Onslaught FreeRPG Rulebook 8.5x11 v2REFERENCE
Onslaught FreeRPG Rulebook 8.5x11 v2REFERENCE
Onslaught FreeRPG Rulebook 8.5x11 v2REFERENCE
CHARACTERS 9
8
2. Remove all fading condition tokens assigned Move points are also subject to the following rules:
to that character that were not assigned ♦ A character cannot move into a space that is
during the current activation. occupied by blocking terrain.
ACTIONS
During their activation, a character can take each
of the following actions in any order:
♦ 1 standard action (STANDARD). PICK UP LOOT TOKEN
♦ 1 move action (MOVE).
As a free action (FREE), a character can pick up one
♦ 1 bonus action (BONUS). loot token on the map that they are adjacent to
♦ Any number of free actions (FREE). or overlapping. That character then gains the
corresponding item card.
2
C
ATTACK D
Each character has a basic attack,
either a melee basic attack (MBA), Grabbleshanks chooses his Shortbow ranged basic attack
ranged basic attack (RBA), or both. (RBA) and considers which enemy to target. Barachiel A cannot
In addition, some characters have cooldown (COOLDOWN) be chosen because the range of Shortbow is 2–6, Mistral B
cannot be chosen because line of sight is blocked, and Bedlam
ability attacks paired with COOLDOWN dials. C and Jeevika D are open.
3
LINE OF SIGHT AOE ATTACKS
If an attack has the area of effect (AOE) symbol, it
DETERMINING LINE OF SIGHT is an AOE attack. When a mini chooses an
Attacks and some abilities require a character to AOE attack during the "Declare Attack" step of an
have line of sight to a target (T_ICON). To determine attack, instead of choosing an enemy miniature
line of sight, attempt to draw an invisible line as the target, the attacking mini chooses a
from any corner of the attacker’s space to each space within range and line of sight that is not
corner of the T_ICON's space. If an uninterrupted line occupied by blocking terrain (see page 7).
cannot be drawn from at least one corner of the Then, the attack roll is made and is applied to all
attacker's space to at least one corner of the T_ICON's minis in a radius equal to the number after the
space without passing through enemy miniatures AOE symbol—friend and foe alike! For example, an
or blocking terrain, that attack or ability cannot AOE 1 attack is applied to every mini in the chosen
be used against that T_ICON. space and each space adjacent to it. An
AOE 2 attack is applied to minis in the chosen
CONE ATTACKS space, each adjacent space, and each space
adjacent to those spaces.
When a mini chooses a CONE attack during the
"Declare Attacks" step of an attack, instead
of choosing an enemy mini as the target, the
attacking mini chooses one orthogonally adjacent
space as the origin point for the attack. Then, the
attack roll is made and applied to all minis in a
cone pattern according to the number after the
CONE symbol.
For example, a CONE 1 attack would affect only a
mini in the chosen space. A CONE 2 attack is applied
to every mini in the chosen space and the three
spaces adjacent to that space in position 2 . A CONE
3 attack is applied to minis in the chosen space,
each space adjacent to that space in position 2
and each space in position 3 that is adjacent to
the three spaces in position 2 .
DAMAGE
When a character suffers damage (D_ICON), they
subtract the amount of D_ICON suffered from their hit
points (HP), then turn their battle wheel to that
number.
1 BLOODIED
When a character has lost a certain number of
2
hit points (HP), they are bloodied (BLOODIED). This is
indicated by the background of the battle wheel
3 display becoming red as the wheel is turned to
its new HP value.
4
Different characters respond to being BLOODIED in
different ways, as indicated on their character
cards. In general, a BLOODIED character undergoes an
REACTIONS
automatic adjustment to their armor class (_AC)_ Each character has a reaction that they can
and speed (SPEED) as the battle wheel is turned to its perform during the Action Phase. Reactions are
BLOODIED state. subject to the following rules:
♦ Reactions are performed in response to a
specific trigger, as defined by the reaction
itself.
♦ Each reaction has an accompanying
cooldown (COOLDOWN) dial and can be performed
only if its dial is set to ready (READY).
♦ Reactions are not actions and can be used
whether or not that character has activated.
DEFEATED ♦ A character’s reactions are typically
When a character’s hit points (HP) reach 0, they performed during another character’s (or
are defeated (DEFEATED), and their battle wheel will monster’s) activation.
display the DEFEATED icon. When a character is DEFEATED:
♦ Remove that character's mini from the map.
♦ Set aside any item cards the character is
equipped with and place the corresponding
loot tokens faceup in the character’s space.
An adjacent or overlapping character may
spend a free action (FREE) to pick up that token
and gain the corresponding item card.
CRITICAL RESULTS
Sometimes a character is particularly lucky
(or unlucky!). The following rules govern
specific die (D20) results:
LEVELING UP
♦ If a character rolls at least one natural When a character gains their fifth experience
“20” on a D20, the roll automatically point (EXP), they level up and gain one of two
succeeds, and the character that made powerful new abilities. Characters can typically
the roll applies a Critical bonus to the level up only once during each scenario.
ability as indicated on their character or
item card. GAINING EXPERIENCE POINTS
♦ If a character rolls a natural “1” without When a character gains one or more EXP, add
rolling a “20” on their other D20, the roll those points to the number on their experience
automatically fails, even if the other dial and turn that dial to the new number.
die would otherwise be a non-critical Characters gain EXP for the following:
success.
♦ Gain 1 EXP for performing an attack that hits
♦ If a game effect adds a modifier to hit, one or more targets.
it does not affect the result rolled on
the D20 . For example, Bedlam’s Arcane ♦ Gain 1 EXP for looting a chest.
Strike ability adds +2 to hit on their ♦ Gain the indicated number of EXP each time
next attack roll. If they roll an 18, it does that character fulfills the requirement listed
not count as a natural “20” and is not a on the bonus experience section of their
critical success. character card.
6
5
LEVELING UP ● If there is a tie between possible T_ICONs, the
closest character of the active player’s
After a character turns their experience dial, if party is targeted first. If there is still
the window displays the level up (LEVELUP) symbol, ambiguity, the non-active player decides
they have gained a level! When a character levels which T_ICON the monster attacks.
up, choose one of that character’s level up cards
4. Deal Damage: Each T_ICON suffers damage (D_ICON)
and place it faceup near their character card. The
equal to the value of the attack.
character gains access to that ability and can use
it immediately. Repeat steps 1–6 until all of the monsters in
the group have been activated. Each monster
activates only once.
CONDITION TOKENS
Some level up cards have the exhausted (EXHAUSTED)
symbol, indicating that they can be used only Enduring condition tokens remain until removed
once. When a character uses a level up card with by a specific game effect and are marked with a
the exhausted symbol, they flip it facedown to white border.
indicate that it has been used.
♦ Cursed: Enduring. Bedlam
adds 1 to the damage (D_ICON)
MONSTERS of each of their attacks
that target the bearer of
Cursed. After the bearer of
MONSTER INITIATIVE Cursed is defeated, Bedlam
Each monster group in a scenario is assigned an heals (H_ICON) 3 hit points (HP).
initiative card by that scenario. This initiative card
always includes a decimal and occurs before or
after a character’s activation. ♦ Marked: Enduring.
Grabbleshanks adds 1 to
the D_ICON of each of their
MONSTER ACTIVATION attacks that target (T_ICON) the
bearer of Marked.
Monsters obey the same general rules as
characters. When a monster group is activated,
perform the following steps: ♦ Taunted: Enduring. While a
1. Choose Monster: If there is more than one character is Taunted, they
monster in the monster group, activate the roll only a single D20 instead
monster closest to the northwestern corner of two dice while attacking
of the map. targets (T_ICON) other than
Lightning-Dancer.
2. Move Monster: The scenario describes
when and how each monster moves. If
there is a tie between possible movement
routes, the monster is moved toward the HEALING
closest character of the active player’s party
first. "Closest" is defined as the character it When an effect heals (H_ICON) a character, add the
will take the least amount of move points number after the H_ICON symbol to each character’s
to reach. If there is still ambiguity, the current HP, then turn the character’s battle wheel
non-active player decides exactly how the to that number. H_ICON abilities can bring a character
monster moves. out of the bloodied (BLOODIED) state but cannot be used
3. Choose Target: Determine all targets (T_ICON) on a character that is defeated (DEFEATED).
that are in range of the monster’s attack.
Then, refer to the scenario to determine
which of these T_ICONs the monster will attack.
6
GREATHALLS & GOBLINS
Zhentarim
Starting Area Goblin
Guard
Respawn
Harper
Starting Area Chest
Tokens
Blocking
Terrain Goblin
Guards
TM & © 2022 Wizards
GOBLIN GUARDS
WIZKIDS/NECA, LLC
© 2022 WIZKIDS/NECA, LLC. WIZKIDS and related marks 603 Sweetland Ave. Initiative 10.5: Each time a Goblin Guard activates,
and logos are trademarks of WizKids. All rights reserved. Hillside, NJ 07205 it moves toward the closest character as directly as
USA possible, stopping immediately if it becomes adjacent.
© 2022 Wizards of the Coast LLC. All Rights Reserved. Dungeons & Dragons, Wizards of the Coast and
their respective logos are trademarks of Wizards of the Coast LLC in the U.S.A. and other countries, and are www.wizkids.com Then, it attacks the closest character, if able.
used with permission. 7