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WolkI cliz Jin Fa.nta.4y Re.almi Thie.e. The. EpJLc. Conc.lude.4.


For Lau r e n Sarah


luiZJL not end hejie

taken tike a badgea. Jin a t\ap. " King Tkeoden o Rohan Battle oj the HoxnbeAg


1 2 3 4 5 6

: Sieges - Defence : Sieges - Offence : Fire Weapons : Rockets : More Spells : Naval Characteristics

7 8 8 9 10 12

: Naval Movement : Naval Firing : Naval Ramming : Naval Boarding Actions : Vessel Characteristics : Race Characteristics

c ) Copyright

M.C. Thompson


Published by Brigade Games 186 North Road, Darlington, Co. Durham.


Well, the third and final part of the trilogy is available at last! First of all, I must apologise for the late arrival of this publication due mainly to a change in family circumstances - the arrival of my baby daughter, Lauren Sarah - and partly due to increased professional responsibilities and an unplanned (and unwanted) burglary! Thus, the Necromancer Besieged has been delayed - the first draft (circa 1990/91) was somewhat unsuccessful - the second draft was on the computer when it was stolen! I now present the third (and hopefully final) draft of what, though planned to be the sixth Brigade Games publication - is now the tenth! I would also wish to offer my apologies to Ian and Ron at Irregular Miniatures, for it is they who have suffered the constant badgering from fellow wargamers, at shows and over the 'phone, whilst (hopefully) eagerly awaiting the availability of the third part of the series. Likewise, my apologies to you the wargamers, especially to those who have written requesting information regarding rules clarification - I have answered every letter, although for some there may have been a slight delay. Thank you all though for your kind words of approval. As promised, within this tome will be found basic rules for sieges, naval vessels and characteristics for races/creatures to cover as far as possible the newer releases in the Irregular Miniatures Fantasy range. I have also added rules for gunpowder weapons, which although relevant to the current subject, have been requested by many, for inclusion in the rules. Before continuing further with this latest offering, I would wish to note my thanks to the following : First of all to Brian at Brigade Games for being the gobetween and continually badgering me for a completion date. Secondly, to the Newton Aycliffe Wargames Group (newly merged with the Darlington Scattered Remains Wargames Group). Last but by no means least to Sharron and Lauren, who provide the main reasons behind this publication. May your dice throws always be higher than your opponent's. Mike C. Thompson November 1992

Sieges - Defence Siege is an e motive can strike terror in the hearts of those who aw a i t the outcome within the walls, devoid of hope and unable to escape! These siege rules are primarily designed to encapsulate short but bloody sieges which are prevalent in Fantasy realms. Long 'starvation' sieges are neither contemplated or desired, as neither side asks for or gives quarter. Rather the opposite is true - the siege usually culminating in a devastating assault by the attackers, or a successful breakout by the defenders. Our siege is therefore only a tightening of the noose around the entrapped enemy forces, before the attackers strike! These rules are therefore desi g n e d to give a sho sharp and b l oody encounter which will result in success for one of the combatants. Our assault w i l l combine the normal siege equipment and w eapons with magic spells and weapons known only in realms of Fantasy. Although the rules are not designed for 'one-off games, points values are given, for those who pref e r such an encounter. Defensive Values : There are three main types of d e f e n c e works, each of which is given a de f e n s i v e value per 100 paces : Timber, p a l i s a d e or stockade : 100 E a r t h e n - w o r k s , ramps and ditches : 250 Castle walls of stone : 500 Towers/Rings : Th e s e vary in size from 100 paces square up to a maximum 1000 paces square. Timber or stone Towers and Earthenwork Rings, have D e f e nsive Values equal to the sum of each of their sides, m u l t i p l i e d by the number of height levels, to give the total De f e n c e Value, i.e. A Wooden Tower 150 paces square, 3 levels : D e f ensive Value 150 x 4 600 x 3 levels = 1800. Height Levels : Fortified battlements level TI E a r t h e n - w o r k Towers may not Siege Towers or battlement Towers are - but can be u p to a m a ximum height increase pro p o r t i o n a l l y per level (see are d e t ermined as height exceed level 2, whilst generally height level 2 level 4. Defence Values above).

Magical E n h a n c e m e n t : Each of the above fortification types may be magically enha n c e d to suit the game scenario as follows : 1/ See 'Entry Block' spell (p.5) used by the Wizard during the construction of the defences, i.e. the spell may restrict access to ce r t a i n types of creatures or a specific race. 2/ See 'Enforce' spell (p . 5) to magically strengthen a tower. 3/ Specific parts of the structure may be reinforced to w ithstand g r e a t e r pressure before being destroyed. Thus, a 'Lock Spell' (see 'The Necromancer's Spell Book') wou l d double the defensive v a l u e of a door from 100 to 200, if the opposing forces were unabl e to d eliver a 'Shatter Spell' upon it. 1

Sieges - O ffence O ffensive Values : When firing against defensive fortifications weapons will tend to have different offensive capabi l i t i e s than if they were employed against mere humans/creatures. Only those weapons listed below will have any impact at all on defences : WEAPON Fire Arrows Bolt Shooters Stone Throwers Dragon Breath Handguns Cannon/Rockets v TIMBER Double Normal Double Double Normal Double s v EARTH v STONE % Effect Normal Normal No r m a 1

5 : : :

Normal ^ Effect % Effect Effect

Certain creatures (i.e. with a Defensive Value of 50 or more - except those noted below) may engage in h a n d - t o - h a n d combat against t h s ^ f o r t i f i c a t i o n s . In these situations, each move they are in contact with the defences, they will cause damage equal to their Defensive Value, even though employing them in this role may prove to be very risky in the long run! T h e above does not apply to Individuals, the Unicorn, Wraiths or Vampires. Siege towers : Their Defensive Value and Points Cost are equal to the total value of the four sides, increased by 50% for each height level. They have no specific Offensive Value, unless they are large enough to accommodate bases of m i s sile troops or war machines. They may never carry gunpowder weapons. Ladders : These have no Offensive or Defensive Value. Each Unit base (3 Figures) may carry 1 ladder which can be ascended or d e s cended by foot troops at ^ normal speed. They are presumed to be long enough to extend up to the first height level of battlements only. Unless limited by geographical factors p e c uliar to the campaign, it is assumed that there is always enough timber available to furnish half the army w i t h ladders! Points Cost : 5 per ladder. Battering Rams s This category includes all types of offensive siege engines i.e. rams, picks, drills etc. Their D e f ensive Value and Points Cost are calculated by the same means as siege towers, but limited to one level only. Their Offensive Value is c a l culated at 5 times the number of figures a v a ilable to power the weapon per move. Note : Only creatures of h u m a n o i d size may operate siege engines of any description. Boiling Oil : An offensive, defensive weapon only. It has no Defensive Value and may only be usftd by defenders of stone fortifications, being too dangerous and impractical for other kinds of fortification. It is poured over the walls on to the attackers, spreading out 12^ paces radially from the wall on reaching the ground. Effect : Offensive Value of one DIO per creature enveloped - Larger creatures (i.e. Trolls) suffer double damage. Under normal situations it is a v a ilable to 101 of the defensive forces. Points Cost : 5 per barrel. 2

Fire Weapons W a r Machines : Bolt Shooters and Stone T h r owers in general are av ailable Tn two sizes - Standard and Herculean. Standard War Machines have Offensive Values as per race characteristics (see 'The Necromancer's Bane') - Defensive Value of 50 and a crew of 5 figures. Points Cost : 50 per War Machine. H e r c ulean War Machines may be up to three times the size of standard machines, but cost proportionally m o r e (from 50 to 150 Points each) wi th a similar increase in crew (or slave power) requirement. Offence and Defence Values will alter accordingly. Fire Arrows : Normal archery range is reduced by 25%. Treat as normal when calculating firing effect - the casualties caused are do u b l e d and converted to damage points if firing at timber c o n str u c t e d fortifications. An Enemy Unit under fire will be treated as Disordered and c a s ualties are inflicted at an additional +2. tactical factor. Points Cost : 10 per Unit employing these weapons. Handguns : Th e s e are only available to the Imperial Forces of Good7 but no more than 10% of the Infantry of an army can be so armed, as these are new and relatively untried weapons. Range : 300 paces. Fire Factor : 3. Points Cost : 2 per Figure. Handguns may only fire every other move, due to the length of time necessary to reload these cumbersome weapons! Cannons : These are only available to 'righteous men' as above. T H e y require a crew of 5 per Cannon-, wh o m in total must not exceed 5% of the total force involved. Points Cost : 100 each. Once the Cannon is positioned on the field of battle, it is unable to move, except for minor pivotal realignment, in order to engage a n ew target. Similarly, Cannons may not move and fire and will take 2 moves reloading. Cannons have a range of 1000 paces and a Fire Factor of 5. When determining the Random Factor, a 'Doubles' score will result in the Cannon misfiring. If this occurs, throw again : a) 'Doubles' scored again - Cannon explodes in a ball of flame. The flying debris inflicts normal casualties on all figures w i t hin 100 paces diameter. b) Any other score will determine the number of moves required to unload, clean and reload before recommencing firing. If a Unit suffers casualties from Cannon Fire, although not d isordered, they must test for Morale and deduct an additional -1 Factor for effect. RA N GE AND FIRE FACTORS : Weapon Handgun Cannon : : : Range 300 paces 1000 paces : : : Factor 3 5 : : : Reload 1 move 2 moves 3


Rockets : These archaic and arcane weapons were not strictly d e s igned for warfare, having been originally intended for p l easurable purposes. However, their military potential was spotted and they are now used regularly in Necromantic warfare. Rockets have a range of 2500 paces and are av a i l a b l e in two ba s ic forms, single launchers (cost : 50 points) and multiple launchers (cost : 200 points). Each variant has a c r e w of 5. Rockets are fired 1 per move from both types of launcher, or alt ernatively a multiple launcher may fire the full compliment of 5 Rockets - in the same move and all at the same target. It then takes a further 3 moves to reload the multiple launcher. Firers should indicate initial course and (hoped for) range setting, then hold tight - once launched, they will be in the hands of the Gods and their flight path can be highly erratic! T h r o w 2 D10 : If 'Doubles' scored, the Rocket will p r e maturely explode. Any other score will safely launch the rocket, but not in the direction chosen! From launching and for each 500 paces of flight, throw 2 Dice - one counting positive (for deviation right) and one counting n e g ative (for deviation left). Subtract one from the other to det ermine the direction of the deviation, either left or right, depending on a positive (right) or negative (left) result. The Rocket w i l l deviate 45 from its previous course and in this way the complete flight path can be mapped out. If 'Doubles' are scored during this process, the Rocket will explode. Rockets passing over Units (friend or foe) will cause them to b e co m e disorganised and suffer an additional -2 M o r a l e Factor. Should the Rocket explode above or on a target Unit, casualties are suffered at a Factor of 1 w i t h D10 figures firing. Blasting Power : The raw material required for manufac t u r i n g Rocket propulsion - so named because the goblin thief who stole the formula couldn't read and his interpretation stuck, because of the chemical effect! Hence 'Power' - not 'Powder'. It is useful for 'blowing' in fortifications, if someone (or thing) brave or stupid enough can be found to place a barrel of the stuff against the walls, light the fuse and retire! T h r o w 1 D10 to determine the length of time the fuse will burn - a score of 10 means the charge will explode immediately, k i lling all within 100 paces. The resulting blast will cause 5 x D10 damage to the defences. Blasting Power is unfortunately only available in very small q u antities - equal to 1% of the total army. i.e. An army of 50 Cavalry and 350 Infantry would have up to 4 Barrels available to them. Each Barrel of Blasting Power costs 200 points. Barrels may be used at the owners discretion, either singly or in multiples for maximum effect! 4

More Spells The following spells are specifically useful for sieges, but can be used in c onjunction with all other spells available to the Magic User. Unless specified, spells will reduce Defence Values of ships or fortifications equal to the casualty total that they' would otherwise h a v e caused, i.e. A Fireball causing 72 casualties will instead inflict 72 points wo r t h of damage on a stone wall (or double damage against timber structures). ENFORCE Range : 100 paces Cost - 300 Points Duration : Permanent

This spell enables any one Tower in the fortification to be magically reinforced, to an extent that no damage can be caused against it. The spell does not obstruct entry to doors/windows. The effect will cease on the death of the caster. The Tower upon wh i c h the spell is cast should be marked on a map before the game commences. ENTRY BLOCK Range : Not appropriate Cost - 1 Point per 100 paces Duration : Permanent

This spell (cast by the original builder) denies entry to the fortified area of a specified racial type and encompasses the complete perimet er of the fortification. When any of the specified race try to enter, they are magically repulsed and will also suffer 1 casualty per figure in the attempt. The race denied entry should be ideally specified before the opponents army is declared, but remains secret. Alternatively, or for non-campaign games, throw 1 D10 to determine at random : 1 : Elves 2 : Dwarves 3 : Centaurs 5 : Undead 6 : Lizardmen 8 : Werecreatures 9 : Ratmen 4 : Ores 7 : Halflings 10 : Humans

The above are suggestions only, as other races or creatures can be s ubstituted to be d e t e r m i n e d by agreement among the players, i.e. Humans could relate to a specific race, good or bad etc. REMOTE C ONTROL Range : 1000 paces Cost - 10 Points Duration : One move

This spell allows a Magic User t0 attempt remote control of a rocket in flight! Throw 1 D10 and halve the score, rounding up. The result the number of times the w i zard may cancel or alter a change of course of a rocket during its flight. The W i zard may either allow the rocket t0 continue on a straight course, or substitute a change SS. of course, of 45 from the rocket's preceding direction of flight. Only one rocket may be influenced during a move. ^ 5

Naval Characteristics The following vessel characteristics, are for the inclusion of a naval element with i n the combat rules of the Necromancer's Bane system and are not n ecessarily designed for creating large naval battles. Specific Vessel Characteristics are given later (p.10/11) and the details per ship include the following : Defence Value : This vessel takes/ before it sturdiness of the ship is in the art of naval will determine h ow m u c h punishment the sinks. It takes into account the general and ho w accomplished the builder s race construction!

Movement : a s c l a s s i f i e d as either of the following : 1) By Sail : Normal movement allowed (see opposite). 2) By Oar : Rowing Speed - The number in brackets following the rowing speed refers to the quantity of Marine figures that are required to man the oars. Other vessels, denoted (Sp) may use either Marines or Slaves to man the oars (see Marines). 3) Towing : Tow e d movement speed - achieved by launching the ship's boats and a t t aching lines (the number in brackets after the towing speed refers to the quantity of boats carried). Marines will crew the boats at the rate of 5 figures per boat. Ram Factor : The offensive capability of the vessel itself. It normally consists of a reinforced bow, or specially attached beak at the waterline. These will vary per ship, depending on the cultural naval r e quirement of the various races. The Crew : The n u m b e r of crew figures per vessel - representing the working crew required to successfully man the ship (the Captain, Navigator, Helmsman, etc.). If no c r e w specified, the vessel requires no s p ecialised men (e.g. ship's boat, canoe). Marine Complement : The number carried per ship. Their type is unspecified and varies from race to race, or will be dependant on the ship's specific task at any given time. They are bought as normal troops w i t h weapons as per their race. On some 'oared' vessels extra Marines can be purchased to man the oars (denoted in brackets after standard compliment) who may engage in second and subsequent Melee rounds. If this extra compliment of Marines is not used, the oarsmen are considered to be serfs or slaves, who do not fight and are not paid for. A vessel may be used as a transport, to carry up to three times the normal compliment of Marines, although no more than the standard n u mber may be used to fight (i.e. repel boarders). Transport ships may not initiate offensive boarding manoeuvres. Marines cannot be used to replace crew casualties. War Machines : The n u mber of War Machines the ship may carry. They may be of any standard type, depending on the race. Humans may substitute cannons (if they possess the technology) on a 1 for 1 basis. Each War M a chine is crewed by 5 figures and their only offensive m a n oeuvre allowed is to fire their weapon. They may as a last resort fight to defend their War Machines. Crews of War Machines do not form part of the Marine contingent. 6

N a v a l M o v ement Naval ventures will require the favourable p r o t e c t i o n of the Sea Gods! To commence, determine the wind d i r e c t i o n at random, throw 2 DIO and seasonally adjust score as follows : SUMMER : -10 WINTER : +10 SPRING/AUTUMN : As Dice Score. Wind change : Every 10 moves there is a 50% cha n c e of the wind changing strength or direction. If strength cha n g e indicated, throw positive/ne gative dice to determine if in c r e a s e / d e c r e a s e (move up or down one strength). Similarly if d i r e c t i o n change indicated, determine if (positive) wind veers (clockwise one segment) or (negative) wind backs (anti-clockwise one segment). % DICE 0-10 11-25 26-45 46-75 76-90 91-99 100 + WIND STRENGTH : Calm Light Breeze Strong Breeze Light Wind Strong Wind Storm Hurricane SAIL MOVEMENT None 50%(D) 25%(A) 75%(D) 50%(A) Normal 50%(D) 25%(A) 25%(D) Drift + D10 OARED MOVEMENT Normal Normal 75%(D) 50%(A) 50%(D) 25%(A) 25%(D) Drift Drift + DIO

Ships move in segments as follows : (D) Downwind i.e. Running. (A) Across i.e. Beating.


Turning : Vessels turn 45 per move at ^ the appropriate speed for that segment (or combination of segments). Oared vessels may turn 90 while they are stationary. If a sailing ship turns into the wind it will immediately risk mast loss : 40% : Strong Breeze. 50% : Light Wind. 60% : Strong Wind. The vessel will drift downwind for half a move until able to move in an ' A 1 segment. Sailing ships should Wear, first turning d o w nwind in order to allow the stern to cross the wind. Drifting : Is at 25% movement rate. Vessels w i t h no means of propulsion are unable to manoeuvre and drift B e a m-on to wind. T owi ng : Becalmed or damaged vessels may only be towed in Calm or Light Breezes provided the towed vessel cannot m o v e itself. Combined Movement : In order to outdistance a pursuer, it may B e possible to combine both sail and oar m o v e m e n t - Vessels which are capable, may add 25% oared movement to Sail speed. Storm : There is a 50% chance per move of d a m a g e d ships (50% or more loss) foundering. Other vessels have a 20% cha n c e per move of losing a mast (80% if entering an 'A' segment). Di s m a s t e d ships have a 10% chance of foundering. H u r ricane : Duration - % D10 moves before re v e r t i n g to Storm c o n d i t i o n s . Damaged vessels will founder. Other vessels have a 50% chance per move of suffering damage (D10 x D10) and/ o r mast loss. Dismasted ships have a 50% chance of foundering. If a ship founders, there is a 10% chance of a C h a racter surviving. 7

Naval Firing Th ere are b a s i cally two types of target, wh i c h will depend on the category of weapon in use : 1) Hand held weapons (except fire arrows) may only treat the Crew and Marines as targets. They are considered to be in hard cover on all vessels and casualties are allocated on a pro-rata basis b etween Marines, Crew etc., depending on the proportion of each c arried on the vessel. 2) W ar Machines, Cannons, Breath weapons and fire arrows may only attempt to hit the ship. In this case, the Defence Value of the vessel is reduced by the number of 'casualties' caused by the weap o n firing. The Crew and Marines etc., will also be at risk - throw a DIO : Result is additional percentage of d amage suffered as real casualties among Marines, Crew etc. Mast Damage : If a category 2 weapon is fired at a vessel and o u b l e s ' are scored on the variable Factor dice throw, try d again - 'doubles' scored will result in the loss of a mast. Re duction of Defence Value : If a vessel's Defence Value falls to 50%, move m e n t Is also reduced to 50%. No further offensive m a noeuvres are possible as everyone on board is too busy trying to keep the ship afloat and moving! If the Defence Value falls to Zero, the vessel will sink. Ramming This may occur either voluntarily or involuntarily and may result in d a mage to one or both of the ships involved. Ships under tow may not ram, but may themselves be rammed! Voluntary R amming : The ramming vessel must be moving at least 50% oT normal speed and must strike at 15 either side of 90 to target vessel. Damage caused is calculated as follows : Ram Factor x %D10 x Speed (either 10% of Rowing Speed or 1% of Sailing Speed). Deduct the result from the target's Defence Value. A further 50% of the initial damage inflicted will be deducted per move thereafter, if the ramming vessel is able to withdraw. Oared ships have a 30% chance of breaking free per move - others 50%. If 90% plus scored the Ram has broken off in the process. If the impact angle is less than 75 or the ramming vessel has a R am Factor of less than 5, 30% of the damage will be inflicted on the ramming vessel (50% chance for all, per move of w i t h d r a w i n g from the enemy side). If able to withdraw, both ships will suffer 50% of the damage they received, per move^ I n voluntary Ramming : This occurs if one vessel strikes another as I result o7 adverse weather conditions, bad seamanship or Magic! C a l culate damage on each, depending on impact angle. Damage to Oars : Oared vessels that are rammed will suffer 25% oar aamage with an equivalent reduction in speed thereafter. 8

Boarding Actions G r a ppling : This can be a t t e mpted by both sides if their ships are alongside each other, i nterlocked after ramming, or if the rammed crew intend to board, to prevent the enemy withdrawing. Both sides order/declare their intentions, Board or Defend. To grapple, both sides throw 2 DIO (1 positive and 1 negative) to give a +/- Random Factor. Add modifiers as appropriate : +1 : For each surviving Crewman. : For each 5 Marines available to board or repel. : If rammed enemy ( i.e. has the initiative). The side with the highest modi f i e d score will prevail. Boarding : The winners of the above, may now attempt to board the opposing vessel, if their orders permit. The ensuing Melee is treated as a normal hand to hand combat with modifiers as appropriate, plus the following additional modifiers : +1 : If attempting to board. : If already aboard enemy vessel. : If won ramming action. -2 : If opponents are defending initial boarding action. Result : If the boarders win the initial Melee round, they are deemed to have gained a foothold on the enemy vessel - if they lose, they have been repelled, giving the defenders the option of following up onto the boarder's vessel! The Melee continues until one side reaches a point where it cannot continue, as all (or virtually all) the ship's Marines are dead, whereupon they will strike their Colours. This however may not save the survivors from being m a s sacred - the alternative is slavery! Prize Crews : These consist of 1 Crew and 5 Marine Figures who may sail the captured ship at 30% of normal operating capacity. Damage Control : Repair parties consist of 1 Crew and 5 Marine figures who may make DIO x 5 temporary repairs per move. R epairs may continue for as many moves as is necessary, but the total must not exceed 90% of the original damage. A Vessel which has suffered 75% or more Defence Value loss is con s idered crippled and b e yond repair! Jury Mast : Rigging a Jury mast is equivalent to repairing 50 damage value. A vessel under Jury Rig moves at 50% normal rate. One Final Spell RAISE WIND Range : Not appropriate Cost - 10 Points Duration : Permanent

This spell will increase or decrease the wind strength. Throw 2 D10 (1 positive - increase and 1 Negative - decrease). The highest dice determines an increase or decrease of 1 strength point per spell cast. If 'doubles' thrown the spell will have d i s turbed the Wind Gods and the weather should be rethrown for. Any Magic User may attempt this spell, but if more than one is cast in the same move, the effect will be cumulative.

Vessel Characteristics (i) HUMAN GALLEON Defence Value : 500 Move Sail : 300 Oars : 50 (10) Towed : 50 (2) Ram Factor Crew Marines War Machine 5 15

Special Characteristics : The standard type of naval vessel found throughout the known world. It is used w i t h minimal variation by all the human empires and states from the West, North East or South - Good or Bad. Merchant Vessels are very similar, lacking only the reinforced b o w for ramming and the raised aft castle. ELVEN BARQUE Defence Value : 400 Move Sail : 350 Oars : Towed : 50 (2) Ram Factor Crew Marines War Machine : 2 : 5 : 20 : 1

Special Characteristics s The Dark Elves possess vessels of similar size and capability to their more illustrious brethren - apart from their dark and evil form and their hideous sail paintings, standards or figureheads! DWARF RAFT Defence Value : 600 Move Sail : 300 Oars : 50 (10) Towed : Ram Factor Crew Marines War Machine 15 5 25
1 (3)

Special Characteristics : This craft may emba r k up to two extra War Machines, to a maximum of three. For each extra War Machine carried, 10 Marines must be exchanged for 5 c r e w per weapon. 0RC CATAMARAN Defence Value : 300 Move Sail : 250 Oars : 50 (10) Towed : Ram Factor Crew Marines War Machine : 10 : 5 : 10 : 1

Special Characteristics : This craft is fitted with a special one-shot broadside weapon, specifically de s i g n e d by the devious Necromancer. It is a multi-barrelled cannon, specially adapted with a watertight system to enable its use at sea. The weapon may only be fired in 'Calm' or 'Light Breeze' conditions and as the name implies, the C a t amaran must be b r oadside-on to the intended target in order for the weapon to be used effectively. Offensive Value : It is fired as a normal weapon, but at twice the normal cannon effect. 10

Vessel Characteristics (ii) UNDEAD BARGE Defence Value : 200 Move Sail : 100 Oars : Towed : Ram Factor Crew Marines War Machine : 10 : 1 : 20 :

Special Characteristics : This vessel has virtually no crew, as T t is propelled by the power of the Gods of the Underworld on its journey to the gates of Hades. The 'soul' purpose of these craft seems to be - ram and board, to gain further converts! SET'S SEA SERPENT Defence Value : 200 Move Sail : 100 Oars : 150 (Sp) Towed : Ram Factor Crew Marines War Machine s 2 : 5 : 5 (30) :

Special Characteristics : May carry either extra Marines at the oars (much like a Viking Longship) or unpaid for serfs. Has a carved serpent at the bow, dedicated to the God - Set. The Valkerie possess sailing vessels of similar size and capability to these ships. AMAZON TRIREME Defence Value : 400 Move Sail : 300 Oars : 75 (Sp) Towed : Ram Factor Crew Marines War Machine : 10 :5 : 10 (30) :1

Special Characteristics : These Amazon warships, specially designed for war with a covered deck over the rowers (unlike the open top Sea Serpent) and a raised forecastle for the War Machine (if carried). The rowers (if not unpaid for slaves) may join in melee after first round if purchased suitably armed. . CANOES Defence Value : 50 Move Oars : 50 Capacity : 10 SHIP'S BOATS Defence Value : 50 Move Oars : 50 Capacity : 15

Special Characteristics : Ship's boat sail move of 75 allowed if no more than 5 figures embarked and they are not towing. POINTS COST EXAMPLE Elven Barque Defence Value Ram Factor (2-Ram Factor x 5) Crew (5 Crew x 20) Marines 10 Unarmoured Archers 10 Armoured Spearmen War M a chine (1 x 50) TO T A L POINTS 400 '

250 50

10 100 200


Ra c e/Creature C h a r a c t e r i s t i c s (i) CENTAURS Defence Value Fire Factor Melee Factor 15 Bow - 2 Spear - 4 Swo r d - 2 Push Back Rating : 4 Move Unarmoured - Normal : 220 Charge : 275 Move Armoured - Normal : 180 Charge : 230 MU M M Y Defence Value Fire Factor Melee Factor 300 N IL Sw o r d Push Back Rati'ng : NIL Move - Normal : 80 Charge : 100

Special Feature : Fire attacks cause' triple damage to a Mummy. GIA N T MINOTAUR D efence Value : 80 Fire Factor : NIL Melee Factor : 7 G I A N T SPIDER Defence Value : 60 Fire Factor : NIL Melee Factor : Mandibles/Teeth - 6 Push Back Rati n g : 5 Move - Normal : 100 Charge : 120 Push Back Rating : 5 Move - Normal : 100 Charge : 120

Special C h a r a c teristics : Ore Heroes may use spiders as mounts. Fire attacks will cause triple damage on the spider. LIZARDMEN Defence Value Fire Factor Melee Factor 20 Crossbow - 1 Spear - 4 Claws/Teeth - 3 GI A N T LIZARD Defence Value : 80 (+ Crew Value) Fire Factor : N IL Melee Factor : Horns/ C l a w s - 4 (+ C r e w weapons) Push Back Rating : 5 Move - Normal : 90 Charge : 110 Push Back Rati n g : 4 Move - Normal : 90 Charge : 110

Special C h a r a c t e r i s t i c : The Giant Lizard tests M o r a l e (not the c r e w ) . If a Rout results the Lizard will go wild, bei n g c l a ssed as an 'Enraged Beast'. (See 'Necromancer's Bane' p . 14). Giant Lizards have a m a x i m u m c r e w of 4. 12

Race/Creature Characteristics (ii)

SONS OF SET (CAVALRY) Defence Value Fire Factor Melee Factor 25 NIL Spear - 4 Sword - 2 Mount - 2 Push Back Rating : Move Unarmoured - Normal : Charge : Move Armoured - Normal : Charge : 4 150 200 120 170

Special Characteristics : The followers of Set are treated as Fanatics : +1 in Melee and +1 in Morale tests. For Set infantry movement/weapons, use Human Infantry Characteristics. GREAT SERPENT Defence Value : 15 Fire Factor : NIL Melee Factor : Fangs RATMEN Defence Value Fire Factor Melee Factor

Push Back Rating : 3 Move - Normal : 100 Charge : 120

Bow Spear Sword

2 1

Push Back Rating : Move Unarmoured - Normal : Charge : Move Armoured - Normal : Charge : DARK ELVES

3 60 80 50 70

INFANTRY : Defence Value Push Back Rating Fire Factor : Crossbow War Machine Melee Factor : Sword Spear Normal Move Unarmoured Charge Armoured - Normal Charge

: 20 : NIL :2 :4 :2 :4 : 120 : 140 : 100 s 120

CAVALRY : Defence Value Push Back Rating Fire Factor Melee Factor : Sword Spear Mount Move Unarmoured- Normal Charge Armoured- Normal Charge

35 5 NIL



200 120

Special Characteristics : Witch Elves are Unarmoured, Elite, Melee specialists, double-armed (they fight with 2 swords). Cavalry Push Back Rating applies, because the Lizard mounts are not totally subservient as horses. The Cavalry may be mounted on horses (Defence Value 25 - see Elvish Characteristics). OTHER RACES (ref. 'The Necromancer's Bane p.20/21) Man Ores and Lesser Goblins : see Ore Characteristics. Dark Dwarves : see Dwarf Characteristics, except : Dark Dwarf Melee Factors - Halberd : 6 Pike : 6 Evil Knights, Cavemen, Amazons, Valkeries, Followers of Ishtar use Human Characteristics - except : Evil Knights : Heavy Armour - increase Defence Value by 10. Cavemen : All Unarmoured. Push Back Rating : 5 (totally thick!)