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Fantasy Battlefield
Rules
Basic rules
Glave Fantasy battle rules is a basic miniatures rule set that can be
used with any style or type of miniatures. The system uses 6 sided
dice to resolve all combat outcomes. Each player gets a certain
amount of “training points” to train and equip his army with. The
higher the point value, the better trained and more powerful a unit
will be. There are limits to the amount of bonuses and training each
unit can have. A unit can have no more than 30 points of training
total. Also, a unit can only add a maximum of 3 bonus points to
any dice roll. This is to allow balance to the game. Let’s start with
the basic combat sequence.
Combat sequence
After each side has built their army to their satisfaction,
each player should roll a six sided dice(D6) with no
bonuses added to the roll. The player with the higher score
wins the initiative roll and decides whether to activate a
unit first or allow his opponent to start first. Players can
activate as many, or as few individual units or squads as
they like before turning over control to the next player. All
units (individual models) must be activated only once in a
combat round. To activate a unit you can move, and/or
attack, and/or wait. So, for example, each player can take
turns activating one unit at a time or they can activate their
entire army at once before allowing the next player to take
control of the combat round, or any combination in
between. Combat casualties are not removed from the game
until the end of the combat round. Which means that even
if some of your troops are wounded during play, they may
still activate and take their turn before being removed.
This weapon option uses the cone template just like the
flamethrower choice. But this one has lingering effects.
Any target unit that has It’s base touching the template
when being attacked is poisoned, but is necessarily
wounded. Anyone caught on the receiving end of this attack
must make a defensive roll for the next two rounds until the
gas clears. There are no armor bonuses added to the roll.
On a roll of 3 or less, the unit takes a wound. There are no
upgrades to this weapon option. So let’s review
Attack type: Poison, cone template
Point cost: 10 training points
Bonuses: ignores armor bonuses on attack
Special rules: Uses a cone template for range, cannot be
upgraded.
Combat Medic
Elven
Orkish
Primitive
Mercenary
Modern
Alien
War machines
This next section will be going over the rules an statistics
for war machines. These are vehicles and units that are not
considered troops. Each machine or cavalry piece behaves
slightly different than regular troops. Vehicles must be
manned by specially trained crew members. Each different
type of equipment has a different sized crew. How many
crew are manned on a machine will determine It’s fighting
capability. The more crew members you loose, the less
effective the machine becomes. War machines also ignore
enemy bases and break away rules. If a war machine
encounters an enemy, the enemy must dodge out of the way
and cannot counter attack if it engages in melee combat.
You cannot use a vehicle as a ramming device to run over
adversaries. We will start with the smallest and work up to
the largest.
Ballista/ jeep
This unit has a 2 man crew and a max speed of 6 inches.
One crew member directs the unit and the other fires the
weapon. Unlike regular troops this unit cannot move and
shoot on the same round. If the unit moves, It may not
shoot until the next round of combat. If one of the crew
member is wounded, then the unit may only shoot from It’s
current location. Due to It’s large size a ballista cannot
target enemies in close proximity. It must have a minimum
of 12 inches between It and the target. The trade off is that
this unit has unlimited range. You can shoot clear across the
other side of the battlefield. You may target one enemy
combatant at a time with this weapon. Targets can still use
any cover and terrain rules to their advantage. So what is
this baby gonna cost ya. Well, for what you get, It’s not too
pricey at a cost of 20 training points. Let’s review the stats.
Catapult/Tank
This is the most damaging weapon in the game. The
catapult has the ability to change the battlefield layout. Like
the Ballista, this unit needs a minimum of 12 inches to fire
and has an unlimited maximum range. Unlike the ballista,
this unit uses the small explosion template. When ever this
unit attacks an enemy, if there is terrain under the template,
the explosion will deteriorate that terrain piece. With each
hit, blocking terrain will become covering terrain, and
covering terrain will become difficult terrain. Any
combatants under the template will make a regular
defensive roll and can take advantage of the terrain in It’s
unaltered state before the attack. Each catapult or tank has
a 3 man crew. A director, a loader, and a launcher. This unit
has a max speed of 6 inches. This unit can either move, or
shoot on It’s turn, but not both. If this unit looses a crew
member, it can no longer move, but can shoot normally. If
the unit is reduced to a single crewman, then It can only
shoot once every other turn. This is because the one
crewmember must spend one round loading the gun. Thhsi
unit will cost 30 points and includes the cost of the crew.
Like with other vehicles It ignores enemy bases and
breakaway rules. Lets review the stats.
Type: Catapult/ Tank
Point cost: 30 training points
Movement: 6 inches
Range: minimum 12”, unlimited max, small template
Crew: 3, driver, loader, launcher
Special abilities. Ignores enemy bases and break away.
Deteriorates terrain features.
Drop pod/
Helicopter
Basic color
Construction
Add details
Finishing touches
Color highlights, dirt and soot
The end
Thank you very much for reading my game rules. It was a
lot of hard work and my head hurts from all the balancing
issues. Don’t hesitate to adjust the rules to suit your taste,
as long as your opponent agrees on the changes. I hope
everyone has fun with this one and It becomes a hit.
Franz Braatz (Franzyland)