Onslaught FreeRPG Rulebook 8.5x11 v2REFERENCE

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9.

Bonus Experience Gain & Experience Dial:


GAME OVERVIEW When characters earn 5 experience points (EXP),
they level up and acquire a level up card with
Dungeons & Dragons: Onslaught is a competitive a new ability.
skirmish game in which each player controls an
adventuring party from one of the powerful
factions of the Forgotten Realms. Parties delve 1
into dungeons, battle rival adventurers, and 2
confront fearsome monsters on a quest for 3
treasure and glory!
This preview kit offers a glimpse into the
mechanics of the game through a quick-start 4 6
ruleset and an introductory scenario. 5

CHARACTERS 9
8

Character cards contain all of the information a


player needs to control that character in battle. 7
They are comprised of the following information:
1. Name: Only one character with this name
can be included in a player’s party.
2. Melee Basic Attack: A character can use a
standard action (STANDARD) to make a melee basic
THE GAME ROUND
attack (MBA) against an enemy character or
monster in an adjacent space. INITIATIVE PHASE
3. Ranged Basic Attack: A character can use a During the Initiative Phase, players determine the
standard action (STANDARD) to make a ranged basic order in which characters will activate over the
attack (RBA) against an enemy character or course of the current game round by following
monster in range. these steps:
4. Critical Effect: When a character makes
Deal Cards
an attack or uses an ability that involves a
die (D20) roll, if the result is a "20" the ability 1. The active player (the player
automatically succeeds and the character with the Initiative 1 card, as
applies this additional effect. determined by the scenario)
shuffles the Initiative 2–4 cards
5. Passive Effect: A general effect that is and deals two card to their opponent and
always in play. one card to themself.
6. Battle Wheel: Displays a character’s current Over the course of the game, some characters
speed (SPEED), armor class (_AC_), and hit points may be defeated (DEFEATED) and removed from the map.
(HP). SPEED is how fast a character can move, _AC_ All initiative cards continue to be assigned as
is how hard it is to hit a character with an normal, but cards assigned to DEFEATED characters are
attack, and HP is how much damage (D_ICON) it skipped during the Action Phase.
takes to defeat a character.
7. Cooldown Abilities & Cooldown Dials: Assign Initiative
Cooldown (COOLDOWN) abilities are powerful effects 1. The active player chooses one of their
that are limited in use by a COOLDOWN dial. character cards and places the Initiative 1
8. Reaction & Cooldown Dial: Each character card on it faceup.
has a special COOLDOWN ability called a reaction that 2. Both players secretly assign the remaining
can be taken in response to specific game initiative cards by placing one card
effects. facedown on each of their character cards.
1
ACTION PHASE A character can exchange their standard action
(STANDARD) for any other action and/or their move action
During the Action Phase, characters and (MOVE) for a bonus action (BONUS). Each action must be
monsters activate in the order determined by fully resolved before another action is taken.
their assigned initiative cards, starting with the
Initiative 1 card.
MOVE
Characters activate on the numbers 1–10,
while monsters always activate between these All characters can take a move action (MOVE) by
numbers, such as at Initiative 5.5. performing the following steps:
1. Gain Move Points: Gain a number of move
Activating a Character points equal to the character’s speed (SPEED).
When a character is activated, the player who 2. Spend Move Points: In general, each
controls that character performs the following move point can be used to move one space
steps: orthogonally in any direction (characters
1. The initiative card for that character is cannot move diagonally). At the end of the
turned faceup and the player takes actions MOVE action, any unspent move points are lost;
with that character. Actions are described in they cannot be used later in the character’s
more detail in the “Actions” section below. activation.

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.

Activating a Monster ♦ A character can move through friendly


characters but cannot move through enemy
When a monster (or monster group) is activated, characters.
it acts according to a set of behaviors defined
by the scenario. Monster behavior is described in ♦ A character can move into a space that has
more detail in the “Monsters” section on page 6. one or more character, chest, control point,
end zone, or loot tokens in it. A character is
overlapping a token while they share their
END PHASE space with that token.
1. Any effects that trigger at the end of the ♦ A character cannot end their movement on
round are resolved. the same space as another miniature.
2. Reduce each cooldown (COOLDOWN) dial by 1, turning
each COOLDOWN dial one position to the next lowest LOOT A CHEST
number. Dials set to ready (READY) or exhausted
(EXHAUSTED) remain unchanged. If a character is adjacent to or overlapping a chest
token, they may take a bonus action (BONUS) to loot
3. The active player passes the Initiative 1 card that chest. Draw one loot token at random and
to their opponent. That player will be the gain the corresponding item card. Then remove
active player in the next round. the chest token from the board.

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.

All characters can take a standard action (STANDARD) to


attack by performing the following steps:
1. Declare Attack: Choose one of the
character’s available attacks, such as an MBA,
RANGE
(RBA), or cooldown (COOLDOWN) ability set to the ready To count range, count the minimum distance
(READY) position. between the attacking character and the target
(T_ICON) in spaces, counting diagonally when
2. Set Cooldown Dial: If the attack is a COOLDOWN
applicable.
ability, set its COOLDOWN dial to that number by
turning the dial counter-clockwise. Basic ♦ All spaces at range 1 of a character, and
attacks do not have COOLDOWN dials. everything in those spaces, are adjacent to
that character.
3. Choose Target(s): Choose one (or more)
targets (T_ICON) that are in range and line of ♦ If a character’s ability has a minimum range
sight, according to the instructions of the of 2 or greater, that ability can choose only
attack. Attacks that allow multiple T_ICONs to be T_ICON that are at least that number of spaces
chosen indicate this in their description. away.
4. Roll Dice: Roll two twenty-sided dice (D20)
and choose the D20 with the highest number.
5. Compare Results: Add any applicable
modifiers to the roll, starting with attack
modifiers, then compare the final number
to the armor class (_AC)_ of each T_ICON. If the
final number is equal to or greater than the
T_ICON's _AC,_ the target is hit. If it is not, the T_ICON is 6
missed.
6. Deal Damage: Each T_ICON hit by the attack 3
suffers damage (D_ICON) equal to the D_ICON of the
attack, if any. If a monster is defeated by 3 5
the attack, remove its mini from the map. If
a character is defeated, replace its mini with 4
its defeated character token.
7. Apply Effect: If the attack has an additional
effect, resolve it.
These characters are all in range of Grabbleshanks's Shortbow.

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

SETUP SPECIAL RULES


1. Set Up Map: Set up the map as indicated in the Goblin Reinforcements: At the end of each round, if there
diagram above. Place the Goblin Guard monster card are one or more Goblin Guard miniatures that are not on the
near the map and assign it the Initiative 10.5 card. map, the active player player places one of those miniatures
in a Goblin Guard respawn location of their choice. Then, their
2. Choose Faction: Each player chooses a faction, the
opponent does the same, alternating until there are no Goblin
idealistic Harpers or the ruthless Zhentarim.
Guards left to place.
3. Prepare Characters: The Harper player takes the
Slaying Sword: If a character attacks a Goblin Guard with
Grabbleshanks and Lightning-Dancer character cards
Flametongue, it is automatically defeated. However, if a
and level up cards and places them to the left of the
character equipped with Flametongue suffers damage (D_ICON),
map. The Zhentarim player takes the Bedlam and
they drop the Flametongue loot token in their space.
Rokpyratrix the Clanless character cards and level up
cards and places them near the top of the map, along
its northern edge. OBJECTIVES
4. Set Dials: Each player sets their characters’ battle
If a player defeats all of their opponent's characters, they
wheels to their maximum number of hit points (HP),
immediately win the game. If after 6 rounds, neither player
and each of their cooldown (COOLDOWN) dials to the ready (READY)
has defeated all of their opponent's characters, the player
symbol.
with the most victory points is the winner.
5. Prepare Loot: Place the four loot tokens aside in
a small cup so you can draw one randomly. Set the
♦ Defeat a Goblin Guard: 1 victory point.
associated item cards nearby. ♦ Defeat an Enemy Character: 2 victory points.
6. Roll for Initiative: Each player rolls two twenty-sided ♦ A Friendly Character is Defeated by a Goblin: Lose
dice (D20) and compares their highest result. The winner 2 victory points, to a minimum of 0.
chooses which player will receive the Initiative 1 card
and become the active player.
♦ At the End of the Game: Gain 3 victory points if a
friendly character is equipped with Flametongue.

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

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