Bladestorm
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This page is a detailed description of the Bladestorm rules
system. Two additional descriptive pages are also available.
- A web page describing the background material provided in the Bladestorm
boxed set.
- In order to get a feel for what sort of battles this rules set is best used for, readers
may wish to examine a summary of the scenarios provided in the Bladestorm boxed
set.
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. |
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. |
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. |
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
The Shield Bonus can only be used against one attacker, and only if the target is
attacked from the front or left flank.
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. |
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.
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. |
Missile Combat. The system used is identical to the melee attack system,
with two exceptions.
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. |
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.
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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
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