View on GitHub

sword_and_swarm

A skirmish miniatures wargame with roleplaying elements.

Home

Encounters

When an encounter begins, all players must put an activation token for each character in their respective warbands into a container (e.g. a cup, dice bag or bowl). Afterwards, the players begin following Sword & Swarm’s Turn Sequence.

Turn Sequence

In Sword & Swarm, there are three phases. Each phase must be resolved before the turn ends. The phases are as follows:

  1. Initiative Phase
  2. Activation Phase
  3. Resolution Phase

The Initiative Phase

In the Initiative Phase, if a turn has been played previously, put activation tokens for each character that is not out of action into the container. In this phase, any orders issued by leaders in the previous turn will activate.

The Activation Phase

In the Activation Phase, the players start drawing Activation Tokens from the container. That is handled in the following sequence:

  1. Draw an activation token and hand it to the player that owns it.
  2. The player may choose a character and activate it. Once activated, the character may play out two actions. After activation, place the token next to the character’s model.
    • Character activation is described in further detail in the Actions section.
  3. Return to step 1 until all units have activated.

The Resolution Phase

In the Resolution Phase, wrap it up. Reset the container.

Actions

An activated unit has two action points. These points can be spent on the following actions:

Movement

When a unit takes a move action, it can move both before and after any other action it takes. A moving unit can move up to a total distance as indicated by its move action. Unless using Charge, a moving unit cannot end its movement within 1 inch of an enemy unit. Units can move through friendly units, but not through enemy units.

Attack

There are two types of attacks in Sword & Swarm, which are ranged and melee attacks. When you play an attack action, you get a certain number of attack dice. Each of these are used for testing the opponent’s attributes. For each success, you gain a hit against the opponent. For ranged attacks, you test the enemy’s Key attribute, while for melee attacks, you test the enemy’s Mallet attribute.

For each hit you gained, deal 1 Impact against the target opponent.

Attack Dice

How many attack dice you get depends on the weapon you are using. If your character is unarmed, you get two attack dice, but you have a -2 penalty on tests with them. Below is an non-exhaustive overview of the different weapon types in Sword & Swarm and how many attack dice they grant you:

Melee Weapons

Ranged Weapons

Ranged Attacks

To conduct a ranged attack, you must ensure that the target is in line of sight and that it is within range of the weapon. You can only target the closest enemy unit with a ranged attack. If the closest unit is in cover, you can alternatively target the closest unit that is not in cover. If you want to target a specific unit, test Runes. On a hit, you can conduct your ranged target on the specified unit.

When conducting ranged attacks, several circumstances grant bonuses and penalties.

Circumstance Modifier
Target is within 6”. +1
Attacker has used Aim action for 1 or 2 AP +1 or +2
Attacker is on an elevated position +1
Target is more than 24” away. -1
Attacker has moved. -1
Target is in soft cover -1
Target is in heavy cover -2

Melee Attacks

When you conduct a melee attack, the enemy you strike must be at least within 1 inch. Once you are within 1 inch, both you and the target are considered to be in a melee. When in melee, characters cannot make move actions.

Deflect Impacts

Characters that have been dealt Impact, test Shield for each one point of Impact. Roll all the tests at once, but mark one of the dice with a different color - this will be the Evasion Die. When rolled, if the Evasion Die shows a 1, remove all impact. Otherwise each success removes a point of Impact. For any remaining point of Impact, deduct one Star from the character.

Losing Star points

Upon being reduced to half of max Star value, a character counts as being Bloodied. A Bloodied character will heal slower and in more likely to waver in courage, as detailed in the ‘Morale & Leadership’ section.

Upon being reduced to 0 Star value, the character’s player must roll 1d6 + 1d6 per Impact in excess on the following table. Pick the lowest result of the dice:

d6 Result
1 Death
2-3 Out of Action
4 - 6 Stunned

Death - The character dies and its model is removed from the encounter. Place a numbered loot token on the ground where the model stood.

Out of Action - The character is knocked out for the remainder of the game. Place the model on its side and put a Out of Action token next to it.

Stunned - The character is stunned and unable to take actions until the end of its next turn.

Aiming

If you make an Aim action, you may select a target in the same way as when making a ranged attack. This target must be declared such that all players are aware. Having chosen the action, your next ranged attack against the target receives a +1 bonus. If you spent two action points on Aiming, you receive a +2 bonus.

Take Cover

If you make a Take Cover action, the character gains additional benefits from cover.

If the character is in the open ground, it can fall prone and count as being in soft cover. Place the character model on its side, or place a prone token next to it. To recover from lying prone, the character must spend a move action, at the cost of only moving at half speed for that action.

If a character is in soft cover, opponents suffer an additional -1 penalty to their ranged attack against the character. In heavy cover, the penalty is set to -2 instead.

Breather

Your character may take a Breather action, allowing the character can attempt to regain lost Star points. You can recover as many lost Star points as your Runes attribute in one action. Test Mallet for each one and regain 1 Star for each success.

If your character is bloodied, you can only recover as many lost Star points as half your Runes attribute (rounding fractions down) in one action. In addition, each Mallet test that rolls an unmodified 6 causes the character to take 1 Mallet damage.

Rally

Your character may take a Rally action to remove or lessen adverse Morale conditions. To complete a Rally action, you must test Coronet successfully. Alternatively, your character can attempt to rally other characters within 6 inches. In order to do this, your character must test their Coronet attribute.

Cast a Spell

If your character has the Spellcasting trait or is carrying a magical item such as a spell scroll or wand, it may attempt to cast a spell. For details about casting spells, please see the Magic and Spells document.

Morale & Leadership

During encounters, many situations may arise that will test the courage of your warband.

Non-Player Characters

Write about the Swarm and neutral characters.