Chainmail - 3rd Edition

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INQU IRIES REGAROIN.GRU1J5 SHOULD BE A<OGQMPANIEDBY A, STAMPED RETVRN ENVELOPE AND, SENT TO TSR HOBBIES, PQB7;56, LAKE GENeVA, WISCONSIN li314Z.

([bainmail·

rules for medieval miniatures

by ·Gai"yGygax & JetJPerren

ILLUSTRATED BV DON LOWRY

3rd

Edition

PUBLISHED BY TSR RULES

With thonk.$ to 011 the Medieval end F.a.nto~y enthuslostswho offered so many helpful suggestions. Specio.1 fhdt1h to Alen Lucien, and [of course) Ernie the Barbarian.

Th,s edHlan has been revised and expanded.

71h PRINTrNG, APRIL 1979

3rd Editiong copyright 1975 - T ce+ieel Studie.s Rules PR'INTED IN U .• S •. A.

TABLE OF CONTENTS

Fantastic Characteristics ••.•••••••.••.• Halflings, Sprites, DWQrv~s,GQblin$, Elves. •• . ... Orcs, Heroes (and Anti~heroe.s), Super Heroes

W'izords, • .. II. '. ~ .. ,II. !!I II. .. • II. • ~, " ~ " '" • t, !III

WrOiths., 'Lyconth~opes, Trolls • • ,. • • • • • • •

Gianls, Ireanrs, Dragons .

Roes, . E.lementals .

Wighh .••. , .••

Magical Weapons • Air Movement • • ,

Catapult Fire \IS. Fentnstlc Figures Combi nation..F Igures

Fantastic Sieges •

General Llne-up

INTRODUCTION

RULES FOR MEDIEVAL MINIATURES Turn Sequence , . • • •• • • • Terrcln Effecb Upon Movement Terrain Selection

Movement ••••••

Forma~ion and Facing

Fatigue •• " ••• "

Missile Fire (excluding Gunpowder and Catapul:ts) Catapult Fire

Gunpowder Weapons,

Me·lees "',.

Melee Optionals. • •

Morale .•••.. , •• ,

Hlstortcol Characteristics (Optional) Weather.

Siege_..s, 'I • iii iii I " 'II. I " Ii

MA'N- TO-MAN COMBAT

Jousting •••• '. , •• Sl.!Qgested Point Values

FANT ASY SUPPLEMENT

TABLES

Combot Tables •• " ••.•• ,. Man-to-man Melee Table •• Individual Fi~es with Mi~siles Jousting Matrix •.• , Fantasy Referen.ce Table Fantasy Combat Table , •

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Page 5,

8, 9 9

10 10 10 11 11 12 13, 14 16 17 18 21 22

25 26 27

28 29 29 30 30 33

34 35 37 38 38 38 38 38 39

40 41 41 42 43 44

APPENDIX A APPENDIX B APPENDIX B APPENDIX C APPENDIX D APPENDIX ~E

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Introduction

Games based on warfare have interested men for centuries, as such games, as checkers and chess' prove. The latter games are nath ing less than the worfere of the period in which they were developed, abstracted and styl ized for play on a board. Chess is so abstracted that it is' bare Iy recognizable as a worgame. At the other end of the spectrum, and of much more modern invention, are military mlnlerures , By use of figl::lfes scoled down to 'on inch or two in size the players more realistically simulate warfare and are not tied to a stylized board. Miniature warfare allows the combatants to have a hever ending variety of battles over varying terrain, even refighting histo.ric actions involving tremendous ormies I

ln order to playa wargame it is necessary to have rules, miniature figures

and accompanying equipment, a playing creu, and terrain to place upon it. There can be no doubt that you have fulfilled tne first requirement , for you have purchased this set of rules. Your troops can be any scale that you desire. The playing area that the bottles are fought out upon should be a table rather than the floor. It con be from a minimum of 4' to a maximum of 7' wide, and it should be at least 8' ln length. These. sizes w'i II assure ample room for maneuver. There ore several' methods of depkting the terrain Features generally used forwargames, such as hills, woods, rivers, roads, etc.

First, yeu can utilize odds and ends to simulate terrain, or boy commercial materials from your hobby supplier, and lay them out on a flQt surface to form the battlegf(i»und. Scraps of wood with the edges and corners smoothed are pyramided to farm hills of varying size and elevation. Twigs with pieces of green sponge or lichen stuck on and set in cloy boses serve as mlnleture trees. Rivers are drown with blue chalk Of made with strips of blue plastic or felt. Roads are represented in much the some way as rivers, only brown is used. With a little imagination almost any kind of terrain can be constructed in like manner.

A more advanced method is to construct terrain on 2' x 2' places of mcsonlte or similar material, sculpting hills,gullies, ridges, rivers, and so on with plcster and/o.r paper moche , Trees and houses are se+Intethe soft mod'elihg compound, and permanent sections. of worgaming terrai'n are thus made. When a game is t-o be played, the terrain blocks are simply laid out 10 form the kind of battlefield desired.

Finally, the most campi icated form of wa~goming table is the sond table. A sand tqble is really nothing more than a flat table with a raised edge to allow the top to be covered with a few inches of sand. Of course" all that sand wHo( weigh very much when we'tted down to form teHoill features. so the table must be of very sturdy construction and rest on a basement or garage floor. The sand table's greatest advantage is that it allows full rein to the players' desires for differing londscape, end it provides the most realistic looking battlefields for miniature worfore .

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The forces to be pitted Qgainst each other can be drown from an historical account, chosen by point vnlue, assigned bya th.ird (neutral) porty I or worked out f.rom a "compalgn" situation where IQrger armies arc moved on g map until hostile forces come into' contact. The balance between the forces is something best determined :by experience. However, troops crmed with mlssile weapons ere. generally much more powerful than like troops that lock such weepere, Armored men are ·usually berterfhcn troops without protection -- although they move more slowly. Trained pikemen are .more than Q match for any but en army that has either equally armed fighters or numerous missile troops., A taole of' point values appears in these' rules, and you will find it helpful in, selecting ba.lanced forces.Playing·obiHty ond terruln must clso be taken into consideration, however. IF, for example., the better pkryer is to receive a 300 point army, it might be wise to allow his opponent to select 50 add itlonal po,lnts ,worth of troops in order to balance the game • Similarly ,if one player decldes the kind of terrain the bottle-QfQund is 1'0 beccmposad of -- or the historic terrain favors oneslde -the'side with such a terrain advanta!je should proboJ,ly have q considerably weaker qrmy •.

As the men ate scaled down in size,sO is the fieldqf combat. Therefore, a move of Q few inches on the table lop \"lUI represent Q march o.f ten times as many yards (or our smal] campaigners. They ma:.re ond fhey fight 'in miniature. The players order their formoflons about, just as medlevo] mintery: commanders did (and much more efficiently in all likelihood, for a number of rather obvious reasons), but tneproof althe opponents' ability only comes in comba.tsituations. Here, each figure will do only as well as its knewn ccpcbllltles fore,t.eU, 'Wifh allowances for chance factors. which offect every bo.tlle (such as dice 'fhrowing,in mlnlcrure warfare).

The dIfferent kinds of trQOPs fight in relc;Jtion to each other kind. GivEm normel probabilities, 0' body of horsemen will always defeat q like number af Footmen (excluding pike armed troops), but a small ehonee that the foofmenwill somehow triumph remclns, and that chance is reflected in fhe combat tables employed .• Note thot should the infantry manege to surprise the horsemen byattacking from the reoror Ilonk , they have Q much improved chance of winn i'ng the combat, or melee. Thus, while movement is scaled to size (and a set time perlod during which scole movement takes p.lace), combot is based on the histodcally knewn cqpabllities of each particular kind of fighting man qnd then expressed as a dice rolling pfobability in refationto like and differing types of soldlers , A 'close .slmulatlon- of cctoclcombet is thereby §fta,ined. While 0 pawn can always teke a kni§ht in a chess: game, a similar situation will seldom occur in miniature warfare . But the knight (cavalry) just might faB to toke the pawn (infant!')') when the bottle is fought in miniature I In addition, the mentol and physical condition of the men (their rnorqle ) is taken int,o consideration in this game.

Morale is checked before and after combat, bosing the determination om hlsrorlco] precedent, just cs the fighting ability In actual eoses was drawn upon to colculat~ melee results. A 1;05s of "hecrt" is at leest as serious as a deJea.t in combat, end perhaps more so, for most bottles are won without theneeesslty of declmorlon of the losing side.

finally, hoY>' is it determined whl'lnthe bottle is 'over and one sige owarded the laurels of victory? As with all' facets. of miniature wQrgaming', it is up to the parties concerned, the game con continue until one side is fed'uced be~ow a certain percentQge of its original .strength -- 25%, 50%, 75%, or whatever .• The bcrtle CQn be continued until ene.cppcnen+ has driven his enemy completely off' the bdtHefield. Or the players ccn assign set values.tocerlcin terrain feotures and troop type.s, keeping count of golns end losses for a set number of·tu~ns, the winner being the side wifh the. greatest number of eccurnulered points. If potn

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opponents hove on historic bent, they can refight an actval battle (or even an entire campoign in a series of battles), and adjudicate the end result based on what actually took place in the post.

With no other form of wargaming -- or nearly ony form of game for 'that matter -- is the player given the scope of choice and ronge for imagination that miniature warfare provides. You hove corte blanche to creote or recreate fictional or historic battles and the fallowif1g rules will, as closely as posslble , simulote what .would have happened if the battle had just been fought in real.ity.

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~bainmatl

,

rules for medieval miniatures

The Middle Ages is probably one of tine best known but leaSf understood t....i

periods of h istory , We do not pretend that these wargame rules will add signi-

ficantly to anyone's knowledge, albeit they do reflect medieval warfare

recsonebly well, but they herve a secondary purpose: Besides providing you with

an exciting and enjoyable battle game, we hope that these rules will interest

the wOfgomer sufficiently to start him on the pursuit of the history of the Middle

Ages. Such study will at least enrich the life of the new historian, and perhaps

it will even contribute to the study of history itself.

The LGTSA Medieval Miniotures Rules were developed primarily for use with Elostolin and Stqrlux figures, which are 40mm sccle , However, they may be used equally well with !JOy scale -- including the inexpensive Airfix "Robin Hood" and "Sheriff of Nottinghom II 25mm plastic figures. AI though the rules have been thoroughly play-tested over a period of many months, it is likely tha,f yev will even+uel ly find some port that seems ombiguous, unanswered, or unsctis'factory. When such a situation arises settle it among yourselves, record the decision in the rules book, and abide by it from then on. These rules may be treated as guide lines around which you form a game that suits you. It is always Q 9000 idea to omend the rules to cl low for historical pr.ecedence or common sense -- follow the spirit of the rules rather thon the letter.

--rhe ratio of Figures to men assumed is 1 :20, the ground scale is 1'1: 10 yords, and one tum of ploy is roughlyequivolent to one minute of time in battl.e. The troop ratio will hold true for 30mm figures, but if a smaller scale is used it should be reduced to I: 10.

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WRN SEQUENCE

THE MOVE/COUNTER MOVE SYSTEM

Both opponents roll a die; the side with the higher score has the choice of electing to move first (Move) or lost (Ccenter-move},

The si~ thot has first move moves its figures and makes any split-moves and missile fire, taking any pass-through fire possible at the some time.

The side that has last move now moves its figures and makes any split-moves and mlsslle fire, taking any pass-through fire possible at the some time. Art! llery fire is taken.

Missil.e fire is token.

6.. Melees are resolved.

7. Steps 1 through 6 are repeated throughout the remclnder of the game.

Note:Missile fire from split-maving troops is considered to take effect immedia-

tely during. the movement portion of the tum, and the same is true of possthrough fi.re. "All other fire, bo.th ort'lllery and missile, is considered to simultaneously take effect [ost prior to melee resolution.

THE SIMULTANEOUS MOVEMENT SYSTEM

1. Both sides wrj'te orders for eoch of their units (groups of figures of like type), including direction of movement and facing.

2. Both sides move their units according to their written orders, moking onehalf of the move, checking for unordered melee contact due to opponenf movement, end conductillg split-moves and missile fire and faking any pass,-through fire; then the balance of movement is completed as ordered.

3. Artillery fire is taken.

4. Missile fire is taken.

5. Melees are resolved.

Note: Exact orders for each unit (group of figures of like type) must be given.

Cavalry may be given the order to "Charge if Charged" (CrC), either in their own behalf or in, support of any nearby friendly unit. Such cle move-

I,_ ment begins at ·the one-half move and is only half of a normal charge, i.e., a unit of medium horse CIC to support a unit of archers WQuid move

up to 12" during the second half of the tum.

MORALE CHECKS ARE NOT INDICATED IN EITHER OF THE TWO SYSTEMS OF MOVEMENT AS MORALE CHECKS CAN OCCUR DURING THE FIRE AND/OR MELEE PORTIONS 'OF ANY GIVEN TURN, DEPENDING ON THE CIRCUMSTANCES. HOWEVER, MORALE CHECKS MUST BE MADE DURING WHATEVER SEGMENT OF THE TURN THE RULES REQUIRE.

TERRAIN EFFECTS UPON MOVEMENT

TYPE OF

TERRAIN:

1.
2.
3.
, ._.
4.
5. EFFECT:

Hill

Slows movement 50%, prevents all charge moves, but movement downhill is at normal speed.

As Hi II, with the additional penalty of preventing the mavement of formed bodies of troops.

As Hill, with the additional penalty of preventing the entrance of heavy equipment I catopults, and guns.

Prevents all charge moves.

Wooded

Marshy

Rough Ditch and Rampart

As Hill

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River and Stream

Treot individu.olly as to fordobility, penalty for crossing, and so on. (A typical stream would· require 6" to cross and prevent chorpe moves, while a typical river would require troops Ie halt before' and after crossing and cost on entire move to cross.) -

TERRAIN SELECTION

Often It becomes difficult to devise new terrcln foro bottle-, and we hove found the following system to be useful:

A. On 0 number of 3" x 5" index cords draw the following;

1. Two with rivers

2. One with e marsh

3. One with a pond

4. One with a gulley

5. Two with woods

6. One with rough ground

7. Four with variously shaped hills

8. Eign.t blanks

B._ Each opponent draws up to four times:

1. The weaker or defending side draws first.

2. Tcrrcln is placed anywhere on the fob Ie at the drawing player's eprlon,

MOVEMENT (in inches) ROAD CHARGE MISSILE
MOVE BONUS MOVE RANGE
Armored Foot 6 6
Heavy Foot 9 12 3*
Landsknechte/Swiss 12 15
light Foot! Archers 9 12 15
Arquibusiers/ ..__
C rossbowmen 12 12 IS
Longbowmen 12 15 21
Turk Archers 9 12 21
Heavy Crossbowmen 9 9 24
Heavy Horse 12 3 18
Medium Horse 18 6 24 15
Light Horse 24 6 30 18**
Catapults/Cannons 6 :3 "**
Wagons 6 6
* Troops armed with throwing axes and spears (such es Vikings and Saxons) fall
into this category.
*" Javelin armed troops such as the Spanish c 1200 have a 6" range.
*** Refer to the special sectlons for these types of weapons. FORMATION AND FACING

Units. must pay a movement penelry in order to change their formation and/or facing.

Fonnation:

Column - Une Line - Column Column - Squore* line - Square*

.. Foot only

Units caught in melee during formation change are considered as fl.anked.

1 Move 1 Move 1 2

Move

Moves

10

Facing:

Oblique

Left er R ighr Fcce About Face

1/4 Move 1/2 Move 1 Move

Double all penclties for poorly trained troops, and half for Swis5/Landsknechte end horse ,

FATIGUE

Continued activity brings. on weariness:

1. Moving' 5 consecutive turns.

2. Moving 2 consecurlve turns", charging, then me leelnq ,

S. Mov,ing 1 t.um, charging.)' then meleeing 2 rounds.

4. Meleeing three rounds.

When any troops fulHIl one of the above fh.ey become fatigued:

A. They attack at the next lower value (heavy foot ~ lightf'oot).

B. They defend 01' the next lower valve.

C. Morolevalue drops« 1 on values and die (dice) rolls.

Move'ment l,I,phill equals two nermolmoves per uphill rnove , Swiss/Londsknechte, d0uble obove (1. - 4.) numbers for fotigue .. One turn of non-movement fiJlly restores fQtigLledtroo,ps.,

MIS~ILE FIRE: (excludinggunpowde.r and catapults)

NUMBER FIRING

1-2 3-4 5-6 7-8 9-10

TARGET - Uncrmored DIE - 1-2 3-6

t Armor or Shield 1-3 4-6

o 1 2. 3 4

1 2 3 4 5

o o 2. 2 3

o 1 2. 3 3

o 1 2 :3

TARGH - Fully Armored DIE - 1':'4' 5-6

4-B 9-12 13-16 17-20

I 2 3 3

Groups of missile troops which are IQrger thon the mcxlrnum number shown on the: obove toble must be into two or niote aqua] groups so as nor to exceed the maximum ; Groups not exceeding the maximum which are Fi'dn.g 'at the some 'farget may not be divided 'info smellergrcups;

Rate of Fire: Crassbowmen, Archers, and Longbowmen may: fire every turn.,

If Archers or l.ongbowrnert do not move ond ore not mei.eed at the end of a tum they moy Flre twice. If Crossbowmen, Archers and LOflghowmen are moved up to one-hclf of their normcl movement- (excluding.chorging:) they may fhe onee, ond if they ore moved over one-half of their no ml<!l I movement' they may fire pnce only iftheybeot their opponel1f"s die' roll, Heavy Cressbowmen fire ev~ry G:tner torn. They may move up to one-hclf of their normal movement: (excluclingchorging) and still relood or fire, but if they ore moved over one-half of their norme] movemen}

(excluding charging) they must beat their opponent's die roll to fire, and no reloading is allowed. They odd 1 to Missile Fire die rolls.

Split-move and Fire.: Horsemen armed with bows are permitted to perform this type of mevement , To occomplish 0 spfit rnove and fire, the horse archers move up to one-half of 'their normal movement, imme,diately conduct missile fire procedure,and conr lnue to move out the belenee sf their normal movement" not to exceed one-helf of their nermcl movement. The horse archers may be fired upon by opponent missile troops during their Firing pause.

Pass-through Fire: Stcrionory missile troops may elect to give poss-thraugh fire to any enemy units which are within their missil.e range at the half-move portion of the tum. This weuld include any enemy troops spilt-moving, passing by, or charging the missile troops.

Arc of i=ire; Footmen - 45 deg. left or right Horsemen - 180 deg. left, 46 deg. right

Number of Ranks Permitted to Fire: Two ranks of missile troops are permitted to fire provided the first rank are missile troops. Additional ranks of miss He troops Oil significqntly higher ground are permitted to ,fire as if ~hey composed the second renk , Note that missile range is measured from the first rank.

Indirect Fire,: Archers and Langbowmen, but not Crossbowtnen orany type, may fire over the heads of intervening troops, friendly or enemy, providing they are mare than 3" distant. Indirect fire reduces the range of the weapon firing by one-third. Ind'irect fire automatically classifies tke forget in the next higher armor category, i.e., Unarmored targets become equal ta ~ Armor or Shield, and

Fully Armored targets become "arrow proof." .__J

Cover: Soft cover such as brush, woods, waIst-high Fences, and walls will reduce missile casualties by one-half (drop all fractions). Woods and overhead cover, such os roofs, prevent an indirect fire. If indirect fire is possible, then

casualties will not be, reduced by cover. Movable rncntlets and walls with arrow L.-

slits make targets behind them" including missile troops firing thru such slits,

"arrow proof" unless indirect fire is passible.

Throwing Axes and Spears and Javel ins: These missile weapons are Ireated as any other missile weapons except: They may fire only once per turn, they moy always fire at enemy troops charging them, and they may not fire indirectly.

CATAPULT FIRE: Range Hi,t

Minimum Maximum .l\~ea

Light Catapult Heavy Catapult

30" 48"

2"

3t"

\5" 24"

For the Hit Area cut a circular plastic disc to the diameter stoted above. All figures wholly or flQrtially under the circulat Hit Area are ki lied. (For the effect of catapult hits on other artillery pieces, structures, etc'f see the sectIon entitled SI EGES .)

Rote of Fire: Light Catapults fire every other furn, and Heavy Catapu;l~ every third turn, provlded they are' furly crewed end have nat been moved during the previous two or three turns, as the Case may be. Full crew and reduction in rate of fire for pcrtlc] crews are shown below:

4 crew fire normal

3 crew fire requires 1 extra turn

2 crew fire requires 2 extrc turns

crew fire requires 3 extra turns

Additional crew above four do nat add to rate of fire. Only trained crew lJIay operate art i lIery •

Arc of Fire: 45 deg. left or right

Indirect Fire: All ccrcpul! fire is considered indirect and incurs no penalty

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because of this.

Coverr Any substcntlol overhead cover negates the effect of catClpult fire. Method of Fire: The player firing 0 catapult must call the ronge by stating the distance (in inches) he is firing and how for Ie-ft or right the missile is to fall (subject to the 45 deg. arc of fire limitation). A triangulation is then made,

with the missile falling along the long side of the triangle at the number of inches called,

Example:

28"

L

o

Missile hit area falls at 28" along the long side of the triang'le.

.

: I"

Firing 28", ,8"" right -

Fire Optionol: Roll two different colored dice. One color is for on overshoot ond the other is for an under-shoot. To decide which number of use you take the higher of the two. Miss is in inches, shown by dice spots. If they tie then the rock lands at tlie specified range. This method is simple but efFective.

GUNPOWDER WEAPONS,

ARQUIBUSIERS: Regardless of the armor classification of their target, Arquibusiers will kill any figure they hit. When firing, Arquibusiers roll an "accuracy die" for each man, and use the following hit table:

Range to Target 12"-18" 6"-12" 0"- 6"

Score to Hit

5-6 4-6 2-6

Rate of Fire: Treat as Heavy Crossbowmen.

Arc of Fire: Treat os normal for missile armed footmen. Indirect Fire: No indirect fire Is permitted,

Cover: If the target is up to one-half concealed by hard cover (trees, walls, rocks, etc.) deduct 1 from the score rolled on the "accuracy die." If the target is aver one-half concealed by hard cover, deduct 2 from the score,

Bonus; Arquibuslers who fire while their weapon is resting on 0 strong support (wall, prop, ett.) add 1 to the score rolled on thee "accuracy die."

CANNON:

Three classifications of Cannon are eonsldered , They are:

Light field guns - 30" range Heavy fie Id guns - 36" range Bombards" - 42" range

"These weapons are usually used only in sieges.

Ra.te of Fire: Treat the same as Catapults. Arc of Fire: Treat the some as Catapults.

Indirect Fire: Indirect fire is permitted enly for Bombards.

Cover: Cannon fire into woods is not perm itted, For the effect of cannon Flre on specific forgets of wo6d or stone, see the section entitled SIEGES.

Method of Fire: Fire is in a str-aight lirne to a target specified by the player Firing. (Exception is the Bombara, see the rule below.) A wooden dowel is placed at the muzzle of the cennon, and a.6" "variation measure" is placed at the other end of it (the target end). At th is time the end must pass directly over , rest on, or point to the specified target. The center of the variation measure is

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pieced at the far ehd of the firing dowel. The variation measure is marked oHin It" segments and numbered from 1 - 6 as lllostro+ed be low:

}

A die is rolled by the player firing the cannon, and the end of the dowel is then moved to the number on the variation measure which corresponds. to the number r'oliled on the die. This procedure represents the variation in connon bolls, irregular gun barrels, and windage. The Dowel: The length of (I firing dowel

will correspond to the maximum range of the cannon which it represents. Each is colored clternetely white and bleek to represent the flight and bounces cf a cannon boll. B:EPORE PLACING THE DOWEL THE PLAYER FIRING MUST STATE WHETHER HE IS FIRING SHORT (white) OR· LONG (block) AT THE TARGET. All figures that are touched by the named color on the dowell are eliminated. The color sections of the dowel, reading from muzzle to roll, ore:

W .B W B W B Diameter
3~'' 16" 6"11 3"11 5" 5/8"
36" 18" 6" 3" 2" I" 6" 3/4" '--'
42" 20" 8" 4" 2" I" 7" I" Any terrain features which int.erpose with ANY section of the dowel stop the fI jght of the connon boll at that point. These terrain features inc lude high ground, bcrrlcodes made of substantial material (wood planks. or stone),' trees, elc. Objects the height of a man will stop the flight of the cannon ball, if they ore substontiol and fall within the color section named for hits. A body ofwcter will likewise stop the flight of the cannon ball iF it is passed over by a section of

the dowe I colored .rhe color named for hits, other than the first such colored section which represents the cannon boll in level flight, not bouncing.

Bombards: Although the she and weight of a Bombard is such that the usefulness is restrioted to sieges, eeeesslonol inclusion of a Bombard might odd something to your wargome. The Bombard con be fired as either a Connon or indirectly as if it were a Catapult. If it is fired indirect a triorJ9ulation must be m.ade just as if it were a Catapult, and in addition the variation measure is used when the line of flight is generally determined. There is no flight-bounce-roll, for

the Sembord fires on explosive shell. Use 'o3v,'\:Hame"ter circle "hit area" marker when the place the shell hits is finally determined.

Example of Firing: A player decides to fire a Hecvy Field Gun at the exncf center of on advancing enemy pike square. The target is dose, so the player elects to call WH ITE. He places the dowel, lays the variation measure at its end, and rolls the die. The number rolled is 4,50 the shot goes strqight. The target is 26" distant and 8" deep, 50 the full 3" af the second white sectlon, and the full 1" of the third section, fall upon H. All figures touched by the white sections of the dowel (including figures not named as the target -- even

friendly troops) are removed as casualties. -

MELEES

Melee casualties wl] I be determined by rolli.ng certain numbers of dice and evaluating the scores for the combatants from each side on the Combat Tables given hereirJ (see Appendix A). Examples of troop classification ore:

Light Foot: Missile troops, SWiss/Landsknechte*, ,Peasontx Crews Heovy Foot: Normans, Sexons, Turks, Vikings, Men-at-Arms

Armered Foot: Dismounted Kni~hts, Se.rgeonts, Itol ian City Levies and Condot·tiere

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Light Horse: Magyars, Mongols, Saracens, Spanish, Turks, Hobilers

Medium Horse: Mongols, Norman Knights, Esquires, Saracens, Sponish, Turks, Turcopoles

Heavy Horse: Knights, Reiter I Gendarms *SPECIAL CLASS -- see Combat Tables

Charge: The Charge move is permitted only when melee contact is expected during some portion of the turn. When 0 unit moves a charge move it must move at normol speed on the following turn, Cavalry charges must be in 0 relatively straight line (up to d maximum of a 45deg, curve is allowable), Victorious charging units must continue to move out the belonce of their chorge move, in the direction first indicated, providing they attained vlctory before mel'ee or during the first round of me·lee.

Missile Troops: Missile troops inrerspcced willi other footmen forming a defensive line may "refuse" combat and move back 3" out of melee range. However J if the other footmen who are mel'eed ore kll led or driven away, the missile troops must fight if tlie attacker is able to continue his charge move.

Melee Resolution: After both players have rolled ,the number of dice allotted to them for their meleeing troops by the Combat Tables, casualties are removed, and morale for bothopponenls is ehe eked ,

Number of Ronks Fighting: 1 rank.

POST MELEE MORALE:

1. The side with the fewer ecsuol+les determines the positive difference between their losses and those suffered by the enemy. This number is t-hen multiplied by the score of a die roll ana ,the toto'l noted.

2. the side with the greater number of surviving troops which were Involved in the melee determines the positive difference between the number of h is troops and those of the enemy. Th is number is noted.

3. Eoch side now multiplies their surviving figures, separating them bytype if more than one type is involved, be the following "Morale Rating" factors:

Peasants 3 Light, Horse 6

Light Foot and Levies 4 Armored Foot T Jon lsscr ies 7

Heovy Foot 5 Medium Horse, Landsknechte B

[lite Heavy Foot 6 Heavy Horse, Swiss Pikemen 9

4. Both sides now toto 'I the scores arrived at in steps 1 • - 3. above, and the side with the lower lotol must immedI,a.tely react os fellows:

a - 19 difference -- melee continues

20 - 39 difference -- beck ~ move t good 'Order 40 - 59 difference -- back 1 move, good order 60 - 79 difference -- retreat Lrnove

80 - 99 difference --rout H move

100 & + difference -.- su'rrender'"

* Victonlous side mo.y continue a charge jf appl icob Ie, [cov ing the proper rotio of prisoner guords (1 per 5 prisoners)

For melees involving less than 20 figures per side double all tot-als.

Example 0f a smqll melee: 10 Heavy Horse attock 20 Heovy Foot, kill ~land lose 2 HHr, The HH then score 6 (for greater kills) time.s 0 die roll, thus:

8 - 2 -.:. 6 x 3 (assumed die roll result) ~ 18. To this toto I the HH add a morale roting of 9 multipl ied by the' number of their survivors, thus: 9 x 8 = 72. ThE! . en+lre score for the HHis 18 + 72 = 90. The 'HF hove more survivors, so they score 4 (12 HF as opposed to 8 He =0 peslfive difference of4), pluso morale rotin.g of 5 mul t;iplled by their entire force of survivors, thus: 5 x 12 = 60. The

15

entire score for the Hf is then 4 + 60'" 64. The score sf the HF is subtracted from that of the HH and the remainder doubled: 90 t: 64 = 26 + 26 = 52, the difference., So the Heavy Foot must immediately move back 1 move (9" in this case) in good order. The Heavy Cavalry must continue their charge, if appl.icable, end if they again contact the Heavy Foot the two units will again melee that tum.

flank Attack: Units attacking from the flank ore of the next hi@her class,

i ,e., Heavy Foot equcls 'Armored Foot and Heavy Horse equals +1 on each die.

Rear Attock: Units which ettcckfrem the rear deliver casualties without receiving any in return. In addition, such troops receive the bonus stated above for Flonk Attack,

Retreat and Rout: Troops forced bock in retrcet or rout, with backs to the enemy, must remoin unmoved on the following turn while fhey rally. If they are attacked while rallying a die must be rolled in order to determine if they manage to quickly rally or continue to retreat or rout. If they fail to rally when attacked. casualties are suffered by them, while the enemy will toke none in return (the attacker only rolls dice on the Combat Tables). A score of 1-2 is required to rally when attacked.

Contact with Ano,ther Unit: If a retreating unit contacts a formed body of friendly froopsthe retreat is immediately slopped, but both groups must ,spend the next turn rallying and are subject to the rule below reg,arding conti'nued retreaf. If a routing unit contacts any friendly troops it will cause them to likewise rout, and rallying is necessary; note 0150 that these troops are likeWise subject to the rule regarding continued rout stated below,

Continued Retreat or Rout: If 0 retreated or routed unit is forced or voluntarily continues to move they must be. diced for in order to roily them in I.ater turns , If the required scare is not made the unit must immediately be moved again, another turn of movement noted on their records" and they must check agoin on the follOWing turn. Any unit that retreats or routs off the table is removed from play for the remainder of the game.

Turn of Retreat 'or Rout 1 sf

2nd

3rd

4th

Die Score to Rally

Automatic on nex,. turn if nat anac:ked 3-6

6

Automatic removal from play

Miscellaneous Melee Information:

1. Missiles cannot be fired info a melee.

2. A II types of troops are considered to control the space 1" on either side of themselves to stop infi ltro+lon ,

3. Units within 3" of a melee may be drawn into it if the player to wham they belong so desires. However, the unit that joins a mele cannot have been moved over one-half of its normal movement during that turn. The unit joining the melee may move up to 6" into battle.

4. After the fi'rS,t round of melee excess troops (fi!'jures uncppesed by an enemy ,"'I.,;

directly before them) from the flanks or from reor ranks may be moved so as

to overlap the enemy formation's flanks and even reor if movement ot one-

half normal Will o llow ,

MELEE OPTIONALS FOR ADDED REALISM

Prisoners: Refore the losing side falls bock from a melee, both players roll a die to determine if any prisoners are taken from the losing side. If the loser is retreating or routing back his unit automatically loses either 1 prisoner (retreat) or 2 prisoners (rout), regordless of the further outcome of the dice score.

16

PRISONER TABLE
Winner Loser
Foot Horse
Horse Foot
Foot Foot
Horse Horse
- Mixed Mixed Winner's Die

NUMBER OF PRISONERS TAKEN

Loser"s Die

Positive difference used Both dice added together

Number rolled Not used

Number rolled Not used

Number rolled Not used

Swiss, Landskneohte, and Turks will take no prisoners. Count prisoners cs additional kills.

A guard of 1 man per 5 prisoners must be maintained at 01:1 times, or prisoners escape. Escaped prisoners may fight normally on the fum following escape.

Impetus Bonus: Heavy Foot, Armored Foot, 'and all Horse unih receive I'mpetus Bonus when they charge into melee across smooth, level terrain, or down moderate slopes. Such troops add an extra die to their "normal number shown on the Combat Tables.

Cavalry: When standing, Horse will defend normally but will return casualties at the next lower category, i.e., Heavy become Medium, Medium become Light, and Light return casualties as if they were Armored Foot. This does not apply after the first round of a melee. Standing Horse are defined as: A) Cavalry not ordered to move on the tum it is attacked when simultaneous movement is used, and B) Cavalry not moved during the turn mel.ee was originated, or not moved on the tum previous to melee and meleed before being able to move on the succeed-

"-- ing tum, when move/counter-move is being employed.

Hedgehog: Only Swiss and Landsknechte pikemen can form 0 hedgehog. If ten or more of these troops are in a square-type formation, pikes or pole arms facing outwards in all four directions, a "hedgehog" has been constituted. A hedgehog can be moved at one-half speed. It may never charge. A Hedgehog will never be drawn into neighboring melees. It may be attacked only by troops armed with like weapons (pikes or pole weapons).

MORALE

Instability Due to Excess Casualties: When cesecl+les from an¥ and all causes exceed a certain percentage of a unit's original total strength, morale for that unit must be checked by rolling two dice. If the loss is brought below the set

_... percentage by missile fire, the unit must check before the melee portion of the tum. If the loss is brought about by melee, the unit must check morale after melee~ hove been completed for that tum. If the vnit remains stable, it need not again check morale until such time as it suffers losses to the stated percentage of its original strength, but at that time it must be removed from the table for the remainder of the game.

LOSS TABLE

Unit Type

Light, peasants or levies Heavy Foot

Elite Heavy Foot, Armored Foot,

Mongols Medium<Hor.se (n61 Kls.) Swiss Pikemen

Heavy Horse, Norman Knights Mounted Knights

Casualty % 25% 331/3%

331/3,% 331/3% 50% 50% 50%

Score to Remain

8 or better 7 or better

6 or better 7 or better 5 or better 6 Of better 4 or better

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Any uri it that fails to make the required score to remain in battle is removed from

play immediately unless no route of retreat is open to if. Surrounded units that fail morale checks ore ossorned to immediately surrender.

Swiss/LondsknechtePike Charge: Because efthe reputcfion dnd ferocltyef these traops,. on enemy cnQr,ged, by SWi'55 or l.cndsknechte piker"en (ether than

like troops) must rell fwc dice and consult the Loss Table, just os if they hod sutfered excess casualties. However, if'the unit being: atto:cked foUsto score

high enaugh it is not removed from pieri rather, Itrefreats H· moves, bocks til) the ,enemy, and must roily. If they ere followed up by plkemen before they rolly, the unit is totally ellmlneted, Note: The, charging pike formation must be eligible to recei've "mas,s shock" dice (at lecst 10 figures in 5 x 2 formationl' in order to force enemy' units to' check mercle,

((,Ivai!), Charge: In order to withstand a charge'by mounted men, the defendinguoit must check morale. fear of the charge. was usually more dangerous than the impact ef the CQVaIry. Units that fail to seore the required toted retreat l~ moves, backs to rne enemy, abd must rally. If both units are charging, both must check morale, adding 1 to the dice score if Foot" 'and Iwe to the dice SOGre if Horse

Attacking Una

Defe~ing UnH: Lighf Medium Heavy

Peasants 9' 10 11

Light Foot, Levies 8 9 10

Heavy Foot 78 9

Elite Heavy Foot, Armored Foot 6 7 8

li'ght Horse 5 6 J

Medium Horse 4 56

Heavy Horse 3 4 5

Swiss end l.cndskneehte armed with pikes or pole arms focin.g the 'enemy outomatieall'y stand any charge-so

Units chc~ged in the flank deduct 1 from the dice score; (:!nils oharged in the reor deduct 2 from the dice score ,

HISTORICAL CHARACTERISTICS (0PTlONAL) ORGANI.ZATION:

Historically, units of r;liffering types were not mixed until the emergence .of

"pike .ond shot" during the Renoi~san(le. {Bo~boriantypes, Such as the, Vikings -.._;

weresomewhct of on exception, for their bands contained ,(!l spr'inkl ing, of archers,,) Although Light Horse meybe brigaded wHh Meaium, or Medium with Heavy,

other types Qf troops cannot be intermixed, and even different units of like types

ef troops should not be joined. Wniits; that become intermiiXed in a melee will requlrevone full turn to sepcrcte .ond reorgonlze, Unlts reorgalii.Z!ing are considered

to be. the some as units rorl!;ed to F,efrect fGr purposes of Melee. .

Knights: Feudal Knight$ were ill-disciplined end generally reFused to toke

orders from anyone -- even their liege lord. However, they were ciXcepfionally '7'

brove , Whenever Knights come within chargin.g dlsronce of an enemy they will

charl1e regordless of any orders, unless a 6 is rolled an an "obedience die," ond regardless of any such roll if they can see other fri.endly froops moving towaras

theeoomy, or attacking, they wlll charge or move towards the enemy if unoole

to charge .• If more thon one type of enemy kaqps are within charRing distance.

the order of precedence that the Kni.ghts will 'follow is:

I. Other Knight~

2. Any other mounted troops

3. Baggage at m i$$1I-e troops firing upon fhem

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4.. Armored Foot

5. Missile-armed troops

6. Artillery or siege equipment

7. Heavy Fool

8. Li.ghl Foot·, Peas-Ont.s, or Levies

9. Pike acme<! troops

Leyies: These units were local cltlzenry , watch, militia ond the like, who we~:eoccasionolly drilled ond coiled to arms in times of trouble. They were' used most often by the Italians and Flemish --in foct, the Fletltish pikemen were good fight'ers if properly supported by covalrx, but it was hopeless for them to take the field without such 5Uppoiit. ASlhey were cltizen soldie'rs,they werepoody trained,. half-disdpli'ned, and fought in mosses. Their chief arms were long speors, vcr lous pcleweepons, or pikes •. Levies should be treoted cs :HeQvy FOQt unless otherwise,. staled. The Flemish add 1 to dice scoreswnen ehe.eking morale.

Mercenary Troops: Proe.tir:eolly any kind of troops corn be de,s'ignafed as mercenaries. For example, an army thct normally would be unable to fie·ld a body of pikemen cOI;I1'd do so by opfing to. hire CI formation of mercenary plkernen., The trouble is that these troops are likely to chcmge sides at the drop of {1 hot (fllll of silver, 110rurally) .. Be·fore 'each tum a dIe must be rolledtc see who.t they will do. If q 1 is rolled they merely standstill that turn, doing gbsolutel.y nothing (except defending themselves if attacked). If a 2....s is rolled they will obey orders. If a

6 is foiled, 0 second roll mustimmedio!tely be rncde:

Die Score

Result

1 More payl Stand, no attacking cr movement

.2 Marqh off boqrd (things oren't going well &It home, 'they soy)

3 Bribed! March to. join the enemy (as soon as they reach the

enemy lines they turn and .may etreek you)

4~6 Car;ry ouf orders normally for the next thr-ee moves, no die

diecks required duringthdt time .• (You're really a

w inn; ngpe r sone I tty )

Oneeengoged in melee it is not necesscryto check rnereenorles until after the melee is cencluded ,

l'ieasants: Often dragged into baffle, these unwilling warriors were uSlIolly very unreliable, and poor f,jghters in the bargain .• In 0 melee they wiH Hght !:IS Light Foot, but the problem is to get them to fight. (Usuo'lly the poor peesents stood around until: the Knights decided the bortle , and' the pecscntaon the losing side were then eheerful'ly butchered. by f'ha winners.) Two dice ml.lst be rolled for every peasanf unit Defore fhey will do anything:

To move +sccre 7 or be Iter.

Enemy Unit:

Peasal'lts

Light Foot, Levies Heavy Foot

Armored Foot, Pikes Light Horse Medium Horse .Heavy Horse

To Attack 4

6

8

9

10

11

12

To Defe.nd Against 5

6

7

8

9

10 11

Peasants thot fai I to otfack must stond unmoved. If they fail to ·defe.nd, fheyare heated as i:f they lost a melee and had routed.

Re.ligiQus Orders of Knighthood: Such rrcops will never S.urrender, ond when Morale results call for such they will fight on normally. They receive a + 1 on all

19 .

Mora,le dice due to their ,el ite nature.

English Longbowmen: These troops carried long stokes which they would firmly set into the ground once they hod taken up position in order to inhibit or prevent cavalry attacks. Longbowmen in position for two complete turns ore therefore considered to have planted their stakes. Any cavalry aftClcking them from the front must roll a die far eaeh figure in its front rank, 4-6 indicating the horse is impaled and the rider slain.

Magyars: Magyo.r cavalry is all very mobile, about three-quarters being light, the other quarter medium. About one-quarter of the li'ght cove lry have bows and. can spl it-rnove and fire'. There are few foot in Cl typical Magyar army (10% maximum un less a fortification is involved), and a II are light.

Mongols: AI,I Mongols are horsed, one-quarter beleng medium lancers, one quarter light [oncers , and all the rest being light kofsewith bows. Mongol,s ore able to be forced to retreat and net have to roll? to move norma Ily next turn,

but if they are routed they w il ] have to perform as heretofore outlined. They will not hesitate to take unusual risks, fer cowardl'y actions were punished by death.

Poles: The main arm of the Polish is their cavalry, about three-quarters of which 'ore medium horse armed with lances. The otber per+ are light, 10% of the tot<!ll horse being light, crossbow-armed cavalry. The Poles also have both heavy and light foot. T~eot 0.11 Palish troops. as either elite or one cless above their actual rating for purposes of morale.

Russions: Only about 20% of a typioal Russian army is horsed. No less than three-quarters of the cavalry are medium, the balance being light. Approximately 50% of the foot are heavy, most of whom are qrmed with pole arms. 10% of the foot troops ore I ight infantry crmed with crossbows.

Saracens: All Saracen footmen are I ight troops, and a high percentage ore armed with short bows ,(15" range). Saracen cavalry are predominantly I:ight, but their el ite units are medium. They will take no prisoners from "religious" orders of knighthood (Templars and Hospitallers.)

Scots Infantry: Scottish infantrymen were armed with exceptionally long

spears (almost pikes) and could form massed circles, schiltrons, which in most respects are treated cs Swiss/LondskAechte pike forrnotlon , The primory difference in rhe Scottish formation is that it is unable to move. Cavalry armed with lances may attock at even odds, i.e., each attacker and defender rolls one die, 6's killing. A schiJt.ron requires the some amount of time to form as a column,

Spanish: Spanish Knights are predominantly medium, while cbout 50% of their horse ore light, [eve] in-armed troops who may split-move and cost darts.

Tarllm: For purposes of ony mlnlotures game it is sofelo treot 0 Tartar force as if it were composed of Mongols. There may have been somewhat fewer horse bowmen, end after Timor the liklihood of a Tartar Force being as highly disciplined as that of the Mongols was small.

Chinese: See table below. Koreons: See toble below. Joeonese: See hlble below.

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China Korea Japan
Armored Foot No No Samurai
Heavy Foot Few Some Some
Light Foot/Archers Yes/Yes Yes/Yes 'Yes/No
Arquibusiers/Crossbowmen Som~/yes" Same/Few Few/N",
longbowmen No No Yes**
Medium Horse Yes Yes Yes"'*" -'
Light Horse Yes Few No
20 "'Very light, repepting crossbow. Fire as bow, range is 12", hit probability is -1 (or -1 from casualties) despite polsoned bolts due to low penetration.

**Samurai armed with the very long bamboo bow which con be fired from horseback, but not while the horse 'is moving,

***For attock purposes count only 05 Light, for defense they are considered Heavy, and for obedience as Knights.

Melee "Morale Rating"
China Korea Japan
Foot 4 5 6
Elite Foot 5
Horse 5 6 7
~ Elite Horse 6
Samurai 9 Army Commander: Generally speaking, most of the troops looked to their leader for moral support and would fight harder when he was nearby (probably in hopes of recognition and reword) •. IJ the figur·e representing the army commander is with a body of troops, that unit will odd 1 to the score of each die it must roll (two dice odds 2). However r the army commander will suffer the some fate as that unit, should it Fail to' make a required score. Any unit within 12" of the army commander will also receive (] bonus of 1 to the score of ony die or dice

roll it must make. The army commander will automatically rally any unit it joins, but ·.if he leaves that unit before having stayed with it three complete turns, it will return to its former unrallied status. If the army ccmmander is killed or coptured, all units on that side must check morale as if they hod token excess casualtles, and at III minus 2 from the dice.

The army commander will always be the last figure killed in a unit, regardless if by missile Fire or in melee.

Mercenaries are not affected in any manner by the army commander.

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Baggoge: Loot was usually foremost in the thought of the medieval soldier.

Assume that each side has 0 oog9age camp [ust behind their bose line or point of entry onto the table. Both sides secretly indicate on a mop 06" areo which will be the poth fa the baggage camp. Whenever on enemy unit comes within one na.rmal move of this orea, the enemy player must inform his opponent tliat the unit has the baggage. On the next turn the unit will move off board to loot prevented from doing so by enemy troops (either attacking it or block inq the path). When an enemy ~nH is 100ti'n9 the baggage, cl I friendly units within q normal move of the path to the baggage camp will 0150 move off boerd te prevent the pillage • .6!! such units (friendly and enemy) remain out of play for the remainder o·f the game, unless a sepercte octian is fought involving them. In the latter case survivors may return to the origingl game. Of course, bo;:Jggage con be brought on bocrd ,

WEATHER (Oprlencl)

If the kind of weather has not olreody been establ ished, roll. a die, and the result indicates the prevailing conditions; check by rolling die on even turns.

21

DIE CLEAR (1 - 3) CLOUDY (4 - 5) RAINY (6)
1 Excess heat" No Ci:hange Light rain
2 No change No change Light ro in
3 No change \I Clears ¢ Gaudy
4 No change No cho.nge Cloudy
5 No change No change Hare! ra in
6 Cloudy!) Rain I) Hard Fa in "* * Fatigue doubled, greater chance of fire iA dry grass or woods if dry. (Appl ies only in summer season.)

U Three rums of hard rain brings mud, reducing mOvement by,. I) Weather moves to column 'indicated by direction of arrow.

SIEGES;

At best, sieges are difficult to handle. The falla:.ving, roles will be helpful in conducting such a' game, and itis suggested that they be used in combination with the rules for men-te-men combat.

Targets and Defense Values!

Bastions and round towers Gatehouses, square towers, and gates Curtain wa.11 s and stone build ings Ramparts and earth-filled gabions Wooden structures and palisades Cannons and 10'rge co+opults

Small catapults and movable mantlets

Point Val'ue

40-60 30-45 25-40 20-30

5-15 5

3

Weapons and Attack Values: Each type of weapon destr-oys a certain number --'

of defense points, and as soon as a II defense va lue is gone. the target is destroyed.

Weapon

Bombard -,6 points

Heavy Field Gun - 4 points

Light Field Gun and Lorge Catapult ~ 3 points

Small Catapult -2 points

As is observable from the obeve , .bringing down the walls of a eostle will be ......

CI long dnd perhaps perilous task, for the defender wlll hove ample time to organize and conduct many forays and rclds before his defenses collapse.

Bombards; During sieges, bombords may be used ds high angle of fire weapons, so when firing treat them much as you would g catopult, being able toshoe+ over walls, ana with a ffit area equal to that of a large catapult when it fires

indirect. ~

Siege Towers, Covered Rams, ere .« Each of these pieces of equipment moves 1" per turn for every two men pushing, with a maximum movement of 4" per tum with eight men pushing. Such equipment cannot be moved across ditches or moots unless they hove been Filled in.

Siege towers wi II accommodate 5 assault troops on the drawbridge story and

3 on the top deck. Up to 5 figures per turn can climb the ladder from the ground, to the upper decks.

Covered war machines with rams, picks, or screws will do 2 points (!)f damage to their torget for every turn they are against it. The defender may dlsoble such war mach ines (assume ram-catchers end the I ike) any turn during wh ieh they are in operation, and he rolls a 9 or higher with two dice.

22

Movable Montiel'S: Montlets can be moved 3" per turn for every man pushing, with 0 maximum movement of 6" (two men pushing). Each movobl.e mcmtler will provide full cover for up to three footmen. One missile figure can fire through the slit of the mantlet without being exposed; additional missile troops firing from behind the same mantle! will only receive proree+lon equol to soft cover.

L~dders: One man carrying a lodder moves, at one-helf normal speed, and two men corry 0 I'odderwith penalty. However, no chorge movement is possible. A.s the desiegers always hod on ample supply of scaling ladders, treot them 05 indestructible. Three men can climb from the base fa the top of a ladder during a tum. Eoch man that goes to the top of a kidder will have to fight any defending troops within melee range on the wall. If there is no defender, the climbing man may move to Q position on the wall, but only for enough fa allow successive cllmbers room to stand at the head of the ladder. All combat is man-to-man.

If the defending troops win any single melee against escoladi'ng aHackers, a die is rolled to determine if the defenders manage to push the ladder away. A die score of 5-6 succeeds in pushing off the ladder, the second man climbing is considered killed, and the third man stunned for one lum. (See MAN- TO-MAN COMBAT.)

Boiling Oil: "Have some nice hot oi l;" said the smiling sergeant. When poured from atop a castle wall, Flaming oil wilt sweep a 2" path downward, killil19 all figures within it; and at the base of the wall the Flaming oil will form

a puddle 4" wide by 3" deep, which will also kill all figures in its area. It will burn for three turns, preventing any troops from ,enrering the area it lies on. Any wooden structure struck by flaming oil will begin to burn immediately (exceptions: ladders and peak-roofed roms) and must be abandoned next tum. Thereafter I the 'Wooden structure will burn for five turns and then removed from playas complete Iy destroyed.

Racks= One of the most effective and easiest defenses ogainst esco_loding attackers was a large, werghty piece of rock or stone dropped from above onto the heads of the besiegers. A rock dropped down a ladder will kill the first climber, and, the secondend third men on the ladder must roll d die to see" if th"ey survive, 1-3 saving the second and 1-5 sl!lVing the third. When thrown, down QO top.of si"ege equipment and war machines rocks will do 1 point of damage.

Note: Men active on the castle wall can at best claim the protection of soft cover from missile.s being fired ot them from outside the walls.

Mines dnd Counter-mining: These operations are only possible to conduct on paper. A third pCilrty is necessary to act as 'judge of the various attempts at rnlning the walls or counter-mining to prevent it. The attacking player must designate certain numbers of his troops as "scppers" or miners. Whille the defender

wi II always know where these men are located, he will not know if they are actually at work on a mine, or merely serving to decoy his counter efforts from a real attempt elsewhere. As bottle progresses on the table, top, the pcper operations should keep pace. Allow the attacker to actually attempt two or three mines while allowing the defender only one or two counters to them. If counfer-mines are at all near to the attaokers mines (say about 6"-12"), the mining attempt fails, and ell attacking miners are killed. If a mine succeeds, a ,6" wide breech

is created wherever the mine strikes the wall.

23

Breeches: Wherever the' walls of acostle are destroye<i by' artillery, war machines, or mines. a breech is caused. Troops may move through a breech at Rough Terrain speed. The' defender may block a breech with obotis in t~ree turns, providing no attackers are within it during that period. Abatis will act as movable montlets as far as protection and defensive values are concerned. Destroyed abatis may be rebuilt just 05 original abatis was built. Attackers may teor it down in three uninterrupted turns, but if they are Qttacked or ki lied before destroying the obcfls they are considered to have done no damage to it.

-

24

lnsteod of using one figure re repr,esent, numerous men, CI s'ingle figure represents 0 single mono Use thissystem for small bettles and,castle sieges. When using the Mon- T a-Man comber ,system 011 preceding rules apply, except where emended below;

Missile Fire{ GeMTa.lly speakin,9, the roles for 1:20 sco[e opply 10 mon-toman missile [ire. Ranges for each weapon ore div'id'edinto thirds for simpli:dty. so o l5"ra_ngedivided intoshortotO-5", med'iumo,t5-10", and long at

1 0 - 15". IhQ,ividuol targets are selected, the m id-point of the move used for range deterrnincfien , dice rolled, end casualtIes extracted" Treat hand-hurled weapons as short bow! for purposes of hit pf(!lbobility (not range).

Melee: When two fi:gIJres,ore within melee range (3"), one or severe! blows will pe struck. Tne order of strikin.g depe.nds upon several factors. The man striking the first blew receives a return blew only if he foils to kill his opponent.

l.st Round:

First !;,Iow is struck by -- 0) the ottacker. unless

b) the defender hQS a wea~9h whk:h is two closses ~igher, or

c) the defender is fighting from above (castle wall, rampart, .etc.). 2nd Round and thereafte'r:

First liil.0W is struck by --

0) the side which struck fir.st bl:ow prevlously, unless

b) the opponent has 0 Weapon Which is two classes lower, or

c) the opponent idighting from above.

Men attacked from the recr do nat return a blow on the 1.$1 round of melee ond (llutomatically receive 2nd blow position on the 2nd round of melee. Men oltacked from the left Flank outomotically receive 2nd blow position on the lst round of melee.

1) For non-mounted versus mounted men: odd one to the die" roll of the. mounted man, subtrt'l.ct one from the die roll of the man' on, foot - lst round on Iy 'horsemen odd two.

2) On the 2nd round of melee the horse as well as its rider attock, the horse

._.... counting as the Following. weopon(s), and able to attack a different opponent

than iH rlder , but· only footmen:

light 1 Moce

Medium 2 Mo.ces

Heovy 2 Flails

_"

.._.,

'-

3) For ony man attacking from the rear in melee (after accepting, 011 pass-through ond spl it fire): odd one Is the die roll of the aHacker and .9 ive the defender no counter attack.

4) a. For any weapon 2 or more closses higher thon the otrccker the obi! ityto parry does ncr.exlst ..

b. F0r any weapon Letcss higher to thr'ee c lqsses I.owerthon the attacker the defender may porry the blow QY subrroctlng 2 f,rom the ottceker's roll, but he has no .eO\lnter qlow.

c, For any defneder whose w.eapon is four to seven c'losses lower than the ot-

2S

tacker, the defender has the option to give the First blow OR parry the attacker's blow, by subtracting 2 from the attacker's roll. If the a,ttacker equcls the original requirement for a kill the higher weapon breaks the defender's weapon. If the parry is successful r the defender gets one counter blow.

d. For any weapon whose class is eigh~ or more closses Iower than the etrecker, the ,defender gets the fir-st b low and may f*lrr)' the second or strike the second. He subtrocrs one For the parry and a rollequcl -to the orig ina I kill requirementbreoks the weapon. (Pikes, spears or lances of the cttocker do. get the first blow over lower c loss weapons if there is a char:ge. Here the leng,th of the weapon prevents the defender, even with his ligh·ter weapon, the ability, to get the first blow .)

Melee Tobie: Note that each weapon listed has a number designating its

e less , The shorter ond lighter the weapon, the lower its class. A men wielding 0' weapon tour classes lower (1 V5. 5, 2 vs , 6,and so on) st~lkoes ,\Wo bl0ws during every me lee round. If a man has' a weapon eight classes lower, he wi II strike three blows during every melee round. (See Appendix B.)

Mprale: Generally speaking, defenders in a castle need never check tnorale , In other ccses marale is to be checked when 33 1/3% of an army has been killed. Use the stcndord morale tables, check by type of troop, oncl allow any bonuses

to dice. For a Cavalry Charge use Combat Tables for 1:20 to determine if a check is necessary; double for Flank and/or rear attocks, i.e., -4 Heavy Foot must check if charged by 1 Heavy Horse (B Heavy Foot must check if attacked in

fl ank/reCir.

Mounted Men: When fighting menaFoet mounted men add +1 to their dice for me lees and the men of 0 at mU$t subtract -1 from the ir melee dice. Men may be unhorsed by footmen if they speclflcelly.srote this is their intent before dice are rolled. A score equal to a kill, with rio subtraction for their being afoot, indicates a successful unhorsing. An unhorsed rnon is possibly stunned:

Die Score Result

1-2 3-5 6

Not stunned Stunned '1 tum Stunned 3 turns

Remounting requires one-half turn, as does voluntary dismounting.

Leaders: It is suggested that leaders be given 0 +1 on all of their dice, and that their- type of crmor be considered the best for their origin and period.

Viking Berserkers: Berserkers, despite their look of armor, should be tr.eoted as' having leather armor and shield. Give them '0 +2 on attock dice. Once they see troops in battle the_y will charge to the attack, end they will not stop fighting until either they have killed all 0f their opponents or they are thernse lves

killed. .

JOUSTING

Kn\ghts in "friendly" combat, armed with lcnce and sheild, and mounted upon mighty destriers. Each player can operate one: or severe] knights to stage, a tourney.

Method of Ploy: ~ach player selects an aiming point (his. attock) and a position in' the saddle (his defense), Note that the aiming point will preclude certain defensive positions in most, but 110t all, coses , The a:iming. point of each playe:r is matched against the position of their opponent and the result found. Results can vory from both opponents missing to both being unhorsed, as (l study of the Jousting Matrix will reveo I. (See Appendix C. )

26

-.

When results have been detennined, one "ride" has been completed. If neither opponent hcs been unhorsed the procedure is repeated until one (or both simultaneously) opponent is knocked from his saddle, or three "rldes' have been completed. The joust is over as soon as either or bc:>th opponents are unhorsed or three "rides" have been completed without either party.being unhorsed,

Tourneys: To simulate a medieval jotlsting tourney it is necessary to have teams consisting of Several knights each. Score eceh ride 01) the .following table:

RESULT Attacker Defender
Breaks lance -I 0
Helm knocked off +3 0
lnjured 0 -10
Unhmsed +20 e Although'll simple wOl'1/IQst record will suffice, use of the above 'table will assure that there will be few ties in the tourney.

SUGGESTED POINT VAU)ES

Peasant Levee Light Foot

Heavy Foot Armored Foot Light Horse

Medium Horse

Heavy Horse,

Additional weapons costs-

1/2 point 3/4 point I point 2 points

2 1/2 points 3 points 4 points 5 points

, .

Pike

1

1 1/2 3 4 ·15 20 30

point points points points points points poinfs

Arquibus or any crcssbow

Bow ••••••

LongPow or composite bow Light Catapult or Cannon Heevy Catapult or Connon BombaJd ••••••

Notes:

1. Mercenaries cost ene-hclf of the above ,points.

2. Swiss or Landsknechte are all equal to Heavy Foot, plus weapon for Point Value cost selection.

3. Traditional composition of historic forces should be kept in mind when selecting armies by Point Valve.

27

Most of the fantastic battles related in novels more closely resemble medieval warefare than they do earlier or later forms of combot , Because of this we are inc'luding a brief set of IVies which will Clilaw the medieval miniatures wargamer to add a new fClcet to his hobby, and either refight the epic struggles relClted by J.R.R. Talkien, Robert E. Howard, and other fantasy writers; or you can devise your own "world," and conduct fantastic campaigns and conflicts bcsed on it. (The dedicated fantasy enthusiast should consult the TSR publication, Dungeons

& Dragons, listed in the back of this volume.)

Th~ utilization of varied scales of figures is almost a must for fantastic wargaming, considering that spectacle is an important part of miniature warfare, and doubly so )linen figpting fantastic battles. This dictates that the scale for man-size be either 30mm or 4Dmm:

~ Man--3Dmm Man--40mm
Halflings, spriles lDmm 20mm
Dwarves, gnomes, goblins, kobo Ids 20mm 25mm
Elves, fairies, orcs 25mm 30mm
Ogres, troHs 40mm 54mm '-<-'
D'j inn, dragons, efreet, elementals I
trecnts, gionls, roes 54mm 70mm Man-sized figures include: ghouls, heroes (including anti-heroes ond superheroes of the "C0'10ri" type), shope-chcnqers, Wights, wizords, wraiths.

28

FANT ASTle CHARACTERISTICS (See also Appendix D)

HAlfUNGS: These Ifttle chops have small. place in the wargame, but you may wont them for recreotion of certain bettles, Remember that they are able 10 blend 'into the bcckgro!)nd ondso make excellent SCO!)ts. They confire a stone as for oscn archer shoots, end beccuse of their well known occurccy, for I;lvery two Halfllngs firing eount three on Ihe Missile Fire table.

Morale Rating -- 5 Point Value -- (-)

SPRITES (and Pixies): These are also small creatures who have the power to become invisible -- and remain so in bottle I When Sprites attock fhey suffer no casualties during the first round of melee; thereafter, surprise wears off and the defenders are able to note the minor shadows and air distortions caused by the SprJtes. Sprites can fly for three turns (maximum) before landing.

Morale Rating --.3 Point Volue -- .4

DWARVES (and Gnomes): Because their natural habitat is deep under the ground, the.se stout folk epercte equally well day or night. Although they are no threot to the larger creatures, Trans, Ogres, and Giants find them hard to catch because of their small size, so count only one-half normal kills when Dwarves and Gnomes fight with them, for either attacks upon the Dwerves and Gnomes or returns should the Dwarves be the attacker. Goblins and Kobolds are their nat'-· ural (and most hated) enemies, and Dworves (Gnomes) will attock Gobli'ns (Kabolds) before any other enernles in sight, regardless of orders to the 'contrary. However, Dwarves and Gnomes will not have to roll on "obedience die" (as do Knights) to follow orders" i.e .• , they will not automatically attack, but if ordered to attack, and Goblins (Kobalds) are within charging distonce , they will attock the Gobi in (Kobold) formation to the exclusion of orders to the contrary.

M.orale Rating -- 5 Pojnt Value -- 2

GOBLINS (and Kobolds): Goblins and Kabalds see well in dimness or dark, but they do not I ike bright light. When fighting in full daylight or bright light they must subtract 1 from their Morale Roting, as well as 1 from any die rolled. Because of their reciprocal hatted, Hoblins (Kobolds) will automatica.lly attack any Dwarves (Gnomes) within chargIng distance. Hobgoblins fight as Armored Footond defend as Heavy Foot. Their Pelnt Value is 2~.

M.orale Rating -- 5

Point Value -- It

E'LVES (and Fairies): Armed ,with deadly bows and magical swords, Elves (and Fairies) are dangerous opponents considering their size and build. They can perform split~move and fire, even though they ore footmen. When invisible Elves (and Fairies) cannot attack -- or be attacked unless locored by on enemy with the special ability to detect hidden or invisible troops -- but they can become visible and attack during the same fum. Those Elves (and Fairies) armed with magical weapons add on extra die in normal combat, and against other fantastic creatures they wil.1 perform even better:

vs.:

Goblins Orcs Hera-types Super Heroes Wi:zrards Wraiths Wights Lycanthrapes

- add 3 dice to Combat Tables

- odd 2 dice to Combat Tables,

- Fantasy Combat Table, score 9

- Fantasy Combat Table, scare 11

- Fontas,y Combot Table, score 10

- Fantasy Combat Table, score S

- Fantasy Combot Table, score 6

- Fantasy Combot Tobie, score 9

29

Ogres Giants

- Fantasy Combat Table, score 7

- Fantasy Combat Table, score 10

(see rule for Mqgi<;al Weapons)

Morale Roting -- 6

Point Value -- 4

ORCS; Besides reacting 10 lighl in the some monner as Goblins do (after all, Orcs ore nothing more than over-grown Goblins), Orcs are quarrelsome and fodious. It

can therefore be assumed Ihol if there are Iwo or more units of Orcs, Ihey will be from differing bands. If Orcs of different kinds approach within a charge move of each other, and they are not meJeed by the enemy, they will attack each other unl'ess a score of 4 or better is ra11ed on on "Obedience die." There ore grant Orcs which flgh! os Armored Foot and have a Point Value of 2V2,

Morale Rdting -- 5

Point Volue -- 2

HEROES (and Anti-heroes): Included in this class crecerrcln well-known knights, leaders of army contingents, ClOd similar men. They hove the fighting ability of four figures, the cless being de.pendent on the arms and equipment of the Hero types themselves, who can range from Light Foot to Heavy Horse. Heroes (and Anti-heroes} need never check morale, ond they add 1 to the die or dice of their unit (or whatever unit they ore with). They are the last figure in a Uoit that will be killed by regular missile fire of melee, but they may.be attacked individually by enemy troops of like type (wch as other Hero-types) or creatures shown on the Fantasy Combat Table. Heroes (and Anti-heroes) may act independent of their command in order to com'bot some other fantastic character. Wheo meleed by regular troops, and combat takes place on the non-Fantasy Combat Tables, four sImultaneous kills must be, scored against Heroes (or Aotl-he.roes) to, eliminate them. Otherwise, there is. no effect upon them.

A Hera-type, armed with a bow, shoots a drago:l passing withio range overhead out of the air and kills it on 0 two dice roll of 10 or better, with 2 plus 1 on the dice- firing Q!1 enchanted arrow. Rangers are Hero-types with a +1 on attock dice.

Morale Rating -- 20

Point Valoe -- 20

SUPER HEROES:, Few and far .betweeo, these fellows are one-men ormie.s I (Particularly when armed with magical weaponry.) They act as Hero-types in all cases, except they are about twice as powerful, When a Super-hero approaches within his charge movement of the enemy, all such units must check morale as if they had taken excess casualti~.

A Super-hero, armed with a bow, shoots a drO{1an passing within range overhead out of the o'ir and Hils it on a two dice roll of 8 or betler (7 or better with an enchanted arrow).

Morale Rating -- 40

Point Value -- 50

WIZARDS (including Sorcerers at -I, Warlocks at -.2, Magicians at -3, Seer.sat-4). In normal combat, all this class will fight as two Armored Foot, or two Medium Horse if mounted, end Wizards cen hendle magical weaponry. However, their chief prowess l les elsewhere. W:izords can become invisible end remoin so until they attack, they can see in darkness, they affect friend Iy and enemy morale as do Super Heroes, they throw deadly missiles, and Wizards cast terrible spells. Wizards are themselves impervious to normal missile fire but if

30

they are struck by a missUe fram an enemy Wiz.ard they must score 7 or better with two to survive. (Adjust all dice scores by the lesser value of weaker magic users.)

Missi les: A Wizord can throw eithef of two types of missile (select which before pl,ay begins). A flre ball, eq.ual in hit area to fhelarge catapult hit area, or a lishtning bolt, 3/4" wide by 6" long, with an attack value equal to a heavy field gun, are the two missile types employed. These missilles will destroy any men or creatures wnich are struck by them, with certain exceptions noted below. Both types of missile-s can be thrown up to 24", direct or indirect fire, with

range being called before. the hit pattern is placed. The center of the fire ball is placed down at the number of inches called. The head of the lightning bolt is placed at the number of inches called, so that its body extends 6" behind it in a straight line tram the Wizard who threw it.

Exceptions:

Hero-types Super Hero Wraith Giant

Result of a Hit:

Saved by a dioe roll of 9 or better Saved by 0 dlce roll of 60r better Saved by 0 dice roll of 7 or better

Dice under 5 ,routs off board; dice under 9, back I mover d,ice 9 er better, no effect Drives dragon bock 1 move

Dragon

Elemental:

Air Earth Fire Water

Fire drives hack 1 move Lightning drives bock 1 move Lightning drives back 1 move Fire drives back 1 move

~lIs: There are virtually unlimited numbers of spells that can be employed, but the list below contains the major ones used in most fantastic bottles. If there are two or more opposing Wizards, and the game is not a recreation of 0 battle found in a novel, determine which is the strange:r mqgician (by casHng dice If necessary). The stronger magician can successfully cost a counter-spell with a two dice score of 7 or better, while a weaker magician needs a score of8, 9, 10 or 11, depending on hi&i relative strength. A counter-spell fully occupies Q magician's powers ,

1. Phantasmal Forces: The creation of the apparition of a unit or creature for Four turns, maxi-duration. (Complexity 2)

2. Darkness: Casting increasing gloam over the entire playing area for as long as the Wizard is not attacked. On the tum that the spell is cast light is not affected, on the second turn semi-darkness sets in, and on the third tum it becomes fully dark (only those troops that con see in darkness can then attack defend). The spell tokes the reverse order when ended or countered .• (Complexity 1)

3. Wizard Light: The dlspellation of darkne$$ in on area extending 24" in all directions radiating from the Wi,zard casting the spell. (Complexity 1)

4. Detection: A spell which detects either hidden enemies or the use and effect of.other magic spells. It will not discover hidden -enemies or the type of mag,lc being employed if the opposing Wizard is of gredter strength, but the use of magic by the enemy wil.1 be revealed. (Complexity 2)

5, Concealment: A spell which will conceal a unit or fantastic creature Fram all seve certain creatures which hove the power to detect hidden enemie", (Complexity 3)

31

6. Conjuration of an Elemental: Wizards con conjure Elementals, buf no more thon one of eoch type con be braught into existence. (Note: This does not apply to Diinn and Efreet.) If the Wizard who conjured the Elemental is disturbea (ertccked) wnile the Elemental is still in existence, he lases control

of it, and it will then ottock the conjurer. An Elementol created by a Wizard who is subsequently killed will attaek tbe nearest figure. Such Elementals must be dispelled by a Wizard or (kilied) by combet , (Complexity 5) .

7. Moving Terrain: Causing the shifting of vegetation hills, etc. A spell possible only to a WizQrrl. (Complexity 6)

8. Protection from Evil: A 12" diameter elrele which will keep out all evil fantastic creature;/men. (Complexity 3)

9. Levitate: A spell which a.llows the user to rise ,6" per turn for up to six turns.

It is possible to remain stotienary, but late rial movement if not possible unless some form of propulsion is qvailoble. (Complexity 2)

10. Slowness: A spell which causes up to 20 figures to move at one-half speed for two turns. (Complexity 3)

11. Haste: A spell which speeds 'the movement.of up to.20 figure.s by 50% for three turns. (Complexity 3)

12. Polymorph: This alfowsthe user to change himself into the semblence of anything of from his own size to something as large as even Iii giant. It 'lasts until the user changes himself back or it is countered. (Complexity 4)

13·. Confusion: By using thls speU up to 20 of the enemy can be caused to reecr in absolutely the opposite manner. For example, if they advanced, they will be retreated instead. Duration is but one turn. The user secretly lndlectes which unit is to be confused, and when the spell tokes effect he allows the enemy to move the troops and then when all movement is finished he cnonges the action of the confused unit to the opposite of what i't actually did. (Complexity 4)

14. Halucinatory Terrain: A spell which makes some form of terrain appear to exist/not exist until it is contacted by a living thing. At this the hclfuclnation dissopates. Woods, rocks, marsh, etc. c.an be effected by fhis spell. (Complexity 4)

15. Cloudkill.: A gaseous cloud of poisonous vapors which kill 011 men, orcs, dwarves, and the like when it contacts them. Cloud size is 3" deep by 6" wide by 3" hi9h. It stays along the ground, moving away from the magic-user who costs it at the rete of 6" per tum. It will drift at random if he is not concentrating on It , (Complexity 5)

16. Anti-Magic Shell: This causes a bubble of force to surround the user and totally prevents. anything magiC'll from either entering or leeving the shell .• It lasts for up to six tums. Shell radius is 5". (Complex"ity 6)

In order to cost and maintain any spell, a Wiz;ard must be both stationary and undisturbed by at.tack upon his person,

Number of Spells: The power of the magic user detennines the number of spells he is able to manag~:

. Wizard

Sorcerer Warlock ,Magician Seef

6-7 Spells 5 Spells 4 Spells 3 Spells 1 Spell

32

L

Spell Distances: The distance at which the magic user can continue hlsspell is also refl.ected by his power:

Wiz.ard Sorcerer Warlock Mqgician Seer

Unlimited Range 60"

48"

36"

24"

Wizard Sorcerer Warlock Magician Seer

Morale Rating 50

40

30

25

20

100 90 "80 70 50

Point Value

Spell Complexity (Optional): Each I isted spell hos a complexity value, and this value indicates how difficult it is to use such spell. Wizards can more easily employ any value of spell then can Sorcerers, Sorcerers are more oble. than Warlocks, etc. In ",dditian, there may be a delay in the effect of the spell, or it may be totally negoted due to some minor error or distraction. The table below gives the scores necessary for immediate, deferred (1 turn), and negated spell effects

by the various levels of ma~ic-users.

SPELL COMPLEXITY
VALUE EFFECT SEER MAGiCIAN WARLOCK SORCERER WIZARD
---
I 8 7 6 5 4
D 7 6 5 .4 3
N 5 4 3
I 9 8 7 6 .5
,2 D ·8 7 8 5 4
N 6 5 6 3
I 10 9 8 7 6
3 D 9 B 7 6 5
N 7 6 5 4 3
I 11 10 9 8 7
4 D 10 9 8 7 6
N 8 7 6 5 4
I J2 11 10 9 8
5 D 11 10 9 8 7
N 9 8 7 6 5
[ 12 11 10 9
6 D 12 11 10 9 8
N 10 9 8 7 6
I = Spell immediately takes effect
D = Spell delayed unfH next tum
N= Spell negated or otherwise non-effee+ive WRAITHS: Wroahs can see in dorkness, raise the morale of friendly troops as if they were Heroes, couse the enemy 1·0 check rnerole QS if they were Super Heroes, and porclvze.onv enemy man - exciudin!iJ all mentioned if\. the Fontcsv-Supplement -

33

Iheylouch during ,he. course of g move' (nodlying). Paraly,;zed troops remain

unmoving unlil touched by a friendly Elf; Hero.lype, or Wizard. Touch means either actual contact or coming within I" of. A W(ailh cen either move normally or fly, remaining in the air for a, many turns as desired. They melee 0$ eilher !wo Armored 'Foot or two Medium Horse, end Ihey are impervious 10 all sove mQgic:el weapons or combot by other fantastic creatures,

Morole Roling -- 10

Point Value --10

LYCANTHROPES (ShC!pe Cbangers): The two main types of lycanthropes are Werebeor$ ond Were,wolves. The Lycanthrope will bring 0, n.umber of animals of irs wer,e·ty~ with iI, cndthts odds to their fighting ability: If they are fightin.g inside of, or within 6" of, a wood. they will: double ,their melee ,eapability. lycc::mlhropes attack as four Armored Foot and defend as fOur Heovy Fool. II tokes four simultaneous hi$, from eUnar rhi$Siles or melee, to kin a Lycanthrope in normal cernbct. Magical weapons will kiIl, them in 0 singletiit. ~yc:anlhropes Cal'! see in dQrkness.

Morale Rating -- 20

Paint Value ~~ 20

TROllS (and Ogres): What oregenerolly referred ro 'as Trolls are more properly Ogres -- j,ntertnediete creatures be,tweei1ltnen and Giants. They will fight in formations, and 'hove a melee eopabiH'1 ofsi~ Heavy Foot. TrQlis {and OJiJres}. can see in darkness, but suffer no penalty in full light. True Trans "Ire fnuc;;'h more fearsome beasts (see Poul Anderson's THREE HEARTS AND IHRE~ LIONS) .• Ogres are kil'led when they hove taken an accumulation ,of six m"issile or melee hits in normal combat. Elves can kill them with three hits, and Hero-.types er magIcal weapons kill them with a single hit.

True Ttolls eononly be killed in Fiantastk Combat ogainst Hero-tvpes, Elemenfals and Gianls·, maglcal\weopans. Win also kill True Trolls, Use the C.9m~dllable, below: the combat table .below:

Opponent:

Hero

Super Hero Element.al Giant

Magi17:al Weapon

Dice 5(:ore to Kill 10 or better

B Or better

6 or better

10 or belter

B or better"

" If used by figure that c-an kill a true Troll withoyt the acid of a Magical w.eapon, qdds two to the diqe seore,

True Trolls always f1ght alone and need never check morale •. They figh,t QS Giants on the .Fantasy Conibot Table: but only os three Armored Foot when attacking or being attacked by men.

Ogres Morale Rat.ing -- B Trolls Morale Rating -- (- )

PoIn,t Volue-:!. 15 Point Value-- 75

GIANTS: Giants are O(Ie of the mast effective fighters. They con de.molish 3'4

normal oppenents with ease, for they mele~ as 12 Heavy Foot with an extra die fer their oversized weClpons. They defend as 12 Armored Foot, one! Giani's must toke cumulative hits equal to a number sufficient to destroy 12 Armored Footmen before melee or missiles will kill them. More'Over, Giants oct as highly mobile small catapults (20 inches), Without minimum range restrlctlons, and they can move on turns they don't throw missiles, for relOQding for them simply consists of picking up a boulder to give it a heave. Giants need never check morale 1

Morale Rating - (- )

Point Value -- 50

TREAI\lTS: Not only are TrEtants fierce fighters, but they' or-e able 10 call trees to aid them in com bot. If a Treont IS within 6" of a free, he can couse it 10 move 3" per turn (one-holfTreant movement) and fight as if il were a Treonl. Treonl5 can move

two trees each. Treants melee as six Armared Foot in narmal combat, and they are impervious to normal missile fire and mallie hits. Treants <;Ind their accompanying trees are most subject to flame (Ihis is reflected in the Fantastic Combat Tobie). Any enemy figure of non-fantastic type that is in melee range of the Treont (or tree) may attempt to set it afire, and certain fantastic-types may also do sa, Goblins, Orcs, and men need a two dice roll of 10 or better, Hero-types need 9 or better, Super Heroes need 7 or better.

Morale Ratiflg -- 20

Point Value -- 15

DRAGONS: Dragons <;Ire feared everywhere, and witb good reason. We will deal here with the great ReCI Dr~g6n (Draco Conftagratio, or Draco Horribilis). Dragons tan see equally well in darkness or In light. They eouse enemy troops within 15" of them to check morale just as if they had suffered excess casuolties. Drogons have rhe power to detect any hidden or invisible enemies they are wlthln IIi" ef. They can fly 25" per fum, and remain aloft indefinitely. They melee os if they were four Heavy Horse being Imper¥ious to missile or melee hits in normal combat (see Hero and Super Hero sections for the an.lv exceptions). Their mast dreaded weapon is their fiery breath, which is represented by a truncated cone, Yo" in diameter at the mouth, and 3" in diameter at the far end. The ronge of the Dragon fire (overoll length) is 9". A dragon can fly cverhecdond belch fire down on its enemies or Ihe end of its move. Dragon fire will kill any opponent il touches, except another Dragon, Super Hero, or a Wizard, who is soved.on a two dice roll of 7 or better.

Certain Elementals are also impervious 10 Drogon Fire. After breathing: fire three times, a Dragon must land and remain stationary for one turn in order 10 rekindle his internal fires. Becouse they are extremely evil and egotisticol beosts, Dragons will automatical'ly attack, in ordarof preference, thefollow:lng Fantastic creatures (regorqless of which side fhey are on): Dragons, Giants, RaGS, (true) Trolls, Elementals, Treants. Dragons never check morale.

There can be other types of Drqgons -- Blue whleh breathe lightning (same. as.

Wizard's lightning missile except that it extends from the Dragon's mouth for 9") and White which breathe cloud of icy cold (same shape 0$ Dragon Fire but only 4" long) are two examples.

Morale Rating - (-)

Point Value - 100

Other kinds of Dragons can be intr:oduced into gomes,. if a Httle imagination is used. White Dragc!lns live in cold climates and breathe frost. Bleck Dragons are tropical ond split cousHc add. The Blue variety discharges a bolt of electricity. Green Orogons waft poisonous vapors -- chlorine -- at their opponents. Finally, the Purple, or Mottled, Dragon is a rare, fjghtles$ worm with a venomous sting in lts rcll ,

Roes (including Wyverns and Griffons): Against normal troops, Rocs attack 35

as four light Hone and defend as four Heavy Horse. They require cumulative hits equal to a number sufficient to kill Heavy Horse to be killed themselves. Roes cause the enemy to check morale as iF they were Heroes. Roes can detect hidden enemies within 48", but they cannot detect invisible creatures. Rocs are able to transport a mqn-sized figure up to 36" during qny tum. Rocs never need check morale.

Morale Rating -- (-)

Point Value -- 20

ElEMENTAlS (including Djinn and Efreft): In order to bring these creatures into a game, it is neoessary that they be conjured up by a Wizard. There are two classes of Elementa.ls, those subject to fire (Air and Water Elementals) and those subject to electricity (Earth and Fire Elementals). Note that fire breathing Dragons will not affect the latter kind of Elementals.

Air Elemental (including Diinn); Fly 24", attack as four Light Horse , are impervious re normal attacks against them,and odd two to their dice roll when combating airborne opponents.

Earth Elementols: Mave 6", attack as four Heavy Horse, ar·e impervious to nonnal attacks, against them, and add 1 to their dice score when fighting earthbound opponents .•

fire E'lemenlol's [including Efreet): MOl/e 12", attock os four Medium Horse, are lmpervlcusto normal attacks against Ihem, and add two to thelr dice score when combating opponents whe ncrmcllvemplov fire (Dragons and Wizards who cast fire bails),

Water Elernj!ntals: Move 6" outside water I 18" in water (must remain within 6 n of water at all times), attack as four light Horse on land gnd as four Heavy Horse in water. Wmer Elementals are impervious to normal attacks against them, and they add 2 to their dice score when fighting wlrhln or in 3" of a large body of water (river L1)r lake),

Only one Elemental of eeeh kind may be brought into any gO.me in ploy at the time. If an Elemental is uncontrolled by the Wizard who summoned it, it will attack the Wizard' who r::onjured it, moving towards him in a straight path, attacking ~ figures in Its path.

Morale Rating -- (-)

Point Value -- (-)

BASILISK (Gockatrice): These horrtble beasts will turn to slone anyone, except a magiC user or a Super Hero (con be saved by a two dice Tali of 6 or better) who looks at thelr face, Any figure ,hat rooehes or is touched by them must throw 10 be saved: Halflings, Dwarves, Gnomes, Goblins, Kobelds, Orcs, Treants, and Giants nee€! 10 or better; a 11 others need 7 or better to be saved'.

They do nof otherwise etteek , ond they defend as a Lycanthrope.

They should only be allowed in pl'ay only under specific circumstances, and not by general selection.

Morale Rotin9 -- (-) Point Value -- (-)

CHIMEREA: Under this general heading fall all sorts of beasts sur::h as Griffons, Hippogriffs, Wyverns, etc. Treat them as the most nearly corresponding type of creoture covered herein, i.e., Griffon = Roc, Wyvern = Dragon, etc.

GIANT SPIDERS AND INSECTS: The possibilities for employing such creatures are almost endless, and the abilities and weaknesses of each should be decided upon prior to the game they are to be used in. For example, a gi.ant spider might be unkillable by normal men, but will kill them unless they roll a save of 8 or better I and it would combat fantastic opponents as if it were 0 Lycanthrope.

GIANT WOLVES (including Dir-e Wolves): These creotores are equal to light Horse

36

in ottock and Medium 'Horse in movement. They can bear small creatures like Goblins on their bocks, but this reduces their speed to that of Heavy Horse. In combat againsl fantastic opponents give them two ottocks as men. They require a score equal to' tho! necessary to kJII a' Wight to kill them.

WIGHTS (and Ghouls); Although they are foot figures, Wights (and Ghouls) me fee as Light Horse and defend as Heavy Horse. They cannot be harmed by normal missile fire. Wights (and Ghouls) can see in darkness, and must .subtract 1 from any die roll tbey roll when in full light. If they touch a. normal figure during melee, it becomes paralyzed and remains SO for one complete tum. A paralyzed figure is considered to be able to strike a blow at the Wight just prior to' poralysis taking effect, .SO melee can occur but only one round. Zombies are in this class but attack as Orcs and move as Gobi ins.

Morale Rating -- 10 Point Value -- 10

37

FANT ASY COMBAT TABLE: (See Append lx E) MAGICAL WEAPONS:

Elves , here-types, and certain magic, userscon ,,-,ield magical weepens, Enscrce lled arms are of two kinds, enchanted arrows a,nd magical swords; although Odin's spear and Thor's hommer ore properly in the, genera I category.

Enchante,d ArroWs: These missiles wUl dlways hit a normal target, but agoinst fantaStic eppcnenfs shown on the Fantasy Combot Tgble they ollew the figure employing the weepentc rcll jwc dice, just as if a mele.e was toking place ,ondif the score is sufficient" the torget is killed. Of course, there is-no rectum rol], urrless the target is also armed wIth a similar weepeR. Treat ElvB'S armed wHh Enchanted Arrows' os Here-types for purposes of mIssile fire against fantastic targets,

P,oint Value -- Ie per arrow.

Magical Swords! Because fhese weapons are olrnes! enfities, in themselves, they accrue real advantag_e totke fi'gl:ire so ('Irmed" In normal com'bot they mel!ely gdd on extra die" It is in fantQstic combat the Mogical, Swords eremestpeten+, Besides 01 lowing Etve~ toccmbet certoin fanfastic figures, they give a plus, I ta

the dice score when employing the I'ontasy Combat Table, and Mogical Swords .._.

shed' a light of thelr own ever e elrcle 12" in diameter, which dispels dcekness-»

btlt does not equal full light. Excaliber end other "Super Swords" would givee

plus two or three I

Morale Rating -- 10

Point Value- ... 10

Mggjc ArmQr .• Subrrccts on.efrom opponent's atfack dice on Fantasy Table,

three on Man-to man attacks.. '

Morale Rating -- 10 AIR MOVEMENT:

Point Value -- 10

If any number of figures ore airborne of one' time, it becomes difficult to maintain a side record of their height and course. It Is recommended that a number' of 36" dowels be set firmly lnro 2" x l" bases, and flyinS figures be secured at the proper height inthedowe.1 by use of a nJbber band.

CATAPULT FIRE VS. FANTASTIC fiGURES.

Only the' following· kinds offanfasticcreatures win be sl:ibiect to cqtapult

fire (inCl!.ldin.g mis.sile fire by Giants):

HoHlings, Sprites, Dwarves, Gnomes, Goblins, Kobolds, Etl1es, Fairies, Orcs, :Heroes, Antl-heroes, Wi!;lhrs, Ghouls, Lyca.nthropes, Ogre!t, Trecmls, and RO!;$,.

COMBINATION FIGURES:

There era certoln natural, ,olthough rore, combinoUons. A,gooci example of this is MoorcQc;;k's anti'-heroIsh "Elrie of Meln'ibo.ne,'" who co.mbinesthe attributes of the :Heto-type- with wizardry, 'and wields a mog1(; sword' in the balance I Whatever ,combinations you do decide to, use, remember to be cerefu] so as not to make any one too powerful' so 05 to deshoy p[oybolonc;,e.

FANTASTIC SIEGES:

To combine the sie!;!e and fantasy sections, use the following:

Dwarves dig twice 01 fost as on equolnumber of buman ,sappers. They may attempt:2 more mines or counter-mines than usual .•

38

(Orcs dig' Htimes as fast; one more mine or counter-min.e.)

Points of Damoge by Fantastic Forces:

Troll Ogre Giant Treonl ·Wizard

Earth Elemental

GENERAL LINE-UP:

"May inflCli'r1e any woodenstruchJi'e; so can Dragons and Fire Elementals.

-2 points

-1 point

-3 points

- 2 poinfis (Also Ent-controlled t~5):

-3 points (fire ball or lightning baits)

~6 points

II is impossible to draw Q distinct line between '''good'' and. "evil" fantastic 'figurE".lhree categories are listed below as a general guide for th~ wargamer designing ord'ers of battle involving fantastic creatures:

LAW

Halflings Dwarves Gnomes Heroell

Super Heroes Wizards· TreanlS

Magic: Weapons

NEUTRAL

Sprites

Pixies

Elves

Fairies Lycanthrope, " Giants ..

Roes (Elementals) Chimerea

CHAOS Gablins

Kobo Ids

Orcs Anti-heroes Wizards .. Wraiths Wights Lycanthrope, .. Ogres

True Trolls Giants * Dragons Basilisks

" Indicates the figure eppeors in two lists.

Underlined Neutral figures have a slight pre-disposition for LAW. Neutral figures can be diced for to determine on which side they will fight, with ties meaning they remain neutral.

39

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43

Roll TWO dite:
Score UN D E R tolal shown above means NO EFFECT
Score EQUA L to lotal means celender must FAll HACK 1 MOVE
Score OVER the total shown above i nd lcatas that the -DEFENDER IS KILUiD-
* Ma~ wit!id,raw frQtil C"0n) bat If opsonent djce score is NO EFFECT
@ Nble thaL other ,tll<lgi.c users are at lesser values
For combat aga'i nst meo and smaller t re,<'!tu res r as w,i!1i as spec ial comhat abi I ities , see the
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