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Legends talk of a swordsman, clad in green armor,

who has been undefeated for centuries.


His origins remain unknown, but his deeds are well documented.

DLC 01
Challenge Missions - Requires Endless: Fantasy Tactics Rulebook
Ver 1.0.4

~ Written By ~
Matthew Whitehouse
Emily Fontana
Tom Sweo

~ Featuring Art by ~
Noa Page
Heath Foley
Santiago Daz Gonzlez

Challenge Battle Contents


These battles are designed to test your tactical skills. Episode 01 - Battsu VS One Hundred Elves 2
The only reward is the satisfaction of completing the Episode 02 - Battsu VS Boss Dozz 4
challenge. Episode 03 - Battsu VS The Mage Stalkers 6
Episode 04 - Battsu VS The Judges 8

The Knight 10
Mage Stalker 11
Battsu 12
Boss Dozz 13

Copyright 2014 by On The Lamb Games, LLC


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.

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Episode 01 - Battsu VS One Hundred Elves
A Forgotten Forest
The War of Rebellion was drawing to a close. Humanity Party Size - Defender: Battsu (3C)
was marching on Mercurious in a great column. Battsus Attacker: 5C of Squires
Mercenaries had been commissioned, like many others, to
guard the flank. In Arclight Mire, his fellow soldiers became Setup - The Defender places Battsu in the indicated
separated. Calls for regrouping were met with a single holler. Square. The Attacker deploys their models in the
His massive sword at the ready, Battsu moved with great effort indicated Deployment Zones. At least 1 Squire must be
through the sinking mud. placed in each Deployment Zone.
A clearing let a small amount of moonlight into a grove.
Clutching one arm, Battsus second-in-command flashed with Rules - Human Hurricane - Battsu takes 2 Model Turns
relief at the sight of him. We were ambushed I didnt even each Game round. This increases to 3, 4, 5 and 6 Model
have a chance to utter a command before it was over Battsu Turns after Battsu has killed 5, 15, 30, and 50 Enemy
noticed the arrow sticking from the Commanders arm, it was Models, respectfully. These additional turns are
useless and she wouldnt fight until it was healed. separated by Enemy Turns just like Advance Model
In the dark, he could almost sense their approach. The Turns.
Arganeans march was only a fraction of the volume of the
sound made by any other feet. Their plates of armor moved Arganean Centurions - Starting on Round 2, 10 Squires
silently as they encircled him. In the rear, their commander are placed in the Attackers Deployment Zones at the
gloated. Five Elven Centurions stepped forward. The last beginning of the Round. At least 1 Squire must be placed
two! Finish them so we can find the enemy column. in each deployment zone. At most, 20 Squires can be on
Though they were merely a scouting unit, Battsu had never the battlefield at once. The Attacker will deploy fewer
faced so many soldiers at once. Go. He commanded simply, additional Squires if they would exceed this maximum.
his eyes focused on the foes approaching. A small path still IE. There are currently 18 Squires on the battlefield, The
lay behind them and the Commander nodded silently. If she Attacker only deploys 2 additional Squires.
could reach help, perhaps Battsu could survive long enough...
perhaps. Battle End - Play continues until Battsu has killed 100
Squires or Battsu is killed.

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Tree Rock Battsu Deployment

Open Terain Elf Deployment

Bloodied but unbroken. Battsu rests on a stump as his fellow mercenaries rush into the clearing, weapons drawn for a battle.
They are stunned to see the number of his fallen foes. Whispers soon spread through the entire army of his deeds.

An entire Century
Is he a monster?
100 Elf Slayer Battsu!

The deeds he and his band accomplished would soon see them sent on more dangerous missions, ones that would change his
destiny. Barely healed from his injuries, Battsu once again strides into battle.

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Episode 02 - Battsu VS Boss Dozz
A Forgotten Castle
Before the war, Battsu was one of a lucky few to sign on as Party Size - Defender: Battsu (3C) and 5C of 1C Class
a mercenary operating at the behest of the Arganeans. More Models
often than not, Humans were executed on sight for bearing Attacker: Boss Dozz (3C +5C Advance)
weapons. Battsus turn in the Gladiator pits revealed his skill
to the slavers, and in turn to the nobles in charge of punitive Setup - Battsu and Boss Dozz are placed in the indicated
expeditions. squares on the map. the 1C Class Models are placed
A small squad had been placed under his command. The in the Defender Deployment Zone squares in any
group had survived a battle or two, hunting down rebels arrangement.
beneath Yorak, but a new task had sent them to Nacre, seeking
out an Arganean Mage who, rumor had it, was performing Rules - The Undefeated Dozz - The 1C Models are
uncondoned experiments. Battsus Raiders were unprepared suffering from Fear in addition to any other status effects
for what they would face. they may receive throughout the fight. The 1C Models
The Beastmans flesh glowed with an impossible hue. In Move Phase is automatically skipped, and they cannot
one great fist, the pulpy remains of his creator dangled like Move via a Command in their Act Phase.
a broken doll. It turned to face the interlopers, and despite
the rage, Battsu could detect the intelligence of the creature Battle End - 10 Rounds, or When Battsu is Slain, Or
remained within. His troopers, on the other hand, were frozen When Boss Dozz is Slain, or When all 5 1C Models are
with fear at the Aether-enhanced monster that towered over slain.
them.

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Column Battsu Deployment

Defender Deployment Dozz Deployment

Open Terain

Too many had died, and Battsu was unsure if he would join them. A chance strike dug deep into the shoulder of the twisted
Beastman. A roar of pain warped into a sadistic laugh.

Heh heh heh...You fare better than your underlings, human. My kind live for centuries, and not once have I been
so injured. The Beastman pulled the sword from his wound and the injury slowly closed. Never had the mercenary seen such
magic.
I have crossed the barrier. Those foolish Elves should never have tinkered with such knowledge. The traversal has
altered me. I cannot die. The two clutched either end of the sword, Battsu straining with all his might to once again cleave
into the creature.
Remember the name Boss Dozz, I have a feeling we will see each other again. Consider your survival a token of
thanks for making me feel alive.

With a surprising reserve of strength, Dozz tossed the sword, with Battsu still gripping the other end, across the laboratory
wall. Thudding feet echoed into the distance as the warrior recovered from the blow, unsure of how to explain what had transpired
to his superiors.

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Episode 03 - Battsu VS The Mage Stalkers
Unimak Island
With a blinding flash of light, Emperor Alaeron had Mmmm? Who is there? Oh, hello little person. Are you
disappeared from his palace. The throne and wall behind his lost? Do not worry. I will make sure you get home safe.
position and been destroyed by whatever had caused it. The
resistance cried out in victory, their freedom won from years ~
long struggle.
The battle weighed heavily on Battsu. Over and over he With a great inhalation, Battsu found himself standing,
had recalled the battle in his memory. The lack of a body kept shuddering in the Terran sun. About him, a half dozen Elves
him from joining in the revelries of his fellows. The following busied themselves at controls, yelling in panic. One of them
night, he shared his worries with the resistance leader, Leir looked up, and was able to scream GUARDS! Before energy
Satona. Battsus exploits had ensured his words carried the arced from his malfunctioning console, casting him across the
weight to sway anyone who had fought alongside him, and platform on which they stood.
Leir agreed to his request. The small island on which the swordsman found himself
One of the few airships rescued from the riots, and a crew was soon swarming with Mage Stalkers, the pet assassins of
of Dwarves, the most likely to successfully interpret Arganean the Emperors. The other consoles soon followed the first ones
technology, journeyed to the elven homeland. Behind them, behavior. Battsu had to escape, but not before he ruined what
Wugin burned as the last of the Elves were overthrown, pulled he could of the Elven experiments here.
into the streets and killed by angry mobs. Ahead of them, the
vast jungles of Arganea awaited their exploration.
As the island continent came into view, a great burst shot
up from the southern horizon. Out into the sky the beam rose
before disappearing. Their heading was now obvious. Leaning
over the bow, Battsu looked down on the archipelago where he
assumed the event had originated. Focusing intently, a pin
Party Size - Defender: Battsu (3C)
of light began to grow below them. Before a command could
Attacker: 3 Mage Stalkers (9C)
escape his lips, the entire craft was enveloped by the beam.
Setup - Place each Model in the indicated squares. Place
~
3 Displacer Nodes in the indicated squares.
Was he falling? Battsu could not tell. Someone else was
Rules - Displacer Nodes - Each Node has 4 HP and 2
here with him. Where was here? Here was no where. Here was
DEF. If a Model ends their turn within 2 squares of a
traveling. If the concept of travel was a place, it would be this
Node, they are dealt a 2 ATK attack, no defensive rolls.
corridor.
If a Node is reduced to 0 HP, remove the nearest Mage
His companion in this corridor came into focus. Alaeron.
Stalker from play as if it was slain.
The Emperor he had hunted. From all directions at once his
voice came, not as an echo. HOW ARE YOU HERE? The
Battle End - Play continues until Battsu has killed all the
Elven Kings question sounded like a whisper from across a
Mage Stalkers, or Battsu is slain.
room, and a scream in the ear.
The Arganean was above him, or was it below? His aether
gauntlet began to hum and glow. Despite the immense
distance between them, Battsus armor became gripped in the
armored hand. A blast propelled him out of the corridor into
nothingness.

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Displacer Node Battsu Deployment

Mage Stalker
Open Terrain | Height 1
Deployment

Water | Height 0 Platform

Why the energy released by the devices killed the Elves and not the swordsman would take a while for Battsu to discover. His
experience in the corridor and beyond had made him immortal. Whatever Being had returned him to Terra had ensured he would
be safe beyond the usual sense.
The few Dwarves to survive the crash of the Airship had not experienced the corridor, Only Battsu had been eclipsed by the
beam emitted from the Arganean installation. Research conducted on the facility by the Dwarves could come up with no serious
conclusion as to the purpose of the devices or the blast they created.
Some surmised it was a weapon, preparing to destroy humanity, but no conclusive answer has ever been reached. Battsus
experiences were generally ignored, and after his ordeal, he faded from history, with the story of Leir and Ainar taking center
stage of the eras legends.

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Episode 04 - Battsu VS The Judges
Embercore Prison
The changes wrought by his trip into the realm of Deus Party Size - Defender: Battsu (3C)
set the Green Swordsman on a lonely path. His immortality Attacker: 5 Judges (10C)
left him with one, impossible goal. As the centuries pass, he
became renowned and hunted. Entering Zeutenheim soon Setup - Place all models in the indicated squares. The
after the Crystal Fall saw the lone warrior arrested by the five Judges begin play with the indicated facing. Place
Judges of Salamandros. the 5 Treasure Chests in the indicated squares. Write
This group of knights seeks to exact justice upon the down a number 1 through 5 on a small scrap of paper,
Lawbreakers, the Mages who survived the Crystal Fall and shuffle them, and place them hidden secretly under each
became immortal. Mistaken for one, Battsu was cast into the Treasure Chest.
depths of the Judges volcanic prison.
After hours of sampling their justice, Battsu was left alone Rules - Equipment Retrieval: Battsu begins play with
to repent in his sweltering prison. Though the bonds may Blood Rage and Determination. All other commands
have held frail mages, Battsu easily broke free of his restraints. are unlocked by expending an Act Phase adjacent to one
Separated from his equipment, Battsu must recover it before he of the 5 Treasure Chests. Reveal the number under the
can make good his escape. Treasure Chest, and unlock the associated Command.
1 - Slab of Iron
2 - Hand of God
3 - Momentum
4 - Blade of the Slayer
5 - Hurricane Swing

Mandatory Stealth Sequence - Each Judge begins the


game unable to Act. Their Turns are automatically
skipped. If a Judge is the target of any action, or Battsu
moves through a square in their Front Arc that is not
blocked by Line of Sight, that Judge may begin taking
Turns as normal.

Battle End - Battsu is Slain, or Battsu opens all 5


Treasure Chests and reaches the Exit.

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Blocking Terrain Battsu Deployment

Chest Exit Judge Deployment

Open Terain Lava Terrain

With every piece of gear and weaponry returned to the rightful place. Reaching the mouth of the rough hewn exit, Battsu
realized the inviting light of the surface was being eclipsed by a lone figure. Clad in a blend of red cloth and blue-hued Zeuten
Steel, the master of Battsus suffering blocked the way.
Taaras, High Judge of Salamandros, bore a mask upon his face, one that mimicked the death masques of ancient Zeuten burial
rites. Not once throughout the ordeal within the volcano had Taaras spoken or removed his face covering. Now he did both.

The flames have attested to your heroism. No Lawbreaker could ever show the zeal for life and freedom as you do. One hand
withdrew the mask, revealing a viciously scarred face. We walk the same path. Immortality aside from the hell-damned Mages.
You have been chosen by one of the six. One day you will join our cause. For now you may go. We have eternity for you to change
your mind. Taaras stepped to one side, motioning toward the exit.
For a moment, a soft smile of welcoming crossed his burned face. Battsu had never once thought such a visage could exist
beneath that mask. The swordsman followed the path he was beckoned toward and stopped briefly next to Taaras.

It was not one of the six who blighted me. He said simply. How little this mans narrow vision let him understand.
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The Knight
Judge of Salamandros 2 Justice Commands
Stalwart - Roll an additional defense die
for each 6 you roll for DEF.
ATK 3 Shield - The Knight gains +1 Zeuten Heritage - The Knight is
DEF 5 DEF against attacks from the immune to Push Back and has +1 MAG
front arc. for defensive rolls against attacks with an
MAG 2
Element.
HP 7
Favor of Flame - The Knight has Fire
MP 4 Blood and their Basic Attacks have Burn
ITM 2 [2], as long as they have MP remaining
MOV 4 Deflect - The next unsuccessful attack
JMP 2 deals damage to the attacker equal to
the number of successful defensive dice
rolled by the Knight.
Heroic Charge - Move in a straight line,
make a basic attack with ATK +1.
Smite - ATK, Fear [1]
Mana Break - ATK, Target loses MP
1 MP
equal to damage.
1 MP Psyche Break - ATK, -1 MAG[2]
Warmth - MAG, Heal, Target heals +1 HP
1 MP
if they have Fire Blood.
Burning Judgement - ATK+MAG, Line 3,
All MP
Burn [3], Fire Element

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Mage Stalker 3 Assassin Commands
Arcane Feast - If the target of a Mage
Stalkers Basic Attack rolls no successful
defense dice, Aetherblade deals 2 damage
ATK 4 Aetherblade - The Mage Stalkers to MP and restores 2 MP to the Mage
DEF 2 Basic Attacks deal 1 damage to MP Stalker.
in addition to normal damage.
MAG 4 Mana Deflection - The Mage Stalker
HP 6 can use MAG in place of DEF rolls by
expending 2 MP.
MP 4
Fleet - Move, Gain +1 DEF{1}.
ITM 2
MOV 5 Curse of Aether - ATK, RNG 3,
1 MP
Silence[2].
JMP 3
2 MP Bind - MAG, Stop[3].
Manaburn - ATK+MAG, Line 4, Deals
All MP
equal damage to MP as to HP.

The Arganeans once feared the mages of those


they ruled. If they could rise to the level of skill
of their own spellcasters, the humans of Wugin
could overthrow them. To ensure such a
destiny never took place, the Guild of Mage
Stalkers was founded. The assassins of
the Guild became feared the world over.
Trained to hunt down those
with any arcane talent, Human
resistance fighters claimed these
Elves could sniff out magic.
With the way they crouch
close to the ground,
and move about
like a predator
hunting prey,
it was not
far from the
truth. Aethertech
augments allowed the Stalkers to
physically sense fluctuations in the aether.
Since the fall of Arganea, at the hands of Runic
weapons, a fate not far withdrawn from the feared Mage
Revolt, the Mage Stalkers along with the rest of the High
Elves, have disappeared from history. Their fate remains
unknown, but ghost stories still abound of the ultimate
hunters hiding in the shadows.

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Battsu 3 Raider Commands
The Green Swordsman Slab of Iron - Battsus can choose to
make Basic Attacks that are Wide OR Line
2. All of his Basic Attacks have Piercing.
ATK 5 Blood Rage - Battsu begins play
Hand of God - Battsu may reroll DEF for
DEF 3 with 0 MP, for every successful
defensive rolls and automatically ignores
point of damage he causes or
MAG 2 the first successful ATK roll dealt to him.
receives increase his current MP by
HP 7 1. Battsu does not gain MP when Momentum - Make a Basic Attack. Battsu
MP 4 he uses a command that requires may move in a straight line up to half his
MP. MOV, in any direction.
ITM 1
Determination - Battsu may spend any
MOV 4
number of MP to regain an equal amount
JMP 3 of HP.
Blade of the Slayer - ATK, RNG 2,
2 MP
+2 ATK if Target has an Elemental Blood.
Hurricane Swing - ATK+MAG x2,
All MP
Around 2. Battsu suffers Stop{2}.

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Boss Dozz 3 Experiment Commands
The Immortal Beastmen Aetheric Terror - At the start of Dozzs
Turn, Models within 3 Squares suffer
Fear[1].
ATK 3 Vicious Swing - Dozzs Basic
Laylines - Boss Dozz rolls an additional
DEF 5 Attacks have Around or Wide.
defensive die for each 6 Rolled with a
MAG 2 MAG defense roll.
HP 10 Stalwart - Boss Dozz rolls an additional
MP 6 defensive die for each 6 Rolled with a
DEF defense roll.
ITM 3
Mana Eater - Dozz gains +1 MAG and
MOV 4
gains MP equal to the MP cost of attacks
JMP 2 that target him{2}.
2 MP Rampage - ATK, Line 5, Follow Through
Bestial Crush - ATK+MAG, If Dozz kills
All MP the target, Restore Dozzs MP equal to the
targets remaining MP.

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Campaign Expansion

Coming Soon
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