Académique Documents
Professionnel Documents
Culture Documents
Wargame
~ulr5
By
"Richard Halliwell
& Richard Priestly
PAGE IUeER
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Wounds 6 Killa
Generating Heroee
76
Inside Bsck
Cover
3Jntrobuction
Reaper Fantasy Rules are a tried and tested set of wargame rules which have remained popular sjnce
they were first published several years ago. This is the second edition incorporating changes
resulting from feedback and criticism from players, and a few ideas of our own. Reaper waa written
for use with wargame figures and battles with upwards of 30 or so figures a s ide - although smaller
games can be fought with ease. Reaper is a very flexible set of rules and leaves quite a lot up to
the players - so special rules for wierd monsters are not included, althouqh we do make a few
suggestions. This we feel is fairer to the players because Reaper is quite a long set of rules; to
make them any longer by including obscure rules for obscure monsters which you would probably
disagree with anyway, would be a waste of time on our part and a waste of money on yours.
Players familiar with the first edition will be aware of a few changes. These include simplifying
the maths involved in Strength Value calculation and reworking the movement section for ease of
uae. Also the scenarios and figure lists have been changed. Read these rules carefully before you
use them, and we recommend that small games be fought to start with so that players can get the
hang of the mechanisms. After that
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~etting up a ~ame
It is a good idea to have an umpire - although not essential. Umpires, or games-masters, can set
up games or plots and let other people play them. In this way, players can oftenbe kept quite
ignorant of the true significance of placea on the table, circumstance or exactly who is on whose
side - all of which is quite enjoyable.
To start a game .
1.
The umpire should work out all the Strength Values, Abilities, Magical Abilities, Spells
Leadership Values, Morale, etc. for all the troops involved.
2.
The umpire sets up the terrain and allocates the troops, explaining where each player should
enter the table, etc.
J.
4.
fflobe sequence
Movement is simultaneous - that is all troops are assumed to move at the aame time, they move
strictly in accordance with their orders. If no umpire is available, or if the players prefer,
alternate movement may be adopted in which players take turns to move first each turn. The
turn sequence is as follows:1.
2.
J.
4.
5.
Magic may be assumed to take place at any convenient time new spells are usually started at .t he beginning of a turn
and come into effect at the beginning of turns also.
~la5Sifi(ation of troops
1. INTELLIGENCE
On the wargames table, figures are either considered to be 'Intelligent' or 'Non-Intelligent' Intelligent creatures are those capable of rational thought and action - Humans, Orcs, Elves,
Goblins, and Dwarves and so on. Non-Intelligent creatures sre usually snimsls, cats, dogs,
wolves, horses, etc. In the rules, sll non-intelligent creatures must be Bubject to handlers or
trainers, or else they are .c ontrolled by a separate player or the umpire. Horses and ndden wolves
are subject to their hsndlers or riders. Some crestures may be considered Intel1iQent or NonIntelligent, this is a mstter of personal taste - some plsyers like to consider Dragons to be
intelligent for instance, whilst others do not. Usually players will be using only intelligent
figures.
2. STRENGTH VAlUE
The Strength Value, or SV, repr esents the figure~ defensive abiliti es . The higher the SV the harder
it is to kill a figure. In a uni t of wargames figures, it can be assumed that each figure has the
aame SV. To work out the SV for Humana and Human sized Humanoids, ego Orcs, elves, dwarves , etc.
conault the following chart:
Creature
Human
Elf
Large Orc
Orc or Goblin
Dwarf
SV
6
7
6
5
6
Creature
Hal fl i ng Orc or Goblin
HalfUng
Small Giant
Medium Gian t
La~e Giant
SV
4
3
12
IB
30
This chart may be used aa a guide - if you like you can increase the values or decrease them, and
incorporste new types by compsrison. If your figures are ' wearing armour, then you can increase the
SV by the amounts shown in the following table:
Armour
2-4
(Hal fling)
5-9
(Humanoid)
10-20
(Giants)
0.3
0.5
0.7
1.5
0.6
0.9
1.5
3
1.5
2
3
5
15
0.1
0.3
0.5
0.1
0.3
0.5
0.1
0.3
0.5
0.3
0.3
0.7
1
1.5
0.6
0.6
1.5
2
3
1.5
1.5
3
4
5
3
3
Hail hood
Helmet
A Great Helm
A Metallic Breastplate
Metal Armour for upper
erms
Hetsl Armour for lower
arms
Hetsllic or reinforced
gloves
Metallic Armour for
stomsch end thighs
Metallic leg armour
Smsll Shield
Medium Shield
Large Shield
6
0.6
0.9
1.5
3
0 3
0.3
0.3
0.6
0.6
2
---
Totsl
16.1
Rounded off to
16
Always round off decimals to the nesrest whole number 5 rounds up.
mare
(Large Giants)
3
5
B
12
15
0.5
1.5
TOTAL
Basic
Helmet
TOTAL
14
14
20
85
32
40
30
100
14
A horse
A riding wolf
A large dog
A lion/tiger
An elephant
14
14
4
10
75
Lists are provided in the back which may serve as more examples. Supernatural creatures, such aa
Skeleton warriors, the undead, waiths, ghouls, etc. can have large sV's because they are difficult
to kill. Alternatively, they may only be killed by magical weapons etc. SV's are difficult to
fix so it is up to the players to invent their own limitations, vulnerabilities, etc .
The SV of mounted troops, such as horsemen and wolf-riders. is the same as the SV of the rider except that if the horse, etc. is itself armoured then add the value of the horse armour to the
SV of the mounted figure:
Cloth armour to front
+ 0.5
Cloth armour to rear
+ 0.3
Metal armour to front
+ 1
+ 0.8
Metal armour to rear
When engaqed in melee against a mounted opponent, it is useful to aasume all blowa are on the
rider. However, if the riders of a large beast, such as an elephant, are out of striking
distance of the enemy, then blows will be on the creature itself - the umpire muat decide in such
cases.
Bowfire on cavalry figures may be directed at the rider or the mount - if the mount is killed the
figure is assumed to be thrown and killed.
For example:
A untt of 10 bowmen fire at a dragon being ridden by a knight. They realise they stand little
chance ~f killinq the DraQon , so they fire upon the knight - SV of 16. If they kill him, then
4
~bilit!'
fattors
Most figures will have Ar's of O. This means that in melee, they neither add nor deduct from their
basic score to hit an opponent. However, aome figurea may add, and some must deduct - according
to their training.
Peasants and slave troops
Untrained troops and militia
Normal troops
Veterans snd elite troops
Houaehold troopa/Guards
Individusl Hero figures may have even higher Af - ranging from
hero might be +75%.
- HI%
5%
no chsnge
5~
+l~
+
+15~
to over
+10~.
An sversge
Jti\orale balnt
Troops will have a morale value if they are intelligent. Depending on how they are organised,
most troopa should be either C types (if they are organiaed) or 0 types (if they sre Tribal).
A
B
C
o
E
Bases are not essential but they help both to improve the appearsnce of figuree and stop them
falling over. Also the use of basea makes it possible to repreaent 'loose ' and 'cloae '
formationa on the table. All figures should be based either on a single base or multiples for
large unita - leaving enough single baaes to remove cssualties as they occur. A figure'S base
should represent the amount of space that figure needs to fight in - remember that the ground and
figure acale are 1 : 1, so a Saxon type shield wall would have very small bases compared to light
skirmishes. for practical purposes thers sre three base aizes, Close Order, Order snd Loose
Order. ALL personality figures should be bssed on Order bases - other troops should be bssed
on the appropriste frontage.
,RONTAGE
L_ose oraer lnranuy
Medium order infantry
Loose order infantry
Close order horsed troops
Medium order horsed troops
Loose order horsed troopa
25nrn
Dnrn
20mm
30mm
20mm
25mm
l5nrn
1'1 or lUmm
12~mm
15mm
10mm
12lsmm
l5mm
JOnrn
DEPTH
15....
25nrn
LlMml reco_naca 10
PIMI
20mm reco_nded 1'1 - 15mm.
15mm
30mm reconrnended
20mm
40mm recommended
. 20mm
40mm reconrnended
20nrn
40mm recommended
Theae are the base sizea for Humans. Horse mounted figures have been included here - it being
somewhat convenient to do so. Almoat all troops should be mount ed on Order baaes, skirmiahers may
be placed on Loose Order. Close Order ~ay ONLY be used by Dril led or Organised pole-armed troops,
spearmen, lancers, pike-men . etc.
Humanoids shou l d have baae sizes appropriate to their size - as long as t hey have enough room to
fight i t doesn't really metter, 30 mm x 30 mm is the recommended size for moat gianta - Small
gi ants can get away with 25 mm x 25 mm. Human sized or near human sized Humanoids uae standard
human bases - Dwarves and elves for instance. Halflinq deduct 5 mm from each base size. As a
g"~r s l auide'Hal flings
- 5 mm
SmaU Giants
+ 5 mm
Large Gisnts
+10 mm
Animals and monst ers should be given bases large enough t.o enable them to fight. Unridden beasts
are always mounted on Order sized baaes. Ridden bessts may be mounted on Cloae Order bases under
the same conditions as horses, or Open Order bases. Base sizes are:(l os e i1rder
The width of the figure ' s body + Is and round off to nearest 5 nn.
If the figure has wings, + 5~.
Order
The width of the figure'a body + ~ and round off.
If the figure has wings, + 5~.
Op"n Order
Twice the body width + 5~.
No te t hat if the fi gu re has wings but the body is small (winged snake), the Close Order baae size
should not be less U;an the body width + 10 mm, Order, body width + 15 mm and Loose Order, body
width + 20 mm.
<!E)rganlsation
fr onps
~Jst
CATEGORISATION
or
UNITS
Untts ar.e categorised by their background and their training - all units must be of one of the
following types.
iJnits fl f all types should conform to the following rules:-
1.
2.
Each unit should have either an officer or leader depending on background. This should be a
spp.c i fic figure . preferably one that is essi ly recognisable. When this figure is killed, it
shou ld be rep l aced by another - unless the original leader was some one of relevance with a
vert individualised figure, use the figure and remove one from the unit. for more detail on
this subject, see Ister on.
A unit should have SVs, Ability factors and so on, there will be one set of figures representing
th~ entire unit.
This i s an average figure, it does not mesn that all troops in that unit
have identical capabilities.
4.
These categorisations need not reflect fighting capacity. For example, a raw garrison unit may
be drilled while having extremely low morale and no fighting experience and thus lo ~ AFs .
Similarly, a Tribal Unit may have a very high morale and AFs.
Units, after experience or training, may progress up the scale of organisation and mo r a l e. ~rs
and the like. How this is to be done and at what rate is entirely up to you.
INDIVIDUALS
Individuals should be treated as one man units . They should be given their own orders. SVs and
everything. People to be classed as Individuals include Wizards, Necromancers , Ki ngs, Bar ons.
Earls, Peera of the Realm, Politicians, Mayors, Heroes, Princesses, mounted Pri ncesses, mounted
Heroes, Princes, Hero's friends, Dukes, Lords, Queens, Queen Mothers, Generals .
More Details on Officers and Leaders.
If missilemen have orders to concentrate fire on officers/lesders (hereafter referred to as leaders '
they msy if:-
1.
2.
The leader is easily distinguishable from the unit, that is he is dressed differently (different
coloured crest, clothing, shield, armour, etc.)
and
An individual can be observed at that range.
In these cases it is poasible to fire at the leader, taking full deductions for firing at an
individual.
A leader may be accidentally killed if he is in the area affected by missile fire (normall y ani} the
front rank, but in wide area-of-affect weapons could be whole unit ) , or in the front rank of a melee.
In these cases divide the number of men in the affected area by the number of kills actuall y
incurred, ego leader is in the front rank when the unit is fired on by crossbows - number of men i n
front rank is 10, number of kills is 2 - thus a 20% chance of officer/ leader being killed.
LOSS OF UNIT'S LEADER
If the leader is killed when the unit is charging, meleeing, pursuing, routing or advancing or
retreating to cover, they will finish off doing this, then:
7
1.
2.
Orqanised troops will spend two .aves inactive to elect a new leader.
J.
Tribal troops ..y have difficulty electing a new leader _ing as all the dead one's
relatives, friP.flds . etc. will think they ahould lead. So Tribal troops take the throw of
one I, 2, J, 4, ~, 6 dice plus I moves to find a new lsader.
4.
Levy troops will retreat to cover and wait until a new leader is eent from their force, group,
or army commander.
unfo~d
IIBlee; i.e. any purauinq, routing, etc. is done with end then start again. I f troops are fired
upon while electing a new leader. they _ t retreat to the nearest logical rallying point not
counting any tilll! spent IIIOving.
The Leaderahip Factor
A leader haa hia own character and thua his own amounta of bravery, intelligence, obedience,
reapect from his troope and so on. Thua each leader will coaI8Od hia unit in alightly different
waya. Each leader ahould hava a pair of IlUIIibera repreaenting his leadership factor. The firat
should be the highest n..ber, the aecond the lowest. The leader ..y effect the units llarale teat
ecore by anything bat.... theae figurea. The typical If ia +11-1. For eX8lllple, the unit ia
teatinq to charge an --V - the officer thinks this would be advisable ao he may add 1 to the
units morale factor; ego increaaing it from 7 to 8.
The Lf a leader la given should reflect his personality - brave leader, reepected by hie troop'a
Ihould have an Lf of +2/0. A very rash leader +4/+3. A cautious leader 0/-2. The modification
made by the leader should be given by the player, the ~ire may over-rule this. For eXBMple,
s unit is teating to embark (In some action qiven in its ordera. The player does not want this
unit to do this because he knows s~thing that the unit does not (for eXllllple the unit wishes to
charge thfo qate of a cut Ie, the player hae been infol'llled that walle are packed with lazer cannon
II8MI!d by a crack Italian unit), the player auggeet. thet the leader will ..ke his full deductionhere the URpire ahould over-rule thia.
Tha umpira's deciaion aa alway., ia final. If Lf's are uaed they must be applied to sll teata.
Random Leadership Factor Selection
If you can't ba bothered to specify If's in the first place, or when a unit gets a new laader,
the following .. thad should be used to select an If.
Throw two dice - one being the plus score, the second counted aa _inu.. For drilled troops, both
of these should be 2, 3, J, 4, 4, S dice, for othera the + dice should be a I, 2, J, 4, 5, 6 one.
Thia will give one figure; ego plus dice rolla a 5, minua dice coma. up a J, so this figure ia
5 - } = +2. Do this again for the aecond figure; eq. plua dice ie a 2, minua dice a 3, ao the
aecond figure ia 2 - 3 = -1. The officer in queetion ia thus a +2/-1.
2nd Ex.-pJe.
=
=
-1
0
~rbtr5~nnoralttt5t
Thesa rules utilise 8 1:1 figure scale and a short tille scale. Accordingly, the ordera and
IIOrale teats _ t reflect this. Orders COllIe fro. the leader or gener8l end are interpreted by
the Ulllpire actinq 8a the uni t co~der.
1.
HIE GROUP
Several unita and/or individuals ..y be given orders 8S a group. For instance, 2 units and a
heTO MY be orderad to 'go into and capture the vi llaqe , A figure, ususlly the hero, IIBY be
llOIIIinated 88 group leader and new order ..y be related to hi. vis lleasengera i f ~.
2.
4.
5.
6.
7.
Non-Intelligent
-2
+1
-1
-3
+3
-3
+2
-5
-1
:4
:3
+2
-1
-:1
Then modify the result by the LeaderShip Factor of the unit's leader. then modify by the
Leadership factor of any hero wi thin 5" of the unit.
Then modify the result by a random factor: - throw a dice.
Dice
Drilled
Orgsnised
Tribal
Levy
-1
0
-4
-2
3
4
0
+1
+1
+2
-3
-2
0
+1
+2
+3
-5
-1
+2
+3
+4
-3
0
0
5
6
-4
Units forced to retire must r etreat to the nearest cover, or, if they are in cover they must stay
there. They may not move towards the enemy but may turn and defend themselves if attacked. They
may test morale aqain once they have been stationary in cover for 1 move - needing to score a
positive result to continue as before.
Units forcadto route drop their weapons and run towards the nearest cover or table edge - they
always run away from enemy and may not defend themselves if attacked. They move at charge speed
until they reach friendly cover, such aa an occupied hill, hedge or building. Then they may test
to recover their morale - testinq as normal but ignoring Leadership factor and using the following
RANDOM MODIFIERS instead of the others
Dice
Drilled
Organised
Tribal
Levy
-3
-4
-5
-2
-3
-3
-6
-2
-2
-5
-1
+1
+2
-3
+1
+2
+1
-7
-3
-1
If they fail to recover their morale they continue routing past their friend until they reach the
next friendly cover when they may test again - once they have passed the table edge they are lost.
Any cover is friendly i f it is behind your own lines and not within 15" of any enemy troops including flying troops.
THE PURSUIT TEST
Troops whose melee opponent breaks must follow up for one period unless they are engaged by other
non breakinQ troops. If they do not wish to pursue they may take a voluntary test needing to
score 0 or less t o remain halted. Their morale is otherwise unaffected. Use the following random
factor chArt instead of the normal one .
Dice
Drilled
Organised
Tribal
Levy
+1
+2
+3
+3
-1
-3
-2
+2
+1
+1
-5
-3
-1
-7
-4
-9
-5
-2
-3
+2
10
The Cf of .-- expert ~ or dog'. _t.r ehould be 5, t.lapath 4, norMl hor..... "
handlar on foot with wtdpa tc. or .-- elephant rider 2. Deduct one f~ the if' the handl.r 18
controlling IIOr. ttl.-- three be..t.. Take. t ..t when the beeet i. c_oded to charge, i. fired
14Xl". i ttacked in _lee, i ttacked by fire or cc.e. wUhin 20 y.rd. of flre.
Total up the belowtEach 1Iiile hit au.t.ined in the l ..t fire phue
Attacked by fire or .ag1c
Fire within 20 yarde
rire w1thin sight
Attacked in _1..
Each hit auateined in ..1.. 1 t IIOve
Any cre.ture of .... type etlMpeding within 50 y.rde
Beaat hila p.--icked before in geM/ie panicking
2
5
2
2
1
2
2
~.
houa. fir.
Recovery of Control
If the beest has ahied~ ' te.t e.ch move after th.t. Then, when the result f.ll. below the bll.t's
morsle lavel. then it has recovered.
Panic as ebove but acore muat be 1 or leaa to reglin control.
~
What you actually give ordera to ia up to you - it may be just ons unit or individull or I em.ll
group of unite and individuals.
Because of the unpredictable nature of e fent.ay game, the ordere given muet be flirly flexible,
because of thia the following system for order writing hiS been ldopted.
Each groups ordere muet contlin the fol10wlng lA Primary Objective or Objectivae - This could be tOIl. Support aomeone or eomething. Thia il done for millilamen by firing on .nything, firing It or
charging target unit or Inything elae thlt the umpirl judge. to be thraltening eupportad unit.
ror melee troop. by It tacking any of tha Ibova who .re in re.ch .t tha blginning of thl moVI.
A supporting unit mUlt rem.in within move r.ta 2 of .upported troopl.
2. To kill aomeona or deatroy group. And when melee unit.. come within move threl of .uch
troopa they will ch.rge providing thay t.k11 nee ry ta.t., etc. Mil.ilamln will glt
to within cloea .range .nd fire, thay will .1waYI trlat auch .1 priority target
11
3.
4.
5.
To capture something or someone. In the case of beinga they will be captured by shooting or
meleeing not to kill unless specified otherwise - other methods could include such tings aa
nets, knock-out darts, etc. etc. if ordered to capture a building they will clear all enemy
from this.
To destroy something. Unless specified otherwiae, melee troops will treat such an order aa
capture and burn. Misaiiemen will uae fire arrows if available. Other methods of
destruction can be detsiled such as 'sit in wood and mortar village'.
Any other such as find, replace etc. - the umpire ahould int~rpret theaa. So a unit's
primary objectives could be burn temple, capture Monka and relica - this ahould be done as
mentioned in 'Routes'.
These should accurately and specifically detail where a unit should go in order to achieve ita
primary objective.
Conditions
These should be an attempt on the player's behalf to forecaat events during the battle - they
should amount to, 'if such and such happens, do this' ego 'if crosaroada blocked, go via wood'.
They may change anything including primary objectives; ego 'if occupanta of monaatery turn out to
be friendly, then do not burn it!' Again all such things to be judged by the umpire.
Intervention
It may, and indeed frequently does, happen that some event in the game may render the unit's
orders not covering the situation that the unit finds itself in. In reality it is unlikely that
a unit's leader will go insane or not do anything, thus the following procedure is to be follows:
The umpire draws up a short list of actions the unit could take in order to achieve its next
primary objective, to each of these he allots one or more dice throws in reapect of the likelihood
to that action and then throws the dice to decide which ia to be take; ego a unit has been
ordered to cross a bridge, its objective being to burn something on the other side. The short
lists could be (the bridge had diaappearad):
For a melee unit
Send men to a nearby village to look
for boats
4, S, 6 Attempt to swim the river
Do nothing
7, 8
Move up river to another crossing
9, 10
I , 2, 3
jfNol1rment
1.
HUMANOI DS
Humanoids are humans, orcs, elves and anything that hss two ar,ns, two legs, etc. The movement"
of humanoids i s divided into four groups, Halflings (or Humanoids with an SV of 2-4), Normal
Humanoids (SV 5-9), Small Giants (SV 10-15) snd Giants (with larger SVs).
In addition, there are three rates of movement, Walk, Trot and Run. Walk is only used by troops
before the battle or in ambush games when one side is just marching along. Once battle has
start~d all troops may use the trot rate.
Run is used to charge and rout and by messengers to
carry messages. Herops may use the run rate as they like but may not run for two per i ods
consecutivel y.
12
Also, there are three armour classes for movement - Unarmoured troops , who may hav e a he lmet and
shield but no more; Armoured troops who may have breast and arm armour, and HeaVi l y armoured
troops who may have leg armour in addition.
Movement chart for halflings:Armour
Unarmoured
Armoured
'Heavily armoured
Walk
Trot
Run
3
3
3
5
5
B
7
6
Walk
Trot
Run
5
5
5
7
7
12
Walk
Trot
Run
7
7
7
9 -'
B
16
14
12
Walk
Trot
Unarmoured
Armoured
Heavily armoured
10
8
9
9
9
12
12
10
Run
16
14
12
Troops in Loose Order may add 1" to all of these moves, Giants i n Loose Order may add
2".
NOTE;- When using 15mm models or a small table (playing area ) these distances should be halved
or converted from inches to centimeters as convenient.
13
2.
NON-KNHOIDS
~icle
Creeture
Horse, Cent.ur, Unicorn
lion, tiger, lerge cata
Giant wolll.. aill!t doqa
Wolves and l.rge ~.
Welk
Trot
Run
B
5
7
12
10
14
8
20
24
20
4
6
4
Elephante and _ t h e
S
2
4
4
12
15
8
ID
4
12
18
8
12
12
16
4
6
8
2
2
1.
1
1
6
22
These are the baaic ground rat... flying crs.tu.... IIDVe at different rates when airbDrne.
Creatures with armour, for inetance, an armoured centaur, should have their ~ve reduced by 10$
if they ere carrying body ermour and 20% if they are carrying complete body srmour. This will
have to be agreed before the b.ttle.
Non-hua8noids acting as .aunts sre subject to the following:
1. They My not carry en SII grester th ... It their own SV +2 without being subject to IIOI/e
reductiona.
2. They ..y carry up to their own SV reOIcing IIOV_t by -201.
3. They msy csrry up to hice their own 511 reducing movement by -lOll.
The reductions are all rounded off (.5 rounds up).
W.lk
Rider. SII up to 9
Riders SII up to 14
Riders SV up to 28
6
6
Trot
2l
10
8
Run
20
16
14
Animsla moving carts, chariots and so on, or scting aa pack animals lubtract )01 from their moves
as if carrying very heavy ridera.
3.
SlJP[R-NATIJIAl
AN) r.oN~ATURAl
CREATURES
Choata, the undead, etc. ell! be given IIDV.. according to the pl.yers' ~t - "'-'ieh looking
creatur.. can be gil/en "'-' IIDve r.tes - th18 18 up to you. The following Hat is suggested.
I hal/e 9iven theae creatures only one move rste in BOne caae. beeause of their n.ture.
Creature
IIelroo
"-Y
Wraith
Skeleton
Choula
Spirite
Trot
Run
--
5
7
6
7
7
14
4.
MOVEMENT RESTRICTIONS
Turning takes Drilled troops no time, Organised troops ~ of a period, and others ~ a period.
Mounted troops may not turn whilst moving at run rate.
Wheeling (in which one end of a line remains stationary w~ilst the other wheels or moves forward
up to its maximum permitted move) incures no penalty. Troops may not wheel and run however, and
Levy and tribal troops may not wheel.
Moving through woods is at walk rate for creatures with a basic SV of 4 or move. Smaller creatures
ignore woods for movement restrictions.
Linear obstacles up to four feet high may be j,Jlnped unless the creature's SV is 4 or less. in which
case they must be climbed. It takes a full period of climb. It takes ~ ~ move to jump. Creatures
with a basic SV of over 12 may step over linear obstacles and so ignore them. Streams may be
crossed by creatures with SVs of 4 or less taking a full move, by creatures \U i th SVs up to 12.
taking \ a move and by larger creatures with no reduction. Small rivers must be swum by creatures
with SVs of less than 20 - taking two full moves. Creatures with SVs of up to 35 may wade - taking
I move. Larger creatures ignore small rivers for movement. as they may step over.them. Large
rivers take three movea to swim by unarmoured troops only - but may be waded through by creatures
with SVs of over 35 taking \ a move.
Climbing steep slopes or linear obstacles over 4 feet high takes , a full move and requires two
hands - so firing and fighting are not possible.
Getting on or off a horse or cart takes a half move.
~ll
5.
When troops move either at walk, trot or run rate into contact with enemy troops, this is term~d
a charge - troops ordered to avoid contact must move away from charges at run rate (this is termed
an evade) - remember to deduct for the turn they must make.
:missile &melee
11ECHANISMS
The weapon classes, situation factors, etc. given below cover most 'normal' types of weapons. If
you wish to use other types formulate your own rules for them. The system used applies to both
missile fire and melee, except of course in a melee you must work out the figures for both sides.
It works as follows:Each weapon has a basic percentage chance to hit (for missilemen) or a basic percentage chance of
striking a blow (for melee troops). These are given on the main weapon charts. The basic
percentage chsnce to hit / strike a blow figures should then be modified by the situation factors for
thst type of weapon (either missile or melee). If for example, the resultant figure were 40~;,
the player would have to throw 40 or less on a pair of decimal dice (counting black as tens ) , to
hit or strike a blow on his target or opponent.
If there is a unit of figures firing/meleeing simply multiply the final percent chance figure by
the number firing!meleeing; ego 11 men firing with a final 40 chance of hitting is 11 x 40 =44~;
chance of hitting. Taking OO's as automatic hits and throwing for the remainder, we have 4
actual hits and a 40% chance of a fifth. Chart 'A' may be used for this.
15
A roll of two noughts can either be counted aa 100 or nothing - the thrower may decide.
In certain circumstances, a figure's percent chance to hit/strike a blow may be reduced to nil by
the situation factors. for missilemen this means quite simply that all their shots miss. However
percenl chance to strike s blow figures may never be reduced to less than a lOth of the original.
16
This means that a spearman, no matter how big a hero or adverse circumstances he faces,
always have at least a 3% chance of striking a blow.
HA~
TO
HA~
~ill
COI1BAT
Melees occur when opposing figures come into base to base contact, either having the intention of
hurting, maiming Dr killing the other. flying troops, and their role in combat, is discussed
under the 'flying Creatures' section. Otherwise the only troops able to participate in a melee
are:Thoae in base to baae contact to the front
A second rank of drilled or organised spearmen
The second to fourth ranks of drilled pikemen
figures attached to a larger base such as artillerymen, riders. etc. provided
that there is room for them to fight and that they have long enough weapons.
Note that if a unit of spears or pikes has any unformed points on it, then the additional ranks
may not be added. Also note that although this list ia compulsory for humans other types, biology
permitting, differ, ego abnormal humanoids with many arms might be able to use proportionatel y
longer pikes because of the extra strength and thus might be able to fight in more ranks . In a
melee each participant has a certain percent chance of striking his/ her blow, the bas ic chance
depends on the sort of weapon that the figure has - this will be modified by circumstantial
factors.
Ki lling P owe~
chance
Troops
Arms
of'" striking
Hal fling
Giant
Human
.'
Mounted on horses or
similar
Heavy Lance
Lance
~ear
Mace, etc.
Any weapon used 1n
two hands
~ord,
Fighting on foot
or s stable platform
Pike
Spear
Sword Mace, etc .
Any weapon used in
two hands
Improvised weapons
fists, k1ck1ng, etc.
45
50
40
35
6
4
4
3
6
7
b
15
15
12
10
25
15
25
30
35
S
4
10
10
35
15
10
4
1
I
14
2
2
Notes
A Heavy Lance is unusable if (a)
17
TACTICAL fACTORS:
- Opponents
+5'
+5,.
+5~'
Ab~lity
factor
- 5'1
Totalling up theae factors and modifying the basic percent to hit will give the actual percent
chance of hitting.
THE GLANCING BLOW
Glancing blows are atrikea made under certain circumstances, i.e. when both of the parties
involved in the melee is more interested in running off than fighting, or the aggressive party
is more interested in running off than fighting and the victim is unabla to prevent him from
doing so; ego a horseman gallops up to an infantryman, turns sa he reachea him, delivers a blow
and rides off - melee ia not joined so both sidee strike glancing blows. Alao consider if s
horaeman were trying to eacape from a poaition through blocking troopa - unless they were in
sufficient numbers to hold him (see below) only glancing blows would be struck. figures striking
a glancing blow work out their percent to hit as normal and then hslf thia figure and work out
ki lIs as n01'llls1.
BREAkTHROUGH
Troops may wish to paas through a body of enemy for aome reason, or the impetus of charge may take
them through such. With the small amount of troops involved because of the I : I figure scale,
it is likely that cavalry, or a mounted charge, could well pass strsight through s melee oppoent.
To see if this has taken place a little simple arithmetic is used:Multiply one Hove Rste (1, 2, J or 4) by J for csvslry, I for normal
human infantry and 2 for Mythical Beasts. This gives a figure which is the
breakthrough ooint; ego cavalry move rate J = 9 points. In order to
breakthrough your Breakthrough points must be greater than your
opponents formation strength; i.e.
line of Open Order Troops
2 lines
J lines
1 line of order troops
2
3
1
2
2
4
6
lines
lines
line of close order troops
lines
6
9
5
10
If your Breakthrough points are greater than your enemy's formation strength then you have broken
through, troops nsed not break through if they so wish. If both sides wish to breakthrough the
other then thia is possible. If a Breakthrough occura glancing blows are struck. A
breakthrough means that the unit passes through its opponent with no movement penalty and
continues its full move. All involved receive three unformed points.
18
Even though a unit has ilion the melee and not forced its oppoents back to
purposes it counts as that round of melee, or the entire melee, is won.
melee and rout away to the nearest cover if it is defeated over a number
After a melee total up the following points for each unit involved ( this
unit is obviously not going to rout).
1
1
1
1
1
-1
For each round of the present melee that has been lost
for each unformed point that the unit has
If your officer has been lost in thia melee
For each 10% of your unit that hes been lost in the present melee
For each quarter of the unit that has been lost to date
If a or B morale
If the resultant total is equal to or greater than 7 thenthe unit lIIill break. If a unit breaks off
from melee, either because of morale or orders, then the sound unit may strike glancing blolils on
the retreating unit. The retreating unit may not reply. If the sound unit pursues and it is still
in contact lIIith the routing unit at the end of the move, then it strikes full bl olils on the routers .
If your melee opponent is not fighting back - it is running Away, unconscious, etc . t hen do not
deduct for its Ability Factors.
MYTHICAL BEASTS IN flELEE
The performance of Non-Humanoid types in a melee is really subjective, so you can allot the
percent chance to hit and the KP for these types. However, some are so common that a short list
may be ventured - this is suggested only and may not be applicable to certain manufacturer's
figures or your scenario.
Killing POliler
% to'" Strike
Pterodactyl (Ground)
Giant Wolf
Wyvern
Serpent
Giant Spider
Tree Men
Giant Crab
Hydra
~nake (Ground)
Centaur
Griffon
Giant Lizard
Oragon
Cockatrice
Giant Rat
Gigantic Rats
Gargoyle (Ground)
Harpy (Ground)
Salamander
01111 Bear
Pegasus, Hippogriff etc.
Unicorn
Tigers, Liana, Large Cats
Wolvea and big dogs
Fat Corgis
Elephant
Stampeding Cattle
B5
40
120
65
U5
90
100
450
BO
Count as a foot humanoid small
giant for melee
100
30
285
60
40
100
Counts as Hlnanoid for melee sVlb
Counts as Humanoid for melee SV6
Counts aa Humanoid for melee SV6
100
35
50
50
35
1000
120
30
19
10
4
12
8 (more if poisOn9US)
10 (more if poisonous )
10
10
4
10
B
3
18
6
I
10
5
8
4
3
1
10
4 ~ per b"a .. t )
1'iring
WEAPONS CHART
Short
a.
b.
c.
d.
e.
oows
Range bands
% chance of hitting
Killing POlller
Long bows
Range bands
~ chance of hitting
Killing Power
Crosabows
Range bands
10 chance of hitting
Killing Power
Horse bows
Range bands
% chance of hitting
Killing Power
Slings
Range bands
% chance of hitting
Killing Power
Medium
Long
roo~
0-10
35%
5
10-20
30%
4
20-40
20%
3
40-100
1510
2
0-15
15-30
30-60
3~
2~
60-125
15%
3
0-20
35%
20-40
30%
40-80
20%
4
80-160
20%
3
3~
0-15
25%
15-30
30-75
15%
2
0-15
35%
3
15-30
30-75
2~
3~
20
2~
Short
Thrown axes, pilum etc.
Range bands
% chance of hitting
Killing Power
g. Javelins and darts
Range bands
% chance of hitting
Killing Power
h. Thrown stones, bottles etc.
Range bands
% chance of hitting
Killing Power
Medium
Long
f.
5-10
20%
5
0-5
30%
7
10-15
15%
4
0-8
35%
5
8-15
25%
0- 5
20%
5-15
10%
All renges given are in inches, however if you would like to use a different scale, then double
all figures to get the distance in- yards.
Note: It is important to remember that these figures cover the situation of a fairly experienced
shooter, himself stationary, firing at a stationary target with good visibility _and some time
spent aiming. The weapon charts above give the ~ chance to hit a stationary human being under good visibility
and perfect conditions. As such circumstances are rare, other factors must be taken into account
viz. the tactical factor.
TACTICAL FACTORS FOR MISSILE FIRE
+ For each Ability Factor
5~
- 5:0
- 5%
- 5%
5~
-10%
-10%
-10%
-15%
-15%
-15~
-15~
-15%
-20%
-20%
-25%
-25%
21
basic SV
20-40
bssic SV
40-80
baaic SV
80-120
basic SV
120-150
baSic SV
above 150
RATES
or
rIRE
Before he may fire a miaaila.en DUst hava spent the required number of periods reloading and
aiming, these are:
All bows - 1 Period
Croaabowa
2 Perioda
Slinga
1 Period
Thrown
0 Period
Thus a at.ationary bowman may fire every other move. Reloading and aiming must be done IIIhilst
stationary unless the firer is being convayed, i.e. he is mounted or on a chariot_ If he is
mounted; but not if he ia in a chariot, then, unlesa only moving at rate one, he must add I full
period to all of the timea above. Troopa with positive abilitiaa may deduct 1 period frOG all times.
riring Over TroopS and Terrain
1a poaaible if the target ia viaible to the firera. A target may not be fired on however if there
are frienda within 21s" of either target or shooters.
Mia.ilemsn may fire through one rsnk of their own unit if they are in close order, otherwiae they
may fire over two ranka of their own body.
rire Arron
The......t be pre-tarred and kindled frOll a brazier, Ronson Ucj1ter, etc. These take an extra
period to loed and aila, i.e. 2 perioda for a bow.
Priority Targets
MiaeHemen mustalwaye fire on anyone charging them. If they have no written priorities
otherwiae, they fire on the nearest enemy.
22
10
5
10
15
20
25
10
20
30
40
50
15
30
20
40
60
80
100
30
60
90
120
150
35
70
105
140
175
40
80
120
45
90
45
60
75
25
50
75
100
125
50
100
150
30
35
40
60
70
80
90
105
120
120
140
160
150
175
200
180
210
240
210
245
280
45
50
90
100
UO
120
130
180
200
220
240
260
225
250
275
300
325
270
300
330
360
390 .
315
350
385
420
455
360
400
55
60
65
135
150
165
180
195
70
75
BO
85
90
140
150
210
225
280
300
160
170
180
190
200
240
255
270
320
340
360
380
400
350
375
400
420
450
480
510
540
570
600
490
525
560
595
630
665
700
560
600
640
95
100
2B5
300
425
450
475
500
160
200
240
260
320
440
480
520
680
720
760
BOO
135
180
225
270
315
360
405
450
495
200
250
300
350
400
450
500
sse
540
585
630
675
720
600
650
700
765
850
900
950
810
855
900
750
800
1000
This chart may be uaed to calculate the total number of strikes or hits obtsined by a whole unit.
The % chsnce to strike or hit is read slong the left hsnd side and the number of troops fighting
is read slong the top. In cases where there are more than 10 men fighting, read in units of 10 for instance 27 men would be two tens and a seven. Similarly, if the ~ chance to hit were over
10~ then read in units of 100 - 125% would be one hundred and a twenty-five.
So 27 men
fighting each with a 125% chance of striking a blow would strike 3375% blows. As 100% chance
ia a certainty and need not be thrown for 3375% equals 33 certain hits and a 75% chance of
another one, this is thrown for using decimsl dice. This is just basic multiplication and for
most cases the chart will prove not to be necessary, pocket calculators make even the most
awkward number a aimple.
23
QCbart 1Jj
TilE AMAZING CHART FOR DECIDING WHETHER BLOWS OR HITS KILL
Targets
Killing
Po~er
of the
~eapon
or creature fighting
SV
2
3
3.5
4
4.5
5
6
7
8
9
10
11
12
13
14
67
57
50
44
40
33
29
25
22
20
18
17
15
14
10
- - -
89
80
86
75
67
60
50
43
38
33
30
27
25
23
21
17
12
20
19
18
18
19
20
11
17
11
16
15
22.5
25
9
8
27.5
7
7
15
16
13
3D
40
50
100
13
10
5
4
2
67
57
50
44
40
36
33
31
28
27
25
83
71
62
55
50
45
42
38
36
33
31
12
24
22
21
20
18
16
29
28
26
25
22
20
13
85
75
66
60
54
50
46
43
40
- - -
89
78
89
70
63
58
54
50
47
80
72
67
41
39
37
35
61
57
53
50
47
44
42
40
21
31
28
25
36
32
29
23
18
27
20
14
7
16
8
38
35
33
31
3D
27
24
11
15
10
8
13
18
17
10
13
20
15
6
3
8
4
10
5
12
6
44
24
11
12
13
14
IS
- -
- - - - - - - - - - - - - - - - - 90
- - - - 81
91
- - - 74
83
92
- - 70
77
84
92
- 64
71
78
B6
93
-
60
67
73
80
87
93
56
53
50
47
45
40
63
59
68
64
61
58
55
75
81
76
36
33
3D
23
18
9
55
53
50
44
40
36
33
25
48
44
40
37
28
71
67
63
60
63
48
44
20
22
40
30
24
10
11
12
72
88
82
78
68
65
74
70
94
88
83
79
75
58
52
47
43
33
26
62
56
51
67
60
55
47
35
13
50
38
3D
15
28
14
Chart B is used to find the % chance of any single b]o~ or hit of killing an opponent. Read the
Killing Po~p.r (KP) of the ~eapon along the top and cross check this ~ith the Strength Value SV
along the left hand side. Where the KP of a ~eapon or attacker is higher than the chart ~iJI go,
read off in un;ts of 10, ego ~ith a KP of 23, read off t~o lots of 10 and one 3 KP . Where the KP
is an odd number such as 4~, then approximate using the higher and lo~er values, ego 45 ~ould be
half ~ay bet~een ~ and 4 KP. Where a defending figure's SV is higher than the chart extends to,
then read off in multiples. In many cases the SV of themfender ~ill lie in-bet~een t~o lines,
for example, 75 does not appear on the chart. In cases such as this approximate using the next
higher and lower figures, i.e. for 75 the figure would be half way between 50 and 100. The
figure ~hich you get by uaing thia chart is the % chance each blow has of killing the opponent,
where more than one blow is struck then the number of chances of killing will go up.
Example:
12 men SVII Abilities spear +15% and shielded, charge into a unit of 4 Owl-Bears SV30, 100% to hit.
10 KP, the Owl-Bears remain stationary. Both are in Medium Order - the Owl-Bear Abilities count
as 0
Basic % chance
Tactical Factora
Modified % chance
% chance of whole unit
of striking blows
Number 0 f hits
Throw dice
% chance of killing with
each hit
Throw dice
Result
Men
Spear 30%
Own Ability Factor +5,.
Charged
+5~
Longer Weapon
+5%
TOTAL
+15~
45%
4~ x 12 = ~40%
Owl-Bears
Claws lO(t;
Enemy Ability -5~
25
TOTAL
-5"
95%
95 x 4 = 380r.
Totsl
Basic % chance to strike a blow
35%
Charged
+ 5%
40%
One-hsnded wespon v open order
-10%
30%
Cutting swords v open order
+20%
50%
Giving a total % chance to strike a blow of 50%
IJhen dicing for kills, the aabremen receive a +1 killing power bonus increasing the KP from
4 to 5.
fflping creatures
Hather than spread the information concerning flying creat ures over the rules, - it is concentrated
i nto this section for easy reference.
HEIGHT BANOS
Flying creatures when flying must occupy one of the following height bands, this should be
recorded every move. The bsnds are as follows:
Ground
This is when the figure is on the ground and not in the air.
!:land 1
Band 2
Band 3
This is in the air but below 6ft above the ground. Troops may not fly in this band
whilst amongst trees, buUdil\Q8. or other such obstacles. Observstion, missile fire,
etc. is as normal. Melees s~ _ss normal except that the flying creatures opponent
takes 1 Unformed Point.
Between 6 and 12 feet above the ground. At thia height flying creatures or thier
riders may strike blows with pole arms and not have to suffer return blows. Shorter
weapons are useless.
About 20 yards (l0" ) above the ground.
About 20
Band 4
Bands thereafter -
ya~ds
For example:
Band
Band
Band
Band
4 40
5 60
6 80
7 =100
yds
yds
yds
yds
(20" )
(30")
(40")
(50")
Band 8
Band 9
Band 10
Etc.
26
METHODS Of ATTACK
flying creatures may adopt several means of attack, although some may only be capable of 1 or 2
of the means. This should be noted under their classification.
Swoopers :do just that - they make a momentary paas over
in the way of offensive capability. They must commence
then make a dive to band 2 or band 1 (depending whether
The blow struck will count as a glancing blow. Swooper
1.
S~oopers '
~--------~~----------------------~~~~
______________________ ________________
~
2
1
2.
~----------~equipped
H~o-v-e-r-e-r-s-:------------------------'~~-i-
~___
___________________
Hoverers are not restricted by the need to move that Swoopers have, on the other hand they never
gain the decent impetus 0 f the Swoopers. They may hover in any range band above the tar'g et and
engage in normal melee from bands 1 or 2 (depending on armament) - they may choose to strike and
receive glancing blows if they wish. Hoverers' victims take 2 unformed points if attacked from
band 2, 1 point i f attacked from band 1 - and an extra 1 point if they are incapable of returning
blows (because of the length of their weapons).
~-------------------------------------
3 ---------------------------,E;"":;;r---------------:::7""~"_____________1.LI....__________7___
~
j.
Landera:-
These must land before fighting and may not, because of natural clumsiness, fight from the air if forced to fight by attacking airborne troops then they strike glsncing blows only and take 4
unformed points.
27
Charging is not
S~oopers add 5% for each height level up they were before they, commenced their
dive; Hoverers who push back their enemy msy add 5% even though they cannot actually
push them do~n. All aerial attacks add 5% for the height advantage.
MOVEMENT
SIIIoopers:-
Hoverers:00 not wheel but may turn sharp anglea with no loaa of speed.
Climb in the same manner as Swoopera.
Dive in tha same mannar as Swoopera.
Landers:Climb aa Swoopers.
Dive as Swoopera.
Wheel ~ith a radius of
their move.
Type
Max.
Move
25"
35"
30"
25"
15"
20"
25"
25"
15"
15"
15"
20"
This chart covers most of the commercially available material - anything elae you can fit in
yourself uaing the same basis. An example to show how they system works is:
The Dragon - This is a Swooper/Lander type of beast which mesns thst it combines both features.
Climb rate is 3 banda per \ move, which mesns that the beast may move up to half ita move 12\", and climb up to 3 height bands; or the dragon might lose less speed and climb fewer banda
(losing approximately 4" per band). Maximum climb in one move is 3 bands, maximun dive ia
5 bands. Minimum move is 10" and maximum move is 25".
28
% to hit
Dragon
pteradactyl
Hippogriff
Hawkman (Spear)
Griffon
200%
135%
60%
35%
75%
Killing
Power
15
10
5
5
5
45%
Harpy
Beast
Eagle
~yvern
Winged Demon
Winged Serpent
Gargoyle
Bats
% to hit
85%
150%
45~
135%
Lander type
-see above
50%
Killing
Power
5
12
4
10
The figures referred to are the same as those in the movement charts. The~e are the basic ~ and
KPa and conversions on the manufacturers figures will change them - flying creatures with
weapona will normally have a slightly higher chance of hitting than if the weapon were being
used on the ground, but the KP will remain the same.
Aerial Combat
Between two flying unita combat will always count as glancing blows unless Hoverers are involved,
in which case they may choose to make the melee a normal one or glancing blows one. If one side
attacks from above the other, than the attacked side takes 3 unformed points.
Picking Things Up
Inatead of trying to rend, claw etc. their opponents Swooper or Hoverers may try to grab them.
They may carry up to their own weight when so doing, but their move rate is halved. The chances
of making a grab are \ the normal % chance of striking a blow modified by the tactical factors.
Dropping Things
A dropped object will cause its SV x the height band it was dropped from dsmage on a group or
thing below. Hitting is automatic at band 1 or 2, or if the dropper is stationary, otherwiae
for each height band above 2, deduct 15% from 100; A dropped object also inflicts its SV x the
height band worth of damage on itself. Nota that common sense must be used in some cases - for
inatance, dropping peopla onto fortresses will not damage the fort, and drops made over water,
deep enow or amongst trees will cause leas damage to the dropped object.
MOVEMENT PENALTIES FOR RIDERS
Ridden creatures auffer no reatriction if the Strength Value of the ridar and armour is less
than \ of the beaat's SV - otherwise the maximum move must be halved.
LAM:lING AND TAKING orF
Must both be done at minimum horizontal
speed - Hoverers take this t.o be 5" and
not l'~
29
C!&bsttuation ~~artness
IHth a 1" = 2 yards ground scale there ia little chance of tlilo antagonists not seeing each other
on the lIIargames table - the average table being only about 150 yarda at its tlilo-widest points,
corner to corner. 50 it is reasonable to aay that unless there is some interposing solid object,
such as a lIIall or building ,' or some other hinderence to sight of any other kind, fog and lIIoods
for instance, tlilO antagonists facing each other lIIill be able to aee each other reasonably clearly
at any distance. We might say that these tlilO lIIill be able to move towards each other, loose
any misaile lIIeapons they have at each other or cast spells at each other etc. however, facial
characteristics and finer points of detail will only be visible at lesser distances - so consult
the following chart, remember that thia applies only to ideal circumstsnces, two men facing each
other over a flat well lit plain.
At Range of over 240 yards, 120 inches or 10 feet
Physique
\~ eaponry
Size
Colours
The Physique of the antagonist will be spparent within the folloliling limits.
He may be seen to be humanoid
He may be seen to be bi-pedal or quadrupedal or whatever
Any apecial and obvious features will be noticeable, 8' neck, four
srms, two heads etc. but not facial characteriatics
What the figure is carrying lIIill not be spparent, but whether he is carrying
anything or not lIIill be apparent.
The size (apparent SV) of the figure lIIil1 be apparent lIIithin limits. The Umpire
lIIill give the observer the apparent basic 5V of the observed plus or minus 25%
Only very bright colours and metallics lIIill be diatinct.
Size
Individuals
As above except
The exact apparent 5V of the antagonist should be given.
Individuals may be picked out from the surrounding unit by any difference in
clothing amongst unit.
The chart above deals with human eyesight under perfect viewing conditions. When the view is in
some way obscured, then it is altered. For solid objects IIIhich completely obscure some part of
the observed figure, for instance walls, psrapets, lIIindows etc., then only tkae into account the
parts which are visible. For instance a unit might see an arm 20 feet long hanging from behind
a wall. They would then receive the information relevant to that arm - but no indicstion of the
beastie that lurks behind it.
30
The final de~ision on what can and what cannot be seen should be left to the Umpire but he should
note that very small objects would be difficult to see at any range. As a general guide, objects
or visible parts of objecta which have an SV of 1.5 or less, and are not more than 1 foot high
may only be seen in the 'less than 15'" range band and may only be seen in detail at 5" if over
1 SV and I" otherwise. Objects such as rings and coins must be picked up to be. examined
thoroughly. This does not apply to objects of reaso.nable size out.lined against the sky line, troops
on battlements showing their heads for instance - or brilliantly shiny objects such as nelJl coins
and polished sword blades.
REDUCED VISIBILITY
Troops in woods may be seen up to s distance of 'their SV in inches' inside of it. Thus troops
lIIith s SV of 6, Humsns in fact, can be seen i f they are within 6" of the edge but not i f they
sre more than 6 inches sway from the edge. Troops in woods may he seen by other troops in woods
up to 5" away - all visibHity figures in woods are halved if the observed is being perfectly
still, for instance in an ambush situation, thus Humsns hiding at the edge of a wood may only be
seen if they are within 3" of the edge - or 6" when they IOOve. Troops in woods may observe
unhindered from within 5" of the edge. The umpire has the final say as only he can allow for
abnormalities such as outrageous clothing, illuminated overcoats and flashing sword blades. Note
that troops bigger than the trees may be seen above them quite easily.
Darkness is difficult to allow for as there are many degrees of it, but two will be considered,
twilight and pitch-black. Twilight reduces all of the ranges at which things may be seen to ~
of normal. In addition, objects less than 1.5 SV and 1 foot high can only be seen from 5" alilay
and examinad from point blank range. Such objects may still be seen if outlined against the sky
line but there will be no reflected light from natural sources. Torches make an area within 5"
visible as for ordinary daylight and may be observed from any distance. Pitch black is too dark
to see at all, torches will dispel darkness within 5" making the area as per normal day light.
Fog and mist will reduce the distance at which things may be seen in a similar way to darkness.
Ordinary fog will reduce all range bands for vision to ~ normal, dense fog to ~ normal and very
dense fog to lo normal. However, nothing within 5" is affected. Ground mist obscures the bottom
few inches of ground completely.
AWARENESS
Troops may only react (that is to say fire on, cast spells on, move to or from deliberately, talk
to or take any such action as a reault of their presence) to figures they were aware of in the
previous move. Awareness is defined as being able to see the object or figures in question or
knowing they were there because you were told or common sense dictat.es it: for instance, i f a
figure is aeen going into a house then you can reasonably assume that the figure is in the house
even if you cannot actually see him once he is inside, and you may take action against the
figure such as firing through the windows, etc. An example of the system is:A unit of knights is suddenly and unexpectantly attacked by a unit of infantry previously
hiding all behind a wall. In move 1 the knights may not take any action regarding the infantry
because they were not aware of them in the previous move. Thus they cannot turn or make a
defensive formation - they may fight but be unformed.
Troops will also be aware of any troops suddenly appearing from behind cover that they have been
told to watch. For example, a suspicioua officer might post a guard outside his headquarters
and give them orders to 'watch out for any enemy troops appearing at the windows of the house
opposite'. If enemy do appear at the windows, the guards do not have to spend a period becoming
aware of them, but will be aware immediately. Note that troops 'watching' in this way may only
observe one window or 2" stretch of cover each and may not observe anything else in the same
move.
The player engaged in watching must make it clear to the umpire that he is doing so, IIIhere, and
with how many men, etc.
31
Wnfonntb points
Unformed Points represent the distracting and disabling effecta of a unit's aituation on its
fighting capsbilities. The effect of an unformed point ia a deduction of 5% from a unit's %
chance to hit/strike a blow. When a unit is in difficult terrain etc. read down the list and
give the unit that number of unformed points.
Situstion
1- In difficult terrain ego
Infantry
Cavalry
Remarks
2/00 1
3/ 00 2
2. Crosaing a linear
obstacle
:5
The classification of besats ia very difficult, some timea they will act like cavalry, aometimss
liks infantry, ot.her times completely differently. The awarding of unformed points to monstera
should be decided by the umpire.
Notes:1. Add 1 to sll unformed points if you are tribsl or levy troops. Add two if tribal or levy
in close order but only for csse 5.
2. The 00 in cass 1 means 'Open Order'. 50 it is 2 points for sll but opsn order who only tske
1 point.
3. Troops in a retrest caused by morale test all take 2 points, sa do thoae pursuing. Routing
troups t.alo:e 4 un formed points.
4. Other causes for unformed points sre listed elsewhere in the sppropriate section
these
count slso.
5. Troops take no poi nts under 1. if they are atationary in a wood, or if they have a basic
5V of 3 or less.
32
Grade C
But Grade Y for spells involving mind control
Grade P - for everything
Grade M - for death and Necromancy spells only
No general grade
Grade F
But grade P for spells cast by musical means
Grade H
But Grade P for healing spells
And Grsde l for trsnsmogrification spells
33
CLASSIFYING M.U.a
~Y
THEIR CONSTITUTION
Conatitution reflacta how hardy a Wizard ia, for instance an old but powerful M.U. might only
have a Conatitution of 10 pointa, which meana he would tire easily; but a young - though
inexperienced - M.U. might have a much higher Constitution, say 18. The higher the M.U.'s
Constitution Points, the more spells he can cast before becoming tired. The effacts of tiredneas
are discuased elsewhere. All magicians have a fixed Constitutional Points Value, 10 should be
considered to be the lowest practicsl atarting value and higher values can range up to the
infinite - 16 or 17 are about average, 20 ia very good. The beginner may wish to diapenae with
the complicstiona of recording Conatitution Points - in thia caae juat aaaume thet the Wizard
has such a high value that no matter how many spella he casta he will never be tired. Just out
of intereat the Constitution Pointa Value of the magicians listed under the previous section
are:
All Anduin
Laverock
14
24
Harold Lewd
An/Darryk
18
infinite
Torismond
18
In role playing games, three normal dice should be thrown to establish a player's Constitutional
Pointa Value minimum basic throw is 10. Then for each full 10 years the M.U. is below 40 years
old, add 1 point, unless he ia below lOt
THE MAGIC USER'S SPELL CATALOGUE
A M.ll. may cast spells - but he cannot just cast any spell. He is in effect limited by the
number of spells he knows, and the nsture of those spells. All the spells that a M.U. knows,
and thus all the spells that he is permitted to uae, ahould be noted down either before the
game or campaign; thia becomes, in effect, the magician'a spell book or atore of memorised spells.
Hhat we actually do ia work out all of the s pella that we are ever likely to uae for a forthcominq
campaign and number each ene. The spells are worked out by using the costing system explained
34
later. Then the Campaign Organiaer, known as the 'Tin God', allots the spells to the various
participants either aa he seea fit or by drawing numbers from a hat surrogate (such as a cup,
small bowl or even a real hat!). He may include several spella of the same type, for inatance
there might be 20 different apella in the hat but 30 pieces of paper - there might be 3 of one
spell, 4 of another, 2 of another and the remainder made up of blanks. Each player draws in
turn until the whola lot are gone. The actual apells are sometimea worked out by all of the
players but more often by the Campaign Orgsniaer alone - and the SMle spells sre oft.en retained
and used time and 'time again. Each player's spe~ls become his magician's Spell Catalogue - and
the Campaign Organiaer will furnish him with the detaila regarding his spells. A similsr method
is adopted for 'one-off' games between two people where an umpire is unaveilable; each player
draws up an agreed number of spells each uaing the coating method. Then all of the spells are
placed in the hat together with blanka if required. Then each player draws in turn until all
of the apella are gone. Where you draw a spell worked out by your opponent, he must give YOll the
spell's details which he must hsve already worked out, and visa versa. This system has some
disadvantages in that some of the oppoent's spells w111 be known to you, but generally this
evens out becauae the reverae applies. Also no one is going to put really powerful spella into
the hat becauae of the danger of your opponent getting them.
Obviously other methods of working out s msgicisn's spell catalogue could be devised - it haa
been suggested that s magician's apells be limited in number to half of his grade expressed ss
s number (eg. 0=2, T=lO etc.) with more added as they are acquired during ths campaign, so for
instance a M.U. with an ability of 0 would start off with 7 spella. Also you could throw dice to
see how many apells ,each msgician gats. How you decide such thinga is really up to you, but the
draWing from s common hst would seem to bs best for ons-off and two player games at leaat.
In role playing games the novice M.U. should start off with only 1 apell - and he can gsin more
by stssling them, finding them in his sdventures, buying them from his fellows or experimenting
himsslf. The atarting epell could be anything the M.U. likea - games-maaters can develop their
own systems for these things.
COSTING SPElLS
In these rules spells srs not a given and fixed quantity. Spells are provided but they sre not
intended to be a be sll and end all by any means - the accent is rather on the csmpaign controller
gsmes-maater or whatever you 'want to csll the individusl actually running the game, to work out
his own spells and encourage his players to do the ssme. Spell costs sre important and rathsr
than leave the player completely in the dark, e system has been developed to cost sny spell the
players can dream up - many spells will be a combinetion of two or more effects snd often the
controller/gamea-master will have to add pointa to compensate for special csses. The system works
as follows.
First tske a apell, thia might be one of your own invention, an idea from the pages of fiction
or whatever. Inventing your own spslls is infinitely more enjoysble but any spell you like may
ba converted for use in these rulea. Having s rough ides of the spell you want to use, consult
the following tables to find out how much it will 'cost. Each relevant factor should be taken into
sccount and the points sdded up to find a total - the higher the end total the more difficult the
spell will be to cast.
FACTOR 1
Range of the apell:
'Maximum ranga
Points
Touching only, i.e. 0
0
0-5 inche's
0
5-15 inchea
1
15-30 inches
2
More but to a target in sight
J
More, whsre the target is not nscessarily in aight
6
Example: A spell effective up to 10" will coat 1 point from factor 1. A apell
effsctive up to any range, so long as the target is in sight will cost
3 points from factor 1. Normally a wizard must be in sight of hia target
hence the high cost for exceptions.
35
fACTOR 2
Area effected by the spell: eome spells, but not sll, ere designed to .ffect are88 of ground, air
or water rather than specific objects. Or else they are intended to affect anything or anyone
within an area - for instance 'everyone within 5" will turn into a frog' - spells such as this
are casted under this fsctor and not factor ~, which deals with spells int~nded to effect a
given number of opponents; remember that it is important snd making the distinction clear now
will save confusion later. factor 2 spells are casted according to radius of the circle of
area they effect. When they effect areas not circular then approximate. The centre of -the
circle will be at the end of the cast made from factor 1.
Radius of the circle of effect
Points
I" redius or lees
1
Up to 5" radiua
2
Up to 10" radius
~
for each successivs 10" radius or part tharaof
~
50 for inst-ance a spell designed to turn everyone within 10" of the cuter into frogs would
cost 3 points from factor 2 - fsctor 1 would cost 0 pointa because the range is zero (the centre
of the circle if the circle is touching the magician). Sometimes factor 1 and 2 are used
together, for instance a spell to kill snyone within 5" of a point 20" sway would cost 2 pointe
from factor 1 and 2 points from factor 2, these figures are maximums incidentally and could be
reduced to sttack nearer troops - though the cost would remain the same.
fACTOR 3
Individual effect: this fsctor is never used in conjunction with factor 2. fnr each entity or
object the spell is designed to effect,points are added - note that apells auch as 'every tree
within 12" will emit a worrying belching noise' are not deSigned to effect individual trees but
whole areas no matter how many trees are involved, this sort of spell is casted under factor 2.
1 Point
For each entity or oject concerned
Example: A spell designed to shrink 1 man will cost 1 point from factor 3.
r10st; spells should be designed to effect one thing st s time.
FACTOR 4
If the spell under considaration has to
~/here the spell involves the creation of some 'thing'.
do with creating things, swords for instance, then paints should be added depending on the
physical size (SV) of the thing in queation. Note that this factor only appliea to inanimate
objects. The points cost are as follows.
Points
5V of the thing being created
o
Less than 1.5
1
1.5 - 5
1
For each 5 more
Note thst it is the total SV of the created items which is important, so,for ins.tancE:., if a
sword were to have an SV of 1 than to create 1 sword would cost 0 points from factor 4, 2 swords
would cost 1 point (2 5V), 3 swords would also cost 1 point (3 SV) etc. However, ,pointa from
fact_or 3 are only added on a basis oJ 1 point for each different item and not 1 point per item
as usual.
Example: To create a sword and a shield in the wizard's hands - (shield SV2)
o - touching
Factor 1
2 - two diffarent items
Factor 3
1 - the total SV is 3 (sword SV 1)
Factor 4
3 - from these factors
Total
FACTOR 5
Where the spell involves the destruction of some 'thing'. If the spell under consideration has
to do with destroying things, sworda for instance, then points ahould be 8dde~ depe~ing,on the
physical size (SV) of the thing in question. Note that this fsctor only spphes to l.nanl.mate
Objects. The paints costs are as follows:
36
Points
SV of the thing being destroyed
0
Less thsn IS
1
1.5 - 5
1
For sach 5 more
Note thst the same th~ngs apply about d~fferent obJects snd totsl SV ss under fsctor 4.
Example: To destroy s fort gate SV15, (it's a small one!) from up to 24" sway.
2 - 15 to 30 inches sway
Fsctor 1
Factor 3
1 - 1 item, the gste
Factor 5
3 - 15 SV needs deatroying
6 - from theae factora
Total
Note that as spells involving this factor are permanent intheir effect the above example msy
used as an actual spell - it is a complete spell.
~e
FACTOR 6
Zombie creation. Normally spells involving the creation of some cresture are considered to be
summonations rsther than normal magic - in other words you can't 'create' a dragon, you muat
summon one. Zombies however, sre the exception, they sre any creature that the magicisn can just
create - usually using s corpse ss an aid but not slways - you might wish to consider these
beings as forming the group usually referred to aa 'undead', Goleme, Spectres and the like.
Zombiea are always human in appeerence, though often emaciated to the bone, and they exist
phyaically so they are not super-natural. They are like humans iin-.that they have a SV lIIhich
repreaenta their ability to withatand punishment and they are cos ted when casting for them
sccording . to the size of this SV (which might be anything depending upon the spell concerned).
For each creeture created
Pointe
B SV or part thereof
So for instance, a 8 SV Zombie lIIill cost 1 point, two will cost 2 points , etc. a Zombie with an
SV of 10 will cost 2 points, two will coat 4 points, etc. Note that fsctor 3 (for the number of
individusls) is never added to this spell becsuse it is already taken into account, but fsctor 2
may ba added if the Zombies ars to be created over a wide area.
A few examplea of Zombies, just to whet your appetites, follollls - don't feel you have to use them ,
mix in your own idess, create eub-clessee, diveraify, etc. etc.
Example:
Golem
SV:IO
Totel SV: 10
Armed with: Hands only 30% basic to strike s blow, 5KP
Horele: They nevar tske it (no Zombie should ever have to teat for morele)
Hove: 3/5/7 inches
Point a to apell: 1 Point each, should be 2 but reduced to compensate for the slow move
Figure: Aagard Golem, Citadel Hummy
Example:
Skeleton Zombie
SV. 5
Armour SV. Shield +2
Total SV: 7
Armed with: Sword - abilities 0
Horale. They never take it
Hove: 4/6/8 inchea
Points to apell: 1 Point esch
Figure: Hinifiga Skelaton warrior, Asgard Skelston warrior, Citadel Skeleton
Example:
GhOul
SV: 10
Total SV: 10
Armed with: Hands only 50% basic to strike a blow, 7 KP
Morsle: They naver tske it
Move: 5/7/9 inches
Points to spell: 2 Points eech
Figure: Hinifigs Ghoul, Citsdel Ghoul or Wraith
37
If you want to uae different details then do so, but remember to work it out beforehand that this
is not summonation and that the creaturea creatad are more animated matter than living and do not
have free wi Us.
FACTOR 7
---Kill: If the spell has to do with killing animate things, and ia not jus~ ~ blast of destruction,
which will harm all matter animate or inanimate, than it is coated like this.
For each 5KP or part thereof launched at ~he creature
1 Point
This spell type has to do only with daatroying living tissue and thua ignores the effect of
armour - this is more the audden and inexplicable death, deadly illneaa, aoul deatruction variety
of spell, not the lightning : bolt, fire ball type (lilhich might alao cause damage to other things
and when it comes down to it is so measy and unprofessional). Becsuse it ignores armour, this type
of spell attacks the SV directly - not including the SV of armour.
Example: To cause a man up to IS" away to shrivel up and die by launching a bolt of 10KP against
him
factor 1
1 - 5 to 15 inches away
factor 3
1 - 1 man' effected
Factor 7
2 - for a bolt of 10KP
-.!,otal
Note that as factor 7 1S permanet 1n effect the above example may be uaed as a spell. Also note
that the KP costed under thiafsctor is exactly the same as normal melee and missile KP, and that
in cases where the KP launched is less than the targeta SV, then there will be s % chance of
the kill - as in normal melse. Hits however are automatic.
"
FACTOR 8
General destruction: If your spell involves the caster projecting a force capable of destroying
either inanimate or animate things (eg. lightning, flame bolts, massive boulders etc.) then it
is casted as follows. Note that it effects the whole SV of the targat, including armour.
1 Point
For each 5KP or part thereof launched at the target
Remember that this type of spell may be used against anything, therefore it is s good general
started spell.
Example: To project a bolt of flame st a singla target up to 12" away, the bolt hav.ing a KP of 5
Factor 1
1 - 5 to 15 inches
Factor 3
1 - 1 man effectad
Factor 8
I - for 5 KP
Total
3
The example above may be used as an actual spell as factor B is permanent in effect.
FACTOR 9
Movement: If the spell being costed involves inducing something or someone to mdve magically,
either by teleportation, flying or whatever, then it is casted like thia.
Thing to be moved
Points
Less than 5 inches
0
5 to 15 inches
I
15 to 30 inches
2
For each additional IS"
I
Furthermore, extra pOInts must be sdded for extra heavy load capab11lty so:
For each full 10 SV capable of 'moving over 10 inches or part thereof 1
Example: A spell which enables 8 magician to teleport up to any place within 30 inches will
cost
Factor 1
o - the magICIan is 0" from himself
Factor 3
1 - the spell only effects one msn
Factor 9
2 - '15-30 irichlll!
Totsl
J
The expmple above may be used as an actual spell as teleportatJon naed on
last tor 1 move .
38
--
FACTOR 10
Immobilisation: If the_spell under consideration makes something or someone immobile, whether by
freezing them still, or actuslly removing them for s time into limbo, then it ia cos ted like this .
Always
1 Point
T~e low cost of this spell (1 Point ) is becsuse more points are added on with the time factor.
Example: A spell to remove all weapons within 10" of the caster and make them vanish for a set
number of periods.
Factor 1
a the mag1c1an is A" from hi.mself
Factor 2
J - area up to 10" radius
Factor 10
1 - 'cos it ~WSys is
Total
4 - from these- factors
-'
The number of periods the weapons are to vsnish for must then be taken into account in the
Time Factor.
FACTOR 11
TrAnsmutstion: Where a spell involves changing something into something elsej- for -instance a
piece of stone into lead, lead into gold, kings into cabbages etc. etc. then use the table
below. Add up all of the points thst apply to the spell in question ~ften more than one of the
descriptions will be appropriate.
Description of change
Points
To change an animate- object into an inanimate one
4
To change an inanimate objact into an animata one
4
To change a crA.lure into another species
2
To change an inarimate object into a~tl.~ r inanimate object
2
To change the rigidity - ego to freez"& . ater, make swords limp
1
Td change _a creature's sex
1
To change the colour of something
a
To change a face, mannerisms and clothing
0
Example: A spell to turn anyone maninto a Rat - range 15"
Factor 1
1 - - 5 to 15 inches
Factor 3
1 - one man only can be effected
Factor 11
2 - chanqe 0 f species
_Iotal
4 - from these factors
The Time Factor must then be added to see how long the spell lasts.
FACTOR 12
Mind control: Spells involving mind control, or sny similar mind effect auch as telepathy,
then cost the spell in the following msnner.
Nsture of the control
To establish mental contact one way (mind resding)
To establish mental contact both ways (tslepathy)
To influence another mind (influance)
For a non-sapient creature ego a tiger
For a sapient creature ego human
Example: A apell to detect the presence of any other minds wi>~n 5"
Factor 1
a - 0 to 5 inches
Factor 2
2 - radiua of 5" effected
Factor 12
a - one Way contact
Total
2 - from tnese fsctors
The Time Factor must then be taken 1nto account.
39
Points
0
1
2
3
FACTOR
1)
To produce in your target an independent aenae effect, for inatance, pain, heat, cold, intense
light, complete darkneas (blindnsss), deafening noises, deafness, bsd tastes, smells, etc. Spells
for the vindictive these, and they are costed as follows.
For each individusl effect
1 Point
Example: A spell to send all troops within 5" of any point 15" away from the csster, or sny
le88er diatance, blind
Factor 1
1 - 5 to 15 inches
Factor 2
2 - 5" rediua effected
Factor 1)
1 - blindnesa
lotsl
4 - from these factora
Time Factor must then be ad?ed to give the time the effect lasts for.
FACTOR 14
If your spell hss anything to do with casting illusions, coat es follows - the difficulty depends
on the intelligence of the troops being fooled.
Victims' Intelligence
Points
Intelligent
2
Non-Intelligent
1
Undsad troops
:5
Add on factor 1 88 the maximum diatance the magiCian may 'project' an illuaion, add 1 point from
factor :5 for each illuaion (a herd or unit is one illuaion). Then add on for the Time factor.
Factor 1 not only represents the maximum distance the illusion msy move from its caster but alao
the diatance at which it will follow him around if he triea to exceed it.
Example: A spell to cause sn illuaion of a dragon - range 12" will coat (if the victim ia
intelligent)
Factor 1
1 - 5 to 15 inchea
Factor :5
1 - one illuaion
Factor 14
2 - victima are intelligent
Total
4 - from these factors
Time factor must then be added.
FACTOR 15
Shrinking and expanding: If the spell under consideration has to do with ahrinking or expanding
aomething or aomeone - but still retaining the original form - then coat aa followa.
Size change worked by the apell
Points
Either to double the victinla aize (SV) or halve it
2
Either to trebls the victim's size (SV) or to divide by :5
:5
Either to quadruple the SV or divide by 4
4
And ao on allowinQ 1 point per rultiplication
Example; A spell to shrink anyone man by :5 fold (from 6 SV to 2 SV) - range 12"
1 ~ 5 to 15 inches
Factor 1
1 - one victim
Factor :5
Factor 15
:5 - divide by :5
Total
:> - from these tactora
Then Time factor must be added.
FACTOR 16
Time: This is the illusive time factor! The length of time a spsll will laat for ia datermined
by the time factor, some spells are permanent, the deatruction spells for instancs, othera only .
operate for one move - like teleportatlon. Otherwiae note that a apellmayonly ~aat for a cartain
length of tiMB - the length of time la coated like any other factor, but it ia alao dependant on
the nature of the spell. Time la given in dice throwa not periods to allow for variation, a spell
will thus last for so many dice throw periods - the dice being thrown when the spell is used.
40
Points
Length of time the spell is to last for
1
For each dice throw periods
The sort of dice used depends on the actual spell. Spells involving Factors 5, 7 and 8 are
permsnent in effect. Factors 6, 10, 11, 12, l' and 9 - except for teleportstion - use normal
dice (1-6). Fsctors 14 and 15 use decimal dice (0 counts as 10). Factors 19, 18 17 and 4, use
two added normal dice (2-12). If the spell lasts for two or more dice throw periods, then there
is a chance thst tha sffect \IIill l!lst forever, this occuring if s double is thrown. If you only
\IIant an effect to last for 1 move with s particular' spell, then you do not have to add on any
pointa from this factor.
FACTOR 17
Magical protection: Against normal weapons. If your apell has the effect of protecting the
wearer againat weapona, then, uaing theae rulea, it haa been assumed to take the following form.
Negative Killing PO\ller is allotted to the protected figure - each point of NKP renders one point
of KP, which is directed against the figure. Thus if the protected figure hed 5 points of NKP
then 5 would be deducted from the KP of any \IIeapon striking his. The costs of this is
1 Point
Msgical protection: Against msgic. A msgician is immune from the effects of any spell which he
himself hss or if he hss s compsrable ape 11 of higher Difficulty Points. How~ver, he may also
try to form a msgical screen which may protect whole aress. To do this the nature of the screen
must be explained. It has been assumed that the screen - like the NKP in spell factor 17 has a negative value. Each negative vslue point will negste the effect thst sny cast made at
a corresponding level of Difficulty Points has . In other \IIords screens of value 1 \IIill keep out
spells of 1 Difficulty . Point, screens of vslue 2 will keep out spells of 2 Difficulty Points or
less, screens of value 3 will keep out spells of 3 Difficulty Points or less and so on.
Each screen point will cost
Each screen point
1 Point
Example: A spell allowing the csster to produce a screen around himself up to a maximum diameter
of 10" (radius 5") - the screen's value being 4 and the thing to last for 3 dice throw
periods
Factor 1
o - 02 s\llsy from himself
Factor 2
2 - radius 5"
Factor 16
3 - for .3 2-12 dice
Factor 18
4 - for 4 points
Total
7
The example above is complete and may be uaed as an actual spell bssis. The high cost may seem
unreslistic but the idas is to discourage widespread use of inhibitive screening.
FACTOR 19
Msgical barriers: Agsinst entry are ususlly invisible but sre not a~wsys eo ego door holding
spells. They are casted in two ways - account being taken of the size of the barrier and of the
degree of resistance it has. The size is expreased in inches, the resistance in KP that needs
to be brought to bes! to ,deatroy the barrier.
Per 20KP needed to dealttoy tne ,barrier
1 Point
Per 3" occupied by barrier
1 Point
The exact nature of the bsrriers may be vsried but generally they will permit nothing to pass
except magic - they do not last forever and time factor must be used.
Example: Door holding epell to hold 1 door for 2 dice movee - range 3", KP allotted 40.
Factor 1
0-0 to 5"
Factor 3
1 ... 1 door effected
Factor 16
2 - 2 x 2-12 dice
Fector i9
5 - the door is under 3" and is n;"An llnlCP
lotal
8
The above example is complete and may be used ss an actusl spell - however, spells like thia are
best made variable (see Variable Magic) otherwise they are too difficult.
41
These are the factora which should give the total cost points of a apell, thie is called the
Difficulty Points of the spell. Note that where destructive points ere launched against an area
the total number of KP is dispered over that sree; i.e. if 5 KP were launched a~ainst an area
in which there were 10 men, eech man receives 6KP. This is conducted in exactly the same manner
as normel missile fire in fact.
Having endured that chart, here are some examples of typicsl spells, just to show how they work:SPELL
To freeze
Factor 1
Factor 3
Factor 10
Factor 16
Total
SPELL
a si ngle figure solid from up to 15" away and for two dice throw movea
Range up to 15"
1
Effects 1 individual
1
Immobilising
1
Time. 2 normal dice
2
I
otter a river u to 5" wide the road havin s width of 5" and to
row moves, an a e to be cast only by touching the .,ater
SPELL
1
1
.!:
u~
to 30"
1
2
I
and for 2 dice throw moves
awa~
2
2
1
2
"7
Having worked out the basics of the spell the details must be added, these are totally up to you
so long as they don't contravene any of the cost factora. For inatance, in the dragon spell
above it ia not atated whether the Magician may continue to act aa a magician whilat he is a
dragon, certsinly he lIIould be limited in that speech lIIould be impoasible - unless your dragons
talk anYlllay! These details are all worked out and included in the Spell Catalogue.
INCORPORATING SPELLS INTO THE SPELL CATALOGUE
Spells must be neatly written into the spell catalogue after the follOWing manner: it is
adviaable to . put each spell on a separate piece of paper in case you ahould want to re-use it in
the future.
Spell Number
Name
Description
Spelling
Difficulty Points
Example
Notes
Campaign controllers should build up a comprehensive list of spells from which they can draw
as required. Other sorts of magic, dealt with elsewhere, should also be included in the
catalogue to give the magician variety.
42
An
ex ~n~l e
Spell Nulber
Narne
Description
Spalling
Difficulty Points
[xemple
Notes
A
B
C
D
E
1
25
35
45
55
60
2
15
25
35
45
50
3
5
15
25
35
6:-
:.:.
4)
G
H
I
70
75
80
85
60
65
70
75
50
55
60
65
N
0
P
Q
S
T
U
V
W
Y
Z
4
4
5
15
15
40 30
40
45
50
55
~ ~ ~~ ~~
99
99
99
99
99
99
99
99
99
99
99
99
99
99
90
95
99
99
99
99
99
99
99
99
99
99
99
99
80
B5
90
95
99
70
75
80
85
90
99 95
99
99
99
99
99
99
99
99
99
99
99
99
99
99
99
,9 9
43
Of THE SPELL
11 12 D 14 15 16 17 18 19 20
1
1
2
2
3
3.
4
4
5
10
15
20
25
30
)5
40
45
50
55
60
65
1
1
2
2
3
3
4
4
5
10
15
20
25
30
35
40
45
50
55
1
2
2
3
3
4
4
5
10
15
20
25
30
35
1
1
2
2
3
3
4
4
5
10
15
20
25
40 30
4)
J)
1
1
2
2
3
3
4
4
5
10
15
20
11)
1
1
2
2
3
3
4
4
5
10
1)
1
1
2
2
3
3
4
4
15
1
1
2
2
3
3
1
1
2
2
1
1
These are the factora which should give the totsl cost points of a apell, thia is called the
Difficulty Points of the spell. Note that where destructive points are launched against an srea
the total number of KP is dispered over that area; i.e. if 5 KP were launched against an ares
in which thsre were 10 men, each man receives 6KP. This is conducted in exectly the ssme manner
as normal miasile fire in fect.
Having endured that chart, here are aome examplee of typical spells, just to show how they work:SPELL
To freeze
Factor 1
Factor 3
Fector 10
Factor 16
Total
SPELL
To meke a solid road olier a river u to 5" Wide, the road having a width of 5" and to
last for 1 d~ce throw movee, and ab e to be csst only by touching the wster
Factor Z Area 5" radius
2
1
Factor 11 Change, rigidity
Factor 16 Time. 1 decimal dice
1
a si ngle figure solid from up to 15" awsy and for two dice throw moves
Range up to 15"
1
Effects 1 individual
1
Immobilising
1
Time. 2 normal dice
2
Total
SPELL
SPELL
1
2
2
I
awa~
and
2
2
1
2
1.
Having worked out the basics of the spell the detsils must be added, these ere totally up to you
so long aa they don't contravene any of the cost factors. For instance, in the dragon spell
above it is not stated whether the Magician may continue to act aa a magician whilst he is a
dragon, certainly he would be limited in that apeech would be impoaaible - unleas your dragons
talk anyway! These detaila are all worked out and included in the Spell Catalogue.
INCORPORATING SPELLS INTO THE SPELL CATALOGUE
Spella must be neatly written into the spell catalogue after the follOWing manner: it ia
advisable to . put each apell on a separate piece of paper in caae you should want to re-uae it in
the future.
Spell Number
Name
Description
Spelling
Difficulty Points
Example
Notes
Campaign controllera should build up a comprehensive list of spells from which they can drsw
as required. Other sorts of magic, deslt with elsewhere, should also be included in the
catalogue to give the magician variety.
42
An
eX~R,pl e
Spell Nullber
NIIIIIB
Description
Spelling
Difficulty Pointa
EXlIIIIPle
Notea
C
D
E
H
I
J
K
L
M
N
0
P
Q
R
S
T
U
V
W
X
Y
L
~
iO
1
25
35
45
55
60
65
70
75
80
85
CHANCE OF A SPELL
2
15
25
35
45
50
3
5
15
25
35
40
4
4
5
15
15
30
35
~~ ~~ 40
65 S5 45
70 60 50
75 6S 55
~ :~ ~~ :~
99
99
99
99
99
99
99
99
99
99
99
99
99
99
90
95
99
99
99
99
99
99
99
99
99
99
99
99
80
85
90
95
99
99
70
75
80
85
90
95
99
99
99
99
99
99
99
99
99
99
99
99
99
99
99
.99
WO~KING
43
OF THE SPELL
11 12 13 14 15 16 17 18 19 20
1
1
2
2
3
3
4
4
5
10
15
20
25
30
35
40
45
50
55
60
6)
1
1
2
2
3
3
4
4
5
10
15
20
25
30
35
40
45
50
55
1
1
2
2
3
3
4
4
5
10
15
20
25
30
35
40
1 45
1
1
2
2
3
3
4
4
5
10
15
20
25
30
35
1
1
2
2
3
3
4
4
5
10
15
20
I
Z5
1
1
2
2
3
3
4
4
5
10
15
1
1
2
2
3
3
4
4
5
1
1
1
2
2
3
1
1
2
2
1
1
2
Spell
factor
factor
factor
Total
If the caster had
To attack anyone man (SV6)up to 12" away lIIith a flame bolt of KP5
1 Range 6 - 15"
I point
3 Effected - I man
1 point
8 Gen. Des. 5 KP
1 point
3 points
a grade of N then he would have an 85~ chance of aucceeding.
1
1
1
0
0
0
0
0
0
0
2 3 4
2 3 4
1 2 3
1 2 2
0 1 1
0 1 1
0 1 1
0 1 1
0 1 1
0 1 1
5 6 7 8
5 6 7 8
4 5 5 6
3 4 4 5
2 3 3 4
1 2 2 3
1 2 2 2
1 1 2 2
1 1 1 2
1 1 1 2
Difficul ty Points
10 11 12 13 14 15 16
9
7
6
7
6
2 2
7
6
6
5
4
3 4
6
6
7
6
5
4
4
5
4
2
2
7
6
5 5
4 4
3 4
17 18 19 20 +1
8
7
6
6
5
6
6
8
8
7
6
8
8
7
8
8
9
8
+1
Cross check the DP of the spell you heve cast sgsinst your Magic Ussrs Grsde and this lIIill give.
the number of periods for which
1. The Magic Uaer may cast no apell at all
2. The Magic Uaer may not prepare any magic
for example, if s magician casts a spell DP5 and his grade ia M, then he would be unable to use
hi s powers for 1 move.
EFFECT OF SPELLING UPON THE CONSTITUTION
W~en
a Magic User spells his/her/its Constitution Points may be reduced. The number they sre
reduced by depends upon whether the spells work or not and the OP of the spell.
Difficulty Points
0-2 3-5 6-8 9-11 12-14 15-17
If the spell works
I
Thi~
he ape
ai a
0
u
..3
44
:>
+1
+1
9 Points
B Points
7 Points
-10%
-20%
-30%
~he
etc.
Name
Deacription
1 Point
1
2
4 Points
Using the charts, it will be found that the caster has a 70% chance of making this spell work,
he will have to rest for 1 move and will lose I CP i f the spell fails.
45
Notes: If a bolt of 5KP is launched against 3 men then each man takes 5 KP damage as each target
has been paid for using factor 3. If the effect had been to diaperse a bolt over an area (factor
Z) then the bolt would have been divided up bet~een each target in the area.
A charm is a sort of spell cast in much the same manner. The difference is that whilst a normal
spell comes into effect as soon as it is cast, a charm ~ill only come into effect under a special
circumstance, which the Magic User may choose. So, for instance, if a MU ~anted to cast a spell
to make an object vanish, but he wanted the object to vani sh in say five moves time and not
immediately, then he ~ould cast a charm, specifying either to t.he Umpire or on paper, ~hat
conditions he ~ould like. In the case of the example, he ~ould say / write 'spell to come into
e ffect in 5 moves time'.
The spell itself can be ANY that the casting mag1c1an holds in his spell catalogue. Charms, when
they do take effect, have e~actly the same effect as if they were being cast at that moment, and
all dice thro~ing relevant t'o the spell will only be done when the spell actually takes effect.
The actual conditions the caster ~ho is 'charming' can lay do~n are anything that he can think
of; ego
Time
The spell will operate in a fixed number
of p~riods time, or every so often for
instance.
Touch
The spell will operate if something
specified is touched, ego 'anyone ~ho
touches the sword of Nim Goldenbrow will
receive a magic bolt with a KP of 10'.
Sound
The spell ~ill operate when a certain
sound is made within hearing 'range.
Light
The spell will work when a light is
shone onto some specified thing.
Others: Other conditions might include such
things as magic words (Open 5asame), or
some action on the caster's part (kissing
toady princes, rubbing magic lamps, and
so on).
Cost,ing is done in the same way as the normal
spell, but then points are added to compensate for
the extra effectiveneas. If the charm is only
intended to ~ork once; ego 'the first person to
touch this door dies - KP50', then AOD to the
basic score of the spell half the score of a
normal dice, rounding down - so 1 becomes zero,
2 becomes 1, etc. If the charm is intended to
work more than once; ego 'any person to touch
this door dies - KP50', then MULTIPLY the baaic score by half the score of a normal dice, rounding
down as before. This will give the Difficulty Points of the charm; ego
A spell to project a flame bolt up to 10" ~ith a KP of 5 at one target,
Factor 1 Range 6-15"
1 Point
Factor 3 At 1 individual, so
1 Point
Factor B Gen. Destruct, 5 KP
1 Point
Total
1 Points
That is the normal cost of the spell, if a magician ~anted it to ~ork every time he raised his
right arm, then it would cost:
3 x half dice thro~ points, as above (conditional to raising right arm )
ego if a magician were to make this charm, he would thro~ a dice (or the umpire would it
doesn't really matter), and if the result waa, say, 4, then:
3 x ~ dice throw would equal 3 x \4 = 3 x 2 = 6 Difficulty Points
The magician must then rest for the required number of moves, and takea Constitutional Pointr. as
if the spell failed. The actual thro~ing to see if the spell worked or not is not done until
the actual spell operates, so the umpire and/or player must keep an accurate record of the
46
Charm and what its DP is. The only advantage of such a charm is tha t resting and CP ar e i ~ n oro ,
- it ia never certain that the spell will work.
A charm which is designed to work only once is thrown for only once, whether the actual spell
fails or succeeds. A charm de~igned to work more than once is thrown for every ti me the spel l
is used ( according to the conditions the Magician lays down ) , f or instance, a magici an casts a
charm to the effect that every third move an illusion of a dragon will appear.
In this case:
Move 1
Nothing happens
Move 2
Ditto
Move 3
Throw to see i f the charm has worked
Moves 4 & 5
Nothing
Move 6
Throw to see i f the charm has worked, etc.
The DP used is the modified DP explained already, the chart is the standard one and the Grade or
the magician that cast the charm is used. If the spell goes wrong then the pr ocess is the same
as for normal magic - see 'When a Spell Goes Wrong'.
NECRDMANCY
A Necromancer may use any ordinary spells juat like any normal mag1c1an so long as he has a
General Grade in magic - Mecromancers who only have a Necromancy grade may only use spells
intended to kill or cause killing end the special Necromancy summonstion listed below. The
following spella may only be used by Necromancers:
SPELL NUMBER
Description
Spelling
Difficulty Points
Notes
SPELL NUHBER
Description
Spelling
Difficulty Points
Notes
Nl
This spell ellows ths Necromancer to bring 1 recently dead ( 10 periods )
to life for 1 dice throw moves. During this time the dead spirit must
answer sny questions the Necromancer asks it, the spirit (umpire) may be
cryptic but must not lie. The Necromancer must be within 5" of the
corpse.
Is achieved by the Necromancer muttering to himself for 1 move.
Factor 1
Range 5"
0 Pointa
Factor 3
1 corpse
1 Point
Factor 12
Hind control
3 Points
Factor 16
Time, 1 dice
1 Point
Total
5 Points
The dice used is a normal one, the spell works on any intelligent being.
The Necromancer may only apeak up to 10 words in a move, the spirit will
answer in one complete move. The dead spirit may only answer questions
which he would have known the answers to had he been living.
This spell may only be used once on the same corpae and whilst under the
influence of the apell, the 'undead' may not move, except to stand, and
he will not actually obey the commands of the Necromancer or fight.
N2
Thia apell allows the Necromancer to re-incarnste any figures within 5"
of himself, for up to 12 moves (2 normal dice throws).
The Necromancer must stand still for one whole move whilst incanting,
muttering and wailing.
Factor 1
Range 0
0
Factor 2
Effected area 5" rad 2 Points
Factor 12
Hind control
3 Points
Factor 16
Time, 2 dice
2 Points
Total
7 Points
Figures re-incarnated in this way, or by usi.ng Spell NI, are referred to
as 'un-dead'. In thia apell the undead may be corpses of any age or ever,
buried. If buried, entombed etc. they take a period to dig their way
out. The undead will obey the Necroma~cer no matter whose side they
wera on whilst alive. The Ability factors and weaponry remain the same
aa living troops, morale is not taken though and all ~vs are doubled.
Hountad troopa may be re-incarnated with their horses, if the horse is
also dead and within the radius of effect. This applies to dragon rIders.
dog handlera, etc. as well. Are-incarnated Hagic User loses all of
hia powers. Re-incarnated figures cannot talk. If desired this spell
can be used as a variable with time as the variable factor .
This spell only worka once on the same corpse.
47
SPELL NUMBER
Oescr iption
Spelling
Difficulty Points
Notes
SPELL NlJ1BER
Deacription
Spelling
NJ
Like spell N2, this spell is to re-incarnate desd figures. However,
figures re-incsrnated with thia apell are brought back to life exactly as
they were before - with an independent mind and any magical powers they
may have possessed. The casting magician must be within 5" of his
subject, and he must be able to accomplish the apelling as followa:The Necromancer must take his subject and place upon his . breaat a 'life
giving jewel', each jewel is good only once snd the jewel is sn integrsl
part of the spell. Necromancera must note down how many of these jewels
they hsve and searching for them might produce an interesting scenario
for ~ wargame. Having placed the jewel as deacribed the Necromancer must
make an incantation, lasting 4 movea. Then the jewel will fade and die
and the corpse will come to life.
factor 1
Range 5"
a
factor J
Effected, 1 corpse 1 point
fac~or 11
Change, inanimate 4 points
to animate
Total
3" points
A person can only be re-incarnated once in thia way. The spell worka
on humans and humanoids which are 'near human' according to the
Umpire's judgement; ego elves, dwarves, hobbits, Neanderhsll man, but
NOT Orcs, goblins, giants or trolls.
This spell will have only half its normal basic parcant chance of
working in daylight - but st midnight hss an extra l~. If this spell
ahould ever go wrong, then the effect is alwaya on the Necromancer
himself. Effect is permanent.
N4
THE SPIRITS
Intelligence
Physique
SV'a
Abilities
f10ves
Notes
Pacts
Undead
Super-natural, may aaaume humanish shape if they wish, or ~n
invisible.
Cannot be killed - aae notes.
Each Spirit acta aa a human awordsman with an ability of a - the baaic
Percent to hit are the ones used, with no modification.
May either walk or teleport.
Walking
- at up to B" a move
Teleporting - up to any place in sight, or a predetermined and
known spot, thia tsking a whole move.
These creatures may be banished from the table by being:
1. Struck with any magical blade
2. Struck by any blade blessed by a holyman
J. Struck by any blade wielded by a holyman
4. Struck by any silver weapon
5. Banished by a holyman
A holyman ia any defined as such before the game and normally a
religious leader, but he must be righteous, etc. To banish any apirits
within 5" e holyman only hsa to incant for a move.
The dead will obey any order to kill, then they will return to
wherever they come from.
48
Difficult Points
Quantity
Recommended fi gures
Notes: Any Necromancer using this spell is, incidentally, damned to the fires of eternal hell,
condemned to an everlasting death, etc. etc. Thus Necromancers are usually regarded as
'baddies' and umpires should note that holy objects, swords and artifacts will ' scream' Dr
'shriek' if touched by a Necromancer, and may not be wielded by them .
SUMMONERS
A Summoner is a mag~c~an who can summon upon either a particular deity or a whole group of gods
and demi-gods thus gaining the i r help. A summonar will have a grade in the normal way and he is
capable of performing all normal magic like ordinary magicians, he may also be a Necromancer.
The particular gods that the summoner summons upon can be worked out by you beforehand, which is
demanding but fun and allows you to do just what you, want; set up whole circles of gods, their
minions, relationships to each other and general attitudes, etc. If you don't feel quite up to
thia immediately, but would like to use summoners, a simplified summonation list is provided
tOlilarda the back of these rules. Most gods lIIill have minions of one scrt Dr another and it is
these IIIhich often come to the help of the summoner. For instance. Devils and Satan, God and
angels. Whatever you decide to do, set out the summonation spell in the folloliling way and rite
it into the spell catalogue.
The god Psbilun i s an independent deity of average pOliler. His ~n~ons are the dreaded 'winged
demons of Pabilun' , IIIhich appear when the god ia called upon as Pabilun naver meterialises
himself:
Demons of Pabilun:Intelligence
Physique
SV
SV armour
Morale
Orgsnisation
Abilities
Pact
Notes
Recommended Figures
Difficulty Points
Quantity
Intelligent
Wi nged Humanoid Mythical Beast. count as small giants i f. me lep.
10
None
10
Organiaed
Tlllo handed weapon +10%
The demona lIIill appear before the summoner who lIIill gi ve them 1 order
which must be clear, precis'e and not more than 10 words long. The
umpire lIIill take contrDl of the beaata but must obey the orders he has
been given. When they have accomplished their task, the demona lIIill
vanish from the table.
The demons are ~inged and fly as Asgard Gargoyles, they must land to
fight
Asgard Gargoyla, Citadel Babog
5
Throw 2 decimal dice (0=10 ) add. This is how many will appear.
only be summoned once per day (game).
May
The above is typical of a summonation spell. More complex ones can be drawn up with all sorts of
conditions, etc. if the player wants. The actual summonation is done just like normsl spelling,
the Difficulty Points ia cross checked with the Summoners grade to give the percent chance of the
summonation lIIorking . The 'pact' should detsil what the ~ demona/deity will and will not do, what
he lIIants in return, etc. Both the DP snd the pacts must be allocated by the player using his
judgement as he sees fit. The same is true of the quantity IIIhich is to appear snd of hOIll often.
the spell may be usad.
ELEMENTALISTS
Elementalists are similar to summoners in that they msy csll upon strange forces to aid them.
But instead of summoning on gods and preternatural forces, the Elementalist summons on natural
forces, such as tree spirits, etc. An elementalist may have a normal magical grade and may be
able to perform normal magic, he may naver be a Necromancer or a Summoner of any other kind.
The creatures the Elementalist calls upon are 'Elementals'. snd pnly an Elementslist may summon
on elementals. Elementals are of our basic types, earth, air, fire and water, and as e3ch
spirit is a fixed type or group of type I have provided a list IIIhich you may wish to Ube, but
don't have to if you want to deaign your own elementals. The details are used in the s ame way
as for summoners - DP desiqnates Difficulty Points in the normal way.
49
Earth Elementals
These manifest themselves in the form of heavy and rather simple gianta. Those found (summoned)
in mountainous areas reflect this aspect, as will those found in other types of natural scenery,
ego woods.
Intelligence
Physique
SVs
Abilities
r10ves
Notes
Pacts
Mountain Giants
Flat-landers
Swamp-dwellers
Dryads
Earth quakers
Volcanic Giants
How many will appear when summoned:
Mountain Giants
Flat-landers
Swamp-dwellers
Dryads
Earth Quskers
Volcanic Giants
Difficulty Points
4
5
4
5
2
2
1-6 dice
2-12 dice
1-3 (~ 1-6 dice rounding up)
the number of trees within 10"
1-3 (~ 1-6 dice rounding up)
1-6 dice
50
These are just a felll of my ideas about Earth elements, a great deal more detail could be
included, but I just have not got the space or paper. Figures which would fit in lIIith all this
would be:Mountain Giants
Flat.-landers
Slilamp-dwellers
Earth Quaker
Volcanic Giants
Dryads
AIR ElEf:1ENTALS
These tend to manifest themselves invisibly (which is cheap if nothing else: ) . They effect the
weather.
Intelligence
Physique
SVs
Abilities
Moves
Notes
Pacts
Difficulty Points
1 - 6
FIRE ElEMENTAlS
Fire elementals appear in the form of firey figures of roughly human proportions.
Intelligence
Physique
SVs
Supernstural creatures
Against normal weaponry they are indestructable.
A b~ket type measure of lIIater haa a KP of 5 against them - their SV in
this casa is 10.
Firey alliord:
To hit
50% basic
KP
4
Whatever they pass they will cause a fire to be kindled
51
Abilities
~love s
As for unencumbered human infantry; i.e. 6/B/12, but not over water or
swampy land
Notes
Pacts
They will consider obeying your first command (10% ~ number of elementals
chance of NOT doing so; i.e. 4 spirits will have a 40% cha~ce of running
amock). Then they come under the umpire's control
Always 3
2 - 12,the umpire throwing the dice.
Difficulty Points
How many will appear:
Again, these are just my ideas - many other variants could be used. Figures available are really
limited to the Balrog, and the Minifig's Balrog in particular, and the Citadel Fire Giant.
,!ATER ELEMENT ALS
Water spirits are a very diverse group but as very few wargamea take place anywhere near, let
alone in, water, only some of the types are liated here.
Intelligence
Physique
SVs
Abilities
Movea
Notes
Pacts
Difficulty Points
How many will appear:
Blue Men
Mermaids/Nereids
Blue Men
Mermaids
Blue Men
Mermaids
Blue Men
Intelligent
Intelligent
Humanoid
Humanoid/Mythical Beast
6SV (K=l)
6SV (k=l)
Sworda 0
Blue Men may board ships and bridges and attack occupants, they may try
to drag ships down aa well, causing giant waves and whirlpools. 15 are
needed to cause a giant wave - 20 to cauae a whirlpool.
Mermaids
Are the same as blue men in this r.espect, e~cept
their abilities are higher - 4
Blue Men
In sea - 6/B/12
On land - 6/6/8
Mermaids
In aea
8/12/16
On land - 2/4/4
Both may be summoned from the sea shore
Blue Men will obey 1 command and then fall to the umpire's control
Mermaids will obey any orders given by humanoids
Blue Men
3
r1ermaids
5
Blue Men
4 - 24 (4 dice thrown by umpire)
Mermaids
3 - 18 (3 dice thrown by umpire)
That concludes this rather lengthy list of Elementals and the section on Elementalist magic.
SPELLING - HOW TO DO IT
The actual method by which a spell is brougt about is largely left to the designer, that is to
say YOU. Generally speaking, incantations along the 'hubble , bubble toil and trouble' lines are
out because of the length and difficulty procuring a boiling cauldron, poisoned entrails, mouldy
toad, snake stake, newt eyes, frogs toes, wooly bats bits, dogs tongue, more snake bits, legless
lizards, sober lizards, owls wing, dragon scale, wolf's tooth, extract of mummy, shark bits,
hemlock, liver, goat's gall, yew wood, the facial features of several oriental gentlemen, fingers,
tigers entrails, and baboons blood, in a battlefield situation.
So the method should be more simple; ego point at target and say 'Vanish'. It is necessary to
give details such as this for situations in which the magician is unable to perform some aspect
of t.he spell - for instance if he was gagged he would not be able to say 'Vaniah' and would not
be able to do the spell. Also if he was trying to put a spell on someone without them knowing,
he is unlikely to succeed if the spell involved drawing a circle round the victim with a
dragon's bone and dancing round the circle naked wailing madly.
52
~ill
apply,
This chart will have to be adjusted for differing spells, but for almost everything it is
satisfactory. If the result indicates a third party, divi.de the board up into six areas, throlll a
dice, and the spell will effect someone or thing within that area. If there are a great many
potantial targets within that area, then repeat the action untuthere is only one. In this way
you can establish what is effected, nOIll you must find out in what way it is effected.
Firstly throw to aee if the magical effect is the same as it had originally been
Dice ' throw
I, 2, 3
Ves
4, 5, 6
No
If the anawer is 'yes', then the spell is simply re-cast at a new target, so for instance, a flame
bolt originally Bimed at a unit of infantry 24" away, may be diverted and strike another unit, eit:,er
of friends or enemy or some physical feature such as a building.
53
4,5, 6
Elementals
Dead
5umloned Deity type
Having established what sort of demona you are dealing with, the actual detsils must be discovered.
If you are confronted with Elementals, then throw the dice to discover which sort - note that
water elementsls must be summoned from nesr water snd tree elementals from near trees. Dice csn
be used for this. If su~ned, deity spirits sre the order of the day then the exact nature of
them must be est.ablished - before making up a long and complex chart of potential demons, it is
best to csst your eyes over your shelvea and find out what you've actually got available. Then
make a list of these and allot numbera for each, in my case (with my low income), this amounts
to:
Dragons
1
Kobalds
2
3
Salamanders
Owl-bears
4
5
Multi-armed demons
Bats
6
Rats
7
Chariot rider God
a
Ghost rider Gods
9
Winged devils
10
So I just throw a decimal dice and count 0 as 10. You might be blessed with mere or less actual
potential so draw up your chart accordingly. Then throw dice to diacover how many of the demons
appear (using the number and type of dice the umpire sees fit). Incidentally, moat of the above
list are more 'Beasts' than demons, but thia is unimportant, you might even include human
infantry units as, after all, who serves which god is all ~ to you.
54
Having found out the type and number of creatures it is paramount, nay essential, that whose side
they are on is establiahad. Do it in this manner, first take a dice (normal 1-6), role it and
conault the chart below.
1.
The creature's will swear fealty to you and obey one order, having accomplished
this task they will dissppesr but, unless you afe an Elementalist, they lIIi 11 tell
you how to summon them in the future (throw 1 normal dice to establish DP).
They will diaappear when the eun sats whether their task is finished or not.
2.
As above, except the creatures will not tell ycu how to summon them again.
3.
The summoned creature's will ask what is going on, then if the Umpi re judges that the
summoner has given a convincing reaaon for the demons to help him they will as
detailed in 2 above . Otherwise they will vaniah.
4.
The summoned creatures are viaibly angry that they have been summoned and ask the
summoner for an explanation. If he can give what ia in the Umpire'a eyes a good
one, then they leave - otherwise they attack the magician - throw a normal dice:
1
they drain off 5 CP, and reduce him permanently by 5 grades
2
they drain off 8 CP and remove hia magical powera for 4 moves,
and reduce him by 4 grades
3
they curse him either to blindneaa or being fixed magically to
the apot for the reat of his life - the magician gets the cheice
4
they remova all of hia powers for ever
5
they kill him outright
6
they take him back with them to wharever they came from
Note that in cases where no umpire is ava.ilable, or the umpire ,wiahea to remain on good
terms with either parties, then there is a 5~ chance of believing whatever lies,
excuses, exaggeration and pure fabricationa that the player dreams up - subject to
obvioua alterations, ego A Dragon God appears and asks 'Why hsve I been summoned',
to which the magician replies, ' I don't know, I only wanted a weather forecast. so
that my army knows what the weather will be like when we attack the Dragon's nests
tomorrow ' . Such a tale may well form the last words of the tactless Magic User.
5.
The creatures are angered bsyond any persuasion, they sttsck you and anyone who comes
to your assistance. then diaappear (when you're desd).
6,.
As per above, except thst instead of vanishing after killing their summoner, the
creature's come under the umpire'a control who may use them as he sees fit.
If a wrong spell resulta in elementals, then USB the charta provided to find out their numbers .
If dead are summoned up, then the same conditions apply as to necromancers - they will serve
you (use spell N4).
When a summonation spell goes wrong then different things may happen altogether. If the original
summonation wss msde by s Necromancer using any of the necrom.ny spells (nl - 4) then there is
a 5~ chance that the creatures will attack the summoning necromancer. Otherwiae the ground
becomes 'spoiled' snd further necromancy spells will halve the ~ chance of success. If the
summonation was on Elementals, throw a dice:
1
They are vexed with you snd will refuse to appear even if you recast - and this
applies for 1-6 weeks.
2 - 5 They are almost equally angry and will refuse to appear for the rest of the game,
but they will do in future gamea.
6
The wrong sort of elementals eppear, throw dice to find out details.
If the summonation was on demona .of aome aort, i.e. if it was a summonation made by a Summoner in
search of aid from a deity, then what happens when spells are mis-cast should have already been
noted slong with the other information concerning them - as a guide.
The demons DP to sUlMKln from ten and then multiplied by ten = the % chance of the demons being
angered.
Angered demons will not re-appear for the rest of the game - they may either cast a curse on the
player (20~ chance) or attack him (8~ chance), if they attack him they will do so for 1-6
perioda (normal dice throw). There is also a 10% chance that the demons will run smock end come
under the umpire's control.
55
What followa are suggested spells, summonations, magical anomaliea and objects atc, which the
reader may like to incorporate into hie/her/ite apell catalogue. All of the spells sre worked out
using theae rulea and the coating system. Host of the stuff is si~le and basic, other is more
complex - either way all of it will serve 88 exaaplea, inspiration and ao on; but ~er, it is
much more interesting to work out y?ur own gterial 80 don't feel inhibited by these ravings.
SPEllS
The spells below sre, for t~ most part, without variables. However, they Al8y be adapted to
variable type spells at the r~sder's discretion, and the same thing in reverse applies to the few
vsrisble spells. They may also be adapted into charms by any Hagic Uaar who so wishes. Spells
numbers 1 and 2 are incorporated into the body of the rules.
SPEll Nlt18R
Nane
Description
Spelling
Difficulty Points
Example
Notes
SPEll NUMBER
Name
Description
Spelling
Difficulty Points
Example
Notes
n_
bolt spell
This spell allows the caster to throw s ball of fire st his chosen tsrget
up to a distance of 24" away. The ball will explode upon impact to cover
an area of 1" radius - over which there is a 10 KP effect which is divided
equslly between fi gures in the area.
This spell is schieved by the caster msking a throwing motion with his
left arm.
Factor 1
Range
2 Points
15-30" band
Factor 2
Area
1
I" radius
Factor 8
2
1 point psr 5KP
General Destruction
Total
5
Wizard Toloa, Grade K, attempts to throw a fire ::'olt into a field 12" awtiy,
therefore setting in alight. The cost is 5 - 80:
He has a 5~ chance of succasa
He will have to rest for 2 movaa aftarwarda
If he auccaada he will not 1088 any Constitution Points (CP)
If he fails he will lose 1 CP
See the section on fire to find the ~ chsnce of setting fire to things
SPELL NlI1BER
Name
Description
Spelling
Difficulty Points
Example
Notes
SPELL NUMBER
Nsme
Description
Spelling
Difficulty Points
Example
Notes
SPELL NUMBER
Name
Description
Spelling
Difficulty Points
Example
Notes
5
Bsnishment spell
This spell causes the single victim to vaniah from the table for 2 dice
throw moves (2-12) maximum range is 15"
The caster must wail an incantation for ~ move snd then point at his victim
5 - 15"
1 Point
Range
Fsctor 1
1 point for 1 victim
1
Effect
Factor J
1
Fsctor 10 Immobilising
1 point per dice
2 Points
Factor 16 Time
5
Total
Wizard Anna Nutherwon caats the spell on an assailant, Grade ia L, DP is
5, so:
She hss s 55% chsnce of success
She will hsve to reat for 2 moves
If she succeeds she will lose no CP
If she fsils she will lose 1 CP
This spell employs, normal (1-6) dice. The victim suffers no adverse
effects save a slight chilling - creaturea who might resct adversely to
this may suffer from prolonged exposure, the umpire should use his
discretion in such matters. The spell only works on living creatures.
6
Binding spell
This spell allollls the cast.er to take over any single figure lIIithin 15" for
J dice (3-18) moves.
Both hands are raised tOlllards the victims
Factor 1
Range
1 Point
5 - 15"
Factor 3
Effect
1
1 point for 1 victim
Factor 12 Mind control
J Points
Factor 16 Time
2
point per dice
Total
7
Wizard Tow'd, Grade Q, tries to take possession of a Dragon intent on
mincing him, DP is 7, so:
He has a 60% chance of success
He will have to rest for 2 moves afterwards
If he succeeds he lIIill lose 1 CP
If he fails he lIIill lose 2 CP
Normal dice (1-6) are used IIIhen. determining for hOIll long possession lasts,
the umpire throws in secret. Note that the Mind Control cost is as for
sspient creatures because these types might be encountered - not because
the spell only works on them, it lIIorks on any creature that is alive.
7
Teleporting spell
Using this spell the Magic Uaer may teleport himself up to any place lIIithin
45" and either visible from his starting point or knollln to him
Accomplished by ~ s period concentration
Factor 3
Effect
1 Point
1 point for 1 victim
Factor 9
Movement
3 Points 45"
Total
4
Wizard flen, Grade N, lIIishes to transport himself to a tOlller within his
maximum teleporting distance, DP is 4 so:
He haa a 65% chance of aucceas
He lIIill have to reat for 1 move afterlllards
If he aucceeds he will lose no CP
If he fails he lIIill lose 1 CP
No magician with a SV of over 10 may use this spell - if he tries then
some of the excesa weight lIIill be shed.
57
SPELL NUMBER
Name
Description
Spelling
Difficulty Points
Whispering spell
This spell causes whispering noises, indicative of many hostile sounding
creatures, to radiate from an object within 10" of the caster over an area
of 10" radius and for 1 dice moves (1-6).
The caster only has to concentrate for \ a move
Factor 1 Range
1 Point
5 - 15"
Factor 2 Area
3 Points
10" radius
Factor 13 Sense effect - sound
1 Point
Factor 16 Time
1
1 dice
Total
6
Example
Notes
The dice used is a normsl one (1-6) and it is thrown by the player himself.
This spell may be used in order to fool people into thinking rooms are
occupied, the MU has tsken a different route to that which he has, etc.
This spell lends itself entirely to Charms and variables, especially on
time .
SPELL NUMBER
Name
Description
Spelling
Difficulty Points
Example
Notes
SPELL NUMBf R
Name
Description
Spelling
Difficulty Points
Example
Detection of magic
This spell a110llls the caster to become aware of any MU within 10", and of
any charms or magical object lIIithin 5"
A ~ period meditation is required in order to use this spell.
Factor 2 Area
3 Points
10" radius
Factor 12 Mind control
o
one way
Total
3
Wizard Oris the Old, Grade N, uses the spell to screen newly acquired spell
books for charms, etc, DP is 3 so:
He has a 85% chance of succeas
He will have to reat for 1 move afterwards
If he succeeds he will lose no CP
If he fails he lIIill lose 1 CP
No extra cost is added for the charms and magical item detection as this
seemed exorbitant under the circumstances. The spell works for 1 move so
Time factor is ignored. The chances of actually detecting something
should normally be 100%, but high graded MUs may be able to cloak their
thoughts, etc.
10
Detection of thought
This spell allolils the caster to become alilare of any thoughts from beings
lIIithin 10" radius
A ~ period meditation is needed in order to use this spell.
10" radius
3 Points
Factor 2 Area
one way
o
Factor 12 Mind control
Total
3
Wizard Tow'd, Grade Q, uses t.his spell to interrogate a prisoner, DP is 3,
so:
Notes
SPEll NUMBER
Nane
Oescr ipti on
Spelling
Difficulty Points
Example
Notes
SPEll NUMBER
Name
Description
Spelling
Difficulty Points
Example
Notes
SPEll NtJeER
N_
Description
Spelling
Difficulty Points
11
59
Example
Notes
SPELL NUBMER
Name
Description
14
Locking spell
Any lock or bolt within 5" of the MU may be magically locked solid with this
spell for up to 2 dice periods, maximum width of door effected is 2"
(6'), and maximum SV15.
The MU ~ust point at the lock or bolt to be fixed
factor 1 Range
1 Point
5"
0
factor 3 Effect
1
1 point for 1 lock/bolt
factor 16 Time
2 Points
1 point per two added normal
dice
Factor 19 Magaical barriers
2
Total
6
Wizard Albert, Grade L, tries to lock a door in the face of hostile pursuit.
Dp is 6, so:
He will have a 45~ chance of success
He will have to rest for J moves afterwards
If he succeeds he will lose 1 CP
If he fails he will lose 2CP
The minimum KP that will shift the locked door whilst the spell lasts is 15.
The door may not be passed through by physical beings but no other
restriction applies. This spell can easily be adapted to variable - on time
and on the KP.
Spelling
Difficulty Points
E"ample
Notes
SPELL NUMBER
Name
Description
Spelling
Difficulty Points
Example
15
Create Gold spell
This spell allows the caster to create aa much gold as he likes, where he
likes so long as the place is visible, and for as long a9 he likes. THIS IS
A VARIABLE SPELL .
Is done by the caster snapping the fingers of his right hand.
factor 1 Range - if 0_5"
0 Points
- if 5_15"
1 Point
if 15-30"
2 Points
if more
3
Gold may be created either
factor 3 Effected - loose any amount
Point
loose (i.e. a hoard of coins
- bagged per bag
Point
or in a bag/cask, etc.)
o
Points:
1 SV = 10 kilos
Factor 4 Creation - less than ISV
- otherwise per
Point
5SV
Factor 16 Time
- per 2 added
Point
dice periods
variable
Total
Sven McIntosh, Grade J, triee to bribe the gate guards of a jeil in which he
finds himself. He createa 10 kilos of gold, at his feet, and to last for
2 x 2 added normal dice periods - i.e. from 4 - 24 moves. DP is
0_5"
o Points
Factor 1 Range
1 hoard
1 Point
Factor 3 Effacted
o Points
lesa than 10 kilos
Factor 4 Creation
1 point per 2 sdded normsl
2
Factor 16 Time
dice
Total
J
60
Notea
OP is }, ao:
He will have a 65~ chance of su:cess
He will have to reet for 1 .ave afterwerds
If he eucceeds he will lose no CP
If he fails he will lose 1 CP
Gold created in this way is dubbed 'fool's gold' as it is not real and will
laat only for a ahort while. rool's Qold will deceive any non-Mil under
normal circumstances. The dJce us ad are two added normal dice, so, for
example, in the example above two dice would be treated as follows First 'dice'
- 2 dl~e are thrown - score say 5+3 = 8
- 2 dice are thrown - score say 6+2 = B
Secood 'dice'
16
Total
Thia spell will laat for 16 movea - however, as the dice resulted in two
eighta, this counta aa a double and so the effect is permanent. The dice
should be thrown by the player.
SPELL NUMBER
16
iiNi:::_=:...;.=="-----:--;Cr.oc::. k shstterer spell
Oescr iption
Any lock or bolt which COllIeS under the onegician' s touch will recei ve KP
against it and lIIIIy shatter if this ia suffiCient - the KP IS VARIABLE
Spelling
I The HU only haa to touch the lock.
Factor} Effected
Point I 1 point for 1 object
Difficulty Points
Factor 5 Deatruetion 'thinga'
per 5 SV of bolt
Total
variable
Example
A locked door bars the way of Wizard Olala, Crade N. the lock is not to his
knowledge enchanted, and is Obvioualy less than 50 kilo. in weight, so he
choosea to put 5SV into the spell.
ractor} Effected
1 Point
Factor 5 Destruction
for 5 SV
1
Total
2
DP ia 2 - so:
He haa a 95~ chance of success
He will have to rest for no moves afterwards
If he succeeds he will lose no CP
If he fails he will loae no CP
Notes
Magic locks will incresse their SV needed to destroy. Alao note that if the
SV uaed against the loc.k ia insufficient to destroy it. there is no ", chance.
the points used against the lock are not so much Kp as Negative sV . Spell
14 'Locking spell' will increase the SV to 15 - ~o 15 points are needed to
remove it.
The 16 apella above should be enough to start with - few players actually like being bombarded
with a long list of obacure spells so I leave it here. That is not ~o say that the reader should
leave it here - I have not yet touched many of the cost charta (shririking for example) - a good
baaic apall catalogue of any average MU should have about 10 different spans, half of which should
ba of the fire-ball/lightning bolt type which are easy to use. The rest ia up to you.
SUHHONATION - A CIRCLE OF DEMONS
What follows is an example of a typical seriea of Suaaonation spells. Some players like to think
in terms of Chaos/Evil vra. Law/Good, and whole dyn$Sties of Cads can be built up along these
lines. However, I have deemed it beat not to dabble in thase sacred preserves snd have decided
to show a Neutral serias of Gods - needleBB to Bay no notice need be taken of any of this.
61
The chart above shows a complete circle of Gods, Aarlum - the name in the centre - is the chief
deity and overlord to the rest, for this reason the circle ia called the Circle of Aarlum.
Aarlum's following of lesser deities is of two kinds - those of the Right Hand and those of the
Left Hand. The symbol for each is shown on its reapective aide of tha paper at the top - the
joined symbols represent Aarlum himself. Each of the two sides consists of two 'houses', the
house of Calyn snd the house of Tanith on the Left Hand, and the houae of Ashra and the joint
houses of Oona and Aleel on the Right Hand. The symbols for each houae appear in their
respective quadrants.
The Circle of Aarlum is inclined neither to Chaos or to Law but is neutral - however, the general
inclination of the Left Hand is to Evil and the general inclination of the Right Hand is to Good.
Asrlum is without commitment, rather amoral in outlook and only concerned with keeping the
balance between his minions equal.
Summoners who know how,may summon upon the houses of the Left Hand, if they are besicslly evil, or
the houses of the Right Hend, if they are basically good. Only dedicated summoners who ere
neither good nor evil but, like Asrlum, emoral end neutral, mey summon on Aarlum himself. Each
of the gods has his or her own following of troops which reflacts their own standing and position
- the joint house of Oona and Aleel (a husband and wife team) has two types of followers.
THE FOLLOWERS OF AARLUM
Aarlum's own private heaven is a large rambling palace with extensive grounds - occupied by a race
of demi-gods human in appearance. Such is the tranquillity in this land that few of its
inhabitants ever both to leave it - those who do, howevar, do so by taking service in the entourage
of Aarlum in which capacity they get to travel, see several worlds and learn a trade. The actual
number of demi-gods under arms at anyone time might vary, but will generally be about 25 in all.
They dress as armoured knights and ride great horses which have the ability to cross over water.
Details of summoning Aarlum (and his followers) are as follows:
62
Conditions of summoning
Difficulty Points DP
How to summon
Result
The troops
Pact
Quantity
Notes
The troops
The summoner muet be at leaat slightly evil - and know how to summon.
6
Pact
The troops lIIill obey their summoner until they are either sent back
or killed. There is a 5% chance every move of them breaking free of
his control and coming under the umpire's control. They appear at
a random place.
Quantity
Notes
Difficulty Points
HOIII to Summon
Only the favoured may summon - that is initiates in her own worship.
They are usually more evil thsn good but the rule is not a hard and
fast one.
10
Result
The troops
Pact
The troops lIIill obey the first command of their summoner and then
have a 50% chance of vanishing, if they remain they lIIill obey the
next commsnd and then have a 50% chance of vanishing again, IIIhich if
they don't do, they will obey the next command and so on .
From 3 to 18 figures will sppear.
Tanith is the subject to Asrlum but inclined towards s greater degree
of independence than Calyn - so her troops may sppear on the SSme
battlefield as those of Aarlum - but never IIIhen Aarlum himself is
around. The goddess mey appear hersel f if a speci fie request is
made for her - there being a 30% chance of her appearing. She may
appear in a variety of forms so see the section on her IIIhich appears
later.
Quantity
Notes
Difficulty Points
How to summon
Result
The troops
Pact
Quantity
Notes
Result
If the summonation works then the gods, or just one of them, appears .
If the summonation fails, then further attemp ts will prove useless,
until the next day.
The troops
~ow
10
Incant for 2 moves silently.
Pact
"
Quantity
Notes
65
IWUfESTATlr.6
(F
TANITH
NI) ~
If a apecial request is ~ for Toth INSTEAD of her a1ave-troops, then thera is a 301 chance of
her caaing. If she does appear then it ..y be in one of the following foma:1. Red Dragon:
SV 100 - % to hit 250, KP 15, .oves 88 per Min rules Dragone. l1ay breath fire
up to 15" away at lWly target using a cone 5" wide at the top. KP in the ares
ia 10, My use this up to 4 u.ea in a ~.
2. Centauress:
SV 20 - bow ~ abilities 35, .agic bow 80 the KP is 10.
3. Gorgon:
SV 10 - ..y teleport up to 24" in 1 IIOve. Does not fight in the nolWBl a.lSe
but will turn any figures within 5" into stone (unleas they are Magically
protected). furthel'tllOre there is a 501 chlW1C8 of hitting anyone within 15" to
the _
sffect but at this rWlge only one figure MY be eo effected and there
is a 501 chance of succeae.
4.
In the forlll of a giant fl_, Tanith cannot be 'ldlled' but l18y be
extinquished. Her SV is therefore )0, - but l18y be erroded by water (l bucket
clWlcels out 5 SV). Her fire KP is 20 which sttscks anything it touches and
haa s 50% chlWlCe of hitting any person within II".
In either form she is invulnerable from magic in any form and l118y herself use spell nu.bera 2,
3, II and 5 with a Grade of Wanda CP of 15. If Tanith appears she My either help you directly
by fighting or may provide SOllIe other help - such as increased Magicsl Grade or a weapon, etc.
Throw dice:
will fight heraelf
00 - 25
will offer a weapon in raturn for worship
26 - 60
will offer increasad magical Grade
61 - 80
will offer a weapon and increased magaical grade
81 - 90
91 - 99
will offer a high position in her priesthood
If she fights herself the umpire takes control and acts in the summoners interest (interpreting
this ss he requires). If she offers a weapon it will be a flaming sword which increases the
abilities of the wielder to 50 and has a KP of 15 - it will also fire flame bolta up to 15" with
s KP of 5 and a ~ to hit of 50, up to 5 of these in a game. If she offers to up the MU'a grade
it will be from 1-3 levels (\ s normal dice). If offered a high poaition in her priest-hood, then
the summoner must either accept - and renounce all other gada, or refuae - and renounce Tanith.
I f he accepts then his Grede goes up by 5 Grades and the CP goes up to 20, he will receive a
sword ss detailed sbove and slso a stsff which enablea him to aummon on Tanith aimply by
prayer DP 5.
ASHRA
If a special request is mede for Ashra INSTEAD of her Magic Users, then there is a 40~ chance of
her coming. If she doea appear it will be in the following forms:A shiny white 10' high clsssic beauty. She will not move or fight and ia reelly~at a viaion and
not s manifestation of the goddess herself. Her powers are limitad to gifts and advice - she
will answer any three questions put to her, within resson (the umpire must use his discretion
here) and will then grant 1 wish (again within reason). There is a 25. chance thst ahe will in
addition to adviae and wish grsnting give the summoner a gift, this will be:00 - 10
incressed Grsde 1-3 levsls
11 - 20
incresssd Grade by s level
21 - 50
s summoning stsff on herself - reduces the DP to 4
51 - 60
s sword with a 10 KP snd s Sword Demon (see below)
61 - BO
B sword which confers abilitiea of 50 on its wielder
Bl - B5
s helmet which makes the wearer invulnerable from magic
86 - 90
a cloak which makes the wesrer invisjble st will
91 - 94
srmour which incresses the wesrer'a TSV to 30
95 - 9B
a ring which allows the wearer to breath underwater and a ring
demon
99
A crown of ailver which upa the HU'a Grade by 3 Gradea and negstes
the effecte of fire, water and poison. Also meana that the wearer may
command any elemantals with a 100% chance of them obeying you.
The Sword Demon will appear whenever the aummoner ruba the pommel of the sword and praya. The
demon may move up to 12" per move, has a 175~ chance of hitting and a 6KP and ia invisible. The
Ring Demon ia a large dog which remains with the I1U at all times and doea not actually live in
the ring. The beast has a SV of 12 and a 1 to hit of 751 snd a KP of 10. Furthermore it ia
invulnerable to magiC, fire and water. The dog frightena other non-intelligent creaturea and ao
any such will refuse to come within 10" of it. The dog will act in the intereats of the ring wearer .
66
Magic Bridge
A stone bridge which only lets certain people across it - othera it deposits mid-river.
Magic
fortresses
Hhich shift in and out of the lIIargame plane at random intervala according to dice throws.
~ppmbitt5
~pptnbix
Destructive Power - This is the term used for destruction, it means more or less the same
thing as Killing Power, but applies to constructions.
2.
STRENGTH VALUES
or
or alive,
reduced
Value
the table
CONSTRUCTIONS
12 SV
24 SV
40 SV
60 SV
200SV
J60SV
BO SV
DESTRUCTIVE POWER
A creature may exert its destructive pOlller upon a construction every r..ove .it is adjacent to
that construction or every other move if it is a ram. Destructive POlller II/ill be % of the SV if
they are:1. Humanoids attacking a construction whose SV is no more than 4 x their ollln basic SV Eg. a man
or unit of men attacking anything larger than 24 SV lIIith their hands slll.ords. etc. \IIould have
no effect.
2. Humanoids IIIho are armed lIIith tlllo-handed weapons attacking anything lIIooden.
3. Large heavy Mythical Beasts such as elephants. rhinos, Dragons, etc. but not tigers, horses
or spiders, etc.
4.
Rams When a creature is using a ram it counts half its SV as its Destroying or its Destructive Power.
Total up the Destructive POlller of all the figures using a ram to find the ram's Destructive
POlller IIIhich it will exert every other move (a ram can only clobber its target every other move)
For example:
, 6 men have to get through a fort gate. The SV of the gate is 40, this is more than 4 x the SV
of a man, so they decide to pick up a nearby log and use it as a ram. Their combined SV is
36, so their Destructive Power is lB. They move to the gate and ram it as follollls:
68
Hove
Move
Hove
Holle
Hove
1-
2.
3.
4.
5.
Note that a creature may only attack a construction i f it is in hase to has .. contact (that is to
say, if it is in direct conhct with the construction), and, in the cas .. of doors, no IIdder or
higher than the door.
SIECE ENCINES
Engines of the stone-throwinq type can attack constructions.
(2 crew) is as follows:
The
Range Bands
B - 50 inches
% chance to hit
KP & DP
10%
10
50 - 240 incheS
7%
7.5
- can fire every fi fth move
1.
2.
3.
4.
Once an engine has hit a target .,hich is stationary, it is said to havp 'ranged' that target
and further shots on the same target are automatic hits. An engine lIIill lose the range
once the target move~ or is changed.
Add or subtract the normal situation factors when considering the enqine ~. chance to hit.
When walls are being attacked, whether by creatures or rama or IIIhatever, they should be
treated in 4" long sections. When such a section is destr oyed, there will be a breach 2"
wide at the hottom and 4" wide at the top.
When a construction is destroyed all troopa on or in it are killed.
~ppmbix2
FIRE
The followinq aystem is quite simple - ai ther somet.hing is on fi-re or it isn't, ver} little
recording needs to be done.
1.
For purpoaes of burning, split things into the smallest unit or an area of about 4" x 4".
Eg. a wooden roof, a hut, a mantlp.t, a seige talller. a tree, a 4" x 4" area of grolliing scraps,
a 4" length of gate or hedge, a hay stack,etc. etc. but not a field or Q castle or a forest
because all these ara too large and are in fact composeCt of many small fire areas.
2.
Each time raw fire comes into contact lIIith inflammable objects. it has a 1, chance of setting
it alight. The guantity qf fire ia called the Fire KP which is aelao the Kp of fire in melee
or missile fire. The larger the amo.unt. of fire the larger the Fire KP, a burning match,
for instance, will have a very low fiFe I<P, -a -flaming brand or torch lIIill have guite a high
fire I<P, flame-thro.,era and fire breathing Dragons lIIould have a very hi\Jh fire KP. The higher
the fire KP the more chance there ia of things in contact with it catching alight.
J.
The fire KP of a burning weapon is the same as the "eapon' s normal I<P, if it is a missi Ie
weapon the KP is alwaya the one aasociated with the minimum range band. So, for instance.
a burning arrow haa a fire KP of 5, a burning dub (viz ... brand) will have a fire KP of 4,
and so on. If a special torch or lamp is p'repared, then the KP will be:
Torch
Lamp
~lat'ch or tinder box
Flame throwers , pit.ch/tar bombs
69
8
6
1
15
Burning arrow
5
Burning club (wooden branch/brand)
4
Burning spear
5
:>late that non- flammable weapons may anI y bu,rn magicall y
4. The chance of setting fire to Bny adjacent inflammable object/s 'depends on the total fire KP
concerned, and the flammabili ty of the objects. Use the following chart read. down total fire
KP and across to the appropriate condition, this will give the % chance of the object catching
fire.
Fire KP
Object is ....
of
Very dry vege.
Living vege. Wood, dead
Wet hides, etc Interiora
or living
buildings
2""
10
4~ a
20
6%
30
40
8%
1%
1%
50
10%
2%
5%
1%
1%
40%
3%
7%
2%
60
1%
60%
70
4%
8~
l~
2~
3~
BO~~
5%
lO~
2%
80
901.
10%
15%
3%
4%
90
20%
5",.
99%
15%
S%
100
5%
5%
2%
1%
Per 10 more
So i f 4 fire arrows were fired through the window of a furnished house, then the total fire KP
lIIould be 50 x 4 viz 20 and the % chance of setting fire to the room would be 15%. Note that the
arrolils must first hit, that is they muat be fired through the windows using the standard to hit
procedure.
The ~. chances are for each complete period that the fire is in contact with the inflammable
objects, and the % chance is culminative so long as the fire source remains in contact with the
inflammable object. Thus if a fire arrow (which combines slow burning material in its
construction and therefore only lose.s 1 5V per move), were to be shot into a thatched roof
(thatched vegetation of the dry straw variety), then after the first period the % chance of a fire
being kindled would be 10% . In the second period the % chance would be 20% and in the third
period the chance would be 301., fire arrows genarally laat for 3 periods (i.e. their SV is about
3). If a fire source does not stay in contact with the inflammable object for the whole move,
then halve the % chance (for instance if a torch rolls off B alanting roof).
5. When a surface has been ignited the fire gains in Fire KP for each move thereafter.
2 per move
Dry vegetation
1 per move
Living vegetation
.5 per move
Trees/wood
1.5 per move
Building interiors
.1 per move
Wet hides/tinder and prepared
lamps
6.
The fire KP will increase as long as the fire burns until the SV of the burning object is
reached, at this point the object has been consumed by fire and will have burnt itself out.
The fire will then stop. One bucket of water cancels out 2 fire KP points, all of the KP
points have to be removed to put the fire out. Note that the SV and the rate of burning
will dictate for how long an object will burn. A good torch (dry vegetation bound together
tightly) would burn at a rate of .1 SV per move and last for a!>out Z moves. (i.e. its SV
is about 2). A fire arrow (5V.3) would burn for 3 moves at a rate of .1 SV per move
A hay'stackon fire (SV15) would burn at a rate of 2 fire SV per move for 7is moves - a bucket
of lIIater per move would keep the fir.e from spreading but could not put it out.
Fires may spFead down lIIind to any adjacent fire unit, the old fire becomes the fire source
and the fire KP points it has accumulated becomes the fire KP.Fires of over 10 accumulated
fire KP may 'leap' down lIIind by up to 4" (i.e. from house to house).
70
7.
Any figures in a burning area each take the fire KP of the area as KP points as if struck ill
melee or missile fire against them. The effect is not divided between them, but each figure
suffers the full KP. Some creatures. such as Salamanders, are not effected in this way.
~pptnbix
+J or none
Total SV
5/7/10 for the armoured troops
5/ 7/12 for the unarmoured troops
Organisation: Tribal
Morale: D
Weapons: Halberds. swords, bows.
8 or 5
Move:
t10ve: 7/14/20
Organisation: Tribal
f1ora1e: D
Weapons:
71
The Dragon warriors ride upon the backs of gigantic Dragons. they fly into combat and rely
heavily upon their mounts to do most of the fighting - the dragons themselves er,e semi-intelligent
and lUill continue to fight if their riders are killed, although not in an organised faahion.
Many of the riders are fearsome magicians- hurling terrible spells onto the enemy from their
dragon mounts.
War Lizards:Dragon Warrior:These are small reptiles used as scouts, and
SVI 7 Armour B = 15
light troops.
Dragon SV = 100
SV 7 Armour +5
12
Move: see main rules for dragons.
Lizard SV
20
Organisstion: Organised
Move: 6/ 14/ 20
Morsle: B
Organisstion: Organised
Weapons: long spears and bows (abilities +5%)
Morale: C
Figure: Citadel Fire Dragon FF33, White Dragon
Weapons: Lances
ES72, and any convenient rider - CS25.
Figure: Citadel ESBO
Land Dragons:These are like regular Dragons but cannont fly.
SV: 7 Armour +8 = 15
Land Dragon SV = 120
Move: 5/8/15
Organisation: Organised
Morale: C
Weapons: Lances
Figure: Citadel Land Dragon ES34, ES35.
In the csses of s11 these troops above, the mounts sre aggressive snd may attsck sapsrately from
their riders - so the defenders will have to fight both riders snd mounts in melee.
72
?'
- ~.--
Wolf Riders:- ;.
SV:
Fighting G;biin~._:_
SV: 6
Armour +5
Move:
5/7/10
Organisation:
Morale:
Tota'l SV:'
;
-'-:.--
i1:'
Tolal 9
Total 11
Organised
Mora;,e ~ ~ -:":, ~:
Weapona: ~ l'I!llherds, double,.handed axes and
bows.
Tribal
2~
of theae troops.
Armour +2 or none.
SV 3 or 5.
Move:
Armour +1 (helmet)
Elvish Cava-lry:Total 8
5V:
5/7/12
Organisation:
Morale:
Move:
Tribal
Morale:
Figure:
Elvish Archers:-
Morale:
11 or 7
Household Retainers of Noble Birth:-
51!:
Move:
~itadel
Comments:
Tribsl
Organisstion:
Tribal
ArJ!ihured rider,s +4
Unarmoured - -8/12/20
Armoured
- 6/10/16
Organisation:
Move:
Organi~aq6n:
Monle:
Trib,a l
73
ASSORTED MONSTERS
These are just a few ideas about certain monsters - they are not compulsory rules but you may find
them useful snd interesting
LYCANTHROPY:Were-creatures start all warqames as men. To go into wolf or bear form they throw % dice
whenever they charge into meiee - this is the % of the unit that changea into either Giant wolves
or bears. This counts as being attacked by magic for the enemy. As wolves and bears the
following basic melee score apply:
Wolves: SV 14
Basic to % to hit: 40
KP: 4
Bears: SV 20
Basic to % to hit: 55
KP: 9
As wolves or bears the unit must always follow up, takes non-intelligent creature morale tests,
and will ignore orders. The wolf/bear player must return his troops to normel to give them
fresh orders - needing a 5,6 thrown- at the end of the move. Were-tigers and cats are also known
and there is no reason why you csn;t use these and any other shape changers.
CENTAURS:Centaurs are semi-magical creatures and have several special abilities. All cavalry w.lthin 5" of
Centaurs must test as if attacked by magic , taking a non-intelligent cresture reaction test
and ignoring the rider's control factor. Furthermore, all cavalry meleed by centaurs are
unformed (2 unformed points). Centaurs may be magicians, and may have centaur heroes. They are
excellent bowmen and have AF's of +10% with bows. All centaurs have the ability to withstand
magic directed against them to some extent - so the chances of any magic working against them
is reduced by 10%. They are naturally good creatures and may not be Necromancera or Summoners.
r;REMLI NS : -
(Citadel ES 26, 5)
SV: 6
Armour +1 or +5
Total 7 or 11
Move: Land as humans
Air as 'winged demon'
Organisation: Tribal
Morale: C
Weapona: Spears and swords.
Gremlins make powerful foes because of their flying abilities. They are bsrbsric snd coarse
creatures with no magic in them, but are lead by chiefs with heroic attributes. They seldom use
bows (convert them if you want) but often carry stones, darts or javelins to pelt their enemy.
~:-
The chimera has three heads and may accordingly fight three times in melee.. Each -head has a 75%
chance to strike a blow with Ar's of +20%. KP is 9 with each head. The dragon head may breath
fire up to 5" with a 50% chance of hitting and a KP of 5. The chimera is staunchly magic
resistant - ao deduct 20% from any magic attempted against it. It is also difficult to kill SV is 65. It may breath fire as a defensive measure sgainst missiles - reducing chsnces to hit
by half. Chimeras are ususlly found singularly or as a msted pair. Magicians sometimes use
them as quards - they are not intelligent as such, but have a developed sense of loyalty,
somewhat like s dog.
74
Dragons are quite a complex field of study - they vary according to age, sex, and \ariety. Some
Dragons are lion-intelligent - although they are quite perceptive beasts and independently minded.
Others are very intelligent indeed and may talk and even function as low qrade magic users.
One sbility many dragons have in common is that of being able to breath fire. They breath a
cone of fin 10" long and ~" wide at the top. Any figures within this area have a 50'; chance of
being hit wIth a KP of 4. They may also breath fire defensively against missiles - halving the
chance of a r ' i ssile bitting a Dragon or anybody riding the Dragon. Some Dragons breath ice or
noxious fum ~ instead, but the effect will be comparable - although they will have no missil"
defence. 11"s t Drsgons can fly, aa de8~ribed in the main pules, and those that cannot are usually
unable to breath fire and are generally the lesst intelligent. Dragons have a developed sense of
wealth and I,,,a rding and thia may turn them towards looting and deatruction - not all dragons are
good, many "0 incredibly evil snd may even be st,lfllllOf1ers or necromancers.
SPlD[RS:Giant spiders j nhsbit caves, 1lI00ds and old buildings.
characteris tlcs:
SV: 25
Move: 4/8/ 12
Basic I to hit in melee: 115
KP in melee: 10
Morale 9S non-intelligent
They weave thick webs which are almost invisible in their dark hones. Once a unit entera a spider
1II00d, building or cave; throw a dice for each figure - the.re is a 5~ chance that eaoh man lIIill
become entangled. Once a figure is entangled, it is trapped and must throw s 6 st the end of
the go to escape or is considered dead or captured. Even big crestures may be caught in this
llIay. The s piders themselves rarely attack unless the odds sre in their favour and they can escape
dOllln holes, or amongst trees so can alluays avoid combat i f they want to. If tney do decide to
attack, they lIIill drop on their enemy unseen and 60 get to strike a round o~ melee before the
enemy can react.
~rnbix4
PLAYING HINTS
Anachronism.
This is a personal fascination, but one I think which makes wargaming moTe interesting and colourful. The psuedo-Moorcock type ia particularly valuable. There is, in my
opinion, nothing more interesting on the table than a unit of fully armoured knighta, armed with
Isnce and sub-machine gun (or carbine or flame lance or whatever). If you should ~ish to
introduce Science Fiction type lIIeapons into your games then devise your own range bands, % chances
of hitting, Killing Powers, rates of fire and chances of misfiring if any. However, S.F. lIIeapons
need not only have a killing effect - for example:
The WebGun.
Looks like a machine pistol with a flared nozzle. When it fires it covers all troops
inside a cone 10 yards long by 5 yards lIIide (5" 101)9 2\" wide) with a fine nylon mesh. Unless
these troops are trained not to struggle they will atrsngle themselves, otherwiae they must stand
still doing absolutely nothing until the web dissolves in ZD moves time. The gun mey not fire at
troops inside buildings or trees, and it may not fire at all whilst it is rsining, snowing or
if there is any wind. It may fire once only per magazine, it takes 2 moves to get a new magazine
- troops normally carry up to 3 magazines. Note that whilst covered, troops cannot be harmed by
melee lIIeapons as the threads act like armour.
Scenery.
Apart from the normal lichen,. trees, hUls etc. available to the normal wargamer, a
fantasy lIIargame should contain aa many intesting articles of acenery RS possible . Good looking
gamea tend to make for intereating gamea. Houses and buildinga can be scratchbullt from card or
plastic, and for larger buildings and fortifications the Caatle Master system is most useful.
In case you haven't come acrosa Caatle Haster, it compriaes of a aet of rubber ~Julds which can
be used to caat plaster bricks of various shapes - the bricks are then glued toqether lIIith
75
whatever comes to hand and made into walls, houses. etc. I would
collect a8 much scenery 8S he can - and to keep his eyes open for
which turn up occasionally. For SF buffs, aquarium rocks moulded
in many colours, and those plastic flower arrangements which come
are highly recommended.
Converting.
Most players like to invent their own creatures and beings and much psn be done
with just basic commercial figures. Lamming and Asgard make 25 mm scale weapons varying from
swords to polearms and crossbows - Asgard also produce an intereating handgun come arquebus.
Simply giving a unit different and colourful arms makes them much better (we normally class units
with mixed weapons as armed with the predominant type, usually a sword). Good looking units of
barbarians can be composed of different types of figures - there are about 100 different types
of Orr/Goblin available at the moment of writing, so whole armies can be made up without one
figure being the same as another. A similar effect can be produced using different shields
( available from Lamming).
Preparation.
If you are running a wargame set the scenery up before the players arrive and
take some time over it. Likewise with the battle plot, the scenario given has really very
little in it - try to outline the characters of those involved and keep the participants on their
toes by never letting them know what is going on or about to happen.
Scale and Scope.
These rules can be used for almost any sized battle and any fantasy scenario.
A game can involve very few figures, especially if these are heroes or wizsrds. Alternatively
YOU can fight huge Armageddon style games, the basic mechanisms are quick enough. 00 use the
rilles for any type of scenario, with practice , and of course formulstion of personal rules variants,
nothinq is impossible.
%ipprnblx 5
\~OUNDS
AND KILLS
This is optional . When a figure is killed, assume he is not necessarily dead, but more out of
action . At the end of the battle or whenever seems appropriate, dice to see i f the figure is
dead, or just wounded and unconscious. Throw a decimal dice and consult the chart below.
1-3
4, 5
6, 7
S -~
F~ure is dead
Figure is heavily wounded. Cannot fight for a .,eek. The figure has also lost a
limb, or something - throw another dice (1-6)
l. Left eye put out
2. Right eye put out
3. Left leg lost
4. Right leg lost
5. Left arm lost
6. Right arm lost,
Figure lightly wounded must rest a day. Also throw a 1-6 dice and consult ' limb
chart' above. Figure loses \ of his ability factor with that limb" or, i f in
the leg has developed a limp and loses !os of his move. Or, i f in the eye, then \
the observation is lost in that eye - both eyes need to be effected to produce
any serious defect.
~lgure unconscious - will recover in I hour and be O.K.
E.g . Joman Hellen has just had an unfortunate accident with a hydra - it 'kills' him out,his
friends find him some little time later and the Umpire decides to dice for his wounds. The
decimal dice shows a 4, so a normal dice is thrown, this shows a 5. Joman is thereafter called
Joman Dne-A,m , as he has lost hia left arm. He can no longer carry a shield, use a two-handed
weapon, fire a bow/crossbow, etc. if he was a magician using a ring then loss pf the arm would
result in the loss of any magical items thereon, and losing a magical ring might have effects
lip on his abilities as a Magic User.
76
HEROES
Heroea are yenerated a8 follows:Strength Value - J06 + J
Ability factor - SV + 0100
Thi8 ability factor ia for Hand Weapons. fleroea will generslly hsve hslf this v~lue for
missile weapons, unless they choose to be a misaile specialistj in which csse he (or hel
halvea their sbility factor for hand weapons, but double it for their chosen missile
weapon. They also double the killing power of their weapon.
Heroes with high Strength Vsluea are considered to weild particularily powerful weapons:
hand and miasile.
Heroea
Heroes
Heroea
Heroes
Heroea
SV
SV
SV
SV
SV
15 may
IB may
19 may
20 may
21 may
add
add
add
add
add
10~
Heroes will be equipped and armed aa per the MOdel used to represent them.
Mora IT<st
e' e
Armour
Arn.ou('
2-4
(H olfJing )
5-9
( HlITlsnoid)
10-20
( Gi onto)
more
(large GiBl1to )
,~ .. il
h ood
Creat Helm
A Metallic Breastplate
Piehl Armour for upper
orma
0 .3
0.6
J.5
0.5
0.9
0.7
1.5
1.5
15
0.1
--
0.3
0. 5
0.1
0.3
O.S
0.1
0.3
0.5
0. 3
0.6
1.5
0.3
0.6
1.5
Sma\1 Shield
0.7
1.5
""'-dium Shield
12
Large Shiel d
1. 5
15
Movement
Hal fl inga
Una rmoured
Armoured
Heavily Armoured
Tro t
3
3
3
Hucnanoids
Una rJOOured
Armoured
Jle a vily Armoured
12
10
9
9
7
7
16
14
12
Una rmoured
Armou red
Heavily Armoured
9
9
9
12
12
10
Walk
Trot
12
10
14
2
4
~ ro-"
chance
Hua\l)' L.~
horses o r s1l1ilar l""""
Spear
Sword/Hace
2-Hancled W
IS:
50
40
35
25
4
4
3
4
righting on foot
or a stable
plat forJl
25
30
3S
HlMJrtteei on
PIke
Speer
Sword/l1ace
Killin
B
7
6
5
7
JS
2-Honded
Imp. Weapo
r iBts etc
12
12
16
4
3
_22
B
2
2
14
0
0
+1
+2
-4
-3
-2
0
0
+1
+1
-7
-6
-5
-4
-3
+2
-I
-5
-3
-2
-I
+1
-I
-3
4
5
-5
-7
-9
Tro t
Run
6
5
~y
+2
0
-2
-3
-4
-5
+3
+2
+1
-I
-2
-3
--
Wraith
Ske l eton
Ghoul.
_Spirit o
15
10
=t o
7
7
Wa l k
Riden SV up t o 9
Riden 5 \1 up to 1.
Ri de ... SV up to 28
15
12
10
15
120
Tr ot
2l
6
6
10
8
10
10
B
14
4
HID
20
16
U
.. 5:;
~~~t:e:~~n~!n~~r troops.
+5%
6;
that move
-5% Thrustiny
~e8pon
r.....
12
8 ( . .. . if poi _ _ >
10 ( . . re i f
10
65
pol-.>
90
10
450
80
10
Griffon
+ Abilit y factor
- opponents abilit y fact or
+5~ Fighting f rom hi gher posi ticn SO' f
h
f'
d
Kill-lru
115
Ci.,t Li zard
Oregon
... 5~
Str ike
40
JO
Cockatr i ce
285
60
Ciant Rat
Gi g.,tic Rat.
Gargoyle ( Cr ound >
100
Salamander
Owl Bear
Pegas us, HippQ9r iff etc.
pO ln
facing
Unicorn
~!y:~:' .~o;:~~ ~=
dr i ll ed CO troops.
-10%One handed weapon f ecing
enemy in op en o rder
-Ire., any troops fighting fran
a rear rank
-15 ~ 2-handed wea pon facing
enemy in open o r de .
f a t Corgie
ele pha nt
St
ed in C.ttle
6
I
40
r=~~~~~~------------r-~~~~~~~~~~----~ H8 ~Y ( Cr~ )
C. ta
100
10
5
B
4
3
3S
50
SO
35
1000
120
10
4
J{l
Rying Beasts
Hax. climb
i n one move
M8)(. dive
i n one move
Hi n.
Move
Ha x.
Move
Or e gon
Swoope r / Lander
J bands
Lagle
Swooper
6 banda
Pter adactyl
Swooper / l ander
4 band.
Wyvern
Swoope r
J banda
Hippo-q r i ff
Swooper
2 banda
Winged Usmon
or Gremlin
Swooper/ lander/
Hoverer
3 banda
Hawkman
Swooper/l ander/
Hoverer
} banda
2 banda pe r .\ lI'IO\le
3 banda
1"
2S"
10"
25"
7 banda
5"
35"
5 banda
10"
30"
4 bands
10"
25"
, banda
5"
15"
3 bonds
1"
20"
5 bond.
Wlnged Serpent
Swoope r
1 band
1&
banda
10"
ZS"
tr i ffon
Swooper / lander
2 banda
3 bands
5"
I S'
'Aagard' Gargoy Ie
lander
1 band
2 banda
5"
l~"
Hoverer
3 bands
, banda
I"
W'
Harpy
aalrog
}5'-
Aagard' 8ate
Cr ture
20
24
20
12
15
12
IB
Power
-Z
Beut
Run
10
4
6
1
1
6
oad8
Riding lizard.
16
14
12
-J
o r IIKlrB
~ rogone
Giants
to -} : ... ic.
-3
1
2
3
4
5
6
5
7
4
6
4
Sma ll Giants
Unarmoured
Armou r ed
Heavily Armoured
+S~ Ch8~ged
own
-2
+1
-1
-3
+3
Horae. Centaur. Un i co r n
lion J tiger, large c a ts
Giont wo lv.. gian t dogs
Wo VOl ond 10rge dogs
(lephants and mennotha
Oxen cat U e draught ho raea
5
5
S
Creature
~IfI[ KS
RANDOM
Run
5
5
4
.,
.'
NON-HlJI1ANOIDS
Walk
~
3
4
S
6
IERS
ice throw
HretaUlc or reinforced
glov
RANIlOM M!lJ
TAKE" WlIEN,-
2.
3.
4.
S.
6.
~-
7ie!met
Tl ~ T
HORAL[
Hoverer/ lander
J bands
J banda
1"
-,-----2U "
Beast
Draqon
tera '
Hip'grjff
8g e
ve r n
Winge d
Demon
HalUkman
Gr irfon
Harpy
W' Ser pent
"a s
!;
to hit
Kil li ng pOlller
20Ir.
15
.;
1U
1 -~
60~
"'~
4S~
35 ~
13 S!~
5
5
4
10
,0..
75%
45'!o>
S
1
&'~f1~
SV 's
Cr eature
Human
Elf
l a r ge Ore
Orc or Cobli n
Dwarf
~~}
-7J
SV
6
7
6
5
6
Crea t'l.lre
SV
4
3
12
lB
30
+3
+2
+1
0
0
0
Unformed Points
SHORT
LONG
Range Banda
~ Chance to hi t
Killing Power
0-10
Range Bands
chance to hi t
Killing POlller
0-15
3m;
6
15-30
JO%
5
30-60 60 - 125
0-20
20-40
40- 60 60-160
0-15
25%
4
15-30
3
Slings
0-15
15-JO
30-75
Foot Bows
Lo.ng Bowa
J5~
2~
35~
Range Banda
% chance to hi t
Ki lling Power
1 5~
+ Abilit y Factor .
20~
20~
2~
30 - 75
15%
2~
30~
Thrown
Range Bands
% chance to hi t
Axes,
Pilum etc. Ki 1 ling Power
0-5
5-10
20%
5
10-15
15%
4
J avs &
Dar ts
0-6
J~
Range Bands
:; chance to hi t
Killin Power
B-15
J5~
25~
J
+J5~
-15~
Cavalry
Remarks
2/00 1
3/00 2
b d
Y
~2-."';c:"ro:::8::8::'i-ng:':'::.~11:-ne:":".r::::"':"::':'::=---+----;;---f-----;---\-I;:n:-;f::-an::;t:':r::-y::-mu=a-;:t-:a:::p-:-end:-:--;:'I-:pe=r-;-iod~::re::---::o::rde=r:;i::ng:1
obstacle
..
NUlllber of mon
hitt~
whose basic SV is
120-150 .
firing at target
whose basic SV is
over 150.
All bows
Cr08S b DWS
Slings
Thrown
20
25
JII
35
40
45
50
'10
50
60
70
90
100
60
7S
90
1115
80
UO
135
UO
45
20
20
40
60
80
lIlO- -
120
-::'r'lO
25
25
50
75
100
125
150
175
JII
30
60
90
120
150
IBO
210
35
}5
70
105
140
175
210
40
40
80
120
160
200
45
45
90
135
180
50
50
100
150
SS
55
110
165
IB1r
200
225
250
240
270
)00
245
2BO
Jl5
}50
240
280
}20
560
400
225
270
}15
)60
405
450
200
250
300
}50
400
450
500
220
275
no
3B5
440
495
550
300
J60
420
480
540
600
455
520
5B5
650
60
60
120
180
240
65
65
lJO
195
260
325
}9O
70
70
140
210
260
490
560
6J11
700
150
225
}()(J
"0
J75
420
75
450
525
600
675
750
80
80
160
240
]20
400
480
560
640
720
BOO
85
85
170
255
340
425
510
595
680
765
850
90
90
I BO
270
)60
450
540
6J11
720
810
!lOll
95
95
190
2B5
}BO
475
570
665
760
855
950
100
200
JIIO
400
500
600
700
BOO
900
1000
100
A
B
0
E
' 25
J5
45
55
60
15
25
35
45
50
5
15
25
J5
40
4
5
15
15
30
3
4
5
5
20
25
30
35
40
45
2
J
4
1
2
3
3
4
5
75
60
B5
~ ~
H
N
0
P
0
R
S
T
65
70
75
99
99
99
99
99
99
99
99
99
99
99
99
99
99
W
X
V
99
99
99
."
90
95
55
60
65
45
50
55
75 1 ~5
60
85
90
95
99
99
70
75
80
B5
90
95
99
99
99
99
99
99 99
99 99
99 99
99 99
99 99
99 99 . 99
99 99 99
99 -"'- 99
10
- - - - - - - - - - - - - - - - - 91
- B) 92 -
50
62
75
44
55
66
78
B9
10
20
JII
'10
50
60
70
60
IB
27
)6
45
~4
6}
72
1'1-
25
))
42
50
58
lS
23
}1
}II
46
-- 54
67 . 7.
70
61
14
14
21
2B
J6
4}
50
57
15
lJ
20
27
J)
'10
47
53
16
I}
19
25
}1
}B
44
17
12
18
24
29
}5
18
11
17
22
2B
19
11
16
21
20
10
15
20
22.5
13
25
12
27.5
JII
'10
50
100
44
'10
33
50
67
8}
29
57
71
67
}.5
57
50
85
11
22
turn to ~void We
90
81
12
92
lJ
15
14
- - - - - - - - - - -
- - -
--
77
Il1o
64
71
76
B6
9)
- -
60
67
7J
60
87
9)
50
56
6}
68
75
81
B8
41
47
53
59
64
71
76
B2
B8
J3
}9.
44
50
55
61
67
72
78
83
26
31
J7
42
47
5}
58
63
68
74
79
25
JII
35
40
45
50
55
60
65
70
75
IB
22
27
Jl
36
40
44
48
6J
58
62
67
16
20
24
2B
)2
36
40
44
48
52
56
60
11
15
18
21
25
29
}}
36
40
44
47
51
55
10
13
17
20
23
27
30
)}
J7
40
43
47
10
13
15
IB
20
23
25
28
}O
J}
)5
50
38
10
12
14
16
18
20
22
24
26
28
JII
10
11
12
13
14
15
94
4
10
15
20
25
30
)5
10
15
20
25
6
1
2
2
3
4
4
5
10
15
5~ I :~ ~~ I ~~
60 50
65 55
70 60
75 65
80 70
85 75
90 BO
9; B5
99 90
99 95
99 99
99 99
99 99
99 199
40
45
50
55
60
65
70
75
60
B5
90
95
99
99
30
35
40
45
50
55
60
65
70
75
80
B5
90
95
1
1
2
3
3
4
4
5
10
15
20
25
)0
J5
40
45
50
55
60
65
70
75
BO
65
10
1I
12
IJ
14
15
16
17
18
19
20
ABC
OCf
GHI
JKl
1
2
2
3
3
4
4
5
10
15
20
25
30
35
40
45
50
55
60
65
70
75
1
1
2
2
3
3
4
4
5
10
15
20
25
30
35
40
45
50
55
60
6)
1
1
2
2
3
)
1
1
2
2
J
3
4
4
5
10
15
20
25
30
4
4
5
10
15
20
25
30
)5
40
45 )5
50 40
5) L~5
Difficulty Pointe
10 1I 12 13 14
15
16
17
IB
19
20
+1
1
1
0
0
0
0
0
0
0
2
1
1
0
0
0
0
0
0
3
2
2
1
1
1
1
1
1
4
3
2
1
1
1
1
1
1
5
4
J
2
1
1
1
1
1
6 7
5 5
4 4
J J
2 2
2 2
1 2
1 1
1 1
B
6
5
4
3
2
2
2
2
9
7
6
5
4
3
2
2
2
7
6
5
4
4
3
2
2
B
7
6
6
5
8
7
6
6
B
B
7
6
B
8
7
8
B
9
B
+1
Gr_
H
I
J
INI)'
~~ ~~ ~ I ~~
25
Spells
4.5
- - 86
- 75
-B9 67
60
60
-
13
75
4J
}8
10
2 00
- - - - - - -89 -
or atrik!!!
JII
15
Unengaged troops
Targets
SV
15
15
Chart B
1 period
o periods
20
1 period
2 periods
10
10
J-~L]O~AD~I~N~G=n~M~EsC====1
10
8. Attackad in flank or
roar
}O
Chart A
Individual.
. ~ c:I)ar.-
8S
TACTICAL fACTORS
-5%
t~~~~~ ~n ~O . 0
10-20
+5~ ror each l U fjg s
i n tar get uni t.
+ ~~ ror each 2nd and
subsequent rank
up to the 4th.
+l S~ firing at target
whose basic SV is
20-40 .
...2ao: Firing at terget
whose basic SV is
40-80.
+25: Firing at target
:~~~o ~BSiC 5\J i8
20~
Infantry
50+ .0
1 5~
3~
35~
Situation
1. In difficult terrain ego
wooda, forda, steep hills
20-40 40-100
10-20
30%
HNO
PIIR
SlU
VW
XYZ
7
6
5
4
4
3
2
8
7
6
5
4
4
7
6
6
5
4
4
B
7
6
6
5
4
When a Magic User spells his / her / its Const H ut i.on Points may be reduced.
1
1
2
2
J
J
4
4
5
10
15
20
25
30
The number they are reduced by depends upon \IIhether the spells work or
1
1
2
2
3
J
4
4
5
10
15
20
1
1
2
2
)
3
4
4
Oifriculty Points
10-2 I 3-51 6-6 I 9-11j 12-14j 15-17j 18-20 I r or .ach 5 ofter
1
1
2
2
J
J
2
2
1
1
l
o
U
oj
-"
+1
+
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