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Blood & Glory

Fantasy Skirmish Miniature Rules


By
Arthur Nickles Jr.
BLOOD & GLORY Page 2

Table of Contents
Overview & 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 3

Overview and Introduction


Designed as a set of rules that could be applied to Scale and Figure Basing
any fantasy figures from as small as 10mm to as 1 figure = 1 fighter
large as the players wish these rules are meant to 1 inch = 5 feet
1 turn = 15 seconds
play smoothly, with no book keeping, and a suffi-
cient amount of freedom to create a variety of skir- Each fighter should be mounted on a base at least
mish forces for either scenario or tournament play. an inch in diameter and may be based on larger if
The rules detail a point purchase system through- necessary although it is best that the base be ap-
out but the author encourages players to exercise propriate to the figure. Bases may be round or
creative scenario construction and design forces square although the author finds round bases most
that may not be balanced but will create an inter- pleasing.
esting game. The special rules provided in glossary
format at the end of these rules are by no means
comprehensive 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 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.
BLOOD & GLORY Page 4

status would be 3. Only heroic individuals or par-


Fighter Stats ticularly hard to kill beasts would be higher than
this. The points cost for toughness is equal to
Each fighter in the game will have its own stat line; twice its rating.
although there may be multiple of the same figure
it is acceptable that they have identical stat lines. Armor – this indicates the level of protection the
These can be either selected from the provided warrior has. It is rated as heavy, medium or light
lists of stats and modify them as necessary or con- and indicates if the fighter is using a shield. The
armor affords the fighter a DRM to the saving
structed from scratch which is what should be
throw from an injury while the use of shield ap-
done for heroic members of your force. The stats plies a DRM listed in the fighting rules. The points
for a fighter are; cost for heavy armor is 3, medium is 2, and light is
1 while use of a shield is also 1.
Fighting - this score is rated from 0 to 4 and is
directly added to the attack roll against the enemy. Magic – this is rated from 0 to 4 and is simultane-
A rating of 0 is a non-skilled fighter and a rating of ously the ability of the fighter to use magic spells
4 is a great sword master. The points cost for and items as well as resist the effects of magic,
fighting ability is equal to the score multiplied by more information is available in the rules for magic
itself. presented later. The points cost for magic is equal
to the rating plus 2.
Archery - this score is rated from 0 to 4 and indi-
cates how skilled the fighter is with bow or thrown Move - this is standardized at 6 but may be in-
weapon. This rating is added to any ranged attack creased or decreased at the player‟s desire which
roll. A rating of 0 indicates a complete lack of skill impacts the point value of the fighter. For every
and a rating of 4 indicates a bull‟s eye shot. The
points cost for accuracy is equal to the rating plus increase to the move score of a fighter the cost
1. increases by 2. For every decrease to the fighter‟s
move score the points cost of the fighter is re-
Strength - this score rates the physical strength of duced by 1. Fighter‟s movement is important tacti-
the fighter and applies in melee combat, thrown cally and while players are free, in theory, to sim-
weapons, and when wrestling as well as any physi- ply set their move score as they desire it is more
cal feat the fighter may need to make. It ranges accurate to the spirit of the game to set it accord-
from 1 (the very weak) to 3 (the very strong) and
ing to the appearance of the figure. Standard sized
its cost is exponential (1, 4, and 9 respectively).
humanoids should always have a move score of 6
Toughness – this stat rates from 1 to 6 and indi- while larger creatures should have a greater score
cates how much damage the fighter can take be- and smaller a lesser score. Players should take into
fore succumbing to injuries sus-
tained. Most fighters will have a FIGHTER STATS POINTS COST SUMMARY TABLE
toughness of 2 and only the
greatest fighters will have a 4 or Score Points cost
better. The best way to assess the Fighting The score multiplied by itself
toughness of a fighter is indicative
by his role in the force. A tough- Archery The score plus 1
ness 1 fighter would be com- Strength 1, 4 or 9 points respectively
moner infantry or fragile fighters Toughness Twice the score
such as skeletons and peasants.
Fighters with some experience in Armor 1, 2, or 3 respectively
battle would have a toughness Magic The score plus 2
score of 2 and those with elite
Move Standard of 6; -1 for each 2 below, +1 for each 1 above
Page 5

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.

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. Erik Bloodymace (30 points)

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.

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…


BLOOD & GLORY Page 6

tial to do so. As with ranged attacks and melee the


The Game Turn effects of magic are applied during the end phase.

Order of a Turn 6) - End Phase


1) Roll Initiative During this phase all effects of the previous phases
2) Movement Phase
take effect and any fighter that must make a mo-
3) Shooting Phase
4) Fighting Phase rale check does so.
5) Magic Phase
6) 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 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-
Page 7

one-half and if they charge through rough ground


Movement Rules they must roll 1 die; on a roll of 1 they have fallen
a third of the way into their move and sustain 1
A fighter may move in one of two ways; the damage.
charge and the advance.
Obstacles consist of terrain like low walls, large
A fighter that advances may move up to its move rocks, or fences and require a fighter to end their
score in inches subject to the effects of terrain and movement on the far side after crossing. If a model
obstacles. A fighter that ends its advance within an is charging they will vault across it as detailed
inch of a foe is considered engaged in melee. A above.
fighter that moves into and out of engagement in
the same move is considered to be pushing past Effects of Armor: armor can be cumbersome ei-
his foe and allows them a free strike.
ther natural or made and as such will reduce how
quickly the fighter may move. If the fighter has
A fighter that is charging must do so in a straight
line but moves a number of inches equal to double heavy armor or, medium armor and shield, then
its move score and is subjected to the effects of the fighter‟s movement is reduced by 25% (so a
terrain with the exception of obstacles which they move score of 6 indicates 4.5 inches of movement
are considered to vault over. A fighter that vaults with an advance and 9 inches with a charge).
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 into
three categories; dense terrain, rough ground, and
obstacles.

Dense terrain implies 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 see
beyond 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 ground implies 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
BLOOD & GLORY Page 8

Fighting The Scrabble of Battle - The frenetic nature of


melee is in no way as orderly as the rules of a
When two fighters are within 1 inch of a foe they game will portray it. In an effort to add in an as-
are considered to be engaged in melee combat. pect of this nature, the parries and dodges, the
During the fighting phase all figures will perform a feints and shoves, and other rambling of engaged
melee combat in pairs even if one fighter is en- fighters players may use this optional rule. At the
gaged with many he will fight a separate melee beginning of every fighting phase all engaged
with each although will suffer some penalties in groups of fighters will be moved in a random direc-
doing so. The procedure for melee is; tion by 1D6-1 inches (0 to 5). The fighters are
moved as a group and are not separated. This shift
1. Roll three dice, two of one color (the attack of position can result in some very dangerous
dice) and one of a second color (the damage events such as falling off a bridge, stumbling into
dice). These dice are referred to throughout lava or the like. If such an occurrence takes place
the rules as the „combat dice‟. players may roll a dice for their fighter(s) and a roll
2. Add the fighter‟s fighting score to the roll of of 3+ will prevent the fighter from moving into the
the attack dice and apply any DRMs from the dangerous area.
melee factor table.
3. If the total attack roll is an 8 or better then the Disengaging from the Enemy – there will be times
fighter has hit their foe. The damage dice is
when a fighter wants to avoid a fight. When this
added to a 4 if the fighter is unarmed, a 5 if
armed with a hand weapon, or a 6 if wielding happens they must try to disengage the enemy
a weapon with two hands and add the during their movement. The foe may either chose
strength of the fighter. Some fighters will not to allow them to disengage or oppose them. If the
be carrying a weapon but may not be disengagement is opposed both players roll 2 dice,
„unarmed‟ and instead be armed with natural the highest roll indicating who gets their way. If a
weapons such as claws. If the fighter hits his fighter is engaged by more than one foe he cannot
foe with a mace weapon, such as a war ham-
prevent them from disengaging so long as they are
mer or morning star, the foe‟s armor is consid-
ered one step lower (heavy counts as medium; outnumbered.
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 Close Combat Factors Table
the total of the damage
rolled. The saving throw is FACTOR DRM
modified by armor accord- Outnumbered
ing to type. If the roll Applies for each foe the fighter is engaged with. So a fighter -1
equals or beats the dam- with 3 foes engaging him suffers a -3 DRM to all attacks.
age roll then the foe does Pole Arm (spear, staff, halberd, etc.) +1
Applies if the foe does not have a pole arm.
not sustain any injury, oth- Dual Armed
erwise they will take one Either two hand weapons or hand weapon and shield. This +1
damage point. If the dam- benefit is discounted if the foe has a pole arm.
age die was a natural roll Larger than Foe
of 6 then the foe will take This applies if the figure is twice as large as their foe or is +1
two damage points in- standing on higher ground.
stead. A saving throw of a Foe is wielding a shield
The size of the shield is immaterial just the use of it in melee
natural 12 is always a suc- combat. It is not necessary for the figure to be holding it, so -1
cess regardless of the long as it is present on the figure. A figure cannot wield a
strength of the attack. weapon with two hands AND use a shield though.
Charged this turn
+1
This applies to the fighter that charged.
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 and
is wearing scraps of previous armor (light armor).
They both have a combat skill of 1, toughness of
Armor Modifier Table 2, and strength of 1. The dwarf charged off a ram-
ARMOR SAVING THROW MODIFIER part, literally leaping down upon the troll zombie in
his dwarfish rage.
Light +1
Medium +2 The dwarf‟s attack;
Heavy +3 Factors – the 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 Roll – the attack dice result in a
score 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 zombie‟s attack;


Factors – the 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 Roll – the attack dice result in a
score of 4 and 3, plus the DRM is a total of 8. The
damage dice is a 5 for a total strength of 12 (6 for
a one handed weapon, strength of 1, damage dice
of 5).

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.
BLOOD & GLORY Page 10

fighters in the melee with equal odds to determine


Shooting who is hit.

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;

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 fighter‟s 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 Shooting Factors Table
adding the strength of the fighter if a
thrown weapon was used. A failed saving FACTOR DRM
throw inflicts either 1 damage or 2 if the Moved -1
This applies if the attacker moved
damage dice rolled a 6 as with melee.
Charged
+1
This applies to thrown weapons only
Shooting into an engagement - this is permis- Light cover/ shielded
sible but is of great risk as engaged fighters This applies if the target is obstructed by
are not standing still and slugging it out. something that would not stop the missile
There will always be an equal chance to hit but would affect accuracy, such as shrub- -1
bery. This also applies if the warrior is car-
any fighter in the melee. If the attack roll is
rying a shield as he can use it to protect
successful then the fighter has hit someone some of this body.
although not necessarily who they wanted to. Hard cover
The player must roll a dice dividing up the This applies if the target is obstructed by
-3
something that would stop the missile, such
as a rock wall.
Page 11

Morale There are some further factors that affect morale


mostly dependant on friends and foes. These are
As these rules are intended to depict heroic fantasy summarized in the morale factors table. These fac-
combat against vicious monsters or dark villains tors do stack so some small math may be needed
morale isn‟t strictly necessary. The author encour- to determine the final DRM applied to a fighter‟s
ages players to make their own choice if morale morale roll.
should be used as a standard rule and it is greatly
Broken Morale: in the event that the morale roll is
encouraged it be truly more a scenario based rule
a score of 2 (“snake eyes”) then the fighter has
than an every game application.
had a completely broken morale and will flee from
the battle field if possible. They will immediately
Unlike in mass combat the individual fighter will
make a move towards the nearest edge of the field
not always have allies to rely upon and his nerve
equal to three times their move score. The will
may falter or break altogether. The bravery of an
vault obstacles, ignore friend or foe as they push
individual fighter is loosely based on the total cost
beyond (perhaps evoking free strikes) and be unaf-
of the fighter as follows;
fected by rough ground or dense terrain. If the
The morale score is the number that must be
rolled on two dice for the fighter to overcome their fighter is still on the field at the end of this move
then they gather their wits and flee no more.
COST OF FIGHTER MORALE
Up to 10 points 11
11 to 20 points 9
21 points or greater 7
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 this
manner 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. FACTOR DRM
Nearby friend
A fighter must make a morale roll if any of these This applies for every friendly fighter within 3 inches of +1
three events take place; the morale testing fighter
Nearby foe
This applies for every foe within 3 inches of the morale -1
The fighter sustains injury in melee that turn. testing fighter
The fighter is injured by a missile attack that Outnumbered in a fight
turn. This applies only once as the nearby foe factor applies -1
The fighter is engaged by a foe with the fear- as well
some ability or within a move of a fighter Near death
This applies if the fighter has damage that is over half of -1
with the unnatural ability. his total toughness

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.
BLOOD & GLORY Page 12

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.
Page 13

throughout the wooded elements of the world with


Favor – 3 points – some greater power looks upon little hindrance, and even between them. A fighter
the fighter with great interest and protects them with this ability may be moved from one element
from death. The player makes a special saving of dense terrain to any other element on the battle
throw for every damage that the fighter sustains field as their movement.
rolling 1 dice and on a roll of 4 or better then the
damage is simply ignored. Favor requires the Leader – 1 point – there may be only 1 leader in a
fighter‟s faith though and if they wear armor the band which is effectively the general, commander,
favor‟s save is reduced to 5 or better if wearing captain or what have you. Any fighter within a
light or a roll of 6 if in medium. A fighter with fa- move of this fighter benefits from a +1 to their
vor in heavy armor receives no special save so morale roll.
long as they wear the armor.
Maul – 2 points – the fighter is capable of gripping
Flight – 1 point – this ability grants the fighter ae- a foe and thrashing them about, breaking bones,
rial movement from the beginning of their move to tearing muscles, and causing massive harm. In the
the end, much like a short hop flight. The fighter event that the player rolls doubles on the attack
ignores terrain, obstacles, and other fighters during dice then the player rolls the damage dice again
the course of their movement but is considered on and adds the two results for the final damage roll.
the ground at all other times.
Multiple attacks – 2 points – the fighter is capable
Fiery breath – 2 points – the fighter may spit forth of making several attacks in the same turn and as
a cone of flaming bile that acts much like fantasy such is not overwhelmed by multiple foes. While
aged napalm as it sticks to foes and causes com- the fighter does not makes multiple attack rolls
bustion in anything flammable. The fighter may their foes do not benefit from the outnumbered
only use this ability once per game although it may DRM in the melee factors table.
be purchased multiple times for several uses.
When used all fighters, friend or foe, within a 180 Paladin – 3 points – the fighter is blessed by the
degree arc of the players choice sustain a wound immortals and a chosen warrior for their cause.
as if injured in combat (6 + 1D6) and must make a This grants him/her a selection of powers;
saving throw. Armor is less useful against fiery The fighter may lay-on-hands on a friendly fighter
breath so it is declassified by one level (heavy to that is not undead or a spirit. The fighter re-
medium and so on). covers from one damage. This may be used
only once per game.
Fearless – 3 points – the fighter fears not death, The fighter is immune to the effects of the Fear-
nor injury, nor the super natural and never needs some special ability.
to make morale rolls. The fighter may use miracles as a cleric but my
only use 1 point of miracles regardless of their
Fearsome – 2 points – the fighter is terrifying to magic score.
behold or approach and if charged by this fighter Only 1 fighter may have the paladin ability for
any foe charged must make an immediate morale every 75 points of the battle force.
roll to keep their nerve and do battle.
Regeneration – 3 points – the fighter heals super-
Fay (Elf) – 1 point - many tribes of elves are so at naturally fast, although with some erratic nature to
home in their forest or jungle environments they the curing. At the beginning of the fighter‟s move-
are unimpeded by the landscape. Fighters with this ment, if they are not engaged with the enemy the
ability do not have their movement reduced by player rolls 1 dice for ever damage on the fighter,
dense terrain. each roll of 5+ removes one damage. This affect is
powerless against fire though and damage caused
Fay (Other) – 2 points - being creatures of nature by fire (such as through magic or with torches)
predominantly they are capable of moving cannot be regenerated.
BLOOD & GLORY Page 14

dead blood drinking fiends. The fighter benefits


Spirit – 3 points – the fighter is a spirit and is ethe- from an extremely tough physical nature and is
real being nearly immune to the physical assaults granted a +2 DRM to saving throws. Further the
of others. A fighter with this ability benefits from a character is capable of feeding on the blood of the
+3 DRM to all saving throws as most weaponry living and may drink from a recently defeated foe
will simply pass through them. They have some regenerating 1 damage. Sun light is lethal to the
existence on the physical world though as they are fighter though and if caught in daylight they will
able to attack their enemies and do harm. instantly be turned to dust.

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
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, either


through 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 1


wizard 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 be


airborne 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 fighter‟s 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.
BLOOD & GLORY Page 16

Dispelling: An enemy wizard or cleric may attempt


Magic to dispel magic that remains in play. They must be
within twice their magic score in inches of the ef-
The magic system of these rules is designed to be
quick and easy to use and as such require no book fect and make an opposed magic roll against the
keeping with any lasting effect being permanent casting wizard. If they dispel attempt is successful
for the course of the game. then the effect is removed from the game, if not it
remains. Dispelling requires the dispeller to expend
Every spell has a casting difficulty, range, effect, an amount of magic equal to the cost of the spell,
and magic points cost. Every fighter with a magic and if the effect is successfully dispelled the magic
score has that many points available every turn is spent permanently for the remainder of the
and if they are allied to a wizard they may donate
game.
this 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 wizard‟s
magic 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 spell‟s effects.

The wizard expends his magic points in one of two


ways, if the spell‟s cost is marked with an (p) then
the use of the spell permanently expends 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 night‟s sleep. The effective
magic score of the fighter is not reduced, they sim-
ply receive fewer each turn.
Page 17

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.
BLOOD & GLORY Page 18

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 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.
Page 19

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.

Raise the Dead


Cost –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 soldier
under the necromancers control. The zombie becomes a fighter in the player‟s 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 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.

Summon Vampire Bats


Cost –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 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
BLOOD & GLORY Page 20

A cleric may undo the work of another cleric in the


Clerics same manner as a dispel can be attempted by a
cleric on wizard effects. A wizard may not dispel
Author‟s Note: I have a particular love for clerics,
the effects of clerics.
ever since my early days, so I have put effort into
making 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 wizard‟s 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
wizard‟s 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 to
orientation (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.
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 cleric‟s
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 cleric‟s 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 fighter‟s 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 who‟s body fails to work properly. For the remainder of the
game they must apply a –2 DRM to all dice rolls.
BLOOD & GLORY Page 22

Glossary of Terms
Page 23
BLOOD & GLORY Page 24
Page 25
Blood & Glory

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