AAGv2
AAGv2
AAGv2
For my wife and kids, thank you for your patience and
participation.
Advanced Armory ©2022 Flash Hammer Creative Studios LLC. All rights reserved.
RULES
There is only one rule: this is your game, play it your way. Please
use Advanced Armory however it will bring you the most joy,
excitement, and satisfaction in your adventures.
DESIGNER NOTES
The original concept for these cards was to appeal to kids,
newbies, casuals, and all manner of visual learners. We’ve
done our best to create a primarily visual card design. Almost
all basic game information is communicated through icons
and visual cues. Any game mechanics or systems that require
more nuanced or detailed explanation can be easily referenced
in this document.
Rather than delve into the minutiae of every type of weapon,
shield, and armor in the fantasy genre, the Advanced Armory
expands on existing game mechanics of the equipment you
know and love. This expansion adds some tasteful but simple
options. The complete set has many variations of most weapons
and armor, so you shouldn’t ever need to print or purchase
more than one set.
Finally, the aesthetic of the art used was chosen to synergize
with the modern style of fantasy art that many of the younger
members of our community have grown up with. The influence
of comics, PC gaming, and mobile gaming is evident, and we’ve
leaned into this to provide an attractive and satisfying product
that will appeal to as many of us as possible.
1
OPTIONAL GAME MECHANICS
As your players become more comfortable with a game, they often
find themselves craving a little more depth in how they interact
with the world of their heroes. This is achieved through the
game’s narrative, and through game mechanics. Should you be
in need of some ready-made mechanics to add to your game,
we have some suggestions:
NEW ACTIONS
Free Actions (Quest): A common mechanic in many tabletop
games. Sometimes it is called out by name, sometimes not.
Various items and abilities can be performed during a hero’s
turn for free, meaning it does not use up their normal Action
for that turn.
Equip Item (Quest): Equip an item to an empty slot (or swap out
something already equipped). May not be performed while
monsters are within line-of-site.
Camp (Quest): The party stops to rest and recover. All
(living) heroes must be within line of sight of each
other, and in the same room. At the end of the last
hero’s turn, the game master will cut the treasure
deck and show the party. If it is a monster, it will
immediately spawn and attack, and this Action ends. Any
other result is ignored, and all heroes heal D6 damage, up to
their maximum limits. May not be performed while monsters
are within line-of-site. This action may be attempted once per
quest.
Repair Item (Town): If you are using the breakable
equipment rules, then you will eventually need
to repair your items. Between quests, you may
pay 25% of an item’s cost (shown on the card) to
restore that item to normal. Broken counters may
be removed from Armor Sets for 25 gold coins each.
Restore Armor (Town): If you are using Armor Sets, you will need
to restore your Armor Points between quests. Restoration costs
10 gold coins per point. 2
BREAKABLE EQUIPMENT
It is entirely possible to complete a campaign with the same
two or three items. While this is efficient, it lacks a sense of
immersion and excitement. Equipment suffers wear and tear
over time, and is prone to malfunction and failure. Below
are some suggestions on how to represent those unfortunate
events.
Weapons: When rolling to attack, if you roll all black shields,
the weapon making that attack breaks. This does not include
single-die weapons.
Shield: When rolling to defend with a shield, if you roll all black
shields, your shield is broken.
Armor: When a monster attacks, if it rolls all skulls, one of your
equipped armor cards has a chance to break. The monster
follows up with a D6 roll. If it scores a 5 or 6, one of your cards
is chosen at random by the attacker, and that card becomes
broken. Roll your defense normally, then unequip the broken
item after the attack has been resolved.
Armor Points: If you have Armor Points (AP) available, then
damage is applied to your Armor Set before it is applied to
your body. Once you have run out of AP, your body takes
damage normally. Unlike your body, an Armor Set does not
heal between quests. You will need to pay to have your AP
restored before your next adventure (see Restore Armor (Town)
on the previous page).
BROKEN VS DESTROYED
When an item is broken, the item is unusable but can be repaired.
The card is no longer equipped, and it moves to your inventory.
You can drop broken items at any time, or you can hold onto
them until you get back to town where they can be repaired.
When an item is destroyed, the item is too badly damaged to be
recoverable, and the card is discarded.
3
ENCUMBRANCE & INVENTORY LIMIT
You may carry a number of unequipped items
(cards) equivalent to your maximum body
score. Items you can equip to a slot do not count
against your Inventory limit.
For example, a wizard-type hero could start with
a body score as low as 4. She could, therefore,
carry up to four items in addition to those items
that are already equipped. Should she need to carry more, she
will need help.
Accessory cards, such as Backpacks and Belts that expand your
Inventory limit, are included in Advanced Armory.
ADVANCED WEAPONS
WEAPON SUBTYPES
With the classics as a foundation, we have fleshed out the weapon
subtypes. The function of the weapons in each category will
feel very familiar, giving you immediate playability with almost
the entire set.
6
ARMOR ABILITIES
General: Minor abilities or effects will be detailed in text on
the card. Should there be confusion or conflict over the
interpretation of one of these general abilities, it is up to the
game master to decide how it works.
Rerolls: Reroll abilities grant you a pool of dice you may
spend during a quest to reroll failed attempts to attack, defend,
move, etc. Rerolls are Free Actions and may be spent at any
time. Once you’ve used them all, they may not be refilled until
the current quest has been completed. Rerolls gained from
equipment are cumulative (you may have as many as are
equipped) and how they are spent is detailed on the card. For
example, you can have both a reroll to defense from a Cloak,
and a reroll to movement from a pair of Boots.
Resistances: Resist abilities are shown as orange icons
that represent damage types. Many are similar to
existing damage types (poison, magic, elemental),
and some are new (traps).
When you take damage from a source that you have a Resist for,
roll a D6 for each point of damage. If you roll high enough, you
may ignore that damage.
Resists are not cumulative.
cumulative If you have more than one Resist for
the same damage type, you always use the best of them. You
can, however, have multiple different Resist abilities.
Matching Bonuses: There are several "named" weapons in the
Advanced Armory that match up with other named equipment,
including Armor Sets. Combining these items can grant
advantages. Players can find a complete list of matching
bonuses in the Materials & Matching booklet.
Armor Skills & Spells: There are rare pieces of armor that are so
well crafted, enchanted, or cursed that wearing them grants
their wielder new abilities. These are available as Armor Skill
and Armor Spell cards.
7
ADVANCED ACCESSORIES
ACCESSORY SLOTS
In addition to armor, a hero can equip several accessories. Most
of these items can be safely and comfortably worn under or
over any armor. In the case of wizard-type heroes, accessories
are all they can equip. The exact function of an accessory is
detailed on the card in text and/or icon format. The head and
body slots are shared with armor, however, and cannot be
equipped if armor is already in that slot.
Head: This slot is for hats, crowns, and circlets. May not
be worn if a helmet is worn.
Body: This slot is for shirts, robes, and tabards. May not
be equipped if body armor is worn.
Rings: There are two slots for rings, and each is equipped
separately.
8
ARMOR SETS & OUTFITS
Armor Sets are an advanced “next step” for your heroes to take
when traditional basic armor is no longer fun or practical. We
chose a double-sided tarot card format to accommodate an
advanced look and feel. They also have enough space to provide
all of the critical gameplay information without cramming too
much into a single card face.
Outfits are cloth armor sets. The Artificer’s Guild expansion will
include a deck of Outfit tarot cards. Though the name is slightly
different, they function the same as described below.
9
HOW DO I ACQUIRE THEM?
The exact method of introducing these new cards into the
game is up to your game master. The easiest way is to make
them available entirely at the start of the game. Perhaps they
are released in batches based on experience level or regions
explored, or any other method through which your group will
get the most satisfaction. Of course, our recommended approach
is to use Blueprints
Blueprints.
BLUEPRINTS
Blueprint cards are available in two ways. They can be purchased
as a complete deck or found at random inside the HeroDraft
booster packs.
Each blueprint “unlocks” one Armor
Set when handed in to the local
blacksmith. Most Blueprints are
ready to turn in as soon as you find
them. Once turned in, the party
must continue playing the game to
advance the progression of time. For
example, the party finds and turns
in a blueprint for the Ranger armor
set. Fabrication time is equivalent
to one completed quest. Thus, the
party must finish any quest before
it is ready to be purchased. Once an
armor set has been crafted for the first time, it will be available
to purchase at the Armory for the duration of the game.
How To Use Blueprints
1) Find a blueprint by exploring, questing, and treasure hunting.
2) “Complete” the blueprint (if required) by accomplishing the task
detailed on the blueprint card.
3) Give the (completed) blueprint card to a blacksmith.
4) Continue questing while the armor set is being crafted.
5) After the required number of quests have been completed, the
armor set is ready for purchase. 10
PURCHASING AN ARMOR SET
The cost of an armor set (in gold coins) is shown on the card.
The Advanced Armory collection includes individual components
of the armor sets, typically helmets and body armor. These items
can be collected and turned in during purchase, subtracting
100% of the component value from the armor set’s total cost.
For example, you want to buy the Ranger armor set, which costs
900 gold coins. You already have the Leather Cowl (150) and
Leather Cuirass (500) from this set. If you turn them in, you
can reduce the price of the armor set from 900 gold coins to 250
gold coins.
DEFENSIVE ABILITIES
In addition to the normal armor abilities described already, Armor
Sets have a few unique features. Let’s take a look.
Defense Dice: The dice shown on each card replace your base DEF
score. For example, when wearing the Privateer armor set, your
base defense becomes 3 instead of 2.
Armor Points (AP): When you start taking damage, it is applied
first to your Armor Points. Once exhausted, your body begins
taking damage. AP must be restored between quests using the
Restore Armor Points action.
Skills & Spells: Many armor sets come with a particular skill and,
in rare cases, allow the wearer some limited magical ability.
These new abilities are themed appropriately for their associated
set and are available as standard poker-sized cards (included in
the Armor Sets expansion).
Skills and spells granted by a set are discarded after use
(unless stated otherwise on the card). They replenish
themselves at the start of the next quest, just like all other
skills and spells. These abilities are not cumulative. For
example, if you equip two different items that grant the
Decapitate skill card, you may still only use that skill once
per quest.
12
1) Armor Set/Outfit name, material, and subtype.
2) Equipment slots required to equip the set.
3) Unused equipment slots remaining.
4) Resist, material, and other non-slot icons.
5) Defense Score shown in dice.
6) Abilities and features of the set.
7) Value in gold coins.
8) Speed modifier. + / – to Movement score (or roll).
9) Armor Points granted by the set. 13
FULLY EQUIPPED
One of the benefits of collecting a matching set of equipment is
gaining their associated matching bonuses.
bonuses These are hidden
benefits that are unlocked while three or more matching items
(accessories, armor, and/or weapons) are equipped at the same
time. When you achieve this, you are considered to be fully
equipped.
equipped
14
Armor Set Weapons: There are a number of "named" weapons
that belong to a matching armor set. Equipping a matching
weapon may provide a matching bonus. bonus Unless they are
relics, or stated otherwise on the card, named weapons are
not unique.