| TOPIC |
Assumptions |
| Activation |
- Combat is chaotic.
- You cannot prevent your enemy from doing what he wants
to do, except by force of arms.
- A unit that is attacked canand probably willtake
some sort of action (including defending itself) no matter
who "wins initiative"
|
| The
Turn |
- Every unit is allowed one activation per turn. Once all
units have activated, the turn starts over.
- Every unit is allowed one attack per turn. If a unit
moves and does not attack, it may attack later in the turn
if an enemy presents itself. However, the unit may not move
or maneuver in any way once its attack is completed.
|
| Weapon
Reach |
- The attacker with the longest weapon has first opportunity.
The combatant with the shorter weapon has the advantage
when he closes.
|
| Bloodshed
|
- Some defenders survive by evading while some survive by
absorbing blows.
- Some at attackers are accurate. Some attackers are strong.
Some are both and some are neither.
- Heroes are special, but they are not gods.
- Anyone can kill anyone.
- There are 4 stats and no tables that are needed to resolve
combat.
|
| Courage
|
- Troops can break or flee!
|
| Fate |
- Fate is the unknown quantity that makes heroes ... heroes.
|
| Projectiles |
- Battlestorm assumes that to-scale crossbows and bows have
a range of about 60", however its much harder
to hit a target with an arrow than with a hand weapon.
|
| Chargers
|
- In a pass through charge, the charger may attack multiple
ranks in multiple units, but the attacker must meet certain
requirements.
|
| Example
|
- Includes some graphics to show how Battlestorm is played.
|
| Magic
|
- A very light system for use with Battlestorm
|
| Army
Lists |
- Abbreviated army lists for Battlestorm
|
| Links
to other FREE GAMES |
- These are generally of the "home-brew" variety,
but they contain a wealth of intriguing ideas.
|
| Feedback |
- Believe it or not, we actually ... REPLY!
|