Total Votes: 3
Description
Bladestorm is a "skirmish" level game, meaning that it is intended not for those epic battles where thousands of lives are at stake, but for smaller, more intimate battles involving a few dozen combatants. In this game, each figure represents one fighter, and time is measured in terms of 10-second turns.
The design purpose of Bladestorm is to be a companion to fantasy role-playing systems. In most role-playing games, battles become unwieldy if there are more than a dozen figures on either side – so the idea is that when the battles become too large, the players can switch to Bladestorm in order to resolve the fight.
This is not to say that Bladestorm can only be enjoyed as part of a fantasy role-playing campaign – stand-alone games are certainly possible. However, its design purpose is to provide an added dimension to fantasy role-playing games, and the wealth of supplementary material included in this boxed set makes sense in that light.
The Rules Systems
The boxed set actually contains four different versions of Bladestorm.
Two of these versions are for the benefit of novice players. The Basic Game, which consists of only four pages of rules (plus diagrams), introduces the absolute basics – movement, character stats, and hand-to-hand combat.
The Intermediate Game adds four more pages of rules. (Well, not really four new pages. Each version of the game includes all of the rules needed, so that you don't have to flip through the Basic Game, for instance, if you want to go directly to the Intermediate Game. What this means is that some text is repeated between versions.) The new rules add terrain, ranged weapons (i.e. bows and such), armor, and shields.
It is the Standard Game, however, where players who know anything about miniatures will want to start off. The first two sets are learning sets, while the Standard Game is the "real" basic Bladestorm system.
Finally, there are the Optional Rules. These add a great deal of flesh to the bones of this system, and most players will probably want to integrate some or all of these rules into their battles as fast as they can master them.
In the description that follows, the Standard Game will be described, and then the improvements offered by the Optional Rules will be presented.
Soldiers
Each figure is defined by a series of ratings, indicating his strengths and weaknesses. These are:
Endurance | How many "hits" it takes to kill the character. |
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Morale | The character's strength of character. |
Movement Rate | How far the character can move. The full movement is listed, followed by (rounded) ratings at three-quarters, half, and one-quarter movement. |
Melee Attack | A formula indicating what dice to roll when making an attack in hand-to-hand combat. (If a figure has more than one melee weapon, he will have Melee scores for each weapon.) |
Melee Damage | A formula indicating how to figure out the damage scored by a successful melee attack. (Figures with multiple weapons will have a Melee Damage score for each weapon.) |
Missile Attack | As per Melee Attack, but with ranged weapons. |
Range Mod | Penalties which apply to a Missile Attack, due to distance from the target. |
Missile Damage | As per Melee Damage, but for a ranged-weapon attack. |
Defense | A measure of how hard it is to hit the character. |
Armor | Any protection offered by armor worn. |
Shield Bonus | Protection offered by a shield, if so equipped. |
Where do the stats for each character come from? The players have several options. First, they can use the stats provided for typical warriors, as provided in the Sourcebook and Bestiary. Second, when designing a custom scenario, each player can be assigned a certain number of points, and create his soldiers using the game's point system. Lastly, soldiers can be based on characters from a role-playing campaign. (Rules are provided to translate characters from the Fantasy Hero, Dungeons & Dragons, and Rolemaster RPG systems.)
Leaders, Heroes, and Monsters. Any soldier which has special abilities is classified as either a Hero or a Monster (player's choice). For instance, a figure which can make a bonus Melee Attack per phase would be a Hero (or a Monster).
Leaders are identical to other figures, except that they have five extra attributes: an Influence Range, and four Modifiers (Melee, Missile, Defense, and Morale). If a stand is within Influence Range of a friendly Leader, the Leader's Modifiers can be added to that figure's normal stats.
About Units. Although soldiers can fight as individuals, there is strength in belonging to a group. In Bladestorm, similarly equipped figures may form a Unit.
In the Standard Game, units are either in one of two formations: General Order or Battle Order. Individual soldiers receive adjustments to their stats, depending upon the type of formation they are in. In Battle Order, the men receive bonuses to their melee combat scores and to morale; in General Order, the men are not as tightly packed together, they move more swiftly, but they don't get the melee bonuses and the morale bonus is not as high.
Formations can also disband during the heat of combat, allowing their members to become individual soldiers once more; later, the unit can be reconstituted. A unit may choose to disband in order to negotiate some obstacle, planning to regroup on the other side; morale failures can also cause a formation to disband.
The Sequence of Play
Before play begins, one player is designated the First Player, and the other becomes the Second Player. Each turn is broken into the following Phases:
First Player's Move-Missile Phase | Each figure may either move or make an attack with a missile weapon (i.e., ranged weapon), if he has one. |
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First Player's Rally Phase | A Rally Roll must be made for each of the player's Disrupted figures. |
Melee Phase | Figures belonging to both players may make melee attacks. |
Second Player's Move-Missile Phase | As above, but for the other player. |
Second Player's Rally Phase | Ditto. |
Melee Phase | Again, all figures can make melee attacks. |
Movement
Each soldier can move a distance equal to his Movement Rating. However, moving through certain types of terrain will lower the character's rating for his entire turn. For instance, entering heavy woods costs the figure half of its movement rating for that turn – if it has already moved more than half its movement, it can't enter the woods.
Each stand has a "zone" around it which other stands cannot enter, unless those stands intend to fight the original stand. Units have a similar zone, though slightly larger. This prevents characters from "skimming" across or around enemy stands.
The direction in which a figure is facing – known as the character's facing – is important, since character's attacked from the side or rear are easier to harm. The same is true of units as well.
At the end of each Move-Missile Phase, the player who did not move in the Phase may adjust the facing of all of his figures (as they react to the enemy moves). Entire units, however, may not adjust their facing (though within limits, their component soldiers can do so). The ability to react means that it is difficult to score a rear or flank attack, unless more than one attacker can hem in a single defender.
Formations have special limits when moving. They can:
March Forward | In a straight line. |
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Back Up | Again, in a straight line. |
Turn | The individual soldiers can turn in place, causing the formation to change direction. For instance, if the men are in two lines moving forward, and then turn 90 degrees to the right, they are now in a column moving to the right. |
Wheel | One end of the formation stops moving, and the other end moves so that the entire formation pivots around one of its end points. |
A unit can change formation, but to do so costs half of its Movement Rate for that turn.
Combat
There are two forms of attack: Melee (hand-to-hand) and Missle (range weapons). If a figure has both a melee and a missile weapon, he can use each in the appropriate phases.
Melee Attacks. When a figure attacks, the player rolls the dice indicated by that character's Melee Attack formula, and then figures out the total.
The "formula" tells the player how many dice of which kinds to roll, and what bonus or penalty to add to the final total. For instance, Cro the Greater Goblin is armed with a 2-handed sword, and has a Melee Attack of 2D6+D10+3 – which means that two 6-sided and one 10-sided dice are rolled, and a bonus of "3" is added to the total. One of the dice rolled must be a black 6-sided die, known as the Death Die.
If two or more "1"s are rolled, the attack automatically fails. However, if this doesn't occur, and if a "1" is rolled on the Death Die, the attack automatically succeeds.
If none of the above apply, the attacker may add a bonus to his total, if he is part of a qualifying formation or near a charismatic Leader. There is a penalty if the attacker is Disrupted.
The defender may also get to apply some modifiers to his Defense score –
- If the defender has a Shield, he might be able to use it and apply his Shield Bonus
- If the defender is in suitable terrain, he receives a Terrain Bonus
- The defender's score is penalized if he is attacked from the flank or (worse) the rear
- If the defender is standing on higher ground, he receives a bonus
If the final modified Attack score is greater than the final modified Defense score, then the attack has succeeded; otherwise, it has failed.
Damage Resolution. In order to speed game play along, Bladestorm uses a unique system that does not require a separate roll of the dice to determine how much damage an attack scores. Instead, the dice previously rolled are reinterpreted, based on the Melee Damage formula.
A damage formula consists of a Type plus a modifier. The possible Types are:
High | Use the highest number from any of the dice rolled. |
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Low | Use the lowest number from any of the dice rolled. |
High + Low | Sum of the high and low results. |
Medium | Uses the mid-value (neither High nor Low), if one exists. If none exists, use the High result. |
Fixed Dice | The formula names a specific type of dice, and the result is the highest roll on that type of dice. For instance, six-sided dice might be specified. |
If there is more than one die which qualifies, the player takes the sum of all those dice. For instance, if "6, 6, 3" were rolled and High were the damage, the player would get both 6's for a total of 12 points damage.
The target's Armor Value is subtracted from the final damage (that is, the armor absorbs a certain amount of the damage). The remaining damage is taken from the target's Endurance. At the end of the phase, any figures with less than 1 Endurance point remaining are considered to be out of play.
Morale. When a character's Endurance is reduced in half, a Morale Roll must immediately be made. Morale Rolls must also be made when a Leader dies. If the number rolled does not exceed the figure's Morale score, the soldier becomes Disrupted. The Morale score may be modified by terrain or the presence of a Leader.
Characters which are part of a unit do not make Morale Rolls. Instead, the unit must make a Morale Roll at the end of any phase when one or more members are lost. The unit's formation counts as a Morale modifier.
Disrupted units or stands must attempt to remain at least 1" away from all hostile stands, and suffer a severe penalty to their Attack rolls.
During the Rally Phase, a new Morale Roll must be made for each Disrupted stand or unit. If the Morale Roll is failed, the stand or unit panics and is removed from play. If the Morale score is beaten by 5 or more, the stand or unit is returned to normal morale status.
If a unit tries to rally and receives neither of the above results, it routs. A routed unit assumes the General Order formation, and during each eligible Move-Missile Phase must attempt to withdraw from all enemy units. When the unit reaches the edge of the board, a final Morale Roll is made. If the unit fails to rally, it is removed from play.
Routed units may not attack, and all attackers of such a unit receive a substantial Attack bonus.
EXAMPLE OF MELEE COMBAT: During one of the Melee Phases, a River Ogre is adjacent to three Dwarven Guards. All attack.Missile Combat. The system used is identical to the melee attack system, with two exceptions.The Ogre's stats indicate he has two melee weapons – a Bash and a Claw. The player chooses to make a Bash attack (which does less damage, but is more likely to hit than the Claw). The Melee Attack rating for the Claw is 3D6+3. He rolls two white and one black dice, getting 1 [black], 1, and 2. Two 1's means this attack automatically misses.
The Dwarves are also attacking, and their stats are identical. Their sole melee weapon is the War Mattock, with an attack rating of 2D6+2. Rolling for the three attacks, the player gets:
- 2, 6 [black] – for a total of 8
- 1, 3 [black] – for a total of 4
- 1 [black], 2 – a "1" on the Death Dice is an automatic hit.
One attack has scored, but will the other two? The Ogre's Defense is 9, but this is modified for the first and third Dwarves, as they are making flank attacks (-2). Therefore, the first attack (8) succeeds against the Ogre's modified defense (7), but the second attack (4) is foiled by the defense (9 – not a flank attack).
Since the first and third fighters made successful attacks, it's time to determine damage. The Melee Damage for the Dwarves is High x 2. Looking again at the dice previously rolled, the first fighter scores 6 x 2 for 12 points, while the third fighter scores a mere 2 x 2 = 4 points.
The Ogre's Armor Value of -1 means that he can ignore one point of damage from each attack, taking a total of (14 + 4 - 2 = ) 14 hits. With an Endurance of 40, he's barely hurt…
Since the Ogre still has more than half of his Endurance points, no Morale Roll is called for.
First, the terrain modifiers to Defense come from a different column on the chart. Thus, a warrior in the woods receives only a +2 benefit against melee attack, but a +4 against missile attack.
Second, the attacker may receive a penalty to his Attack, based upon distance from his target and the attacker's Range Mods with his weapon. The Range Mod is given as a penalty and a distance. Depending upon the number of distance increments between attacker and target, the attacker must subtract the penalty one or more times from his Attack.
A Missile Attack cannot be made against a target engaged in melee (this restriction is superceded when using the Optional Rules).
EXAMPLE OF MISSILE COMBAT: An archer prepares to fire at an Ogre running across the field at him. The attacker has a composite bow with an attack of D6+D10+1, range mod of -2 per 15", and damage of Low x 2 + 1.
Rolling for the attack, the attacking player gets 10 (10-sided) and 3 (on the Death Dice). The total is 13. However, the target is 19" away (more than one of the 15" range-mod increments), so the attacker suffers a single Range Mod penalty of -2 – modifying his Attack score to 11. (If the range had been 33" instead, he would have suffered two range-mod penalties, for a -4 penalty.)
The target Ogre's defense is 9, and no modifiers apply. Fortunately for the bowman, his "11" exceeds the Ogre's Defense of "9" – a hit!
Damage is Low (the "3" rolled previously) x 2 + 1, which results in 7 more hits on the Ogre. Armor absorbs one hit, but the other 6 are deducted from the Ogre's Endurance.
At the end of this phase, this Ogre must make a Morale Roll (it had been shot in previous turns, and is now down to half of its original Endurance points). It has a Morale of 7. Rolling three dice, the player scores "5" and fails the Morale Check. The Ogre is now Disrupted, and must avoid melee combat unless Rallied.
The Optional Rules
New Terrain Types | Include rough ground, marsh, steep slopes, water (both shallow and deep), roads and paths, and buildings. |
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Maneuvers | During the Move-Missile Phase, a combatant can now move, attack, or make a Maneuver. The Maneuvers include climbing, sprinting and running, charging, swimming, disengaging, and (for horse archers) combined movement-and-attack. The act of changing formations now becomes a Maneuver as well. To succeed at a Maneuver requires a successful Maneuver Roll; Maneuver is a new stat added to all characters and units. Some Maneuvers are easier than others (each has a modifier to be applied when making the Maneuver Roll). |
New Formations | Units have these new formation options: column, line, square, hedgehog, shield wall, and phalanx. When designing custom units, a point cost must be paid for training the unit to use these new formations. |
Parrying/Targeting | The Attack formula for most figures includes a number of dice to be rolled, plus a modifier. That modifier may now be used for other things instead of the Attack Roll. All or part of it can be spent for Defense (parrying – melee only); alternately, 5 points of modifier can be traded for the chance to roll an extra Attack die (targeting). |
Unit vs. Unit Bonuses | When units fight, an Attack Roll modifier is generated based on their type (infantry or cavalry), formation, and weaponry (melee, missile, or polearm). |
Standard Bearers | A Standard Bearer can be an individual, or a member of a unit. He provides a Morale bonus to nearby stands. Standards can be captured by the enemy. |
Challenges | Before or during a battle, Leaders may issue challenges against enemy Leaders. Morale is affected by the result of such a fight, or if the challenge is declined. |
Melee Combat Refinements | Attackers receive a 1-3 point penalty, based on Endurance remaining. Units receive a bonus in melee combat based upon their depth (number of rows). Protection due to chain armor depends upon the type of weapon (bladed or not). An alternate Death Die rule is presented. |
Fast Unit vs. Unit Combat | An alternate combat system allows battle between opposing units to be resolved as a single combat. |
Missile Combat Refinements | Targets can use their Shield Bonus to "parry" missiles, but at the cost of a penalty to any Melee Attack in the next phase. Attacks against targets in melee are now allowed, but any misses may score against adjacent friendly figures. |
Formation Combat Refinements | Characters equipped with polearms or missile weapons can attack from the second row of a formation. |
Units and Morale | An individual (not a unit) engaged in melee against a unit must make a Morale Roll if no allies are close by. Units receive penalties to their Morale Roll based on figures lost, but a bonus applies if the unit's formation is exceptionally deep. Units being charged may need to make Morale Rolls. If a unit fails a Morale Roll during a Melee Phase, it must attempt to retreat 3" (and opposing units may follow). |
Flying Creatures | Flying creatures can exist at one of four possible elevations, and may make Combat Dives. |
Magic | Spell Users may cast one spell per Move-Missile phase. Each spell costs points, and each Spell User may spend a certain number of these Power Points per game. Each Spell User must declare which spells he knows prior to play. The rulebook includes over 100 spell descriptions. Some spells can be resisted, allowing the target to attempt a roll versus a new score, Resistance. |
Bladestorms | Rules are provided for four types of magical storm. |
Bladestorm Terrain & Painting Manual
Included with the boxed Bladestorm set is an 8-page, black-and-white, illustrated booket with information for novice miniatures gamers.
More than six of these pages provide the basics of how to paint miniatures: prepping, mounting, priming, washes, highlighting, and protective coats.
At the end of the booklet, there is a brief discussion of how to set up a place to play. Some of the unusual terrain tips include:
- Use clay to make hills and mounds
- Use "little plastic tiles" sold by hobby stores for rivers and streams
- "brown chipboard squares" for swamps
Background Material
The Bladestorm boxed set includes a booklet which provides a description of a fantasy land, in which players can optionally set their battles.
The Bladestorm Sourcebook details the continent of Folenn, one of the many continents of the world of Kulthea. (This world, also known as the Shadow World, is the setting for a series of role-playing supplements produced by Iron Crown Enterprises. These supplements are intended for use with any role-playing system.)
A storm barrier separates Folenn from the rest of its world, but the recent discovery of Jewel Wells (molten ponds of jewels) there has stimulated new interest in this distant land. The continent is studded with more than 50 rival nations – new colonies (some are trading nations, others are aspiring empires), ancient lands (ranging from the Elven seafarers of Lycoodur to the impotent scholars known as the Longreaders of Roarc), and assorted communities of interest (Demons rule in several states, sometimes disguised in other forms, and a clan of vampires holds mastery over a chain of plantations). There are also many forms of barbarians, a few tribes of were-creatures, and the malevolent lands of the minions of Unlife.
Each nation on the continent is described in brief, including notes on the organization, equipment, and colors of their military. For instance, at the end of the article on the land of Paia (a nation ruled by a female warrior caste), the Sourcebook provides this military summary:
Unit Size | 9 |
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Standard | 10' (3m) long Polehammer with Streamer |
Unit Type | Light Infantry |
Insignia | Blue Warhammer on Red Field |
Experience Level | 4 |
Decoration | Insignia on Breastplate, Shield |
Morale | High |
Armor | Breastplate and Shield |
Demeanor | Boisterous |
Arms | Composite Bow, Warhammer |
Tactical Approach | Very Aggressive |
Strategic Approach | Aggressive |
The Sourcebook provides in-depth information about one particular area of Folenn, a place known as the Warring Holds (shown in the Sample Map above). The ten nations in this part of the continent are constantly at war among one another. From north to south, these states are:
Cavan | The largest of the holds is made up of three fiefs, and is ruled by a triumvirate known as the Three Voices. Eastern mines provide the ore from which the local smiths produce Red Steel. |
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Harro | A great naval power, Harro is also the wealthiest of the Holds. The merchants have investments in many of the other Holds, and will send their mercenaries to protect their trading partners if profits so demand. |
Kulm | Here dwell a proud warlike people, whose motto is "Friend to None, Feared By All." King Skera must constantly scheme against the machinations of his rival, Lord Roku. |
Soluthurn | The ancestors of these fishermen were brought here through a magical accident, and their descendants have not stopped longing for home. This prosperous, peaceful nation could not survive without the protection of its trading partner, Harro. |
Marl | The citizens of this upland state consider themselves brothers of the wolves, and are reknowned for their weaponsmiths and mages. The land is currently torn by open rebellion, led by Master Cabur, Lord of the Wolfherds. |
Ekeren | A sovereign and xenophobic people, the Highlanders of the Land Nearest The Sun are surrounded by enemies, but unwilling to make an alliance lest it be interpreted as a sign of weakness. |
Urda | A primitive society, Urda is ruled by a High-Priest and his allied War-Priests, holy men, and shamans. Their diplomacy is based upon the omens, as interpreted by their spiritual leader. Women are highly prized, and in times of famine are eaten first. |
Yolmer | This Hold lies astride two major trade routes, but King Vire is a weak potentate plagued by raiders and bandits. |
Abdera | Also known as the Spice Land, Abdera is a producer of cherished spices as well as tobacco. Her prosperity is not matched by her military power, for Abdera's armies are viewed as weak and inexperienced. |
Rukon | This rocky land is inhabited by shepherds, raiders, and hunters, and ruled by warlord-priests known as the High Clan. Their primary exports are horses...and slaves. |
The Warring Holds are also threatened from external powers, including the Sea Elves and the Sea Trolls, kingdoms of Goblins and lycanthropic Bear-Men, raiding River Ogres, and the treacheries of a mysterious figure known only as The Jeweler.
Military organizations and troop type data are provided for each of the Warring Holds, plus those nations which adjoin them. The Sourcebook's 22-page appendix also provides completed troop forms which can be photocopied for use as record cards.
The Sourcebook provides enough information about the Warring Holds so that players can design scenarios for that setting, or so that a role-playing campaign could be played in which large-scale fighting is a feature (to be resolved using the Bladestorm rules system).
Oh, about those Bladestorms… This game takes its name from the magical storms which provide a barrier between the continent of Folenn and the rest of its world. The storms are sometimes attracted inland, apparently by the emotions of men in combat. The storms have in the past borne away entire armies, and the blades of those now-dead warriors are still carried in the winds of these mighty gales. During any game of Bladestorm set in Folenn, there is a chance that the game will be brought to a premature close by the coming of one of these storms.
Bladestorm Color Guidebook
Also included in the boxed Bladestorm set is the Bladestorm Color Guidebook. This booklet provides this information about the continent of Folenn:
- 17 color plates showing uniforms and markings (art by Janet Aulisio)
- 68 color illustrations depicting the national banners
- Summary information for each nation, including population (both of the nation and of the capital city) and number of troops
- 6 color photos which show Bladestorm game sessions in progress
Scenario Summary
Bladestorm provides a point system which allows players to design evenly matched forces and stage battles of their own design. As a bonus, however, the boxed set also includes 26 scenarios which are "ready to play." The scenarios are found in the Bladestorm Sourcebook, and most are also found in the Scenario Book (which is intended to be taken apart to provide hand-outs during play).
Each scenario provides completed forms for the figures and units used in that battle. Also provided in the Scenario Book are blank master forms which can be copied for personal use. (The booklet contains a rules reference sheet as well, plus paper markers and rulers which can be cut out for use when playing the game.)
Six of the scenarios are "learning" scenarios for use with the Basic or Intermediate Rules. The remaining scenarios use the Standard Rules. While the Optional Rules are not typically required, their use is occasionally suggested by a scenario. Spell Users are optional for both sides in many scenarios.
The ready-to-play scenarios have extensive "special rules" to make each battle individual – for instance, rules about high winds, traps, special equipment (in one scenario, grappling hooks), hidden placement, weather or visibility.
The Standard Game scenarios provided in the Sourcebook are:
Desperate Measures | |||
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In the wake of a crushing defeat, a weak Ekeren force must delay Kulm invaders from reaching a critical bridge before it can be destroyed. The battle takes place in a winding mountain gorge, as the Ekeren spring an ambush. | |||
Approximate Forces | Lord Duru and 20 Elite Swordsmen [Kulm] vs. Commander Malon and his 11 men (3 individuals, and a unit of 8 bowmen) [Ekeren] | ||
Approximate Playing Area | 4' x 5' |
Stormin' Weather | |
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Looking for a lightly defended spot in which to spend the winter, a party of Urdan raiders makes the mistake of assaulting a wooden keep on a hillside. However, the Yolmer defenders have shown surprising spunk. As the battle begins, the Urdans have battered down the front gate and are ready to launch the second wave of their attack. | |
Approximate Forces | Commander Irdfal and 24 axemen [Urda] vs. Grev Tarr and his 12 polearm-equipped troops |
Approximate Playing Area | 4' x 5' |
Evil Breeds | |
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In the mountainous foothills, a Lugrôki war mob looking for trouble runs into a patrol of fierce Vancu. The Lugrôki are the "Goblins" of the Shadow World, and the race includes both Greater and Lesser species. The Vancu are a cannibal people who serve the Soulslayers. They carry magical War Claws which can suck the soul of an enemy. | |
Approximate Forces | Ukchu leads 6 Greater Goblins, 16 Goblin infantry,
and 8 Goblin archers [Lugrôki] vs. Urkuum and his 10 warriors [Vancu] |
Approximate Playing Area | 5' x 7' |
Iron Legacy | |
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As a Syrkakar treasure-seeking party nears the promised Jewel Well, they run into trouble – Sea-Trolls ready to defend their turf. Terrain is hilly with scattered light woods. | |
Approximate Forces | 4 Sea-Trolls vs. Ky-Duman and 8 warriors [Syrkakar] |
Approximate Playing Area | 2' x 3' |
Dead of Night | |
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The Necromancer's invasion was repelled at great cost in life, but now the magic user summons dead enemies to join his forces. At a rude mountaintop fort, horrified Rukona militiamen must hold off an assault by their own deceased comrades. Battles takes place at night. | |
Approximate Forces | 10 skeletons and 10 zombies vs. Cogar and 16 militiamen [Rukon] |
Approximate Playing Area | 4' x 5' |
King's Sport | |
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In decades past, the King of Marl invaded Harro to avenge what he considered an unpardonable insult. The merchant-lords sent their mercenaries to ward off the attack, leading to a cavalry clash along the coast. A stream bisects the field of battle, and cliffs flank it to the east; the beach is sandy. | |
Approximate Forces | Tigaron and 10 cavalry mercenaries [Harro] vs. Lord Tabur and 12 royal cavalry [Marl] |
Approximate Playing Area | 8' x 6' |
Beast of Both Worlds | |
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A skirmish in the wooded wilderness between the lycanthropic Bear-Men of Sull and a band of River Ogres. | |
Approximate Forces | Ull, 12 Bear-Men, and 2 trained bears vs. 6 River Ogres |
Approximate Playing Area | 4' x 5' |
Town Baiting | |
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A band of River Ogres has sailed downriver to assault the capital of Cavan, and the surprised defenders must hold out until help can arrive. To win, the Ogres must take the town quickly. | |
Approximate Forces | Commander Kutur Han and 20 spearmen [Cavan] vs. 8 River Ogres |
Approximate Playing Area | 4' x 5' |
Evil That Men Do | |
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When a long-lost Dwarven artifact falls into Mannish hands, the Dwarves are determined to win it back. This encounter takes place near a magical obelisk. Ulur Akatu may use the powers of the Kingshelm (the Dwarven artifact). | |
Approximate Forces | King Lyskota and 42 Dwarven Guards [Luarp] vs. Voice Ulur Akatu and 40 Iron Voicemen [Cavan] |
Approximate Playing Area | 4' x 5' |
Sea Raiders | |
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The Sea Elves are raiding Abdera, but to press inland they must enter the only pass through the western cliffs. The militia of Abdera attempt to hold the pass. | |
Approximate Forces | Ka-Tal and 30 Shulur Raiders [Sea Elves] vs. Landan II and 36 militiamen [Abdera] |
Approximate Playing Area | 4' x 5' |
Dead Black | |
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Dwarves ambush a Goblin raiding party within an underground labyrinth. The battle is fought in total darkness, unless the Dwarves choose to use their lanterns. | |
Approximate Forces | Uparg the Younger and 18 Dronga Guards [Goblins] vs. Prince Yukota, 5 Dwarven warriors, and 5 Dwarven crossbowmen [Luarp] |
Approximate Playing Area | 4' x 5' |
From Beyond | |
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The adventurers have found a temporary Jewel Well in the depths known as the Ash Lairs. Unfortunately, they have also found a demon-dragon. To win, the explorers must reach the well and then escape with their loot. | |
Approximate Forces | Gatar and 4 adventurers vs. Agath (a demon-dragon) |
Approximate Playing Area | 4' x 5' |
Death from the Sea | |
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During a Sea Troll raid, two of the creatures attempt to destroy a signal tower along the Soluthurn coast. If the beacon is lost, the Sea Trolls will be able to feast upon the merchant ships which will run aground. | |
Approximate Forces | 2 Sea-Trolls vs. Saaton and 6 elite scouts [Soluthurn] |
Approximate Playing Area | 4' x 5' |
Shores of Infamy | |
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A hastily raised force of mercenaries must stop the Sea Elves from reaching a trading post (off map to the south). The raiders must cross a field and then a stream. | |
Approximate Forces | Darian and 12 raiders [Sea Elves] vs. Corbaron and 10 javilineers [Harro] |
Approximate Playing Area | 3' x 4' |
In the Long Run | |
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Ambushers are taken by surprise, as a caravan attacked by a band of Rukona bandits turns out to actually be a party of disguised Cavani warriors. | |
Approximate Forces | Untur Dulp and 5 bowmen [Cavan] vs. Ganar and 4 Brool Highrunners [Rukon] |
Approximate Playing Area | 2' x 3' |
Highland Horror | |
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At dusk, a Rukona war party attacks a raiding party of Goblins. The battle takes place in rough terrain, with hills and a swamp on the flanks. | |
Approximate Forces | Romar and 16 bowmen [Rukon] vs. Kard and 20 axemen [Goblins] |
Approximate Playing Area | 4' x 5' |
By the Sacrifice of Many | |
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Two nations claim the Bow Valley, and a major battle is about to be fought. However, this large gathering of troops is sure to attract a Bladestorm. A river bisects the battlefield. | |
Approximate Forces | Lord Golu, 24 bowmen, 24 pikemen, and 49 swordsmen [Kulm]
vs. Colur Relp and 40 axemen, 40 spearmen, and 20 inexperienced bowmen [Cavan] |
Approximate Playing Area | 6' x 8' |
Slaver Raid | |
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Cuth Slavers during a raid on Abdera meet a stout defense along a riverbank. | |
Approximate Forces | Tathar and 32 slavers [Cuth] vs. Avun with 12 Spice Warriors and 12 Thunder Runners (crossbowmen) [Abdera] |
Approximate Playing Area | 4' x 5' |
Wings of Death | |
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Prowling Goblins have come too close to their home ledge, so the Hírazi Wing-Men fly to the attack. | |
Approximate Forces | Warrior-Queen Kua and 10 Warrior-Mages [Hírazi] vs. Uharg and 20 Mountain Goblins |
Approximate Playing Area | 4' x 5' |
The Food of Life | |
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This skirmish introduces two more of the races found on Folenn. The Garks as a simian race, while the Hue-Eaters are evil servants of the Breathless and possess the power to drain life. | |
Approximate Forces | 2 Hue-Eaters vs. 10 Green Garks |
Approximate Playing Area | 4' x 5' |
Editions
Current version is second edition (2016).
First Edition
First edition boxed set included:
64-page Rulebook |
160-page Sourcebook |
32-page Scenario Book |
32-page Color Guidebook |
8-page Terrain and Painting Manual |
17" x 22" double-sided color maps sheet |
six 6-sided dice (four white, two black) |
two 10-sided dice (one red, one white) |
Supplements
Bladestorm Bestiary
The publisher also produces Bladestorm Bestiary, expansion rules which add more animals and monsters to the game system. The 96-page book includes more than 100 creatures, 10 new scenarios featuring monsters, and several new random tables (magic items, weather, power hues, and encounters).
In addition, any Shadow World product can be considered a supplement for Bladestorm, especially if you plan to use the background material (the continent of Folenn) provided with the boxed set.
The introductory product for those wanting to know more about the Shadow World is the Shadow World Master Atlas, a boxed set which includes the World Guide and a 3' x 4' world map.