Blood_amp_Glory_-_Fantasy_Skirmish_Miniature_Rules.pdf

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Blood & Glory
Fantasy Skirmish Miniature Rules
By
Arthur Nickles Jr.
B
LOOD
& G
LORY
Page 2
Table of Contents
Overview & Introduction
Fighter Stats
The Game Turn
Movement
Fighting
Shooting
Morale
Special Rules
Magic
Enchanted Items
Magic Spell Tables
Clerics
Cleric Feat Table
3
4
6
7
8
10
11
12
16
17
18
20
21
Page 3
Overview and Introduction
Designed as a set of rules that could be applied to
any fantasy figures from as small as 10mm to as
large 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 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.
Scale and Figure Basing
1 figure = 1 fighter
1 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.
B
LOOD
& G
LORY
Page 4
Fighter Stats
Each fighter in the game will have its own stat line;
although there may be multiple of the same figure
it 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;
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
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 for
fighting 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 bull‟s eye shot.
The
to the rating plus 2.
Move
- this is standardized at 6 but may be in-
creased or decreased at the player‟s desire which
impacts the point value of the fighter.
For every
points cost for accuracy is equal to the rating plus
1.
Strength
- this score rates the physical strength of
the 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
increase to the move score of a fighter the cost
increases by 2. For every decrease to the fighter‟s
move score the points cost of the fighter is re-
duced by 1
. Fighter‟s 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
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
F
IGHTER
S
TATS
P
OINTS
C
OST
S
UMMARY
T
ABLE
toughness of 2 and only the
Score
Points cost
greatest fighters will have a 4 or
better. The best way to assess the
Fighting
The score multiplied by itself
toughness of a fighter is indicative
The score plus 1
by his role in the force. A tough-
Archery
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.
1, 2, or 3 respectively
Fighters with some experience in
Armor
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
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 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.
Erik Bloodymace (30 points)
Scale armor, helmet & heavy mace
Leader; Brave
F
IG
3
A
RC
0
S
TR
2
T
OU
4
A
RM
Hvy
M
AG
2
MOVE
5
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