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- ---
- Title: Grognard -- Rules for grumbly, old war-gamers, who still play medieval fantasy miniatures battles on a 1:20/1:1 scale but can no longer obtain their preferred rulebook, because it's out of print, out of distribution, and no longer for sale as a PDF.
- Author: krusader74
- Date: 2016-05-30
- Version: 0.11
- License: Public Domain
- Markdown: http://pastebin.com/vCeDPuqs
- PDF: https://www.dropbox.com/s/tnm7v45woqcbqdd/Grognard.pdf?dl=0
- ZIP: https://www.dropbox.com/s/rd95f3qihe140py/Grognard.zip?dl=0
- TODO: http://pastebin.com/bVZrPBcR
- CHANGES: http://pastebin.com/7S5C19H9
- Discussion: http://odd74.proboards.com/thread/11379/chainmail-clone
- Note: >-
- This is a draft. It still requires rewording, re-organizing,
- and proofreading. See the TODO file.
- Build: >-
- To build the PDF, you need Pandoc, Imagemagick, pdftk, bash,
- and the ZIP archive at the link provided above.
- The ZIP contains all the original Markdown files, images, and
- scripts used to make the PDF.
- Unzip the ZIP, cd to that directory, make whatever changes you
- want and then run build.sh to create a custom PDF.
- ...
- \pagebreak
- ![Handbuch der Waffenkunde (1890), p 137](Images/Handbuch der Waffenkunde (1890), p 137 - Mass Combat.jpg)\
- Grognard
- ========
- > C'est lui qui avait appelé ses grenadiers «les grognards»; il leur pinçait l'oreille, il leur tirait la moustache. *L'empereur ne faisait que nous faire des niches*; ceci est un mot de l'un d'eux.
- >
- > It was he who called his grenadiers "his grumblers"; he pinched their ears; he pulled their mustaches. "The Emperor did nothing but play pranks on us," is the remark of one of them.
- >
- > --Victor Hugo, *Les Misérables* (1862), Deuxième partie, Livre premier, Chapitre VII, Napoléon de belle humeur ([French](http://www.livresse.com/Livres-enligne/lesmiserables/020107.shtml), [English](http://www.online-literature.com/victor_hugo/les_miserables/77/))
- **Grognard** is a miniatures wargame for simulating mass combat in a Medieval setting.
- \pagebreak
- Equipment
- ---------
- * Miniatures: Preferably 30mm figures
- * Playing area: Ideally a table 8' long and 4-7' wide.
- * Terrain
- * Six-sided dice
- * Paper and pencils
- * Measuring tools: rulers and dividers. A protractor or 45-45-90 triangle would also be useful.
- Scale
- -----
- * For 30mm figures, the ratio of figures to men is 1:20. If a smaller scale is used, then it should be reduced to 1:10.
- * The ground scale is 1\":10 yards.
- * One turn of play is roughly equivalent to one minute of time in battle.
- Victory conditions
- ------------------
- Victory conditions must be agreed upon by both players before play begins. Here are a few examples:
- * When one side is reduced below 50% of its original strength, it loses the game.
- * When one side is completely driven off the battlefield, it loses the game.
- * Assign point values to certain terrain features and troop types. Play for a set number of turns. The side with the greatest number of accumulated points at the end wins the game.
- Troop Types
- -----------
- There are six basic troop types:
- 1. Light Infantry (LI)
- 2. Medium Infantry (MI)
- 3. Heavy Infantry (HI)
- 4. Light Cavalry (LC)
- 5. Medium Cavalry (MC)
- 6. Heavy Cavalry (HC)
- Peasants fight as Light Infantry, except where noted.
- Elite troops follow special rules wherever noted.
- Point Values
- ------------
- Equally skilled players should each have an army with equal point values. If a less skilled player plays against a more skilled player, then s/he may receive 50 bonus points of figures to balance the game.
- ------------------- --------------------
- Peasant 1/2 point
- Light Infantry 1 point
- Medium Infantry 2 points
- Heavy Infantry 2 1/2 points
- Light Cavalry 3 points
- Medium Cavalry 4 points
- Heavy Cavalry 5 points
- ------------------- --------------------
- Table: Point Values for troop types
- ------------------------------ --------------
- Arquibus or any crossbow 1 1/2 points
- Bombard 30 points
- Bow 3 points
- Heavy Catapult or Cannon 20 points
- Light Catapult or Cannon 15 points
- Longbow or composite bow 4 points
- Magic sword, arrows or armor 10 points
- Pike 1 point
- ------------------------------ --------------
- Table: Additional weapons costs
- *Example*: Light Infantry (LI) costs 1 point. A bow costs 3 points. Therefore, an LI bowman costs 4 points, or the same as one Medium Cavalry (MC) figure.
- Turn Sequence
- -------------
- *The Move/Counter Move System*
- 1. Both sides roll 1d6 for initiative. The side with the higher roll has the choice of electing to move first (Move) or last (Counter-move).
- 2. Move: The side that goes first moves its figures, makes any split-move and missile fire, and takes any pass-through fire.
- 3. Counter-move: The side that goes last moves its figures, makes any split-move and missile fire, and takes any pass-through fire.
- 4. Artillery fire.
- 5. Missile fire.
- 6. Melee.
- 7. Repeat Steps 1 through 6.
- Missile fire from split-moving troops takes effect immediately, and the same is true of passthrough fire. All other fire, both artillery and missile, takes effect simultaneously just prior to melee resolution.
- *The Simultaneous Move System*
- 1. Both sides write orders for each of their units (groups of figures of the same type), including movement direction and facing.
- 2. Both sides move according to their written orders, making one-half of the move, checking for unordered melee contact due to opponent movement, and conducting split-moves and missile fire and taking any pass-through fire; then the balance of movement is completed as ordered.
- 3. Artillery fire.
- 4. Missile fire.
- 5. Melees.
- Exact orders for each unit must be given. Cavalry may be given the order to "charge, if charged" (CIC), either in their own behalf or in support of any nearby friendly unit. Such CIC movement begins at the one-half move and is only half of a normal charge.
- Morale checks can occur during the fire or melee portions of any turn.
- Movement
- --------
- Each troop type may move as shown in the following table:
- ------------------------------------------------------
- MOVEMENT ROAD CHARGE MISSILE
- (in inches) MOVE BONUS MOVE RANGE
- ----------------- ------ ----- ------ ----------
- Arquibusiers/
- Crossbowmen 12 -- 12 18
- Catapults/Cannons 6 3 -- \*
- Heavy Cavalry 12 3 18 --
- Heavy Crossbowmen 9 -- 9 24
- Heavy Infantry 6 -- 6 --
- Light Cavalry 24 6 30 18\*\*
- Light Infantry/ 9 -- 12 15
- Archers
- Longbowmen 12 -- 15 21
- Medium Cavalry 18 6 24 15
- Medium Infantry 9 -- 12 3\*\*\*
- Wagons 6 6 -- --
- ------------------------------------------------------
- \* Refer to the sections on Catapults and cannons below.
- \*\* Javelin troops only have a 6\" range.
- \*\*\* Troops armed with axes and spears fall into this category.
- Terrain
- -------
- Terrain effects movement as noted in the table below:
- -----------------------------------------------------------
- Type Effect
- ------------------ ----------------------------------------
- Ditch, Slows movement 50%, prevents all
- Hill, charge moves, but downward movement
- Rampart is at normal speed.
- Marsh As Ditch, with the additional penalty
- of preventing the entrance of heavy
- equipment, catapults, and guns.
- River Require troops to halt before and after
- crossing and cost an entire move
- to cross.
- Rough Prevents all charge moves.
- Stream 6\" to cross and prevent charge moves
- Wooded As Ditch, with the additional penalty
- of preventing the movement of formed
- bodies of troops.
- -----------------------------------------------------------
- Facing and Formation
- --------------------
- Units pay a movement penalty to change their formation.
- ------------------------------------------------------
- Formation Penalty
- ------------------ ---------
- Column -- Line 1 Move
- Column -- Square\* 1 Move
- Line -- Column 1 Move
- Line -- Square\* 2 Moves
- ------------------------------------------------------
- \* Infantry only
- Units caught in melee during formation change are considered flanked.
- Units pay a movement penalty to change their facing.
- -------------------------------------------------
- Facing Angle Penalty
- ------------------- ------ -------------
- About Face 180° 1 Move
- Left or Right Face 90° 1/2 Move
- Oblique 45° 1/4 Move
- -------------------------------------------------
- <!-- For angles in degrees, Use math mode $^{\circ}$ if unicode ° does not work! -->
- Double all penalties for peasants. Halve all penalties for elite infantry and cavalry.
- ![Facing and Formation](Images/Facing and Formation.png)
- Fatigue
- -------
- Troops must rest after continued activity or else pay a penalty:
- 1. Moving 5 consecutive turns.
- 2. Meleeing 3 consecutive turns.
- 3. Moving 2 consecutive turns, charging, then meleeing.
- 4. Moving 1 turn, charging, then meleeing 2 turns.
- Elite troops, double above (1. -- 4.) numbers for fatigue.
- *Penalty*: When any troops fulfill any one of the above conditions they become fatigued--
- * They attack at the next lower value (medium infantry attacks as light infantry).
- * They defend at the next lower value.
- * Morale value drops -1 on values and dice rolls.
- * Movement uphill equals 2 normal moves per uphill move.
- *Rest*: One turn of non-movement fully restores fatigued troops.
- ![Handbuch der Waffenkunde (1890), p 394](Images/Handbuch der Waffenkunde (1890), p 394 - Missile Fire.png)\
- Missile Fire
- ------------
- For attackers armed with bows and thrown weapons, roll one die. Then cross reference the number firing, the armor class of the defender, and the result of the die on the tables below to determine the total number of hits:
- Table: Missile Fire -- Light Armor
- ----------------------------------
- NUMBER TARGET DIE
- FIRING 1-2 3-6
- ------------- ------ ------
- 1-2 0 1
- 3-4 1 2
- 5-6 2 3
- 7-8 3 4
- 9-10 4 5
- ----------------------------------
- Table: Missile Fire -- Medium Armor
- ----------------------------------
- NUMBER TARGET DIE
- FIRING 1-3 4-6
- ------------- ------ ------
- 1-2 0 0
- 3-4 0 1
- 5-6 2 2
- 7-8 2 3
- 9-10 3 3
- ----------------------------------
- Table: Missile Fire -- Heavy Armor
- ----------------------------------
- NUMBER TARGET DIE
- FIRING 1-4 5-6
- ------------- ------ ------
- 4-8 0 1
- 9-12 1 2
- 13-16 2 3
- 17-20 3 3
- ----------------------------------
- *Rate of Fire*: Crossbowmen, archers, and longbowmen fire 1x per turn. If archers or longbowmen don't move and aren't meleed at the end of a turn they may fire 2x. If crossbowmen, archers and longbowmen moved up to 1/2 of their move they may fire 1x; but if they move > 1/2 of their move, then they may fire once only if they roll higher on a d6 vs their opponent.
- *Heavy crossbowmen* fire every other turn. They may move up to 1/2 of their move and still reload or fire, but if they move > 1/2 of their move they must roll higher on a d6 vs their opponent to fire, and no reloading is allowed. They get a +1 to Missile Fire rolls.
- *Split-move and Fire*: Cavalry armed with bows are permitted to move up to 1/2 of their move, fire, and then continue to move out the balance of their move. Such Cavalry may be fired upon by opponent missile troops during their firing pause.
- *Pass-through Fire*: Stationary missile troops may elect to give pass-through fire to any enemy units which are within their missile range at the half-move portion of the turn. This includes enemy troops split-moving, passing by, or charging the missile troops.
- *Arc of Fire*: 45 degrees left or right for infantry; 180 degrees left and 45 degrees right for Cavalry.
- *Number of Ranks Permitted to Fire*: The first two ranks of missile troops are permitted to fire. Additional ranks of missile troops on significantly higher ground are permitted to fire.
- *Indirect Fire*: Archers and longbowmen (but not crossbowmen) may fire over the heads of any intervening troops if they are more than 3\" distant. Indirect fire reduces the range of the weapon firing by 1/3. Troops targeted by indirect fire defend at the next higher armor class.
- *Cover* reduces the number of hits inflicted by half.
- Throwing axes, spears and javelins may fire only 1x per turn, they may always fire at enemy troops charging them, and they may not fire indirectly.
- Catapults
- ---------
- ----------------------------------------------------------------
- Minimum Maximum Hit Rate
- Catapult Type Range Range Area of Fire
- --------------- -------- -------- ---------- -------------
- Light Catapult 15\" 30\" 2\" Every other
- turn
- Heavy Catapult 24\" 48\" 3 1/2\" Every third
- turn
- ----------------------------------------------------------------
- *Hit Area* is a circle of the given diameter. Any figures even partly under the circular Hit Area are killed.
- *Crew*: Full crew for a catapult is 4 men. Catapults with partial crews take an extra turn to fire for each reduction in manpower. For example, a 1-man crew takes 3 extra turns to fire. Without a crew, the catapult may not fire.
- *Arc of Fire*: 45 degrees left or right.
- *Indirect Fire* is permitted without penalty.
- *Cover*: Substantial overhead cover negates catapult fire.
- *Game mechanics*: The player firing a catapult announces the distance he is firing and how far left or right the missile is to fall.
- *Over-/Under-Shoot Option*: The catapult overshoots (or undershoots) its intended target by d6 - d6 inches.
- \pagebreak
- ![Handbuch der Waffenkunde (1890), p 432](Images/Handbuch der Waffenkunde (1890), p 432 - Bombard.jpg)\
- Cannon
- ------
- There are three types of cannon:
- Cannon Range Rate of Fire Hit Area
- -------------------- ---------- -------------------- -------------
- Light cannons 30\" Every other turn N/A
- Heavy cannons 36\" Every third turn N/A
- Bombards 42\" Every third turn 3 1/2\"\*
- \* Bombards may optionally be fired as catapults in which case they have a 3 1/2\" diameter hit area and are capable of indirect fire. Or they may fire as cannons (see below), in which case, hit area is inapplicable and indirect fire isn't permitted.
- *Crew*: Treat the same as Catapults.
- *Arc of Fire*: 45 degrees left or right.
- *Indirect Fire* is permitted only for Bombards firing as catapults.
- *Cover*: Firing into woods is not permitted.
- *Game mechanics*: You will need two types of wooden dowels. One is called the Deviation Dowel. It is 6\" long. It is broken into 1 1/2\" segments and labeled with the numbers 1-6 as shown in the accompanying diagram. The second type is called the Bounce/Range Dowel. There is one of these for each type of cannon, as long as the range of the given cannon. These are broken into segments alternately painted black and white. Use the table below for the segment lengths, colors, and diameter; and refer to the accompanying diagram as a guide.
- Range White Black White Black White Black Diameter
- ------- ------ ------ ------ ------ ------ ------ ---------
- 30\" 16\" 6\" 3\" 5\" -- -- 5/8\"
- 36\" 18\" 6\" 3\" 2\" 1\" 6\" 3/4\"
- 42\" 20\" 8\" 4\" 2\" 1\" 7\" 1\"
- 1. The player firing the cannon calls whether he is firing short or long.
- 2. Take the Bounce/Range Dowel corresponding to the type of cannon being fired. Place the white end at the muzzle and the black end at the target.
- 3. Place the Deviation Dowel at the black/target end so that the two dowels form a "T".
- 4. Roll a d6 called the Deviation Die.
- 5. Then move the black/target end of the Bounce/Range Dowel to the number on the Deviation Dowel corresponding to the result of the Deviation Die roll.
- 6. Trees, barricades, and hills stop the flight of the cannon ball. If there are no interposing terrain obstructions, it will fly to its maximum range.
- 7. The cannon ball will also bounce along its path: If the firing player called "short," then all figures touched by the white parts of the Bounce/Range Dowel (up to its range) are removed from the game. If the firing player called "long," then all figures touched by the black parts of the Bounce/Range Dowel (up to its range) are removed from the game.
- ![Cannon Firing Dowels](Images/Cannon Firing Dowels.png)\
- \pagebreak
- ![Handbuch der Waffenkunde (1890), p 456](Images/Handbuch der Waffenkunde (1890), p 456 - Guns.png)\
- Guns
- ----
- Guns ignore the armor class of their target and kill any figure they hit. To determine if a gun hits its target, roll an Accuracy Die and cross-reference the range on the following table:
- ------------------------------------------------------
- Range Score to Hit
- ---------------- -------------
- 12\" -- 18\" 5-6
- 6\" -- 12\" 4-6
- 0\" -- 6\" 2-6
- ------------------------------------------------------
- Table: Accuracy Die for Guns
- *Rate of Fire*: Guns fire every other turn. They may move up to 1/2 of their move and still reload or fire, but if they move > 1/2 of their move they must roll higher on a d6 vs their opponent to fire, and no reloading is allowed.
- *Arc of Fire*: 45 degrees left or right for infantry; 180 degrees left and 45 degrees right for Cavalry.
- *Indirect Fire* is not permitted.
- *Cover* consists of trees, walls, rocks, etc. Depending on the amount of cover, apply a penalty to the Accuracy Die:
- Amount of cover | Penalty to apply to Accuracy Die
- ------------------|-----------------------------------
- $\leq\frac{1}{2}$ | -1
- $> \frac{1}{2}$ | -2
- *Bonus*: Guns that fire while resting on a strong support such as a wall add +1 to the score rolled on the Accuracy Die.
- Melees
- ------
- *Melee range*: Units within 3\" may melee if desired. However, the unit that joins a melee cannot have been moved over one-half of its normal movement or 6\" (whichever is higher) during that turn.
- There are some exceptions where collisions occur even if undesired. For example, Orcs from different tribes will attack each other automatically unless they score 4-6 on an obedience die roll (see the notes on Orcs in the Fantasy Options section below). And knights will charge any enemies within range (preferring enemy knights over light troops and peasants) unless they score a 6 on an obedience die roll (see the notes on knights in the Historical Options section below).
- *Casualties* are determined by cross referencing the attacker's type and the defender's type on the Mass Combat Table (MCT) below, rolling the indicated number of dice, and checking which dice exceed the target number:
- Table: Mass Combat Table (MCT)
- | Def=LI | MI | HI | LC | MC | HC
- --------:|----------|----------|----------|----------|----------|----------
- Atk=LI | 1/1 (6) | 1/2 (6) | 1/3 (6) | 1/2 (6) | 1/3 (6) | 1/4 (6)
- MI | 1/1 (5+) | 1/1 (6) | 1/2 (6) | 1/2 (6) | 1/3 (6) | 1/4 (6)
- HI | 1/1 (4+) | 1/1 (5+) | 1/1 (6) | 1/1 (6) | 1/2 (6) | 1/3 (6)
- LC | 2/1 (5+) | 2/1 (6) | 1/1 (6) | 1/1 (6) | 1/2 (6) | 1/3 (6)
- MC | 2/1 (4+) | 2/1 (5+) | 2/1 (6) | 1/1 (5+) | 1/1 (6) | 1/1 (6)
- HC | 4/1 (5+) | 3/1 (5+) | 2/1 (5+) | 2/1 (5+) | 1/1 (5+) | 1/1 (6)
- The numbers "X/Y (R)" indicate X dice thrown per attacking Y figures with the R being the target number needed to hit. For example, a Light Infantry (LI) figure attacking another Light Infantry figure gets 1 die with 6 needed to hit. HI attacking HC gets 1 die per 3 figures. Six HI figures attacking one HC would get 2 dice and score a kill if either die rolled a 6; three HI figures would get 1 die; but a single HI figure could not attack an HC figure. This is why you want normal troops to fight as units consisting of lots of figures.
- *Flank attack*: Units attacking from the flank attack at the next higher class. For example, Medium Infantry becomes Heavy Infantry; and Heavy Cavalry gets +1 on each die.
- *Rear attack*: Units attacking from the rear receive the same bonus for Flank Attack, and they cannot be harmed by the units they are attacking.
- *Charge*: Charging is permitted only when melee contact will occur sometime during the turn. When a unit charges, it must move at normal speed on the following turn. Charges must be in a relatively straight line (a curve up to 45 degrees is allowed). Victorious charging units must continue to move out the balance of their charge move, in the direction first indicated, provided they attained victory before melee or during the first round of melee.
- Missile troops interspaced with other infantry forming a defensive line may refuse combat and move back 3\" out of melee range. However, if the other infantry who are meleed are killed or driven away, the missile troops must fight if the attacker is able to continue his charge move.
- *Resolution*: After both sides have rolled the number of dice allotted to them for their meleeing troops by the Mass Combat Table (MCT), casualties are removed, and morale for both opponents is checked.
- *Number of ranks permitted to melee*: Only the front rank may melee. There are exceptions for weapons with reach: Three to five ranks of pikemen may defend against a charge, but note that pikes cost 1 extra point per figure. Optionally, only Magic Users in the front rank may cast spells.
- *Firing missiles into a melee* is not permitted.
- *Excess troops*: After the first round of melee, figures unopposed by an enemy directly in front of them may move at one-half normal to overlap the enemy formation's flanks and even rear.
- *Zone of Control (ZOC)*: 1\" radius around each figure. ZOCs have one of three effects on movement in wargames. You should agree on which effect to use before playing:
- * *Elastic* ZOC increases the movement cost of an enemy unit (i.e., it slows the enemy unit's speed)
- * *Rigid* ZOC forces enemy units to stop moving until the next turn
- * *Locking* ZOC prevents an enemy unit from voluntarily leaving its position without engaging in melee
- *Disengaging from a melee*: Once units are engaged in melee, normal troops must continue to melee until they are killed, surrender, panic, retreat or are driven back. Optionally, special figures (like Heroes) may withdraw from melee at any time desired, but opponent figures get an additional round of attack wherein the withdrawing figure cannot strike back. This is called an "attack of opportunity."
- Post-Melee Morale Checks
- ------------------------
- For each group of meleeing troops, perform the following computation:
- 1. The side with the fewest losses determines the difference between their losses and those of the enemy. This number is then multiplied by 1d6 and the product noted.
- 2. The side with the greatest surviving troops determines the difference between their survivors and those of the enemy. This number is noted.
- 3. Each side now sums up their surviving figures weighted by the following Morale Factors:
- ---------------------- --- ------------- --------------------------- ---
- Peasants 3 Light Cavalry 6
- Light Infantry 4 Heavy Infantry 7
- Medium Infantry 5 Medium Cavalry 8
- Elite Medium Infantry 6 Heavy Cavalry 9
- ---------------------- --- ------------- --------------------------- ---
- 4. Both sides now total the scores arrived at above (in steps 1. -- 3.), and the side with the lower total must immediately react as follows:
- Difference Reaction
- -------------------- --------------------------
- 0 to 19 melee continues
- 20 to 39 back 1/2 move, good order
- 40 to 59 back 1 move, good order
- 40 to 79 retreat 1 move
- 80 to 99 panic 1 1/2 move
- 100 or greater surrender
- Double all totals for melees involving fewer than 20 figures per side.
- *Retreat and Panic*: Troops forced back in retreat (or panic), with backs to the enemy, must remain unmoved on the following turn while they regroup. If they are attacked while regrouping, 1d6 must be rolled to determine if they regroup or continue to retreat (panic). If they fail to regroup when attacked, casualties are suffered by them, while the enemy will take none in return. A score of 1-2 is required to regroup when attacked.
- *Contact with Another Unit*: If a retreating (or panicking) unit contacts a formed body of friendly troops, then the retreat (panic) is immediately stopped, but both groups must spend the next turn regrouping and are subject to the rule below regarding continued retreat (or panic).
- *Continued Retreat or Panic*: If a retreated (or panicked) unit continues to move, then they must be diced to regroup in later turns. If the required score is not made the unit must immediately be moved again, another turn of movement noted on their records, and they must check again on the following turn. Any unit that retreats (or panics) off the table is removed from the game.
- Turn of Retreat (or Panic) Die Score to Regroup
- ----------------------------- -------------------------------------------
- 1 Automatic on next turn, unless attacked
- 2 3--6
- 3 6
- 4 Removed from game
- Morale Checks Due to Heavy Losses
- ----------------------------------
- When losses exceed a certain percentage of a unit's original total strength, morale for that unit must be checked by rolling 2d6. If the loss is inflicted by missile fire, then the unit must check before melee. If the loss inflicted by melee, then the unit must check morale post melee. If the unit remains stable, it need not check morale again until it suffers losses to the stated percentage of its original strength, but at that time it must be removed from the game.
- Table: LOSS TABLE
- Unit Type Casualty % Score to Remain
- ---------------------------- -------------- ------------------
- Light Infantry 25% 8 or better
- Medium Infantry 33 1/3% 7 or better
- Heavy Infantry 33 1/3% 6 or better
- Light Cavalry 25% 8 or better
- Medium Cavalry 33 1/3% 7 or better
- Heavy Cavalry 50% 6 or better
- Any unit that fails to make the required score to remain in battle is removed from the game immediately unless surrounded. And surrounded units immediately surrender.
- Morale Checks Due to Cavalry Charge
- ------------------------------------
- In order to withstand a cavalry charge, the defending unit must pass a morale test. Units that fail to score the required total retreat 1 1/2 moves, backs to the enemy, and must regroup. If both units are charging, then both must check morale, adding 1 to the dice score if Infantry, and 2 to the dice score if Cavalry.
- ----------------------------------------------------------------
- Attacking Unit:
- Defending Unit: Light Medium Heavy
- ------------------------------- --------- -------- -------
- Light Infantry 8 9 10
- Medium Infantry 7 8 9
- Heavy Infantry 6 7 8
- Light Cavalry 5 6 7
- Medium Cavalry 4 5 6
- Heavy Cavalry 3 4 5
- ----------------------------------------------------------------
- Troops armed with pikes or pole arms facing the enemy automatically stand any charges.
- Units charged in the flank subtract 1 from the dice score; units charged in the rear subtract 2 from the dice score.
- Historical Options
- ------------------
- Players are encouraged to read about Medieval armor, weapons and warfare in the following three free online resources:
- * Ashdown, Charles Henry. [Armour & weapons in the middle ages](https://archive.org/details/armourweaponsinmashd)
- * Ffoulkes, Charles John. [Armour & weapons](https://archive.org/details/cu31924030737005)
- * Oman, Charles William Chadwick, Sir. [The art of war in the Middle Ages, A.D. 378-1515](https://archive.org/details/artofwarinmiddle00omanuoft)
- Units consist of figures of the same troop type. Historically, "mixed" units didn't exist. Units that become mixed will need a turn to separate.
- **Knights**: Knights charge any enemy within charging distance unless they score a 6 on an obedience roll. If two different enemy units are within range, they prefer to charge the heavier, mounted, elite types first.
- **Mercenaries**: The Byzantine army frequently employed foreign mercenary troops. These troops mostly supplemented the empire's regular forces; but sometimes they formed the bulk of the Byzantine army.
- Problematically, mercenaries sometimes refuse to fight or even change sides. Before each turn, roll a die to see what they do:
- ----------------------------------------------------------------
- Die Score Result
- ------------ --------------------------------------------------
- 1 Stand still. Will not move or attack, but will
- defend themselves if attacked.
- 2--5 Obey orders
- 6 Roll on the next table...
- ----------------------------------------------------------------
- ----------------------------------------------------------------
- Die Score Result
- ------------ --------------------------------------------------
- 1 Pay up! Stand, no attacks or moves until
- you pay them more gold
- 2 Bribed! Join the enemy and (possibly) attack
- their former employers
- 3 Peace out! March off board
- 4--6 Yes sir! Obey orders for the next three turns
- (no die checks required during that time)
- ----------------------------------------------------------------
- Once meleeing, no die checks are required until after the melee is concluded.
- **Peasants**: Forced into battle unwillingly, peasants are highly unreliable, and lousy fighters. Peasants fight as Light Infantry except as noted in the rules.
- Problematically, peasants often refuse to do anything. To move, roll 2d6 $\geq$ 7. To attack or defend, roll 2d6. The number rolled must meet or beat the number cross-referenced in the following table:
- Enemy To Attack To Defend
- --------------------- ----------- ----------
- Peasants 4 5
- Light Infantry 6 6
- Medium Infantry 8 7
- Heavy Infantry 9 8
- Light Cavalry 10 9
- Medium Cavalry 11 10
- Heavy Cavalry 12 11
- If they fail to attack, then they also will not move. If they fail to defend, then they panic.
- **Religious Knights**: These troops never surrender. They receive a +1 on all morale checks.
- Weather
- -------
- Weather can be modeled as a [Markov chain](https://en.wikipedia.org/wiki/Markov_chain), i.e., a random process that undergoes transitions from one state to another. The state space for the weather consists of five states:
- 1. Clear
- 2. Cloudy
- 3. Light Rain
- 4. Heavy Rain: 3 turns of heavy rain causes mud which slows movement by half
- 5. Excess temperature (heat in the summer or cold in the winter), which doubles fatigue
- The initial distribution is given by the row vector $(\frac{5}{12}, \frac{1}{3}, \frac{1}{12}, \frac{1}{12}, \frac{1}{12})$
- Check for a transition every other turn. The transition matrix for this weather process is
- $\left(
- \begin{array}{ccccc}
- \frac{2}{3} & \frac{1}{6} & 0 & 0 & \frac{1}{6} \\
- \frac{1}{6} & \frac{2}{3} & \frac{1}{6} & 0 & 0 \\
- 0 & \frac{1}{3} & \frac{1}{3} & \frac{1}{3} & 0 \\
- 0 & \frac{1}{3} & \frac{1}{3} & \frac{1}{3} & 0 \\
- 0 & \frac{1}{6} & 0 & 0 & \frac{5}{6}
- \end{array}
- \right)$
- And the state diagram for the weather process is shown below:
- ![State diagram for the weather](Images/Weather.png)
- Sieges
- ------
- Each type of structure has a certain Defense Value, which measures how much damage it can sustain before it's destroyed:
- ----------------------------------------------------------------
- Minimum Maximum
- Defense Defense
- Structure Value Value
- ------------------------------------- --------- ---------
- Bastions and round towers 40 60
- Curtain walls and stone buildings 25 40
- Cannons and heavy catapults 5 5
- Gatehouses, square towers, and gates 30 45
- Light catapults and movable mantlets 3 3
- Ramparts and earth-filled gabions 20 30
- Wooden structures and palisades 5 15
- ----------------------------------------------------------------
- War machines damage structures as follows:
- Weapon Damage (in Defense Value)
- ------------------------------------- -----------------------------
- Bombard -6
- Heavy cannon -4
- Light cannon and heavy catapult -3
- Light catapult -2
- Rams, picks, or screws -2 per turn
- Fantastic troop types damage structures as follows:
- Type Damage (in Defense Value)
- ----------------- -------------------------------------
- Earth Elemental -6
- Giant -3
- Ogre -1
- Treant -2
- Troll -2
- Wizard -3 (fire ball or lightning bolts)
- Additionally, fire-ball throwing Wizards, fire-breathing Dragons, and Fire Elementals can inflame wooden structures.
- \pagebreak
- ![Excerpt from the Codex Wallerstein, a 16th c. compilation of 15th c. fechtbuch manuscripts](Images/Fechtbuch.png)
- Mano a Mano
- ===========
- > So, it's come to this has it? A duel to the death: man to man, mano a mano! Just you, me, and my... GUARDS!!!!!
- >
- > --The Sheriff of Nottingham, *Robin Hood: Men in Tights* (1993)
- "Mano a Mano" is Spanish for "hand-to-hand" (abbreviated HTH or H2H) and denotes unarmed combat, but has come to mean any close quarter combat. In these hand-to-hand combat rules, 1 figure represents 1 man, as opposed to mass combat, where 1 figure represents many men. Some wargames refer to this situation as a "skirmish."
- *Melee range* is 3\".
- *Weapon Class*: All weapons have a weapon class, numbered 1. -- 12., arranged from shorter, faster weapons to longer, slower weapons:
- --- ------------- ----------- ---- -------------------------
- 1 Dagger 7 Flail
- 2 Hand Axe 8 Spear
- 3 Mace 9 Polearm (e.g., Halberd)
- 4 Sword 10 Two-Handed Sword
- 5 Battle Axe 11 Mounted Lance
- 6 Morningstar 12 Pike
- --- ------------- ----------- ---- -------------------------
- *Armor Class*: All armor has an armor class, numbered 1. -- 8., arranged from lightest to heaviest:
- --- ----------------------- ------------ --- -------------------------------------
- 1 No armor 5 Chain, banded, studded or splint mail
- 2 Leather or padded armor 6 Chain etc. + shield
- 3 Shield only 7 Plate armor
- 4 Leather armor + shield 8 Plate armor + shield
- --- ----------------------- ------------ --- -------------------------------------
- *H2H Table*: To determine a hit, cross reference the attacker's weapon class with the defender's armor class on the Hand-to-Hand Combat Table (H2H) at the back of the book to find the target value X. Attacker rolls 2d6 $\geq$ X to kill.
- *Rounds*: Figures that usually attack as more than one man may strike multiple blows. Further, those with shorter, faster weapons may get to parry (see below) and counter attack. To accommodate such an exchange of blows, each turn is sub-divided into rounds.
- *First round initiative* goes to the
- 1. attacker, unless
- 2. D $\geq$ A + 2, where A = attacker's weapon class, and D = defender's weapon class
- 3. defender has the higher ground (on horseback, on castle wall, etc.)
- *Second round initiative* goes to
- 1. whoever won the initiative, unless
- 2. D $\leq$ A - 2, where A = weapon class of whoever struck first, and D = defender's weapon class
- 3. defender has the higher ground (castle wall, etc.)
- *Rear attacks*: A figure attacked from the rear cannot attack in the first round, and automatically strikes last in the second round.
- *Flank attacks*: A figure attacked from the *left* flank automatically strikes last in the second round.
- *Cavalry attacking infantry*: On the first round, the cavalry figure gets +2 bonus on their H2H roll. On subsequent rolls, +1.
- *Infantry attacking cavalry*: Unmounted attackers get a -1 penalty on their H2H rolls against mounted defenders. However, if the unmounted attacker specifies that he is attempting to unhorse (rather than kill) the defender, there is no penalty. In that case, interpret a "kill" as "unhorse." The defender falls to the ground and must make a saving throw on 1d6 or else he is stunned:
- Die Score Turns stunned
- ---------- ----------------
- 1 -- 2 Not stunned
- 3 -- 5 1 turn
- 6 3 turns
- Remounting requires a half turn, as does voluntary dismounting.
- *Horses versus infantry*: On the second round, horses may attack infantry. They fight as
- Cavalry Type Number of Attacks Weapon Class
- ------------- ------------------- ---------------
- Light 1 Mace (3.)
- Medium 2 Maces (3.)
- Heavy 2 Flails (7.)
- *Leaders* receive a +1 on their rolls. It's assumed that they have the best armor for their place and time.
- *Parry*: Compare the attacker and defender's weapon classes to see if the defender gets to parry or counter attack.
- Table: Parry
- -----------------------------------------------------------------------------------------------------------------------
- Weapon Classes Parry and counter attack
- -------------------------- -------------------------------------------------------------------------------------------
- A + 2 $\leq$ D Defender not allowed to parry.
- A - 3 $\leq$ D < A + 2 Defender can parry by giving the attacker -2 on their attack roll.
- A - 7 $\leq$ D < A - 3 Defender may choose either to attack first or to parry by giving the attacker -2 on their
- attack roll. If he parries and the attacker equals the dice roll for a kill, then the
- defender's weapon is shattered. But if the parry is successful, then the defender gets 1
- counter attack. If he chooses to attack first, then he gets two attacks, and
- the order of attacks is D, A, D.
- D < A - 7 Defender gets the first attack. Defender may parry second (giving the attacker -1 on their
- attack roll) or attack second. If he parries and the attacker equals the dice roll for a
- kill, then the defender's weapon is shattered. If the defender chooses to attack second
- rather than parry, then he actually gets three attacks, and the order of attacks
- is D, D, A, D. *Exception*: Pikes, spears and lances give the attacker the first attack
- in a charge.
- -----------------------------------------------------------------------------------------------------------------------
- \pagebreak
- ![Handbuch der Waffenkunde (1890), p 521](Images/Handbuch der Waffenkunde (1890), p 521 - Jousting.jpg)\
- Jousting
- --------
- Jousts are non-lethal knightly contests. Two knights enter the lists and, separated by a tilt, make an unimpeded charge at one another with the objective of unhorsing the opponent.
- Each knight must possess a helm, a shield, a lance, and a warhorse to participate.
- Each knight first chooses an aiming point (AP) then a defensive position (DP).
- *Aiming points*:
- 1. Helm
- 2. Dexter Chief Point
- 3. Honor Point
- 4. Sinister Point
- 5. Dexter Flank
- 6. Nombril Point
- 7. Sinister Flank
- 8. Base Point
- Consult the following diagram, which shows the aiming points.
- ![Aiming Points](Images/Jousting.png)\
- *Defensive Positions*:
- 1. Lower Helm
- 2. Lean Right
- 3. Lean Left
- 4. Steady Seat
- 5. Shield High
- 6. Shield Low
- *Permitted defensive positions, given aiming point*: The choice of aiming point somewhat constrains the choice of defensive position as shown in the following list--
- 1. *Helm*: (4) Steady Seat, (5) Shield High, (6) Shield Low
- 2. *Dexter Chief Point*: (3) Lean Left, (4) Steady Seat, (5) Shield High, (6) Shield Low
- 3. *Honor Point*: Any
- 4. *Sinister Point*: (2) Lean Right, (4) Steady Seat, (5) Shield High, (6) Shield Low
- 5. *Dexter Flank*: (4) Steady Seat, (5) Shield High, (6) Shield Low
- 6. *Nombril Point*: Any
- 7. *Sinister Flank*: (4) Steady Seat, (5) Shield High, (6) Shield Low
- 8. *Base Point*: (1) Lower Helm, (4) Steady Seat, (5) Shield High, (6) Shield Low
- After making these choices, the knights consult the following matrix to decide the outcome. Lookup the alphabetic codes in the Jousting Results table. Sum up all the numeric values that apply to get a score for each knight.
- *Tournament*: The knight with the highest score after three tilts wins the tournament. The loser must forfeit his armor and warhorse to the winner.
- Table: Jousting Matrix
- | DP=1 | 2 | 3 | 4 | 5 | 6
- ------:|---------|-------|-------|-------|---------|------------
- AP=1 | M | M | M | H | U | M
- 2 | U | B | M | B | B | M
- 3 | B/U/I | U | M | B | B/U | U/I
- 4 | M | M | B | M | M | U
- 5 | B | B/U | M | B | M | B
- 6 | B/U | M | B | B/U | B/U/I | B
- 7 | M | M | B/U | M | M | M
- 8 | B | M | U | B | B/U/I | B
- Table: Jousting Results
- Result Meaning Attacker's Score
- ------ ---------------------- -----------------
- B\* Attacker breaks lance -1
- H\* Defender loses helm 3
- I Defender injured 10
- M Miss 0
- U Defender unhorsed 20
- \* If the attacker breaks his lance (B) or the defender loses his helm (H), then he must assume defensive position 4 or 6 on the next tilt.
- \pagebreak
- ![Dragon from The Art of Heraldry (1904) by Arthur Charles Fox-Davies](Images/The Art of Heraldry (1904) by Arthur Charles Fox-Davies.jpg)\
- Fantasy Options
- ===============
- > A la fatigue, pour filer un câble, pour virer un cabestan, Jean Valjean valait quatre hommes.
- >
- > At work, at paying out a cable or winding up a capstan, Jean Valjean was worth four men.
- >
- > --Victor Hugo, *Les Misérables* (1862), Première partie, Livre deuxième, Chapitre VII, Le dedans du désespoir ([French](http://www.livresse.com/Livres-enligne/lesmiserables/010207.shtml), [English](http://www.online-literature.com/victor_hugo/les_miserables/21/))
- The preceding rules dealt with normal troop types. Here we describe fantastic troop types--the kind found in fantasy literature, like George RR Martin's *A Song of Ice and Fire* and JRR Tolkien's *Lord of the Rings*. To resolve combat between two fantastic figures quickly, use the Fantastic Combat Table (FCT) at the back of the book.
- \pagebreak
- **Air Elemental**
- ------- ---------- ------------ ------------- ----------
- Move Attack 4 LC
- Charge Defend
- Fly 24\" Morale Factor
- Missile Point Value
- ------- ---------- ------------ ------------- ----------
- *Special Abilities*:
- * Can only be conjured by Wizards.
- * Impervious to normal attacks and lightning bolts/electrical attacks.
- * Add +2 attacking airborne creatures.
- * Only 1 Air Elemental allowed in the game at once.
- * Will attack Wizard who conjured it, if the Wizard loses control over it.
- **Dwarves**
- ------- ---------- ------------ ------------- ----------
- Move 6\" Attack MI
- Charge 9\" Defend LI
- Fly Morale Factor 5
- Missile Point Value 2
- ------- ---------- ------------ ------------- ----------
- *Special Abilities*:
- * Infravision.
- * Count only half the kills from trolls, ogres and giants.
- * Attack goblins on sight.
- **Dragons**
- ------- ---------- ------------ ------------- ----------
- Move 9\" Attack 4 HC
- Charge 15\" Defend
- Fly 24\" Morale Factor
- Missile Point Value 100
- ------- ---------- ------------ ------------- ----------
- *Special Abilities*:
- * Infravision.
- * Detect hidden and invisible creatures up to 15\".
- * Never check morale. Force enemies within 15\" to check morale vs heavy losses.
- * Impervious to normal melee or missile fire. Heroes can use a bow to kill dragons on a roll of 2d6 $\geq$ 10, Super Heroes on 2d6 $\geq$ 8. Add +1 to this roll for a magic bow or arrows.
- * Dragons breath fire in a cone: 9\" long x 15\" diameter at the end and 3\" diameter at the mouth. This fire kills all but Dragons, Heroes, Super Heroes, Wizards, Fire Elementals and Earth Elementals who make a saving throw on 2d6 $\geq$ 7. Dragons must land and rest for 1 turn after breathing fire 3 times. Rest means no attacking, defending or moving.
- **Earth Elemental**
- ------- ---------- ------------ ------------- ----------
- Move 6\" Attack 4 HC
- Charge Defend
- Fly Morale Factor
- Missile Point Value
- ------- ---------- ------------ ------------- ----------
- *Special Abilities*:
- * Can only be conjured by Wizards.
- * Impervious to normal attacks and fire.
- * Add +1 attacking earthbound creatures.
- * Only 1 Earth Elemental allowed in the game at once.
- * Will attack Wizard who conjured it, if the Wizard loses control over it.
- **Elves**
- ------- ---------- ------------ ------------- ----------
- Move 12\" Attack MI
- Charge Defend MI
- Fly Morale Factor 6
- Missile 18\" Point Value 4
- ------- ---------- ------------ ------------- ----------
- *Special Abilities*:
- * Invisible until they attack.
- * May perform split-move and fire despite being infantry (ordinarily, only cavalry may perform split-move and fire)
- * Elves unequipped with magic swords or arrows kill an Ogre with 3 hits (it takes normal men 6 hits) on the Mass Combat Table (MCT)
- * Magic swords\* grant Elves 3 extra dice against Goblins, 2 extra dice against Orcs, and 1 extra dice against others on the Mass Combat Table (MCT)
- * Magic swords\* allow Elves to fight on Fantastic Combat Table (FCT) as shown below (†)
- * Magic arrows\* allow Elves to attack as Heroes on the FCT
- \* Magic swords, arrows and armor each cost an extra 10 in Point Value, and also bestow a +10 bonus to Morale Factor
- **Fire Elemental**
- ------- ---------- ------------ ------------- ----------
- Move 12\" Attack 4 MC
- Charge Defend
- Fly Morale Factor
- Missile Point Value
- ------- ---------- ------------ ------------- ----------
- *Special Abilities*:
- * Can only be conjured by Wizards.
- * Impervious to normal attacks and fire.
- * Add +2 attacking Dragons and Wizards who cast Fireballs.
- * Only 1 Fire Elemental allowed in the game at once.
- * Will attack Wizard who conjured it, if the Wizard loses control over it.
- **Giant orcs**
- ------- ---------- ------------ ------------- ----------
- Move 9\" Attack HI
- Charge 12\" Defend HI
- Fly Morale Factor 5
- Missile 15\" Point Value 2.5
- ------- ---------- ------------ ------------- ----------
- *Special Abilities*:
- * Infravision.
- * -1 Morale Factor in daylight, and -1 penalty to all dice rolls in daylight.
- **Giants**
- ------- ---------- ------------ ------------- ----------
- Move 12\" Attack 12 MI
- Charge 18\" Defend 12 MI
- Fly Morale Factor
- Missile 20\" Point Value 50
- ------- ---------- ------------ ------------- ----------
- *Special Abilities*:
- * Throw boulders 20\"
- * Never check morale
- **Goblins**
- ------- ---------- ------------ ------------- ----------
- Move 6\" Attack MI
- Charge 9\" Defend LI
- Fly Morale Factor 5
- Missile Point Value 1.5
- ------- ---------- ------------ ------------- ----------
- *Special Abilities*:
- * Infravision.
- * -1 Morale Factor in daylight, and -1 penalty to all dice rolls in daylight.
- * Attack dwarves on sight.
- **Halflings**
- ------- ---------- ------------ ------------- ----------
- Move 12\" Attack LI
- Charge 15\" Defend LI
- Fly Morale Factor 5
- Missile 15\" Point Value 0.5
- ------- ---------- ------------ ------------- ----------
- *Special Abilities*:
- * Fire stone 15\", and 2 halflings = 3 archers.
- * Hidden until they attack.
- **Hero**
- ------- ---------- ------------ ------------- ----------
- Move 12\"/18\" Attack 4 men
- Charge 15\"/24\" Defend 4 men
- Fly Morale Factor
- Missile 18\" Point Value 20
- ------- ---------- ------------ ------------- ----------
- *Special Abilities*:
- * Never check morale.
- * Heroes grant their unit +1 to morale rolls.
- * Normal men must score 4 simultaneous hits to kill a Hero.
- * A Hero with a bow kills a Dragon on roll of 2d6 $\geq$ 10 (or 9 with a magic bow or arrows).
- **Hobgoblins**
- ------- ---------- ------------ ------------- ----------
- Move 6\" Attack HI
- Charge 9\" Defend MI
- Fly Morale Factor 5
- Missile Point Value 2.5
- ------- ---------- ------------ ------------- ----------
- *Special Abilities*:
- * Infravision.
- * -1 Morale Factor in daylight, and -1 penalty to all dice rolls in daylight.
- * Attack dwarves on sight.
- **Ogre**
- ------- ---------- ------------ ------------- ----------
- Move 9\" Attack 6 MI
- Charge 12\" Defend 6 MI
- Fly Morale Factor 8
- Missile Point Value 15
- ------- ---------- ------------ ------------- ----------
- *Special Abilities*:
- * Infravision.
- * Takes normal men 6 hits to kill an ogre, elves 3, Heroes 1.
- **Orcs**
- ------- ---------- ------------ ------------- ----------
- Move 9\" Attack MI
- Charge 12\" Defend MI
- Fly Morale Factor 5
- Missile 15\" Point Value 2
- ------- ---------- ------------ ------------- ----------
- *Special Abilities*:
- * Infravision.
- * -1 Morale Factor in daylight, and -1 penalty to all dice rolls in daylight.
- * Must score 4-6 on an obedience dice roll to avoid attacking orcs from another tribe on sight.
- **Pixies**
- ------- ---------- ------------ ------------- ----------
- Move 9\" Attack LI
- Charge Defend LI
- Fly 18\" Morale Factor 3
- Missile Point Value 4
- ------- ---------- ------------ ------------- ----------
- *Special Abilities*:
- * Surprise enemy for 1 turn--enemy may not return attack until the next turn.
- * Fly 18\" per turn, but only for 3 turns.
- **Rocs**
- ------- ---------- ------------ ------------- ----------
- Move Attack 4 LC
- Charge Defend 4 HC
- Fly 48\" Morale Factor
- Missile Point Value 20
- ------- ---------- ------------ ------------- ----------
- *Special Abilities*:
- * Detect hidden enemies within 48\".
- * Can transport a man-sized figure 36\".
- * Force enemy to check morale vs heavy losses.
- **Super Hero**
- ------- ---------- ------------ ------------- ----------
- Move 12\"/18\" Attack 8 men
- Charge 15\"/24\" Defend 8 men
- Fly Morale Factor
- Missile 21\" Point Value 50
- ------- ---------- ------------ ------------- ----------
- *Special Abilities*:
- * Never check morale.
- * A Super Hero grants their unit +1 to morale rolls.
- * Force enemy troops within charge range to make morale check vs heavy losses.
- * Normal men must score 8 simultaneous hits to kill a Super Hero.
- * A Super Hero with a bow kills a Dragon on roll of 2d6 $\geq$ 8 (or 7 with a magic bow or arrows).
- **Treants**
- ------- ---------- ------------ ------------- ----------
- Move 6\" Attack 6 HI
- Charge 6\" Defend
- Fly Morale Factor 20
- Missile Point Value 15
- ------- ---------- ------------ ------------- ----------
- *Special Abilities*:
- * Can make 2 trees within 6\" move 3\".
- * Only killed by fire: Super Heroes set a treant on fire on roll of 2d6 $\geq$ 7, Heroes 9, everyone else 10.
- **Trolls**
- ------- ---------- ------------ ------------- ----------
- Move 9\" Attack 6 men
- Charge 12\" Defend
- Fly Morale Factor
- Missile Point Value 75
- ------- ---------- ------------ ------------- ----------
- *Special Abilities*:
- * Infravision.
- * Cannot be killed by normal men. Use the table below to see if a hit kills a troll:
- Attacker | Score on 2d6 required to kill troll
- -------------|-------------------------------------
- Hero | 10-12\*
- Super Hero | 8-12\*
- Elemental | 6-12
- Giant | 10-12
- Magic Weapon | 8-12
- \* If a Hero or Super Hero uses a magic weapon against a troll, it adds a +2 bonus to the roll.
- **Water Elemental**
- ------- ---------- ------------ ------------- ----------
- Move 6\"/18\"\* Attack 4 LC/4HC\*
- Charge Defend
- Fly Morale Factor
- Missile Point Value
- ------- ---------- ------------ ------------- ----------
- \* First number is outside water, second is in water.
- *Special Abilities*:
- * Can only be conjured by Wizards.
- * Impervious to normal attacks and lightning bolts/electrical attacks.
- * Must stay within 6\" reach of water.
- * Add +2 attacking within 3\" of water.
- * Only 1 Water Elemental allowed in the game at once.
- * Will attack Wizard who conjured it, if the Wizard loses control over it.
- **Werewolf**
- ------- ---------- ------------ ------------- ----------
- Move 9\"/12\" Attack 4 HI
- Charge 12\"/18\" Defend 2 MI
- Fly Morale Factor 20
- Missile Point Value 20
- ------- ---------- ------------ ------------- ----------
- *Special Abilities*:
- * Infravision.
- * Double their melee capability within 6\" of woods.
- * Takes 4 simultaneous hits for normal men to kill a werewolf. Magic weapons kill with 1 hit.
- **Wight**
- ------- ---------- ------------ ------------- ----------
- Move 9\" Attack LC
- Charge 9\" Defend HC
- Fly Morale Factor 10
- Missile Point Value 10
- ------- ---------- ------------ ------------- ----------
- *Special Abilities*:
- * Infravision.
- * -1 Morale Factor in daylight, and -1 penalty to all dice rolls in daylight.
- * Can't be harmed by normal missile fire
- * If a Wight touches a figure, that figure may return the attack for that round, but it is paralyzed and may not move, attack or defend on the next turn.
- **Wizard**
- ------- ---------- ------------ ------------- ----------
- Move 12\"/30\" Attack 2 HI/2 MC
- Charge Defend 2 HI/2 MC
- Fly Morale Factor 50
- Missile 24\" Point Value 100
- ------- ---------- ------------ ------------- ----------
- *Special Abilities*:
- * Never check morale.
- * Grant +1 to morale checks of nearby friendly units.
- * Force nearby enemy units to check morale vs heavy losses.
- * Infravision.
- * Invisible until they attack.
- * Fire fireballs or lightning bolts. Choose which one before game starts. Range is 24\". See table below for hit area. These kill normal troops. Other types of troops get to make a 2d6 saving throw--see the table below.
- * Cast spells. See below for a spell list. A Wizard's spell has an unlimited range. Casting a spell takes 1 turn during which the Wizard may not move, attack or defend. A Wizard can cast 7 spells per day. Weaker Magic-Users may cast the number of spells per day indicated on the table below.
- * Counter spells. An Magic-User can counter the spell of an opposing Magic-User of equal strength or weaker on a roll of 2d6 $\geq$ 7. He can counter the spell of a stronger Magic-User on a roll of 2d6 + (Die Modifier) $\geq$ 7. The Die Modifier of a Wizard is 0. The Die Modifier of weaker Magic-Users is indicated on the table below.
- Type | Hit Area
- ---------------|-----------------------
- Fireball | 3 1/2\" diameter
- Lightning bolt | 3/4\" wide x 6\" long
- Troop type | Saving Throw | Result
- -----------|--------------|----------
- Normal man | Any | Kill
- Hero | 9-12 | No effect
- | 2-8 | Kill
- Super Hero | 6-12 | No effect
- | 2-5 | Kill
- Wraith | 7-12 | No effect
- | 2-6 | Kill
- Giant | 1-4 | Panic -- move off board
- | 5-8 | Back 1 move
- | 9-12 | No effect
- Dragon | Any | Back 1 move
- Air | Any | Fire drives back 1 move, Lightning no effect
- Earth | Any | Lightning drives back 1 move, fire no effect
- Fire | Any | Lightning drives back 1 move, fire no effect
- Water | Any | Fire drives back 1 move, lightning no effect
- Table: Saving throw vs Fireball or Lightning bolt
- *Spell list*:
- * Conceal: Make a unit or a monster hidden until they attack. DV: 3.
- * Confuse: Reverse the move of up to 20 figures. DV: 4.
- * Conjure: Summon an Elemental (Air, Earth, Fire or Water). The Wizard controls the Elemental until he is attacked, at which point the Elemental will attack the Wizard. Must be dispelled by a Wizard or killed in combat. There can only be at most 1 elemental of any given type at any point in the game. DV: 5.
- * Darkness: Takes 3 turns to take complete effect. Lasts until the Wizard is attacked or cancels the spell. DV: 1.
- * Detect: Detects hidden or invisible foes or the use of magic by enemy Wizards. DV: 2.
- * Gas attack: Create a cloud of poison gas 3\" wide by 6\" long by 6\" tall that moves away from Wizard at 6\" per turn. It kills all who contact it. The Wizard may control its motion until attacked at which point it moves at random. DV: 5.
- * Haste: Cause up to 20 figures to move at 1.5 speed for 3 turns. DV: 3.
- * Illusion: Make false woods, hills, etc. until they are contacted by a unit. DV: 4.
- * Levitate: Rise straight up 6\" for 6 turns. Lateral motion not possible. DV: 2.
- * Light: Effects 24\" radius centered on the Wizard. Takes effect immediately. Dispells Darkness in that area. DV: 1.
- * Moving Terrain: Shift hills, woods, etc. DV: 6.
- * Phantasm: Create the illusion of a unit for 4 turns or until destroyed, whichever happens first. DV: 2.
- * Polymorph: Wizard changes himself into any shape until he is killed, cancels the spell himself, or it is dispelled by an enemy Wizard. DV: 4.
- * Protection from evil: 12\" diameter circle that keeps out all evil men and monsters. DV: 3.
- * Protection from magic: Create a 5\" radius bubble that prevents all magic from entering or exiting. DV: 6.
- * Slow: Cause up to 20 figures to move at half speed for 2 turns. DV: 3.
- It is possible to use Magic-Users who are less powerful than Wizards. Refer to the following table:
- Table: Less-powerful Magic-Users
- -----------------------------------------------------------------------------------------------------------------------
- Die Spell Spells Morale Point
- Level Modifier Range Per Day Rating Value
- --------- ---------------- ------------------ ------------------ ----------------- ---------------
- Wizard 0 Unlimited 7 50 100
- Sorcerer -1 60\" 5 40 90
- Warlock -2 48\" 4 30 80
- Magician -3 36\" 3 25 70
- Seer -4 24\" 1 20 50
- -----------------------------------------------------------------------------------------------------------------------
- Optionally, some spells are harder to cast than others. And it's easier for some Magic-Users to cast spells than others. To implement this idea, each spell has a Difficulty Value (DV) in the range 1 -- 6. More difficult spells have a higher DV. Also, Magic-Users have a Die Modifier that ranges from 0 to -4, indicating it's easier for Wizards to cast spells than Seers. To see if a Magic-User casts his spell successfully, first compute the Target Number (TN) as follows:
- TN = 3 + (Spell's Difficulty Value) - (Magic-User's Die Modifier)
- For example, for a Seer to cast a spell like Darkness with a Difficulty Value of 1, the Target Number is 3 + 1 - (-4) = 8. For a Sorcerer to cast a spell like Confuse with a DV of 4, the TN = 3 + 4 - (-1) = 8.
- Second, roll 2d6 and compare the outcome to the Target Number using the following table:
- Table: Spell Difficulty
- -------------------------- --------------------------------
- 2d6 $\geq$ TN Spell takes effect immediately
- TN - 3 < 2d6 < TN Spell delayed 1 turn
- 2d6 $\leq$ TN - 3 Spell negated
- -------------------------- --------------------------------
- Continuing the last example, if the Sorcerer rolls 2d6 and the outcome is 8 or higher, then the spell works immediately. If the roll is 6 or 7, then the spell is delayed 1 turn. But if the roll is 5 or less, then the spell simply doesn't work!
- Negated spells still count against the number of spells that the Magic-User is allowed to cast per day. So if a Seer tries to cast a difficult spell and it's negated, then he loses his one and only spell for the day.
- **Wraith**
- ------- ---------- ------------ ------------- ----------
- Move 18\" Attack 2 HI/2 MC
- Charge 24\" Defend 2 HI/2 MC
- Fly 36\" Morale Factor 10
- Missile Point Value 10
- ------- ---------- ------------ ------------- ----------
- *Special Abilities*:
- * Infravision.
- * Grant +1 to morale checks of nearby friendly units.
- * Force nearby enemy units to check morale vs heavy losses.
- * Paralyze anyone they touch; victim remains paralyzed until touched by friendly Elf, Hero, Super Hero or Wizard.
- \pagebreak
- Magic Weapons and Armor
- -----------------------
- *Magic Swords*:
- * Cast a sphere of light measuring 6\" radius
- * Add +1 to most dice rolls on the FCT
- * Add +2 to dice roll against Trolls by Elementals, Giants, Heroes, and Super Heroes on the FCT
- * Allow non-fantastic attackers to kill a Troll on a roll of 2d6 > 7
- * Grant Elves 3 extra dice against Goblins, 2 extra dice against Orcs, and 1 extra dice against others on the Mass Combat Table (MCT)
- * Allow Elves to fight on Fantastic Combat Table (FCT) as shown below (†)
- * Cost 10 extra in Point Value, and bestow +10 bonus to Morale Factor
- *Magic Arrows*:
- * Always hit non-fantastic defenders
- * Allow fantastic attackers to use FCT instead of the Missile Fire tables
- * Allow Elves to attack as Heroes on the FCT
- * Cost 10 extra in Point Value, and bestow +10 bonus to Morale Factor
- *Margic Armor*:
- * -1 penalty on FCT
- * -3 penalty on Hand-to-Hand Combat Table (H2H)
- * Cost 10 extra in Point Value, and bestow +10 bonus to Morale Factor
- \pagebreak
- Appendices
- ==========
- * The Hand-to-Hand Combat Table (H2H)
- * The Man-to-man missile fire table
- * The Fantastic Combat Table (FCT)
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