Upload
art-nickles
View
220
Download
1
Embed Size (px)
Citation preview
8/14/2019 Blood and Glory
1/26
Blood & Glory
FantasySkirmishMiniatureRules
By
ArthurNicklesJr.
8/14/2019 Blood and Glory
2/26
Table of ContentsOverview & Introduction 3
Fighter Stats 4
The Game Turn 6
Movement 7
Fighting 8
Shooting 10
Morale 11
Special Rules 12
Magic 16
Enchanted Items 17
Magic Spell Tables 18
Clerics 20
Cleric Feat Table 21
Page 2BLOOD & GLORY
8/14/2019 Blood and Glory
3/26
Designed as a set of rules that could be applied to
any fantasy figures from as small as 10mm to aslarge as the players wish these rules are meant to
play smoothly, with no book keeping, and a suffi-
cient amount of freedom to create a variety of skir-
mish forces for either scenario or tournament play.
The rules detail a point purchase system through-
out but the author encourages players to exercise
creative scenario construction and design forces
that may not be balanced but will create an inter-
esting game. The special rules provided in glossary
format at the end of these rules are by no meanscomprehensive and players should add to them to
fit their collection of miniatures and desires of play-
ability. As the system utilizes a simple 1 to 3 point
system it is not difficult to add to this list.
Materials Required
Dice: six-sided dice of at least two differ-
ent colors.
Figures: in any scale, but all should be of
the same scale. As one of the ideal quali-
ties of the game is the opportunity to usefavorite figures from a variety of manufac-
turers players are encouraged to build
elaborate bands of soldiers that suit their
taste.
Ruler: or tape measures, measuring sticks,
or the like.
Tokens: such as glass beads or coins used
to track damage taken by the figures dur-
ing play.
Battle field: any surface will suffice but it
should have some terrain, either modeled
or improvised, and is the right size for aninteresting combat. The author recom-
mends something along the line of 3ft x
2ft.
Overview and Introduction
Page 3
Scale and Figure Basing
1 figure = 1 fighter1 inch = 5 feet
1 turn = 15 seconds
Each fighter should be mounted on a base at least
an inch in diameter and may be based on larger if
necessary although it is best that the base be ap-
propriate to the figure. Bases may be round or
square although the author finds round bases most
pleasing.
8/14/2019 Blood and Glory
4/26
Page 4BLOOD & GLORY
status would be 3. Only heroic individuals or par-
ticularly hard to kill beasts would be higher than
this. The points cost for toughness is equal to
twice its rating.
Armor this indicates the level of protection the
warrior has. It is rated as heavy, medium or light
and indicates if the fighter is using a shield. The
armor affords the fighter a DRM to the saving
throw from an injury while the use of shield ap-
plies a DRM listed in the fighting rules. The points
cost for heavy armor is 3, medium is 2, and light is
1 while use of a shield is also 1.
Magic this is rated from 0 to 4 and is simultane-
ously the ability of the fighter to use magic spells
and items as well as resist the effects of magic,more information is available in the rules for magic
presented later. The points cost for magic is equal
to the rating plus 2.
Move- this is standardized at 6 but may be in-
creased or decreased at the players desire which
impacts the point value of the fighter. For every
increase to the move score of a fighter the cost
increases by 2. For every decrease to the fighters
move score the points cost of the fighter is re-
duced by 1. Fighters movement is important tacti-cally and while players are free, in theory, to sim-
ply set their move score as they desire it is more
accurate to the spirit of the game to set it accord-
ing to the appearance of the figure. Standard sized
humanoids should always have a move score of 6
while larger creatures should have a greater score
and smaller a lesser score. Players should take into
Each fighter in the game will have its own stat line;
although there may be multiple of the same figureit is acceptable that they have identical stat lines.
These can be either selected from the provided
lists of stats and modify them as necessary or con-
structed from scratch which is what should be
done for heroic members of your force. The stats
for a fighter are;
Fighting- this score is rated from 0 to 4 and is
directly added to the attack roll against the enemy.
A rating of 0 is a non-skilled fighter and a rating of
4 is a great sword master. The points cost forfighting ability is equal to the score multiplied by
itself.
Archery- this score is rated from 0 to 4 and indi-
cates how skilled the fighter is with bow or thrown
weapon. This rating is added to any ranged attack
roll. A rating of 0 indicates a complete lack of skill
and a rating of 4 indicates a bulls eye shot. The
points cost for accuracy is equal to the rating plus
1.
Strength- this score rates the physical strength ofthe fighter and applies in melee combat, thrown
weapons, and when wrestling as well as any physi-
cal feat the fighter may need to make. It ranges
from 1 (the very weak) to 3 (the very strong) and
its cost is exponential (1, 4, and 9 respectively).
Toughness this stat rates from 1 to 6 and indi-
cates how much damage the fighter can take be-
fore succumbing to injuries sus-
tained. Most fighters will have a
toughness of 2 and only the
greatest fighters will have a 4 orbetter. The best way to assess the
toughness of a fighter is indicative
by his role in the force. A tough-
ness 1 fighter would be com-
moner infantry or fragile fighters
such as skeletons and peasants.
Fighters with some experience in
battle would have a toughness
score of 2 and those with elite
Fighter Stats
FIGHTERSTATS POINTS COST SUMMARY TABLE
Score Points costFighting The score multiplied by itself
Archery The score plus 1
Strength 1, 4 or 9 points respectively
Toughness Twice the score
Armor 1, 2, or 3 respectively
Magic The score plus 2
Move Standard of 6; -1 for each 2 below, +1 for each 1 above
8/14/2019 Blood and Glory
5/26
Page 5
Erik Bloodymace would do great as a commander
of 100 point band, or the heroic center of a 50
point band. In a larger fight of 200 or more points
he would be a strong hero likely accompanied by a
few brave infantry willing to fight by his side.
account aspects of the figure such as multiple legs
or even no legs should have their move score
changed accordingly.
Example of Building a Fighter
The miniature that the fighter will be designed
from (pictured right) is named Fighter Mace &
Helmet) and clearly is not carrying a shield. I want
this to be a heroic figure in my war band capable
of fighting two or three enemy fighters at one time
and with some survivability. I assign the follow
abilities;
Fighting: he is a hero but not a fighting master; I
give him a 3 which will cost 9 points.
Archery: he has no thrown or shot weapons so it
is not applicable in this battle, I give him a 0 which
costs nothing.
Strength: he is a human, not a giant or ogre so he
would not be a three; neither is he a common sol-
dier so he is awarded a 2 which costs 4 points.
Toughness: above elite he receives a toughness of
4, he can be killed but my opponent will have to
work at it. This costs 8 points.
Armor: clearly he is fully clad in metal armor with
a full helmet qualifying it as heavy armor, but he
has no shield, this costs 3 points.
Magic: he is no wizard, but I want him to be able
to resist magic with some strength so I assign him
a 2 which costs 4 points.
Move: 6 unmodified but it is reduced to a 5 on the
roster due to the heavy armor.
Special rules are also easily assigned looking at the
model and I give him Leader and Brave, he is ob-
viously a captain of fighters and is not easily
shaken but may be driven away by overwhelming
odds or the super natural. These cost 1 point each
for a total of 2 points.
His final roster entry looks like this
Erik Bloodymace (30 points)
Scale armor, helmet & heavy mace
Leader; Brave
FIG ARC STR TOU ARM MAG MOVE
3 0 2 4 Hvy 2 5
8/14/2019 Blood and Glory
6/26
Page 6BLOOD & GLORY
tial to do so. As with ranged attacks and melee the
effects of magic are applied during the end phase.
6) - End Phase
During this phase all effects of the previous phasestake effect and any fighter that must make a mo-
rale check does so.
Order of a Turn
1) Roll Initiative2) Movement Phase3) Shooting Phase4) Fighting Phase5) Magic Phase6) End Phase
1 Roll Initiative
All players roll 2 dice. The highest roller selects
who will perform the movement phase first, play
continues to the left from that player.
2 Movement PhaseDuring the movement phase each player may
move a number of figures according to the roll of
1 dice as follows; 1 through 3 is one fighter, 5 or
6 is two fighters, a 6 is three fighters (this is called
a weighted dice roll). Starting with the player who
was indicated to go first by the player who won
initiative they roll to determine how many fighters
may be moved. As many rolled must be moved but
the figure does not actually have to be moved from
their location and simply passes but cannot then
be moved that same turn. Play continues around
to each player until all players have moved orpassed on every fighter in their band.
3 Shooting Phase
During this phase each player, starting with the
player who won initiative, selects a fighter in their
band with a ranged attack and resolves it with us-
ing the ranged attack rules. While players take
turns resolving their ranged attacks it is assumed
that all attacks happen simultaneously and the ef-
fects do not apply until the end of the turn.
4 Fighting PhaseDuring this phase players resolve melee combats
between foes in an engagement. The engagements
may be resolved in any order desired but the ef-
fects are considered simultaneous so they are not
applied until the end phase.
5 - Magic Phase
During this phase players may use magic spells or
artifacts if any fighter in their band has the poten-
The Game Turn
8/14/2019 Blood and Glory
7/26
Page 7
one-half and if they charge through rough ground
they must roll 1 die; on a roll of 1 they have fallen
a third of the way into their move and sustain 1
damage.
Obstaclesconsist of terrain like low walls, large
rocks, or fences and require a fighter to end their
movement on the far side after crossing. If a model
is charging they will vault across it as detailed
above.
Effects of Armor: armor can be cumbersome ei-
ther natural or made and as such will reduce how
quickly the fighter may move. If the fighter has
heavy armor or, medium armor andshield, then
the fighters movement is reduced by 25% (so a
move score of 6 indicates 4.5 inches of movement
with an advance and 9 inches with a charge).
A fighter may move in one of two ways; the
chargeand the advance.
A fighter that advances may move up to its move
score in inches subject to the effects of terrain and
obstacles. A fighter that ends its advance within an
inch of a foe is considered engaged in melee. A
fighter that moves into and out of engagement in
the same move is considered to be pushing past
his foe and allows them a free strike.
A fighter that is charging must do so in a straight
line but moves a number of inches equal to double
its move score and is subjected to the effects ofterrain with the exception of obstacles which they
are considered to vault over. A fighter that vaults
an obstacle must roll 1 dice; if the score is a 1 the
fighter has fallen on the far side and ends its move
as well as sustaining 1 damage. If the fighter ends
its move engaged with an enemy they will benefit
from a bonus in that turn of fighting.
Terrain Effects
The majority of the game board should be consid-
ered good ground, meaning it impedes no move-
ment. Aspects of the rest of the board fall intothree categories; dense terrain, rough ground, and
obstacles.
Dense terrainimplies an area that is filled with
effects that prevent easy movement or sight. This
includes woods or forest, brambles, stony terrain
and the like. Fighters moving through dense ter-
rain have their speed reduced by one-half. Line of
sight into dense terrain is limited to 2 inches and
those within can only see two inches before them
although if the two inches of sight allows them to
see the edge of the dense terrain they may seebeyond it as well, in this way archers may hide in
the underbrush and fire on their foes while benefit-
ing from some physical cover.
Rough groundimplies an area that makes move-
ment through it difficult or hazardous but does not
affect vision. This includes mud, sand, deep snow,
rocky ground and rubble. A fighter moving
through rough ground have their speed reduced by
Movement Rules
8/14/2019 Blood and Glory
8/26
Page 8BLOOD & GLORY
The Scrabble of Battle -The frenetic nature of
melee is in no way as orderly as the rules of a
game will portray it. In an effort to add in an as-
pect of this nature, the parries and dodges, thefeints and shoves, and other rambling of engaged
fighters players may use this optional rule. At the
beginning of every fighting phase all engaged
groups of fighters will be moved in a random direc-
tion by 1D6-1 inches (0 to 5). The fighters are
moved as a group and are not separated. This shift
of position can result in some very dangerous
events such as falling off a bridge, stumbling into
lava or the like. If such an occurrence takes place
players may roll a dice for their fighter(s) and a roll
of 3+ will prevent the fighter from moving into the
dangerous area.
Disengaging from the Enemy there will be times
when a fighter wants to avoid a fight. When this
happens they must try to disengage the enemy
during their movement. The foe may either chose
to allow them to disengage or oppose them. If the
disengagement is opposed both players roll 2 dice,
the highest roll indicating who gets their way. If a
fighter is engaged by more than one foe he cannot
prevent them from disengaging so long as they are
outnumbered.
When two fighters are within 1 inch of a foe they
are considered to be engaged in melee combat.During the fighting phase all figures will perform a
melee combat in pairs even if one fighter is en-
gaged with many he will fight a separate melee
with each although will suffer some penalties in
doing so. The procedure for melee is;
1. Roll three dice, two of one color (the attack
dice) and one of a second color (the damage
dice). These dice are referred to throughout
the rules as the combat dice.
2. Add the fighters fighting score to the roll of
the attack dice and apply any DRMs from the
melee factor table.
3. If the total attack roll is an 8 or better then the
fighter has hit their foe. The damage dice is
added to a 4 if the fighter is unarmed, a 5 if
armed with a hand weapon, or a 6 if wielding
a weapon with two hands and add the
strength of the fighter. Some fighters will not
be carrying a weapon but may not be
unarmed and instead be armed with natural
weapons such as claws. If the fighter hits his
foe with a mace weapon, such as a war ham-
mer or morning star, the foes armor is consid-
ered one step lower (heavy counts as medium;
medium counts as light; and light counts as no
armor at all).
4. The foe must make a sav-
ing throw on 2D6 equal to
the total of the damage
rolled. The saving throw is
modified by armor accord-
ing to type. If the roll
equals or beats the dam-
age roll then the foe does
not sustain any injury, oth-
erwise they will take one
damage point. If the dam-
age die was a natural roll
of 6 then the foe will take
two damage points in-
stead. A saving throw of a
natural 12 is always a suc-
cess regardless of the
strength of the attack.
Fighting
Close Combat Factors Table
FACTOR DRM
OutnumberedApplies for each foe the fighter is engaged with. So a fighter
with 3 foes engaging him suffers a -3 DRM to all attacks.-1
Pole Arm (spear, staff, halberd, etc.)Applies if the foe does not have a pole arm.
+1
Dual Armed
Either two hand weapons or hand weapon and shield. This
benefit is discounted if the foe has a pole arm.+1
Larger than FoeThis applies if the figure is twice as large as their foe or is
standing on higher ground.+1
Foe is wielding a shieldThe size of the shield is immaterial just the use of it in melee
combat. It is not necessary for the figure to be holding it, so
long as it is present on the figure. A figure cannot wield a
weapon with two hands AND use a shield though.
-1
Charged this turnThis applies to the fighter that charged.
+1
8/14/2019 Blood and Glory
9/26
Page 9
Example of Melee Combat
A dwarf with a two handed axe and wearing chain
mail armor (medium armor) is engaging a troll
zombie who is using his own left arm as a club andis wearing scraps of previous armor (light armor).
They both have a combat skill of 1, toughness of
2, and strength of 1. The dwarf charged off a ram-
part, literally leaping down upon the troll zombie in
his dwarfish rage.
The dwarfs attack;
Factorsthe dwarf charged his foe this turn so
benefits from a +1 DRM to the attack. He is also
using his axe with two hands so the damage will
be based on a 7.
The Combat Dice Rollthe attack dice result in ascore of 3 and 5, plus the DRM is a total of 9. The
damage dice is a 3 for a total strength of 11 (7 for
a two handed axe, strength of 1, and damage dice
of 3).
The troll zombies attack;
Factorsthe troll zombie is twice the size of his
foe so the benefits from a +1 DRM. He is using his
arm-club with one hand so the damage will be
based on a 6.
The Combat Dice Rollthe attack dice result in a
score of 4 and 3, plus the DRM is a total of 8. Thedamage dice is a 5 for a total strength of 12 (6 for
a one handed weapon, strength of 1, damage dice
of 5).
The Resultsthey both hit their foe and they must
make saving throws. The dwarfs saving throw is a
12 and the player rolls 2D6 plus a DRM of +2 for
medium armor, he rolls a 9 on the dice but only
scores an 11 total so the dwarf is wounded and
takes 1 damage. The troll zombies player rolls 2
dice and adds a DRM of +1 for light armor andscores a total of only 7, the troll zombie also sus-
tains 1 damage.
Armor Modifier Table
ARMOR SAVINGTHROW MODIFIER
Light +1
Medium +2
Heavy +3
8/14/2019 Blood and Glory
10/26
Page 10BLOOD & GLORY
fighters in the melee with equal odds to determine
who is hit.
Identifying Cover to tell if a target benefits from
terrain as cover the standard is which is closest toit. If the target is closer to the terrain element than
the attacker they benefit from the cover, if not
then they do not.
A fighter armed with a missile weapon such as a
bow or crossbow or armed with a thrown weaponsuch as a hatchet, spear, or javelin may make a
ranged attack in the shooting phase. An attacker
must have line of sight to the target and must not
have charged although they may have moved in
the movement phase to use a missile weapon but
those with thrown weapons actually benefit from
the charge. The difficulty in striking the target is
primarily based on the distance to the target with
assumption built into the mechanics that the target
will always be trying to actively dodge the attack.
To make a ranged attack follow this procedure;
1. Declare Target - the player indicates which
shooting fighter is attacking what target and
identifies that line of sight is respected.
2. Measure Range - the player measures the dis-
tance between the two figures from base to
base. This will determine how difficult the shot
will be.
3. Roll Combat Dice - the player makes a stan-
dard combat dice roll. The attack dice have
the fighters accuracy added to them and any
other applicable DRMs from the ranged com-
bat factors table. The target number is equal to
one half of the distance between the two fight-
ers if using a missile weapon, or equal to the
distance if a thrown weapon.
4. Resolve Hit Effects - if the attack is a hit then
the target must make a saving throw, modified
by armor as in the melee rules, with a target
number equal to the roll of the damage
dice plus 5, this is modified further by
adding the strength of the fighter if a
thrown weapon was used. A failed saving
throw inflicts either 1 damage or 2 if the
damage dice rolled a 6 as with melee.
Shooting into an engagement- this is permis-
sible but is of great risk as engaged fighters
are not standing still and slugging it out.
There will always be an equal chance to hit
any fighter in the melee. If the attack roll is
successful then the fighter has hit someone
although not necessarily who they wanted to.
The player must roll a dice dividing up the
Shooting
Shooting Factors Table
FACTOR DRM
MovedThis applies if the attacker moved
-1
ChargedThis applies to thrown weapons only +1Light cover/ shielded
This applies if the target is obstructed by
something that would not stop the missile
but would affect accuracy, such as shrub-
bery. This also applies if the warrior is car-
rying a shield as he can use it to protect
some of this body.
-1
Hard coverThis applies if the target is obstructed by
something that would stop the missile, suchas a rock wall.
-3
8/14/2019 Blood and Glory
11/26
Page 11
There are some further factors that affect morale
mostly dependant on friends and foes. These are
summarized in the morale factors table. These fac-
tors do stack so some small math may be neededto determine the final DRM applied to a fighters
morale roll.
Broken Morale: in the event that the morale roll is
a score of 2 (snake eyes) then the fighter has
had a completely broken morale and will flee from
the battle field if possible. They will immediately
make a move towards the nearest edge of the field
equal to three times their move score. The will
vault obstacles, ignore friend or foe as they push
beyond (perhaps evoking free strikes) and be unaf-fected by rough ground or dense terrain. If the
fighter is still on the field at the end of this move
then they gather their wits and flee no more.
As these rules are intended to depict heroic fantasy
combat against vicious monsters or dark villainsmorale isnt strictly necessary. The author encour-
ages players to make their own choice if morale
should be used as a standard rule and it is greatly
encouraged it be truly more a scenario based rule
than an every game application.
Unlike in mass combat the individual fighter will
not always have allies to rely upon and his nerve
may falter or break altogether. The bravery of an
individual fighter is loosely based on the total cost
of the fighter as follows;
The morale score is the number that must be
rolled on two dice for the fighter to overcome their
fear. A fighter that fails the roll will retreat from
the enemy he is engaged with or was shot by a full
move. Fighters disengaging from melee in thismanner do not suffer free attacks as they are not
routing but instead fighting a withdrawal in an ef-
fort to avoid further injury and find a more advan-
tageous position. It is best to think of it as a
forced strategic withdrawal.
A fighter must make a morale roll if any of these
three events take place;
The fighter sustains injury in melee that turn.
The fighter is injured by a missile attack that
turn.The fighter is engaged by a foe with the fear-
some ability or within a move of a fighter
with the unnatural ability.
Testing for morale must take place during the end
of each phase as aspects of morale could apply in
each phase. The failed morale of a fighter can af-
fect the tactical activities of a turn through blocking
line of sight or removing them from missile range.
Morale
COSTOF FIGHTER MORALE
Up to 10 points 11
11 to 20 points 9
21 points or greater 7
FACTOR DRM
Nearby friendThis applies for every friendly fighter within 3 inches ofthe morale testing fighter
+1
Nearby foeThis applies for every foe within 3 inches of the moraletesting fighter
-1
Outnumbered in a fight
This applies only once as the nearby foe factor appliesas well
-1
Near deathThis applies if the fighter has damage that is over half ofhis total toughness
-1
8/14/2019 Blood and Glory
12/26
Page 12BLOOD & GLORY
morale rolls.
Beast 1 point the fighter is an animal in natureor behavior and as such must have a master or will
run rampant. In the army list a particular fightermust be indicated as the master and the beast
must stay within 12 of this figure during the
game, and must be moved if they become outside
of that distance and will be forced to sacrifice acti-
vations to do so. If their master is slain then they
will go into a fury and the player must roll on the
accompanying table. Beasts are fearsome warriors
though and will rarely flee from an enemy, even
when injured and get to ignore the need to make
morale tests so long as they have their master on
the field with them. Note that not every animalistic
monster in the game must have the beast ability,this is reflective of a beast that has been caught
and trained by a specific character and has a rela-
tionship with that character but is otherwise un-
trained.Cleric 1 point there may not be more than 1cleric in a band for every 100 points of the band.
The cleric ability classifies the fighter as capable of
expending magic points to enact miracles from the
list. A cleric has a number of magic points equal to
their magic score. Further a cleric may use their
divine favor to rebuke the undead. The player de-
clares such intent when the cleric is activated andat any point during their move they may rebuke by
rolling 1d6 and multiplying the result by their
magic score. All undead within a distance equal to
the score and with a points cost of equal to or less
than the score must immediately flee as if they had
broken morale. This ability may be used only once
per game.
This list of special rules may be applied to any fig-
ure with an appropriate appearance (such as wingsfor implying flight or a being made of air). Each
has an accompanying points cost which is applied
to the fighter.
Assassin 3 points the fighter has been trainedin the deadly arts of poison, stealth, and where the
vital areas of all creatures are. This grants the
fighter some benefits but also restricts them some-
what as follows;
1. The fighter may not wear great than light ar-
mor as anything heavier will restrict their abil-
ity to move with stealth and flee when neces-
sary.
2. When the fighter rolls the combat dice all the
attack dice score doubles there is a chance
they have successfully struck a vital spot and
slain their foe. If the attack is a hit then the
opposing fighter must make their saving throw
or be slain immediately regardless of remain-
ing wounds. This ability is ineffective against
fighters with the undead, spirit, or unnatural
ability as they have no vital areas.
3. The assassin must have an assigned target,
selected by the owning player before the
game. If the assassin fails to engage the target
and/or the target survives the battle then the
player is considered to have done no
better than a drawn game regardless
of the actual outcome.
There can be no more than one fighter
in an army with the assassin ability re-
gardless of how many points are being
played with.
Aquatic 1 point the fighter is com-fortable in the water and moves through
it as if it is clear ground and may remain
submerged if they wish. If submerged the
fighter cannot be targeted by ranged at-
tacks or magic spells and may only be
engaged by other submerged fighters.
Brave 1 point the fighter is extremely braveand keeps his cool in situations where others
would panic, as such the fighter gains a +1 to his
Special Rules
2d6 roll Result
24
Unbound: with its master dead it simply flees the field to
seek food and shelter elsewhere, remove it from the
game.
59
Defensive: the loss of its master has grieved the beast it
and will stand over the masters body for the rest of
game attacking any fighter, friend or foe that comes
within 3 of it for the remainder of the game.
1012
Fury: the beast rampages across the battle field tying to
slay and maim with reckless abandon. It gains the fear-less ability and will move to attack the nearest fighter,
friend or foe, every turn until the game is over or it is
slain.
8/14/2019 Blood and Glory
13/26
Page 13
throughout the wooded elements of the world with
little hindrance, and even between them. A fighter
with this ability may be moved from one element
of dense terrain to any other element on the battle
field as their movement.
Leader 1 point there may be only 1 leader in aband which is effectively the general, commander,
captain or what have you. Any fighter within a
move of this fighter benefits from a +1 to their
morale roll.
Maul 2 points the fighter is capable of grippinga foe and thrashing them about, breaking bones,
tearing muscles, and causing massive harm. In the
event that the player rolls doubles on the attack
dice then the player rolls the damage dice againand adds the two results for the final damage roll.
Multiple attacks 2 points the fighter is capableof making several attacks in the same turn and as
such is not overwhelmed by multiple foes. While
the fighter does not makes multiple attack rolls
their foes do not benefit from the outnumbered
DRM in the melee factors table.
Paladin 3 points the fighter is blessed by theimmortals and a chosen warrior for their cause.
This grants him/her a selection of powers;The fighter may lay-on-handson a friendly fighter
that is not undead or a spirit. The fighter re-
covers from one damage. This may be used
only once per game.
The fighter is immuneto the effects of the Fear-some special ability.The fighter may use miraclesas a cleric but my
only use 1 point of miracles regardless of their
magic score.
Only 1 fighter may have the paladin ability for
every 75 points of the battle force.
Regeneration 3 points the fighter heals super-naturally fast, although with some erratic nature to
the curing. At the beginning of the fighters move-
ment, if they are not engaged with the enemy the
player rolls 1 dice for ever damage on the fighter,
each roll of 5+ removes one damage. This affect is
powerless against fire though and damage caused
by fire (such as through magic or with torches)
cannot be regenerated.
Favor 3 points some greater power looks uponthe fighter with great interest and protects them
from death. The player makes a special saving
throw for every damage that the fighter sustainsrolling 1 dice and on a roll of 4 or better then the
damage is simply ignored. Favor requires the
fighters faith though and if they wear armor the
favors save is reduced to 5 or better if wearing
light or a roll of 6 if in medium. A fighter with fa-
vor in heavy armor receives no special save so
long as they wear the armor.
Flight 1 point this ability grants the fighter ae-rial movement from the beginning of their move to
the end, much like a short hop flight. The fighter
ignores terrain, obstacles, and other fighters duringthe course of their movement but is considered on
the ground at all other times.
Fiery breath 2 points the fighter may spit fortha cone of flaming bile that acts much like fantasy
aged napalm as it sticks to foes and causes com-
bustion in anything flammable. The fighter may
only use this ability once per game although it may
be purchased multiple times for several uses.
When used all fighters, friend or foe, within a 180
degree arc of the players choice sustain a wound
as if injured in combat (6 + 1D6) and must make asaving throw. Armor is less useful against fiery
breath so it is declassified by one level (heavy to
medium and so on).
Fearless 3 points the fighter fears not death,nor injury, nor the super natural and never needs
to make morale rolls.
Fearsome 2 points the fighter is terrifying tobehold or approach and if charged by this fighter
any foe charged must make an immediate morale
roll to keep their nerve and do battle.
Fay (Elf) 1 point - many tribes of elves are so athome in their forest or jungle environments they
are unimpeded by the landscape. Fighters with this
ability do not have their movement reduced by
dense terrain.
Fay (Other) 2 points - being creatures of naturepredominantly they are capable of moving
8/14/2019 Blood and Glory
14/26
Page 14BLOOD & GLORY
dead blood drinking fiends. The fighter benefits
from an extremely tough physical nature and is
granted a +2 DRM to saving throws. Further the
character is capable of feeding on the blood of the
living and may drink from a recently defeated foeregenerating 1 damage. Sun light is lethal to the
fighter though and if caught in daylight they will
instantly be turned to dust.
Unnatural 3 points the fighter is outside therealm of normal moral understanding and its very
visage causes disorientation and fear in those be-
holding it. At the end of every move, anyfighter
must make a morale roll. Further, in battle all foes
apply a -1 DRM to their combat from aversion to
getting close enough to hit.
Venomous 2 points the fighter is either carry-ing poison weaponry or capable of injecting or
spitting venom. An enemy struck by a venomous
attack must roll three dice for their saving throw
and use the two lowest.
Warding (swords) 3 points the fighter is im-mune to the effects of such weaponry and if the
enemy does not have another suitable weapon
then they will be considered unarmed for damage
roll purposes. A warding is a very strong enchant-
ment and only one warding may be on a particularfighter.
Warding (maces) 3 points the fighter is im-mune to the effects of such weaponry and if the
enemy does not have another suitable weapon
then they will be considered unarmed for damage
roll purposes. A warding is a very strong enchant-
ment and only one warding may be on a particular
fighter.
Warding (axes) 3 points the fighter is immuneto the effects of such weaponry and if the enemy
does not have another suitable weapon then they
will be considered unarmed for damage roll pur-
poses. A warding is a very strong enchantment
and only one warding may be on a particular
fighter.
Warding (arrows) 3 points the fighter is im-mune to the effects of such weaponry and if the
enemy does not have another suitable weapon
Spirit 3 points the fighter is a spirit and is ethe-real being nearly immune to the physical assaults
of others. A fighter with this ability benefits from a
+3 DRM to all saving throws as most weaponrywill simply pass through them. They have some
existence on the physical world though as they are
able to attack their enemies and do harm.
Stealth 1 point the fighter begins the gamehiding from the enemy and does not have to be
placed on the table. At the beginning of a later
turn the player may activate them and place them
within a terrain feature on the table so long as it is
within the original deployment zone, plus 25% per
turn that has elapsed. Once revealed a stealthed
fighter cannot hide again. No more than 33% ofthe models in a players band may have the stealth
special ability.
Undead (zombie) 1 point the fighter is a zom-bie and as such is immune to the effects of morale
and benefits from a +2 DRM to saving throws to
injury as the enemy must hack them apart before
they fall in battle. A zombie undead also has their
movement reduced by 1 from their standard due
to the rigor mortis of muscles. Fighters with this
ability cannot be given the following abilities; wiz-
ard, cleric, paladin, multiple attacks, or flight (butmay have wings).
Undead (skeletal) 2 points the fighter is ani-mated bones and as such is immune to the effects
of morale and benefits from a +2 DRM to saving
throws to injury as they have no organs at all and
must be broken to pieces. The fighter is very sus-
ceptible to mace weapons though and loses their
saving throw benefit with struck with a mace.
Undead (lich) 2 points the fighter has used anecromantic phylactery to transform their body
into the undead but retain their intellect and per-
sonality. While not as hardy as a zombies body it
is resistant to physical harm receiving a +1 DRM
to saving throws against injury. Further the lich is
obviously some kind of magician and is considered
to have the Wizard ability.
Undead (vampire) 3 points the fighter has beenbitten by a vampire and become one of the un-
8/14/2019 Blood and Glory
15/26
Page 15
then they will be considered unarmed for damage
roll purposes. A warding is a very strong enchant-
ment and only one warding may be on a particular
fighter.
Warding (fire) 1 point the fighter, eitherthrough enchantment or nature, is immune to the
effects of fire. Attacks made with fire are ineffec-
tive unless it is combined, such as a flaming torch
which would then be counted as a club.
Wizard 1 point there may not be more than 1wizard in a band for every 100 points of the band.
The wizard ability is more of a classification for a
fighter that uses spells. A wizard receives a number
of magic points equal to twice their magic score
every turn.
Wings 2 points - the fighter is assumed to beairborne at all times and their move score is a re-
flection of their movement in the air. If the fighter
is forced to the ground the fighters move score is
considered a 2 and they are unable to charge, only
advance. A fighter that is in the air may only be
engaged if they initiative the engagement and
benefit from being 50% further from a shooting
attacker than the measurement shows.
8/14/2019 Blood and Glory
16/26
Page 16BLOOD & GLORY
Dispelling: An enemy wizard or cleric may attempt
to dispel magic that remains in play. They must be
within twice their magic score in inches of the ef-
fect and make an opposed magic roll against the
casting wizard. If they dispel attempt is successful
then the effect is removed from the game, if not it
remains. Dispelling requires the dispeller to expend
an amount of magic equal to the cost of the spell,
and if the effect is successfully dispelled the magic
is spent permanently for the remainder of the
game.
The magic system of these rules is designed to be
quick and easy to use and as such require no bookkeeping with any lasting effect being permanent
for the course of the game.
Every spell has a casting difficulty, range, effect,
and magic points cost. Every fighter with a magic
score has that many points available every turn
and if they are allied to a wizard they may donatethis magic if they are within their magic score in
inches to the wizard. Donating the magic of a
fighter to another who is a wizard is a risky event
though and for every point donated roll 1 die,
each roll of 1 or 2 indicates the fighter has sus-tained one damage in the donation of power.
A fighter must be given the wizard special rule to
be given spells. Any wizard may have as many
spells as they have magic score and the cost for a
spell is figured into the cost of the fighter. A wizard
may cast as many spells as they have available
magic points every turn, retrying as they wish or
casting multiple copies of the same spell if desired.
To use a spell the player needs only declare which
spell, its target, and roll 2D6 adding the wizardsmagic score. If the roll meets the difficulty of the
spell it is successful. If the spell targeted an unwill-
ing recipient they may make a magic saving throw
to resist the effect. This is done by rolling 2D6 and
adding their magic score; if the roll meets the origi-
nal roll they have resisted the spells effects.
The wizard expends his magic points in one of two
ways, if the spells cost is marked with an (p) then
the use of the spellpermanentlyexpends the
points and the character does not recover them.
These cannot be points donated by another fighter
to a wizard. Note that permanent denotes for the
remainder of the current skirmish, ideally these are
recovered after a good nights sleep. The effective
magic score of the fighter is not reduced, they sim-
ply receive fewer each turn.
Magic
8/14/2019 Blood and Glory
17/26
Page 17
An enchanted item can take many forms although
the most common are magic weapons and armor.An individual fighter may be equipped with a sin-
gle enchanted item at the points cost listed and
may, during the course of battle, drop this magic
item to pick up a different one. A fighter that is
wielding an enchanted item that is slain will drop
his item where he is slain for others to pick up.
Enchanted items
8/14/2019 Blood and Glory
18/26
Page 18BLOOD & GLORY
Magic Spell List
The spell table parameters is defined as follows
Name: the name of the spell. Cost: both how much magic it takes to power the spell and how many points the spell will cost to purchase.
Difficulty: the score that must be met with the magic roll to cast the spell successfully.
Range: how far the spell may be cast, or if it only targets the self.
Effects: what the spell does.
Arcane ArmorCost 1(p) / Difficulty 7 / Range self
Effect the wizard benefits from a magical shield that provides armor as if they are wearing medium armor. The
effect applies for the remainder of the skirmish and if so desired may be cast before the game begins.
InciteCost 1 / Difficulty 7 / Range 4 inches
Effects the target of the spell may make an immediate movement with all standard movement rules applied.
Blinding FlashCost 1 / Difficulty 7 / Range self
Effect the wizard causes his staff or weapon to flash with such blinding light that all enemies in melee with him
suffer a -2 penalty to combat the following turn.
Magic MissileCost 2 / Difficult 8 / Range 12 inches
Effect a successful casting will inflict 1 damage on the target.
FearCost 2 / Difficulty 8 / Range 6 inches
Effect target must immediately flee from the wizard as if they had failed a morale check.
Fire BrandCost 2(p) / Difficulty 9 / Range self
Effect the wizards summons a flaming sword into play that will inflict 1 extra damage in melee and remains in play
the entire skirmish.
TeleportationCost 3 / Difficulty 10 / Range 4 inches
Effect the target is moved from their current location up to a distance equal to the wizards magic score times ten
in inches. This cannot move the target off the battlefield although it may move them to very dangerous situations.
Chain LightingCost 3 / Difficulty 10 / Range 8 inches
Effect this spell will strike the three closest targets to the wizard, be they friend or foe. Each target will take 1 or 2
damage according to the roll of an odds dice. Each target may make a separate resistance roll against the spell.
8/14/2019 Blood and Glory
19/26
Page 19
Mind ControlCost 3(p) / Difficulty 12 / Range 6 inches
Effect the wizard attempts to enslave the mind of the target and if successful the fighter permanently changes sides
for the remainder of the battle. This spell is ineffective on things without a mind in a intellectual sense, not a physi-
cal sense. A vampire may be dominated by a skeleton cannot. This spell is ineffective on any fighter with the Un-natural special rule as their mind is too alien to understand to control.
Necromantic Magic
A special classification of magic necromancers can only be use necromantic magic. A wizard that is a necro-
mancer must be noted as such an may make use of only these necromancer spells. Further the presence of any cleric or
paladin within six inches of the necromancer applies a cumulative 1 penalty to their casting attempts as their faith dif-
fuses the necromancers magic. This applies to both friendly and enemy fighters. It is also of significance that the play-
ers mark the death locations of all fallen fighters for the duration of the game.
Raise the DeadCost 3 / Difficulty 9 / Range 3 inches
Effects the necromancer summons a dark soul to inhabit the body of a slain fighter raising them as a zombie soldierunder the necromancers control. The zombie becomes a fighter in the players force and may be activated the turn it
comes into play as any other fighter. It has the following stats; Fighting 1 / Toughness 1 / Armor none / Move
4
Hand of DeathCost 3 / Difficulty 9 / Range self
Effect the necromancers hand becomes invigorated with the power of the grave. In melee combat the necroman-
cer may fight unarmed and if successful in wounding the target they must make a toughness saving throw (roll equal
to or less than toughness on 1d6) or be slain out of hand. The spell remains in play until the necromancer success-
fully strikes a foe.
ShadowCost 2 / Difficulty -8 / Range self
Effect the necromancer ensconces himself in shadows and dark winds making targeting him with any ranged at-
tack impossible and ignoring the penalties of having to fight multiple foes. The spell lasts until the beginning of the
following magic phase.
Summon Vampire BatsCost 2 / Difficulty 8 / Range 12 inches
Effect a swarm of thirteen vampire bats swoop down from the skies and envelope one target. The player rolls 13
dice, for each 1 scored the target must make a saving throw against a hit of strength 10 as the bats bite, claw and
drain the blood of their victim. This spell has no effect on a fighter with the undead special rule as the bats are re-
pelled by the dead.
Corpse CarryCost 1(p) / Difficulty 7 / Range self
Effect a host of dead hands emerge from the ground and bear the necromancer as a moving carpet of death. The
necromancer ignores all movement restrictions and any enemy in melee with him suffers a 1 penalty to all attack
8/14/2019 Blood and Glory
20/26
Page 20BLOOD & GLORY
A cleric may undo the work of another cleric in the
same manner as a dispel can be attempted by a
cleric on wizard effects. A wizard may not dispel
the effects of clerics.Authors Note: I have a particular love for clerics,
ever since my early days, so I have put effort intomaking them unique battle field fighters with a
selection of abilities that make them valuable. If I
have inadvertently made them overpowered have
some mercy and forgive the favoritism of a fantasy
war gamer.
The devotees of the light and dark are no users of
magic in a wizards way and instead focus their
magical ability through invocation and acts of spiri-
tual strength. The entire list of cleric feats is avail-
able (according to orientation) and may be called
upon through the course of game play. Unlike
wizards magic which replenishes each turn the
magic of a cleric is expended permanently. Also
unlike wizardly magic there is no roll needed to use
cleric feats unless they are used on an unwilling
target which requires an opposed magic role to
determine a result.
Clerics have special powers of the undead and
may either rebuke or dominate them according toorientation (light and dark respectively).
A cleric that rebukes undead makes and opposed
magic roll against any undead within six inches in
the magic phase instead of using a feat. Any un-
dead that fails in the opposed roll must flee from
the cleric a full move, even into dangerous situa-
tions.
A cleric that dominates may select one undead
they are engaged with and force and opposed
magic roll in the magic phase instead of using a
feat. If the undead fails to resist the domination the
player of the cleric controls the undead for the
following game turn after which time another
domination attempt may be made if the cleric is
still engaged with the undead.
Clerics
8/14/2019 Blood and Glory
21/26
Page 21
Clerical Feats Table
The feats are outlines as follows;
Name the name of the feat. Cost the amount of magic that must be committed to produce the effect.
Range how far the feat will go or if it affects only the self.
Effect the results of the feat.
Curing (light)
Cost 1 / Range touch
Effect the cleric lays hands on the target and heals them of all damage they have accumulated thus far in the bat-
tle. This may be used to destroy undead as an attack at will inflict as much damage on the undead as the clerics
magic score.
Courage (light, dark)
Cost 1 / Range 12 inches Effect the cleric may use this on a friendly piece who is fleeing. They immediately recover and gain the Bravery
special rule for the remainder of the game. If they already benefit from the Bravery rule they will instead gain Fear-
less.
Mist (light, dark)
Cost 2 / Range 12 inches
Effect the cleric holds aloft his icon of faith and from him a mist rolls out that extends to 12 inches in all directions
from the cleric. All fighter, friend or foe, within the mist is blocked from line of site for magic and ranged attacks.
This effect remains so long as the cleric is not engaged in melee and returns when he is no longer engaged in me-
lee.
Fortune (light, dark)Cost 1 / Range self
Effect the clerics divine favor aids him in battle and he may use this feat to re-roll any dice roll during the course of
the game. The entire roll must be rerolled though, not just one part of the roll, so a combat roll re-rolls all of the
dice, not just the attack or damage dice.
Blessing (light)
Cost 2 / Range 4 inches
Effect the cleric uses ointments and brandishes his icon to bless an allied fighter. The fighters resolve is divinely
bolstered and they become immune to the effects of the Fearsome and the Unnatural special rules.
Wing Gift (light, dark)
Cost 2 / Range 4 inches Effect the cleric blesses the target and they grow a pair of magical wings (either eagle wings or bat wings) granting
the Flight special rule for the remainder of the game.
Bane (dark)
Cost 2 / Range 8 inches
Effect the cleric places a horrid curse on the target whos body fails to work properly. For the remainder of the
game they must apply a 2 DRM to all dice rolls.
8/14/2019 Blood and Glory
22/26
Page 22BLOOD & GLORY
Glossary of Terms
8/14/2019 Blood and Glory
23/26
Page 23
8/14/2019 Blood and Glory
24/26
Page 24BLOOD & GLORY
8/14/2019 Blood and Glory
25/26
Page 25
8/14/2019 Blood and Glory
26/26
Book back text...
Blood&Glory