Swords and Spells
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Transcript of Swords and Spells
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8/11/2019 Swords and Spells
1/25
SWORDS
SPELLS
BY
GARY
GYGAX
MINIATURES
RUTES
1:10/1:1
SCALE
FANTASTIC
ONA
For
Use
With
MWNffiffi@NS
MRAffi@
TSR
Hobbies,
nc.
The
Gome
Wizords
POB756
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8/11/2019 Swords and Spells
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SWORDS
SPELLS
RULES
FOR
TARGE-SCALE
MINIATURES
BATTTES
BASED
ON
THE
GAME
DUNGEONS
& DRAGONS
by
Gary
Gygax
Dedicated
o
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
n the
U.S.A.
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8/11/2019 Swords and Spells
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Hn
ntroduction
y
he
author
These ules are as simple and straightforward as I could devise or a
game
system which
involves
"magical"
and
fantastic factors. The FANTASY
SUP-
PLEMENT written for
CHAINMAIL
assumed basic
man-for-man
situation.
While
it
is
fine for such actions,
t
soonbecameobvious
hat
sometling
lor large-scale
at-
tles was
needed. The
question
of h ow large then
arose.
After
considerable
on-
templation a
10:1 ratio was decidedupon. If t his seems omewhat mall for a sup-
posedly arge-scale
et
of
rules, the following factors
must
be
remembered:
First,
most
antasybattles which nvolvenumbers oo arge o
handle
at 1:1 are still on a
relatively
mall
scale
hundreds
and housands
ather
han
tensof thousands.More
importantly,
he exceptional reatures ad to
be allowed
or, and this could
not
prac-
tically be
doneon a
scale
greater
han 10:1.
At the scaleof these
ules
a single
man
can be represented
y
a single igure on
the
table. So f one opponenthas a lone
hero
(4th
level ighting man) acing several
figures
of men-at-arms
or
orcs or similar t
hit
die
creatures),
n
actual
meleecan
take
place.
The
hero
will inflict .40 of the damage hown or a 4th levelcreature
on
the combat
ables
and sustain
damage ntil sufficient
hits
are scored pon
he igure
to kill thehero.Similarly, f a 12th evel ighter s nvolvedhe will score1.2 imes he
damage hownand so on.
Therefore,
ou
will find that these ules are
quite
suitable or fantasybattles
even
hosewhere housands re nvolved, or the ratio can be ncreased y a factor of
10
quite
easily.That will
mean,
of course, hat certain
ndividual confrontationswill
have
o be
fought
separately t 1:1, but that
is
probably
what
will
often
be
done or
specialbattles evenwhen he
general
action
s
being ought at 10:1.
n
any case
an-
tasy is a
growing
and flexible lorm of
gaming,
and referees
must
feel at
home
modifying
and expandingupon
rules
as
the
situation
dictates.Here are the basics
upon
which
o build.
These
ules
havebeena
long time
in coming
because
f the difficulty
of doing a
suitable
set
of rules for
a
game
which
has nearly endless
ariables.
swoRDS
&
SPELLS
should
provide he
means
with
which
to fight
large scale
miniature antasy
battles
based
on DUNGEONS
& DRAGONS
far
more suitably han doesCHAIN-
MAIL,
for example.
However,
ike
anything
else,
t
is
not
perfect
by any
means.Many
compromises
ad to be
made in order
to
provide
a
work
of suitable
ength and
reasonable
evelof complexity,
Much
had to be
eft out.
Because
f the
greatnumber
of spells and
monster types,
hese
ules
perforce
assume
hat
you
own
a
copy of
DUilfGEONS
&
DRAGONS,
along
with
its various
supplements
o us e as
adjuncts.
As
much as
was desired,
he
whole
of D&D
combat
could
not
be
capsuled
o include
herein or
want
of space
or
the
game
system
nd
necessaryules.Likewise,
much of
the immensevariability in D&D had to be reduced o an easily
handled form
or
merely
elerred
o as a
possibility.Thus,
there s a spell chart
which
gives
ange,
afea
of effect
and duration,
but
players
will
have o refer o the D&D booklet s or
spell
ef-
fects; similarly,
the combat system
assumesa fairly standard damage,
but
ap-
pendices
ive
he
necessary ata or working up complete ables or varying
damage
based
n weaponand
monster
attacks.
The rules
are aimed
primarily
at
enactments f
battles which feature
many
relatively
ow-level ighters.
Magic
should be on the
samescaleas t is
in
a
well-run
campaign,
.e., few high-level
magic-users
nd
magical
tems. n
like manner,
mon-
stersare meant
o be few.
The
admonition
egarding
singlecreatures
s mportant:
If
they meet,
or
are
simply near
each other,
they
should seek
combat
with each
other
rather
than
against
nferior
opponents,
nd this combat should
be
fought
out at 1:1
in
the normal
D&D
manner.
Finally,
aswlth
any
setof rules
doneby any author
and any
publisher,
heseare
for your
playing
enjoyment.
f
you
find sectionswhich
do
not
bring
you
enjoyment,
alter,
expand
or
delete
hem as
you
see
it. Be careful,
hough, so
as
not to destroy
the
lavor
of D&D
SCALE
1:10
basic
1
f igure
l0
actual,
al though
special
igures
may
be mounted
o represent
single
creature,
.e.1:1)
I turn
:
2
minutes
f
scale ime
1
-
10 scale
ards
FIGURE
MOUNTING
With
the
exception
of
those
special
igures
which
represent
only
one
actual
creature,
al l
castings
must
be mounted
on
stands.
This
appl ies
o
figures which
are mounted
singly or
in
groups.
The
size
of each
stand
depends
on
the
type
of creature
mounted
thereon
and/o=r
he we-apon
t
em-
ploys.
The
base size
s width,
for
the
scaleof
the
game
s
such that
the
depth of
the stand must
simply
remain
a function
of
the
casting tself.
Those figures representing
only one
creature
will
occupy
more
space
on
the table
han
they would
actual ly
occupy
n
scale n most
cases;
f they
are
mounted
on
stands
or
convenience,
he
stands may
be overlapped
by other
stands,
or
they may
overlap
heir
stands.
n
no
other
circumstances
may
stands
be overlapped.
Stand
sizes
are:
5/E"
width
CREATURE
TYPE
kobolds
gobl ins
gnomes
dwarves
orcs
elves
me n
5/E"
width
WEAPON
YP E
dagger
hand
axe
mace
hammer
short
swd.
spear
pole
arm*
pike
bow
crossbow
3/4" width
CREATURE YPE
hobgoblins
gnol ls
l izard
men
wolves
ponies
CREATURE
YPE
bugbears
gargoyles
apes
lions/tigers
horSeS*
*
l-3lE"
width
CREATURE
YPE
ogres
trolls
centaurs
bears
l615gg*
* x *
l-5/E" width
CREATURE
TYPE
giants
pegast
hippogriffs
griffons
3/4"
width
WEAPON
YP E
military pick
long sword
battle
axe
pole
arms**
sl ing
l " w idth
WEAPON
YP E
bastard
swd.
f lai l
morning
star
halberd
1-3lE" width
WEAPON
TYPE
2-handed
swd.
$t
ffi
iii$.
*
thrusting-type
*x
cut t ingtype
***
heavy
horses,
nicorns
*xx*
medium
and l ight
horses
For
example,
an
elf with
any of the
weapons
isted
n
the
"5/8"
width"
column
would
be mount-
ed
on a
5/8" base,
but if
the elI were
armed
with
a ful l-sized
{lai l
the stand
would
have o have
a
1"
width
for each
elf. Note
that
a small
creature
armed
with
a small weapon
wil l
probablv
classify
under
a lower-width
heading
han
the weapon
name
mplies
even hough
the
effect of
the
weapon
wil l
probably
be the
same as
a full-sized
one n many
cases.
For figuri
types not
shown
use the nearest
approximation.
It is
suggested
hat
troops
be mounted
on
stands
which
ac-
commodate
en figures,
ive
iles,
wo ranks,
100
scale reatures.
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8/11/2019 Swords and Spells
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TURN
SEQUENCE
Opponents
alternate
in the
role of first-mover
(side
"A") and
second-mover
(side
"8").
To deter-
mine which
opponent
moves irst,
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
rom 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
ire
missile weapons,
cast spells,
and/or
discharge breath
weapons
of those
igures
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
Kobolds4-82
orcs6-123
Hv. Armor
Hv.Armor
6 8
9
2
Lizard Men
6
-
9\24)
2
Heavy
Siege rtillery
(
)
Swimming Speeds
[ ]
Speed
f
drawn by draft
animals
Notee Regardlng
Movement:
The
base
movement rate for
elves assumes
hat they
have
full
leather armor
and
shield
or the
equivalent. Elves
in
chainmail are considered as
heavily armored.
The base
movement
ate
for men
assumes
hainmail
and shield.
Men in leather
armor, with
shield,
are ightly
armored;
men
n lull
plate
areheavily
armored.
creatures
not
listed
abovemove
as
per
D&D,
but
they may
add
a charge
bonus
only
when
moving
(not
flying)
nto
melee
contact
see
he following
rull
regarding
ciarge movement
or
listed
creatures).
he
bonus o
add
o their move
s33
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
igures
or fighters,
magic
users,
lerics,
tc.
are
considered
s moving
at the
.,open
or-
der"
movement
ate,
and
bonls
lor charge
s
applicable.
f they
are equippe"a
ith magical
ar-
mor
reat
igures
as I they
had
no
armor.
Dismounted
avalry
move
at ine movement
ate
of riders,
adjusted
or terrain,
Charge
Bonus may
be taken
at
any ime,
but
if melee
doesnot
result
at the
end of
a
movement
where
t
was aken,
he
troops
so moving
will
be n
an unorganized
rray
or in
open
order
with
regard
to
those
types
of troops
for which
such
formation
is
possille.
For
the
eflect
of
unorganized
r open
order
troops
n
melee
ee he
appropriate
seciion.
Mounted
charges
may
follow
a
curve
up to
30%leIt
or right.
Movement
Through
units: Troops
n open
order
may
move
hrough
other
friendly
units,
but
there
s
a 10%
chance
hat
suchmovement
will
"ans"
the
other
unitio
become
norlanized.
Ex-
ception:
scale
1:1
iguresmay
reely
pass
hrough
riendly
units,
assuming
he
relative
sizeof
the
two
does
ot
exceed
2:l/l:2
ratio,
.e.
a
giant passing
hrough
he rankJof
a
unit of hobgoblins
would disrupt
the
stand,
and
there s
a
10%
chan"e
hut the
whole
unit, if larger
han
a single
stand
would
become
norganized.
TERRAIN
EFFECTS
UPON
MOVEMENT
Movement
ates
are
based
on
travel
across
elatively
mooth
errain
such
as
grassy
ields,
hard-
packed
earth,
or
even
rock.
Other types
of
terrain
will
usually
have
the"effect
ol siowing
move.ment.
he
following
s
a suggested
modification
system
oi
the
varying
effectsof
other
terrain
ypes:
ROUGH/BROKEN
GROUND
-
Slows ormed
movement2SVo
nd
prevents
ll
charge
bonus
movement
MARSH/SWAMP
-
Slows
ll infantry
movement
0%
and no
cavalry
movement ossible
LIGHT
wooDS
-
slows ormed
movement
y
50%
and
prevents
iliharge
bonui .o".-.nt
wooDs/DENSE
BRUSH
-
prevents
all formed
moviment
and
char-ge
onus
movement,
other
morement
s
slowed
0%,no mounted
movemen-t
ossible
GENTLE
sLoPEs
.
uplltt movement
s
normal,
but
fatigue
s
s0%
griater
than normal,
downhill
s normal
with
charge
onus
or
melee
oubled
AVERAGE sLoPE - uphill slowsmovement b%, ncluding chargebonusmovement,and
fatigue
is
5070
greater
han
normal,
downhifl
ii
at
a 50%
penaltv
with
_
regard
o
formed
movement
nd
no
charge
onus
movement
s
allowid
srEFP
sLoPE
- only
unformed
movement
s
possible,
u
or down,
and no
charge
bonus
movement
s
possible,
movement
s at2Svo
normal,
no
mounted
movement
possible.
STREAM
-
Treat
as ough
terrain
when
crossing,
f banks
are
marshy
slow
all
movement
y
50%,
on urn
troops
move
across
RIVER
- Mounted
units of
light
cavairy
ross
t any
point
at
3" ahead,
1"*
downstream/turn,
others
must
cross
at fords,
with
up- down-slope enalties
applicable,
and
movement
across
he river
at 2"/tvn,
no
formed
or
chaige
movement
possible
n
any
event.
ABATIS
- one turn
for man
types.
Troll,
ogre,
etc. %
turn
crossw/ladder;
- 50% movement;
others
without adders,
ull
turn
DITCH
& RAMPART
-
Treat
entering
ditch
as
steep ill,
and climbing
up other
side
asclimb-
.
ing
a steep hill.
(If
rampart palisaded,
t
cannot
be crossed
until the
pallisade
s
broken.)
*average
current, f
swift
he
drift
would
be
2", and
f very
swift t
would
be
3',
or more
t2
8
15
15 J
#
2
2
15
10
t2
t5
15
t2
12
Halllings
Cavalry
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8/11/2019 Swords and Spells
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NOTE:
.fcale
figures
representing
human/humanoid
(and
highly
intelligent) creatures of
lst
level or
above or
with
l*
I
hit
dice are
always
consid.eredas 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
evel
fighters)
Elves
Hobgoblins
Gnolls
FORMATION
kobolds
goblins
orcs
hobgoblins
gnolls
Unorganized
Mass
Open
Order
Mounting
Not considered
s
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)
o simulate
their lack of
order,
The following
lormations
are
possible:
Formation: Posslble
or:
Unorganized
all
Mass
all
Column
Mass
all
Column
elves,
men
(regulars
or
better)
Line,
echeloned ine
dwarves, airies,
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,
.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 or der to
determine
meleeclassifications,
morale values,
and
point
costs,use
he lollowing
guidelines:
PEASANTS:Untrained
hoops
with, at best, armor
class6
(no
more han 10%)
aised rom the
immediatearea;
or
purposes
f
the
game,peasants
an use
no missileweapons.
hey
must be
mountedwith a 1" stand
base
er
igure and
canoperate
nly n mass ormations
LEVIES:
Semi-regular
roops with, at
best, armor class
4 (no more than 10%).Levied roops
typically
havesome
raining, so
hey are able
o operate n
most ormations,but
non-mass
or-
mations
require three
times the
normal time to evolve.
Some
garrison
roops will
actually
classify
s evies.)
REGULARS:
Regulars
are typical
men-at-arms,
garrison
forces, and
hired soldiers.
They
typically
havearmor class ange rom 6
to 4.
ELITE:
These re roopswho are
specially elected
nd
given
above
verage
raining,
or they are
troops
who have
participated
n several attles
without
sustaining bove
0%
ossesn
their unit
in
any
one suchbattle. Il
purchased
or a
battle,
no more han20%o
I
in{antry should
be elite-
status
roops.They ypically
havearmor
class rom 5
to 2. All
knights areelite.
GUARDS:
Guard troops
generally
meet he basic
qualilicationsoI elite troops
with
regard o
training, they are
paid
more, and
they are ndoctrinated
as
o their
mission.Troops
which are
specialiyselected
nd trained,
paid
an additional
wage,
and
properly indoctrinated
would
qualify
or "Elite
Guard" stafus.
As a rule,
guards
houldbe
imited
o
10%
of an army,
and elite
guards
would
surround he
personage
f the commander
nly, or example.
Column Mass
Mass
Column
Line
Line
Column
Organized
Open
order
or
Unorganized
Any formation
Column Mass
Any lormation
Dismounting
Movement
Cost
2
moves
2
moves
2
moves
I
move
I move
no
cost
Yzmove
ltmove
Movement to
echeloned ine or
from
echeloned
ine to line
is simply a measured
actor.
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
n 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 n column.
Line
is
a formation of not
less than fi ve
figures wide and one rank
deep with
regard
to troops
which
are
mounted
on
stands of five files, i.e. the
entire lront ran k oI the
stand
must
be there for
the unit to have
a continuous
front. Singl e figures
can be considered as n line formation.
-
8/11/2019 Swords and Spells
6/25
Open
Order
is
an
array which s represented
ither by separating
he standsol
the figures
by
one-quarter
nch,
or
simplyby announcement
ith the
appropriatemovement
onus
aken.
These
arious ormations
are
llustrated
as ollows:
COLUMNMASS
FACING
Troops.
n an
unorganized
array or in
open order
may
freely
change direction
(facing);
troops in
formation
must
pay
a
movement
cost:
Facing
Movement
osr
UNIT
13:3331
Oblique
1/3
normal
move
reitu
rignt
3/4normal
mov"
l?
ql
-
About
ace
1/4normal
ove
TO R/L
-
8/11/2019 Swords and Spells
7/25
Rate of fire
assumes he
maximum
number
of times
a figure is able to fire
during any
given
furn
without
being engaged n melee.
See he 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 ollows:
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
81 2
10 16
10
15
t2
18
t4
2l
t2
2l
10 16
16 24
-
0-30
-
15-30
-
18-36
-
24-48
3/Turn
move
ull &
Iire
or
vice
versa
Iire, move
Vz,
&llre
moveVz,lire,
(stand
%)
&
fire
fire
(stand
Vz), ire
(standVz),
&
fire
Exceptions:
roops n melee
may
not
lire. Troops iring
spears,
xes
or hammers
may
ire and
move
ull or move
ull and fire, with
bonusmovement
or charging
ncluded.
Troops
with
javelins
may
perform
likewise, or
forego
charge
movement
and fire twice.
Changing
ace
does
not
affect reloading,
but it does
count as a
move
unction. For-
mation
changes
re reated
as
normal
moves.
Charging
nits
maynot
ire.
Number of
Ranks Firing: U p to two ranks
of figures may normally
ire missiles
roviding
he
first rank are
armedwith similar missiles.
f a single ank
fires he distance hey
are iring to
hit
their
target s measured
rom the
front
stand, but if two ranks
are firing the measurement
s
taken
rom the
ront of the rearmost
tand.
f
missile
roops
mmediately ehind he
second
anl
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) nay
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
_
lg0%left,4S%right
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
point.
Targets
include
any splifmoving
troops,
those
by-passing
he missi le
troops
firing,
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
quarrels
(or
bolts).
f desired,
a side record
of missi le
supplv
can be
kept.
Additional
missi les
an
be
transported
to the
battlefield
in carts
or waqons
as
was
actual lv
done
on occasion.
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
crewswould
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 -
Light
Catapult
-
Heavy
Catapult
-
Trebuchet -
Arc of
fire
for
artillery is:
Ballista
-
Light
Catapult
-
Heavy
Catapult
-
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
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8/11/2019 Swords and Spells
8/25
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-
tillery
pieces hemselves.
Ballista
missiles
have
no
effect
on artillery
pieces.
A11 rtillery
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. Trebuchett. Cat.ttacker 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 s
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
evel
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_
nd similar
Jlvices
nega"tes
ny such
requirement.
Similarly,
a
spe1l,
even
{rom
a device,
cannot
be
cast
I the
spell
castei
is engaged
n
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
Spell
Damage:
The number
of points
of
damage
nll icted
by
attack
spel ls
s
basical ly
that
in-
dicated
by
the
D
& D
system,
.e.
one
6-sided
die of
damage
or
each "u.r
trr"rp"ii
"*ter
has
at-
tained,
using
wands
as
six dice
and
stayes
s eight
dice when
damage
s thus
n'ecesia.y
o
deter-
mine.
Damage
dice
emain
at
6-sided,
so
he
avJrage
durnug" p..
t"uel
s
3.5
points.
when
spel l
damage
is
to
be determined
the number
of
scale
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)
hen
the possible
maximum
damagels
simply
the nrr1116".
f
levels
of the
spell/magic
times
3.5.
Howevei,
if the
figure
represents
en
scale
creatures,
he
base
damage
possible
s:
Thus,
a
fire
bal l
cast
into
the,midst
"tt;t"#tirtJcss
wilr
ao
the greater
amount
of
damage,
1n_odif ie{
v the
possibi l i ty
of
rhe
orcs
making
tf,eir
saving
throw
Ir
thro*,
ii;;r;
than
one
rlgure
ot orcs
are
in
the area
of the
fire
bal l .
Assuming
tfrat
there
is
a
unit of
10 orc
figures
rep.resenting
00
scale
orcs,
and that
a 10th
level
magic-user
casts
a fire
bal l into
their
midst
which
affects
8 of
the
r0
figures,
a maximum
damage
of
3.5
x
10
:
35
x
5
:
165 possible
damage
points.
Each
of the
8 orc
figures
would
then
6e diced
for to
see
f they
received
he
ful l
blast,
and
those
hat
save ake
1/r6th
of the
total
damage,
hose
which
fai l
take
1/gth,
i .e.
1r
points
or
21
points
respectively.
Note
that
all remainders
are rounded
Up to
the nearest
whole.
If but a single igure of orcswere caught n such a blast they would be ki l led regardless f saving
throw,
br-rt n.the
l0-figure
example
above,
he
affected
igures
would
al l have points
of
damage
recorded
against
heir
unit,
and
for
every
45
points
ol
damage
scored
upon
them
a figure
would
be removed.
Remember,
a side record
oi
damuge
aken
by
Jach
Iigure
or
unit must
Le
tept,
so
that
casualties
an
be
extracted
when
appropria-te.
SPELL
CHART
Spell
MAGIC
USERS:
Detect
Magic
Hold
Portal
Protection/Evil
Light
Charm
Person
Sleep
Shield
Magic
Missi le
Ventriliquism
Detect
Invisible
Levitate
Phantasmal
Forces
Locate
Object
Invisibi l i ty
Wizard
Lock
Detect Evil
ESP
Continual
Light
Knock
Darkness,
5'
radius
Strength
Web
Mirror
Image
Magic
Mouth
Pyrotechnics
Flv
Hold Person
Dispel
Magic
Clairvoyance
Clairaudience
Fire
Ball
Lightning
Bolt
Protection/Evil,
10' r.
Range
6"
1"
touch
72"
12"
24"
touch
15 "
o
1 level*
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"
dia.
personal
1"
dia.
personal
personal
object
1"
path
personal
3"
dia.
personal
1 closure
1"
path
personal
24"
dia.
I closure
1"
dia.
personal
l"
xl"
x2 "
3" dia.
object
1"-6"
cube
personal
3" dia.
3"
dia.
personal
personal
4"
dia.
6"
x
3/4"
2"
dia.
Turn
Durat ion
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
-
8/11/2019 Swords and Spells
9/25
Spell
MAGIC USERS:
trnvisibil ity,
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
Magic 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
Projected
mage
Anti-Magic
Shell
Death Spell
Geas
Disintegrate
Move Earth
Control
Weather
Repulsion
Monster Summoning
IV
Extension
II
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
1-6or 1-3
monsters
personal
I
monster
1 object
6"
X2"
or
3"
dia.
6" X2" or
3" dia.
3" dia.
1
monster
30"
(square)
personal
personal
4"
dia.
144"
(square)
3"
cube
4"
dia.
1-2
monsters
Turn Duration
until
dispelled
Iull
game
3
J
T2
until exploded
12
6*
level*
full
game
6
6*
levelx
until
dispelled
until
dispelled
until dispelled
t2
until dispelled
;
until
dispelled
until
dispelled
1
6
6
6+
level*
until dispelled
t2
until dispelled
until dispelled
variable
6
until
dispelled
t2
6
Spell
MAGIC
USERS:
Delayed
Blast
F.B.
Reverse
Gravity
Limited
Wish
Power Word
- Stun
Phase
Door
Charm
Plants
Mass
Invisibil if '
Monster
Summoning
V
Mass
Charm
Power
Word -
Blind
Symbol
Permanent
Spell
Mind
Blank
Polymorph
Any Object
Monster
Summoning
VI
Meteor
Swarm
Shape
Change
Time Stop
Power
Word
-
Kill
Gate
Wish
Astral
Spell
Prismatic
Wall
Maze
Monster
Summoning
VII
CLERICS:
Cure
Light Wounds
Detect
Evil
Protection/Evil
Light
Find Traps
Hold
Person
Bless
Speak with
Animals
Si lence,
5' r.
Snake
Charm
Cure
Disease
Prayer
Speak with
Dead
Neutralize
Poison
Cure
SeriousWounds
Turn
Sticks
o
Snakes
Speak
with
Plants
Create
Water
Dispel
Evil
Raise
Dead*x**
Commune
Quest
Insect
Plague
Create
Food
Animate
Objects
Find
the
Path
Blade
Barrier
Word
of
Recall
Speak
with
Monsters
Conjure
Animals
Earthquake
Range
24"
9"
variable
ccording
o wish
12 "
1"
12"
24"
1"
12"
12"
touch
touch
1"
I
tt
24"
6"
touch
1"
12"
1"
variable
according
o wish
touch
touch
6"
Turn
Duration
I
I
Area
Effect
4"
dia.
3" cube
3" dia
2-12 o
-6
7
until dispelled
until
dispelled
6
rull
game
until negated
until
dispelled
full
game
until disPelled*xx
6
10-15 level*
I
variable
30"
(square)
full
game
10"
(square)
until
dispeled
door-size
variable
4" dia.
l .monster
2" dia.
3"
dia.
1
object
variable
personal
I
object
I
monster
cube, max.
personal
3" cube
3"
dia.
1
being
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"
dia.
I elemental
5"
(square)
variable
personal
personal
Y4"XY4" Xl
3" dia.
personal
1-6 animals
1-2
monsters
personal
1"
path
personal
3" dia.
6"
dia.
personal
5"x5"
3" dia.
1"
dia.
1-6
points
of
snakes/level
personal
2" (square)
personal
personal
personal
2-16
sticks
2"xl"
32 gallons
6"
dia.
personal
personal
personal
36"
(square)
variable
variable
personal
3"
dia.
personal
personal
variable
variable
personal
2" dia.
I creature or
1 figure
1 monster
full
game
60
I
6
6
12
12X evel*
2
9
6
o
12
2-5
1"
touch
12"
touch
12"
personal
i8 "
6"
.)
18 "
6"
touch
J
1"
t"
touch
12"
J
I
touch
12"
touch
.t
48"
1"
6"
touch
6"
touch
touch
.t
12"
matchesextendedsDell
. . . . . .
;
1
6
6
I
1 object*x
personal
I
monster
variable
t2"
xl "
personal
t"
6"x6"
personal
L" cube
80"
(square)
table
3" dia.
1
monster
until
reversed
unt l l destroyed
10
6
6
t2
. .'
vartaole
;
until
dispelled
o
6
uu.ruUt"
full game
6
full game
:
10
I
ateches extended spell
1a
t4
-
8/11/2019 Swords and Spells
10/25
Spell
CLERICS
Aerial Servant
WindWalk
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
Hold Animal
Produce Fire
Protection/Lightning
Plant Door
ControlTemp.
10'r.
Hallucinatory
Forest
Control
Winds
Pass Plant
Hold Plant
Commune
with Nature
Anti-Plant
Shell
Animal Summoning
II
Conjure
Fire
Elemental
Weather Summoning
Transport
via Plants
Anti-Animal
Shell
Animal Summoning
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",*
level*
touch
touch
6"
24"
touch
touch
touch
t2 "
Area Effect
I
monster
2
personal
4"
(square)
variable
personal
game
area
6" dia.
1" sq.
-F
evel*
personal
1" cube
X
level*
variable
variable
personal
variable
10 sq.
t.
personal
door-size
1"
dia.
variable
variable
personal
3"
dia.
personal
t"
variable
1-3
monsters
game
area
personal
1"
variable
12"
wall
variable
variable
variable
variable
Turn
Duration
variable
ful l
game
variable
2
10t
level*
6
2
X
level*
2
I
X level*
3* level*
I * level*
I
6 *
level*
3*
level
3*
level
until dispelled
6 *
levelx
6 *
level*
;
10
until dispelled
fullgame
3 *
level*
10
I *
level*
6
variable
Dragon
Staves
Breath
Spells
15
16
16
15
16
15
13
t4
t4
t2
14
t2
10 t2
1l
8
1l
9
81 0
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
Fighting-Men
Magic-User
Cleric
Fighter
Magic
User
Cleric
Fighter
Magic-User
Cleric
Fighter
Magic-User
Cleric
Fighter
THROWS
Ballista,
Catapult,
All
Wands
-
Trebuchet,
Including
Death
Ray,
Polymorph or
or
Poison
Paralization
Stone
l -3
12
13
t4
1-5
13
14
13
t-4
11
12
t4
4-6
10
11
t2
6-10
11
72
11
s-8
9
10
12
7-98910
11-15
8
9
8
9-t2679
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 he more
lavorable
savinq
throw number.
Turn
Wood
2"
X
level*
Fire Storm
3"
Animate
Rock
touch
Creeping
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**
durat ionalsosubject totherelationshipbetweentheobjectpolymorphedandi tsnewlorm
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,
hose
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 igure
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
-
8/11/2019 Swords and Spells
11/25
MELEE
Once combat
is
oined
it is assumed hat a certain amount
oI
damage will be
inflicted
each
melee
round. Rounds of
melee
will be computed as
ollows:
1. Moving
over
1/z
move
to combat -
1 round
2.
Moving less han 7z move to combat
-
2
rounds
3. Combat continuing
from
previous
urn
-
3
rounds
First Shike:
When opponents have weapons
(or
reach) oI considerable disparity,
the opponent
with
the longer weapon
(or
reach) will in flict 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
pole
arms
oI
12'
and
more
lances
pikes
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
imes
ten
(the
number
of
scale
creatures
represented by a figure.
The base
number of hit
points
will
be
modil ied
by
a
number of factors . Damage
nflicted
must
be
recorded, so hat as sufficient
points
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 ndex 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 ouching
he
stands f
the
irst rank
of
figures nvolved
n
the
melee,
nd
the second
ank
of
figuresdoes
ot
get
a irst
strike.
When
mounted
roops
are
engaged
n
combat he
mounts
will not
count
n the
irst melee
ound.
on
the second
nd succeeding
ounds
of melee,
owever,
mounts
will fight
as
ollows:
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
BascDamage
l- 3
1_ 3
1- 6
1-10
l-6,1
l-10
+ l -3
(when
tanding)*'r
1-r0
1-10
2-t2
1.
dagger
hand
axe
mace
short sword
opponent o 3' tall
3.
bastard
sword
flail
opponent
o
9'
tall
*
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
ndmelee
takes
place.
Any
unit not
already
engaged
n 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
roops
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,
hus gaining
an additional
attack
bonus
(see
hereafter).
Units
attacked
in the rear
do
not
return
attacks
for two
turns.
Impetus:
Figures_
epresenting
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:
igures
are
marked
off
as casualties
elt
to
right,
back rank
first, in-
cluding
ear
attacks
upon
he
back rank.
Withdrawal
rom
Melee: Only
elite or
guard
units
are
able o withdraw
rom melee
oluntarily.
All other
units must
remain
until
victorious
or
defeated.
Elite and
guard
units
which opt
for
withdrawal must makea morale hrow, and f they fail, their moralJ automaticallydropi one
level.
f they
succeed,
hey may
move
back one-hali
move,
acing
he
enemy.
n theiormer
case
they
ake normal
casualties
nd return
casualties
ccording
o their
loweimorale
level.
n the
latter
case
hey nflict
109o ormal
casualties
nd receive
one
in return.
Troops
with
a base
movement
ate
at least
50%
greater
han
their opponents
an
withdraw
rom melee
at will with
no
penalty.
other
weapons:
Troops
will
all have
one
weapon
plus
either
sword
(pikemen,
pole-armed
troops,
and
missile
roops)
r
dagger.
Mounted
roops
will have
heir
primary
weapon lus
sword
in most
cases.
f ligure
castings
howother
weaponJthe
asting
an
ell, f
playersio
agree.
Special
Melee:When
wo
or_more
cale
ingle
iguresof high
evel
are
near
eachother
heymust
seekout
combat
amongst
hemselves
ather
than
with
low-level
reatures.
Such combat
hen
takes
place
with the
"Alternate
combat
system"
rom
D
&
D,
with
damage
y weapon
ype
and
by monster
attacks
if
applicable)
used.
Such melees
will be
fought on
a busis
of'3 rounds
or
every ound
of
scale
1:10 melee.
special
figures may
be withdrawn
from
melee
at
any time
desired,
ut opponent
igures
are
allowed
n additional
ound
of
attackwherein
he
withdiawing
figure
does
ot
shike
back.
t7
18
-
8/11/2019 Swords and Spells
12/25
*
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%
olcasualtieslorunits
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 ith
unit
Army commander
ith unit
Disordered
nemy nit within
6"
Routedenemy
nit
within
6"
Subtractions
Peasants
Kobolds,
goblins
or orcs n
full daylight
Levied troops
Attacked in flank
(first
melee round
only)
Attacked
in rear
(first
two
melee
rounds only)
Surrounded
Each
1070of 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
+1 0
Basic
Morale Score
Required
i
&
D
-1 5
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
Scoresabove
the
(adjusted)
scores
equired
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 t
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 ull
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
ormation
or
ace,
Disordered
and routed
troops
ale unorganized
(see
MOVEMENT
and FORMATION
rules).
They cannot changeformation
orface.
ADJUSTMENTS
TO
Additions
Dwarves
r
men
Elves
Elite
Guards
Mounted
Medium Cavalry
Human)
HeavyCavalry
Human)
In lormation
In column ormation
Eachsuccessful
elee ought
Entrenched
r f ortilied
Standardwith unit
Army standardwith unit
Unintelligent
riendly creature ighting
with unit against nemy
Intelligentcreature
ighting with
unit
against
nemy
10
5
s
5
5
10
q
10
5
5
q
15
*lz/levelol
the creafure
*l/level
of
the creature
19
20
-
8/11/2019 Swords and Spells
13/25
If a unit
with
a
morale level drop is
oined
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
oined
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
hrough 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
hey
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 heir 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
every2 actual figures.
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 o 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 o 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 or dealing
with such battles is drawn
directly from
CHAINMAIL.
I
{
q
*
t
Fortification
Defense
Values:
Round
towers
Bastions
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
t2
4
J
r/+per
die
t
I
Note:
Wood.en
tructures
may
be set ablaze by magical
fires
with relative
ease.
Covered Rams: Covered
war
machines
enclosing rams,
picks
or s crews can
be
moved
at a rate of
1" for