Professional Documents
Culture Documents
http://tinyurl.com/chroniclesofarax
http://tinyurl.com/dtrpgcsg
Email:
crystalstargames@gmail.com
www.manticgames.com
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.
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.
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!
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.
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.
Regiment Name
Type
j t l e B h d Special
Men-at-arms
Human infantry
15cm
d6
d6
2
d6
5
5
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
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
1 Soldiers of the Sun regiment (7 points) 2 Skeleton Horsemen regiments (14 points)
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.
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.
ANTON MAKAROV (Order #14092140)
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
• 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.
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.
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.
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.
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.
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.