ACTIVATION
EXAMPLE
WEAPON REACH
BLOODSHED
COURAGE
THE TURN
FATE
ARMY LISTS
PROJECTILES
CHARGERS
MAGIC
 
 

Battlestorm Basic

Acts of Faith

 

World famed battle gamers, Dan & Tomas

The turn assumes:

  • 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 it’s activation is completed

Proximity Activation

If an enemy unit passes within 1" of a unit that has not activated, the unit may activate immediately. Suspend all movement, completely resolve the proximity activated unit’s round and then when that is completed, continue with the movement of the unit that triggered the proximity activation. This continues back to the unit who started the action.

Restarting Activation

After resolving the actions of one round of activation, roll initiative again to determine who starts the next round of activations.  In many miniatures games, winning Initiative means that one side has a magic time advantage that allows them to do things before the enemy can respond. 

When a player wins Initiative and declares an attack in Battlestorm, this represents two states of mind: 

  1. The defender realizes there is a potential that he may be attacked by a particular unit at this time.
  2. The attacker has correctly guessed where the defender is headed.