Blood and Glory

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    Blood & Glory

    FantasySkirmishMiniatureRules

    By

    ArthurNicklesJr.

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    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

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    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.

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    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

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    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

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    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

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    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

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    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

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    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

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    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

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    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

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    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.

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    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

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    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-

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    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.

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    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

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    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

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    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.

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    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

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    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

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    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.

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    Glossary of Terms

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    Book back text...

    Blood&Glory