Wargame rules.
Are the figures based on square or round bases? (Square).
Are the figures moving individually or as part of a unit? (Individual)
The average number of figures per side is 16 to 20.
The dice it uses are: d12.
The stats for each model are as follows:
Armor Class (AC): The figure's protection against missiles and attacks. Armor class is measured in AC points. Each point of damage reduces an armor class by one level until it drops to 0, at which point the figure is vulnerable to attack and is removed from play at any further damage.
Attack Dice (AD): These represent the chances that a missile or melee hit will be successful. A missile's AD is determined by its distance from the target and its angle of approach; a melee attack is made by attacking with weapons held close together. When rolling for a missile attack, add the die roll modifier and divide by two. If the result is less than half the attacker's weapon range, the attack misses. Otherwise, the attack hits.
Movement Allowance (MA): This represents how far a figure can move without having to stop and allow time for other units to get into position to attack. It is measured in inches. A figure may only move a limited distance during any single turn.
Nerve Points (NP): This is the nervous system of the figure; it determines if a figure is stunned when it takes damage. Nerves are depleted after taking certain types of damage.


Rules for the game.
The rules are written so that they can be used for both individual fighting and large-scale battles. They were designed to allow you to use your imagination rather than being tied down by strict historical accuracy.
You have 50 force points to spend on troops. Each troop has 4 attributes: NP, AD, AC, MA.
The most basic warrior is the "standard" soldier and cost 1 force points.
A standard soldier has a MA of 3, a base AD of 2, a base AC of 1 and a maximum NP of 8. A standard soldier must be accompanied by at least one other type of unit to fight effectively. This represents an unarmored fighting man with a shield and a helmet (if even at that).
A more heavily armored veteran soldier costs 5 force points. He has a MA of 6, a minimum AD of 4, a minimum AC of 3, and a maximum NP of 15. A veteran soldier wears full plate armor or maille and carries a sword and a shield.
Cavalry soldiers cost 7 force points. Their MA is 15, their base AD is 3, their minimum AC is 2, and their maximum NP is 12. Cavalry soldiers wear leather armor and carry lances and swords.
Bowmen cost 9 force points. Their MA is 4, their base AD is 4, their minimum AC is 1, and their maximum NP is 12. Bowmen carry bows and arrows.
A leader is free, their MA is 6, their base AD is 4, their minimum AC is 5, and their NP is 15. A leader has a special ability such as a bonus to AD, MA, etc. They may be mounted on a horse for 4 force points extra, increasing their MA to 15 and AD to 5.
How is the game played?
Play consists of several phases, starting with the deployment phase. You choose which models to move, any number of models, and move them their MA. They may move into base to based contact with an enemy to fight. Then the next player moves his forces and so on back and forth until all players have moved their forces. Once everyone has finished, the enemy is revealed and combat begins.
Combat is resolved by rolling a d12, adding the highest AD, then a further +1 for each friendly model moving to fight the same foe together. To do so, they must be touching base to base, meaning there's no more than +5. If the sum is 10 then the hit is successful. Lower the enemy's AC by -1 and a further -1 for every amount it goes over 12. Combats are fought simultaneously, highest AD model vs highest AD model. They take the hits first.
After a combat is resolved, each unit redeploys to its MA to separate fights.
Shooting is done as the last phase of the game. Everyone fires simultaneously. To hit, roll a d12, add the AD, then check range. If the total number is equal to or more than half the range of the targeted model, it's a hit. If it's equal, the shot deals 1 damage. If it's greater, increase the damage dealt by +1 for every amount it is greater by.
Combatants can be killed in combat or shooting.
To represent the stress of battle, at the end of every turn all models lower their NP by -1. Decrease by a further -1 every time a warrior on their side gets hit in combat or from shooting. If the leader is killed, then each warrior loses half their starting NP. When a warrior loses all their NP they have lost the will to fight and run away.
The playing area is a square measuring 2 foot by 2 foot. Each player sets up their force within their own half of the table.
Determine who goes first via rock, paper, scissors. This is whom moves first every turn.
You win when you're the last player with warriors on the field.


Rules for this game.
These rules are for the game, "Forged In Blood," which was created by Jeff Ebert and published by Task Force Games.

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Pub: 09 Feb 2023 10:31 UTC

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