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Eft Rulebook Digest

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Version 1.

04

~ Written By ~
Matthew Whitehouse ~ Featuring Art by ~
Tom Sweo Heath Foley
Emily Fontana Noah Page
Santiago Díaz González
Ekoi Panot

Copyright © 2012-2015 by On The Lamb Games


All rights reserved. No part of the contents of this book may be reproduced
or transmitted in any form or by any means, including recording or by any
information storage and retrieval without written permission from the author.

jose-nicolas Fantini (Order #14374653)


The Number of Crystals a Model
costs to take in your Party.

Attack(ATK) The number of dice you roll for a basic attack, or


a command calling for an ATK roll.
Defense(DEF) The number of dice you roll to defend against
an ATK roll.
Magic(MAG) The number of dice you roll to attack or defend
against a command calling for a MAG roll.
Move(MOV) The number of squares this Model can move in
the Move Phase.
Jump(JMP) The number of height levels a Model may ascend
during the Move Phase.
Item(ITM) The total value of Item cards this Model can be
equipped with.

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Page 2.
Health Points(HP) The amount of damage from attacks that a
Model can suffer before dying/being removed from the table.
Magic Points(MP) Some Commands have an MP cost which
is deducted from the Model’s total when it performs these
special actions.
Core Ability Each Model has a special ability which is listed
here. This may be a passive ability that affects its basic attack,
or an alternate action it can perform to a normal Turn.
On the back of a Model’s card are the special
commands it may perform in place of a basic
attack, or passive benefits it may receive. For 1
Crystal and 2 Crystal Models, a limited number
of these are selected, rather than receiving all the
listed abilities.

The Background Color represents what type of


card it is. Blue is for Classes, Green for Monsters,

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Red for Unique Characters, Purple for Unique
Bosses, and Grey for Items.
Some units have variant Models/cards; As long
as your opponent knows whichs card you are
using, the art doesn’t have to match the Model!
Game Setup
Endless is a Tactical Miniatures ‘C’ as in 1C for a Squire, or 3C for Lyra
game that recreates the playstyle Cosine.
and feel of classic 90’s console RPGs
on your table top. To get ready for Select Commands
a match of Endless, you will need to 1C and 2C Models have Command
follow these steps: Lists on the back of their cards. These
lists include checkboxes that can
1. Create a Party - Select which be marked off, while the card is in
Models you want to bring in your a protective sleeve, using dry erase
adventuring party. markers. Alternatively, you can use
2. Select Commands - 1 and 2 scratch paper. The commands you
Crystal Models may only take a mark off are the only ones the Model
limited number of the Commands can use in battle. 1C Models select 2
listed on the back of their card. Commands, and 2C Models select 4
3. Select Items - From your deck of Commands. 3C+ Models have a fixed
item cards, select which items are Command List, but placing them
carried by which Models. in card sleeves will still help with
4. Play! - The following sections tracking HP and MP.
will walk you through how to play
Endless. If you’re ready to try new
scenarios or campaign play, jump
Party Restrictions
Models on Red or Purple backed
to page 123.
cards are considered Unique.
All Unique Models may only be
A normal play area is between
taken once per Party. As they are
8”x8” and 16” x 16” with a square
Unique, with their own histories and
grid. You can easily find RPG game
personalities, their Command List
mats at gaming stores or build your
is fixed, and they have all of their
own boards with 1” squares. Tactical
available commands.
RPGs have multilevel battlefields,
where the elevation of certain
squares can change a battle. If you Item Selection
are designing your own map, make Each Starter pack comes with a
sure to include changes in elevation. variety of Item cards. These can be
Using a dry erase/wet erase marker on equipped to individual Models but
a square, you can mark the height of only up to the ITM limit on the Model.
the square if you are unable to build a Some items cost more than 1 point of
three dimensional battlefield. ITM, so make sure to count them up
correctly. Some items are also labeled
unique, this means that only one can
Creating a Party be taken in your party. “Consume”
The basic Party size is determined
and “Break” Items do not need to be
by the scenario being played. If
shown to your opponent until you
two players simply wish to have
use them. Place these cards face down
a skirmish, they can agree upon a
under the Model they are equipped to.
Crystal Limit to play a game. In such
“Equip” Items are shown face up as
situations the standard Limit is either
their effects are always in play.
5 Crystals or 10 Crystals. The Crystal
cost for a Model is often shortened to

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Item Types Equip Items
There are three basic item types that These items are always in play, and
a Model can bring into battle. provide a passive benefit to the Model
they are held by. These items are
never discarded unless a Command
causes it to be removed from the
Model holding the item. Such items
must always be shown. Place the item
under the Model’s stat card, face up,
with the title of the item peaking out
from below the stat card. Equip Items
remain with the Model when it dies.

Deployment
Consume Items Players will pick opposite edges of
These items are used during the Act the table to be their Deployment area
Phase, with the Use Item Action, on in a basic game. One player should
the Turn of the Model that possesses roll a die (4+, their team) to determine
the item. Once the Item provides its which side deploys first. Each player
benefits, the Item is discarded and has a deployment zone which they
cannot be used again. These items can may place their Models within. In
be used on adjacent Models, or on the a standard game, the deployment
Model holding the item. You are not zones must be At least half the table
required to show your Consume Items must separate deployment zones. The
until they are used. Keep the items Deployment of Models is alternating.
face down under the Model’s stat card Each player will place a Model,
until it is used. Consume Items are starting with the roll winner. Going
dropped when a Model dies. back and forth deploying a single
Model, players will continue until
Break Items every Model has been deployed. If one
These items may be used at any player has additional Models, they
time, even during another Model’s may continue to deploy after the other
turn. Break Items can only be used on player has finished. The deployment
the Model holding it. Like Consume rules may be different for specific
items, after applying their effect, scenarios, refer to scenario’s rules for
Break Items are discarded. Break any changes.
Items are not required to be shown
until they are used. Keep the items
face down under the Model’s stat
card until it is used. Break Items are Designer Note: “Unless
dropped when a Model dies. Stated Otherwise”, This
Timing - For Break items to provide should be your mantra as
their effect to a roll, the Breaking of you read through the rules of
the item must be declared before the Endless: Fantasy Tactics. Many
roll is made. This includes bonuses to mechanics may be stated that
rolls, or healing HP before damage is are contradicted by the special
dealt that would kill a Model. abilities of Models. These special
abilities will override any core
rules.

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Game Round
First Round Initiative Subsequent Initiatives /
After deploying, one player rolls Order Shift
a die. On a result of 4 or higher, the After the first round, at the
roller places the cards for their party, Initiative phase, each player may
from left to right, in the order they move a single card forward or
wish to play them. The opposing backward a single place in their
player will then do the same. If the initiative order. The players will
result on the die is a 1-3, the opposing now roll initiative again based on the
player places cards first. MOV of the first card in their order
Both players will roll a number of (including any modifiers). This “Order
dice equal to the MOV value of the Shift” can be made once during each
first card (including any modifiers). initiative, before rolling for turn order.
Each player receives a ‘success’ for
each die that has a 4, 5, or 6 (written
in the rest of these rules as “4+”) The
Multiple Players /
player that has more successes has the Teams
initiative and plays first. In the case of Sometimes you may want to play
a tie, reroll until one player has more with more than two participants.
successes. When organized into teams, players
The player will then take a turn will combine their initiative orders
with the Model corresponding to the with their teammates, and one player
first card in their Initiative Order, and from each team will roll initiative. If
then, the opposing player will do the you are playing a multiplayer free-for-
same. The first player will then take all, the player that wins will go first,
a turn with their second card, and so and then play will continue clockwise
on. If one player should have more from that player, around the table.
Models than the other, once their
opponent has played their last card,
the player may continue with their
excess Models, until they too, have
played their last card. After every
Model has taken a turn, a new game
round begins.

Model Turn
During a Model’s Turn, the player Turn Phases
progresses through three Phases 1. Move Phase - The Model is
before handing play over to their moved across the battlefield and
opponent. These phases must be decides on a facing.
performed in order. The Move 2. Act Phase - The Model
and Act phases may be ‘passed’ performs an attack or uses an item.
performing no action, but the Status 3. Status Phase - The duration of
Phase must always be performed. status and beneficial effects on the
Model reduce by one.

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Move Phase
In the Move Phase, the Model may Facing
move up to its MOV value in squares. Once a Model has completed its
The Model may not move diagonally, movement, the player must decide
but may otherwise move in any on a facing for the Model. Facing
direction. Models may move through determines which squares count as
allies but may not end their movement the Front, Side, or Rear Arcs for the
in the same square. Model. A Model may only target
squares in their Front Arc, during the
Jumping Up Act Phase. Once the player has moved
Which squares a Model can move onto the Act Phase, they may not
to are determined by the JMP value. change their facing.
A Model may move from one square Determining Facing - The front
to another above it, if the difference of the Model generally indicates their
in their height values is equal to or Front Arc and Facing. For clarity with
less than the Model’s JMP value. Models in dynamic posing, players
This determination is only made on a may want to paint the front of the
square-to-square basis, not based on Model’s base a different color to
the starting and ending squares. reduce any confusion or debate.
Ex. - A Model has a JMP of 3 and is
standing on a square with height 2. Phase Commands
From this square, they may move onto Some Models have abilities that
an adjacent square with a height of 5 or use the phrase “In place of its Move
lower. Moving onto a height 5 square, the or Act Phase...” These abilities may
Model may now move onto a height 8 or be performed instead of the Model’s
lower square. Move Phase or instead of the Act
Phase. If taken in place of the Move
Jumping Down Phase, the Model may select a Facing
A Model may always move to once before performing the ability, but
a square on a lower height value, not again before the Act Phase.
ignoring the JMP value. No penalty
occurs unless the movement is
Involuntary (See ‘Push Back’ page 13).

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Act Phase
After completing the Move Phase, Use Item - This option allows a
a Model may perform one of three Model to use a Consume Item on
actions: Basic Attack, Use Item, or themselves or an adjacent Model.
Special Command. To use any of Unless stated otherwise, once this
these, a Model must be facing their item has been used, it is discarded.
target, or must target themselves. Break Items may be used at any time
Commands with the Around tag do and are not required to be used during
not require the Model to be facing any this phase. Equip Items apply passive
target. effects and are never ‘used’.

Basic Attack - The integral attack Special Command - Listed on the


option of all Models. Basic Attack is back of a Model’s stat card, these
considered to have a profile of ATK, Commands are your choice of special
RNG 1. Many passives that a Model abilities to use instead of a basic
has or the Core Command on the attack, or consume item. Only the
front of their card may adjust this ones selected on a 1C or 2C Model
profile. Passives selected on the back may be used. A 3C+ Model may use
of a Model’s card overwrite the Core any of their commands.
Command if they conflict.
Ex. A Gunsmith begins play with the Refer to the Basic Rolling
Runegun Core Command, which makes Mechanics and Terms sections to
its basic attack RNG 4. The Blastgun understand what each Command
Passive on the back of the card makes its Profile means in game terms.
basic attacks Cone 2, Push Back 1. The
Cone 2 overrides the RNG 4.

Status Phase
In the last stage of a Model’s Turn, Effects, such as Burn or Poison
the player reduces the duration of that cause damage, occur when the
the Status Effect and Beneficial Effect duration is reduced. Roll/Apply
currently attached to the Model. When damage even on the Phase that the
the Effect’s duration is reduced to Effect’s duration is reduced to zero
zero, it is removed from the Model. and removed.
The duration is always reduced The Status Phase still occurs at
by one during this phase unless the the end of a Model’s Turn even if
Effect was applied during this Model’s an ability calls for a Model to use its
Turn. If the Effect was just applied, its entire turn to perform the ability.
duration remains the same.

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End of Game Round
After every Model has taken
their Turn, you will return to the
Initiative Phase. In some scenarios
or battlefields, special effects may
occur or are rolled for, at the end of
the Game Round. If you are playing
a scenario, make sure to follow any
instructions for it now.

Ending a Game
In a basic skirmish game, at the end This setup describes the Skirmish
of Round 7, one player should roll a Scenario. To play with different
die. Play continues for another Round objectives, refer to the Scenarios
if the die result is 2+. After Round 8, section for alternative rules. Many
play continues for another Round if changes can occur in Scenarios:
the die result is 3+. Each turn, increase different objectives, special Terrain
the required roll by 1. If a roll is failed, or Scenario Effects, varied Party
or the players finish Round 12, the restrictions, or a different number of
game ends. Game Rounds.
After the final Round is over, each
player totals the Crystal Cost of
enemy Models they killed. The player
that slew more Crystals wins the
match.

Basic Rolling Mechanics


Each command that a Model can Attack - ATK
use has a short profile indicating how When making a Basic Attack or
it works. These profiles explain what any Command that calls for using
dice to roll, the range of the command, ATK, roll the number of dice listed
and any additional effects. next to ATK on the attacking Model’s
Ex. The Adept’s Ray Arrow command stat card. Each roll of a 4, 5, or 6
has this profile: MAG, RNG 4, Holy (shortened to 4+) is a ‘success’. Count
Element. This means that you roll a up your total number of successes.
number of dice equal to the Adept’s MAG,
may target a Model up to 4 squares away, Defend - DEF
and it deals double damage against a Dark After the attacker has rolled, the
Blood Model or heals a Holy Blood Model. defending player now rolls a number
of dice listed next to DEF on the
The basic rolling mechanics are defending Model’s stat card. Each
listed below, followed by the terms roll of 5 or 6 (shortened to 5+) is a
section, which explains any additional ‘success’. Subtract this number from
effects a command may have. the Attacker’s successes. In Command
Profiles these are referred to as
‘defensive rolls’.

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Damage Death & Item Drop
If the number of attack successes When a Model’s HP is reduced to
remaining after subtracting defense 0, it has died and is removed from
successes is still a positive number, play. Its stat card is removed from the
subtract this amount from the Initiative Order and Status/Beneficial
defending Model’s HP. Excess defense Effects expire. Any unused Consume
successes do not cause ‘negative Items are revealed and a token is
damage’. placed where the Model died. Any
Model that moves onto the square
Magic - MAG removes the token and may add any
Some commands may call for a or all of the leftover items to their
MAG roll instead of an ATK roll. In inventory, if they have unused ITM
such cases, roll the number of dice capacity. Remember to return your
listed next to MAG on the attacking opponent’s item cards after the game
Model’s stat card, looking for 4+. is over!
The defender will use their MAG to
Defend, looking for 5+.

Game Terms
This sections describes any x2 (Times Two)
additional game mechanics or Some commands have a multiplier
vocabulary that are used throughout that doubles the final result of the
the rules. The first time you play, dice rolls. For ATK and MAG attack
you may wish to ignore these terms rolls, double the number of successes
and simply use the Basic Rolling AFTER the subtraction of defense
Mechanics to get an idea of how to rolls. For DEF and MAG defense
play the game. Once you have a grasp rolls, double the number of successes
of the basics, you should begin using BEFORE applying to attack rolls. If
the rest of the rules found on the more than one effect would cause x2
following pages. to a roll, each additional x2 instead
adds +2 Dice.
ATK+MAG ATK x2 Example:
Some powerful commands will call A 5 ATK roll results in 3 Successes
for ATK+MAG. With these commands, on a command that calls for ATK x2
the attacker will roll a number of dice and the defender gets one success. The
equal to the total of ATK and MAG. attacker deals 4 damage.
The defender will roll the higher of DEF x2 Example
DEF or MAG. An attacker gets 3 successes against
a defender that will get DEF x2. With
3 DEF, the defender gets 1 success. The
attacker deals 1 damage.

Flanking
ATK and MAG attack rolls succeed
on a 3+, when attacking from the
target’s rear arc.

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Vantage As Targets of Multi-Target
The opponent’s DEF and MAG Commands - Multi-Target Commands
defensive rolls only succeed on a 6 make attacks against each square that
when attacking from at least 2 Height they cover, not just each target. A
higher than your opponent or 4 Large Model suffers an attack for each
Height higher than a Large Model. square of their base that is covered by
Both Flanking and Vantage stack a Multi-Target command.
with each other, and any other
benefits/penalties that affect what is Passive -
a success on a die roll. (eg. an Attack Commands with this icon are
Command that succeeds on a 5+ that considered Passive. They are not
is made in the rear arc succeeds on a required to be used in the Act phase,
4+ instead.) their effects are simply ‘on’ when you
need them.
Flanking/Vantage Immunity
Some abilities make a Model Basic Attack
‘immune’ to Flanking or Vantage. Some Commands refer to basic
This means that Models attacking attack as part of a command. This is
this Model do not get the benefit informing you that any other passive
of Flanking, or this Model does not commands that modify a basic
suffer the penalty of Vantage. attack, also affect this command. If
a command does not refer to a basic
Large - attack, those passives do not apply.
Large Models are on 50mm
Bases and take up 4 squares. When Mana Points - MP
on uneven height levels, they are This value allows the use of
considered to be on the highest height commands with an MP cost listed.
level and cannot move through areas When a command with MP cost listed
of higher height, if their JMP would is used, mark off the used MP with
not allow it. Additionally, some of tokens or in some other fashion. If
their multi-target commands have you have less MP than required by a
different areas that they affect. These command, you cannot use it. Using
differences are noted in the Multi- Card sleeves helps protect the card
Target Tag section. Large Models have from damage, and allows the use of
a height profile of 4 for determining dry erase markers.
Line of Sight. The basic attack of a
Large Model is Line 1 instead of RNG Hit Points - HP
1. This value indicates the amount of
Large Models and Terrain - damage a Model can take before being
Remember that Large Models always killed and removed from play. Using
count as the height level of the highest Card sleeves helps protect the card
square of terrain they stand on, and a from damage, and allows the use of
Large Model is no longer affected by dry erase markers.
terrain types under his base unless
they are on that highest square.
Additionally, any effects that occur
due to movement, such as Lava, do
not double/quadruple effect a Large
Model due to their base size.

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ALL MP Height Profiles
Commands that use ALL MP use all Every regular Model has a height
of your current MP. These commands profile of 2. Large Models on the
cannot be used unless you currently larger bases have a height value of 4.
have ½ MP + 1 of your starting MP. This concept is connected to Line of
Regardless of your current MP, it is all Sight and range of attacks vertically.
used up by the Command.
Ex A Knight with 4 MP must have 3 Vertical Range
MP left to use Heroic Beam. Whether it Every command has a maximum
has 3 MP or 4 MP, the Knight is reduced vertical range in addition to the
to 0 MP by using the command. horizontal range. A Command may
target a square that is no more than
Round Down RNG + the height profile of the acting
Whenever a command, or other Model ABOVE the acting Model(+2
game mechanic calls for halving a for regular Models or +4 for large
number, always round down. Models). A Command may target a
square that is no more than RNG +
Range - RNG the height profile of the target Model
The distance at which a Model BELOW the acting Model.
can use the Command. A RNG of 1 Above Example - A Large Model
is assumed for any Command that (height 4), using a command with
does not have a RNG tag. Range is RNG 3, may target a square no more
calculated by counting the squares than 7 levels above it.
between you and your target along Below Example - A Model, using
the shortest path. Diagonals are a command with RNG 3, may target a
treated as 2 Squares away. regular Model (height 2) no more than
5 squares below it.
Height Level
Battlefields in EFT are Three Heal
Dimensional, and each square of the Commands or Items with this tag
battlefield has a height value. This is restore HP instead of reducing it.
an abstract concept, and the increase These effects can either require a dice
from one height value to another roll or heal a fixed amount. Models
is not a fixed value in real world do not make defensive rolls for
measurements. Your battlefields Commands or Items with Heal and
should use a standard measurement Heal rolls are not affected by Flanking.
for height values. We suggest a
value of ¼ inches or ½ inches per No Damage
height level. In either case, game A command that includes this term
mechanics will not refer to the actual does not reduce the target’s HP, but
measurement, only the abstract. only applies other effects. The Acting
Ex. If one height value is equivalent to Model must still roll enough successes
¼ inches, a Model on height level 5 is 1¼ and exceed defensive rolls to apply
inches above the tabletop. The game rules any other effects.
only use the height level 5, not 1¼ inches.
No Roll
Some Commands do not call for an
ATK or MAG roll. These Commands
apply their effects automatically.

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Piercing Reroll
This command ignores the first Roll a die again under
successful defensive roll, either DEF circumstances dictated in the special
or MAG. rule that contains the phrase ‘reroll’.
Rerolls can never occur more than
Push Back once per die. Regardless of the second
The target Model makes an result, the player must accept the
involuntary movement the indicated reroll result.
number of squares away. The
direction the Model moves is based Weak
on its position in the facing arcs of the This command can never deal more
Model that caused Push Back. Targets than 1 point of damage to the target,
in the side arcs are moved directly regardless of the number of successes
away from the Model. Targets in the rolled.
Front or Rear Arc are moved directly
away from the line formed by that Arc Resurrect
and the Side Arcs. Some special items or Commands
may restore a Model to life and will
Stop Short usually place the dead Model back
If involuntary movement, such on the field at a certain amount of
as that from Push Back, causes a health, adjacent to the Model that
Model to move onto another Model resurrected the dead Model. Place the
or onto higher terrain, they stop in resurrected Model’s stat card at the
the square immediately before the end of the initiative order. Equip items
Model or higher terrain. The Pushed remain with the Model when they are
Model and the Model that stopped resurrected. If no specifics are stated,
them, suffer 1 ATK which they cannot a Resurrected Model returns with full
defend against. Multiple Models that HP and MP.
are subjected to a Push Back all move
simultaneously, they do not stop short Summon
or take damage because of each other. Some Commands call for a new
Model to be placed on the battlefield,
Edge of the Battlefield adjacent to the Model that summoned
A Model may not move past the it. Unlike Resurrect, place the
edge of the battlefield. If a Model is Model’s initiative card anywhere in
pushed to the edge of the battlefield, the turn order, but you cannot use
they stop short and take damage a summoned Model on the same
as if higher terrain stopped their round it was summoned. Turn the
movement. Some Scenarios may state card sideways, flip it over, or mark
other effects that occur instead/in it in some fashion as a reminder. If
addition to these rules. no specifics are stated, a Summoned
Model enters play with full HP and
Falling MP. Summoned Models cannot be
If an effect such as Push Back given items.
causes a Model to involuntarily drop
down more than their JMP value, they
suffer 1 ATK for each level beyond
their JMP value, which they cannot
defend against.

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Occupied Squares Self Targeting
When an ability calls for Basic Attacks, Items, and any
Follow Through, Resurrecting, or command can be used by a Model
Summoning a Model, but the available to target itself. The only exceptions
squares are occupied, place the Model are Line, Cone, and Around Multi-
in the next nearest square, even if this Target Commands. The Model makes
would exceed the normal Range of the defensive rolls as normal.
Command.

Multi-Target Tags
Some Commands may be able to hit more than one Model, applying damage
or an effect to all of them. Commands with Multi-Target tags do not have to
directly target a Model and may be aimed at an empty square. Multi-Target
Commands cannot tell the difference between friend and foe, a Fireball will
damage a friendly Model just as much as an enemy. When rolling dice for a
Multi-Target command, the Acting Model rolls its dice once per target and
each defender rolls their defense dice to compare to the attacker’s result. Large
Models can be attacked multiple times, once for each square of their base under
a Multi-Target command.

Targeting Empty Squares


Multi-Target Commands can target empty squares with their center/first
square. This allows you to maximize the number of Models affected by a
command, or avoid hitting one of your own Models.

AoE

The Area of Effect of a command. Indicates how many squares out from the
target the command affects. An AoE tag of 1 indicates that the AoE is a basic
5 target AoE (The target and the adjacent squares). AoE Commands will also
have a RNG value, indicating the maximum distance that the center square of
the AoE effect may be targeted. The size of AoE Commands are not changed
when used by Large Models.

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Cone

Cone affects an area out from the front square of the Acting Model that
widens the further it goes. The value after the Cone indicates the number of
squares that the Cone goes out from the first square, and the width from the
center line that the cone widens to.

Line

A Line Command affects an area out from the front square of the Acting
Model in a straight line. The value after the Line indicates the number of
squares that the Line goes out to.

Follow Through
This tag is sometimes added on to a Command with the Line Tag. After
resolving this Command, place the Acting Model in the next empty square,
beyond the targeted squares. If no squares are available, leave the Model in it’s
starting square.

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Around

Including Diagonals, Around Tags affect every Model, out to the listed value,
away from the acting Model. Unlike other Multi-Target commands, Around has
no specific target. As such, it does not require Line of Sight to affect Models.

Wide

A Wide Command affects a square, and the two squares adjacent to it that
are parallel to the Front Arc of the attacking Model. A Wide command can also
have a RNG value. The center square of the Command must fall within this
range, and the affected squares must remain parallel to the Front Arc.

Safe
This tag indicates that the Multi-Target Command does not apply healing to
enemy Models or damage to friendly Models.

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Status and Beneficial Effects
Status Effects Stacked Effects
Status effects are penalties that Sometimes a Status or Beneficial
apply to a Model for a number of Effect will apply more than one effect
rounds. Only one Status Effect can be at the same time. They are treated
on a Model at a time. The most recent as a single effect for the purposes of
one removes the previous status effect. duration and applying another effect,
Commands that require an ATK or but both effects apply to the Model.
MAG roll do not apply their Status Stat Modifiers - Status Effects
Effect unless you roll more successes such as -2 DEF or -1 ATK temporarily
than the defender. Commands that reduce the number of dice you roll for
do not call for an ATK or MAG roll that stat. These status effects can never
automatically apply their Status Effect. reduce the stat below zero.

[#] - A number in square brackets Common Status Effects


All Status Effects can be removed
is how you easily identify a Status
by certain items, spells, or by having
Effect. The number indicates how
their duration reach zero.
many Model Turns the effect lasts on
that Model. The duration of an effect
Blind - Target Model cannot draw
always ticks down when the Model
Line of Sight beyond 2 Squares and
takes a turn, even if it goes right after
has -1 ATK.
the Model that caused the effect.
Burn - Target Model takes ATK 1
with no defensive roll in the Status
Beneficial Effects Phase. Burn is removed early if the
These function much like Status Model ends their Movement Phase on
Effects except they are good effects Water Terrain.
applied to a Model. Just like Status Fear - The first success of any rolls
Effects, one Beneficial Effect can be on that Target Model makes are ignored.
a Model at a time. The most recent one This stacks with any commands
removes the previous effect. that ignore successful rolls, such as
Piercing, ignoring two successes.
{#} - Beneficial Effects are marked
Poison - Target Model takes
1 Damage in the Status Phase. If
with their durations in a curved
the Target Model ever has only 1
bracket. These do not remove or
HP remaining, Poison is removed
replace regular status effects but occur
automatically without dealing the
concurrently. Beneficial Effects are
additional damage.
usually Elemental Bloods, or Status
Silence - Target Model cannot use
bonuses such as +2 DEF. Beneficial
Commands that cost MP.
effects do not elicit a defensive roll to
Sleep - Target Model automatically
apply.
passes on the Move and Act phases.
Sleep is removed early if the Model
takes damage.
Stop - Target Model cannot Move
during the Move Phase but may
change Facing. Movement may still
occur during the Act Phase or as
involuntary movement.

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Elements and Bloods
Some Commands are attuned to a Fire Element
type of damage or ‘element’ such as ATK/MAG +2 against Water Blood.
fire, air, dark, or holy. Each of these ATK/MAG -2 against Fire Blood.
can have a bonus effect on Models
attuned to those elements. A Model Water Element
that is attuned to an element has a ATK/MAG +2 against Fire Blood.
‘blood’. ATK/MAG -2 against Water Blood.
Models attuned to an Element will
have the element’s icon appear under
their statline. Commands attuned Air Element
attuned to an Element will have it ATK/MAG +2 against Earth Blood.
noted in the format: Fire Element. ATK/MAG -2 against Air Blood.
If a Command applies an Element
to a Model as a status effect it will Earth Element
be noted in the format: Fire Blood ATK/MAG +2 against Air Blood.
[2]; This does not mean that the ATK/MAG -2 against Earth Blood.
Command has an element of its own.
The ways that Elements and Bloods Holy Element
interact are listed in the next column: ATK/MAG x2 against Dark Blood.
Damage heals Holy Blood.

Dark Element
ATK/MAG x2 against Holy Blood.
Damage heals Dark Blood.

Facing
Arcs and Squares
Each Model has a facing, denoted
by the direction the front of their
body is facing. If it is not clear, paint
one side of the Model’s square base
so as to denote the front facing.
Every Square in front of this facing is
considered to be in the Model’s Front
Arc. The squares in a line to the sides
of the Model are the Side Arcs. Every
square behind the Model is in its Rear
Arc.
Additionally, the squares
immediately adjacent to the Model in
the Front/Side/Rear Arc are known as
the Front/Side/Rear Squares.

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Line of Sight
Line of Sight
Attacks require Line of Sight to a Model or square, to be able to target it. Line
of Sight is determined two ways, Horizontally and Vertically.

Horizontal Line of Sight

Models that occupy squares along the direct path to your target block Line of
Sight. The direct path can be determined by using a stat/item card, or another
straight edge, lining up the center of the attacker and target’s squares. Large
Models, taking up 4 squares, measure Line of Sight from the center of any of
their squares to determine Line of Sight. In either case, the vertical Line of Sight
must also be checked to determine if a Model blocks Line of Sight.

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Vertical Line of Sight

Regular Models have a height profile of 2, and large Models have a height
profile of 4. If, along the horizontal Line of Sight path, terrain rises 2 or more
height levels above both the acting Model and the target, Line of Sight is
blocked. If either Model is Large, only terrain 4 or more height levels above
blocks Line of Sight. The same effect applies not just for terrain but Models on
the field. Models along the horizontal Line of Sight add their height profile to
the terrain they are standing on to determine if they block line of sight.
Example: A Normal Model on height 5 Terrain blocks line of sight, as if the square
was height 7; a Large Model on height 1 Terrain blocks line of sight, as if the square
was height 5.

Multi-Target Line of Sight


Multi-Target Commands require Line of Sight to the center square, or
starting square, to target that location. All other squares within the area are hit,
regardless of Line of Sight, or height variation.

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Terrain Types
Generally the squares of a Desertsea
battlefield have no extra effect on At the beginning of a battle,
play. They are simply grass, desert, roll a die, denoting 1-4 as one of 4
or cobbled road tiles. Sometimes, you table edges, rerolling on a 5 or 6.
want to add some interesting effects All Desertsea squares ‘flow’ in the
to the game, and below are listed a direction determined by the die roll.
number of terrain types you can label At the end of a round, roll a die, every
a square, or group of squares. Model on a Desertsea square moves
that many squares towards the table
Water edge. Desertsea can cause damage
Movement across each square of from falling.
Water Terrain counts as 2 squares of Optional - On a 5 or 6, the Desertsea
movement. So a Model with MOV 4 is running deep, and costs 2 squares
could move across 2 Water squares. of movement to move through, like
The cost of 2 squares is for moving Water.
into a water square, not out of. A Suggested Placement - Desertsea
Model may not move into a water should be placed in large lakes or
square if they only have 1 point of occupy the majority of the board with
movement left, they must end their ‘islands’ of higher terrain.
Move Phase early.
Suggested Placement - Water Ladder
terrain should usually be at height 0 Models that begin their turn on
on a board, like a lake or sea, or flow a ladder square may spend their
from high to low height levels in a entire movement phase to move
line, like a river. into an adjacent square ignoring the
height difference between the two.
Lava Each ladder square only allows this
Models that move across these movement into one specific adjacent
tiles suffer Burn for one round per square. Large Models do not require
square they move across. Models that ‘double wide’ ladders to make this
begin their turn on a Lava square movement. Large Models are also
immediately take 1 point of damage. moved two squares to completely
Placement - Lava should be placed leave the Ladder Square.
like Water terrain, in floes or lakes. Suggested Placement - Ladder
squares should be placed individually
Iceslick next to buildings or cliffs.
Models that move onto Iceslick
terrain must continue moving in a
straight line until they move their
full movement, or are no longer on
Iceslick terrain. Iceslick can cause
damage from falling.
Suggested Placement - Iceslick
should be placed in large shapes,
near cliff edges will provide more
interesting results.

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Terrain Pieces
Terrain Pieces are objects placed Unstable - Models may move
on a battlefield before play begins. through this terrain piece but may
Some may be dictated by Scenarios, not end their movement on it. Push
or placed randomly before playing Back that ends on an Unstable Terrain
a regular game. Terrain can be used continues moving until it is not on
to break up open areas, creating Unstable Terrain. If this would result
interesting dynamics for play. in being placed off the board, the
Model instead stops short.
Line of Sight Ex. Slanted Roofs on buildings, Supply
Stacks, Altars, Any objects that are not
and Terrain Pieces flat enough for Models to rest upon safely
Like Models and the terrain height
without falling off.
itself, Terrain Pieces can block Line of
Sight. Scenarios with Terrain Pieces
The specific rules for a Terrain
will indicate the height value of the
Piece are decided upon by the players
object to help you determine Line
involved, or the scenario description.
of Sight. In regular games, players
Some Examples are listed here for
should agree upon a height value of
quick decisions.
the terrain piece.

Special Effects Basic Examples


Tree - Height 6, Obstruction
and Terrain Pieces
Some Terrain Pieces may Column - Height 8 (Obstruction if
have unique effects. Under most the Battlefield is ‘inside’)
circumstances you will simply
treat them as terrain with a unique Crystal Shard - Height 3,
design: Houses with flat roofs are just Obstruction
terrain standing higher than the rest,
Columns in an open air ruin can be Flat Roof - Height 4
stood upon like any other terrain if
a Model has the JMP to get up there. Slanted Roof - Height 3, Unstable
These sorts of ‘terrain pieces’ can just
as easily be treated like normal terrain, Supply Stack - Height 2, Unstable
but some may require other rules
notes. Each player should be made Altar - Height 2, Unstable
aware of what each terrain piece does
before play begins.

Obstruction - Models may not


move onto or through this terrain
piece. Push Back that would end on
Obstruction Terrain stops short as if it
was on a higher height value.
Ex. Trees, Columns supporting the
‘roof’ of the battle area, Crystal Shards,
Any objects with little to no flat surface
area.

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Scenarios
Before the Scenarios, we’ve listed roll a die to determine which side
what On The Lamb considers the deploys first. On a 4+, the die roller
dimensions of a ‘Standard’ Game deploys first. Players take turns when
of Endless. When Scenarios refer to placing their Models within their
Standard Deployment, or Standard deployment zone. Starting with the
Party Restrictions, they are referring roll winner and going back and forth,
to the following limits. If no specifics deploy a single Model, until every
about these are listed, it is to be Model has been deployed. If one
assumed that the Standard restrictions player has additional Models, they
apply. may continue to deploy after the other
player has finished.
Party Size
and Restrictions End Game Rolls
Though a normal game is played at Endless is usually played for about
10 Crystals, players can choose to play 7 Game Rounds. At the end of Round
at larger or smaller sizes of their own 7, one player should roll a die. If the
volition. Each Unique Character and result is 2+, play an additional Round.
Item may be included once per party. At the end of the next Round, roll
again. A result of 3+ indicates you
should play another Round. Continue
Defender and Attacker in this manner, adding 1 to the value
In some scenarios one player is
needed to continue until the end
deemed the Defender, and one is
of Round 12 when the game ends
deemed the Attacker. One player
automatically. If any of these rolls is
should roll a die. On a 4+ this player
failed, the game ends. A Game may
is the Defender. Otherwise, their
also end early if a Player has all their
opponent is the Defender.
models killed and removed from
play. Check the Battle End entry of
Board Size a Scenario to see if any other causes
The game should always be played might lead a match to end early.
on a grid of 1”/25mm squares, as the
bases included with the miniatures are
designed to fit within those squares.
Experience Points
At the end of each Scenario,
The basic board size is 8 squares long
players tally EXP they have earned
by 8 squares wide with a variety of
from following the special rules of
height levels. The exact variance of the
the Scenario. When playing in a
heights is left to the players, to design
campaign, EXP is used to level up or
their own battlefield.
recruit new Models at the Soldier’s
Guild. When a Scenario calls for
Deployment comparing EXP to determine a victor,
In a basic game, each player picks do not include EXP banked from
an opposite edge of the table as a previous battles.
Deployment area. Each player has a
deployment zone in which to place
their Models. In a standard game,
at least half the table must separate
deployment zones. One player should

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Skirmish King of the Hill
A chance encounter proves to be fatal A tower in the woods, a hidden cave
as two parties face off for glory, justice, or in a mountain, wherever you are, a great
the thrill of the fight. base of operations has just revealed itself.
Too bad someone else has spotted it as
Party Size - Standard. well. Time to stake your claim and send
them running.
Setup - Standard Board Size and
Deployment. PParty Size - Standard

Rules - No Special Rules. Setup - Standard Board Size


and Deployment; Place a 50mm
Battle End - Make Rolls starting at Obstructing Terrain Objective in the
the end of round 7. center of the board.

Rewards - Each player earns 1 Rules - Objective Control: At the


Exp per Crystal of opposing models end of each Game Round, the player
killed. Summoned Models are worth that has more Crystals adjacent to the
0 EXP, and Resurrected Models only Objective is considered to control the
contribute EXP the first time they are objective.
killed.
Battle End - Roll after Round 5

Rewards - If a player controls


the objective at the end of the Game
Round, they earn 1 EXP. They earn an
additional 1 EXP if no enemy models
are adjacent to the objective. At the
end of the final Round, the controller
gains an extra 1 EXP.

Rule Variations
Game Size - If you’re playing at larger or smaller Party Sizes, consider
playing on larger or smaller tables. This keeps the game from feeling
crowded or empty.
More Uniques - If you ignore the Unique restriction on Characters or
Items, consider making them cost an additional 1C or 1 ITM.
End Control - To End a Game, players can also roll Initiative and the
winner can decide if play continues or ends.

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Bandit Raid Hero’s Stand
Your party is overloaded with items. This is it, the moment when legends are
One of your group has gone off to get a born. If you can survive your unceasing
cart so you can get your haul back to town foes until help arrives, you will have
to sell for sweet, sweet GP. But wait! A changed the course of the war. Here they
group of highwaymen have stumbled upon come, prepare yourselves!
your camp and are eyeing your rewards.
Party Size - The Defender has
Party Size - The Defender plays standard restrictions. The Attacker
with 2C less than their opponent, but makes a 15C party of only 1C Models.
each Defender model may take +1
ITM. Setup - Standard Board Size; The
Defender deploys at least a quarter
Setup - Standard Board Size and of the way from any board edge (On
Deployment; Place 5 25mm Objectives an 8x8, leave at least 2 empty rows
in the Defender’s Deployment Zone around the entire board.) The Attacker
in the nearest row to the center of the places only 4 models, 1 adjacent to
board. each Board Edge, leaving the rest of
their party off the table and out of
Precious Loot - Defender models initiative.
that end a voluntary Move adjacent
to an Objective may move it 1 Square Rules - Unending Assault - At the
in any direction, before performing end of each Game Round, the Attacker
their next phase. This can trigger from resurrects any slain models adjacent
movement in the Move or Act Phase. to any Board Edge, along with 1
additional Model. This new model’s
Ill Gotten Gains - Attacker models stat card can be placed anywhere in
that end a voluntary Move on an initiative order.
Objective may pick up the objective
like an item of 0 ITM. A model Battle End - Roll after Round 7 ;
carrying an objective suffers -1 MOV. Play does not end early if the Attacker
If an Attacker ends their Turn in their loses all models in play.
Deployment Zone, while carrying an
objective, the objective is removed Rewards - The Attacker earns 1 EXP
from play. If an Attacker is killed per Crystal of Defender models killed.
while carrying an Objective, it is The Defender earns 1 EXP per Crystal
placed in the square where they died of Defender models alive at the end of
like the rest of their items. the Game. This Scenario is best played
twice, swapping Attacker/Defender
Battle End - Roll after Round 7 roles to determine a victor.

Rewards - The Attacker earns 1


EXP when an objective is removed
from play. The Defender earns 1
EXP for each objective remaining in
play, either on the field or held by
an Attacker at the end of the Game.
This Scenario is best played twice,
swapping Attacker/Defender roles to
determine a victor.

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Glass Cannon Rewards - Players earn 1 EXP
for each point of HP dealt to to the
You have wandered into a region with
enemy’s Crystal Shard. If a player
two massive crystal shards. The magical
destroys an enemy Crystal Shard, they
energy that bathes the area is doing
earn an additional 1 EXP.
something to your party. The far crystal...
you feel it must be destroyed.

Party Size - Standard

Setup - Standard Board Size and


Deployment; Each player places a
50mm Obstructing Objective in the
rows of their deployment zone closest
to the center of the board.

Rules - Humming Shards - Each


Objective is a Crystal Shard with the
profile listed below.

Battle End - Roll after Round 7 ;


Play ends early if all but one Crystal
Shard has been destroyed.

Crystal Shard
HP - 6
Shatter Proof - The Crystal Shard blocks the first 2 successes of a
ATK attack and 1 success from a MAG or ATK+MAG attack. It can take no
more than 1 point of damage from any attack. The Crystal Shard cannot
suffer from push back, status effects or beneficial effects, nor can it be
healed.
Magical Resonance - Each time the Shard is dealt damage, reroll its
Aura effect and replace its effect with the new result.
Aura - At the beginning of each Game Round, roll a D6 and refer to the
list of Effects below. The Crystal applies the Effect to all Models within 4
Squares. When the Effect changes, the previous Effect is removed. These
Effects supercede Effects applied by Commands.
1 - Dark Blood
2 - Stop
3 - Blind
4 - Fear
5 - Silence
6 - Holy Blood

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Message For You,
Sir!
This is madness! War has torn our two
peoples, and the world, apart. Take this
letter and ensure it arrives safely in the
enemy camp. Their general must hear our
plea. Our land cannot stand any more
bloodshed.

Party Size - Standard; Must include at


least one 1C Model.

Setup - Standard Board Size and


Deployment; Each player nominates
one of their Models as Leader and a
1C Model as Messenger.

Rules - Expecting a Letter - Leader


Models cannot leave the deployment
zone either by moving or as part of an
Action such as Jump. Leader Models
cannot deal damage or cause status
effects to Messengers.

Special Delivery - Messenger


Models that end their turn adjacent
to an opposing Leader model
deliver their message and lose their
Messenger state. Each player may
only have a single Messenger at at
time. If at any time a Player does not
have a messenger, a 1C Model in their
deployment zone may be given the
Messenger State at the start of their
Turn. Messengers cannot deal damage
or cause status effects to Leaders.

Battle End - Roll after Round 7; Play


Ends early if only one Player has a
Leader Remaining.

Rewards - Each Messenger that


delivers a message earns their Player
1 EXP. If a Player kills a Leader, they
lose 2 EXP.

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More Scenarios, More Units, Endless Gameplay...

www.On-The-Lamb.com

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