Swords and Spells

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    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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    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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    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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    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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    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.

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    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

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    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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    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