not
option to account for the combination of
interchangeable. If you use this method,
miniatures and table space.
you have no restriction on usage per
round, and it is up to you to conserve or
let fly as the situation demands.
58
COMBAT rules
60
COMBAT rules
Poisoned Weapons
A dagger or similar weapon, dripping No Weapon Looting
with corrosive poison. You cannot loot weapons from the
enemies you kill during the campaign. It
Poisoned weapons strike with
is assumed that their weapons are either
+0 damage, but two dice are rolled
unsuitable for human use, damaged
and the highest result applied.
during the fight, poisoned, or covered in
The metabolism of the enemies sinister runes that no doubt would have
you are fighting is quite strange, dire results on anyone attempting to use
and they are unaffected by poison them. No Jenkins, put that down.
(though they are still affected by the
weapons themselves).
These weapons have a range of 18"
and Hit with +0 damage.
Bows and Crossbows
Any number of devices that use muscle Bows and crossbows do not add
power or simple mechanical power to Combat Skill to the roll when used
launch arrows and bolts. While bows by the enemies.
typically shoot faster and crossbows tend
There is no inherent benefit to your
to hit harder, in game terms we treat
soldiers using these (although special
them the same.
scenarios could benefit from bows due to
their lack of noise), but magical versions
may be acquired.
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COMBAT rules
A TACTICAL PRIMER
The world of Forgotten Ruin can be a Choose the right weapon for the task.
dangerous place, and it is worth keeping a Shooting anti-tank rockets at infantry
few pointers in mind: while your riflemen try to fight off a huge
monster is unlikely to be successful. Plan
Stick together. Soldiers operate in fire
where your heavy weapons need to go in
teams for a reason and having a single
order to be effective and get them there.
soldier way off on their own means they
are likely to get swarmed and overrun. Take time to consider your options.
Ideally your soldiers should be operating There is no rush to complete a battle
at least in pairs. round as quickly as possible. If you are
in a difficult situation, take a moment to
Deploy and move elements to support
examine the state of the battlefield and
each other. Battle manuals talk about
the resources at your disposal. Forgotten
overlapping fields of fire, which means
Ruin provides a wide range of tools in
that two weapons are positioned so
the form of equipment, tactics, spells,
they can both fire at a central target. It
and character abilities. There will almost
also means if one of your groups gets
always be some option available that you
in trouble, you can fire on whatever is
did not think of.
bothering them from another angle.
Recognize if you need to retreat.
Don’t get bogged down. Once the
Most engagements have a very thin
Aggression clock starts ticking, the
barrier between when you can still
enemy will not stop coming, and you are
salvage things and when it is too late.
better off getting a move on. Every battle
Always bear in mind that if the situation
round should see you making progress
looks bad now, it is likely to be much
towards one of your Objectives, whether
worse in two more rounds.
it is advancing on it or clearing away
enemies nearby.
Use “leapfrogging”. This small unit
tactic uses one element to provide fire
support while another moves forward.
When the forward element reaches
their destination, they can then fire,
while the rear element moves up. As
many weapons are more effective from
a stationary position, this allows you to
keep up a steady base of fire while still
making progress.
62
CHAPTER 3:
CAMPAIGNS
63
CAMPAIGNS
64
CAMPAIGNS
65
CAMPAIGNS
High and Low Magic Select two regions on your map and
nominate one as being high magic and
The power of magic often fluctuates with
another as being low magic. This will
the land. Spell-casters pay close attention
affect spell-casting when you play in that
to such circumstances.
region by making spells easier or harder
A high-magic region is suffused in to cast respectively (see page 81).
magical energies, making it easier to
You can roll randomly to assign both
draw in the residual power to fuel a
(rerolling if you pick the same both times),
spell. Spell-casters often feel slightly
or you may find that a particular area on
giddy when they are in such an area.
your map looks like it should be more or
High-magic regions are often vibrant,
less magical (if you identify a big faerie
with strange-looking plants and crystals
forest, that is usually a perfect place).
growing out of the ground.
If you are playing in a game world that
A low-magic region, on the other hand,
you want to resemble the setting of a
might feel dull and ashen to a person
particular fantasy book or game, you can
attuned to magical energies. Such areas
adjust this as you see fit.
are often rocky and grey even to the
casual observer. They tend to make spell-
A high-magic world should have
casters feel cranky and short-tempered
3 high-magic regions and
as they struggle to access the powers they
1 low-magic region.
take for granted.
A low-magic world should have
3 low-magic regions and
1 high-magic region.
66
CAMPAIGNS
68
CAMPAIGNS
CAMPAIGN SEQUENCE
The game is played in a series of Step 1: Take a Rest (once)
campaign turns, each of which can Once during the campaign, you may
represent from a few days to a few opt to take a rest. The squad finds a safe
weeks as your platoon searches for their location, settles in, and takes a few days
comrades and tries to make a difference to recuperate and repair their kit. This
in lands overrun by evil monsters. allows every injured soldier in your
squad to tick off one turn of recovery.
Each campaign turn features a single
You then proceed with the next step
tabletop battle where you will carry
below as normal.
out a mission and fight the enemies
and monsters.
Step 2: Request Help from Allies
You will carry out the steps in this chapter You are not alone in this strange land. You
at the beginning of each campaign turn. may send out a soldier to look for allies
Follow each step, in order, until you are and aid. You may do this 3 times during
directed to move to the next chapter. the campaign. It is up to you when you
wish to ask for help, but you cannot do so
in two consecutive campaign turns.
Roll D100 and consult the table below to
determine what kind of help you find.
Ally Assistance table
D100 Ally Effects
01-09 Treasure An old treasure hunter tells you where there is a buried chest
hunter of valuables... or at least they are pretty sure that was the
case. In the next mission, if an Investigation grants any Loot,
roll twice the first time only, and receive both items.
10-19 Healer A kind-hearted healer restores one of your injured soldiers
to full health. If none of your soldiers are recovering from
injuries, the Healer will offer to come back the first time you
do need them.
20-25 Armorsmith A talented smithy creates a custom suit of armor for you.
This can only be worn by one soldier, chosen by you, but they
receive a 5+ saving throw and no movement reductions.
26-33 Scout Elven scouts reveal the enemy positions to you. In the next
mission, a randomly selected mob begins the battle Unaware.
34-40 Raiders Dwarves raid one of the enemy camps. In the next battle, the
enemy receives 1 less Aggression each battle round.
41-46 Teacher A scholar has much to offer, even to people from so far away.
A grunt of your choice may be turned into a known
personality (see page 20).
69
CAMPAIGNS
72
CAMPAIGNS
Step 4: Determine Next Battle You can roll on the Location Draw table
Location (right) to determine what is drawing you
In the first turn of the campaign, you can to the next location. This roll is only for
either pick a map region at random or flavor purposes.
choose where you would like to begin the
If desired, you can also roll on the
campaign. In subsequent turns, you may
Location Travel table (below) to
travel to any adjacent region for the next
determine the method of travel. This is
mission. If you have already explored
strictly for flavor and to flesh out your
every adjacent region, you may move to
narrative.
the nearest unexplored region.
73
CAMPAIGNS
74
CAMPAIGNS
75
CAMPAIGNS
76
CAMPAIGNS
79
CAMPAIGNS
Mountains
There are a lot of rocks and boulders to
hide behind. Any figure in Cover from a
ranged attack receives a 6+ saving throw.
The normal rules apply for figures with
more than one saving throw.
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CAMPAIGNS
BATTLEFIELD EDGE
HALF DISTANCE
FROM EDGE TO
CENTER
HALF WIDTH OF
BATTLEFIELD
BATTLEFIELD EDGE
BATTLEFIELD EDGE
Investigation Marker
83
CAMPAIGNS
84
CAMPAIGNS
85
CAMPAIGNS
INVESTIGATIONS
The mission area is often full of The enemy ignores Investigations when
unexpected sights that are worth checking they move, and cannot interact with them
out. You may insist on sweeping these in any way unless a rule specifically states
for possible benefits and rewards or you otherwise. Investigation markers do not
may stay well clear to avoid more trouble. exist in the game world, so they do not
When you set up your mission you also inhibit movement, provide Cover, prevent
place a number of Investigations around Line of Sight, or interfere with any other
the table (see page 82). game function.
Your soldiers can check out an
Investigation by ending a move within 1"
of the marker. They do not have to touch
it or spend an action; simply to move
within range is enough. Immediately
upon completing that move, roll
1D6+Wits for that soldier:
D6+Wits Investigation
1-3 Search required
Place the die you just rolled
next to the Investigations marker
with the rolled result showing.
At the end of each battle round, if at least one soldier (which can be
different from the one that uncovered the marker) is within 1" of the
Investigations marker, increase the die face by +1. Note that an Action is
not required to increase the score by one, just that a soldier is within range
at the end of the battle round.
Once it is a 4 or greater, the Investigation is revealed: Roll D100 on the
Investigation Outcome table.
4+ Reveal
Roll D100 on the Investigation Outcome table to see what you have found.
86
CAMPAIGNS
87
CAMPAIGNS
SPECIAL MISSIONS
There will be a total of three Special Step 2: Mission Objectives
Missions during campaign turns 4, 8, Roll D100 on the Mission Objectives
and 12 (optionally 3, 6, 9, and 12 instead). table (Special Missions) for each
These are modified from the normal Objective that must be generated and
missions you will undertake and use a consult that table for the specifics of what
modified setup sequence. you are trying to achieve.
All Objective rules work exactly as
Step 1: Mission Requirements
per the normal mission rules, but the
Roll D100 on the Special Mission
probabilities have been modified to
Requirements table for an overview of
represent a more high-risk environment.
what you must accomplish. (Note that this
The full text for each Objective has been
table is modified from the earlier Mission
repeated from the convenience.
Requirements table on page 74).
88
CAMPAIGNS
89
CAMPAIGNS
D100 Objective
66-80 Capture a High-value Target*
Randomly select an enemy figure that is carrying a valuable bit of intel. If you
kill them in hand-to-hand combat, you can pick up the intel automatically.
Otherwise, it is dropped when they die or flee due to a Morale check, and you
must move to pick it up. Once you have the intel you complete the Objective
by moving to your starting battlefield edge. The enemy will not pick up
dropped intel.
81-00 Eliminate a High-value Target*
The target is not revealed until the first Aggression table roll. After placing
any additional troops required by the Aggression table, randomly select
a champion or monster currently on the table (and any random figure, if
neither are available). The target must be killed to complete the Objective. If
this Objective is generated during a battle mission, the target is not revealed
until the next Aggression roll.
In Campaign Turns 1 and 2, select from the initial enemies deployed.
90
CAMPAIGNS
91
CAMPAIGNS
D100 Condition
61-70 Traps!
Before deploying either side, scatter 20 markers around the battlefield fairly
evenly.
Any figure that moves within 1" of one of these trap markers rolls 1D6: On a
1-2, nothing happens. On a 3-6, they immediately take a +0 damage Hit. In
both cases, the marker is removed.
Enemy mobs that do not have a champion will set off traps if they cross them
and will take no special precautions to avoid them.
71-80 Sleeping monster!
Randomly generate a monster and place it D10" from the center of the
battlefield. The creature is inactive/resting/drunk/asleep. The enemy will
refuse to move within 3" of it. If you approach within 3", or a gunshot passes
within 2", or the creature is struck, it wakes up and joins the enemy.
If you do kill it, you receive an extra Loot roll after the battle.
81-90 Treasure trove!
Put 6 markers in a circle around the center of the battlefield, each about
12" from the center point. When a soldier moves into contact with a marker,
remove it and roll 1D6+Wits. On a 6+ you receive a Loot roll (usable
immediately, if you like) and generate 3 points of Aggression. On any other
score, nothing happens.
91-00 They are coming in groups!
It takes 15 points of Aggression to trigger a roll on the Aggression table
(see page 34), but once reached, make two rolls and apply both.
Step 9: Determine
Personal Task
This step can be used
at your discretion. If so,
it works as in the regular
mission.
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CHAPTER 4:
FINAL BATTLES
93
Final Battles
FINAL BATTLES
You have come this far braving evil of black stone towers stand over it,
sorcerers and perhaps the occasional festooned with crimson banners.
dragon. Your soldiers have seen more
An old druid who has been leading
than they ever expected, and some have
you here explains that the enemy is
lived to tell the tale. You have finally
well entrenched but that there are also
gotten a lead on where the rest of your
powerful artifacts within the structures.
comrades landed, but between you and
It is up to you whether you want to hunt
them lies a pit of hell and despair. As
for the artifacts or plunge straight into the
you check your weapons, the enemy is
enemy fortress.
massing for one final confrontation.
This time, there are no tricks and no
clever ploys: It is a pitched battle against The Artifacts
the hordes of darkness, and they don’t You may seek out up to three artifacts
seem inclined towards a peaceful here: The Ring of Spell-casting, the
solution. Sword of Destruction, and the Staff of
Disintegration. You can decide to go after
one, two, or all three, and you don’t have
Prepping the Final Battle to decide how many you want to pursue
up front.
The Location
The final battle will take place in a Once you opt to go to the final battle,
randomly selected region other than the you cannot come back and select an
one you are currently in. You are welcome artifact, however.
to pick one that seems particularly fitting
if you have a story or vision in mind. The Artifact Battles
Each artifact battle is a pitched battle.
The Journey
You have some time to reflect and Set-up:
regroup as you travel to the final The two sides set up on a 3'x3'
destination, as well as seek help from battlefield with a minimum of 24"
sympathetic spell casters. between the two forces.
You may select any two soldiers The terrain should be fairly
recovering from injuries and have them cluttered, with statues, pillars,
recover completely, regardless of how rubble, and other debris everywhere.
many turns of recovery they had left.
The Enemy:
The Arrival Your opposition will consist of three
You arrive in the region near where you mobs each consisting of 7 figures +
undertook a mission not so long ago, 1 champion. Randomly select
but the area is unrecognizable: The trees them from the encounter table
are withered and worn, any structures (see page 103) to see what you are
have crumbled into ruins and a number facing in each artifact battle.
94
Final Battles
Each mob will roll on the Mob Artifact battles allow progression and
Training table (see page 103). recovery after each of them, but you do
not receive any Victory Points.
Additionally, each enemy force will
include one randomly generated
The Artifacts Themselves
monster (see page 107). The monster
does not act in the first two turns of The Ring of Spell-casting
the battle, unless fired upon. This can be worn by any character capable
You may generate the enemy mob of casting spells. It adds +1 to the Power
types and monster for each artifact score of the character each battle round.
battle first, before deciding whether
to pursue them or not. The Sword of Destruction
This magical melee weapon grants +3 / +3
Mission Objective: to Hit and damage.
At the center of the opposing
battlefield edge is a treasure chest The Staff of Disintegration
containing the artifact. If a soldier This is a single-use item. It projects a
can reach this, you can claim the line 12" long and 1" wide. Any figure in
artifact. The mission ends when you the path is killed with no saving throws
have left across the initial battlefield (if one of your soldiers gets in the path
edge you deployed near or when you they disappear forever). Terrain is
have destroyed every enemy. destroyed if struck by the beam, with
larger features collapsing into rubble.
There are no Objectives or
Monsters take 1D6 Monster Points of
Investigations, and no Aggression
damage automatically.
rolls are made.
95
Final Battles
96
CHAPTER 5:
THE ENEMY
97
THE ENEMY
98
THE ENEMY
100
THE ENEMY
* See ‘Sorceror Champions’ boxout, Enemy characters have a profile just like
page 102. your soldiers, though it differs slightly:
** This unit cannot ever be an archer. Speed: The tabletop movement rate.
Other foes can be archers even if it
Combat Skill: The value added to hand-
seems strange. This might indicate
to-hand combat rolls. Note: Enemies do
shooting spikes, spitting acid, or
not add Combat Skill to archery attacks.
magical darts.
Toughness: You must roll equal to or over
Fearless: The unit is not subject to Morale
this value to inflict damage.
tests for any reason.
Resistance: This is added to rolls to
Undead: Any items or abilities that have
resist spells.
special effects against Undead apply.
101
THE ENEMY
Example
Orc Champion
Sorcerer Champions Move: 5"
If the champion roll on the table is marked Combat Skill: +1
with a †, roll an additional D6 for each Toughness: 3
champion. A 6 indicates they are a sorcerer. Resistance: +1
War Rage
Sorcerers will cast Bleeding Curse every
time they activate. This Hits the closest If Sorcerer
visible soldier on a 3+, regardless of Cover, Champion,
and strikes with +0 damage. The Curse + Bleeding Curse
ignores all saving throws. (see boxout, left)
102
THE ENEMY
104
THE ENEMY
105
THE ENEMY
MONSTERS
The giant twisted, groaning titanically, and fell back toward the far shore,
hitting the water with a terrific splash and crushing a bunch of his buddies.
In the darkness and sudden quiet Brumm muttered, "Carl Gustaf don't care.”
– Forgotten Ruin
Monster Difficulty
Some monsters are extremely scary,
and you are unlikely to prevail against
them. Evaluate carefully if you really
need to fight a beast that shows up,
or if it is better to focus on your
Objectives or beat a
hasty retreat.
106
THE ENEMY
Monster table
D100 Monster Speed Combat Tough. Saving Resist MP Monster
Skill Throw Traits
01-04 Giant spider 6" +2 4 6+ +1 4 Poison
A massive spider with poison-dripping mandibles. If only you had a ring of
invisibility.
05-08 Ogre 4" +1 5 – +0 5 Humanoid,
Hurl
A brutish and burly creature with a worryingly large club.
09-12 Troll 4" +2 4 – +1 4 Knit wounds
Long-limbed humanoids that recover from injuries in moments.
13-16 Giant 5" +3 5 – +1 6 Hurl
A huge humanoid with a penchant for crushing and stomping on smaller
creatures.
17-20 Golem 4" +3 5 5+ +2 5 -
An artificial being animated by magic. Hideously tough.
21-24 Specter 6" +2 5 6+ +2 4 Ethereal,
Humanoid,
Fear, Undead
With its black robes and ghostly visage, it reminds you of a book you read once.
25-28 Elemental 4" +2 5 5+ +3 6 Aura
A being of pure elemental matter, usually summoned by some magician and
let loose on the world.
29-32 Dinosaur 5" +4 6 6+ +1 6 Rend
They looked a lot less frightening at the museum!
33-36 Tentacle horror 4" +2 4 – +3 8 Tentacles,
Knit wounds
A thing out of a primordial hellscape.
37-40 Giant scorpion 5" +3 5 6+ +1 4 Poison
A chitinous horror with a poison sting and grasping claws.
41-44 Tree monster 3" +4 5 6+ +1 6 Hurl
It’s like those big walking trees in the movie, except these are not very nice
at all.
45-48 Sphinx 5" +2 5 – +3 6 Perplex, Roar
A lion-like beast that is fond of mesmerising riddles.
49-52 Vampire 6" +5 5 – +3 5 Humanoid,
Aura, Undead
A blood-sucking horror of the night and with superhuman strength to boot.
107
THE ENEMY
108
THE ENEMY
Speed: The movement rate of the monster. A soldier that has already been engaged in
Monsters do not take Dash moves. hand-to-hand combat during the monster
move cannot be engaged again by the
Combat Skill: Added to hand-to-hand
same monster that battle round (but the
combat rolls. All monsters with +3 or
soldier could engage the monster on their
better will strike with +1 damage.
own when they activate).
Tough. (Toughness): Roll this or greater to
Sturdy: Monsters cannot be Knocked
inflict damage.
Down.
Saving Throw: If a roll is listed here, the
monster has armor and receives a saving Specific Monster Traits
throw against each Monster Point it would Aura: Soldiers who activate within 4" of
otherwise have lost. the monster must roll 1D6+Toughness.
Unless they score a 7+ they are unable
Resist: The bonus added when resisting
to move or Dash but may take Actions
spells.
normally.
MP (Monster Points): How many
Conjurations: Add +1 Aggression every
successful damage rolls are required to
battle round. This is cumulative for each
destroy the monster.
monster with this trait.
Monster Traits Ethereal: The monster cannot have its
MP reduced by more than 1 point per
General Monster Traits
battle round, regardless of how many
Remember, unless modified by other
attacks hit it.
Monster traits below, all Monsters have
the following general monster traits: Fear: If the monster is facing towards a
soldier within 12", the soldier is -1 to all
Dangerous: Monsters that roll a
hand-to-hand and ranged attack Hit
natural 6 on their combat die always
rolls, regardless of the target. Monsters
inflict a Hit on the soldier even if they
have a frontal 90-degree field of facing.
lose the combat. If the soldier’s combat
roll is higher than the monster, they Fire: As a ranged attack, the monster
will still inflict a Hit on the monster and places an Explosion centered over a
potentially stop it moving, as noted in random soldier in sight. Do not roll to
Rampaging, below. Hit. Move the marker 1D6" in a random
direction and then resolve as a normal
Plodding: Monsters do not Dash. They
Explosion attack with a 2" radius and
only move at their basic movement speed.
+0 damage.
Rampaging: Monsters cannot be stopped
Flight: When the monster moves, roll 1D6.
by just standing in the way. When a
On a 5-6, it will Swoop. It moves at double
monster moves, it will fight hand-to-hand
its movement distance in a straight line
combat with each soldier it encounters.
towards the nearest soldier (and past). All
If a soldier wins, the monster halts, and
soldiers in the path must roll 1D6+Wits.
damage is dealt normally.
Those failing to score a 5+ are Knocked
On a draw or a monster win, the soldier Down and take a +0 damage Hit.
is pushed 1" out of the way as the monster
A Swooping monster does not make any
finishes any movement. Note that the
other attacks during the activation.
monster still takes a Hit on a draw.
109
THE ENEMY
Humanoid: The monster does not use the of the initial target but may not attack the
Rampaging rule above. Instead, it moves same target more than once per round.
and engages a single opponent in combat
Rend: Hand-to-hand strikes from the
similar to a non-monster figure.
monster ignore saving throws except
Hurl: If a soldier is struck in hand-to- those that originate from magical armor.
hand combat but does not become a
Swarm: The Swarm cannot be engaged
casualty, the monster throws them 1D6+1"
in hand-to-hand combat and moves
in a random direction. The soldier is
in a random direction each activation.
Knocked Down, as is any other figure
Any figure from either side within 1" of
they happen to land on. Soldiers can be
the Swarm at the end of its move is Hit
thrown on top of terrain features.
automatically (+0 damage).
Knit wounds: At the end of each battle
When attacking a Swarm, roll 1D6 for
round, the monster regains 1 Monster
each Hit. On a 6, the Swarm is Weakened.
Point, though it cannot recover to more
If it was already Weakened, it is
than 1 MP below the amount it began the
destroyed. Attacks have no other effect,
battle with.
and it cannot be affected by spells or
Perplex: A soldier activating within 9" magic items other than those that cause
and sight of the monster must roll 4+ on direct damage. The Swarm cannot be seen
1D6 to act normally. On a 1-3, they can or moved through by either side.
move but cannot attack.
Tentacles: If the monster does not contact
Poison: If the monster rolls a 6 in hand- any soldiers during its move, it may lash
to-hand combat, roll 1D6: On a 6, the out and fight hand-to-hand combat with
attack strikes a piece of equipment the two nearest soldiers within 4".
or pierces the target’s clothes. The When using its tentacles, the
soldier is pushed back 1", but not monster only counts as +1
otherwise hurt or Combat Skill but does not
Stunned. On any take any damage if it is Hit.
other roll, they
Undead: The monster
become a casualty
counts as Undead for the
regardless of
purpose of all rules that
Toughness or saving
have special effects
throws. Luck applies
against Undead.
as normal.
Wizard: When
Projectiles: If the
activated, the
monster does not
wizard will move
attack in close combat,
to cast their spell
it may shoot at the
while keeping the
closest visible target
opponents at range.
within 12". Roll to
They will always try
hit as per a bow
to use Cover and
shot. The monster
will never enter
may attack up to 2
hand-to-hand
additional soldiers
combat willingly.
that are within 1"
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ENDING THE BATTLE
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Sudden Death Check table Note that while this typically occurs due
to casualties, your squad can also move
2D6 Outcome off the battlefield to end the encounter
2-4 The mission ends immediately as sooner. This can be helpful if you are
your soldiers slip away before the facing opposition that is far too strong.
enemy arrives in huge numbers. Part of being an effective commander is
understanding when it is worth fighting
5-10 The mission continues for
to the bitter end and when to cut your
3 more battle rounds or until
losses. Remember, the enemy will not
you have moved every soldier
stop coming, no matter how long you
off a battlefield edge, whichever
keep shooting.
comes first.
11-12 As 5-10, but a bonus Objective This only applies to your soldiers.
is generated immediately. If you Clearing the table of enemies will not
complete this within the next end the battle due to the Aggression
3 battle rounds, you receive an mechanic, but you should take advantage
additional post-battle reward, of the time to secure your Objectives and
and the mission then ends get out of there.
immediately. After 3 rounds, the
battle still ends.
This roll is done only once
per mission, at the earliest
opportunity when it applies, and
cannot be delayed or avoided.
Note that Investigations do
not count as Objectives for the
purposes of Sudden Death.
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POST-BATTLE SEQUENCE
After each battle you will carry out this Known Personalities:
post-battle sequence to determine the Roll D100 on the table below, rolling
result of the mission. Proceed through separately for each soldier.
each step in order.
Known Personality Injury table
Step 1: Injuries D100 Casualty Effect
Soldiers that became casualties during
your mission must test to see what the 01-15 Dead Pour one out for a
effects of the injuries were. A soldier fallen comrade.
that was taken out of action may have 16-35 Seriously The soldier will
suffered only relatively minor injuries or injured have to sit out the
they may have been seriously injured or next two battles
even killed outright. before they rejoin
your squad.
We handle this slightly differently
depending on whether they are a grunt or 36-65 Lightly The soldier will
a known personality. injured have to sit out the
next battle before
Grunts: they rejoin your
Take a number of D6s equal to the squad.
number of grunt casualties and roll them 66-00 Okay The soldier was
all at once: unconscious or got
a few bruises. They
Every 1 results in one grunt being either
recover fully before
killed or so badly injured that they
the next battle.
cannot participate in the campaign
any further.*
So... Who’s Got the Ring?
On 2-6, they recover and rejoin your
Regardless of whether they are a grunt
squad just fine.
or known personality, if a soldier is
*If you wish to know exactly what killed, roll 1D6 for each magic item they
happened for flavor purposes, roll the die carried. On a roll of a 1, it was destroyed.
again: A 1-2 is dead, a 3-6 is a long term Otherwise, you may transfer it to your
injury. These characters are removed equipment Stash (see page 123).
from your squad and will not rejoin it.
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Skill subtable
D100 Skill Effect
01-15 Runner The soldier can push themselves to the limit when running.
When Dashing, the bonus move is equal to your normal
movement speed.
16-30 Covering The soldier has become an expert at quickly getting into
fire position to fire.
The character may move a full move and fire a weapon with
the Heavy trait, or Dash and fire a non-Heavy weapon. In both
cases the attacks will Hit only on a natural 6.
31-45 Heads down The soldier has practiced their ability to fight effectively from
even minimal cover.
When Hit by archery attacks, you receive a 4+ saving throw.
46-60 Parry The soldier has learned how to fight effectively in hand-to-
hand combat.
In hand-to-hand combat, you may reroll an enemy combat die
once per phase.
61-70 Motivation The soldier has become a pillar of the squad, inspiring their
comrades.
When the character activates, one other character within 6"
and Line of Sight can remove 1 Stun token.
71-80 Redeploy The soldier has gained an increased level of tactical
awareness.
If the character is assigned a Reaction result of 1, they may
immediately swap places with another soldier within 6". This
occurs before either character activates. It does not matter
when the other character would activate.
81-90 Rapid fire The soldier has practiced their ability to engage multiple
targets rapidly.
If the soldier is stationary and firing a weapon with 1 Shot per
attack, they may fire twice.
91-00 Keen eyes The soldier has mastered identifying threats in poor light
conditions.
If visibility is limited, the soldier can see 6" further.
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LOOT
One end of the staff had been carved into the head of a dragon, its snout wide and toothy
and malevolent, its carved eyes glittering with dark destruction. Even the wood itself
was unsettling, its patterns and whorls seeming more like other places than mere
textures in the grain. Worlds and hidden rooms if you looked close enough.
– Forgotten Ruin
When the rules say you have earned one character and can be used at any time
or more Loot rolls, they are resolved using by any member of your squad. Using a
the tables in this chapter. Roll D100 for Consumable item is a Free Action.
each Loot roll and check the tables to see
Permanent items cannot be used until
what item you receive. All rolls lead to
they have been assigned to a character.
sub-tables that require an additional roll.
This is normally done during the
When you win a mission, you may roll campaign post-battle sequence. If you find
twice and pick. Determine all details of an item during a battle, it can be issued
each item before choosing. immediately to any character within 2"
of the point where it was found, and used
Items are either Consumable or
right away. Otherwise, it is added to your
Permanent. Assume all items are
campaign Stash.
Permanent unless described as
Consumable. Consumable items do Permanent items may grant bonuses to
not have to be carried by a specific specific functions, act as weapons, or give
special abilities that can be activated.
Each item will explain if it is used
Specific Carry (realism option)
automatically, or requires a Free Action or
Players who struggle with the abstraction
a Combat Action to use.
of unassigned items moving between
figures may prefer that Consumable items A character can carry any number of
are carried by specific soldiers and can Permanent items but cannot use more
only be used by that soldier. than one for any given action. For
example, even if you have three magic
swords you are lugging around, you will
have to pick which one you use when
Form Factors Do Not Matter
you fight in a hand-to-hand combat,
Other than the general category of item,
though you could switch swords between
the exact form factor is not important
combats if desired.
to the game and a given magic item can
take any form you like. This is particularly Typically, you will do better if you share
useful for players that want their your items throughout the squad to
miniatures to closely resemble their in- maximize their benefits.
game reality.
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To generate the weapon’s details, roll once The damage bonus is added to the roll
on each of the Weapon Type, Hit Bonus, against Toughness.
and Damage Bonus subtables below.
All magical weapons receive one special
Magical Weapon Type subtable ability. Roll on the appropriate subtable
below:
D6 Weapon type
1-4 Melee (roll below) Magical Weapon Special Ability subtables
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Scrolls Potions
Scrolls have spells on them. For each spell Potions are Consumable items. Any
on a scroll, roll once on the Spell table character may drink a potion as a
(see page 52). A scroll may have multiple Free Action, and the effects are applied
copies of the same spell if you roll the immediately. Some potions can be used
same result. outside of combat if the rules say so.
Scrolls are Consumable items but require If the entry says “2x” it means you find
a normal Interact Action to use. Select two potions.
one spell on any of your scrolls and cast it
You can try to drink less of a potion. If
as if the character taking the Action was
so, roll 1D6. On a 1-2, it has no effect,
casting it. The spell is automatically cast
and the entire potion is now used. On a
with the exact Power required.
3-6, you can get one more use out of the
Each spell can be cast once only. potion before it is all gone. A potion will
never give more than one additional use
Scrolls subtable through this rule.
D100 Scroll
Potions subtable
01-25 1 spell
D100 Potion
26-45 2 spells
01-15 Healing
46-55 3 spells
16-20 2x Healing
56-65 1 spell. If the spell has a range
in inches, double it. 21-35 Strength
66-75 1 spell. If the spell affects a set 36-45 Leaping
number of targets, double it. 46-55 Ghost Form
76-85 1 spell. If it normally could be 56-65 Fire Breath
resisted, it cannot. 66-75 Shrinking
86-95 2 spells, but you can cast only 76-80 Unidentified potion
one of them
81-85 2x Unidentified potions
96-00 4 spells
86-95 Holy water
96-00 Unstable potion.
Fire Breath
A delicious concoction, heavy on ginger.
The character immediately spews a burst
of flame. Draw out a straight line 6" long:
Any figure touched by the line is struck
with +2 damage. Undead (including
vampires) are Hit twice.
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All figures within 2" are Hit once for +0 01-10 Stone of Shattering 1
damage. 11-20 Magic Hourglass 1
Undead figures take 1 additional Hit in 21-30 Cloak of Distortion P
both cases. 31-35 Summoning Chime 2
For the rest of the battle, all visibility 41-50 Leaping Boots P
penalties are removed. 51-55 Pearls of Time 2
56-70 Dust of Evasion 1
71-75 Chime of Disappearance 2
76-85 Enchanted Oil P
86-00 Sorcerous Tool P
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TRANSFORMATIONS
When I began to dream in Elvish, it was then I knew I could speak it.
And it was when the orc horde overran one of the fighting positions along
First Platoon's sector on the east side of the island the Rangers were defending
that I knew we weren't in Kansas anymore.
– Forgotten Ruin
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Transformation Upgrades
Once the magical change has begun, it
seldom stops. The nerd in the platoon may
enjoy pointing out that this is “just like
that card game I play” but whatever the
reason, you have to understand what this
offers to be successful in battle.
All Transformations can be upgraded by
spending additional Exposure Points. As
long as you have the available points, you
may do so at any point, even mid-battle.
Apply any new abilities immediately.
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CAMPAIGN END
Outside it was dark now. The air was getting cold. And the island and the forest
were dead silent. No drums. Not even the smell of smoke from out there in the woods.
But you could feel something coming. Feel the length of the long night already
stretching out into a never-seeing-the-sun-rise-again moment.
You could feel that they were coming now. Coming for us.
– Forgotten Ruin
Did you win the final battle? You Outcome Victory Points
emerge triumphantly as the evil keep
Every mission where 1 VP
collapses around you. Blood-soaked
you completed your
and battered, you have freed this world
Objectives
from a grave evil and can enjoy a few
moments of quiet. Every villain defeated 1 VP
Every Special Mission Additional
Did your squad all fall? Your heroic
completed +1 VP
efforts have allowed the locals to mount
an assault and drive the enemy out of Final Battle won Additional
their lands. Your wounded soldiers are +2 VP
rescued from the rubble and thanked
All awards are cumulative.
profusely for their effects.
Please note that the Artifact battles do not
Either way, the survivors are able to
award any Victory Points, but the final
recuperate, gather their thoughts, and
battle does.
make contact with the rest of the ranger
force. Your adventure has come to an If you achieve fewer than 5 Victory Points,
end… for now. the campaign has ended in defeat. You
may save a single soldier of your choice to
When you have played out the conclusion,
the veteran roster (see page 140).
the campaign has come to an end. Reflect
on how you came out of it, how your
favorite characters did, what your favorite Victory Point Modifier
moments were, and what it all felt like. When determining your Victory Points at
the end of the campaign, a multiplier is
All unspent resources such as Story
used. The multiplier starts at x1.0. Each
Points, Support Points, Kit Points, and so
point of Difficulty Factor changes it ±0.1
forth are lost.
up or down.
All kit, weapons, and magic items are
For example, if you earn 8 Victory Points
discarded, even if currently carried by a
and used a Difficulty Factor of +2, you
character.
would multiply by 1.2 for a final Victory
You now tally up your Victory Points to Point score of 9.6.
see how well you performed:
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CHAPTER 7:
APPENDICES
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APPENDICES
MINIATURES
Selecting Miniatures There are other scales, such as 6mm and
10mm, though they are less common for
You will need two batches of miniatures
skirmish gaming.
to play the campaign: Military figures
for the soldiers and fantasy figures for Plastic figures for model builders are
the bad guys. Luckily, both are readily usually indicated as 1:72 scale, 1:35, or
available on the market. For military similar. These figures are quite cheap and
figures you can use figures from cold war can make good gaming figures, though
and modern-day wargames ranges while finding fantasy creatures can be very
any range of fantasy figures will do just difficult. Nominally, 1:72 figures should fit
fine. As figure ranges often fall out of fairly well with 20mm metal figures.
availability and companies occasionally
When buying monsters in particular,
close up business, we have opted not to
don’t neglect that a figure can often work
make specific recommendations here.
out of scale. A small but mean lizard in
Figures are usually described as being in 28mm scale can be a fearsome monster
a particular scale, such as 15mm or 28mm. on a 15mm battlefield, for example.
This is the height of the figure, typically
Suitable gaming figures can often be
measured from the feet to the eye level.
found in unusual places: Toy stores often
Note, however, that manufacturers often
have containers full of plastic lizards,
have some variation from each other and
frogs, insects, and so on which make
two figures that are both nominally 15mm
excellent monsters to fight.
may in fact not fit perfectly together,
though on a gaming table the differences If physical miniatures are not your style,
are usually not a big deal. you can also find sets of print-and-play
paper miniatures available for sale. Many
15mm figures are very popular for
of these are aimed at roleplaying gamers,
historical gaming and are quite cheap.
so fantasy creatures are easy to find. Then
They also do not take up a substantial
you can simply print out as many as you
amount of storage space and will allow
need for a particular game. Other options
your gaming table to feel quite large.
include liberating some figures from an
28mm is the scale associated with many old board game.
fantasy and science fiction miniatures
You will have to make some decisions in
games. These figures are often elaborate,
advance about how open-ended you want
and reward effort when painting them
to be with your figures. Some players
in detail.
find that part of the fun of the game is
Both will work well for your collection painting up new miniatures for each
and will offer you a range of options. encounter to match what they are fighting
Even if you opt to use 3D printed figures exactly, while others are happy to use
instead of purchasing metal, resin, or the orcs from last game as hobgoblins
plastic figures, they are usually indicated this time and the skeletons can stand in
as being best for a particular scale. for zombies. At the far end of the scale,
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APPENDICES
When all the pieces on the figure have brighten your bases and the entire paint
been painted, it is time to do some dry job, making the figure look really amazing
brushing. This can work both to add – an easy way to jazz up a quick paint job.
highlights to raised parts of a figure, as
There is a near-infinite number of
well as do wonders on features such as fur
painting techniques to get figures looking
or armor. This is best done with a separate
like little works of art. Once you have an
brush as it can be rough on the bristles.
idea what you are doing and what you are
Get a bit of paint on a brush and wipe it
trying to achieve, there is a whole world of
on a paper towel until it is almost all gone,
painting tips, techniques, and tutorials out
then roughly brush over the area. The
there waiting for you.
raised edges will pick up traces of paint.
For armor, a black primer with metal dry
brushed over it will look good. Getting Started with Terrain
When you are happy, and things have Terrain serves a mechanical purpose in
dried completely, add a wash. Washes presenting obstacles for movement and
are a very thin but highly pigmented concealment from weapons fire. It also
paint. When brushed on, the wash will helps reinforce the story of the game
pool in the recesses of the figure, adding world. If your game takes place among
definition. It is great for picking out details village houses and fenced in fields, it will
in things such as facial features or subtle feel completely different from a game set
parts of a weapon. You can make your in the wilderness with forest features and
own washes but when starting out it is wild terrain.
recommended to just buy a couple of pots.
You can purchase a lot of ready-made
When you have a finished figure, make terrain both made specifically for
sure to treat the base. At the least you wargamers and for railroad modelers.
should paint it (green is traditional) but There are also ample guides to build your
it will look nicer if you afterwards cover own from cardboard, wood, Styrofoam,
it in PVA glue and then sprinkle flock and more. Many gamers find that they
over it. Flock is a sort of fine sawdust-like enjoy the challenge of building terrain
material, usually colored green, available pieces as much as they do painting figures
from any gaming supply store. Make sure or playing the game!
to paint the base before doing this or the
color of the base will shine through. You
can add tiny pebbles, bits of static grass,
or mix in different colors of flock to
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APPENDICES
To get started, an easy build project is The keen-eyed terrain collector can
to use foam board (or similar). Cut out often find all manner of unexpected
squares, then cut a jagged pattern from terrain hiding in plain sight: From an
corner to corner of each square so you unusual garden rock to a few leftover
end up with two roughly triangle shaped miniatures painted grey and used as
pieces. Attach these edge-to-edge in an statues; the only limiting factor is your
“L” shape to a base and they will make up imagination. Just make sure you have
the corners of a ruined building. You can room to store all of it!
combine pieces like this in any pattern
you like to make an entire ruined city to
battle over. The Weasels Mantra
“Two okay painted armies on okay
It is a good idea to plan your terrain
terrain will look great in aggregate”.
projects in advance so you get a nice
variety of types but also so you can plan What this means is that you do not have
a cohesive look. For example, if you start to paint every figure to masterly levels
out collecting mostly natural features, or have photo-realistic gaming terrain. If
you will ensure a realistic looking table all of the figures in the game are painted
and will probably want to continue with to a reasonable table standard with
this theme. However, you can slowly start finished bases, and you have a table with
developing other options, for example by terrain, even if it is quite average, the
adding a few farmhouses which can then result will still be a very nice-looking
be the springboard for a village theme, game that you will feel good about and
and so forth. can take pride in.
Don’t neglect that this is a fantasy It also serves as a reminder that you will
setting. You can get all manner of get more bang for the buck, visually, to
cool crystals and rocks from home complete everything to a reasonable
decoration stores. A great source is your standard. Often, people make the mistake
local pet store: The fish tank section of spending a lot of effort on painting
will often have collections of fantastic their figures but then using cardboard
looking plastic rock formations that look boxes and CD cases for terrain, or lovingly
quite alien. Even a few such paint their figures while
pieces can enhance the feeling leaving them on paint-
that this is a strange world not stained black plastic bases,
like our own. completely undermining
the hard work.
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APPENDICES
Example:
You set your
scenario inside a
ruined temple. As
a special hazard,
anyone firing a
machine gun or
using explosives
risks of causing
parts of the temple
to collapse. The first
time this happens,
you place rubble
around the table
to block Lines
of Sight but,
the second time,
the soldiers might be flattened by
the collapsing ceiling. The goal of
the scenario is to locate a hidden instead of just being loaded up with
treasure and once a soldier does ultra-powerful killing spells.
so, they get a cool magic wand you
If you are the GM, be careful not to do
have invented. However, two ogres
overdo it on a favorite villain. While it
that are living in the temple will also
can be a lot of fun, the game is ultimately
show up and try to eat the soldiers.
about the soldiers, and you should not
overshadow them. There is a fine balance
You don’t have to invent brand new things
between a recurring enemy and an
every time. You can get a lot of mileage
insufferable one.
out of taking an existing creature and
renaming it, or tweaking one of its profile Unique scenarios can also present a great
numbers by a point up or down. way of introducing unique rewards such
as new magical items, transformations, or
A classic trick from fiction is to have
skills. Be careful with adding things that
a recurring evil character that is
are too powerful: It is easy for the game to
encountered multiple times. They can be
enter a power spiral where increasingly
loaded up with cool special abilities and
dangerous monsters are introduced to
attacks, with their powers evolving a bit
contend with ever more destructive spells
each time they show up. Consider a range
and items. If in doubt, limited or single-
of options here such as curses, paralyzing
use items are a good solution: A very
or teleporting characters, and so on,
powerful magical item that is only usable
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APPENDICES
once can get you out of a sticky situation, The best way to use active GM-ing is
but it won’t stick around to cause to make the world feel more alive by
potential problems down the line. allowing the players to do things not
normally possible in a miniatures game.
Even if you are playing on your own,
For example, someone may want to
you can still create unique scenarios to
set something on fire to smoke out the
fit into your campaign. You can use the
enemies holed up in a cave. As the GM,
existing campaign rules as a guideline.
you can judge whether that plan ought to
For example, you might create a
work and what is required for it to do so.
Special Mission inside a volcano. Since
If the plan has a chance of failure, have
this is more dangerous than normal,
them roll 1D6 and try to get equal to or
you might then increase the mission
above a target number. Wits scores can
rewards slightly.
be used as a modifier in most cases.
If this all seems intimidating, start out
You can make a task have multiple
very small: Think about the story you are
steps (such as having to retrieve
trying to have happen and then make a
something first) or requirements (only a
single game change to accommodate that
specific character has the correct tools),
story. For example, you have some cool
but it is best to keep it to two or three at
dark elf crossbow figures, so you say that
the very most.
they must stand still to shoot but if they
roll a 6 to Hit they score 2 Hits. Players should have clear expectations
of what is going on: If an action has no
Creating scenarios does not have to be
chance of working (you can’t set a fire
a big, difficult process, and it can be
because the villain bound a bunch of air
immensely rewarding in getting a game
elementals to the stone pillars), don’t have
experience that is uniquely yours.
them roll to do so. Just inform them that
it doesn’t work and let them figure out a
The Active GM different plan.
Game Masters can normally be described Likewise, be aware of basic probabilities:
as active or passive. A passive GM sets up If an action requires more than one
the scenario as explained above and then die roll to succeed, the odds are much
just runs the game, but does not generally lower than you might expect. An action
make any decisions during the battle. requiring three successful rolls becomes
If you wrote into the scenario that the very unlikely to work. To do the math
villain has an escape route, then they do, quickly, multiply the odds by each other.
otherwise they must fight it out according
If the first action succeeds 3 out of 6
to the rules.
times, the odds are 50% (3 ÷ 6).
An active GM tends the game similar to
If the second action succeeds 4 out of
how the GM in a roleplaying game does:
6 times, the odds drop to 33% for both
This might mean creating things on the
actions succeeding (3 ÷ 6 times 4 ÷ 6).
fly to make the game more interesting or
to respond to the actions of the players. As the GM, it is up to you if you want to
As with special rules in the scenario, limit adjust the difficulty of a scenario while
this to make it more interesting and to it is going on. Personally, I prefers not
avoid players feeling frustrated that they to. After all, there will be another battle
do not know what to expect. soon enough, and you can always make
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APPENDICES
CREATING AARS
AAR is a military term that stands for As many figure painters enjoy showing
After Action Report. It is used to describe their progress on a particular project,
a report on a battle that just concluded, planning and painting your enemies
and is often used by wargamers to also makes for good, sharable moments,
tell stories about their exploits on the and it is a good way to get feedback on
tabletop. Miniatures gamers tend to call interesting miniatures you may not be
them Battle Reports. aware of.
One of the most enjoyable ways to play Photos of your gaming set up are
solo games is the Social Solo where you generally included and most miniatures
play the game on your own but then share gamers love seeing photos of lovingly
the results online. This can occur on social built gaming tables and figures (especially
media, chat servers, or forums. since it is a good excuse to go look for
new figures for your own games). This is
An AAR can be as detailed as you like.
also outstanding motivation to do more
Some players prefer capturing every
painting or to improve on those figures
event and die roll, while others prefer to
you rushed to the battlefield!
keep things “big picture” and just capture
the key moments. Many enjoy writing it
out into an actual story that retells the
events or add a few bits of fiction text to
illustrate a particularly fun moment.
ADAPTATION NOTES
Adapting any premise from one From these two decisions arose the idea of
medium to another (in this case from having the player’s force separated from
novel to adventure wargame) always the rest of the rangers and trying to fight
requires some careful thought about their way back. This also cuts down on a
how to proceed. little bit of the hardware and high-tech
gadgetry which tends to be more fun
One of the earliest decisions was to let the
in literature than in gameplay, such as
player create their own squad with their
drones and Claymore mines.
own personalities. If you have a favorite
from the book, you may be surprised This also explains why you may end up
how often the dice conspire to give you seeing completely different creatures to
a character that fits your favorite, but a those the heroes encountered in the book.
big part of adventure wargaming is to The novel takes place in a modest amount
establish a personal connection to troops of real estate, so it would make sense that
and characters that are uniquely yours. they only encounter certain creatures.
When you finally meet up, your rangers
For a miniatures game, a challenge from
will have quite a story to tell!
the first novel is that the rangers spent
a lot of time defending in place. That Within the realm of the Forgotten Ruin
works to create very tense and exciting novels (and fantasy literature in general),
scenes in a novel, but on the tabletop, it a vast array of creatures and spells are
would end up feeling repetitive. Instead, possible. Since our perspective in a
the player undertakes an array of miniatures game is tactical combat, some
missions that brings them into contact cuts had to be made while other creatures
with the enemy. and spells were added.
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DESIGNER NOTES
Getting a chance to write something If you are new to these mechanics, you
you never would have thought of can be should find them approachable. Pay
extremely rewarding. Forgotten Ruin is particular attention to the turn sequence.
such a wild concept that it simultaneously Who moves now and who moves later
feels both very fresh and so obvious for a can often have a big impact on how your
miniatures game: High firepower versus turns play out. Experienced ‘5X’ players
the evil hordes of a fantasy world. Part will find that this game is not completely
of why it works so well for wargamers symmetrical; for example, we don’t track
is the transgressive effect of combining Stun markers for the enemies. The Knock
miniatures that normally aren’t used Down status is also new, allowing a bit
together. Seeing a fire team of US Rangers more of a cinematic vibe to the game
face down a mob of axe wielding orcs is as combatants get thrown around or
just plain fun! knocked off their feet.
Mechanically, I knew the game would use The armory is comparatively small in
the core mechanics from the Five Parsecs Forgotten Ruin: , but the weapons are
/ Five Leagues games. In the end I opted generally more powerful than what
to stick fairly close to Five Parsecs from you are used to. It is a fool's errand to
Home due to the firepower-oriented game accurately model the fire superiority of
play. Additionally, since we were going to a modern military rifle compared to a
have quite a few figures on the table, I was bow and the game does not really attempt
cautious about how much detail would be to do so. The military weapons do have
too much for players to handle. individual niches, and successful combat
against the hobgoblins will require
using each weapon to its advantage.
Concentrated firepower will win
battles, but you must deal with two
other concerns:
First, the enemy will not relent. The
Aggression mechanic means that more
reinforcements are incoming, and they
may well be quite unpleasant. Second,
you are here to accomplish a mission.
Whereas in the other campaign games
in the series you are looking at the
longer picture, in Forgotten Ruin you
are a soldier first and foremost. While
the missions may involve wizards and
dragons, they are still missions.
156
APPENDICES
Squad Leader
Name Luck Injured Advancements
Reactions Gear
Speed
Combat Skill Abilities
Toughness
Wits
Permission is granted to make copies of this form for personal use. It can also be downloaded from www.modiphius.net/pages/ForgottenRuin
159
Fire Team 1 Fire Team 2
PLATOON SHEET
Index
A battle round 11, 33
battlefield
Cover 31
Use Cover (upgrade) 137
AAR see after action report battlefield edge 38, 82, 92 Covering Fire (skill) 118
Actions 36 battlefield/table size 6, 82 Crafty (knack) 20
Free Actions 36 leaving the battlefield 38 cultists (enemy) 101
Move Action see Move beast folk (enemy) 100 Cursed (transformation) 134
activations 36 see also Savages custom scenarios 149
active GM 151 (transformation)
adaptation notes 154
Advancement 117
berserkers (enemy) 101
bird-person see Skyborne
D
Final Advance 140 blast radius 46 Damage 58
no Advancement possible? 118 Block (terrain) 30 Dangerous (trait) 56, 109
spell-caster Advancement 117 Dash (action) 36, 37
Blood Instincts (upgrade) 136
adventure wargaming 6 Delays 34
breakers (mob type) 103
after action report (AAR) 153 demon (monster) 108
Brutal Attack (upgrade) 134
Aggression 16, 34
buddy check 39 Deploy 82
added Aggression variety 35
Deploy Mobs 104
Aggression Phase 34
allies 69 C Desert (region terrain) 80
designer notes 156
AI 12
Anspach, Jason 8 Call Fire Support (action) 36 Determined (knack) 20
Apprentice (upgrade) 133 campaigns 63 Dice 15
Arcane (transformation) 133 campaign duration 67 attack dice 40
see also spell-caster campaign end 139 Direct Morale Dice 55
archer mobs 38, 54 campaign flow 67 Morale dice 54
archers shooting 41 campaign sequence 69 Difficult (terrain) 30
archers (mob type) 103 campaign turn 11, 64 Difficulty Factor 26, 68
Arctic (region terrain) 80 readying the campaign 64 determining Difficulty
Area (terrain) 30, 32 shared campaigns 148 Factors 68
armaments 42 casting spells 50 dinosaur (monster) 107
armor (kit) 122 cat-folk see Savage Divine (transformation) 135
magical armor 127 Centaur (transformation) 134 Divine Aura (upgrade) 135
heavy armor (kit) 122 champion 102 door 37
armory 58 character 13 dragon (monster) 108
assassins (mob type) 103 character Advancement 117 dropping down 38
assorted tools (kit) 122 character traits 20
artifacts 94-95
artifact battles 94
Chitinous (upgrade) 138
City (region terrain) 80
E
attack dice 40 climb 37 elemental (monster) 107
Aura (trait) 109 cleric (ally) 70 elf see Green (transformation)
Aware 39 cleric (transformation) End Phase 36
see Divine (transformation) enemy 13, 97
B Cold-blooded (upgrade) 137 generating the enemy 98
Cole, Nick 8 Enemy Actions 33
bard see scoundrel
base contact 14 combat 40 Enemy Action Phase 54
basic principles 11 Combat Rules 29 enemy movement 54
basic structure 11 Combat Skill 19 ephemera (kit) 122
battle combatants 13, 42 equipment 22, 123
abandoned battle 112 multiple combatants 43 Ethereal (trait) 109
artifact battles 94 commander 18 evil conjurer (monster) 108
battle conditions 83 conditions 39 evil dwarves (enemy) 100
battle outcomes 113 Conjurations (trait) 109 evil elves (enemy) 99
ending the battle 111, 112 consequences of failure 120 evil humans (enemy) 100
prepare for battle 74 constructs (enemy) 100 explosions 46
tabletop battle 69 war construct (monster) 108 Exposure 16, 121
see also Final Battle Consumable item 124 Exposure Points 132
160
INDEX
F Healthy (knack) 20
heavies (mob type) 103
lieutenant 19
Linear (terrain) 30
falling 38 Heavy weapon (weapon trait) 59 Line of Sight (LoS) 31
Fear (trait) 109 heavy melee weapon 122 lizardfolk (enemy) 99
Fearless (trait) 55, 101 Hellfire 115 lizard-folk see Scaled
Field (terrain) 30 help from allies 69 (transformation)
field exercises 24 heroic options 26-27 location draw 73
field promotions 119 higher ground 42 location travel 73
figure 13 high magic 66, 81 logistical support 78
Final Battle 67, 93, 94, 96 Hit 41, 42, 44 Loot 121, 124
prepping the Final Battle 94 Great Hits 41 low magic 66, 81
Final Battle set-up 96 to Hit 41 Luck 16, 45
Final Battle enemy 96 Hit resolution 44 Luck and multiple attacks 45
Fire (action) 36 hitting the target 41 lucky trinket (kit) 122
Fire (trait) 109 hobgoblins (enemy) 100 lycanthrope see Cursed
Fire Support 47, 77 Horns (upgrade) 136 (transformation)
Call Fire Support (action) 36 huge lizards (enemy) 101
Hulk (upgrade) 136
fire team 17
fire team leader 19 Humanoid (trait) 109 M
fire wizard (monster) 108 Hurl (trait) 110 main character 22
fish-folk see Scaled hyena-folk see Savage manticore (monster) 108
(transformation) mantis-folk see Swarm
Five X (5X) 8
Flexible (knack) 20
I (transformation)
map 64
Flight (trait) 109 impact point 46 update the map 123
follow-up move 43 Impassable (terrain) 30 massive worm (monster) 108
Forest (region terrain) 80 in contact see base contact measurements 14
Forgotten Ruin novels 8, 155 Individual terrain 30 medical pack (kit) 122
Infiltration (upgrade) 135 melee weapon (kit) 122
injuries 114
G Inspire Awe (upgrade) 135
messy combats 43
miniatures 143
game master (GM) 149 Interact (action) 36, 75 adapting to your collection 65
active GM 151 Interior (terrain) 30 converting miniatures 144
passive GM 151 Investigations 11, 86 getting started on painting 145
gameplay/game styles Investigation markers 82 miniatures challenge 133
other ways of playing 148 items see equipment miniatures handling 14
playing cooperatively 148 items, miscellaneous magical paints and brushes 145
shared campaigns 148 see various items picking bases 144
social solo 9, 153 selecting miniatures 143
streamlined play option 57 J minor personality aspects 21
ghouls (enemy) 100 Minotaur (transformations) 136
Jungle (region terrain) 80
giant (monster) 107 mission 11, 69
giant bugs (enemy) 101 components of a mission 11
giant scorpion (monster) 107 K Mission Objectives 75
giant spider (monster) 107 Keen Archery (upgrade) 135 mission requirements 74
Go Berserk (monster action) 57 Keen Eyes (skill) 118 see also Special Mission
goblins (enemy) 99 Kit Points 16, 122 mob 13, 54, 104
golem (monster) 107 Knacks 20 mob size 103
Green (transformation) 135 Knit Wounds (trait) 110 mobs with melee weapons 54
grenades see weapons, grenades Knocked Down 39 mob training 103
gritty options 26, 28 known personalities 18, 20, 114 mob variation roll 103
grunt 18, 20, 114 kobolds (enemy) 99 monsters 56, 106
monster actions 57
H L monster destruction 116
monster difficulty 106
halfling see Green large swords see weapons Monster Point (MP) 44, 57
(transformation) Leadership (skill) 33, 119 monster traits 109
hand grenades see weapon, Leadership Tactics 48 independent monster 84
grenades Leap (upgrade) 134 Morale 54
hand-to-hand combat 37, 40, 42 leapfrogging 62 additional Morale dice 55
Heads Down (skill) 118 leaping 38 direct Morale dice 55
healer (ally) 69, 71 lich (monster) 108 Motivation (skill) 118
161
INDEX
Support 77
fire support 47, 77
Unclimbable 38
vertical terrain 37
W
Call Fire Support Thick Scales (upgrade) 137 walking plants (enemy) 101
(action) 36 thief see Scoundrel war construct (monster) 108
logistical support 78 Thieves’ Luck (upgrade) 137 War Cry (upgrade) 136
planning support 78 time keeping 11 warriors (mob type) 103
platoon leader support 78 Toughness 19, 44 Wasteland (region terrain) 80
platoon sergeant support 78 trackable resources 16 weapons
sniper support 77 traits bows and crossbows 61
Support Points 16, 77, 121 character traits 20 extra squad weapons 22
Swamps (region terrain) 80 monster traits 109 grenades 58, 60
swarm (monster) 108 weapon traits 59
grenade targeting 46
Swarm (trait) 110 transformations 132
heavy melee weapon 122
Swarm (transformation) 138 transformation upgrades 133
tree monster (monster) 107 large swords 60
sweeping attacks 43 magical weapons 125
Swoop see Flight (trait) troll 107
turn 11 medieval weapons 60
Sword of Destruction 95 melee weapon (kit) 122
swords see weapons
U military weapons 58, 59
multiple weapons 43
T Unaware 39 poisoned weapons 61
Unclimbable (terrain) 38 realism notes 58, 60
table size 82
Undead (trait) 101, 110 swords 60
tabletop battle see battle
undead giant (monster) 108 weapon looting 61
Tactical Awareness (action) 36
Underground (region terrain) 80 weapon list 59
tactical primer 62
Tactics see Leadership Tactics weapon options 22
Tail Slap (upgrade) 137 V weapon traits 59
Take to the Sky (upgrade) 138 very specific weapons 61
vampire (monster) 107
target selection 40 Weasels mantra 147
various items 130
tentacle horror (monster) 107 Venomous (upgrade) 138 werewolf see cursed
Tentacles (trait) 110 veteran roster 18, 140 window 37
terrain rules 30 Victory Points (VP) 16, 67, 68, 139 Wing Buffet (upgrade) 138
Difficult terrain 30 Victory Point modifier 28, 139 Wits 19
getting started with terrain 146 villains 13, 55, 104 Wizard (trait) 110
Impassable terrain 30 check for villains 104 learning how to wizard 117
interaction with terrain 30 villain creation 115 wolves (enemy) 100
magic influence 81 villain destruction 115 wyvern (monster) 108
region terrain rules 80 villain goal 55
special terrain 81
terrain set-up 78
villain plans 55
villains reconsider 56
Z
terrain type 30, 65 virtual tabletops 152 zombies (enemy) 99
163
Quick Reference
QUICK REFERENCE
Phase Order Monster Actions
1. The Reaction Roll Roll 1d6 (+1 if Monster lost MPs this round).
2. Quick Actions
3. Enemy Actions Result Action
4. Slow Actions 1-2 Summon: Monster stays in place;
5. Aggression Phase does not make ranged attacks.
6. End Phase +1 to Aggression, if applicable.
3-6 Move to Attack: Monster moves
The Reaction Roll
so that it contacts as many
Roll xD6 equal to no. of active soldiers on
soldiers as possible during its
battlefield plus each fig. with Leadership.
movement. Note: Monsters with
Assign one die to each character.
ranged attacks use them if they
If die is equal to/below their Reaction fail to contact any opponents,
score, act in Quick Actions Phase. targeting closest visible soldiers.
If the die is higher, they act in the 7+ Go Berserk: As 3-6, but activate
Slow Actions Phase. twice in a row this round.
Hit Resolution
When a character takes a Hit, roll
1D6 + the weapon’s damage rating
In the third edition of Ivan Sorensen’s fantasy rule set,
+ any bonuses (e.g. Great Hit).
you command a warband of adventurers fighting
Enemies use a +0 damage against sinister forces threatening to
rating unless stated otherwise. envelop the land in darkness.
Hand-to-hand combat uses This RPG-lite adventure wargame gives you procedurally
generated fantasy campaigns, with skirmish battles
the weapon’s damage rating.
where you hunt down foes, sneak into enemy camps,
Soldiers without a hand-to- crawl through cavern complexes, track down terrifying
hand weapon use +0 damage. monsters, and engage in multi-stage quests.
If the result is equal to or above the
target’s Toughness, they become a Fast-moving miniatures-agnostic rules, developed
casualty and are removed. Monsters specifically for solo and co-op adventure wargaming.
lose 1 MP instead, and are removed
Five Leagues
n•
The last tomb
creeping malice,
and explore
and exciting a grim world where you take the role
• 3rd Edition
The whole quests� full of monsters of
campaign is
•
different enemy generated , enemies,
number of types, 17 unique procedurally, with
ways� foes, and 6 each battle
created from
ANCIENT LA
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281-038-
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DUST
9 781802 810387
If the roll is below the value, make Tailor the game difficulty to
your tastes with mechanics to add
the roll against Toughness during your own narrative elements.
Hit Resolution, above. Note: soldiers
Expansion PDFs now available.
who pass a saving throw do not
receive a Stun marker.
Find out more aT www.MODIPHIUS.net
165
The Adventure Wargame
The battlefield has never looked like this!
A time of danger, a secret mission, mysterious tech, and now you and your
platoon of rangers are in a strange world inhabited by orcs, sorcerers, and dragons!
Forgotten Ruin: The Adventure Wargame takes you to the strangest
battlefield yet, pitting state-of-the-art firepower against fantastical monsters.
Just hope the orc horde runs out before the ammunition does!
Based on the Forgotten Ruin book series, the rules are powered by the ‘Five X’ game system
from Five Leagues from the Borderlands and Five Parsecs from Home, unleashing the
same solo adventuring thrills. Command your squad while the game rules control your
enemies as they move and fight. You can even play with a friend by splitting your squad into
two fire teams or designating one of you to control the enemy like a Game Master.
This adventure wargame offers an exciting mix of tabletop tactics for miniature figures and
randomly generated campaign play, providing a unique, story-rich experience.
Inside this book you will find: Rules to turn enemy champions into
recurring villains.
Full rules for miniatures combat on
strange battlefields including powerful Campaign rules, objectives, and
heavy weapons, leadership tactics to rewards, including magical treasures,
customise your squad, spells, and advancements, and, best of all...
off-map fire support.
Transformations! Ever wanted to be
Stats for an array of foes to fight: a centaur with a machine gun? An elf
20 enemy forces with 6 different types sniper? Or just a squad leader with
(such as Assassins or Archers) as well a spell book? Your soldiers will not
as 20 huge monsters to challenge your remain the way they were and the
firepower. changes can be quite unpredictable!
MUH098V004
Printed in Lithuania