Index

Chapter I: Introduction 1

Designers Notes 1

Using this Rulebook 2

Spirit of the Game 2

The role of the Umpire 2

Your First Game of Blood & Thunder 3

Chapter II: Game Scale and Definitions 4

Figure Scale 4

Basing your figures 4

Groundscale 4

Timescale 4

Equipment Needed 5

Die Type Shifts 5

Types of Die Rolls 6

The Clockface Direction Method 6

Pre-Measuring 7

The Counter Sheets 7

The Counters and Markers 7

Chapter III: Organizing Your Forces 8

Organizing Your Forces 8

Unit Descriptions 8

Movement Ratings 8

Armor Rating 9

Weapons 9

Unit Quality 9

Leadership Value 9

Confidence Level 9

Unit Quality and Leadership Type 10

Command Level 11

Sample Force Organization 12

Determining Quality and Leadership 12

Loss of Unit Leader 13

Balancing Forces 13

Chapter IV: Basic Principles of Play 14

Unit Integrity 14

Unit Integrity Effects on Combat 15

Line of Sight and Line of Fire 15

Formed Units and Line of Sight 16

Airborne Units and Line of Sight 16

Measuring Ranges Between Units 16

Target Priority 16

Compulsory Targets 17

Effect of Woods 17

Cover and Concealment 17

Units in Position 18

Benefits of Being In Position 18

Shield Wall 19

Field Defenses 19

Chapter V: Setting up the Game 20

Terrain Setup 20

Fixed Battle 21

Encounter Battle 21

Chapter VI: Game Sequence 22

Overview of Game Sequence 22

Actions and Activations 22

Pass Activation 23

First Activation 23

Final Activation 23

Turn End Phase 24

Reinforcements 24

Fright Checks 24

Chapter VII: Actions 25

Available Actions 25

Motivation Actions 25

Leader Actions 25

Communications 25

Communication with units in combat 26

Direct Communication 26

Courier Communication 26

Special Communication 26

Transferring Actions 27

Reorganization Action 27

Shield Wall 28

Reform Action 28

Facing 29

Unit Integrity 29

Formation Adjustments 29

Rally Action 29

Regrouping 29

Detached Element 30

Forming Square and Refusing the Line 31

Suppression 31

Suppression Due to Close Combat 32

Suppression of Structures 32

Multiple Suppressions 32

Loss of Weapons Advantage due to Suppression 32

Loss of Integrity Due to Multiple Suppression 32

Chapter VIII: Confidence and Reaction 33

Mission Motivation 33

Fatigue Level 34

Confidence Levels 34

Confidence Tests 35

Threat Level Table for Confidence Tests 37

Results of Reduced Confidence Levels 37

Reaction Tests 38

Threat Level Table for Reaction Tests 38

Panic 39

Chapter IX: Movement 39

Movement 40

Normal Movement 40

Combat Movement 40

Base Mobility Distances 40

Terrain Modifications to Base Mobility 41

Terrain Types and Effects 41

Formation Maneuvers 43

Column Left/Right 44

Left/Right Oblique 44

Counter-Column March 45

Caracole 45

Transportation of Infantry 45

Travel Movement 45

Chapter X: Observation and Hidden Units 46

Hidden Units 46

Spotting Hidden Units 47

Firing at Unlocated Targets 47

Chapter XI: Characters 49

Independent Figures 49

Firing at Independent Figures 49

Reaction of Independent Figures 50

Concealed Characters 50

Going into Hiding 50

Snipers 51

Sniper Fire 51

Chapter XII: Weapons and Equipment 52

Personal Armor 52

Armor Table 52

Missile Weapons 52

Missile Weapons Table 53

Weapons Notes 53

Thrown Weapons 53

Area Fire for Bow Weapons 53

Volley Fire Weapons 54

Ammunition Supply 54

Close Combat Weapons 54

Hand-To-Hand Weapons Table 54

Cavalry Charging Weapons 55

Warhorses 55

Weapons Technology 55

Heavy Weapons 55

Heavy Weapons Systems 56

Heavy Crossbow (HXB) 56

Torsion Driven Weapons (TDW) 56

Gravity Driven Weapon (GDW) 56

Gunpowder Weapon (GPW) 57

Chapter XIII: Vehicles 57

Use of Vehicles in Blood & Thunder Games 57

Vehicle Size Classes 57

Vehicle Design and Classification 57

Vehicle Armor 57

Mounted Weapons 58

Arcs of Fire 58

Chapter XIV: Fire Combat 58

Potential Shots 58

Area Fire 59

General Fire Procedures 59

Range Bands 59

Moving and Firing 60

Handheld Weapons Ranges 60

Fire Resolution 61

Removing Casualties 62

Chapter XV: Artillery & Heavy Weapons Fire 63

Artillery 63

Heavy Weapons Range Bands 63

Impact Value for Heavy Weapons 63

Armor Values of Vehicles & Structures 63

Heavy Weapons Fire at Vehicles & Structures 63

Armor Penetration and Hit Effects 64

Non-Penetrating Hits on Vehicles 64

Indicating Damaged Vehicles 64

Casualties to Vehicle or Structure Occupants 64

Oversized Vehicles and Structures 65

Artillery Fire 65

Firing Accuracy 65

Area Effect Artillery 65

Heavy Weapons Fire Against Troops 66

Solid shot 66

Grape Shot 66

Canister Shot 66

Chapter XVI: Close Assault & Hand to Hand Combat 67

Initiating Close Assault 68

Defender Responds 68

Hand-to-Hand Combat 69

Removing Casualties 71

Confidence Test 71

Withdrawing from Hand to Hand Combat 72

Flank Attacks 72

Wedge Attack 72

Melee 73

Final Defensive Fire 73

Counter Charge 74

Cavalry Recall 74

Combined Close Assault Activations 74

Overruns and Follow Through Attacks 74

Chapter XVII: Advanced and Optional Rules 75

Advancing a Line/Brigade 75

Opportunity Fire 75

The Last Stand 76

Surrender and Taking Prisoners 77

Fire, Flame and Incendiary Weapons 77

Smoke 78

Weather Conditions 78

Heat 78

Wind 78

Fog 79

Rain 79

Snow 79

Storms 79

Chapter XVIII: Special Abilities 79

Phalanx 79

Testudo 79

Shock Missile Troops 80

Drilled 80

Impetuous 80

Fear 80

Terror 80

Composite Units 80

Mobile Missile Platform 81

Chapter XIX: Record Cards 82

Mission Cards 83

Company Cards 84

Chapter XX: Campaign Games 85

Operation Level Campaign 85

Improving Troop Quality 86

Replacement Troops 86

Rest and Recovery 87

Chapter XXI: Scenarios 87

Chapter XXII: Cost Estimation 87

Basic Costs 88

Final Cost 88

Leadership 89

Chapter XXIII: Example Organizations & Equipment 89

Chapter XXIV: Special Character, Skirmish Games and Heroic Combat 89

Special Characters 89

Skirmish Games 90

Heroic Combat 90

ii

"The moral is to the physical as three is to one." ~ Napoleon

"Everything in war is very simple," Clausewitz notes, "but the simplest thing is difficult."

Blood and Thunder: FMA in the dark ages.

By: Phillip E. Pournelle based on the game Stargrunt by Jon Tuffley.

Chapter I: Introduction

Legionnaires, Hoplites, Spearmen, Warriors, call them what you will – the infantry have been a round for as long as there have been armies. Over time they have developed new weapons, materials and fighting techniques but someone still has to slog through the mud and take the fight to enemy. These rules are for formed unit combat in historic (and not so historic) combat action using miniatures.

Yet another set of miniatures rules? While there are many excellent skirmish and unit level combat games available for play, Blood & Thunder is focused on probably the most decisive aspect of warfare in any age, Command and Control. In actual combat leadership will decide the fate of men. Here leaders and heroes are not titans who wade across the battlefield dispatching their foes with abandon but men who inspire others to achieve great feats of arms.

Here the fog of war and friction of conflict reign. Your troops will not move in perfect synchronization like on a parade ground. Generals must place their troops carefully as they engage the enemy and choose where to assert themselves. This game is designed to make players think tactically. You will find that tactics of the era were developed and limited precisely because of the difficulty of controlling dispersed troops across a wide battlefield and the advantages gained by mutually supporting formations.

Blood & Thunder is designed to simulate combat between opposing forces from the stone ages through the American Civil War. It can also be used to simulate combat between eras or between forces having different levels of technology such as British colonial eras etc. For era approaching or beyond World War I, we recommend using Ground Zero Games’ Stargrunt.

Designers Notes

Blood & Thunder is based on the FMA system designed by Ground Zero Games and is an adaptation of the squad level combat game titled Stargrunt. (Stargrunt can be purchased from Geo-Hex at www.geo-hex.com, GZG’s American distributors). We have tried to develop a set of rules that encourages players to think tactically. The rules for Confidence, Motivation, Suppression, Cohesion, etc. are designed in a way that simple frontal assault will in all likelihood will not work. On the other hand command and control efforts in the ancient world required battle lines. Players will have to make decisions on where to place their leaders and make their main effort to succeed.

As with Stargrunt, Blood & Thunder is a generic rules set – it is designed to be tailored to whatever forces, figures and background you wish to use. We have provided a limited set of army lists for both historical and non-historical armies. If you wish to use your own background or lift one from a film or set of stories, then you may have to adapt some of the rules to fit the particular hardware and style of action from your chosen source. Blood & Thunder is also compatible with other GZG products such as Stargrunt and Full Metal Anorak. There are notes on how to use both rules to simulate encounters between cultures at different technical levels.

Using this Rulebook

Throughout these rules, we have included brief Rules Summaries (in the highlighted panel). Much of the main text of the rules is discussed and explained as to why we have done things in a certain way, as well as explaining how the rules actually work. Once you have read through this and understood it, you should only need to refer to the highlighted summary to remind you of how the rule works in play.

For your convenience we have collected all the most important summary boxes together in the Playsheet. Once you are reasonably familiar with Blood & Thunder, you should be able to play most games using the Playsheet and minimal reference to the rulebook.

Spirit of the Game

As a reformed power gamer (some would still call me overly competitive) I’d like to provide a word of caution. Many games have exploded in their length and complexity as they attempt to close every loophole created by those seeking to exploit them. The main reason to play is for fun. While players should attempt to play competitively, it is not fun if players seek out and attempt to exploit gaps in the rules. The best ways to prevent this is the use of an impartial umpire to adjudicate rules.

If you do not have an umpire to adjudicate your game, then it is up to the players to think in terms of the spirit of the game, rather than the letter of the rules. Never lose sight of the fact that the rules are simply here to provide a framework to make the game function. You are trying to simulate “real” events (that is events either recreated from history or consistent with your chosen background). You are not playing chess or some other highly formalized game. If something occurs during a game not covered in this rulebook, try to work out logically what would be the most likely outcome if the situation were to be real. If you still can’t agree, then let a die roll decide it.

Above all, remember: Don’t play the rules, play the game.

The role of the Umpire

Umpiring a game can be a lot of fun – often more fun than being a player. This is because you know exactly what is really going on. The players know only exactly what you have told them, which of course may or may not be entirely accurate depending on their intelligence and scouting. This could be based on a historical battle, scene from your chosen genre or a twist upon the theme.

The role of an Umpire in Blood & Thunder is similar to that of a game master in a role playing game. You are responsible for running the scenario (and probably for designing it in the first place), informing the players what they can and can’t do, and adjudicating their disputes. Umpiring a miniatures game is not quite as detailed as running an RPG, as most of the time the players are taking care of the turn-by-turn mechanics of play. You are there just to oversee things. You must of course, be fair and impartial. Any dirty tricks you throw in should have the chance of affecting both players. That is unless you are using them to balance an otherwise one sided game.

Good umpiring can make an enjoyable game out of the most unbalanced forces. If one player shows up one night with a “super” army and another has only a motley bunch of poor troops, they can still fight; the umpire just has to bias the scenario so the powerful player has a lot of obstacles put in his way, while the weaker force has much easier objective that is within the grasp of even his limited resources. This gives everyone a good game, as well as putting the clubs power gamer in his place.

Your First Game of Blood & Thunder

If you are new to miniatures or to the FMA style of rules in particular, we strongly recommend that you keep your first game or two as simple as possible. Blood & Thunder is very straightforward in its basic concept, but some areas are quite unconventional and may take you a while to get used to them.

Read through the rules (just the main sections – don’t worry about the advanced or optional portions just yet) until you are happy that you have grasped the basics. It is important to fully understand the turn sequence, actions/activations, the confidence/reaction systems and the close combat system. Now set up and play a game or two using very small simple forces. We suggest for your first games using only three or four small companies per side. Don’t worry about additional troops like chariots, elephants or artillery.

Once you have done this you will be familiar with the most important aspects of the rules. Everything else is a logical extension of these basics. You are now ready to progress to larger forces and more varied forces and as many of the optional advance rules as you and your opponents wish to use.

Blood & Thunder is potentially capable of handling quite large forces – up to a full legion and maybe beyond. Very often you will find that a smaller game built around a single cohort and supporting troops will be more fun and tactically challenging. You also don’t have to spend as much on such a larger force.