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Glave
Fantasy BattlefieldRulesBasic rules
 
Glave Fantasy battle rules is a basic miniatures rule set that can beused with any style or type of miniatures. The system uses 6 sideddice to resolve all combat outcomes. Each player gets a certainamount of “training points” to train and equip his army with. Thehigher the point value, the better trained and more powerful a unitwill be. There are limits to the amount of bonuses and training eachunit can have. A unit can have no more than 30 points of trainingtotal. Also, a unit can only add a maximum of 3 bonus points toany dice roll. This is to allow balance to the game. Let’s start withthe 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 scorewins the initiative roll and decides whether to activate aunit first or allow his opponent to start first. Players canactivate as many, or as few individual units or squads asthey like before turning over control to the next player. Allunits (individual models) must be activated only once in acombat round. To activate a unit you can move, and/or attack, and/or wait. So, for example, each player can taketurns activating one unit at a time or they can activate their entire army at once before allowing the next player to takecontrol of the combat round, or any combination in between. Combat casualties are not removed from the gameuntil the end of the combat round. Which means that evenif some of your troops are wounded during play, they maystill activate and take their turn before being removed.
Attacking and Defending
 
Each unit has basic and advanced statistics which we will be goingover later, but to understand how to attack and defend, It isn’tnecessary to get into details at this time. When a unit come withinrange of an enemy combatant, It has the option to attack that unitwhen It is active. To attack an enemy, you declare which model isattacking and which one is the defender. Units must attack theclosest enemy unit in range before targeting any others, unless theyhave the “pin point accuracy” special ability. After declaring your target, roll a six sided dice. Next add any attack bonuses that youmay have (weapon, training, terrain, ect.) up to a maximum of 3. If you are using a template weapon or special ability, follow the rulesfor that type of attack. Next the defending player rolls a six sideddice to defend himself. Then he will add his defensive bonuses(armor, terrain, special ability, ect.) When the two numbers areadded up. The highest score is the winner of the engagement. If theattacker wins, the defending unit suffers a wound. If the defender wins, the his unit has successfully deflected the attack. If thedefender loses and the unit suffers a wound, then he is given awound marker. If the wounded unit has not been activated yet, hemay still take his turn as normal until the end of the round. At theend of the round, and all unit in each army have activated, thosethat have been wounded and have no wound points left areremoved from the battlefield. Who goes first at the beginning of the next combat round is determined by another initiative roll atthe beginning of the next round.

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