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SWORDS

& SPELLS
BY GARY GYGAX
MINIATURES
RUTES
1:10/1:1 SCALE
FANTASTIC
ONA
For Use With
MWNffiffi@NS
&
MRAffi@NS'
TSR Hobbi es, l nc.
The Gome Wi zords
POB756
Loke Genevo,Wl 53147
20a7
)
SWORDS
& SPELLS
RULES FOR TARGE-SCALE
MINIATURES
BATTTES BASED ON
THE GAME DUNGEONS
& DRAGONS
by Gary Gygax
Dedicated to all swords & sorcery gamers - past, present, and future.
DEVELOPMENT
BY DAVE ARNESON AND ROB KUNTZ
GRAPHICS & GRAPHIC DESIGN BY DAVE SUTHERLAND
EDITING & LAYOUT BY TIM KASK
2ffi7
@ Copyright 1976 - TSR GAMES
5th Printing, March, 1979
Printed in the U.S.A.
Hn Introduction by the author
These rules are as simple and straightforward as I could devise for a game
system which involves "magical" and fantastic factors. The FANTASY SUP-
PLEMENT written for CHAINMAIL assumed a basic man-for-man situation. While
it is fine for such actions, it soon became obvious that sometling lor large-scale bat-
tles was needed. The question of how large then arose. After considerable con-
templation a 10:1 ratio was decided upon. If this seems somewhat small for a sup-
posedly large-scale set of rules, the following factors must be remembered: First,
most fantasy battles which involve numbers too large to handle at 1:1 are still on a
relatively small scale - hundreds and thousands rather than tens of thousands. More
importantly, the exceptional creatures had to be allowed for, and this could not prac-
tically be done on a scale greater than 10:1.
At the scale of these rules a single man can be represented by a single figure on
the table. So if one opponent has a lone hero (4th level fighting man) facing several
figures of men-at-arms (or orcs or similar t hit die creatures), an actual melee can
take place. The hero will inflict .40 of the damage shown for a 4th level creature on
the combat tables and sustain damage until sufficient hits are scored upon the figure
to kill the hero. Similarly, if a 12th level fighter is involved he will score 1.2 times the
damage shown and so on.
Therefore, you will find that these rules are quite suitable for fantasy battles -
even those where thousands are involved, for the ratio can be increased by a factor of
10 quite easily. That will mean, of course, that certain individual confrontations will
have to be fought separately at 1:1, but that is probably what will often be done for
special battles even when the general action is being fought at 10:1. In any case fan-
tasy is a growing and flexible lorm of gaming, and referees must feel at home
modifying and expanding upon rules as the situation dictates. Here are the basics
upon which to build.
These rules have been a long time in coming because of the difficulty of doing a
suitable set of rules for a game which has nearly endless variables. swoRDS &
SPELLS should provide the means with which to fight large scale miniature fantasy
battles based on DUNGEONS & DRAGONS far more suitably than does CHAIN-
MAIL, for example. However, like anything else, it is not perfect by any means. Many
compromises had to be made in order to provide a work of suitable length and
reasonable level of complexity, Much had to be left out. Because of the great number
of spells and monster types, these rules perforce assume that you own a copy of
DUilfGEONS & DRAGONS, along with its various supplements to use as adjuncts.
As much as was desired, the whole of D&D combat could not be capsuled to include
herein for want of space for the game system and necessary rules. Likewise, much of
the immense variability in D&D had to be reduced to an easily handled form or
merely relerred to as a possibility. Thus, there is a spell chart which gives range, afea
of effect and duration, but players will have to refer to the D&D booklets for spell ef-
fects; similarly, the combat system assumes a fairly standard damage, but ap-
pendices give the necessary data for working up complete tables for varying damage
based on weapon and monster attacks.
The rules are aimed primarily at enactments of battles which feature many
relatively low-level fighters. Magic should be on the same scale as it is in a well-run
campaign, i.e., few high-level magic-users and magical items. In like manner, mon-
sters are meant to be few. The admonition regarding single creatures is important: If
they meet, or are simply near each other, they should seek combat with each other
rather than against inferior opponents, and this combat should be fought out at 1:1
in the normal D&D manner.
Finally, as wlth any set of rules done by any author and any publisher, these are
for your playing enjoyment. If you find sections which do not bring you enjoyment,
alter, expand or delete them as you see fit. Be careful, though, so as not to destroy
the flavor of D&D!
SCALE
1: 10 basi c ( 1 f i gur e :
l 0 act ual , al t hough speci al f i gur es may be mount ed t o r epr esent a si ngl e
cr eat ur e, i . e. 1: 1)
I t ur n :
2 mi nut es of scal e t i me
1 "
-
10 scal e yards
FIGURE MOUNTING
Wi th the excepti on of those speci al fi gures whi ch represent onl y one actual creature, al l casti ngs
must be mounted on stands. Thi s appl i es to fi gures whi ch are mounted si ngl y or i n groups. The
si ze of each stand depends on the type of creature mounted thereon and/o=r the we-apon i t em-
pl oys. The base si ze i s wi dth, for the scal e of the game i s such that the depth of the stand must
si mpl y remai n a functi on of the casti ng i tsel f. Those fi gures representi ng onl y one creature wi l l
occupy more space on the tabl e than they woul d actual l y occupy i n scal e i n most cases; i f they are
mounted on stands for conveni ence, the stands may be overl apped by other stands, or they may
overl ap thei r stands. In no other ci rcumstances may stands be overl apped. Stand si zes are:
5/ E" wi dt h
CREATURE TYPE
kobol ds
gobl i ns
gnomes
dwarves
orcs
el ves
men
5/E" wi dth
WEAPON TYPE
dagger
hand axe
mace
hammer
short swd.
spear
pol e arm*
pi ke
bow
crossbow
3/4" wi dth
CREATURE TYPE
hobgobl i ns
gnol l s
l i zard men
wol ves
poni es
CREATURE TYPE
bugbear s
gargoyl es
apes
l i ons/ti gers
hor SeS*
* *
l -3l E" wi dth
CREATURE TYPE
ogres
trol l s
centaurs
bears
l 615gg*
* x *
l -5/E" wi dth
CREATURE TYPE
gi ants
pegast
hi ppogri ffs
griffons
3/4" wi dth
WEAPON TYPE
mi l i tary pi ck
l ong sword
battl e axe
pol e ar ms**
sl i ng
l " wi dt h
WEAPON TYPE
bastard swd.
fl ai l
morni ng star
hal berd
1-3l E" wi dth
WEAPON TYPE
2-handed swd.
$t
ffi
iii$.
*
thrusti ng-type
*x
cut t i ngt ype
***
heavy horses, uni corns
*xx*
medi um and l i ght horses
For exampl e, an el f wi th any of the weapons l i sted i n the "5/8" wi dth" col umn woul d be mount-
ed on a 5/8" base, but i f the el I were armed wi th a ful l -si zed {l ai l the stand woul d have to have a
1" wi dth for each el f. Note that a smal l creature armed wi th a smal l weapon wi l l probabl v
cl assi fy under a l ower-wi dth headi ng than the weapon name i mpl i es even though the effect of the
weapon wi l l probabl y be the same as a ful l -si zed one i n many cases. For fi guri types not shown
use the nearest approxi mati on. It i s suggested that troops be mounted on stands whi ch ac-
commodate ten fi gures, fi ve fi l es, two ranks, 100 scal e creatures.
TURN SEQUENCE
Opponents alternate in the role of first-mover (side "A") and second-mover (side "8"). To deter-
mine which opponent moves lirst, a simple die roll will suffice, and the higher score gaining the
first-move status on the lirst turn: they then alternate on subsequent turns. The parts of a turn
are:
1. Sides
,,A"
and
.,8"
may opt to fire loaded missile weapons, cast ready spells, and/or
discharge breath weapons; casualties lrom any such attacks are immediately removed.
2. "A" moves all, some, or none oI its ligures up to a maxirnum of one-half of normal
movement, including split-movement.
3. "B" now moves all, some, or none of its figures up the maximum distance allowed, including
charge bonus. At the mid-point oI this movement, excluding charge bonus movement distan-
""s,
mid-tortt fire is taken. All missile fire, spell casting, and discharge of breath weapons
desired and possible take place simultaneously on both sides.
4. " A" completes its movement, including charge bonus.
5. Both sidJs lire missile weapons, cast spells, and/or discharge breath weapons of those figures
not meleed.
6. Melees are fought lor one round, and retreats due to poor morale are made immediately.
7. Opponents alternate the role of "A" and "B" Ior steps 1. through 7. for the balance of the
game.
Note: Morale checks necessitated by missile, spell or breath weapon attacks are taken as neces'
sary immediately during the appropriate turn segment.
MOVEMENT
Movement is that distance indicated in the D&D rules for the moves of the various creatures.
There are some exceptions, and these, along with a note about D&D movement distances are
stated hereafter. All movement distances are given.in inches.
Troop Type
Mass/ Unorganized Charge
Line Column or Open Order Bonus
Kobol ds4- 82
or cs6- 123
Hv. Armor
Hv.Armor 6 8 9 2
Lizard Men 6 - 9\24) 2
Heavy
Siege Artillery
(
) Swimming Speeds
[ ]
Speed if drawn by draft animals
Notee Regardlng Movement:
The base movement rate for elves assumes that they have full leather armor and shield or the
equivalent. Elves in chainmail are considered as heavily armored.
The base movement rate for men assumes chainmail and shield. Men in leather armor, with
shield, are lightly armored; men in lull plate are heavily armored.
creatures not listed above move as per D&D, but they may add a charge bonus only when
moving (not flying) into melee contact (see the following rull regarding ciarge movement for
listed creatures). The bonus to add to their move is33 1/iTo of noimal tn6".tnrit. Thus, an ogre
has a bonus of 3", a basilisk gains 2", and a minotaur gains 4".
Spe-cial figures for fighters, magic users, clerics, etc. are considered as moving at the
.,open
or-
der" movement rate, and bonls lor charge is applicable. If they are equippe"a with magical ar-
mor treat ligures as iI they had no armor.
Dismounted cavalry move at line movement rate of riders, adjusted for terrain,
Charge Bonus may be taken at any time, but if melee does not result at the end of a movement
where it was taken, the troops so moving will be in an unorganized array or in open order with
regard to those types of troops for which such formation is possille. For the eflect of
unorganized or open order troops in melee see the appropriate seciion. Mounted charges may
follow a curve up to 30%leIt or right.
Movement Through units: Troops in open order may move through other friendly units, but
there is a 10% chance that such movement will
"ans"
the other unitio become unorlanized. Ex-
ception: scale 1:1 figures may freely pass through friendly units, assuming the relative size of the
two does not exceed a 2:l/l:2 ratio, i.e. a giant passing through the rankJof a unit of hobgoblins
would disrupt the stand, and there is a 10% chan"e ihut the whole unit, if larger than a single
stand would become unorganized.
TERRAIN EFFECTS UPON MOVEMENT
Movement rates are based on travel across relatively smooth terrain such as grassy fields, hard-
packed earth, or even rock. Other types of terrain will usually have the"effect ol siowing
move.ment. The following is a suggested modification system foi the varying effects of other
terrain types:
ROUGH/BROKEN GROUND - Slows lormed movement2SVo and prevents all charge bonus
movement
MARSH/SWAMP - Slows all infantry movement 50% and no cavalry movement possible
LIGHT wooDS - slows formed movement by 50% and prevents ailiharge bonui .o".-.nt
wooDs/DENSE BRUSH -
prevents
all formed moviment and char-ge bonus movement,
other morement is slowed 50%, no mounted movemen-t possible
GENTLE sLoPEs
.
uplltt movement is normal, but fatigue is s0% griater than normal,
downhill is normal with charge bonus for melee doubled
AVERAGE sLoPE - uphill slows movement 5b%, including charge bonus movement, and
fatigue is 5070 greater than normal, downhifl ii at a 50% penaltv
with
_
regard to formed movement and no charge bonus movement is allowid
srEFP sLoPE - only unformed movement is possible, u! or down, and no charge bonus
movement is possible, movement is at2Svo normal, no mounted movement
possible.
STREAM - Treat as rough terrain when crossing, if banks are marshy slow all movement by
50%, on turn troops move across
RIVER - Mounted units of light cavairy cross at any point at 3" ahead, 1"* downstream/turn,
others must cross at fords, with up- down-slope penalties applicable, and
movement across the river at 2"/tvn, no formed or chaige movement
possible in any event.
ABATIS - one turn for man types. Troll, ogre, etc. % turn cross w/ladder; - 50% movement;
others without ladders, lull turn
DITCH & RAMPART - Treat entering ditch as steep hill, and climbing up other side as climb-
. ing a steep hill. (If rampart palisaded, it cannot be crossed until the
pallisade is broken.)
*average
current, if swift the drift would be 2", and if very swift it would be 3', or more
t 2
8
15
15 J
#
2 12
15
10
t2
t5
15
t 2
12
Halllings
Cavalry
NOTE: .fcale
figures representing human/humanoid (and highly intelligent) creatures of lst
level or above or with l* I hit dice are always consid.ered as having elite giard, status, For exam-
ple, the
following
types of troops are classified as elite guard status:
rii
tr,.
i!
, 1
Only the following types of troops can be mounted in formation:
Veterans (1st level fighters)
Elves
Hobgoblins
Gnolls
FORMATION
kobolds
goblins
orcs
hobgoblins
gnolls
Unorgani zed
Mass
Open Order
Mounting
Not considered as elite guards:
Bugbears
Ogres
Trolls
men
lizard men
centaurs
halflings
gnomes
dwarves
fairies
elves
All other sorts of troops/creatures must be so mouirted or placed so as to allow a minimurn
distance of one-quarter inch between their stand bases (assuming the figures are representing 10
actual creatures, of course) to simulate their lack of order,
The following lormations are possible:
Formation: Posslble for:
Unorganized all
Mass al l
Col umn Mass al l
Column elves, men (regulars or better)
Line, echeloned line dwarves, fairies, elves, men (regulan or better)
Open Order halflings, fairies, elves, elite men afoot, light cavalry
Forming-Up and Formation Change:
From To
NOTE: Very large creatures such as giants, or even trolls or ogres, would ignore many of the
terrain restrictions given above, i.e. rough terrain penalty, dense brush penalties, average slopes
become gentle, steep average, and very steep would be treated as steep. Similarly, most strearns
would be ignored, and river crossings would be made at any point at
from
25% to 7596 normal
speed. Lizard men, of course, can swim at any point.
TROOP CLASSIFICATIONS
In order to determine melee classifications, morale values, and point costs, use the lollowing
guidelines:
PEASANTS: Untrained hoops with, at best, armor class 6 (no more than 10%) raised from the
immediate area; Ior purposes of the game, peasants can use no missile weapons. They must be
mounted with a 1" stand base per ligure and can operate only in mass formations
LEVIES: Semi-regular troops with, at best, armor class 4 (no more than 10%). Levied troops
typically have some training, so they are able to operate in most formations, but non-mass for-
mations require three times the normal time to evolve. (Some garrison troops will actually
classify as levies.)
REGULARS: Regulars are typical men-at-arms, garrison forces, and hired soldiers. They
typically have armor class range from 6 to 4.
ELITE: These are troops who are specially selected and given above average training, or they are
troops who have participated in several battles without sustaining above 50% losses in their unit
in any one such battle. Il purchased for a battle, no more than20%o oI in{antry should be elite-
status troops. They typically have armor class from 5 to 2. All knights are elite.
GUARDS: Guard troops generally meet the basic qualilications oI elite troops with regard to
training, they are paid more, and they are indoctrinated as to their mission. Troops which are
specialiy selected ind trained, paid an additional wage, and properly indoctrinated would
qualify for "Elite Guard" stafus. As a rule, guards should be limited to 10% of an army, and elite
guards would surround the personage of the commander only, for example.
Col umn Mass Mass
Column Line
Line Column
Organi zed Open order or Unorgani zed
Any formation
Col umn Mass
Any lormation
Dismounting
Movement Cost
2 moves
2 moves
2 moves
I move
I move
no cost
Yzmove
ltmove
Movement to echeloned line or
from
echeloned line to line is simply a measured
factor.
Unorganized troops are considered in a confused state of array. If two or more stands operating
as a unit are unorganized, they should be placed so that there is not less than 1" between their
respective stands; and in any event, unorganized units are always positioned so as to have their
backs to the enemy in order to reflect their state oI array.
Mass means a formation oI troops at least 15 figures across and six ranks oI figures deep,
discounting casualties under 10% (fewer than 10 figures killed).
Column Mass is a lormation at least ten ligures across and eight ranks deep, discounting
iasualties under 10%.
Column is a formation one to five figures wide and as deep as desired. A single figure can be con-
sidered as in column.
Line is a formation of not less than five figures wide and one rank deep with regard to troops
which are mounted on stands of five files, i.e. the entire lront rank oI the stand must be there for
the unit to have a continuous front. Single figures can be considered as in line formation.
Open Order is an array which is represented either by separating the stands ol the figures by
one-quarter inch, or simply by announcement with the appropriate movement bonus taken.
These various formations are illustrated as follows:
COLUMNMASS
FACING
Troops. in an unorganized array or in open order may freely change direction (facing); troops in
formation must pay a movement cost:
Facing Movement Cosr UNIT
13:3331
Oblique 1/3 normal move
reitu irignt 3/4 normal mov" l?
ql
-
About Face 1/4 normal move TO R/L <lE
El.
td
ro oBLTQUE g7
Troops making a formation change may be considered as facing any direction desired (except an
oblique, as noted above), but the facing oI a unit must be announced if the front sides of the
figures involved cannot be so positioned as to indicate facing. II facing is not announced in the
latter case, it will always be the direction towards which the lront face oI the figures faces.
Troop Facing: In order to move in a direction different from the unit facing, the troops must
face, much as Unit Facing explained above.
r-]
I
ENEMY
I
'.------vJ
UNIT FACE
l oooool
l oocool
Troop Facing
Oblique*
kftlRight
Movement Cost
1/8 normal move
1/4 normal move
COLUMNS

_j_ lggl lggl
ggl
@EEl &ld
I oooco I i,*iiiiitli''t*r+t+iiii:u:'+iiitiil,:i::fi+:'.r:il.iriliiiii]'i'iirliiiiiiii
l#*,ufi 6 6
l$
#
ffir
ffi
;ffi
i$
' 1
I
irl
ii
#
#
ry
tii.
,;
#,
*possible
lor elite units oI men only
FATIGUE
In order to simulate the fatigue encountered in actual battle situations, creatures with two or
fewer hit dice will be subject to latigue if they meet certain conditions. These conditions are:
1. Moving at from 75% to 100% of normal movement lor six consecutive turns
2. Three consecutive furns oI movement and charge bonus or melee
For cases involving mixfures oI the various fatigue-causing conditions, simply apply the lactors
in a proportionate ratio. Thus, three turns oI movement ai 7 sVo to 100% oI norrnal ipeed (3 fac-
tors)' plus one turn oI movement plus charge bonus movement (2 factors), followed by any other
action other than limited movement or rest will cause the troops to become fatigued.
N.otaz Formation and
facing changes do not expend
fatigue factors, but terrain penalties which
slow movement do not restrict
fatigue even though th'ey riduce the distance movei.
FATIGUE PENALTIES:
1. Charge movement i s not possi bl e
2. Melee effectiveness drops 20% of base, cumulative, per turn
6t u CI6K-r oolb-ro'
+{ii
'PEN'RDER g
o
:iiii
.l
loocoo I iii loooool lccoool
loocoo
I lli
lcooool loccoo I
l/a;;;l fii
-
l\J\JLl\-/\,/ |
'i.:ii
looooo |
$$ looooo I lcoooo I
l$
loooool lcoooo I
q-
-L4:t
Bonuses
for formation and penalties
for
lack of it are dealt with in sections regarding melee and
morale.
@ooo
/\.\/\^r-\
\_/\-/\_/\-./\_-/
88ffi8
ooooc
@coo
Rate of fire assumes the maximum number of times a figure is able to fire during any given furn
without being engaged in melee. See the rule regarding rate of fire hereafter.
Ranges are given in inches, Artillery (ballista
- trebuchet) fires only at long range, and cannot
fire less than the distance shown by the Iirst number, i.e. 15, 18, 24. Range effects casualties as
shown on the tables lor missile fire. Targets beyond "long" ranges shown are out oI range.
Rate of Fire: Fire during a furn may be performed as follows:
RANGE
MISSILE FIRE
MISSILE WEAPON TY?E
Spear, Axe, Hammer
Javelin
Sling Stone
Sling Bullet
Short SelI Bow
Short Composite Bow
Longbow
Large Composite Bow
Light Crossbow
Heary Crossbow
Ballista
Light Catapult
Heary Catapult
Trebuchet
I
a
2
J
J
J
I
72
71
Y4
Y4
I
4
5
5
6
7
6
6
8
- 3
48
812
10 16
10 15
t 2 18
t 4 2l
t 2 2l
10 16
16 24
- 0-30
- 15-30
- 18-36
- 24-48
3/Turn
move lull &
Iire or vice
versa
Iire, move
Vz, &l l re
moveVz,lire,
(stand %) &
fire
fire (stand
Vz), Iire
(standVz), &
fire
Exceptions: Troops in melee may not lire. Troops firing spears, axes or hammers may fire and
move full or move full and fire, with bonus movement lor charging included. Troops
with javelins may perform likewise, or forego charge movement and fire twice.
Changing face does not affect reloading, but it does count as a move function. For-
mation changes are treated as normal moves. Charging units may not fire.
Number of Ranks Firing: Up to two ranks of figures may normally fire missiles providing the
first rank are armed with similar missiles. If a single rank fires the distance they are firing to hit
their target is measured lrom the front stand, but if two ranks are firing the measurement is
taken from the front of the rearmost stand. If missile troops immediately behind the second ranl
are on an elevation sufficiently high to permit them to see over the heads oI the intervening
troops, then up to two additional ranks of ligqres may also fire, with distance measured from thi
second rank just as if that rank were the only other firing (the distance bonus being allowed to
compensate for the advantage oI greater elevation). NoG that if the second rank"of troops is
similarly higher than the first rank, measurement is made from the front of the front stand.
..Im-
mediately behind" is considered up to l" distance per l" ol rise.
Indirect Fire: Slingers, and archers (but not troops armed with crossbows) rnay arch fire over the
h:lds
9l
intervening troops or other obstacles noi above ten scale feet in height. The intervening
objec(s) must be at least 3" distant from the missile troops and at least the same distance from
the target. Indirect lire teduces the range of the firing unit Uy 25%, all such fire is considered to
be at long.range, and any overhead cover will negate the efflcts, i.e. trees, roofs, etc. make in-
direct fire impossible.
Arc of Fire: Hand-hurled missiles _
45%left or right
Slings _
60%left or right
Bows, footmen _
45%left or right
Bows, horsemen _
l g0%l eft,4S%ri ght
Use a compass to determine any questions regarding arc.
Split-Move and Fire: Certain specially trained horsemen armed with bows or crossbows (light),
as well as elven bowmen afoot, can perlorm the tactic known as split-move and fire. Siirply
stated, the horsebowmen move up to one-half of their normal move, fire missiles during the ap-
propriate firing break, and then they continue to move out the balance ol their normal
movement and take charge bonus movement iI desired. At the firing break they shoot their
missiles, and they are subject to possible return fire.
Pass-Through Fire: Troops not moved prior to the mid-turn fire break(s) may elect to fire
,,pass-
through" fire at any enemy units which are within their missile range at the half-movement
poi nt. Targets i ncl ude any spl i fmovi ng troops, those by-passi ng the mi ssi l e troops fi ri ng, and
troops charging to, but not yet, meleeing them.
CASUALTIES: SEE MISSILE FIRE TABLES
Ammunition supply: Typically, but one volley of spears, axes andlor hammers can be hurled;
javelineers have up to four volleys; slingers have an unlimited number of stones, but no more
than 20 bullets (o{ hardened clay, shaped stone or lead); bowmen have up to 2b arrows; and
crossbowmen have up to 30 quarrel s (or bol ts). If desi red, a si de record of mi ssi l e suppl v can be
kept. Addi ti onal mi ssi l es can be transported to the battl efi el d i n carts or waqons as was actual l v
done on occasi on.
Artillery: As the various artillery pleces represent but a single scale engine, only a single figure is
needed to represent crew for each. However, as it requires a minimum number ol Jrewmen to
operate any
_such
engine, iI the number of artillerists drops below the lollowing actual
minimums, the engine becomes inoperable until more cre* ire brought up. Note that it is
strongly recommended that the number of available crewmen be sharply limited, as trained
crews woul d be scarce.
E
U=e
9HV
a
E
ti
FIRE RATE
Vz/Turn
Fire (stand)
reload (stand)
1/Turn
fire & move
% without
reloading or
vice versa
lire & re-
load or vice
versa
2/Tvn
moveVz &
fire or vice
Yersa
fire (stand)
& fire (end
turn fire)
Ballista -
Li ght Catapul t -
Heavy Catapul t -
Trebuchet -
Arc of fire for artillery is:
Bal l i sta -
Li ght Catapul t -
Heavy Catapul t -
Trebuchet -
3 men
4 men
6 men
8 men
450 left or right
300 left or right
l5o left or right
50 lelt or right
Ballista lire cannot be arched. All catapult/trebuchet fire is indirect. The highest point ol the
trajectory of a catapult/trebuchet is, for purposes of these rules, equal to l0% of its scale
maximum distance, the apogee occurring at the mid-point of the trajectory.
Giants act as 20" range - light catapults with a fire arc oI 45% left or right, but they must stand
one-half move to fire.
9 10
Casualties for artillery fire weapons are found in the MISSILE FIRE TABLES section hereafter.
Catapult hits are treated as non-normal hits, but score only one-half or no damage against
creatures with 4 or more hit dice which cannot be hit by normal weapons.
Missile Fire at Artillery:
Small missiles allow artillery crew the effect of light brush, and they have no ellect upon the ar-
ti l l ery pi eces themsel ves.
Ballista missiles have no effect on artillery pieces.
A11 artillery fire at other machines must be diced for as to whether it strikes the machine, dice 01-
50, or wft-ether it strikes the crew, dice 51-00. Artillery hits have the indicated chance of
destroying the target, while crew hits score the number of points of damage shown on the chart
in the MISSILE FIRE TABLE section. The artillery vs. artillgfy damage is also shown there:
Artillery vs. ArtillerY
7o chance to destroY
IIv. Cat. Trebuchet
Lt. Cat. Attacker is:
Light Catapult
Hearry CataPult
Trebuchet
s0% 40% 30%
60To 50o/o 40%
80% 60Vo 50%
Tenain Effects on Missile Fire: See MISSILE FIRE TABLES.
Missile Fire into Melees: Firing into melees is permitted, with damage divided proportionately
into hostile and iriendly figures. Large figures that protrude or are otherwise exposed can be
Iired at with no
PenaltY.
Special Figures with Units: If a special (1:1) figure is with a unit receiving any sort of missile fire,
the fire strikes the other ligures first, not the special one.
SPELL CASTING
As a general rule, it requires some considerable amount ol time to ready a spell for any purpose.
Those spells which take ellect immediately are shown below:
Immediate Effect 7z Turn Preparation Full Turn Preparation 172 Turns,Preparation
Wands 3rd level spells 7th level spells Scroll spells of
Staves 4th level spells 8th level spells 7th-9th level
Rods Sth level spells 9th level spells
Rings 6th level spells Scroll spells oI
Pow-er Words Scroll spells oI 3rd'6th levels
Word of Recall 1st-2nd levels
Other Devices*
1st level spells
2nd level spells
Innate abilities
*assuming
no delay indicated by the magical item itself
Thus, if one opponent readies a spell on turn one, he can employ it at the latest on turn two - or
turn three if preparation did not begin until the latter half oI the turn'
Spell casting requires that the caster be motionless, although use of wands, staves_ and similar
Jlvices nega"tes any such requirement. Similarly, a spe1l, even {rom a device, cannot be cast iI the
spell castei is engaged in melee. Spells/magicai atta-ks must be designated as regards range and
aiming point, when aPPlicable.
The following list of spells is given for relerence as regards rdnge, area of ellect and duration
only. See D&D, etal, for effects.
11
Spel l Damage: The number of poi nts of damage i nl l i cted by attack spel l s i s basi cal l y that i n-
di cated by the D & D system, i .e. one 6-si ded di e of damage for each r"u.r trr"rp"i i
"*ter
has at-
tai ned, usi ng wands as si x di ce and stayes as ei ght di ce when damage i s thus n' ecesi a.y to deter-
mi ne. Damage di ce remai n at 6-si ded, so the avJrage durnug" p.. t"uel i s 3.5 poi nts.
when spel l damage i s to be determi ned the number of scal e creatures represented by the
jlg:.:f]..ltt::l.d bv
jhe
spell/magic is important. rf the figure ..pr.r"nt, U,,i'u ,ingr" .."utu."
(or unusual nature, or course) then the possi bl e maxi mum damagel s si mpl y the nrr1116". of l evel s
of the spel l /magi c ti mes 3.5. Howevei , i f the fi gure represents ten scal e creatures, the base
damage possi bl e i s:
Thus, a fi re bal l cast i nto the,mi dst
"tt;t"#ti rtJcss
wi l r ao the greater amount of damage,
1n_odi fi e{
bv the possi bi l i ty of rhe orcs maki ng tf,ei r savi ng throw Ir thro*, i i ;;r; than one
rl gure ot orcs are i n the area of the fi re bal l . Assumi ng tfrat there i s a uni t of 10 orc fi gures
rep.resenti ng 100 scal e orcs, and that a 10th l evel magi c-user casts a fi re bal l i nto thei r mi dst
whi ch affects 8 of the r0 fi gures, a maxi mum damage of 3.5 x 10 :
35 x 5 :
165 possi bl e
damage poi nts. Each of the 8 orc fi gures woul d then 6e di ced for to see i f they recei ved the ful l
bl ast, and those that save take 1/r6th of the total damage, those whi ch fai l take 1/gth, i .e. 1r
poi nts or 21 poi nts respecti vel y. Note that al l remai nders are rounded Up to the nearest whol e.
If but a si ngl e fi gure of orcs were caught i n such a bl ast they woul d be ki l l ed regardl ess of savi ng
throw, br-rt i n.the l 0-fi gure exampl e above, the affected fi gures woul d al l have poi nts of damage
recorded agai nst thei r uni t, and for every 45 poi nts ol damage scored upon them a fi gure woul d
be removed. Remember, a si de record oi damuge taken by Jach Ii gure or uni t must Le tept, so
that casual ti es can be extracted when appropri a-te.
SPELL CHART
Spel l
MAGIC USERS:
Detect Magi c
Hol d Portal
Protecti on/Evi l
Li ght
Charm Person
Sl eep
Shi el d
Magi c Mi ssi l e
Ventri l i qui sm
Detect Invi si bl e
Levi tate
Phantasmal Forces
Locate Obj ect
Invi si bi l i ty
Wi zard Lock
Detect Evi l
ESP
Conti nual Li ght
Knock
Darkness, 5' radi us
Strength
Web
Mi rror Image
Magi c Mouth
Pyrotechnics
Flv
Hol d Person
Di spel Magi c
Clairvoyance
Cl ai raudi ence
Fi re Bal l
Li ghtni ng Bol t
Protecti on/Evi l , 10' r.
Range
6"
1"
touch
72"
12"
24"
touch
15"
o
1 " l evel *
touch
24"
6" * l evel *
24"
1"
o
6"
12"
6"
12"
touch
I
touch
touch
touch
1) "
12"
6"
6"
24"
touch
Area Effect
1"
1 portal
personal
3" di a.
personal
1" di a.
personal
personal
object
1" pat h
personal
3" di a.
personal
1 cl osure
1" pat h
personal
24" di a.
I cl osure
1" di a.
personal
l " xl " x2"
3" di a.
object
1"- 6" cube
personal
3" di a.
3" di a.
personal
personal
4" dia.
6" x 3/4"
2" di a.
Turn Durati on
z
f 11
6
6* level*
4_16
2
6
6
6* level*
until dispelled
2
until dispelled
until dispelled
6
6
until dispelled
6
full game
until destroyed
6
until mouth speaks
6
1-6 * level*
6 * level*
I
6
6
Spell
MAGIC USERS:
trnvi si bi l i ty, 10' r.
Inlravision
Slow Spell
Haste Spell
Protection/Normal Missiles
Explosive Runes
Water Breathing
Rope Trick
Suggestion
Monster Summoning I
Polymorph SelI
Polymorph Others
Remove Curse
Wall ol Fire
Wall of Ice
Confusion
Charm Monster
Growth/Plant
Dimension Door
Wizard Eye
Massmorph
Hallucin. Terrain
Ice Storm
Fear
Monster Summoning II
Extension I
Teleport
Hold Monster
Conjure Elemental
Trans. Rock to Mud
Wall oI Stone
Wall oI Iron
Animate Dead
Magi c Jar
Contact Higher Pl.
Pass-Wall
Cloudkill
Feeblemind
Growth/Animal
Monster Summoning III
Extension II
Stone to Flesh
Reincarnation
Invisible Stalker
Lower Water
Part Water
Proj ected Image
Anti-Magic Shell
Death Spell
Geas
Disintegrate
Move Earth
Control Weather
Repulsion
Monster Summoning IV
Extensi on III
Range
24"
touch
24"
24"
touch
touch
touch
6"
1"
touch
6"
touch
6"
6"
t2"
t2"
12"
t "
touch
24"
24"
12"
24"
1"
Area Effect
2" dia.
personal
6" xL2"
6" x12"
personal
1 object
personal
I rope
personal
1- 6 or 1- 3
monsters
personal
I monster
1 object
6" X2" or
3" di a.
6" X2" or
3" di a.
3" di a.
1 monster
30" (square)
personal
personal
4" dia.
144" (square)
3" cube
4" dia.
1-2 monsters
Turn Duration
until dispelled
Iul l game
3
J
T2
until exploded
12
6* l evel *
full game
6
6* levelx
until dispelled
until dispelled
until dispelled
t 2
until dispelled
;
until dispelled
until dispelled
1
6
6
6+ level*
until dispelled
t 2
until dispelled
until dispelled
variable
6
until dispelled
t 2
6
Spell
MAGIC USERS:
Del ayed Bl ast F.B.
Reverse Gravity
Li mi ted Wi sh
Power Word - Stun
Phase Door
Charm Pl ants
Mass Invi si bi l i f'
Monster Summoni ng V
Mass Charm
Power Word - Bl i nd
Symbol
Permanent Spel l
Mi nd Bl ank
Pol ymorph Any Obj ect
Monster Summoni ng VI
Meteor Swarm
Shape Change
Ti me Stop
Power Word - Ki l l
Gate
Wi sh
Astral Spel l
Pri smati c Wal l
Maze
Monster Summoni ng VII
CLERICS:
Cure Li ght Wounds
Detect Evil
Protecti on/Evi l
Light
Fi nd Traps
Hol d Person
Bl ess
Speak wi th Ani mal s
Si l ence, 15' r .
Snake Charm
Cure Di sease
Prayer
Speak wi th Dead
Neutral i ze Poi son
Cure Seri ous Wounds
Turn Sti cks to Snakes
Speak wi th Pl ants
Create Water
Di spel Evi l
Rai se Dead*x**
Commune
Quest
Insect Pl ague
Create Food
Ani mate Obj ects
Fi nd the Path
Bl ade Barri er
Word of Recal l
Speak wi th Monsters
Conj ure Ani mal s
Earthquake
Range
24"
9"
variable according to wish .
12"
1"
12"
24"
1"
12"
12"
touch
touch
1"
I t t
24" 6"
touch
1"
12"
1"
vari abl e accordi ng to wi sh
touch
touch
6"
Turn Duration
I
I
Area Effect
4" dia.
3" cube
3" di a 2-12 to l-6
7
until dispelled
until dispelled
6
rul l game
unti l negated
until dispelled
ful l game
unti l di sPel l ed*xx
6
10-15 * l evel *
I
variable
30" (square) full game
10" (square) unti l di spel ed
door-si ze
variable
4" dia.
l . monst er
2" dia.
3" di a.
1 object
vari abl e
personal
I object
I monster
cube, max.
personal
3" cube
3" di a.
1 bei ng
matches extended spell .
touch
12"
24"
12"
6"
6"
t "
3" /12"
touch
J
1"
14"
t2"
1"
t2"
touch
t '
24"
12"
24"
touch
24"
3"
6"
24"
table
t2"
1"
personal
3" di a.
I elemental
5" (square)
variable
personal
personal
Y4" XY4" Xl
3" di a.
personal
1-6 ani mal s
1-2 monsters
personal
1" pat h
personal
3" di a.
6" di a.
personal
5"x5"
3" di a.
1" di a.
1-6 poi nts of
snakes/l evel
personal
2" (square)
personal
personal
personal
2-16 sti cks
2"xl "
32 gal l ons
6" di a.
personal
personal
personal
36" (square)
vari abl e
vari abl e
personal
3" di a.
personal
personal
vari abl e
vari abl e
personal
2" dia.
I creature or
1 figure
1 monster
full game
60
I
6
6
12
12X level*
2
9
6
o
12
2-5
1"
touch
12"
touch
12"
personal
i 8"
6"
.)
18"
6"
touch
J
1"
t "
touch
12"
J
I
touch
12"
touch
.t
48"
1"
6"
touch
6"
touch
touch
.t
12"
matchesextendedsDel l . . . . . . .
;
1
6
6
I
1 obj ect*x
personal
I monster
variable
t 2" xl "
personal
t "
6"x6"
personal
L" cube
80" (square)
table
3" di a.
1 monster
until reversed
untl l destroyed
10
6
6
t 2
. . '
vartaol e
;
until dispelled
o
6
uu.ruUt"
ful l game
6
full game
:
10
I
mateches extended spell
1a t 4
Spell
CLERICS
Aerial Servant
Wi ndWal k
Holy Word
Part Water
Restoration
DRUIDS
Predict Weather
Locate Animals
Detect Snares & Pits
Faerie Fire
Produce Flame
Locate Plants
Obscurement
Heat Metal
Warp Wood
Protection from Fire
Call Lightning
Hol d Ani mal
Produce Fire
Protection/Lightning
Plant Door
Control Temp. 10' r.
Hallucinatory Forest
Control Winds
Pass Plant
Hold Plant
Commune wi th Nature
Anti-Plant Shell
Ani mal Summoni ng II
Conjure Fire Elemental
Weather Summoning
Transport via Plants
Anti -Ani mal Shel l
Ani mal Summoni ng III
Range
t "
touch
touch
1^' .
touch
touch
6" X level
personal
6"
.l
6" * level
touch
6"
touch
6"
J
touch
touch
touch
6"
variable
touch
3",* l evel *
touch
touch
6"
24"
touch
touch
touch
t2"
Area Effect
I monster
2 personal
4" (square)
vari abl e
personal
game area
6" di a.
1" sq. -F l evel *
personal
1" cube X
level*
variable
variable
personal
variable
10 sq. ft.
personal
door-size
1" di a.
variable
variable
personal
3" di a.
personal
t "
variable
1-3 monsters
game area
personal
1"
variable
12" wal l
variable
variable
variable
variable
Turn Duration
variable
ful l game
variable
2
10t level*
6
2 X level*
2
I X level*
3* l evel *
I * level*
I
6 * level*
3* level
3* level
until dispelled
6 * l evel x
6 * level*
;
10
until dispelled
fullgame
3 * level*
10
I * level*
6
variable
Dragon Staves &
Breath Spells
15 16
16 15
16 15
13 t 4
t 4 t 2
14 t 2
10 t 2
1l 8
1l 9
810
83
87
58
Touch weapons will aflect but one figure at 1:10 scale per turn, and for purposes of the rules, iI
the saving throw is made all scale creatures avoid the attack, but if th" ,a"ing throw is not made,
all are affected.
Gaze attacks will alfect only the lirst rank oI figures in a sight range of 3" deep by 3" wide.
Saving throws are applicable.
SAVING
Class &
Level
Fi ghti ng-Men
Magi c-User
Cleric
Fighter
Magi c User
Cleric
Fighter
Magi c-User
Cleric
Fi ghter
Magi c-User
Cleric
Fighter
THROWS
Ballista,
Catapult, All Wands
-
Trebuchet, Including
Death Ray, Polymorph or
or Poison Paralization Stone
l - 3 12 13 t 4
1- 5 13 14 13
t - 4 11 12 t 4
4- 6 10 11 t 2
6- 10 11 72 11
s-8 9 10 12
7- 98910
11- 15 8 9 8
9- t 2679
t0-12 6 7 8
16+565
13+357
13+455
Failure to make the total indicated above results in the weapon having full effect, i.e. turned to
stone, take lull damage from dragon's breath, etc. Scoring the total indicated above (or scoring
higher) means the weapon has no effect (death ray, polymorph, paralization, stone, or spell) oi
one-half effect.
Other creatures generally qualily as Fighting-Men, level determined by hit dice (lst level :
I hit
die' 2nd level 2 hit dice, etc., with bonuses to hit dice ignored). If the creature is able to employ
magic then it gains the benefit oI being able to select the more lavorable savinq throw number.
Turn Wood 2" X level*
Fire Storm 3"
Animate Rock touch
Creepi ng Doom 6"
Transmute Metal
*
Wood 6"
*
the level of the spell user
**
volume oI material transformed is unlimited on previously living object, 9 cubic feet/level
otherwise
{t **
dur at i onal sosubj ect t ot her el at i onshi pbet weent heobj ect pol ymor phedandi t snewl or m
BREATH WEAPONS AND OTHER
SPECIAL ATTACK FORMS:
When dealing with unusual attack forms, it must be kept in mind that the relative scales will of'
ten be dillerent, i.e. the attackel at 1:1, the attacked at 1:10. Therefore, all breath weapons will
have the usual area oI effect, but those figures for which saving throws are made will take one-
hall damage distributed on a maximum of-five figures, and in the case oi gases, those saving will
not be afficted. Damage is applicable in lull to all figuies before saving throws, so that if a
dragon is capable of dis-harging a 50 hit-point lightning bolt, each ligure could take 50 points oI
damage.
Gorgon breath is a cone,
1/r"
wide at the monster's mouth, 1" wide at its greatest extent, and 6"
long.
Missile weapons are simply treated as missiles of the appropriate type, fired in the appropdate
number. bv an attacker of the indicated level.
15
MELEE
Once combat is joined it is assumed that a certain amount oI damage will be inflicted each melee
round. Rounds of melee will be computed as follows:
1. Moving over
1/z
move to combat - 1 round
2. Moving less than 7z move to combat - 2 rounds
3. Combat conti nui ng from previ ous turn - 3 rounds
First Shike: When opponents have weapons (or reach) oI considerable disparity, the opponent
with the longer weapon (or reach) will inflict casualties first, and only after these casualties are
removed will the opponent with the shorter weapon (or reach) be allowed to attack. Exception:
Troops very much shorter than their opponent will be able to rush under the longer weapon
(reach) and conduct simultaneous attack. II a disparity of two numbers exists, the weapon (or
reach) will have the first strike stated above.
General Weapon Length Class or Length of Reach:
)
sword
battle axe
morning star
short spear
opponent to 5' tall
4.
spear
halberd
bardiche
pole arms to 8'
2-handed sword
opponent to 15' tall
5.
long spears
pol e arms oI 12' and more
lances
pi kes
opponents over 15' tall
Casualties: Base damage is shown on the MELEE TABLES hereafter. The damage is based on
average damage oI attacker times probability oI hitting versus the vadous armor classes times
ten (the number of scale creatures represented by a figure. The base number of hit points will be
modi l i ed by a number of factors. Damage i nfl i cted must be recorded, so that as suffi ci ent poi nts
are accrued ligures can be removed.
The amount of damage base (1-3, 1-6, etc.) is a function of the size of the attacker andlor
weapon size. As a rule oI thumb, small creafures will do 1-3 base damage (exception: dwarves).
Those large creatures indicated in the D & D rules as doing above-average damage (ogres 3-8,
giants 2-12) will use the appropriate base. Once the appropriate base damage is determined,
simply cross index the level of attacker against the armor class of the defender to lind the num-
ber oI hit points of damage scored upon the defender. Thereafter, modily this number by any
bonuses or penalties to determine the linal number of hit points of damage inflicted.
The amount of damage various creature types can sustain is computed by multiplying the
average number of hit points a single such creafure can sustain by ten (the number of scale
creafures represented by a single figure) times the number of such figures mounted on a single
stand. Mounted troops include the hit points oI their mounts. For example, assume a stand of 10
orcs: the average damage an orc can take is 1 die or an average oI 4.5 X 10
:
45 X 10
:
450
points, with a figure removed at 45 points, and a scale orc killed lor every 4.5 points of damage
inflicted on the unit.
Number of Ranks Fighting: Only a single rank of figures will fight, and only those figures whose
stands are actually touching stands oI enemy figures will be counted. Exception: Troops armed
with weapons over 12" will gain a second rank in melee, providing the stands of the second rank
are directly behind and touching the stands of the first rank of figures involved in the melee, and
the second rank of figures does not get a first strike.
When mounted troops are engaged in combat the mounts will not count in the first melee round.
on the second and succeeding rounds of melee, however, mounts will fight as follows:
Lcvel
I
2
2+r
3
2
4
2+2
3+1
7
Mount
Ponies
Light Horses
Medium Horses
Heavy Horses
Wolves
Unicorns
Pegasi
Hippogriffs
Griffons
Basc Damage
l -3
1_3
1-6
1-10
l-6,1
l -10 + l -3
(when standing)*'r
1-r0
1-10
2- t 2
1.
dagger
hand axe
mace
short sword
opponent to 3' tal l
3.
bastard sword
flail
opponent to 9' tal l
*
Wargs always get 1-6 base damage, no charge bonus when ridden.
**
Unicorns do base 2-12 damage when charging.
Melee Contact: As soon as opposing units come in contact - their stands touch - ali movement
ceasesJ andmelee takes place. Any unit not already engaged in melee may move a maximum of
1" right or left in order to conlront and contact an opposing unit attempiing to bypass or flank
the unit.
Overlap: If one opponent in a melee,has troops on either or both flanks which are not opposed by
any enemy figures, these ligures will be assumed to move into flanking positions after the first
round of melee, thus gaining an additional attack bonus (see hereafter).
Units attacked in the rear do not return attacks for two turns.
Impetus: Figures_ representing a single scale creature and figures formed into open order or a
close formation, but not unorganized units, gain a bonus for moving into melie at least the
dislgnlg of their charge rnovement bonus as an announced charge. (See MELEE BoNUsEs
+ND
PENALTTES)
Removal of Casualties: Figures are marked off as casualties lelt to right, back rank first, in-
cluding rear attacks upon the back rank.
Withdrawal from Melee: Only elite or guard units are able to withdraw lrom melee voluntarily.
All other units must remain until victorious or defeated. Elite and guard units which opt for
withdrawal must make a morale throw, and if they fail, their moralJ automatically dropi one
level. If they succeed, they may move back one-hali move, facing the enemy. In theiormer case
they take normal casualties and return casualties according to their loweimorale level. In the
latter case they inflict 109o normal casualties and receive ione in return. Troops with a base
movement rate at least 50% greater than their opponents can withdraw from melee at will with
no penalty.
other weapons: Troops will all have one weapon plus either sword (pikemen, pole-armed
troops, and missile troops) or dagger. Mounted troops will have their primary weapon plus sword
in most cases. If ligure castings show other weaponJthe casting can tell, if playersio agree.
Special Melee: When two or_more scale single figures of high level are near each other they must
seek out combat amongst themselves rather than with low-level creatures. Such combat then
takes place with the "Alternate combat system" from D & D, with damage by weapon type and
by monster attacks (if applicable) used. Such melees will be fought on a busis of'3 rounds for
every round of scale 1:10 melee. special figures may be withdrawn from melee at any time
desired, but opponent figures are allowed an additional round of attack wherein the withdiawing
figure does not shike back.
i
I
t
t
t 7 18
*
MORALE:
The morale of each figure or unit, excluding single-creafure figures which represent player-
character types or are too unintelligent to reason, must be checked when certain conditiods are
met. These conditions are:
1. Each 10% ol casual ti esl oruni ts
2. EachETo of total hit points for single creatures
3. When attacked in the flank
4. When attacked in the rear TWO checks must be made
5. When surrounded by superior forces (based on point value)
6. When charged by mounted forces if unit is itself unmounted and has lewer than an average
of 2 hit dice per creature, or the proportion of mounted chargers hit dice (including the
mounts) to that of the defender is at least a 2:1 ratio
7. When magically attacked by spells/devices which cause obvious harm other than actual
physical damage
8. When facing a unit in melee which is virtually invulnerable to attack modes available to the
unit in question
9. When unit standard capfured by enemy
10. When army standard in sight is lost to enemy
11. When leader with unit killed
12. When army commander killed
13. Elite/guards withdrawing from melee
14. Mounted troops (other than warg or griflon mounted) staying in melee with unmounted
troops able to return hits
BASIC MORALE SCORES
Note: Elite/Guards bonus also applies to enemy troops of that status if adversely concemed,
i.e. guard unit of enemy disordered within 6" means a *10 bonus.
Additions
Army sub-commander with unit
Army commander with unit
Disordered enemy unit within 6"
Routed enemy unit within 6"
Subtractions
Peasants
Kobolds, goblins or orcs in full daylight
Levied troops
Attacked in flank (first melee round only)
Attacked in rear (first two melee rounds only)
Surrounded
Each 1070 of casulaties sustained
Unit standard lost
Army standard lost
Creature fighting with unit killed
Army sub-commander with unit leaves
Army sub-commander with unit killed
Army commander with unit leaves
Army commander with unit killed
Shaken
Disordered
Routed
Disordered friendly unit within 6"
Routed friendly unit within 6"
10
30
5
+10
Basic Morale Score Required
i
&
D
- 15
10
10
20
15
5
10
20
-lllevel of
the creature
10
20
20
40
10
20
30
{
10
Creaturets
Hit Dice
under I
11
2+-3
3+-4
4+-6
6+-8
8+-10
10+-12
t2+-r4
14* & up
40
45
55
60
65
75
85
90
Scores above the (adjusted) scores required indicate morale failure.
BASIC MORALE
(all cumulative)
Note: Elite/Guard troops bonus applies as penalty, i.e. disordered
friendly
unit of elite troops
within 6" brings 9-10 penalty.
MORALE FAILURE
Whenever a unit fails to make its adiusted morale score it droos one morale level. There are five
morale levels:
Elite - Etite units (including guards or elite guards) which lail to make their morale score are
treated as regular units during the next turn, and any morale checks are made ac-
cordingly. After one turn oI rest the elite status is regained
Regular -
Regular units, and elite units which have dropped a morale level, which lail to make
their morale checks drop to a shaken stafus
Shaken * Shaken troops regain a morale level after one turn of rest provided they make a
morale check and score appropriately OR if they have three full turns of rest. Shaken
troops who lail morale checks drop to a disordered status
Disordered - Disordered troops regain a morale level after one turn oI retreat (move away from
the enemy one full move) followed by three consecutive full turns of rest. If unable to
retreat the troops will stand until able to retreat
Routed
-
Routed troops must immediately make two full moves, including charge bonus
movement, away lrom the enemy, and then rest three consecutive lull turns, after which
their morale level rises to disordered (although no further move need be made) Routed
units which cannot retreat will immediately throw down their arms and surrender.
Notes: Shaken troops cannot change
formation
or
face,
Disordered and routed troops ale unorganized (see MOVEMENT and FORMATION
rules). They cannot changeformation orface.
ADJUSTMENTS TO
Additions
Dwarves or men
Elves
Elite
Guards
Mounted
Medium Cavalry (Human)
Heavy Cavalry (Human)
In lormation
In column formation
Each successful melee lought
Entrenched or f ortilied
Standard with unit
Army standard with unit
Unintelligent friendly creature fighting
with unit against enemy
Intelligent creature fighting with unit
against enemy
10
5
s
5
5
10
q
10
5
5
q
15
*lz/levelol
the creafure
*l/level of
the creature
19
20
If a unit with a morale level drop is joined by an army sub-commander, providing the
sub-commander was not with the unit when its morale level dropped, the unit
automatically goes up one morale level immediately.
If a unit with a morale level drop is joined by the army commander, providing the com-
mander was not with the unit when its morale level dropped, the unit automatically is
restored to its normal level.
Contact with Another Unit: II any unit in disordered or routei morale status moves so as to
come into contact with a friendly/allied unit the following will happen:
1. If the contacted troops are physically outnumbered by two or better to one by the troops
with disordered or routed morale status they will automatically assume the same morale
status as the contacting unit and proceed as that unit does. Exception: Troops with elite
status who make a morale throw are passed through by the poor morale status troops but
are lelt in an unorganized state; guards and elite guards can prevent continued poor
morale as explained in 2. below unless outnumbered by lour or better to one, in which
case they are treated as elite troops as mentioned above.
2. If the contacted troops are physically outnumbered by less than two to one, and they do
not outnumber the contacting unit by two to one, they are allowed a morale throw. If the
contacted troops successfully score their morale total, they stand, and the troops in disor-
dered or routed condition automatically stand where contact occurred. The disordered or
routed troops also automatically go up in morale to shaken stafus, although they must
face the unit they contacted in order to regain morale. Count 6 figures lor every 5 acfual
elite troop figures, count guards as 5 lor every 4 acfual, and count elite guards as 3 for
every 2 actual fi gures.
3. If the contacted unit outnumbers the disordered or routed unit by two or better to 1, they
need not make a morale throw as called lor in 2, above to stop the contacting unit and
raise its morale to shaken stafus. Elite/guard bonuses noted in 2. above are applicable.
Morale Optional: There is a 1 in 6 chance that a shaken unit will fall back (facing the enemy) 3".
There is a 1 in 6 chance that a disordered unit will droo its standard and weapons when
retreating.
SPECIAL UNITS
Commanders: Army sub-commanders and the army commander may be assigned to armies, the
latter in all cases, and the lormer iI the lorces involved warrant. They must be player-characters.
Belore the commencement ol a game players should agree amongst themselves as to the basis for
assigning of sub-commanders. Al1 commanders should be considered as single figures, and if a
guard is desired the commander can be placed in the midst of the stand of guards. Note,
however, if all front rank figures are killed during a single melee round that there is an attack
possible on the commander figure during the next melee round. Of course, the commander unit
is free to leave any melee unless engaged by a similar ligure or some other single powerful
creature,/monster.
Standards: Unit standards must be mounted in the middle oI the lront rank. If there are three
simultaneous figure kills, the standard is lost, and in any event it will lall when the eighth figure
in a standard-size unit is eliminated. Special standards, including the army standard, must be
mounted on separate stands. Sub-commanders may have standards, and the army may have
one; the former is mounted on a stand of four figures, with the standard to the left front, while
the latter is mounted on a stand ol six figures, with the standard in the center. The troops
guarding the standard must be appropriate to the general composition of the entire army.
FORTIFIED POSITIONS
While full-blown sieges are not within the scope of these rules, some battles might involve
strongly fortified positions. The basic system for dealing with such battles is drawn directly from
CHAINMAIL.
I
{
q
*
t
Fortification Defense Values:
Round towers
Basti ons
Gatehouses and square towers
Curtain walls and stone buildings
Ramparts
Wooden structures and heaw Dalisades
Drawbridge
Portcullis
Gates
Large artillery pieces
Small artillery pieces
Attack Values of:
Horn of Blasting
Trebuchet or earth elemental
Large catapult
Small catapult or ent
Ram, pick, or screw
Fireball/lightning bolt
Point Value
40-70
40-50
30-45
25-40
20-30
5- 15
10
15
5
J
t 2
4
J
r/+per
die
t
I
Note: Wood.en structures may be set ablaze by magical
fires
with relative ease.
Covered Rams: Covered war machines enclosing rams, picks or screws can be moved at a rate of
1" for every figure representing ten first-level creatures inside pushing it. Maximum movement
is 4"/turn. They will house a maximum oI eight man-sized figures, or lour ogre-sized figures. If
no less than lour ligures of first-level creatures are available to operate the attack device, it will
do 1 point oI damage per furn, as indicated; however, if four figures with ogre-strength operate
the device it will do double damage. The device must be llush against the construction being at-
tacked in order to do damage. The delenders will permanently disable the device (assume the use
of ram catchers and the like) when it is operating iI they are able to score 76 or higher on a per-
centile dice ro11.
Siege Towers: Siege towers move at a rate of 1" for every two figures representing ten first-level
creatures inside pushing. Maximum movement is 4"/turn. The base will house the same number
of figures as a coveted ram. The drawbridge deck will house a maximum of four man-sized
Iigures (two ogre-sized), and the top deck can accommodate a maximum of two man-sized
figures. A maximum of four figures/turn can climb the ladder, two being able to go to the top,
the other two making it to the drawbridge level.
Ladders: One ligure representing ten first-level creatures is able to carry a ladder at one-half
normal speed. One ligure representing ten second-level creafures could carry the ladder at only
the same speed, assuming the ladder was so constructed as to bear them. Two first-level figures,
or second-level figures, or third level figures or a single fourth-level figure can carry the ladder
forward at normal speed. In no eyent is charge bonus movement possible. Ladders can be
destroyed, but consider that an endless supply is available to the attackers from their base
position. On the lirst turn it is erected, two figures can climb a ladder; thereafter, up to three are
able to climb it. Each figure that reaches the top of the ladder will have to fight any defender
within melee range; and iI there is no defender the figure may then move a maximum of 1" to a
position atop the construction being scaled. If the defenders eliminate the lirst ligure climbing
the ladder there is a 50% chance that they will be able to push the ladder off and over. II.a ladder
is pushed over, the ligure other figures on it take damage: the higher, if applicable, is eliminated
and the lower, or only, takes 10% oI possible hit points and is unable to move next turn.
Movable Mantlets: Movable mantlets are typically small sections of pallisades or hide-covered
wooden frames behind which attackers may move up to defending fortilications, or behirid
which missile troops may make reply to defender missile troops. They are moved 3" for every
22
figure pushing or carrying them, with a maximurn movement of 6"/turn. This rate assumes that
the mantlet is so constructed as to exactly shelter the size of creature moving them, and ad-
justments must be made if this differs. Each mantlet will provide cover lor three figures: one
bowman can fire through a slit without being exposed; additional missile troops firing from
behind the manflet will receive protection equal to one-half cover.
Rocks: Defenders typically have a supply of large rocks and stone pieces on hand to drop upon
attackers. The exact number must be determined by game participants. A rock dropped down a
ladder will inllict 60 points of damage on the first figure climbing. It also has an 8070 chance of
dislodging the figure from the ladder. There is a 40% chance that a second climbing figure will
be dislodged, and a 1070 chance that a third climbing figure will be dislodged. Dislodged figures
take 40% of total possible damage and20To of total possible damage (based on original strength)
and are unable to move on the following furn. Rocks thrown down upon attacking devices do I
point of damage; if hurled by a ligure representing ten lourth-level creatures, darnage is
doubled.
Boiling OiL When poured or otherwise released from above, boiling oil will sweep a path lYz"
wide downwards, to lorm a pool 3" wide by llz" across at the base oI the construction from
which it was poured. The oil will inflict 70 points of damage on any figure in its path or in the
pool (one-tenth damage for figures representing but a single creature. The oil will burn for three
turns, continuing to inflict this amount ol damage on any such figures. If the figures are able to
quench the flames in some manner (being rolled in sand, covered by green hides, submersion in
water, etc.) the damage is halted. Any wooden structure not covered with green hides will burst
into flame when struck by oil. Covered strucfures without peaked roofs must be abandoned next
turn, peaked-roof structures must be abandoned in three furns. The wooden construction will
burn for three furns (live with regard to peaked-roof ones) and are then removed as destroyed.
Structures covered with green hides have only a 2070 chance of being set afire, and iI they are set
afire they are treated as peak-rooled ones.
Note: Figures actively defending
fortifications
- such as operating a ram-catcher, d.ropping
rocks, or pouring oil are able to claim only one-half protection at best with regard to
missile and. melee attacks.
Breeches: Whenever attacking devices destroy a section of a fortification, a breech is
caused - the size oI which is equal to the general width of a construction such as a
tower, gate, etc., or not less than 4" in a curtain wall. Attackers move through such
openings at rough terrain movement restrictions. Delenders can block a breech with
abatis in three turns, providing that there is one figure of firstlevel creafures per inch of
breech to perform the operation. Abatis of this sort acts as movable mantlets with
regard to protection and its defensive value. Such abatis can be rebuilt in the same
manner it was placed if it is destroyed. Attackers may destroy it by various means as
noted above, as well as by hand in the same method it was placed, providing the ligures
removing (destroying) the abatis are not meleed.
MISSILE FIRE ADJUSTMENTS
Additions
Target is live or more ranks deep or large
Magic bow, per scale bow, per **
Magic arrow/bolt, per scale missile, per **
Subtractions
Target is three ranks deep*
Target is two ranks deep*
Target is one rank deep or in open order
Target is single creature, very large*
Target is single creature, large*
Target is single creature, about man-sized
Cover equal to archer slit
Cover about through chest*
Cover about to waist, or woods (within 1" of edge)*
Light brush covering target*
Obscured or hidden
*Does
not apply to artillery
+ 2Mo
5%
5%
lWo
2Wo
30%
5070
TOVo
9Wo
9Wo
5070
3Wo
20%
fire not possible
Adj usl armor cl ass of defender downward by I l evel at medi um range, by 2 l evel s at short range.
AII l ong and medi um ranges base damage i s 1-3
for
al l except heavy crossbow mi ssi l es.
MELEE BONUSES AND PENALTIES
Bonuses
Chargi ng (1 st round onl y)
Fl anki ng (1st round onl y)
Attacki ng uni t i n formati on evol uti on
Rear Attack (1st round onl y)
Attacki ng down a gentl e sl ope
El i te or Guards
El i te Guards
Penal ti es
Fati gued
Open Order
Unorgani zed
Shaken
Di sordered
Routed
Defender behi nd l ow wal l or abati s
Defender behi nd cover about chest-hi gh
Kobol ds, Gobl i ns, Orcs i n ful 1 dayl i ght
Peasants
Levi es or Kobol ds, Gobl i ns, Orcs i n near ful l dayl i ghl
+20%
20%
30%
40%
20%
10%
20%
- 20%
10%
30%
40%
60To
80%
30%
50%
30%
20%
7OVo
FOR MAGICAL WEAPON BONUSES ADD 1 POINT OF DAMAGE/ATTACK FOR EACH
+I . THUS. A DAGGER +2 VERSUS ORCS I N THE HANDS OF A l ot h LEVEL FI GHTER
DOES 2.5 * 2 x 10 (his level) :
45 POINTS OF DAMAGE VERSUS ORCS. IF AGAINST
SINGLE OPPONENTS THE BONUS IS NOT MULTIPLIED BY LEVEL.
COMBAT TABLE
HUMAN-TYPE ATTACKING
Poi nts of Damage Per Scal e 1: l 0 Fi gure
WEAPONSDOI NG I - 3/ I - 6 POI NTSDAMAGE
Level of Attacker
9876
Defender Armor Cl ass
s43210- 1
1
0 10/ 18 9/ t 6 8/ t 4 7 l r2 6/ 11 5/ 9 4/ 7 3/ 5 2/ 4 l / 2
**ali;;
4- 6 13/ 23 12/ 21 1l / 19 10/ 18 9/ 16 8/ 14 7/ r2 6/ 11 5/ 9 4/ 7 3/ 5 2/ 4
7-9 16/ 28 15/ 26 14/ 25 13/ 23 12/ 21 l l / 19 l 0/ r8 9/ 16 8/ 14 7/ r2 6/ 11 5/ 9
13-15 20/ 35 19/ 33 t 8/ 32 17/ 30 16/ 28 15/ 26 14/ 25 13/ 23 12/ 21 l 1/ r8 10/ 18 9/ 16
16-18 20/35 20/35 20/35 20/35 19/33 t8/32 17/30 16/28 15/26 14/25 13/23 12/21
i,*
23 24
7- 9 36/52 34/49 32/46 29/42 27/39 25/36 23/33 20/29 18/26 t6/23 14/20 ll/16
10-12 41/59 39/55 36/s2 34/49 32/46 29/42 27/39 25/36 23/33 20/29 18/26 16/23
16-18 45/65 45/65 45/65 45/65 43/62 41/59 39/55 36/52 34/49 32/46 29/42 27/39
19&+ 45/65 45/65 45/65 45/65 45/65 43/62 4t/59 39/55 36/52 34/49 32/46 29/42
0 Level is normal man-type (i.e., I die or less, and not able to progress upwards in levels.)
For armor classes better than shown, deduct 5% of hit points scored per armor class.
COMBAT TABLE
MoNsrER ATTACKING
Points of Damage Per scale l:10 Figure
WEAPONSDOI NG 1. 3/ I . 6 POI NTS DAMAGE
Points of Darnage
wEApoNs DorNG 1-10(3-8)/2-12
ponrrs
DAMAGE
Monster
Defender Armor Class
Hi t Di ce
9876543210
tol 30/35 27/32 24/28 21/25 18/21 15/18 1l /r4 8/rr 6/7 3/4
1+ 1 33/39 30/35 2'l/32 24/28 21/25 18/2t l5/t8 rl/r4 8/rr 6/7 3/4
$t,
3+- 4 41/49 39/46 36/42 33/39 30/35 27/32 24/28 2t/25 t8/21 15/18 tt/14 8/tr
4+- 6 44/53 41/49 39/46 36/42 33/39 30/35 27/32 24/28 2t/25 r8/2t 15/18 t1/14
s$
8+-10 50/60 47/56 44/53 41/49 39/46 36/42 33/39 30/35 27/32 24/28 2t/25 18/21
ro+-r2 52/63 50/60 47/56 44/53 4t/49 39/46 36/42 33/39 30/35 27/32 24/28 2t/25
*i
14+&+ 55/70 54/67 52/63 50/60 47/56 44/53 4r/49 39/46 36/42 33/39 30/35 27/32
For Armor Cl asses better than shown, deduct 5% of hi t poi nts scored per armor cl ass.
Note: Damage i ndi cated assumes 1:10 scal e
fi gure
to represent 10 men. In event of casual ti es;
i.e.,
figure
is actually worth only 6 men, assess 6095 of casualty damage indicated.
ARTILLERY MISSILE FIRE TABLE
Armor Class of Target
Points of Damage
wEApoNs DOING l-E(2-71/l-12(4-91
porNrs
DAMAGE
Level of Attacker Defender Armor Class
98765432 -1
0 23/33 20/29 18/26 16/23
1- 3 25/36 23/33 20/29 18/26
14/20 rr/16 9/r3 7/r0
16/23 14/20 1!/16 9/r3
5/7 2/3
7 / t o 5/ 7 2/ 3
- L
Monster
IIit Dice
9876
Defender Armor Class
5432 - 1
0 r0l 18 9/ t 6 8/ 14 7/ 12 6/ 11 5/ 9 4/ 7
1- +1 l t / t g t 0/ t 8 9/ 16 8/ 14 7/ 12 6/ 11 5/ 9
3/5 2/4 r/2
4/7 3/5 2/4 l/2
3+-4 14/ 25 13/ 23 t 2/ 21 1t / r9 t 0/ 18 9/ 16
4+-6 t5/26 t4/25 t3/23 12/21 ll/19 10/18
8/ 14 7/ r2 6/ t t 5/ 9 4/ 7 3/ 5
9/ 16 8/ 14 7/ t 2 6/ Lt 5/ 9 4/ 7
BALLISTA 9
Size oI Target
Man 9
Larger 15
STONE
CASTERS
Smal l Catapul t
Large Catapul t
Trebuchet
Artillery vs. Artillery
Attacker i s:
Li ght Catapul t
Heary Catapult
Trebuchet
Target About -
87
87
t 4 13
-) - l
8+-10 17/30 16/28 15/26 14/25
10+-12 18/ 32 17/ 30 16/ 28 15/ 26
t 2/ 2t t t / 19 10/ 18 9/ t 6 8/ 14 7/ r2
13/ 23 t 2/ 21 t t / 19 t 0/ 18 9/ 16 8/ 14
t 3/ 23
14/25
6/ t l
712
. t zl -
764321
Larger
15
20
25
654
12109
r4+&+ 20/35 19/33 t8/30 17/28 16/26 rs/2s 14/23 r3/2r 12/19 rr/r8 10/L6 9/r4
Man-si zed
30
40
50
7o chance to destroy
Lt. Cat. Hv. Cat. Trebuchet
50% 40% 30To
60% 50% 40%
80% 60% 50%
26
If target is within range and arc of fire the indicated number of points oI damage are scored
upon i t. Above numbers are hi t poi nts scored.
CASUALTY ADJUSTMENT (OPTIONAL):
As the dillerence in level (or hit dice with regard to monsters) will also aflect the variability of hit
points eliminated as shown on the COMBAT TABLES, the CASUALTY ADJUSTMENT
reflects not only a probability variance but also the same variance expanded to show the ellect of
the diflerence in levels.
Determine CASUALTY ADJUSTMENT prior to using the COMBAT TABLES.
Difference
in Level/
Hit Dice | 2
-9&l ess -30% -20%
-8, -7 -2Wo -20To
-6, -5 -l0To -70%
-4, -3 -r0% -ro%
-2, -l -l0Yo -l0Yo
0 -10% 0
+\+2 -r0% 0
+3, +4 -l0To 0
+5, +6
Die
3456
-20Yo -r0% -10% 0
-l0Vo -10% 0 0
- r 0%000
-l0To 0 0 +10%
000+10%
000+10%
0 0 +10% +10%
0 +10% +10% +10%
+7, +8
f 9&up
0 0 0 +10% +10% +20%
0 0 +10% +10% *207o +20%
0 +10% +20% +20% +30% +30%
Monsters
Hit Dice
APPENDIX A
VARIABLE DAMAGE & WEAPON DAMAGE
For those who wish to add the additional lactors of damage by weapon type (with or without ad-
justment for type of armor being attacked) and monster type (including number of attacks by
monster) a table showing average damage (Average Damage Matrix) times ten in five percent in-
crements by progressively greater average damage amounts is given. Note that the various
average damage amounts correspond to the numerous varying damage amounts stated in the
D&D game system. Also included is a table showing the base probability by weapon type to score
damage on various types of armor (Weapon Type/Damage Matrix).
In order to compute damage by attackers with a higher level (or greater number of hit dice) sim-
ply use the factors given below. The probability oI striking an armor class better than the best
shown is minus live percent per class; thus the probability oI striking -3 armor class is 95% of the
probability of striking -2 armor class.
Adjustments for Higher Level/Hit Dice
,l
Multiply number by 100%* the 7o shown above
cumulative.
1+1. . . . . . +5%
2- 3. . . . . . . . 5%
l+-r' (07^
4+- 6. . . . . . 10%
6+- 8. . . . . . 5Yo
8+- 10. . . . . . SVo
t 0+- 12. . . . . . s%
r 2+- r 4. . . . . . s%
14*&up . . . . 5To
to determine damage. Note percentages are
l-, tclYr
'vli;;
27 28
Average Damage Matrix
If not used i n conj uncti on wi th Weapon Type/Damage Matri x, use Base 9o to hi t fi gures. Ex; i f
i gnori ng weapon type vs. armor cl ass modi fi cati ons, a sword ( I -8 pts) woul d have a 30o/o base per-
centage to stri ke armor cl ass 5 targets. Go down l el t si de of Average Damage Matri x to 30, then
cross over to 1-8 col umn, and you fi nd that 14 pts of damage are i nfl i cted. 30% base percentage
was deri ved from top l i ne of Weapon Type/Damage Matri x (Base % to hi ts). 14 pts are i nfl i cted
per 10 actual men, or 1 scal e casti ng.
' Ihi s
assumes no casual ty adj usl ments.
Poi nts of Damage per Weapon or Monster Attack Type
1- 3 t - 4 2- 5 1- 8 2- 8 1- 10 r - 12 2. r 2 3- 12 2. 16 4- 16 3- r 8 2- 20 5- 20 2- 24 3- 24
1- 6 4- 10
4-24 6-24 3-30 5-40 7-42
22.5 24.5
11 72
23 25
34 37
45 49
56 61
6&' ' : 74
79 86
90 98
101 r 10
113 123
724 135
135 147
146 159
158 172
169 184
180 196
191 208
2A3 .221
2r4 233
225 245
30
9-s6 s-60
3' 1,s' 3?.5
16 16
32 33
t 47
49
63 65
79 81
gs
s8
110 t t 4
126 130
L42 746
158 163
t73 179
189 195
205 217
227 228
236 ,, 244
252 260
268 276
284 293
299 309
315 325
10-40 4-48 6-48 5-50 8-48 12-48
7l-44
25 26 2' t 27.5 28 30
13 13 l 4 t 4 14 l 5
25 26 27 28 28 30
38 39 4t 41 42 45
s0 52 54 55 56 b0
b3 65 68 os 70 75
75 78 8l 83 84 90
88 91 95 96 96 105
100 t 04 108 I t 0 112 120
l 13 1t7 t22 124 126 135
125 130 135 138 140 150
138 143 l 4q 15t t 54 l bs
150 156 162 165 168 180
163 169 t 76 t 79 182 195
175 182 189 193 196 210
188 195 203 206 210 225
200 208 216 220 224 240
213 22t 230 234 238 255
22s 234 243 248 252 270
238 247 251 26t 266 285
250 260 270 275 280 300
7-28 4-32 8-32 3-36 6"36 4-40
5-30
17. 5 l 8 20 19. 5 2t 22
s 9 l 0 l 0 i l l l
18 18 20 20 21 22
2b 21 30 29 32 33
35 Jb 40 39 42 44
44 45 50 49 53 55
53 54 60 59 63 66
6t 63 70 68 74 77
70 72 80 78 84 88
' 7s
81 90 88 95 9s
88 90 100 c8 105 | l0
96 99 I l0 t0' 1 l16 l2l
r05 108 120 t rz t }b 132
f i 4 n7 130 127. 13"t t 43
123 t26 140 t37 141 154
131 135 150 146 158 165
140 144 l bO l 5b 168 l 7b
l 4q 153 170 l 6b 179 187
158 162 t 80 176 189 198
166 171 190 185 200 2og
175 180 200 195 210 220
Average
Damage
16. 5
8
' 11
')(
.).)
4l
50
14 15
78
t 4 15
21 23
28 30
35 38
42 45
49 43
s6 60
63 68
70 75
77 83
84 90
91 98
98 105
105
113
1t2
t20
119
128
126
135
r33
143
140
150
58
66
74
83
9l
, 99
r07
116
.124
132
140
t4q
157
165
65
70
80
85
% CHANCE TO HIT AT LEVEL O*
WEAPON TYPE/DAMAGE MATRIX
WEAPON TYPE
Base 7o to hit
ARMOR
CTASS
ARMOR CLASS
-2 - l
-5
r0 l 5 20
Weapon Type/Damage Matrix
Ex: 23 axe-wi el di ng men attack
a band oI orcs in ciass 7 armor.
Modi fi ed % to hi t, Ior an axe vs.
a.c. 7, i s 40To l or l evel O men.
Go to Average Damage Matrix
to 40Vo; cross over to 1-8
col umn, and you l i nd that 18
pts. are i nfl i cted per l 0 men. In
this case then, the orcs sulfer 42
pt s. ( 18 * 18 + ( . 3 x 19: 5. 4,
r ounded up
:
b pt s) . Agai n,
thi s assumes no adj ustments.
Had the men been chargi ng, for
i nstance, they woul d do an ad-
di ti onal 20% damage; i .e., an
addi ti onal 8.4 rounded up to 9
pts.
*
or monster with I or less
hit die
**
when used two-handed;
otherwise treat as sword
+*:k
II hammer-backed add 5%
vs. armor cl asses 3, 2 and 1.
t Includes bec du Corbin
ffi
Mace
Hammer
Mi l i t ar y Pi ck
Bat t l e Axe
Bast ar d Suor d** 55
Fl ai l 5-5
Gui sarme
Fouchard
Gui sarme-Voul ge
Bi l l -Gui sarme
Spetum
Ranseur
Hal ber d
Pi ke
s0 45 40
50 45 40
50 4s 40
50 45 40
35 30 25
3s 35 25
35 35 35
35 35 3i)
45
55
35
45
15
15
25
25
15
35
20
20
25
30
15
20
15
15
10
15
15
20
15
10
I J
I J
25
35
30
30
20
q
5
I 5
I J
5
25
10
I J
25
5
10
5
5
5
5
10
5
5
5
20
25
20
20
r5
5
1<
10
15
10
5
5
5
(
10
10
I J
10
10
20
I U
10
20
0
:
-
-
s0 45 40 40 35
50 45 40 40 30
i,
Voulse 50 45 40 40 35 30
50
60
25
25
30
35
40 45
40
60
55
65
60
30
30
40
35
50
45
55
50
- f uo- hand
Su' or d 60 55 50 45 45 40
ffi iffi,frffi
qW###,$$itrf$ffi
H#iffifitr8ffi #,*i'#ffi ffijflS[$#ffi ffi ffi ffi ffi ffi ffi ffi ffiffi ffi ffi ii$
50 45 40 35 30 25
30 15
55
,+s 40 40 40
20
20
35
45
40
50 35
15
tn
15
15
10
:
10
5
Quar t er st af f
55 50
Sl i ng ( Bul l et )
Shor t Sel f Bou
65/ 55/ 45
60/55/50
60/50/40
55/ 50/ 45
55/ 45/ 35
50/ 45/ 40
45/ 35/ 25
40/ 35/ 30
40/ 30i 20
40, ' 30/ 25
.+0i
35/30
30/20/ 1 0
25/ 20/ t 5
65/60/5-s
65/60/55
60/5s/50
60/-s5/50
5s/50/45
55/50/45
50/ 40/ 35
50/45/.+0
25/ 20/ 15
25/ 25, / 15
15
5
q-
Long cor nposi t e bou
Heavy cr ossbol 70/ b5/ 60 65/ 55/ 50 60/ 50/ 4-s 50/ 10/ 35' 15/ 3-s/ 30 35/ 25/ 20
Hur l cd Axc 45 40 40 30 20 10
Hffi#{ffii .{ffiffi
Hur l ed Spear
J avel i n
*
or monst er * i t h 1 or l ess hi t cl i e
**
uhen used t wo- handed: ol her ui se t r eat as suor d
***
Jf hant mer - hackeci add 5' ! i , r ' s. ar nl t l r cl asses 3' 2 and 1
t I ncl udes bec du Cor bi n
+-) 40 35 35 20 10
50, / 40130 40/ 30, , 20 40, / : 10"20 30/ 20110 20/ 101- 10/ 5/ 0
31
32
APPENDIX B
SUGGESTED POINTVALUES
II some prior determination of opposing forces has not been made, it is possible to select such
Iorces by point values, although some arbitration may well be necessary due to the highly
variable nature of swords & sorcery potentials. All values are based on a 1:10 ratio, and should
be adjusted by that factor for single figures. A11 points are cumulative.
Although it takes a considerable amount of time to select armies by the point value method, it is
suggested that this method be used if a neutral third party is not available to design a balanced
game setting. A small game will require about 10,000 points. An example of opposing forces
selected by point value is given hereafter.
Troop Values
Peasants
Levies, Kobolds, Goblins,
or Orcs
Regulars
Guards
Elites or Elves
Per Hit Point
Weapon Values
Sl i ng
Short Self Bow
Long SelI Bow
Short Comp. Bow
Long Comp. Bow
Lt. Crossbow
Hv. Crossbow
Ballista*
Lt. Catapult*
Hv. Catapult*
Trebuchet*
Weapon over 9' length,
or oversized weapon
Armor Values
-20 9
- 10 8
07
+10 6
+10 5
+1 4
3
+30
+20
+40
+30
+40
+20
+20
+5
+8
+10
+12
+10
*
based on a 1:1 rati o onl y
**
add50% of hi t poi ntval ue
{'**
add 75% of hit point value per usage, if unlimited add 30070 value
****
addl 0poi nt sper spel l l evel per spel l per scal ecr eat ur e, i . e. asi ngl emagi cuser wi t hbut a
first level spell is worth but an additional 10 points.
"gttAR6g
qr
34
EXAMPLE OF ARMY SETECTION
BY POINT VALUE
FORCES OF THE WIZARD:
Unit
40 (400) pikemen
(armor cl ass 3)
6 (60) elite guard
i nfantry (1st l evel ,
armor cl ass 2)
Army standard
Lord(sub-CO 10th
l evel , *5 sword, *2
armor & shield)
20 (200) crossbowmen
(armor cl ass 5, hal f
have heavy crossbows)
30 (300) elven spearmen
(armor cl ass 4, 12'
ash spears)
The Wi zard (*1 ri ng
of protection)
5 (50) uni corn/1st
level warrior maiden
cavalry (riders have
armor cl asi 4, l ances)
3 bal l i stas
3 (30) crewmen
2 treants
30 (300) battleaxe
man (armor cl ass 2)
Swashbuckl er (avel i n
ofl i ghtni ng(two), * 1
armor & shield)
Swashbuckl er (sub-CO
magi c bow *1, 10 magi c
arrows, *1 armor &
shield)
Troop Armor
Value Value
1400 2000
206
Weapon Special
Value Value TOTAL
400 3,800
406
1.700
2,850
742
2, 675
2,850
229
354
300 360
150
per additional class
Ring of Protection,
per +1*
Special
Magical Weaponry*
per + of hitting
Magical Missiles
per + of hitting
Regenerating
Breath Weapon
Spell Ability
Flying*
Other Special*
Unit Standard
Army Standard
Army Sub-Commander
Army Commander
(CO)
Per level above ? or die
above 1*1 hit dice
0
+10
+20
+30
+40
+50
+60
+50
+50
+100
+50
*rs
***
*:$ * *.
+25
*10 & up
+10
+50
+50
+100
+50
600
1200
49
300
900/ 300/
225 200
15
195
186
105 90
72 t 2
1050
ZJ
LJ
16.862
FORCES OF THE EVIL HIGH PRIEST:
rI]
z
E
E
a
a
Unit
20 (200) wolf/goblin
cavalry (wolves are
armor class 6, 2 dice)
6 manticores
4 (210) ogres
The Evil High Priest
(CO, 12th level, with
*3 mace, *1 armor &
shield)
6 (60) hobgoblins
(elite guards with
9' * pol e arms)
Army standard
80 (800) orcs (armor
cl ass 4)
Necromancer (sub-CQ
with displacer cloak)
30 (300) orcs with
short self bows
(armor cl ass 5)
1 f i r c oi anf <
Troop Armor
Value Value
160
Special
Value
450
40 800
1600+ 200+
700 400
168 24
760 r20
Weapon
Value TOTAL
2,gffi
642
r,720
1,040
870
50
6.000
604
2,550
498
7
E
a
2 t-'--------- >
s l -
- l
L
'
j - ol i
- 1-
ol
?
-
l - . al
qi
-
l - - l 3
r l r ol E
-
l - ol R
- {- - l
x
l ool & d
I t < 11
l - - l * xE
>t qEr
E3q
21e9
{C. {_' I EHFFi
: {-1.
i ol i Ol e
&|
Jl r ol X 5
_1r el aZF9
b! *i l ! E
z
6E
Er t
xi
z-
<l
a2
EF
e'
30
450
- l
,
eE
z2
9Z
z?.
PY
324 159
t6.874
t r
(\
,t>
n- Q
PSr
V^" n
n^>
\41)
U
^6
nE
t^- 3
i
36
-
APPENDIX C
EXAMPLE OF GAME PLAY
The map shows the forces listed in the EXAMPLE OF ARMY SELECTION BY POINT
VALUE. It assumes that the Wizard's army has elected to remain relatively stationary and par-
tiallv concealed. while the lorces of the EHP have opted to advance. Movement this turn was:
Side A: (Wizard): Battleaxemen advance 7z move, no fire
Side ts: All troops advance full move except:
- woll/goblin cavalry led by manticores moves % only
- Necromancer moves % only
- orc archers move in unorganized formation, taking charge bonus movement
in order to gain hill position, no fire
Elven spearmen advance from woods lz move and battleaxemen advance lz
move. no fire
The Wizard hopes to deceive the enemy into making two errors:
believe the main attack will be from the Wizard's right flank where the
axemen, high-level fighters, treants and ballistas seemingly pose a threat; and
use the strong mass ol orcish spearmen in the center, supported by the ogre
guards and the EHP personally, to strike the apparently weak elven unit in the
center.
Note that the giants will be withheld if the EHP believes that the enemy right is the attacking
arm of the Wizard's army, and a plan to strike the center would be a very ef{ective counter-
measure if this were so.
The pikemen on the left ol the Wizard's array cannot easily shift to support the center, due to the
intervening brush. The warg/goblin cavalry would pose an immediate threat to the flank of any
such move, in addition. Meanwlile, the manticores could easily move to support a center attack,
while still threatening the pikes. The manticores and the crossbowmen would, at worst,
neutralize each other. The ogres would gain the flank of the elves when they were locked in com-
bat with the orcs, and roll up the whole unit. When this happened the Wizard's forces would be
cut in two and ripe for defeat in detail, If, as the orcs advanced, the axemen were moved so as to
threaten the flank of the orcish advance, the lormer would be exposing its own flank to
devastating missile attack lrom the orc bowmen and lire giants, not to mention the necromancer,
and they would also screen the fire of their own ballistas. The Evil High Priest finds that this is
the plan he will follow.
Next turn he will send his right llank cavalry forward slowly, the manticores will move full to
engage the crossbowmen, while the orcish spearmen along with his ogres move towards the elves
(probably with little harassing fire from the crossbows), and tbe archers and giants will begin
missile attacks against the enemy right (where he imagines more ents and supposes that the
single-Iigure lighters are probably at least 10th level). The EHP will move with his guards, for the
necromancer will engage the Wizard in a long-range duel. End turn fire now takes place, and
therealter the next turn will begin, for there will fe
no melees to conduct.
Si de A:
1.
2.
Fire:
SI DE A
*
l . Wi zard casts con-
tinual light spell
to maximum range in air
straight toward enemy
center
2. Ballistas fire at
fire giants on hill
crest
3. Heavy crossbows fire at
orc spearmen
4. Light crossbows lire at
ogres
SI DE B
_
1. Necromancercasts
cl oud ki l l at 1" to
his right front
I
i
I
I
I
I
t
q.
37
38
Recults of Fire and Commentary:
SIDE A: The light spell (1.) was cast to counter the darkness of the day, as well as to convince the
enemy that an attack in the center was most leared. Ballista fire at the giants scores 9
points of damage on each fire giant. The heavy crossbows firing into the orcs score 120%
oI damage on atmor class 5 targets, for the nearest corners of the two units are just under
16" (medi um range) - damage scored: 110 * 22 (2Wo): 132, and 2 orc l i gures are
marked dead, with 42 points noted as additional casualties, and when 3 more points of
damage are scored another ligure will have to be removed. The light crossbows firing at
ogres are at long range, and the 20% addition for the ogres being "large" is coun-
terbalanced by the ogres being in only two ranks, so the fire scores 10070 damage vs. ar-
mor class 5 targets, or 60 points. This damage is noted on the record of the unit ol ogres,
as sufficient hits to remove a figure were not scored.
Note that neither the orcs nor the ogres took casualties equal to 10% Irom missile fire, so
morale need not be checked.
SIDE B: The necromancer's spell was the only missile/spell/breath attack which could be made
by the EHP's advancing army. The cloud kill was selected because it had several apparent
advantages considering the plan ol attack: the spell could wipe out the ten figures on the
right wing of the elven spearmen unit, as well as the left-most ballista crew, unless
something is done to counter it, and retreat seemed unlikely in the position held by the
Wizard's host; this strongly suggests that the Wizard will have to attempt to dispel the
cloud kill next furn, allowing the necromancer to use some more violent attack mode,
while his commander advances unhindered, and the attention of the Wizard is again
lixed on the wrong place.
During the next two furns the Wizard's forces completely surprise the EHP. The orc archers fire,
putting a few hits on the axemen, the giants advance to get in range of the ballistas to hurl rocks
at them, the center orcs continue their advance, as do the hobgoblins and ogres (with the EHP),
the manticores take to the air aiming at the light crossbow unit, while the woll/goblin cavalry
move ahead. The Wizard's array doesn't perform as expected: The crossborvmen and the elves
do an about face; and at the mid-point oI their facing the orcs again score a few hits while the
giants loose their rocks at the ballista, and the Necromancer tosses a fire ball into the midst of
the elves. No morale throws are necessatT, despite a Iair number oI hits being scored on both
units now. Also at the mid-point of the furn, the manticores loosed 36 missiles at the crossbow-
men at medium range. The pikes advance towards the warg cavalry, while the guard unit with
the standard and the lord move obliquely to interpose themselves between the manticores and
the crossbowmen. The axe unit and elves move away frorn the enemy, the latter nearly vanishing
lrom sight amidst the trees. The pikemen continue their slow progress ahead. Puzzled but
determined, the EHP decides to adhere to his plan, and all of his forces continue to move
forward also, save the orc archers and the giants.
At the beginning of the following turn the EHP is surprised to see a lire ball crashing into the
ranks ol the hobgoblins, for the deceptive fellow has entirely ignored the cloud kill
*
his elves
are disappearing amongst the trees which will break up the deadly fumes in any event. The
hobgoblins take over 20% casualties, but their morale remains good. All of the Wizard's forces
remain standing, save the elves who now completely disappear. The axemen are again facing
about towards the orcish bowmen. "Onwards!" urges the EHP, and his troops respond. The orc
bowmen move up one-half move in order to bring the axemen in range once again, the giants
hurl rocks at the two surviving ballista at the mid-turn fire break in order to completely silence
them. The orc center presses ahead. The manticores lall upon the standardbearers, and only the
wolves do not go forward. The EHP himself, along with his ogre guards, also stand in order to
allow the anti-cleric to conjure up an insect plague upon the enemy so as to drive it into con-
Iusion and rout.
The axemen stand the fire. The elves, unbeknownst to the enemy, have turned towards the front
once again, alter moving but one-quarter movement into the woods. The heavy crossbows are
still being reloaded, and the lights have no target, for they cannot fire until the end of the turn.
By that time the pikes have charged ahead into melee with the wolves, and the melee of manti-
cores and their lellows prevents fire into the ranks oI the ogres. At end-turn fire the necromancer
hurls a fire ball at the treants, and when the EHP reconsiders, he throws a hold person at the
Wizard. This attack is answered bv a fire ball lrom the Wizard which strikes the EHP's own
guard.
Next turn tells the tale, for during its course the wings remain about as they were, but in the cen-
ter the elves come lorth in echelon to meet the orcs (the cloud kill rolling over the ballista, but
then dispersing in the woods), and the unicorn cavalry suddenly app"u., i1 the rear of the ogre
unit, charging into attack from this position. None oI the EHP'slorces can immediately he1p,
although the necromancer and the giants then move towards the fray. Melee there goes as
Iol l ows:
Both moral e checks i ndi cate the ogres' moral e i s good. The chargi ng uni corns, pl us l ances do:
35/23 per fi gure, or 175 * 115
:
290 X 160%
:
464 poi nts of damage! The two rearmost l i gures
of ogres are slain, and they cannot return the attack this furn or next. Knowing that his fate is
seal ed i I he remai ns, the EHP uses a word oI recal l spel l .
Some confused l i ghti ng remai ns, but as word of what happened spreads, the EHP' s forces break
off the battle and flee. The immobile figure of their leader, staunchly braving the worst the
enemy can throw at hi m i nspi res the Wi zard' s forces to great bravery, and they i nfl i ct many
casualties upon the retreating enemy before the latter manage to escape.
UNIT INFORMATION SHEET
UNI T COMPOSI TI ON:
Type of Creatures
Total Number oI Stands
Total Number oI Fi sures
HIT POINTS PER FIGURE
DAMAGETAKEN
Armor Cl ass
Ave. (Weapon) Damage
Ave. Hi t Poi nts
UNIT TOTAL HIT POINTS
MORALECHECKS _
Morale Base
Modified by:
Turn Modifiers
Other
(reason)
Checks
r0%
20%
25%
30To
40%
50%
60%
70%
(7s%)
80%
90%
CURRENTMORALE STATUS
Turn & Level
39
40
l --
MOVEMENT
Troop Type z
Fl \
( aZ
14
48
510
5 t 0
612
714
612
610
8 16
Mare/
Line Column
Unorganlzed
or Open Order
Charge
Bonuc
E
MISSILE FIRE
E
t!
F
MI SSI LE WEAPON TYPE
A
Spear , Axe, Hammer 1
Javel i n 2
Sl i ng St one 2
Sl i ng Bul l et 2
Shor t Sel f Bow 3
Shor t Composi t e Bow 3
Longbow 3
Large Com.posi te Bow 3
Li ght Crossbow 1
Heavy Crossbow
1/z
Bal l i sta
,A
Li ght Catapul t
,/t
Heavy Catapul t
t/q
Trebuchet
t/a
FI RE RATE
t/z/Tutn
Fi r e ( st and)
rel oad (stand)
1 /Turn
fi re & move
% wi thout
rel oadi ng or
vi ce versa
fi re & re-
l oad or vi ce
VCI SA
RANGE
2/Turn
mover/z &
fi re or vi ce
versa
fi re (stand)
& fi re (end
turn fi re)
3/ Tur n
move ful l &
fi re or vi ce
VEI SA
fi re, move
t/2,
& tire
move
12,
fi re,
( st and %) &
fi re
f i r e ( st and
t/z),
tire
( st and %) , &
fi re
9-
912
153
153
3
8
t 2
l 6
l . )
l 8
27
11
16
24
0-30
15- 30
1 8-36
24-48
912
t 22
153
Hv.Armor 6 8 9 2
Lizard Men 6 - X24\ 2
Cavalry
Heavy
JrEEE Ar UuEry
(
) Swimming Speeds
I J
Speed if drawn by draft animals
SAVING THROWS
24
ffi
18
18
3t6l
2l
*#
15
15
18
ffi
t 2
L2
Class &
Level
Fi ghti ng-Men
Magi c-User
Cleric
Fi ghter
Magi c User
Cleric
Fi ghter
Magi c-User
Cleric
Fighter
Magi c-User
Cleric
Fighter
Baltista,
Catapult,
Trebuchet,
Death Ray,
or Poison
1- 3 12
1- 5 13
t - 4 11
4-6 10
6- 10 11
5-8 9
7-9 8
11- 15 8
9-12 6
10- 12 6
16+ 5
I J-T J
13+ 4
Al l Wands-
Including
Polymorph or
Paralization Stone
13 t 4
t 4 13
12 t 4
11 12
t 2 11
10 12
910
98
79
78
65
) /
55
Arti l l ery vs. Arti l l ery
At t acker i s:
Li ght Cat apul t
Heavy Cat apul t
Tr ebuchet
Dragon
Breath
l 5
16
16
l 3
t 4
t 4
l 0
11
l l
8
8
8
5
Staves &
Spells
16
15
15
t 4
12
t 2
12
8
9
10
3
7
8
Lt. Cat,
7o chance to destroy
Hv. Cat. Trebuchet
40%
50c/o
60%
50%
60%
80%
30%
40%
50%
Kot ol ds4- 82
Orcs 123
Hobgobl i ns6- 123
iffiSffi1i+'s;F*+'lh-:!1;:l::,."*1 lt"t**'ffi$* r*,i#i*r{*i
Halflings 123
Gnomes4- 82
Fairies
Elves
Men
i
Hv. Armor 7 l0
Siege Artillery
4l 42
MISSILE FIRE ADJUSTMENTS
Additlons
Target is five or more ranks deep or large
Magic bow, per scale bow, per **
Magic arrow/bolt, per scale missile, per **
Subtractions
Target is three ranks deep*
Target is two ranks deep*
Target is one rank deep or in open order
Target is single creature, very large*
Target is single creature, large*
Target is single creature, about man-sized
Cover equal to archer slit
Cover about through chest*
Cover about to waist, or woods (within 1" of edge)*
Light brush covering target*
Obscured or hidden
*Does
not apply to artillery
Notes
+ 2Wo
5To
5To
lWo
ZWo
3OVo
5Wo
7Wo
9Mo
9Wo
5070
3Wo
2Wo
fire not possible
Notes
44
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DUNGEONS & DRAGONS collector's Edltton
- The original game ol swords and sorcery role-playing with
paper and pencil, in its original format. This is the game that started it .i{! Three booklets, boxed
DUNGEONS & DRAGONS Character Record Sheet Pad - A useful playing aid for D & D to record the details
ol a variety of game characteG
GREYHAWK- Supplement I toD & D
BLACKMOOR
-
Supplement II to D & D
ELDRITCII WIZARDRY
- Supplement UI to D & D
GODS' DEW.GODS & IIEROES - A supplement to the D & D system to integrate nythological beings into
standard play
SWORDS & SPELLS - Miniatures rules lor lantasy games, lor use with Dungeons & Dragons
CI{AINMAIL - Rules for Medieval Miniatures (plus Fantasy)
DUNGEON GEOMORPIIS
- Pliying aid lor Dungeons & Dragons. ceomorphic sections to be cut out and
combined together in any combination. Dungeon construction made easy!
Set Otre, Basic Dungeotr
Set Two, Caves & Cavems
Set Thrce, Lower Dungeon
ourDooR GEoMoRPIIS
- Playing aid for Dungeons & Dragons. Geomorphic sections to be cut out and
combined together in any combination.
Set One Walled City
MONSTER & TREASURE ASSORTMENT
- Another series ol playing aids lor Dungeons & Dragons, to
provide a listitrg oi pregenerated monstels and treasure for three duogeon levels.
Set One. Dungeon Levels One to Thrce
Set Two, Dungeon Levels Fou to Six
Set Three, Dungeon Levels Seven to Nine
DUNGEON!
- The boardgame oI lantastic Dungeon Adventuring for l-12 playe$, boxed
WARLOCKS & WARRIORS
-
The exciting game oI adventure and pursuit, for 2 to 6 players oI all ages!
EMPIRE OF THE PETAL THRONE
- Fantasy Adventurc on the World of Tekumel.
2 full-color maps. boxed
Ratci
Single Issu - $2.00
l3-Issue Subscription in U.S. & No. America - $24.00
Overseas - $,l().00
$10.00
$ 2.98
$ 5.00
$ 5.00
$ 5.00
$ 5.00
$ 5.00
$ 5.00
$ 2.49
$ 2.49
s 2.49
$ 3.49
$27.50
2.49
2.49
2.49
9.95
6.95
WAR OF WIZARDS
- Came of fantastic duels between mighty magic-users, Now in a new boxed version includ-
ing game booklet, playing boa.d, percentile dice and set oI 4 miniature ligurines for use as playing pieces $ 9.9S
LANKIIMAR
- Game of swords and sorcery warfare otr the lantastic world of Nehwon. Based on the orisinal
game design of author Fritz kiber. Boxed, for 2 to 4 playe$
$10.00
STAR PROBE - Complete boardgame oI adventurc, exploration, atd conflict in space: for 1 to
g
or more
playeis, this game system will be expanded by several additional booklets in the near future, (Booklet only $4.00) $ 6.00
srAR EMPTRES
- The Game oI Galactic conquest, and follow-up to srAR
pRoBE. plays
separately or as an
extension to STAR PROBE, if desired. (Booklet only $5.50) $ 7.50
METAMORPHOSIS ALPHA - Game of science fiction adventures on a lost starship $ 5.00
Mul t l -Si dedDi ceSet s-Eachset cont ai nsone20-, 12-, 8-, 6-, and4-si deddi e
$ 1. 49
Percentile Dice - Two high-impact 2o-sided dice: red and white
$ .g9
On all mail orders, add $1.00 for postage and handling regardless oI order size.
THE DRAGON
The only prolessional magazine oI Fantasy, Swords & Sorcery, and Science Fiction Caming. Formerly the STRATECIC
REVIEW, it ieatures: full color cove6, interior color, 32 pages minimum, articles on al1 forms and formats of Fantasy, S & S and
SF games and gaming, miniatures, boardgames and original fiction and art{ork. Published 8 times yearly. available at better
hobby shops and bookstorcs or from:
TSR Hobbies, Inc.
POB 110
Lake Geneva, WI 53147
Complete Catalog - Games, Rules, Miniatures, Accssodes

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