In this (the third) part of my latest solo gaming journey, I’ll be discussing some of the rules I’ll be using to run the game itself.
Now, for the most part, I’ll be using the OnePageRules Skirmish system – so this game can probably be thought of as a custom scenario for that really. As such, I’ll just list some of the house rules (and tables) that I’ll be using below (the ideas for which, I’ve borrowed from other games):
MISSION SPECIAL RULES
DEADLIEST OF FOES:
Unless otherwise stated, all models are slain (or are considered to have fled the battle) when they suffer their final wound (i.e. do not roll on the wound table, simply remove the model from play as a casualty). The usual morale rules are also ignored.
INVESTIGATION MARKERS:
Place an investigation token (in or next to a piece of terrain) at the centre of each of the enemy table quarters. When a player’s model ends their turn in contact with one of these roll on the following table:
INVESTIGATION RESULT (each token can only be investigated once) |
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D6 |
1st Investigation |
2nd Investigation |
3rd Investigation |
1 |
Hazard |
Hazard |
Hazard |
2 |
Nothing |
Nothing |
Nothing |
3 |
Nothing |
Nothing |
Warning Signs |
4 |
Nothing |
Warning Signs |
Missing scout |
5 |
Warning Signs |
Missing scout |
Missing scout |
6 |
Missing scout |
Missing scout |
Missing scout |
HAZARD. Either a trap is triggered, crumbling masonry tumbles from above, a nest of aggressive creatures is disturbed, etc. (choose what seems the most appropriate). The model/unit is required to make a defence roll to avoid suffering a wound. WARNING SIGNS. There are clear signs that some kind of struggle took place here. The next time an investigation marker is encountered, the player may add (a cumulative) +1 to the result when rolling on the above table. MISSING SCOUT. An injured member of the missing patrol is found here. They are too injured to be able to do much, but have valuable information that needs to get back to the watch captain. He must be assisted by (i.e. attached to) another model, and the pair may only move a total of 6” per turn in this way (though the model it is attached to may still act as normal in all other ways). To complete the mission, the scout must be safely escorted back to the player’s deployment area. |
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Note that, while these investigation markers work similarly to objective markers in the main game, in this instance enemy models will only move towards an investigation marker if they have no other options (i.e. they will always prioritise moving towards and/or attacking the closest player’s model/unit – that is, assuming any are within their line of sight).
RANDOM ENCOUNTERS:
At the beginning of each round draw one card from the encounter deck, and apply the result from the table below. If the card deck is ever exhausted, the missing scout is discovered (and slain) by any enemy models that start their turn at an investigation marker.
A |
HAND OF FATE: The player may keep this card, and choose to expend it at any point during the game to re-roll one die. Discard after use. |
2 |
Nothing happens. |
3 |
LOOK TO THE SKIES: A lesser vampire messenger lands 9” away from one of the player’s models (choose randomly) - i.e. treat it as having the ambush ability even if it normally doesn’t have it. This model should also be placed in such a way so as to be as far away from any other of the player’s models as possible. |
4 |
Nothing happens. |
5 |
PACK AMBUSH: Place 1d3 hunting hounds in the players deployment area. |
6 |
Nothing happens. |
7 |
SNEAKING FEET: A unit of beastling scouts appears in/on/behind the terrain piece farthest away from any of the player’s models (but also within weapon range if possible). |
8 |
Nothing happens. |
9 |
AN ILL WIND: Each of the player’s models/units will need to pass a morale test or begin the turn shaken. This is due to the foul sorcery of the enemy (or similar) filling their hearts with dread. |
10 |
Nothing happens. |
J |
FELLGRIM BRUTE: Vondez appears in one of the 3 table corners not belonging to the player (determine this randomly). He fights to the death, and as such, ignores the ‘deadliest of foes’ special rule (i.e. he rolls for wound effects as normal). |
Q |
ANCIENT VAMPIRE: Delravan is placed like in (3) above. When suffering a wound, she will flee the battlefield on her next turn (i.e. remove the model from play). Replace her card into the remainder of the deck and reshuffle. When her card is drawn for the second (or third) time, she will return to the battlefield in the same way (but with the amount of wounds she had when she was last removed). |
K |
FOUL SORCERER: Malakor enters play in the enemies deployment area. If he is ever reduced to a single wound he will attempt to flee off the nearest table edge. If he succeeds, place a unit of enemy models (at the exact same point from where he left) on the start of the following turn. These should be recycled from the last enemy model/unit to be removed from play. |
RANDOM ACTIVATION:
Place one die (or token) of a specific colour into a cup or bag for each unit in play. This could be white dice for the heroes and red dice for the forces of the enemy. Alternativly, if you have enough different coloured dice/tokens, you could use a different coloured dice for each enemy type. For example, at the very start of the scenario I will put…
...four white dice into a bag (one for each elf model), two green dice (one for each unit of lesser beastlings), two red dice (one for each beastling warrior), and one blue die (for the beastling chieftain).
Then, to activate a unit/model, a random die will be drawn from the bag to see who activates next. In the case of their being more than one model/unit represented by the colour that is drawn, then the model/unit closest to one of the player’s models goes first (note that the player may simply choose which model to activate when a white die is drawn). This continues until all dice are pulled from the bag, and (as such) all units/models have been activated this round.
When models/units are slain or new models appear on the battlefield, remove or add the relevant colour dice from the bag as appropriate.
OVERWHELMING ODDS:
If the entire deck of eleven cards is ever expended, roll a d6 on the start of each subsequent turn. If the result is higher than the number of models/units on the table, simply redeploy one model/unit (that has previously been removed from play) in a random enemy table corner, and have them move towards the closest investigation marker. The model(s) used follow the order of preference stated below (i.e. simply go down the list until you can field the model(s) required):
1 hunting hound
1 beastiling warrior
1 lesser vampire messenger
1 beastling chieftain
1 unit of beastlings
1 unit of beastling scouts
OBJECTIVES:
The primary objective of this mission is to find the missing scout(s) and escort them back to safety (i.e. back to the player’s deployment area). The secondary objective is to eliminate the enemy leader.
* * *
So, with all that out of the way, I think it’s time to actually start playing :)
Though, I know that having three posts explaining the scenario seems like rather a lot of trouble to go through for just one game – but I intend to use this system for a few different games (both fantasy and sci-fi alike)… so, next time I can just run through the forces and the tables I’m using – and then be good to go.
Oh, and in the spirit of OnePageRules, I’ve also made a single page pdf of the tables for this mission (which you can find HERE) – just in case anyone would like to test out the scenario as well!








































