Anda di halaman 1dari 16

ThrFantasy

illing

Miniature Rules for Tabletop Games


by Richard A. Johnson
Thrilling Fantasy
Miniatures Action in the Pulp Era
Unlike our original Broadsword Adventure rules, this game is designed for more models and is more like a miniatures
game and less like a roleplaying game. There is still plenty of room to customize your heroes and work some roleplaying
in, though, so they wont all be cookie cutter versions of one another and your games can still be about more than just
combat. This game also utilizes a d6 mechanic and requires the use of cards.

The rules you have here are the beta version and are still in development, so any and all feedback would be welcome.
Because it is a beta test, there will be some pre-generated characters used. The final version of the rules will allow you
to completely create your heroes from the ground up.

First up is an explanation of the Stat Cards for your Heroes and followers.

Hero Name 3HP Hero Points Hero Points are the number of wounds a model will have.
This score ranges from 1 to 4.
AT=3 Attack Stat

DF=3 Defense Stat


This group represents the models Stats. These scores will
DG=2 Dodge Stat range from 0 to 4. The higher the number, the better the
stat.
BR=1 Brains Stat

BDM +2D Blade Mastery This group represents the models Masteries. The model will
Hero Image gain bonuses with certain weapons, skills or actions.
BWM Bow Mastery

EM=3 Equipment Maximum This group represents the models maximum number of
Attached Cards in Equipment and Skills. A model can
SM=2 Skill Maximum never have more attached cards than their Hero Points +2.

Hero Points
Hero Points represent the number of wounds your model can take. This number will range from 1 to 4. When the last
Hero Point is removed, the model is removed from play. A good suggestion is to probably put tokens next to the card
and remove them as the model is wounded. Hero Points is also used to determine the number of Attached Cards (see
Attached Cards below) that a model can have. This number is equal to the models starting Hero Points +2.

Thrilling Fantasy 1
Stats
These represent your models skill level in certain areas. The total will range from 0 to 4. Each number represents
one Success on a die roll (see Mechanics below). The Attack Stat represents the models skill in combat, both close
and ranged. The Defense Stat represents the models ability to defend itself from both close and ranged combat. The
Dodge Stat represents the models quickness and sure-footedness. And finally, the Brains Stat represents the models
intelligence.

Mastery
A model will have a certain number of Masteries and each of these represents skill with either weapons, Magic, or
certain other abilities that are affected by Action Cards (see below). A Mastery with a +XD, where X is a number,
means that model is particularly skilled and will receive bonus White dice whenever they are using that Mastery.

Blade Mastery (BDM): A model with Blade Mastery gets the bonus indicated whenever they use a weapon that is
listed as a Blade.
Bow Mastery (BWM): A model with Bow Mastery gets the bonus indicated whenever they use a weapon that is listed
as a Bow.
Arcane Mastery (AM): A model with Arcane Mastery gets the bonus whenever they use a Spell or Item of Magic. Only
models with Arcane Mastery can take Spell Skill cards.
Mounted Mastery (MM): A model with Mounted Mastery can have a horse or other mount and gets any bonus
applied to Mounted models if they are on a mount.

Attached Cards
A model is personalized by Attaching Cards to it that represent Equipment (EM) and Skills (SM). Equipment cards
could be weapons, armor, or other useful items. Skill Cards will be the abilities of your model. Unless otherwise
indicated, a model can never have the same Skill more than once. A model can never have more cards attached than
its starting Hero Points +2. So a model with 4 Hero Points can have 6 Attached Cards. A Model with 1 Hero Point
can have only 3 Attached Cards.

There are also 3 Levels of Weapon and Skill Cards. They are referred to as White, Red, and Black. White are the lowest
level of card and Black are the highest. A model can never have more Black cards then they have Red cards and cannot
have more Red cards than they have White cards. For example, a 4 Hero Point model will have 6 Attached cards. As
an example, it could have 3 White and 3 Red or 3 White, 2 Red and 1 Black. It could not take 2 White, 3 Red, and 1
Black or 3 White, 1 Red and 2 Black.

Dice Mechanics
The system uses d6s. A model will roll a number of d6s and attempt to gain successes. There are three different colored
d6s referred to in the rules: white, red and black. A white success is a 6 on a d6. A red success is a 5 or 6. A black
success is a 4, 5, or 6. A model will also occasionally have a certain number of successes automatically based on its Stats.
For example, if a model is making a Combat Action and has an Attack Stat of 3, then it automatically begins with 3
successes. The player will add this number to any successes they get on the dice roll. If you have more successes than
your opponent (in an opposed roll) or you have more successes than a target number (for certain unopposed rolls) than
you have won that round. For example, if you are attempting to walk across a rope strung between two buildings, it
may have a difficulty of 4 Dodge. If your model has a Dodge Stat of 2, then it would need to get at least 3 additional
successes on a dice roll in order to make it across.

If a model is being penalized and must subtract dice from its roll and it does not have the die type to subtract, then it
is taken from the next highest die type up. If the model has none of the next die type up, then it is taken from the next

2 Thrilling Fantasy
die type down. For example, if you have no Red Dice, then subtractions are taken from Black Dice. If the model also
has not Black dice, then it is taken from White dice.

Initiative and Turn Sequence


At the start of each turn, players start by rolling 2d6 and adding the starting Hero Points of the highest Hero Point
model they still have on the board. The player with the highest total goes first. The player chooses one of their 10
Action Cards and activates the model(s) they wish to have go first. Once that action is complete, the card is placed in
a discard pile and cannot be used again this turn. The next player than plays one of his Action Cards and discards at
the end of the action like the first player. This continues until all players have activated all their models and/or used
up all their Action Cards.

Action Cards
All actions are done using Action Cards. Each player gets 10 Action Cards. An Action Card must be assigned to each
model or it cannot act. If 2 or more models can all be touched by the same Action Card, without having to move
it around, then they can all use that same Action Card. There are 7 Action Cards to choose from. Because you are
limited to just 10 Action Cards, you will need to plan wisely on which ones to take as well as where models are placed
and moved to on the game board.

Attack: Model can make a +2d6 White Die attack. Model must be in base contact to make a close combat attack
(unless it has reach) or must have a Ranged Weapon in order to make a Ranged Combat Attack.
Move & Attack: Model can move up to 5 and can make a +1d6 White Die attack. Model cannot end in base contact
with an Encounter Marker. If the model does not come into base contact with an enemy model at the end of its
movement. It can only perform a Move & Attack Action or do nothing on its next activation.
Move: Model can move up to 7. Model can end in base contact with an enemy model can perform no Attack Action.
Run: Model can move up to 12 but it must be in a straight line and cannot end in base contact with another model
or Encounter Marker.
Defend: Model rolls +2d6 White Dice for Defense when attacked. This is in addition to the base 2d6 a model gets for
defending.
Cast Spell: Model with the ability to cast spells can do so.
Other Action: Model can perform any other action not listed on another card.

Combat
There are two types of Combat: Close and Ranged. In order to perform a Close Combat attack, a model must be in
base contact with the opposing model. In order to perform a Ranged Combat attack a model must have a Ranged
Combat Weapon and have line of sight to the target model.

All combat is an opposed roll. An attacking model rolls a number of d6s based on the Action Card being used plus
any bonuses for Equipment and Skill Cards that are Attached to it. All successes from the dice rolled are added to
the Attack Stat. The Defender always receives 2d6 plus any dice added for Equipment and Skill Cards Attached. The
defenders total number of Successes is added to its Defense Stat. If the Attackers total is greater than the Defenders,
then the defending model is wounded. If it is not, then the defender has repelled the attack.

Intervening Terrain: If there is a piece of terrain, such as a low wall, that separates two models from close combat, the
attacker can still attack the opposing model, but the defending model receives +1d6 to their defense roll.

Obscured: If a model is not in base contact with terrain but it partially obscured by intervening terrain, then it receives
+1d6 to its defense roll from Ranged Combat attacks.

Thrilling Fantasy 3
Cover: If a model is in base contact with a piece of terrain and that terrain is between the model and an attacker
targeting it with Ranged Combat, then the defending model receives +2d6 on its defense roll.

Fleeing from Combat: A model that voluntarily leaves Close Combat due to a Move or a Move & Attack Card being
played, is subject to a free attack from any model in base contact with it as a 2d6 attack. The model leaving Close
Combat gets no automatic defense dice and only rolls the dice it would gain from Skills or Equipment.

Gang Attack: Any models that activate on the same Attack or Move & Attack Card and all end in base contact with
an opposing model can combine their attack. All automatic success due to the Attack Stat are added together and all
Skill and Equipment dice are combined into one roll with the Card dice. Note that the attacking models only get one
set of dice from the Card Attack and any Equipment/Skill cards. For example, if 4 models attack one model with an
Attack Card, they only get 2d6 from the Attack Card, not 8d6 and if 2 of those models are from one unit and have
+1d6 for a weapon and the other 2 are from another unit with a +1d6 weapon, then they only receive +2d6, not +4d6.

Unarmed Models: A model that has no weapon, receives a -1 to its Attack Stat and -1d6 White Die to any Close
Combat Attack roll.

Wounds
If an attacker beats the defender, then the defender loses 1 Hero Point for every 5 points that it wins by. If the model
loses its last Hero Point, it is removed from play.

Attacker beats Defender by Hero Points Lost


1-5 1
6-10 2
11-15 3
16+ 4

Spell Casting
Only models that have the Arcane Mastery Ability can take Spell Skill Cards. Models that cast spells use their Brains
Stat for their starting successes.

Some spells will have a range. This will be expressed as a number of inches times per starting Hero Point. So a 4 Hero
Point model casting a spall with a range of 2 per, will have a range of 8. If a spell has a template effect, the template
covers all models that are touched by the Spell card (done the same way as models are activated).

Some spells may also have a difficulty. The difficulty represents the number of successes that the spell caster needs to
achieve in order for the spell to be successful. For example, if a Spell has a difficulty of 5, the spell caster will need to
get 5 successes in order for the spell to take effect.

Building Your Force


When building your force for the game, each Hero Point counts as 1 point toward building. If you and your opponent
want to play a 20 point game, you could take 20 1 Hero Point models or 5 4 Hero Point models or any combination
that gives you a total of 20.

Weapon & Skill Cards


If you are playing a game of 50 points or less, you will get a total of 20 Weapon & Skill Cards with which to assign to

4 Thrilling Fantasy
your models. If you are playing games of more than 50 points, up to 100 points, you get 30 Weapon & Skill Cards.

For every Weapon & Skill Card that you do not take, you can take 1 Environment Card in its place, up to a maximum
of 5 Environment Cards.

Notes
When assigning cards to your models, you do not need to assign one card to every 1 Hero Point model. If you have
several that are all going to be equipped the same and have the same skill, you can place just one card down for all of
them. This will reduce clutter on the table as well as give you the ability to add heroes that have more cards attached
to them.

There are 12 Action Cards at the end of this PDF. You can print out as many of each type as you want in your hand
of 10 cards. So, if you decide to print out 10 Move & Attack Action Cards, you can have 10 of them in your hand.

Thrilling Fantasy 5
Model Stat Cards

Ibyssian Lion Guard Captain 3HP Ibyssian Lion Guard Sgt. 2HP Ibyssian Lion Guard 1HP
AT=3 AT=1 AT=1

DF=3 DF=2 DF=1

DG=2 DG=0 DG=0

BR=1 BR=1 BR=0

BDM +2D BDM +1D BDM


Model Image Model Image Model Image
BWM BWM +1D BWM

EM=3 EM=2 EM=2

SM=4 SM=3 SM=2

Skadian Reaver Hero 3HP Skadian Reaver Leader 2HP Skadian Reaver 1HP
AT=3 AT=2 AT=1

DF=3 DF=1 DF=1

DG=2 DG=1 DG=0

BR=1 BR=0 BR=0

BDM +2D BDM +2D BDM


Model Image Model Image Model Image
BWM BWM BWM

EM=4 EM=3 EM=2

SM=3 SM=2 SM=2

6 Thrilling Fantasy
Model Stat Cards

Goblin Hero 3HP Goblin Shaman 2HP Goblin Soldier 1HP


AT=3 AT=1 AT=1

DF=2 DF=1 DF=0

DG=3 DG=0 DG=1

BR=1 BR=2 BR=0

BDM +2D BDM +1D BDM


Model Image Model Image Model Image
BWM AM +1D BWM

EM=3 EM=2 EM=3

SM=4 SM=3 SM=1

Necromancer 3HP Skeleton 1HP Giant Spider 4HP


AT=1 AT=0 AT=3

DF=2 DF=2 DF=4

DG=2 DG=0 DG=3

BR=4 BR=0 BR=0

AM +2D BDM
Model Image Model Image Model Image
BWM EM=3

EM=2 SM=5

SM=5 EM=2

SM=2

Thrilling Fantasy 7
Skill and Equipment Cards

Long Sword Spear 2-Handed Sword


Blade, Equipment Blade, Equipment Blade, Equipment

+2d6 White Die Attack +1d6 White Die Attack +2d6 White Die Attack

Model with Blade Mastery upgrades 1 1 Close Combat Range (Model can be 1 Close Combat Range (Model can be

White die to a Red die. up to 1 away from target model and still up to 1 away from target model and still

attack in Close Combat if the model has attack in Close Combat)

Blade Mastery) Model with Blade Mastery upgrades 1

White die to a Red die.

Requires 2 hands to use. Model cannot use

shield or second weapon.

Axe 2-Handed Axe Long Bow


Blade, Equipment Blade, Equipment Bow, Equipment

+1d6 White Die Attack +1d6 White Die Attack Short range (up to 18)

+2d6 White Die Attack if the model has Model with Blade Mastery upgrades 1 +1d6 White Die Attack

Blade Mastery White die to a Red die. +1d6 Red Die Attack with Bow Mastery

1 Close Combat Range (Model can be

up to 1 away from target model and still Long Range (over 18 up to 36)

attack in Close Combat) +0d6 Attack

Requires 2 hands to use. Model cannot use +1d6 White Die Attack with Bow Mastery

shield or second weapon.

8 Thrilling Fantasy
Skill and Equipment Cards

Shield Armor Close Combat Expert


Equipment Equipment Model Skill

+1d6 White Die Defense +1 to Defense Stat +1d6 White Die Close Combat Attack

This card may be taken up to 2 additional

times.

Master Swordsman Master Archer Ranged Combat Expert


Model Skill Model Skill Model Skill

Blade Mastery Required Bow Mastery Required +1d6 White Die Ranged Combat Attack

+2d6 Red Die Close Combat Attack +2d6 Red Die Ranged Combat Attack

Thrilling Fantasy 9
Skill and Equipment Cards

Claws Fangs Ambidextrous


Equipment Equipment Model Skill

+2d6 White Die Close Combat Attack +1d6 White Die, +1d6 Red Die Close A model can use two weapons (Equipment)

Combat Attack in combat to gain the bonuses from both.

Flight Manueverable Wardancer


Model Skill Model Skill Model Skill

The model cannot be attacked in close This model is agile and hard to hit at The model can use a Move & Attack Card

combat unless Attack or Move & Attack range. It can use its Dodge Stat instead of to Attack & Move instead.

Card was played previously by the model. its Defense Stat when attacked by Ranged

Combat.

The model also ignores all terrain effects for

movement.

10 Thrilling Fantasy
Skill and Equipment Cards

Keen Edge Aerodynamic Mastercrafted Weapon


Equipment Equipment Equipment

The weapon that this is applied to reduces The Bow that this is applied to can add 3 The close combat weapon that this is

a targets Defense Stat by 2. This card can to its Short Range. applied to has been forged by a master

only be played on a single weapon. If the weaponsmith. One White Die can be

weapon is lost, the card is lost with it. replaced by a Red die.

Arcane Bolt Combat Boon Animate Bones


Spell Skill Spell Skill Spell Skill

By using an Arcane Action, the model can +1 to Attack stat of all models under The caster can place one Skeleton on the

target a single model with a Ranged attack template. Range is 2 per starting Hero board each time this Spell is cast. The

using Arcane Mastery (instead of a Bow Point. It lasts only until the casters next Skeleton can be placed up to 1 per starting

Mastery) to Range of 6 per starting Hero activation. Hero Point from the caster.

Point and it must have Line of Sight to the Difficulty is 1 per model affected by the Difficulty: 6

target model. spell.

Thrilling Fantasy 11
Skill and Equipment Cards

Ferocious Fast Fencer


Skill Skill Skill
This model can leave Close Combat
+2d6 White Die Close Combat Attack The model gets +2 to any Move, Move & without being attacked by any models in
A model with this Skill does not get any Attack, or Run action. base contact with it.

bonuses from Close Combat Masteries

Defender Supreme Effort Shield Bash


Skill Skill Skill
If the model gives up a Hero Point and it Model must have a Shield as part of its
+2d6 White Die Defense still has at least 1 Hero Point remaining, Equpment.
it can perform a second action that is the
same as the action it performed previously.
The Model can replace its Attack Stat with
its Defense Stat. It also gets +1d6 White
Die Close Combat Attack. Cannot use any
other weapon bonuses.

12 Thrilling Fantasy
Skill and Equipment Cards

Snare Smart Genius


Equipment Skill Skill

The model has either a device for snaring The model gets +2d6 White Die for any test The model gets +2d6 Red Die for any test

or, if a creature, a natural ability. The that uses Brains. that uses Brains.

model can make a Close Combat attack

at 1 per Starting Hero Point. All combat

bonuses apply, but no weapon bonuses

apply. If the attack is successful, then the

target model can not receive an Action

card on its next activation.

Agile Super Genius Sneaky


Skill Skill Skill
If the model plays a Defend Action card, it
The model gets +1d6 White Die for any The model gets +2d6 Black Dice for any not only gets the bonus to its defense roll,
test that uses Dodge. test that uses Brains. but the attacking model -2d6 White dice.

Thrilling Fantasy 13
Action Cards

Attack Attack Attack


Model can make a Model can make a Model can make a
+2d6 White Die attack. Model +2d6 White Die attack. Model must +2d6 White Die attack. Model must
must be in base contact to make be in base contact to make a close be in base contact to make a close
a close combat attack (unless it combat attack (unless it has reach) combat attack (unless it has reach)
has reach) or must have a Ranged or must have a Ranged Weapon in or must have a Ranged Weapon in
Weapon in order to make a Ranged order to make a Ranged Combat order to make a Ranged Combat
Combat Attack. Attack. Attack.

Move & Attack Move & Attack Move & Attack


Model can move up to 5 and can Model can move up to 5 and can Model can move up to 5 and can
make a +1d6 White Die attack. make a +1d6 White Die attack. make a +1d6 White Die attack.
Model cannot end in base contact Model cannot end in base contact Model cannot end in base contact
with an Encounter Marker. with an Encounter Marker. with an Encounter Marker.

If the model does not come into If the model does not come into If the model does not come into
base contact with an enemy model base contact with an enemy model base contact with an enemy model
at the end of its movement. It can at the end of its movement. It can at the end of its movement. It can
only perform a Move & Attack only perform a Move & Attack only perform a Move & Attack
Action or do nothing on its next Action or do nothing on its next Action or do nothing on its next
activation. activation. activation.

14 Thrilling Fantasy
Action Cards

Move Move Cast Spell


Model can move up to 7. Model Model can move up to 7. Model If the model has a Spell Skill card, it
can end in base contact with an can end in base contact with an can be used with this Action.
enemy model can perform no enemy model can perform no
Attack Action Attack Action

Run Defend Other Action


Model can move up to 12 but Model rolls +2d6 White Dice for Model can perform any other
it must be in a straight line and Defense when attacked. This is in Action not covered by another card.
cannot end in base contact with addition to the base 2d6 a model
another model or Encounter gets for defending.
Marker.

Thrilling Fantasy 15

Anda mungkin juga menyukai