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Wargame
~ulr5

By
"Richard Halliwell
& Richard Priestly

PAGE IUeER

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Combat

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fly 1ng Creatuna

8
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15

17
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rlying Creaturea in ... lee


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46

Spell.

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Circle of the God.


"-Q1cIl 1t.ne

29
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52
62

AP'O()l X 1

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Buildings 6 Sleqea

68

APPDI>IX 2
fire

69

APP DIX 3

Arey 6 Honster Lists


Aaaorted Monsters

71
74

APf>O()IX 4

PllY1ng Hints

7S

APP(J()IX 5
Wounds 6 Killa

Generating Heroee

76

Inside Bsck
Cover

3Jntrobuction
Reaper Fantasy Rules are a tried and tested set of wargame rules which have remained popular sjnce
they were first published several years ago. This is the second edition incorporating changes
resulting from feedback and criticism from players, and a few ideas of our own. Reaper waa written
for use with wargame figures and battles with upwards of 30 or so figures a s ide - although smaller
games can be fought with ease. Reaper is a very flexible set of rules and leaves quite a lot up to
the players - so special rules for wierd monsters are not included, althouqh we do make a few
suggestions. This we feel is fairer to the players because Reaper is quite a long set of rules; to
make them any longer by including obscure rules for obscure monsters which you would probably
disagree with anyway, would be a waste of time on our part and a waste of money on yours.
Players familiar with the first edition will be aware of a few changes. These include simplifying
the maths involved in Strength Value calculation and reworking the movement section for ease of
uae. Also the scenarios and figure lists have been changed. Read these rules carefully before you
use them, and we recommend that small games be fought to start with so that players can get the
hang of the mechanisms. After that

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Storm vast mythical cities amongst


the fire and shot of fantastic engines
and the cries of inhuman beseigers.

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~eaper

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Steer your fellow dragon-riders into


aeriel battle with winged demons and
their minions.
Defend your homelands against the
ravenges of mobile bands of Goblins
and their masters.

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Fight battles and sieges, storm


castles and towns, lose and win wars
in alternate dimensions and other
worlds

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The rest is up to you

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Copyright Richard Halliwell,


Richard Priestly and
Tabletop Games.
NI'vember 1961

~etting up a ~ame
It is a good idea to have an umpire - although not essential. Umpires, or games-masters, can set
up games or plots and let other people play them. In this way, players can oftenbe kept quite
ignorant of the true significance of placea on the table, circumstance or exactly who is on whose
side - all of which is quite enjoyable.
To start a game .
1.

The umpire should work out all the Strength Values, Abilities, Magical Abilities, Spells
Leadership Values, Morale, etc. for all the troops involved.

2.

The umpire sets up the terrain and allocates the troops, explaining where each player should
enter the table, etc.

J.

The players write orders.


The game begins.

4.

fflobe sequence

Movement is simultaneous - that is all troops are assumed to move at the aame time, they move
strictly in accordance with their orders. If no umpire is available, or if the players prefer,
alternate movement may be adopted in which players take turns to move first each turn. The
turn sequence is as follows:1.

All players move their troops.

2.

Troops fire any missiles they have.

J.
4.

Morale tests are taken for missile fire.


Melees are fought.

5.

Any remaining morale tests are taken.

Magic may be assumed to take place at any convenient time new spells are usually started at .t he beginning of a turn
and come into effect at the beginning of turns also.

~la5Sifi(ation of troops
1. INTELLIGENCE
On the wargames table, figures are either considered to be 'Intelligent' or 'Non-Intelligent' Intelligent creatures are those capable of rational thought and action - Humans, Orcs, Elves,
Goblins, and Dwarves and so on. Non-Intelligent creatures sre usually snimsls, cats, dogs,
wolves, horses, etc. In the rules, sll non-intelligent creatures must be Bubject to handlers or
trainers, or else they are .c ontrolled by a separate player or the umpire. Horses and ndden wolves

are subject to their hsndlers or riders. Some crestures may be considered Intel1iQent or NonIntelligent, this is a mstter of personal taste - some plsyers like to consider Dragons to be
intelligent for instance, whilst others do not. Usually players will be using only intelligent
figures.
2. STRENGTH VAlUE
The Strength Value, or SV, repr esents the figure~ defensive abiliti es . The higher the SV the harder
it is to kill a figure. In a uni t of wargames figures, it can be assumed that each figure has the
aame SV. To work out the SV for Humana and Human sized Humanoids, ego Orcs, elves, dwarves , etc.
conault the following chart:
Creature
Human
Elf
Large Orc
Orc or Goblin
Dwarf

SV
6
7
6
5
6

Creature
Hal fl i ng Orc or Goblin
HalfUng
Small Giant
Medium Gian t
La~e Giant

SV
4

3
12
IB

30

This chart may be used aa a guide - if you like you can increase the values or decrease them, and
incorporste new types by compsrison. If your figures are ' wearing armour, then you can increase the
SV by the amounts shown in the following table:
Armour

SV of figure without armour

2-4
(Hal fling)

5-9
(Humanoid)

10-20
(Giants)

0.3
0.5
0.7
1.5

0.6
0.9
1.5
3

1.5
2
3
5

15

0.1

0.3

0.5

0.1

0.3

0.5

0.1

0.3

0.5

0.3
0.3
0.7
1
1.5

0.6
0.6
1.5
2
3

1.5
1.5
3
4
5

3
3

Hail hood
Helmet
A Great Helm
A Metallic Breastplate
Metal Armour for upper
erms
Hetsl Armour for lower
arms
Hetsllic or reinforced
gloves
Metallic Armour for
stomsch end thighs
Metallic leg armour
Smsll Shield
Medium Shield
Large Shield

So, for instance, a fully armoured medieval knight would be ;Bssic SV


Hsil Hood
Helmet
Great Helm
Breast plate
Upper arma
Lower srma
Gloves
Stomach & thighs
Legs
Medium Shield

6
0.6
0.9
1.5
3
0 3
0.3
0.3
0.6
0.6
2

---

Totsl
16.1
Rounded off to
16
Always round off decimals to the nesrest whole number 5 rounds up.

mare

(Large Giants)
3
5
B

12
15

More Examples.A Hslfling with a helmet snd mail vest


Basic
Helmet
Vest

0.5
1.5

TOTAL

A small giant with a helmet


12
2

Basic
Helmet
TOTAL

14

The strength values of other creatures, such as


lions, tigers, wolves, Oragons etc. - is up to
the plsyers to decide, because there sre too msny
for us to give s full list. However, here are
some examples including the commoner ones, so
you can fit in any others you may want to use.

These examples are based on fiQures manufactured


by Citadel miniatures.
~
[5 10
Hill Troll (Small Giant)
[5 32
Centaur
[5 47
Armoured Centaur
E5 34
Land Dragon
T5 49
Tree man
E5 50 - Wyern
Griffon
ES 51
[5 68 - Dragon
[S 71
Unicorn

These examples are more genersl:


12

14
20
85

32
40
30
100
14

A horse
A riding wolf
A large dog
A lion/tiger
An elephant

14
14
4

10
75

Lists are provided in the back which may serve as more examples. Supernatural creatures, such aa
Skeleton warriors, the undead, waiths, ghouls, etc. can have large sV's because they are difficult
to kill. Alternatively, they may only be killed by magical weapons etc. SV's are difficult to
fix so it is up to the players to invent their own limitations, vulnerabilities, etc .
The SV of mounted troops, such as horsemen and wolf-riders. is the same as the SV of the rider except that if the horse, etc. is itself armoured then add the value of the horse armour to the
SV of the mounted figure:
Cloth armour to front
+ 0.5
Cloth armour to rear
+ 0.3
Metal armour to front
+ 1
+ 0.8
Metal armour to rear
When engaqed in melee against a mounted opponent, it is useful to aasume all blowa are on the
rider. However, if the riders of a large beast, such as an elephant, are out of striking
distance of the enemy, then blows will be on the creature itself - the umpire muat decide in such
cases.
Bowfire on cavalry figures may be directed at the rider or the mount - if the mount is killed the
figure is assumed to be thrown and killed.
For example:
A untt of 10 bowmen fire at a dragon being ridden by a knight. They realise they stand little
chance ~f killinq the DraQon , so they fire upon the knight - SV of 16. If they kill him, then
4

the Dragon ia unaffected.


A unit of 15 bowmen are charged by a unit of 10 knightly cavalry SV of 16, but no horse barding.
The SV of the horae is 14, so the bowmen decide to fire on the horses - improving their chances
of killing slightly. If the horses had been barded then the horses' SV would have been higher as would the knight's SV.

~bilit!'

fattors

Most figures will have Ar's of O. This means that in melee, they neither add nor deduct from their
basic score to hit an opponent. However, aome figurea may add, and some must deduct - according
to their training.
Peasants and slave troops
Untrained troops and militia
Normal troops
Veterans snd elite troops
Houaehold troopa/Guards
Individusl Hero figures may have even higher Af - ranging from
hero might be +75%.

- HI%

5%
no chsnge
5~
+l~

+
+15~

to over

+10~.

An sversge

Jti\orale balnt

Troops will have a morale value if they are intelligent. Depending on how they are organised,
most troopa should be either C types (if they are organiaed) or 0 types (if they sre Tribal).
A
B
C

o
E

The very highest category, Household


troopa
Elite troops and vetersns
Normsl troopa
Normal but 'flighty' troops difficult to
control
Diagruntled or starving troops with little
enthusiasm.

Bases are not essential but they help both to improve the appearsnce of figuree and stop them
falling over. Also the use of basea makes it possible to repreaent 'loose ' and 'cloae '
formationa on the table. All figures should be based either on a single base or multiples for
large unita - leaving enough single baaes to remove cssualties as they occur. A figure'S base
should represent the amount of space that figure needs to fight in - remember that the ground and
figure acale are 1 : 1, so a Saxon type shield wall would have very small bases compared to light
skirmishes. for practical purposes thers sre three base aizes, Close Order, Order snd Loose
Order. ALL personality figures should be bssed on Order bases - other troops should be bssed
on the appropriste frontage.

,RONTAGE
L_ose oraer lnranuy
Medium order infantry
Loose order infantry
Close order horsed troops
Medium order horsed troops
Loose order horsed troopa

25nrn
Dnrn
20mm
30mm
20mm
25mm

l5nrn
1'1 or lUmm
12~mm

15mm
10mm
12lsmm
l5mm

JOnrn

DEPTH
15....
25nrn
LlMml reco_naca 10
PIMI
20mm reco_nded 1'1 - 15mm.
15mm
30mm reconrnended
20mm
40mm recommended
. 20mm
40mm reconrnended
20nrn
40mm recommended

Theae are the base sizea for Humans. Horse mounted figures have been included here - it being
somewhat convenient to do so. Almoat all troops should be mount ed on Order baaes, skirmiahers may
be placed on Loose Order. Close Order ~ay ONLY be used by Dril led or Organised pole-armed troops,
spearmen, lancers, pike-men . etc.
Humanoids shou l d have baae sizes appropriate to their size - as long as t hey have enough room to
fight i t doesn't really metter, 30 mm x 30 mm is the recommended size for moat gianta - Small
gi ants can get away with 25 mm x 25 mm. Human sized or near human sized Humanoids uae standard
human bases - Dwarves and elves for instance. Halflinq deduct 5 mm from each base size. As a
g"~r s l auide'Hal flings
- 5 mm
SmaU Giants
+ 5 mm
Large Gisnts
+10 mm
Animals and monst ers should be given bases large enough t.o enable them to fight. Unridden beasts
are always mounted on Order sized baaes. Ridden bessts may be mounted on Cloae Order bases under
the same conditions as horses, or Open Order bases. Base sizes are:(l os e i1rder
The width of the figure ' s body + Is and round off to nearest 5 nn.
If the figure has wings, + 5~.
Order
The width of the figure'a body + ~ and round off.
If the figure has wings, + 5~.
Op"n Order
Twice the body width + 5~.
No te t hat if the fi gu re has wings but the body is small (winged snake), the Close Order baae size
should not be less U;an the body width + 10 mm, Order, body width + 15 mm and Loose Order, body
width + 20 mm.

<!E)rganlsation
fr onps

~Jst

either be organi sed into units or classed ss individuals.

CATEGORISATION

or

UNITS

Untts ar.e categorised by their background and their training - all units must be of one of the
following types.
iJnits fl f all types should conform to the following rules:-

1.

2.

Each unit should have either an officer or leader depending on background. This should be a
spp.c i fic figure . preferably one that is essi ly recognisable. When this figure is killed, it
shou ld be rep l aced by another - unless the original leader was some one of relevance with a
vert individualised figure, use the figure and remove one from the unit. for more detail on
this subject, see Ister on.
A unit should have SVs, Ability factors and so on, there will be one set of figures representing
th~ entire unit.
This i s an average figure, it does not mesn that all troops in that unit
have identical capabilities.

The types of units are as follows:Drilled


Troops trained and drilled to manoeuvre and fight in formation. They ar~ profes s ionals wi th
professional and appointed officers. They are trained to obey orders, pe rform formation changes
and so on. Examples in S&S literature are hard to come by and vague, however exampl es from hi stor )
are, needless to say, the Romans, Greeks, most permanent European armies after 1600, etc .
Drganised
These troops, for a variety of reasons, will be used to fighting in formatio n , manoeuvri ng and
accepting orders, but to a lesser extent than drilled types. Their officers may be professionals.
like the Norman system of Sargeants, or they may be soci al superi ors, persons of mi nor r enown and
so on. Organised troops have had less formal training than Drilled. but more actual fi ght i ng
experience than Tribal types. Examples are Normans, the Rohan (who are just Normans under a
different name anyway ) , Vikings, experienced militia, and so on.
Tribal
These are troops whose leaders are leaders solely because of social status, phys i cal s ize , wealth
or whatever. No matter how proficient they are with weapons they will have l ittle to no experience
of accepting orders, changing formation , fighting in formation and generall y not do ing whal the y
want to do.
Levy
Theae are much the same as Tribal but occasionally they may have been gi ve n professional officers.
also not only are the y not used to fighting in formation they are not us ed to fighting at all! The
Levy type covers all troops who have little or no battlefield experience end little or no viII t o
fight.
3.

4.

These categorisations need not reflect fighting capacity. For example, a raw garrison unit may
be drilled while having extremely low morale and no fighting experience and thus lo ~ AFs .
Similarly, a Tribal Unit may have a very high morale and AFs.
Units, after experience or training, may progress up the scale of organisation and mo r a l e. ~rs
and the like. How this is to be done and at what rate is entirely up to you.

INDIVIDUALS
Individuals should be treated as one man units . They should be given their own orders. SVs and
everything. People to be classed as Individuals include Wizards, Necromancers , Ki ngs, Bar ons.
Earls, Peera of the Realm, Politicians, Mayors, Heroes, Princesses, mounted Pri ncesses, mounted
Heroes, Princes, Hero's friends, Dukes, Lords, Queens, Queen Mothers, Generals .
More Details on Officers and Leaders.
If missilemen have orders to concentrate fire on officers/lesders (hereafter referred to as leaders '
they msy if:-

1.

2.

The leader is easily distinguishable from the unit, that is he is dressed differently (different
coloured crest, clothing, shield, armour, etc.)
and
An individual can be observed at that range.

In these cases it is poasible to fire at the leader, taking full deductions for firing at an
individual.
A leader may be accidentally killed if he is in the area affected by missile fire (normall y ani} the
front rank, but in wide area-of-affect weapons could be whole unit ) , or in the front rank of a melee.
In these cases divide the number of men in the affected area by the number of kills actuall y
incurred, ego leader is in the front rank when the unit is fired on by crossbows - number of men i n
front rank is 10, number of kills is 2 - thus a 20% chance of officer/ leader being killed.
LOSS OF UNIT'S LEADER
If the leader is killed when the unit is charging, meleeing, pursuing, routing or advancing or
retreating to cover, they will finish off doing this, then:
7

1.

Drilled troops will elect a new officer i-.ediately.

2.

Orqanised troops will spend two .aves inactive to elect a new leader.

J.

Tribal troops ..y have difficulty electing a new leader _ing as all the dead one's
relatives, friP.flds . etc. will think they ahould lead. So Tribal troops take the throw of
one I, 2, J, 4, ~, 6 dice plus I moves to find a new lsader.

4.

Levy troops will retreat to cover and wait until a new leader is eent from their force, group,
or army commander.

If troope are .. leed while leaderless, they take 1

The 2nd in coa.and will take over

unfo~d

point, wait till the results of the

IIBlee; i.e. any purauinq, routing, etc. is done with end then start again. I f troops are fired
upon while electing a new leader. they _ t retreat to the nearest logical rallying point not
counting any tilll! spent IIIOving.
The Leaderahip Factor

A leader haa hia own character and thua his own amounta of bravery, intelligence, obedience,
reapect from his troope and so on. Thua each leader will coaI8Od hia unit in alightly different
waya. Each leader ahould hava a pair of IlUIIibera repreaenting his leadership factor. The firat
should be the highest n..ber, the aecond the lowest. The leader ..y effect the units llarale teat
ecore by anything bat.... theae figurea. The typical If ia +11-1. For eX8lllple, the unit ia
teatinq to charge an --V - the officer thinks this would be advisable ao he may add 1 to the
units morale factor; ego increaaing it from 7 to 8.
The Lf a leader la given should reflect his personality - brave leader, reepected by hie troop'a
Ihould have an Lf of +2/0. A very rash leader +4/+3. A cautious leader 0/-2. The modification
made by the leader should be given by the player, the ~ire may over-rule this. For eXBMple,
s unit is teating to embark (In some action qiven in its ordera. The player does not want this
unit to do this because he knows s~thing that the unit does not (for eXllllple the unit wishes to
charge thfo qate of a cut Ie, the player hae been infol'llled that walle are packed with lazer cannon
II8MI!d by a crack Italian unit), the player auggeet. thet the leader will ..ke his full deductionhere the URpire ahould over-rule thia.
Tha umpira's deciaion aa alway., ia final. If Lf's are uaed they must be applied to sll teata.
Random Leadership Factor Selection
If you can't ba bothered to specify If's in the first place, or when a unit gets a new laader,
the following .. thad should be used to select an If.

Throw two dice - one being the plus score, the second counted aa _inu.. For drilled troops, both
of these should be 2, 3, J, 4, 4, S dice, for othera the + dice should be a I, 2, J, 4, 5, 6 one.
Thia will give one figure; ego plus dice rolla a 5, minua dice coma. up a J, so this figure ia
5 - } = +2. Do this again for the aecond figure; eq. plua dice ie a 2, minua dice a 3, ao the
aecond figure ia 2 - 3 = -1. The officer in queetion ia thus a +2/-1.
2nd Ex.-pJe.

Plus dice is a " .inus dice a 4


Plus dice is a 5, Minus dice a S
So officer is 0/-1

=
=

-1
0

~rbtr5~nnoralttt5t
Thesa rules utilise 8 1:1 figure scale and a short tille scale. Accordingly, the ordera and
IIOrale teats _ t reflect this. Orders COllIe fro. the leader or gener8l end are interpreted by
the Ulllpire actinq 8a the uni t co~der.
1.

HIE GROUP

Several unita and/or individuals ..y be given orders 8S a group. For instance, 2 units and a
heTO MY be orderad to 'go into and capture the vi llaqe , A figure, ususlly the hero, IIBY be
llOIIIinated 88 group leader and new order ..y be related to hi. vis lleasengera i f ~.

2.

THE MORALE TEST

Morale tests are taken when:1.


2.
3.

A unit receives 20% or more casualties from missile fire.


A unit is fired at by a unit it didn't realise was there.
A unit is fired on by magical or superior technical
weapons.

4.

A unit is charged in melee by creatures with a basic


SV of twice your awn or more.

5.

A unit receives more than twice as many casualties in


melee than it inflicts.

6.

A unit is attacked in melee by magical or superior


technical weapons.

7.

When a friendly unit within 10" breaks.

A auperior technical weapon is one which is technically


unknown in your own culture. For instance, a group of
cave-men attacked by Iron swords, or a group of spearmen
are attacked by troops with muskets or laaer guns.
Only Intelligent creaturea take morale.
creatures take a different teat.

Non-Intelligent

To test morale, add up the following:


If attacked wh ilst retreating that move
Each friendly unit within 10" (max.3)
Each ene!!!l. unit within 10" (max.3)
Each friendly rout within 10"
Each enemy rout within 10"
Any enemy troopa within 10" with basic SV of
twice~our own or more
Each friendly Magician within 10"
Attacked by magic or superior-technical weapons
Each 10% casualty sustained that move
A type troops testing
B type troops testing
C ~ tro~s testing
E type troops testing (not pursuit)
D type troops teating

-2
+1
-1

-3
+3
-3
+2
-5

-1
:4
:3
+2
-1
-:1

Then modify the result by the LeaderShip Factor of the unit's leader. then modify by the
Leadership factor of any hero wi thin 5" of the unit.
Then modify the result by a random factor: - throw a dice.
Dice

Drilled

Orgsnised

Tribal

Levy

-1
0

-4
-2

3
4

0
+1
+1
+2

-3
-2
0
+1
+2
+3

-5

-1
+2
+3
+4

-3
0
0

5
6

Results:If the result is +1 or more the unit is O.K.


If the result is 0 to -5 the unit must ret'i re.

If the result ia less than -5 the unit is routed.

-4

Units forced to retire must r etreat to the nearest cover, or, if they are in cover they must stay
there. They may not move towards the enemy but may turn and defend themselves if attacked. They
may test morale aqain once they have been stationary in cover for 1 move - needing to score a
positive result to continue as before.
Units forcadto route drop their weapons and run towards the nearest cover or table edge - they
always run away from enemy and may not defend themselves if attacked. They move at charge speed
until they reach friendly cover, such aa an occupied hill, hedge or building. Then they may test
to recover their morale - testinq as normal but ignoring Leadership factor and using the following
RANDOM MODIFIERS instead of the others
Dice

Drilled

Organised

Tribal

Levy

-3

-4

-5

-2

-3

-3

-6

-2

-2

-5

-1
+1
+2

-3

+1

+2

+1

-7

-3
-1

If they fail to recover their morale they continue routing past their friend until they reach the
next friendly cover when they may test again - once they have passed the table edge they are lost.
Any cover is friendly i f it is behind your own lines and not within 15" of any enemy troops including flying troops.
THE PURSUIT TEST
Troops whose melee opponent breaks must follow up for one period unless they are engaged by other
non breakinQ troops. If they do not wish to pursue they may take a voluntary test needing to
score 0 or less t o remain halted. Their morale is otherwise unaffected. Use the following random
factor chArt instead of the normal one .
Dice

Drilled

Organised

Tribal

Levy

+1

+2

+3

+3

-1

-3

-2

+2
+1

+1

-5

-3

-1

-7

-4

-9

-5

-2
-3

+2

THE NON-INTELLIGENT CREATURE MORALE TEST (the panic test)


Non-intelligent creatures, being rather lacking in imagination, do not take a full reaction test.
Instead they take a 'panic' test consisting of immediate circumstances directly affecting that
creature, or unit of creatures.
Non-intelligent morale level. This will reflect the beast's stability, bravery, controllability
~nd so on.
The average is again 7. A ho~se' s morale level should be 7, an elephant's 5, big
CRts and wolves 8, dragons, if you choose to class them as non-intelligent, 9 or 10.
Control Factor
Is the equivalent of leadership factor. It ia exerted by the creature's controller, be he a
rider, telepath, handler ~ith whip, or whatever. The control factor relfects the amount of
control the rider etc. has over the beast - the higher the figure the more control. It should
takp into account thp. size of the beast and controller, the amount of time they have been
rogp.ther, the b~ast's fear of/friendship with/respect for, the controller, the controller's skill
'1nd so on.

10

The Cf of .-- expert ~ or dog'. _t.r ehould be 5, t.lapath 4, norMl hor..... "
handlar on foot with wtdpa tc. or .-- elephant rider 2. Deduct one f~ the if' the handl.r 18
controlling IIOr. ttl.-- three be..t.. Take. t ..t when the beeet i. c_oded to charge, i. fired
14Xl". i ttacked in _lee, i ttacked by fire or cc.e. wUhin 20 y.rd. of flre.
Total up the belowtEach 1Iiile hit au.t.ined in the l ..t fire phue
Attacked by fire or .ag1c
Fire within 20 yarde
rire w1thin sight
Attacked in _1..
Each hit auateined in ..1.. 1 t IIOve
Any cre.ture of .... type etlMpeding within 50 y.rde
Beaat hila p.--icked before in geM/ie panicking

2
5

Takv.rave for unit

",.t be large firel


Bumif19 field

2
2
1
2
2

~.

houa. fir.

Takver.ge for. unit

Minus the control f.ctor


Minus the throw of 1. 1. 2. 2. '. , dice
If the reault ia more th.-- the be t'e morele level it shie.. It will refuee to mova forw.rd.
rider takaa 1 unfo~ point. If the result ia 4 more then thie level, it st.mpedee/p.nic
Each ~ve throw dice to determine direction of movement.

will move r.te ,.

Rider four unformed pointe.

Recovery of Control
If the beest has ahied~ ' te.t e.ch move after th.t. Then, when the result f.ll. below the bll.t's
morsle lavel. then it has recovered.
Panic as ebove but acore muat be 1 or leaa to reglin control.
~

What you actually give ordera to ia up to you - it may be just ons unit or individull or I em.ll
group of unite and individuals.
Because of the unpredictable nature of e fent.ay game, the ordere given muet be flirly flexible,
because of thia the following system for order writing hiS been ldopted.
Each groups ordere muet contlin the fol10wlng lA Primary Objective or Objectivae - This could be tOIl. Support aomeone or eomething. Thia il done for millilamen by firing on .nything, firing It or
charging target unit or Inything elae thlt the umpirl judge. to be thraltening eupportad unit.
ror melee troop. by It tacking any of tha Ibova who .re in re.ch .t tha blginning of thl moVI.
A supporting unit mUlt rem.in within move r.ta 2 of .upported troopl.
2. To kill aomeona or deatroy group. And when melee unit.. come within move threl of .uch
troopa they will ch.rge providing thay t.k11 nee ry ta.t., etc. Mil.ilamln will glt
to within cloea .range .nd fire, thay will .1waYI trlat auch .1 priority target

11

3.

4.

5.

To capture something or someone. In the case of beinga they will be captured by shooting or
meleeing not to kill unless specified otherwise - other methods could include such tings aa
nets, knock-out darts, etc. etc. if ordered to capture a building they will clear all enemy
from this.
To destroy something. Unless specified otherwiae, melee troops will treat such an order aa
capture and burn. Misaiiemen will uae fire arrows if available. Other methods of
destruction can be detsiled such as 'sit in wood and mortar village'.
Any other such as find, replace etc. - the umpire ahould int~rpret theaa. So a unit's
primary objectives could be burn temple, capture Monka and relica - this ahould be done as
mentioned in 'Routes'.

These should accurately and specifically detail where a unit should go in order to achieve ita
primary objective.
Conditions
These should be an attempt on the player's behalf to forecaat events during the battle - they
should amount to, 'if such and such happens, do this' ego 'if crosaroada blocked, go via wood'.
They may change anything including primary objectives; ego 'if occupanta of monaatery turn out to
be friendly, then do not burn it!' Again all such things to be judged by the umpire.
Intervention
It may, and indeed frequently does, happen that some event in the game may render the unit's
orders not covering the situation that the unit finds itself in. In reality it is unlikely that
a unit's leader will go insane or not do anything, thus the following procedure is to be follows:
The umpire draws up a short list of actions the unit could take in order to achieve its next
primary objective, to each of these he allots one or more dice throws in reapect of the likelihood
to that action and then throws the dice to decide which ia to be take; ego a unit has been
ordered to cross a bridge, its objective being to burn something on the other side. The short
lists could be (the bridge had diaappearad):
For a melee unit
Send men to a nearby village to look
for boats
4, S, 6 Attempt to swim the river
Do nothing
7, 8
Move up river to another crossing
9, 10
I , 2, 3

for a bow unit


1, Z
3, 4
5
6

7, 8, 9 10 Make fire arrows at long


range on target
If an y fa i l, another such test should be taken; eg o if no boats found then throw again with another
list. An order f r om their Army Leader will countermand these.

jfNol1rment
1.

HUMANOI DS

Humanoids are humans, orcs, elves and anything that hss two ar,ns, two legs, etc. The movement"
of humanoids i s divided into four groups, Halflings (or Humanoids with an SV of 2-4), Normal
Humanoids (SV 5-9), Small Giants (SV 10-15) snd Giants (with larger SVs).
In addition, there are three rates of movement, Walk, Trot and Run. Walk is only used by troops
before the battle or in ambush games when one side is just marching along. Once battle has
start~d all troops may use the trot rate.
Run is used to charge and rout and by messengers to
carry messages. Herops may use the run rate as they like but may not run for two per i ods
consecutivel y.
12

Also, there are three armour classes for movement - Unarmoured troops , who may hav e a he lmet and
shield but no more; Armoured troops who may have breast and arm armour, and HeaVi l y armoured
troops who may have leg armour in addition.
Movement chart for halflings:Armour
Unarmoured
Armoured
'Heavily armoured

Walk

Trot

Run

3
3
3

5
5

B
7
6

Movement chart for normal humanoids:Armour

Walk

Trot

Run

5
5
5

7
7

12

Walk

Trot

Run

7
7
7

9 -'
B

16
14
12

Walk

Trot

Unarmoured
Armoured
Heavily armoured

10
8

Movement chart for small giants:Armour


Unarmoured
Armoured
Heavily Armoured
Movement chart for Giants:Armour
Unarmoured
Armoured
Heavily Armoured

9
9
9

12
12
10

Run
16
14
12

Troops in Loose Order may add 1" to all of these moves, Giants i n Loose Order may add
2".

NOTE;- When using 15mm models or a small table (playing area ) these distances should be halved
or converted from inches to centimeters as convenient.

13

2.

NON-KNHOIDS

helle three .ove rates in the _


ny 88 "'-'aida. The following 118t i. an
atttlllpt to be CQIIprehenaive. However, the inevibble loop hoI.. can be filled in by the players.

~icle

Creeture
Horse, Cent.ur, Unicorn
lion, tiger, lerge cata
Giant wolll.. aill!t doqa
Wolves and l.rge ~.

Welk

Trot

Run

B
5
7

12
10
14
8

20
24
20

4
6
4

Elephante and _ t h e

Oxen, c.ttl~ d~t horeM


Dregons
Pterodactyl., ayvern and cocketricr
Giant sDidera crlba and cruetetiona
Giant rata enCl MlaU cats
Gigantic rata
Snakes
Grouded D1l'C18
Riding llz.rda

S
2

4
4

12

15

8
ID
4

12

18
8
12
12
16
4

6
8
2
2
1.

1
1
6

22

These are the baaic ground rat... flying crs.tu.... IIDVe at different rates when airbDrne.
Creatures with armour, for inetance, an armoured centaur, should have their ~ve reduced by 10$
if they ere carrying body ermour and 20% if they are carrying complete body srmour. This will
have to be agreed before the b.ttle.
Non-hua8noids acting as .aunts sre subject to the following:
1. They My not carry en SII grester th ... It their own SV +2 without being subject to IIOI/e
reductiona.
2. They ..y carry up to their own SV reOIcing IIOV_t by -201.
3. They msy csrry up to hice their own 511 reducing movement by -lOll.
The reductions are all rounded off (.5 rounds up).

ror example, for cevalry riding horses:

W.lk
Rider. SII up to 9
Riders SII up to 14
Riders SV up to 28

6
6

Trot
2l
10
8

Run

20
16
14

Animsla moving carts, chariots and so on, or scting aa pack animals lubtract )01 from their moves
as if carrying very heavy ridera.
3.

SlJP[R-NATIJIAl

AN) r.oN~ATURAl

CREATURES

Choata, the undead, etc. ell! be given IIDV.. according to the pl.yers' ~t - "'-'ieh looking
creatur.. can be gil/en "'-' IIDve r.tes - th18 18 up to you. The following Hat is suggested.
I hal/e 9iven theae creatures only one move rste in BOne caae. beeause of their n.ture.
Creature
IIelroo

"-Y

Wraith
Skeleton
Choula

Spirite

Trot

Run

--

5
7

6
7
7

14

4.

MOVEMENT RESTRICTIONS

Turning takes Drilled troops no time, Organised troops ~ of a period, and others ~ a period.
Mounted troops may not turn whilst moving at run rate.
Wheeling (in which one end of a line remains stationary w~ilst the other wheels or moves forward
up to its maximum permitted move) incures no penalty. Troops may not wheel and run however, and
Levy and tribal troops may not wheel.
Moving through woods is at walk rate for creatures with a basic SV of 4 or move. Smaller creatures
ignore woods for movement restrictions.
Linear obstacles up to four feet high may be j,Jlnped unless the creature's SV is 4 or less. in which
case they must be climbed. It takes a full period of climb. It takes ~ ~ move to jump. Creatures
with a basic SV of over 12 may step over linear obstacles and so ignore them. Streams may be
crossed by creatures with SVs of 4 or less taking a full move, by creatures \U i th SVs up to 12.
taking \ a move and by larger creatures with no reduction. Small rivers must be swum by creatures
with SVs of less than 20 - taking two full moves. Creatures with SVs of up to 35 may wade - taking
I move. Larger creatures ignore small rivers for movement. as they may step over.them. Large
rivers take three movea to swim by unarmoured troops only - but may be waded through by creatures
with SVs of over 35 taking \ a move.
Climbing steep slopes or linear obstacles over 4 feet high takes , a full move and requires two
hands - so firing and fighting are not possible.
Getting on or off a horse or cart takes a half move.
~ll

movement on stairs, ladders, etc. is at walk rate only.

5.

MOVING INTO MELEE

When troops move either at walk, trot or run rate into contact with enemy troops, this is term~d
a charge - troops ordered to avoid contact must move away from charges at run rate (this is termed
an evade) - remember to deduct for the turn they must make.

:missile &melee
11ECHANISMS
The weapon classes, situation factors, etc. given below cover most 'normal' types of weapons. If
you wish to use other types formulate your own rules for them. The system used applies to both
missile fire and melee, except of course in a melee you must work out the figures for both sides.
It works as follows:Each weapon has a basic percentage chance to hit (for missilemen) or a basic percentage chance of
striking a blow (for melee troops). These are given on the main weapon charts. The basic
percentage chsnce to hit / strike a blow figures should then be modified by the situation factors for
thst type of weapon (either missile or melee). If for example, the resultant figure were 40~;,
the player would have to throw 40 or less on a pair of decimal dice (counting black as tens ) , to
hit or strike a blow on his target or opponent.
If there is a unit of figures firing/meleeing simply multiply the final percent chance figure by
the number firing!meleeing; ego 11 men firing with a final 40 chance of hitting is 11 x 40 =44~;
chance of hitting. Taking OO's as automatic hits and throwing for the remainder, we have 4
actual hits and a 40% chance of a fifth. Chart 'A' may be used for this.

15

Here are some examplea:1. B Longbownen with abilities of


100firing at a dragon 17" away.
Basic percent chance
~
Dragon has moved 10",
so -l~
3~
Own ability is +l~
4~
Dragon's SV is 100,.
so +20%
60%
This gives B x 6~ = 4B~.
The dice are thrown and the
result is 53, so five hits have
been scored on the dragon.
2. 7 Gothic Knights chsrge sunit
of Swords. Knight's ability
is +l~, swords is O.
Basic percent chance
(heavy lance)
45%
Ability factor +l~
55~
fighting against close
order troops
60%
Charged that move, ao +5% = 65%
This givea 7 x 65% = 455%.
The dice throw reaul t is ~ so
5 blowa are struck.
When s missils hit. ita target or
s melee blow is atruck, it is then
to be decided whether it kills
the target/melee opponent. The
shot could just rsttle off a
piece of srmour.
Esch weapon, missile or beaat has
its own Killing Power (KP) which
, ~)/~
represents the power thst that
weapon has to kill. Also each
figure has s strength value which represents that figure's ability not to be killed; ego absorb and withstand punishment. If -you
divide the Killing Power into the figure's Strength Vslue, the resulting fraction expressed as
a percentage is the final percent chance of killing the figure.
This may sound complex but it isn't. ego KP 6, target strength value 12 = ~ = 50% chsnce of
killing. Also a chart ia provided (Chart 'B') - read down from the Killing Power line and across
to the Target Strength Value line to get the final percentage chance of killing the target_ When
this figure has been found, multiply it by the number of figures that have hit or struck blows.
To continue examples I and 2 above:
1. The Killing Power of the Longbow at 17" is 5. The Strength Value of the dragon is 100, so the
percent chance of killing is 5%. Multiply this by the number of hits givea 5 x 5% = 25%
of killing the dragon. A l~ throw is obtained - the dragon is dead.
2. The Killing Power of the Heavy Lance ia B, the Strength Value of the footmen is 6, therefore
5 (the number of blows struck) are removed immediately.
28. This assuming that the footmen have a higher strength value, - say 9, killing power B, atrength
value 9 gives an 89% chance of killing. multiply by 5 = 445~ 91 is rolled, so 4 footmen are
killed.
~:

A roll of two noughts can either be counted aa 100 or nothing - the thrower may decide.

In certain circumstances, a figure's percent chance to hit/strike a blow may be reduced to nil by
the situation factors. for missilemen this means quite simply that all their shots miss. However
percenl chance to strike s blow figures may never be reduced to less than a lOth of the original.
16

This means that a spearman, no matter how big a hero or adverse circumstances he faces,
always have at least a 3% chance of striking a blow.
HA~

TO

HA~

~ill

COI1BAT

Melees occur when opposing figures come into base to base contact, either having the intention of
hurting, maiming Dr killing the other. flying troops, and their role in combat, is discussed
under the 'flying Creatures' section. Otherwise the only troops able to participate in a melee
are:Thoae in base to baae contact to the front
A second rank of drilled or organised spearmen
The second to fourth ranks of drilled pikemen
figures attached to a larger base such as artillerymen, riders. etc. provided
that there is room for them to fight and that they have long enough weapons.
Note that if a unit of spears or pikes has any unformed points on it, then the additional ranks
may not be added. Also note that although this list ia compulsory for humans other types, biology
permitting, differ, ego abnormal humanoids with many arms might be able to use proportionatel y
longer pikes because of the extra strength and thus might be able to fight in more ranks . In a
melee each participant has a certain percent chance of striking his/ her blow, the bas ic chance
depends on the sort of weapon that the figure has - this will be modified by circumstantial
factors.
Ki lling P owe~
chance
Troops
Arms
of'" striking
Hal fling
Giant
Human

.'

Mounted on horses or
similar

Heavy Lance
Lance
~ear

Mace, etc.
Any weapon used 1n
two hands

~ord,

Fighting on foot
or s stable platform

Pike
Spear
Sword Mace, etc .
Any weapon used in
two hands
Improvised weapons
fists, k1ck1ng, etc.

45
50
40
35

6
4
4
3

6
7
b

15
15
12
10

25

15

25
30
35

S
4

10
10

35
15
10

4
1
I

14

2
2

Notes
A Heavy Lance is unusable if (a)

the lance armed troops did not charge into melee


if it i s the second period of melee unless your oppoents
have been broken through or routed.
A lance, under the same circumstances listed above for a Heavy lance, counts as a spear .
Sword clasa covers all amall weapons of this type, maces, flaila and morning stars for instance .
Two handed weapons include some typea of pole erm, two-handed swords and scythes, but note that
mounted troops armed with two-handed swords may use these with one hand and count as such, but
this does not apply to pole arm.
Improvised weapona are knivea, small clubs, sticks, stones, etc.
Giants larger than SV17 may add SO% to the KP
"
SV24 "
"100%
SV35
" 200%
ego Giant SV20 with sword
35~ to hit, 12KP
Giant SV35 with sword
35~ to hit, 24KP
(b)

17

TACTICAL fACTORS:

Having obtained a baaic percent chance of striking a blow , the following


factors are used to mOdify that figure.

The Ability factor

- Opponents

fighting from a higher position than


enemy
+Sr. all but sword, improviaed and fista
fighting against close order troops
+S~

+5'

own weapon is longer than oppoents

+5,.

charged that move

+5~'

having forced opponent back during


the laat melee period

Ab~lity

factor

for each Unformed Point. that you


have
- 5' thrusting weapons (apears, pikes,
etc. ) facing opponents in Open
Order
- 5S you are facing fully formed, drilled
close order troops
-l~
one-handed weapons facing enemy
in Open Order
-l~ any troops fighting from a rear
rank
-15' two-hended weapon. facing enemy in
Open Order

- 5'1

Totalling up theae factors and modifying the basic percent to hit will give the actual percent
chance of hitting.
THE GLANCING BLOW
Glancing blows are atrikea made under certain circumstances, i.e. when both of the parties
involved in the melee is more interested in running off than fighting, or the aggressive party
is more interested in running off than fighting and the victim is unabla to prevent him from
doing so; ego a horseman gallops up to an infantryman, turns sa he reachea him, delivers a blow
and rides off - melee ia not joined so both sidee strike glancing blows. Alao consider if s
horaeman were trying to eacape from a poaition through blocking troopa - unless they were in
sufficient numbers to hold him (see below) only glancing blows would be struck. figures striking
a glancing blow work out their percent to hit as normal and then hslf thia figure and work out
ki lIs as n01'llls1.

BREAkTHROUGH
Troops may wish to paas through a body of enemy for aome reason, or the impetus of charge may take
them through such. With the small amount of troops involved because of the I : I figure scale,
it is likely that cavalry, or a mounted charge, could well pass strsight through s melee oppoent.
To see if this has taken place a little simple arithmetic is used:Multiply one Hove Rste (1, 2, J or 4) by J for csvslry, I for normal
human infantry and 2 for Mythical Beasts. This gives a figure which is the
breakthrough ooint; ego cavalry move rate J = 9 points. In order to
breakthrough your Breakthrough points must be greater than your
opponents formation strength; i.e.
line of Open Order Troops
2 lines
J lines
1 line of order troops

2
3
1
2

2
4
6

lines
lines
line of close order troops
lines

6
9
5

10

If your Breakthrough points are greater than your enemy's formation strength then you have broken
through, troops nsed not break through if they so wish. If both sides wish to breakthrough the
other then thia is possible. If a Breakthrough occura glancing blows are struck. A
breakthrough means that the unit passes through its opponent with no movement penalty and
continues its full move. All involved receive three unformed points.

18

THE KILLING POWER


The KP and hOIll to lIIork out casualfies is 'liven in full dl"tail under the Missile and fl",lee section .
After a Round of flelee
Total up the casualties that each unit has sustained. The unit that has lost the highest percent
( or fraction, whichever you prefer ) casualties has been forced back by 3 inches, unless:1.
2.

It is a unit of creatures whose SV is over 40.


The melee is one which has involved glancing blolils.

Even though a unit has ilion the melee and not forced its oppoents back to
purposes it counts as that round of melee, or the entire melee, is won.
melee and rout away to the nearest cover if it is defeated over a number
After a melee total up the following points for each unit involved ( this
unit is obviously not going to rout).
1
1
1
1
1
-1

all intents and


A unit lIIill break from
of rounds of fighting .
need not be done if a

For each round of the present melee that has been lost
for each unformed point that the unit has
If your officer has been lost in thia melee
For each 10% of your unit that hes been lost in the present melee
For each quarter of the unit that has been lost to date
If a or B morale

If the resultant total is equal to or greater than 7 thenthe unit lIIill break. If a unit breaks off
from melee, either because of morale or orders, then the sound unit may strike glancing blolils on
the retreating unit. The retreating unit may not reply. If the sound unit pursues and it is still
in contact lIIith the routing unit at the end of the move, then it strikes full bl olils on the routers .
If your melee opponent is not fighting back - it is running Away, unconscious, etc . t hen do not
deduct for its Ability Factors.
MYTHICAL BEASTS IN flELEE
The performance of Non-Humanoid types in a melee is really subjective, so you can allot the
percent chance to hit and the KP for these types. However, some are so common that a short list
may be ventured - this is suggested only and may not be applicable to certain manufacturer's
figures or your scenario.
Killing POliler

% to'" Strike

Pterodactyl (Ground)
Giant Wolf
Wyvern
Serpent
Giant Spider
Tree Men
Giant Crab
Hydra
~nake (Ground)
Centaur
Griffon
Giant Lizard
Oragon
Cockatrice
Giant Rat
Gigantic Rats
Gargoyle (Ground)
Harpy (Ground)
Salamander
01111 Bear
Pegasus, Hippogriff etc.
Unicorn
Tigers, Liana, Large Cats
Wolvea and big dogs
Fat Corgis
Elephant
Stampeding Cattle

B5
40
120
65
U5
90
100
450
BO
Count as a foot humanoid small
giant for melee
100
30
285
60
40
100
Counts as Hlnanoid for melee sVlb
Counts as Humanoid for melee SV6
Counts aa Humanoid for melee SV6
100
35
50
50
35
1000
120
30
19

10
4
12
8 (more if poisOn9US)
10 (more if poisonous )
10
10
4
10

B
3
18
6
I

10
5
8
4

3
1
10
4 ~ per b"a .. t )

MYTHICAL BEAST SITUATION FACTORS


It is very difficult to give a complete liat of aituation factor. for the Many and varioua types
of beast, however here are some generalisations and more specific examplea _ the umpire may apply
others and you should devise factors covering your own scenarioe - \ means deduct half from the
total so a 9~ chance to strike - ~ = 45~ chance to hit.
Opponanta Ability Factor
-\
Did not move into melee; i.e. received charge at a halt
Elephants who received charge at halt have no effect
(i.e. ~ to hitO)
~
Not anakes, that charged into melee at rate 3
~
Creatures over 10 basic SV firing at close order enemy.
-\
Creatures over 10 basic SV firing at troops in open order.
CHARIOTS AND BEASTS WITH HOWDAHS
To work out the percent chance of a chariot add 5~ for each horss and then add the percent to hit
of the crawm&n. The KP of a chariot is 5.
Thus a two-horse chariot carryi ng a driver and a spearman has 15~ chance to hit and a KP of 5.
Chariots should be treated as mythical beasta over 10 Basic 5V for situation factors.
Troops may fight from a platform auch as s Howdah provided they can reach their enemy and they
are srmed with either pike or spear - in which caae they have normal percent to strike and KPs,
or they may 'fight' if armed with miasile weapons, again with normal effect. Otherwise they may
not fight.

1'iring
WEAPONS CHART
Short
a.

b.

c.

d.

e.

oows
Range bands
% chance of hitting
Killing POlller
Long bows
Range bands
~ chance of hitting
Killing Power
Crosabows
Range bands
10 chance of hitting
Killing Power
Horse bows
Range bands
% chance of hitting
Killing Power
Slings
Range bands
% chance of hitting
Killing Power

Medium

Long

roo~

0-10
35%
5

10-20
30%
4

20-40
20%
3

40-100
1510
2

0-15

15-30

30-60

3~

2~

60-125
15%
3

0-20
35%

20-40
30%

40-80
20%
4

80-160
20%
3

3~

0-15
25%

15-30

30-75
15%
2

0-15
35%
3

15-30

30-75

2~

3~

20

2~

Short
Thrown axes, pilum etc.
Range bands
% chance of hitting
Killing Power
g. Javelins and darts
Range bands
% chance of hitting
Killing Power
h. Thrown stones, bottles etc.
Range bands
% chance of hitting
Killing Power

Medium

Long

f.

5-10
20%
5

0-5
30%
7

10-15
15%
4

0-8
35%
5

8-15
25%

0- 5
20%

5-15
10%

All renges given are in inches, however if you would like to use a different scale, then double
all figures to get the distance in- yards.
Note: It is important to remember that these figures cover the situation of a fairly experienced
shooter, himself stationary, firing at a stationary target with good visibility _and some time
spent aiming. The weapon charts above give the ~ chance to hit a stationary human being under good visibility
and perfect conditions. As such circumstances are rare, other factors must be taken into account
viz. the tactical factor.
TACTICAL FACTORS FOR MISSILE FIRE
+ For each Ability Factor

5~

- 5:0
- 5%
- 5%

5~

-10%
-10%

-10%
-15%
-15%
-15~
-15~

-15%
-20%
-20%
-25%
-25%

5% Firing at a body of troops in close


order
+10% Firing at a target whose basic SV
(including any mount) is 10-20
+ 5% For each 10 figures in the target
unit
+ 5% For each second or subsequent rank
of targst up to the fourth

For each 5" or part moved by target


that move
For each 5" or part moved by firer
that move
Firing at a ahielded Human or
Humanoid
Targets basic _SV is below 4
For each unformed point that the
firer has
Target behind hedge or bushes
Shooting at an individusl Human or
Humanoid in your minimum rangs band
Tsrgets bssic SV is below 2
Target partially behind wall or
amongst trees
Shooting in poor light
Shooting from an unstable platform
such as a boat
Shooting at an individual at
medium range
Targets basic SV ia below 1.5
Target behind crennellations or window
Targets basic SV is below I
Shooting at an individual at longest
range band
Targets basic SV is below .5

+15% Firing st a targst whose


(including any mount) is
+20% FIring at a target whose
(including any mount) is
+25% Firing at a target whoae
(including any mount) is

+30% Firing at a targat whose


(including any mount) is
+35% Firing at a target whoae
(including any mount) ia

21

basic SV
20-40
bssic SV
40-80
baaic SV
80-120
basic SV
120-150
baSic SV
above 150

RATES

or

rIRE

Before he may fire a miaaila.en DUst hava spent the required number of periods reloading and
aiming, these are:
All bows - 1 Period
Croaabowa
2 Perioda
Slinga
1 Period
Thrown
0 Period
Thus a at.ationary bowman may fire every other move. Reloading and aiming must be done IIIhilst
stationary unless the firer is being convayed, i.e. he is mounted or on a chariot_ If he is
mounted; but not if he ia in a chariot, then, unlesa only moving at rate one, he must add I full
period to all of the timea above. Troopa with positive abilitiaa may deduct 1 period frOG all times.
riring Over TroopS and Terrain
1a poaaible if the target ia viaible to the firera. A target may not be fired on however if there
are frienda within 21s" of either target or shooters.
Mia.ilemsn may fire through one rsnk of their own unit if they are in close order, otherwiae they
may fire over two ranka of their own body.
rire Arron
The......t be pre-tarred and kindled frOll a brazier, Ronson Ucj1ter, etc. These take an extra
period to loed and aila, i.e. 2 perioda for a bow.
Priority Targets
MiaeHemen mustalwaye fire on anyone charging them. If they have no written priorities
otherwiae, they fire on the nearest enemy.

22

TOTAL % CHANCE TO HIT OR STRIKE BLOWS CHART


Individuals
% chance
5
10
15
20
25
30
35
40
45
50
55
60
65
70
75
80
85
90
95
100

Number of men hitting or striking


1

10

5
10
15
20
25

10
20
30
40
50

15
30

20
40
60
80
100

30
60
90
120
150

35
70
105
140
175

40
80
120

45
90

45
60
75

25
50
75
100
125

50
100
150

30
35
40

60
70
80

90
105
120

120
140
160

150
175
200

180
210
240

210
245
280

45
50

90
100
UO
120
130

180
200
220
240
260

225
250
275
300
325

270
300
330
360
390 .

315
350
385
420
455

360
400

55
60
65

135
150
165
180
195

70
75
BO
85
90

140
150

210
225

280
300

160
170
180
190
200

240
255
270

320
340
360
380
400

350
375
400

420
450
480
510
540
570
600

490
525
560
595
630
665
700

560
600
640

95
100

2B5
300

425
450
475
500

160
200
240
260
320

440
480
520

680
720
760
BOO

135
180
225
270
315
360
405
450
495

200
250
300
350
400

450
500

sse

540
585
630
675
720

600
650
700

765

850
900
950

810

855
900

750
800

1000

This chart may be uaed to calculate the total number of strikes or hits obtsined by a whole unit.
The % chsnce to strike or hit is read slong the left hsnd side and the number of troops fighting
is read slong the top. In cases where there are more than 10 men fighting, read in units of 10 for instance 27 men would be two tens and a seven. Similarly, if the ~ chance to hit were over
10~ then read in units of 100 - 125% would be one hundred and a twenty-five.
So 27 men
fighting each with a 125% chance of striking a blow would strike 3375% blows. As 100% chance
ia a certainty and need not be thrown for 3375% equals 33 certain hits and a 75% chance of
another one, this is thrown for using decimsl dice. This is just basic multiplication and for
most cases the chart will prove not to be necessary, pocket calculators make even the most
awkward number a aimple.

23

QCbart 1Jj
TilE AMAZING CHART FOR DECIDING WHETHER BLOWS OR HITS KILL

Targets

Killing

Po~er

of the

~eapon

or creature fighting

SV
2

3
3.5
4
4.5
5
6
7
8
9
10
11

12
13

14

67
57
50
44
40
33
29
25
22
20
18
17
15
14

10

- - -

89
80

86
75
67
60
50
43
38
33
30
27

25
23
21

17

12

20
19
18

18
19
20

11

17

11

16
15

22.5
25

9
8

27.5

7
7

15
16

13

3D
40
50
100

13

10

5
4
2

67
57
50
44
40
36
33
31
28
27
25

83
71
62
55
50
45
42
38
36
33
31

12

24
22
21
20
18
16

29
28
26
25
22
20

13

85
75
66
60
54
50
46
43
40

- - -

89
78

89

70
63
58
54
50
47

80
72

67

41
39
37
35

61
57
53
50
47
44
42
40

21

31
28
25

36
32
29

23
18

27
20

14
7

16
8

38
35
33
31
3D
27
24

11

15

10
8

13

18
17

10

13

20
15

6
3

8
4

10
5

12
6

44

24

11

12

13

14

IS

- -

- - - - - - - - - - - - - - - - - 90
- - - - 81
91
- - - 74
83
92
- - 70
77
84
92
- 64
71
78
B6
93
-

60

67

73

80

87

93

56
53
50
47
45
40

63
59

68
64
61
58
55

75

81
76

36
33
3D
23
18
9

55
53
50
44
40
36
33
25

48
44

40
37
28

71

67
63
60
63
48
44

20

22

40
30
24

10

11

12

72

88
82
78

68
65

74
70

94
88
83
79
75

58
52
47
43
33
26

62
56
51

67
60
55

47
35

13

50
38
3D
15

28
14

Chart B is used to find the % chance of any single b]o~ or hit of killing an opponent. Read the
Killing Po~p.r (KP) of the ~eapon along the top and cross check this ~ith the Strength Value SV
along the left hand side. Where the KP of a ~eapon or attacker is higher than the chart ~iJI go,
read off in un;ts of 10, ego ~ith a KP of 23, read off t~o lots of 10 and one 3 KP . Where the KP
is an odd number such as 4~, then approximate using the higher and lo~er values, ego 45 ~ould be
half ~ay bet~een ~ and 4 KP. Where a defending figure's SV is higher than the chart extends to,
then read off in multiples. In many cases the SV of themfender ~ill lie in-bet~een t~o lines,
for example, 75 does not appear on the chart. In cases such as this approximate using the next
higher and lower figures, i.e. for 75 the figure would be half way between 50 and 100. The
figure ~hich you get by uaing thia chart is the % chance each blow has of killing the opponent,
where more than one blow is struck then the number of chances of killing will go up.
Example:
12 men SVII Abilities spear +15% and shielded, charge into a unit of 4 Owl-Bears SV30, 100% to hit.
10 KP, the Owl-Bears remain stationary. Both are in Medium Order - the Owl-Bear Abilities count
as 0
Basic % chance

Tactical Factora

Modified % chance
% chance of whole unit
of striking blows
Number 0 f hits
Throw dice
% chance of killing with
each hit
Throw dice
Result

Men
Spear 30%
Own Ability Factor +5,.
Charged
+5~
Longer Weapon
+5%
TOTAL
+15~
45%
4~ x 12 = ~40%

Owl-Bears
Claws lO(t;
Enemy Ability -5~

5 with a 40% chance of a 6th


Score ia Bl - so only 5 hits
~ x 17% = 8~% chance

J with a 80% chance of a 4th


Score is 67 - so there are 4 hits
4 x 91~; " j ~ ~':; chance
(3 kills and a 64%)
28 - so the Owl Bears have
killed 4 of the men
Have pushed back 3"

66 - so the men have killed


one of the Owl-Beers
Pushed back J"

OPTIONAL TACTICAL FACTORS FOR MELEE WEAPONS


These rules are optional and should only be
used where all players agree to do so
beforehand.
Always count all the normal tactical factors
even where these conflict with the optional
factors.
% Chance to Strike a Blow Modifiers
Heavy lance
-10% fighting open order troops
Cutting awords, i.e. sablre, cutlass.
falchion and scimitar
+20% opponent is open order foot
-15% opponent is close order foot
Two-Handed Cutting weapon, i.e. sxe and
two-handed sword
-5% fighting 'light' troops -those whoae
armour SV is less than a third of
their own SV
+5% fighting 'heavy' troops - those whose
armour SV is more than their own SV

25

TOTAL

-5"

95%
95 x 4 = 380r.

KILLI NG POWER MOOIFIERS


These modifiers are added or subtracted from the weapons killing power.
Point-Impsct wespons i.e. spesrs, lances snd pikes
+1 fighting opponents wearing mail armour
-1 fighting opponents in plate armour
Two-Handed Cutting Weapons
+1 fighting opponents in plate armour
-2 fighting opponents in mail armour
Cutting Swords
+1 fighting 'light' troops
-2 fighting 'heavy' troops
(see above for definitiona l
Example of USe:
Cutlass armed infantry attack a unit of unarmoured, open order bowmen.

Totsl
Basic % chance to strike a blow
35%
Charged
+ 5%
40%
One-hsnded wespon v open order
-10%
30%
Cutting swords v open order
+20%
50%
Giving a total % chance to strike a blow of 50%
IJhen dicing for kills, the aabremen receive a +1 killing power bonus increasing the KP from
4 to 5.

fflping creatures

Hather than spread the information concerning flying creat ures over the rules, - it is concentrated
i nto this section for easy reference.
HEIGHT BANOS
Flying creatures when flying must occupy one of the following height bands, this should be
recorded every move. The bsnds are as follows:
Ground
This is when the figure is on the ground and not in the air.
!:land 1

Band 2

Band 3

This is in the air but below 6ft above the ground. Troops may not fly in this band
whilst amongst trees, buUdil\Q8. or other such obstacles. Observstion, missile fire,
etc. is as normal. Melees s~ _ss normal except that the flying creatures opponent
takes 1 Unformed Point.
Between 6 and 12 feet above the ground. At thia height flying creatures or thier
riders may strike blows with pole arms and not have to suffer return blows. Shorter
weapons are useless.
About 20 yards (l0" ) above the ground.

About 20
Band 4
Bands thereafter -

above the previous band.


About 20 yards above the previous

ya~ds

For example:
Band
Band
Band
Band

4 40
5 60
6 80
7 =100

yds
yds
yds
yds

(20" )
(30")
(40")
(50")

Band 8
Band 9
Band 10
Etc.

26

120 yds (60" )


140 yda (70")
160 yds (80")

METHODS Of ATTACK
flying creatures may adopt several means of attack, although some may only be capable of 1 or 2
of the means. This should be noted under their classification.
Swoopers :do just that - they make a momentary paas over
in the way of offensive capability. They must commence
then make a dive to band 2 or band 1 (depending whether
The blow struck will count as a glancing blow. Swooper
1.

S~oopers '

their victims and use whatever they have


their swoop st least in band 4 and will
they are armed with pole arms or not).
victims take 3 automatic unformed points.

~--------~~----------------------~~~~

______________________ ________________
~

2
1

2.

Winged mounts with pole-armed


riders may strike fror.,
Band 2

~----------~equipped

H~o-v-e-r-e-r-s-:------------------------'~~-i-

. . . . . .Must start from at least band

~___

___________________

Most swoopers must descend

Hoverers are not restricted by the need to move that Swoopers have, on the other hand they never
gain the decent impetus 0 f the Swoopers. They may hover in any range band above the tar'g et and
engage in normal melee from bands 1 or 2 (depending on armament) - they may choose to strike and
receive glancing blows if they wish. Hoverers' victims take 2 unformed points if attacked from
band 2, 1 point i f attacked from band 1 - and an extra 1 point if they are incapable of returning
blows (because of the length of their weapons).

~-------------------------------------

3 ---------------------------,E;"":;;r---------------:::7""~"_____________1.LI....__________7___

~
j.

May attack from Band 2


if suitab 1y equipped
Otherwise Band I

Landera:-

These must land before fighting and may not, because of natural clumsiness, fight from the air if forced to fight by attacking airborne troops then they strike glsncing blows only and take 4
unformed points.

27

TACTICAL FACTORS FOR AIRBORNE TROOPS


For melee the unformed points takes care of the oppositions' changed fectors.
possible to airborne troops but:-

Charging is not

S~oopers add 5% for each height level up they were before they, commenced their
dive; Hoverers who push back their enemy msy add 5% even though they cannot actually
push them do~n. All aerial attacks add 5% for the height advantage.

MOVEMENT
SIIIoopers:-

May wheel with ~ radiua of %their move.


Dives do not effect horizontal movement - by how much is shown on the charts, ego 2
bands per \ move means that for the loas of \ the mova the crasture may climb 2
bands, obviously ;this alao meana that for the loaa of %mova the creature may climb 1
band and for the loa a of %of the move 3 bands may be travaraed. The minimum move
restricts the maximum climb rate so it is never posaible to loae all of the move. The
maximum posaible climb in a single move is also ahown on the chart.

Hoverers:00 not wheel but may turn sharp anglea with no loaa of speed.
Climb in the same manner as Swoopera.
Dive in tha same mannar as Swoopera.
Landers:Climb aa Swoopers.
Dive as Swoopera.
Wheel ~ith a radius of

their move.

FLYING BEAST MOVEMENT CHARTS


Beast

Type

Max. climb Max. climb rate


Max. dive
Min.
in one move
in one move Hove
Dragon
Swooper/Lander
3 bands
3 bands per \ move
5 banda
10"
Eagle
Swooper
6 bands
4 bands per Is move
7 banda
5"
Swooper/Lander
4 bands
Pteradactyl
3 bands per Is move
5 bands
10"
Wyvern
Swooper
3 banda
3 banda per Is move
4 banda
10"
Hippo-griff
Swooper
2 bsnds
2 banda per Is move
3 banda
5"
Winged Demon
Swooper/Lander/
3 banda
2 bands per Is move
3 banda
1"
or Gremlin
Hoverer
Hswkman
Swooper/Lander/
3 banda
2 banda per Is move
3 banda
1"
Hovex:er
Winged Serpent
Swooper
1 band
1 band per Is move
banda
10"
Swooper/Lander
2 bands per '5 move
3 bands
5
Griffon
2 banda
2 banda
5"
1 band per Is move
'Asgard' Gargoyle Landar
1 band
Hoverer
3 banda
2 bands per Is move
3 banda
I"
'Asgard' Bats
3 banda
Hoverer/Lander
2 banda per \ move
1"
3 banda
Harpy

Max.
Move
25"
35"
30"
25"
15"
20"
25"
25"
15"

15"
15"
20"

This chart covers most of the commercially available material - anything elae you can fit in
yourself uaing the same basis. An example to show how they system works is:
The Dragon - This is a Swooper/Lander type of beast which mesns thst it combines both features.
Climb rate is 3 banda per \ move, which mesns that the beast may move up to half ita move 12\", and climb up to 3 height bands; or the dragon might lose less speed and climb fewer banda
(losing approximately 4" per band). Maximum climb in one move is 3 bands, maximun dive ia
5 bands. Minimum move is 10" and maximum move is 25".

28

FLYING CREATURES IN MELEE


Creaturea able to fly will have % to hits and Killing Powers which will apply only whilst the
creature is in the air - Landers which combine no other type may not fight from the air except
to defend themselvea in which case they use ground ~ to hits and KPa and strike only glancing
blows. The following list gives aerial ~ and KPs.
Beast

% to hit

Dragon
pteradactyl
Hippogriff
Hawkman (Spear)
Griffon

200%
135%
60%
35%
75%

Killing
Power
15
10
5
5
5

45%

Harpy

Beast
Eagle
~yvern

Winged Demon
Winged Serpent
Gargoyle
Bats

% to hit

85%
150%
45~

135%
Lander type
-see above
50%

Killing
Power
5
12
4
10

The figures referred to are the same as those in the movement charts. The~e are the basic ~ and
KPa and conversions on the manufacturers figures will change them - flying creatures with
weapona will normally have a slightly higher chance of hitting than if the weapon were being
used on the ground, but the KP will remain the same.
Aerial Combat
Between two flying unita combat will always count as glancing blows unless Hoverers are involved,
in which case they may choose to make the melee a normal one or glancing blows one. If one side
attacks from above the other, than the attacked side takes 3 unformed points.
Picking Things Up
Inatead of trying to rend, claw etc. their opponents Swooper or Hoverers may try to grab them.
They may carry up to their own weight when so doing, but their move rate is halved. The chances
of making a grab are \ the normal % chance of striking a blow modified by the tactical factors.
Dropping Things
A dropped object will cause its SV x the height band it was dropped from dsmage on a group or
thing below. Hitting is automatic at band 1 or 2, or if the dropper is stationary, otherwiae
for each height band above 2, deduct 15% from 100; A dropped object also inflicts its SV x the
height band worth of damage on itself. Nota that common sense must be used in some cases - for
inatance, dropping peopla onto fortresses will not damage the fort, and drops made over water,
deep enow or amongst trees will cause leas damage to the dropped object.
MOVEMENT PENALTIES FOR RIDERS
Ridden creatures auffer no reatriction if the Strength Value of the ridar and armour is less
than \ of the beaat's SV - otherwise the maximum move must be halved.
LAM:lING AND TAKING orF
Must both be done at minimum horizontal
speed - Hoverers take this t.o be 5" and
not l'~

29

C!&bsttuation ~~artness
IHth a 1" = 2 yards ground scale there ia little chance of tlilo antagonists not seeing each other
on the lIIargames table - the average table being only about 150 yarda at its tlilo-widest points,
corner to corner. 50 it is reasonable to aay that unless there is some interposing solid object,
such as a lIIall or building ,' or some other hinderence to sight of any other kind, fog and lIIoods
for instance, tlilO antagonists facing each other lIIill be able to aee each other reasonably clearly
at any distance. We might say that these tlilO lIIill be able to move towards each other, loose
any misaile lIIeapons they have at each other or cast spells at each other etc. however, facial
characteristics and finer points of detail will only be visible at lesser distances - so consult
the following chart, remember that thia applies only to ideal circumstsnces, two men facing each
other over a flat well lit plain.
At Range of over 240 yards, 120 inches or 10 feet
Physique

\~ eaponry

Size
Colours

The Physique of the antagonist will be spparent within the folloliling limits.
He may be seen to be humanoid
He may be seen to be bi-pedal or quadrupedal or whatever
Any apecial and obvious features will be noticeable, 8' neck, four
srms, two heads etc. but not facial characteriatics
What the figure is carrying lIIill not be spparent, but whether he is carrying
anything or not lIIill be apparent.
The size (apparent SV) of the figure lIIil1 be apparent lIIithin limits. The Umpire
lIIill give the observer the apparent basic 5V of the observed plus or minus 25%
Only very bright colours and metallics lIIill be diatinct.

At Ranges of 96 yards, 48 inches or 4 feet, to 250 yards as above


Physique
Weaponry
Size
Colours
Individuals

An accurate physical description of the observed is poaaible. The Umpire ahould


supply the details here.
The exact apparent nature of what the obaerved figure is armed and armoured with
will be visible.
The apparent SV of the observed will be accurate to within l~. The Umpire giving
the figurea as he sees fit.
Will be fully visible.
This is the shorteat range at which individuals amonget a unit may be eeen. And
then only if they are amonget unit dressed distinctively and in a way different from
the rest of the unit.

At Ranges of 30 yards, 15 inches, to 96 yards ss above

Size
Individuals

As above except
The exact apparent 5V of the antagonist should be given.
Individuals may be picked out from the surrounding unit by any difference in
clothing amongst unit.

At Rangea of less than 30 yards, 15 inches


Individuals

Individuals may be recognised by their facial features at this range.

The chart above deals with human eyesight under perfect viewing conditions. When the view is in
some way obscured, then it is altered. For solid objects IIIhich completely obscure some part of
the observed figure, for instance walls, psrapets, lIIindows etc., then only tkae into account the
parts which are visible. For instance a unit might see an arm 20 feet long hanging from behind
a wall. They would then receive the information relevant to that arm - but no indicstion of the
beastie that lurks behind it.
30

The final de~ision on what can and what cannot be seen should be left to the Umpire but he should
note that very small objects would be difficult to see at any range. As a general guide, objects
or visible parts of objecta which have an SV of 1.5 or less, and are not more than 1 foot high
may only be seen in the 'less than 15'" range band and may only be seen in detail at 5" if over
1 SV and I" otherwise. Objects such as rings and coins must be picked up to be. examined
thoroughly. This does not apply to objects of reaso.nable size out.lined against the sky line, troops
on battlements showing their heads for instance - or brilliantly shiny objects such as nelJl coins
and polished sword blades.
REDUCED VISIBILITY
Troops in woods may be seen up to s distance of 'their SV in inches' inside of it. Thus troops
lIIith s SV of 6, Humsns in fact, can be seen i f they are within 6" of the edge but not i f they
sre more than 6 inches sway from the edge. Troops in woods may he seen by other troops in woods
up to 5" away - all visibHity figures in woods are halved if the observed is being perfectly
still, for instance in an ambush situation, thus Humsns hiding at the edge of a wood may only be
seen if they are within 3" of the edge - or 6" when they IOOve. Troops in woods may observe
unhindered from within 5" of the edge. The umpire has the final say as only he can allow for
abnormalities such as outrageous clothing, illuminated overcoats and flashing sword blades. Note
that troops bigger than the trees may be seen above them quite easily.
Darkness is difficult to allow for as there are many degrees of it, but two will be considered,
twilight and pitch-black. Twilight reduces all of the ranges at which things may be seen to ~
of normal. In addition, objects less than 1.5 SV and 1 foot high can only be seen from 5" alilay
and examinad from point blank range. Such objects may still be seen if outlined against the sky
line but there will be no reflected light from natural sources. Torches make an area within 5"
visible as for ordinary daylight and may be observed from any distance. Pitch black is too dark
to see at all, torches will dispel darkness within 5" making the area as per normal day light.
Fog and mist will reduce the distance at which things may be seen in a similar way to darkness.
Ordinary fog will reduce all range bands for vision to ~ normal, dense fog to ~ normal and very
dense fog to lo normal. However, nothing within 5" is affected. Ground mist obscures the bottom
few inches of ground completely.
AWARENESS
Troops may only react (that is to say fire on, cast spells on, move to or from deliberately, talk
to or take any such action as a reault of their presence) to figures they were aware of in the
previous move. Awareness is defined as being able to see the object or figures in question or
knowing they were there because you were told or common sense dictat.es it: for instance, i f a
figure is aeen going into a house then you can reasonably assume that the figure is in the house
even if you cannot actually see him once he is inside, and you may take action against the
figure such as firing through the windows, etc. An example of the system is:A unit of knights is suddenly and unexpectantly attacked by a unit of infantry previously
hiding all behind a wall. In move 1 the knights may not take any action regarding the infantry
because they were not aware of them in the previous move. Thus they cannot turn or make a
defensive formation - they may fight but be unformed.
Troops will also be aware of any troops suddenly appearing from behind cover that they have been
told to watch. For example, a suspicioua officer might post a guard outside his headquarters
and give them orders to 'watch out for any enemy troops appearing at the windows of the house
opposite'. If enemy do appear at the windows, the guards do not have to spend a period becoming
aware of them, but will be aware immediately. Note that troops 'watching' in this way may only
observe one window or 2" stretch of cover each and may not observe anything else in the same
move.

The player engaged in watching must make it clear to the umpire that he is doing so, IIIhere, and
with how many men, etc.

31

Wnfonntb points
Unformed Points represent the distracting and disabling effecta of a unit's aituation on its
fighting capsbilities. The effect of an unformed point ia a deduction of 5% from a unit's %
chance to hit/strike a blow. When a unit is in difficult terrain etc. read down the list and
give the unit that number of unformed points.
Situstion
1- In difficult terrain ego

Infantry

Cavalry

Remarks

2/00 1

3/ 00 2

Ceases to apply at the end of the move


i n which that terrain waa left
Infantry must spend ~ period re-ordering
to lose these pointa. Cavalry lose them
as for difficult terrain. Double pointa
i f meleed or .firing whilat actually
crosaing obstacle
Must be sizsble fire ego house, etc.
As above

wooda, fords, steep hills

2. Crosaing a linear
obstacle

3. Fire within 40 yards


4. Fire within 10 ysrds
5. Surprise attack on unit
when the unit is:
s. fired on
b. meleed by troops it was
not sware of last move
6. Being in the wrong order
a. when meleed
b. when firing

7. Attacked by flyi;,g enemy


B. Attacked in flank or
rear

:5

For example, troops who should fight in


close order being attacked when they
1
1
are in open order. The usual order
troopa fight in is the one they are
baaed on (30, 20 etc)
(See Flying Creature section)
2
Unengaged troops may turn to avoid this
:2
2

The classification of besats ia very difficult, some timea they will act like cavalry, aometimss
liks infantry, ot.her times completely differently. The awarding of unformed points to monstera
should be decided by the umpire.
Notes:1. Add 1 to sll unformed points if you are tribsl or levy troops. Add two if tribal or levy
in close order but only for csse 5.
2. The 00 in cass 1 means 'Open Order'. 50 it is 2 points for sll but opsn order who only tske
1 point.
3. Troops in a retrest caused by morale test all take 2 points, sa do thoae pursuing. Routing
troups t.alo:e 4 un formed points.
4. Other causes for unformed points sre listed elsewhere in the sppropriate section
these
count slso.
5. Troops take no poi nts under 1. if they are atationary in a wood, or if they have a basic
5V of 3 or less.

32

\lrbingS to bo witb magit


INTROOUCTUiN
These magic rules may differ from any set the plsyer hss previousl y-_"ncOJ,lnt" red in several
important aspects. Perhsps it is fair to say that these are not magical rules at all, but. just
a costing system, although this is superfici,a lly' the case many actual spells and examples are
listed and the player, certainly the beginner, might wiah to use these.
At first these rules may seem complicated - and confusingly so - however this ~s because some of
the rules are either optional or formulated for exceptional cases rather than the normal. The
beat way to get to know the rules is to play out the examples until the systems are understood,
then deviate into the unusual - and start us~ng your own spells.
THE MAGIC USER (M.U.) _
Anybody and anything .'t hat can caet spells of any type is called, in these rules, a Mogic User, or
M.U., in the simplest sense this means Wizards. All examples in these rules assume that the
caster is a human Wixard. Other sorts of M.II. could be anything, I recdl a battle in IIIhich the
besiegers of a 'wizard tower' suffered considerably because they failed to realise that the tower
itself wes the M.U., and the attendant 'wizard' was merely the caretaker.
CLASSIFYING M.U.
M.U.s are classified as normal troops are by their SV, Abilities, Armour etc.
section an this. They are ,a lso classi ned according to their magical pOlilers.

See the main rules

CLASSIFYING THE M.U. By ' HIS MAGICAL ABILITY


Any M.U. must have an ability to handle magic just as normal figures have an ability to use their
weapons. And as a normal aoldier has different abilities with each of his weapons, so a M.U.
may have different abilities with different~pes ~f magic. But all M.U.s must have a general
cover-all ability which they will use for everyday spells and for general magic. The actual
magicel sbility is called the magician's 'Magical Grade' and this varies from A, the lowest,
_to Z, the higheat practical value. The average grade is M or Nand this is the sort of grade that
the inexperienced player is recommended to start off with. In role playing games he' will have
to_atart from scratch A and work up. ,
As mentioned above, a M.U. may have different grades in some fields of magic, whst thst field is
would be up to the player. 50, for inatsnce, a M.U. who haa made a long and fruitful study of
fire magic might have a grsde several grades higher than his general grade when using fir9 spells.
The particular field of magiC need not actually refer to t~e type of spell used but to some
other conditions, ego spella used at night or at a certain time of day. Here are some examples of
Wizards that we have used in the past, they are largely typical of the aversge magician.
All Anduin
Torismond
An'Darryk
Harold Lewd
Laverock

Grade C
But Grade Y for spells involving mind control
Grade P - for everything
Grade M - for death and Necromancy spells only
No general grade
Grade F
But grade P for spells cast by musical means
Grade H
But Grade P for healing spells
And Grsde l for trsnsmogrification spells

33

CLASSIFYING M.U.a

~Y

THEIR CONSTITUTION

Conatitution reflacta how hardy a Wizard ia, for instance an old but powerful M.U. might only
have a Conatitution of 10 pointa, which meana he would tire easily; but a young - though
inexperienced - M.U. might have a much higher Constitution, say 18. The higher the M.U.'s
Constitution Points, the more spells he can cast before becoming tired. The effacts of tiredneas
are discuased elsewhere. All magicians have a fixed Constitutional Points Value, 10 should be
considered to be the lowest practicsl atarting value and higher values can range up to the
infinite - 16 or 17 are about average, 20 ia very good. The beginner may wish to diapenae with
the complicstiona of recording Conatitution Points - in thia caae juat aaaume thet the Wizard
has such a high value that no matter how many spella he casta he will never be tired. Just out
of intereat the Constitution Pointa Value of the magicians listed under the previous section
are:

All Anduin
Laverock

14
24

Harold Lewd
An/Darryk

18
infinite

Torismond

18

In role playing games, three normal dice should be thrown to establish a player's Constitutional
Pointa Value minimum basic throw is 10. Then for each full 10 years the M.U. is below 40 years
old, add 1 point, unless he ia below lOt
THE MAGIC USER'S SPELL CATALOGUE
A M.ll. may cast spells - but he cannot just cast any spell. He is in effect limited by the
number of spells he knows, and the nsture of those spells. All the spells that a M.U. knows,
and thus all the spells that he is permitted to uae, ahould be noted down either before the
game or campaign; thia becomes, in effect, the magician'a spell book or atore of memorised spells.
Hhat we actually do ia work out all of the s pella that we are ever likely to uae for a forthcominq
campaign and number each ene. The spells are worked out by using the costing system explained
34

later. Then the Campaign Organiaer, known as the 'Tin God', allots the spells to the various
participants either aa he seea fit or by drawing numbers from a hat surrogate (such as a cup,
small bowl or even a real hat!). He may include several spella of the same type, for inatance
there might be 20 different apella in the hat but 30 pieces of paper - there might be 3 of one
spell, 4 of another, 2 of another and the remainder made up of blanks. Each player draws in
turn until the whola lot are gone. The actual apells are sometimea worked out by all of the
players but more often by the Campaign Orgsniaer alone - and the SMle spells sre oft.en retained
and used time and 'time again. Each player's spe~ls become his magician's Spell Catalogue - and
the Campaign Organiaer will furnish him with the detaila regarding his spells. A similsr method
is adopted for 'one-off' games between two people where an umpire is unaveilable; each player
draws up an agreed number of spells each uaing the coating method. Then all of the spells are
placed in the hat together with blanka if required. Then each player draws in turn until all
of the apella are gone. Where you draw a spell worked out by your opponent, he must give YOll the
spell's details which he must hsve already worked out, and visa versa. This system has some
disadvantages in that some of the oppoent's spells w111 be known to you, but generally this
evens out becauae the reverae applies. Also no one is going to put really powerful spella into
the hat becauae of the danger of your opponent getting them.

Obviously other methods of working out s msgicisn's spell catalogue could be devised - it haa
been suggested that s magician's apells be limited in number to half of his grade expressed ss
s number (eg. 0=2, T=lO etc.) with more added as they are acquired during ths campaign, so for
instance a M.U. with an ability of 0 would start off with 7 spella. Also you could throw dice to
see how many apells ,each msgician gats. How you decide such thinga is really up to you, but the
draWing from s common hst would seem to bs best for ons-off and two player games at leaat.
In role playing games the novice M.U. should start off with only 1 apell - and he can gsin more
by stssling them, finding them in his sdventures, buying them from his fellows or experimenting
himsslf. The atarting epell could be anything the M.U. likea - games-maaters can develop their
own systems for these things.
COSTING SPElLS
In these rules spells srs not a given and fixed quantity. Spells are provided but they sre not
intended to be a be sll and end all by any means - the accent is rather on the csmpaign controller
gsmes-maater or whatever you 'want to csll the individusl actually running the game, to work out
his own spells and encourage his players to do the ssme. Spell costs sre important and rathsr
than leave the player completely in the dark, e system has been developed to cost sny spell the
players can dream up - many spells will be a combinetion of two or more effects snd often the
controller/gamea-master will have to add pointa to compensate for special csses. The system works
as follows.
First tske a apell, thia might be one of your own invention, an idea from the pages of fiction
or whatever. Inventing your own spslls is infinitely more enjoysble but any spell you like may
ba converted for use in these rulea. Having s rough ides of the spell you want to use, consult
the following tables to find out how much it will 'cost. Each relevant factor should be taken into
sccount and the points sdded up to find a total - the higher the end total the more difficult the
spell will be to cast.
FACTOR 1
Range of the apell:

all spells are affective only up to a maximum range of a fixed distance.

'Maximum ranga
Points
Touching only, i.e. 0
0
0-5 inche's
0
5-15 inchea
1
15-30 inches
2
More but to a target in sight
J
More, whsre the target is not nscessarily in aight
6
Example: A spell effective up to 10" will coat 1 point from factor 1. A apell
effsctive up to any range, so long as the target is in sight will cost
3 points from factor 1. Normally a wizard must be in sight of hia target
hence the high cost for exceptions.

35

fACTOR 2
Area effected by the spell: eome spells, but not sll, ere designed to .ffect are88 of ground, air
or water rather than specific objects. Or else they are intended to affect anything or anyone
within an area - for instance 'everyone within 5" will turn into a frog' - spells such as this
are casted under this fsctor and not factor ~, which deals with spells int~nded to effect a
given number of opponents; remember that it is important snd making the distinction clear now
will save confusion later. factor 2 spells are casted according to radius of the circle of
area they effect. When they effect areas not circular then approximate. The centre of -the
circle will be at the end of the cast made from factor 1.
Radius of the circle of effect
Points
I" redius or lees
1
Up to 5" radiua
2
Up to 10" radius
~
for each successivs 10" radius or part tharaof
~
50 for inst-ance a spell designed to turn everyone within 10" of the cuter into frogs would
cost 3 points from factor 2 - fsctor 1 would cost 0 pointa because the range is zero (the centre
of the circle if the circle is touching the magician). Sometimes factor 1 and 2 are used
together, for instance a spell to kill snyone within 5" of a point 20" sway would cost 2 pointe
from factor 1 and 2 points from factor 2, these figures are maximums incidentally and could be
reduced to sttack nearer troops - though the cost would remain the same.
fACTOR 3
Individual effect: this fsctor is never used in conjunction with factor 2. fnr each entity or
object the spell is designed to effect,points are added - note that apells auch as 'every tree
within 12" will emit a worrying belching noise' are not deSigned to effect individual trees but
whole areas no matter how many trees are involved, this sort of spell is casted under factor 2.
1 Point
For each entity or oject concerned
Example: A spell designed to shrink 1 man will cost 1 point from factor 3.
r10st; spells should be designed to effect one thing st s time.

FACTOR 4
If the spell under considaration has to
~/here the spell involves the creation of some 'thing'.
do with creating things, swords for instance, then paints should be added depending on the
physical size (SV) of the thing in queation. Note that this factor only appliea to inanimate
objects. The points cost are as follows.
Points
5V of the thing being created
o
Less than 1.5
1
1.5 - 5
1
For each 5 more
Note thst it is the total SV of the created items which is important, so,for ins.tancE:., if a
sword were to have an SV of 1 than to create 1 sword would cost 0 points from factor 4, 2 swords
would cost 1 point (2 5V), 3 swords would also cost 1 point (3 SV) etc. However, ,pointa from
fact_or 3 are only added on a basis oJ 1 point for each different item and not 1 point per item
as usual.
Example: To create a sword and a shield in the wizard's hands - (shield SV2)
o - touching
Factor 1
2 - two diffarent items
Factor 3
1 - the total SV is 3 (sword SV 1)
Factor 4
3 - from these factors
Total
FACTOR 5
Where the spell involves the destruction of some 'thing'. If the spell under consideration has
to do with destroying things, sworda for instance, then points ahould be 8dde~ depe~ing,on the
physical size (SV) of the thing in question. Note that this fsctor only spphes to l.nanl.mate
Objects. The paints costs are as follows:

36

Points
SV of the thing being destroyed
0
Less thsn IS
1
1.5 - 5
1
For sach 5 more
Note thst the same th~ngs apply about d~fferent obJects snd totsl SV ss under fsctor 4.
Example: To destroy s fort gate SV15, (it's a small one!) from up to 24" sway.
2 - 15 to 30 inches sway
Fsctor 1
Factor 3
1 - 1 item, the gste
Factor 5
3 - 15 SV needs deatroying
6 - from theae factora
Total
Note that as spells involving this factor are permanent intheir effect the above example msy
used as an actual spell - it is a complete spell.

~e

FACTOR 6
Zombie creation. Normally spells involving the creation of some cresture are considered to be
summonations rsther than normal magic - in other words you can't 'create' a dragon, you muat
summon one. Zombies however, sre the exception, they sre any creature that the magicisn can just
create - usually using s corpse ss an aid but not slways - you might wish to consider these
beings as forming the group usually referred to aa 'undead', Goleme, Spectres and the like.
Zombiea are always human in appeerence, though often emaciated to the bone, and they exist
phyaically so they are not super-natural. They are like humans iin-.that they have a SV lIIhich
repreaenta their ability to withatand punishment and they are cos ted when casting for them
sccording . to the size of this SV (which might be anything depending upon the spell concerned).
For each creeture created
Pointe
B SV or part thereof
So for instance, a 8 SV Zombie lIIill cost 1 point, two will cost 2 points , etc. a Zombie with an
SV of 10 will cost 2 points, two will coat 4 points, etc. Note that fsctor 3 (for the number of
individusls) is never added to this spell becsuse it is already taken into account, but fsctor 2
may ba added if the Zombies ars to be created over a wide area.
A few examplea of Zombies, just to whet your appetites, follollls - don't feel you have to use them ,
mix in your own idess, create eub-clessee, diveraify, etc. etc.
Example:

Golem
SV:IO
Totel SV: 10
Armed with: Hands only 30% basic to strike s blow, 5KP
Horele: They nevar tske it (no Zombie should ever have to teat for morele)
Hove: 3/5/7 inches
Point a to apell: 1 Point each, should be 2 but reduced to compensate for the slow move
Figure: Aagard Golem, Citadel Hummy

Example:

Skeleton Zombie
SV. 5
Armour SV. Shield +2
Total SV: 7
Armed with: Sword - abilities 0
Horale. They never take it
Hove: 4/6/8 inchea
Points to apell: 1 Point esch
Figure: Hinifiga Skelaton warrior, Asgard Skelston warrior, Citadel Skeleton

Example:

GhOul
SV: 10
Total SV: 10
Armed with: Hands only 50% basic to strike a blow, 7 KP
Morsle: They naver tske it
Move: 5/7/9 inches
Points to spell: 2 Points eech
Figure: Hinifigs Ghoul, Citsdel Ghoul or Wraith

37

If you want to uae different details then do so, but remember to work it out beforehand that this
is not summonation and that the creaturea creatad are more animated matter than living and do not
have free wi Us.
FACTOR 7
---Kill: If the spell has to do with killing animate things, and ia not jus~ ~ blast of destruction,
which will harm all matter animate or inanimate, than it is coated like this.
For each 5KP or part thereof launched at ~he creature
1 Point
This spell type has to do only with daatroying living tissue and thua ignores the effect of
armour - this is more the audden and inexplicable death, deadly illneaa, aoul deatruction variety
of spell, not the lightning : bolt, fire ball type (lilhich might alao cause damage to other things
and when it comes down to it is so measy and unprofessional). Becsuse it ignores armour, this type
of spell attacks the SV directly - not including the SV of armour.
Example: To cause a man up to IS" away to shrivel up and die by launching a bolt of 10KP against
him
factor 1
1 - 5 to 15 inches away
factor 3
1 - 1 man' effected
Factor 7
2 - for a bolt of 10KP
-.!,otal
Note that as factor 7 1S permanet 1n effect the above example may be uaed as a spell. Also note
that the KP costed under thiafsctor is exactly the same as normal melee and missile KP, and that
in cases where the KP launched is less than the targeta SV, then there will be s % chance of
the kill - as in normal melse. Hits however are automatic.

"

FACTOR 8
General destruction: If your spell involves the caster projecting a force capable of destroying
either inanimate or animate things (eg. lightning, flame bolts, massive boulders etc.) then it
is casted as follows. Note that it effects the whole SV of the targat, including armour.
1 Point
For each 5KP or part thereof launched at the target
Remember that this type of spell may be used against anything, therefore it is s good general
started spell.
Example: To project a bolt of flame st a singla target up to 12" away, the bolt hav.ing a KP of 5
Factor 1
1 - 5 to 15 inches
Factor 3
1 - 1 man effectad
Factor 8
I - for 5 KP
Total
3
The example above may be used as an actual spell as factor B is permanent in effect.
FACTOR 9
Movement: If the spell being costed involves inducing something or someone to mdve magically,
either by teleportation, flying or whatever, then it is casted like thia.
Thing to be moved
Points
Less than 5 inches
0
5 to 15 inches
I
15 to 30 inches
2
For each additional IS"
I
Furthermore, extra pOInts must be sdded for extra heavy load capab11lty so:
For each full 10 SV capable of 'moving over 10 inches or part thereof 1
Example: A spell which enables 8 magician to teleport up to any place within 30 inches will
cost
Factor 1
o - the magICIan is 0" from himself
Factor 3
1 - the spell only effects one msn
Factor 9
2 - '15-30 irichlll!
Totsl
J
The expmple above may be used as an actual spell as teleportatJon naed on
last tor 1 move .
38

--

FACTOR 10
Immobilisation: If the_spell under consideration makes something or someone immobile, whether by
freezing them still, or actuslly removing them for s time into limbo, then it ia cos ted like this .
Always
1 Point
T~e low cost of this spell (1 Point ) is becsuse more points are added on with the time factor.
Example: A spell to remove all weapons within 10" of the caster and make them vanish for a set
number of periods.
Factor 1
a the mag1c1an is A" from hi.mself
Factor 2
J - area up to 10" radius
Factor 10
1 - 'cos it ~WSys is
Total
4 - from these- factors
-'
The number of periods the weapons are to vsnish for must then be taken into account in the
Time Factor.

FACTOR 11
TrAnsmutstion: Where a spell involves changing something into something elsej- for -instance a
piece of stone into lead, lead into gold, kings into cabbages etc. etc. then use the table
below. Add up all of the points thst apply to the spell in question ~ften more than one of the
descriptions will be appropriate.
Description of change
Points
To change an animate- object into an inanimate one
4
To change an inanimate objact into an animata one
4
To change a crA.lure into another species
2
To change an inarimate object into a~tl.~ r inanimate object
2
To change the rigidity - ego to freez"& . ater, make swords limp
1
Td change _a creature's sex
1
To change the colour of something
a
To change a face, mannerisms and clothing
0
Example: A spell to turn anyone maninto a Rat - range 15"
Factor 1
1 - - 5 to 15 inches
Factor 3
1 - one man only can be effected
Factor 11
2 - chanqe 0 f species
_Iotal
4 - from these factors
The Time Factor must then be added to see how long the spell lasts.
FACTOR 12
Mind control: Spells involving mind control, or sny similar mind effect auch as telepathy,
then cost the spell in the following msnner.
Nsture of the control
To establish mental contact one way (mind resding)
To establish mental contact both ways (tslepathy)
To influence another mind (influance)
For a non-sapient creature ego a tiger
For a sapient creature ego human
Example: A apell to detect the presence of any other minds wi>~n 5"
Factor 1
a - 0 to 5 inches
Factor 2
2 - radiua of 5" effected
Factor 12
a - one Way contact
Total
2 - from tnese fsctors
The Time Factor must then be taken 1nto account.

39

Points
0
1
2
3

FACTOR

1)

To produce in your target an independent aenae effect, for inatance, pain, heat, cold, intense
light, complete darkneas (blindnsss), deafening noises, deafness, bsd tastes, smells, etc. Spells
for the vindictive these, and they are costed as follows.
For each individusl effect
1 Point
Example: A spell to send all troops within 5" of any point 15" away from the csster, or sny
le88er diatance, blind
Factor 1
1 - 5 to 15 inches
Factor 2
2 - 5" rediua effected
Factor 1)
1 - blindnesa
lotsl
4 - from these factora
Time Factor must then be ad?ed to give the time the effect lasts for.
FACTOR 14
If your spell hss anything to do with casting illusions, coat es follows - the difficulty depends
on the intelligence of the troops being fooled.
Victims' Intelligence
Points
Intelligent
2
Non-Intelligent
1
Undsad troops
:5
Add on factor 1 88 the maximum diatance the magiCian may 'project' an illuaion, add 1 point from
factor :5 for each illuaion (a herd or unit is one illuaion). Then add on for the Time factor.
Factor 1 not only represents the maximum distance the illusion msy move from its caster but alao
the diatance at which it will follow him around if he triea to exceed it.
Example: A spell to cause sn illuaion of a dragon - range 12" will coat (if the victim ia
intelligent)
Factor 1
1 - 5 to 15 inchea
Factor :5
1 - one illuaion
Factor 14
2 - victima are intelligent
Total
4 - from these factors
Time factor must then be added.
FACTOR 15
Shrinking and expanding: If the spell under consideration has to do with ahrinking or expanding
aomething or aomeone - but still retaining the original form - then coat aa followa.
Size change worked by the apell
Points
Either to double the victinla aize (SV) or halve it
2
Either to trebls the victim's size (SV) or to divide by :5
:5
Either to quadruple the SV or divide by 4
4
And ao on allowinQ 1 point per rultiplication
Example; A spell to shrink anyone man by :5 fold (from 6 SV to 2 SV) - range 12"
1 ~ 5 to 15 inches
Factor 1
1 - one victim
Factor :5
Factor 15
:5 - divide by :5
Total
:> - from these tactora
Then Time factor must be added.

FACTOR 16
Time: This is the illusive time factor! The length of time a spsll will laat for ia datermined
by the time factor, some spells are permanent, the deatruction spells for instancs, othera only .
operate for one move - like teleportatlon. Otherwiae note that a apellmayonly ~aat for a cartain
length of tiMB - the length of time la coated like any other factor, but it ia alao dependant on
the nature of the spell. Time la given in dice throwa not periods to allow for variation, a spell
will thus last for so many dice throw periods - the dice being thrown when the spell is used.

40

Points
Length of time the spell is to last for
1
For each dice throw periods
The sort of dice used depends on the actual spell. Spells involving Factors 5, 7 and 8 are
permsnent in effect. Factors 6, 10, 11, 12, l' and 9 - except for teleportstion - use normal
dice (1-6). Fsctors 14 and 15 use decimal dice (0 counts as 10). Factors 19, 18 17 and 4, use
two added normal dice (2-12). If the spell lasts for two or more dice throw periods, then there
is a chance thst tha sffect \IIill l!lst forever, this occuring if s double is thrown. If you only
\IIant an effect to last for 1 move with s particular' spell, then you do not have to add on any
pointa from this factor.
FACTOR 17
Magical protection: Against normal weapons. If your apell has the effect of protecting the
wearer againat weapona, then, uaing theae rulea, it haa been assumed to take the following form.
Negative Killing PO\ller is allotted to the protected figure - each point of NKP renders one point
of KP, which is directed against the figure. Thus if the protected figure hed 5 points of NKP
then 5 would be deducted from the KP of any \IIeapon striking his. The costs of this is
1 Point

For every 1 point of NKP


FACTOR 18

Msgical protection: Against msgic. A msgician is immune from the effects of any spell which he
himself hss or if he hss s compsrable ape 11 of higher Difficulty Points. How~ver, he may also
try to form a msgical screen which may protect whole aress. To do this the nature of the screen
must be explained. It has been assumed that the screen - like the NKP in spell factor 17 has a negative value. Each negative vslue point will negste the effect thst sny cast made at
a corresponding level of Difficulty Points has . In other \IIords screens of value 1 \IIill keep out
spells of 1 Difficulty . Point, screens of vslue 2 will keep out spells of 2 Difficulty Points or
less, screens of value 3 will keep out spells of 3 Difficulty Points or less and so on.
Each screen point will cost
Each screen point
1 Point
Example: A spell allowing the csster to produce a screen around himself up to a maximum diameter
of 10" (radius 5") - the screen's value being 4 and the thing to last for 3 dice throw
periods
Factor 1
o - 02 s\llsy from himself
Factor 2
2 - radius 5"
Factor 16
3 - for .3 2-12 dice
Factor 18
4 - for 4 points
Total
7
The example above is complete and may be uaed as an actual spell bssis. The high cost may seem
unreslistic but the idas is to discourage widespread use of inhibitive screening.
FACTOR 19
Msgical barriers: Agsinst entry are ususlly invisible but sre not a~wsys eo ego door holding
spells. They are casted in two ways - account being taken of the size of the barrier and of the
degree of resistance it has. The size is expreased in inches, the resistance in KP that needs
to be brought to bes! to ,deatroy the barrier.
Per 20KP needed to dealttoy tne ,barrier
1 Point
Per 3" occupied by barrier
1 Point
The exact nature of the bsrriers may be vsried but generally they will permit nothing to pass
except magic - they do not last forever and time factor must be used.
Example: Door holding epell to hold 1 door for 2 dice movee - range 3", KP allotted 40.
Factor 1
0-0 to 5"
Factor 3
1 ... 1 door effected
Factor 16
2 - 2 x 2-12 dice
Fector i9
5 - the door is under 3" and is n;"An llnlCP
lotal
8
The above example is complete and may be used ss an actusl spell - however, spells like thia are
best made variable (see Variable Magic) otherwise they are too difficult.
41

These are the factora which should give the total cost points of a apell, thie is called the
Difficulty Points of the spell. Note that where destructive points ere launched against an area
the total number of KP is dispered over that sree; i.e. if 5 KP were launched a~ainst an area
in which there were 10 men, eech man receives 6KP. This is conducted in exactly the same manner
as normel missile fire in fact.
Having endured that chart, here are some examples of typicsl spells, just to show how they work:SPELL

To freeze
Factor 1
Factor 3
Factor 10
Factor 16
Total

SPELL

a si ngle figure solid from up to 15" away and for two dice throw movea
Range up to 15"
1
Effects 1 individual
1
Immobilising
1
Time. 2 normal dice
2

I
otter a river u to 5" wide the road havin s width of 5" and to
row moves, an a e to be cast only by touching the .,ater

Factor Z Area 5" radius


Factor 11 Change, rigidity
Factor 16 Time. 1 decimal dice
Total
SPELL

SPELL

1
1

.!:

To turn yourself into a dra2on, for .2 dice movea


factor 3 Effects 1 man
factor 11 Chenge, apecies ,
factor 16 Time. 2 decimal dice
Totel
To blind a unit of men up to 5" in radiua!
Factor 1 Range up to 30"
Factor 2 Radius 5"
Factor 13 Sense effect, blindness
Factor 16 Time. 2 normal dice
Total

u~

to 30"

1
2

I
and for 2 dice throw moves

awa~

2
2
1
2

"7

Having worked out the basics of the spell the details must be added, these are totally up to you
so long as they don't contravene any of the cost factora. For inatance, in the dragon spell
above it ia not atated whether the Magician may continue to act aa a magician whilat he is a
dragon, certsinly he lIIould be limited in that speech lIIould be impoasible - unless your dragons
talk anYlllay! These details are all worked out and included in the Spell Catalogue.
INCORPORATING SPELLS INTO THE SPELL CATALOGUE
Spells must be neatly written into the spell catalogue after the follOWing manner: it is
adviaable to . put each spell on a separate piece of paper in case you ahould want to re-use it in
the future.
Spell Number
Name

Description
Spelling
Difficulty Points
Example
Notes

This is for easy reference and drawing spella.


Giving a spell s name makes it easier to remember.
A brief description of what the spell does ie needed, and ahould
be included here.
This section deals with the method by which the spell is cast
ego by hand movements, pointing with s stsff, muttering msgical
phases etc.
.
In this eection the epell is' cos ted according to the factor chart.
An example ahould be included to clarify the spell.
A notes section et the end will be useful for future comments and
unusual aspects of the spell.

Campaign controllers should build up a comprehensive list of spells from which they can draw
as required. Other sorts of magic, dealt with elsewhere, should also be included in the
catalogue to give the magician variety.
42

An

ex ~n~l e

of a complete apell, with all the detaila etc. is:

Spell Nulber

Swords into flowers spell


This spell, cultivated by Harold Green-finger, will turn any
non-magical weapon within 10" of the magician into a bouquet of
flowera for 3 dice throw periods (thua making them in effect
weaponlsas).
This spell ia accompliahed with no external movement ~t all.
factor 2 10" radiua
3
factor 11 Change things
2
fector 16 Time, 3 1-10 dice
I
Total
8
Harold Green-finger finda himself confronted by a mnber of troopera
aent to arreat him for aelling underground gardening material of a
aubveraive nature likely to endanger ths security of the nation.
Harold haa a general Hagical Grade of ~, but R when the spell hsa
anything to do with anti-violence. Hi. Consti-tuUon Points value ia 15.
Uaing the chart it will be found that he haa a S5~ chance of the apell
working, he will have to reat for 2 .aves and if it works he will lose
1 Constitutional Point, if he fails he will Ieee. 2.
The player controlling Harold throwa the dice, the result is 07~. so
the spell has worked. Now the umpire throwa 3 deci mal dice in secret
acoring 8, 8 and 7, total 23. for 23 movas the troopa' weapona will
hava turnad into flowara.
Tha bouqat is useless as a weapon but must be kept if it ia to turn
back into a aword/spear atc. The caater doss not know how long the
eHect will last, any weapon carried by the cssting magician is NOT
sffected.

Narne

Description

Spalling
Difficulty Points

[xemple

Notes

Thie is a complete example of a spell and how to use these ru1as.


section are to the charts which follow.
CHART TO GIVE THE
MAGICIAN'S
GRADE

.. CHANCE Of A SPELL WORKING


~

A
B
C
D
E

1
25
35
45
55
60

2
15
25
35
45
50

3
5
15
25
35

6:-

:.:.

4)

G
H
I

70
75
80
85

60
65
70
75

50
55
60
65

N
0
P
Q

S
T
U
V
W

Y
Z

The raferences in the axamp1e

4
4
5
15
15
40 30

40
45
50
55

~ ~ ~~ ~~

99
99
99
99
99
99

99

99
99
99
99
99
99
99

90
95
99
99
99
99
99
99
99
99
99
99
99
99

80
B5
90
95
99

70
75
80
85
90
99 95
99

99

99
99
99
99
99
99
99

99
99
99
99
99

99
,9 9

TOTAL DIffICULTY POINTS


5 6 7 8 9 10
3 2 1
4 3 2 1
5 4 3 2 1
5 4 3 2 1
20 10 4 3 2 1
25 15 5 4 3 2
30 20 10 4 3 2
35 25 15 5 4 3
40 30 20 10 4 3
45 35 25 15 5 4
10 4
~~ :~ ~~ ~~ 15 5
50
60
40 30 20 10
65 55 45 35 25 15
70 60 50 40 30 20
75 65 55 45 35 25
80 70 60 50 40 }O
85 75 65 55 45 35
90 80 70 60 SO ' 40
95 85 75 65 55 45
99 90 80 70 60 50
99 95 85 75 65 55
99 99 90 80 70 60
99 99 95 85 75 65
99 99 99 90 80 70
99 99 99 95 85 75

43

Of THE SPELL
11 12 D 14 15 16 17 18 19 20

1
1
2
2
3

3.
4
4
5
10
15
20
25
30
)5
40

45
50
55
60
65

1
1
2
2
3
3
4
4
5
10
15
20
25
30
35
40
45
50
55

1
2
2
3
3
4
4
5
10
15
20
25
30
35

1
1
2
2

3
3
4
4
5
10
15
20
25
40 30
4)

J)

1
1
2
2
3
3
4
4
5
10
15
20
11)

1
1
2
2
3
3
4
4
5
10
1)

1
1
2
2
3
3
4
4
15

1
1
2
2
3
3

1
1
2
2

1
1

These are the factora which should give the totsl cost points of a apell, thia is called the
Difficulty Points of the spell. Note that where destructive points are launched against an srea
the total number of KP is dispered over that area; i.e. if 5 KP were launched against an ares
in which thsre were 10 men, each man receives 6KP. This is conducted in exectly the ssme manner
as normal miasile fire in fect.
Having endured that chart, here are aome examplee of typical spells, just to show how they work:SPELL

To freeze
Factor 1
Factor 3
Fector 10
Factor 16
Total

SPELL

To meke a solid road olier a river u to 5" Wide, the road having a width of 5" and to
last for 1 d~ce throw movee, and ab e to be csst only by touching the wster
Factor Z Area 5" radius
2
1
Factor 11 Change, rigidity
Factor 16 Time. 1 decimal dice
1

a si ngle figure solid from up to 15" awsy and for two dice throw moves
Range up to 15"
1
Effects 1 individual
1
Immobilising
1
Time. 2 normal dice
2

Total
SPELL

SPELL

To turn youraelf into a dragon, for .2 dice moves


Factor 3 Effecta 1 man
Factor 11 Change, apeciea .
Fector 16 Time. 2 decimal dice
Total
To blind s unit of men up to 5" in radius! !:!I! to JO"
Factor 1 Range up to 30"
Factor 2 Radius 5"
Fector 13 Sense effect, blindness
Fector 16 Time. 2 normal dice
Total

1
2
2

I
awa~

and

for 2 dice throw movea

2
2
1
2

1.

Having worked out the basics of the spell the detsils must be added, these ere totally up to you
so long aa they don't contravene any of the cost factors. For instance, in the dragon spell
above it is not stated whether the Magician may continue to act aa a magician whilst he is a
dragon, certainly he would be limited in that apeech would be impoaaible - unleas your dragons
talk anyway! These detaila are all worked out and included in the Spell Catalogue.
INCORPORATING SPELLS INTO THE SPELL CATALOGUE
Spella must be neatly written into the spell catalogue after the follOWing manner: it ia
advisable to . put each apell on a separate piece of paper in caae you should want to re-uae it in
the future.
Spell Number
Name
Description
Spelling
Difficulty Points
Example
Notes

This is for eaay reference and drawing apells.


Giving a spell a name makea it easier to remember.
A brief deacription of what the spell doea ia needed, and ahould
be included here.
Thia aection deals with the method by which the spell is cast
ego by hand movementa, pointing with a etaff, muttering magical
phaaea etc.
.
In thie aection the spell ia cos ted according to the factor chart.
An example should be included to clarify the spell.
A notes section at the end will be useful for future comments and
unuaual aapecta of the apell.

Campaign controllera should build up a comprehensive list of spells from which they can drsw
as required. Other sorts of magic, deslt with elsewhere, should also be included in the
catalogue to give the magician variety.
42

An

eX~R,pl e

of a completa spell, with sll the detsils etc. is:


1
Sworda into flowers spell
Thia apell, cultivated by Harold Green-finger, will turn any
non-msgical weapon within 10" of the magician into a bouquet of
flowers for 3 dice throw periods (thus msking them in effect
weaponless).
.
This spell is sccomplished with no external movement a t all.
Factor 2 10" radius
3
Factor 11 Change things
2
Factor 16 Tims, 3 1-10 dice
3
Total
ii
Harold Green-finger finds himself confronted by s nl.mber of troopers
sent to arrest him for selling underground gerdening material of a
subversive nature likely to endanger the security of the nsiion.
Harold haa a general Magical Grsde of 3, but R when the apell haa
anything to do with anti-violence. Hia Conati~tion Points value ia 15.
Using the chart it will be found that he haa a 5S~ chance of the apel1
working, he will have to reat for 2 .avee a~if it worka he will lose
1 Constitutional Point, if he faila he will lose 2.
The player controlling Harold throws the dice, the result is 07~. so
the spell has worked. NOIII the umpire thrOllls 3 decimsl dice in secret
scoring 8, 8 and 7, total 23. For 23 movea the troops' we spans will
have turned into flowere.
The bouqet is useless as a wespon but must be kept if it is to turn
back into a sword/spesr etc. The caster does not know how long the
effect will last, any weapon carried by the cssting magician i s NOT
affected.

Spell Nullber
NIIIIIB

Description

Spelling
Difficulty Pointa

EXlIIIIPle

Notea

This is a complete example of a spell and how to use these rules.


section are to the charts which follOlll.
CHART TO GIVE THE
MAGICIAN'S
GRADE
A
B

C
D
E

H
I
J
K

L
M
N
0
P
Q

R
S
T
U
V
W
X

Y
L

~
iO

1
25
35
45
55
60
65
70
75
80
85

CHANCE OF A SPELL
2
15
25
35
45
50

3
5
15
25
35
40

4
4
5
15
15
30
35
~~ ~~ 40
65 S5 45
70 60 50
75 6S 55

~ :~ ~~ :~

99
99
99
99
99
99
99

99
99
99
99
99
99
99

90
95
99
99
99
99
99
99
99
99
99
99
99
99

80
85
90
95
99
99

70
75
80
85
90
95

99

99

99
99
99
99
99
99

99
99
99
99

99

99

99
.99

The references in the example

WO~KING

TOTAL DIFFICULTY POINTS


S
6 7 8 9 10
3 2 1
4 3 2 1
5 4 3 2 1
5 4 3 2 1
20 10 4 3 2 1
2S 15 5
4 3 2
30 20 10 4 3 2
35 25 15 5 4 3
40 30 20 10 4 3
45 3S 2S 15 5 4
50
20 10 4
55 :~ ~ 25 15 5
60 50 40 30 20 10
65 55 45 35 25 15
70 60 50 40 30 20
75 65 55 45 35 25
80 70 60 50 40 30
85 75 65 55 45 35
90 80 70 60 50 40
95 85 75 65 55 45
99 90 80 70 60 50
99 95 85 75 65 55
99 99 90 BO 70 60
99 99 95 85 75 65
99 99 99 90 80 70
99 99 99 95 85 75

43

OF THE SPELL
11 12 13 14 15 16 17 18 19 20

1
1
2
2
3
3
4
4
5
10
15
20
25
30
35
40

45
50
55
60
6)

1
1
2
2
3
3
4
4
5
10

15
20
25
30
35
40
45
50
55

1
1
2
2
3
3
4
4
5
10
15
20
25
30
35
40
1 45

1
1
2
2
3
3
4
4
5
10
15
20
25
30
35

1
1
2
2
3
3
4
4
5
10
15
20
I

Z5

1
1
2
2
3
3
4
4
5
10
15

1
1
2
2
3
3
4
4
5
1

1
1
2
2
3

1
1

2
2

1
1
2

EXPLANATION Of THE CHART


If the OP of the spell a wizard wiahed to uae waa 5 and the w12ard'a own Grade waa K, then the
lIIizard would have a 50% chance of making that spell work. Just cross-check the Grade with the DP
to find the percent of success.
Exsmple:

Spell
factor
factor
factor
Total
If the caster had

To attack anyone man (SV6)up to 12" away lIIith a flame bolt of KP5
1 Range 6 - 15"
I point
3 Effected - I man
1 point
8 Gen. Des. 5 KP
1 point
3 points
a grade of N then he would have an 85~ chance of aucceeding.

If A SPELL DOES NOT WORK


If a spell does not lIIork; _i.e. if for instanca, thsre wss s 55% chance of it lIIorking and a 60
lIIas throllln on the dice, then that spell has failed. Unless a double was thrown nothing happens.
If, however, the apell failed and e double waa thrown; ego 77, then the spell has GONE WRONG.
Spells which go wrong differ from those that fail in that something occurs, though what it will
be may havs no relevance to the apell being caat. See 'When a Spsll Goes Wrong'. If a DO is
thrown, a spell has alway a gone wrong.
EffECT Of SPELLING UPON MAGIC USERS
Casting spella is assumed to have a tiring effect upon the Magic User and consequently IIIhen a
Magic User makes a cast he may not be able to do so again until he has recovered his magical
~li ts.
This may take one or more periods - the actual number depende upon the difficulty of the
spell and the Grade of the Magic Uaer.
Grsde
ABC
DEf
GHI
JKL
MNO
PQR
STU
VW
XYZ

1
1
1
0
0
0
0
0
0
0

2 3 4
2 3 4
1 2 3
1 2 2
0 1 1
0 1 1
0 1 1
0 1 1
0 1 1
0 1 1

5 6 7 8
5 6 7 8
4 5 5 6
3 4 4 5
2 3 3 4
1 2 2 3
1 2 2 2
1 1 2 2
1 1 1 2
1 1 1 2

Difficul ty Points
10 11 12 13 14 15 16

9
7
6

7
6

2 2

7
6

6
5
4
3 4

6
6

7
6
5
4
4

5
4

2
2

7
6

5 5
4 4
3 4

17 18 19 20 +1

8
7

6
6
5

6
6

8
8
7
6

8
8
7

8
8

9
8

+1

Cross check the DP of the spell you heve cast sgsinst your Magic Ussrs Grsde and this lIIill give.
the number of periods for which
1. The Magic Uaer may cast no apell at all
2. The Magic Uaer may not prepare any magic
for example, if s magician casts a spell DP5 and his grade ia M, then he would be unable to use
hi s powers for 1 move.
EFFECT OF SPELLING UPON THE CONSTITUTION
W~en

a Magic User spells his/her/its Constitution Points may be reduced. The number they sre
reduced by depends upon whether the spells work or not and the OP of the spell.
Difficulty Points
0-2 3-5 6-8 9-11 12-14 15-17
If the spell works

I
Thi~

he ape

ai a

0
u

..3

chart givea the actual reduction in points.

44

18-20 for each 5 after

:>

+1
+1

EFFECT OF REDUCED CONSTITUTIONAL POI NTS


There is no effect until the number drops below 10. Wnep jt does drop below 10, reduce
chance of any spell working by 10% for each point below 10.
ego

9 Points
B Points
7 Points

-10%
-20%
-30%

~he

etc.

If the total Censtitutional Points (CP) falls below 7:


Then the magic user may make no rate 3 moves.
If the total CP falls below 5:
Then the magic user may only use rate 1 to move.
If the total CP falls below 3:
Then the magic user may not move at all, and his speech becomes inaudibl e .
If the CP falls to 1:
Then the magic uaer may not move at all and may not speak at all.
If the CP falls to zero:
The magic user is dead.
VARIABLE MAGIC
It will have been noticed from the factor charts, that a spell is coated not by its actual
effect but by its maximum potential effect. That is to say, if a flame bolt, for instance, has
a maximum range of 3~'' then factor 1 will have a cost of 2 points always even if the actual
target is in a lesser range band, say 5". Now this has the advantage of simplicity, essential
for the inexperienced at least, but has the disadvantage of slowing the game by making the
magicians use more points than they otherwise might. Also it takes away any degree of choice
the magician might have.
In order to offset these effects the gamer can, if he wishes, include spells in his catalogue
in which the costs are not fixed at all but depend on the circumstances at the time of the cast .
So for instance, in the example above concerning the flame bolt, instead of having to add 2
points the caster may adjust the length of the cast to facilitate the distance between him and
the target. Thus he only adds on 0 points, if his target is 5" away. Any of the factors may
be subject to adjustment, but remember thst spells of the variable kind have to be re-worked
out every time they are used. Time is probsbly the essiest thing to adjust, and the most
logical as it allows the caster to choose for approximately how long he wants the spell to last.
An example of a variable spell as it appeara in . the spell catalogue, is:Spell Number

Name

Variable flame bolt spell

Deacription

This bolt may be fired at up to 3 adjacent mansized targets, KP is up


to the caster's choice as is range - maximum range 30"
Spelling
Accomplished by making a stabbing gesture with the right hand, in the
direction of the target.
Difficulty Points
Factor I
0 Points
o - 5" Range
5 - 15" Rsnge
1
15 - 30" Range
2
Factor 3 For each target
1 Point
Factor 8 Destruction for
Point
each 5 KP
I f . magician, Grade M, desired to launch 10KP at a dragon 14" away, then it would be worked
out as follows:
Factor 1 5 - IS" Range
Factor 3 1 target so
Factor B 10 KP
Total

1 Point
1
2
4 Points

Using the charts, it will be found that the caster has a 70% chance of making this spell work,
he will have to rest for 1 move and will lose I CP i f the spell fails.

45

Notes: If a bolt of 5KP is launched against 3 men then each man takes 5 KP damage as each target
has been paid for using factor 3. If the effect had been to diaperse a bolt over an area (factor
Z) then the bolt would have been divided up bet~een each target in the area.

A charm is a sort of spell cast in much the same manner. The difference is that whilst a normal
spell comes into effect as soon as it is cast, a charm ~ill only come into effect under a special
circumstance, which the Magic User may choose. So, for instance, if a MU ~anted to cast a spell
to make an object vanish, but he wanted the object to vani sh in say five moves time and not
immediately, then he ~ould cast a charm, specifying either to t.he Umpire or on paper, ~hat
conditions he ~ould like. In the case of the example, he ~ould say / write 'spell to come into
e ffect in 5 moves time'.
The spell itself can be ANY that the casting mag1c1an holds in his spell catalogue. Charms, when
they do take effect, have e~actly the same effect as if they were being cast at that moment, and
all dice thro~ing relevant t'o the spell will only be done when the spell actually takes effect.
The actual conditions the caster ~ho is 'charming' can lay do~n are anything that he can think
of; ego
Time
The spell will operate in a fixed number
of p~riods time, or every so often for
instance.
Touch
The spell will operate if something
specified is touched, ego 'anyone ~ho
touches the sword of Nim Goldenbrow will
receive a magic bolt with a KP of 10'.
Sound
The spell ~ill operate when a certain
sound is made within hearing 'range.
Light
The spell will work when a light is
shone onto some specified thing.
Others: Other conditions might include such
things as magic words (Open 5asame), or
some action on the caster's part (kissing
toady princes, rubbing magic lamps, and
so on).
Cost,ing is done in the same way as the normal
spell, but then points are added to compensate for
the extra effectiveneas. If the charm is only
intended to ~ork once; ego 'the first person to
touch this door dies - KP50', then AOD to the
basic score of the spell half the score of a
normal dice, rounding down - so 1 becomes zero,
2 becomes 1, etc. If the charm is intended to
work more than once; ego 'any person to touch
this door dies - KP50', then MULTIPLY the baaic score by half the score of a normal dice, rounding
down as before. This will give the Difficulty Points of the charm; ego
A spell to project a flame bolt up to 10" ~ith a KP of 5 at one target,
Factor 1 Range 6-15"
1 Point
Factor 3 At 1 individual, so
1 Point
Factor B Gen. Destruct, 5 KP
1 Point
Total
1 Points
That is the normal cost of the spell, if a magician ~anted it to ~ork every time he raised his
right arm, then it would cost:
3 x half dice thro~ points, as above (conditional to raising right arm )
ego if a magician were to make this charm, he would thro~ a dice (or the umpire would it
doesn't really matter), and if the result waa, say, 4, then:
3 x ~ dice throw would equal 3 x \4 = 3 x 2 = 6 Difficulty Points
The magician must then rest for the required number of moves, and takea Constitutional Pointr. as
if the spell failed. The actual thro~ing to see if the spell worked or not is not done until
the actual spell operates, so the umpire and/or player must keep an accurate record of the

46

Charm and what its DP is. The only advantage of such a charm is tha t resting and CP ar e i ~ n oro ,
- it ia never certain that the spell will work.
A charm which is designed to work only once is thrown for only once, whether the actual spell
fails or succeeds. A charm de~igned to work more than once is thrown for every ti me the spel l
is used ( according to the conditions the Magician lays down ) , f or instance, a magici an casts a
charm to the effect that every third move an illusion of a dragon will appear.
In this case:
Move 1
Nothing happens
Move 2
Ditto
Move 3
Throw to see i f the charm has worked
Moves 4 & 5
Nothing
Move 6
Throw to see i f the charm has worked, etc.
The DP used is the modified DP explained already, the chart is the standard one and the Grade or
the magician that cast the charm is used. If the spell goes wrong then the pr ocess is the same
as for normal magic - see 'When a Spell Goes Wrong'.
NECRDMANCY
A Necromancer may use any ordinary spells juat like any normal mag1c1an so long as he has a
General Grade in magic - Mecromancers who only have a Necromancy grade may only use spells
intended to kill or cause killing end the special Necromancy summonstion listed below. The
following spella may only be used by Necromancers:
SPELL NUMBER
Description

Spelling
Difficulty Points

Notes

SPELL NUHBER
Description
Spelling
Difficulty Points

Notes

Nl
This spell ellows ths Necromancer to bring 1 recently dead ( 10 periods )
to life for 1 dice throw moves. During this time the dead spirit must
answer sny questions the Necromancer asks it, the spirit (umpire) may be
cryptic but must not lie. The Necromancer must be within 5" of the
corpse.
Is achieved by the Necromancer muttering to himself for 1 move.
Factor 1
Range 5"
0 Pointa
Factor 3
1 corpse
1 Point
Factor 12
Hind control
3 Points
Factor 16
Time, 1 dice
1 Point
Total
5 Points
The dice used is a normal one, the spell works on any intelligent being.
The Necromancer may only apeak up to 10 words in a move, the spirit will
answer in one complete move. The dead spirit may only answer questions
which he would have known the answers to had he been living.
This spell may only be used once on the same corpae and whilst under the
influence of the apell, the 'undead' may not move, except to stand, and
he will not actually obey the commands of the Necromancer or fight.

N2
Thia apell allows the Necromancer to re-incarnste any figures within 5"
of himself, for up to 12 moves (2 normal dice throws).
The Necromancer must stand still for one whole move whilst incanting,
muttering and wailing.
Factor 1
Range 0
0
Factor 2
Effected area 5" rad 2 Points
Factor 12
Hind control
3 Points
Factor 16
Time, 2 dice
2 Points
Total
7 Points
Figures re-incarnated in this way, or by usi.ng Spell NI, are referred to
as 'un-dead'. In thia apell the undead may be corpses of any age or ever,
buried. If buried, entombed etc. they take a period to dig their way
out. The undead will obey the Necroma~cer no matter whose side they
wera on whilst alive. The Ability factors and weaponry remain the same
aa living troops, morale is not taken though and all ~vs are doubled.
Hountad troopa may be re-incarnated with their horses, if the horse is
also dead and within the radius of effect. This applies to dragon rIders.
dog handlera, etc. as well. Are-incarnated Hagic User loses all of
hia powers. Re-incarnated figures cannot talk. If desired this spell
can be used as a variable with time as the variable factor .
This spell only worka once on the same corpse.
47

SPELL NUMBER
Oescr iption

Spelling

Difficulty Points

Notes

SPELL NlJ1BER
Deacription

Spelling

NJ
Like spell N2, this spell is to re-incarnate desd figures. However,
figures re-incsrnated with thia apell are brought back to life exactly as
they were before - with an independent mind and any magical powers they
may have possessed. The casting magician must be within 5" of his
subject, and he must be able to accomplish the apelling as followa:The Necromancer must take his subject and place upon his . breaat a 'life
giving jewel', each jewel is good only once snd the jewel is sn integrsl
part of the spell. Necromancera must note down how many of these jewels
they hsve and searching for them might produce an interesting scenario
for ~ wargame. Having placed the jewel as deacribed the Necromancer must
make an incantation, lasting 4 movea. Then the jewel will fade and die
and the corpse will come to life.
factor 1
Range 5"
a
factor J
Effected, 1 corpse 1 point
fac~or 11
Change, inanimate 4 points
to animate
Total
3" points
A person can only be re-incarnated once in thia way. The spell worka
on humans and humanoids which are 'near human' according to the
Umpire's judgement; ego elves, dwarves, hobbits, Neanderhsll man, but
NOT Orcs, goblins, giants or trolls.
This spell will have only half its normal basic parcant chance of
working in daylight - but st midnight hss an extra l~. If this spell
ahould ever go wrong, then the effect is alwaya on the Necromancer
himself. Effect is permanent.
N4

Thia ia not a spell in the normal sense but a 'Summonation', for an


explanation of thia, see the aaction on 'SUMmOners' which follows. When
caat thia aummonation calla upon the spirita of the dead who will help
the Necromancer.
To effect thia summonstion, ths Necromancer must first wail and incant
for 2 movsa, during which time he must remain stationary. Then he muat
take a silvsr sword or knife and aacrifice any available human being;
this takea a furthar 1 move, aft.er he muat incant for a further move.
The whole proceas taking 4 IOOVes, after which if the alnllOnation worka,
the dead apiri ta will appear within 5" of the NecrOlll8llCar. The
Necroaancer .oat show thea the ailver blade and willthen point with it
at the troopa he wants attacking, or he IlUSt prasent a lock of hair, atc.
of an intended aingla victim, this taking a further move (total 5 movaa)

THE SPIRITS
Intelligence
Physique
SV'a
Abilities
f10ves

Notes

Pacts

Undead
Super-natural, may aaaume humanish shape if they wish, or ~n
invisible.
Cannot be killed - aae notes.
Each Spirit acta aa a human awordsman with an ability of a - the baaic
Percent to hit are the ones used, with no modification.
May either walk or teleport.
Walking
- at up to B" a move
Teleporting - up to any place in sight, or a predetermined and
known spot, thia tsking a whole move.
These creatures may be banished from the table by being:
1. Struck with any magical blade
2. Struck by any blade blessed by a holyman
J. Struck by any blade wielded by a holyman
4. Struck by any silver weapon
5. Banished by a holyman
A holyman ia any defined as such before the game and normally a
religious leader, but he must be righteous, etc. To banish any apirits
within 5" e holyman only hsa to incant for a move.
The dead will obey any order to kill, then they will return to
wherever they come from.

48

Difficult Points
Quantity
Recommended fi gures

Normally 7, i n grave yards , tombs, etc.


When summoned two norma l dice are thrown and th is is the number of
spirits which appear. They act as a qroup.
Heritage Ghoul , Asgard Spector

Notes: Any Necromancer using this spell is, incidentally, damned to the fires of eternal hell,
condemned to an everlasting death, etc. etc. Thus Necromancers are usually regarded as
'baddies' and umpires should note that holy objects, swords and artifacts will ' scream' Dr
'shriek' if touched by a Necromancer, and may not be wielded by them .
SUMMONERS
A Summoner is a mag~c~an who can summon upon either a particular deity or a whole group of gods
and demi-gods thus gaining the i r help. A summonar will have a grade in the normal way and he is
capable of performing all normal magic like ordinary magicians, he may also be a Necromancer.
The particular gods that the summoner summons upon can be worked out by you beforehand, which is
demanding but fun and allows you to do just what you, want; set up whole circles of gods, their
minions, relationships to each other and general attitudes, etc. If you don't feel quite up to
thia immediately, but would like to use summoners, a simplified summonation list is provided
tOlilarda the back of these rules. Most gods lIIill have minions of one scrt Dr another and it is
these IIIhich often come to the help of the summoner. For instance. Devils and Satan, God and
angels. Whatever you decide to do, set out the summonation spell in the folloliling way and rite
it into the spell catalogue.
The god Psbilun i s an independent deity of average pOliler. His ~n~ons are the dreaded 'winged
demons of Pabilun' , IIIhich appear when the god ia called upon as Pabilun naver meterialises
himself:
Demons of Pabilun:Intelligence
Physique
SV
SV armour
Morale
Orgsnisation
Abilities
Pact

Notes
Recommended Figures
Difficulty Points
Quantity

Intelligent
Wi nged Humanoid Mythical Beast. count as small giants i f. me lep.
10
None
10
Organiaed
Tlllo handed weapon +10%
The demona lIIill appear before the summoner who lIIill gi ve them 1 order
which must be clear, precis'e and not more than 10 words long. The
umpire lIIill take contrDl of the beaata but must obey the orders he has
been given. When they have accomplished their task, the demona lIIill
vanish from the table.
The demons are ~inged and fly as Asgard Gargoyles, they must land to
fight
Asgard Gargoyla, Citadel Babog
5

Throw 2 decimal dice (0=10 ) add. This is how many will appear.
only be summoned once per day (game).

May

The above is typical of a summonation spell. More complex ones can be drawn up with all sorts of
conditions, etc. if the player wants. The actual summonation is done just like normsl spelling,
the Difficulty Points ia cross checked with the Summoners grade to give the percent chance of the
summonation lIIorking . The 'pact' should detsil what the ~ demona/deity will and will not do, what
he lIIants in return, etc. Both the DP snd the pacts must be allocated by the player using his
judgement as he sees fit. The same is true of the quantity IIIhich is to appear snd of hOIll often.
the spell may be usad.
ELEMENTALISTS
Elementalists are similar to summoners in that they msy csll upon strange forces to aid them.
But instead of summoning on gods and preternatural forces, the Elementalist summons on natural
forces, such as tree spirits, etc. An elementalist may have a normal magical grade and may be
able to perform normal magic, he may naver be a Necromancer or a Summoner of any other kind.
The creatures the Elementalist calls upon are 'Elementals'. snd pnly an Elementslist may summon
on elementals. Elementals are of our basic types, earth, air, fire and water, and as e3ch
spirit is a fixed type or group of type I have provided a list IIIhich you may wish to Ube, but
don't have to if you want to deaign your own elementals. The details are used in the s ame way
as for summoners - DP desiqnates Difficulty Points in the normal way.

49

Earth Elementals
These manifest themselves in the form of heavy and rather simple gianta. Those found (summoned)
in mountainous areas reflect this aspect, as will those found in other types of natural scenery,
ego woods.
Intelligence
Physique

SVs

Abilities

r10ves
Notes

Pacts

Automatons with the order to 'protect this land'


Mountain Giants
Humanoid
Flat-landers
Humanoid
Swamp-dwellers
Sludgy Blob
Dryads
Tree like
Earth Quakers
Humanoid
Volcanic Giants
Humanoid
24SV
Mountain Giants
Flat-landers
lBSV
Swamp-dwellers
20SV
Drysds
dependa .on the size of the tree - average about 15
Earth Quakers
30SV
Volcanic Giants
1BSV
Mountain Giants
atone cluba 0
FIst-landers
wooden clubs 0
Swsmp-dwellers
to strike l25~ bssic
KP
9
Dryads
to strike 9~ basic
KP
10 - this is for the average 15 SV value
Earth quakers
two-handed swords 0
Volcanic Giants
Firey swords 0 (KP=15)
Fire bolts thrown as darts .0 (KP=5)
Humanoids, Giants
Dryads normal human moves
Swamp-dwellers normal humsn moves on swampy ground only
Earth quakera are summonable during earthquakes
Volcanic Giants are summonable near signs of such activity
Dryads are summonable within 10" of trees - 1 will appear per tree
Swamp-dwellers are summonable within 10" of swampy ground but they may not
leave such
Flat-landers and Mountain Giants are summonable in their respective
territory
Mountain Giants
will obey the orders of their summoners to the last
as for Mountain Giants
Flat-landers
as for Mountain Giants bearing in mind the Notes
Swamp-dwellers
above
will obey anyone order and then retire back to
Dryads
their woods, however, if there woods are threatened
then they will defend them
will
obey anyone order and then come under the
Earth Quakers
umpire's control
will attack the nearest troops - but not their
Volcanic Giants
surrrnoner

Mountain Giants
Flat-landers
Swamp-dwellers
Dryads
Earth quakers
Volcanic Giants
How many will appear when summoned:
Mountain Giants
Flat-landers
Swamp-dwellers
Dryads
Earth Quskers
Volcanic Giants

Difficulty Points

4
5
4
5
2
2

in mountains, 5 in cliffs and atony hills


in rural districts, 6 in towns
see notes
see notes
in earthquakes, 4 in tremors
in volcanoes, 4 in hot springs

1-6 dice
2-12 dice
1-3 (~ 1-6 dice rounding up)
the number of trees within 10"
1-3 (~ 1-6 dice rounding up)
1-6 dice
50

These are just a felll of my ideas about Earth elements, a great deal more detail could be
included, but I just have not got the space or paper. Figures which would fit in lIIith all this
would be:Mountain Giants
Flat.-landers
Slilamp-dwellers
Earth Quaker
Volcanic Giants
Dryads

Garrison 2-headed giant, Asgard Troll and Ogre,


Citadel large Troll
Asgard Ogre, Garrison Frost giant
Buy some plasticine or use the Minifigs swamp
demon
Asgard TroJl
Garrison Eastern Giant
Minifigs Ents and Huorns or Garrison tree
demons

AIR ElEf:1ENTALS
These tend to manifest themselves invisibly (which is cheap if nothing else: ) . They effect the
weather.
Intelligence
Physique
SVs
Abilities

Moves

Notes

Pacts

Difficulty Points

Automatons lIIith IIIhatever orders are given them


Fair weather spirits . Supernatural
Wind spirits
Supernatural
They are indestructable
Wind spirits may cauae winds . Each spirit may move an object with a SV
of up to 3. So 6 spirits could move up to IBSV. What they move is
dependent on the pact and then on the umpire. The presence of 3 or more
Wind Spirits lIIill cause all fires to go out automaticaliy and missile
firing lIIill be at short range only. The presence of 4 or more wind
spirits lIIill make all missile fire impractical and reduce the distance
figures may be heard over by a third.
Fair lIIeather spirits have the opposite effect to wind spirits. They may
calli) lIIinds - one FW spirit cancels out one liIind sp"jrit. 4 or more on the
same table lIIill cause bright sunshine and a slight breeze - raining is
not permitted during such periods, and this applies to rain, snow and
hail spells as lIIell.
As far as they like either in the air or at ground level.
Similar ly a figure they move follolils their path - but only for 6" unless it is in the air lIIhen it is grounded.
The effect of being pushed around by the w;, aJ rl""" mds upon circumstances;
Le. being pushed over a cliff lIIill probahl ) '<i l l you. Figures forced to
land lIIill have a 10% chance for each leve l up they were before attacked
of being a casualty. The umpire should decide about t~is. These spirits
may be aummoned any time .
Fair lIIeather spirits lIIill obey at all times.
Wind spirits lIIill obey for 2-12 moves (2 di ce thrown 1n secret by umpire )
and then become umpire controlled.
Fair lIIeather spirits
4
Wind spirits
4

HOIil many lIIill appesr when summoned :


Both type

1 - 6

FIRE ElEMENTAlS
Fire elementals appear in the form of firey figures of roughly human proportions.
Intelligence

Automatons lIIith "Destroy" orders

Physique
SVs

Supernstural creatures
Against normal weaponry they are indestructable.
A b~ket type measure of lIIater haa a KP of 5 against them - their SV in
this casa is 10.
Firey alliord:
To hit
50% basic
KP
4
Whatever they pass they will cause a fire to be kindled
51

Abilities

~love s

As for unencumbered human infantry; i.e. 6/B/12, but not over water or
swampy land

Notes

These may be summoned from any fire, or in times of meteoroid disturbance


from the sky

Pacts

They will consider obeying your first command (10% ~ number of elementals
chance of NOT doing so; i.e. 4 spirits will have a 40% cha~ce of running
amock). Then they come under the umpire's control
Always 3
2 - 12,the umpire throwing the dice.

Difficulty Points
How many will appear:

Again, these are just my ideas - many other variants could be used. Figures available are really
limited to the Balrog, and the Minifig's Balrog in particular, and the Citadel Fire Giant.
,!ATER ELEMENT ALS
Water spirits are a very diverse group but as very few wargamea take place anywhere near, let
alone in, water, only some of the types are liated here.
Intelligence
Physique
SVs
Abilities

Movea

Notes
Pacts
Difficulty Points
How many will appear:

Blue Men
Mermaids/Nereids
Blue Men
Mermaids
Blue Men
Mermaids
Blue Men

Intelligent
Intelligent
Humanoid
Humanoid/Mythical Beast
6SV (K=l)
6SV (k=l)
Sworda 0
Blue Men may board ships and bridges and attack occupants, they may try
to drag ships down aa well, causing giant waves and whirlpools. 15 are
needed to cause a giant wave - 20 to cauae a whirlpool.
Mermaids
Are the same as blue men in this r.espect, e~cept
their abilities are higher - 4
Blue Men
In sea - 6/B/12
On land - 6/6/8
Mermaids
In aea
8/12/16
On land - 2/4/4
Both may be summoned from the sea shore
Blue Men will obey 1 command and then fall to the umpire's control
Mermaids will obey any orders given by humanoids
Blue Men
3
r1ermaids
5
Blue Men
4 - 24 (4 dice thrown by umpire)
Mermaids
3 - 18 (3 dice thrown by umpire)

That concludes this rather lengthy list of Elementals and the section on Elementalist magic.
SPELLING - HOW TO DO IT
The actual method by which a spell is brougt about is largely left to the designer, that is to
say YOU. Generally speaking, incantations along the 'hubble , bubble toil and trouble' lines are
out because of the length and difficulty procuring a boiling cauldron, poisoned entrails, mouldy
toad, snake stake, newt eyes, frogs toes, wooly bats bits, dogs tongue, more snake bits, legless
lizards, sober lizards, owls wing, dragon scale, wolf's tooth, extract of mummy, shark bits,
hemlock, liver, goat's gall, yew wood, the facial features of several oriental gentlemen, fingers,
tigers entrails, and baboons blood, in a battlefield situation.
So the method should be more simple; ego point at target and say 'Vanish'. It is necessary to
give details such as this for situations in which the magician is unable to perform some aspect
of t.he spell - for instance if he was gagged he would not be able to say 'Vaniah' and would not
be able to do the spell. Also if he was trying to put a spell on someone without them knowing,
he is unlikely to succeed if the spell involved drawing a circle round the victim with a
dragon's bone and dancing round the circle naked wailing madly.

52

PREPARING FOR MAGIC


If a magician goes into a state of deep concentration, then for each period so spent before a
spell he may add 1m. to his chance of success. During his deep concentration. he may not move or
fight, but he may come out at any time he so ~ishes, and he must then cast the spell immediately
or ' he will lose his advantage.
If a magician elects to go into a state of trance then he may add 2m; to the chances of a spell
~orking for each period in a trance.
The main difference bet~een a trance and deep concentration
is that at the start of a trance the magician must ~rite do~n how many periods he will spend in it.
Nothing will bring him aut of the trance until the required time is up. Note that the caster must
have at least a 1% chance of success in the first place - he cannot start from 0%. X. Y, Z
magicians always have a 1% chance even with spells of over Zo DP.
TALISMANS AND MAGICAL OBJECTS
All this sort of thing is up to you. Some talismans could have no effect upon the rule structures;
ego Elric's sword just increases his melee ability ,and decreases his melee opponent's morale;
crucifixes repel evil things etc. but you might want to experiement with things that increase or
decrease a magician's powers that grant him new spells and special powers of recovery. Enough
has been done with this sort of thing of late and it is left for the wargamer to fit them in with
his own ideas. Just by way of example;
The magical lute of Jejune Poincare - under the hands of a skilled mag,i cian this instrument has
the power to lure all those who listen to it into a deep sleep lasting for several hours.
Furthermore, a combination of notes when played will transport the player in between time and
reality so that he may return at any time in the fugure and at any place. this tune takes 3
periods to play. Whilst possessing the lute, a magician will not lose Constitutional points, but
if ever it is taken away from him, he will never rest at ease until the lute is recovered and its
recovery will be his prime objective.
IDEAS ON SPECIAL NOTES FOR SPELLS
The notes section on the spell list is for any irregularities that you might want to include.
Examples might be that every time a spell is used the magician will half his Constitutional Points,
or that he will shrink to half size, vanish for a dice throw number of moves or that hia toes will
swell up to twice normal size. This is up to you. (~lagic users need not be aware of a spell's
drawbacks). If you Uke throw for each spell when you design it - there lIIi11 be a 5% chance of
it being special and a 1% chance of it being deadly (DO counts as IO~).
WHEN A SPELL GOES WRONG
When a spell goes wrong almost anything can happen. WI'lat does actually happen is largely up to the
umpire as there cannot be any fixed value of penalties which will cover every situation. Often,
however, no umpire will be available to pass judgement and so a system has been developed to
enable the player to discover how and in which ways a spell has gone wrong. For normal spells,
and variable magic spells, the method is as follows;
First draw up a chart like the one below, this will indicate to IIIhat the mis-cast
Dice throlll
Effected
I, 2
The caster
3, 4
The target
5, 6
A third party

~ill

apply,

This chart will have to be adjusted for differing spells, but for almost everything it is
satisfactory. If the result indicates a third party, divi.de the board up into six areas, throlll a
dice, and the spell will effect someone or thing within that area. If there are a great many
potantial targets within that area, then repeat the action untuthere is only one. In this way
you can establish what is effected, nOIll you must find out in what way it is effected.
Firstly throw to aee if the magical effect is the same as it had originally been
Dice ' throw
I, 2, 3
Ves
4, 5, 6
No
If the anawer is 'yes', then the spell is simply re-cast at a new target, so for instance, a flame
bolt originally Bimed at a unit of infantry 24" away, may be diverted and strike another unit, eit:,er
of friends or enemy or some physical feature such as a building.
53

If the answer is 'no' then something else happens, throw agein:


Dice Throw
1
As per original except weaker
2
As per original except stronger
3
Opposite to original
4
Opposite to original
5
New spell
6
Accidental summonation
So, for instance, a flame bolt, with a I, might be reduced in effect; or if a 2 is thrown it might
be increased. By how much can be established with percent dice. With a 3 or 4 the flame bolt
might become a gush of wster. Obviously this section is very very subjective and should be left
up to the umpire to detail. If a five is thrown, then the spell has gone utterly wrong and a
toally different effect from thst intended is produced. To establish what form this takes, throw
3 normsl dice then add 1. This should give a result between 4 and 19. Use the factor cost
charts to disl'Over the corresponding fact.or nunber. For instance, a throw of 7 + 1 is 8, and
factor 8 is Genersl Destruction. This will indicste the kind of spell which is cast , but only
in genersl terms of course. Having established the nature of the spell, specifics must be either
established by throwing dice, or by the umpire . for instance, i f a mis-cast were to result in
a teleportation spell, then you would have to throw firstly to discover whether the movement is
indead true teleportation, whether flying or whether just induced normal movement (wslking, .'
running, swimming, etc.). This could be done as follows:
Teleportation
Flying
Normal
Then the direction will have to be estsblished, thus:
Then the speed or distsnce will hsve to be established, which can be done using 1 -100 dice for
teleportation, 1 - 20 for flying and percent dice to find a percent of the creature's maximum
move - all the same dice of course, just different way a of using thell.
Establishing the nature of the new spell is largely a matter of common aense and dice throwing,
some of the factors lend themselves more readily to this than others, but none sre impoaaible.
If a 6 is thrown when estsblishing what happens if the spell is not aa per original , then
Accidental Summonation hss occurred. This means that spirits have accidentally been called, see
the section on Necromsncy, Summonation and Elementalist Magic for details. What nature the
spirita are of must be established - so throw a normal dice.
1, 2
3

4,5, 6

Elementals
Dead
5umloned Deity type

Having established what sort of demona you are dealing with, the actual detsils must be discovered.
If you are confronted with Elementals, then throw the dice to discover which sort - note that
water elementsls must be summoned from nesr water snd tree elementals from near trees. Dice csn
be used for this. If su~ned, deity spirits sre the order of the day then the exact nature of
them must be est.ablished - before making up a long and complex chart of potential demons, it is
best to csst your eyes over your shelvea and find out what you've actually got available. Then
make a list of these and allot numbera for each, in my case (with my low income), this amounts
to:
Dragons
1
Kobalds
2
3
Salamanders
Owl-bears
4
5
Multi-armed demons
Bats
6
Rats
7
Chariot rider God
a
Ghost rider Gods
9
Winged devils
10
So I just throw a decimal dice and count 0 as 10. You might be blessed with mere or less actual
potential so draw up your chart accordingly. Then throw dice to diacover how many of the demons
appear (using the number and type of dice the umpire sees fit). Incidentally, moat of the above
list are more 'Beasts' than demons, but thia is unimportant, you might even include human
infantry units as, after all, who serves which god is all ~ to you.
54

Having found out the type and number of creatures it is paramount, nay essential, that whose side
they are on is establiahad. Do it in this manner, first take a dice (normal 1-6), role it and
conault the chart below.
1.

The creature's will swear fealty to you and obey one order, having accomplished
this task they will dissppesr but, unless you afe an Elementalist, they lIIi 11 tell
you how to summon them in the future (throw 1 normal dice to establish DP).
They will diaappear when the eun sats whether their task is finished or not.
2.
As above, except the creatures will not tell ycu how to summon them again.
3.
The summoned creature's will ask what is going on, then if the Umpi re judges that the
summoner has given a convincing reaaon for the demons to help him they will as
detailed in 2 above . Otherwise they will vaniah.
4.
The summoned creatures are viaibly angry that they have been summoned and ask the
summoner for an explanation. If he can give what ia in the Umpire'a eyes a good
one, then they leave - otherwise they attack the magician - throw a normal dice:
1
they drain off 5 CP, and reduce him permanently by 5 grades
2
they drain off 8 CP and remove hia magical powera for 4 moves,
and reduce him by 4 grades
3
they curse him either to blindneaa or being fixed magically to
the apot for the reat of his life - the magician gets the cheice
4
they remova all of hia powers for ever
5
they kill him outright
6
they take him back with them to wharever they came from
Note that in cases where no umpire is ava.ilable, or the umpire ,wiahea to remain on good
terms with either parties, then there is a 5~ chance of believing whatever lies,
excuses, exaggeration and pure fabricationa that the player dreams up - subject to
obvioua alterations, ego A Dragon God appears and asks 'Why hsve I been summoned',
to which the magician replies, ' I don't know, I only wanted a weather forecast. so
that my army knows what the weather will be like when we attack the Dragon's nests
tomorrow ' . Such a tale may well form the last words of the tactless Magic User.
5.
The creatures are angered bsyond any persuasion, they sttsck you and anyone who comes
to your assistance. then diaappear (when you're desd).
6,.
As per above, except thst instead of vanishing after killing their summoner, the
creature's come under the umpire'a control who may use them as he sees fit.
If a wrong spell resulta in elementals, then USB the charta provided to find out their numbers .
If dead are summoned up, then the same conditions apply as to necromancers - they will serve
you (use spell N4).
When a summonation spell goes wrong then different things may happen altogether. If the original
summonation wss msde by s Necromancer using any of the necrom.ny spells (nl - 4) then there is
a 5~ chance that the creatures will attack the summoning necromancer. Otherwiae the ground
becomes 'spoiled' snd further necromancy spells will halve the ~ chance of success. If the
summonation was on Elementals, throw a dice:
1
They are vexed with you snd will refuse to appear even if you recast - and this
applies for 1-6 weeks.
2 - 5 They are almost equally angry and will refuse to appear for the rest of the game,
but they will do in future gamea.
6
The wrong sort of elementals eppear, throw dice to find out details.
If the summonation was on demona .of aome aort, i.e. if it was a summonation made by a Summoner in
search of aid from a deity, then what happens when spells are mis-cast should have already been
noted slong with the other information concerning them - as a guide.
The demons DP to sUlMKln from ten and then multiplied by ten = the % chance of the demons being
angered.
Angered demons will not re-appear for the rest of the game - they may either cast a curse on the
player (20~ chance) or attack him (8~ chance), if they attack him they will do so for 1-6
perioda (normal dice throw). There is also a 10% chance that the demons will run smock end come
under the umpire's control.

55

What followa are suggested spells, summonations, magical anomaliea and objects atc, which the
reader may like to incorporate into hie/her/ite apell catalogue. All of the spells sre worked out
using theae rulea and the coating system. Host of the stuff is si~le and basic, other is more
complex - either way all of it will serve 88 exaaplea, inspiration and ao on; but ~er, it is
much more interesting to work out y?ur own gterial 80 don't feel inhibited by these ravings.
SPEllS
The spells below sre, for t~ most part, without variables. However, they Al8y be adapted to
variable type spells at the r~sder's discretion, and the same thing in reverse applies to the few
vsrisble spells. They may also be adapted into charms by any Hagic Uaar who so wishes. Spells
numbers 1 and 2 are incorporated into the body of the rules.
SPEll Nlt18R

Nane

Description

Spelling
Difficulty Points

Example

Notes
SPEll NUMBER
Name
Description
Spelling
Difficulty Points

Example

Notes

n_

bolt spell
This spell allows the caster to throw s ball of fire st his chosen tsrget
up to a distance of 24" away. The ball will explode upon impact to cover
an area of 1" radius - over which there is a 10 KP effect which is divided
equslly between fi gures in the area.
This spell is schieved by the caster msking a throwing motion with his
left arm.
Factor 1
Range
2 Points
15-30" band
Factor 2
Area
1
I" radius
Factor 8
2
1 point psr 5KP
General Destruction
Total
5
Wizard Toloa, Grade K, attempts to throw a fire ::'olt into a field 12" awtiy,
therefore setting in alight. The cost is 5 - 80:
He has a 5~ chance of succasa
He will have to rest for 2 movaa aftarwarda
If he auccaada he will not 1088 any Constitution Points (CP)
If he fails he will lose 1 CP
See the section on fire to find the ~ chsnce of setting fire to things

Induced sleep spell


All human or humanoid figurea within 10" of the magician fall asleep for
two dice movea.
The Hagic Uaer IlUSt hold out his right hand and IMJtter atrange incantations
for ~ of a move.
3 Points 10" radiua
Factor 2
Area
1 Point
Factor 10 Immobilisation
1 point psr dice
2 Points
Factor 16 Time
6
Total
Wizard Flan, Grsde N, attempts to put a group of Goblins to sleep for 2
dice moves. The cost is 6 - so:
He .has a 55~ chance of succass
He wiRhave to rest for 2 moves afterwards
I f he succeeds he will lose 1 CP
If he fsils he will lose 2 CP
The type of dice to be used are normal 1-6 dice. The spell does not effect
the caster. The dice ere thrown by the umpire when determining for how
long the target/s will sleep - when they awske the victims will be fully
conscious and able to fight, the move before they wake they will show signs
of recovery.
56

SPELL NlI1BER
Name

Description
Spelling
Difficulty Points

Example

Notes

SPELL NUMBER
Nsme
Description
Spelling
Difficulty Points

Example

Notes

SPELL NUMBER
Name
Description
Spelling
Difficulty Points
Example

Notes

5
Bsnishment spell
This spell causes the single victim to vaniah from the table for 2 dice
throw moves (2-12) maximum range is 15"
The caster must wail an incantation for ~ move snd then point at his victim
5 - 15"
1 Point
Range
Fsctor 1
1 point for 1 victim
1
Effect
Factor J
1
Fsctor 10 Immobilising
1 point per dice
2 Points
Factor 16 Time
5
Total
Wizard Anna Nutherwon caats the spell on an assailant, Grade ia L, DP is
5, so:
She hss s 55% chsnce of success
She will hsve to reat for 2 moves
If she succeeds she will lose no CP
If she fsils she will lose 1 CP
This spell employs, normal (1-6) dice. The victim suffers no adverse
effects save a slight chilling - creaturea who might resct adversely to
this may suffer from prolonged exposure, the umpire should use his
discretion in such matters. The spell only works on living creatures.
6

Binding spell
This spell allollls the cast.er to take over any single figure lIIithin 15" for
J dice (3-18) moves.
Both hands are raised tOlllards the victims
Factor 1
Range
1 Point
5 - 15"
Factor 3
Effect
1
1 point for 1 victim
Factor 12 Mind control
J Points
Factor 16 Time
2
point per dice
Total
7
Wizard Tow'd, Grade Q, tries to take possession of a Dragon intent on
mincing him, DP is 7, so:
He has a 60% chance of success
He will have to rest for 2 moves afterwards
If he succeeds he lIIill lose 1 CP
If he fails he lIIill lose 2 CP
Normal dice (1-6) are used IIIhen. determining for hOIll long possession lasts,
the umpire throws in secret. Note that the Mind Control cost is as for
sspient creatures because these types might be encountered - not because
the spell only works on them, it lIIorks on any creature that is alive.
7

Teleporting spell
Using this spell the Magic Uaer may teleport himself up to any place lIIithin
45" and either visible from his starting point or knollln to him
Accomplished by ~ s period concentration
Factor 3
Effect
1 Point
1 point for 1 victim
Factor 9
Movement
3 Points 45"
Total
4
Wizard flen, Grade N, lIIishes to transport himself to a tOlller within his
maximum teleporting distance, DP is 4 so:
He haa a 65% chance of aucceas
He lIIill have to reat for 1 move afterlllards
If he aucceeds he will lose no CP
If he fails he lIIill lose 1 CP
No magician with a SV of over 10 may use this spell - if he tries then
some of the excesa weight lIIill be shed.
57

SPELL NUMBER
Name
Description
Spelling
Difficulty Points

Whispering spell
This spell causes whispering noises, indicative of many hostile sounding
creatures, to radiate from an object within 10" of the caster over an area
of 10" radius and for 1 dice moves (1-6).
The caster only has to concentrate for \ a move
Factor 1 Range
1 Point
5 - 15"
Factor 2 Area
3 Points
10" radius
Factor 13 Sense effect - sound
1 Point
Factor 16 Time
1
1 dice
Total
6

Example

Wizard Tow'd, Grade Q, in an attempt to frighten any enemy force into


thinking a nearby wood is full of troops uses this spell, DP is 6 so:
He has' a 6~ chance of success
He will have to rest for 2 moves afterwards
If he succeeds he will lose no CP
If he fails he will loae 1 CP

Notes

The dice used is a normsl one (1-6) and it is thrown by the player himself.
This spell may be used in order to fool people into thinking rooms are
occupied, the MU has tsken a different route to that which he has, etc.
This spell lends itself entirely to Charms and variables, especially on
time .

SPELL NUMBER
Name
Description

Spelling
Difficulty Points

Example

Notes

SPELL NUMBf R
Name
Description
Spelling
Difficulty Points

Example

Detection of magic
This spell a110llls the caster to become aware of any MU within 10", and of
any charms or magical object lIIithin 5"
A ~ period meditation is required in order to use this spell.
Factor 2 Area
3 Points
10" radius
Factor 12 Mind control
o
one way
Total
3
Wizard Oris the Old, Grade N, uses the spell to screen newly acquired spell
books for charms, etc, DP is 3 so:
He has a 85% chance of succeas
He will have to reat for 1 move afterwards
If he succeeds he will lose no CP
If he fails he lIIill lose 1 CP
No extra cost is added for the charms and magical item detection as this
seemed exorbitant under the circumstances. The spell works for 1 move so
Time factor is ignored. The chances of actually detecting something
should normally be 100%, but high graded MUs may be able to cloak their
thoughts, etc.
10
Detection of thought
This spell allolils the caster to become alilare of any thoughts from beings
lIIithin 10" radius
A ~ period meditation is needed in order to use this spell.
10" radius
3 Points
Factor 2 Area
one way
o
Factor 12 Mind control
Total
3
Wizard Tow'd, Grade Q, uses t.his spell to interrogate a prisoner, DP is 3,
so:

Notes

He has a 99% chance of success


He will have to rest for 1 move afterwards
If he succeeds he will lose no CP
If he fails he will lose 1 CP
This spell will not work on a higher than self grade MU - other types may
be able to blank their minds depending on umpire's decision, Eastern
monks sight, for example.
58

SPEll NUMBER
Nane

Oescr ipti on
Spelling
Difficulty Points

Example

Notes

SPEll NUMBER

Name

Description
Spelling
Difficulty Points
Example

Notes

SPEll NtJeER

N_

Description
Spelling
Difficulty Points

11

Turn self to iron


This apell slloW5 the MU to turn himself into an animated Iron man , for
four dice moves (4-40 ) .
The caster must incant quietly for I move
1 Point
1 victim
ractor) Effect
riqidity
ractor 11 Transmutation
1
4 Points
I point per dice
r actor 16 Time
6
Total
Wizard Wheezwot, Grade M, changea himself into iron to avoid an attack of
arrows, DP is 6, so:
He will have a S~ chance of success
He will have to rest for 2 MOVes afterwards
If he aucceeds, he will loee 1 CP
Jf he faila ha will lose 2 CP
Whilst turned to Iron tha SV will be 60. Furthermore the MU will be
invulnerable from any weapon with a KP of less than 2S. Move rates will
be 3/4/6 whilst Iron and morale will go up 2 pointa to allow for increased
confidence, move penalties will all double though and fences over 4' high
are uncrossable - you may walk through them however. KP fs increased ten
times with any melee weapon, including fiats, but wooden weapons lsat but
a move and then break. Miasile weapons will double KP but if made of wood
bows break after one fire - crossbows and aeige engines do not change their
KP because the strength of the firer is not what sctuslly propels the boltl
stone. No magical powera msy be uaed whilst Iron - snd the MU loses a
Grade every time he usea thia spell (though he may gain it once more later
at the umpire's discretion). Note that ss there is quite a high chance of
the playsr throwing a double whilst dicing for the length of effect this
is a risky apell. The dics used are deci.. l dice, 0 counts as 10.
12
Sudden death spell
Using thia spell a MU may kill any and sll figures within 8 inches of
himself - leaving no marks . and silently, total KP over the area is 25, snd
it laata for one move.
The HU must concentrate for -% move and then make hand gestures for a further
If IIOve.
Factor 2 Area
3 Points up to 10" radius
1 point per 5 KP
Factor 7 Animate deatruction
5 "
Total
8
Wizard laverock Jnr. Grade T, uses thia apell to remove a group of guarda,
DP is 8, so:
He will have 65' chance of succssa
He w111 have to rest for 2 IIOvea afterwards
If he succeeda he will lose 1 CP
If he faila he will loae 2 CP
The 25KP is divided up equally between each target in the area, it is
the total KP delivered and not the KP on each target. 1. chances are used
where a groups total SV exceeds 25. Remember also thst is is basic SV
which is used and thst armour haa no effect against this spell.
13

self protection against noraal weapons spell


Thia apell givea the casting MU 4 Negative KP points for 4-24 moves.
An incantstion must be recited for 1 whole move
rsctor 3 Effact
1 Point
1 victim - self
2 Points 1 point per two added
ractor 16 Time
normal dice
1 point per 1 ~ KP
Factor 17 Protection
4
Total
7

59

Example

Wizard Chem, Grade M, feels in need of a little protection, DP is 7, so:


He will have a 4~ chance of success
He will have to rest for 2 moves afterwards
If he succeeds he will lose 1 CP
If he fails he will lose 2 CP

Notes

Each point of Negative KP removes 1 point of KP from the KP of any normal


weapon including damage inflicted by claws, teeth, etc.

SPELL NUBMER
Name
Description

14
Locking spell
Any lock or bolt within 5" of the MU may be magically locked solid with this
spell for up to 2 dice periods, maximum width of door effected is 2"
(6'), and maximum SV15.
The MU ~ust point at the lock or bolt to be fixed
factor 1 Range
1 Point
5"
0
factor 3 Effect
1
1 point for 1 lock/bolt
factor 16 Time
2 Points
1 point per two added normal
dice
Factor 19 Magaical barriers
2
Total
6
Wizard Albert, Grade L, tries to lock a door in the face of hostile pursuit.
Dp is 6, so:
He will have a 45~ chance of success
He will have to rest for J moves afterwards
If he succeeds he will lose 1 CP
If he fails he will lose 2CP
The minimum KP that will shift the locked door whilst the spell lasts is 15.
The door may not be passed through by physical beings but no other
restriction applies. This spell can easily be adapted to variable - on time
and on the KP.

Spelling
Difficulty Points

E"ample

Notes

SPELL NUMBER
Name
Description
Spelling
Difficulty Points

Example

15
Create Gold spell
This spell allows the caster to create aa much gold as he likes, where he
likes so long as the place is visible, and for as long a9 he likes. THIS IS
A VARIABLE SPELL .
Is done by the caster snapping the fingers of his right hand.
factor 1 Range - if 0_5"
0 Points
- if 5_15"
1 Point
if 15-30"
2 Points
if more
3
Gold may be created either
factor 3 Effected - loose any amount
Point
loose (i.e. a hoard of coins
- bagged per bag
Point
or in a bag/cask, etc.)
o
Points:
1 SV = 10 kilos
Factor 4 Creation - less than ISV
- otherwise per
Point
5SV
Factor 16 Time
- per 2 added
Point
dice periods
variable
Total
Sven McIntosh, Grade J, triee to bribe the gate guards of a jeil in which he
finds himself. He createa 10 kilos of gold, at his feet, and to last for
2 x 2 added normal dice periods - i.e. from 4 - 24 moves. DP is
0_5"
o Points
Factor 1 Range
1 hoard
1 Point
Factor 3 Effacted
o Points
lesa than 10 kilos
Factor 4 Creation
1 point per 2 sdded normsl
2
Factor 16 Time
dice
Total
J

60

Notea

OP is }, ao:
He will have a 65~ chance of su:cess
He will have to reet for 1 .ave afterwerds
If he eucceeds he will lose no CP
If he fails he will lose 1 CP
Gold created in this way is dubbed 'fool's gold' as it is not real and will
laat only for a ahort while. rool's Qold will deceive any non-Mil under
normal circumstances. The dJce us ad are two added normal dice, so, for
example, in the example above two dice would be treated as follows First 'dice'
- 2 dl~e are thrown - score say 5+3 = 8
- 2 dice are thrown - score say 6+2 = B
Secood 'dice'
16
Total
Thia spell will laat for 16 movea - however, as the dice resulted in two
eighta, this counta aa a double and so the effect is permanent. The dice
should be thrown by the player.

SPELL NUMBER
16
iiNi:::_=:...;.=="-----:--;Cr.oc::. k shstterer spell
Oescr iption
Any lock or bolt which COllIeS under the onegician' s touch will recei ve KP
against it and lIIIIy shatter if this ia suffiCient - the KP IS VARIABLE
Spelling
I The HU only haa to touch the lock.
Factor} Effected
Point I 1 point for 1 object
Difficulty Points
Factor 5 Deatruetion 'thinga'
per 5 SV of bolt
Total
variable
Example
A locked door bars the way of Wizard Olala, Crade N. the lock is not to his
knowledge enchanted, and is Obvioualy less than 50 kilo. in weight, so he
choosea to put 5SV into the spell.
ractor} Effected
1 Point
Factor 5 Destruction
for 5 SV
1
Total
2
DP ia 2 - so:
He haa a 95~ chance of success
He will have to rest for no moves afterwards
If he succeeds he will lose no CP
If he fails he will loae no CP
Notes
Magic locks will incresse their SV needed to destroy. Alao note that if the
SV uaed against the loc.k ia insufficient to destroy it. there is no ", chance.
the points used against the lock are not so much Kp as Negative sV . Spell
14 'Locking spell' will increase the SV to 15 - ~o 15 points are needed to
remove it.
The 16 apella above should be enough to start with - few players actually like being bombarded
with a long list of obacure spells so I leave it here. That is not ~o say that the reader should
leave it here - I have not yet touched many of the cost charta (shririking for example) - a good
baaic apall catalogue of any average MU should have about 10 different spans, half of which should
ba of the fire-ball/lightning bolt type which are easy to use. The rest ia up to you.
SUHHONATION - A CIRCLE OF DEMONS
What follows is an example of a typical seriea of Suaaonation spells. Some players like to think
in terms of Chaos/Evil vra. Law/Good, and whole dyn$Sties of Cads can be built up along these
lines. However, I have deemed it beat not to dabble in thase sacred preserves snd have decided
to show a Neutral serias of Gods - needleBB to Bay no notice need be taken of any of this.

61

The chart above shows a complete circle of Gods, Aarlum - the name in the centre - is the chief
deity and overlord to the rest, for this reason the circle ia called the Circle of Aarlum.
Aarlum's following of lesser deities is of two kinds - those of the Right Hand and those of the
Left Hand. The symbol for each is shown on its reapective aide of tha paper at the top - the
joined symbols represent Aarlum himself. Each of the two sides consists of two 'houses', the
house of Calyn snd the house of Tanith on the Left Hand, and the houae of Ashra and the joint
houses of Oona and Aleel on the Right Hand. The symbols for each houae appear in their
respective quadrants.
The Circle of Aarlum is inclined neither to Chaos or to Law but is neutral - however, the general
inclination of the Left Hand is to Evil and the general inclination of the Right Hand is to Good.
Asrlum is without commitment, rather amoral in outlook and only concerned with keeping the
balance between his minions equal.
Summoners who know how,may summon upon the houses of the Left Hand, if they are besicslly evil, or
the houses of the Right Hend, if they are basically good. Only dedicated summoners who ere
neither good nor evil but, like Asrlum, emoral end neutral, mey summon on Aarlum himself. Each
of the gods has his or her own following of troops which reflacts their own standing and position
- the joint house of Oona and Aleel (a husband and wife team) has two types of followers.
THE FOLLOWERS OF AARLUM
Aarlum's own private heaven is a large rambling palace with extensive grounds - occupied by a race
of demi-gods human in appearance. Such is the tranquillity in this land that few of its
inhabitants ever both to leave it - those who do, howevar, do so by taking service in the entourage
of Aarlum in which capacity they get to travel, see several worlds and learn a trade. The actual
number of demi-gods under arms at anyone time might vary, but will generally be about 25 in all.
They dress as armoured knights and ride great horses which have the ability to cross over water.
Details of summoning Aarlum (and his followers) are as follows:

62

Conditions of summoning

The summoner must be perfectly Neutral in outlook and commitment.


Furthermore, he must know how to summon.

Difficulty Points DP
How to summon
Result

The troops

Pact

Quantity
Notes

Simply pray for 2 moves.


If the a.ummonation is auccessful, then complete the procedure to find
ot:Jt how many of the demi-gods appear. Note that there is a 25~;
chance of Aarlum 'h imaelf coming along, also note that For every 5
demi-gods preaent~here is a 10% chance of s demi-god hero being among
the crew. Details on esch will follow behind at a discreet distance If the summonation is not successful then the summoner loses all
contact with Aarlum'a plane and may never again contact him or his
minions.
Aarlum - A large human type person mounted on a horse and covered
from hesd to foot in armour. SV50, TSV includinq horse is
120 - if he I s 'killed then this means he can no longer
occupy thilt p1ane and must leave, he may return but only
after resting for 2 days. He is armed with a great sword
an<J his abilities ' .a re + 500%. r10vement is as per human
Lightly Encumbered Horse,. except the horse may walk on water.
Demi-gods - Are similar in appearance to their leader but have lesser
SVs etc. SV is 10, SV including horses is 25, abilities are
+ 100%. Heroea hsve ,s bilities equal to Asrlum himself.
Moral vslue is A an'd they sre Orgsnised.
I f the troops appear then they lIIill !:Io so lIIithin 10" of the summoner.
They will then fight for the summoner straight away and so not need
orders or instructions. they will remain on the table for 4 moves
and after that there is a 10% chance that they will be called back
in any move.
The actual number that appesr will be dictated by throwing dice. 5
decimal dice ahould be thrown (0=10) ' and the scores added - this is
the total that will come.
Both god and demi-gQdsare invulnerable to magic.

THE FOLLOWERS OF CALYN


Cal yn is a fully independent deity in that he exists in his own plane and has his oliln followers he may not act independently of his master, however, when he is present, so that the two must
never Fight on the same field at the same time on th~ same or oppoaite sides. Calyn is, beneath
the putrid exterior, quite rotten and given to misdeeds such a~ mass murder and stealing candy
from babies . He never manifests himself, but prefers to ua.e his serv'a nts to carry out his
nastiness - and it is his servants (.the winged Cl,J~i), that Bpp'e.ar on the battlefield.
Conditions of summoning
Difficulty Points
How to sunvnon
Result

The troops

The summoner muet be at leaat slightly evil - and know how to summon.
6

Incant for 2 moves and then slay any human as a sacrifice.


If the summonation is su~cessful then complete the procedure to
discover how many of the Curi appear.
If the summonatiQn is not. successful, then they come anYlilay - but
come under the umpire's control and may attack anything they like.
Winged men with a SV of 6 - nsked and weaponless but abilities of
o for fists, etc. Ground move is 6/8/12 snd they are Tribal with
a mor,a le value of 10. They f1 y like Harpies. Death is real and
final.

Pact

The troops lIIill obey their summoner until they are either sent back
or killed. There is a 5% chance every move of them breaking free of
his control and coming under the umpire's control. They appear at
a random place.

Quantity
Notes

From' to 18 of the beasts will manifest themselves.


Curi are invulnerable from the effect of fire. They will leap at
any reasonable chance of loot by attacking it.
63

THE FOLLOWERS OF TANITH


Tanith is a flame goddess and abides in sulphuroua alumber, deep in the caverns of Yora. Her
presence is seldom required or given, as she prefers to make use of her slsve-soldiers - a race of
firey humanoids, half serpent snd half men. These creatures have the ability to throw fire and
thus make hard foes.
Conditions of summoning

Difficulty Points
HOIII to Summon

Only the favoured may summon - that is initiates in her own worship.
They are usually more evil thsn good but the rule is not a hard and
fast one.
10

Special incense, obtainable only from the high-priest of Tsnith, must


be burnt and incantations made for 1 move.

Result

If the summonation is successful then the slave-soldiers appear and


will obey you.
If the summonation is not successful, then lose 2 Grsdes and double
your rest -time - the summonation may be repested the same day however.

The troops

5V is 6. Move is 4" and morale C - the creatures have a 35~ chance


of striking a blow and a 6KP - which is alao their fire KP for
touch snd passing over things. They may throw fire bolts of 5KP at
up to 15" distance with a 50% chance of hitting. They may be
killed in the normal manner or by IIIster (1 bucket of IIIster has a 5KP
agsinst them).

Pact

The troops lIIill obey the first command of their summoner and then
have a 50% chance of vanishing, if they remain they lIIill obey the
next commsnd and then have a 50% chance of vanishing again, IIIhich if
they don't do, they will obey the next command and so on .
From 3 to 18 figures will sppear.
Tanith is the subject to Asrlum but inclined towards s greater degree
of independence than Calyn - so her troops may sppear on the SSme
battlefield as those of Aarlum - but never IIIhen Aarlum himself is
around. The goddess mey appear hersel f if a speci fie request is
made for her - there being a 30% chance of her appearing. She may
appear in a variety of forms so see the section on her IIIhich appears
later.

Quantity
Notes

THE FOLLOWERS OF ASHRA


Ashra is Tanith's opposite - slie is alsoag6ddess but of a less violent nature than the firey
goddesses. Her home and castle is somewhat like' that of Aar lum but on a much smaller scale her people are also human in appearance but are Magic Users rather than liIarriors. They may use
spells numbers 4, 5, 7, 14 and 16 and for the most psrt 'they have a Grade of P - some are higher.
Ashra has no cult follollling on earth but individuals may still 'Illorahip her.
Conditions of summoning

The summoner must be reasonably good.

Difficulty Points
How to summon
Result

The troops

Pact

Quantity

Just pray for 2 movea


If the summonation lIIorks then proceed. If the summonation failed then
you may try once more - if it fails again then you may not make
contact that day.
Human MUs lIIith a SV and TSV of 6 - they will appear on foot and move
as per normal men . Morale is A and abilities + 200%, with swords.
They may use the spells detailed abova and for every 4 MU there is a
10% chance that one will be highly skilled and have a Grade of U and
may use spells 12 and 13 as lIIell as the rest. They are killed in
the normal lIIay.
When they arrive the player will throlll a normal dice and add 2 - this
is hOIll long they can stay for - during this time they lIIill help the
summoner as they see fit. When summoned they will appear right next
to him.
2 - 12 lIIill appear.
64

Notes

Ashra never allows her troops to fiQht alongside or aqainst those


of Aarlum at any time. She herself may be summoned instead of her
troops - there being a 40% chance of her appear ing. See the section
on her which appears later for details.

THE FOLLOWERS OF DONA AND ALEEL


These joint deities live on a plane occupied for the most part by vast rollinq marshes and rather
short creatures with strange accents. These are not the followers of either individual but
rather the 'natives' with whom they continue a constant fracas - by reason of this continual
state of war neither of the duo is eager to appear to aid troublesome summoners, but when they do
they often demand payment i n th~ form of either service or life energy (which they use to liqht
their huts at night ) . The follow ers of the pair are inclined towards the barbar ian - human in
appearance but showinq little regard for life or danger, some ride in war chariots but most fight
on foot as swordsmen and spearmen - all drink Guinness.
Conditions of summoning
Difficulty Points
How to summon

The summoner must know

Result

If the summonation works then the gods, or just one of them, appears .
If the summonation fails, then further attemp ts will prove useless,
until the next day.

The troops

Fr om B to 28 (4 times a 1-6+1 dice ) - viz each throw can produce


from 2 - 7 of them, will appear ~ will be followers of Dona and ~
will be followers of Aleel. Both sort nave a SV of 6, but the
followers of Dona have no armour, whilst Aleel's have +3SV.
Abilities are +100% with either sword or spear, but no other weapons
are used. Moves are as for humans and Morale is 20 for the followers
of Dona and 15 for those of Aleel . They are all killed in the normal

~ow

to summon and be basically qood .

10
Incant for 2 moves silently.

\&lay - see notes.

Pact

If the summonation is successful, throw a normal dice I, 2


Dona will apear
3, 4
Aleel will appear
5, 6
Both will appear
Dona is more generous therefore add one to the chart that follows if
Dona only appears. Aleel is less generous so if Aleel only sppears
then subtract 1 from the chart that follows. The chart that follows
is used to determine the price asked by either god/ dess of the
summoner in return for help - having made the offer they will
vanish. Throw a dice will help only if you offer yourself as a sacrifice
will help only if the summoner agrees to come back with them
for at least a year
3
will help if the summoner agrees to come with them for l-}
weeks or give up 6CP and a grade
will help i f the summoner gives up 4CP or a grade
will help i f the summoner gives up 2CP
5
will help if the summoner gives up 1 CP
6
7
will help for nothing

"

Quantity
Notes

The summoner may accept or decline the offer - if he declines then he


may not resummon that day. If he accepts, then the effect is
immediate and the followers are thrown for. They will appear within
15" of the summoner as he sees fit. They will return only when the
summoner tells them or withi n the week if not sooner.
From 8 to 28 as explained above.
The terms of the pact may be varied according to terms of barter - for
instance, magical items may be used or weapons - a good magical item
would be worth about 5 CP or a grade. Dona and Aleel never appear
except to deal, during this time they are invulnerable .

65

IWUfESTATlr.6

(F

TANITH

NI) ~

If a apecial request is ~ for Toth INSTEAD of her a1ave-troops, then thera is a 301 chance of
her caaing. If she does appear then it ..y be in one of the following foma:1. Red Dragon:
SV 100 - % to hit 250, KP 15, .oves 88 per Min rules Dragone. l1ay breath fire
up to 15" away at lWly target using a cone 5" wide at the top. KP in the ares
ia 10, My use this up to 4 u.ea in a ~.
2. Centauress:
SV 20 - bow ~ abilities 35, .agic bow 80 the KP is 10.
3. Gorgon:
SV 10 - ..y teleport up to 24" in 1 IIOve. Does not fight in the nolWBl a.lSe
but will turn any figures within 5" into stone (unleas they are Magically
protected). furthel'tllOre there is a 501 chlW1C8 of hitting anyone within 15" to
the _
sffect but at this rWlge only one figure MY be eo effected and there
is a 501 chance of succeae.
4.
In the forlll of a giant fl_, Tanith cannot be 'ldlled' but l18y be
extinquished. Her SV is therefore )0, - but l18y be erroded by water (l bucket
clWlcels out 5 SV). Her fire KP is 20 which sttscks anything it touches and
haa s 50% chlWlCe of hitting any person within II".
In either form she is invulnerable from magic in any form and l118y herself use spell nu.bera 2,
3, II and 5 with a Grade of Wanda CP of 15. If Tanith appears she My either help you directly
by fighting or may provide SOllIe other help - such as increased Magicsl Grade or a weapon, etc.
Throw dice:
will fight heraelf
00 - 25
will offer a weapon in raturn for worship
26 - 60
will offer increasad magical Grade
61 - 80
will offer a weapon and increased magaical grade
81 - 90
91 - 99
will offer a high position in her priesthood
If she fights herself the umpire takes control and acts in the summoners interest (interpreting
this ss he requires). If she offers a weapon it will be a flaming sword which increases the
abilities of the wielder to 50 and has a KP of 15 - it will also fire flame bolta up to 15" with
s KP of 5 and a ~ to hit of 50, up to 5 of these in a game. If she offers to up the MU'a grade
it will be from 1-3 levels (\ s normal dice). If offered a high poaition in her priest-hood, then
the summoner must either accept - and renounce all other gada, or refuae - and renounce Tanith.
I f he accepts then his Grede goes up by 5 Grades and the CP goes up to 20, he will receive a
sword ss detailed sbove and slso a stsff which enablea him to aummon on Tanith aimply by
prayer DP 5.

ASHRA
If a special request is mede for Ashra INSTEAD of her Magic Users, then there is a 40~ chance of
her coming. If she doea appear it will be in the following forms:A shiny white 10' high clsssic beauty. She will not move or fight and ia reelly~at a viaion and
not s manifestation of the goddess herself. Her powers are limitad to gifts and advice - she
will answer any three questions put to her, within resson (the umpire must use his discretion
here) and will then grant 1 wish (again within reason). There is a 25. chance thst ahe will in
addition to adviae and wish grsnting give the summoner a gift, this will be:00 - 10
incressed Grsde 1-3 levsls
11 - 20
incresssd Grade by s level
21 - 50
s summoning stsff on herself - reduces the DP to 4
51 - 60
s sword with a 10 KP snd s Sword Demon (see below)
61 - BO
B sword which confers abilitiea of 50 on its wielder
Bl - B5
s helmet which makes the wearer invulnerable from magic
86 - 90
a cloak which makes the wesrer invisjble st will
91 - 94
srmour which incresses the wesrer'a TSV to 30
95 - 9B
a ring which allows the wearer to breath underwater and a ring
demon
99
A crown of ailver which upa the HU'a Grade by 3 Gradea and negstes
the effecte of fire, water and poison. Also meana that the wearer may
command any elemantals with a 100% chance of them obeying you.
The Sword Demon will appear whenever the aummoner ruba the pommel of the sword and praya. The
demon may move up to 12" per move, has a 175~ chance of hitting and a 6KP and ia invisible. The
Ring Demon ia a large dog which remains with the I1U at all times and doea not actually live in
the ring. The beast has a SV of 12 and a 1 to hit of 751 snd a KP of 10. Furthermore it ia
invulnerable to magiC, fire and water. The dog frightena other non-intelligent creaturea and ao
any such will refuse to come within 10" of it. The dog will act in the intereats of the ring wearer .

66

MAGICAL ANOMALIES, ITEMS AND AIDS


I don't intend to provide a list of magical items, just to make a few suggestions, - and ~ nclude
some examples of the sort of thing we uae. Certainly the player should indulge in his own magical
item inventing - word of advice, avoid the obvious.
Magical Blades
Most maqical blades players r ecognise as bp.neficial, and most blades which I have seen used in S&S
wargaming are. So, just to keep players on their toes, it is a good idea to include fake blades
and vindictive blades in your games. Examples could be:Deadly sword
Looks like a normal un-adorned sword and in daylight it glows red when unscabbarded. When used it
adds 50 to the basic % chance to hit and has a KP of 15. However, if a man should ever slay
another with the blade, then during the next night the slayer will vanish, teleported by the sword
some distancE' off. Throw 2 normal dice, this is holll many days it wi 11 take the slilord' s olilner to
return, if a double is thrown then the owner is off to planes anelll and lIIill never be seen again.
The sword (which remains in the original location along lIIith the rest of the fiqure's qear ) , will
qive no indication that it is it which is responsible, and neither should the umpire - even if
asked.
Brother swords
Matched blades, both identical but one good the other evil. The good one gi ves a basic 100~, to hi t
KP 20. The evil one does the same, but every time it. is used there is a 1O~, chance that it lUi U
drain all of the strength out of the user, killing him within 5 moves unless someone removes the
sword from his grasp. If they do, he will lose 1 CP if he is a magician for each period he he l d
it. I ability factor and .5SV for each period he held it IIIhether he is a MU or not. If the two
swords meet, then the good one will generally defeat the evil one on principal, and the evil one
will shatter.
Magical Truth Mirror
About the size of a compact case, a silver mirror lIIith a gold frame. Who ever looks into the
mirror is physically incapable of lying. Useful for those lengthy and often t edius battlefie ld
interrogations.
Book of Impressions
A blank book, A4 sized bound in scarlet leather . Leafing through the pages the r eader will see
exactly what he lIIants to see. The umpire will decide on the actual nature of the vision, and he
may choose to provide a true or false one.
Dragon Eggs
Not in fact Dragon eggs, but adult Dragons miniturised ' and imprisoned in an eqg like shell which
may only be broken from the outside. When the shell is broken, the Dragon will grow to a SV of
100 and attack the nearest people - the umpire controls him.
Snake Staff
A magical staff which servea as an aid to magic, increasing the caster's basic ~, chance by 20~
provided he had at least a 1% chance to start with. Also he never loses CP whils t holding it.
If he should throlll the stick and shout out a one word incantation, then the stick will change
automatically into a snake, SV 3, lenqth 5", ~, to hit 225. KP 25.
Amulet
Iron, heavily engraved. Adds 10% to the MU's basic % to make a spell lIIork provided he had at
least a 1% chance originally.
Ring
Silver, amethyst in centre lIIoven in the form of a dragon's head. This ring protects the wearer
from poison of any kind - furthermore it lIIill whine if it comes into contact with any sort of
magic lIIeapon.
Mist Bottle
A lsrge bottle which may be thrown by hand, dropped, etc.
of dense fog for 5 moves.
-)7

If broken. l:Ii11 (Ji "" nff " 10" radius

Magic Bridge
A stone bridge which only lets certain people across it - othera it deposits mid-river.
Magic

fortresses

Hhich shift in and out of the lIIargame plane at random intervala according to dice throws.

~ppmbitt5
~pptnbix

BUILDINGS & SIfGES


This is only a quick guide but lIIill cover moat situations. It covers the destruction of buildings
and other constructions (for example, knocking dOllln doors, raising caatles).
MECHANISMS
There are tlllo main differencea between destruction and normal combat:1.

Destructive Power - This is the term used for destruction, it means more or less the same
thing as Killing Power, but applies to constructions.

2.

Culminative Reduction of Strength Value - In normal combat a figure is either dead


but in the destruction of conatructions, the Strength Value of the construction is
by the Destructive Power, used against it and a record is kept. When the Strength
falls to zero the construction is assumed to have collapsed and it is removed from
or replaced with a destroyed type model, or whatever.

STRENGTH VALUES

or

or alive,
reduced
Value
the table

CONSTRUCTIONS

As usual, the belolll sre guidelines only.


A normal door
A good strong oak door
A fort gate approx. 12' high
Curtain lIIall per 2" at approx. 6' high
Small tower with a 2"x2" base area
Larger tOlller lIIith a 4"x4" base area
Portculis

12 SV
24 SV
40 SV
60 SV
200SV
J60SV
BO SV

DESTRUCTIVE POWER
A creature may exert its destructive pOlller upon a construction every r..ove .it is adjacent to
that construction or every other move if it is a ram. Destructive POlller II/ill be % of the SV if
they are:1. Humanoids attacking a construction whose SV is no more than 4 x their ollln basic SV Eg. a man
or unit of men attacking anything larger than 24 SV lIIith their hands slll.ords. etc. \IIould have
no effect.
2. Humanoids IIIho are armed lIIith tlllo-handed weapons attacking anything lIIooden.
3. Large heavy Mythical Beasts such as elephants. rhinos, Dragons, etc. but not tigers, horses
or spiders, etc.
4.

Any creature pushing, or harnessed to a rsm.

Rams When a creature is using a ram it counts half its SV as its Destroying or its Destructive Power.
Total up the Destructive POlller of all the figures using a ram to find the ram's Destructive
POlller IIIhich it will exert every other move (a ram can only clobber its target every other move)
For example:
, 6 men have to get through a fort gate. The SV of the gate is 40, this is more than 4 x the SV
of a man, so they decide to pick up a nearby log and use it as a ram. Their combined SV is
36, so their Destructive Power is lB. They move to the gate and ram it as follollls:

68

Hove
Move
Hove
Holle
Hove

1-

2.
3.
4.

5.

They exert 18 Destructive Power so the qate 5V is reduced to 22.


They pull the ram back for the next clobber.
Once more they exert 18 and the gate is reduced to 4.
They are all killed by missile fire.
The gate is now reduced to 4SV which means that it is .,obblinq off its hinges
and probably rather battered. So a nearby elephant thunders through
knocking do.,n the gate and crushing a horde of Gnomes who llIere lIIai ting on the
other side (the elephant may exert 20 Destructive Power). ,

Note that a creature may only attack a construction i f it is in hase to has .. contact (that is to
say, if it is in direct conhct with the construction), and, in the cas .. of doors, no IIdder or
higher than the door.

SIECE ENCINES
Engines of the stone-throwinq type can attack constructions.
(2 crew) is as follows:

The

to hit etc. for an engine

Range Bands
B - 50 inches

% chance to hit
KP & DP

10%
10

50 - 240 incheS
7%
7.5
- can fire every fi fth move

For larger engines, for each crewman above 2 add,

1 move to the loading time


5 to the KP & DP
10" to the range
2~" t o the minimum range

1.

2.

3.
4.

Once an engine has hit a target .,hich is stationary, it is said to havp 'ranged' that target
and further shots on the same target are automatic hits. An engine lIIill lose the range
once the target move~ or is changed.
Add or subtract the normal situation factors when considering the enqine ~. chance to hit.
When walls are being attacked, whether by creatures or rama or IIIhatever, they should be
treated in 4" long sections. When such a section is destr oyed, there will be a breach 2"
wide at the hottom and 4" wide at the top.
When a construction is destroyed all troopa on or in it are killed.

~ppmbix2
FIRE
The followinq aystem is quite simple - ai ther somet.hing is on fi-re or it isn't, ver} little
recording needs to be done.
1.

For purpoaes of burning, split things into the smallest unit or an area of about 4" x 4".
Eg. a wooden roof, a hut, a mantlp.t, a seige talller. a tree, a 4" x 4" area of grolliing scraps,
a 4" length of gate or hedge, a hay stack,etc. etc. but not a field or Q castle or a forest
because all these ara too large and are in fact composeCt of many small fire areas.

2.

Each time raw fire comes into contact lIIith inflammable objects. it has a 1, chance of setting
it alight. The guantity qf fire ia called the Fire KP which is aelao the Kp of fire in melee
or missile fire. The larger the amo.unt. of fire the larger the Fire KP, a burning match,
for instance, will have a very low fiFe I<P, -a -flaming brand or torch lIIill have guite a high
fire I<P, flame-thro.,era and fire breathing Dragons lIIould have a very hi\Jh fire KP. The higher
the fire KP the more chance there ia of things in contact with it catching alight.

J.

The fire KP of a burning weapon is the same as the "eapon' s normal I<P, if it is a missi Ie
weapon the KP is alwaya the one aasociated with the minimum range band. So, for instance.
a burning arrow haa a fire KP of 5, a burning dub (viz ... brand) will have a fire KP of 4,
and so on. If a special torch or lamp is p'repared, then the KP will be:
Torch
Lamp
~lat'ch or tinder box
Flame throwers , pit.ch/tar bombs

69

8
6
1

15

Burning arrow
5
Burning club (wooden branch/brand)
4
Burning spear
5
:>late that non- flammable weapons may anI y bu,rn magicall y
4. The chance of setting fire to Bny adjacent inflammable object/s 'depends on the total fire KP
concerned, and the flammabili ty of the objects. Use the following chart read. down total fire
KP and across to the appropriate condition, this will give the % chance of the object catching
fire.
Fire KP
Object is ....
of
Very dry vege.
Living vege. Wood, dead
Wet hides, etc Interiora
or living
buildings
2""
10
4~ a
20
6%
30
40
8%
1%
1%
50
10%
2%
5%
1%
1%
40%
3%
7%
2%
60
1%
60%
70
4%
8~
l~
2~
3~
BO~~
5%
lO~
2%
80
901.
10%
15%
3%
4%
90
20%
5",.
99%
15%
S%
100
5%
5%
2%
1%
Per 10 more

So i f 4 fire arrows were fired through the window of a furnished house, then the total fire KP
lIIould be 50 x 4 viz 20 and the % chance of setting fire to the room would be 15%. Note that the
arrolils must first hit, that is they muat be fired through the windows using the standard to hit
procedure.
The ~. chances are for each complete period that the fire is in contact with the inflammable
objects, and the % chance is culminative so long as the fire source remains in contact with the
inflammable object. Thus if a fire arrow (which combines slow burning material in its
construction and therefore only lose.s 1 5V per move), were to be shot into a thatched roof
(thatched vegetation of the dry straw variety), then after the first period the % chance of a fire
being kindled would be 10% . In the second period the % chance would be 20% and in the third
period the chance would be 301., fire arrows genarally laat for 3 periods (i.e. their SV is about
3). If a fire source does not stay in contact with the inflammable object for the whole move,
then halve the % chance (for instance if a torch rolls off B alanting roof).
5. When a surface has been ignited the fire gains in Fire KP for each move thereafter.
2 per move
Dry vegetation
1 per move
Living vegetation
.5 per move
Trees/wood
1.5 per move
Building interiors
.1 per move
Wet hides/tinder and prepared
lamps

6.

The fire KP will increase as long as the fire burns until the SV of the burning object is
reached, at this point the object has been consumed by fire and will have burnt itself out.
The fire will then stop. One bucket of water cancels out 2 fire KP points, all of the KP
points have to be removed to put the fire out. Note that the SV and the rate of burning
will dictate for how long an object will burn. A good torch (dry vegetation bound together
tightly) would burn at a rate of .1 SV per move and last for a!>out Z moves. (i.e. its SV
is about 2). A fire arrow (5V.3) would burn for 3 moves at a rate of .1 SV per move
A hay'stackon fire (SV15) would burn at a rate of 2 fire SV per move for 7is moves - a bucket
of lIIater per move would keep the fir.e from spreading but could not put it out.
Fires may spFead down lIIind to any adjacent fire unit, the old fire becomes the fire source
and the fire KP points it has accumulated becomes the fire KP.Fires of over 10 accumulated
fire KP may 'leap' down lIIind by up to 4" (i.e. from house to house).

70

7.

Any figures in a burning area each take the fire KP of the area as KP points as if struck ill
melee or missile fire against them. The effect is not divided between them, but each figure
suffers the full KP. Some creatures. such as Salamanders, are not effected in this way.

~pptnbix

ARMY AND MONSTER LISTS


The original edition of Reaper had a lengthy list of figure SV's, armour, weaponry etc. all based
fln figure manufacturers' products. However, an attempt to do this and to be comprehensive enough
to satisfy the pethora of fantasy wargamerso ",ou)d no lonog er fit into the whole of Reaper, let
alone this small section. So in order to satisfy the need for qui.ck figures, and t.o illustrate
how armies are built up and classi fied, we have produced the following army lists. They are
based around Citadel's figures but most other manufacturers produce similar types and the lists
can be modified to suit your own models.
GOBLIN ARMY OF THE NORTH
lhe goblins of the North are a small breed on the whole, althouoh the larger fighting goblins
are almost man height. They make use of riding wolves in battle, often at night. Their chief
weapons are swords and the bow - although spears are also carried, armour is a rareity amongst
them except amongst the King's bodyguards. Pitch battle is more often than not avoided in favour
of raiding, preferably small hamlets and farmsteads, usually at night or dusk. They are not a
naturally magical race, but will employ tribal shamens or Goblin magicians - who are never
summoners or necromancers, and are usually of low grade. The troop types they make most use of
are:Raiders:SV: 5 Armour:

+J or none
Total SV
5/7/10 for the armoured troops
5/ 7/12 for the unarmoured troops
Organisation: Tribal
Morale: D
Weapons: Halberds. swords, bows.

8 or 5

Move:

Figure: Citadel lesser Goblins, CS 50 - 55


Comments: Up to 80% of a force could be of this type.
Chief's Bodyguard:SV: 6
Armour: +5
Total SV
11
Move: 5/7/10
Organisation: Tribal
Harale: B
Weapons: Spears, swords, and mace
Figure: Citadel Giant Goblins CS 70 -79d
Convnenls: No more than Jo% of these troops
Wolf Riders:SV: Rider 5 Wolf 14

Some riders armoured +J

t10ve: 7/14/20
Organisation: Tribal
f1ora1e: D
Weapons:

Armoured troops spears, others swords and bows

Figure: Citadel lesser goblins wolf riders Cs 93-96


Comments: Up to 50% of a rsiding party could be mounted

71

ARMY OF THE HIGH ELVES


The high elves are a much more sophisticated group of people than the wood elvee and accordingly
much better equipped for direct military action. They tend to be well armed and armoured, and
although less proficient bowmen, ars better organised than their fellows.
Elvish Infantry:Elvieh Heavy Cavalry:SV : 7 Armour +6 Total 13
SV: 7-Rider, 14-Mount. Armour +B Total 15 (some
have arrowa) = 16.
Move: S/6/8
Move:
6/8/14
Organisation: Organised
Organiaation
: Organised
Morale: A
A
Motale:
Weapons: Spear a and Halberda (abilitiea +l~)
Wespons: lancea, swords, great swords .
Figuer: Citadel CS12', 23.
Figuer: Citsdel CS15,r.S25.
Comments: Up to 5~ of these.
Comments: Up to 2~ of each type.
Elvish BOlUmen:Elvish Heavy Infantry:SV: 7 Armour +3 Total 10
SV: 7 Armour +8 Totsl 15
Move 5/ 7/ 10
Move:
5/6/8
Organisation: Organised
Organisation: Drilled
Morale: A
Morale: A
Weapons: Bows(abilities +l~)
Swords(abilities +10%)
Weapons: Mostly spears, with a few double-handed
weapons (abilities +15%)
Figure: Citadel CS12, 14.
Figure:
Citadel CS8, 6, 7, 9.
Comments: Up to 30% of these.
Comments: Up to 50% of these.
HIE DRAGON HEN

The Dragon warriors ride upon the backs of gigantic Dragons. they fly into combat and rely
heavily upon their mounts to do most of the fighting - the dragons themselves er,e semi-intelligent
and lUill continue to fight if their riders are killed, although not in an organised faahion.
Many of the riders are fearsome magicians- hurling terrible spells onto the enemy from their
dragon mounts.
War Lizards:Dragon Warrior:These are small reptiles used as scouts, and
SVI 7 Armour B = 15
light troops.
Dragon SV = 100
SV 7 Armour +5
12
Move: see main rules for dragons.
Lizard SV
20
Organisstion: Organised
Move: 6/ 14/ 20
Morsle: B
Organisstion: Organised
Weapons: long spears and bows (abilities +5%)
Morale: C
Figure: Citadel Fire Dragon FF33, White Dragon
Weapons: Lances
ES72, and any convenient rider - CS25.
Figure: Citadel ESBO
Land Dragons:These are like regular Dragons but cannont fly.
SV: 7 Armour +8 = 15
Land Dragon SV = 120
Move: 5/8/15
Organisation: Organised
Morale: C
Weapons: Lances
Figure: Citadel Land Dragon ES34, ES35.
In the csses of s11 these troops above, the mounts sre aggressive snd may attsck sapsrately from
their riders - so the defenders will have to fight both riders snd mounts in melee.
72

ARMY OF THE RED GOBLINS


These goblins are more organised and better equipped than the Northern Goblins - and more likely
to find themselves in pitched bsttl~8" Ther have units of large well equipped 'fighting Goblins'
end many more units. of conscripJI!-,,",',iJ\Il te .we:lj. equipped but not relisble. They sometimes make use
of wolf rider s, like the northe.r nil'lr,C'but le~~often.

?'

- ~.--

Wolf Riders:- ;.
SV:

As for Northern "Yoblins.

Fighting G;biin~._:_
SV: 6

Armour +5

Move:

5/7/10

Organisation:
Morale:

Tota'l SV:'
;
-'-:.--

i1:'

Tolal 9
Total 11

Organised
Mora;,e ~ ~ -:":, ~:
Weapona: ~ l'I!llherds, double,.handed axes and
bows.

Tribal

Weapons: Spears, swords and mace.

, rlgure:fl tadel Hob'gablins CS60-69d

Figure: Citadel Giant Goblins Cs70-79d


Comments: No more than

Armour +4 if without shield


+6 if with shield

2~

Commenta: Up to 100% of this type.

of theae troops.

Slave Troops :SV:

Armour +2 or none.

SV 3 or 5.

Move: Halfling 3/5/8 01'3/5/7.


Morale:

Weapons: Halberds, swords, mostly bows.


Figure: Citadel Lesser Goblins CSSO-55.
COlMIents.

Up to 50% of this type.

ARMY OF WOOD ELVES


The wood elves are not a naturally agressive or ambitious people and accordingly lack a military
structure. They are primarily archers and are mast skilled at the balli , - armour 'is generally npt
worn although in the field they. may adapt to helmets and mail armour where. available. Ty.pically
an army might consist of:Elvish Spearmen:SV:

Move:

Armour +1 (helmet)

Elvish Cava-lry:Total 8

5V:

5/7/12

Organisation:
Morale:

Move:

Tribal

Morale:

figures Citadel CS4-CSI9c

Figure:

Elvish Archers:-

Morale:

11 or 7
Household Retainers of Noble Birth:-

51!:
Move:

~itadel

Comments:

Tribsl

Weapons: Bowa and swords (abilitiea +15% with


bow, +10% with sword)
Figure:

Citadel C55, C516.

Comments: Up to 2()% hoI's." aJ'cher!i, 10% spearmen.

5/7/10 for armour~ troops


5/7/12 for unarmoured troops

Organisstion:

Tribal

Weapons: Armoured-apears. unar'I1Pured-boIllS.

Comments: Up to 50% of these.


5V: 7 Armour +4(helm & Corselet) or .none

ArJ!ihured rider,s +4

Unarmoured - -8/12/20
Armoured
- 6/10/16

Organisation:

Weapona Spear (abilities +10%)

Move:

Rider 7, Mount 14,


Total 11

ArmaPf +S(s!iield & Cor,,!!letj qr none


total 12' or 7
5/7 /10 for ~rmoured troops
5/7/12 for ur1Brmoured troops.

Organi~aq6n:

Monle:

elves, esp. CSI to 3

Trib,a l

~8f!:ons: Spears and swards {'abilities +15~.1

Up to 50% of these troops.

Figure: Citadel elves, esp. CS4',1O,11 and 12.


Comments: No mare than 10% of these troops.

73

ASSORTED MONSTERS
These are just a few ideas about certain monsters - they are not compulsory rules but you may find
them useful snd interesting
LYCANTHROPY:Were-creatures start all warqames as men. To go into wolf or bear form they throw % dice
whenever they charge into meiee - this is the % of the unit that changea into either Giant wolves
or bears. This counts as being attacked by magic for the enemy. As wolves and bears the
following basic melee score apply:
Wolves: SV 14
Basic to % to hit: 40
KP: 4
Bears: SV 20
Basic to % to hit: 55
KP: 9
As wolves or bears the unit must always follow up, takes non-intelligent creature morale tests,
and will ignore orders. The wolf/bear player must return his troops to normel to give them
fresh orders - needing a 5,6 thrown- at the end of the move. Were-tigers and cats are also known
and there is no reason why you csn;t use these and any other shape changers.
CENTAURS:Centaurs are semi-magical creatures and have several special abilities. All cavalry w.lthin 5" of
Centaurs must test as if attacked by magic , taking a non-intelligent cresture reaction test
and ignoring the rider's control factor. Furthermore, all cavalry meleed by centaurs are
unformed (2 unformed points). Centaurs may be magicians, and may have centaur heroes. They are
excellent bowmen and have AF's of +10% with bows. All centaurs have the ability to withstand
magic directed against them to some extent - so the chances of any magic working against them
is reduced by 10%. They are naturally good creatures and may not be Necromancera or Summoners.
r;REMLI NS : -

(Citadel ES 26, 5)

SV: 6
Armour +1 or +5
Total 7 or 11
Move: Land as humans
Air as 'winged demon'
Organisation: Tribal
Morale: C
Weapona: Spears and swords.
Gremlins make powerful foes because of their flying abilities. They are bsrbsric snd coarse
creatures with no magic in them, but are lead by chiefs with heroic attributes. They seldom use
bows (convert them if you want) but often carry stones, darts or javelins to pelt their enemy.
~:-

The chimera has three heads and may accordingly fight three times in melee.. Each -head has a 75%
chance to strike a blow with Ar's of +20%. KP is 9 with each head. The dragon head may breath
fire up to 5" with a 50% chance of hitting and a KP of 5. The chimera is staunchly magic
resistant - ao deduct 20% from any magic attempted against it. It is also difficult to kill SV is 65. It may breath fire as a defensive measure sgainst missiles - reducing chsnces to hit
by half. Chimeras are ususlly found singularly or as a msted pair. Magicians sometimes use
them as quards - they are not intelligent as such, but have a developed sense of loyalty,
somewhat like s dog.

74

Dragons are quite a complex field of study - they vary according to age, sex, and \ariety. Some
Dragons are lion-intelligent - although they are quite perceptive beasts and independently minded.
Others are very intelligent indeed and may talk and even function as low qrade magic users.
One sbility many dragons have in common is that of being able to breath fire. They breath a
cone of fin 10" long and ~" wide at the top. Any figures within this area have a 50'; chance of
being hit wIth a KP of 4. They may also breath fire defensively against missiles - halving the
chance of a r ' i ssile bitting a Dragon or anybody riding the Dragon. Some Dragons breath ice or
noxious fum ~ instead, but the effect will be comparable - although they will have no missil"
defence. 11"s t Drsgons can fly, aa de8~ribed in the main pules, and those that cannot are usually
unable to breath fire and are generally the lesst intelligent. Dragons have a developed sense of
wealth and I,,,a rding and thia may turn them towards looting and deatruction - not all dragons are
good, many "0 incredibly evil snd may even be st,lfllllOf1ers or necromancers.
SPlD[RS:Giant spiders j nhsbit caves, 1lI00ds and old buildings.
characteris tlcs:

The very Isrgest hsve the following

SV: 25
Move: 4/8/ 12
Basic I to hit in melee: 115
KP in melee: 10
Morale 9S non-intelligent
They weave thick webs which are almost invisible in their dark hones. Once a unit entera a spider
1II00d, building or cave; throw a dice for each figure - the.re is a 5~ chance that eaoh man lIIill
become entangled. Once a figure is entangled, it is trapped and must throw s 6 st the end of
the go to escape or is considered dead or captured. Even big crestures may be caught in this
llIay. The s piders themselves rarely attack unless the odds sre in their favour and they can escape
dOllln holes, or amongst trees so can alluays avoid combat i f they want to. If tney do decide to
attack, they lIIill drop on their enemy unseen and 60 get to strike a round o~ melee before the
enemy can react.

~rnbix4
PLAYING HINTS
Anachronism.
This is a personal fascination, but one I think which makes wargaming moTe interesting and colourful. The psuedo-Moorcock type ia particularly valuable. There is, in my
opinion, nothing more interesting on the table than a unit of fully armoured knighta, armed with
Isnce and sub-machine gun (or carbine or flame lance or whatever). If you should ~ish to
introduce Science Fiction type lIIeapons into your games then devise your own range bands, % chances
of hitting, Killing Powers, rates of fire and chances of misfiring if any. However, S.F. lIIeapons
need not only have a killing effect - for example:
The WebGun.
Looks like a machine pistol with a flared nozzle. When it fires it covers all troops
inside a cone 10 yards long by 5 yards lIIide (5" 101)9 2\" wide) with a fine nylon mesh. Unless
these troops are trained not to struggle they will atrsngle themselves, otherwiae they must stand
still doing absolutely nothing until the web dissolves in ZD moves time. The gun mey not fire at
troops inside buildings or trees, and it may not fire at all whilst it is rsining, snowing or
if there is any wind. It may fire once only per magazine, it takes 2 moves to get a new magazine
- troops normally carry up to 3 magazines. Note that whilst covered, troops cannot be harmed by
melee lIIeapons as the threads act like armour.
Scenery.
Apart from the normal lichen,. trees, hUls etc. available to the normal wargamer, a
fantasy lIIargame should contain aa many intesting articles of acenery RS possible . Good looking
gamea tend to make for intereating gamea. Houses and buildinga can be scratchbullt from card or
plastic, and for larger buildings and fortifications the Caatle Master system is most useful.
In case you haven't come acrosa Caatle Haster, it compriaes of a aet of rubber ~Julds which can
be used to caat plaster bricks of various shapes - the bricks are then glued toqether lIIith

75

whatever comes to hand and made into walls, houses. etc. I would
collect a8 much scenery 8S he can - and to keep his eyes open for
which turn up occasionally. For SF buffs, aquarium rocks moulded
in many colours, and those plastic flower arrangements which come
are highly recommended.

recommend sny wargamer to


those, uaeful twigs and rocks
out of fibreglass and obtsinable
apart in a most pleasing manner

Converting.
Most players like to invent their own creatures and beings and much psn be done
with just basic commercial figures. Lamming and Asgard make 25 mm scale weapons varying from
swords to polearms and crossbows - Asgard also produce an intereating handgun come arquebus.
Simply giving a unit different and colourful arms makes them much better (we normally class units
with mixed weapons as armed with the predominant type, usually a sword). Good looking units of
barbarians can be composed of different types of figures - there are about 100 different types
of Orr/Goblin available at the moment of writing, so whole armies can be made up without one
figure being the same as another. A similar effect can be produced using different shields
( available from Lamming).
Preparation.
If you are running a wargame set the scenery up before the players arrive and
take some time over it. Likewise with the battle plot, the scenario given has really very
little in it - try to outline the characters of those involved and keep the participants on their
toes by never letting them know what is going on or about to happen.
Scale and Scope.
These rules can be used for almost any sized battle and any fantasy scenario.
A game can involve very few figures, especially if these are heroes or wizsrds. Alternatively
YOU can fight huge Armageddon style games, the basic mechanisms are quick enough. 00 use the
rilles for any type of scenario, with practice , and of course formulstion of personal rules variants,
nothinq is impossible.

%ipprnblx 5
\~OUNDS

AND KILLS

This is optional . When a figure is killed, assume he is not necessarily dead, but more out of
action . At the end of the battle or whenever seems appropriate, dice to see i f the figure is
dead, or just wounded and unconscious. Throw a decimal dice and consult the chart below.
1-3
4, 5

6, 7

S -~

F~ure is dead
Figure is heavily wounded. Cannot fight for a .,eek. The figure has also lost a
limb, or something - throw another dice (1-6)
l. Left eye put out
2. Right eye put out
3. Left leg lost
4. Right leg lost
5. Left arm lost
6. Right arm lost,
Figure lightly wounded must rest a day. Also throw a 1-6 dice and consult ' limb
chart' above. Figure loses \ of his ability factor with that limb" or, i f in
the leg has developed a limp and loses !os of his move. Or, i f in the eye, then \
the observation is lost in that eye - both eyes need to be effected to produce
any serious defect.
~lgure unconscious - will recover in I hour and be O.K.

E.g . Joman Hellen has just had an unfortunate accident with a hydra - it 'kills' him out,his
friends find him some little time later and the Umpire decides to dice for his wounds. The
decimal dice shows a 4, so a normal dice is thrown, this shows a 5. Joman is thereafter called
Joman Dne-A,m , as he has lost hia left arm. He can no longer carry a shield, use a two-handed
weapon, fire a bow/crossbow, etc. if he was a magician using a ring then loss pf the arm would
result in the loss of any magical items thereon, and losing a magical ring might have effects
lip on his abilities as a Magic User.

76

HEROES
Heroea are yenerated a8 follows:Strength Value - J06 + J
Ability factor - SV + 0100
Thi8 ability factor ia for Hand Weapons. fleroea will generslly hsve hslf this v~lue for
missile weapons, unless they choose to be a misaile specialistj in which csse he (or hel
halvea their sbility factor for hand weapons, but double it for their chosen missile
weapon. They also double the killing power of their weapon.
Heroes with high Strength Vsluea are considered to weild particularily powerful weapons:
hand and miasile.
Heroea
Heroes
Heroea
Heroes
Heroea

SV
SV
SV
SV
SV

15 may
IB may
19 may
20 may
21 may

add
add
add
add
add

to the killing power


to the killing power
20~ to the killing power
JO~ to the killing power
40~ to the killing power
50~

10~

Heroes will be equipped and armed aa per the MOdel used to represent them.

Mora IT<st
e' e

Armour
Arn.ou('

2-4
(H olfJing )

5-9
( HlITlsnoid)

10-20
( Gi onto)

more
(large GiBl1to )

,~ .. il

h ood

Creat Helm

A Metallic Breastplate
Piehl Armour for upper
orma

0 .3

0.6

J.5

0.5

0.9

0.7

1.5

1.5

15

0.1

--

0.3

0. 5

0.1

0.3

O.S

0.1

0.3

0.5

Metallic Annou r for


.touch and thighs

0. 3

0.6

1.5

Met a llic leg armour

0.3

0.6

1.5

Sma\1 Shield

0.7

1.5

""'-dium Shield

12

Large Shiel d

1. 5

15

Movement
Hal fl inga
Una rmoured
Armoured
Heavily Armoured

Tro t

3
3
3

Hucnanoids
Una rJOOured
Armoured
Jle a vily Armoured

I f attacked whilst retreating t ha t move


Each friendly unit within 10" (max.})
Each enemy unit within 10" (msx.3)
ElICh friendly rout within l u "
Each eoe1It)' rout .i th 1.n J O"
Any 808"1")1 t roop. within 10" w1 th baaic SV of
twic e your

12
10

9
9

7
7

16
14
12

Una rmoured
Armou red
Heavily Armoured

9
9
9

12
12
10

Walk

Trot

12
10
14

Ptatodaetyh, wyvarn and cockatri cr


GiWlt ap iden crab. end cruatatioIW
~i.,t _ rot a ond """,11 coto
Cigantie rats
Snake.

2
4

~ ro-"

chance

Hua\l)' L.~
horses o r s1l1ilar l""""
Spear
Sword/Hace
2-Hancled W

IS:

50
40
35
25

4
4
3
4

righting on foot
or a stable
plat forJl

25
30
3S

HlMJrtteei on

PIke

Speer
Sword/l1ace

Killin
B
7
6
5
7

JS

2-Honded
Imp. Weapo
r iBts etc

12
12
16
4
3
_22

B
2
2
14

0
0
+1
+2

-4
-3
-2
0
0
+1

+1

-7
-6
-5
-4
-3

+2

-I

-5
-3
-2

-I

RANlOH f AET ORS f OR PURSUIT TEST


1
2

+1

-I
-3

4
5

-5
-7
-9

Tro t

Run

6
5

~y

+2
0
-2
-3
-4
-5

+3
+2
+1

-I
-2
-3

--

Wraith
Ske l eton
Ghoul.
_Spirit o

15
10

=t o

7
7

NON- HlJI1ANOlOS AS MOUNTS

Wa l k
Riden SV up t o 9
Riden 5 \1 up to 1.
Ri de ... SV up to 28

15
12
10
15

120

Tr ot

2l

6
6

10
8

10
10
B
14
4

HID

20
16
U

a~l but s~crd , improvised,

.. 5:;

~~~t:e:~~n~!n~~r troops.

+5%

Hav ~ng force opponent , back

6;

that move

durlng l ast melee perlod.

y~~ ~:~e . un orme

-5% Thrustiny

~e8pon

r.....

12
8 ( . .. . if poi _ _ >
10 ( . . re i f
10

65

pol-.>

90

10

450

80

10

CGwat foot ""'-'oi d -.11

giant ror _lee


100

Griffon

+ Abilit y factor
- opponents abilit y fact or
+5~ Fighting f rom hi gher posi ticn SO' f
h
f'
d

Kill-lru

115

Ci.,t Li zard
Oregon

TACTI CAL f ACTORS

... 5~

Str ike
40

JO

Cockatr i ce

285
60

Ciant Rat
Gi g.,tic Rat.
Gargoyle ( Cr ound >

100

Salamander
Owl Bear
Pegas us, HippQ9r iff etc.

pO ln
facing

Unicorn

-5~ ~~~rn~n~~l~~ ~~~:e~~der.

~!y:~:' .~o;:~~ ~=

dr i ll ed CO troops.
-10%One handed weapon f ecing
enemy in op en o rder
-Ire., any troops fighting fran
a rear rank
-15 ~ 2-handed wea pon facing
enemy in open o r de .

f a t Corgie
ele pha nt
St
ed in C.ttle

6
I

40

r=~~~~~~------------r-~~~~~~~~~~----~ H8 ~Y ( Cr~ )

C. ta

Count. . . H......raoid f o r _1M SlJ 10


Count. 88 Hunlaooid for . . lee SV6
Counta 8a H\oWIanoid for ,,",lee SV6

100

10
5
B
4
3

3S
50
SO
35

1000

120

10
4

J{l

Rying Beasts

FLYI NC CR[ ATURCS I N M[LEE


Type

Hax. climb
i n one move

r1ax. c limb rate

M8)(. dive
i n one move

Hi n.
Move

Ha x.
Move

Or e gon

Swoope r / Lander

J bands

Lagle

Swooper

6 banda

4 bands per .Is move

Pter adactyl

Swooper / l ander

4 band.

J banda per \ nIOve

Wyvern

Swoope r

J banda

J ba nda per -\ move

Hippo-q r i ff

Swooper

2 banda

Winged Usmon
or Gremlin

Swooper/ lander/
Hoverer

3 banda

Hawkman

Swooper/l ander/
Hoverer

} banda

2 banda pe r .\ lI'IO\le

3 banda

1"

2S"

, bands per \ move

10"

25"

7 banda

5"

35"

5 banda

10"

30"

4 bands

10"

25"

2 banda per .' move

, banda

5"

15"

2 b ands per \ move

3 bonds

1"

20"

5 bond.

Wlnged Serpent

Swoope r

1 band

1 band pe r " move

1&

banda

10"

ZS"

tr i ffon

Swooper / lander

2 banda

'Z bands per .Is move

3 bands

5"

I S'

'Aagard' Gargoy Ie

lander

1 band

1 band per ., move

2 banda

5"

l~"

Hoverer

3 bands

2 bands pe r Irs move

, banda

I"

W'

Harpy

aalrog

}5'-

SV 24 may add 1Dmii to the KP


SV35 may add 20Ir. t o the KP

Aagard' 8ate

Cr ture

20
24
20
12
15
12

IB

Power

GIants larger than SV17 may add 50% to I<P

-Z

fOR ROOTING UNIT S

MYTHICAL ArASTS I N MELEE


~

Beut

Run

10
4
6

1
1
6

oad8

Hand to Hand Combat

Riding lizard.

16
14
12

-J

o r IIKlrB

~ ~~~ ~~= ~::!!~

~ rogone

Giants

to -} : ... ic.

-3

1
2
3
4
5
6

5
7
4
6
4

Sma ll Giants
Unarmoured
Armou r ed
Heavily Armoured

+S~ Ch8~ged

own

-2
+1
-1
-3
+3

Eech fri e nd ly Hagician withi n 10"


+2
Athcked by magic or supe rior - techni c al weapone - 5
E.ch lOS caaualtv . uatained that IIIOV.
A type troops tasti ng
:4
B type troops t ti ng
!3
C t ype troops t U nQ
~
pursuit)
-1
(not
~1

Horae. Centaur. Un i co r n
lion J tiger, large c a ts
Giont wo lv.. gian t dogs
Wo VOl ond 10rge dogs
(lephants and mennotha
Oxen cat U e draught ho raea

5
5
S

Creature

~IfI[ KS

RANDOM

SUP[ RNA lURAl AND "ON - NA lURAl CR[A lURES

Run

5
5
4

.,

.'

Result;- +1 o r ...,.. CIt

Attacked i n melee by Magical/ Superi or weapons.

NON-HlJI1ANOIDS

Walk

~
3
4
S
6

IERS

Drilled OrQanieed Tr i bal Le v


- )
-4
-~
-~
-4
-2
0
-2
-1
-3
0
0
~
+1
+Z
+1
I,
+1
+Z
+4
I'
+Z

Less thQfl -S + Rout

Metal Armour ror lower


or...

ice throw

7 _ Whe n fr i ends break within 10".

HretaUlc or reinforced
glov

RANIlOM M!lJ

TAKE" WlIEN,-

1. Uni l r ec 's 2(f.; or morC' cas. fr om nli ssi Ie f ire.


fir e d on by previously unknown unit .
r n e d on by Magi c a l / Superior t echni cal weapcns.
Charge i n me lee by crea tures by 2( +) x own SV .
Twice as many ca s. as enemy i n melee.

2.
3.
4.
S.
6.

~-

7ie!met

Tl ~ T

HORAL[

SV of fi gur e wi thout a rmou r

Hoverer/ lander

J bands

2 bands pe r lrs mowe

J banda

1"

-,-----2U "

Beast
Draqon
tera '
Hip'grjff
8g e
ve r n
Winge d
Demon
HalUkman
Gr irfon
Harpy
W' Ser pent
"a s

!;

to hit

Kil li ng pOlller

20Ir.

15

.;

1U

1 -~

60~

"'~

4S~

35 ~

13 S!~

5
5
4
10

,0..

75%
45'!o>

S
1

&'~f1~

SV 's
Cr eature
Human

Elf
l a r ge Ore
Orc or Cobli n
Dwarf

~~}

-7J

SV
6
7
6
5
6

Crea t'l.lre

SV

Halfling Ore or Gobli n


Halfling
Small Giant
Medium Giant
larQe Ciant

4
3
12

lB
30

+3
+2
+1
0
0
0

Unformed Points

MISSILl FIRE - WEAPONS CHART


MEDIUM

SHORT

LONG

Range Banda
~ Chance to hi t
Killing Power

0-10

Range Bands
chance to hi t
Killing POlller

0-15
3m;
6

15-30
JO%
5

30-60 60 - 125

Cross 80llls Range Bands


% chance to hi t
Killing Power

0-20

20-40

40- 60 60-160

Horae Bows Range Bsnda


~ chance to hi t
Killing Power

0-15
25%
4

15-30
3

Slings

0-15

15-JO

30-75

Foot Bows

Lo.ng Bowa

J5~

2~

35~

Range Banda
% chance to hi t
Ki lling Power

1 5~

+ Abilit y Factor .

20~

20~

2~

30 - 75

15%

2~

30~

Thrown
Range Bands
% chance to hi t
Axes,
Pilum etc. Ki 1 ling Power

0-5

5-10
20%
5

10-15
15%
4

J avs &
Dar ts

0-6

J~

Range Bands
:; chance to hi t
Killin Power

B-15

J5~

25~

J
+J5~

for each 5" or part moved


by target.
-5% for each 5" or part mo ved
by firer thst move.
-5% firing at shielded human
o r Humanoid
-5 ~
Targets basic below 4
-5~
for each unformed point
of firer
-10% Target behind hedge etc
-l~ Shooting at i ncH vidual
in min range band .
-l~ Targeta b88ic SV is
below 2
-15:=: Target partiBlly behind
wall or in trees.
-15% Shooting i n poor light.

-15~

Cavalry

Remarks

2/00 1

3/00 2

Cesses to apply at the end of the IDOve


in which that terrain was left

b d
Y

~2-."';c:"ro:::8::8::'i-ng:':'::.~11:-ne:":".r::::"':"::':'::=---+----;;---f-----;---\-I;:n:-;f::-an::;t:':r::-y::-mu=a-;:t-:a:::p-:-end:-:--;:'I-:pe=r-;-iod~::re::---::o::rde=r:;i::ng:1

obstacle

shooting from unstable platform

..

-15:; shootln9 at indivdual st Med range.


-15~ Targets basic SV
. blow
1 5
0
-20~ Target behind crenell ns or window.
- 20% Targets basic SV
below 1- 25% Shooting at i ndivdual at 10n-1 range.
-25~ Targets bas i c SV
below . 5.

J. fire within 40 yarde


4. Fits withi n 10 YllI'da

NUlllber of mon

hitt~

whose basic SV is
120-150 .
firing at target
whose basic SV is
over 150.

7. Attacked by fly i"'l enemy

All bows
Cr08S b DWS
Slings
Thrown

20

25

JII

35

40

45

50

'10

50

60

70

90

100

60

7S

90

1115

80
UO

135

UO

45

20

20

40

60

80

lIlO- -

120

-::'r'lO

25

25

50

75

100

125

150

175

JII

30

60

90

120

150

IBO

210

35

}5

70

105

140

175

210

40

40

80

120

160

200

45

45

90

135

180

50

50

100

150

SS

55

110

165

IB1r

200

225

250

240

270

)00

245

2BO

Jl5

}50

240

280

}20

560

400

225

270

}15

)60

405

450

200

250

300

}50

400

450

500

220

275

no

3B5

440

495

550

300

J60

420

480

540

600

455

520

5B5

650

60

60

120

180

240

65

65

lJO

195

260

325

}9O

70

70

140

210

260

490

560

6J11

700

150

225

}()(J

"0
J75

420

75

450

525

600

675

750

80

80

160

240

]20

400

480

560

640

720

BOO

85

85

170

255

340

425

510

595

680

765

850

90

90

I BO

270

)60

450

540

6J11

720

810

!lOll

95

95

190

2B5

}BO

475

570

665

760

855

950

100

200

JIIO

400

500

600

700

BOO

900

1000

100

A
B
0
E

' 25
J5
45
55
60

15
25
35
45
50

5
15
25
J5
40

4
5
15
15
30

3
4
5
5
20
25
30
35
40
45

2
J
4

1
2
3
3
4
5

75
60
B5

~ ~

H
N

0
P

0
R
S
T

65
70
75

99
99
99

99

99

99

99
99
99

99
99

99

99

99

W
X
V

99
99
99

."

90
95

55
60
65

45
50
55

75 1 ~5

60
85
90
95
99

99

70
75
80
B5
90
95
99
99
99
99
99

99 99
99 99
99 99
99 99
99 99
99 99 . 99
99 99 99
99 -"'- 99

10

- - - - - - - - - - - - - - - - - 91
- B) 92 -

50

62

75

44

55

66

78

B9

10

20

JII

'10

50

60

70

60

IB

27

)6

45

~4

6}

72

1'1-

25

))

42

50

58

lS

23

}1

}II

46

-- 54

67 . 7.
70
61

14

14

21

2B

J6

4}

50

57

15

lJ

20

27

J)

'10

47

53

16

I}

19

25

}1

}B

44

17

12

18

24

29

}5

18

11

17

22

2B

19

11

16

21

20

10

15

20

22.5

13

25

12

27.5

JII

'10
50
100

44

'10

33

50

67

8}

29

57

71

67

}.5

57

50

85

11

22

turn to ~void We

90
81

12

92

lJ

15

14

- - - - - - - - - - -

- - -

--

77

Il1o

64

71

76

B6

9)

- -

60

67

7J

60

87

9)

50

56

6}

68

75

81

B8

41

47

53

59

64

71

76

B2

B8

J3

}9.

44

50

55

61

67

72

78

83

26

31

J7

42

47

5}

58

63

68

74

79

25

JII

35

40

45

50

55

60

65

70

75

IB

22

27

Jl

36

40

44

48

6J

58

62

67

16

20

24

2B

)2

36

40

44

48

52

56

60

11

15

18

21

25

29

}}

36

40

44

47

51

55

10

13

17

20

23

27

30

)}

J7

40

43

47

10

13

15

IB

20

23

25

28

}O

J}

)5

50
38

10

12

14

16

18

20

22

24

26

28

JII

10

11

12

13

14

15

94

4
10
15
20
25
30
)5

10

15
20
25

6
1
2
2
3
4
4
5
10
15

5~ I :~ ~~ I ~~

60 50
65 55
70 60
75 65
80 70
85 75
90 BO
9; B5
99 90
99 95
99 99
99 99
99 99
99 199

40
45
50
55
60
65
70
75
60
B5
90

95
99
99

30
35
40
45
50
55
60
65
70
75
80
B5
90
95

1
1
2
3
3
4
4
5
10
15
20
25
)0
J5
40
45
50
55
60
65
70
75
BO
65

10

1I

12

IJ

14

15

16

17

18

19

20

ABC
OCf
GHI
JKl

1
2
2
3
3
4
4
5
10
15
20
25
30
35
40

45
50
55
60
65
70
75

1
1
2
2
3
3
4
4
5
10
15
20
25
30
35
40
45
50
55
60
6)

1
1
2
2
3
)

1
1
2
2
J
3
4
4
5
10
15
20
25
30

4
4
5
10
15
20
25
30
)5
40
45 )5
50 40
5) L~5

Difficulty Pointe
10 1I 12 13 14

15

16

17

IB

19

20

+1

1
1
0
0
0
0
0
0
0

2
1
1
0
0
0
0
0
0

3
2
2
1
1
1
1
1
1

4
3
2
1
1
1
1
1
1

5
4
J
2
1
1
1
1
1

6 7
5 5
4 4
J J
2 2
2 2
1 2
1 1
1 1

B
6
5
4
3
2
2
2
2

9
7
6
5
4
3
2
2
2

7
6
5
4
4
3
2
2

B
7
6
6
5

8
7
6
6

B
B
7
6

B
8
7

8
B

9
B

+1

Gr_

TOTAl OlfrIlUl TY POINTS Of THE SPEll


2

H
I
J

INI)'

EffECT Of SPELLI NG ON MAGIC USERS

~~ ~~ ~ I ~~

25

Spells

PERCENTAGE CHANCE Of SPELL WORKING


MAGICIAN'S
GRADE

4.5

- - 86
- 75
-B9 67
60
60
-

13

75

4J
}8

10

2 00

- - - - - - -89 -

or atrik!!!

JII

15

Unengaged troops

Killing Power of the weapon or creature fighting

Targets
SV

15

15

Chart B

1 period

o periods

20

1 period
2 periods

10

10

(5.0 flying Creaturo ction)

J-~L]O~AD~I~N~G=n~M~EsC====1

10

for eXUlple, troopa who should fight in


close order being attacked when they
are in open order. The ualal order
troopa fight in ia the one they ore
baaed on (JIl, 20 etc)

8. Attackad in flank or
roar

}O

Hust be s izable fire eg. house, etc.


A. aboVe

5. Surpriee attack on unit


when the L.Wlit is ,
B. fired on
b. _leed by troops it W88
not ..,ara of lut move
6 . Bei ng i n the wrong order
when "",leed
b. wten firing

Chart A
Individual.
. ~ c:I)ar.-

to l ose these points . Cavalry lose th8Ift


for dif ficul t terrain. Double pointe
if meleed or firing whilst actually
crossing obstacle

8S

... Jcr.i Firing at target

TACTICAL fACTORS

-5%

t~~~~~ ~n ~O . 0

10-20
+5~ ror each l U fjg s
i n tar get uni t.
+ ~~ ror each 2nd and
subsequent rank
up to the 4th.
+l S~ firing at target
whose basic SV is
20-40 .
...2ao: Firing at terget
whose basic SV is
40-80.
+25: Firing at target
:~~~o ~BSiC 5\J i8

20~

Infantry

+10\'; Firing at targets


whose basic SV is

50+ .0

1 5~

3~

35~

Situation
1. In difficult terrain ego
wooda, forda, steep hills

20-40 40-100

10-20
30%

HNO
PIIR
SlU
VW
XYZ

7
6
5
4
4
3
2

8
7
6
5
4
4

7
6
6
5
4
4

B
7

6
6
5
4

EffECT Of SPELLING UPON THE CONSTTTUTlON

When a Magic User spells his / her / its Const H ut i.on Points may be reduced.

1
1
2

2
J
J
4
4
5
10
15
20
25
30

The number they are reduced by depends upon \IIhether the spells work or

1
1
2
2
3

J
4
4
5
10
15
20

not and the DP of the spell .


1
1
2
2
3
3
4
4
5
10

1
1
2
2
)

3
4
4

Oifriculty Points
10-2 I 3-51 6-6 I 9-11j 12-14j 15-17j 18-20 I r or .ach 5 ofter
1
1
2
2

J
J

If the ape 11 work.


I the -"i'"
a1 8
1
)

2
2

1
1
l

o
U

oj

-"

+1
+

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