Savage Blades Rulebook Zine

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Stuart Kolakovic (Order #37633251)

Warrior Stats: Each Warrior has STATS. They are: RS (ranged


skill), MS (melee skill), AS (arcane skill), AR (armor) and HP
(health points).

Create Your Warband: Savage Blades uses a simple point method


for creating your Warriors and Warbands.

Simply go by this formula:

RSx2 + MSx2 + AS + ARx2 + HP = Total Points


For example, if your Warrior has RS0, MS4, AS2, AR3 and HP4,
then the total value of the Warrior would be 20 points.

Players should agree on the size of the Warbands; a simple game


would roughly be between 50 to 80 points.

Creation Maximus: When creating a Warrior, you can NEVER go


below 0 in any stat, or above 6. If players agree, they can come to
terms on the min./max. of the stats.

Spells: Add the cost of the spell to the Warrior; they can only have
up to two and they have a range of 8 inches.

Arcane Strike (3 pts): Target suffers 3 hits; AR saves as normal.

Healing Surge (4 pts): Target regains 1D6 HP.

Curse of the Hag Witch (6 pts): Target is moved into base-contact


with a friendly warrior to it, then attacks it. Follow melee rules.

Sign of the Wolf (3 pts): Friendly target gains 2 extra D6 on its


next ranged or melee attack.

Eye of the Eagle (4 pts): Friendly target can reroll failed ranged
attack rolls on its next ranged attack, keeping the new results.

Unholy Pact (6 pts): All friendly Warriors gain an extra D6 to their


AR rolls until the next turn.

Teleportation (4 pts): Target (can target self) is moved anywhere


on the battlefield.

Stuart Kolakovic (Order #37633251)


Deployment: Warbands start the game off the table; the first time a
Warrior is activated, they’re placed within 3 inches of their own
table edge, then they can carry out their activation as normal.

Game Turn: Both players alternate in activating 1 Warrior in their


Warband until 4 in each Warband have been activated; when this
happens, the turn ends. Warriors can only be activated once per
turn. LEADERS (assign ONE Warrior in your Warband to be the
leader before the game) can use a FREE order to allow a friendly
Warrior within 8 inches to activate, even if they already did.

Actions: When activated, a Warrior can MOVE up to 4 inches,


SHOOT (no max. range) or CAST SPELL.

Ranged Attacks: To shoot, the attacker must have LOS to its target;
if able to shoot, roll XD6 where X is the attacker’s RS. Anything
5+ is a HIT. The target rolls XD6 where X is their AR; each roll of
5+ negates a HIT. The difference in HITS and ARMOR ROLLS are
subtracted from the target’s HP; when their HP reaches 0, they’re
DEAD!

Cover: When in soft cover, the target of the attacks gets an extra
D6 to roll when making an AR roll; in hard cover, this bonus
becomes 2D6 to the AR roll.

Melee Attacks: When a Warrior MOVES into base-contact with an


enemy, they fight in melee using the method for Ranged Attacks;
BOTH SIDES ATTACK, starting with the Warrior that moved into
contact; casualties are removed AFTER both sides had a chance to
attack. The Warrior who moved into contact rolls an extra D6;
attacking a target’s rear facing grants an extra D6. After the melee,
if both survive, they move away from each other 2 inches; if only
one Warrior remains, it can move for FREE up to 3 inches (it
cannot end in contact with an enemy).

Spellcasting: To cast a Spell, roll 1D6 and add the Warrior’s AS, if
the total meets or beats 7, it is cast (follow the rules in the spell’s
info section).

Stuart Kolakovic (Order #37633251)


Taking Damage: When a Warrior loses a point from their HP, they
MUST also lose one point from either of the following stats: RS,
MS, or AS. This is chosen by the Warrior’s controlling player. No
stat can be brought below 1. When healed, it does NOT help
reestablish lost points during battle.

Battlefield Size and Terrain: A battlefield is between 1x1 or 2x2


feet; this is agreed on by players. Any terrain should be agreed on
by players and shouldn’t be much.

MAZE OF THE MINOTAUR BONUS MINI-GAME


Trek the maze, beginning at the “enter here”, trying to reach the
Minotaur at the end. Every time you stop, you’ll encounter an
Enemy, or Trap. Resolve them by rolling 2D6, trying to meet or
beat its numerical value. If you succeed, for every enemy, you gain
1 gold; if you fail, you take 1 damage and move on (no gold for you).
Beat the Minotaur and you find 1D6 gold; players can play this game
before a game of SB in an attempt to use the gold as “free bonus
points” they use when building their Warbands.

You begin with 10 HP. Reach 0 and die!

Stuart Kolakovic (Order #37633251)

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