glave

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Glave Fantasy Battlefield Rules Basic rules

description

Glave is an easy to learn table top battle field rule set that allows you to completely customize you army with a wide variety of weapons and abilities. The rules are generic enough to be able to use in a wide range of settings.

Transcript of glave

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GlaveFantasy Battlefield

Rules

Basic rules

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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.

Attacking and Defending

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Each unit has basic and advanced statistics which we will be going over later, but to understand how to attack and defend, It isn’t necessary to get into details at this time. When a unit come within range of an enemy combatant, It has the option to attack that unit when It is active. To attack an enemy, you declare which model is attacking and which one is the defender. Units must attack the closest enemy unit in range before targeting any others, unless they have the “pin point accuracy” special ability. After declaring your target, roll a six sided dice. Next add any attack bonuses that you may have (weapon, training, terrain, ect.) up to a maximum of 3. If you are using a template weapon or special ability, follow the rules for that type of attack. Next the defending player rolls a six sided dice to defend himself. Then he will add his defensive bonuses (armor, terrain, special ability, ect.) When the two numbers are added up. The highest score is the winner of the engagement. If the attacker wins, the defending unit suffers a wound. If the defender wins, the his unit has successfully deflected the attack. If the defender loses and the unit suffers a wound, then he is given a wound marker. If the wounded unit has not been activated yet, he may still take his turn as normal until the end of the round. At the end of the round, and all unit in each army have activated, those that have been wounded and have no wound points left are removed from the battlefield. Who goes first at the beginning of the next combat round is determined by another initiative roll at the beginning of the next round.

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Terrain AdvantagesAnd Disadvantages

Terrain rule are very easy for this game and you can expand on them if you want, but here are the basics.Blocking terrain: blocking terrain consists of hills, walls, rocks, cliffs, and other impenetrable features that block line of sight and moving objects. You cannot attack enemies hiding behind blocking terrain.Cover terrain: cover terrain consists of objects such as low walls, fences, stands of trees, bushes, and other simi-penetrable features.Cover terrain gives a defending unit, that is using It effectively, a +1 to his defensive roll not to exceed +3 total.Hills and elevations: Hills and other elevations effect units ability to engage in combat significantly. Just as It is easier to defend from covered terrain, It is easier to attack from the top of a hill. So attackers get a +1 to their attack roll, but they will get -1 to attack if they are downhill from a defender.Difficult terrain: Difficult terrain consists of areas that are hard to travel across such as rubble, plowed fields, rivers and streams, ect. When unit travel over this type of terrain they must roll a six sided dice and subtract that amount in inches from the units total movement. If the total is less than zero, then the model cannot move this turn.Now that we have gone over the battlefield conditions, let’s start Building an army!

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Building an ArmyTo start building an army, each player has to decide how many point the army size should be. 100 points is a good starting place for a skirmish game.Next we need to recruit troops and get them trained. Train troops by equipping them with proper armor, weapons and special abilities. Then build up their basic statistics like health and movement.Next, you should decide what type of special war machines you want for your army, such as Cavalry, Catapults, and Ballista’s.Finally, you want to place your army on the battle field. Place a visual barrier between your side and your opponents side of the table so that each player can deploy his troops in private. Troops must be set up between the edge of the table and 12” deep. You may also hold up to 25% (points cost)of your troops in reserve, but you must declare that you are doing so at the beginning of the game before the first move is played. Glave is mainly set up as a backdrop for a medieval setting, but can be easily converted for modern and sci-fi settings as well. The only difference between the two is terminology and imagination. So feel free to take “poetic license” with the building blocks of the rules. You can also use different scenarios and campaigns as a backdrop for all of your battles. Capture the flag, or defend the fortress are good scenarios to try once you have played out a few skirmish games. You can even recreate you favorite scene from movies, books or TV shows.Let’s start training some troops!

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Basic troopsEach unit in the Glave system army starts out as a basic troop. All troops start with the same abilities that all people would normally have. These are represented as statistics, or stats.POINT COST: 5 training pointsEverybody starts off with 5 training points. This represents all the training that average individuals of recruit able age would have. This is a very cheap cost and would advantage you to pad your army with basic troops. Now let’s see what you get for your 5 points.MOVEMENT: 6”Six inches is the standard rate of movement the average person can move in a given amount time (6 seconds) during the heat of battle. You can increase the distance that troops can run during their turn by training them in endurance. The cost is 1 training point for each additional 3 inches of movement up to a maximum of 12 inches. So the progression would be 6”, 9”, 12”.WOUNDS:1Wounds are the amount of hit’s a person can take before they are taken out of combat. Wounds are the most useful stat in the game. Their usefulness is expressed in the expense of additional point cost. In order to gain an extra wound for a unit, It costs 5 training points. You can add a maximum of 2 wounds to an individual for a total of 3 wounds. At this expense, It is wise to reserve these for your most elite of soldiers.

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ARMOR: D6 Basic troops have an innate armor of D6. This means that even the most basic troop can defend itself against attack by rolling a six sided dice. We can supplement that by equipping them with some defensive armor. For the price of 1 training point we can train our unit to effectively use body armor to give him a +1 bonus to his defensive roll. For 1 more training point, we can train him to carry a shield for another +1 armor bonus. The last defensive training technique we can train for is wearing a proper helmet for 1 training point and +1 armor bonus. That maxes us out for a total of +3 armor bonus. ATTACK TYPES AND SPECIAL ABILITIES: Finally, to finish out our basic troop, we have to train him in some sort of offensive weaponry! Offensive weaponry is where you can really get out there and customize your troops. There are a few free options that come with basic training, or you can op for more extravagant methods. Each troop can only have ONE attack type or special ability. So choose wisely.

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Weapons Training andDevelopment

Due to advancements in weaponry from the medieval time period and modern to future time periods, some of the rules will differ slightly for consistency. If rules differ, they will be noted at the end of each weapon type section.As you can tell by now, bonuses to your rolls play a crucial part in this game. Several characteristics will be factored in to the calculation of roll bonuses for different types of weapons. You will notice that weapon strength starts out with a simple D6 roll and can have up to +3 added to this roll. The following characteristics are what is represented in these bonuses.Strength= Axe size, bullet caliber, weapon qualityRate of fire= fast reload time, auto and semi-auto fireSkill level of operator= years of training on the weaponAccuracy= ease of handling, finesse, weightArmor penetration= armor piercing, anti tankThese characteristics have been boiled down to attack strength to make the game easier to play. You can concentrate more on shooting and less on statistics.Range bonuses are attributed to some of the same factors ( long bow vs. short bow, machine gun vs. sniper rifle).For instance, a weapon set up as +3 attack with a 6 inch range would represent a weapon such as a machine gun. Whereas a weapon with stats like +1 attack with a 12 inch range would represent a armor piercing sniper rifle. This is where your imagination can come in and you can custom build whatever kind of weapon you want.

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Melee weaponThis is the first type of weapon that troops can be equipped with. This weapon is FREE to train on. It does not cost any points to assign this weapon type in It’s basic form. In order to use a melee attack, a soldier must be in “base-to-base” contact with the enemy. This represents the soldier wielding a weapon such as a sword, mace, axe, or some other hand to hand type weapon. These weapons can be upgraded for a price. You can add one point to your D6 attack roll for a training point cost of 1 point each, up to a max of +3.There is a special bonus to engaging the enemy in melee combat. If you are in base-to-base contact with an enemy and they attempt to move away from you, this is called “breaking away”. If an enemy attempts to break away, you have the opportunity to perform a counter attack on that unit even if you have already activated. This means you get a free attack. So lets review:Attack type: Melee, D6 attack, base-to-base contactPoint cost: free*Bonuses: up to +3 attack at a point cost of 1 each, max+3Special ability: free counter attack on break away attempt

Special rule: If you are playing a modern or future setting, you may equip both free weapon options. But it will cost you 3 training points to add the second option. Free weapons are the only options which can be combined.

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Ranged weaponsRanged weapons are weapons such as bows, crossbows, and guns. Ranged weapons are also a FREE option to equip your troops with. In addition to attack power, ranged weapons have distance statistic. A basic ranged weapon has an attack power of a standard D6 roll and a range of 6 inches. Like the melee weapons, you can increase the attack power of your weapon by +1 for a point cost of 1. You can also increase the range of your weapon by 3 inches at a point cost of 1 point up to a max range of 12 inches. The one crucial difference between melee and ranged attacks is that you CANNOT be in base-to-base contact in order to perform a ranged attack. If you are in base contact with any enemy combatant, you CANNOT use your attack skill and must attempt to “break away”! So lets review the ranged attack stats.Attack type: ranged, D6 attack, 6” rangePoint cost: free*Bonuses: up to+3 attack at a point cost of 1 each, +3 inch range at a point cost of 1 each up to a max of 12”Special ability: cannot attack when in base-to-base contact with an enemy

Special rule: If playing a modern or future setting, you may equip both free options at a point cost of 3 points for the second ability. Free options are the only options that can be combined.

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Fire breath/ flame thrower

This special ability/weapon is the first on that we will be using a weapon template. A template represents an area of effect that the ability can attack. In this instance the template is a cone shaped area 8” long and 4” wide at It’s furthest most point. If you have played wargames in the past, you may use any cone shaped template you have available. If you don’t have a template, you can cut out a triangular piece of cardboard 8 inches long and 4 inches wide at one end. From now on will e referred to as a cone template. Fire breathing is a special ability and take longer to learn than other attacks. Therefore It will cost more training points. This is the first special weapon that requires

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more training. This option cost 10 training points to equip. Flame throwers and fire breathers Use a basic D6 attack and effects all units that are covered or partially covered by the cone template. Since It is fire, armor cannot protect against this attack, therefore armor bonuses are ignored. But since It is fire, you cannot upgrade or add bonuses to your attack either. So let’s review.Attack type: flame, D6 attack, cone templatePoint cost:10 training pointsBonuses: ignores armor bonuses on attackSpecial rules: Uses a cone template for range, cannot be upgraded.

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Battle mage/Grenade launcher

This attack type also uses a template, but it is smaller and round. This attack type uses a 3 inch diameter circle. The best home made item I have found to represent this is a top off of a soup can. This unit can attack any number of units within a 6 inch radius that can fit under the small blast radius. This unit also has the “pin point accuracy” ability.

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Which means that It’s attack template is placed exactly where the user wants It within range. This ability starts with a basic D6 attack and can be upgraded by +1 at 3 points each, up to +3 total bonus attack points. You can also increase It’s range by 3 inches at a time for a cost of 1 point up to a maximum range of 12 inches. So to review.Attack type: explosion, small template, D6 attack, 6” rangePoint cost: 10 pointsBonuses: +1 attack at 3 points each, max +3; +3” range at 1 point each, Max 12”Special abilities: pin point accuracy

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Broadsword/shotgun

This next weapon choice would probably be considered an “In betweener” type weapon choice. The broadsword allows the wielder to attack multiple targets in a fairly close range. While this weapon is not considered a ranged weapon, It can hit targets up to 2 inches away due to It’s large size. In order to use this weapon, the attacker uses a “sweeping template”. A sweeping template is used just like the flame thrower template, but It is much smaller. You can make a sweeping template by measuring out a right angle that is 2 inches long on each side. Next use a drawing compass to connect the two lines and cut out the shape.

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You can use cardboard, paper, or thin plastic to make a good sweeping template. Place the sweeping template to the front of your attacking model so that the pointed part is touching base. Any target models that the template partially covers must make a defensive roll against the attack. The attacker only makes one attack roll, but the defender rolls for each model targeted. This weapon option has a point cost of 5 training points and cannot be upgraded. This is a well rounded option and is very useful for bodyguards and close quarters.So to review.Attack type: sweeping template, D6 attack rollPoint cost: 5 training pointsBonuses: no bonuses availableSpecial abilities: Can attack multiple enemies.

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Ice Blast

This weapon option operates very much like the Battle mage special ability, but instead of doing damage, It causes the targets to loose their turn. So in order to cast this spell, you would place a small round template anywhere within 6 inches of the caster and roll an attack roll. Target units are unable to use any armor bonuses against this attack. On a successful hit, any targets that failed a defensive roll will loose their turn and be automatically activated. If the target unit has already activated this turn, then they will loose their turn in the next round. This ability can be upgraded as listed below.Attack Type: ice blast, small template 6” rangePoint cost: 5 training pointsBonuses: +1 attack at 3 points each, max +3; +3” range at 1 point each, Max 12”Special abilities: pin point accuracy

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Poison cloud

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 reviewAttack type: Poison, cone templatePoint cost: 10 training pointsBonuses: ignores armor bonuses on attackSpecial rules: Uses a cone template for range, cannot be upgraded.

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Combat Medic

This is a good choice for keeping your high value troops alive. A combat medic can heal soldiers wounds on the battlefield and keep them in the game. On a medics turn, he may target one fallen ally within melee range and attempt a heal roll. On a result of 5 or 6, that ally is healed for 1 wound point. Please note that he may only heal targets with no wound points left and cannot “Top Off” heroes with multiple points left. So lets reviewAttack type: healing on a roll of 5 or 6, base to base contactPoint cost: 5 pointsBonuses: noneSpecial abilities: Resurrect fallen comrades

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Glave

This is the final single unit weapon choice and the centerpiece of the game. This is the most powerful weapon in the game and takes the wielder many years to master. Most Glave wielders start their training from a very young age and have their weapons specially attuned to them. For an untrained soldier to attempt to pick up and use a Glave found on the battlefield would be seriously foolish and potentially fatal. there are many different types of Glaves and they are made by most Races and civilizations, but they all work basically the same way. A Glave is thrown by the wielder on a circular pattern and is connected to him in a certain mysterious fashion that outsiders cannot understand. Glave attack all enemy combatants in close proximity to

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the wielder. In order to represent this on the battlefield, we will use a “Large round template”. Large templates are 5 inches in diameter and are can most easily be made by using a compact disc or DVD disc. They are the perfect size. You can also use a large template from another game system if you like. Any enemy unit with their base in contact or underneath the template must make a defensive roll. Unlike most of the other special abilities, this is NOT a magical spell and therefore defenders MAY use armor bonuses in their defensive roll. The glave wielder only makes one attack roll for his turn and can upgrade his attack power by spending training points. So lets review.Attack type: Large template,D6 attack rollPoint cost: 15 pointsBonuses: +1 attack for 3 points each, max +3Special abilities: Large template attack centered around wielder.

It is pretty simple to equip your miniatures with Glave weapons. You can simply replace any sword or bow with a home made Glave weapon. To make a Glave weapon,you can use many different types of small discs that you probably already have laying around the house. The easiest and most common is a simple washer. The lock style washers look best. Then just paint the new weapon up to match the rest of your model or army. Below are some examples and inspirations to get you started on making a Glave weapon.

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Different style Glaves

Fantasy

Elven

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Orkish

Primitive

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Mercenary

Modern

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Alien

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War machines

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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.

Cavalry/ jet bikes

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The first mobile equipment we will discuss is cavalry. Cavalry has been used since the begging of recorded time and is very effective against infantry. For the purposes of this game, cavalry is used to get soldiers to the front line and beyond quickly while still offering some protection. A cavalry unit carries 1 soldier into battle. They have a movement speed of 12 inches and ignore enemy bases. This means you can go through enemy defensive lines and attack from the rear. If you engage in melee combat you may also move away from base to base contact without a break away counter attack penalty. If you suffer a wound while mounted on a cavalry unit, then the mount runs away or is rendered inoperable and the soldier must dismount immediately and end It’s turn. The cost for each cavalry unit is 10 training points. So let’s review.

Unit type: cavalry/jet bikePoint cost: 10 training pointsMovement: 12 inches

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Special abilities: Ignores enemy bases and break away rules.Wounds: 1 wound point, no upgrades

Ballista/ jeep

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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.

Type: ballista/ wheeled vehiclePoint cost: 20 training points(includes crew)Movement: 6 inches

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Range: min 12 inches, unlimited max rangeCrew: 2 driver/ gunner

Catapult/Tank

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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

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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/ TankPoint cost: 30 training pointsMovement: 6 inchesRange: minimum 12”, unlimited max, small templateCrew: 3, driver, loader, launcherSpecial abilities. Ignores enemy bases and break away. Deteriorates terrain features.

Drop pod/

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Helicopter

This option is only available in modern and future campaigns due to advancements in technology. This is a pretty fun unit to use but very expensive. As stated in the rules above, you may hold up to 25% of your troops in reserve. With this unit, you can deploy those troops anywhere on the board you wish with a maximum of 6 passengers. The unit has one pilot which comes with the cost of the pod. The price tag for this bad boy is 40 points. Once the drop pod is deployed, passengers must use their activation to disembark the vehicle. You may not fire on the same combat round that you disembark the vehicle on. This

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is also a one way trip. Once the unit has landed the only use for it is blocking cover for the passengers. So choose wisely how you orient your troops once on the ground. This vehicle has NO offensive capabilities. You cannot land on top of enemy units and “smash” them. Attempting to do so would crash the vehicle and wound all passengers and crew. Lets take a look at the stats.Type: Drop pod/ helicopterPoints: 40 training pointsMovement: lands anywhere on the battlefieldCrew: 1 pilot ( non-combatant)Special abilities: Can be used as blocking terrain after deployment

Making terrain and

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drop podsThe fun part about making terrain is that you can use anything and everything to make good terrain. Some people like to make as cheaply and quickly as possible. And others like to pay meticulous attention to detail. I am somewhere in the middle, but lean towards the former. Many time I will get an idea about a piece of terrain I want to make while I am at work, and when I get home I build It that night. Below is a list of suggested items that you can use to make terrain at no cost, not including tools, paint, and glue.StrawsCard boardBottle topsC.D. spoolsOld electronic components from broken stuffSandFood containers(usually snacks)Moss and TwigsFoamCork (free from nice restaurants)Fast food containers

Drop pod construction

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I built the above drop pod from a big mac box and some soda tops in a matter of 20 minutes or so. With more time and care, you can probably make a nicer one, bit this one does the job just fine. Below I will show you step by step how to build your own. The purpose of this exercise is to think outside the box and create something from nothing….and make a cool space ship.

Step one: conceptualize what you are trying to make.Step two: gather materials to fabricate your project.Step three: construct the basic design.Step four: add colorStep five: add detailsStep six: finishing touches

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Basic materials

Basic color

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Construction

Add details

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Finishing touchesColor highlights, dirt and soot

The endThank 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)