Brutal Quest PDF
Brutal Quest PDF
Brutal Quest PDF
QUEST
FANTASY NARRATIVE SKIRMISH GAMING
B A S E D O N T H E P L A N E T 28 RULES
Brutal Quest - Written and illustrated by Nicolas Evans.
Published by Mammoth Miniatures 2021.
With huge thanks to the kitbashing community, the play testers, proof readers,
patreon backers and of course everyone who supported this project through Kick-
starter.
BEGIN YOUR QUEST. . .
BRUTAL QUEST IS A MINIATURE NARRATIVE SKIRMISH GAME FOR TWO OR
MORE PLAYERS, DESIGNED FOR WARBANDS OF CONVERTED AND
KITBASHED FANTASY CHARACTERS.
BUILT ON THE PLANET28 RULES SYSTEM, BRUTAL QUEST IS SIMPLE ,
QUICK AND ADAPTABLE, ALLOWING YOU TO PLAY ANYTHING FROM A
SINGLE ENCOUNTER TO A FULL STORY CAMPAIGN.
ROLLING DICE.
In a game of Brutal Quest, your characters act by making dice rolls known as
skill rolls. The skill roll is the main way of determining whether a character
has succeeded in completing an action. All skill rolls are done in the same
way - simply determine which skill a character’s actions fall under and roll a
single 10 sided die (referred to hereafter as a D10 or 1D10)
If you roll UNDER the character’s skill value then the action is a
success. If you roll EQUAL to or OVER then the action is a failure.
As well as the skills listed above, every character in your warband has the
following basic characteristics:
Starting with the highest (A) and working down, players perform
actions with their characters until all characters have had a chance to act.
If two or more opposing characters have the same (A) then the character with
the highest (AW) may choose to act either first, second or so on. Should two
opposing characters have the same (A) and (AW) then both players should
roll 1D10 - the player with the lowest roll can then decide which character
acts first.
Once all characters have had a chance to act the turn is over and a new turn
begins.
Actions.
Every character in
Brutal Quest performs actions in order to
achieve their goals during a game. All
characters may choose from the same set of basic actions. Characters are
free to perform actions in any order or combination. Characters can perform
the same action twice.
The basic actions a character can choose to perform are:
Move, Charge, Fight, Shoot, Ability, Item & Hold.
Charge.
A character may perform a charge if they end their move action in base
contact with an enemy character. The charging character may make 1 extra
fight action at +1D4 to their (M) skill.
Fight actions after the initial charge do not receive a bonus.
The charged character may make an (AW) roll before the attack is carried
out. If they succeed, they have seen the charge coming and braced for it in
time. The charging character then receives +1D4 to their (M) for their next
fight action, but does not receive the extra action.
(Example 1 - character 1 moves into base contact with character 2. Character 2 fails their
(AW) roll. As such ,character 1 may now make 1 free fight action at +1D4, and use their
remaining action to fight as normal.
Example 2 - Character 1 moves into base contact with character 2. character 2 makes a
successful (AW) roll. Character 1 must now use their remaining action if they wish to attack,
whilst receiving +1D4 to their (M) ).
Fight.
Characters may fight any characters that they have charged or that are
within 5cm of them.
First declare which character you wish to attack, then move the attacking
character so that their base touches the base of their chosen opponent -
this is referred to as base contact. Note that this does not count as a move
action and as such the attacking character does not count as charging,
despite having moved. If a character has already charged then they do not
need to be moved, as they will already be in base contact.
Multiple opponents.
If a character is locked in combat with more than one enemy, they must first
pass a focus test before making an attack action against any single enemy.
To make a focus test, count up the number of enemy characters in combat
with the attacking character.
Add this number to the attacker’s (AW) skill, then make an (AW) roll.
If the attacker succeeds, they may attack as normal for the remainder of the
turn.
If they fail, they suffer –1 to their (M) for every enemy character in base
contact.
(E.G. Character 1 has an (AW) of 7 and is in combat with 3 enemies. They minus 3 from their
(AW) skill and roll to see if they can attack as normal. They roll a 2, and as such succeed and
may attack any enemy they wish as normal.
In the next turn character 1 is still in combat with 3 enemies. They roll a 5 for and as such fail
their (AW) roll. Their (M) is 9, which is now reduced to 6 - 1 for each enemy in combat.)
Characters in combat with multiple enemies may split their actions between
targets during a single turn.
(E.g. Character 1 is in combat with two enemies—they use their first action to fight the first
enemy and their second to fight the other.)
Countering.
If a character is being attacked and has not yet acted this turn, they may
choose to use on of their actions to fight back. In this case both characters
make an (M) roll at the same time. If both characters succeed then both take
damage from each other’s weapons, minus any armour rolls.
If both characters fail then they remain locked in combat.
If one character fails and the other succeeds, the successful character
resolves their attack as normal.
Leaving combat.
A character that is locked in combat may leave combat at any time by
making a move action and moving out of base contact with their opponent.
Characters leaving combat move at –1D4cm to their (S).
When a character leaves combat each of their opponents may make 1 free
attack action before they move.
Shoot.
Shooting is resolved in much the same way as fighting.
First, the shooting character selects a target that is within range of their
weapon that they can see.
A character can see another character if any part of their body (meaning
head, legs, torso, arms) is visible from the miniature’s point of view.
A character can shoot in any direction.
Break tests.
Whenever a character’s hit points are reduced to below 50% they must take
a break test.
To make a break test, simply make a (P) roll. If the roll is successful the char-
acter may continue to act as normal.
If the roll is unsuccessful, then the character must immediately move at full
speed towards the nearest playing area edge. If a character reaches the
edge of the playing area before they can pass a break test, they are consid-
ered removed from the game.
A character must keep using actions to take break tests until they
either succeed or are removed from play.
A character below 50% hitpoints must take a break test every time they take
damage, suffering –1 to their (P) for every successive break test they take.
A character with only 1 hitpoints remaining does not need to perform break
tests for the remainder of the game.
(E.G. character 1 has 9 hit points. In combat they are hit by character 2 and lose 5
hitpoints, dropping them to below 50% of their starting hitpoints. They must now take a break
test. They fail and as such retreat towards the nearest board edge.
As they have not acted yet they have two actions left when their turn arrives. In order to act as
normal they must now make another break test, suffering –1 to their (P) due to their failed test
earlier in the turn.
If they fail, they must retreat again and use their remaining action to attempt another break
test, this time at –2 (P). If they succeed they may use their remaining action as normal.)
Ability.
A character may use an action to perform a special ability. To do so simply
read through the rules for the specific ability they wish to
perform and act them out as written. Characters can also use an ability
action to perform spells if they have the relevant traits.
Item.
Characters may use an action to swap between weapons or use an item
from their inventory.
Some items will have specific instructions on how and when they can be
used (such as healing potions/magical scrolls etc). However, you may wish
to use items in unconventional ways. When using an item in a manner other
than the intended one, it’s best to talk through your action with your
opponent or the game master and decide between you what happens next.
Hold.
Instead of using both actions straight away, a character may choose to hold
one or all of their actions until later in the turn.
A character wishing to hold an action simply declares that they wish to do so,
and then does not act at their usual turn.
At any point in the turn after their assigned turn, a holding character may
declare that they are no longer holding and may then use their actions as
normal.
Holding does not take up an action.
Held actions must be used by the end of the turn or they are lost.
Universal action.
A universal action is any action that a character may wish to perform that
doesn’t fall under any of the other specific actions. Anything from crouching
in place behind cover to get out of line of sight, to crafting an impromptu club
from a piece of rubble, can be considered a universal action.
When performing a universal action you should declare what it is the
character wishes to do, how many actions you think it should take, and what
skill rolls (if any) you feel are best used to represent the action.
Universal actions are best used in games with a game master who can
decide how the action should be resolved, but there’s no reason why you
shouldn’t propose a universal action to your opponent and decide between
you how the action should be best carried out.
The table below tells you which criteria provide you with brutality points and
how many points each is worth.
A character can spend their brutality in any combination they like during a
turn. (E.G. A character can choose to spend all 6 of their brutality points on a single extra
action for a cost of 6 points, or 6 -1 modifiers to their skill roll at a cost of 1 brutality point
each.)
The table below tells you which brutality effects a character can claim and
how many brutality points each effect costs.
Cost Effect
Any unspent brutality at the end of a game can be kept for the next game or
converted into points to purchase new traits and abilities at a ratio of 1:1.
WARBAND CREATION.
Building your warband is one of the most important parts of Brutal Quest.
When building each character of your warband you should
follow the steps outlined in this section.
Background.
The starting point for every character is their background - this should inform
how you assign skills, traits and abilities to each individual character in your
warband. Think of a backstory for each of your characters - who are they,
why are they part of this warband, what are their strengths and weaknesses.
Not every character needs to be a faceless grizzled mercenary.
Points.
Characters in Brutal Quest are built using a points system - you can either
decide with your opponent ahead of time how many points each of you will
spend on your warbands or build your warband beforehand and
negotiate any points imbalances later on.
Skills.
Once you have your character’s background figured out, you should set their
skill levels. Each character’s core skills (A,M,R, AW,P) start at 1. You can
increase a skill by a value of 1 for a cost of 10 points.
(E.G. increasing a skill from 1 to 5 would cost 40 points.)
The Gamemaster.
The first thing to consider is whether or not you wish to play with a
gamemaster. The gamemaster acts as a referee and storyteller - it’s their job
to set up the narrative for the games and plan out where and why your
battles are taking place. They can also be in charge of deciding which
characters grow and develop, which warband is victorious in a given game
and what direction a campaign takes. The gamemaster isn’t there to win, but
to guide the direction of the other players .
The gamemaster doesn’t always need to be a separate player. If you’re
playing with multiple warbands you could each take it in turns to act as
game master for a specific game in a campaign, or work
collaboratively to decide how a campaign should progress.
If you wish to play with just two warbands then one player acts as
gamemaster, creating scenarios and challenges for the other player to over-
come or writing a campaign in which the gamemaster takes on the role of
monsters and villainous opponents rather than playing with the same
warband in every game.
However you choose to play the gamemaster should start each game by
telling the players where they are and what they’re trying to do.
Scenery.
Once you’ve decided whether or not to play with a gamemaster you should
decide what kind of scenery to use. For the best results you should match
the scenery to the kind of story you want to tell with your games.
A playing area of 90x90cm is recommended, with multiple levels of scenery
and plenty of cover for characters to hide behind.
As a rule of thumb at least 60% of your playing area should be covered by
some sort of scenery.
If you don’t have a specific scenario in mind, work with your opponent to set
up a play area that you both feel looks fun to play on.
Game length.
If you wish to set a limit to the length of your games, roll 1D10 and add 6.
The game will last for this many turns, and at the end of this many turns the
game is over.
Deployment.
Once you have your scenery set up you need to decide where your warband
will start the game. If you’re playing with a game master then they will tell
you where each warband is placed at the start of the game.
If you are playing without a gamemaster, number the sides of your playing
area from 1-4. Each player should then roll 1D6 on the following table to
decide where their warband will be placed.
1D6 roll Deployment
1 Set up your warband within 10cm of side 1.
Scenario.
By far the most important part of setting up your game is the scenario. A
scenario tells you what is happening on the tabletop, why your warbands are
fighting, what they’re fighting for and how you can determine who has won
(if there’s even a clear victory to be had!).
You can let your imagination run wild when creating scenarios - you could
have a simple battle in the woods in which each player is trying to slay the
other’s warband, or a fight to capture a mysterious figure rumoured to be
carrying a map to ancient treasure. Regardless of what your scenario is
about, it should include a description of the scenery you’re playing in, the
motivations of the warbands involved, victory conditions/objectives and the
deployment details for each warband.
Scenario prompts.
The table below gives you a selection of narrative prompts to use when
creating scenarios. You can either use these to improvise a scenario on the
spot, or link them together into a series of more developed scenarios as part
of a campaign.
1D6
Prompt.
roll.
In the far village of Ironwood, all the graves are empty. Someone or something has
been seen in the dark carrying the dead away to who knows where, to do who
knows what. The town’s small militia refuse to go out at night, and so a
1 reward has been put out for the head of whatever foul creature has been
stealing the buried remains of the long dead. Many have come seeking to claim
the reward, but only one warband can do so. Who knows, they might even
figure out where all the bodies have actually gone...
In the ancient city of Amdol was once the sight of a great battle. It is said that the
very fate of the world was decided here, that on its white stone roads the gods and
devils of the world made war and slew each other. Now of course Amdol is a
2 haunted ruin - a labyrinth nestled in the mountain valleys of the far north. Few go
there, and those who do tell tales of ghosts and the restless dead. But now new
tales have come from Amdol - tales of ancient relics, hidden
treasures, and even the blades of the gods themselves, all ripe for the taking...
A mysterious group of travelling pilgrims has stopped off in the small hamlet of
Farsummer. One of the strange travellers is said to be hiding a scroll containing
3 ancient magic, though which one is anyone's guess since no one has seen what’s
hiding under their tattered robes...
The twin mountain top cities of Spirecarn and Highthrone have been at war for
longer than anyone knows. Linked by a single monumental bridge stretching
4 between the two peaks, each city has hired a band of mercenaries to infiltrate the
other and end the ancient conflict once and for all...
Night is approaching. Bloodied and on the run, your warband is surrounded on all
5 sides by enemies. If you can just make it to the morning you might be able to
escape...
The high priest of the church of the sacred sun has set his acolytes lose in the
streets of Goldheim. Murder and chaos rein as crazed cultists seek out the
faithless and the sinful. In the midst of the madness the high lords of Goldheim
6 seek a way out of the city through the catacombs. little do they know that the
ancient warrens of bone beneath the cities streets have been hosting far more
profane rites than even the deranged high priest could imagine...
CAMPAIGNS.
One of the best ways to play a game of Brutal Quest is as a campaign.
Campaigns consist of multiple games, linked together into a single storyline
in which your warbands can grow and expand (or shrink if you aren’t
careful!). Characters can become stronger, gain new skills and even
complete unique quests.
Advancement.
In a campaign your characters can grow and advance and your warbands
can recruit new members. To do this, your characters must spend their
brutality points.
•A character can spend 6 brutality points to increase any skill by 1.
•A character may spend brutality points equal to the cost of any skill or
ability to add that skill or ability to their profile.
Characters also gain the following additional brutality points after each
game.
•1 brutality point for surviving the game
•1 brutality point for ending the game without taking any damage
•1 brutality point for each character of the winning warband
A warband can add a new character at any time. Each new character costs
an initial 20 points, plus the points needed to create the character. Any new
characters must pay for their equipment in gold coins and cannot exchange
brutality for gold.
Characters may only spend their brutality on themselves unless creating
new characters, in which case multiple characters can use their brutality.
Characters can save brutality from a game to spend on advancement, but
may not use saved brutality in future games. (E.G. a character who ends a game
with 3 brutality points can save them for as long as they like but will always start their games
with 0 brutality points. Those saved brutality points are considered separate from in-game
brutality.)
Quests.
One of the most exciting ways to structure a campaign is with quests.
Quests add specific narrative focused goals that each warband can take on
during a campaign. Unique to each warband, Quests are managed by the
gamemaster and can provide bonuses as a warband gets closer to
completing its quest.
Should you wish to use quests in your game, you should follow these steps:
•Quest - What is your warband’s goal. •Progress - how do you track each
You can either have each warband warbands progress in their quests?
decide on their own quest, have This is very much dependent on the
quests set by the game master, or game master - you could simply say
have a single shared goal throughout that a warband moves closer to
an entire campaign. Whatever the having finished their quest once they
case, you should think creatively reach a certain amount of brutality/
about what kind of things the gold/etc, Or you could have specific
characters in a warband would be objectives that have to be completed
trying to achieve. Perhaps they are in order for a quest to advance.
seeking a lost lover, looking for the •Reward - how do you reward the
whereabouts of a banished king, or progress a warband makes in
simply seeking to claim the golden completing their quest? Again this will
sword of high lord summerisle. depend very much on what kind of
•structure - How do these quests fit campaign you wish to play. A more
into your campaign. Is the campaign battle driven campaign can focus on
written around each warbands increased skills or unique weapons,
individual goals, or is it a linear race while a warband questing to reunite
to see which warband will claim their two lost lovers may instead get their
quest first? Remember a campaign rewards in the form of new off table
can be completely separate from a traits or simply the good will of any
warbands quests - having opposing NPCs they encounter.
goals can add to the narrative of your
games.
Quests are completely optional and require a good deal of work and
cooperation from both the gamemaster and the players, But they’re only as
complicated as you wish them to be.
You may find that something as simple as “both warbands are questing to
find the lost city of Mirath” can provide all the structure you need for multiple
campaigns with warbands progressing slowly over many games. In this way
warbands could gain anything from gold found on the bodies of lost
adventurers, to additional traits and abilities as they battle in strange
environment's or face new threats
Off table games.
After each game in a campaign your warband will need to spend their
brutality, heal any injuries and generally manage themselves in
preparation for their next game. This time can be incorporated into off table
games. Off table games take the form of roleplay sessions and can be used
to add structure to a campaign.
In an off table game the game master should first describe where each
warband is, what kind of locations they can visit, and how much time will
pass before the next game.
It is a good idea to use off table games as a chance for warbands to heal and
spend any gold they may have gathered.
You can also use off table games to add to the story of a campaign or
pursue campaign and quest goals.
Off table games are very much the responsibility of the game master and will
all vary, but an example of an off table game might go
something like this:
“2 warbands have been fighting in the ruins outside the fortress town of Rhinbough in
an attempt to find the entrance to the old catacombs. Both have been wounded and
bloodied and both have retreated into the town to resupply.
Warband 1 visits a local shop to buy more arrows for their bows,
having run out in their last battle. Warband 2 decides to spend their time in the town
archive trying to find clues about the hidden tunnels into the old catacombs. Over the
next 3 days they search for the entrance, their movements being tracked by warband 1
at every turn!
Sure enough on the evening of the 4th day in the town, Warband 2
discovers the secret tunnel to the catacombs, only to be ambushed my warband 1 who
hope to steal their prize!”
In this example we know that 5 days have passed, that warband 1 has spent
gold on some arrows, that there is a town full of shops and locations to visit,
and that warband 2 has gathered information about the catacombs beneath
Rhinbough. This tells us all we need to set up the next battle at the entrance
to the catacombs.
Injures.
When a character is slain in game, they must roll on the injury table after the
game to determine what kind of injuries they have sustained.
All injuries except death can be healed for a cost of 10 brutality points or a
relevant skill/item.
TABLES.
The following pages contain all the tables for traits, abilities, spells, weapons,
armour, equipment, and injuries.
Traits table.
Bulwark +10 Enemies do not receive +1D4(F) when charging this character.
Brave +15 This character may reroll 1 failed break test per turn.
barbaric -10 This character cannot enter towns or cities in off table games.
This character may not make any generic actions, cast spells or
Beast -15 perform any abilities. They suffers -1 (P) to all break tests.
This character must roll 2D10 for all skill rolls and keep the
Cursed -30 highest score.
This character must make a break test when charged and may not
Coward -15 charge any other character.
This character gains +2 (A) when attempting to climb any
Climber +6 vertical surface.
When rolling on the injuries table this character may treat Death as
Deathless +18 Uninjured.
Master
+13 This character may reroll a failed spell once per turn.
sorcerer
This character may not gain any bonuses from their warbands
Mercenary -10 quest progress. They may convert their brutality to gold after
each game.
Petty noble +40 This character gains 1D8 gold coins after each game.
This character may never leave combat. They will fight until they
Rage -5 die or their opponent dies/leaves.
Sure This character treats rough terrain as even and hazardous terrain
+12
footed as rough.
This character may purchase spells from the spell table and use
Spellcaster +10 them in game as laid out in the spells instructions.
Enemies must pass a break test to charge, attack or shoot at
this character. During off table games any citizens of towns or
terrifying +30 cities will run away from or show hostility towards this
character.
Abilities table.
Ability cost Effect
This character may use an action to aim their weapon at an enemies
Aimed
+10 weak spot. Their weapon does an additional +1D8 damage in their
shot next attack this turn.
This character may remove a single hitpoints from any character
Drain +25 within 5cm and add it to their own hitpoints.
This character may restore 1D6 hitpoints to any other character in
Heal +20 base contact.
This character may haggle the price of items in off table games. Roll
Haggle +30 1D6. On a 1, 2 or 3 the price is reduced by 1D4 gold. On a 4, 5, or 6
the price is reduced by 1D10. the price can never go below 1 gold.
Inspiring A chosen friendly character within line of sight receives +1D6 to their
+25
zealotry skills for the remainder of the turn.
Spells table.
Spell Cost Effect
A blinding flash of light renders all who see it transfixed, robbing them
Blinding
+18 of their sight. Make a (P) roll. If successful all characters within 15cm
light cannot make any actions for the remainder of the turn.
Make a (P) roll and select a character within line of sight. If successful
Weaken +20 that character suffers –1D4 to their skills for 1D6 turns.
Mind death.
Every time a character fails in casting a spell, they have a chance of suffering
mind death. Roll 1D10. If you roll below the characters current (P) score, the
character suffers no consequences. If you roll above, the character suffers
damage equal to different between their current (P) value and the result of
the failed casting roll. Every time a character suffers mind death, their (P) is
reduced by 1 for the remainder of the game.
(E.G. A character with a (p) of 8 rolls a 10, failing their attempt to cast teleport. They roll 1D10
and roll 9, and so suffer mind death. They take damage equal to the difference between their
(P) and the roll of their failed spell, which was 10 - meaning they suffer 2 damage. Their (P) is
now reduced from 8 to 7 for the rest of the game.)
For just a few coins the local lord will keep your weapons and gold
nice and safe. And if you don’t come back from your quest then
they’ll be sure to put them to good use.
Strong 5
Your warband may take any items from their inventory and store
box gold
them in the strong box. These items are not in your characters
inventory during games but can be retrieved at any time in-between
games.
Injuries table.
1D8
Injury Effect
roll
Complete This character makes a swift recovery from their wounds.
1
recovery They may fight as normal in the next game.
Out of This character is alive but bloodied. They take no part in
2
action the next game but may fight as normal afterwards.
This character is alive but their brush with death has left
3 shaken them traumatised. This character suffers -1 (P) when
making break tests in all future games.
Life long This character will never fully recover from their wounds.
4
wounds Their hitpoints are permanently reduced by 25%.
Shattered This character has narrowly avoided losing a limb. They
5
hand may only use a single 1 handed weapon for 1D4 games.
This character limps their way onto the battlefield, the
Crushed
6 bones in their leg barely set. This character suffers -1D4
leg
agility for 1D4 games and a permanent -3cm speed.
A vicious scar runs the length of this character’s skull -
Brain
7 frankly it’s a miracle they’re alive! This character suffers
damage
a permanent –2 to their (AW) and (P).
All the magic and medicine in the world couldn’t help -
This character is dead and will never fight again. Divide
8 Death
their possessions amongst the remaining members of
their warband and start looking for a replacement.