Overview
Bladestorm is a fantasy skirmish-level miniatures game published by Iron Crown Enterprises (I.C.E.), designed as an adjunct to fantasy role-playing games for when battles become too large for RPG rules. Each figure represents one person or creature. Players build forces of regular troops, heroes, monsters, spell users, standard bearers, musicians, leaders, and vehicles, then fight tactical battles on a tabletop using six-sided dice. The system emphasizes fast resolution and character-driven combat with a distinctive spell system that includes the titular Bladestorm — a devastating tornado spell that hits friend and foe alike.
Components
- Miniature figures (player-supplied)
- Six-sided dice (multiple)
- Ruler or measuring tape
- Terrain pieces (player-supplied)
- Character/unit stat cards or reference sheets
- Rulebook
Setup
- Agree on the point value or force composition for the battle.
- Each player builds their force, assigning attributes to each figure: Movement, Melee Attack, Melee Damage, Defense, and Endurance.
- Set up the battlefield terrain.
- Deploy forces according to the scenario or agreed deployment zones.
- Determine initiative.
Turn Structure
Each game turn consists of alternating activations:
1. Initiative Phase
- Determine which player activates first (roll-off or scenario-based).
2. Activation Phase
- Players alternate activating individual figures or units.
- An activated figure may move and attack (or perform other actions).
3. Magic Phase (if applicable)
- Spell users may cast spells during their activation or in a dedicated magic phase (depending on the edition/variant).
4. End Phase
- Resolve ongoing effects, morale checks, and cleanup.
Actions
Movement
- Each figure has a Movement attribute determining how far it can move in inches/centimeters.
- Terrain modifies movement costs (rough terrain, obstacles, climbing).
- Figures can charge into melee for bonus effects.
Melee Attack
- An attacker within melee range rolls a number of six-sided dice equal to their Melee Attack rating.
- Each die that exceeds the defender’s Defense rating scores a hit.
- Damage is equal to the highest die roll that exceeded the defender’s Defense rating, modified by the attacker’s Melee Damage rating.
- Damage is subtracted from the target’s Endurance. When Endurance reaches 0, the figure is eliminated.
Ranged Attack
- Ranged weapons follow similar resolution but use range brackets and may have modifiers for cover and movement.
Magic
- Spell users have access to various spells including offensive, defensive, and utility magic.
- The Bladestorm spell is the game’s signature: it manifests as a massive tornado or expanding ring that inflicts critical damage on all figures — friend and foe — in its area of effect.
- Spells typically require a casting roll and may have a mana/power cost.
Leadership and Morale
- Units may need to pass morale checks when suffering casualties.
- Leaders provide morale bonuses to nearby troops.
- Failing morale may cause routing or fleeing.
Scoring / Victory Conditions
- Victory conditions are scenario-dependent.
- Common objectives: eliminate all enemy forces, hold an objective marker, break through enemy lines, or complete a specific mission.
- Some scenarios use victory points based on casualties inflicted and objectives achieved.
Special Rules & Edge Cases
- Heroes have enhanced attributes and may have special abilities or magic items.
- Monsters use unique stat lines and may have special attacks (breath weapons, fear effects).
- Standard Bearers and Musicians provide morale and combat bonuses to nearby troops.
- Vehicles have separate damage tracks and may carry passengers.
- The game is compatible with any miniature range — no proprietary figures are required.
- Multiple editions exist (original and Second Edition) with streamlined rules in later versions.
- Quick-Start Rules are available as a free introductory booklet.
Player Reference
| Attribute |
Use |
| Movement |
Distance a figure can move per turn |
| Melee Attack |
Number of d6 rolled to attack |
| Melee Damage |
Modifier to damage dealt |
| Defense |
Target number opponents must exceed |
| Endurance |
Hit points — 0 = eliminated |
| Combat Resolution |
| Roll dice = Melee Attack rating |
| Each die > Defense = hit |
| Damage = highest successful die + Damage modifier |
| Subtract from Endurance |
| Spell: Bladestorm | Massive AoE, hits all figures in area |
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