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Chronicles of Blood

Solo Adventure Game


Solo War Game

ANTON MAKAROV (Order #14092140)


Chronicles of Blood
Shane Garvey
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Chronicles of Blood is copyright Crystal Star Games, 2011. Photos copyright Mantic Games and are used with
permission. All names and places are completely fictional and are not meant to represent any location or person, living
or dead.

ANTON MAKAROV (Order #14092140)


Introduction
The world of Arax is a world filled with blood and The dwarven fortresses built high in the mountains of
battle, magic and monsters, slaughter and sorcery. It is Arax are now overrun with goblins, who burrowed up
a world where the weak are crushed and the strong through the earth and attacked from within the
survive, where those who are bigger and more otherwise impenetrable fortress walls. One by one the
powerful bully those who are weaker and more fortresses fall and, although the dwarven courage and
vulnerable. It is a world at war, with armies clashing skill with weapons is legendary, even they find
violently on the fields of battle. A great general is themselves overwhelmed by the sheer number of
needed to lead these armies, and that general is you! goblins pouring in to their homes.

Chronicles of Blood is a game where you, the reader, And humanity find themselves sorely pressed on all
takes on the role of an army commander in the world sides, their cities and towns constantly raided and
of Arax. It is your job to fight lead your troops to glory, besieged. The barbaric orc tribes march down from the
destroying the enemy and either saving or conquering north, pillaging everything in their path. The
the world, depending on the army you choose. necromantic legions from the southern desert
kingdoms shamble forward, unrelenting in their march
Arax is a dark and dangerous world and a time of towards the human lands. Some humans even turn
reckoning is approaching. The ancient empires of men, against their own, worshipping demonic powers in
dwarfs and elves are crumbling, beset on all sides by secret and plotting the downfall of their race from
the dark hordes of the orcs, goblins, demons and the within.
undead.
The final battles that will decide the fate of Arax are
The once magnificent elven forests, at one time fast approaching. Soldiers line up on opposite sides of
beautiful, green and lush, are now withering and the battlefield, ready to lay down their lives in service
dying, the magically-crafted towers and wondrous tree- to their commander. Will you lead your troops to
cities that lie within broken and shattered. Only the ultimate victory, or will you fail in your leadership and
elven talent at manipulating mana, the magical force suffer humiliating, crushing defeat?
that permeates Arax, has stopped their race from being
wiped out.

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What You Need To Play

There are a few things you will need to have handy in miniatures in this game are all by Mantic Games). If
order to play the game. First and foremost is a copy of you use miniatures, use as many or as few as you need,
these rules. You may print these rules for your own use, as long as the total size of the regiment is around 10cm
and even give them to friends and family if you want. by 5cm.

You will need a set of polyhedral dice. This means you Model scenery will also enhance your game, though
need a d4, d6, d8, d10, d12 and d20 (check out the again you can use cardboard cutouts to represent
glossary if you are not sure what this means). these. Use different colours to differentiate between
different types of terrain: green for woods, brown for
You will also need something to represent the hills, blue for rivers and lakes, and so on.
regiments of soldiers that make up your army. The
cheapest, easiest way to do this is to cut out pieces of Obviously, you will also need somewhere to play. A
paper or cardboard, each one 10cm by 5cm, then table 120cm by 120cm will suffice. You can go bigger
simply write the name of the regiment on them. than this, but you won’t want to go much smaller.

Of course, the best-looking way to do this is to use Finally, you may wish to purchase some premium
miniature figures to represent your regiments. content for Chronicles of Blood. This content, available
Companies such as Mantic Games for $1 each, includes things like new Armies and
(www.manticgames.com) make wonderful figures that regiments and new Scenarios for you to play. All of this
would fit right in with Chronicles of Blood, and their is optional however; you can play the game simply
range is expanding all the time (the pictures of with these rules!

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The Army
In Chronicles of Blood you take on
the roll of a general of one of two
mighty armies. These two forces are
vying for control of the world of
Arax.

The Golden Alliance is trying to


defend their homes from the
invading forces of evil. It consists of
soldiers from the human kingdoms,
the woodland realms of the elves
and the dwarven strongholds, as
well as the angelic beings from the
Island of the Sun.

Or you could command the


Unholy Blight, the armies of evil
made up of the orcish tribes, goblins,
demonic legions and the undead empire.
Armour e
A regiment’s Armour stat shows how much protection
Each army is made up of many regiments. Each one of they have against enemy damage. A regiment wearing
these regiments has a set of Battle Stats that allow us to no armour into battle would have an Armour stat of 0.
differentiate between them. Battle Stats show us at a Most regiments would have an Armour stat of 1 or 2.
glance how good a regiment is at different aspects of
war and will be used a lot throughout the game.
Morale B
There are six different Battle Stats. The Morale battle stat measures a regiment’s courage
and bravery. Morale is also measured in a die type,
Speed j with again the average being d6.
Speed measures how far a regiment can move in one
turn. This Battle Stat is measured in centimetres. An
average Speed score is 15cm.
Wounds g
Finally, the Wounds stat shows how much damage a
regiment can take before they are destroyed. This is 5
Fight t for a normal regiment, with tougher regiments having
Fight is a measure of how well the unit can battle 6, 7, or even more.
against the enemy. This is measured in a die type, with
the average being a d6. If a regiment ever has 0 Wounds, it is removed from
the table.

Damage l
Damage is another Battle Stat measured with a die
type. This one determines how hard the regiment hits
in battle and how many opponents the will kill if they
win a turn of battle. An average Damage score is d6.

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Choosing The Armies

It is now time to choose the armies that will take part (for a smallish game) to 100 (for a larger game) is about
in the battle. You must choose not only the army you average.
will command, but also the enemy army that you will
fight against. When selecting your army, choose a number of
regiments whose points total is equal to or less than the
Each regiment has a points value (d) that it is worth. points limit you selected for the game. For instance, if
Before choosing the armies, you must decide on a you chose a 50 point game, you could chose regiments
points limit for each force. It doesn’t really matter how whose total points value did not exceed 50.
many points you choose, but somewhere between 50
There are some other restrictions you must
follow. You must include at least four different
types of regiment in your army, and may not
include more than four of the same regiment in
your army.

When choosing the enemy army, you must


follow the same restrictions as choosing your
army.

The rules listed in the ‘Special’ column can be


found later in the book.

The Golden Alliance - The Forces of Good

Regiment Name
Type


j t l e B h d Special

Men-at-arms

Human infantry
15cm
d6
d6
2
d6
5
5

Knights of the Realm


Human cavalry

25cm
d8
d6
3
d6
5
8
Charge!

Elven Rangers

Elf infantry

15cm
d8
d6
0
d8
5
6
Archery (60cm)

Elven Thornguard
Elf infantry

15cm
d8
d6
1
d8
5
7
Spears

Dwarf Stoneguard
Dwarf infantry

15cm
d8
d6
3
d8
6
8

Dwarf Crossbows
Dwarf infantry

15cm
d8
d6
2
d8
6
8
Archery (60cm)

Angelic Warriors
Angel infantry

35cm
d8
d6
2
d8
5
10
Fly

Soldier of the Sun


Angel infantry

15cm
d6
d8
2
d8
5
7

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The Unholy Blight - The Forces of Evil

Regiment Name
Type


j t l e B h d Special

Orc Warriors

Orc infantry

15cm
d6
d6
1
d6
6
5

Orc Slingers

Orc infantry

15cm
d6
d6
1
d6
6
6
Archery (50cm)

Goblin Warriors
Goblin infantry

15cm
d4
d6
1
d4
5
2

Goblin Slinkers

Goblin infantry

15cm
d4
d6
0
d4
5
3
Archery (50cm)























Scout

Battle Demons

Demon infantry

15cm
d8
d8
2
d6
6
8

Dark Knights

Demon cavalry

25cm
d8
d6
3
d6
6
10
Charge!

Skeleton Warriors
Undead infantry
15cm
d4
d6
1
N/A
5
5
Undead

Skeleton Horsemen
Undead infantry
25cm
d4
d6
1
N/A
5
7
Charge!; Undead

Sample Golden Alliance Army Sample Unholy Blight Army

3 Men-at-Arms regiments (15 points) 2 Orc Warriors regiments (10 points)

1 Knights of the Realm regiment (8 points) 4 Goblin Warriors regiments (8 points)

2 Elven Rangers regiments (12 points) 1 Battle Demons regiment (8 points)

1 Dwarven Stoneguard regiment (8 points) 1 Dark Knights regiment (10 points)

1 Soldiers of the Sun regiment (7 points) 2 Skeleton Horsemen regiments (14 points)

Total = 50 points Total = 50 points

ANTON MAKAROV (Order #14092140)


Playing the Game

The armies are chosen and now it’s time to play. So, the previous step. You may place them anywhere
how do you start? within this area and in any order.

Set Up Terrain Deploy The Enemy Army


The first thing you should do is place some scenery The enemy army is deployed within 30cm of the table
and terrain on the battlefield. Terrain includes thing edge directly opposite the edge you deployed on.
such as forests, hills, rivers, lakes, swamps, ruins, Usually you should place them right on the 30cm line.
buildings, fences and a myriad of other items. These
things have an effect on the battle, disrupting To determine exactly where to place the enemy
movement and line of sight, and therefore play an regiments, divide the enemy deployment area into six
important role in the game. imaginary zones, each 20cm wide. Number these from
1-6. Now, pick the first regiment and roll 1 d6. Place
Place as little or as much terrain as you wish across the that regiment in the zone that corresponds with that
battlefield. You should probably aim for somewhere number. Do this until all of the enemy regiments have
between 3-6 pieces of terrain. Spread it out evenly; you been placed.
won’t know what side of the battlefield you will start
on, so it is important to be fair. Start The Game!
It’s time to play! The game is played in a series of turns,
Determine Deployment Area with a game lasting until both your enemy’s army and
Once the terrain is placed you must figure out which your army have played five full turns.
side of the battlefield you will deploy your army on.
Assign a number from 1-4 to each side of the Your enemy always gets the first turn of the game.
battlefield, and then roll 1 d4. The number you roll While this may seem unfair, it is done to actually give
corresponds to the side of the battlefield you will the enemy a fighting chance. Not having an intelligent
deploy on. mind controlling it is a disadvantage, so this goes
someone to balancing it out.
Deploy Your Army
It is now time to gather up your regiments and place
them on the table. You may place your regiments
anywhere up to 30cm from the table edge you rolled in

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Deployment Example

Activating Regiments
During each army’s turn, each regiment can be There are also some special rules that deal with
‘activated’ once. Activating a regiment means to move moving regiments. You can find the details of these in
it or use one of its special abilities, such as Archery. the appropriate Special Rules section.
Each regiment can only be activated once during each
turn (unless a special rule specifically states otherwise).
Pivoting
Moving Regiments The above rules assume you are moving a regiment in
The most common thing a regiment will do during its a straight line. This is not always the case and you will
turn is to move. This is done to either get closer to the often want to move around terrain and other regiments.
enemy or to position itself in a strategic position. You do this by pivoting the regiment.

Regiments can move across the table a distance up to To pivot a regiment, simply rotate it around its middle
their Speed Battle Stat. For instance, a regiment with a point so that it faces the direction you want. For every
Speed of 15cm could move 0-15cm during their turn. 45 degrees you rotate the regiment by, it costs the
regiment 5cm of it’s Speed for that turn.
If a regiment moves through a piece of terrain such as a
hill, forest or river, their Speed is halved for that turn. A regiment can pivot at any point during its activation,
This represents the difficulty of moving through rough as long as it has enough Speed left to do so.
terrain in a coherent way.
For example, a regiment with a Speed of 25cm could
Some terrain, such as cliffs, chasms, or lakes and seas, move forward 7cm, pivot up to 45 degrees (costing
cannot be moved through at all. 5cm of Speed), then continue to move forward another
13cm if they wished.
Regiments can move through other friendly regiments
if they are in the way. They cannot move through
enemy regiments.
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Retreating Moving Into Battle
A regiment can also ‘retreat’, which means to move When a regiment moves into contact with an enemy
directly backwards. Any regiment can do this by regiment, we say that it has ‘charged’ that regiment and
moving up to 5cm directly backwards, regardless of engaged it in battle. The regiments will now fight in
their normal Speed battle stat. ferocious hand-to-hand battle, and this is the core part
of winning a game of Chronicles of Blood.
A regiment cannot pivot in any way during this move,
it must move directly backwards. Once a regiment has engaged another regiment, those
two regiments fight a turn of hand-to-hand battle
If the regiment moves through terrain, it may move no immediately (see below). This is outside of the normal
more than 2.5cm during a retreat. activation sequence; even the unit that didn’t move
gets to fight in this case.

Fighting

When a regiment moves into contact with an enemy


regiment they must fight in hand-to-hand combat. This
is done immediately and both regiments fight, not just
the regiment that moved.

To fight the battle, follow these steps:

• Roll the Fight die for your regiment, followed by the


Fight die for the enemy regiment. Note down the
totals rolled for each regiment.

• If any of the following occurred, modify the Fight


rolls as stated:

• If a cavalry regiment is fighting an infantry


regiment, add +1 to the cavalry regiment’s Dealing Damage
Fight roll. The winner of the battle now gets to deal damage to
the other regiment. Roll the winning regiment’s
• If a monster regiment is fighting an infantry or Damage die, then subtract the losing regiment’s
cavalry regiment, add +1 to the monster Armour stat. If the unit dealing the damage charged,
regiment’s Fight roll. add +1 to the damage. The result is how many Wounds
the losing regiment loses. Note that the losing regiment
• If a regiment charged, add +1 to that will always lose at least 1 Wound, regardless of the
regiment’s Fight roll. result of the dice roll.

• If a regiment has been engaged to its side For example: a regiment of Orc Warriors has won a
instead of its front, deduct -2 from that battle against a regiment of Men-at-Arms. After rolling
regiment’s Fight roll. the Damage die for the Orc Warriors (d6) and scoring
a 5, you then subtract the Men-at-Arms’ Armour stat
• If a regiment has been engaged to its rear (which is 2). This gives a total of 3, meaning the Men-
instead of its front, deduct -3 from that at-Arms lose 3 Wounds.
regiment’s Fight roll.
If a regiment loses enough Wounds to reduce it to 0, it
• Determine the winner of the battle by finding out is removed from the table immediately.
who has the highest Fight roll, after all modifiers have
been added and subtracted. The winner of the battle If the losing regiment survives the battle, it is moved
then proceeds to deal damage (see below). backwards 2cm immediately.

• If the Fight rolls are equal, the battle is a tie. Move


both regiments backwards 2cm. Each regiment loses
1 Wound.

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Morale Tests
Once all of the regiments in an army have been A Morale roll of 2 or more means the regiment holds
activated and all fights have been fought, it is time to its ground, its courage holding them steady for now.
make Morale tests.
A Morale roll of 1 means the regiment flees. Their
A Morale test determines whether or not a regiment’s courage wavers and they literally abandon the field of
courage holds in the face of adversity, or whether they battle, ignoring the shouts of their commanders.
falter and flee the battlefield. Remove the regiment from the table.

Any regiment that lost 1 or more Wounds during that Once all Morale tests have been taken and regiments
turn must make a Morale test. This is done by rolling removed (if necessary), it is the next army’s turn.
the Morale die for each regiment.

Winning the Game

Once each army has had 5 turns the game ends. It is Add up the points value of each of your regiments that
now time to determine the winner of the game. This is have been removed from the battlefield. This is how
done by determining how many Victory Points each many Victory Points the enemy scored.
army scored.
Whoever has the most Victory Points wins the battle. If
Add up the points value of each enemy regiment that the Victory Point scores are equal, the battle is also a
has been removed from the battlefield. This is how draw.
many Victory Points you scored.

ANTON MAKAROV (Order #14092140)


The Enemy Turn
Due to the nature of the game, there are some rules If two or more regiments have the same points values,
you need to abide by in order to make the game not you can choose which order they are activated in.
only fair, but also more challenging for yourself.
When you activate a regiment, check to see if there are
As stated earlier, the enemy army gets the first turn of any special rules the regiment can use (such as
the game. When it comes to activating the enemy Archery). If they can, they will use there special rule.
regiments you must do it in the following way.
If they have no special rules they can use, the regiment
Start by activating the regiment with the highest points will move towards the nearest regiment you control. It
value. After this, continue activating the enemy will pivot and move as needed.
regiments in order from highest points value to lowest.

Your Turn

During your turn you are free to activate your 6. Miscommunication. Your orders get mixed
regiments in any order, and use whatever special rules up and one of your regiments does something
they have if you wish; you do not have to use a special unexpected. Randomly select a regiment by
rule if you don’t want to. rolling a die, then roll a d3 to determine what
the regiment does:
However, to further balance the game out, at the start 1. The regiment moves directly forward it’s full
of each of your turns you must roll a d4. On a roll of 1, Speed.
you must roll on the Unexpected Events table below 2. The regiment makes a retreat move.
(roll a d6). Remember this is only done during your 3. The regiment stands still, not moving at all.
turn, not the enemy’s.

1. Downpour. A sudden dumping of rain across


the battlefield. All Archery special rules have
their ranges halved during your turn.
2. Ambush! One of your regiments (chosen
randomly) is ambushed by the enemy. The
regiment loses d4 Wounds.
3. Reinforcements. Randomly select an enemy
regiment that has been removed from the table.
Place that regiment on the enemy’s table edge.
It may act as normal on the next enemy turn.
4. Deserters. Your lowest points value regiment
flees the battle (remove it from the table).
5. Traitors. Choose one of your regiments with
the lowest points value. That regiment now
belongs to the enemy army and will activate
during the enemy turn.

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Special Rules

This section contains the special rules available to some of the regiments within the Golden Alliance
and Unholy Blight armies. Further expansions will add new special rules.

Archery Fly
Regiments with the Archery special rule have some sort Flying regiments glide across the battlefield,
of ranged weapons such as bows, crossbows, slings or unhindered by terrain that the foot troops must slog
throwing spears. through. Regiments with this special rule are not
slowed down by terrain and may move at full speed
A regiment with this rule may shoot at an enemy through it.
regiment within the distance listed in brackets with the
Archery special rule (eg, 60cm, 50cm, etc). The
shooting regiment must be able to draw a straight line Scout
between it and the target, and this line must not pass
through terrain or other regiments. Scouts are troops that advance across the battlefield
ahead of the main army. Before the first turn of the
If the target is in range and can be seen, roll the battle, any regiments with the Scout rule may make
shooting regiment’s Fight die. If the result is 3 or less one move up to their Speed stat. They may not do
the majority of the shooting misses and no damage is anything else other than move.
done.

If the result is 4+ the shots hit. Roll a d6 for damage, Spears


and deduct the target’s Armour stat. If the shot was over Spears are effective weapons when used against
half of the Archery range away deduct a further -1 from charging regiments. If a regiment with this rules is
the damage. The remaining total is the number of charged by an enemy regiment, they may increase their
Wounds the target regiment loses. Fight die by one type (ie, from d6 to d8, or d8 to d10,
etc).

Charge!
Regiments with the Charge! special rule are devastating Undead
when they engage an enemy in battle. If a regiment
with this special rule charges an enemy regiment, they The Undead troops are mindless, brainless creatures
may increase their Fight and Damage die by one die incapable of feeling fear. They never have to take
type (ie, from d6 to d8, or d8 to d10, etc). Morale tests.

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Appendix
You now have everything you need to play the game. Battle Chronicler is a free program used to simulate
This final section offers some quick extras that you may battle reports for various game systems. However, it
find interesting. can also be used to play games from various systems,
and Chronicles of Blood is no different.
Two-Player Variant
The battlefield map on page 9 was made with Battle
It is possible to play Chronicles of Blood as a two- Chronicler, which can be downloaded from http://
player war game instead of a solo game. This is www.battlechronicler.com/
remarkably simple to do.

The enemy army is played by a friend who does not


need to follow the rules for playing the enemy army.
Instead, both players following the rules for ‘Your Turn’. Mantic Games
Finally, if you are looking for some great miniatures to
To determine who sets up their army first, each player purchase, look no further than Mantic Games. All of
should roll a d6, with the highest roller getting to the pictures of models within this book are from
choose whether to deploy first or last. The army that Mantic Games, who have a diverse range of models
deploys first gets to have the first turn. available. This range is expanding all the time, and
they are affordable and high quality; we recommend
Mantic Games if you wish to purchase models.
Software
Mantic Games are found at http://
If you do not have the room to play the game, there is www.manticgames.com/
an excellent piece of software that will allow you to
play on your computer.

ANTON MAKAROV (Order #14092140)

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