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FBTV QuickReference

The document outlines the gameplay mechanics for the game Fade Beyond the Veil, detailing the round order, player and enemy activation, and combat rules. Players create a warband and take turns performing actions using specific stats, while managing resources like Action Points (AP) and health. The document also includes rules for movement, rewards, and the consequences of failure or death in the game.

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Jason Pelland
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0% found this document useful (0 votes)
26 views2 pages

FBTV QuickReference

The document outlines the gameplay mechanics for the game Fade Beyond the Veil, detailing the round order, player and enemy activation, and combat rules. Players create a warband and take turns performing actions using specific stats, while managing resources like Action Points (AP) and health. The document also includes rules for movement, rewards, and the consequences of failure or death in the game.

Uploaded by

Jason Pelland
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

FADE BEYOND

Round order

The game is played as a series of rounds in the following order:

Setup
THE
VEIL •



Player Fighters activate - Players spend AP and take their actions
Enemies activate - Enemies who didn’t react to Failures/Consequences make actions.
Recoup - Player fighters regain 1d3 AP
Drops - Players gain and distribute rewards per enemy killed.

To setup the game create a 60cm x 60cm battlefield and scatter some
scenery. Follow the additional setup for the chosen scenario from the Players activate
rulebook and collect your character sheets and models.
Players take their turns by activating each fighter in their warband. Then a
GM Fighter activates they can perform actions including Moving, Attacking
and Activating abilities. 1AP is used per action while Abilities and Spells
Fade Beyond the Veil can be played with a GM, with just players or as a have their own unique AP costs.
Solo game. If you have a GM they will control the enemy fighters, describe
failure and success outcomes and dictate the flow of a scenario, managing When making any actions the player will need to select the most relevant
events which may occur. stat for that action and roll for success. When each fighter is out of AP or
has passed their turn the Enemies will activate. Moving does not require a
While playing without a GM the players will fight against enemies using success check.
the best judgement of the group and manage events using the tables from
the rulebook. Enemies Activate

Characters After the players activate the enemies will take their turns. Enemies will
only activate if they have not already made a reaction to a Failure or
Create your Warband and Characters following the guidance on page 12 of Success with Consequence during the players activation.
the rulebook before you set off on battle. Each character is of a specific
class and each class has unique abilities to use in battle. Enemies will perform the actions from their stats page if able. If there are
no actions of movement the enemy is likely to take then they will not
Core Gameplay activate.

To play you will take turns describing your characters actions and then Recoup
rolling d6 equal to the most relevant Stat for that action. The highest roll
decides the outcome. If you have 0 in a stat that is required you will After enemies activate the players recoup. Each fighter rolls 1d3 and
instead roll 2d6 and the lowest result is the outcome. recovers that much AP.

Drops
Failure with Consequence: The action fails and enemies will react.
For each enemy killed in a round you will gain 1 drop. After the Recoup
Success with Complication: The action succeeds but enemies still have a step roll 1d6 per drop and then distribute the results as you wish.
chance to react.

Success: The action succeeds and there is no downside. 1d3 HP 1d3 AP 1d6 Tris
Combat Defeating enemies

After choosing and describing an action the player fighters will check for When you reduce the Health of an enemy to 0 they are removed from the
success using the most relevant stat. board. You increase the Drops for this round by 1 and the fighter who dealt
the final blow gains 1XP.
Stats
Fading
There are three stats which are used for any actions. When performing an
action select the most relevant stat for that action and roll that many d6. Upon dying you mark a point of Fade. If the box on the Fade track is a
Hammer: Used for strength based actions (melee attacks, rushing at enemies)
Milestone you then strike through a Spell or Trait at random. If the Fade
track is not full reset your HP and AP to full and go to the last used
Scythe: Used for actions requiring guile (sneaking, fast attacks) Bonfire.
Weave: Used for actions which require cunning (spells, patient attacks)
If the Fade track is full the fighter is dead. Your Warband loses any
Movement Weapons and Items that fighter had and they can no longer be used.

Player and enemy fighters each have a move stat which dictates how far Retreat/Failure
each move can take that fighter. (Depending on your model size you may wish
to adjust these values) If you are struggling in a battle you can retreat by moving your fighters
off the edge of the board. Retreating or having a scenario fail state happen
Short: Up to 5cm will end the battle in failure. You will not gain any rewards from the
Mid: Up 8cm scenario. (you will keep any XP gained from defeating enemies.)
Long: Up to 10cm
Rewards
Distances Each Scenario grants rewards on successful completion. If an Event
happened during the scenario it may grant additional rewards if its goal is
In order to do an action you must be within range to reasonably perform completed.
that action. There are four ranges:
Near: Base contact with target. Mostly used in standard melee combat. Town
Close: One standard model width from the target. Within range of long reach weapons like spears.
When in town you can spend Tris at the item shop, convert XP into Trait
Far: Up to eight model widths away from the target. Used for Spells or ranged weapons. Points (TP) or Stat Points (SP) and use them to upgrade your characters.
Out of Range: Anything which is outside of the Far distance is classified as Out of Range. You can also unbind any Bound Artefacts you have gained. Then select a

Positioning Bound Artefacts

Each model has a front and back side. This is used to decide line of sight When in town you can unbind any Bound Artefacts you have acquired.
for attacks and to check if a fighter can be Backstabbed. These artefacts will become weapons or rarely Trinkets which can be used
by your fighters. See page 23 in the rulebook for rules on Bound Artefacts.
Line of Sight: If a model does not have clear line of sight then
success only happens on a roll of 6. Items

Backstab: If a fighter is attacked from the rear they suffer an Each fighter can take up to 4 items from the warband stash into battle.
additional 1 Harm. Each item may only be used once and is discarded after use.

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