Beruflich Dokumente
Kultur Dokumente
Table of Contents
Overview & Introduction 3
Fighter Stats 4
Movement 7
Fighting 8
Shooting 10
Morale 11
Special Rules 12
Magic 16
Enchanted Items 17
Clerics 20
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 use
favorite 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 an
interesting combat. The author recom-
mends something along the line of 3ft x
2ft.
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account aspects of the figure such as multiple legs Erik Bloodymace would do great as a commander
or even no legs should have their move score of 100 point band, or the heroic center of a 50
changed accordingly. point band. In a larger fight of 200 or more points
he would be a strong hero likely accompanied by a
Example of Building a Fighter… few brave infantry willing to fight by his side.
Archery: he has no thrown or shot weapons so it Scale armor, helmet & heavy mace
Leader; Brave
is not applicable in this battle, I give him a 0 which
costs nothing. FIG ARC STR TOU ARM MAG MOVE
3 0 2 4 Hvy 2 5
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.
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 Phase
During 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 or
passed 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 Phase
During 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-
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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 into
three categories; dense terrain, rough ground, and
obstacles.
The Results – they both hit their foe and they must
make saving throws. The dwarf‟s 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 zombie‟s player rolls 2
dice and adds a DRM of +1 for light armor and
scores a total of only 7, the troll zombie also sus-
tains 1 damage.
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A fighter armed with a missile weapon such as a Identifying Cover – to tell if a target benefits from
bow or crossbow or armed with a thrown weapon
terrain as cover the standard is which is closest to
such as a hatchet, spear, or javelin may make a
ranged attack in the shooting phase. An attacker it. If the target is closer to the terrain element than
must have line of sight to the target and must not the attacker they benefit from the cover, if not
have charged although they may have moved in then they do not.
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;
morale rolls.
Special Rules
Beast – 1 point – the fighter is an animal in nature
This list of special rules may be applied to any fig- or behavior and as such must have a master or will
ure with an appropriate appearance (such as wings run rampant. In the army list a particular fighter
for implying flight or a being made of air). Each must be indicated as the master and the beast
has an accompanying points cost which is applied must stay within 12” of this figure during the
to the fighter. game, and must be moved if they become outside
of that distance and will be forced to sacrifice acti-
Assassin – 3 points – the fighter has been trained vations to do so. If their master is slain then they
in the deadly arts of poison, stealth, and where the will go into a fury and the player must roll on the
vital areas of all creatures are. This grants the accompanying table. Beasts are fearsome warriors
fighter some benefits but also restricts them some- though and will rarely flee from an enemy, even
what as follows; when injured and get to ignore the need to make
1. The fighter may not wear great than light ar- morale tests so long as they have their master on
mor as anything heavier will restrict their abil- the field with them. Note that not every animalistic
ity to move with stealth and flee when neces- monster in the game must have the beast ability,
sary. this is reflective of a beast that has been caught
2. When the fighter rolls the combat dice all the and trained by a specific character and has a rela-
attack dice score doubles there is a chance tionship with that character but is otherwise un-
they have successfully struck a vital spot and trained.
slain their foe. If the attack is a hit then the Cleric – 1 point – there may not be more than 1
opposing fighter must make their saving throw cleric in a band for every 100 points of the band.
or be slain immediately regardless of remain- The cleric ability classifies the fighter as capable of
ing wounds. This ability is ineffective against expending magic points to enact miracles from the
fighters with the undead, spirit, or unnatural list. A cleric has a number of magic points equal to
ability as they have no vital areas. their magic score. Further a cleric may use their
3. The assassin must have an assigned target, divine favor to rebuke the undead. The player de-
selected by the owning player before the clares such intent when the cleric is activated and
game. If the assassin fails to engage the target at any point during their move they may rebuke by
and/or the target survives the battle then the rolling 1d6 and multiplying the result by their
player is considered to have done no
better than a drawn game regardless 2d6 roll Result
of the actual outcome. Unbound: with its master dead it simply flees the field to
There can be no more than one fighter 2–4 seek food and shelter elsewhere, remove it from the
in an army with the assassin ability re- game.
gardless of how many points are being Defensive: the loss of its master has grieved the beast it
played with. and will stand over the master’s body for the rest of
5–9
game attacking any fighter, friend or foe that comes
within 3” of it for the remainder of the game.
Aquatic – 1 point – the fighter is com- Fury: the beast rampages across the battle field tying to
fortable in the water and moves through slay and maim with reckless abandon. It gains the fear-
it as if it is clear ground and may remain 10 – 12 less ability and will move to attack the nearest fighter,
submerged if they wish. If submerged the friend or foe, every turn until the game is over or it is
fighter cannot be targeted by ranged at- slain.
tacks or magic spells and may only be
engaged by other submerged fighters. magic score. All undead within a distance equal to
the score and with a points cost of equal to or less
Brave – 1 point – the fighter is extremely brave than the score must immediately flee as if they had
and keeps his cool in situations where others broken morale. This ability may be used only once
would panic, as such the fighter gains a +1 to his per game.
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Stealth – 1 point – the fighter begins the game Unnatural – 3 points – the fighter is outside the
hiding from the enemy and does not have to be realm of normal moral understanding and its very
placed on the table. At the beginning of a later visage causes disorientation and fear in those be-
turn the player may activate them and place them holding it. At the end of every move, any fighter
within a terrain feature on the table so long as it is must make a morale roll. Further, in battle all foes
within the original deployment zone, plus 25% per apply a -1 DRM to their combat from aversion to
turn that has elapsed. Once revealed a stealthed getting close enough to hit.
fighter cannot hide again. No more than 33% of
the models in a player‟s band may have the stealth Venomous – 2 points – the fighter is either carry-
special ability. ing poison weaponry or capable of injecting or
spitting venom. An enemy struck by a venomous
Undead (zombie) – 1 point – the fighter is a zom- attack must roll three dice for their saving throw
bie and as such is immune to the effects of morale and use the two lowest.
and benefits from a +2 DRM to saving throws to
injury as the enemy must hack them apart before Warding (swords) – 3 points – the fighter is im-
they fall in battle. A zombie undead also has their mune to the effects of such weaponry and if the
movement reduced by 1 from their standard due enemy does not have another suitable weapon
to the rigor mortis of muscles. Fighters with this then they will be considered unarmed for damage
ability cannot be given the following abilities; wiz- roll purposes. A warding is a very strong enchant-
ard, cleric, paladin, multiple attacks, or flight (but ment and only one warding may be on a particular
may have wings). fighter.
Undead (skeletal) – 2 points – the fighter is ani- Warding (maces) – 3 points – the fighter is im-
mated bones and as such is immune to the effects mune to the effects of such weaponry and if the
of morale and benefits from a +2 DRM to saving enemy does not have another suitable weapon
throws to injury as they have no organs at all and then they will be considered unarmed for damage
must be broken to pieces. The fighter is very sus- roll purposes. A warding is a very strong enchant-
ceptible to mace weapons though and loses their ment and only one warding may be on a particular
saving throw benefit with struck with a mace. fighter.
Undead (lich) – 2 points – the fighter has used a Warding (axes) – 3 points – the fighter is immune
necromantic phylactery to transform their body to the effects of such weaponry and if the enemy
into the undead but retain their intellect and per- does not have another suitable weapon then they
sonality. While not as hardy as a zombie‟s body it will be considered unarmed for damage roll pur-
is resistant to physical harm receiving a +1 DRM poses. A warding is a very strong enchantment
to saving throws against injury. Further the lich is and only one warding may be on a particular
obviously some kind of magician and is considered fighter.
to have the Wizard ability.
Warding (arrows) – 3 points – the fighter is im-
Undead (vampire) – 3 points – the fighter has been mune to the effects of such weaponry and if the
bitten by a vampire and become one of the un- enemy does not have another suitable weapon
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Enchanted items
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.
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Arcane Armor
Cost –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.
Incite
Cost –1 / Difficulty –7 / Range –4 inches
Effects –the target of the spell may make an immediate movement with all standard movement rules applied.
Blinding Flash
Cost –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 Missile
Cost –2 / Difficult –8 / Range –12 inches
Effect –a successful casting will inflict 1 damage on the target.
Fear
Cost –2 / Difficulty –8 / Range –6 inches
Effect –target must immediately flee from the wizard as if they had failed a morale check.
Fire Brand
Cost –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.
Teleportation
Cost –3 / Difficulty –10 / Range –4 inches
Effect –the target is moved from their current location up to a distance equal to the wizard‟s magic score times ten
in inches. This cannot move the target off the battlefield although it may move them to very dangerous situations.
Chain Lighting
Cost –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 Control
Cost –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 necromancer‟s 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.
Hand of Death
Cost –3 / Difficulty –9 / Range –self
Effect –the necromancer‟s 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.
Shadow
Cost –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.
Corpse Carry
Cost –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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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 cleric‟s
magic score.
Blessing (light)
Cost –2 / Range –4 inches
Effect –the cleric uses ointments and brandishes his icon to bless an allied fighter. The fighter‟s resolve is divinely
bolstered and they become immune to the effects of the Fearsome and the Unnatural special rules.
Bane (dark)
Cost –2 / Range –8 inches
Effect –the cleric places a horrid curse on the target who‟s 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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Blood & Glory