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9266

Advanced Dungeons

Miniatures Rules

An all-new g
Rules for playing
tabletop battles
with miniature
figures
BATTLESYSTEM
Miniatures Rules
Table of Contents
Introduction 3 Forced March 57
Basic Rules Summary 6 Heroes 57
Chapter I: Reviewing the Troops 7 Commanders 58
Common Troop Types 8 Firearms 61
Standard Base Sizes 11 Dismounted Cavalry 61
Unit Rosters 12 Optional Combat Rules 62
Chapter 2: Sequence of Play 13 Intermediate Scenarios 63
Chapter 7: Advanced Rules 71
Chapter 3: Morale 15
Making Morale Checks 16 Flying Creatures 72
Undead Units 75
Morale Scale 17 Animal Packs or Herds 76
Chapter 4: Movement 19 Fortifications and Fortresses 77
Formation 20 War Machines 83
How to Move 23 Fire Attacks ...86
Movement and Enemy Units 28
Movement and Missile Fire 31 Chapter 8: Magic 87
Charging 31 Special Magical Abilities 88
Rout Movement 33 Spell Abilities 89
Terrain Effects on Movement 34 Wizard Spell List 90
Priest Spell List 93
Chapter 5: Combat 37
Advanced Scenarios 95
Attack Procedure 38
Melee Combat 40 Appendices 103
Missile Combat 42 I: Converting AD&D® Game Statistics 104
II: Troop Type List 108
Basic Scenarios 46 III: Scenario Construction and Point Costs 116
Chapter 6: Intermediate Rules 53 IV: The Art of Miniatures Gaming 119
Skirmishers 54
Battle Platforms 56 Unit Roster Forms 127
Special Formations 56 Reference Card 128

Credits
Design: Douglas Niles Author, "The Art of Miniatures Gaming": Steve Winter
Editing and Development: Kim Mohan, Jon Pickens, Playtesters:
Dave Sutherland Zeb Cook, Scott Haring, Jon Pickens, James Ward
Play test Coordination: Jon Pickens David Nalepinski, Warren Brewer, Patrick Daniels,
Photography, Battle Scenes: Michael Weaver, Ral Partha Joe Wedige
Enterprises, Inc. Mark Middleton, Eric Adamaszek, Ed Isaac,
Photography, Rules Diagrams: Dick Kahn Studio, Inc. Kip Romaine, Tim Sluss
Figure Painting, Rules Diagrams: Dave Sutherland Jason Saylor, Mike Cook, Ed Hupp, Brian Jordan, Kim
3-D Construction, Rules Diagrams: Dennis Kauth Moser, Joshua Saylor, Rick Schulte
Cover Art: Glen Tarnowski Dave Bethke, Chris Clark, Gamemasters Guild
Interior Art: Jeff Easley (pages 1, 7,19, 37, 53, 71,103); Tim of Waukegan
Truman (page 13); Keith Parkinson (pages 15, 19, 87) Jeff Morrison, Steve Bell, Bill Bowman, Dave Cuneo,
Graphic Design and Keylining: Stephanie Tabat, Dave Ted Delairs, Roland Gebner, Chris Steihl
Sutherland Wayne Rasmussen, Bill Weaver
Typography: Gaye O'Keefe
Our special thanks . . .
to Chuck Crane and the folks at Ral Partha En-
TSR, Inc. I |
TSR Ltd. terprises, Inc., for their help and enthusiasm. All
POB 756 120 Church End, Cherry Hinton of the figures shown in this book are available
Lake Geneva Cambridge CBl 3LB from Ral Partha, 5938 Carthage Court, Cincin-
WI 53147 USA TSR, Inc.
United Kingdom nati OH 45212; for more information, write to
mraoucrs or vdun NMOINMION"
that address or phone 1-800-543-0272.
Distributed to the book trade by Random House, Inc., and in Canada by Random House of Canada, Ltd. Distributed to the toy and hobby trade
by regional distributors. Distributed in the United Kingdom by TSR Ltd.
This work is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork
presented herein is prohibited without the express written permission of TSR, Inc.
ADVANCED DUNGEONS & DRAGONS, AD&D, BATTLESYSTEM, PRODUCTS OF YOUR IMAGINATION, and the TSR logo are trademarks owned by TSR, Inc.
0-88038-770-X Copyright ®1989 TSR, Inc. All Rights Reserved. Printed in the U.S.A.
Introduction

About this book


This new book of
BATTLESYSTEM™ rules gives you all
the information you need to create and
fight tabletop battles with miniature
figures. The rules progress through
stages, allowing you to select the level
of complexity and detail you desire.
The basic rules (Chapters 1 through
5) are the fundamentals: how units of
miniature figures are described, and
what they represent; the sequence of
events that makes up a turn; how to de-
termine morale; how to move units
across the battlefield; and how to con-
duct combat. By the time you master
this section of the book, you will be a
full-fledged miniatures player.
The intermediate rules (Chapter 6) go
a few steps farther, introducing special
historical units such as skirmishers (hit-
and-run specialists) and arquebusiers
(wielders of the first primitive fire-
arms). In this section you'll also meet
the exceptional individuals known as
heroes and commanders and learn
about the many ways in which their
presence on the battlefield can change
the outcome of a conflict. Rounding out
this section are optional rules for move-
ment and combat that add detail and re-
alism.
The advanced rules (Chapters 7 and
8) add the element of fantasy, with
guidelines for using flying creatures,
magical effects, and magic spells, plus
rules for undead creatures and artillery.
Finally, you'll learn how to conduct
combat in and around fortresses, tow-
ers, and other structures: breaking
through barriers, scaling walls, using
siege machines, and defending against a
foe who's trying to do those things to
your troops.
All of the optional rules (intermedi-
ate and advanced) are modular, so that
you can use only some of them if you so
desire. The system has been carefully
designed so that the omission of some
of the optional parts will not have a bad
effect on the overall balance of the
game. However, we strongly encourage
you to work through all the rules in this The irregular peasant unit approaching the castle suddenly halts, thrown into
book—try everything before deciding further disarray by the thunderous charge of heavy cavalry.
Introduction

not to use something, so that you can BATTLESYSTEM Fantasy Combat Other Materials
get as much enjoyment as possible out Supplement, published in 1985—but a
of the BATTLESYSTEM™ miniatures lot of details have been improved.
Needed for Play
gaming experience. Some of the differences between the old
DICE. An assort-
Following each section of game rules, system and the new one are these:
ment of dice are used in playing the
you will find three scenarios— The new combat system requires less
BATTLESYSTEM game, primarily for
predesigned battles that you can set up record-keeping and uses more dice and
resolving attacks and checking the mo-
and fight. The first group of scenarios less mathematics. A time-consuming
rale status of your units, but also for
uses just the basic rules, and the later part of the original game, the Combat
other purposes.
groups add the intermediate and Results Table, has been completely re-
advanced rules—creating scenarios For best results you should have at
vamped.
that are more complex but also more least six dice of each of the following
Instead of a quarter-page unit roster,
exciting because of their complexity. types: 4-sided, 6-sided, 8-sided, 10-
each unit can be represented by as little
sided, and 12-sided. Dice are referred to
The appendices at the back of this as one line of information. Page 127 is a
in the rules by abbreviations: d6 for a
book take you even farther into the sheet of blank forms, used to display in-
six-sided die, dlO for a 10-sided die, and
hobby of miniatures gaming. You'll find formation for units in any easily read-
so on.
out how to convert character types and able fashion.
creatures from the ADVANCED If you don't have all of these types of
The base size for BATTLESYSTEM
DUNGEONS & DRAGONS® game dice, the absolute minimum require-
units has been converted to a more uni-
into figures and units that can be used in ment is two 6-sided dice and two 10-
versal standard. Individually mounted
a BATTLESYSTEM scenario. To save sided dice. To simulate the rolling of a
figures that have been used with the
you some work, we've provided a long d4 or a d8, roll the next largest die and
original game can be easily remounted,
list of statistics for typical troop types disregard (reroll) any results higher
since the new standard base sizes are
and many of the fantastic creatures than the desired range. To simulate a
slightly larger than the older ones.
from the AD&D® game worlds. You'll dl2 roll, roll Id6 and ldlO. If the dlO
The number of magic spells described comes up 1-5, read the d6 normally. If
learn how to design your own sce- in these rules, although still substantial,
narios, using a point system to be sure the dlO comes up 6-10, add +6 to the
is much smaller than the number of d6 roll to get a number from 7 through
that the forces on each side are evenly spell choices in the original game, and
balanced. And lest you thought we for- 12. (As you can see, getting along with-
each spell is specifically described in out all the proper types of dice is possi-
got about the most important aspect of BATTLESYSTEM game terms.
miniatures gaming—the figures them- ble but troublesome.)
These rules are fully compatible with
selves—we've also included a section the AD&D game (original or 2nd Edi- FIGURES. Miniature figures, cast
on painting attractive and realistic- tion), but do not depend on that game from metal or plastic, make the best
looking figures as well as creating the in order to be playable. You don't need troops for your army. The game is de-
three-dimensional features for your ta- any of the AD&D game reference mate- signed to be played with 25mm (1 inch
bletop battlefield. These rules would rials, or even any knowledge of that = 6 feet) scale figures. Chapter 1 con-
work just as well with cardboard game, to stage miniatures battles with tains information on preparing figures
squares for troops, and penciled-in out- the new BATTLESYSTEM rules. for play, and Appendix IV includes a
lines of rivers and trees . . . but it One result of these changes, and the short course on painting miniatures and
wouldn't be quite the same. many others that players of the original attaching them to bases.
BATTLESYSTEM game will find in this PLAYING SURFACE. A miniatures
The Rules Summary book, is that any miniatures battles you game requires a large, flat surface. You
want to set up using these rules can be can use a section of floor, but for sev-
A summary of
played without the participation of a eral reasons (especially in a household
the major BATTLESYSTEM rules is in- referee. The Dungeon Master of your
cluded at the end of the Introduction with animals or small children) a table-
AD&D game campaign is welcome to top is much better. The table should be
(page 6). Players with some experience oversee the battle, of course, and he
in miniatures gaming will be able to ab- large enough to allow room for maneu-
may be useful in resolving issues that vering, but small enough so that any
sorb the basics of this game with a quick arise if your game play goes beyond the
look at the rules summary. part of the table can be reached from at
scope of these rules. But this version of least one edge. The scenarios given in
the BATTLESYSTEM game has been this book are designed to be played on a
designed so that two players can con-
Changes in the System test against one another without the
battlefield that is twice as long as it is
wide. A 4' x 8' surface is ideal; 3' x 6'
need for a third party to moderate. is large enough for small scenarios.
This set of rules
bears some resemblance to the original
Introduction

The playing surface usually repre- ditions (including how to achieve For the scenarios given in this book,
sents something other than flat, fea- victory) that apply only to that sce- general setup locations are specified.
tureless terrain; the battlefield (whether nario. However, you will often get to select
for a predesigned scenario or one of Each of the nine scenarios in this book the exact placement of each unit, the di-
your own creation) is likely to have contains all of the information described rection faced by your miniatures, and
hills, rivers, buildings, forests, and above, enabling you and your friends to so on. Sometimes a scenario will spec-
other kinds of physical features that recreate the situations and play out the ify that one side or another is set up
will have an effect on how the battle battles as commanders of the opposing first.
plays out. forces. If you're new to miniatures gam- Rosters for the scenarios in this book
These terrain pieces can be simple or ing or have just started to become famil- are included with each scenario. You
elaborate. Cut-out strips of construc- iar with the BATTLESYSTEM rules, you may want to copy the information onto
tion paper can mark a river. A few large should start by setting up and playing a separate sheet of paper (especially if
books can be scattered around to repre- the basic scenarios on pages 47-52. you want to refer to other parts of the
sent low hills, while a book on a flat When you've gone through each of rule book during play), but this is not
game box represents a high hill. those at least once, you can try your necessary. If you are using a self-
Of course, a whole host of products hand at designing some more scenarios designed scenario, you will have to
is available to make your battlefield using only the basic rules, or you can draw up your own rosters.
look like a grand diorama. Many play- progress to the intermediate and Once your rosters are in hand, the
ers enjoy placing styrofoam cut-outs, advanced rules and try out the scenarios terrain and miniatures are arrayed
detailed miniature trees, and models of provided on the pages following those across the table, and dice, rulers, and
buildings and other features on the bat- sections. By the time you've absorbed all the rule book are close at hand, you're
tlefield. Appendix IV contains some ba- the rules in this book, you'll be able to ready to start the game!
sic information on how to construct play large battles involving heroic lead- Follow the BATTLESYSTEM se-
and use realistic-looking three- ers, hordes of monsters, powerful siege quence of play (see page 14) for each
dimensional terrain features. artillery—even flying dragons and tow- turn of the game. Play through a suc-
ering castles! cession of turns until one side or an-
MEASURING STICK. Several rulers
The complexity and playing time of a other achieves victory. Though the
and measuring tapes are handy at the
scenario relate directly to the size of the victor is always defined by certain sce-
gaming table, since every player will
playing area and the number of minia- nario conditions, such definitions are
probably need to make a few measure-
tures involved. While miniatures gam- often unnecessary. If your victory was a
ments during a turn. The best tools for
ing lends itself readily to team play, solid one, you (and your opponent) will
this purpose are those metal tape mea-
getting more players involved will not know it!
sures that remain rigid when extended.
You can get along with rulers or yard- necessarily decrease the playing time of
sticks most of the time, but a flexible a game. Experience will soon show you Questions?
tape will come in handy at times for the right type of scenario for a given
group of players and time limit. If you're unsure
measuring along arcs. If not every how to interpret a rule or how to deal
player has access to a ruler, you can Self-designed scenarios are easy to do
with a special situation that comes up
make temporary measuring sticks by and lots of fun. A particular advantage
during the play of a scenario, we may
marking off half-inches and inches on a of the home-grown scenario is that you
be able to help. Send a note containing
strip of cardboard. can tailor the forces in the battle to the
your question or comment, along with
kinds of minatures you have on hand.
a self-addressed, stamped envelope, to
Appendix III provides a point system
BATTLESYSTEM™ Game Question,
and other tips for creating balanced
Playing a Scenario armies in home-grown scenarios.
TSR, Inc., P.O. Box 756, Lake Geneva
WI53147. Be sure to give us as much in-
Once you have formation as we'll need to give you an
learned the basic rules of the BATTLE- accurate and complete answer, and if
SYSTEM™ game, you will be able to set Starting to Play possible, phrase your question so that it
up and fight an enormous number of can be answered in just a few words.
battles, skirmishes, and engagements Once your sce-
on your tabletop playing area. Each nario is chosen or planned, you simply
scenario—actually a "game" in itself— need to set up the necessary terrain fea-
consists of at least three sections of in- tures, make a roster of all of your units
formation: the situation map and (for an original scenario), put the min-
background; a list of the forces in- iatures in place on the battlefield, and
volved in the scenario; and special con- start to play.
Basic Rules Summary

When reading this summary, you will specific attack. A negative modifier to All units begin the game in good or-
need to refer to a BATTLESYSTEM™ AR is an improvement, increasing the der. When a unit in good order reaches
unit roster (see the example on page 12), target's chance of avoiding hits, while a a situation that calls for a morale check
and the Reference Card attached to the positive modifier makes the defender (see the Reference Card), the unit must
back cover. more vulnerable. In some cases, more either make a morale check or retreat
than one of the modifiers to a target's 4" (player's choice). If the check is made
The ground scale is 1 inch = 10
AR (see the Reference Card) will apply and failed, the unit goes to shaken order
yards. Figures are at a 10:1 ratio, so that
at the same time. and must retreat 4".
each figure in a unit represents 10 indi-
vidual combatants of that figure type. Hits represents the number of hits re- When a shaken unit readies a situa-
The game is designed for use with quired to remove one figure from the tion that calls for a morale check, the
25mm figures. unit. Figures can be removed from any- check is mandatory. If the check is
where in the unit. Partial damage to a failed, the unit must retreat 4" and
Units are described by the wods and make another check. A failure on this
figure can be recorded by placing a d6
statistics on the unit roster: Type, second check causes the unit to rout.
next to the unit. For example, if it takes
Weapon(s) Used, Attack Dice, Armor A unit that has been routed will at-
4 hits to remove a figure from a unit and
Rating, Hits, Morale, and Movement. tempt to retreat from the battlefield as
that unit suffers 3 hits, then a d6 with
Attack Dice (AD) specifies a size of the "3" facing up is placed next to the quickly as possible.
die (d4, d6, d8, dlO, or dl2). On rare unit to keep track of the hits it has suf- A unit that is shaken or routed and is
occasions, an AD notation will be given fered. As soon as the unit takes 1 more not in contact with enemy forces can be
as the total of two dice, such as 10 + 8 or hit, then a figure must be removed. rallied (improved to good or shaken or-
2dlO; otherwise, only a single numeral der) if it makes a successful morale
appears, indicating a single die that has Example of combat procedure: Unit check.
that many sides. Generally, a player A (8 figures, AD 8) engages in melee Any unit that fails a morale check by
rolls one attack die for each figure in an (hand-to-hand) combat with Unit B (6 7 or more is routed immediately. For a
attacking unit. The result of each roll is figures, AR 7, Hits 2). For the attack, unit with ML 12, for instance, this oc-
compared to the table on the top of the Player A rolls 8d8, getting results of 2, curs if the 2dlO roll is 19 or 20.
Reference Card to find out how many 2, 3, 4, 5, 5, 6, and 8. The three lowest It is important to remember that a
hits were scored on the defending unit rolls score no hits; the next three highest high ML is good, but a high roll on a
by that roll. The attacker adds up the rolls score 1 hit each; and the two high- morale check is bad, since a check is
hits scored by all of his AD rolls to de- est rolls score 2 hits each, for a total of 7 failed whenever the roll exceeds the
termine how many hits were scored by hits. unit's ML.
the entire attack. Player B rolls 7dlO to see how many In certain circumstances, a unit's ML
of the hits are cancelled out by armor, is modified before a check is made; see
Occasionally (such as during a
getting results of 1, 3, 3, 4, 5, 8, and 9. the Reference Card.
charge or when missile weapons are
The two highest rolls are greater than For scenarios that use the intermedi-
fired; see the Reference Card), the num-
Unit B's armor rating of 7, meaning that ate rules concerning individual units
ber of attack dice allowed for a unit is
only 5 of the hits actually did damage. (heroes and commanders), the heading
increased or decreased. In all such
Since each figure in Unit B can take 2 on this column of the unit roster is given
cases, round fractions up. For example,
hits before having to be removed, this as ML/CD, and the number for an indi-
a unit with 5 figures that is allowed a
means that Player B must take 2 figures vidual, expressed in inches, represents
bonus of x li/ 2 AD gets to roll 3 extra
off the tabletop and then note (with a that figure's command diameter (see the
attack dice; the same unit attacking at
d6, as described above, or some other intermediate rules). Heroes and com-
x V2 AD must roll only 3 attack dice in-
marker) that the unit has suffered 1 ad- manders do not have morale ratings (in
stead of 5.
ditional hit of damage. effect, their ML is considered to be so
Armor Rating (AR) represents a unit's high that it need never be checked).
ability to withstand hits—the lower a Morale (ML) refers to the morale rat-
unit's AR number, the harder it is to de- ing of the unit. When a unit makes a Movement (MV) is the number of
feat. When the attacker has finished morale check, the player must roll inches a unit can move across clear, flat
rolling his attack dice and has totaled 2dlO. A result equal to or less than the terrain. A unit conducting a charge can
all of the hits scored, the defender rolls unit's ML means that the check is move farther than its normal MV. Spe-
ldlO for each hit. Each result higher passed, and the unit does not suffer any cial terrain—anything other than clear,
than the defending unit's AR means one penalties. A result greater than the flat ground—has an effect on move-
of the hits is cancelled by armor. unit's ML means that the check is failed, ment (see the Reference Card); some-
which has varying effects, depending times a unit is slowed, and certain types
Circumstances often affect a unit's on the status of the unit when the check
armor rating, modifying it for the pur- of units are not allowed to move into
is made. some types of terrain.
pose of determining hits scored by a
Chapter 1
Reviewing the Troops
Chapter i: Reviewing the Troops

Many different types of miniature Light Infantry includes foot soldiers ier to move large units across the battle-
figures are available for use with the with little armor protection, often field, but you will still need some single
BATTLESYSTEM™ game, ranging armed with missile weapons and/or figures in the unit to make it possible to
from the historically realistic (for exam- swords. remove casualties one figure at a time.)
ple, foot soldiers wielding spears) to the Medium Infantry is made up of foot You can mount larger numbers of fig-
"merely" fantastic (elven archers, soldiers that are moderately well ar- ures per stand if you favor large units in
dwarves with battle axes) to the truly mored, usually wielding spears and battle (and if you have lots of minia-
incredible (enormous flying dragons). shields or carrying pikes or other pole tures). Guidelines for base sizes are
Each figure represents a certain number arms. given on page 11.
of troops of that type. When you group Militia or Levy troops are armed and
a band of the same troops—outfitted armored much the same as medium in- Cavalry troops represent, in general,
with identical weapons, armor, and fantry, but are different in game terms soldiers that ride into battle on the
equipment—together, you form a unit. because they are not professional sol- backs of mounts. Those mounts might,
In general, troops can be classified diers and thus are not capable of assum- incidentally, also be combatants. Lanc-
into one of several categories, by the ing a regular formation. ers on horseback, ores riding giant
type of creature making up the unit, by Heavy Infantry is composed of foot boars, and goblins atop wolves are all
its weapons and armor, and by its soldiers wearing chain mail or plate ar- examples of cavalry troops.
means of transport. mor and generally utilizing large Light Cavalry moves quickly, be-
A unit is also defined in terms of its swords, halberds, or other powerful cause mounts and riders wear little or
formation, which in the basic game is weapons in combat. no armor. The soldiers are armed most
either regular or irregular. Trained sol- In the BATTLESYSTEM game scale, commonly with bows, javelins or light
diers can operate in regular for- each infantry figure represents 10 sol- lances, and swords.
mation—a compact mass of troops that diers of that type. Generally, you will Medium Cavalry riders typically
can move efficiently and concentrate need infantry mounted on various- wear chain mail, but the mounts might
their firepower. A unit in irregular for- sized bases, or stands, containing one, not be as well protected. Medium cav-
mation is more dispersed and less well two, or three figures. (Putting more alry can operate in regular formation,
organized, which reduces its maneuver- than one figure on a stand makes it eas- using lances and swords in combat.
ability and its combat effectiveness to
some extent. (For a more detailed de-
scription of these formation types, see
pages 20 and 21.)

Common Troop Types


The two funda-
mental troop types are infantry and
cavalry. Practically any scenario will
include some units of each of these
types (although an all-infantry or all-
cavalry scenario is certainly possible).
Among the wide variety of fantasy
miniatures on the market, several kinds
of special troop types are also availa-
ble, such as elephants mounted with
howdahs (battle platforms), chariots,
artillery pieces such as catapults and
ballistae, fantastic monsters, and other
unique combatants.
Infantry are warriors who march
about the battlefield on their own two
(or, occasionally in a fantasy milieu,
three or four) feet. Most infantry will be
humans, or humanoid creatures such as Infantry mounted on bases. Note how the figures were mounted diagonally so
ogres, trolls, and goblins. that each one occupies a square area of the proper size.

8
Chapter l: Reviewing the Troops

Heavy Cavalry is primarily com-


posed of knights armored in plate mail
and riding steeds protected by heavy
barding (armor for mounts). Though
such a group is slower than other types
of cavalry, very few units can stand
against the crushing charge of these
knights and their lances.
As with infantry, each cavalry figure
represents 10 soldiers of that type. For
most units, cavalry figures should be
mounted on individual bases, or two
per base. However, if you have (and
want to use) large numbers of cavalry
figures in your battles, stands of three
or more figures are quite workable.

Special is a catch-all troop classifica-


tion for anything that can't qualify as
infantry or cavalry, including vehicles
(chariots or wagons), siege machinery
(catapults, ballistae, etc.), unusually
large or fantastic creatures (elephants,
giants, dragons), and unique individ-
uals (army leaders or heroic charac-
ters). Special troop types are mounted
on bases that conform to the overall
shape of the figure (which will most of-
ten be square or rectangular, half as
wide as it is long). Information on the
use of special troops is introduced in the
intermediate and advanced rules, and
in the scenarios and appendices. Cavalry mounted on bases. These figures have actually been mounted twice; the
green base is a "holdover" from the earlier BATTLESYSTEM rules.

Units: An Army's
Building Blocks swordsmen, because the two types of Unit Sizes
weapons have almost nothing in com-
At the start of a
mon.
In the BATTLE- battle, each unit in an army must con-
The figures in a unit must move and
SYSTEM™ game (just as in most real- tain a minimum number of figures
fight together on the battlefield. A unit
life military conflict situations), the (which varies according to the troop
that becomes split or scattered must re-
forces making up an army are orga- type), and for most scenarios the num-
combine as soon as possible.
nized into companies of warriors that ber of figures in a unit should fall within
operate together, called units. a recommended range, as given in the
The figures in a unit, generally, are table at the bottom of this page.
armed with the same weapons, or
weapons that inflict the same of dam- Minimum and Ideal Unit Sizes (in number of figures)
age and function in similar ways. Unit Type Minimum Recommended
(Some of the illustrations in this book Infantry, human-sized
show figures with different weapons in or smaller creatures 6 12-36
the same unit.) For example, you might Infantry, larger than
have a unit made of a mixture of axe- human-sized creatures 4 . 6-24
men and swordsmen, since the weap- Cavalry 4 4-24
ons are similar, but you could not have Special. 2* 2- 8
a unit that included pikemen and * Unless the entire force contains only one figure of this type.

9
Reviewing the Troops

Despite the recommendations given time), and if the morale of the unit does Getting Down to Bases
in the preceding table, there is no rule collapse, a large part of your army is
limiting a unit to a certain number of lost.
Units composed of relatively few fig- Your miniatures
figures. Units composed of many fig- should be mounted on firm bases before
ures have the advantage of being ures are much more maneuverable than
units representing a great number of you begin to play. Bases ensure that fig-
sturdy, capable of sustaining many ca- ures take up the proper amount of space
soldiers, and if the unit's morale is shat-
sualties before their morale begins to tered, you don't risk losing so many fig- ("frontage") on the playing surface.
suffer or their position begins to give ures at once. However, small units are They can be made of cardboard, ma-
way. However, large units are hard to obviously more vulnerable in combat sonite, thin strips of plastic, or any
maneuver (not everyone can get because it takes fewer casualties to other durable, hard, flat material that
through a mountain pass at the same eliminate them. you can easily cut into the requisite
sizes. More information on how to at-
tach miniature figures to bases can be
found in Appendix IV.
Infantry made up of human-sized or
smaller figures are mounted, most com-
monly, three figures to a base. How-
ever, you will need enough single- and
double-mounted figures to give you
flexibility in making different forma-
tions, and to "make change" as you suf-
fer losses in battle. For a group of 12
human infantry, for example, you
might mount two stands of three figures
each, two stands of two, and two
stands of individual figures. This al-
lows you to arrange the 12 figures in
virtually any grouping you might de-
sire, and enables you to remove the ex-
act number of figures from the unit
every time it suffers casualties.
As a general guideline, larger than
human-sized infantry and all cavalry
figures are mounted with no more than
two figures per base. Special troop
types are best mounted on individual
bases.
If you like to fight battles with huge
units (40, 50 or more figures), you will
be able to move these units more
quickly and easily if you mount many
of the figures three or four (or more) to
a stand.

Base Sizes
The dimensions
of bases for various types of figures are
variable, depending on the size of the
figure and the type of unit that figure
represents. The illustration of recom-
mended sizes on the facing page is com-
patible with the standard ground scale
Brilliant plumage distinguishes this elven cavalry unit and its command chariot (1 inch = 10 yards) used throughout
as they move forward to the attack. Regular infantry covers the riders' left flank. the BATTLESYSTEM™ rules. If you

10
Reviewing the Troops

Standard Base Sizes


Small-sized
or infantry
(halflings, or
goblins, etc.)
15 mm
20 mm

Stand of 3,
15 mm bases 35 mm
40 mm
Giant-sized infantry (giants, dragons, etc.]

Stand of 3, 20 mm bases

Stand of 2, 35 mm bases

Man-sized
or infantry
(humans,
ores, etc.)

20 mm
25 mm

Stand of 2, 40 mm bases

Stand of 3, 20 mm bases

Stand of 3, 25 mm bases
25 mm

50 mm

Stand of 2, 30 mm bases

30 mm Standard-size
Large-sized infantry (ogres, trolls, etc.) cavalry base

11
Reviewing the Troops

own some miniature figures on bases The information in each unit roster is presented in this format:
larger than the minimum sizes, and cut-
ting the bases down is not possible or Unit Type AD AR Hits ML/CD MV
desirable, then you can use your figures 24 Light Infantry 6 7 1 11 12"
the way they are. Short swords
When a choice of base sizes is given Unit Type: Here is given the number better is elite; 15 or higher is rare. When
for a certain type of figure, you should of figures in the unit, the type of figures you check morale for a unit, it passes
use the smaller size for regular troops— that make up the unit, and (sometimes the check if you roll its morale rating or
units composed of trained professional on the following line, as shown here) less on 2dlO. (See Chapter 3 for more
soldiers that work together on a regular the type of weapon the troops in the information on morale.)
basis. The smaller bases reflect the fact unit are equipped with. Command Diameter (CD): This sta-
that soldiers can function well in close Attack Dice (AD): The AD of a unit is tistic takes the place of a morale rating
quarters and assemble into tighter for- the size of the die that is rolled for each for an individual figure that represents
mations. The larger size should be used figure in the unit when it is attacking an a hero or a commander. (Since heroes
for figures representing militia or enemy figure. The "6" in the example always have good morale, they don't
peasants—units composed of troops means that each figure rolls a 6-sided need a morale rating.) The CD number,
that don't have as much training or dis- die when attacking. (For more informa- in inches, indicates the diameter of the
cipline, and thus can't form into a really tion on combat, see Chapter 5.) circular area over which the special in-
densely packed group. Armor Rating (AR): The AR of a unit dividual can exert influence, enabling a
For extra-large or oddly shaped fig- represents how heavily armored the unit within that area to perform at its
ures (elephants used as mounts, drag- troops are. The lower the number, the best. (For more information on individ-
ons, giants, other fantastic monsters), better the unit's armor. ual figures and their command diame-
the size of the base is generally dictated Hits: A number representing the du- ter, see the intermediate rules, Chapter
by the shape and massiveness of the fig- rability of a unit—the higher the num- 6.)
ure. Special troop types of all sorts ber, the more damage the unit can take Movement Allowance (MV): The
should be mounted singly (or at the before a figure must be removed from number of inches (in the standard scale
most, two per stand) on bases that are the table. of 1 inch = 10 yards) that the unit can
square or rectangular and large enough Morale (ML): The morale rating of a move in a single turn. This is a basic
in area to support the figure. unit is a number indicating the relative value that can be changed by terrain or
courage and commitment of the troops. other circumstances. (See Chapter 4 for
A morale rating of 11 is average; 13 or more information on movement.)
Unit Rosters
Each figure type
in the BATTLESYSTEM™ rules is as-
signed certain values to reflect its abili-
ties in combat, movement, and so
forth. These values are all consistent
with the creature type descriptions in
the ADVANCED DUNGEONS &
DRAGONS® game. Other creatures
from the AD&D® game can be con-
verted to the BATTLESYSTEM rules by
using the process described in Appen-
dix I.
The summary of a unit's capabilities
is known as a unit roster. You can play a
BATTLESYSTEM game without creat-
ing unit rosters—just use one of the pre-
generated scenarios in this book, until
you start to draw up your own forces.
Appendix II contains a long list of unit
rosters for dozens of unit types you
may want to use in the scenarios you These Oriental horsemen rush to fill a breach that has been forced through their
create. infantry line. The shock of this heavy cavalry charge might just save the day.'

12
Chapter 2
Sequence of Play

13
Chapter 2: Sequence of Play

Each turn in a BATTLESYSTEM™ Step 3: First Movement check must immediately perform rout
game consists of several steps, taken in movement.
Several actions
the order they are described here. If you
are performed during this step. First,
aren't yet familiar with these rules or
the active player makes charge initia- Step 4: Second Movement
with miniatures gaming in general, you
tion checks for any units that he has de- The player or
may encounter words and terms on this
clared to be charging. If its check is side designated to perform Second
page that you don't understand right
successful, a unit is eligible to charge— Movement now does so, repeating all
away—but all of them are described in
and must do so, as long as it fulfills the of the procedures under Step 3.
the rules that follow.
necessary conditions (see pages 32-33).
Step 1: Charge Declaration
Charge initiation checks and move- Step 5: Magic
ment for charging units can be per-
Magical spells
(Skip this step on formed in any order, so long as the
are introduced in Chapter 8. Skip this
the first turn of any scenario.) player moves each of his charging units
before handling any other unit. step when using the basic rules.
Players declare which of their units
will attempt to charge on this turn. Un- Next, the player deals with all of his
less the participants agree to use some noncharging units. Any unit in good Step 6: Melee Combat
other method of declaring charges (see order can be moved normally, up to the To begin this
page 31), the player who did not win limit of its movement rate. A shaken step, the player who won initiative for
initiative (see Step 2, below) on the pre- unit can be moved normally, or the the turn designates a unit of his that is in
vious turn must make all of his charge player can make a rally check for the contact with an enemy unit. All attacks
declarations first. unit. A shaken unit that undergoes a made by and against those two units are
rally check cannot be moved during resolved. The opponent then selects
Step 2: Initiative this step, whether the check succeeds or one of his units that has not fought yet,
Determination fails; conversely, a shaken unit that has and that battle is resolved. The choice
been moved during this step cannot of where to fight next alternates until all
Each player rolls rally until the following turn. melees have been resolved.
a dlO to determine which side has the Within the framework described
initiative. A player subtracts 2 from his
die roll for each of his units that will at-
above, the active player can move or Step 7: Missile Combat
attempt to rally his units in any order he
tempt to charge when it moves (in Step In this step, play-
desires. However, his opponent may re-
3 or 4). The player with the lower modi- ers resolve missile fire for all artillery
quire him to stop charging or moving
fied roll wins initiative for the turn. If figures (catapults and other siege equip-
now and then, so that an enemy unit
the results are identical, roll again. ment), as well as any missile troops that
can deliver pass-through fire or make
Example: Player A declares that two are eligible to fire during this step. (If a
an opportunity charge.
of his units will charge on this turn, and unit with missile weapons fired during
After all of his charging units have the movement step, it cannot fire again
Player B designates one unit to charge. been moved, a player may find that
They roll dice for initiative: Player A during this turn unless it is armed with
some of his units armed with missile bows and arrows.) All missile fire is re-
rolls a 6 and subtracts 4 (for his two weapons are within range of targets. If
charging units) to give him a modified solved one unit at a time. Players take
all of the necessary conditions are met turns firing eligible units until all at-
roll of 2. Player B rolls a 5 and subtracts (see "Movement and Missile Fire," page
2 (for his one charging unit), for a modi- tacks have been made, beginning with
31), a unit with missile weapons can at- the player who has initiative.
fied result of 3. Player A, with the lower tack at this time. (However, by doing
result, wins initiative for the turn. so, many units forfeit the opportunity
Note that the result of a modified die to attack later in the turn.) If an oppor- Step 8: End of Turn
roll for determining initiative can be tunity for a missile attack occurs and Some scenarios
zero or a negative number; this may the player wants to make the attack, the may require you to keep a record of
happen if a player rolls a low number combat must be resolved immediately, turns played (for example, if reinforce-
and has declared several charges to take before continuing with movement of ments for one player enter on a certain
place during his movement step. other units. turn, or if the scenario has a time limit).
The player who won initiative then During this step, the active player If this is necessary, players mark the
chooses which side will perform First must attempt to rally any unit that has passage of a turn at this time.
Movement (Step 3), with the other side routed and is not in contact with an en- To continue the battle, proceed to
then following with Second Movement emy unit. A routed unit that is in con- Step 1 of the next turn, unless one side
(Step 4). tact with the enemy or that fails its rally or another admits defeat or has no
forces left with which to fight.

14
Chapter 3
Morale
Chapter 3: Morale

When a group of soldiers fights as a 2. It suffers a — 1 penalty to its mo- curs at the same time, only one morale
unit, one important measure of the rale rating for all morale checks (includ- check is required. Regardless of what
unit's effectiveness is its morale. The ing rally attempts) made for the unit happens to it, a unit is not required to
strongest and toughest warriors on the while it is shaken. make more than one morale check dur-
battlefield are not necessarily the best 3. It cannot move into contact with ing any step of a turn (but may make
fighters, if their morale is so low that the front of an enemy figure or unit. (It more than one if the owning player de-
they are liable to become disorganized is still courageous enough to contact the sires to do so).
or panicky as soon as something unfor- enemy on the flank or in the rear; see A unit must make a morale check:
tunate happens to them. pages 41-42.) 1. When the unit loses its first figure
To reflect the all-important role of 4. A shaken unit that suffers even a as a casualty of combat. (Elite units,
morale in a mass combat situation, single hit from enemy pass-through fire representing highly disciplined troops
each unit in a BATTLESYSTEM™ game (a missile attack that occurs during the with exceptionally strong morale, are
has a morale rating—a number from 2 shaken unit's movement step) must exempt from this check.)
to 20 (but usually in the range of 5 to 15) cease moving for the rest of the turn, re- 2. Whenever the unit takes 4 or more
that represents the unit's will to fight in gardless of whether a morale check is hits in one step.
the face of casualties and other dismay- required because of the hit(s).
3. Whenever the unit finds itself
ing circumstances. At numerous times within 3" of a routed unit with an equal
ROUTED: A routed unit has lost all
during the game, each player will be re- or better morale rating.
will to fight, and is concerned only with
quired to make a morale check for one
placing as much distance as possible be- 4. When the unit is reduced to 50% of
or more of his units. The player notes
tween itself and the enemy. (When a its original size, and during every step
the morale rating of the unit, applies
unit becomes routed, mark it by placing thereafter when it loses at least one ad-
any modifiers that may raise or lower
a token—different from the one used ditional figure.
the rating because of present circum-
for shaken units—beside it.) 5. When the unit finds itself 1" away
stances, and then rolls 2dlO. If the roll is
The restrictions for a routed unit are from an enemy unit that is charging and
equal to or lower than the modified mo-
similar to the limitations given above about to strike.
rale rating, the check has succeeded; if
the roll is higher than the modified rat- for a shaken unit, except that its morale 6. When the unit attempts to begin a
ing, the check has failed. The effects of rating penalty is —2, and it cannot stop charge, unless the target of the charge is
a failed check are described below. moving if it is hit by pass-through fire. a shaken or routed enemy unit.
After the consequences of such an at- 7. When the unit, in the course of
tack are resolved, the unit must con- making a charge, attempts to cross an
tinue fleeing just as if the attack had not obstacle in its path.
Order: A Unit's Status occurred. 8. When the unit is routed and not in
A routed unit cannot attack and can- contact with an enemy unit at the end of
Any unit in a its movement step. (This morale check,
not move voluntarily. If its flight away
BATTLESYSTEM game is always in from the battle causes it to move close also known as a rally check, is optional
one of three states of morale: good, to other friendly units, those units for a shaken unit but mandatory for a
shaken, or routed. If a unit fails a mo- might be required to make a morale routed one.)
rale check, it drops one notch on this check to see if the routed unit affects
scale and/or is forced backward 4". A The intermediate and advanced rules
their own morale. (Chapters 6 and 7) introduce other con-
shaken or routed unit can try to rally; a
successful rally check moves it a notch ditions requiring morale checks. All of
back up the scale, from routed to the conditions, collectively known as
shaken or shaken to good.
Making Morale Checks morale triggers, are listed on the Refer-
ence Card printed on the last page of
GOOD: A unit in good order per- Morale checks this book and on the perforated foldout
forms movement and combat functions are required at many times during a inside the back cover.
with no penalties because of morale. game. Several factors can modify a
SHAKEN: A shaken unit has been unit's morale rating, increasing or de- How to Check Morale
disorganized by events of the battle. It creasing it from the rating listed on the The basic morale
is one step closer to running away than unit's roster. These factors should be
check procedure requires a player to
is a unit in good order. (When one of determined before the check is made,
roll two 10-sided dice and add the re-
your units becomes shaken, mark it by and may vary from check to check.
sults together. If the sum is equal to or
placing a suitable token beside it.) A unit must make a morale check at less than the unit's morale rating, the
There are several limitations on the use any time during the game when at least check is successful. If the sum is greater
of a shaken unit: one of the conditions listed below is in than the unit's morale rating, the check
1. It cannot charge. effect. If more than one condition oc- is failed.
16
Reviewing the Troops

Morale Scale
Causes Consequences Results of
Failed General
A unit in good order . . .
1. A unit is always in good order at
1. Has no restrictions; can
Morale Check
the start of a scenario.
2. A shaken unit that makes a suc- function with no penalties be-
1. The unit becomes shaken
cause of its morale status.
cessful rally check regains good order. and must retreat 4" .
2. If not a flying unit, can
2. If a unit of herd animals, it
elect not to make a morale check
becomes routed instead of shaken
and retreat 4" instead (page 75).
and must perform rout movement
3. Is the only unit that can or a stampede rout (page 77).
perform a charge.
4. Is the only unit that can
make a forced march (page 57).

A shaken unit...
1. A unit in good order that fails a 1. Has a -1 morale modifier 1. Unit must retreat 4" and
general morale check becomes shaken. for as long as it remains shaken. check again immediately; if this
2. A routed unit that makes a suc- 2. Cannot charge. second check fails, the unit be-
cessful rally check becomes shaken. 3. Cannot move into contact comes routed.
3. A unit that uses its full charge with the front of an enemy unit. 2. If inside a building (page
movement bonus and fails to contact an 4. Must stop moving when 80), the unit remains shaken.
enemy unit becomes shaken (page 32). hit by pass-through fire.
4. A unit in good order that retreats 5. If not in contact with an
to avoid being contacted by a friendly enemy unit, can make a rally
routed unit becomes shaken (page 33). check or perform movement,
but not both in the same turn.
6. If airborne (page 75), can-
not gain altitude and cannot
make a rally check.
7. If not in command (page
58), cannot make a rally check.

A routed unit...
1. A unit in good order that fails a 1. If airborne when it routs, 1. Unit performs rout move-
general morale check by 7 or more be- must be removed from play im- ment immediately.
comes routed. mediately (page 75).
2. A shaken unit that fails two con- 2. Has a -2 morale modifier
secutive general morale checks becomes for as long as it remains routed.
routed. 3. Cannot attack.
3. A unit that cannot retreat far 4. If not in contact with an
enough to avoid being contacted by a enemy unit, must make a rally
friendly routed unit becomes routed it- check during its movement step;
self (page 33). if the check fails, the unit per-
4. A skirmish unit that is too tightly forms rout movement (page 33).
or too loosely formed at the end of its 5. May affect morale of Note: See the Reference Card
movement becomes routed (page 54). friendly units it nears while per- (page 128) for information on
5. A flying unit that lands upon a en- forming rout movement. when morale checks are re-
emy unit as the result of a dogfight be- 6. Must continue with rout quired, and modifiers that can
comes routed (page 74). movement after being hit by affect a unit's morale rating.
pass-through fire.

17
Morale

However, often the morale rating of Exception: A unit checking mo- Charge Initiation Checks
a unit is improved or worsened by con- rale because it is about to be hit by Units that have
ditions around it. Thus, before dice are a charge cannot choose to retreat; it been ordered to charge, but then fail the
rolled for a morale check, the player must make the check. required charge initiation check, can-
should check the following list to see if A unit that retreats to avoid making a not charge during this current turn.
he needs to modify his unit's morale general morale check remains in good A charging unit that attempts to
rating—for the current check only— order. If a player decides to make the cross an obstacle in its path (wall,
before he rolls. check, he must abide by the results. fence, trench, ditch, etc.) must make a
The conditions that affect a unit's A unit in any order (good, shaken, or charge initiation check when it reaches
morale rating, and the amount of the routed) that succeeds on a general mo- the obstacle. If the check is successful,
benefit or penalty, are listed below. rale check suffers no positive or nega- the unit continues on with its charge. If
tive effect—it continues about its the check is failed, however, the unit
Morale Rating Modifiers business or remains in place, as appro- ceases movement where it stands, and it
- 2 if at least 50% of the unit's priate. If the unit fails the check, how- cannot change frontage or facing for
figures have been removed ever, the exact effect depends on the rest of the turn.
— 2 if the unit is routed whether the unit is in good order,
— 2 if the unit attempts an oppor- shaken, or routed.
Rally Checks
tunity charge, and no charge If the unit that failed was in good or-
had been previously declared der, the player must reduce the unit to Each player has
for the unit on this turn shaken order and retreat 4". an opportunity to make rally checks
- 1 if the unit is shaken If the unit that failed was shaken, it during his movement step, in an effort
+1 for each rank in the unit be- must retreat 4" from its current posi- to improve the morale of units that are
yond the first, to a maximum tion and make another general morale shaken or routed. The only units that
modifier of + 4 check. If it fails this second check, it cannot be rallied are ones that are in
routs, assumes irregular formation (see base-to-base contact with enemy units.
Other modifiers are introduced in the page 20) if it was not already in that For a shaken unit, a rally check is op-
intermediate and advanced rules state, and immediately performs rout tional. During his movement step, each
(Chapters 6 and 7). All of the morale movement (see page 33). player can make a rally check for a
rating modifiers are listed on the Refer- If the unit that failed was already shaken unit instead of moving it. If the
ence Card at the back of this book. routed, it performs rout movement. rally check is successful, the unit re-
turns to good order; if it fails, the unit
Catastrophic Failure: If a unit fails a remains shaken. In neither case can the
Effects of a Morale Check general morale check with a dice-roll unit move (including a change in facing
result at least 7 greater than the unit's or frontage) later in the same turn. Like-
Morale checks modified morale rating, the unit auto-
are made for a variety of reasons. A wise, a unit that has already moved, or
matically routs. changed facing or frontage, cannot be
unit attempting to begin a charge, or a
charging unit that comes upon an ob- Retreating: The retreat performed by rallied in the same turn.
stacle in its path, must make a charge a unit after failing a morale check is a For any routed unit not in contact
initiation check. A player can (and usu- simple rearward move. The unit pulls with an enemy unit, a rally check is
ally should) attempt to rally a shaken or back, directly away from the attack or mandatory. If the rally check is success-
routed unit by making a rally check. A threat that caused the check to be made, ful, the unit becomes shaken, and the
morale check made for any other rea- and every figure in the unit ends the re- figures in the rallied unit can be turned
son is known simply as a general mo- treat facing in the same direction as to face any direction the player wants.
rale check. The effects of success or when it began the move. A rally check is made the same way
failure differ according to the reason If a unit is unable to retreat the full 4" as a general morale check, using any
why the check was made. because its path is blocked by impass- morale rating modifiers that apply. A
able terrain (including the edge of the unit suffers no actual penalty for failing
General Morale Checks tabletop) or another unit (enemy or a rally check, other than being forced to
friendly), then the unit moves as far as remain shaken or routed. However,
If a unit in good possible—up to the edge of the that can have its drawbacks: A shaken
order is required to make a general mo- obstruction—and halts there. How- unit that fails to rally has lost a turn of
rale check, the player can choose to re- ever, if a unit in good order wants to movement. A routed unit that fails to
treat the unit 4" directly backward avoid making a morale check but does rally is forced to begin (or continue)
instead of making the check (and risk- not have a clear line of retreat at least fleeing from the battlefield, and if it
ing failure). 4" long, then it must remain in place moves off the field it is lost forever.
and make the check.
18
Chapter 4
Movement

19
Chapter 4: Movement

Units can be moved during the move- gether, with the base of each figure or space (no greater than V2"). The ranks
ment step of each turn. As part of group of figures touching (or very close of the unit must still be easily identifi-
movement, units can change forma- to touching) at least one other base. The able, and each rank must be parallel to
tion, change facing, change frontage, exact arrangement of the figures de- the ones adjacent to it.
and perform special movement such as pends primarily on whether the unit is in Some units are capable of assuming
charges or rout movement. regular or irregular formation. Regard- regular formation (and will most often
While the basic movement allowance, less of the type of formation a unit is in, prefer to remain that way, to take full
in inches, is given on the roster for each the figures in the unit must be placed in advantage of the benefits of being in
unit, this allowance can be modified by rows, called "ranks," of figures. regular formation). Other units can
battlefield terrain, special movement, In regular formation, each part of the only be in irregular formation; when a
changes of direction by the moving unit, unit is in base-to-base contact with the unit has this limitation, it will be noted
and the presence of enemy units. parts around it, and all of the figures are as part of the unit roster.
arranged as neatly as battlefield terrain The most important differences be-
and conditions will allow. tween regular units and irregular units
Formation In irregular formation, the base of are the amount of area the units can
each figure (or stand of figures) in the cover, the types of terrain they can
The figures that unit must be separated from the bases move through (see "Terrain Effects on
make up a unit must remain grouped to- around it by some small amount of Movement," page 34), and the ease with

Examples of regular formation (above) and irregular forma- base-to-base contact; in an irregular unit, each stand of fig-
tion (below). The figures in a regular unit are always in ures is separated from the others by as much as V2".
Movement

which they can change their configura- time required to pull the ranks back to- must be those that occurred as a
tions (perform turns or alter the shape gether). Thus, a unit with less than 3" natural result of the movement.
of the formation). Regular units are of its movement allowance remaining (Note: Any row, whether or
more closely packed than irregular in the current turn cannot reassume reg- not it otherwise qualifies as a
units, which means that they can bring ular formation until the following turn. rank, must abide by these first
more attack strength to bear on an en- As noted above, every unit— two requirements—unless it is the
emy unit of a certain size. However, a whether regular or irregular—must be back row of a unit. If the back
unit in regular formation cannot travel arrayed in rows. When a row of figures row does not contain as many fig-
over any terrain other than clear, open meets certain conditions (described be- ures as the row in front of it, then
ground. Irregular units are not as effi- low), it is considered a rank. Depth of one or more breaks in the line are
cient as regulars when making changes rank provides a valuable morale boost permitted.)
in facing and frontage (discussed later to units—a +1 morale rating modifier 3. It must contain at least as
in this chapter). for every rank beyond the first. How- many figures as the front row of
A unit capable of assuming regular ever, the maximum modifier for multi- the unit.
formation can switch back and forth ple ranks is +4, so a unit with more 4. It must have a figure behind
between regular and irregular forma- than five ranks does not receive any ad- every figure that is part of the row
tion. A change to irregular formation ditional benefit. in front of it.
can be done automatically any time the In order to be considered a rank, a 5. Every row in front of it must
player desires; he simply declares the row of figures must meet these condi- be a rank.
intent to change, and then separates the tions:
stands of figures within the unit by 1. When the row is in a single Frontage
some small amount, so that the unit is straight line, that line must be
visually identifiable as being in irregu- continuous. In order to tell
lar formation. 2. When the row is not in a sin- how many ranks a unit has, a player
In contrast, a change from irregular gle straight line—which is the case must first determine the frontage of the
to regular formation costs 3" of a unit's after part of a unit has moved and unit—how many figures are in the front
movement allowance (representing the turned—the only gaps in the row row, and exactly which figures those

Believe it or not, these two stone giants started out as iden- left even more formidable by adding armor and other cloth-
tical figures. Dave Sutherland made the leader-type on the ing and gear that he sculpted out of epoxy.
21
Movement

Determining frontage and number of ranks. The units on brown-based unit has a frontage of 12 (counting the six fig-
green bases have frontages of 6 and 3. They are both two ures in the center plus the three on each end that are fac-
ranks deep, which qualifies them for a morale bonus. The ing sideways), but only has one rank.

are. In general, a figure is considered figures are part of the frontage, by us- to grant the exception, then it is permis-
part of the frontage of a unit when it ing these guidelines, then common sible to have a column formation that is
meets both of the following conditions: sense and reasonability should prevail. more than three figures wide and which
1. Its front side is not adjacent might also be wider than 3 inches.
to another figure in the same unit. Column Formation A unit in column formation can take
2. It is part of an unbroken— advantage of a special column move-
A unit that is ca-
but not necessarily straight—line ment bonus: The unit does not pay any
pable of assuming regular formation
of figures (bases adjacent side to movement costs for wheeling (changing
can be arrayed in a column, which is a
side or corner to corner) that all direction) as it moves—it can snake its
specialized type of regular formation.
meet condition 1. way freely along a winding road, or
(See the illustration on the facing page.)
If a unit contains more than one line make turns while moving across open
A column is made up of many ranks of
of figures that meets condition 2, then terrain, and still travel a number of
troops, with no more than three figures
the player can choose which line consti- inches equal to its full movement allow-
of width. A column cannot be wider
tutes the unit's frontage—if the unit is ance.
than 3 inches (75 mm); if this restriction
not in contact with an enemy unit. The drawback is that a unit that em-
is impossible to meet with three figures,
However, if the front side of any figure ploys this column movement bonus at
the column can only be two figures
is in contact with an enemy figure, then any point during its move cannot move
wide (or one figure, in rare cases in-
that figure is automatically considered closer than 3" to an enemy figure dur-
volving very large figures that are
in the front row of the unit (as are all the ing that same movement step. A unit in
mounted on bases 40 mm square).
other figures in the same unbroken line, column formation that does not make
whether or not each of those figures is Exception: If a unit of man-sized or
use of the column movement bonus
also in contact with an enemy figure). smaller troops contains some figures
during a given movement step is not so
that are mounted in stands of four or
In cases where it is not easy to deter- restricted—it can move close to, or
more, and players on both sides agree
mine the frontage of a unit, or which even into contact with, an enemy unit.

22
Movement

How to Move The distance of a move is measured


from the front of a figure's base. For a
contact with an enemy unit that he did
not intend to attack, he must go
simple move (for instance, traveling in through with the move as announced.
Each player
a straight line with no change of facing A player is not required to move any
moves his units during either Step 3 or frontage), it is generally sufficient to figures. He can move some, but not all,
(First Movement) or Step 4 (Second measure the move for one or two stands of the figures in a unit—as long as the
Movement) of each turn. Units can be of figures in a unit. Move those figures unit continues to abide by the forma-
moved in any order the player desires and then bring the rest of the unit up to tion rules when the move is completed.
(charging units first); however, all join it, placing them in the same posi- A unit cannot move through a space
movement for a single unit must be tion relative to the moved figures as occupied by another unit, even if both
completed before any other figure can they occupied before the move. (See the units are on the same side. It's impor-
be moved. It is not legal to move some illustration on the top of page 24.) tant to keep this in mind when deciding
of the figures in a unit, then move a dif-
A player must declare what a unit the order in which units are moved.
ferent unit, and then move the remain-
ing figures of the first unit. The figures will try to achieve with its move before A unit that tries to move through a
in a unit must be in formation (regular he actually measures out the move. For narrow gap between other units or be-
or irregular) when movement for that instance, if he states that one of his units tween areas of impassable terrain may
unit is completed, but the shape of a will move toward an enemy unit, in- have to change frontage (see below) in
unit's formation can be altered during tending to attack, but when he mea- order to be able to fit through the open-
movement. sures the move the target turns out to be ing. If it does not have enough move-
an inch or two beyond the unit's move- ment allowance remaining to make the
Each unit has a movement allowance ment allowance, he must still move his frontage change, then it must stop and
(in inches) listed on its roster. This is the unit forward as far as possible. wait until the following turn to con-
maximum distance that the figures in tinue its movement.
Conversely, if he declares that a unit
that unit can move during a turn. A
will move as far as it can in a certain di-
ruler or tape measure is used to deter-
rection but upon measuring the move IMPORTANT: As stated above—
mine actual distances on the tabletop.
he discovers that it brings the unit into and emphasized here—it is strictly ille-

Column formation. This unit, 3 figures wide and 14 figures for all the turns that each stand of figures has to make in or-
deep, can snake its way through the valley without paying der to stay on the path between the trees and the fence.

23
Movement

A unit in the process of being moved. The move has been rank. The rest of the unit can now be moved up between
measured and made for the corner figures of the front and behind the two figures, without further measuring.

gal to pre-measure movement distances


(or any other measurement) without
first declaring what action a unit will at-
tempt to perform. Once the action is de-
clared, the unit is committed to
following through on it.

Changing Direction

A unit can move


straight ahead, or at an angle of up to
45 degrees to either side of the direction
it is facing, without paying any special
movement costs. However, when a unit
makes this sort of angling movement,
none of the figures are allowed to
change their direction, or facing, as a
result of the move.
Often a player will want to maneuver
a unit through a sharper turn, or to ad-
just the unit so that its front rank is
pointed in a different direction, in
which case it is necessary for the figures Forward movement. The unit at the bottom can move straight ahead (to the top)
to pivot in addition to moving from one or anywhere within a 45-degree arc to either side of the center of the front rank.

24
Movement

long as the unit could afford the cost of


a change in frontage (1" to increase
frontage by 1 figure) in addition to the
change in facing (either 2" or 4", de-
pending on whether the unit is regular
or irregular). See the illustrations on
page 26 for an example of an adjusted
right face turn.
When a unit performs an about face
turn, some or all of its figures are ro-
tated 180 degrees, so that they face in
the opposite direction (to the rear of
their original position). An about face
turn costs 4" of a unit's movement al-
lowance (8" for irregulars), regardless
A simple right face turn. These pikemen have ended up facing the trees (top),
of how many figures are involved.
and must make a right face turn (bottom) to avoid having to move through the A wheel is a combination of a move
forest. and a turn. Instead of simply changing
the direction of facing while remaining
in the same location (as is the case with
a right face, left face, or about face
turn), a unit that performs a wheel
changes direction and location at the
same time by pivoting along an arc.
The movement cost of wheeling is the
distance moved by the figure farthest
from the pivot point. (This is one case
where a flexible measuring device
comes in handy, since the distance to be
measured is along a curved line.) See
the illustrations on page 27 for an exam-
ple of a wheeling maneuver.

Facing a Unit in Several


Directions
location to another. A unit has several ance (4" for irregulars), regardless of
ways to change the direction faced by how many figures are changed to the Sometimes a
its figures. Each change of direction new facing. player may want to change the facing of
costs part of a unit's movement allow- Note: If some of the figures in a unit only some of the figures in a unit—to
ance. are mounted three or more to a stand, it defend against an anticipated attack,
A figure in base-to-base contact with is sometimes impossible to perform a for example, by forming a square with
an enemy figure cannot change direc- true right or left face turn. If a unit is all four sides facing outward so that
tion, except as specified under "Move- only two ranks deep, for example, three none of the figures can be attacked from
ment and Enemy Units" (page 28). For a figures technically could not stand side the rear.
unit that is not in contact with an en- by side after such a turn. In such a case, Figures that are not in contact with
emy unit, the two types of direction the player can adjust the unit to the enemy units can change facing—even if
changes used most commonly are the closest practical arrangement of other figures in the unit begin the move-
change of facing and the wheel. figures—as long as the unit is able to ment step in contact with enemy fig-
A unit that changes its facing can per- pay the movement cost for a change of ures. To determine how much of a unit's
form a right face turn, a left face turn, frontage (see page 26) as well as the fac- movement allowance is required to
or an about face turn. In a right or left ing change. make multiple facing changes, simply
face turn, some or all of the figures in For example, for a unit configured as add up the movement costs of the dif-
the unit are rotated 90 degrees to the described above, a two-rank line turn- ferent maneuvers that need to be per-
right or left. A right or left face turn ing right could be changed to a column formed.
costs 2" of a unit's movement allow- of figures marching three abreast so For example, forming a regular unit

25
Movement

into a square requires some figures to


make a right face turn (2" cost), some to
make a left face (2"), and some to make
an about face (4"). Thus, the unit
spends 8" of its movement allowance to
perform the maneuver. See the illustra-
tion on page 28 for examples of square
formations.
A unit with figures facing in more
than one direction cannot move, except
to change frontage (see below), to per-
form facing changes, or to wheel one or
more portions of itself around to make
all of its figures face the same direction.
A unit can only move across the battle-
field, changing its physical location,
when all of its figures are facing the
same direction.
A unit with multiple facing can also
re-form into a single facing by changing
frontage (see below). Each figure that is
moved during a change of frontage can
be faced in whatever direction the
player desires. An adjusted right face turn, before (top) and after. Because the unit is made up of
stands of three figures, it has a frontage of 3 (instead of 2) after the turn.
March to the Rear
In performing
this maneuver, a unit moves up to 4"
backward, retaining its facing, during
its movement step. A unit that executes
a march to the rear cannot change
frontage, facing, or formation during
the same movement step, nor can it
combine a march to the rear with any
forward movement.
As an alternative to a full rearward
march, a unit can wheel one or another
of its flanks backward a distance up to
4". Again, this is the only movement of
any kind allowed for that unit during
the current movement step.
A march to the rear is identical with
the maneuver that a unit in good order
or a shaken unit performs when it falls
back after failing a morale check, and
with the maneuver performed by a unit
in good order to avoid having to make a
morale check. In those cases, however,
the fall-back movement takes place in-
dependent of the unit's chosen move for
the current turn. A unit that falls back
Changing Frontage The unit's frontage can be expanded or
contracted by moving figures into or
for a morale-related reason can still This movement out of the existing front row, at a move-
move normally during the current turn maneuver is in effect a reorganization ment cost of 1" for each figure that is re-
if it has not already done so. or realignment of the figures in a unit. aligned.

26
Movement

A wheeling maneuver. After coming up to face the gap at pivoting on the right front corner, before continuing to
an angle (left), this cavalry unit performs a wheel (right), move between the hedge and the fence.

A unit can expand its frontage by that it can add to or subtract from its that the unit would violate this restric-
moving figures from the rear ranks to frontage. See the illustrations on page tion. If the unit violates this restriction
the front, placing them on one or both 29 for examples of changing frontage. because of the way in which casualties
sides of the figures in the existing front were removed from it, then it must be
rank. The cost of such an expansion is reconfigured immediately the next time
Facing and Frontage the unit is able to move—whenever it
1" per figure added to the unit's front-
age. There is no additional cost to ex-
for Irregular Units begins a movement step not in contact
pand one or more of the back ranks to As noted early in with an enemy unit. The irregular unit
make them equal in size to the new this chapter (in the section titled "For- must pay for the necessary change in
front rank. mation"), irregular units are not as effi- frontage before it can undertake any
A unit can contract its frontage by cient or as versatile as regular units in other kind of movement.
moving one or more figures from the certain aspects of facing and frontage. If an irregular unit remains adjacent
front rank and placing them in the The differences are these: to an enemy unit (locked in melee com-
row(s) behind the front rank. Again, Irregular units pay double the regular bat) from one turn to another, then the
the movement cost is 1" for each figure cost for changes in facing—4" to per- figures that are in contact with the en-
that is moved from the front row to form a left face or right face turn, and emy are not allowed to move—and
some other location within the unit, 8" for an about face turn. Thus, a slow- thus, the irregular unit can continue to
with no additional cost for rearranging moving irregular unit (MV 6", for in- violate the frontage-vs.-ranks rule. But
figures that were positioned behind the stance) cannot perform an about face in as soon as the contact is broken (by the
front-rank figures that were moved. one movement step, but must accom- elimination of the enemy, or the retreat
A unit can only change its frontage if plish the maneuver by making one 90- of either unit), the irregular unit must
there is enough space on the battlefield degree facing change and then a second change frontage as its first act during
to accommodate the new configura- one during a later movement step. the player's next movement step, so
tion. A unit that is hemmed in by im- Also, an irregular unit must maintain that the unit is no longer in violation of
passable terrain or the presence of at least half as many ranks as it has fig- the rule. If conditions on the battlefield
nearby units (enemy or friendly) may ures in its frontage. Its facing or front- make it impossible for the unit to make
be restricted in the number of figures age cannot be changed in such a way the necessary change in frontage, then

27
Movement

one or more figures must be removed Movement and emy unit cannot move normally, nor
from the unit (and counted as casual- can they change facing or frontage,
ties) to bring the unit into compliance
Enemy Units during the Second Movement Step.
with the rule. Exceptions: A unit that begins its
A figure or stand
The only times that an irregular unit movement in contact with one or more
of figures must immediately stop its
in violation of this rule is allowed to enemy figures can perform only one of
movement when it comes into base-to-
move across the battlefield are when it these three types of movement: fighting
base contact with an enemy stand.
is performing a retreat after failing a withdrawal, flight, or wraparound.
Other stands in the moving unit can
morale check and when it is performing
continue forward if they are not in con-
rout movement (see page 33). Fighting Withdrawal
tact with the enemy, so long as the mov-
This restriction on the configuration ing unit remains in formation. The unit moves
of irregular units may not seem like However, no figures in the moving unit 4" directly backward, just as if it were
much of a limitation, but it can have a can change facing after any one figure performing a march to the rear (see
significant effect on how the unit per- in the unit contacts an enemy figure. page 26). It retains the same facing it
forms in a scenario.
NOTE: If a unit moves into contact had before the move took place. The
with an enemy unit during the First unit cannot come into contact with an
Movement Step, the figures in that en- enemy unit as it moves; if it is not possi-

Three types of square formations. The unit can have a gap all four directions (right), or can simply have its front and rear
in the middle (left), can be a solid mass with figures facing in ranks facing away from each other (center).

28
Movement

Changing frontage. This infantry unit (top) expanded its frontage from 6 to 9 in or-
der to fill the space between the tree and the fence. The cavalry unit (bottom) was
ble to move the full 4" without contact- riding nine abreast, but narrowed its frontage to 3 to pass between the buildings.
ing an enemy unit, then the fighting
withdrawal cannot be performed. The
move is also prohibited if the necessary
4" path is blocked by impassable ter-
rain (see "Terrain Effects on Move-
ment," page 34).
If a unit makes a fighting withdrawal
during the First Movement Step, there
is no further effect; the unit has simply
used the benefit of initiative to break off
contact and pull back a short distance
from the enemy unit.
If, however, the withdrawal occurs in
the Second Movement Step, a special
combat is fought at the moment the
withdrawal begins. All enemy figures
in contact with the withdrawing unit
are allowed to make a normal attack
against the withdrawing unit—but the
withdrawing figures cannot attack the
figures they are pulling away from. Ca-
sualties and any required morale checks
are resolved for the withdrawing unit
before it can perform the withdrawal
movement. If a morale check results in
the unit being forced to fall back 4",
then it does so (this move is physically

29
Movement

identical with a fighting withdrawal). If


the unit routs, then it performs rout
movement (see page 33) instead of the
withdrawal that had been planned for
it.

Flight
This type of
movement is generally performed when
a player wants to put a lot of distance
between one of his units and an enemy
unit. When a player announces that his
unit will attempt to flee, the enemy unit
immediately gets a free attack on the
fleeing unit (regardless of which move-
ment step is taking place).
After this attack is made, casualties
are removed, and any morale checks re-
sulting from the combat are resolved,
the fleeing unit makes an immediate
about face turn (at no movement cost)
and moves in a straight line away from
the enemy unit, up to the limit of its
movement allowance. Note that if the
result of a morale check calls for the
unit to fall back 4", it does not fall
Wraparound movement. The elves could fight the giants along one front (top),
back, but proceeds with its flight in-
but can bring more attackers to bear by expanding their frontage from 7 to 13 and
stead.
then wheeling the flanks until they also make contact with the enemy.
If the unit routs as the result of a mo-
rale check following the combat, it per-
forms rout movement (see page 33).
Flight is physically identical with rout
movement; however, a unit that is flee-
ing (but not routed) does not require
other nearby friendly units to make
morale checks. Also, a unit that is flee-
ing is not required to keep fleeing turn
after turn (as is the case with rout move-
ment, unless the routed unit rallies).

Wraparound
Unlike the other
two types of movement described
above, wraparound movement is an of-
fensive maneuver. The unit expands its
frontage (if necessary) and then wheels
one or both ends of the unit inward in
an attempt to outflank or envelop the
enemy unit.
The movement cost of wraparound
movement is the total cost of expanding
frontage (at 1" per figure) and the
wheeling movement. However, unlike
other types of movement resulting in
30
Movement

multiple facings within a unit, the cost completes its move (or, if the unit re- Charging
for wraparound movement is not the mains stationary, at any time during the
total of all the individual turns and movement step that the player desires). Charging is a
movements made by various figures in As in condition 2 above, mounted special type of movement. The objec-
the unit. If both wings of a unit wheel archers are an exception to this rule: tive of a charge is to carry a unit into
inward, apply only the cost for the They are not limited to firing either be- melee combat with enemy figures. Of
wing that traveled the longer distance fore or after movement. If the player so course, a unit does not have to charge in
(or the cost for a single wheel, if both chooses, such a unit can use part of its order to move into contact with enemy
wings traveled the same distance). movement allowance, fire its weapons, figures. A charging unit, however,
and then continue moving. gains considerable bonuses in the melee
combat that results from the charge.
Movement and When Opposing Units Move
Missile Fire A player's missile Declaring Charges
units can fire during the opponent's During Step 1 of
A unit that is movement step, if they meet the follow- each turn (except for the first turn of
armed with missile weapons can often ing conditions: any scenario), players can announce
fire those weapons during one of the 1. No figure in the unit can be in con- which of their units will charge during
movement steps instead of waiting for tact with an enemy figure when the mis- that turn. When declaring a charge, a
an opportunity to use the weapons later sile fire takes place or prior to the player also indicates the enemy unit
in the turn. missile fire during the current move- that will be the target of the charge. It is
NOTE: Troops using bows and ar- ment step. Contact during other steps possible to declare charges by more
rows have the advantage of being able of the turn, or during the current move- than one unit against the same target in
to fire twice in a turn (but not twice in ment step after the attack is made, does the same turn. For every charge decla-
the same step). All other missile weap- not affect the unit's ability to shoot. ration, the owning player receives a —2
ons can only be used once per turn. 2. The unit cannot have used more modifier to his die roll for determining
than half of its movement allowance initiative (in Step 2).
When Firing Unit Moves prior to firing its missiles. If the oppo- If the situation on the battlefield
nent moves during the First Movement makes it important to determine the or-
The figures in a Step, any units that fire missiles at en- der in which players determine charges,
player's missile units can fire during his emy units during his movement can use or the number of charges each side de-
movement step (whether it is First or no more than half of their movement al- clares, then the players can agree to set-
Second Movement) if they meet the fol- lowance during the Second Movement tle the issue in any way they desire.
lowing conditions: Step. (Again, mounted archers are an Some possible methods:
1. The figure in the missile unit is not exception to this restriction; see the pre-
in contact with an enemy figure at any ceding column.) (1) The player who did not win initia-
point during this step, before or after 3. Unless armed with bows, the unit tive on the previous turn must make all
the missile fire. (Exception: A figure can cannot have fired missiles previously of his charge declarations first. (This is
fire missiles and later in the same step be during the same turn. the "default" method; see page 14.)
struck by an enemy unit making an op-
portunity charge.) If an enemy unit If a unit meets these conditions, the (2) The players roll dice, with the
comes into contact with part of a mis- owning player can fire its missiles while high roller getting the option of making
sile unit, the figures that have been con- the opponent is moving his figures. To his all of his charge declarations last or
tacted cannot fire, but other figures in do so, the player simply announces his allowing his opponent to do so; or
the missile unit are still free to do so. intention to fire when an enemy unit (3) One of the two above methods is
2. The unit cannot use more than half moves within range of his missile unit. used for the first declaration, but there-
of its movement allowance during this The opponent must stop moving until after players alternate declaring charges
step. (Exception: Archers astride horses the attack is resolved. He suffers any re- until one of them chooses to stop. The
or other mounts can use their bows dur- quired casualties immediately, and other player can then continue for as
ing the movement step and still move makes any required morale checks, be- long as he desires.) (Remember that at
their full movement allowance.) fore continuing to move. this point in the turn, no one knows
3. Unless armed with bows, the unit If a player announces his intention to who will be moving first or second—
cannot have fired missiles previously fire missiles, but upon measuring finds and also, declaring a charge does not
during the same turn. that the target is out of range, that shot guarantee that the charge will actually
has been wasted—the missiles went off, take place, since the unit must
A unit that meets these conditions but they failed to hit anything.
can fire either before it moves or after it

31
Movement

still succeed on a charge initiation check


later in the turn.)
A unit must be in good order to
charge. A unit can only complete a
charge successfully if there is at least
one enemy unit in its charge range (see
below), and the declared target unit
must be visible to the front rank of the
charging unit. (See the section on "Line
of Sight," page 43.)
Once a unit has declared a charge, it
is committed to following through on
that charge, unless it fails a charge initi-
ation check (which causes the charge to
be negated or discontinued at that
point). A charging unit can change fac-
ing, change frontage, or wheel into a
different position before beginning its
forward movement, so long as this pre-
liminary movement does not cost more
than 3" (see below under "Performing a
Charge").

Charge Range Charge range. This unit has a movement allowance of 6". If it charges straight
A unit's charge ahead, it can contact a target unit that is at least 3" and no more than 9" away, as
must be directed toward a target (en- long as one figure of the target unit is inside the 90-degree arc.
emy unit) that is located entirely or par-
tially within the area in front of the none of the combat benefits for charg- wheel before charging—at no move-
charging unit, extending 45 degrees to ing. (In terms of realism, this rule simu- ment cost. However, this preliminary
either side of the direction the charging lates the fact that across a relatively maneuvering can involve no more than
unit is facing (see the illustration short distance, the charging unit does 3" of movement. (For example, a regular
above). In order for an enemy unit to be not have enough room to build up the unit could make a right face turn for 2"
considered within range, the base of at momentum needed for a thunderous and then change its frontage by 1 figure,
least one figure of the target unit must impact against the target unit.) or it could perform a 3" wheeling ma-
be entirely within the charge range of neuver.) Then the charging unit must
one figure in the charging unit. move in as straight a line as possible to
Performing a Charge
A charging unit receives a 50% bo- the target. As stated above in the section
nus to its movement allowance; thus, a Most of the on "Charge Range," it can move up to
unit with a normal move of 12" could charges that a player performs with his IV2 times its movement allowance.
charge a target as far as 18" away, at the units will occur during his movement After the unit has succeeded on its
outer limit of the unit's charge range. At step. Occasionally a player will have a charge initiation check and performed a
the other extreme, a unit's charge range chance to make an opportunity charge preliminary maneuver (if desired), the
does not include the space immediately (see the following section) during his player measures the distance to the tar-
in front of the unit up to half of its opponent's movement step. The basic get unit. If, after measuring, the player
movement allowance away, or out to a procedure for all charges is the same, discovers that the target is not in charge
distance of 6", whichever is less. Thus, regardless of when they take place. range, his unit must still move forward
a unit with a movement allowance of 6" First, the player makes a charge initi- IV2 times its movement allowance—
cannot charge a target that is 3" or less ation check for the unit attempting to and the would-be charging unit auto-
away from it; a unit with a move of 12" charge. If the unit fails this check, it matically becomes shaken. (Unless you
or more cannot charge a target that is cannot charge at any time during the are very good at judging distances, it's
6" or less distant. If a charging unit con- current turn. If the check is successful, best not to take chances on trying to
tacts an enemy unit before moving this the charge proceeds. charge an enemy unit that you think is
minimum distance, combat still takes The charging unit is allowed to on the very outer edge of your unit's
place—but the attacking unit receives change frontage, change facing, or charge range.)

32
Movement

When an enemy unit is struck by a make an opportunity charge must being hemmed in by impassable terrain
charging unit (just as when struck by make a charge initiation check. If no (see the following section, "Terrain Ef-
any unit moving normally), the enemy charge was declared for the unit during fects on Movement"). This oblique
cannot change frontage or facing, nor Step 1 of the turn, the unit's morale rat- movement must be performed at the be-
can it move, for the remainder of the ing is modified by — 2 for the purpose of ginning of the unit's move if it is per-
turn. this check. If the check is failed, the unit formed at all; a routed unit cannot, for
Any unit that is declared to be charg- does not charge and cannot charge dur- instance, move 2" directly forward and
ing must do so, either in a normal ing the rest of the current turn. If the then veer off to one side or the other.
charge or an opportunity charge (see check succeeds, the charge takes place. A routed unit that cannot avoid
the next section); the player cannot If the enemy unit that triggers an op- touching an enemy figure is considered
change his mind later in the turn. If portunity charge was itself charging the destroyed, and should be removed
more than one enemy unit lies within a unit making the opportunity charge, from the field and placed with the other
unit's charge range, and the enemy unit the two units meet halfway between the casualties. A routed unit that cannot
that had been designated as the target of locations they occupied when the op- complete its movement because of bat-
a charge is allowed to move out of portunity charge was declared. (If a tlefield terrain is also considered de-
charge range, then another enemy unit player waits too long to declare an op- stroyed.
within range must be charged instead. portunity charge, he may discover that A routed unit cannot change front-
If all enemy units move out of charge the target unit is too close to be within age, unless that is the only way it can
range, the charging unit must still move the charging unit's charge range. In this perform its rout movement. For in-
forward (toward the designated target) case, the two units still come together stance, it can change frontage to
and become shaken, just as if the own- for combat, but only the enemy unit re- squeeze through an opening on the bat-
ing player had underestimated the dis- ceives attack bonuses for charging.) tlefield if the unit would otherwise be
tance between the opposing units. blocked by terrain, friendly or enemy
units, or other obstacles. A routing unit
Opportunity Charges Rout Movement cannot rout through a gap too narrow
to accommodate the widest stand of fig-
An opportunity A unit that be- ures in the unit.
charge is a charge performed by a comes routed has only one real objec- A routed unit cannot change facing,
player during his opponent's movement tive: to get to a place of safety as soon except if it needs to make a turn to get
step in reaction to an enemy unit's as possible. Rout movement simulates itself pointed in the right direction (to-
movement. A unit can make an oppor- the action of a unit whose morale has ward the edge of the battlefield) just af-
tunity charge if all of the following con- been shattered, and which is running ter becoming routed. The unit can veer
ditions are met: away from the battlefield in panic. up to 45 degrees as often as necessary to
1. The charging unit has not yet The figures in a routed unit are avoid contacting a friendly unit that lies
moved during the current turn. turned, if necessary (no movement in its path. However, any friendly units
2. The target unit is about to move, cost), to face toward the end of the bat- thus avoided might be forced to make a
has been moved, or has changed facing tlefield where they began the scenario morale check; as explained in Chapter
or frontage. and away from the attack or threat that 3, a friendly unit must make a general
3. The opportunity charge is declared caused the rout. If these two directions morale check if a routed unit with an
during or immediately after the target are not the same, the unit's first priority equal or higher morale rating comes
unit's move, before any other enemy is to head for "home." A routed unit will within 3" of it.
unit is moved or reoriented. normally try to avoid coming into con- If a unit cannot complete its rout
tact with other units (enemy or movement because a friendly unit lies
Even if the above conditions are met, friendly), but will not stray too far from
an infantry unit is not allowed to make in its path (and all the routing figures
the most direct path possible between cannot veer around it), then the
an opportunity charge against a cav- its present location and the place it
alry unit. (This reflects the reality that friendly unit blocking the path must re-
wants to get to (the edge of the table- treat 4" and (if it was in good order) be-
foot soldiers are not physically capable top).
of intercepting and interrupting the come shaken. If this retreat still does
movement of mounted troops.) A routed unit always moves as far as not allow the routed unit to pass (or to
If an enemy unit has its move inter- possible (up to the limit of its move- complete its movement without making
rupted by an opportunity charge and ment allowance) in a straight line. It is contact), then the blocking unit auto-
the charge succeeds in contacting the allowed to move 45 degrees to either matically becomes routed and performs
target unit, then that unit cannot move side (changing the direction of move- its own rout movement before the origi-
any farther during the current turn. ment, but not changing facing) to avoid nal routed unit completes its move.
contacting a unit in its path, or to avoid This phenomenon can have a chain-
A unit that has been designated to

33
Movement

reaction effect; any friendly unit that


lies in the path of any routed unit is sub-
ject to being routed itself. (This is one
good reason why players should be
careful not to pack their units too
closely together front to back—in the
worst case, a single unit that routs has
the potential to cause disruption
throughout an entire army.)
A routed unit performs rout move-
ment each turn until it rallies or it leaves
the battlefield. If the unit does not rally
and is not destroyed by running into an
enemy unit or impassable terrain, then
the figures in it are removed from play
(and counted as casualties) as they
leave the field. If not all of the figures in
a routed unit leave the field in the same
turn, the figures remaining on the bat-
tlefield can still rally and come back
into play on the following turn. Rout movement, phase 1. A unit of ores has forced its way behind enemy lines,
taking heavy losses along the way, and is now being engaged by elf pikemen.

Terrain Effects
on Movement
Very seldom is
the battlefield for a scenario composed
of nothing but clear, flat ground. The
presence of other physical features,
known collectively as "special terrain,"
can have a significant impact on the
outcome of a battle. Special terrain af-
fects the movement of units as specified
here; it can also affect combat, as ex-
plained in Chapter 5.
A unit must be in irregular formation
before it can move in or through special
terrain—unless it is moving along a
road or trail that cuts through the spe-
cial terrain. After emerging from spe-
cial terrain onto clear, open ground, a
unit can reassume regular formation (if Rout movement, phase 2. The ores have been routed; they turn their backs to the
it is otherwise able to do so) for the elves and flee. By moving away from the elves at an angle, they can pass be-
standard movement cost of 3". tween the other two enemy units.
Movement costs for various types of
special terrain are applied to changes in LIGHT WOODS: Infantry units infantry (3" per 2" or fraction thereof).
facing and frontage as well as to normal moving through light woods pay 3" of
travel. For example, in accordance with DENSE WOODS: Movement in
movement for every 2" (or fraction of dense woods is prohibited to all units
what is given below, the cost for an in- 2") traveled through that terrain. Cav-
fantry unit to change frontage in light except infantry. An infantry unit mov-
alry units in light woods pay 2" per 1" ing through dense woods pays 2" for
woods is 3" per 2 figures instead oil"; a. moved.
special unit making a left face turn on every 1" moved.
Special units of cavalry size or larger
rough/rocky ground must use 8" of cannot enter light woods; special units ELEVATION: Elevation increases on
movement instead of 4". smaller than cavalry size are treated as the battlefield are shown in 1" incre-

34
Movement

merits (10' in scale). Generally, a unit SHALLOW WATER: This represents and other units pay 2" per 1" of move-
pays 2" of movement to climb 1" of ele- a body of water with a relatively solid ment through such an area.
vation. A scenario may specify that a bed (gravel or packed clay, not mud or BRUSH/SCRUB: This terrain is com-
change of elevation in a certain area is a quicksand), with water not more than posed of shrubbery, moderately thick
steep slope, requiring 3" (or more) for a shoulder-deep to creatures that might underbrush, and/or small trees. Any
unit to ascend instead of 2". Some enter it. Any type of unit (infantry, cav- type of unit can move through brush at
changes in elevation may be too steep alry, or special) can move through shal- a rate of 3" per 1" traveled.
to negotiate, either ascending or de- low water at a cost of 3" per 1" moved.
scending, such as the face of a cliff. De- The depth of any body of water ROADS: A unit moving on a road
scending from a higher elevation to a should be indicated in the setup infor- that runs through an area of light
lower one is done at no additional cost mation for a scenario. It is quite possi- woods, dense woods, swamp, rough/
in movement (unless the particular ble that a pool would be deep water to rocky ground, or brush/scrub does not
rules for a scenario dictate otherwise). human (and similar-sized) troops, but suffer any movement penalties or re-
Note that the cost of movement while shallow water to ogres and giants (large strictions because of the special physi-
ascending a slope is cumulative with troops). cal features of the area; it is treated as
any other terrain costs that may apply; clear, open terrain. The unit still pays
the cost for an infantry unit moving to a OBSTACLES: Obstacles include bar- the normal cost for moving uphill or for
higher elevation within an area of light riers such as walls, fences, hedges, gul- clearing an obstacle that lies in or across
woods is 6" per 2" traveled. lies, and ditches. It usually costs 4" of the road. A road may or may not in-
movement to cross an obstacle, though clude a bridge that allows the path to
SWAMP: Only infantry units can en- some scenarios might specify different continue over a body of water; if there
ter a swamp. Each 1" of actual move- amounts (6" for a deep, muddy ditch, is no bridge, a unit moving along the
ment through swamp costs 3" of a unit's for example). Any type of unit (infan- road must pay the normal cost for
movement allowance. try, cavalry, or special) can cross an ob- crossing the water (or may be pre-
stacle, but the unit must assume vented from traveling farther, if it is
DEEP WATER: This terrain feature irregular formation in order to do so.
represents a stream, pond, lake, ocean, prohibited from moving through the
or other body of water having consider- ROUGH/ROCKY: This terrain rep- water).
able depth and/or a soft, mucky bot- resents jagged rock outcroppings, TRAILS: A trail is similar to a road.
tom. It is a body of water that cannot be boulder-strewn fields, steep-sided gul- But, because the path is narrower, a
waded through by troops, and move- lies, and other irregular features. Cav- cavalry unit cannot move along a trail.
ment into it is prohibited. alry units cannot enter rough terrain, (Large-sized or giant-sized figures may
also be unable to benefit from a trail;
the width of a trail and the largest fig-
ures that can use it should be specified
in the setup information for a scenario.)

Terrain Effects on Charges


A unit can charge
through an area of special terrain, if it is
able to move through the type of terrain
in question and if all of the following
conditions are met:
1. The target unit is not located in
special terrain.
2. The charging unit can pay the
movement cost of getting through the
special terrain and still have enough
movement left (including its charge bo-
nus) to contact the target.
3. The charging unit, when it emerges
from the special terrain, is at least as far
Rout movement, phase 3. If the routed ores don't rally immediately, they'll be away from the target as its minimum
destroyed—because a unit of archers has moved up to block the ores' only path charge range.
of retreat.

35
Movement

Penalties (to the player) for miscalcu- Favored Terrain troops that can negotiate swampy ter-
lation or mismeasurement are assessed rain as easily as lizard men can.
Some types of
just as if the charging unit had been
units in a fantasy milieu have a special
moving across clear, flat terrain. Terrain and Rout Movement
affinity for certain types of terrain.
As noted earlier in the rules about
When the roster for a unit in a scenario A unit perform-
performing a charge, a unit can cross an
includes a mention of "favored terrain," ing rout movement does not incur any
obstacle (fence, hedge, etc.) and still
the unit can move through the indicated penalties for traveling through special
complete a charge, as long as the condi-
terrain as if it were clear ground. terrain; however, impassable terrain is
tions given above are met. Note also
Lizard men, being creatures native to still impassable. For instance, a cavalry
that a unit attempting to cross an obsta-
the swamp, often have that terrain type unit that routs can move through light
cle during a charge must make a suc-
listed as favored terrain. Likewise, woods, climb elevations, and clear ob-
cessful charge initiation check in order
dwarven infantry may be able to travel stacles as though they weren't there—
to be able to proceed.
across rough or rocky ground with no but the unit is destroyed if its path takes
A unit cannot move uphill and movement penalty; elves on foot can it into dense woods, swamp, water, or
charge in the same turn, even if it would move freely through light woods, and rough ground. The "benefit" of not be-
have enough movement left after through dense woods as though the ing slowed by terrain can often be a
making the ascent to complete the area was light woods. curse instead of a blessing, though; a
charge. However, a unit can descend routed unit that runs pell-mell through
from a higher elevation to a lower one Favored terrain is not always listed
for a certain type of unit; the specifica- a forest could end up being wiped out
in the course of making a charge (unless because its movement takes it into con-
the specific rules for a scenario dictate tion may appear in some scenarios but
not in others. Special cases are possible,. tact with an enemy unit lurking at the
otherwise). opposite edge of the woods.
such as a unit of human "amphibious"

This elven army stands firm at the border of its forested death before allowing the desecration of their pastoral
homeland. Horse archers, lancers, and infantry will all face realm by attackers from the wasteland in the distance.

36
Chapter 5
Combat

37
Chapter 5: Combat

Combat is divided into two types: of hits scored, roll them again and do that figure's armor prevented it from
melee combat, which occurs between the same thing, and then roll three of being damaged).
opposing figures in contact with each the four dice and add those hits to the fi- Suppose that the trolls attacked a
other; and missile combat, which oc- nal sum. unit of dwarven heavy infantry with an
curs when one unit launches missiles AR of 6. The player of the dwarves rolls
(arrows, spears, catapult boulders, Scoring Hits 17dlO, and nine of the results are 6 or
etc.) at another. greater. This means that of the 17 hits
The higher an
Melee and missile combat employ the scored by the trolls, 9 are negated and
AD roll is, the more hits are scored by
same procedure to determine the effects only 8 actually hit home.
that roll. The Combat Results Table
of attacks. In melee combat, two units Many combat situations, explained
(given below, and also printed on the
attack each other simultaneously, with in this section and listed on the Refer-
Reference Card) shows the number of
losses removed from both sides after ence Card, will modify the AR of a unit
hits scored by a certain die roll.
the fight. In missile combat, one unit at- under attack. A modifier may change
tacks at a time—and there is often no the AR of only some of the figures in a
return attack. Combat Results Table
unit. In such a case, attacks and armor
Much of the information in the com- Result of Hits checks are rolled separately for each
bat rules is condensed and presented at AD Roll Scored group of figures.
the top of the Reference Card, which is 1-3 0
printed on the foldout back cover and 4-5 1 Effect of Hits
on the last page of this book. 6-9 2 The number of
10-11 3 hits required to "kill" one figure is listed
12 4 on a unit's roster. If the "Hits" number is
Attack Procedure 1, each hit against a unit kills one fig-
It's easy to see how a unit with larger ure. If it is greater than 1, that number
In the system's attack dice has a greater ability to cause of hits are required to force the removal
most basic form, a player rolls a die for damage to the enemy. A figure in a unit of a figure. For example, a unit rated at
each attacking figure, scoring any- with AD 4 has a 3 in 4 chance of not 4 Hits only loses a figure for every 4 hits
where from 0 to 4 hits per roll. The scoring a hit, and can never score more that are inflicted on it.
player whose figures are being attacked than one hit; a figure in a unit with AD
then rolls one die per hit, to see if his If hits that don't require the removal
6 has a 50% chance of missing on its at- of a figure are scored on a such a unit,
unit's armor cancels any of those hits. tack, and only a 1 in 6 chance of scoring
All remaining hits are registered as ca- those hits are noted by placing a d6 or
two hits. At the other extreme, a figure similar marker adjacent to the unit,
sualties, often requiring figures to be re- in a unit with AD 12 will score at least
moved from the table. showing the number of hits it has suf-
one hit 75% of the time, and on the fered. If additional hits are scored
highest possible roll that single figure against the unit later, the hits shown on
Rolling Attack Dice can inflict four hits on the enemy. the die are added to those new hits to
When making an Continuing with the example of the see if a figure is removed.
attack, a player totals up the number of trolls, let's say that the 11 figures make For example, let's say the dwarves
figures eligible to participate in the at- the following AD rolls: 1, 3, 3 (no hits); that took 8 hits from the trolls are listed
tack, and notes the type of attack dice 4, 5 (1 hit each); 6, 8, 8, 9 (2 hits each); as having 3 hits per figure. Thus, as a
used by that unit. 11 (3 hits); and 12 (4 hits). The unit in- result of the attack just completed, two
Generally, the number of attack dice flicts 17 hits on the defender. dwarf figures must be removed and two
(AD) rolled for an attack is one per each additional hits are recorded. A d6, with
attacking figure, though sometimes— Armor Checks two pips showing, is placed with the
most notably when it is charging—a dwarves to indicate the two additional
A hit scored on
unit will get extra attack dice. Roll all of hits. If the unit later suffers 2 more hits,
an AD roll does not necessarily result in
the dice for one unit's attack at the same the total of hits against it is now 4—so
a casualty for the defending unit, since
time, if enough dice of that type are one more figure is removed and the die
the defender's armor rating (AR) must
available. Otherwise, roll all the dice is turned to show 1 excess hit.
also be considered. When the total
available, add up the hits, and reroll (Note: Players may wish to use d6's
number of hits in an attack is deter-
enough dice to arrive at the total num- of a different color from that of the
mined, the player of the defending unit
ber of rolls needed. playing dice for marking hits. This re-
then rolls that number of 10-sided dice.
For example, 11 trolls (AD 12) are at- Any die result equal to or greater than duces the chances of a player acciden-
tacking, but only four dl2's are availa- the defender's AR negates one hit (in ef- tally scooping up his hit markers when
ble. Roll the four dice, note the number fect, the attack did strike a figure, but he gathers dice for a shake.)

38
Combat

Removing casualties. The simplest way to remove two ca- The player could also pull one or two figures from the left
sualties from this unit is to take the back row off the table. side of the front rank, reducing frontage accordingly.

The morale rules (Chapter 3) explain modified AR), this does not affect the Special Attack Dice
when morale checks are required as a removal of casualties; lost figures can
In most cases, the
result of hits and casualties. Such still be taken from anywhere in the unit.
entry under the Attack Dice (AD) head-
checks are made after all casualties If the proper number of figures can-
ing on a unit roster is a single number,
have been removed. not be removed from a unit because it
representing the type of dice (4-sided, 6-
contains multiple figures per stand,
sided, etc.) that are rolled when this
Removing Casualties then a toothpick or pipe cleaner or
unit makes any attack. But for some
some other similar marker can be used
The casualties re- units, this entry is more than a single
to separate casualties from figures that
moved from a unit can be taken from number.
are still active. Any figure separated
anywhere in the unit the owning player from the rest of its unit by a casualty When one of a unit's two AD num-
desires. Losses can be taken both from marker is considered not to be on the bers is followed by an asterisk, dice of
figures that are, and are not, in contact battlefield. As the unit suffers addi- that type are used for a missile attack.
with enemy figures. If all the figures in tional casualties, the marker is shifted For example, an entry of "6*4" means
contact with an enemy unit are re- so that it separates all the lost figures that the unit uses 6-sided attack dice
moved, the two units are no longer con- from the rest of the unit. A stand of fig- when firing missiles, but 4-sided dice
sidered to be in contact. ures must be removed from the battle- when it is in melee combat.
For example, a unit three ranks deep field as soon as it becomes possible to A number enclosed in brackets indi-
and six figures wide is engaged in melee account for casualties by doing so. cates the unit's AD for an attack that
combat all along its frontage and suffers
5 casualties. Among other possibilities,
the player can remove five figures from
the back rank (leaving one), or he can re-
move two from each of the back ranks
and one from the front rank (narrowing
the unit's frontage to 5), or the casualties
can all be pulled from the front rank.
Even in the latter case, however, the
units would remain in contact, because
one figure (all that remains of the front
rank) is still engaged by an enemy figure.
If attacks and armor checks are rolled Marking casualties. Each of these units, made up of stands of three figures, has
separately for certain groups of figures lost two casualties. Toothpicks are used to set off "dead" figures. When either
in a unit (because of differences in their unit loses another figure, one stand of three must be removed.

39
Combat

can only be used on the first turn of a The example of " x IV2 AD" indi- ROUTED figures cannot make melee
melee. (Lances wielded by cavalry are cates that the attacking unit gets IV2 attacks.
the primary example of this attack times its normal number of attack dice. MISSILE-FIRING figures that shot
form.) For example, an entry of "[12]8" Thus, a unit containing six figures and their weapons during either movement
would describe a unit equipped with benefiting from a x i y 2 AD bonus gets step of the turn cannot make melee at-
lances and long swords. The unit has 9 (6 X IV2) dice for this attack. A unit tacks.
12-sided attack dice on the initial turn containing seven figures would have 11
of a melee (when using the lances), but attack dice (7 X IV2, rounded up). Ad- Note that "base-to-base contact" ap-
if it remains engaged with the same en- ditional attack dice are always the same plies only to individual figures, not to
emy unit for two or more consecutive type of die as normally used for the an entire stand of figures mounted two
turns, it must use 8-sided dice (for the unit. or three (or more) to a base. When a fig-
swords) thereafter until contact with ure is part of a multiple-figure stand,
the enemy is broken. Then, the next Modifiers to Armor Rating the base of that single figure (for pur-
time it contacts an enemy unit (either poses of determining attack eligibility)
the same one or a different one), it is Other condi- is only the part of the stand occupied by
again eligible to use 12-sided attack dice tions, in melee or missile combat, will that figure.
at the start of that melee. modify the armor rating of a unit hit by Contact need not be front-to-front; a
an attack. Such modifiers are always figure can attack an enemy that is con-
When two numbers are separated by cumulative, except that no AR can be
a plus sign, each number refers to a die tacting it along the side or the rear of its
modified above AR 10 (the equivalent base. However, a figure that is being at-
of a certain type. Both dice are rolled at of no armor) or lower than AR 2.
the same time and the results added to- tacked from the side or the rear suffers a
A modifier to armor rating always penalty to its armor rating when de-
gether to produce a final attack die roll
represents some aspect of the target fending against that attack (see below).
for each figure in the unit. For instance,
unit. Perhaps it is under attack in the
"12+8" means that each attack result is
flank ( +2 to AR) or from the rear ( +4),
the total of a dl2 and a d8. Note that the Effects of Formation
or protected by a wall (-4). Most of
results of each die roll are not counted on Attacks
these modifiers are listed on the Refer-
separately, but are considered as a sin-
ence Card. If a unit is in ir-
gle roll for the purpose of determining
hits; thus, no single figure's attack can regular formation, only those figures in
ever score more than 4 hits. actual physical contact with enemy fig-
When a unit has multiple attack dice
Melee Combat ures can attack.
of the same size, attacks must be rolled If a unit is in regular formation, an
Whenever fig- additional one figure to the right and
and hits counted up for each figure indi- ures from opposing units come together
vidually. If a unit containing six attack- one figure to the left of the figures actu-
on the battlefield, melee combat can ally contacting the enemy's figures can
ing figures has AD 2d8, for instance, take place. In most cases, each side is
the proper way to resolve the attack is also fight. In addition, figures in the
considered to be attacking the other one second row of a regular formation can
to roll 2d8 six different times, recording simultaneously; each player rolls the
each roll as it is made. It would not do fight if the unit is armed with spears,
appropriate number of attack dice and pikes, or pole arms (simulating their
to simply roll 12d8 all at once, because checks to see how many hits are ne-
there would be no way to tell which two ability to strike between and over the
gated by the opposing figures' armor. friendly troops in front of them, be-
rolls for each figure were meant to be Then casualties are recorded and fig-
added together. cause of the length of their weapons).
ures are removed from each side at the The attacking player rolls V2 AD for
same time. If opposing figures remain every figure in the second row (round-
Modifiers to Attack Dice in contact after the combat results are ing up). Any figure in the second row
Certain circum- applied, the combat can continue on that is adjacent to an attacking figure in
stances during melee or missile combat the following turn. the front row of the unit is eligible to at-
will increase or decrease the number of tack in this manner.
attack dice a unit is entitled to. Such Attack Eligibility In addition, figures in the third row
modifiers are given as additional dice of a unit armed with pikes can also take
In general, fig-
( XIV2 AD, for example) or fractions advantage of this special attack oppor-
ures that are in base-to-base contact
(V2 AD) of the number of figures you tunity. (Pikes are extremely long hand-
with one or more enemy figures during
have attacking. (When making this or held weapons, enabling the wielder to
Step 6 (Melee Combat Step) can make
any other calculation in the BATTLE- strike between and over two rows of
attacks and be attacked, with two re-
SYSTEM™ game, always round frac- friendly figures.) Remember, though,
strictions:
tions up.) that the unit must be in regular forma-
40
Combat

some of the figures in the unit) before


rolling armor checks for the current
turn of combat.

— 2 if target is on higher elevation than


opponent
This modifier is used whenever the
bases of more than half the target fig-
ures rest on a higher piece of terrain
than the bases of all the attacking fig-
ures. The benefit applies to figures de-
fending a raised platform, the top of a
building, the outer edge of a trench or
ravine, and similar positions.

— 2 if target is in favored terrain


When all the figures under attack oc-
cupy terrain favorable to their creature
type (see page 36), the AR of the target
is improved by 2.

— 2 if target figures are protected by a


wall, breastwork, doorway, window, or
similar cover
This benefit always applies to both
Eligibility to attack. The ore at the bottom of the photo can't attack, since the unit is units in a melee if it applies at all, since
irregular and the base of that figure is not contacting an elf figure. In contrast, every the barrier protects each combatant
one of the elves can attack, since they are in regular formation and armed with pikes. from the other. Note, however, that it
pertains only to figures that are pro-
tion for figures to attack from the sec- 3. It is attacking the rear of an oppo- tected; if only part of a unit is behind a
ond or third row. nent (but only if every attacking figure wall, then the AR of unprotected fig-
is attacking from the rear). ures does not receive this modifier.
Melee Advantage 4. It is composed of figures that are
similarly armed but larger than the de- + 2 if target is at lower elevation than
Certain melee
fenders; for instance, men with short opponent
combat situations give one unit an ad-
swords get a melee adventage against This is the converse of the first modi-
vantage over its target. In a BATTLE-
goblins that are also carrying short fier given above, and applies to a unit at
SYSTEM™ scenario, this allows the unit
swords. (However, being of smaller size lower elevation whenever the previous
with the advantage to resolve its at-
than the defender does not negate an modifier applies to a unit on higher
tacks first, inflicting casualties and
advantage gained for some other rea- ground.
forcing morale checks before the target
son; for example, humans with spears
unit makes its attack. If the target unit
still have an advantage against ogres + 2 for target unit being attacked from
withdraws or routs as a result of the me-
with clubs.) flank
lee, it does not get to make its attacks.
A unit receives the melee advantage If any figure in the target unit has the
bonus if it is in good order; if at least Armor Rating Modifiers side of its base in contact with an en-
some of the attacking figures are con- emy, the unit suffers this penalty. If the
The following corner of a figure's base is in contact
tacting the enemy with the fronts of situations all change the armor rating of
their bases; and when at least one of with the front side of an attacking fig-
the target of an attack. (Remember, ure, the defender suffers this penalty if
these conditions is met: negative numbers improve AR, while the angle between the attacker's front
1. It is armed with pikes and attack- positive numbers reduce armor protec- side and the defender's flank is smaller
ing a unit that is not armed with pikes. tion.) The modifiers described below than the angle between the attacker's
2. It is armed with halberds, spears or are cumulative; the player owning the front side and the defender's front or
lances and attacking a unit that is not target unit adds together all of the ad- rear side. (See the illustration on the fol-
armed with pikes, halberds, spears, or justments that apply in a certain situa- lowing page.)
lances. tion and modifies the AR of his unit (or

41
Combat

+ 4 for target unit being attacked from


rear
If any figure in the target unit has the
rear of its base in contact with an en-
emy, the unit suffers this penalty. If one
of the rear corners of a figure's base is in
contact with the front side of an attack-
ing figure, the defender suffers this pen-
alty if the angle between the attacker's
front side and the defender's rear side is
smaller than the angle between the at-
tacker's front side and the defender's
flank.

Attack Dice Modifiers


In certain situa-
tions, attacking figures receive addi-
tional attack dice (over and above the
normal one per figure), to reflect their Flank attack. The combat at left is not a flank attack, since the horseman is facing
increased ability to inflict hits on the en- more to the front of the giant than to the side. The combat at right is a flank attack.
emy because of the circumstances.
These AD modifiers are as follows: x IV2 AD for figures in a charging in- Missile-firing figures can only attack
fantry unit enemy figures located in front of them,
X 2 AD for figures in a charging cavalry For the restrictions that apply to the within an arc 90 degrees wide (45 de-
unit awarding of this bonus, see the descrip- grees to the right and left of the center
This adjustment applies only to fig- tion above of the AD bonus for charging of the figure's base). This target area is
ures that are eligible to attack the unit cavalry figures. Remember that calcula- determined on a figure-by-figure basis,
that was declared as the target of the tions are always rounded up, so that (for which means that in some cases not
charge. In other words, the attacker instance) a charging infantry unit with every figure in an attacking unit will be
does not get the x 2 bonus against a sec- five figures eligible to attack receives 8 able to fire, and not every figure in the
ond enemy unit that is incidentally con- attack dice for the first turn of combat defending unit will be within an attack-
tacted by the attacking unit at the end following the completion of the charge. ing figure's target area. (See the illustra-
of its charge. (This could occur, for in- tion on the top of page 43.)
stance, if two enemy units were adja- In addition, the target figures must be
cent to each other side-to-side.) Missile Combat within range of the missile troops.
This modifier only applies during the Ranges for missile weapons (recorded
first turn of combat after a charge is A unit equipped on the unit roster) are expressed as three
completed. with missile weapons has an obvious distances, indicating short-, medium-,
and important advantage in combat: It and long-range shots. For example,
X 2 AD for figures set to meet a charge can attack from a distance, inflicting longbow range is 7" /14" /21". A target
This modifier applies to figures damage on the enemy without neces- more than 7" distant, but 14" or less
armed with spears, pikes, or other pole sarily exposing itself to attack—unless, away from the firing unit, would be at-
arms, when those figures are the target of course, the enemy also has missile- tacked at medium range. A target more
of a charge and when the owning player firing capability. Unlike melee combat, than 21" away could not be fired upon.
has declared that the troops have set missile combat can take place during Unlike the determination of target
their weapons in anticipation of being more than one step in a turn. area (which is done on a figure-by-
hit by the charge. A figure set to meet a figure basis), the determination of
charge only receives this AD bonus Attack Eligibility range is performed once. The distance
against an attacker that makes contact from the center front of the firing unit
along the defender's front side; if the The movement
rules (Chapter 4) detail when and how to the nearest figure of the target unit
figure is hit in the flank or in the rear, determines the range at which all at-
the bonus is not granted. often missile troops can use their mis-
siles during a turn. Within those rules, tacks are made. (See the illustration on
these conditions also apply: the bottom of page 43.)

42
Combat

A missile unit on higher ground than


its target receives a bonus to its range
limits; see the section on Elevated At-
tack, page 44.
Up to two rows of missile troops can
fire at a target. Figures in the third row
or deeper cannot fire. Thus, a missile-
firing unit with a frontage of 6 and a
depth of 3 ranks could fire with as many
as 12 figures (the number of figures in
the front and second ranks combined).
If the same unit made a right face turn
so that it had a frontage of 3 and a depth
of 6, then only 6 figures would be eligi-
ble to fire.
No missile fire is allowed into melee;
that is, a unit with missile weapons that
is engaged in melee cannot use its mis-
siles, either against the unit it is in con-
tact with or against a different enemy
unit that happens to be within its target
area. Also, a missile unit cannot fire iiilii
against an enemy that is being engaged
in melee by another friendly unit. Missile target area. Any enemy unit within the arc described by the solid lines can
be fired upon by at least some of the figures in this missile unit. Some
Ammunition determinations may have to be made on a figure-by-figure basis; for example,
the dotted lines show the target area of the figure on the left side of the front rank.
Missile units
equipped with normal (nonmagical)
projectiles are assumed to have an un-
limited supply of ammunition, unless
the unit roster for a certain scenario
specifies otherwise. Units that are car-
rying magical projectiles generally do
not have an unlimited supply of those
weapons. Unless the scenario rules
specify a different amount, assume that
any unit so equipped has enough magi-
cal projectiles for two volleys. The
magical weapons can be used whenever
the owning player desires; before and
after the special weapons are fired, the
unit uses nonmagical weapons for its
attacks.

Line of Sight
Before a missile
attack can take place, a line of sight
must be confirmed: Can the missile
troops see the target unit? Line of sight
applies to each attacking figure—it is
quite possible that half of a unit will be
prevented from shooting by a blocking Measuring missile range. The distance from a missile-firing unit to its target is
feature of the battlefield. A line of sight measured from the center front of the firing unit to the center of the side of the
is good if any figure in the target unit target unit that is facing the attackers.

43
Combat

Line of sight. Because a clump of trees stands between against the unit on the right, and many of the archers on
this line of archers and their potential targets, not all of the the right side can't see the two units on the left. In cases
enemy figures can be fired upon by all of the archers. such as this, eligible attackers and eligible targets often
Some of the archers on the extreme left don't have shots have to be determined on a figure-by-figure basis.

can be seen by the attacking figure. barrier exists. Buildings and walls block 1" of extra distance for each 1" differ-
However, casualties must be removed line of sight, except if the target is be- ence in elevation. For example, the nor-
from among figures that are in the at- hind windows, doors, arrow slits, or mal range for a longbow is
tacker's line of sight, and if the attacker other apertures (see "Modifiers to Mis- 7"/14"/21". For a unit firing down
scores more hits than the number of fig- sile Combat" on the next page). upon a target from a 2" elevation, the
ures that are eligible targets, then the range figures for its longbows are in-
excess hits are lost. Elevated Attack creased to 9"/16"/23".
Note: If part of a unit shoots missiles,
A missile-firing
that attack counts as an attack for the Indirect Fire
entire unit. unit on high ground (or on some kind of
a platform) can sometimes shoot over A missile unit
Line of sight is blocked if there is a
an intervening unit, at a target unit be- can sometimes shoot over a unit that
hill or high ground between the at-
yond. If the intervening unit is closer to would otherwise block its line of sight,
tacker and his target, but not if either
the attacker than to the target, it has no by using indirect fire. The intervening
the attacker or target unit occupies the
effect on the line of sight of the elevated unit must be friendly to the missile
high ground. Line of sight is also
missile troops. This opportunity is also troops; indirect fire is never allowed
blocked by other units—generally, mis-
available to large-sized troops at the over enemy troops. In addition, the in-
sile troops cannot shoot over a unit to
same elevation as the target, as long as tervening troops can be no closer to the
hit a target beyond. (Exceptions: see the
the unit they shoot over is composed of target than they are to the attacker. Fig-
sections below on Elevated Attack and
man-sized or smaller creatures, and to ures attacking by indirect fire suffer a
Indirect Fire.)
man-sized troops firing over smaller V2 AD penalty to their attack dice; that
Dense woods also blocks line of than man-sized creatures. is, they only roll half as many attack
sight, if at least 2" of woods separates dice as they would for a normal shot.
A missile-firing unit at a higher eleva-
the target and attacker. Light woods
tion than its target enjoys a benefit to
will block missile fire if a 6" or greater
the range at which it attacks, equal to

44
Combat

Modifiers to Missile Combat Elevation and Range woods or less than 6" of light woods.
Several factors A missile-firing - 2 for target figures protected by a
(some of which are described above) unit on higher ground than its oppo- wall, parapet, doorway, or window
can affect the success of a missile at- nent can shoot farther than usual. For Rules on buildings, walls, and other
tack, either by reducing the number of every 1" of elevation of the attacker constructions are covered in detail in
dice the attacker rolls; by altering the over the target, the upper limit of each the advanced rules, Chapter 7.
range of the attacker's weapons; or by range category is increased by 1", up to
changing the armor rating of the de- — 4 for target figures protected behind
a maximum benefit of 3". arrow slits, loopholes, or some other
fender. These factors, and the modifiers
that apply to them, are listed below. kind of small opening
Target AR Modifiers
Penalties to a target unit's armor rat-
Range For any of the ing are cumulative, so that (for in-
following conditions that apply, the ar- stance) a unit of large creatures at a
Against a target mor rating of the target unit is altered. lower elevation than the attacker has its
at short range, the attacking unit re- (Remember that an addition to AR is a AR modified by +2. If that same unit is
ceives its normal number of attack dice. penalty, a subtraction is a benefit.) in a valley that is cloaked in fog, then it
For an attack at medium range, the
+ 1 for a target at a lower elevation also receives a —3 benefit for being
attacker suffers a penalty of V2 AD, or
than the firing unit screened; taking all of these factors into
one attack die for every two figures
consideration, its AR for purposes of
(rounded up). + 1 for a target consisting of larger this attack is adjusted by —1.
For an attack at long range, the pen- than man-sized creatures
alty is 1/3 AD, or one die for every three However, the listed benefits to AR
attacking figures. - 3 if the target is screened are not cumulative; if more than one of
A target is screened if it is enveloped the conditions applies, only the modi-
by darkness, fog, or smoke; if it is be- fier giving the greatest benefit is used.
Indirect Fire
hind a hedge or some other low obsta- For instance, a target behind a wall (—
As stated in the cle; or if it is separated from the 2) and also protected by arrow slits ( —
preceding section, an attacker using in- attacking unit by less than 2" of dense 4) receives a modifier of —4, not —6.
direct fire suffers a penalty of V2 AD.

The goblin horde and its barbarian allies surge forth behind their spearhead of rumbling chariots, to conquer or die!

45
Basic Scenarios

From Scenario 1: Part of Prince Dirkly's force hopes to alry arrives to head off the foot soldiers. Other units are
claim the bridge (lower right) before King Filanor's cav- poised to move toward either the bridge or the ford.

The scenarios on the following pages The battlefield map for each scenario in the unit rosters in order to play a sce-
are examples of miniatures battles that shows where various types of special nario. For instance, if a scenario calls
can be set up and played using only the terrain and other features are located. for goblins and you don't have any gob-
basic BATTLESYSTEM™ rules. The scale of these maps is very close to lin figures, simply substitute another
Each scenario description is two 1:12 (1 inch on the map equals 1 foot on sort of figure of the same size, identify
pages long. To simulate a real battle sit- the table, assuming a table of 4' x 8' di- the unit as goblins (so that players on
uation in which not all the facts are mensions). With the page held in the both sides know what's going on) and
known by both sides, each page con- normal position for reading, north on give those figures the appropriate sta-
tains only the information that one side the map is always to the right. tistics from the unit roster. In all cases,
would have—its perspective on why In most cases, it's not necessary to remember that although the players'
the battle is occurring, its unit roster, place terrain and special features ex- enjoyment of a scenario may be en-
what it needs to do to achieve victory, actly where they appear on the maps, hanced by having all the "right" figures
and possibly other facts depending on but players should take a certain and terrain pieces, the battle can still be
the scenario in question. To include this amount of care to be sure that the table fun to play with some makeshift or sub-
"fog of war" aspect in the playing of the is at least a close approximation of what stitute elements.
scenarios, the player(s) for each side the map portrays.
should only look at the page that per- It's also not necessary to have the ex-
tains to that side. act types of miniature figures described

46
The King Will Come Basic Scenario i

King Filanor's Army Setup Victory


Background Filanor's brigade must be set up be- Filanor's main objective is to cause all
fore the prince's army takes the field. of the prince's troops to rout. The king
The situation is not an uncommon
All of the king's units are placed within wins if, at any time, his force contains
one throughout history: A weak ruler,
the area indicated on the map, with at the only unrouted unit(s) on the battle-
who ascended to the throne only
least one unit on each side of the river. field. The scenario ends as soon as the
through an accident of birth, has been
last enemy unit routs; it need not move
displaced by his more powerful uncle.
Terrain off the table, and it does not get a
While the former king's son was out of
chance to rally. Filanor can also win by
the country, Filanor declared himself The river is deep water, and can only
eliminating all of the prince's troops,
the new and rightful monarch. be crossed at the bridge or at one of the
but this is not a desirable outcome since
Now the young man who would be two fords. Movement through a ford
all of the soldiers on both sides are
king has stolen his way back into the costs 3" for each 1" traveled. If a routed
countrymen. If the last unrouted units
homeland and has mustered a troop of unit cannot avoid running into the
on both sides become routed as a result
soldiers and militia to reassert his claim river, the unit is considered disbanded
of the same combat, the scenario is a
to the title. Filanor, long expecting that and destroyed.
draw.
a show of force would be necessary, has
entrenched his own army in the south-
ern end of a river valley. Guarding both
banks of the river, he has arrayed his Unit Rosters
force so that his men can ride out to AD AR Hits ML MV
confront the bulk of the prince's troops, 6 of Filanor's Knights [10]8 5 3 13 15"
no matter which side of the valley the Medium cavalry
upstarts choose to move along. 12 Swordsmen 8 8 1 11 9"
As the mists of dawn rise slowly from 24 Reluctant Militia 6 9 1 10 12"
the meadows surrounding the river, the Irregular formation only
prince's force is still too far away to be 24 Equally Reluctant Militia 6 9 1 10 12"
easily seen. But there is no mistaking Irregular formation only
the blare of battle trumpets in the dis- 12 Longbowmen 6*6 8 1 11 12"
tance: The battle is about to be joined! Range7"/14"/21"

King Filanor's
setup area

47
Basic Scenario 1 The King Will Come

Prince Dirkly's Force trumpets sound and the horses of the Victory
knights paw the ground in anticipation:
Dirkly's main objective is to cause all
Background The battle is about to be joined!
of the usurper's troops to rout. The
The situation is not an uncommon prince wins if, at any time, his force
Setup contains the only unrouted unit(s) on
one throughout history: A ruler who is
entitled to his throne as a birthright has The prince's army takes the field after the battlefield. The scenario ends as
been selfishly ousted from power by a Filanor's forces have been set up. The soon as the last enemy unit routs; it
close relative who considers himself a units can be all on one side of the river need not move off the table, and it does
more capable leader. Good Prince or the other, or split between the two not get a chance to rally. Dirkly can also
Dirkly would be the first one to admit banks. win by eliminating all of his uncle's
that he has a lot to learn about being a troops, but this is not a desirable out-
monarch—but that does not justify the Terrain come since all of the soldiers on both
actions of his devious uncle Filanor, sides are countrymen. If the last un-
The river is deep water, and can only
who usurped the kingship while Dirkly routed units on both sides become
be crossed at the bridge or at one of the
was away on a diplomatic mission. routed as a result of the same combat,
two fords. Movement through a ford
Now the young man who should be the scenario is a draw.
costs 3" for each 1" traveled. If a routed
king has returned to his homeland and unit cannot avoid running into the
has pulled together a troop of soldiers. river, the unit is considered disbanded
Realizing that the only way to oust the and destroyed.
usurper is by a show of force, he has
sent his men southward to drive Fil-
anor's men out of the river valley. Unit Rosters
Most of the farmers and villagers in AD AR Hits ML MV
the area have remained loyal to Dirkly, 6 of Dirkly's Knights [10]8 3 14 15"
and have provided his force with infor- Medium cavalry
mation on where Filanor's troops are lo- 20 Swordsmen 8 1 12 9"
cated. Dirkly hopes that this strategic 18 Longbowmen 6*6 1 12 12"
advantage will be the first step along Range7"/14"/21"
the road to regaining his throne. 12 Axemen 8 1 12 12"
As the mists of dawn rise slowly from 24 Loyal Peasants 6 1 11 12"
the meadows surrounding the river, Irregular formation only

Prim
King F i l a n o r ' s ^ ^ | P ^ ^ ^ ^ | ^ ^ ^
setup area ^ ^ ^ R ^ _ - f l ^ ^ ^ ^ ^ ^ ^ L

# 1
\1
* 0)
- \ S
,/ ^^^^^^^^^^^^^^^^ •

48
The Marching Horde Basic Scenario 2

Monstrous Invaders the battlefield and form into an orga- defenders' task more challenging, play-
nized mass. The lead unit is just about ers may agree to remove the lake, wid-
Background ready to start the advance. . . . ening the battlefield accordingly.)
The goblins of Blackfang Peak have
Setup Victory
waited long enough. They don't want
to be the goblins of Blackfang Peak any The forces of the Monstrous Invaders The Monstrous Invaders score a ma-
more; instead, they are coming down must be set up first, all units within the jor victory if at least two units with
from the mountains to lay claim to the area defined on the map. Note that the more than 50% of their original num-
fertile lowlands. Aided by a contingent overcast sky allows the goblins and ber of figures succeed in moving off the
of ore allies that are faster than and just ores to fight with no penalty to their south end of the table. They achieve a
as nasty as the goblins themselves, they morale. minor victory if, at any time, the num-
hope to break through a narrow strip of ber of demihuman casualties plus the
flat ground between the forest and a Terrain number of monster figures that have
ridge of hills bordering the lake. marched off the south end of the table is
The lake is deep water, impassable to
They expect to encounter opposition greater than the number of monster ca-
all troops. (It exists only as a means of
in the form of a fragmented band of de- sualties.
narrowing the gap through which the
mihumans, most of which (the goblins invaders will try to pass; to make the
assume) are lying in wait like cowards
inside the edge of the forest. The gob-
lins know from past experience that it's
not a good idea to meet this enemy in
head-to-head combat on a small battle- Unit Rosters
field; they will fight if they must, but AD AR Hits ML MV
they know that they have a better 24 Goblins with Spears 6*6 8 1 11 6"
chance of achieving ultimate victory if Rangel"/2"/3"
they are able to pass the bottleneck and 24 Goblins with Swords 6 8 1 11 6"
spread out into the wide-open terrain 12 Goblins Cavalry 10 8 2 12 18"
farther to the south. (Riding wolves)
The sky is gloomy—a great day for a 12 Ores with Axes 6 8 1 11 9"
battle, from the monsters' point of 12 Ores with Short Bows 6*6 8 1 11 9"
view. They inch forward to the edge of Range5"/10"/15"

49
Basic Scenario 2 The Marching Horde

Demihuman Defenders The defenders are poised on the edge less challenging, players may agree to
of the forest. They know where the remove the lake, widening the battle-
Background monsters are located, and are just wait- field accordingly.)
ing for them to make a move south-
The goblins of Blackfang Peak are on
ward. Or, if the spirit moves them, they Victory
the march. Scouts have alerted the
might just move out first, occupy the
peace-loving folk of the forest and The Demihuman Defenders score a
hilltops and the valley, and dare the in-
grassland south of the mountains that major victory if all of the invading units
vaders to breach their lines.
an attack by a force of monsters is im- are eliminated or forced to rout back
minent. The elves, dwarves, halflings, into the mountains (off the north end of
Setup the table). If any monsters are able to
and centaurs who share the land and
normally stay out of one another's way After the forces of the invaders are break through and move off the south
now find it necessary to join forces to set up, the defenders deploy within the end of the field, the defenders can still
meet the common foe. southern part of the forest. score a minor victory if, at the end of
Each race of the defenders has sent a the scenario (no monsters left on the
contingent of its best warriors to meet Terrain field), the number of monster casualties
the threat. Although they realize that is greater than the number of demihu-
The lake is deep water, impassable to
they are outnumbered, this is not a mat- man casualties plus the number of mon-
all troops. (It exists only as a means of
ter of great concern, because they plan ster figures that have marched off the
narrowing the gap that the defenders
to choose the place where the confron- south end of the table.
must guard; to make the invaders' task
tation will take place and thus make the
battlefield work to their advantage. By
bottling up the invaders between the
forest and the hills, they hope to make it
impossible for the goblins and ores to Unit Rosters
bring all their numbers to bear at the AD AR Hits ML MV
same time. Although they would settle 15 Elf Longbowmen 6*8 7 1 12 12"
for driving the monsters back where Range7"/14"/21"
they came from, the defenders would 18 Dwarf Axemen 8 6 1 12 6"
prefer to eliminate every goblin and ore 24 Halfling Spearmen 6 8 1 11 9"
to prevent the survivors from gathering Rangel"/2"/3"
another invasion force. 8 Centaur Lancers [12]8 13 18"

Demihuman
Defenders
setup are

a 3 o
c < 3
•a a
0) (D
a
o
CD (/>
0)
c
(0

50
Attack from the Swamp Basic Scenario 3

Defenders of Freedom though they expect an attack at any wide. The wall is 4 feet high; dwarves
minute—and they are about to be and halflings can cross the obstacle at a
Background proven right. movement cost of 6", humans and elves
at a cost of 4", and the knights (on their
The swamp is a place where most horses) at a cost of 2" .
Setup
sensible men do not dare to tread. Mov-
ing through the muck and mire is diffi- Units of the Defenders of Freedom
are set up first, in and around the area Victory
cult and dangerous, because of the
terrain itself and even more so because enclosed by a low stone wall. The wall The Defenders of Freedom give no
of the inhuman and evil creatures that used to serve as a fence around a farm- quarter and expect none. The battle is a
dwell within it. house and outbuildings, all of which fight for survival; the defenders win if
But all of that does not mean that were burned to the ground during the they eliminate all of the swamp crea-
men and their allies can afford to ignore swamp fiends' last assault on this area. tures from the battlefield. The de-
the swamp; in fact, quite the opposite is fenders can also claim victory if all of
true. For as long as the natives of this Terrain the remaining monsters rout back into
area can remember, garrisons have the swamp. When a routed monster
The wall is in the shape of a square
been set up and manned around the unit ends its move in the swamp, it is
with one corner and part of one side
edge of the bog, to make sure that the considered eliminated; it need not
missing. Each full side is 12" long, and
fiends of the swamp do not emerge and move all the way off the table.
the gap along the southern edge is 6"
take over the surrounding countryside.
This outpost is one of the most impor-
tant and most heavily staffed; the De-
fenders of Freedom know, as do the
swamp creatures, that if this position is Unit Rosters
overrun, no one anywhere else in the AD AR Hits ML MV
land will be safe. 8 Knights of the Red Badge [12]8 5 3 14 15"
Things have been quiet for a long 12 Elf Longbowmen 6*6 8 1 12 12"
time . . . too long. The defenders have Range7"/14"/21"
no way of knowing for sure, but war- 16 Human Swordsmen 6 7 1 11 9"
riors' intuition tells them that the un- 12 Halfling Shortbowmen 6*6 8 1 11 6"
easy peace is about to be shattered. The Range5"/10"/15"
humans and demihumans deploy as 12 Dwarf Axemen 13 6"

efenders of Freedom
setup area

51
Basic Scenario 3 Attack from the Swamp

Lean, Mean, and Green most fortified positions. Imagine the Terrain
look of terror on the cowards' faces
The wall is in the shape of a square
Background when they discover that the swamp is
with one corner and part of one side miss-
not the only ground they have to worry
The swamp is a place where cow- ing. Each full side is 12" long, and the gap
about guarding. . . .
ardly humanoids do not dare to tread. along the southern edge is 6" wide. The
If humans and their allies had the cour- wall is 4 feet high; lizard men can cross
Setup the obstacle at a movement cost of 4",
age to meet the denizens of the bog on
their own terrain, the battle for control After the defending units are set up, ogres and trolls at a cost of 2".
of the countryside would have ended the forces of the Lean, Mean and Green
long ago in favor of the lizard men and alliance are placed along the northern Victory
their compatriots. edge of the battlefield. One unit of liz-
The Lean, Mean and Green alliance
As it is, however, the men insist on ard men must be set up in the swamp;
gives no quarter and expects none. The
staying just out of easy reach, hidden in the ogres and the trolls can be either in
battle is a fight for survival; the swamp
forests or behind barriers, requiring the the swamp or on the clear terrain adja-
creatures can only win if all of the de-
lizard men to carry the fight to their en- cent to it. The other unit of lizard men
fenders' units are eliminated from the
emies. If the swamp creatures are can be placed anywhere within the
battlefield. If a routed swamp-creature
forced to come out of their element and swamp (inside or outside the setup
unit ends its move in the swamp, it is
fight the defenders on dry ground, then area).
eliminated; the unit need not move all
that is what they will do. The humans the way off the table.
can try to hold their defensive posi-
tions, and they may succeed in bringing
down some of the marauders from the Unit Rosters
swamp, but considering the power of AD AR Hits Ml MV
the forces that have allied with the liz- 6 Trolls 12 6 4 13 12"
ard men, eventual triumph is a cer- 12 Ogres 10 7 2 12 9"
tainty. 20 Lizard Men 10 7 2 12 12"
Things have been quiet for a long Irregular formation only
time . . . too long. The lizard men have Favored terrain: Swamp
recouped from earlier defeats, and now 20 Lizard Men 10 7 2 12 12"
are ready to begin their most vicious as- Irregular formation only
sault ever on one of the humanoids' Favored terrain: Swamp

Defenders of Freedom
setup area

52
Chapter 6
Intermediate Rules

53
Chapter 6: Intermediate Rules

These rules expand the basic version another friendly skirmish unit at no
of the BATTLES YSTEM™ game. They movement penalty. When the skirmish-
include information on skirmish units, ers are finished moving, however, the
primitive firearms, special formations, two units must be separate from each
chariots and other battle platforms, other—you can't intermingle figures
unit discipline, and the roles of individ- from two units of skirmishers into a sin-
ual figures as commanders and heroes. gle formation. Skirmishers cannot
It's not necessary to use all of these move through a friendly unit that is not
rules; in fact, some of them may not also a skirmish unit.
even apply in a given scenario. How- Skirmishers can move through light
ever, it's a good idea to become familiar woods without incurring a movement
with these rules and put at least some of penalty, and they treat dense woods as
them into play before proceeding to the light woods. Skirmishers can cross ob-
advanced rules, given in the following stacles by paying only half the move-
chapter. ment penalty assessed to other troops
(usually 2" instead of 4", but may vary
per obstacle).
Skirmishers All other special terrain affects the
An ogre stands ready, arrayed for movement of skirmishers as it does all
Skirmishers, or
battle. other troops.
skirmish units, are fast-moving, lightly
armored troops, often armed with mis-
unit into groups separated by more Combat
sile weapons such as bows and arrows.
thanl".
They are more mobile than other kinds
The figures in a skirmish formation Skirmishers per-
of troops, and for this reason skirmish-
must obey this restriction at the end of form in combat the same as all other
ers are often used as an advance force
their movement step. If the figures are troops, except for these differences:
that can move out ahead of the main
body of an army and make contact with spread too far apart (or packed too Charging/Contacting Enemy Troops:
or shoot missiles at the enemy (often tightly) at that time, the unit routs. If Skirmishers cannot declare charges.
preventing the enemy from moving any combat losses or some other factor They cannot advance into contact with
farther) in preparation for a full-scale drive the unit apart during a later part the front sides of enemy figures in regu-
assault by the units that are following of the turn, the unit still has until the lar formation. They can advance to
them into battle. end of its next movement step to regain contact the flanks and rear of a regular
its formation. formation unit, or against any side of
Skirmishers must be mounted one
figure per stand, on bases that are larger an irregular unit. They can stand and
than those used for other kinds of Movement defend normally if an enemy unit
troops: 25 mm square for smaller than Unlike figures in moves into contact with them. (Also,
man-sized infantry; 30 mm for man- other units, skirmisher figures are see Skirmisher Withdrawal and Charg-
sized infantry; 30 or 35 mm for large moved individually. However, one fig- ing Skirmishers, pages 55-56.)
creatures; and 40 mm square (or larger) ure must complete its move before the Melee Casualties: When melee com-
for giant-sized creatures. Cavalry skir- next is moved—and, as with all types of bat inflicts casualties on a skirmish
mishers are mounted on rectangular ba- troops, the entire unit must be moved unit, those casualties must be ac-
ses: 25 or 30 mm wide for small-sized before the figures of another unit can counted for by removing skirmishers
figures, 30 or 35 mm wide for man- begin to move. that are in contact with enemy figures.
sized, and at least 35 mm wide for larger Each figure in a skirmish unit can If all skirmishers in contact are elimi-
types of creatures. change its facing (by turning or wheel- nated, additional losses are taken from
ing) at no movement cost, paying only the skirmishers nearest the casualties.
Formation for the distance actually moved from Missile Casualties: When missile
one location to another on the battle- combat inflicts casualties on a skirmish
Skirmishers can- unit, the attacker chooses which of the
not enter regular or irregular forma- field. Also, each figure pays for move-
ment separately; for example, if part of defender's skirmisher figures are re-
tion. Each figure in a skirmish unit must moved. Losses must come from skir-
be at least V2", and not more than 1", a skirmish unit moves on a path that
takes it across an obstacle, only those mishers within the proper range
away from another skirmisher in the category (or closer) of the middle of the
unit. All the figures in the unit must be figures that move through the obstacle
are required to pay the cost of doing so. firing troops. For example, it is illegal to
linked together through a loose chain of take a medium-range shot at a skirmish
bases; it is illegal to split up a skirmish A skirmish unit can move through

54
Intermediate Rules

Skirmisher movement. Before moving, this skirmish unit three figures that had to clear the hedge are lagging be-
was in a roughly straight line (left side of photo), with the hind the other figures, which are now separated from each
figures V2" apart. After the unit moves (right side), the other by 1 " . (One figure has moved out of the photo.)

unit and then take casualties from skir- When a player declares skirmisher from an enemy figure, it can only move
mishers at long-range distance—unless withdrawal, the opponent immediately in a direction that takes it farther away
all the medium- and short-range targets ceases his movement. The skirmishers from that enemy.
are first removed, and those removals can then withdraw a distance of up to If a figure in a skirmish unit is con-
do not account for all the hits inflicted. half their movement allowance. fronted by enemy figures from more
If the withdrawing skirmishers have than one direction, it must withdraw
Skirmisher Withdrawal missile weapons, and would normally along a path that takes it away from all
be entitled to fire them during this of the enemy figures. If any figure of a
Skirmishers can movement step, they can fire before skirmish unit cannot withdraw because
perform a special kind of movement, they withdraw. Whether or not they it is surrounded by nearby enemy fig-
called skirmisher withdrawal. Like an shoot, withdrawing skirmishers can al- ures (or impassable terrain, or friendly
opportunity charge, skirmisher with- ways be moved backward a distance of units that are not skirmishers, or a com-
drawal always occurs during the oppo- up to half of the unit's movement allow- bination of all three), then that entire
nent's movement step. Skirmisher ance. skirmish unit cannot withdraw.
withdrawal can be declared while the
opponent is charging with or moving a Each figure in the withdrawing skir- Skirmisher withdrawal can only be
non-skirmish unit, unless one of these mish unit must move to the rear (an- performed once per turn by any given
conditions is true: gling no more than 45 degrees to either skirmish unit. If, after the unit with-
side), and at the end of its withdrawal, draws, an advancing enemy unit still
1. The opposing unit that is moving its facing can be changed to whatever makes contact with it, the skirmishers
or charging has a greater movement al- direction the owning player desires. A must fight a normal melee. Skirmisher
lowance than the skirmish unit. withdrawing skirmisher cannot move withdrawal does not affect a skirmish
2. The opposing unit is charging, and into contact with an enemy figure. A unit's ability to move during its own
it has a movement allowance equal to withdrawing skirmisher that moves as movement step.
that of the skirmishers. close as 3" away from an enemy figure Skirmisher withdrawal is never re-
3. Any figure of the skirmish unit is in must cease moving at once. If it begins quired; a unit of skirmishers can stand
contact with an enemy unit. withdrawing when it is 3" or less away and meet the advance of the enemy.
55
Intermediate Rules

Once a figure in a moving unit (in any to severely weaken the unit). A battle platform has its own AD fig-
formation) comes into contact with a A charging unit with sufficient move- ure, and adds its attack die roll to the
skirmisher, that figure must cease mov- ment can attack and pass through sev- attack of each of the figures it is trans-
ing. As with any unit, other figures can eral groups of enemy skirmishers porting when they enter melee combat.
keep moving until they, too, come into during a single charge. Missile troops aboard a battle platform
contact with skirmishers or reach the can fire as if they had remained station-
limit of their movement allowance. ary during a turn, even if the platform
Battle Platforms: moves. Archers in chariots, for exam-
Charging Skirmishers Chariots, Elephants, ple, could fire twice during a turn (dur-
ing the movement steps or the Missile
When declaring and Battle Beasts Combat Step) even if the chariots move
charges for his units, a player can desig- A battle platform their full allowance. The troops on a
nate an enemy unit as the target of the is any vehicle or structure, usually de- battle platform can engage in melee
charge even if the path to that unit goes signed to carry troops, that can be combat even if some or all of them have
through one or more units of enemy moved quickly around the battlefield fired missiles during the same turn.
skirmishers, because it is possible for a while being pulled or carried by a large
charging unit to blast through a line of Charging platforms are treated as
animal. In BATTLES YSTEM™ sce- cavalry, inflicting double AD against
skirmishers and continue its charge narios, the most often seen types in-
against units beyond. the target of the charge.
clude chariots pulled by horses or other
If a charging unit contacts enemy animals, elephants with howdahs (plat-
skirmishers before it has gone its full Routing of Battle Beasts
forms) mounted on their backs, and
normal movement (not including the battle beasts—dragons or other huge If an elephant or other large animal
charge movement bonus), a special me- monsters equipped with platforms or figure routs, it will not necessarily flee
lee combat is resolved immediately. enclosures that can hold troops. toward its own side of the board. In-
If all skirmisher figures in the path of At least one riding figure is required stead, roll a dl2 for each unit of such
the charging unit are eliminated as a re- to control the platform; all other figures beasts that routs to randomly deter-
sult of this combat, the charging unit carried aboard can participate in mis- mine its direction.
can continue its charge. However, the sile or melee combat. An animal pulling Orient the "12" result to north (think
charging unit also has the option of call- or carrying an empty battle platform of the face of a clock) and rout the unit
ing off the charge after the combat (in cannot move unless it is performing in the direction indicated by the roll. A
case the skirmishers scored enough hits rout movement (see below). result of "3" sends the unit east, for ex-
ample, while "6" sends it south. The
unit will veer within the allowances of
the rules on rout movement (see page
33) to avoid units in its path.
If, however, the unit contacts any
unit, friendly or enemy, during the
course of its rout, melee combat is re-
solved immediately. If the unit struck
by the routing unit fails to displace
enough to allow the routing unit to
pass, a new direction of flight is deter-
mined for the routing beasts.

Special Formations
Special forma-
tions detailed here include shield walls,
pike blocks, and mixed units of archers
and melee troops. A unit is only eligible
to use one of these formations if this
fact is noted on the unit roster.
If an eligible unit is in regular forma-
tion, the owning player can declare that
A catapult backs up a sturdy unit of irregular infantry, with the artillery crew pre- it is entering a special formation. This
pared to aim the weapon where it will do the most damage. must be declared during the player's

56
Intermediate Rules

movement step, before the unit moves. did not use any of the extra movement
A unit can be declared to abandon its granted by the forced march. A failed
formation at the start of a movement check reduces the unit to shaken status,
step in a subsequent turn. A unit auto- but there is no additional effect; a unit is
matically abandons a special formation not forced to retreat as a result of failing
if it goes to irregular formation, or if it this check (although it can retreat if de-
routs. sired).
A unit can continue to perform
Shield Wall forced marches (one per turn) as long as
it is in good order. A forced march can-
Regular units
not be performed in conjunction with a
equipped with large shields can form a charge.
shield wall.
A shield wall gives the unit a bonus of
- 3 to its armor rating against missile
attacks, and - 1 against melee attacks.
Heroes
A goblin scowls warily at anyone who
It only provides the bonus against at- Heroes are fig-
dares to approach.
tacks that hit the front of the unit; flank ures that represent individuals—those
and rear attacks against a shield wall who command units and armies, and
troops in the rear. While the front rank those who might stalk the field, seeking
are resolved normally. A shield wall is is engaged in melee combat, the missile
of no benefit against artillery attacks opponents to meet in single combat.
troops (assuming they are not in con- The miniature figure representing a
(see the advanced rules, Chapter 7). tact with enemy figures) can fire their
A unit employing a shield wall for- hero indicates a single person or crea-
weapons during the same turn. ture, not 10 individuals (at the 10:1 ra-
mation can only move half of its nor- The missile troops are not allowed to
mal movement allowance. tio used for other figures). Also unlike
fire at enemy figures that are in base-to- other figures used with the BATTLE-
base contact with friendly figures, but SYSTEM™ rules, heroes do not need to
Pike Block they can take pass-through fire against be mounted on special bases of a certain
A well-trained a foe before it contacts the unit the mis- dimension, though they can be so
unit equipped with pikes can form a sile troops are in, without hampering mounted if desired.
pike block. the front rank's ability to meet the en-
emy in melee. The word "hero," in this context,
A pike block can be used to defend a includes—in addition to the "good
unit upon three of its flanks; only the guys"—villainous humans and human-
rear of the unit is treated normally. oids, and even nasty monsters such as
This formation allows the unit to Forced March dragons and giants. Wizards and
move up to half of its normal move- priests, described in the advanced rules
Troops in good
ment allowance while benefiting from on magic (Chapter 8), are also treated
order can sometimes increase their
the advantage of a unit with pikes set to as heroes. A set of rules, explained in
movement allowance by 6" per turn by
meet a charge ( x 2 AD versus a charg- this section, allows some heroes to be
using a forced march.
ing unit). If a pike block is engaged in designated as commanders. A com-
melee combat, pikemen in the second The forced march must be declared
before the unit begins moving, and be- mander is placed with a unit of troops
and third rows of a formation, as well and serves to control that unit. If the
as those in the front row, can attack the fore any measurement is made for the
unit's move. The unit increases its rules on commanders are employed, a
enemy. unit must have a commander in order
movement allowance by 6". It cannot
move into contact with or close prox- to move and fight at full effectiveness.
Mixed Lines imity to enemy figures at any point dur- In the following text, "hero" is used to
A unit armed ing that move or when the move is describe an individual figure that is not
with both missile weapons and melee completed. Whenever its path of move- a commander, and thus not compelled
weapons can employ this formation, in ment would bring it less than 3" away to remain attached to the same unit for
which all the missile-firing figures are from an enemy figure, the unit must ei- the duration of the battle.
grouped together with the melee troops ther veer to avoid the enemy figure or
arrayed around them or in front of cease its movement for the turn at that Number of Heroes per Battle
them. point.
When heroes are
In a typical arrangement, troops us- After the unit completes its move it present on the battlefield (as per the sce-
ing melee weapons are set up toward must perform a morale check, even if it nario roster), in general there will be no
the front of the unit, with the missile

57
Intermediate Rules

Command diameter. The individual figure has a CD of 12", both—in command. If the CD circle is drawn with the com-
large enough to put either one of these units—but not mander in its center, then neither unit is in command.

more than one hero for each two units. Commanders pen when the commander moves, or
A hero can become a commander, tak- when the owning player states that the
A commander is
ing over control of a unit, if the unit's circle is being moved).
any hero designated as the individual in
original commander is killed. Also, it is
charge of a unit or an army. If these op-
possible for a hero to be designated as Effects of Command
tional rules are employed, players are al-
the army commander. This special indi-
lowed to add one hero (as a commander) Figures must be
vidual is not assigned to a specific unit,
to their army for each unit, and one hero in command to undertake several dif-
but can move to take control of any
to serve as the army commander. ferent functions. A shaken unit can
unit. However, a commander who is re-
placed does not become a hero; the fig- The unit roster of a commander gives only rally if all of its figures are in com-
ure must continue to move and fight the individual's command diameter mand. Units that are not in command
with the unit to which it is attached. (CD), which describes the size of the cannot change frontage. A unit not in
circular area in which the commander command cannot declare or perform a
exerts influence. The circle must in- charge.
The Unit Roster clude the commander, but need not be During the owning player's move-
centered on the commander. All of the ment step, a unit's commander can
For the most figures (troops) in a unit must be within
part, the roster of an individual looks move either before, during, or after the
the command diameter of their unit unit's move.
like that of a unit. Attack Dice, Armor commander in order to be able to move
Rating, Hits, and Movement all indi- If a unit is not in command when it
or attack at full effectiveness. begins to move, its movement allow-
cate the same functions.
Units that are not entirely within a ance is reduced to half of the normal
The only different category is Com-
single commander's CD are considered amount, even if theunit becomes in
mand Diameter (CD), which is substi-
to be out of command. They remain out command while moving.
tuted for Morale. This statistic is only
of command until they enter the diame- Figures that are not within the com-
used if the rules on commanders (see
ter of the commander, or the diameter is mand diameter of their leader at the
next column) are employed.
shifted to include them (which can hap- time they make an attack receive only

58
Intermediate Rules

half the normal number of attack dice Moving and Fighting


for that attack (1 AD per two figures, with Heroes
rounded up).
The movement
allowance and combat abilities of a
Charisma Bonus hero allow it the same movement and
Some command- attack options as they would to figures
ers have a charisma bonus, listed as a in a unit. These combat rules apply to
note on the roster when it applies. all heroes, including those used as com-
These individuals, by force of personal- manders.
ity and leadership, can increase the When a hero is in base-to-base con-
courage and ferocity of the troops un- tact with one or more figures of a
der their command. This bonus applies friendly unit, the hero is considered to
to the morale of a unit under the charac- be attached to that unit, and can move
ter's command whenever the entire unit and fight as part of that unit. This ap-
(or as much of it as remains in the bat- plies to commanders and also to heroes
tle) is within the commander's CD. not used as commanders.
For example, a unit with a morale of A hero moves like a figure in a skir-
12 that is commanded by an individual mish unit; that is, it pays no extra cost
with a charisma bonus of +2 functions for facing changes, and special terrain
as if it had a morale of 14 as long as it re- features don't slow it down as much as
mains in command. they do non-skirmish units.
The movement of a hero does not
This elven axeman is a fine example trigger an enemy unit's pass-through
Discipline
of detail painting. fire, opportunity charges, or skirmisher
Sometimes a unit withdrawal. An enemy hero, however,
can be overeager to see combat, charg- the unit will charge; no charge declara- can take pass-through missile attacks at
ing against a hated foe when its com- tion or charge initiation check is neces- other heroes and units. A hero cannot
mander might wish it to remain in sary. (In this case, the owning player charge unless attached to a unit that
place. In some cases, a discipline check still receives the modifier to his initia- charges.
is necessary to determine whether or tive die roll for this charge, even though In addition to its skirmisher-type
not a commander retains control of his a charge was not technically declared movement, a hero can change facing at
unit. for the unit.) If the discipline check is any time during a turn (just before be-
A unit's discipline is the same as its successful, the owning player can ing attacked, for instance, so that it can
morale, and a discipline check is made choose whether or not the unit will avoid being struck from the flank or the
the same way as a morale check. How- charge (and, as usual, a charge initia- rear). During its movement step, a hero
ever, the modifiers that can affect a tion check is necessary if a charge is de- can freely move away from an oppo-
unit's morale do not apply to a unit clared). nent in contact with it; it need not flee
making a discipline check. or withdraw the way a unit does.
Usually, only units of chaotic crea- A unit in melee with the chaotic unit A hero can perform skirmisher with-
tures are subject to discipline checks. routs, or performs a fighting with- drawal, with the same restrictions and
(The troop type list, Appendix II, iden- drawal. procedures as for skirmishers.
tify which creatures are chaotic.) Non- A successful discipline check means A hero can attack any figure it
chaotic creatures might be required to that the chaotic unit can perform what- touches, and be attacked likewise.
make a discipline check if they have a ever task the owning player desires. When a unit in regular formation at-
hated foe in the battle. (Hated foes are Failure, however, means that the cha- tacks a hero, the attacker does not get
also listed in the troop type list, and otic unit is required to make every ef- the benefit of additional attacks (one
should be noted on a unit roster before fort to close with the retreating unit figure to the right and one to the left of
the start of the scenario.) during its next movement step. the target) that it would receive against
A chaotic unit must make a discipline In addition, any unit must make a normal troops. In fact, no more than
check when: discipline check when it is in good order two figures of the same or smaller size,
and has a hated foe in its charge range or one figure of larger size than the
It is in good order and has an enemy hero, can attack a figure representing
unit in its charge range at the start of a at the start of a turn. A chaotic unit has
a —2 penalty to its morale rating when an individual.
turn. Also, the only way two figures can
A failed discipline check means that this check is required.
attack a hero is from two different

59
Intermediate Rules

sides—from the front and rear, or from an individual can be recorded on the to another commander, or to a hero at-
the front and one side, or from both unit roster or some other piece of paper, tached to a unit the commander's unit is
sides at the same time. which enables the owning player to attacking. For a commander to issue a
keep the total number of hits secret (un- challenge, neither he nor his unit can
Heroes Fighting With a Unit less the opposing player has been care- move during his movement step
ful to also keep track). (though they can be engaged in melee).
A commander or Exception: If a commander's unit
hero can be attached to a unit as ex- is engaged in melee with an enemy
plained above. The hero can be placed Challenge to Heroic Combat
unit, he can challenge the com-
between two figures, or it can occupy a A hero can some- mander of the enemy unit (or a
small space on the tabletop (only as times challenge an enemy hero to single hero operating with that unit), and
large as the actual base of the figure). In combat, with the intention of eliminat- then his unit can still perform
either case, the addition of a hero to one ing the enemy hero or causing that indi- wraparound movement before an-
of the ranks in a unit does not increase vidual to flee. A hero can challenge an other turn of combat takes place.
the width of that rank and does not re- enemy individual during the owning The opponent must immediately re-
quire the unit to expand frontage in or- player's movement step, so long as the spond to an individual's challenge, ac-
der to accommodate the hero. challenging hero has not moved during cepting or refusing it. If the challenge is
The individual figure attacks along the current turn. Morale of nearby refused, nothing occurs as a result—ex-
with the unit to which it is attached, friendly units is temporarily raised cept that the morale of one or more of
and any hits that it scores are added to when a challenge is issued or accepted. the challenging side's units will improve
the damage done by the troops. One en- A challenge can be issued to any en- for the rest of the turn.
emy figure (possibly two, if the hero is emy individual within 10" of the chal-
under attack from the flank or rear as lenging hero. A hero can challenge If the opponent accepts the chal-
well as the front) can be designated to another hero, or possibly a com- lenge, the two figures are immediately
attack the individual; hits inflicted by mander; however, a hero can only chal- moved to a point halfway between their
that figure apply against the hero, not lenge a commander if the hero is previous locations and placed in base-
the unit. A player does not have to des- attached to a unit that is in melee com- to-base contact facing each other. If this
ignate a specific attack against an en- bat with the enemy commander's unit. location happens to be in the midst of a
emy individual. melee, the two individual figures will
A commander can issue a challenge

Individuals as Missile Targets


An individual
not attached to a unit is not eligible to
be the target of a unit's missile attack.
However, if a missile unit is firing at a
target unit that contains one or more in-
dividuals, one firing figure can be allo-
cated to shoot at each enemy individual
figure in the firing unit's range. A mov-
ing hero, whether attached to a unit or
operating by itself, cannot trigger pass-
through fire from a missile unit—but
other heroes can make pass-through at-
tacks against the moving hero.

Showing Hits
Against Individuals
Hits against indi-
viduals are marked with a d6 (or dl2, if
necessary). It is often easiest to stand
the figure right on top of its damage
marker, covering up the number on the
die that indicates how many hits the Elven riders—two heroes, four heavy horsemen, and a line of light lancers-
hero has suffered. Alternatively, hits on advance to contact the foe.

60
Intermediate Rules

face each other, the flanks and rear of Firearms arquebus attacks often suffer penalties
each one protected by friendly figures. to their armor rating, depending on the
No other figure can attack figures en- One of the inter- range of the arquebus attack:
gaged in heroic combat. mediate scenarios in this book (pre-
sented following the end of this A target at long range makes armor
The challenge combat must be fought
chapter) introduces a unit armed with checks with the full benefit of its armor
with melee weapons. Each figure makes
the primitive arquebusses that heralded rating (although other modifiers to AR
one attack during the Melee Combat
the dawn of the Age of Gunpowder. might apply).
Step of each turn. The combatants in-
flict hits upon each other until one fig- These troops, called arquebusiers, are A target at medium range suffers a
ure is slain, or a player decides (during easily used in BATTLESYSTEM™ sce- + 5 penalty to its AR.
his movement step) to withdraw his fig- narios by incorporating the following A target at short range suffers a +10
ure from the duel. optional rules. penalty to its AR; in other words, every
hit counts unless the target is screened
or protected, so that it receives an AR
Morale Effects When They Fire benefit that partially offsets the +10
of Heroic Combat Units equipped penalty.
A unit com- with firearms can fire them during the
mander can modify the morale of his Missile Combat Step, or can use a vol-
own unit by taking part in heroic com- ley as pass-through fire during the op- Dismounted Cavalry
bat. A hero will modify the morale of ponent's movement step. If a unit of Certain types of
the unit he is fighting with, if he is cur- arquebusiers is being transported
cavalry units are capable of dismount-
rently operating as part of a unit. Oth- aboard battle platforms, however, the
ing, so that the troops can fight as in-
erwise he can modify the morale of any weapons can be fired before, during, or
fantry. This tactic can be useful in dense
single friendly unit that has at least one after the battle platform moves in the
woods or swamp—terrain prohibited
figure within 5" of the hero. owning player's movement step. In any
to cavalry, but not infantry—and also
An army commander engaged in he- case, arquebusiers cannot fire more
when troops enter and fight in buildings
roic combat can modify the morale of than once per turn.
(described in the advanced rules, Chap-
any of his units that have a line of sight Arquebusiers that are not aboard a ter 7). If a cavalry unit is capable of
to the heroic battle. battle platform cannot fire if the unit moving and fighting while dismounted,
The morale effects are as follows: has moved at all during the current this fact must be noted on the unit ros-
turn, including changes of frontage or ter for the scenario being played; if no
When a challenge is issued: +1 to the facing. Neither can the firearms be used such notation exists, then the unit can-
morale of any eligible friendly unit(s) if enemy figures are in base-to-base not dismount.
during that turn. contact with the firearms-bearing fig-
When a challenge is accepted: +1 to Some of the characteristics of dis-
ures.
the morale of any eligible friendly mounted troops are different from the
unit(s) during that turn. unit's normal (mounted) statistics. The
Effects of Fire following modifications apply to a dis-
When a challenge is refused: no mo-
rale effect to the refuser's unit(s), but Arquebus units mounted unit:
the challenger still gets the +1 modifier typically are allowed 8-sided attack AD is the same as the unit's mounted
for any eligible unit(s). dice (AD 8) and range limitations of 5" / melee weapon—not its charge weapon,
When an individual breaks off a he- 10" /20". Those numbers might be var- if the unit is equipped with one. For in-
roic combat, or is slain: The unit(s) on ied by specific scenario rules. stance, the AD figure for a unit of
the same side as the defeated hero that Arquebusiers are treated as normal mounted lancers is [12]8, indicating
received a morale benefit when the missile-firing units in all respects, ex- that it uses AD 12 (the lances) when
challenge was issued or accepted must cept that they cannot perform indirect charging, but changes to AD 8 (swords)
make an immediate morale check— fire. for normal melee combat after the
without the +1 modifier, which is ne- An arquebus attack scores hits nor- charge is completed. If the unit dis-
gated as soon as the defeated hero is mally, with one exception: Since these mounts, it has AD 8.
killed or flees. In addition, the follow- weapons had a tendency to explode, AR and Hits are unchanged.
ing morale modifiers immediately take each AD result of 1 causes an automatic ML is reduced by 1.
effect: - 2 to the defeated individual's hit (no armor check allowed) on the ar- MV for nonhuman troops is the same
unit(s) for this and the following turn, quebus unit itself! as for infantry of that creature type; for
and +2 to the victorious individual's Arquebus attacks can punch through example, dismounted goblins move 6".
unit(s) during the same time. even the heaviest armor at short range. MV for human troops is assigned ac-
Consequently, figures or units struck by cording to the unit's armor rating; hu-

61
Intermediate Rules

mans of AR 3 or lower can move 6", Optional Combat Rules Specific AR Penalties
those of AR 4-6 can move 9", and those
of AR 7 or higher can move 12". These rules add detail to several as- This rule applies
pects of the combat system. in melee combat when a unit is attack-
A mounted unit cannot move and ing more than one side of an opposing
then dismount in the same turn; dis- unit. Instead of the entire defending
mounting must be done before the unit Splitting Missile Fire unit suffering an AR penalty ( +2 if at-
moves. A unit that begins its movement Between Targets tacked from the flank, +4 if attacked
step by dismounting can move up to from the rear), the penalty is applied
two-thirds of its dismounted movement This rule allows
missile-firing units to occasionally fire only to the figures that are actually be-
allowance during that turn. ing flanked or hit from the rear. In ef-
Dismounted troops should be repre- at two target units at the same time. A
unit can split missile fire only when fect, the defending unit is treated as two
sented by spare figures or counters, separate groups (or three, if that many
while the cavalry figures are kept on the more than one target unit is in range,
and when some of the attacking figures sides are being attacked), with separate
table to represent the steeds. One of attacks rolled for each group.
every four dismounted figures must re- are prevented (by blocked line of sight)
from shooting at the target designated When the defending player makes ar-
main with the steeds if the mounts are mor checks for the unit that has just
to be reused. If the mounts are to be for the rest of the missile unit.
Only those figures that cannot shoot been attacked, he also does so in two
abandoned, then the cavalry figures (or three) separate rolls. Figures that are
should be removed from the table as at the first designated target can fire at a
different enemy unit. Roll for the first attacked only along their front sides
soon as the dismounted troops move make armor checks using their normal
away from them. attack, and then immediately for the al-
ternate attack, before resolving any AR; those that are attacked from the
Steeds without riders cannot attack, flank (or from the front and the flank si-
and they suffer a —1 penalty to their other movement or combat.
If the rules on commanders are used, multaneously) make armor checks with
ML for as long as they remain riderless. a +2 penalty to their AR; and those
Troops can remount (if their steeds figures must be in command to take the
alternate shot. Only one alternate tar- that are attacked from the rear make ar-
are still available) whenever they begin mor checks with a +4 penalty.
their movement step in contact with the get can be fired on; splitting fire be-
tween three or more targets is not Hits are still totaled for the unit nor-
mounts. It requires one-third of a unit's mally, and lost figures may be removed
mounted movement allowance to re- allowed.
from anywhere in the unit.
mount.

These dwarven troops exhibit their standard proudly, and non. (See Advanced Scenario 2, pages 99-100, for an ex-
also show off a unique weapon: the dwarven steam can- ample of the steam cannon in action.)

62
Intermediate Scenarios

The scenarios on the following pages


are examples of battles that can be set
up using the basic and intermediate
BATTLESYSTEM™ rules.
All three scenarios use the rules for
skirmish units. The second scenario in-
troduces individuals (heroes and com-
manders), and the third battle gives one
side a unit of arquebusiers.
Refer to the introductory text for the
basic scenarios (page 46) for general in-
formation and advice that is true for
these scenarios as well.

Lord Fallwick Thorack

From Scenario 2: Army commander Thorack is the most out of the woods, intending to crush the advance of Lord
prominent figure on the battlefield as he leads his minions Fallwick's Legion before it can gain any more ground.

63
Intermediate Scenarios

Infantrymen brace for an assault that


they know is inevitable.

This unit of Lord Fallwick's archers looks impressive from a distance—and down-
right formidable here, as seen close up from another unit's point of view.

Blackthumb, Fighter hero Lord Fallwick, mounted on his charger and backed up by his gallant hero, Sir
Tenly, prepares to meet the onslaught of monsters from the forest.

64
Border Skirmish Intermediate Scenario 1

The King's Army the river, all set to take the bridge and to all of the other human forces. The
use that as a springboard for a big push bridge is 3" wide, sufficient to accom-
Background south. The task of the King's Army is modate a unit of man-sized figures
twofold: hold onto the ground they still moving in column formation.
The area in the vicinity of Greyrock control, and retake the bridge and the
Bridge marks the unofficial border be- hilltop garrison before the monsters' Victory
tween the lands claimed by human set- foothold turns into a stranglehold.
tlers and the untamed expanse to the The King's Army can win by elimi-
north, occupied by great tribes of rest- nating all of the monsters from the bat-
Setup
less monsters. The river is deep enough tlefield, or by occupying the three key
to be an effective barrier against an in- After the monster army has been set terrain objectives: the bridge, the hill-
vading horde; the bridge is the only up, the King's Army is brought onto the top, and the steeper hill in the southeast
place for leagues in either direction field along the southern edge. corner of the battlefield. If human
where the river can be crossed by most forces are on the bridge and on the tops
creatures, and the King's Army has long Terrain of both hills at the end of any turn, and
maintained a garrison on a nearby hill- if none of those occupying forces are in
The river is shallow water to the
top from where the troops can keep the contact with enemy figures, then the
king's medium cavalry, but deep water
bridge under constant surveillance.
scenario is over.
All that is changed now. Recently a
mass of monsters mounted a successful Unit Rosters
surprise attack against the garrison, de- AD AR Hits ML MV
stroying it and occupying the hilltop. 12 Medium Cavalry [10]8 7 3 12 18"
Before the last of the defenders were 12 Halberdiers 8 5 2 12 9"
slaughtered, they managed to send out Second rank can attack in melee
a courier to relay news of the invasion 16 Spearmen 6 8 1 12 12"
to the main body of the King's Army, Rangel"/2"/3"
which was based far to the south. 24 Pikemen 6 8 1 12 12"
As the king's soldiers rush north- Second and third ranks can attack in melee
lelee
ward, they get their first close look at 12 Shortbowmen 6*6 1 12 12"
8
the invading force: a group holding the Skirmish unit; Range 5" /10" /15"
hilltop, which they expected—and an 12 Crossbowmen 6*6 7 1 12 9"
even larger mass of evil creatures across Range8"/16"/24"

Monster Army
setup area #2

65
Intermediate Scenario 1 Border Skirmish

The Monster Army that if they can take that high ground unit of man-sized figures moving in
before the enemy has time to react, they column formation.
Background will be well on their way to dominating
the entire countryside. Now this is an Victory
For generations, the creatures who
adventure. . . .
make their settlements to the north and The Monster Army can win by elimi-
west of the river have been enduring nating all of the enemy units from the
small but repeated invasions of their Setup battlefield, or by occupying the three
territory. These invaders, who call The Monster Army sets up first. One key terrain objectives: the bridge, the
themselves "adventurers," seek out the of the goblin units and the ore archers hilltop garrison (which they already
strongest tribal leaders they can find— are placed in setup area #1, and the re- hold), and the tall hill in the southeast
for the sole purpose of killing them. The mainder of the troops in setup area #2. corner of the battlefield. If monster
creatures of the northland do not un- forces are on the bridge and on the tops
derstand or appreciate this kind of be- Terrain of both hills at the end of any turn, and
havior (unless, of course, they are the if none of those occupying forces are in
The river is shallow water to the
ones doing the killing). contact with enemy figures, then the
ogres and trolls, but deep water to all of
Enough is enough. The creatures scenario is over.
the other monster forces. The bridge is
have banded together and devised a 3" wide, sufficient to accommodate a
plan to strike back at the land where the
adventurers come from. The first step is
complete: the outpost to the east of the
river, which many adventurers have
used as a jumping-off point for their in- Unit Rosters
vasions, was hit by a surprise attack. AD AR Hits ML MV
The hilltop is now under the creatures' 24 Goblins with Spears 6 8 1 11 6"
control. Rangel"/2"/3"
Phase two is under way. Creatures of 24 Goblins with Swords 6 8 1 11 6"
various types have gathered in the area 12 Ores 6 8 1 11 9"
across the river from the hilltop, and 18 Ore Archers 6*8 8 2 12 9"
are just about to rush over the bridge Range5"/10"/15"
and begin moving south. They can see a 10 Ogres 10 7 3 12 9"
tall hill in the distance, and they know 6 Troll Skirmishers 12 7 4 13 12"

Monster Army
setup area #2

66
Clash in the Clearing Intermediate Scenario 2

Fallwick's Legion of speedy cavalry that can chase down Terrain


any vermin that try to flee across open
There are no special terrain consider-
Background ground. While guarding against an am-
ations in this scenario.
bush from the forest to the west, Lord
If the monsters of the Darkwood had
Fallwick moves his legion methodically
been content to stay in their forest hide- Victory
northward. Sooner or later he'll find
outs, Lord Fallwick and his people Fallwick's legion wins a major vic-
what he's looking for.
would have been happy to leave them tory if all of the enemy units are elimi-
alone and go about their own business. nated in combat and none of the
Setup
But the forest dwellers don't seem inter- legion's units are eliminated or routed
ested in peaceful coexistence; bands of Fallwick's legion is set up first, with off the field. The legion scores a minor
gruesome creatures have been sallying no more than one unit in the woods. victory if all of the enemy units are de-
forth from the forest and assaulting stroyed or routed off the table.
people in the nearby grasslands.
Lord Fallwick has two options: He Unit Rosters
can send out small groups of soldiers on AD AR I [its ML/CD MV
search-and-destroy missions, hoping to Lord Fallwick 8 3 5 16" 15"
discourage the marauders, or he can Army commander (mounted); +2 Charisma Bonus
put an end to these depredations once Sir Tenly, Fighter hero 10 4 5 8" 9"
and for all by leading his entire legion 24 Medium Infantry 8 7 1 12 9"
into battle against the horde. He Unit commander 6 5 3 9" 12"
chooses the latter course, feeling confi- 12 Elf Longbowmen 6*6 8 1 12 12"
dent that his small but well-trained Skirmish unit; Range 7"/14"/21"; Favored terrain: Woods
force can outmaneuver and outfight Unit commander 6*6 12" 12"
even a full army of smaller and slower + 1 Charisma Bonus
goblins, ores, and the like. 12 Light Cavalry 8 8 2 12 24"
The legion commander is prepared to Unit commander 8 5 4 10" 24"
battle the monsters wherever he en- 12 Heavy Infantry 8 5 2 13 6"
counters them; his force includes some Unit commander 8 2 4 11" 6"
troops that can function well in wooded 15 Dwarf Crossbowmen 6*6 6 2 13 6"
areas, powerful infantry that can slug it Unit commander 6*6 4 2 9" 9"
out on any kind of terrain, and a squad Range6"/12"/18"

(It

75

67
Intermediate Scenario 2 Clash in the Clearing

Thorack's Army in numbers to the fullest. No more than one unit can begin the
Thorack has just received a report scenario in the woods.
Background that the human legion is almost within
striking distance. He gives the order to Terrain
If Lord Fallwick had been content to deploy for battle, and the ores and gob-
mind his own business and not worry There are no special terrain consider-
lins under his command snarl and
about protecting every isolated farmer ations in this scenario.
slaver in anticipation.
and wayfarer in the territory he claims
as his domain, the dwellers in the forest Victory
would have been satisfied with making Setup
Thorack's army is victorious if all of
occasional small raids into the open ter- After Fallwick's legion is set up, the enemy units are eliminated in com-
rain, and both factions would have Thorack's army is put into position bat or routed off the field.
been able to peacefully coexist. But the along the north edge of the battlefield.
power-hungry human commander has
insisted on escalating the conflict; Unit Rosters
scouts for the forest creatures have re- AD AR Hits ML/CD MV
ported that a force of soldiers is making Thorack 10 4 5 15" 15"
its way northward. Army commander (mounted); +1 Charisma Bonus
Thorack, an exceptionally strong Blackthumb, Fighter hero 8 3 6 7" 9"
and intelligent ore, has taken it upon 12 Ore Heavy Infantry 8 7 2 12 9"
himself to assume command of the for- Unit commander 8 5 3 9" 9"
est folk. He has two options: He can 18 Ores with Crossbows 6*6 8 1 11 9"
send out small parties to harass the ad- Unit commander 6*6 4 3 9" 9"
vancing legion and deplete its ranks, or Range 8" /16" /24"
he can put an end to Fallwick's intru- 24 Goblins with Spears 6*6 8 1 11 6"
sions once and for all by leading his en- Unit commander 6*8 4 3 9" 9"
tire army into battle against the legion. Rangel"/2"/3"
He chooses the latter course, confident 20 Goblins with Swords 6 8 1 11 6"
that his large and well-organized force Unit commander 6 6 2 9" 9"
can overwhelm Fallwick's men, espe- 20 Ores with Short Bows 6*6 8 1 12 9"
cially if the fight takes place on open Unit commander 6*8 5 4 12" 9"
ground where he can use his advantage Skirmish unit; Range 5" /10" /15"

68
Powdersmoke Intermediate Scenario 3

Red Prince's Army knights and the maneuverability of his Terrain


renowned horse archers. The battle There are no special terrain consider-
Background shapes up as a classic confrontation of ations in this scenario.
power versus speed—and now that the
The time is the late medieval era, and Red Prince's force has crested a hill and
the way that men wage war is on the can see the Black Army in the distance,
Victory
verge of being changed forever. The the festivities are about to get under Total elimination of the enemy is not
Army of the Red Prince, one of two way. necessary. The Army of the Red Prince
contenders for the throne, is riding wins if the Black Prince's heavy cavalry
forth to meet the Army of the Black and horse archers are destroyed or
Prince in a conflict that will be a test of Setup
routed off the field.
courage as much as a test of arms. To The Army of the Red Prince is set up
the victor will go the kingship—and if first. At least one unit must be placed
the Red Prince's force prevails, he will on top of the hill; others can be de-
also go down in history as the first mon- ployed anywhere in the setup area.
arch to rule by means of bullets rather
than blades.
Among the Red Prince's soldiers is a
contingent of arquebusiers—brave
(some would say foolhardy) men who
wield primitive firearms. If the weap- Unit Rosters
ons don't kill the men holding them, AD AR Hits ML MV
they have the potential to wreak havoc 6 Heavy Cavalry [10]8 4 3 14 18"
throughout any enemy unit that is the 16 Arquebusiers 8*6 9 1 12 12"
target of their fire. And if the Red Army Range 5" /10" /20"
does win the day, it may not be long be- 20 Pikemen 6 7 1 12 12"
fore powder horns and pellets become Second and third ranks cai ack in melee
part of every soldier's equipment. 20 Halberdiers 8 7 1 13 9"
The Red Prince knows that his oppo- Second rank can attack in melee
se
nent does not have firearms; instead, 16 Shortbowmen 8 1 12 12"
6*6
the Black Prince is expected to rely on Skirmish unit
the durability of his heavily armored Range5"/10"/15"

Red Prince's Army

setup area

69
Intermediate Scenario 3 Powdersmoke

Black Prince's Army nerable to missile fire, they can move Setup
quickly enough to stay out of the way After the Army of the Red Prince is
Background of the guns. And as always, the nucleus set up, the Black Prince's soldiers are
of the Black Army is a squad of heavily placed in the northwest corner of the
The time is the late medieval era, and armored knights. The Black Prince is
the way that men wage war may be on battlefield. At least one unit must be on
out to demonstrate that the age of the crest of the hill.
the verge of being changed forever. The knighthood and chivalry is far from
Army of the Black Prince, one of two over—and the way to fight a real battle
contenders for the throne, is about to is to meet your enemy face to face in a
Terrain
enter battle with the Army of the Red test of strength and courage, not to There are no special terrain consider-
Prince in a conflict that will be a test of cower behind the lines and pepper your ations in this scenario.
tradition versus innovation. To the vic- foe with hot pellets of lead.
tor will go the kingship—and if the Victory
Black Prince's force prevails, that vic- Which side will prevail? More impor-
tory will demonstrate that the world is tantly, from a larger perspective, which Total elimination of the enemy is not
not yet ready (if indeed it ever will be) type of warfare will prove to be the necessary. The Black Prince wins if the
for weapons that operate on gunpow- more effective? The answers will come Red Prince's heavy cavalry and arque-
der instead of musclepower. soon, because the Army of the Red busiers are destroyed or routed off the
Prince is now visible in the distance to field.
The Black Prince knows that the Red the south. The festivities are about to
Army has a squad of arquebusiers— get under way.
foolhardy men who use primitive fire-
arms. The Black Prince has disdained
their use, since he has witnessed (on his Unit Rosters
own training grounds) their unsettling AD AR Hits ML MV
tendency to blow up in the faces of the 8 Heavy Cavalry [10]8 4 3 13 15"
men holding them. Yet he fears that if 12 Horse Archers 6*6 8 2 12 21"
the weapons do work properly, they Range 5" /10" /15"
have the ability to wreak havoc. 24 Pikemen 6 7 1 12 9"
To counter the Red Army's strength, Second and third ranks cai ack in melee
the Black Prince will rely on the speed 20 Swordsmen 8 7 1 12 12"
of his renowned horse archers. Even 12 Longbowmen 6*6 9 1 13 12"
though these troops are extremely vul- Skirmish unit; Range 7" /14" /21"

Black Prince
Army setup are

Red Prince's Arm

setup area

70
Chapter 7
Advanced Rules

71
Chapter 7: Advanced Rules

Like the intermediate rules, the given figure can never spend more than Turning in the Air
advanced rules can be added one at a half of its MV to gain altitude; the other
time, or can be incorporated into the half must be spent in forward flight. Every flying crea-
game as a group. Because of the variety The altitude of a flying unit is re- ture is assigned a maneuverability
and complexity of the advanced rules, corded by placing a d20 with the figures class, ranging from A (best) to E
it's unlikely (although certainly possi- in the unit. Each increment on the die (worst). This letter rating describes
ble) that all of them would be in use represents 10' of altitude—the same as how well the creature is able to change
during a single scenario. To avoid mis- one level of hill. If a unit flies higher direction during one turn of movement.
understandings after play has begun, than 200', use a second die to show the
it's important that every player know added altitude. Maneuverability j
which rules are to be used and which A unit cannot take to the air during a Class A Figure can turn as much as
ones are not used in the scenario they're movement step when it begins that step desired. It can hover, and it
about to start. on the ground and in contact with an can move vertically upward
enemy unit. without having to move for-
Unlike a unit on the ground, an air- ward.
Flying Creatures borne unit must use at least half of its Class B Figure can turn a total of 360
movement allowance every turn. degrees in one movement
Certain types of step, and it can hover as a
creatures usable in BATTLESYSTEM™ Exceptions: A flying unit in base-
to-base contact with an enemy fly- figure of class A.
scenarios can fly. Units capable of flight Class C Figure can turn a total of 180
provide great advantages in movement ing unit does not have to move,
and flying creatures with maneu- degrees in one movement
and positioning for the owning player, step.
but their morale is sometimes fragile, verability class A or B (see next
column, and also Appendix II) Class D Figure can turn a total of 90
and some kinds of flying creatures are
need not move. degrees during a move.
difficult to maneuver.
Class E Figure can turn a total of 60
Flying creatures on the ground per- degrees during a move.
form as a normal land-based unit; the Changing Altitude
i
movement and combat rules given be- When a figure A figure can combine turns of differ-
low apply only when the creatures are climbs, it spends 1" of its movement al- ent directions as long as it does not ex-
in flight. lowance to ascend through one 10-foot ceed its overall turn allowance during a
(1" in scale) increment of altitude. It given movement step. For example, a
Aerial Movement must combine each 1" of ascent with a figure of maneuverability class C does
Creatures in the forward move of at least 1". For exam- not have to use its 180-degree turn al-
air generally abide by the normal ple, a figure cannot move vertically up- lowance all at once; it could (among
movement rules, with several additions ward 100 feet (10" in scale) and then other combinations) make a 90-degree
and exceptions. start flying forward; it must move for- turn to the left and later during its move
ward 1" for each 1" climbed, so that in make a 90-degree turn back to the right.
The standard ground scale (1" = 10
order to climb 10" it has to use 20" of
yards) does not apply for evelations
movement.
and vertical movement; in such mea- Combat and Flying Creatures
surements, 1" = 10 feet. Exceptions: Figures with hover-
A unit is always in irregular forma- ing ability can climb straight up. Special combat
tion when it is airborne; each figure or This includes creatures with a ma- rules apply to both melee and missile
stand of figures must be at least 1" and neuverability class of A or B, as combat when one or more flying crea-
not more than 2" away from the figure well as figures using fly spells (see tures are involved.
or stand closest to it. the rules for magic, Chapter 8),
A flying unit in the air cannot declare rings of flying, and potions of fly- Melee Combat Options
or perform a charge against a unit at the ing. However, magical devices that
A flying unit can
same or a higher elevation. A flying provide a platform for the flyer (a
enter melee combat in one of four dif-
unit can charge a unit at a lower eleva- flying carpet or broom of flying,
for example) must make the for- ferent ways:
tion, including a unit on the ground—
ward movement in addition to the 1. Ground Attack: It can land next to
but see the section below on Melee
climbing. an enemy unit on the ground, moving
Combat Options for flying units.
Descending costs none of a flyer's into contact with the unit as it lands.
A flying unit must spend a portion of Normal melee combat rules apply, and
its movement allowance in order to movement allowance. In fact, for every
3" of altitude descended, a flyer adds 1" the flying unit receives no combat mod-
leave the ground or (if already air- ifiers for being airborne. It can charge
borne) to climb to a higher altitude. A to its forward movement allowance.

72
Advanced Rules

into battle (and thus get the normal AD do the rules for advantage in melee (see adjacent to the land unit. (For purposes
bonus for charging) with this option. page 41). Since the frontage of the unit of the battle, they occupy the same
2. Pass-By Attack: It can pass by an is above or below it, all figures that pass space as the defending unit, but since
enemy unit on the ground or in the air, over (or under) enemy figures can make the figures cannot be actually stacked
making a special melee attack and then attacks. If the unit on the ground is in on top of one another, the flying unit is
continuing on with its movement. If the regular formation, one figure to each simply placed on the battlefield next to
attacker does not have enough move- side of the contacted figures can attack. the land unit.)
ment left to break off contact after the The number of attack dice for both A vertical envelopment attack is re-
battle, it cannot choose this combat op- units is modified to half of the normal solved as a normal melee combat. Ar-
tion. Combat occurs when the two amount, after all other modifications mor rating modifiers for higher and
units are at altitudes one increment have been made. After pass-by combat, lower elevation apply, as do the rules
apart (1", or 10 feet in scale). If units the attacking unit must move out of on advantage in melee. All figures that
come together at the same altitude, base-to-base contact with the defending would be in contact with the enemy
combat option 1 (if both units are unit. unit (and those to either side, if the unit
grounded) or 4 (if both units are air- A flying unit cannot combine a is in regular formation) can attack.
borne) is used. charge and a pass-by attack. This form of attack differs from nor-
Pass-by combat allows figures in a 3. Vertical Envelopment: This is a mal melee combat in one way: After all
flying unit and in an enemy unit (either form of combat in which a flying unit casualties are removed and morale
flying or on the ground) to attack up or attempts to land on top of a land unit, checks made, one unit or the other must
down. Armor rating modifiers for units attacking as it does so. The flying fig- be dislodged from its place on the bat-
at higher and lower elevation apply, as ures end their move directly above and tlefield, since opposing units can't oc-
cupy the same space.
If the defending unit withdraws or
routs from its position, the flying unit
can claim that place on the table. If both
units stand firm, however, the flying
unit must retreat 4" toward its own
edge of the table, moving on the
ground, and be reduced to shaken sta-
tus. If this 4" move is not sufficient to
remove it from contact with the origi-
nal defending unit, it routs.
A unit cannot charge into a vertical
envelopment attack.
4. Dogfight: A flying unit can end its
move in melee combat with another fly-
ing unit at the same elevation, or one in-
crement higher or lower. If the units are
not at the same elevation, then all the
figures of a unit may be able to contact
the enemy, even if both units are several
ranks deep.
A unit can charge into battle with this
option. Resolve the melee using the
normal rules, with the following addi-
tion: Each unit involved in a dogfight
loses altitude as a result of the combat.
The players roll a d6 for each unit, sub-
tracting that many increments of eleva-
tion from the unit's altitude. (On a roll
of 6, for instance, the unit descends 6",
or 60 feet in scale, from its original alti-
tude.) If a unit lands on the ground, it
A king and his heavy knights watch the battle before them, planning to throw their stops its descent there, but suffers no
weight into the fray when the time is right. damage from the landing. If it lands on

73
Advanced Rules

a friendly unit, that friendly unit auto-


matically routs.
If a descending unit lands on an en-
emy unit that was not involved in the
dogfight, the enemy unit gets a free at-
tack against all figures of the flying unit
that make contact. The flying unit,
once on the ground, then automatically
routs from that engagement.
If both combatants in a dogfight de-
scend to the same location on the
ground, both of them become routed.

Setting Spears or Pikes


Against Flying Creatures
If a unit in regu-
lar formation on the ground has set
spears or other pole arms to meet the at-
tack of a Hying unit, and the airborne
attack is against the front sides of the
defending figures, the unit with set
weapons can roll x 2 AD against the
flyers—even if the flying unit makes a
vertical envelopment or a pass-by at-
tack. If the flyers drop to the ground to
make a normal land attack, the AD bo-
nus for the defending unit does not ap-
ply unless the attacking unit is
charging.
Although the ground unit is not the
target of a charge when it is being hit by
a vertical envelopment or a pass-by at-
tack, it still must make a successful mo- Aerial missile fire. A flying unit could only fire on the figures near the wall if the
rale check in order to set its weapons. attacker was above the line from the figures' heads through the top of the wall.
Failure of this check has no effect other
than to prevent the setting of weapons. Flying Units and Missile Combat tance between the attacker and the tar-
Units that launch get affects the calculation of the range
Falling Damage missiles from the air suffer a penalty of at which the attack is made.
If a figure or unit x i/ 2 AD in addition to all other appli- Every 1" (10-foot increment, in scale)
falls freely, the victim suffers damage cable penalties. However, defenders of altitude of the target above the at-
from a 6-sided attack die for each 10 that depend upon vertical obstacles tacker counts as 1" of distance for range
feet of distance fallen. The number of such as walls or breastworks for an ar- determination. However, if the target is
attack dice is halved (to a minimum of mor rating bonus against missile fire at a lower altitude than the attacker,
1) if the landing takes place in water or might lose that bonus when they are at- every 2" of vertical distance counts as
swamp, and doubled if the landing is on tacked from the air. If the airborne at- 1" for range determination. The hori-
rough or rocky ground. The victim is tackers are farther above the obstacle zontal distance between the units is
not allowed to make armor checks to than they are in front of it (away from measured (just as if they were both on
reduce the number of hits scored. If the the defenders), then the defensive bene- the ground directly beneath their
fall is into deep water, the figure or unit fit of the obstacle is negated. present locations), and then the vertical
is destroyed. If the fall is into any other distance and horizontal distance are
type of terrain that the unit cannot added together to determine the range
Range Effects of Altitude at which the attack takes place. Also, a
move through, it is destroyed unless it
is a flying unit. When a missile flying unit at a higher altitude than its
attack is directed against, or launched target receives the range bonus for
by, flying creatures, the vertical dis- elevation—each range category is in-

74
Advanced Rules

creased by 1" for each 1" difference in in the way flying units are affected by priests. (Necromancers converted
altitude, up to a maximum bonus of 3". when they become shaken or routed. from AD&D® game characters, and su-
For example, Advanced Scenario 3 in If a unit in the air becomes shaken, it pernatural monsters commanding un-
this book (see pages 101-102) contains a is marked to indicate its new status, but dead hordes, are possible exceptions.) A
unit of manticores (missile range 6" / it is not required to withdraw 4" as figure in command of an undead troop
12" /18") on one side and a unit of hip- must a ground unit. However, if it is cannot perform any other functions (in-
pogriffs carrying elven longbowmen moving when it fails the check, it adds cluding heroic combat or spellcasting)
(range 7"/14"/21") on the other. Both 4" to its forward move for that turn, during a turn without causing the un-
units are capable of flight. If the manti- and must use all of its movement allow- dead to be out of command.
cores are about to fire missiles while fly- ance before stopping. A priest can command a number of
ing 8" above the hippogriffs and 5" A shaken flying unit cannot gain alti- zombies or skeletons limited only by his
away in horizontal distance, they are tude, nor can it be rallied while air- command diameter. Ghouls are harder
considered to be 9" away for purposes borne. Normal restrictions on shaken to control; a priest can command two
of range determination—5" for hori- units all apply to a shaken flying unit. It of these creatures for each one of the
zontal distance, plus 1" for every 2" of rallies from shaken to good order nor- commander's hits. And wights are
vertical distance. The manticores qual- mally when on the ground. harder still—a priest can only com-
ify for the maximum range bonus of 3" If an unit routs while it is in the air, mand as many of them as the priest's
because of their elevation, which means the creatures are assumed to dive away number of hits. Ghouls and wights
that the attack from 9" away is a short- from the battle with all possible speed. must still be within the priest's com-
range attack. If the elves fire at the man- If a flying unit routs, it is removed from mand diameter to be controlled; if the
ticores in the same situation, they do so play immediately without going number of such creatures in the priest's
from a distance of 13" (8" vertical plus through rout movement. If a unit of fly- command diameter is greater than the
5" horizontal), which is a medium- ers routs while on the ground, or at an maximum number the individual can
range attack. altitude of 1" (10 feet in scale) above the command, then the player in charge of
A target that is far below a unit of ground, it can perform normal rout the priest figure must specify which
missile troops, and is out of range be- movement on the ground, and can be ghouls or wights are in command and
cause of vertical distance, can still be rallied the same way that a ground unit which ones are out of command.
fired upon (treated as a long-range tar- is rallied. If undead figures are out of com-
get) if the horizontal distance between mand, they move and fight at half effec-
attacker and target would put the target tiveness. In addition, they will continue
in short range. If the manticores from Undead Units to perform the last order given them un-
the above example were more than 21" Magical beings til they are destroyed, they march off
above the hippogriffs, the target would and powers can sometimes animate the the table, or the scenario ends.
be out of range in terms of vertical dis- corpses of the dead. These creatures can Exceptions: If the last command
tance (even including the manticores' gather into military units of horrible as- given to the undead was to fight a
3" elevation range bonus). However, if pect and considerable effectiveness. melee, and the enemy is no longer
the hippogriffs were 9" or less away These forces include skeletons, zom- before the unit, the undead will
from the manticores in horizontal dis- bies, ghouls, and wights, and occasion- march straight forward until they
tance, the manticores could make a ally even more fearsome monsters. contact another foe. If the undead
long-range attack. They offer terrors far beyond those of unit had been given an order to
mortal combatants. On the other hand, move in a certain direction and
Morale And Flying Units limitations in initiative and intelligence subsequently contacts another
of these troops can cause complications unit—enemy or friendly—the un-
A unit in flight for their controllers. dead unit will attack.
suffers a - 1 penalty to its morale rating Undead cannot charge. They are not
whenever called upon to make a morale required to make morale checks or dis- Effects on Enemy Morale
check. (Some airborne creatures may cipline checks. Mortal troops
be specifically exempted from this pen-
universally shudder at the prospect of
alty.) A unit in flight, even if it is in
Command of Undead an assault by an undead unit. This fact
good order, cannot withdraw instead of
The rules in this is reflected in special morale check re-
making a morale check.
section should only be used if the rules quirements.
Other situations requiring morale
on commanders (see pages 58-59) are When an undead unit advances to
checks are handled the same way for
employed. within 4" of a non-undead unit, the
flying units as for ground units. How-
Undead figures must be commanded mortal troops must check morale. If the
ever, there are some major differences

75
Advanced Rules

mortal unit is in good order, it can with- (Player's Handbook, page 103, and
draw instead of making the check. If a Dungeon Master's Guide, page 67) can
mortal unit advances toward an un- be used in place of the table given in
dead unit, it must make a morale check these rules. Undead that are turned are
(it can't choose to withdraw, if it is in considered slain for BATTLESYSTEM™
good order) when it reaches a point 1" scenario purposes.
away from the undead. A priest can make an attack of this
Some undead have special horrific sort during the Melee Combat Step, in-
abilities. Wights, for example, drain life stead of making a normal melee attack.
energy from their victims (an ability re- A priest can attempt to slay an undead
flected in the creature's large AD size), figure even if the priest is hit by an at-
and ghouls cause paralysis in victims by tack from that figure or any other en-
their touch. (See Appendix II.) emy figure in that same step.
When facing an undead unit with a
special ability such as the ones men- How to Use the Table
tioned above, a unit must check morale
Cross-reference
at the end of the turn if the two units are
the priest's Hits rating with the type of
in contact at that time. This is in addi-
undead being fought against. If the en-
tion to the check that is made before the
try is a number, roll a d20. If the result
units come into contact.
is equal to or greater than the given
For either type of check against number, one enemy undead figure is de-
ghouls, a unit suffers a — 1 penalty to its This lion-headed figure would make a stroyed. If the entry on the table is an
morale rating. (Elves are an exception; fearsome-looking gnoll commander. "S" followed by a number, then that
see Appendix II.) many undead figures are automatically
When a unit is checking because it A priest can attempt to eliminate an slain (assuming there were at least that
faces wights, it suffers a —2 penalty to undead figure if the enemy is located in many undead figures within range).
its morale rating. Both morale effects front of the priest (within a 45-degree A priest can make one attempt to slay
fall under the special ability "cause hor- angle to either side) and is 3" away or undead in this fashion during any Me-
ror" (see the magic rules, Chapter 8). closer. No figures can be between the lee Combat Step. However, as soon as a
priest and the undead, but the undead priest is unsuccessful in an attempt, he
Priests Affecting does not need to be facing the priest. can make no further attempts against
Enemy Undead The priest's chance of eliminating an the undead of that same unit for the rest
undead figure depends on the number of the scenario.
A priest fighting of hits the priest has, and the result of a
against undead units has a special way die roll on the Slaying Undead Table
of scoring hits on undead figures that
are nearby. This procedure is a conver-
(see below). Animal Packs or Herds
Note: If the scenario being played is
sion of the AD&D® game mechanic for It is not uncom-
drawn directly from an AD&D game
turning undead. mon for the beasts of the forest to rise in
campaign, the Turning Undead Table
defense of their domain, particularly
when it is threatened by an evil force.
These rules do not apply to animals that
Slaying Undead Table have been magically controlled and/or
summoned (see the Mass Charm spell,
Priest's Hits Rating page 92, and the Insect Plague and
Type of Undead* 1 2 3 4 5 6 7+ Creeping Doom spells, page 94).
Skeleton 7 SI SI S2 S2 S3 S4
Zombie 10 4 SI SI S2 S2 S3
Ghoul 13 7 4 SI SI S2 S3
Command of Animals
Wight 19 13 7 4 SI SI S2 The rules in this
section should be used only if the rules
* Additional types of undead (vampires, spectres, wraiths, etc.) from the AD&D® on commanders are employed (see
game can be employed in massed battles. The table in the AD&D rule books is used pages 58-59).
for determining a priest's effects against those creatures. Except in very fantastic bat- Animals do not necessarily need a
tle settings, the additional types are far more likely to function as heroes (individual commander, if some universal urge pro-
figures) than as units. pels them into the battle. (This is a de-

76
Advanced Rules

termination to be made in the setup of a charge is resolved immediately. If the the military engineer can smash at the
scenario.) However, animals can attack animals do not rout and are not de- walls and gates of a fortress until the bat-
and maneuver much more effectively stroyed, they continue their stampede tle, once again, becomes a test of arms.
when they are under the control of an after the combat is resolved. This test of arms is fought amid the
intelligent creature. Druids, clerics, and If the enemy unit withdraws or routs mazelike corridors, narrow ramparts,
possibly rangers can command units of as a result of the combat, the animals and long wall-top platforms of a for-
animals. A scenario might define an- continue moving straight ahead — tress, not the wide open meadows of the
other character who can command a possibly contacting and fighting that typical battlefield. Heroes and gallant
specific body of animals—a man raised unit again. If the enemy unit stands its warriors battle in doorways or
with a pack of wolves, for example, ground after the combat is resolved, the breached walls, standing fast against a
could command the pack in battle. stampeding animals will veer around swarm of attackers.
Animals receive their full movement the unit on the shortest path to continu- In all these respects, combat in build-
allowance regardless of whether or not ing the charge. If two approximately ings offers different tactical problems
they have a commander. However, ani- equal paths are available, roll a d6. On than does combat in the field. The fol-
mals only attack at V2 AD when not a 1-3 the herd goes to the right; on a 4-6 lowing rules address changes in move-
motivated by a commander. it veers left. ment, morale, and combat for such
With a commander, animals receive The herd stampedes to the limits of units, as well as machines to aid in the
the normal 1 AD per figure in melee its movement, attacking every enemy attacking or defense of a fortress.
combat. Animals can also charge (if unit in its path, unless it routs or is anni-
they succeed on a morale check). Ani- hilated before then. Effects of Walls
mals never become shaken; any time a
unit of animals fails a morale check that The rules in this
Stampede Rout
would normally cause a unit to become section apply to all walls and buildings
When a unit of that might appear on the battlefield.
shaken, the animal unit routs. An ani-
animals routs, it follows the normal re- However, fences or other barriers (even
mal unit can only rally if it has a com-
quirements for routing units, except if solid stone) that can be crossed by the
mander.
that if it is large enough to perform a creatures in a unit are considered obsta-
stampede it will not attempt to veer cles (special terrain), not walls or build-
Animals in Combat around friendly units—instead, it per- ings.
I When animals forms a stampede rout. Animals that do Likewise, a very high wall that is not
charge, they receive the AD bonus for a not fulfill the minimum size require- solid—a plank panel with many gaps,
charging cavalry unit (x 2 AD) if the ment of a stampeding unit will veer nor- for example—does not fully qualify as a
animals are larger than man-sized. mally around friendly units. wall. Troops cannot move over or
Human-sized and smaller animals An animal unit performing a stam- through it, but nevertheless it is treated
charge as infantry ( x IV2 AD bonus). pede rout is treated as a unit performing simply as an obstacle for melee combat,
a stampede, except that its direction is or as a screen for protection against
Stampedes determined by the rules on rout move- missile fire. A missile unit adjacent to
ment, and it will attack friendly and en- such a barrier can fire missiles through
Herd animals can emy units in its path with equal vigor. it with no penalty.
perform a stampede, which is essen-
It is possible for a fence to be an ob-
tially a charge with extra impetus. In
stacle to a unit on one side and a wall to
order to start a stampede, a herd must Fortifications and a unit on the other (a seven-foot-high
consist of at least 8 medium-sized herd
animal figures or 6 large or huge herd Fortresses wall dividing giants and humans, for
example).
animals (see animal descriptions, Ap- Troops can take
pendix II), and must be at least 2 ranks shelter in buildings. The walls and
deep. A herd can stampede if it passes a doors of a stone farmhouse can offer Representing Buildings
normal charge initiation morale check, protection against a clamoring horde of in the Game
and is of sufficient size. attackers. Greater still is the security Actual models of
A stampeding herd has its morale rat- provided by high walls, fortified ram-
castles, towers, and fortifications add a
ing improved by + 3 for the duration of parts, and reinforced gates.
wonderful visual effect to any gaming
the stampede—i.e., until it routs, These protections, like so much ar- table. Many of these miniature struc-
reaches the end of its move, or is annihi- mor, can increase the security of a de- tures have removable roofs so that the
lated. fender but they cannot guarantee that placement of troops inside can be ob-
When a herd of animals stampedes, security. Battering rams, siege towers, served and adjusted.
any melee combat triggered by its catapults, trebuchets, and other tools of
Lacking such an elaborate display,
1
77
Advanced Rules

however, the matter is easily handled battlefield affects those rules in the fol- that a unit will be able to maneuver us-
by using floor plans sketched on a large lowing ways: ing the normal movement rules.
piece of paper or cardboard. Such tem- Figures within a building or an en- However, when walls constrict the
plates are even easier to use than closed wall space are not out of com- normal deployment of a unit, or when a
models, since there are no physical mand, even if they are outside the doorway or gate stands in its path,
walls to obstruct the placement of a command diameter of their leader, as some modifications of the normal
stand of figures inside the structure. long as the commander is located some- movement rules are required. Figures
If a detailed depiction of a building is where within the same structure. mounted on bases by themselves are
needed, players might find it useful to However, the charisma bonus of a ideal for use inside buildings and fortifi-
place the building display on another commander can only benefit those fig- cations, but normal stands of two and
nearby surface instead of on the battle- ures that are within the leader's com- three figures can also be used with little
field tabletop itself; simply mark the lo- mand diameter, and that are not difficulty.
cation of the building on the gaming separated from the commander by
table and resolve engagements within walls or other building features. Squeezing In
the building on the off-board display.
Figures are not
Moving Troops in Buildings allowed to enter buildings or enclosed
Effect of Buildings Troops are not areas unless the entire base of the figure
on Command required to use the special movement can fit inside. However, the number of
If the rules on rules in this section simply because figures mounted on a stand should not
commanders (see pages 58-59) are em- they're surrounded by walls. In a large work to penalize a player. If there
ployed, the presence of buildings on the courtyard or cavern, it is quite possible would be room for all the figures if they
were mounted on individual bases, the
multiple stand can be placed even
where it actually doesn't quite fit. (Ob-
viously, it's a lot easier to squeeze a
stand of figures into a room when using
a floor plan than it is when using a
three-dimensional model.)

Facing and Formation in Buildings i


A unit is consid-
ered to be in irregular formation when
inside a building, unless there is room
for the unit to deploy in a regular for-
mation at least two ranks deep. A
player must declare when his enclosed
unit is in regular formation.
Figures pay none of their movement
allowance to make facing changes
when within a building or enclosed
walls in irregular formation; they can
change direction freely, just like skir-
mishers can. Stands may be placed far-
ther apart indoors than out; up to 1"
per figure can separate the stands of a
unit. A stand of three figures, for exam-
ple, could be up to 3" away from an-
other stand (of any number of figures)
in that unit. A stand of one figure must
be within 1" of another single figure, or
within 2" of a double stand, and so on.
Occupying a building. This stand of three ogres is assumed to be entirely within A gap between figures in regular forma-
the building, even though the stand itself hangs over the edge of the building's tion is never necessary, however; fig-
outside wall. (See "Squeezing In" on the top right of this page.) ures can be in base-to-base contact, just

78
Advanced Rules

ment rules. Otherwise, the following


special procedures apply.
Only one figure at a time can pass
through the door, gateway, or other ap-
erture, and the unit pays 1" of move-
ment per figure passing through (or 2"
per figure moving through a window).
This cost even applies to skirmish units.
If more than one opening is availa-
ble, figures can move through all the
openings simultaneously and only pay
the movement cost once for each group
of figures that move. For example, if a
unit is facing a wall that contains a door
and two windows, it could move 4 fig-
ures to the other side of the wall by
spending 2" of its movement allow-
ance: One figure moves through each
window, and two figures pass through
the doorway at the same time. Each ad-
ditional 2" spent can move 4 more fig-
ures inside.
A figure cannot end its move directly
in an opening, unless the opening is
wider than the figure's base. However,
a figure can pass through an opening
that is narrower than its base, by sim-
ply ending its move on the other side of
the wall from where it began.

Facing inside a building. Even though this stand of figures is facing the windows, Stairways and Permanent Ladders
the one at left is assumed to be guarding the doorway, so that it can't be attacked
from the flank by an enemy coming through the door. Most fortifica-
tions have different levels of elevation,
as they are required to be when they are will have his flank to one of the open- connected by prepared routes such as
not inside a building. ings. Regardless of the actual direction stairways and ladders. For the purpose
Skirmishers are not required to main- this figure is facing, it should be as- of the movement rules in this section,
tain a distance between bases when in- sumed that the figure is guarding the di- these features do not include portable
doors; they can be crowded as close rection of obvious attack, and an attack ladders (scaling ladders) or grapples
together as any other figures. through the nearest opening is consid- that might be carried by assaulting
Note on facing: When a unit is inside ered to hit the front, not the flank, of troops; see the following section for
a building or enclosure, sometimes it the figure. An enemy breach into the rules concerning those items.
will not be possible to face all of the fig- building and subsequent attack, as de- A figure can climb or descend a stair-
ures in the desired directions. As a gen- scribed below, would result in the flank way at a cost of 1" per 1" (10 feet in
eral rule, assume that the first side of a penalty being applied to the defenders scale) of elevation change. Moving up
figure to contact an enemy (in an in- of the building. or down a permanent ladder costs 2"
door environment) is the front of that per 1" of ascent or descent. As with
figure; no flank or rear attack penalties moving through doorways and other
apply if the figure is attacked from only Passing Through Doors, openings (see above), more than one
one direction. However, subsequent at- Gates, and Windows figure can move simultaneously at no
tacks against that figure from addi- If a door or gate- increase in movement cost if more than
tional directions will trigger the way is wide enough to accommodate a one route (or, for instance, an extra-
penalties. stand of two figures (or more) at a time, wide stairway) is available.
If a stand of three figures, for exam- the figures in a unit can pass through
ple, must defend two openings in the the opening using the normal move-
corner of a building, one of the figures
79
Advanced Rules

Scaling Ladders and Grapples Effects of Buildings on Morale nated. Figures can be faced in any direc-
tion after the move is completed.
A unit can be The effects de-
designated in a scenario as carrying lad- scribed here apply to the defenders of a
building or fortification—and also to Units in Separate Rooms
ders or grapples. A unit carrying lad-
ders pays one-third of its movement the attackers, if every surviving figure If figures suffer a
allowance every turn because of its of the attacking unit is within the walls rout result when a unit is split between
load; there is no movement cost for car- of the enclosure. several different rooms or enclosed ar-
rying grapples. A player can always choose to apply eas, only those figures within the af-
Ladders and grapples can be repre- the standard effects of morale to one of fected room are required to perform the
sented by miniatures, toothpicks, his units instead of the special proce- 4" move explained above. The entire
thread, or other props, though this is dures listed here. In fact, such a deci- unit is still reduced to shaken status,
not necessary. sion need not be made until after the however.
A unit can use ladders if it begins its morale check dice are rolled.
move in contact with (and facing) the The primary effect on morale is that Holding the Breach
wall to be scaled, or if it uses less than units are not required to rout when they
This game rule
one-third of its move to contact and are within walls. An important addi-
allows a unit to stand more solidly at an
face the wall. To use grapples, a unit tional consideration is the determina-
important defensive position such as a
must be contacting and facing the wall tion of troops to stand firm at a wall,
rampart on a wall, a gateway or door-
at the start of its move. gate, or breached wall, defined as
way that has been smashed open, or
When using ladders, a unit spends 2" "holding the breach."
even a breach in a castle wall. A breach
of its movement allowance to move one must be a bottleneck or barrier of some
figure 1" (10 feet in scale) up each avail- Effects on Rout sort, however; units holding a line
able ladder. A ladder can support one across a wide corridor, bridge, or other
The routs seen on
figure for each 1" of its length; how- long, straight passage are subject to the
ever, no more than one rank of a unit a battlefield, where troops panic and
flee toward imagined safety, are less rel- normal combat and morale rules.
may climb aboard the unit's ladders un- If the breach is the top of a wall, a
til entry is gained to the walltop posi- evant in a fortress—particularly when
such a flight would send the fleeing rampart, parapet, or other type of
tion. breastwork, all of the figures in the unit
force pouring over the back wall into
Grapples are more difficult to use. the teeth of the encircling foe. Even at- that are in contact with enemy figures
Not only is the cost 3" per figure mov- tacking troops, however, will not be so must be protected by the barrier.
ing up 10 feet, but such figures might likely to fly from the shelter of their A player can declare that one of his
not be able to fight when they reach the hard-fought gains, once they have units is attempting to hold the breach
top of the wall. If a unit is using grap- worked their way into a castle or for- before it begins melee combat with a
ples to reach the top of a wall, and the tress. given enemy unit. If this declaration is
top of the wall is being defended by en- made, the unit cannot choose to with-
emy units, then the attacking unit must When a unit makes a morale check
that would ordinarily result in its rout- draw instead of making a required mo-
make a special morale check—with no rale check. However, if the unit fails a
modifiers, regardless of other circum- ing, the following effects occur instead:
morale check, it is not required to with-
stances—before melee combat is re- 1. The unit becomes shaken (if it did draw 4". Instead, it follows this special
solved. The only purpose of this check not already have that status). procedure:
is to determine if the unit using grapples If a unit in good or shaken order fails
2. One figure is removed, in addition
gets to make an attack (success) or must a morale check while holding a breach,
to any casualties that might already
simply hang on its ropes and endure the some of the enemy figures force their
have been lost; no additional morale
attacks of the defenders (failure). A unit way past the obstacle. The exact num-
check is required for this lost figure.
never changes the status of its morale ber is detemined by the difference be-
3. All of the remaining figures in the
(to shaken or routed) or withdraws as a tween the morale roll needed to pass the
unit are moved 4". They must move
result of this special check. check and the dice roll actually made.
away from enemy figures as much as
possible, and are allowed to change ele- For example, if the unit needed a 12 and
vation within the building by using rolled a 15, then 3 enemy figures pass
stairs or permanent ladders. Any fig- through the breach (or doors or win-
ures that cannot complete a 4" move, dow, or climb over the wall, etc.).
or that come into contact with enemy The defending figures must withdraw
figures during the move, are elimi- enough to allow the enemy figures
through, but no more. The defender

80
Advanced Rules

Shelter from missile fire. The front rank of the unit at left obviously protected. The unit at right can be hit by indirect
can't be hit by indirect fire, and the unit under the roof is fire, as can the second rank of the unit at left.

does not become shaken if it was in Combat Rules for Buildings among all target units within the range
good order. If the defending unit re- and Fortifications of the attacker. The defender decides
gains its position at the breach, it can which units take the extra hits when the
hold the breach again; until it does so, Combat rules ap- division results in a remainder. The de-
normal withdrawal rules apply. ply to figures fighting from, within, fender then rolls armor checks and re-
If the defender inflicts casualties on against, or upon fortifications, and to moves any casualties.
an enemy unit that has passed partially, figures and war machines attacking the Troops that are under a roof, or the
but not entirely, through any breach fortifications themselves. first rank of troops against a wall that
(whether or not a holding action was separates them from the missile troops,
declared there), the figures killed must Shelter from Missile Fire cannot be struck by indirect fire.
be taken from those through the If the figures in a
breach. Defending figures can immedi- unit are in a building or behind a wall, Fighting at Narrow Passages
ately move forward to fill gaps left by they can take shelter from enemy mis- Only as many
those removed figures. siles. All figures within a building can figures as could pass through a narrow
A hero can hold a breach (and obvi- claim such shelter. Up to one rank of opening at one time can fight to defend
ously, such an individual will never fail figures may shield itself completely be- that opening. This usually means a sin-
a morale check). This is a legitimate tac- hind a wall; additional ranks may be gle figure at a door, window, or other
tic, and indeed the bones of many he- subject to indirect fire. bottleneck. If the figure fighting at a
roes have come to rest in all the Enemy missile troops can take indi- passage is slain, it can be replaced by
different types of breaches. rect fire shots over a wall in the hope of another figure in its unit if that other
hitting a target beyond. After all other figure is not in contact with an enemy
modifiers are made, such attacks suffer unit. (To simplify this procedure, sim-
an additional V2 AD penalty. After the ply remove the casualty from a rear
fire is resolved, hits are divided evenly rank of the unit.)
81
Advanced Rules

Scaling Walls Typical Hits ratings for structures and section on the use of battering rams.)
parts of structures are given below, As many figures as could fully touch an
Units equipped though these numbers will often be aperture or wall can attack it during a
with grapples or scaling ladders can at- modified by the details of a certain sce- turn.
tempt to gain entry into a fortress over nario. To bash a physical feature, simply
the top of its walls. However, defenders roll an attack for the figure(s) that are
holding the wall have a considerable Hits of Building Features trying to break it down and total the
combat advantage over the attackers. 2 shutters on a typical door or
number of hits. Hits scored on physical
Melee combat can occur between fig- window
features, just like excess hits scored on a
ures that have climbed ladders and 3 heavy door
unit, are cumulative from turn to turn.
grapples (see the rules on movement in 5 fortified door Physical features do not make armor
the previous section) and reached the 10 typical cottage checks; every hit does damage. Often it
top of a wall. Both sides are considered 15 iron door is easy to keep track of hits scored by
to be at the same elevation. 20 wooden house placing a die next to the physical fea-
However, the defender gets the AR 24 small gate ture, but for objects with more than 20
benefit ( - 2) of being protected by a 30 stone house, section of wooden hits it is more convenient to keep a tally
wall and the attacker does not. In addi- palisade on paper.
tion, the attacker suffers a + 4 penalty 40 section of earthen wall
to his AR when on a ladder. An attacker 50 large gate
Battering Rams
on grappling lines is not allowed to 60 section of stone wall up to 20'
make any armor checks; every hit on thick An obstacle can
the unit counts as a casualty. 80 section of stone wall greater be broken down or broken through
When casualties are inflicted on a than 20' thick more quickly by the use of a battering
scaling unit, losses must first be re- ram. (The rules for a scenario will dic-
moved from figures that have made the Small-sized troops can inflict damage tate when one or more battering rams
climb. When all figures on ladders or on physical features having 20 hits or are available.) In its simplest form, this
grapples are eliminated, excess losses less. Humans and other man-sized implement is a log carried by several
are applied to figures on the ground be- troops can damage objects having 30 figures in a unit, which then rush for-
low. hits or less. Troops of larger than man- ward and smash the ram into the obsta-
sized creatures can damage objects hav- cle being attacked.
Bashing Doors and Gates ing 50 hits or less. Objects having more Generally, as many as 6 figures can
than 50 hits can only be damaged by gi- use a battering ram (although a sce-
Doors and gates ants or other creatures of similar size nario might specify a smaller maximum
in a building have a certain number of (dragons, large dinosaurs, titans, etc.). number). The ram is assumed to be as
hits, much like a figure in a unit. When Only one figure can attack a building long as the line of figures that are hold-
a door or other physical feature loses all feature, unless the feature is wider than ing it. In order for a ram to be usable,
of its hits, it ceases to be an obstacle. the figure's base. (But see the following there must be space in a straight line in

Colors and shading can add to the sinister appearance of ures in this display, there is obviously more than one way to
monstrous troops—and, as seen by the left and center fig- give the same figure an outstanding paint job.

82
Advanced Rules

front of the target equal to half the


length of the ram (so that the troops can
get a running start before the ram im-
pacts with the target).
For example, a unit with a battering
ram wants to break down a fortified
door at the end of a narrow corridor.
Assuming that each figure in the unit is
on a base roughly 1" square, then the
corridor must be 9" long in order for 6
figures to use a battering ram. If the cor-
ridor is only 6" long, then only 4 figures
could ram; if it is 3" long, then just 2
figures could ram—but that would still
be a more effective attack than if a sin-
gle figure stood in front of the door and
hacked away at it with his weapon.
The AD of a battering ram (which
may be given in the scenario descrip-
tion) varies with the size of the figures
wielding it. Small-sized creatures such
as goblins might use a battering ram
with AD 6; humans, AD 8; and large
creatures such as ogres or giants might
ram with AD 10 or AD 12. If an AD
number for a ram is not specified in a
scenario, use the AD one size higher
than that of the unit's normal melee at-
tack. To determine the number of hits
scored by a battering ram, roll an
appropriate-sized attack die for every
two figures participating in the assault.

Dropping Missiles from Walls Battering rams. The four ores at left can't use their battering ram, since they can
only back up 1" before hitting the wall of another building (not shown here for
A unit can be clarity). The two ores at right can't ram either, since there is no open space be-
listed in a scenario description as being hind them. The six in the center can ram, because the path behind them is clear.
armed with weapons that can be
dropped on an attacker. Alternately, Also, dropped missiles can be used as War Machines
certain walltop positions within a de- pass-through fire during the enemy's
fense can be protected with such weap- The most elabo-
movement step when enemy figures are
ons, usable by any unit garrisoning that rate assaults against fortifications in-
scaling a wall or other barrier that a
location. volve great engines of war such as
friendly unit is attempting to hold. Fig-
The roster notation for an attack catapults, trebuchets, and siege towers,
ures that make this pass-through attack
with dropped missiles—rocks, caul- as well as powerful, grinding construc-
are still eligible to fight in the Melee
drons of oil, and so forth—is an AD tions such as covered rams and bores.
Combat Step of the same turn.
number in parentheses. These are easily represented on the ta-
Dropped missiles can sometimes ne- bletop battlefield. Each type of war ma-
Missiles can be dropped during the gate the armor protection of the target
Melee Combat Step by any defending chine falls into one of three class-
unit. If the missiles are small rocks (less ifications: bombardment engines,
figures that are not in contact with en- than 1 foot in diameter) or regular
emy figures (because of the defender's crushing engines, or siege towers.
weapons (such as spears), the defender
higher elevation) but have those figures is allowed normal armor checks. But if
adjacent to them at the bottom of a wall Bombardment Engines
the missiles are large rocks, or hot (boil-
or other precipice. This attack must be ing oil) or corrosive (acid, green slime) Bombardment en-
made instead of a figure's normal melee substances, the defender is allowed no gines are medieval artillery. They hurl
attack. armor checks. missiles at a slow rate of fire and
83
Advanced Rules

without a great deal of accuracy—but Bombardment Engines AD Hits Range Crew Rate Mov<
the missiles are very large and do a lot Ballista 12 8 l"/27" 3 1 6"
of damage to anything they hit. Light Catapult 2dlO 10 15"/30" 4 2 4"
Explanation of terms used in the table Heavy Catapult 2dl2 15 18"/36" 6 3 3"
at right: Trebuchet 3dl2 20 24"/48" 8 4 none

AD is the size (and number) of attack


dice rolled when the artillery is fired. selves against a melee attack, but they useful against wooden barriers and por-
Attacks can be rolled against specific cannot fire missile weapons or make a tals. The bore, a large implement re-
target units or building features. Eligi- melee attack; if they do either of these sembling a drill or a screw, is most
ble building features include wall sec- things, they are considered not to be useful against stone walls.
tions 3" or more in length, or a crewing the artillery weapon during the At least eight figures are needed to
reasonably large feature such as a turn in which the attack is made. move a crushing engine at its full speed
tower, gatehouse, or stable. Objects of 3" per turn. Four to seven figures can
Rate of fire is the number of turns re-
such as gates are generally too small to move it 2", and two or three can move
quired for the weapon to be reloaded. A
be artillery targets; a gate or other type it 1". Crushing engines can only be
heavy catapult, for example, can fire
of feature not listed here would need to moved over clear, flat terrain (including
once every three turns (or only once
be at least 3" wide to qualify as an artil- roads, but not trails). Twice as many
every six turns, if it is missing a crew
lery target. figures are required to move a crushing
member or two).
A ballista with full crew can fire at a engine up even a gentle slope (1" rise for
single large-sized individual figure (a Move is the distance an artillery every 12" of horizontal distance), and
dragon or the leader or a troop of gi- weapon can travel in one turn over movement up a steeper incline is impos-
ants, for instance); under no other cir- clear, flat terrain. An artillery weapon sible.
cumstances can an artillery piece fire at is treated as cavalry for purposes of de- A crushing engine gets two attack
a single figure, whether that figure is a termining what types of special terrain dice of the appropriate size for each fig-
hero or part of a unit. it can negotiate, and how quickly it can ure helping to operate the device. At
Targets of artillery attacks are not al- move through special terrain—half least two figures must be available to
lowed to make armor checks; every hit speed through light woods or when as- operate it, and no more than four can
does damage. cending a slope, and one-third speed contribute to the crushing engine's at-
Special Modifier: An artillery through shallow water or brush/scrub. tack strength. The engine must be
weapon only inflicts half the actual hits An artillery weapon can only be touching the surface to be attacked be-
it rolls (rounded up) when firing at a moved when it has a full crew. An artil- fore it can cause damage.
unit in skirmish formation. If 5 hits are lery weapon cannot move and fire in Explanation of terms used in the table
indicated, for example, a skirmish unit the same turn, though it can be moved below:
only suffers 3. fully loaded, ready to fire the turn after
it moves.
Hits is the number of hits required to Hits is a two-number entry because
A turn when an artillery weapon
disable the machine (see the section be- in most cases, a crushing engine is en-
moves does not count for reloading, for
low on Damage to Occupants of Build- closed within a structure (generally a
purposes of determining rate of fire. An
ings and War Machines). heavy wooden roof supported by a
artillery weapon can change facing dur-
framework of timbers) that provides
Range is given in minimum and max- ing a turn when it is being reloaded.
protection for the device as well as for
imum distances. There are no short, the figures (maximum of four) that are
medium, and long range categories for Crushing Engines operating it. The first number repre-
artillery, and artillery pieces do not re- sents the number of hits of the engine it-
Rams and bores
ceive a range bonus for elevation. self; the second number is the number
are the two typical examples of this
Crew is the number of figures re- type of war machine. The ram (a more of hits of the protective framework and
quired to operate the weapon at full ef- massive version of the battering ram roof (which must be destroyed before
fectiveness. The weapon can operate discussed in a previous section) is most the device inside can suffer damage).
with less than a full crew, but its rate of
fire is slowed to half speed. A weapon
cannot fire or be loaded if its crew has AD When Used Against...
been reduced to less than half the num- Crushing Engines Hits Stone Metal Wood
ber given here. Ram 6/18 4 6 8
Crew members can defend them- Bore 12/18 8 6 6

84
Advanced Rules

AD columns show the size of attack


die (4-sided, 6-sided, or 8-sided) used
when the engine is attacking a certain
type of material. The number of attack
dice rolled is determined by the number
of figures operating the device, as de-
scribed above.
Specific alterations in the ratings of
these engines can occur between sce-
narios.

Siege Towers
The purpose of
these huge, movable towers is to move
attackers up to the wall of a fortress,
castle, or other structure and enable
them to take on the defenders of the
wall from the same height, or perhaps
even a higher elevation. A siege tower is
as difficult to move as a crushing
engine, requiring the same number of
figures and subject to the same
restrictions.
A siege tower has 10 hits for every 1"
(10 feet in scale) of the tower's height.
The dimensions of a siege tower, the
number of levels within it, and its ca-
pacity (in number of figures) must be
specified in the rules for a scenario. If
the tower has multiple levels, figures
can be placed at various elevations
within it. (For example, some troops
might battle defenders at windows 10
feet off the ground while other attack-
ers are meeting a force guarding the top
of the wall 20 feet higher up.)

Damage to Occupants of
Buildings and War Machines
War machines
can score hits against other war ma-
chines, and against both stone and
wooden building features of any type
(as long as the feature is large enough to
be an eligible target). War machines can
also be damaged by individual figures
and units.
A structure is destroyed when it has
suffered all of its hits in damage. Figures
inside the structure are in danger of be-
ing killed in the collapse. The attacker
rolls a d6 for each figure and totals the A horde of charging goblins, mounted on bloodthirsty wolves, rush the coura-
number of hits scored; then the de- geous defenders of a key bridge.
85
Advanced Rules

Fire inflicts damage against living Magical fire has various effects, de-
creatures and wooden structures, but pending on how the fire is produced
not against stone. Also, certain crea- and how potentially damaging it is. See
tures (such as fire giants) may be desig- the rules on magic (Chapter 8) for de-
nated as immune to fire attacks. Fire tails.
attacks are generally only usable if a
scenario specifies that they are availa- Igniting Targets
ble; a player cannot arbitrarily decide
that his troops have access to Greek Figures hit by fire
fire, for instance. However, players attacks are not allowed to make armor'
might come to a mutual agreement that checks; every hit scored does damage.
certain types of fire attacks (particu- Most of the time, the same is true of a
larly torches and flaming arrows) are structure or substance that is hit by fire.i
available whenever a player elects to However, there are two types of excep-
use them. tions to that rule:
Green or freshly wet wood that is
Forms of Fire hit by nonmagical fire makes ar-
mor checks as though the substance
Greek fire is a or structure has an AR of 6.
caustic, flame-producing liquid chemi- Soaked hides or a steadily wa-
cal that has AD of 2dl2 per attack in the tered surface hit by nonmagical fire
Bright colors enliven this detailed fig- turn when it hits a target—and Idl2 for makes armor checks as though the
ure of an elven cavalryman and his each of the next two turns, when the substance has an AR of 2.
horse. See Appendix IV for more infor- target is a figure or a unit (unless the liq-
mation on painting. uid is somehow washed off or neutral- A wooden structure hit by a fire at-
ized). The damage suffered on later tack continues to suffer damage on sub-
fender removes the appropriate number turns is determined at the start of the sequent turns and may eventually be
of figures from the battlefield. No ar- Melee Combat Step (after the affected consumed by flames. At the start of the
mor checks are allowed to cancel any of target has had an opportunity to Melee Combat Step of the turn follow-
these hits. move). Canisters of the substance— ing the original attack, the attacking
The crew of an artillery weapon does which are assumed to break on contact, player rolls AD 6 for each hit that was
not suffer damage when the weapon is whether or not they hit their target— scored by the original attack, and dam-
destroyed, since those figures are not in can be launched from a catapult or age is added to what the wooden struc-
an enclosed area. Figures that are oper- dropped off the top of a wall or the roof ture had already suffered. During the
ating a crushing engine may be killed of a building. next turn, AD 6 rolls are made for each
when the protective structure around Torches have AD 4 per attack. They hit scored on the previous turn, and
the device is destroyed. (The ram or must be carried (and thus used as a me- that damage is added to the total. The
bore itself is still usable, as long as a lee combat weapon) or dropped. process is repeated until the wooden
sufficient number of figures survive or Flaming oil has AD 12 per attack, structure has suffered all of its hits in
more figures can be moved up to take and also AD 12 on the turn following damage, or until the AD 6 rolls made
the places of the victims.) the attack when the target is a figure or during a turn result in no additional
A siege tower is a special case because a unit (resolved as for Greek fire; see damage, which means that the fire has
of its height and massiveness. Instead of above). Containers of flaming oil can gone out.
a d6, the attacker rolls a d8 for each fig- be launched from a catapult or Each figure spending a turn within 1"
ure inside a siege tower when the struc- dropped. of a fire can fight the blaze. Each fire-
ture is brought down. Burning arrows act essentially as fighter changes an AD 6 fire damage
torches used as missile weapons. Be- roll for that turn to a roll of AD 4,
Fire Attacks cause they don't fly as fast as normal ar- which increases the chance that the fire
rows, they have AD 4 per attack will be extinguished (score no hits dur-
Fire can be ing a Melee Combat Step) before it has
(instead of the usual AD 6 for normal
wielded in the form of torches, flaming consumed the structure. Firefighting
arrows). And they can't be propelled as
oil, chemically based Greek fire, and figures cannot move, attack, or be in
far as normal arrows can; the upper
possibly magic. Fire, or a fiery object, contact with enemy figures during a
limit of each range category is halved
can be delivered to its target by drop- turn when they fight the fire.
(after the elevation range bonus, if any,
ping it from a height, launching it from
is taken into account).
a catapult, or lashing it to an arrow.

86
Chapter 8
Magic

87
Chapter 8: Magic

Magic on the battlefield is broken with magical weapons. Attacks with check the first time during a scenario
into two categories: special abilities in- nonmagical missile and melee weapons when the awesome creature comes
herent to certain types of creatures against invulnerable units or figures are within 12" of the unit. Vertical distance
(such as dragons and hell hounds) and impossible. If an invulnerable hero is (if greater than 12") doesn't count; if a
magical spells usable by certain types of attached to a unit that is not invulnera- dragon flies 20" above a unit on the
heroes (wizards and priests). ble, the other figures in the unit can still ground but is 12" or less distant from
Magic not only unleashes forces of be attacked normally. the unit in horizontal distance, the unit
horrible destructive power, but it can Certain exceptions do exist, how- suffers the effects of awe.
be used to shape and alter the features ever: If figures attempt to charge an awe-
of the battlefield, or to disguise—even An invulnerable figure can be hit some figure, or if they are making a mo-
to the point of invisibility!—indi- by a nonmagical weapon that al- rale check because they are the target of
viduals and units. The use of strong lows no armor checks (artillery and the charge of an awesome creature, a
magic also can have a detrimental effect fire attacks being the prime exam- — 2 penalty applies to the unit's morale
on the morale of a foe. ples). rating.
Fortunately for the masses of crea- An invulnerable figure can be hit Once a unit has succeeded on a mo-
tures, those who can wield magic are by a figure (whether a hero or part rale check caused by an awesome figure
few in number, restricted to powerful of a unit) having at least 3 Hits. or unit, it need not check again for be-
wizards and priests or those awesome ing awed by that figure or unit for the
A unit in contact with an enemy unit
creatures such as dragons with inherent rest of the scenario.
that it cannot attack because of invul-
magical powers. When one of these
nerability (or any other special magical A creature or unit that causes horror
powerful individuals works to serve the
ability) must make a morale check at forces an enemy unit to make a morale
cause of evil, another powerful spell-
the end of each turn in which the two check when the opposing units first find
caster will often be found to champion
units remain in contact. themselves separated by 3" or less. In
the cause of good.
addition, a unit must make a morale
The rules that follow are not an at- Breath Weapons check at the end of each turn when it is
tempt to directly convert a magic-using in contact with a figure or unit that
Certain creatures
character from the AD&D® game into a causes horror. Certain figures are de-
(most notably dragons) can breathe fi-
figure in a BATTLESYSTEM™ scenario. scribed on the unit roster as "Cause hor-
ery, or icy, or poisonous blasts from
Instead, they are designed as a set of ror, - 1 " or "Cause horror, —2"; the
their jaws, capable of causing fearful
magic rules, drawn from the AD&D number is the penalty that applies to the
havoc on a battlefield. A breath
game rules, that will enable players to opponent's morale rating for these
weapon can be used once per turn, dur-
use magic spells and abilities on the ta- checks.
ing either side's movement step or in the
bletop battlefield without needing a ref-
Missile Combat Step. Creatures that cause horror or awe
eree.
A breath weapon affects an area of a are immune to the horror and awe ef-
The rules for converting AD&D fects of other figures or units. Other
specific shape directly in front of the
game characters to BATTLESYSTEM types of creatures may be immune to
breathing creature. In addition, it may
scenario participants (Appendix I) ex- these effects as well.
affect a specified maximum number of
plain how you can involve PCs in a bat-
target figures. (Add 1 to this number for
tle scenario with no conversion of
abilities or spell lists. Such usage, how-
smaller than man-sized targets; sub- Magic Resistance
tract 1 for larger than man-sized.)
ever, does require a referee or DM, and Creatures having
Each figure within the area of effect
is best suited for battles occurring as magic resistance can often avoid the ef-
suffers an attack by the listed AD for
part of a role-playing campaign. fects of a magic spell or magical special
the figure's breath weapon attack. No
ability. Magic resistance is expressed as
armor checks are allowed.
a number from 1 (weak) through 9
Special Magical Abilities Cause Awe, Cause Horror
(very strong).
The procedure for checking magic re-
Invulnerability (Immunity to Some creatures sistance is similar to an armor check;
Certain Weapons) have the ability to cause awe or horror the player controlling the figure or unit
Some creatures in enemy units. The effects of the two having magic resistance rolls ldlO for
are described (in the statistical listings, powers are only slightly different. each figure struck by a magical attack.
Appendix II) as being immune to non- Creatures having either ability should For each die-roll result equal to or less
magical weapons. An enemy figure or be noted as such on the unit roster. than the unit's or figure's magic resist-
unit cannot inflict harm upon such a A creature or unit that causes awe ance rating, one figure avoids the effect
creatures unless the enemy is equipped forces an enemy unit to make a morale of the magical attack.

88
Magic

Spell areas of effect. A spellcasting figure at "X" casting a hind the giant; or at the skirmishers (right), hitting three of
wall of fire spell (see page 91) has several choices. The spell them. The ogres at left cannot be targeted, since they lie out-
can be directed at the giant; at two of the ores in the unit be- side the 45-degree arc to the left of the spellcaster's center.

Level Draining, Poison, Spell Abilities cannot have any spell of a higher level
Paralysis than the figure's number of hits, and a
Two types of he- figure cannot have more spells of a cer-
These magical at- roes, wizards and priests, can employ tain level than he has of each level lower
tacks serve to create additional casual- spells on the battlefield. Certain mon- than that. The same spell can be taken
ties among the ranks of their victims. sters might be specified as capable of us- twice, but not more than twice.
Consequently, creatures with these ing spells also. Exception: A spell of a lower
abilities have been granted a larger- level can be taken to fill a slot at a
sized AD than they would normally Choosing Spells higher level, as long as the selection
merit. (In addition, the paralysis ability of this spell does not violate the
has another special effect; see the de- The spells usable
by a figure are specifically assigned or rule about having the same spell no
scription of ghouls in Appendix II.) more than twice. For instance, the
Creatures with any of these attack chosen at the start of a scenario, and
cannot be changed once the battle is un- player of a wizard entitled to have
forms always cause horror, and units a sixth level spell may not see any
facing creatures with these special abili- der way. The greatest number of spells a
figure can have is equal to IV2 times the use in being able to cast Lower Wa-
ties must make morale checks as ex- ter, which is the only sixth level
plained under the "Cause Horror" spellcaster's number of hits (rounded
up). Usually, a figure will have the max- wizard spell available. In that case,
section above. he can fill the sixth level slot with a
imum number of spells available, but
sometimes a scenario may specify a spell of fifth level (or lower), as
lower number. long as the wizard does not end up
As explained below, each spell has a with the ability to cast the same
specified level; the higher the level, the spell three times.
more powerful the magic. A spellcaster
89
Magic

Putting all these rules together: A Effects of Spells get is in skirmish formation, only 1 fig-
wizard with 3 hits can have as many as ure is affected.
The specific ef-
5 spells (3 x li/ 2 , rounded up). One of
fects of each spell are given in that
those spells can be a third level spell Following this information in each
spell's description (see the spell lists at
(matching the figure's number of hits). spell description is a section of text de-
the end of this chapter). The general
The other four spells could be allocated tailing how the spell works and what
characteristics that describe each spell
in two ways—either three first level sort of effect it has on the target fig-
are defined below.
spells and one second level, or two of ure(s). If the spell does damage, an AD
each lower level. It would be illegal to Spell Level is an indication of the rel- number will usually be given. This type
give the figure a single first level spell ative power of the magic of the spell; of die is rolled for each figure affected
and three from second level, or to allow second level spells are more powerful by the spell, and any hit(s) resulting
the figure more than one third level than first level spells, for instance (al- from that roll are applied to the specific
spell. though not necessarily twice as power- figure for which the roll was made.
In addition, spell-using individuals ful). This number is also the minimum (Note that this differs from the proce-
have these innate abilities: A wizard number of hits a figure must have in or- dure for weapon combat, in which hits
causes horror in enemy figures within a der to use the spell in question (as ex- are rolled collectively and not applied
range of inches equal to the wizard's plained above). on a figure-by-figure basis.) Unless oth-
number of hits. A priest causes awe in Range is the maximum distance erwise specified in a spell description,
enemy troops within a range equal to away from the caster that the spell's ef- no armor checks are allowed for the
the priest's number of hits. fects will reach or commence. purpose of canceling hits inflicted by
Duration is the number of turns dur- magic.
Casting Spells ing which the spell will remain in effect.
Players may wish to note the turn when
A spellcasting a spell is cast on the unit roster (or an- Wizard Spell List
figure can use as many as two spells in a other slip of paper), and they should be
single turn, and can cast spells (one per Magic Missile
sure to record the passage of turns
step) at any of these times—as long as throughout the scenario in order to en- Spell Level: 1
the caster is not in contact with an en- sure accuracy. A spell's duration lasts Range: 6" + 2" per hit of caster
emy figure or unit: until the end of its final turn. A dura- Duration: Instantaneous
1. During the caster's movement tion of "Concentration" means the ef- Area of Effect: 1 figure or unit
step, in place of movement, as long as fect lasts as long as the wizard does not A magic missile inflicts one hit upon
the casting figure has not yet moved in move, does not cast another spell, and the target for each hit of the caster (no
the current turn. is not hit by an attack. When concen- AD rolls necessary), up to a maximum
2. During the opponent's movement tration is broken, the spell effect ceases of 5. Armor checks are allowed against
step. immediately. each hit.
3. During the Missile Combat Step. Area of Effect describes the size (and
The target of a spell must be within perhaps also the shape) of the area in Stinking Cloud
the area of a 90-degree arc in front of which the spell's effects occur. It is ex-
pressed either as a measurement of Spell Level: 2
the caster (the same area that is used to Range: 3"
regulate movement and missile fire). space or as a maximum number of fig-
ures. If the area of effect is a measure- Duration: 1 turn
Remember that an individual figure can Area of Effect: 1 figure
change facing freely during a turn; this ment of space, a figure is only affected
includes pivoting to face a target just by the spell if any "living" part of the The stinking cloud surrounds the tar-
before casting a spell. figure itself (but not its weapons, its get with a mass of noxious vapors. A
equipment, or its base) is within the unit must check morale if one of its fig-
Each spell listed for a spellcaster is us- area.
able once per battle. When the spell is ures is struck by this cloud.
used, it is crossed off the figure's list. When an area of effect is given as a Larger than man-sized figures, and
number of figures, this number refers to figures with 3 or more hits, are immune
man-sized targets. It should be in- to the stinking cloud.
creased by 1 for smaller than man-sized
figures and decreased by 1 (to a mini-
mum of 1) for larger than man-sized
targets. When several figures are af-
fected, they must all be adjacent to each
other in the unit's formation. If the tar-

90
Magic

Dispel Magic Haste Wall of Fire


Spell Level: 3 Spell Level: 3 Spell Level: 4
Range: 12" Range: Contact Range: 6"
Duration: Instantaneous Duration: 2 turns Duration: Concentration
Area of Effect: 1 spell Area of Effect: 1 figure Area of Effect: Rectangle 1" long per
hit of caster, 3" high
The dispel magic spell can be cast The haste spell doubles a figure's
against any opponent's magic spell with movement allowance and number of One part of the wall must be within
an ongoing effect occurring within AD. A hasted figure always receives the range of the caster, but the far end of the
range of the caster. (Spells with a dura- melee advantage bonus (see page 41), wall can extend outside of the 6" range.
tion of "Instantaneous" cannot be dis- regardless of weapon type, unless he is The wall cannot be moved once it is
pelled before they take effect.) fighting a foe who is also hasted. raised. It lasts until the caster moves,
To succeed, the caster must roll 6 or casts another spell, or is hit by an at-
higher on ldlO (counting "0" as a roll of Lightning Bolt tack.
10). The roll is modified by the differ- Each enemy figure in the wall when it
Spell Level: 3
ence between the caster's hits and the is raised, or that marches into it while it
Range: 4" + 1" per hit of caster
hits of the spellcaster whose enchant- is up, suffers damage of AD ldlO.
Duration: Instantaneous
ment is to be dispelled.
Area of Effect: 3" line
For example, a caster with 7 hits at- Cone of Cold
tempting to negate a spell cast by a fig- The lightning bolt begins at a point
within range of the spellcaster, and then Spell Level: 5
ure with 4 hits adds 3 ( 7 - 4 ) to his die Range: 1" per 2 hits of caster
roll, so that the dispelling succeeds on a shoots 3" from that point directly out-
ward from the front side of the caster. A Duration: Instantaneous
roll of 3 or higher. In the reverse situa- Area of Effect: 90-degree arc in front of
tion, a caster with 4 hits attempting to figure whose body (but not just
weapon, equipment, or base) lies in the caster, to outer limit of range
negate a spell cast by a figure with 7 hits
must add - 3 to his roll, so that he area of effect suffers AD of 3d8. The cone of cold is a frigid blast
needs to roll a 9 or higher to dispel the against creatures in the fan-shaped area
more powerful caster's enchantment. Protection from Normal Missiles of effect. Each victim suffers an AD 8
attack for each 2 hits of the caster
Spell Level: 3
Fireball (rounded up). For example, a caster
Range: Contact
with 5 hits rolls 3d8 against each figure
Spell Level: 3 Duration: Remainder of scenario
in the area of effect.
Range: 2" per hit of caster Area of Effect: 1 figure
Duration: Instantaneous The caster can protect himself or one Cloudkill
Area of Effect: 2 figures 1" or less apart other individual figure (hero) from all
nonmagical arrows, spears, hurled Spell Level: 5
The fireball explodes around the af- Range: 1"
fected figures, inflicting AD of 3d8 per boulders, etc., for the rest of the sce-
nario (or until the magic is dispelled). Duration: 1 step
figure. Area of Effect: 1" x 2" rectangle
The spell conveys no protection against
artillery weapons or magical attacks. The cloudkill must be placed so that
"y
at least an edge or a corner of the area of
Spell Level: 3 Fear effect is within 1" of the spellcaster.
Range: Contact Any figures within the area of effect
Duration: 6 turns Spell Level: 4
suffer AD of 2dl2.
Area of Effect: 1 figure Range: 2"
After the spell is cast, the cloud can
Duration: Instantaneous
The fly spell allows one figure (repre- be moved in a straight line up to 1" for
Area of Effect: 1 unit
senting an individual, not 10 creatures) every 2 hits of the spellcaster, possibly
to fly at a movement rate of 18", Ma- When the fear spell is cast upon an damaging or killing other figures as it
neuverability Class B. This figure can opposing unit, that unit must make an moves. A unit that is forced to check
be the spellcaster, or any individual fig- immediate morale check with a —3 morale because it suffers a casualty
ure that is in base-to-base contact with penalty to its morale rating. from this magical attack is not required
the caster when the spell is cast. to make repeated checks if the cloud
kills other figures in the same unit as it
moves. No single figure in the unit can
be the object of more than one AD roll.
If the target unit is in good order, it

91
Magic

can choose to withdraw instead of mak- with one spell and then return during a ure or unit. The magic lasts until the in-
ing the morale check after suffering a later step or turn with the other spell. visible unit is contacted by a moving
casualty. (Obviously, this can be a wise The caster's destination can be any lo- enemy unit or makes an attack.
tactic to get away from a moving cation on the battlefield not occupied Any player who uses this spell must
cloud.) If the spell is cast during the tar- by another unit. have a sheet of graph paper with an ac-
get unit's movement step and that unit curate representation of battlefield ter-
has not yet moved, it can move imme- Lower Water rain. Figures are removed from the
diately after the casting (and the initial tabletop when they become invisible,
Spell Level: 6
AD roll) in an attempt to avoid further and their location and subsequent
Range: 8"
damage. The effect of this spell can be movement are recorded on the graph
Duration: 1 turn per 2 hits of caster
negated by a successful casting of dispel paper.
Area of Effect: 1" square per hit of
magic; the defending player must be The invisible unit's figures must be
caster
given an opportunity to declare that he put back on the table as soon as the unit
is casting dispel magic before the at- With this spell, a wizard can turn an attacks, or as soon as an enemy figure's
tacking player makes an AD roll to de- area of deep water into shallow water, movement would cause it to bump into
termine damage caused by the cloud or an area of shallow water into clear, the invisible unit. (Close calls go to the
(whether the roll comes just after cast- open terrain. Figures (friendly or en- player moving the non-invisible unit; if
ing or while it is moving). emy) can move through the altered ter- his moving figure would perhaps graze
The cloud will sink to the lowest ele- rain, treating it as shallow water or dry the side of an invisible unit, that is
vation in its path, perhaps moving con- ground, for the duration of the spell (or enough to discover it.)
trary to the desired direction of the until the magic is dispelled). If a figure is If the invisible unit reappears because
caster in doing so. The cloud cannot caught in shallow water when it turns another unit bumps into it, or if the in-
move up a slope and cannot move over back to deep water, the figure is de- visible unit attacks (either with missiles
any obstacle 1" (10 feet in scale) high or stroyed. If a figure is caught in an area or melee weapons), the appearing unit
higher. It is dispersed if it comes into of dry ground when it turns back to gets to make a free attack against the
contact with dense woods, and only shallow water, the figure is destroyed if enemy unit; the enemy is not allowed to
causes Idl2 of damage to figures in it is unable to move through shallow return fire or make an attack with its
light woods. water. Note that the area of effect is al- own weapons. This "free" combat takes
ways a square, regardless of the shape place during the movement step; the
Hold Monster of the body of water being affected. units fight normally during subsequent
Thus, a wizard with 6 hits casting the combat steps.
Spell Level: 5 spell on a 2" wide shallow stream
Range: 1" per hit of caster causes a 6" length of the stream to dry
Duration: 1 turn per 2 hits of caster Mass Charm
up; the rest of the terrain in the spell's
Area of Effect: 1 figure area of effect is already dry ground, and Spell Level: 8
The caster paralyzes any one figure if is not changed by the magic. Range: 1" per hit of caster
this spell is successfully cast. To deter- Duration: Special
mine success, roll ldlO for the caster. Mass Invisibility
Area of Effect: 2 man-sized figures
Subtract 3 from the die roll if the figure The mass charm spell is used against
Spell Level: 7
represents creatures at a 10:1 ratio. If specific enemy figures (2 man-sized, 3
Range: 2" per hit of caster
the result is greater than the number of small, or 1 large figure). To determine
Duration: Special
hits of the victim, the spell works and whether the spell succeeds, the defend-
Area of Effect: 1 unit within 6" x 6"
the victim must remain in place, unable ing player makes a morale check for
square or equivalent area
to move or attack, for the duration. each figure targeted by the magic. This
This spell can be used to conceal the check is made with a — 4 modifier to the
Teleport location of any one unit, including not figure's morale rating, or - 2 if the tar-
more than 40 man-sized or smaller fig- get figure is part of a unit and that unit's
Spell Level: 5 ures, up to 12 larger than man-sized or commander is also targeted. If an indi-
Range: Spellcaster cavalry figures, or up to 4 giant-sized or vidual figure (hero) is targeted, that fig-
Duration: Instantaneous larger figures. In addition, the unit to be ure uses its CD rating for this
Area of Effect: Spellcaster affected must be enclosed entirely check—unless the individual figure is a
The teleport spell allows the spell- within an area of 36 square inches (6" unit commander, in which case the
caster to move instantly to any other x 6", 4" x 9", 3" x 12", or any other check is made using the unit's morale
place on the table—or even leave the shape that meets this requirement). The rating. Successful charming of a unit
battle, in an emergency. A figure with spell cannot be cast on a unit having commander will cause that unit to be
two teleport spells can leave the battle any figures within 6" of an enemy fig- out of command.
92
Magic

This special check has no effect other The attacking player rolls AD of Spiritual Hammer i*-
than to determine whether or not the 2dlO for each figure struck by the spell.
spellcasting is successful. If the check is (A figure that lies between the caster Spell Level: 2
passed, the spell has no effect on that fig- and the target and also within 2" of the Range: 1" per hit of caster
ure. If one or more of the checks are target is only struck once, not twice.) Duration: Instantaneous
failed, however, the affected figure(s) Area of Effect: 1 individual figure
are immediately treated as casualties (hero)
from the unit they belonged to, and the Priest Spell List The spiritual hammer allows the
remainder of the unit must immediately priest to roll an AD 6 attack against any
Bless
make a morale check as though a figure individual figure within range. The at-
had been eliminated by a magical attack. Spell Level: 1 tack is treated as an attack by a magical
Thereafter, the charmed figure(s) be- Range: 6" weapon, so that it can affect a figure
come a separate unit under the com- Duration: 1 turn that is invulnerable to nonmagical
mand of the spellcaster. If a hero is Area of Effect: 1 unit weapons.
charmed, the figure switches sides and The bless spell, when cast upon a unit
is now controlled by the player whose that is not in contact with enemy fig- Dispel Magic
figure cast the spell. Charmed figures ures, raises the morale rating of that
are allowed an immediate change of unit by 1 until the end of the following Spell Level: 3
facing as their control passes to the turn. It can be used to affect a unit of up Range: 12"
other player; after this, they can only to 12 small or man-sized figures (or 4 Duration: Instantaneous
move and attack when their controlling large-sized figures). More than one Area of Effect: 1 spell
player has chances to move and attack. priest (or one priest with two bless The dispel magic spell can be cast
If the charmed figure was part of a spells) can make multiple castings of the against any opponent's magic spell with
unit (a figure representing 10 soldiers), spell to protect a unit containing a an ongoing effect occurring within
it can join a unit owned by the control- greater number of figures. A priest cast- range of the caster. (Spells with a dura-
ling player if its attack dice and armor ing more than one bless spell at the tion of "Instantaneous" cannot be dis-
rating are the same as those of other fig- same time is treated as if he is casting pelled before they take effect.)
ures in the unit. A charmed individual only a single spell, for the purpose of To succeed, the caster must roll 6 or
can take command of one of the con- counting the number of spells cast per higher on ldlO (counting "0" as a roll of
trolling player's units if the player so de- turn. 10). The roll is modified by the differ-
sires; otherwise, that figure operates as All figures to be affected must be in ence between the caster's hits and the
a hero. range of the spellcaster, though they do hits of the spellcaster whose enchant-
The effect of the spell lasts for the du- not have to be within his 90-degree for- ment is to be dispelled. This spell is
ration of the scenario—unless the ward arc; for this spell, the caster's identical with the wizard spell of the
magic is dispelled, the charmed figures range extends 6" in all directions same name.
are eliminated, or a wizard controlled around the figure.
by the opposing player casts another Prayer
mass charm spell to return the figures to Chant
their original allegiance. Spell Level: 3
Spell Level: 2
Range: Contact
Range: Special
Meteor Swarm Duration: 1 turn
Duration: Concentration
Spell Level: 9
Area of Effect: 1 unit
Area of Effect: 1 unit
Range: 4" + 2" per hit of caster The prayer spell affects the same
Duration: Instantaneous A priest must be within 1" of the unit
number of figures, for the same dura-
Area of Effect: Special commander to benefit a unit with this
tion, as the bless spell. It provides the
spell, and all figures in the unit must be
This powerful spell causes damage in unit with an improved morale and AD
in command. When it is cast, the unit's
a two-step process. First, the magical (exactly as the chant spell), plus it im-
morale rating receives a +1 bonus and
meteors will strike any figures in line proves the unit's AR by 1 (from 5 to 4,
the AD of the unit is temporarily in-
between the caster and the target figure. for example).
creased one size—from 8 to 10, for ex-
When the effect reaches the target ample. (If the AD is already 12 or
(which can be any figure within range), greater, add a d6 for each AD). The ef-
the magic erupts in a spectacular and fi- fect only lasts while the priest is concen-
ery display. This pyrotechnic explosion trating.
affects the target and all other figures
within 2".

93
Magic

Cure Hits morale at the end of any turn when fig- hack through more quickly. However,
Spell Level: 4 ures of the unit occupy the spell's area if this tactic is used the hedge is treated
Range: Contact of effect. as an AD 8 foe, and a melee must be
Duration: Permanent fought between the unit and the hedge.
Area of Effect: 1 individual figure Wall of Fire The unit must score a number of hits
(hero) greater than 1 per attacking figure in or-
Spell Level: 5
der for an opening to be made. For this
When a priest casts this spell on an el- Range: 8"
special combat, the unit is allowed to
igible target, the recipient immediately Duration: 1 turn
make armor checks but the wall of
has some of his wounds healed; roll Id6 Area of Effect: Rectangle 1" long per
thorns is not. It could take more than
and remove that many hits from the hit of caster, 3" high
one turn for a unit to make an opening
character. This spell cannot be used on One part of the wall must be within by combat.
a figure that has been slain. range of the caster, but the far end of the A fireball, wall of fire, or flame strike
wall can be farther than 8" away. The spell that touches a wall of thorns will
Divination wall cannot be moved once it is raised. ignite it. The thorns burn until the end
It lasts for the duration of the current of the following turn, acting in all re-
Spell Level: 4
turn plus the next turn, unless the caster spects like a wall of fire spell. When the
Range: 2"
moves, or an enemy figure moves into fire dies, the wall of thorns is gone.
Duration: Next initiative roll
contact with the caster.
Area of Effect: Commander
Each enemy figure in the path of the Creeping Doom
If the divination spell is cast by a the wall when it is raised, or that
priest who is within 2" of the army marches into it while it is up, suffers an Spell Level: 7
commander of his forces (not merely a attack with AD 10. Range: 1" per hit of caster
unit commander), or if the priest him- Duration: Instantaneous
self is the army commander, the divina- Find the Path
Area of Effect: 1" square
tion spell grants the controlling player a The creeping doom spell creates a
— 3 bonus to his next initiative roll. Spell Level: 6
Range: Caster mass of poisonous stinging spiders and
Duration: 1 turn per hit of caster insects. The horror inflicts AD of 4dl2
Flame Strike on any figure caught within it. Once
Area of Effect: Special
Spell Level: 5 created, the creeping doom can move in
Range: 6" A priest using this spell can lead a a straight line 1" for every 2 hits of the
Duration: Instantaneous unit of figures in column formation caster. (Its movement can be inter-<
Area of Effect: 1 figure (any size, any through any type of terrain except com- rupted while the opponent resolves mo-|
type) pletely impassable barriers. The unit rale checks for casualties.)
pays no movement penalty for the ter-
This spell calls down a towering pil- rain as long as the priest remains at the Fire Storm
lar of flame onto any single target figure head of the column.
within range of the caster. The flame in- The spell also allows the caster to lo- Spell Level: 7
flicts AD of 3dlO on the victim. cate any fords in streams that might lie Range: 16"
hidden below the surface. Duration: 1 turn
Insect Plague Area of Effect: 1" cube per hit of caster
Spell Level: 5 Wall of Thorns The fire storm sends explosive blasts
Range: 12" Spell Level: 6 of flame through the entire area of ef-
Duration: 1 turn Range: 8" fect. Each figure within that area suffers
Area of Effect: 6" diameter circle Duration: Length of scenario an attack of AD 2dlO. Creatures within
Area of Effect: Rectangle 1" long per the fire storm at the end of a turn suffer
This spell creates a dome-shaped damage again.
cloud of insects around any point hit of caster, 3" high
A priest with this spell can cast it in
within range of the caster. The cloud The wall of thorns creates a hedge of reverse, as a fire quench spell. If cast
blocks line of sight, and is 60 feet (6 ele- nasty, spiked vegetation. It can be against a nonmagical fire, it completely
vation levels) high. It cannot be moved slashed through, but only if a figure smothers all flame in twice the area of
once it is cast. spends 4 turns hacking at a single place effect listed above. If cast against magi-
Any units with figures in the cloud (instead of moving). After 4 turns, the cal flame (including fire storm spells,
when it is cast will rout automatically, effort opens a passage as wide as the fig- walls of fire, etc.), it smothers an area
unless the figures have at least 4 hits ure's base. equal to the listed area of effect.
apiece—in which case they must check A unit can attack the wall, trying to

94
Advanced Scenarios

The scenarios on the following pages


are examples of miniatures battles that
can be set up and played using the ba-
sic, intermediate, and some of the
advanced BATTLES YSTEM™ rules.
The first scenario is a battle that cen-
ters around a building—one side occu-
pying the structure, the other side
trying to take it away. Each side has an
army commander. The second battle
uses undead troops, commanders and
heroes, an artillery weapon, and magic
spells. In the third scenario, the rules
for heroes, skirmish units, flying units,
and magic spells are employed.
Refer to the introductory text for the
basic scenarios (page 46) for general in-
formation and advice that is true for
these scenarios as well.

This fearsome giant skeleton is not From Scenario 2: This massive battle is reaching a climax, as an army of
afraid to die . . . again. dwarves tries to stem the advance of the horrific undead units that are moving
out of the swamp.
95
Advanced Scenarios

m.x>-

A unit of skeletal cavalry rushes along the base of a hill, which the undead army has emerged, and is a good exam-
hoping to encircle its opponents and cut them off from the pie of how to construct terrain and still leave enough room
rest of their force. The foreground depicts the swamp from for units to be moved through and around the area.

The dwarven army's ace in the hole—their steam cannon. If they can keep the Another possible way to depict the gi-
weapon from being destroyed, the dwarves stand a good chance of winning. ant skeleton in this scenario.
96
The King's Last Stand Advanced Scenario 1

Men of King Weaver Setup high stone wall, and a two-story stone
house that is 30 feet tall. The courtyard
The men of King Weaver are placed
Background is 18" wide and 12" deep, with a 3"
after the forces of Prince Boris have
wide gate separating the courtyard
Old King Weaver is a good and kind been set up. The king himself must be-
from the road leading up to it. The gate
man. And, as so often happens to such gin the scenario inside the manor, either
has 24 hits; the door leading into the
people, someone who is not good and in the courtyard or in the house. The
house has 15 hits. Both the courtyard
kind has taken advantage of that be- units he commands can be located in
walls and the exterior walls of the house
nevolence. Assassins in the employ of the manor or anywhere within a 6"
have arrow slits.
Prince Boris, the king's younger half- move from the courtyard gate. Any
brother, invaded Weaver's lightly unit inside the house does not have to
be placed on the battlefield until the en- Victory
guarded castle and, though they did not
do him in, forced him to flee. King emy enters the house or the unit fires The men of King Weaver can win if
Weaver, along with a small contingent missiles at a target outside the house. the king himself survives and all of
of loyal soldiers, has taken refuge in a Prince Boris's army is eliminated or
manor on the fringe of his kingdom. Terrain routed from the field. If King Weaver is
Being in the manor is a bit of a mixed killed, his men must make a morale
Any suitable building model can be
blessing. Troops within the structure check at the end of every turn; they can
used for the manor, or a cardboard
will be secure behind its stone walls— still prevent the other side from win-
floor plan would suffice. The structure
but if the entrances are breached, the ning if they are able to eliminate Prince
consists of two main parts: a large
haven could turn into a tomb for any- Boris. If both commanders are killed,
courtyard surrounded by a 10-foot-
one caught inside. Should the king keep the outcome is a draw.
his men sheltered and try to hold the
gate against Boris's assault, or should
he send at least some of his forces out- Unit Rosters
side to intercept Boris's men on the open AD AR Hits ML/CD MV
field? King Weaver 10 2 7 18" 18"
Now that he can see the enemy corps Army commander; +2 Charisma Bonus
lining the ridge to the south, King 6 King's Knights [12]10 3 5 15 18"
Weaver knows that the time for deci- 8 Loyal Archers 8*6 7 2 12 12"
sion is at hand . . . and the time for be- Range7"/14"/21"
ing good and kind is over. 10 Loyal Footmen 8 12 9"

Prince Boris

setup an

97
Advanced Scenario 1 The King's Last Stand

Corps of Prince Boris Terrain to break the gate down. Up to six fig-
The manor consists of a large court- ures can handle a single battering ram.
Background yard surrounded by a 10-foot-high Any figures carrying or using a ram
stone wall, and a two-story stone house cannot attack and cannot defend them-
Prince Boris has known for many selves in melee combat; if they do take
years that he will succeed to the throne that is 30 feet tall. The courtyard is 18"
wide and 12" deep, with a 3" wide gate up weapons, they must drop the ram to
upon the death of his older half- do so, and then the ram is lost.
brother, King Weaver. But Boris him- separating the courtyard from the road
self isn't getting any younger, and he leading to it. The gate has 24 hits; the
has grown tired of waiting. The assas- door to the house has 15 hits. Victory
sins he hired to infiltrate the king's cas- The area of light woods is central to The Corps of Prince Boris can win if
tle somehow botched the job; now Boris's new plan. He can send squads of the prince himself survives and all of
Weaver and the remains of his army are men into the forest to cut down small King Weaver's army is eliminated or
holed up in a manor near the northern trees for use as battering rams. To make routed from the field. Boris can also
border of the kingdom. a ram, a unit must spend one turn in the win if he occupies the manor and none
Boris has reached the crest of the last forest without moving or engaging in of King Weaver's men are left inside it.
hill lying between him and the manor, combat (although such a unit could be If Prince Boris is killed, his men must
and he instantly sees a problem: Be- attacked by missile fire and still be able make a morale check at the end of every
cause of the water running along its to finish its job). Boris's men can make turn; they can still prevent the other
back side, he cannot surround the ma- up to three battering rams in this fash- side from winning if they eliminate
nor as he had planned. However, an- ion; the rams can then be carried to the King Weaver. If both commanders are
other idea springs to mind. The wooded courtyard gate and used in an attempt killed, the outcome is a draw.
area to the east is more than a source of
cover—it could provide Boris with the Unit Rosters
material he needs to turn a possible
stalemate into a decisive victory. AD AR Hits ML/CD MV
Prince Boris 10 3 5 13" 18"
Army commander
Setup 7 Knights 10]8 3 3 13 15"
The Corps of Prince Boris is placed 36 Regular Men-at-Arms 6 7 1 11 12"
on the field first. The prince himself (May be split into tw player's option)
must begin the scenario at the highest 21 Militiamen Irregulars 6 8 1 9 12"
point of the hill. 14 Medium Cavalry 8 6 2 12 18"

98
Army from Beyond the Grave Advanced Scenario 2

Graybrow's Legion Graybrow's Legion is almost within battlefield, except for the locations
striking distance now; while the foot where the light woods block line of
Background soldiers deploy to protect the cannon sight. The tower has 30 hits; it can only
and engage undead attackers, the crew be attacked by the steam cannon until it
In the words of one dwarven warrior
of the cannon will move into position has 20 hits or less, at which point it can
with a penchant for wry comedy, un-
for the assault on the tower. also be attacked from ground level.
dead are simply a fact of life. For a long
time, skeletons and zombies have been
Setup Victory
sallying forth from the Black Swamp to
bring terror and death to any mortals Graybrow's Legion is placed first, Graybrow's Legion can win by de-
they may encounter. Until now, it has with at least one unit atop the hill. stroying the tower, regardless of how
been a relatively simple matter to either many undead remain on the battlefield.
destroy them or avoid them. Terrain If neither side achieves an automatic
However, recent developments have victory, the last side to have troops re-
The tower (or whatever structure is
turned the joke into a statement that is maining on the table wins the scenario.
used) is visible from any place on the
no longer humorous. The undead now
seem to be marching with a purpose, as
Unit Rosters . _
though they are commanded by some- AR Hits ML/CD MV
AD
one who is not only evil but intelligent. 3 7 18" 12"
Graybrow 10
The dwarves can no longer afford to Army commander; +3 Charisma Bonus
take this threat lightly. The renowned Silverhelm (hero) 10*10
6"
commander Graybrow has gathered a Has reusable throwing hammer, range 6"
horde of his own, and has added to his 24 Elite Dwarves 8 5 2 14 6"
army an instrument with great destruc- 24 Dwarven Regulars 6 6 1 12 6"
tive potential. The dwarven steam can- 24 Dwarven Irregulars 6 8 1 11 6"
non can fling enormous missiles across Irregular formation only
a great distance, and is just the thing 21 Dwarven Heavy Crossbowmen 8*6 13 6"
that Graybrow's Legion needs to bring Range8"/16"/24"
down the tower, looming from the cen- 24 Dwarven Light Crossbowmen 6*6 12 6"
ter of the swamp, which the com- Range6"/12"/18"
mander assumes is the base of whoever Steam Cannon 2dlO — 10 4"
is controlling the undead troops. As light catapult, except that it has no minimum range; crewed by 4 figures.

99
Advanced Scenario 2 Army from Beyond the Grave

Dark Mahon's Horde vancing to meet his troops! He sees that Terrain
the dwarves have an unusual-looking The tower (or whatever structure is
Background piece of artillery, and immediately real- used) has 30 hits. As long as Dark Ma-
izes that they are staking their success hon occupies the structure, he can use
Troops are only as good (or in this on being able to use this weapon to de-
case, as evil) as the individual who any spell with a range of "Contact" to
stroy his tower. Thus, his first tactical affect any figure or unit anywhere in
commands them. Before the evil priest decision is made for him: Take out this
known as Dark Mahon came to the the swamp; if he leaves the tower, this
artillery weapon, and the plodding benefit is lost.
Black Swamp and took up residence in dwarves won't stand a chance. The
an abandoned tower in the center of the priest sends out orders to his minions,
morass, the undead of the swamp were then settles back to prepare his spells.
Victory
disorganized and, as a result, generally Dark Mahon's Horde can win by de-
ineffective. Now, thanks to some new stroying the dwarves' artillery weapon,
creatures that Dark Mahon has created Setup
regardless of how many dwarf figures
and thanks to his skill as a commander, Dark Mahon's Horde is placed after remain on the field. If neither side
the horde is ready to surge forth from the dwarven army has been set up. The achieves an automatic victory, the last
the swamp and make a killing strike commander begins in his tower; the un- side to have troops remaining on the ta-
against the haughty dwarves who live dead forces are set up in the swamp. ble wins the scenario.
in the area to the south.
The nucleus of Dark Mahon's strike
force is a squad of skeleton warriors Unit Rosters
AD AR Hits ML/CD MV
mounted on skeletal steeds. And in case Dark Mahon 8 3 5 9" 12" 1
that isn't enough of an advantage, the Army commander
priest has also animated the skeleton of Priest spells: Bless ( x 2), Chant ( x 2), Prayer ( x 2), Divination, Flame Strike
a giant—a behemoth easily capable of Giant Skeleton (hero) 12 2 8 — 9"
slaying two or three, perhaps even four, Causes awe
dwarves in a single stroke. 18 Skeleton Skirmishers 6 7 1 n/a 12" ;
Looking out from the window of his 20 Skeletons 6 7 1 n/a 17" i
tower, Dark Mahon cackles in glee. He 18 Skeleton Cavalry 10 7
can see an army of dwarves on the All skeletons suffer only half of hits inflicted by crossbows (divide before mak-
horizon—the little creatures are actu- ing armor checks); all other attacks inflict usual damage <•
ally going to make his task easier by ad- 20 Zombies 8 8 2 n/a 6" I

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100
Assault on Dragon Peak Advanced Scenario 3

Army of the Dragons take on "Big Red" and his only slightly Terrain
less formidable white partner, so this Dragon Peak is a hill at least 4 eleva-
Background little battle will be a good change of tion levels high. The edges of the battle-
pace. And it would be nice, just for the field are taken up by terrain that is
The audacity of humans is exceeded sake of the sport, if this bunch is able to
only by their foolishness. difficult for ground troops to
actually put up a bit of a fight. . . . negotiate—swamp on the west, rough
That is an adage, coined by a dragon
long ago, that has been proven correct ground and a wooded area on the east.
Setup
time and time again. Men and their de-
mihuman minions just never seem to The Army of the Dragons is set up Victory
learn the folly of trying to conquer a first. All of the units must be placed The Army of the Dragons wins the
dragon or make it do something it somewhere on Dragon Peak, with at scenario by destroying all of the enemy
doesn't want to do. It's impossible to least one dragon on the top of the hill. figures. To that end, it is important for
sneak up on a creature that can fly so The other dragon can be on the hilltop, the dragons to maintain control of the
high that it can see for miles around. or it can begin the scenario airborne, at hilltop—or regain it, in the unlikely
And as for actually trying to engage a up to 20" (200 feet in scale) directly event that the enemy occupies the area.
dragon in combat. . . well, every dragon above the top of the peak.
is glad that humans keep making the
attempt—because even a dragon needs
some amusement once in a while.
Two dragons, a red and a white, Unit Rosters
make their lairs atop a pinnacle known AD AR Hits ML/CD MV
as Dragon Peak. They allow other evil Red Dragon (hero) 12 2 8 12"
creatures and humanoids to live on the Breath weapon 3" x 1", 5dl2, 3 uses; no spellcasting ability 9"/30"
lower slopes, creating an impregnable White Dragon (hero) 12 4 7 15"
outpost that the dragons can use as a Breath weapon 3" x 1", 3dl0, 3 uses; no spellcasting ability 12"/40"
base of operations for their attacks on 4 Manticores 12 13
the surrounding lands. Missile range 6" /12" /18", 4 uses 12"/18"
Now, scouts for the dragons have re- 10 Hobgoblin Archers 6*6 11
layed the news that a force led by hu- Range7"/14"/21" 9"
mans is advancing toward the peak. It's 16 Hobgoblins 8 7 11 9"
been months since anyone has tried to 24 Ores 6 8 11 9"

'* * .*

V.-'•*•'•''•"•QV'.'.'o!'.•':'•:':'-'.v- -'.ft'.'.':/T\.

101
Advanced Scenario 3 Assault on Dragon Peak

White Wizard's Army Setup however, that the halflings can move
After the dragons and their allies are easily through the light woods.)
Background set up, the White Wizard's Army is de-
ployed. If one of the dragons is air- Victory
A dragon's arrogance is exceeded
only by its reasons for being that way. borne, the elf/hippogriff cavalry unit If the dragons' pride can be shattered,
That is an adage that has been proven can also be in the air as high as 24" (240 they can be defeated without being
correct time and time again. Most men feet in scale) above the setup area. killed. If at least one unit or figure in the
of honor can't stand the fact that drag- White Wizard's Army occupies the top
ons are insufferably egotistical—but Terrain of Dragon Peak and holds it for four
only the strongest and shrewdest are consecutive turns, the dragons will give
Dragon Peak is a hill at least 4 eleva-
able to stand up to these terrible crea- up. If the dragon army drives the in-
tion levels high. The edges of the field
tures, let alone defeat one of them. vaders from the hilltop, they can try to
are taken up by terrain that is hard for
Still, wizards and warriors continue take the high ground again.
ground troops to negotiate. (Note,
to challenge these enormous evil flying
creatures. The man who calls himself
the White Wizard has spent years hon- Unit Rosters
ing his skills in preparation for an as- AD AR Hits ML/CD MV
sault on Dragon Peak. Now he and his White Wizard (hero) 8 4 7 7" 24"
force are ready. Wizard spells: Magic Missile ( x 2), Stinking Cloud ( x 2), Lightning Bolt,
The humans and their allies are small Protection from Normal Missiles, Fear, Wall of Fire, Hold Monster,
in number but very strong in combat Teleport, Mass Invisibility
ability. They have advanced slowly and Patriarch (hero) 10 3 9 14" 18"
deliberately, keeping all of their units Priest spells: Bless ( x 2), Chant ( x 2), Prayer ( x 2), Cure Hits ( x 2), Insect
on the ground to hide the true nature of Plague, Wall of Fire, Wall of Thorns ( x 2), Creeping Doom, Fire Storm
their forces. Now they are close enough 20 Light Halberdiers 8 7 11 12"
that they must show themselves. With Second and third ranks can attack in melee
one eye on the ground and the other one 10 Halfling Archers 6*6 7 11 9"
cocked toward the sky, the troops re- Skirmish unit; Range 5" /10" /15"
ceive their final orders. They will take Favored terrain: Light woods
the peak or—like so many others before 10 Elf/Hippogriff Cavalry 6*12+8 6 14 18"/36"
them—die trying. Range 7" /14"/21"

> • .

: ^ ^ p ; : : : 9

102
Appendices

103
Appendix i: Converting AD&D® Game Statistics

These rules allow players to quickly damage, if they differ) should be used Varying Attack Dice
convert characters and creatures from when determining maximum damage (Optional Rule)
the AD&D® game into units and indi- per round.
viduals that can be used in the play of a Often, a charac-
BATTLESYSTEM™ scenario. They can Conversion Table ter or creature from the AD&D game
be useful for creatures not mentioned in will inflict different amounts of damage
Appendix II, and also for making modi- Conversion Max. Dmg. on different attacks, reflecting the use
fications specific to a role-playing cam- THACO Points per Round of a specific weapon or the result of
paign. How will it improve the ratings 20 0 0-2 combat against a foe of a certain size.
of an ore unit, for example, if the DM in 19 1 3 To reflect this capability in a figure or
your campaign has a band of the mon- 18 2 4 unit for BATTLESYSTEM scenario
sters with an extra Hit Die, and a +2 to 17 3 5 play, simply calculate each AD sepa-
all damage rolls? What does your 10th 16 4 6 rately and note the specific conditions
level fighter, with his longsword +4 15 5 7-8 on the roster.
and shield +2, look like on the battle- 14 6 9 For example, a unit made up of fight-
field? 13 7 10 ers carrying longswords could have AD
Of course, some of the AD&D game 12 8 11-12 8 against small and man-sized oppo-
rule books are necessary to perform this 11 9 13-16 nents, and AD 10 versus large-sized
conversion—or at least you need the 10 10 17-21 foes. On the unit roster, this is noted by
pertinent statistics of the creatures or 9 11 22-28 a usage such as "AD 8 (10 vs. lg)."
characters to be converted. 8 12 29-36
The conversion is easily accom- 7 13 37-45
plished, since all of the basic character- 6 14 46-54 Armor Rating
istics that describe a figure or a unit in a 5 15 55-63
BATTLESYSTEM scenario have their 4 16 64-72 Note the Armor
roots in the mechanics of the AD&D 3 17 73-80 Class of the character or creature (taken
game. 2 18 81-100 from the AD&D game rules) and con-
1 or lower 19 101 + sult the following table to determine the
figure's corresponding armor rating
Attack Dice Now check to see what size Attack (AR) in a BATTLESYSTEM scenario.
Die the total of Conversion Points al-
To arrive at an lows, as follows: Armor Class Armor Rating
10 10
AD number for a character or creature
Conversion Points Attack Die 8-9 9
type (unit), you need the AD&D game 0-3 d4 6-7 8
ratings for a figure's THACO (the num- 4-6 do
ber on a d20 roll needed to hit Armor 4-5 7
7-9 d8 2-3 6
Class 0 with an attack), and the maxi- 10-14 dlO
mum damage the creature or character 0-1 5
15-24 dl2 -2, - 2 4
could inflict in one round, if all of its 25-35 dl2+d8
normal attacks hit. (Don't consider -3, -4 3
36 + 2dl2 — 5 or less 2
spells, special abilities, or magical abili-
ties.) Special Notes on Attack Dice
Find the THACO on the Conversion
Table below, and cross-reference to the If the creature Hits
center column to see how many Con- type is a normal animal (not a fantastic
version Points that THACO is worth. creature, and not a humanoid), reduce The Hits Rating
Then find the line relating to the charac- the AD by one size. in BATTLESYSTEM play is a fraction
ter's maximum damage per round, and If the creature causes paralysis or of a creature's Hit Dice or a character
see how many Conversion Points that level draining, or is using a deadly poi- type's experience level in AD&D game
is worth. Add both Conversion Point son, increase the AD by one size. terms. Assign the figure or unit a num-
totals together. Also see special notes on converting ber of hits according to the following
Note: For characters and creatures cavalry and battle platform types at the table, using the "Hit Dice" column for
that can make two or more missile at- end of this section. creature types or the "Experience Level"
tacks per round, only one of those at- column for individual characters.
tacks (the one causing the most

104
Converting AD&D® Game Statistics

Hits Conversion Table — 1 if troops are antagonistic to their in the AD&D rules, expressing it as a
own cause** number of inches in the tabletop game
Experience Hits * These factors are defined in the scale (where 1" = 10 yards).
Hit Dice Level Per Figure AD&D game. If using the original
Less than 1 - 1 V2 rules, see page 85 of the Dungeon Mas-
1 - 1 to 1 + 1 0-1 1 ters Guide. In the 2nd Edition rules, Converting Cavalry
1 + 2 to 3 + 1 2-3 2 consult page 47 of the DMG. Each Hit
3+2 to 6+ 4-6 3 Die Modifier listed there (on Table 32) The conversion
7 to 10+ 7-10 4 becomes a morale rating modifier when procedure for cavalry is a modification
11 to 18+ 11-18 5 the character or creature is converted to of the procedure for infantry. Make the
19 or more 19 or more 6 BATTLESYSTEM™ rules. However, no following adjustments:
figure or unit can benefit from more AD: Raise the AD by 1 size larger
than two of the abilities and character- than either the rider's or the steed's AD,
Morale Rating istics given on the table. whichever is larger. If the horse alone
** These categories must be deter- would have AD 4 and the rider AD 6,
The exact deter- for example, the cavalry figure has AD
mined in the specifics of a scenario, or
mination of a unit's morale rating re- 8.
through the use of a referee in your
quires a little bit of a judgment call,
campaign situation: AR: Use the Armor Class of the rider
within some very firm guidelines. Of
course, if you have the AD&D® 2nd An elite unit is defined by training, or the mount, whichever is worse.
Edition Monstrous Compendium, you the longevity and traditions of the unit, However, if the worse AC is at least 3
can use the morale listings for creatures and the committment of its members; higher than the other AC, improve the
described therein. For bodies of hu- an elite unit, therefore, cannot also re- AC by 1. For example, a rider of AC 3
mans, or whenever morale information ceive the modifier for being passion- on a horse of AC 7 is considered AC 6
isn't available, the following procedure ately committed. Generally, no more for purposes of conversion. Then con-
can be used. than 1 in every 4 units should be elite, vert the Armor Class to an armor rating
except as allowed by special game con- using the normal conversion table
Begin with a base morale rating of 11. ditions.
This is the typical ML for 1st level fight- given above.
ers with average training, armor pro- Troops that are passionately commit-
ted to their cause are motivated by Hits: Determine Hits ratings for the
tection, and motivation—or for the rider and the mount separately; then
typical 1 Hit Die monster. Then modify something like fanaticism, whether it is
a belief in a religious cause or a specific take the average of the two numbers,
the 11 up or down for any of the follow- rounding fractions up.
ing factors that apply: leader, or is something more desperate
like the final defense of a homeland, ML: Use the rider's morale rating,
with the lives of family at stake or the raised by +1.
Morale Rating Modifiers ultimate survival or destruction of a na-
tion. MV: Use the mount's AD&D game
— 2 for creatures of V2 HD or less movement statistic.
Troops that are antagonistic to their
- 1 for creatures of more than V2 HD, own cause are most typically reluctant
but less than 1 HD peasants ordered to serve an unpopular
+1 for creatures with 3-6 HD lord, though they can be slaves ordered Converting Battle
+ 2 for creatures with more than 6 HD
+ 1 if unit is entirely elves or dwarves
to combat, or soldiers whose morale Platforms
has been undermined by some cam-
+ 1 if unit has AC of 4 or less paign factor or another. Mercenaries This procedure is
- 1 if unit has AC of 9 or 10 who have begun to fear that they will very similar to the cavalry conversion
+ 1 if unit is cavalry not be paid suffer from this malaise. procedure (above). It applies to char-
+ 1 if unit is capable of assuming regu-
iots, elephants with howdahs, and
lar formation
other mobile battle platforms.
— 2 if unit is 0-level humans
+1 if unit is entirely creatures with Spe- Movement AD: Calculate the figure's attack dice
cial Abilities* the same as for a cavalry figure, and
+1 if unit is entirely creatures with Ex- No actual con- then double the number—not the size—
ceptional Abilities* version is necessary to derive a move- of the AD.
+1 if unit has magical equipment ment allowance for a character or
creature; simply use the movement sta- AR: Use the Armor Class of the
+ 2 if unit is elite** steed(s) or the rider(s), whichever is
+ 1 if unit is passionately committed** tistic that the character or creature has
worse, perhaps modifying it as ex-
105
Converting AD&D® Game Statistics

plained for cavalry. Then convert the a hero would normally convert to AD the AD&D game rules in order to cir-
AC figure to AR. 12, then the individual gets AD 10. cumvent the role of the referee.
Hits: Calculate the same way as for AR: Converted from AD&D® game Mass battles can easily be adjudi-
cavalry, but then add 1 for every steed, rules for Armor Class, the same way as cated with a referee, however. Indeed,
mount, or rider beyond the first of each for infantry units. this is encouraged when player charac-
type. For example, a chariot with 4 ters are involved in battles. The use of a
Hits: Determined depending on what referee allows the character to use the
horses and 2 riders would receive a +4 type of creature of character is repre-
to the normal Hits rating. full range of his abilities, possessions,
sented by the individual figure. All and ideas, often in ways that would be
ML: Use the rider's normal morale monster types, and characters of the impossible without the referee.
rating, raised by +1. fighter class, receive 1 hit for each 2 Hit If the referee is the DM of the cam-
Dice or experience levels. All priest, paign, a common scenario arrangement
MV: Use 2/i of the steeds' normal
wizard, and thief characters receive 1 will pit him, in command of the enemy
movement allowance if only one crea-
hit for every 3 levels. As always, round legions, as an adversary of the player
ture pulls the vehicle; use the full move-
fractions up. characters (who are presumably occu-
ment allowance of the steeds if more
than one are pulling the vehicle. CD: This value is calculated by add- pying influential positions in the
ing the character's experience level (or friendly forces). It is important that the
half that number, if he is not a fighter) referee retain some semblance of objec-
to his Loyalty Base figure (from the tivity, but this does not mean he can't
Converting Individuals pull out all the stops with his army in an
Charisma Table in the Player's Hand-
book). A character can only command attempt to win a victory.
Individual char-
acters and monsters follow a slightly troops of the same class as himself.
different conversion procedure, to re- Only fighters can command 0-level (un- Using Characters in Units
flect the fact that they represent but one classed) characters and monstrous
creature instead of ten. troops.
Characters of
These rules treat heroes heroically. Exceptions: Wizards and priests lower level can of course fight as infan-
From a mathematical perspective, the might be able to command mon- try or cavalry troops among the units
attributes of heroes in a BATTLE- strous troops under special on the battlefield. Such combat is best
SYSTEM™ scenario are inflated beyond circumstances—the wizard's own handled as a role-playing melee.
those of the creatures in the units sur- ogre bodyguards, for example; and Should the unit suffer disaster, the
rounding them. However, the conver- of course priests and necromancers anonymous fate of such a soldier is a
sion is based on the assumption that are the only characters who can less than satisfying conclusion to a role-
there is an intangible quality to heroism command undead units. playing character's career.
that exceeds in importance the hero's Monsters, as a rule, can only com-
If a character is represented as part of
worth as a fighting machine. mand monsters of their own kind, or
a unit of troops (i.e., is one-tenth of a
In scenario design, the ratio of heroes those of related kind and lesser stature.
figure), the character can be assumed to
(non-commanders) to units should not Ogres, for example, can command
survive as long as one figure of the unit
exceed 1:2, and the ratio of all individ- ogres, ores, and goblins. Ores can com-
remains. Should that last figure be elim-
ual figures (including commanders) to mand goblins but not ogres, and gob-
inated, however, the referee can ran-
units should not exceed 3:2, in order to lins cannot command any of these
domly determine the character's status
maintain the integrity of this interpreta- types. Nor could ogres command gi-
by rolling ldlO on the following table.
tion. Of course, obvious exceptions can ants. Giants, on the other hand, can
arise when a role-playing situation is command virtually all of the humanoid
mammalian monster types. Fate of PC/NPC in Eliminated Unit
converted for resolution in a
BATTLESYSTEM scenario. Players The command diameter of a monster dlO
should always have the option of treat- is equal to the monster's ground move- Roll Character's Fate
ing their PCs as individual figures. ment rate, with a minimum of 9" and a 1 Killed; body is lost
Here's how to convert and individual maximum of 15". 2-3 Killed; body lies on field
character's attributes to ratings usable 4-7 Badly wounded (Id6 hp left)
with these BATTLESYSTEM rules: Using a Referee 8-10 Unwounded, but unconscious
for 10 rounds or (in the sce-
AD: Determined as for an infantry nario) game turns
unit, and then reduced by one size (but The BATTLE-
never smaller than 4). For example, if SYSTEM game is designed to be fully
the THACO and damage capabilities of playable without a referee. This makes
necessary occasional streamlining of

106
Converting AD&D® Game Statistics

Using Unconverted A figure can perform its melee round tle difficulty. Many AD&D game crea-
action at any point during the step in tures have been omitted of necessity
Characters progress. If opposing figures choose to from the rosters in this book (see the
perform their actions at the same time, scenarios, and Appendix II), but play-
This procedure is
a normal AD&D game initiative roll de- ers who desire to use them should not
most commonly used when a BATTLE- termines the order of their actions— have any trouble making the conver-
SYSTEM™ scenario is a backdrop for and only their actions. Figures can sion.
an adventure in a role-playing cam- attempt any function they could nor- When making a conversion of an un-
paign. It is certainly possible to gener- mally perform in a melee round: melee usual creature, first decide if it should
ate AD&D® game characters strictly for attacks, movement, special actions, be displayed at 1:1 or 10:1 in the game.
purposes of a miniatures scenario, but spellcasting, and so on. It doesn't mat- Generally, creatures with offensive
this entails a lot more work than the use ter what step of the BATTLESYSTEM magic abilities, lots of Hit Dice (14 + ),
of the BATTLESYSTEM rules for he- game turn is in progress—PCs can fight or that are very rare or unique, should
roes. The use of role-playing rules for during the movement steps and move be presented as 1:1. Those figures not
timekeeping and combat procedure during the combat steps as they wish. meeting one of these criteria should be
also can slow the play of the battle con-
All characters and creatures using displayed at the 10:1 ratio.
siderably.
AD&D game attributes employ this If the creature uses special or magical
However, if you have PCs or NPCs
melee round structure. All units using abilities, convert these to BATTLE-
who are involved in a large battle, you
BATTLESYSTEM game ratings are SYSTEM scenario ratings. Offensive
may not want to sacrifice all of the de-
bound by the normal turn sequence. and defensive effects are easily con-
tails you have worked out for those
(This is why a character/creature fac- verted by calculating their effect on
characters—details that cannot be de-
ing a PC should always be treated as an THACO and maximum damage (for
termined for every creature in a large
NPC, not an individual in terms of the AD determination) or Armor Class, for
battle. If the DM of your campaign is
BATTLESYSTEM rules. If the charac- a defensive benefit. It might be neces-
refereeing a BATTLESYSTEM sce-
ters were treated differently, the PC sary to give a figure several different
nario, he may rule that PCs (and possi-
could get as many as four attacks for AD, if it has a variety of attack forms.
bly NPCs) in the scenario will still be
every one attack of the foe.) When an area of effect is given in the
played using AD&D rules for combat,
magic, and so forth. The units and any original AD&D game rules as a number
individual figures not designated as Consistency of Ratio of inches (6", for example), the scale is
"special" in the battle still use 10 feet per 1", not 10 yards. To convert
The procedure these scales to miniatures, divide ranges
BATTLESYSTEM game ratings. In fact, explained above works most smoothly
the DM may want to determine both and areas of effect by three; a 6" radius
if PCs confine their attacks to enemy becomes a 2" range, for example.
BATTLESYSTEM and AD&D game figures representing individuals. If the
ratings for all individual figures in his hero just has to go up and beat on the Magical abilities that affect only a
force. Those that are in the vicinity of a left flank of the ogre unit, however, he single individual (ESP or hypnotism,
player character will employ the can. for example) are often best ignored.
AD&D rules, while those creatures far Battlefield conditions can be assumed
The DM must be sure to remember
removed from a PC function as heroes. to overwhelm all attempts to employ
that the ogre figure represents 10 ogres.
Then, if the PCs move, the first mon- such magic.
The melee rounds should be resolved
sters can revert to the simpler accordingly—and the ogre unit doesn't When in doubt, look for a compara-
BATTLESYSTEM rules for heroes, and lose a figure unless Our Hero bags at ble ability or effect among the creatures
the second group would be played as least 10 ogres. and troop types listed in Appendix II.
AD&D game creatures when any PCs Convert your own creature based on
come nearby. these comparisons.
Converting Unusual
Melee Rounds Creatures
Each figure using
role-playing attributes and rules plays Any AD&D
out four melee rounds per turn in a game creature can conceivably be con-
BATTLESYSTEM scenario, one round verted to use on a battlefield, though
apiece during four different steps of the many of them cannot perform as
turn: First Movement, Second Move- troops. A beholder, for example, can be
ment, Melee Combat, and Missile given effects for its relevant abilities in
Combat. BATTLESYSTEM game terms with lit-

107
Appendix II: Troop Type List

The numerical values given in this weapons, whether the unit is irregular, description of the creature type; the rec-
section are typical for the creature types whether it is chaotic, and so forth. ommended maximums can be exceeded
listed. All of them are accurate conver- When more than one listing is given for to meet a specific need. For example, it's
sions of the creature's abilities in the a creature type, the listings after the okay to create a unit of 20 dwarves
AD&D® game. Of course, a specific first one are for specialized troops— wielding light crossbows, even if there
unit of creatures from a certain cam- units that use specific weapons or have are only 30 dwarf figures on the battle-
paign (dwarves, for example) could certain special attributes. If the identifi- field all told, as long as you have a good
easily have different ratings those pro- cation of a specialized troop type is fol- reason for doing so.
vided here for various dwarven units. lowed by a phrase such as "up to 25%," A general fact (Irregular only, Cha-
Players will have to do their own con- this is a recommendation of the maxi- otic, etc.) that appears following the
versions for such specific troops. mum number of figures of that type basic listing for a creature type applies
The basic listing for each troop type that should be used in a scenario. For also to specialized troops of the same
provides the five principal ratings— instance, if you design a scenario using type unless otherwise indicated. For ex-
attack dice, armor rating, hits, morale 20 dwarf figures, as many as 7 of those ample, all centaurs are chaotic in na-
rating, and movement allowance. Be- figures ("up to 35%") could be light ture, and all dwarves treat rough/
low that line are given any additional crossbowmen. These percentages are rocky ground as favored terrain.
facts that apply, such as range of missile guidelines based on the AD&D game

Creatures Used with the Dwarves


AD 6 AR7 Hitsl ML 12 MV 6"
Basic/Intermediate Rules Favored terrain: Rough/rocky ground
Hated foes: goblins, ores, hobgoblins
Monsters (including demihumans)
Dwarven Axemen
Bugbears AD 8 AR7 Hitsl ML 13 MV 6"
AD 8 AR7 Hits 2 ML 12 MV 9"
Irregular only; Chaotic Dwarven Light Crossbowmen (up to 35%)
AD 6 AR8 Hitsl ML 12 MV 6"
These great, hairy humanoids are relatives of goblins. Range: 6"/12"/18"
They stand about 7' tall and are covered with brown fur. Al-
though bugbears are not exceptionally bright, they make de- Dwarven Heavy Crossbowmen (up to 15%)
cent fighters. Their large size and horrid appearance can AD 8 AR6 Hitsl ML 13 MV 6"
make them seem more ferocious than they actually are. Range: 8"/16"/24"
Bugbears are sometimes armed with small missile weapons Elite Dwarves (up to 20%)
such as maces, hammers, or spears (AD 6, Range 1" II" 13", AD 8 AR6 Hits 2 ML 14 MV 6"
point cost +3; see Appendix III for an explanation of point These short, stocky demihumans make excellent fighters.
costs). This is in addition to their normal melee weaponry. They fight with courage and skill, adapting well to tightly
Bugbears thus armed can throw these weapons at an enemy packed regular formations. When dwarves are engaged in
closing to their fronts when that enemy is at medium or long melee combat with one of their hated foes, the enemy mon-
range, and still participate in normal melee combat if they are sters suffer a +1 penalty to AR; an ore with AR of 6 becomes
contacted in the same turn. 7, for example. However, dwarves are still subject to disci-
pline checks in battles involving these types of foes.
Centaurs Because of their small size, dwarves gain a bonus to their
AD 10 AR 7 Hits 3 ML 13 MV 18" AR when they face giants, ogres, or trolls in melee combat.
Irregular only; Chaotic On the battlefield, this becomes a - 2 bonus to the dwarves'
Favored terrain: Woods AR; an AR of 4 becomes 2, for example.
Centaur Lancers (up to 50%)
AD [12]8 AR 7 Hits 3 ML 14 MV 18" Elves
Centaur Archers (up to 50%) AD 8 AR7 Hitsl ML 13 MV 12"
AD 8*8 AR7 Hits 3 ML 13 MV 18" Chaotic
Range5"/10"/15" Favored terrain: Woods
Centaurs are creatures with the torsos and heads of men Elven Longbowmen (up to 100%)
mounted upon the bodies of horses. They function as cav- AD 6*8 AR7 Hitsl ML 13 MV 12"
alry. Their courage, mobility, and weaponry make them very Range7"/14"/21"
effective troops. Elven Cavalry (up to 25%)
Centaurs move through light woods at no penalty, and AD [10]8 AR 7 Hits 3 ML 15 MV 18"
through dense woods as if the area was light woods.
108
Troop Type List

Elven Elite Troops (up to 25 %) Gnolls with Great Bows (up to 25%)
AD 6*8 AR7 Hits 2 ML 14 MV12" AD 6*8 AR8 Hits 2 ML 11 MV 9"
Range7"/14"/21" Range6"/12"/21"
These demihumans, famed for their skill with the long- These ugly humanoids are savage fighters for brief peri-
bow, are versatile and, despite their tendency toward chaotic ods, but their hyena-related origin is expressed in a frailty of
behavior, can be an important part of any army they are as- morale: Gnolls must check morale during every step in which
sociated with. Elves can function as skirmishers in any of the the unit loses even a single figure, as well as at any other time
above configurations. when a morale check would be required.
Favored terrain for elves includes all types of forest. They However, gnollish savagery is reflected in the creatures'
treat light woods, heavy woods, and brush/scrub as clear ability to function as berserkers—gaining double attack dice
terrain when they move and attack in melee. in melee combat when they are in good order.
Elves are unique among the creature types described in this
appendix, because they are immune to the special magical Gnomes
abilities of ghouls (see page 112). Elves do not check morale AD 6 AR7 Hitsl ML 11 MV 6"
when confronted by ghouls (the monsters' cause horror abil- Favored terrain: Woods
ity does not apply), and elves are not affected by the paraly- Hated foes: goblins, kobolds
sis attack of ghouls. Gnomish Light Crossbowmen (up to 25%)
AD 6 AR8 Hitsl ML 11 MV 6"
Giants, fire Range5"/10"/15"
AD 12*12 AR4 Hits 5 ML 15 MV 12"
Irregular only These diminutive demihumans can move through light
woods at no penalty, and through heavy woods as though
Range 5" /15" /20" with thrown boulders
the area was light woods. Gnomes with missile weapons can
Favored terrain: See below
be skirmishers.
Giants, frost Gnomes gain a —2 bonus to their AR when in melee com-
AD2dlO*2dlO AR5 Hits 5 ML 13 MV 12" bat with giants, ogres, bugbears, gnolls, or trolls.
Irregular only; Chaotic
Range 5" /15" /20" with thrown boulders Goblins
Favored terrain: See below AD 6 AR8 Hitsl ML 11 MV 6"
Giants, hill Hated foes: dwarves, gnomes
AD 12*12 AR6 Hits 4 ML 13 MV 12" Vulnerable in daylight (see below)
Irregular only; Chaotic Goblin Cavalry (riding wolves)
Range 5" /15" /20" with thrown boulders AD 10 AR8 Hits 2 ML 12 MV 18"
Favored terrain: Rough/rocky ground
These grubby little humanoids can sometimes form bands
Giants, stone of effective troops, more because of their great numbers than
AD2dlO*12 AR5 Hits 5 ML 16 MV 12" from any inherent value as soldiers. And of course the speed
Irregular only and savagery of wolf-goblin cavalry makes these troops for-
Range 10" /20" /30" with thrown boulders midable foes.
Favored terrain: Rough/rocky ground Goblins are hampered in daylight, which causes them a
Giants are among the most feared of combat troops be- — 1 modifier to morale and gives any opponent a — 1 benefit
cause of their size, brutal attacks, and generally good armor. to AR when being attacked by goblins.
They throw boulders in combat, inflicting their normal AD
except for stone giants (AD 2dlO for missile attacks). Halflings
Fire and frost giants are invulnerable to fire/flame attacks AD 6*6 AR8 Hitsl ML 11 MV 9"
and cold/frost attacks, respectively. In a scenario that in- Range5"/10"/15"
cludes unusual battlefield features such as scorching desert, Favored terrain: Woods, brush/scrub
lava pools, and hot springs, fire giants treat such areas as fa- These demihumans, 3-foot-tall miniatures of normal hu-
vored terrain. Similarly, frost giants enjoy the benefit of fa- mans, can function as skirmishers, in which case their ML is
vored terrain on any areas of the field that are covered by ice 12. Halflings move through all of their favored terrain as
or snow. though it was clear ground—and they are considered invisi-
ble when they occupy such terrain (unless they are in base-to-
Gnolls base contact with an enemy unit).
AD 8 AR7 Hits 2 ML 11 MV9" Halflings are exceptionally good with their bows; figures
Irregular only; Chaotic attacked by half ling missile fire suffer a +3 AR penalty.
Hated foe: minotaurs (see below)

109
Troop Type List

Hobgoblins Ogres
AD 8 AR7 Hitsl ML 11 MV 9" AD 10 AR7 Hits 2 ML 12 MV 9"
Hated foe: elves Irregular only
Hobgoblins with Bows Hated foes: elves, dwarves, halflings
AD 6 AR7 Hitsl ML 11 MV 9" These grotesque humanoids are much larger and heavier
Range7"/14"/21" than men. Ogres can function as skirmishers or as an irregu-
These surly humanoids are related to goblins, but are lar unit, moving from one type of formation to the other as
larger and tougher. When a hobgoblin unit is considered to desired. However, the entire unit must be in the same type of
be especially well trained, or when it is led by a commander formation at the end of its movement step; it cannot be parti-
with high charisma, the unit can have a morale rating of 12. ally in skirmisher formation and partly in irregular forma-
tion.
Humans
Many varieties of human troops are described in a separate Ores
section below. AD 6 AR8 Hitsl ML 11 MV 9"
Hated foes: dwarves, elves
Kobolds Vulnerable in daylight (see below)
AD 4 AR8 HitsV 2 ML 9 MV 6" Ore Crossbowmen (up to 25 %)
Hated foes: gnomes, pixies, sprites (see below) AD 6*6 AR8 Hitsl ML 11 MV 9"
Vulnerable in daylight (see below) Range6"/12"/18"
These scaly little runts can form savage groups of fighters Ore Shortbowmen (up to 25 %)
when gathered in great numbers. Their hatred of gnomes is AD 6*6 AR8 Hitsl ML 11 MV 9"
so great that when a kobold unit is in good order and attack- Range5"/10"/15"
ing gnomes, the monsters act as berserkers—getting double
attack dice (1 per figure instead of V2) on melee attacks. These bestial humanoids are one of the most numerous
Their hatred of pixies and sprites only applies in scenarios us- monster types. Ores can function well in large regular units,
ing the advanced rules (where flying units come into play). and ores with missile weapons are sometimes employed as
When fighting in daylight, a kobold unit gives up a — 1 bo- skirmishers. Ore units can gain a morale modifier of +1 if
nus to the enemy unit's AR (but kobolds do not suffer a mo- they are well trained.
rale penalty as goblins do). Like goblins, ores suffer in direct sunlight, receiving a —1
morale rating modifier and giving opponents a — 1 benefit to
Lizardmen AR under such conditions.
AD 10 AR7 Hits 2 ML 12 MV 6"
Irregular only Trolls
Favored terrain: Swamp AD 12 AR7 Hits 3 ML 13 MV 12"
Irregular only
These human-sized lizards carry large weapons and can be
Chaotic
savage fighters. They have a distressing tendency (distressing
to their commanders, in any event) to occasionally ignore Trolls are tall humanoid monsters, incredibly strong de-
living opponents in favor of feasting upon the enemy slain. If spite their slender, almost gaunt appearance. They can func-
a unit of lizardmen is engaged in melee, and the enemy is de- tion as skirmishers or as irregular units (but cannot switch
stroyed or the surviving enemy troops move away from the between the two formations as ogres can).
melee (including by rout), the lizardmen are assumed to be Their primary feature is the ability to recover hits of dam-
gorging themselves. They cannot move, or change facing or age that have been inflicted upon them. Troll figures removed
frontage, until the unit routs or passes a special morale check from the battlefield because of casualties do not return to the
made at the start of the unit's movement step. (Passing a mo- fight, but at the end of each turn, any excess hits (shown with
rale check for any other reason, at any other time during a a die) that have been inflicted upon a troll figure are re-
turn, does not count as success for this purpose.) moved.

Minotaurs
AD 10 AR8 Hits 2 ML 13 MV 12"
Irregular only; Chaotic
Hated foe: gnolls
These bull-headed humanoids are savage attackers. A unit
of minotaurs receives a +3 modifier to its morale rating as
long as it is in good order. When charging, minotaurs inflict
double AD (as for a cavalry charge).

no
Troop Type List

Human Troops Chariots, Light (2-horse)


AD 2d6*2dlOAR 8 Hits 4 ML 13 MV 18"
The following human units are as- Range 5" /10" /15" (short bow)
sumed to include primarily first level fighters, unless other- Chariots, Heavy (4-horse, 2-monster, etc.)
wise noted. See Appendix III for information on modifying AD2dl2 AR6 Hits 5 ML 14 MV 12"
troops from the basic types listed here.
Troops not defined as "Irregular only" can form regular or TRIBESMEN (Irregular only, all types)
irregular units. The following types can be designated as skir-
Spearmen
mishers if desired: light infantry, shortbowmen, longbow-
AD 6*6 AR9 Hitsl ML 11 MV 12"
men, and light cavalry.
Rangel"/2"/3"
Second rank can attack in melee
Peasant Rabble (0 level, Irregular only)
AD 4 AR9 Hitsl ML 7 MV12" Archers
AD 6*6 AR9 Hitsl ML 11 MV 12"
Militia (Irregular only) Range5"/10"/15"
AD 6 AR9 Hitsl ML 10 MV 12"
Axemen/Swordsmen
Light Infantry AD 4 AR9 Hitsl ML 11 MV 12"
AD 6 AR8 Hitsl ML 11 MV 12"
Medium Infantry DESERT NOMADS (Irregular only, all types)
AD 6 AR7 Hitsl ML 11 MV 9" Lancers (light cavalry)
Halberdiers AD [8]6 AR 8 Hits 2 ML 12 MV 24"
AD 8 AR7 Hits 2 ML 11 MV 9" Horse Archers (up to 25%)
Second rank can attack in melee
AD 6*6 AR9 Hits 2 ML 12 MV 24"
Veteran Pikemen Range5"/10"/15"
AD 6 AR7 Hits 2 ML 12 MV 9" Medium Cavalry
Second and third ranks can attack in melee AD 8 AR7 Hits 2 ML 13 MV 18"
Heavy Infantry
AD 8 AR6 Hitsl ML 12 MV 6" Animal Packs and Herds
Berserkers All of these creature types can use ir-
AD 6 AR8 Hitsl ML 12 MV 12" regular formation only. See the advanced rules (pages 76-77)
for information on the use of animal packs on the battlefield.
A berserker unit in good order earns double AD when en- Ants, Giant
gaged in melee combat, from the fanatical intensity of its at- AD 6 AR6 Hits 2 ML 20 MV 12"
tack. (This is not cumulative with a charge benefit; x 2 AD is
Favored terrain: See below
the greatest bonus the unit can receive.) Berserkers are ex-
empt from any morale checks due to casualties until the unit Giant ants always move in column formation, 3 figures
is reduced to 50% or less of its original size; thereafter it wide. They can move into contact with enemy figures while
checks normally. in column formation. If the column is prevented from ad-
vancing because of enemy figures, the ants can expand front-
Shortbowmen age and perform wraparound movement. If the enemy unit
breaks contact or is eliminated, the ants will contract into a
AD 6*4 AR8 Hitsl ML 11 MV 12"
column as they move again.
Range5"/10"/15"
Giant ants treat all terrain types except water, snow/ice,
Longbowmen and exotic settings (such as lava pools) as favored terrain.
AD 6*6 AR9 Hitsl ML 12 MV 12"
Range7"/14"/21" Apes (Gorillas)
Light Cavalry AD 6 AR8 Hits 3 ML 10 MV 12"
AD 8 AR8 Hits 2 ML 12 MV 24" Favored terrain: Woods, brush/scrub
Medium Cavalry Gorillas receive double their normal number of AD when
AD 8 AR7 Hits 2 ML 12 MV 18" cornered by terrain features (such that the gorillas could not
Heavy Cavalry (level 3 fighters) perform a 4" withdrawal if so required). Gorillas also gain
AD[10]8 AR6 Hits 3 ML 14 MV 15" double AD in any battle where the gorillas' lair is on the field,
though these two benefits are not cumulative.
Ultra-heavy Cavalry (knights; level 5 + fighters)
AD[12]8 AR5 Hits 4 ML 15 MV 12" Gorillas treat all wooded areas and brush/scrub as favored
terrain, able to move through all such areas at no penalty.

Ill
Troop Type List

Baboons some ability is a paralysis attack.


AD 4 AR8 Hitsl ML 11 MV 12" Any opposing unit that suffers a hit from ghouls and is not
Favored terrain: Woods (see below) eliminated as a result of that combat is paralyzed for the rest
In addition to the normal benefits of favored terrain (no of the current turn and the entire following turn. A paralyzed
movement penalty through light or dense woods), baboons figure is helpless; it cannot move or attack. In any kind of at-
enjoy an extra advantage—an additional AD for every 2 fig- tack against a paralyzed figure, the attacker receives double
ures whenever baboons attack while in a forest. the normal number of AD. If a paralyzed figure suffers just
one hit of damage, the figure is removed even if it ordinarily
Bears (brown or grizzly) would have one or more hits remaining.
AD 8 AR 8 Hits 3 ML 12 MV 12" An example of the procedure: A group of ghouls attacks a
unit of centaurs (figures with 3 hits). The ghouls score 4 hits,
Bears can do extra damage with their crushing hug. For
so one centaur figure is removed and another one is desig-
every normal attack that scores a hit (after armor checks are
nated as having one hit of damage. The damaged figure is
made), a pack of bears gets an immediate additional attack
also paralyzed. If the ghouls (or any other enemy) cause
with AD 6—and no armor checks are allowed to negate dam-
more damage to the centaurs while the figure is still immo-
age from the bear hug.
bile, then the first hit is applied to the paralyzed figure and it
is removed from the table even though it technically has one
CANINES hit remaining.
Dogs, coyotes, jackals A paralyzed figure is automatically eliminated if it is ever
AD 4 AR8 Hitsl ML 9 MV 18" more than 3" distant from all other figures in its unit. This
Wolves, war hounds, etc. gap can occur if other nearby figures are eliminated in com-
AD 6 AR8 Hits 2 ML 11 MV 18" bat, or if the remainder of the paralyzed figure's unit routs
and is forced to leave the immobile figure behind.
FELINES
Leopards, pumas, cheetahs, other medium felines Griffons
AD 8 AR8 Hits 2 ML 11 MV 12" AD 12 AR6 Hits 4 ML 11 MV12"/30"
Maneuverability Class C
Lions, tigers, other large felines
AD 10 AR8 Hits 3 ML 12 MV 12" Griffons must be treated as animals if they are not being
ridden (one size smaller AD, down to AD 10). Griffons car-
HERD ANIMALS rying riders can be treated as flying cavalry; they can charge
(and receive the appropriate bonuses for doing so), although
Cattle, deer, antelope, medium herd animal
they are still not capable of regular formation.
AD 6 AR9 Hitsl ML 9 MV 18"
Buffalo, rhinoceros, other large herd animal Hell Hounds
AD 8 AR8 Hits 2 ML 10 MV 15" AD 10 AR 7 Hits 3 ML 12 MV 12"
Elephant, mammoth, other huge herd animal Hell hounds can breathe fire (1" range), for AD 8 damage,
AD 10 AR7 Hits 3 ML 11 MV 12" in addition to their normal attack. This breath attack can be
used as pass-through fire against an enemy unit that is about
to come into contact with the hell hounds. The monsters can
Advanced Game Monster Types also stop and use their breath attack just before closing with
an enemy, but cannot resume moving again later in the same
Familiarity with the advanced rules turn. A pack of hounds that is charging can halt the charge 1"
(Chapters 7 and 8) is necessary before players can use these away from the target and use its breath attack instead of con-
creature types in a scenario. tacting the target, but then the hounds cannot complete the
All of these types except unicorns must use irregular or charge and must make a morale check immediately (even if
skirmish formation. Unicorns can employ regular formation the pack has already checked morale earlier in the current
as well as irregular and skirmish. step). f

Ghouls Hippogriffs %
AD 8 AR8 Hits 2 ML n/a MV 9" AD 12 AR7 Hits 2 ML 13 MVl8"/36" ,
Irregular only; Chaotic Maneuverability Class C
Cause horror, — 1 Like griffons, hippogriffs must be treated as animals (AD
These loathsome undead creatures cause horror in all non- 10 instead of AD 12) unless they are mounted as cavalry
undead opponents—except for elves (see above)—forcing a steeds.
morale check with a — 1 modifier. However, their most fear-
112
Troop Type List

Manticores Unicorns
AD 12 AR7 Hits 3 ML 13 MV12V18" AD 12 AR6 Hits 3 ML 14 MV 24"
Maneuverability Class C Chaotic
Manticores can fire up to 4 volleys of missiles (spikes from These extraordinary and very rare steeds never appear in
their tails) per scenario, range 6" /12" /18", AD 12 per manti- units of more than 6 figures. They are occasionally ridden by
core per attack. elven maidens, in which case they can assume regular forma-
tion.
Pegasi A unit of unicorns can teleport up to 36" once per day
AD 12 AR8 Hits 2 ML 13 MV24V48" (usually this means once per scenario). Teleportation can oc-
Chaotic cur at any time when spellcasting is allowed (see the rules on
Maneuverability Class C magic, Chapter 8). Unicorns can teleport both out of and into
These treasured steeds can function alone or as cavalry base-to-base contact with enemy figures.
steeds. They are not treated as an animal pack when un-
mounted. Wasps, Giant
AD 8 AR7 Hits 3 ML 18 MV6"/21"
Pixies Maneuverability Class B
AD 6*4 AR7 Hits V2 ML 10 MV6"/12" Wasps must be treated as an animal pack. Any wasp fig-
Range 3" /6" 19" ures within range of any fire attack lose their ability to fly
Maneuverability Class B (because their wings burn off easily).
Pixies are naturally invisible, and can become visible or in-
visible at will. (See the description of the Mass Invisibility Wights
spell, page 92, for information on how to handle invisibility AD 10 AR 7 Hits 3 ML n/a MV 12"
in a scenario.) Irregular only
Cause horror, — 2
Skeletons Wights do not have an exceptional armor rating—but they
AD 6 AR 8 Hits 1 ML n/a MV 12" can only be hit by magical or silver weapons, which makes
Irregular only this variety of undead particularly formidable on the battle-
Cause horror, — 1 field.
Skeletal Cavalry
AD 10 AC 8 Hits 2 ML n/a MV 18" Zombies
AD 8 AR 9 Hits 2 ML n/a MV 6"
These undead are literally animated skeletons, shambling
Irregular only
across the battlefield under some supernatural impetus. Be-
Cause horror, — 1
cause of the monsters' fleshless forms, any hits inflicted on
them by stabbing or slashing weapons (including arrows, Zombies not only move slowly, they have poor reactions;
spears, swords, axes, etc.) are divided in half (round up) be- thus, any opponent attacking zombies in melee gets the melee
fore armor checks for the skeletons are rolled. For example, if advantage of being able to attack first (see page 41 of the
an archer unit inflicts 9 hits upon a skeleton unit, the skele- rules).
tons only make armor checks for 5 hits.

Sprites Individual Characters, Heroes,


AD 8*4 AR8 Hits 1 ML 11 MV9"/18" and Monsters
Range3"/6"/9"
Maneuverability Class B The following types of creatures are
Sprites, like pixies, can become visible or invisible at will. best represented as individuals (i.e., 1 figure represents 1
(See the description of the Mass Invisibility spell, page 92, for creature, not 10 creatures). They are powerful enough in
information on how to handle invisibility in a scenario.) their own rights to show up in small numbers and deserve
such exclusive recognition.
Troglodytes
AD 8 AR 7 Hits 2 ML 11 MV 12" Chimera
Chaotic AD 10 AR7 Hits 5 CD none MV9"/18"
Troglodytes excrete a horrid odor in melee combat. Any Chaotic
unit in contact with troglodytes at the start of a turn must Maneuverability Class E
make a morale check immediately. The body of this fire-breathing monstrosity is a hybrid of
goat and lion with dragon's wings. It has three heads, one of
113
Troop Type List

them a dragon's head that can breathe fire (range 1", AD 8) AD 12 AR2 Hits 9 CD 12" MV12"/3O"
as an additional attack against any figure within range. BW special SP 2 x 2nd
Chaotic
DRAGONS
The brass dragon's breath weapon is a cloud of fear-
A dragon can attack with its breath weapon, or it can causing gas 2" long by 1" wide. If a figure is affected, that fig-
make a normal melee attack, but the creature cannot do both ure's unit must immediately make a morale check with a —3
in a turn. A dragon cannot use its breath weapon on two con- penalty to its morale rating.
secutive turns—however, it can breathe on every other turn
for the duration of a scenario. A dragon's breath weapon can Bronze Dragon
be directed anywhere within a 180-degree arc to the front of AD 12 AR3 Hits 8 CD 9" MV9"/30"
the dragon. BW 2dl2 SP 1 x 2nd
All dragons cause awe, and this reaction is of greater inten-
AD 12 AR2 Hits 10 CD 9" MV9"/30"
sity than the awe or horror caused by most other creatures.
Whenever a unit checks morale because of a dragon's pres- BW 4dl2 SP 1 x 4th
ence, the unit does so with a —2 modifier to its ML. The bronze dragon's breath weapon is a lightning bolt like
The listing for each dragon gives attributes for two ages of the blue dragon's. Alternately, the dragon can breathe a
life: adult (listed first) and venerable. Dragons also have in- cloud of repulsion gas in a 1" square area. Treat this gas as
herent spellcasting ability, and the maximum number of wiz- the brass dragon's fear gas.
ard spells usable by the dragon at each age level is given.
Some scenarios may specify dragons without spellcasting Copper Dragon
ability. AD 12 AR3 Hits 8 CD 9" MV9"/30"
All dragons fly at Maneuverability Class C. A dragon that BW 3dlO SP 1 x 1st
has suffered at least half of its hits in damage cannot fly for AD 12 AR2 Hits 10 CD 9" MV9"/30"
the remainder of the scenario. BW 5dlO SP 1 x 3rd
The following special notations are used in the dragon ros- Chaotic
ter descriptions: The number following "BW" is the attack
The copper dragon's breath weapon is a stream of acid like
dice for the dragon's breath weapon. The expression follow-
the black dragon's, also 2" long.
ing "SP" is the number of spells known of the highest possible
level, with an equal number of spells available at lower levels
Cold Dragon
(if any). Thus, a listing of "1 x 3rd" indicates that the dragon
AD 12 AR2 Hits 9 CD 12" MV12"/4O"
can know one 3rd level spell, as well as one spell from each of
BW 6dl2 SP 2 x 2nd
the lower two levels.
AD 12+8 AR2 Hits 11 CD 12" MV12"/4O"
Black Dragon BW 10dl2 SP 2 x 6th
AD 12 AR4 Hits 7 CD 12" MV12"/3O" The gold dragon breathes a gout of fire 3" long by 1" wide.
BW 2dlO SP 2 x 1st In addition to the wizard spells, a venerable gold dragon (the
AD 12 AR2 Hits 9 CD 12" MV12"/30" second listing) also knows 2 x 2nd priest spells.
BW 3dlO SP 3 x 1st
Green Dragon
Chaotic AD 12 AR4 Hits 8 CD 9" MV9"/30"
The black dragon's breath weapon is a stream of acid, a BW 3dlO SP 2 x 1st
thin line extending 2" from the dragon's front.
AD 12 AR2 Hits 10 CD 9" MV9"/30"
BW 5dlO SP 2 x 2nd
Blue Dragon
AD 12 AR4 Hits 8 CD 9" MV9"/30" The green dragon can breathe a cloud of poisonous gas 2"
BW 2dl2 SP 1 x 1st long by 1" wide.
AD 12 AR2 Hits 10 CD 9" MV9"/30"
Red Dragon
BW 4dl2 SP 1 x 3rd
AD 12 AR2 Hits 8 CD 9" MV9"/30"
The blue dragon breathes a lightning bolt of electric dam- BW 5dl2 SP 1 x 2nd
age. The bolt extends 4" from the dragon in a straight line.
AD 12+8 AR2 Hits 10 CD 9" MV9"/30"
BW 8dl2 SP 1 x 4th
Brass Dragon
AD 12 AR4 Hits 7 CD 12" MV12"/3O" Chaotic
BW special SP 1 x 2nd The red is the fire-breathing dragon, spewing a cloud of
flame 3" long by 1" wide.

114
Troop Type List

Silver Dragon Knight Hero (Level 8 fighter)


AD 12 AR2 Hits 9 CD 9" MV9"/30" AD 10 AR4 Hits 4 CD 8" MV9"
BW 5dl2 SP 1 x 3rd This warrior can increase his MV to 15" when mounted on
AD 12+8 AR2 Hits 11 CD 9" MV9"/30" his armored warhorse.
BW 8dl2 SP 1 x 5th
The silver dragon breathes a cloud of killing frost, 3" long Captain (Level 10 ranger)
by 1" wide. The venerable silver dragon (the second listing) AD 8*8 AR5 Hits 5 CD 16" MV 12"
knows 1 x 3rd priest spells in addition to its wizard spells. Range 10" /20" /30" (magical long bow)
+1 charisma bonus when used as commander
White Dragon The captain can also use a light lance when mounted on a
AD 12 AR4 Hits 7 CD 12" MV12V40" light or medium warhorse (AD [10], MV 18").
BW 3dlO SP 1 x 1st
AD 12 AR2 Hits 9 CD 12" MV12"/4O" Lord Hero (Level 14 fighter)
BW 5dlO SP 2 x 1st AD 10 AR3 Hits 7 CD 16" MV 9"
Chaotic When astride his heavy warhorse (MV 12"), this grand old
The white dragon breathes a frosty cloud that is 3" long by warrior can also wield a lance (AD [12]).
1" wide.
Minor Wizard (Level 8 wizard)
AD 4 AR7 Hits 3 CD 5" MV 12"
GIANTS
Cause horror, — 1, range 3"
Cloud Giant
This character can cast 2 1st, 2 2nd, and 1 3rd level spell.
AD 12*12 AR5 Hits 9 CD 15" MV15"
Range 8" /16" /24" with thrown boulders
Great Wizard (Level 13 wizard)
+ 2 charisma bonus when used as commander
AD 8 AR5 Hits 5 CD 7" MV 24"
Cause horror, — 1, range 5"
Storm Giant
AD 10*12 AR5 Hits 10 CD 15" MV 15" This mighty spellcaster can use 2 1st, 2 2nd, 2 3rd, 1 4th,
Range 10" /20" /30" with composite bow and 1 5th level spell.
Chaotic
Major Wizard (Level 19 wizard)
Once per scenario, a storm giant can hurl a lightning bolt
AD 8 AR3 Hits 7 CD 8" MV 24"
of the same size and shape as in the Lightning Bolt spell (see
page 91). This bolt inflicts AD 3dl2 on all targets in its area of Cause horror, — 1, range 7"
effect. This awe-inspiring mage knows 2 1st, 2 2nd, 2 3rd, 2 4th, 1
5th, 1 6th, and 1 7th level spell.
Treant
AD 12 AR6 Hits 6 CD 6" MV 12" Priest (Level 8 priest)
Chaotic AD 6 AR6 Hits 3 CD 9" MV9"
Cause awe, — 1, range 3"
Each treant can command one tree within its CD to move
(3" MV) and fight. The tree attacks and defends just like a This cleric has 2 1st, 2 2nd, and 1 3rd level spell.
treant.
High Priest (Level 13 priest)
AD 8 AR4 Hits 5 CD 12" MV 12"
Cause awe, — 1, range 5"
Human Character Types
This worthy man (or woman) of faith can use 2 1st, 2 2nd,
These are samples of the many vari- 2 3rd, 1 4th, and 1 5th level spell.
eties of human and demihuman character types—by no
means a complete list of every possible hero or commander. Patriarch (Level 20 priest)
Certainly, players who convert AD&D® game characters for AD 10 AR3 Hits 7 CD 14" MV 18"
use in BATTLESYSTEM™ scenarios will come up with ratings Cause awe, - 1 , range 7"
for PCs and NPCs that differ from any of the figures de- This potent spellcaster can use 2 1st, 2 2nd, 2 3rd, 2 4th, 1
scribed here. 5th, 1 6th, and 1 7th level spell.

115
Appendix Hi: Scenario Construction and Point Costs

This appendix is designed to allow ment (and thus could be used on either pendix II. By using these numbers as
two players or teams to create reasona- or both sides of a good-vs.-evil battle). guidelines, players can devise point val-
bly well-balanced scenarios while still ues for other types of creatures or varia-
allowing the players a great deal of free- tions on the troop types in these lists. To
dom in selecting their troops. Terrain and Situation prevent later misunderstandings, all
Basically, each player is given a cer- players involved should agree on the
tain number of scenario points, and Players should point value to be given to a newly cre-
uses those points to purchase troops agree upon the types of terrain to be ated troop type before the actual design
from the lists below. represented on the field, and take turns of a scenario begins.
placing the various pieces. Some modi-
fications to point expenditures can be Basic & Intermediate
Types of Scenarios reflected in the terrain: Game Monsters
1. If a player defends a fortified struc- (including demihumans)
As a basic frame- ture, his opponent can spend 2V2 times Bugbears (E) 13
work, the following three sizes of sce- as many points as he can.
narios are suggested. (By prior Centaurs (G) 30
agreement, players can design armies of 2. If a player is allowed to place all of Centaur Lancers 34
any size they wish, but it's probably a the terrain pieces (giving his army the Centaur Archers 35
good idea to start small.) advantage of a readily defensible posi- Dwarves (G) 5
tion), his opponent receives IV2 times Dwarven Axemen 6
Small Scenario: 500 points per as many points as he does.
player, 3-6 units per side Dwarven Light Crossbowmen. .. .10
Medium Scenario: 800 points per Dwarven Heavy Crossbowmen . .12
player, 5-8 units per side Dwarven Elite Troops 13
Rules of Thumb
Large Scenario: 1200 points per Elves (G) 7
player, 6-12 units per side Unless both play- Elven Longbowmen 13
As an additional control, players can ers agree to alter one or more of these, Elven Cavalry 20
declare a maximum number of points the following restrictions apply to arm- Elven Elite Troops 18
that can be spent on any one creature. ies created by the point system. Giants, fire (E) 120
This limitation prevents one player 1. No more than 1 hero (non-
from introducing dragons, for example, Giants, frost (E) 140
commander) is allowed per 2 units, and
while the other player prepares for a if commanders are used, the ratio of all Giants, hill (E) 60
lower level of magic in the fight. individual figures to units should not be Giants, stone (N) 100
Low Magic: No figure costing more more than 3:2.
Gnolls (E) 10
than 60 points can be used. 2. The number of figures per unit (not
Medium Magic: No figure costing Gnolls with Great Bows 16
counting heroes or commanders) must
more than 100 points can be used. fall within the ranges recommended in Gnomes (G) 5
High Magic: No restriction on point the basic rules (see the right-hand Gnomish Light Crossbowmen. .. .10
cost for any figure. column of the table on page 9). Goblins (E) 3
Players should select a size of sce- 3. No more than UA of the units in an Goblin Cavalry 18
nario and level of magic desired before army can have morale ratings of 13 or Halflings (G) 9
beginning to design their armies. Addi- higher. Half ling Skirmishers 10
tional conditions should be agreed
upon before actual scenario construc- 4. No more than V3 of the figures in Hobgoblins (E) 5
tion begins. A common general condi- an army can be cavalry. Hobgoblins with Bows 10
tion is for the battle to be a contest 5. No more than V2 of the figures in
between good creatures and evil crea- Kobolds (E) 2
an army can possess missile weapons.
tures; thus, both sides cannot employ Lizardmen (E) 12
units of ores, or elves, or any creature Minotaurs (E) 13
type that is typically (for game pur- Point Values Ogres (E) 13
poses) evil or good in alignment. In the
lists of point values below, (G) indi- The following Ores (E) 5
cates good creatures, (E) evil ones, and lists provide point costs, per figure, for Ore Crossbowmen 10
(N) those that can be of either align- all of the troop types described in Ap- Ore Shortbowmen 9

116
Scenario Construction and Point Costs

Trolls (E) 25 Light Cavalry 16 Elephant, mammoth, other


Medium Cavalry 20 huge herd animal 15
Any of the above monster figures can
be modified in these ways: Heavy Cavalry 30 Advanced Game
Add spears 1 Ultra-heavy Cavalry 40 Monster Types
(AD 6*6, Range l"/2"/3")
Add short bows 4 Chariots, Light 40 Ghouls (E) 22
(AD 6*, Range 5("/10"/15") Chariots, Heavy 50 Griffons (N) 45
Elephant w/platform 40 Hell Hounds (E) 22
(Not including riders) Hippogriffs (N) 30
Human Troops (all N)
The above cavalry and special types Manticores (E) 55
Peasant Rabble 1 can be modified as follows:
Militia Irregulars 3 Improve ML by 1 4 Pegasi(G) 35
Light Infantry 4 (maximum improvement of 2) Pixies (G) 12
Add extra Hit 8 (If invisibility is not used: 8)
Medium Infantry 5 (maximum of 2 Hits)
Improve AR by 1 3 Skeletons (E) 7
Halberdiers 10 Skeletal Cavalry 25
Veteran Pikemen 12 Tribesmen Sprites (G) 25
Heavy Infantry 7 Spearmen 3 (If invisibility is not used: 15)
Berserkers 6 Archers 6 Troglodytes (E) 12
The above types of human infantry Axemen/Swordsmen 2 Unicorns (G) 40
can be equipped with the following ad-
ditions, for the listed point costs: Wasps, Giant (N) 35
Desert Nomads
Add spears 1 Wights (E) 35
(AD 6*6, Range l"/2"/3") Lancers (light cavalry) 14
Zombies (E) 8
Add halberds (AD 8) 2 Horse Archers 18
(AD 8, second rank Individual Characters,
can attack) Medium Cavalry 15
Heroes, and Monsters
Add large shields 1
(needed for shield wall) Animal Packs and Herds Monster Types
Add pikes 2 Ants, Giant (N) 12 Chimera (E) 75
(AD 6, second and third
Apes (Gorillas) (N) 9 Dragons:
ranks can attack)
Add short bows 5 Baboons (N) 3 Black (E) 125
(AD 6*, Range 5" /10" /15") Blue(E) 150
Bears (brown or grizzly) (N) 12 Brass (G) 110
Add long bows (light
infantry only) 7 Bronze (G) 160
Canines (all N) Copper (G) 140
(AD 6*, Range7"/14"/21")
Add heavy crossbows 6 Dogs, coyotes, jackals 1 Gold(G) 250
Green (E) 150
(AD 8*, Range 8" /16" /24") Wolves, war hounds, etc 3
Add light crossbow 4 Red (E) 200
(AD 6*, Range 6" /12" /18") Silver (G) 220
Felines (all N) White (E) 150
Add arquebuses (light
infantry only) 7 Leopards, pumas, cheetahs, Giant, cloud (N) 130
(AD 8*, Range5"/10"/20") other medium felines 4
Giant, storm (G) 125
Improve ML by 1 1 Lions, tigers, other large felines 6
Improve ML by 2 3 Treant (G) 50
(maximum improvement of 2) Herd Animals (all N)
Add extra Hit 6 Human Character Types (all N)
Cattle, deer, antelope,
(maximum of 1 Hit) medium herd animal 4 Knight Hero 35
Improve AR by 1 1
(maximum improvement of 2) Buffalo, rhinoceros, other Captain 40
large herd animal 8
117
Scenario Construction and Point Costs

Lord Hero 50 Goblin Field Army Brigade Groups


8 Goblin Cavalry 144
Minor Wizard 100
45 Regular Infantry 135 These troops can
Great Wizard 175 (split into 2 units) be used as small independent forces or
Major Wizard 225 24 Goblins with Spears 96 as reinforcements for the army groups
18 Goblins with Short Bows 126 described above.
Priest 75
95 figures total 501
High Priest 140 Monstrous Heavy Brigade
Ore Field Army
Patriarch 200 40 Regular Infantry 200 4 Trolls 100
(split into 2 units) 8 Ogres with Spears 112
Typical Army Lists 12 Crossbowmen 120 18 Hobgoblins 90
Armies are more than collections of 12 Shortbowmen 108 30 figures total 302
armed creatures. Certain combinations (Regular or Skirmish) Giant Brigade
of types and formations have proven 12 Spearmen 72 8 Bugbears 104
themselves effective, and armies are 76 figures total 500 16 Ores with Spears 96
generally organized along the lines of 3 Stone Giants 300
Reptilian Field Army
these proven arrangements. (Skirmishers)
51 Kobold Infantry 102
The armies presented below repre- OR
(split into 2 units)
sent typical arrangements of forces for 5 Hill Giants 300
12 Kobolds with Short Bows 72
these creature and culture types. Most 32 figures total 500
12 Lizardman Infantry 144
of these armies are built with approxi-
(Irregular or Skirmish) Woodland Brigade
mately 500 points, for use in a small sce-
14 Lizardmen with Spears 182 5 Centaur Lancers 170
nario at a low level of magic. Some
medium-sized armies are provided. In 89 figures total 497 6 Centaurs 180
addition, one or more of the brigade Undead Army 15 Halflings 150
groups listed at the end of this section 32 Skeletons 224 (Skirmishers)
can be tacked onto an army to bring the (1 or 2 units) 26 figures total 500
force up to medium or large size. 18 Zombies 144 Human Elite Brigade
12 Skeletal Cavalry 300 4 Ultra-heavy Cavalry 160
Dwarven Field Army 6 Ghouls 132
10 Light Crossbowmen 100 8 Halberdiers 80
68 figures total 800 6 Longbowmen 66
8 Heavy Crossbowmen 96
20 Regular Infantry 100 Human Army, Medieval Period 18 figures total 306
16 Dwarven Axemen 96 6 Heavy Cavalry 180 Human Heavy Brigade
8 Elite Troops 104 24 Militia Irregulars 72 6 Heavy Cavalry 180
62 figures total 496 8 Longbowmen 88 24 Heavy Infantry 168
12 Heavy Infantry 84 (1 or 2 units)
Elven Field Army 18 Light Infantry 72
6 Elven Cavalry 120 15 Halberdiers 150
68 figures total 496 45 figures total 498
14 Longbowmen 182
(Regular or Skirmish) Human Army, Renaissance Period Human Light Brigade
6 Elite Troops 108 6 Heavy Cavalry 180 8 Light Cavalry 128
12 Regular Infantry 84 6 Light Cavalry 96 8 Longbowmen 88
38 figures total 484 16 Veteran Pikemen 192 (Skirmishers)
8 Heavy Crossbowmen 104 20 Light Infantry 80
Elven Light Army (improved Heavy Infantry)
8 Elven Cavalry 160 (1 or 2 units)
12 Medium Infantry 60
(1 or 2 units, Regular 12 Shortbowmen 108 36 figures total 296
or Skirmish) (improved Light Infantry;
18 Longbowmen 234 can be Skirmishers)
(1 or 2 units, Regular 6 Heavy Infantry 42
or Skirmish)
66 figures total 782
15 Regular Infantry 105
(1 or 2 units)
41 figures total 499
118
Appendix IV: The Art of Miniatures Gaming

Figure Tainting eventually will ruin the brush for any- tle immediately and not worry about it
thing except drybrushing or dusting. drying out or tipping over. Paints are
Painting an army easier to thin and mix when you're
of miniature figures can be tedious, Paints working with small amounts, too.
time-consuming, and frustrating, or it Whether you use
can be fun, relaxing, and rewarding, acrylic (water-based) or enamel (oil- Other Tools
depending on how you approach the based) paint is largely a matter of taste. Besides brushes
task. An organized work area, the Most miniaturists wind up using both and paints, you'll need all or some of
proper tools, and plenty of patience are in order to get the colors they want. the following: metal file; utility knife-
the vital ingredients. The more care you Acrylics are easy to use because they rags for cleaning brushes; clean water
put into the job, the better your results can be thinned and cleaned up with wa- or thinner (for thinning paints); more
will be. ter. They tend to give bright, flat col- water or thinner (for cleaning brushes);
The place to get started is in your tool ors. Enamels give a hard, smooth finish bottle caps, very small jar lids, or a
box. Having the right tools when you and tend to flow more evenly, but you'll paint palette; pliers (for opening
need them will save time and cut down need paint thinner both for thinning gunked-up paint bottles); glue; and
on botched paint jobs. and cleaning up. toothpicks. Toothpicks are useful both
There's nothing wrong with using for stirring paint and for touching up
enamels and acrylics on the same fig- small mistakes.
Brushes
ure, as long as you let one coat dry
Obviously, you'll completely before starting the next one.
need paint brushes. Two or three But never, never try to mix acrylics and
brushes are enough to start with, but The Art of Painting
enamels together to get a third color; it
you'll need a variety of sizes. Try a size won't work, and you'll be sorry you
1 flat brush and a size 2 round brush for People who paint
tried. individual player character figures can
painting large areas, and a size 0, 00, or You'll want a wide variety of colors.
even 000 round for painting details. afford to spend hours laboring over
A good flesh tone is essential, as are nu- tiny details and intricate brush strokes.
Don't even think about synthetic fi- merous browns and greens. Bold, The fact that you're reading this implies
ber brushes. Red sable artist's brushes bright colors look best on gaming min- that you want to paint entire armies of
are more expensive, but their perform- iatures. While it isn't always practical, inch-high elves, dwarves, and goblins.
ance more than makes up for the cost it's nice to have three shades of each The basic techniques are the same for
difference. Buy the best brushes you color: the color itself, and that color in both tasks, but army painters need to
can afford and take good care of them. lighter and darker tones. This makes take a few shortcuts if they intend to
That includes plucking out any hairs shading and highlighting a lot easier, ever actually array their host on a gam-
that are sticking out at funny angles, since you don't have to mix lighter or ing table. Both techniques—painting
trimming the end so that it's even, and darker shades of each color. for speed and painting for detail—are
eventually retiring a brush when it's Model paints aren't cheap, so it's explained in this section. But first, some
worn out. worth making an effort to take care of practical background.
Clean your brushes thoroughly them. The first time you open a new While the BATTLESYSTEM™ game
whenever you switch colors or paints, bottle or tin of paint, drop in a #10 is set in fantasy worlds, fantasy is more
and clean them with soap and water be- washer or a small ball bearing or screw. appealing when it is extrapolated from
fore you put them away. If you are us- These help mix the paint when you reality. Let your imagination run wild
ing a very small brush, clean it shake it. Always shake the paint vigor- when painting your fantasy miniatures,
frequently while you are using it. Paint ously before opening the bottle and stir but at the same time, keep your eyes
will begin drying quickly in the fine it a few times with a toothpick or the open for real-life counterparts. A giant
bristles. handle of your brush after opening to lizard, for example, is a fantasy concoc-
After each cleaning, re-form the tip make sure it's well mixed. If you paint tion, but small lizards do exist. Your gi-
with your fingers while the bristles are straight from the bottle, shake the paint ant lizard will look more believable if
still damp, so that they will be straight again before you put it away. This pre- you base your paint job on its real-life
the next time you use the brush. And al- vents the partially dried-out paint at the cousin. You don't need to lift your col-
ways pull the brush downward when top of the bottle from drying out com- ors straight from a blue-tongued skink,
painting, so the paint flows from the pletely during storage. but you can examine how the skink's
root to the tip. Any other motion— Instead of painting straight from the scales are patterned and colored. For
swirling, splaying the hairs—pushes bottle, though, it's best to put a little this purpose, a good painting of a lizard
paint into the roots of the bristles, where paint in an old bottle cap or on a pal- is more helpful than a photograph. A
it is notoriously hard to get out and ette. Then you can recap the paint bot- photo shows you what the lizard looks

119
The Art of Miniatures Gaming

like, but a painting shows you how an-


other painter captured that look.
The smaller a figure is, the darker it
looks. To compensate, it must be
painted with light, bright colors. A
flesh tone that looks way too light
painted on the back of your hand will
be just right on a 25mm figure. This is
true for all colors except black, white,
and most metallics.
Also, small figures look shinier than Illustration 1 Illustration 2
they really are. Something that's glossy
in reality looks wrong on a 25mm figure Step 2: Mounting. When the figures If you plan to mount your figures on
unless it's painted in flat colors. Pol- are completely dry, mount them on in- group stands, you probably should
ished leather, silk, and metal are the dividual bases. In the BATTLESYSTEM skip this step for now. If you mount the
three exceptions. Everything else game, there are several standard base figures on a group stand, they will be
should be flat. sizes (see page 11 of this book). Some too close together to paint easily. In-
Fourth, even a highly detailed 25mm especially big figures—dragons, for stead, just work with the figures un-
miniature just doesn't have much three- example—may use bases cut to the size mounted.
dimensional relief. If you just paint on of the figure, or no base at all. Now is the time to arrange your fig-
the colors, the figure will look like a The best material to make bases from ures on a handling stick. A handling
25mm statue. To make it look real, you is matte board or poster board. Matte stick is a small, flat stick, approximately
must give it shadows; you must create board is easy to cut and is available 3/4" x 3/4» x 12". (These dimensions
shadows with paint and brush where from most art supply stores. Use a pen- are just a suggestion; anything in that
none exist. This is a lot easier than it cil and ruler to measure off as many ba- neighborhood will do.) Use putty to
sounds, and in many ways it speeds up ses as you need. Put the sheet of matte mount six to 12 figures, evenly spaced,
painting. board on a work table or some other on the handling stick. Yellow note putty
The eight steps that follow describe a solid surface that won't be damaged by works very well and can be found in any
system for painting armies of minia- scratches and cuts. Use a sharp hobby stationery department. The reason for
tures. Most of these steps apply equally knife and a metal straightedge to cut using putty instead of glue is so you can
when painting detailed leader and out the bases. You probably will need to rotate the figures during painting and get
player-character figures. Following make several strokes to cut all the way at every side.
these eight steps are a few more through the matte board. Be sure to
keep the knife along the edge of the Step 3: Priming. Once the figures are
advanced techniques for detailed fig- mounted, they should be primed. All
ures. metal guide so you get a straight cut.
figures should be primed, except for ar-
Bases also can be made from balsa eas where you intend to use the bare,
Step 1: Cleaning. The first step in wood, foam core, masonite, floor tile, polished metal as a finish (this works
painting your miniatures is cleaning or any other flat, sturdy material. Most well for knights in plate mail). Priming
them thoroughly. Start by trimming of these have drawbacks of some kind, prevents tarnishing, helps the paint
any flash (excess lead that isn't sup- though, so unless you're experienced at stick to the figure, and makes colors
posed to be there) away from the figure working with them, matte board is look brighter. A flat white spray primer
with a sharp knife and a small file. Try best. is best. Give the figures two or three
to smooth out any rough edges that Epoxy, instant super-strength glues, thin coats, letting the figures dry for at
show where the mold was fitted to- or even white household glue can be least several minutes between coats.
gether. Trim or file the bottom of the used to mount metal miniatures on their Multiple thin coats are less likely to
figure so it stands up straight without bases. Be sure to follow all of the instruc- cause runs or fill in surface details than
rocking. tions that come with the glue, and use it is one heavy coat. Let the primer dry
Next, wash the miniatures in warm, in an area with good ventilation. overnight before doing any more paint-
soapy water and rinse them off in Bendable plastic miniatures (which ing. Illustration 1 shows our sample
warm, clean water. Set them out on a aren't very common, anyway) are more figure—one of Starbrow's select
towel or newspaper and let them dry difficult to mount. Silicone adhesive or swordsmen—primed, mounted, and
overnight. (This wash is to remove any rubber cement works best. If you use ready for painting.
dirt, grease, or oil from the figure, so any other kind of adhesive, you may
don't handle the figures any more than have to resign yourself to having the Step 4: Staining. A stain is a thin
you have to while they're drying.) figures break loose occasionally. paint-to-water (or thinner) mix. You'll

120
The Art of Miniatures Gaining

Illustration 3 Illustration 4 Illustration 5

have to experiment a bit to find the paint the flesh first, then belts, straps, a little paint on your brush, then wipe
right ratio for your paints and figures, bags, hanging weapons, held weapons, off most of it on a rag or a sheet of
but 2:1 (two parts thinner to one part and so on, finishing with backpacks newspaper. With the small amount of
paint) is about as thin as you want this and shields. paint left, brush lightly across the
to get. Before putting any paint on the This is where using a handling stick raised areas of the figure, leaving just
figure, brush some out on a white pal- can really save time. Instead of painting enough paint to create highlights or
ette or sheet of paper. If the edges are one figure completely, select one small bring out fine details. Drybrush outer
translucent and it's good and runny, it's item. Align all the figures on the stick so folds of cloth, shoulders, foreheads,
right. you can get at that part of the figure knuckles, and other strong spots.
Stains work best on clothes: cloaks, easily. Now go down the line, painting Getting just the right amount of dry-
capes, boots, shirts, pants, gloves, and the same feature on every figure, using brushing is tricky. To work, it must be
cloth hats. The stain will flow into low the same brush stroke over and over. bold, but too much looks artificial.
areas, such as folds in cloth, and thin When you reach the end of the line, ro- Keep these two rules in mind when dry-
out on raised areas, letting the white tate all the figures slightly and start brushing: Keep doing it until it looks
primer show through. This is the effect over. By breaking an area of color into right, and when it looks right, stop.
you want, so don't go back and brush individual (or small groups of) brush Use an old brush for this, because
over those light areas to darken them. strokes, you save time by not having to drybrushing will ruin a new one.
The figure will look too light at this shift positions or alter your grip on the Illustration 4 shows drybrushing on
point, but that's good. brush repeatedly. our sample elf. The cape, boots, leg-
It pays to be careful when applying As an example, consider our elf's hel- gings, and face were drybrushed with
the stain. If you let some of it slop onto met. Instead of painting the entire hel- white. The chain mail was drybrushed
another area that will also be stained, it met on the first figure, then moving to with metallic silver. Note also how the
will show through the other stain. This the second figure, try this: Paint the steel helmet and sword have been dry-
gives a nice effect if you want the fig- crest and nose guard on each figure; ro- brushed. They were painted initially
ures to look like their clothing is worn tate the figures slightly clockwise and with a very dark, almost black metallic
and patched. Avoid it if you want the paint the left side of each helmet; rotate color. A very light metallic silver was
figure to look sharply dressed. slightly and paint the back of each hel- drybrushed over this from the point of
Illustration 2 shows our sample elf af- met; rotate slightly and paint the right the sword and down from the crown of
ter staining. Notice how the thin stain side of each helmet. This sounds tedi- the helmet to give them a realistic,
accents the details of his cape, boots, ous, but it's actually much easier and weathered look.
and especially the wood grain on the faster than painting each helmet indi-
back of the shield. The stain could have vidually. It does require some practice, If you want your figures on group
been heavier on the chain mail. This however, because your natural ten- stands, now is the time to mount them.
sort of stain will produce delicate- dency will be to finish one figure before
starting the next. Illustration 3 shows Step 7: Detailing. With the drybrush-
looking chain. A heavier black under- ing done, look at the figure and ask
coat would give the mail a bolder, our elf after the solid color paint job has
been applied. yourself, "What's missing?" Fill in the
coarser appearance. little details like sword hilts and pom-
Step 5: Solid Coloring. This step in- Step 6: Drybrushing. Drybrushing mels, jewels, and shield designs. Add-
volves painting all those areas that makes your miniatures more visually ing just one or two fine details to a
weren't stained. Use a thicker, opaque exciting, but it takes some practice. The figure can make the difference between
mixture of paint for this. Take care to goal is to lighten those areas that stand looking good and looking fantastic.
paint right up to the stained areas, but out in bright light. Make a pale mix of An extra touch that will make your
don't paint over them. It's best to start the color being highlighted (or, for sim- miniatures look more attractive and
with the flesh tones and work outward; plicity, just use white or light gray). Get natural is sand or model railroad grass
121
The Art of Miniatures Gaming

glued onto the base. Just spread a thin


layer of white glue on the base with a
modeling knife, then dip the base into
the sand or sprinkle sand over it. Let the
glue dry for a while, then use an old
paint brush to brush away the loose
sand. Paint the base so it matches the
color of your gaming table. Field green
is the most common and versatile color,
but other earth tones can work just as
well. Drybrushing yellow over a field
green, textured base produces very at-
tractive artificial grass.
A faster but more fragile method is to
paint the base of the figure and then
lightly sprinkle sand over it while the
paint is still quite wet. After it has
dried, apply a very thin wash of your
base color over the sand. This is how
the elf's base was finished; see Illustra-
tion 5.
Step 8: Protecting. After your figures
are painted and mounted, it's a good
idea to protect them from nicks and
gouges with clear acrylic spray. Just the
normal wear from handling miniatures Even on highly detailed miniatures,
during a game can rub the paint off high eyes should be underplayed. That usu-
spots and leave greasy finger marks. A ally means you can forget about them
clear, matte acrylic works best, and can Illustration 6 entirely. You really can't see much detail
be found in most paint stores or art sup- about a person's eyes from more than a
ply stores. If a matte spray finish isn't After painting in the solid areas of few feet away. If you decide your figure
available, use a glossy acrylic spray and color, add highlights. When you finish must have eyes, try painting on just
brush on a thin matte finish. These pro- applying your stain coat, the figure eyebrows. If that isn't good enough, try
tective sprays may darken the figure a should have dark areas in the folds, either of these methods: Add an iris of
bit, but this is a small price to pay for lighter raised areas, and very light very light gray (not white) and put in a
protecting your masterpieces from mi- edges. To highlight, mix a lighter shade pupil by making a very small pinhole in
nor damage. Like priming, use several of the base color and paint it onto those the iris. If even that isn't good enough,
thin coats instead of one heavy coat for light, raised areas. Then mix a lighter paint the eyebrow and entire eye black
a better-looking, more durable finish. shade still and paint it or drybrush it or brown. Bring out the pupil by put-
onto those very light edges. Then dry- ting a spot of light gray on both sides.
brush the figure. Illustrations 6 and 7
Detailed Techniques show one of Starbrow's commanders Bonus Tricks and Advice
and a troll, both of which have been
painted this way. Experience will
The eight-step teach you far more tricks and shortcuts
process described above yields simple, When the highlighting is done, add
than this or any other book can, but
colorful figures. This is just what you details. The elf leader's shield and scab-
here are some ideas to consider.
want in an army, where the individual bard have been given simple details
To save some time, chain mail can be
figures aren't subjected to close scru- which make the figure stand out. This
given a very thin stain and left alone.
tiny. But if you're painting figures to use sort of detailing requires nothing more
The stain used on the sample elf
as leaders or as player characters in an than a fine (00 or 000) brush and a steady
swordsman would have been sufficient
AD&D® game, you will want a softer, hand. The key to having a steady hand is
in a hurry. Drybrushing gives it better
more natural-looking figure with more to brace it and the figure. Rest your
definition.
detail. To achieve this look, step 5 is ex- hands on the table while painting. Lay
the miniature on the table or clip it in a All metal armor should be painted
panded quite a bit.
stand or vise so it won't quiver. black before applying the metallic

122
The Art of Miniatures Gaming

color. Let the black show through at


joints and dimples. This gives the ar-
mor a pleasing, heavy look.
Chain mail can be delicate or bold,
depending on the undercoat and dry-
brushing. The elf swordsman's mail is
delicate mithril. Illustration 8 shows
another elf with bolder chain. The un-
dercoat was solid black, and the dry-
brushing used a very dry brush.
For really fine detail, use a technical
pen. Illustration 9 shows beautiful
scrollwork added to the ores' shields
and the elf's robe. This was done with a
technical pen and colored ink. This is a
very advanced technique, however,
only for the experienced painter.
The less serious, but still interested,
painter can try the same thing with a
very, very fine point alcohol pen. Alco-
hol pens are available in art supply
stores in a wide range of colors. They
are much cheaper and much easier to
use than a technical pen, though the de-
tails won't be quite as fine. In fact, the
ore's shields in Illustration 9 were done
with an alcohol pen, not a technical pen
(can you tell the difference?).
All of the detail work on the elf
swordsman's quiver and shield and the
elf commander's scabbard was done Illustration 8
with a 00 brush. It could have been
done faster and easier with a pen, but technique and be conservative the first
good detail is possible with a brush. few times you use it.
When painting this sort of detail, keep You can give metal armor an unusual
the brush clean and the paint flowing look by mixing a very small amount of
easily. Don't let the paint clump up or a second color—red, blue, and green
dry in the brush. Also, it's a good idea work well— directly into a light metal-
to stroke every fresh brushful of paint lic silver. This creates the appearance of
across a palette or white paper before red, blue, or green enameled armor.
Illustration 9
touching it to the figure. This removes Not every figure in a unit needs to be
excess paint and protects against blots identical. Mixing figures in different
or an unexpectedly runny load of paint. poses makes a unit look alive and in Storing Your Figures
Drybrushing works best when light motion. Vary the colors a bit to give it
more visual interest. Be sure to give Once you've
colors are drybrushed over dark colors. painted, mounted, and sealed your
You can do it the other way round, but every figure at least one feature that is
the same as all the others so they look miniatures, you'll need to keep them
consider using a wash instead. somewhere. This can be quite a prob-
A wash is a very thin mix of paint— like a unit. Historically, however, many
armies were provided with nothing lem, since it isn't a good idea to just toss
4:1 or even 6:1 is not too thin. Brush them in a sack and slide it under the
this very carefully into the areas you more than a colored strip of cloth to tie
around their hats or helmets; each sol- bed. You've put a lot of work into creat-
want darkened. Care is required be- ing your miniature army, and it must be
cause if you apply the wash too heavily, dier provided whatever else he needed.
The elf axemen used in illustrations stored properly to protect it from dam-
it will travel all over the figure via capil- age and deterioration.
lary action, following creases, belts, throughout this book are a good, color-
ful unit, simply because of the variety Your storage system needs to accom-
and folds, and puddling up everywhere plish three things: It must keep minia-
you don't want it. Experiment with this of multicolored gloves.

123
The Art of Miniatures Gaming

tures dry and dust-free; it must protect thing into the box where it can slide duct your battles on a featureless table
your miniatures from getting nicked and around is to get a sheet of half-inch- if you want (it might be fun, if the battle
bent; and it must be portable, so you can thick foam padding. Cut this into strips was set in another dimension), but you
take your miniatures to a friend's house that are slightly taller than your figures really need some interesting terrain to
or a game convention. You should store and as wide as your storage box. Then spice up the battlefield. Terrain can be
your miniatures standing up instead of glue the strips to the bottom of the box the deciding factor in a battle. A key
lying on their sides. with no space between them. When you hilltop becomes an impregnable for-
Plastic, compartmentalized trays are pack away the figures, tuck the edges of tress; a forest anchors your flank or
sold in hundreds of varieties. Check at the base under two strips of foam. The screens you from enemy archers; and a
the local hardware store. You should foam cushions the figure and holds it in river splits your enemy so you can
find several types of workshop storage place. crush him in detail. Even minor terrain
bins designed for screws, nails, and For the serious archivist, you can features can be important: a shallow
other small items that get lost easily. mount your figures on metal bases. depression that hides troops from the
Some of these are clear plastic trays that Line the bottom of your storage box enemy, a farm fence that provides an
are divided into a dozen or so compart- with flexible, adhesive-backed mag- obstacle to an enemy charge, a small
ments and have a hinged lid. Others are netic tape (available through office sup- stream that men can cross but goblins
stackable units that have 10 to 30 small ply stores). The metal bases on the can't.
plastic drawers. These hold lots of min- miniatures stick to the magnetic tape At first you may want to make sim-
iatures, are sturdy, and are easy to and hold everything in place. ple, flat terrain features out of construc-
carry around. If you buy trays like One of the very best (and cheapest!) tion paper and cardboard. Make hills
these, make sure the compartments or storage boxes is one you make yourself with brown construction paper, using
drawers are big enough to hold your from cardboard. The drawback, of progressively darker shades of brown
miniatures. Spearmen, bowmen, and course, is that making storage trays to show higher contours. Rivers can be
mounted knights are very tall, and takes some time and practice. Card- made with blue construction paper or
won't fit standing up in many plastic board boxes are available free (or very aluminum foil. Dark green paper
trays. Also make sure the drawers can't cheap) from stores of any kind. Try to makes dense woods, while light green
slide out accidentally if the cabinet is get several boxes that are the same size, can be used for light woods or brush/
tipped, or you could wind up dumping and several more that you can cut up scrub. Masking tape or gray construc-
your figures all over the crosswalk dur- for extra cardboard. If you can find tion paper can be used for roads. Once
ing rush hour. three or four boxes of the same size that you get the hang of it, you can make
Like hardware trays, fishing tackle will fit snugly inside another box, so any terrain feature with the appropriate
boxes are sold in hundreds of sizes and much the better. color or combination of colors.
shapes, many with compartmentalized One last note on storing your minia- An even easier method is to simply
trays and drawers. Tackle boxes are big, tures. Keep them someplace where draw the terrain features onto your
sturdy, and can hold miniatures of many your dog, cat, baby brother or sister, or game table with chalk or onto large
different sizes. A tackle box with a tray young sons and daughters can't get at sheets of paper with felt pens or cray-
of small compartments, a second tray them. Not only will this keep them ons. Or, you can use masking tape to
with larger compartments, and a big from getting bent, thrown around, and mark out all terrain features. Both
storage area at the bottom is especially lost, but it keeps them out of children's methods are fast and cheap, but don't
useful. You can store an entire (small) and pet's mouths. Miniatures are made look nearly as nice as terrain made from
army in a tackle box like that. Good of lead, and lead can be poisonous if construction paper.
tackle boxes are expensive, but worth swallowed, chewed, or even handled a
the money if you can afford them. lot. So wash your hands after handling Graduating to 3-D
The cheapest alternative is to store unpainted lead miniatures and store
them on a high shelf in the closet or in a Of course, part
your miniatures in low cardboard
closed cabinet and save everyone a lot of the attraction of a miniatures game is
boxes with lids. A stationery box is
of grief. its visual splendor. Once you build up
ideal, and large candy boxes work well,
an army of miniatures, you'll want to
also. The box should be sturdy enough
start using three-dimensional terrain on
that it doesn't flex a lot; otherwise, it
your battle table. Three-dimensional
will bend when you pick it up and your Making Terrain terrain is easy to build and, depending
miniatures will fall over and slide
on the materials you use, can be very
around inside. The box must have a lid Figures are only a inexpensive.
or it will collect dust, cat toys, and part of a miniatures gaming setup.
other little pieces of garbage. A few materials are very useful for
Once the armies are assembled, they making several different types of ter-
A better alternative to tossing every- need someplace to fight. You can con- rain: styrofoam or foam rubber sheets,

124
The Art of Miniatures Gaming

available (as insulation) from hardware ent when it dries, giving the river some Ice. Smooth aluminum foil (with the
or building supply stores; foam core depth. dull side up) or light blue construction
sheets, available from art supply stores; paper makes convincing sheets of ice,
Trees. You really have some options
shag carpet remnants in various greens either for glaciers or mere frozen lakes
here. Model railroad stores usually
and other earth tones; dried lichen, and rivers.
carry a wide variety of plastic trees in
available from model railroad hobby
several scales. Hobby stores also carry Brush/scrub. Irregularly shaped sec-
stores; clean kitty litter or aquarium
dried lichen, which can be used straight tions of earth-tone shag carpet make ex-
gravel; various sheets of colored con-
out of the package, or glued onto small cellent patches of brush and scrub.
struction paper, but particularly
sticks so it looks more like a tree with a Carpet remnants can be picked up at
brown, green, blue, and gray.
trunk. Dried moss, available from most very reasonable prices from most car-
Hills. Hills can be-handled in several florists and greenhouses, can be used pet stores. Lichen and dried moss also^
ways. The way you choose is largely a the same way, but it's messier. Even a make fine brush.
matter of taste. small clump of steel wool, glued onto a
The first is to cut out irregular shapes "tree trunk" and painted green, makes a Snow. Plain white paper is the easiest
of styrofoam, foam rubber, or foam fine tree. and best material to use if you want a
core and paint them mottled green and Some of the trees in the photographs few snowfields dotting the battlefield.
brown. One piece makes a low hill. in this book were made by gluing a Purists will insist on using soap flakes;
One large piece with a smaller piece loose wad of steel wool to a suitable while their visual effect is stunning, it
stacked on top is a higher hill. Each twig. The steel wool was sprayed with is more than offset by the problem
piece of foam represents a different ele- adhesive, and then colored, shredded of cleaning up afterward. Cleanup isn't
vation (like the area between two con- foam was sprinkled over that. More a problem if you're building a diorama,
tour lines on a topographical map). If spray adhesive and more colored foam but for wargames, stay with white pa-
each layer of foam represents 10 feet of followed. After each layer of colored per.
elevation, then figures on the table are foam, liquid super glue was dribbled
Boulders. Boulders are easy. Just take
at ground level, figures on the bottom over the whole thing to cement the
a short walk down the street and pick
piece of foam are 10 feet above ground foam in place. The hedges involved
up a few handfuls of loose gravel and
level, and figures on the second piece of only a few layers, the trees quite a few.
small stones. Wash them off at home
foam are 20 feet above ground level. This method produces beautiful green-
and, voila, miniature boulders!
Foam core hills were used in the many ery, but is time-consuming and expen-
of the illustrations in this book. sive (the large trees illustrated Swamp. A fetid swamp or two never
An alternative method is to pile up consumed over a dozen tubes of super fails to liven up a fantasy battle.
books, carpet remnants, magazines, glue apiece). Whether it's inhabited by shambling
newspapers, etc., on the game table For a less expensive forest, try mak- mounds, giant leeches, or will-o-wisps,
wherever you want hills, and then lay ing trees from light cardboard. You can it looks best if you represent it with
an old blanket, tablecloth, or section of make individual tree stands by notch- small, scattered patches of dirty blue-
indoor/outdoor carpeting over the ing two cardboard triangles so they fit green carpet on a patch of blue or sea-
whole table. This looks more natural, together and stand up, or by making a green felt. Wet carpet looks even worse,
assuming your table cover resembles stand-up trunk and a flat leaf canopy but be sure you dry it out again before
grass more than it resembles a checker- that fits onto the top. putting it away.
board. Fasten the blanket or cloth to the In any case, keep in mind that you
table with staples or tape, or an acci- Improvisations. Bearing in mind that
don't need a model tree to represent
dental bump and scrape could wipe out this is a fantasy game, don't restrict
every tree in the forest. One model tree
the setup. yourself to things that you've seen. If
represents a lot of greenery, and a group
you don't toss in a few fantastic terrain
of model trees marks a large, wooded
Rivers. Even in a three-dimensional features occasionally, people will forget
area. You can mark the edge of the for-
game, rivers are best done in two di- they're playing a fantastic adventure.
est by sprinkling a thin trail of fresh
mensions. Blue construction paper, Some examples: champagne corks from
kitty litter around the trees. Leave
blue felt, or aluminum foil (slightly last year's New Year's Eve party make
enough room between your model trees
crinkled, with the shiny side up) make dandy giant mushrooms; plastic
to move miniatures through the forest.
excellent rivers. If you really want a flowers look like exotic jungle or magi-
And feel free to move trees around in
three-dimensional river, mold it in sec- cal growths on a game table. Quick-
the woods to make room for figures.
tions out of papier mache or clay. Paint sand, craters, caves, and lava are a few
the banks mottled brown and green and Gullies. Gullies and other depres- other features that lend variety to
the streambed blue, then cover the sions can be best represented with con- games. Let your imagination have some
streambed with a generous layer of struction paper or kitty litter. fun, too!
white glue. The glue becomes transpar-
125
The Art off Miniatures Gaming

Primitive huts are even easier to you can make your own. A long, thin
Castles and Cottages make. Peat pots are small, rough, card- candy box or pencil box with the ends
board cups used for starting plants. You cut off is a good place to start.
Just as important
can buy them at greenhouses or in dime Castles. An entire chapter could be
as the natural terrain of the battlefield stores. Turn a peat pot upside down, cut
are the man-made (or ore-made) struc- written on castle building alone. Cas-
out a doorway, and you have a fine hut. tles come in such a variety of sizes and
tures on it: houses, farms, fences, Very small paper cups printed with a
bridges, roads, and castles. Most arm- shapes, particularly in a fantasy world,
rough pattern or painted brown will that nothing more than general guide-
ies try to find battlefields that are clear suffice, but they don't look as authentic
of large structures, since villages and lines are possible here.
as peat pots.
such just get in the way of a good cav- When building a castle, keep in mind
alry charge. But sometimes, as in a If you want thatched buildings, that its purpose is defense. Also keep in
chance meeting between two forces, cover the roofs and/or walls with bur- mind that defending a castle from pow-
armies must take whatever ground they lap. A spray adhesive is best for stick- erful monsters, dragon riders, and wiz-
get. Sometimes the village, road, or ing the burlap onto the building, ards requires a different type of
bridge may be what the fight is all although most glues will work. Spray architecture than prevailed in medieval
about. adhesive is sold in art supply stores, Europe. The exact construction will
and is useful for gluing together any vary according to the amount of magic
Several manufacturers market medi- sort of paper or cloth sheets.
eval bridges and buildings in both in your game. You'll have to experiment
As with model trees, you don't need a a bit to find out what works.
15mm and 25mm scales. These aren't
model house for each building in a vil- The best way to start a castle is with a
too expensive (compared to your army
lage. In the BATTLESYSTEM™ game tower. A half-gallon milk carton or a
of miniatures) and they look very nice
scale, each model house can represent a thick mailing tube, appropriately
on the game table. Look in the minia-
cluster of buildings—a farmhouse and painted and adorned with gates, arrow
tures section of your local hobby shop.
several outbuildings and sheds, for ex- slits, and crenellations, becomes a
TSR, Inc. also has available 3-D fold- ample. Five or six buildings can repre-
up buildings in 25mm scale, sold in the tower stronghold in less than an hour.
sent an entire small village. Add a few shoeboxes and paper-towel
Cities of Mystery package. All of the
buildings in the rules diagrams in this Walls. You can scratch-build very tubes connected by cardboard walls,
book were made from this kit (some authentic-looking rock walls by gluing and the tower becomes a castle. Unless
were heavily modified). These are less together small rocks or dry beans, or by you intend to run a full-scale siege, keep
expensive than molded buildings, are sticking together small lumps of model- the castle small and simple. Think of it
printed in full color, and give you the ing clay. Long, square strips of wood as an outpost.
added bonuses of being fun to put to- can be painted with rock patterns. For people who want to spend the
gether and easy to store. Many companies also manufacture money, many toy stores sell building
If you'd rather make your own struc- miniature stone walls specifically for blocks designed specifically for build-
tures from scratch, here are some basic use with military miniatures. Whatever ing castles. These are very attractive,
guidelines to follow. you decide to use, look for (or build) can be used to make almost an infinite
walls that are wide enough for a minia- variety of castles, and are lots of fun to
Buildings. Make buildings out of thin ture figure to stand on. This makes it play with between battles. Their big
cardboard or matte board, balsa wood, easy to indicate which troops are cross- drawback is cost; expect to pay $40 to
foam core sheets, or toy building ing the wall. $80 for a medium to large set.
blocks. The first four items can be
found at any art supply store. If you (or Roads. Gray or brown construction
someone in your family) don't have paper, masking tape, or a trail of kitty Wrapping Up
some building blocks, check at the local litter or aquarium gravel all make excel- Miniature figures
toy store. lent roads. Remember that road build- actually represent two hobbies in one;
Buildings made from cardboard ing was pretty much a neglected science first, collecting, painting, and display-
don't need to be elaborate. Four walls in the Middle Ages. Unless your fantasy ing them, and second, playing games
and a roof are all that's really necessary. campaign takes place in a very with toy soldiers. Don't let the first
Take your time when coloring them, advanced culture or among the rem- overshadow the second, or vice versa.
and even these simple constructions nants of a fallen civilization, most Leaning too far in one direction takes
will look nice in the game. You can roads will be nothing but rutted dirt away some of the fun, and leaning too
color them with markers, pencils, or tracks in the dry season and impassable far in the other direction takes away
the paints you use on your miniatures. mires in the rainy season. some of the challenge.
Use bright colors, and outline impor- Bridges. Again, you can buy prefab-
tant features in black. ricated bridges from a hobby store or

126
Unit Roster Forms

AR Notes AR Notes
Hits Hits
ML/CD ML/CD
Range Range
MV MV
/ / / /

AR Notes AR Notes
Hits Hits
ML/CD ML/CD
Range Range
MV MV
/ / / /

AR __ Notes AR Notes
Hits _ Hits
ML/CD _ ML/CD
Range Range
MV _ MV
/ / / /

AR _ Notes AR Notes
Hits _ Hits
ML/CD _ ML/CD
Range Range
MV _ MV
/ / / /

The top two lines of each form are for the unit's name and any im- blanks. The box at right is for weapons, described either by AD
portant general information (which figure commands the unit, alone or by type and AD (inserting range figures for a missile
how to tell this unit apart from other units of similar or identical fig- weapon). The "Notes" lines are for jotting down incidental infor-
ures, etc.). AR, Hits, ML/CD, and MV go in the appropriate mation (Irregular only, Chaotic, Cause Horror, etc.).

Copyright 1989 TSR, Inc. All Rights Reserved. Permission is granted by the copyright holder to photocopy this page for personal use only.

127
BATTIESYSTEM" Rules Reference Card
Combat
Hits per Attack Die Roll Result: 1-3 4-5 6-9 10-11 12 +
Hits: 0 1 2 3 4
Melee Combat Missile Combat
Modifiers to Attacker's AD: Modifiers to Attacker's AD:
X IV2 AD for each figure in a charging infantry unit X 1/2 AD if using indirect fire
x 2 AD for each figure in a charging cavalry unit X1/2 AD if attacking at medium range
X 2 AD for each figure in a unit meeting a charge with set spears, X1/3 AD if attacking at long range
pikes, or other pole arms
x 1/2 AD for each figure out of command
x V2 AD for each figure out of command x 1/2 AD if attacking from the air
X V2 AD for a flying unit making a pass-by attack
Elevation Range Bonus: + 1 " to each range category for each 1" of
x 1/2 AD for a unit defending against a pass-by attack
elevation of firing unit above target, to a maximum bonus of 3"
x 2 AD for each figure in a unit meeting an aerial attack with set
spears, pikes, or other pole arms Modifiers to Target's AR:
+1 if at lower elevation than opponent
Modifiers to Target's AR: +1 if larger than man-sized creatures
+2 if being attacked from flank -3 if screened (by smoke, fog, hedge, woods, etc.)
+2 if at lower elevation than opponent
+4 if being attacked from rear +10 if attacked by arquebus at short range
if at higher elevation than opponent +5 if attacked by arquebus at medium range
-2 if in favored terrain —2 if protected by wall, parapet, doorway, or window
—3 if protected by shield wall
+4 if fighting from a ladder or grapple vs. a foe atop a wall —4 if protected by arrow slits
~2 if protected by parapet, doorway or window
Note: Some magic spells have specific effects on AD and AR of units or figures; see the spell descriptions, Chapter 8, for details.

Morale
Morale Triggers Morale Triggers (cont.)
Any unit must make a general morale check when: A chaotic unit must make a discipline check when:
The first casualty figure is removed from the unit (except elite units) It is in good order and has an enemy unit within its charge range at the
It suffers 4 or more hits in a single step of a turn start of a turn
A routed unit with an equal or higher ML moves within 3" of it It is in melee with an enemy unit that routs or performs a fighting with-
It is reduced to 50% of its original number of figures, and for each lost drawal
figure thereafter
It is about to be struck by a charging unit (when the charge is 1" away) Morale rating modifiers
A figure/unit that causes awe first moves within 12" of the unit +1 for each rank in the unit beyond the first, to a
It is about to be struck by (or is about to strike) an undead unit or a unit maximum of +4
that causes horror or awe —1 if the unit is shaken
It ends a turn in contact with a unit having a special magical ability —2 if at least 50% of the unit's figures have been removed
A figure in the unit is eliminated by a magical or special ability attack —2 if the unit is routed
It finishes a move during which a forced march was declared —2 if the unit attempts an opportunity charge, and
It attempts melee combat while using grapples to scale a wall no charge had been declared for the unit this turn
It attempts to set spears or other pole arms against an aerial attack
+3 if the unit is a herd of stampeding animals
A friendly hero withdraws from or is slain during heroic combat
+2 if the unit's hero or commander wins a challenge
+1 if the unit's hero or commander issues a challenge
Any unit must make a charge initiation check when: +1 if the unit's hero or commander accepts a challenge
It attempts to begin a charge —1 if the unit is airborne at the time of the check
It attempts to cross an obstacle during its charge —1 if the unit is dismounted cavalry
—1 if the unit is riderless steeds
Any unit must make a discipline check when: — 1 or ~1 if horror or awe effects apply (see unit roster)
—2 if the unit's hero or commander loses a challenge
It is in good order and has a hated foe within its charge range at the start
+ or — the commander's charisma bonus
of a turn
Note: Some magic spells have specific effects on the morale of units or figures; see the spell descriptions, Chapter 8, for details.

Terrain Effects on Movement


Terrain Type Regular Cavalry Special Infantry
Light Woods 2" IV2"
Dense Woods 2" • = This unit type cannot move into or through this
Elevation • All units: 2" per 1" of ascent • terrain
Swamp 3"
Shallow Water 3" * = Special units of cavalry size or larger cannot move
Deep Water through light woods, brush/scrub, or trails; others
Obstacles • All units: 4" (or more) to cross - treated as infantry
Rough/Rocky Ground • 2" 2"
Brush/Scrub 3" * 3" x" = Unit pays this amount of its movement allowance
Road 1" 1" 1" 1" for each 1" (or part thereof) moved through this
Trail 1" • « 1" terrain
<9
Copyright 1989 TSR, Inc. All Rights Reserved. Note: Rules and modifiers that are used only with the intermediate
Permission is granted by the copyright holder to photocopy this page for personal use only. and advanced rules are printed over a light gray background.
128
BATTLESYSTEM Rules Reference Card
Combat
Hits per Attack Die Roll Result: 1-3 4-5 6-9 10-11 12 +
Hits: 0 1 2 3 4
Melee Combat Missile Combat
Modifiers to Attacker's AD: Modifiers to Attacker's AD:
X IV2 AD for each figure in a charging infantry unit X 1/2 AD if using indirect fire
x 2 AD for each figure in a charging cavalry unit x 1/2 AD if attacking at medium range
x 2 AD for each figure in a unit meeting a charge with set spears, X V3 AD if attacking at long range
pikes, or other pole arms x 1/2 AD for each figure out of command
X 1/2 AD for each figure out of command X V2 AD if attacking from the air
X V2 AD for a flying unit making a pass-by attack Elevation Range Bonus: + 1 " to each range category for each 1" of
X V2 AD for a unit defending against a pass-by attack elevation of firing unit above target, to a maximum bonus of 3"
x 2 AD for each figure in a unit meeting an aerial attack with set
spears, pikes, or other pole arms Modifiers to Target's AR:
+1 if at lower elevation than opponent
Modifiers to Target's AR: +1 if larger than man-sized creatures
+2 if being attacked from flank —3 if screened (by smoke, fog, hedge, woods, etc.)
+2 if at lower elevation than opponent
+4 if being attacked from rear + 10 if attacked by arquebus at short range
—2 if at higher elevation than opponent +5 if attacked by arquebus at medium range
—2 if in favored terrain ~2 if protected by wall, parapet, doorway, or window
—3 if protected by shield wall
+4 if fighting from a ladder or grapple vs. a foe atop a wall —4 if protected by arrow slits i
—2 if protected by parapet, doorway or window
Note: Some magic spells have specific effects on AD and AR of units or figures; see the spell descriptions. Chapter 8, for details.

Morale
Morale Triggers Morale Triggers (cont.)
Any unit must make a general morale check when: A chaotic unit must make a discipline check when:
The first casualty figure is removed from the unit (except elite units) It is in good order and has an enemy unit within its charge range at the
It suffers 4 or more hits in a single step of a turn start of a turn
A routed unit with an equal or higher ML moves within 3" of it It is in melee with an enemy unit that routs or performs a fighting with-
It is reduced to 50% of its original number of figures, and for each lost drawal
figure thereafter
It is about to be struck by a charging unit (when the charge is 1" away) Morale rating modifiers
A figure/unit that causes awe first moves within 12" of the unit +1 for each rank in the unit beyond the first, to a
It is about to be struck by (or is about to strike) an undead unit or a unit maximum of +4
that causes horror or awe if the unit is shaken
It ends a turn in contact with a unit having a special magical ability -2 if at least 50% of the unit's figures have been removed
A figure in the unit is eliminated by a magical or special ability attack -2 if the unit is routed
It finishes a move during which a forced march was declared -2 if the unit attempts an opportunity charge, and
It attempts melee combat while using grapples to scale a wall no charge had been declared for the unit this turn
It attempts to set spears or other pole arms against an aerial attack
+3 if the unit is a herd of stampeding animals
A friendly hero withdraws from or is slain during heroic combat
+2 if the unit's hero or commander wins a challenge
+1 if the units hero or commander issues a challenge
Any unit must make a charge initiation check when: +1 if the unit's hero or commander accepts a challenge
It attempts to begin a charge -1 if the unit is airborne at the time of the check
It attempts to cross an obstacle during its charge -1 if the unit is dismounted cavalry
if the unit is riderless steeds
Any unit must make a discipline check when: - 1 or - 2 if horror or awe effects apply (see unit roster)
-2 if the unit's hero or commander loses a challenge
It is in good order and has a hated foe within its charge range at the start
+ or - the commander's charisma bonus
of a turn
Note: Some magic spells have specific effects on the morale of units or figures; see the spell descriptions, Chapter 8, for details.

Terrain Effects on Movement


Terrain Type Regular Cavalry Special Infantry
Light Woods 2" l'/2"
Dense Woods • 2" = This unit type cannot move into or through this
Elevation All units: 2" per 1" of ascent terrain
Swamp 3"
Shallow Water 3" 3" = Special units of cavalry size or larger cannot move
Deep Water through light woods, brush/scrub, or trails; others
Obstacles • All units: 4" (or more) to cross • treated as infantry
Rough/Rocky Ground • 2" 2"
Brush/Scrub 3" • 3" = Unit pays this amount of its movement allowance
Road 1" 1" 1" 1" for each 1" (or part thereof) moved through this
Trail 1" • * 1" terrain

Copyright ®1989 TSR, Inc. All Rights Reserved. Note: Rules and modifiers that are used only with the intermediate
Permission is granted by the copyright holder to photocopy this page for personal use only. and advanced rules are printed over a light gray background.
BATTLESYSTCM
Miniatures Rules

This book, a full-scale revision


and expansion of the rules in the
original BATTLESYSTEM Fantasy
Combat Supplement, gives you
all the information you need t o
set up and play battles with
miniature figures. These rules can
be used without the AD8<D® game
books, but you can also convert characters and
creatures from an AD8<D game campaign and use
them in BATTLESYSTEM scenarios. Lavishly
illustrated in full color, this book is an attractive
addition to any gaming library.

ISBN 0-88038-770-X

TSR, Inc. TSR Ltd.


POB 7 56 I 20 Church End, Cherry Hinton
Lake Geneva Cambridge CB1 3LB
Wl 53147 U.S.A. United Kingdom =O
TSR, Inc.
PRODUCTS OF YOUR IMAGINATION"

' 1989 TSR. Inc. All Rights Reserved. Printed in U.S.A.


BATTLESYSTEM. ADVANCED DUNGEONS &. DRAGONS. AD&.D. PRODUCTS OF YOUR IMAGINATION,
and the TSR logo are trademarks owned by TSR, Inc.

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