Restless Swords
Restless Swords
Contents
1. Introduction 3 5. Scenarios 23
What you will need to play Restless Swords Missions
Complications
2. Rules of War 5 Locations
Models
Terrain 6. Campaigns 32
Leaders Secondary Objectives
Playing the Turn Ending a Campaign
Rally Shaken Models Death and Injury
Impetuous Charges Desertion Tests
Move Activations Gaining Experience
Shoot Experience Gain Charts
Attack Spending Campaign Points
Move and Shoot
Hold
Double Time 7. Sample Warbands 36
Aimed Fire
Morale Test
Failing Morale Test
Retreating
Shaken
Ending the Game
3. Creating Your 14
Own Warband
4. Model Profiles 15
Sci-fi Traits
Legal Disclaimer
All images were sourced via the Wikimedia Commons Project
or my personal collection and painted and photographed by me.
Wikimedia Commons is a media file repository of public
domain and freely-licensed media content. This work makes
no claim of ownership on any images, content, or derivatives.
No infringement on copyright is intended or claim on
intellectual property is made. 2
Introduction
Welcome to Restless Swords. This is intended to be a simple and straight forward ruleset for playing
fantasy , sword-and-sorcery adventures of any flavor. Some players favor high Fantasy, others grim
darkness of a forgotten age, some dungeon crawling, or even adventures in a low fantasy setting.
These rules are intended to help players use their existing miniature collections on the tabletop. For
this reason, the rules themselves are intended to be model and scale neutral. In addition, these rules
are not intended for any particular basing convention. The rules are written so you can get your
collection on the table quickly and easily.
I personally cut my Fantasy teeth on games like Warhammer 4Fantasy battle, Heroquest, Dungeons
and Dragons, and Stormbringer. Way back in the 1980’s. I grew up on shows like Deathstalker, The
Sword and The Sorceror, Barbarian Queen, Ator the Fighting Eagle, Beast Master, and the grand-
daddy of them all; Conan the Barbarian. Fantasy, Sword and Sorcery, and B-movie peplum were a
strong part of my up brining. These experiences have helped shape these rules. They tend to favor
abstraction and streamlined mechanics over detail and complexity. There is no ground scale or time
scale. Things go as far as is needed and take exactly as long as they take. This game is not focused
on races, specific models, or weaponry as they are intended for the players to add all the detail they
want for their Warbands, and use the rules as guidelines for gaming, The rules are intended for a
good, quick, stress free game of toy soldiers between mates.
Since these rules are intended to be generic, many common sci-fi tropes and ideas are abstracted and
added in. I owe a huge debt to Daniel Mersey whose ideas and concepts from the following games
were a huge inspiration. Games from Osprey Publishing like Lion Rampant, Dragon Rampant, Dux
Bellorum, and The Men Who Would Be Kings. Inspiration was also drawn from a number of other
wargames including but nor limited to the following: Lord of the Rings, Mordheim, Song of Blades
and Heroes, Warhammer Fantasy Battles, Age of Sigmar, Heroquest, and various Osprey Wargames
Series titles. These were all fuel for the design mill as I worked on Restless Swords.
If you have played Dragon Restless and Lion Restless, many of the concepts in this book will be
familiar. However, there are enough divergence and tweaks to keep veterans of these game systems
on their toes. This game had the following design goals:
The game is intended to be a model vs. Model fantasy game that is simple to learn, quick to adapt any
setting, accessible to all players, and fun to play. Special thanks to Daniel Mersey, Rick Priestley, and
Jon Tuffley. This is all your fault! 3
What You Need
To play Restless Swords, you will want to read through the rules in this book. For our first few games it is
normal to need to flip through the book and re-read a few parts. As you become more comfortable with
the rules you will need the book less and less.
There is no “Preferred” table size in Restless Swords. Since the game is scale agnostic it is not relevant to
the game. You can have a perfectly good game on tables or flat surfaces of any size.
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The Rules of War
Before we continue, there are a few general rules that apply to all games of Restless Swords. The
rules are trying to be as simple as possible but maintain the feel of a good fantasy movie sword battle.
These general rules apply through out the rules.
• The game uses standard 6 sided dice. These will be referred to as d6.
• If you need to roll more than a single dice, it will be referred to as the number to roll and then d6.
For example; 2d6 is to roll 2 dice. If you roll more than a single dice, you are looking for the
number of dice that meet or exceed a Target Number (TN)
• All profile checks are on a standard D6.
• If there is a fraction, you will round it down.
• You can NOT pre-measure!
• Distances are measured from the closest point on a model’s base to the closest point on an
opponent model’s base
• Models have a 180 degree arc of vision, using their face as the front of the model.
• Use good sense. If you encounter a situations not covered in the rules discuss it with your
opponent, make a decision and move on. Look it up after the game. If you can not agree, perhaps
you should not be playing a game together?
• Remember, the purpose of the game is for everyone playing to have fun. If someone is playing and
not having fun then everyone has lost the game.
Rolling Dice
In Restless Swords you will be asked to make three major types of dice rolls:
Bravery Rolls
• When required to make a Bravery roll, you roll 1D6 and compare the result to your Model's
Bravery attribute.
• If the die roll is equal to, or greater than your Model's Bravery attribute, the Model is successful;
otherwise it fails.
Deed Rolls
• Whenever the rules require you to make a Deed Roll for a Model, it will state which of your
Model's attributes you are rolling against. This will be Melee, Defense or Missile.
• You roll 1D6 for each point in a Model’s stat. You are looking for a Target Number depending on
the action you are performing. Compare each die roll to the appropriate Target Number. If the dice
roll meets or beats the Target Number, the test is passed.
• Each die roll that equals or exceeds the attribute inflicts one "hit" on the target Model.
Morale Rolls
• Whenever the rules state, you will make a Morale Roll on 2d6. against your Model’s Bravery
attribute.
• You will add or subtract modifiers in the Morale Rolls section to get the final result
• If the score is less than your Bravery attribute your models will possibly retreat.
5
All of these rolls will be covered in more detail in the following sections.
Measurement Units
To be scale and model agnostic, Restless Swords is measurement neutral. That means, all measurements are
measured in Measurement Units. The exact distance of a measurement unit is left up the discretion of the players
based on the models they are using. However, 1 inch is recommended for 28mm figures.
Models
In Restless Sword each Model moves individually. Keep Models separated by 2 measurement units. This is the
Model’s zone of control and no other Models, friend or foe, can move within it. The only exception to this is
during an Attack. An Attack is the only time Models can be closer than 2 measurement units.
Terrain
Before your game begins, take a moment to discuss with your opponent what different terrain types are on the
board. Use the guidelines below to help you understand the type of terrain and how it will impact the game. There
are no hard and fast rules for terrain placement and the exact method is left up to the discretion of the players. The
scenario sections will have more information on colorful terrain for your sci-fi battles.
Restless Swords tries to simplify terrain into some broad categories. They are as follows:
• Difficult Terrain: This is area terrain that slows movement through it. This can be jagged rocks, craters, ponds,
swamps, etc. Being in difficult terrain typically provides cover as well.
• Difficult Terrain Effect: Difficult Terrain halves all movement within it and is applied on a model by
model basis. .
• Obstacles: This is frequently linear terrain that is hard to move across such as ravines, ditches, walls, etc. They
are normally linear.
• Obstacles Effects: Obstacles halt movement when they are come in contact with. They can be moved
over normally in the following move.
• Soft Cover: This is terrain that obscures what lies beyond, but does not offer any true physical protection from
attacks. Sometimes, Soft Cover is also Difficult terrain.
• Soft Covers Effects: Soft Cover increases the Model’s armor by +1. It does NOT block Line-of-Sight.
• Hard Cover: This offers some degree of physical protection and obscures sight lines. Typically, it blocks line of
sight for shooting as well.
• Hard Cover Effects: Hard Cover increases the Model’s armor by +2. This blocks line-of-sight past the
edge of the cover. Mounted Models only count Hard Cover as Soft Cover.
• Impassable: This is terrain that can not be crossed by any Model. Models can not move over or through
impassable terrain.
• Impassable Effects: Models Warbandd to cross impassable terrain are considered destroyed
Models are considered in Terrain if the majority of its base are within or touching it. They may benefit from Soft or
Hard cover if the majority of the shooting/attacking Model would need to pass through the terrain to hit the Model.
Leaders
All Warbands are led by a leader. They are the highest status member of the Warband on their side of the battle.
They may simply be relaying Braverys from a higher authority, or may be the higher authority. For game purposes
it does not matter. One Model will be the Warband leader. 6
• Leaders move and fight like normal Models
• Leaders give you a +1 for all Bravery Checks for Models within 12 measurement units of the
leader
• Leader can only effect Bravery Checks if they not Shaken
If successful, the Model is no longer shaken. They can take no other action this activation, but may
activate and act normally in following activations IF they are not shaken again.
If the test is failed, the Model stays shaken. The failure also causes them to retreat straight back away
from the nearest enemy their full move. If this takes them off the board, they may not return and are
considered routed and destroyed. If the Bravery check is a 1 the Model is routed and removed from the
board. 7
Impetuous Charge
In Restless Swords there are many savage and fierce warrior races that can be used in game. If the
activated Model does not need to Rally and is subject to Impetuous Charges they will need to make a
Bravery Check if they are in Attack distance to an enemy Model. It does not matter if the enemy Model
is in cover or terrain. Models subject to Impetuous Charges can not make other actions this turn, they can
only test to make a Impetuous Charge. Roll a d6 and attempt to score equal or higher than the Bravery
rating of the Model.
• If the test is passed the Model may immediately make an Attack move towards any enemy Model in
range.
• If failed, the Model immediately Shaken and can not make a further activation until rallied.
Move Activation
A move order has the Model move up to their movement distance. They can not use this movement to come closer
than 2 measurement units of any other Model, friend or foe. They may not use this action to initiate an Attack.
Shoot
A Model in Restless Swords, maybe ordered to shoot
on any enemy Model within sight and range.
To choose a target, simply point at the Model you wish to shoot at and declare you will be shooting at
them. Then, check the range and line-of-sight from any model to the target Model. Measure the distance
in a straight line, if it is in the Model’s 180 degree vision, pass completely over hard cover, and is in range
all shots can be made.
If the measurement is not in the Model’s 180 degree vision, it passes completely over hard cover, or is not
in range then no shots can be made. The firing Model can attempt to choose a new target.
Once a target has been chosen and it is eligible to be fired at, the shooting Model must make a Bravery
Check. Roll a d6. If the result is equal to or higher than the Bravery rating the test is passed. 8
The Model may shoot. If failed, the Model does not fire and is instead Shaken.
Once the Bravery Check is passed, the Model may fire. Roll a d6 for each Stat Rating the Model has in
Missile. Every roll that is 4+ is a Glancing hit, and every roll that is a 6+ is a Critical hit. A shot is either
Glancing or Critical, but not both.
Separate Glancing Hits from Critical Hits. Target’s at long range have a +1 armor rating which is
cumulative with other armor bonuses due to cover/traits. Count up the Critical hits and compare them to
the target’s armor rating. Consult the chart below to determine potential Injury:
• Less Than or 0 Critical Hits above Armor Rating= Take a Morale Test
• 1 Critical Hit above armor rating= Model is Shaken and Retreats
• 2+ Critical Hits above armor rating= Dead. Remove from the board.
Once all Critical Hits are resolved, add up the Glancing Hits. Make a Morale Test. Subtract each
Glancing hit from the result. If the result is below the Model’s Bravery Rating the model will have failed
the test. Please see the Morale Test for more details.
9
Attack
Models use an Attack activation to move into contact with the enemy. This is called an Attack and ends
up with the Models in close quarters fighting. This is the only way a Model can move into another
Model’s Zone of Control is by initiating an Attack. If you order an Attack complete the following steps.
Declare the Model you wish to Attack. Then check the range, vision and line-of-sight to the target. If a
straight line can be drawn to the enemy Model without crossing impassable terrain or another Model’s
Zone of Control the Attack can be made. If the Attack can not be made, no movement occurs and the
Model can not choose another target for Attack.
The Model then makes a Bravery Check. If the result is equal of higher to the Model’s Bravery rating the
test is passed. The Model may Attack. Move the Attacking Model to the target Model If the Bravery
Check is not passed, the Model is Shaken instead.
The Attacking Model rolls 1 Attack dice for each Stat Rating under Attack. The dice roll has a target
number of 4+. For each success rolled, it is a potential hit. The defending Model can also roll 1 Defense
dice per Stat Rating remaining looking for a 5+ Target Number. Every success rolled is a Critical Hit.
Count up all the Critical Hits rolled by the two Models. Compare Critical Hits to the Model’s Armor
rating. Armor ratings maybe impacted by cover bonuses. The same process is also applied to the
Attacking Model from the defending Model’s results. Consult the chart below:
• Less Than or 0 Critical Hits above Armor Rating= Take a Morale Test
• 1 Critical Hit above armor rating= Model is Shaken and Retreats
• 2+ Critical Hits above armor rating= Dead. Remove from the board.
After resolving hits the Attack comes to an end. If the combatants are not removed from the board the
following occurs:
• The Model that received the most Critical Hits must retreat away from the winning Model per the rules
for retreating
• If the Model’s tie, the Model that initiated the Attack will retreat per the rules for retreating
• At the end of the Attack, no Models will remain in contact
• A Model that must retreat is Shaken
10
Move and Shoot
In Restless Sword, it is possible for a Model to move and fire some weapons. However, doing so
decreases the ability of the Model to do either as effectively as it could do one or the other. A Model
using this order activation does the following:
• The model must have the Move and Shoot Special ability
• Make a Bravery Check by rolling a d6. If the score is equal to or higher than the Model’s Bravery
profile, then the test is passed. It may Move and Shoot. If failed, the Model may not activate and must
take a Shaken test.
• The Model using this order may move up to half of their movement round down.
• The Model may also shoot using half of their Shooting Rating rounding down
• Shooting occurs either before or after moving, not both or part way through moving.
Hold
This action does not require a Bravery Check. A Model may use the Hold order at any time. When a
Model receives a Hold order it does not move, shoot, or attack. It simply stands there and holds its
ground.
Charge
This Model is attempting to move extra fast to get to its objective. The Model can move its full move,
and an additional 1d3 measurement units. To make a Charge move do the following:
• Make a Bravery Check by rolling a d6. If the result meets or beats the Model’s Bravery profile the test
is passed and the Model may gain the additional move. If failed the Model is Shaken and can not do
further activations.
• If a Model Charge into an enemy, they may immediately convert to an Attack order with no test.
Take Cover
A Model using this order is trying to avoid getting injured by incoming fire. The Model can not move or
fire. Instead, it is busy huddling behind cover, hitting the dirt, or trying to make themselves less of a
target anyway they can. If successful, the Model can increase their Armor rating by +1.
• Make a Bravery Check by rolling a d6. If the result meets or beats the Model’s Bravery profile the test
is passed and the Model may gain the additional Armor. If failed the Model is Shaken and can not do
further activations.
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Aimed Fire
The model is taking aim and purposely sending shots down range as opposed to shooting rapidly
However, this takes concentration and effort. The model will complete a Shoot Order with half their
normal shooting rating, but Glancing Hits are 3+, and Critical Hits are 5+.
• Make a Bravery Check by rolling a d6. If the result meets or beats the Model’s Bravery profile the test
is passed and the Model may take the shots with half their Shooting Rating and the improved shooting
results. If failed the Model is Shaken and can not do further activations until they Rally.
Morale Rolls
You must make a special Morale Rolls when the following occurs in a game:
• The Model has received Glancing hits or been hit in an Attack
• Model becomes your only remaining Model
• Leader is killed or flees the table
• The Warband has lost half or more of its points
The first two bullet points only impact the Model, but the last two bullet points impact the entire
Warband. Only take one morale test per Action.
Retreating
A Model that is retreating moves away from the nearest enemy and cannot come within 2 measurement
units of any other enemy Model. They move their full movement away from the enemy immediately. If
the Model moves off the board, the Model is considered to have fled the battle and can not return. They
are counted as destroyed.
Remember, as a Model retreats they can not come within 2 measurement units of any other Model due to
their zones of control. If a Model is Warbandd to retreat over impassable terrain the Model is destroyed.
If it can not retreat due to zones of control it is also considered destroyed and removed from the board.
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Shaken
There are a number of situations in Restless Swords where a Model may become Shaken. They are:
When a Model is shaken, they are unable to receive new orders until they have successfully rallied.
When Shaken, they will suffer from the following effects.
When one of the above happens. Play through to the end of the turn. At the end of the turn consult the
scenario and determine the victor.
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Creating Your Warband
Each player is in Bravery of a Warband of fantasy troops. Each Warband has a number of strengths
and weaknesses. The rules here do not impose many restrictions on what Warbands you choose.
However, I recommend looking at some of your favorite movies, comics, or books. That will give
you good inspiration to start.
Restless Sword is suggested for Warbands of 24 points. This usually gives you 4-8 Models to Bravery
per Warband. When building your Warband, keep the following points in mind:
• The minimum number of Models you can field is 4 and the maximum is 10. Anything in between
is fine.
• An individual Model’s cost can not be more than 10 points, or less than 1 point
• Your Models can choose Fantasy traits from the Fantasy traits list to help give them character and
fit your theme.
You can play larger or smaller games if you wish, but decide with your fellow players the points you
want to play to. The minimum recommended is 12 and the maximum is 48.
Restless Swords does not require any basing method. However, it works best with individually based
figures. With a bit of creativity you can use any basing and any scale in the rules. In fact, that kind of
ingenuity is encouraged!
Leaders
In Restless Swords, your leader is a member of the Warband. You must tell your opponent who your
leader is and make the miniature easily identifiable. The leader will allow some Bravery Check
benefits and their loss leads to Morale checks.
Your leader can be any Model. Being the leader does not cost any additional points beyond the base
cost.
Model Types
Warbands are made up of a variety of Model types. Each type is composed of various profiles which
represent their ability on the battlefield. At first glance, it may seem weird that “warrior” could also
be a magic fueled golem with the same stats. However, both represent the same threat to their enemy.
It is this thread of imagination that runs throughout Restless Swords. Try to think on terms of what
the Model is good at and can accomplish and not about blow-by-blow combat.
Model Profiles
In Restless Sword, each Model type has their own strengths and weaknesses. These are represented in
the Model profiles. The following will help define each profile:
Fantasy Traits
Each Model can be customized with Fantasy traits to help them fit the theme for your Warband. These
traits can add points to the cost of the Model. Remember, the most a Model can cost is 10, and the least is
1.
Model Profiles
Elite Infantry
Elite infantry are the strongest, toughest, skilled, and feared fighting troops in the known world. As such
they tend to follow orders, be excellent shots, and kill lots when Attacking. Elite infantry is also a great
way to represent heroes, a rag-tag band of adventurers, or other heroic fantasy archetypes.
Regular Infantry
These guys are hardcore trained soldiers. They know the business end of a spear. These make excellent
mercenaries, soldiers, or similar Models. They will be a mainstay of most professional armies in your
Fantasy settings.
Irregular Infantry
Irregulars aren’t trained military Warbands, but para-military Models. Things like local watchmen, thugs,
etc.
Untrained
Pretty much what it says on the tin. These folks have no business being in a battle, but sometimes they
are all you have available when things go down. They can not be counted on to do much more than die.
15
Untrained Mob Points: 1 *Only if purchased as a Trait
Fantasy Traits
This section adds the “Fantasy” to some of the troops available in Restless Swords. These are separate
additions and add-ons to the Models. Some will add points to the Model, and others will reduce the
points of the Model. Keep in mind, you can have more than 10 points, or less than 1 point on a Model.
This is just some ideas and guidelines to get you started on making your own ideas come alive.
Animosity Points: -1
The Models with this Trait are unruly and naturally dislike each other. They could be from different
tribes, different races, or simply different hair color. For whatever reason, they do not like to cooperate.
Models with this trait will not benefit from your Leader bonus to Bravery checks.
Armored Points: 2
Models with this trait have extra armor plates either from armor, chitin, bone, or other natural
or unnatural substances. They count as having +1 armor stats.
Aquatic Points: 1
Ignores water terrain for movement penalties
Brave Points: 1
Immune to the effects of the Fear trait
Brutal Points -1
These Models take a brutal look on morale. They may automatically pass a Rally test by removing one
model from the warband. A sacrifice encourages the rest of the Model to get it together.
16
Commanding Leader Points: 2
This can only be purchased by the leader Model. If the Model is Shaken, Routed, or Retreating this
ability may not be used. The Commander can re-roll one failed Bravery Check per turn. This can also
apply to any Model within 12 measurement units. The result of the re-roll must be kept, and any dice can
only be re-rolled once.
Disciplined Points: 2
Disciplined troops have been drilled to follow orders rigorously. They can re-roll any failed Discipline
Check. A dice can only be re-rolled once, and the second result must be retained, even if it is worse than
the original roll.
Elite Points: 1
This trait reduces the Models Discipline rating by 1. This can be taken more than once, but the cost
doubles every time it is taken. Ie. Twice is 2 points, three times is 4, etc.
Fear Points: 1
The Model causes fear. When taking a Morale test from wounds caused by a fear causing Model in
Charge, they have an additional -1 penalty. These things are hideous and unnatural.
Fierce Points: 2
These Models are particularly well known for their savagery in assaults. These Model’s can re-roll failed
hits in the first round of an Attack. Any dice can be re-rolled more than once and the second result must
be maintained even if it is worse than the initial roll..
Flying/Burrowing Points: 2
The Model can ignore difficult terrain and can move over/through friendly Models with no penalty as
long as the move will take them completely past. This can be from burrowing , jumping, or flying. The
point is they can bypass terrain and friendly troops.
Hatred Points: -1
When this trait is taken, the Model chooses a particular race or group in your opponent’s army. All
Models with Hatred rules must apply it towards the same race in your Warband. Models with this ability
are subject to Impulsive Charges against the Hated Model type. They just can’t help themselves, they
want to smash that race in the face!
Healers Points: 2
A model lost to Shoot or Attack is left on the board face down. This Model receives a new potential
activation order to Heal. The Model must pass a normal Discipline Check. If passed the Model can stay
in the game or Heal another face down model it can touch. If the test is failed, the Model is Shaken
instead.
Immunity Points: 4
Models with this ability are immune to damage from non-magical attacks.
They can only be injured by Enchanted Weapons, Holy Weapons, and Spells.
Invisibility Points: 3
The Model has a built in camouflage and noise reduction to make them hard to detect. This trait could
be a biological evolution, magic or something else. The effect is that the Model does not block Line-of-
sight and can not be targeted by Shoot.. They can be charged as normal and fight as normal.
Magic-Users Points: 2
This Model is a magical creatures or spell caster. Instead of Attack or Shoot attacks they can use a
Wizard spell instead. The player must choose a single spell from the Wizard list for the Model to use in
the game. It can not be changed during the game once chosen.
Marksmen Points: 2
The Model is renown for precise shooting and weapon discipline. The Model can re-roll failed
Ranged attacks. The Model can not have moved to use this ability.
Mounted Points: 2
The Model is mounted on a horse or similar creature. This allows them to move up to 10 measurement
units in a turn. In addition, they gain +1 armor.
Shapeshifters Points: 2
Shapeshifters start the game as any other Model type. If they are attacked
and take damage, make a Bravery Check. If passed, the Model continues
as normal. If failed, the Model transforms into a warbeast Model. Replace the
Model with the Warbeast models and starting strength. The player may
choose to fail the Discipline test at any time, however once the Model transforms it can not be changed
again or back.
Skirmishers Points: 1
The Model changes its Model type to Skirmishers. They ignore movement modifiers for terrain.
Slow Points: -1
The Model moves slowly. It could be giant snail cavalry, alien-sloth warriors, or indeed ice-skating uphill
on an ice sheet. For whatever reason, the Model moves 1d3+3 measurement units instead of its normal
movement rate.
Summoner Points: 2
A Model with this ability can call on a Model from reserve as an activation order. Make a normal
Bravery Check. If failed the Model is Shaken. If successful the Model can call in and immediately
deploy one Model from reserve within 12 measurement units from the Calling Model and no closer than
6 measurement units to an enemy.
Terror Points: 2
This traits is like Fear, but causes a -2 instead of -1 to Morale tests from Attacks. Like creatures that
cause fear but worse! How dreadful.
Wizards Points: 4
This Model can unleash the power of magic and sorcery. The attacks and defense capabilities of the
Model t maybe considered lesser abilities being used. Wizards Models are also fun to wield as single or
small groups of models as well.
Models with the Wizard trait have the ability to use a new activation order: Spells. This is just like a
normal activation and a Discipline Check must be passed to complete the Order. If failed, the Model is
Shaken.
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Power Comman Target Duration Effect
d Check
TN
Command 3+ Friendly Until start of May re-roll next failed
Model within player’s next Order Activation
18 MU activation phase Command Check
Know no Fear! 3+ Friendly Until start of Target Model may re-
Model within Player’s next roll failed Morale Test
18 MU activation phase
Heal! 4+ Friendly Immediate The Target Model’s Hits
Model within increase 1 up to their
18 MU starting maximum
Magic Storm 4+ Enemy Model Until Model rallies Causes a Model to be
within 18 MU Shaken. May not be
used on a Shaken
Model.
Ethereal 4+ Enemy Model Until the end of The Model ‘s move
within 18 MU the Target’s next counts as if it is in
activation difficult terrain.
Setting Up a Game
There are any number of ways to select a scenario and you and your opponent are free to use
whatever method you prefer. However, if need be you can follow the method found below. This is
optional and allows for players to move rapidly into the game with minimal fuss.
Determine Attackers
Each scenario is divided into attackers and defenders. This can be decided pre-game using any
method, for ease you may also roll a dice for it. Roll a d6.
Setting Up Terrain
Set-up the terrain per the rules for the scenario first. If no terrain rules exist, use the following
guidelines.
It is recommended that you have one piece of terrain per 2ft by 2ft section of the board. So a 4X4
board would have 4 terrain pieces. Each piece should not cover more than a 6x6 inch square area.
The Defender may place the first piece of terrain. The attacker can place one piece of terrain anywhere
they wish as long as they are not closer than 6 measurement units. Continue alternating terrain placement
until all terrain has been placed.
The Attacker places one Unit type of their choice on their own board edge up to 6 measurement units in
from the table edge. The Defender chooses a Unit type and does the same. Alternate placement of the
Warband until all units are deployed. As you deploy, advise your opponent of the type of each unit, if it
contains a general, and its relevant profile and special rules.
Determine Scenario
Roll 3d6 and consult the list of Scenarios below:
3- Secure Area
• The defender sets up terrain per the guidelines.
• The attacker can choose a board edge, and the defender than sets-up their Warband anywhere
they want within 6 inches of the opposite board edge.
• The attacker can set-up anywhere within 6 inches of their own edge.
• The players are attempting to drive the other side off the board .
• The game lasts 8 turns or 1 hour, which ever occurs first. If the attacker clears the board they
win, if they do not it is a draw. If the defender clears the Attackers, then they win.
4- Supply Run
• The defended sets up terrain per the guidelines.
• The attackers then choose a table edge.
• The defenders take the two table edges that parallel the attacker’s edge.
• Their Models are placed up to 6 inches in from the edge.
• The attackers are given three tokens that represent the contraband and they can distribute it to
any three Models.
• The Attackers are attempting to move the tokens off the opposite board edge.
• Tokens moved off the board edge by retreating or routed Models do not count toward victory.
• If the Attacker gets 2 tokens or more off the board they win.
• The game lasts 8 turns or 1 hour, or until 2 tokens leave the board, whichever comes first.
5- Recon in Force
• The defender sets-up the table per the guidelines.
• They also place 6 tokens face down without looking at what number they are.
• There should be 3 even numbers and 3 odd numbers. The even are the objectives.
• The attacker chooses a board edge..
• The defender deploys from the opposite board edge up to 6 inches in.
• The attacker deploys on their side of the board 6 inches in.
• The attacker must come in contact with the marker and reveal it by using an Order. The
defender must stop the attacker from revealing the tokens. 24
• The game lasts 8 turns ,1 hour, or the attacker wins if they reveal more than 2 even tokens. If
they do not reveal 2 even tokens, the defenders win.
6- Ambush
• The attacker sets-up terrain per the guidelines.
• The defender sets-up their models as close to the center of the board as possible without
violating zones of control.
• The attacker can place Models touching any board edge.
• Defenders are trying to move off the board edge voluntarily and in good order without routing
or retreating off.
• Once a Model leaves the board they can not return.
• Attackers are trying to stop them.
• If 10 points or more of the defenders starting Models escape, the defender wins. If they do not,
the attacker wins.
7- Explore
• The defender sets up the terrain per the guidelines and places 6 number tokens on the board
face-down.
• The attacker chooses a table edge, and the defender deploys his Models on the opposite table
edge within 6 inches of the edge.
• The attacker deploys on the opposite side.
• When a Model puts a token within tis zone of control, the token is revealed and placed on the
players side of the board.
• The game lasts until all tokens are revealed or 1 hour has passed, whichever is first.
• The side who revealed the most tokens wins
8- Forced Entry
• The defender sets-up the board per the terrain guidelines.
• The attacker than chooses a board edge and places a 6 by 6 inch box along the edge.
• The attacker deploys on the opposite board edge up to 6 inches in.
• The defender deploys anywhere on the board up to 12 inches away from the attackers.
• The attacker has 8 turns or 1 hour to get one non-Shaken Model to complete a Hold order in the
box on the defender’s board edge.
• If they complete this objective they win, if not the defender wins.
9- Abduction
• The attacker sets-up the terrain per the guidelines.
• The defender places one Model in the approximate center of the board.
• Place a single “NPC” model with the Model.
• The defender deploys the rest of their force on any one other board edge of their choice with
one model touching the edge.
• The Attackers can deploy on any other board edge touching the edge as well.
13- Repair
• The defender sets up the board per the terrain guidelines.
• A token or model is placed in the center of the board.
• The attacker chooses a table edge.
• The defender deploys on the opposite table edge within 6 inches.
• The attacker then deploys within 6 inches of the edge.
• The defender is attempting to come in contact with the token and perform a Hold order on it for
1 turn. This will repair the token.
• The game lasts 8 turns, 1 hour, or until the token is repaired.
• If the token is repaired the defender wins, if not the attacker wins.
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Complications
After you have determined the scenario, you can roll to determine a potential complication for your
scenario. You can use any process you want to generate complications or use the method below:
Feel free to develop your own complications to expand the table below. Now roll a 2d6 to generate a
complication:
2-Dense Fog
The battlefield is covered in dense fog that makes it hard to see targets. At the beginning of each turn,
roll 4d6 and add the results together. The result is the line-of-sight distance available this turn. No line-
of-sight can be drawn beyond this Ranged attacks..
3- Civilians
The battlefield is swarming with civilians as it is a crowded area. There should be 1d6 bases of civilians
on the board. They are placed in the center. They block Line-of-sight and are treated as a Mob . They
always move away from the closest unit and are moved after all other units have been activated. The
Attacker moves a mob first, and then the Defender and keep trading off until all mobs have been moved.
4- Twilight/Dawn
This battle is about to take place as darkness is setting in on. As a result, every full turn the Line-of sight
range is reduce by 6 measurement units. Therefore, if your table is 48 measurement units across, at the
start of the second turn, the Line-of-sight range is 42 measurement units, at the beginning of turn 3 it is
36 measurement units, start of turn 4 it is 30 measurement units, etc. etc. When the Line-of-Sight is 0, the
battle is over as the area is in total darkness. The Dawn version is the same but reversed.
5- Night Time
The battlefield is shrouded in darkness. It is incredibly hard to see . Before a unit uses ranged roll 3d6
as that is the total distance the unit can see to fire. If the target is not in Line-of-Sight the order can not be
completed. However, the unit is not Shaken.
6- Rain
The entire board is considered difficult terrain as sheets of monsoon like rain fall across the battlefield
and the going gets very muddy.
7- Wind
Ranged shooting is very difficult. Therefore, all armor is increased by 1 against Missile attacks.
8- Smoke
The battlefield is clouded in swirling smoke that threatens communications and disrupts signals and
commands. The Commander can not use his +1 Command Check bonus due to the disruptions.
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9-Noxious Atmosphere
The battlefield’s atmosphere is inhospitable to most forms of life, but since when did that ever stop
anyone from fighting over it? At the start of each turn before any units can activate, all units on the board
roll a Command Check. If failed, the unit is Shaken from the noxious atmosphere.
10-Bobby Traps
Any unit that moves into Difficult Terrain may be hit by a Booby Trap. Any units entering Difficult
Terrain may take damage by rolling a d6 with a Target Number of 6+ for each Grit of the unit. Every 6+
is a possible hit. Apply possible hits to Armor and reduce Grit as normal for damage.
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Campaigns
It is entirely possible to play Restless Swords as a single, stand alone game. It will be good fun and
fill an evening entertainment. However, it can be even more fun to link a series of games together
into an ongoing story or campaign. Players are free to design their own rules and regulations around
campaign and linked games if they like.
However, contained here are simple campaign rules. The players simply decide on the number of
campaign points a player needs to earn to “win” the campaign. You earn campaign points by winning
Scenarios and completing Secondary Objectives. For example, two players may say that a campaign
to rescue the Princess of the Moors requires a player to score 10 Points first.
Winning a Scenario nets you 3 Campaign Points, Losing nets you 1, and a Draw is 2. In addition to
scoring points by winning Scenarios players could also score points by completing Secondary
Objectives. Secondary Objectives are chosen by players and noted down before the game begins.
They can either be kept secret, or both players could choose to declare their Secondary Objectives.
Players can choose Secondary Objectives up to 3 points. This can be one 3 point objective or 3 single
point objectives. However, if a Secondary Objective is not met, the player could LOSE that number
of campaign points. A player can not earn negative campaign points in a game.
3- Point Secondary
Objectives
We shall stand firm! None of your Models will retreat or rout off
the board
I shall not sully myself with their blood The Leader Model may not take any action all
game. If any dice are rolled or movement
made by the Leader Model, this Objective is
failed.
Massacre them without mercy! Destroy or route three enemy Models in a
single turn!
We shall not break! For the duration of the game, you may not
have more than one Shaken Model at any one
time on the field of battle due to enemy
action.
Make them cower before us! Have three enemy Models Shaken/Retreating
at one time on the board. Due to your
Warband’s actions.
Hit them hard and fast! You will destroy/rout the enemies’ highest 31
point value Model in a single turn.
2- Point Secondary
Objectives
I will destroy more than I lose Your Warband must destroy/rout more enemy
Models than you lose
Half the enemy will fall Your Warband must destroy/rout half of the
enemies’ Models
I will throw them from this world Your Warband will reduce the enemy
Effectiveness Rating more with assault than
shooting.
Crush their elite Models Your Warband must destroy/rout the enemies’
highest point Model.
Strike a mighty blow Destroy/rout two enemy Models in a turn
1- Point Secondary
Objectives
I will strike the first blow One of your Models declares the first assault
action.
I will make them run Your Warband will cause a failed Morale test
to the enemy first.
They are no match for our strength of arms Your Warband not lose any assaults with the
enemy.
They will bleed Your Warband will cause the enemy to lose 3
Effectiveness Rating in a single turn.
Everyone will do their part Every Model in your Warband will inflict at
least 1 Critical Hit on the enemy.
Drive them before us Your Warband will cause an enemy Model to
retreat off the board.
Strike them with anger One enemy Model will be injured due to
Assault
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Ending a Campaign
When a Warband reaches 10 Campaign Points, it is recommended that you play one last Capstone battle.
This can represent the “winning” team trying to complete their final mission to win the campaign. For
example, the Princess of the Moors campaign could end with the winning side storming the palace and
removing the rival leader to install the Princess of the Moors back on the throne, while her enemies
make a last ditch effort to stop them! In any case, the first to reach 10 points should choose the mission,
and complication or come up with a special scenario on their own. In addition, both sides can cash in all
of their campaign points prior to the game.
1= Dead
2= Reduce Missile by 1
3= Reduce Attack by 1
4= Reduce Movement by 1
5= Reduce Bravery by 1
6= Dead
Dead are dead. They are lost to the player and can not return to future battles. Models that have an
injury can continue playing the campaign with the injury, or miss the next game and fully recover.
Desertion Tests
If a model routed off the board or ended the game Shaken, they will need to take a Desertion Test. Make
a standard Morale test with no modifiers. If the result meets or beats the units Bravery rating, they have
managed to return back to safety and will rejoin the Warband. However, they still may need to recover
from injuries as normal. If the result is less than the model’s Bravery rating, they are considered Dead
and lost to the Warband.
Gaining Experience
For participating in a game, models can gain experience and become more skilled troopers. Models gain
experience for the following reasons:
Roll a 2d6:
2-3= +1 Movement
4-5= +1 Bravery
6-7= +1 Attack
8-9= +1 Defense
10-11= +1 Missile
12= +1 Armor
Rally Troops
The player spends 1 Campaign Point to restore one Model who retreated off board during the game back
into the Warband even if they failed a Desertion Check. The Model is assumed to have passed the check
for 1 Campaign point.
Gain Experience
A player may choose to cash in 1 Campaign Point for 1d3 randomly rolled Experience Points. These
can be distributed to any model as the player sees fit prior to the next game. Roll for any experience
enhancements due to leveling up.
Medical Care
For 1 Campaign Point, a model who will miss the next game due to injury will be returned to play. They
do not have to miss the next game. They are treated as if they passed their Injury Test.
Sir Bertrand
Elite Infantry- 10 points
Mounted, Heavy Armor, Enchanted Weapon
Squire Robyn
Irregular Infantry- 5 points
Brave, Disciplined
Boris- Man-at-Arms
Regular Infantry- 6 points
Armored, Brave
Shaman Leader
Regular Infantry- 6 Points
Wizard, Summoner, Animosity, Fearful
Lowly Grunts x 10
Irregular Infantry- 10 Points
Animosity, Armored, Crude Weapons
Arrow Grunts x4
Irregular Infantry- 20 Points
Animosity, Fearful, Long range x2, Move and shoot, skirmisher,
Vampire Lord
Elite Infantry- 10 points
Undead, Magical Creature (Magic Storm), Terror
Vampire Brides x3
Elite Infantry- 24 Points
Undead, Terror
Human Thralls x2
Irregular Infantry- 2 Points
Armored, Crude Weapons, Fearful
The Hood
Elite Infantry- 10 Points
Long Range x4, Marksman, Limited Ammo, Impulsive Charge
Friar Tucker
Regular Infantry- 8 Points
Healer, Armored, Slow, Holy Weapon
Merry Men x2
Irregular Infantry- 18 Points
Long Range x3, Rapid Fire, Limited Ammo
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