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~ a n t a 5 ,
argame
~ u l r
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Richard Halliwell
& Richard Priestly
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Honster
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PllY1ng Hints
APP(J()IX 5
Wounds 6 Killa
Generating Heroee
PAGE
IUeER
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Inside Bsck
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JntrobuctionReaper
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 y
ours.
Players
familiar
with the
f i rs t 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 l is ts 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
l
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~ e t t i n g up
a m e
I t is
a
good
idea
to
have
an
umpire - although not
up games
or plots
and let
other
people play them.
ignorant
of
the true significance of placea on the
side -
all
of which is quite enjoyable.
essential. Umpires
or
games-masters can
set
In this way
players
can
oftenbe kept quite
table, circumstance or exactly
who
is
on
whose
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.
4. The game begins.
fflo e
sequen e
Movement
is
simultaneous - that
is
all troops
are
assumed
to
move at
the
aame time, they move
strictly n accordance with their
orders.
If no umpire is available,
or
i the players prefer,
alternate movement may be adopted in which players take turns to move f irs t each turn. The
turn sequence is
as
follows:-
1.
All players move their troops.
2. Troops fire
any missiles
they have.
J.
Morale
tests
are
taken
for
missile
fire.
4.
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 .the beginning of a turn
and come into effect at the beginning
of
turns
also.
~ l a 5 S i f i a t i o n o
tr ps
1.
INTELLIGENCE
n the wargames
table, figures are
either considered to be Intell igent 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,
sl l non-intelligent creatures
must be Bubject
to
handlers or
trainers, or else they
are
.
controlled
by a
separate
player or
the
umpire. Horses
and ndden
wolves
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are subject to their hsndlers
or
riders.
Some
crestures may
be
considered
Intel1iQent or
Non-
Intelligent, 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. STR NGTH
VAlUE
The
Strength
Value,
or
SV
rep r
esents the
f i g u r ~
defensive
abil i t i
es
.
The
higher the
SV
the
harder
i t is
to
kill
a
figure.
In a
un
i t
of
wargames
figures, i t
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
SV
Creature SV
Human
6
Hal l
i
ng Orc or
Goblin
4
Elf
7
HalfUng
3
Large
Orc
6 Small Giant
12
Orc
or
Goblin
5
Medium
Giant
IB
Dwarf
6
a ~ e Giant 30
This
chart
may be used aa a guide -
i 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 5-9 10-20
(Hal fling)
(Humanoid) Giants)
Hail
hood
0.3
0.6
1.5
Helmet
0.5 0.9
2
A
Great Helm
0.7
1.5
3
A
Metallic Breastplate
1.5
3 5
Metal Armour
for
upper
erms
0.1
0.3
0.5
Hetsl
Armour for
lower
arms
0.1 0.3 0.5
Hetsllic
or reinforced
gloves
0.1
0.3
0.5
Metallic Armour
for
stomsch end
thighs
0.3
0.6
1.5
Metallic
leg
armour
0.3
0.6
1.5
Smsll Shield
0.7
1.5
3
Medium Shield
1 2
4
Large Shield
1.5
3
5
So, for
instance,
a
fully
armoured medieval knight would
be ;-
Bssic
SV
6
Hsil Hood 0.6
Helmet
0.9
Great Helm 1.5
Breast
plate
3
Upper
arma 0 3
Lower srma
0.3
Gloves
0.3
Stomach
thighs 0.6
Legs 0.6
Medium Shield 2
otsl 16.1
Rounded
off to 16
Always
round
off
decimals
to the nesrest
whole number
5 rounds up.
3
m re
(Large Giants)
3
5
15
1
1
1
3
3
12
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More
Examples.-
A Hslfling with a helmet snd mail
vest
Basic
3
Helmet
0.5
Vest
1.5
TOT L
5
A small giant with a helmet
Basic 12
Helmet 2
TOT L 14
The
strength
values
of
other
creatures,
such
as
lions, tigers,
wolves, Oragons
etc.
- s
up
to
the
plsyers to
decide,
because
there sre
too
msny
for us to give s full
l is t
However, here are
some examples including the commoner ones, so
you can f i t in any
others
you may want to use.
These examples
are
based on fiQures manufactured
by Citadel miniatures.
[5 10
[5
32
[5
47
E5 34
T 49
E5
5
ES
51
[5 68
[S 71
Hill Troll (Small
Giant)
Centaur
Armoured Centaur
L nd Dragon
Tree
man
-
Wyern
Griffon
- Dragon
Unicorn
12
14
2
85
32
4
3
1
14
These examples are
more
genersl:
A horse
A
riding
wolf
A large dog
A l ion/tiger
An elephant
14
14
4
1
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 i t
is
up
to
the
players
to invent their own limitations, vulnerabilities, etc .
The SV of moun ted
troops,
such as horsemen and wolf-riders.
is the
same as the SV of
the
rider -
except that i f
the
horse, etc.
is i tself armoured then add
the
value
of the
horse armour to the
SV of the mounted figure:
Cloth armour to front
Cloth armour to rear
Metal armour
to front
Metal armour to
rear
0.5
0.3
1
0.8
When
engaqed in melee against a mounted opponent, i t
is
useful
to
aasume all blowa are
on the
rider. However, i 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
i tself - the umpire muat decide in such
cases.
Bowfire
on
cavalry
figures
may be
directed
at
the rider
or
the mount
-
i f the mount
is
killed
the
figure is assumed
to
be thrown and killed.
For example:
A untt
of
1 bowmen
fire at
a dragon being ridden by a
knight.
They
realise they
stand
l i t t le
chance
killinq
the DraQon , so they
fire
upon the
knight
- SV
of
16. If they kill him, then
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the Dragon i 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.
~ b i l i t ' f ttors
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
eli te
troops
Houaehold troopa/Guards
- HI
5
no chsnge
+
l ~
Individusl Hero figures m y have even higher
Af
- ranging from
1 5 ~
to over
1 0 ~ . An
sversge
hero might
be +75 .
ti\orale
b lnt
Troops
will
have a morale value i f they are intelligent. Depending on how they are organised,
most troopa should be either C types i f they
are
organiaed)
or
0 types (if they
sre Tribal).
A
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
l i t t l
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
i t
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.
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,RONTAGE
DEPTH
25nrn
l5nrn
25nrn
15 ...
L_ose
oraer
lnranuy
Dnrn 1'1
or lUmm
LlMml reco_naca
10
P M
Medium order infantry
20mm
2 ~ m m
20mm
reco_nded
1 1
- 15mm
.
Loose order
infantry
30mm
15mm
30mm reconrnended
15mm
Close order horsed troops
20mm
10mm
40mm
recommended
20mm
Medium order horsed troops
25mm
12lsmm
40mm reconrnended
. 20mm
Loose order horsed troopa
JOnrn
l5mm
40mm recommended
20nrn
Theae
ar
e
the
base sizea for Humans.
somew hat convenient to do so. Almoat
be
placed on
Loose Order. Close Order
spearmen, lancers, pike-men . etc.
Horse mounted figures have been
included here
-
i t
being
all
troops
should be
mount
ed
on
Order baaes,
skirmiahers
may
~ a y
ONLY
be used
by Dril
led or O
rg
anised pole-armed
troops,
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 siz
ed Humanoids uae standard
human bases - Dwarves and
elves
for
instance. Halflinq
deduct 5 mm
fro
m each base size.
As
a
g ~ r auide -
Hal flings
SmaU Giants
Large
Gisnts
- 5
mm
5
mm
+10
mm
Animals and mo
ns t
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 co
nditi
on s as horses,
or
Open Order bases. B
ase
sizes
are:-
l
ose i1
rd
er
The
width
of
the
figure
s
body
s 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
i
the
f i 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 nd Loose Order, body
wi
dth + 20 mm.
< E)rgan
lsation
fr
onps ~ J s t
either
be organi sed into
units
or
classed
ss individuals.
CATEGORISATION or
UNITS
Untts a
r.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 Each
unit
should
ha
ve either an officer or
leader
depending on background. This should be a
sp
p c i fic
figure
. pr eferably one that
is
ess i
ly
recognisable. When this figure is killed, i t
sh
ou ld be repl aced
by another
- unle
ss
the original leader was some one of
relevance
with a
v
ert
individualised figure, use the figure and
remove
one from the unit. for more
detail
on
this
subject, see Ister
on.
2. A
unit
should have SVs,
Ability factors
and so on,
there will
be one set
of figures representing
t h ~ entire unit. This i s an average
figure,
i t does not
mesn that
all troops
in
that
unit
have
identical
capabil
i t ies .
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The
types of units
are as
follows:-
Drilled
Troops
trained
and drilled to manoeuvre and
fight
in formation.
They
pr ofes s
ionals
wi th
professional and appointed officers. They are
trained
to obey orders, pe
rf
orm fo rmation changes
and so on. Examples
in S&S
l i terature
are
hard
to
come by
and vague,
how
ever e
xa
mpl
es
fro
m hi
stor
)
are,
needless
to
say,
the Romans, Greeks, most permanent European armies after 1600,
etc
.
Drganised
These troops, for a variety
of
reasons, l l be used to
fighting
in formatio n, manoeuvr i ng and
accepting
orders, but to
a
lesser extent
than
dril led
types. Their officers may be
professionals.
like
the
Norman system of
Sargeants, or
they may be soci al supe
ri
ors, persons of mi nor r enow n a
nd
so on.
Or
g
anised
troops have had
less
formal training
than
Drilled.
but
m
ore
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 ocial status, physi
cal
s iz e , wealth
or whatever. No
matter
how proficient they are with weapons they wi l l have l i t t le to no experience
of
accepting
orders,
changing formation ,
fighting in
formation and
generall
y
not
do
in
g w
hal the
y
w
ant 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 they not used to
fighting
in formation they are not used to
fighting
at
all
The
Le
vy type co
vers
all troops who have
l i t t le or
no battlefield experience end
l i t t l e
or no viII t o
fight.
3. These
categorisations
need
not reflect
fighting capacity. For example, a raw garrison uni t may
be dril led while having extremely low morale and
no
fighting experience and thus AFs .
Similarly,
a Tribal Unit
may
have a very high morale and
AFs.
4.
Units,
after
experience or
training,
may progress
up
the
scale of
organisation and
mo
r a l
e.
~ r s
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. SV s and
everything. People
to
be
classed
as
Individuals
include Wizards, Necromancers , Ki ngs, Barons.
Earls, Peera
of
the Realm, Politicians, Mayors, Heroes,
Princesses,
mounted Pr i ncesses, m
ou
nted
Heroes, Princes, Hero's
friends,
Dukes, Lords, Queens, Queen Mothers, Generals .
More
Details
on
Officers
and Leaders.
f missilemen have orders to concentrate f ire
on
officers/lesders (hereafter
referred
to as leaders
they
msy
if
1 The leader is easily
distinguishable
from the unit,
that
is he s dressed differently (different
coloured crest,
clothing,
shield, armour, etc.)
and
2. An
individual
can be observed at
that range.
In these cases i t is poasible to f ire at the leader, taking full deductions for firing at an
individual.
A leader may be
accidentally
killed i f he is in the area
affected
by
missile
fire (norm
all
y an i} 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 kil ls actually
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
LE DER
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:
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1. Drilled troops will elect a new officer i-.ediately. The 2nd in coa.and
will
take over
2.
Orqanised troops will spend two .aves inactive
to
elect a
new
leader.
J. Tribal
troops .. have
difficulty
electing a new
leader _ i n g
as al l
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 w ll retreat
to cover and wait
until
a new leader
is eent
from
their
force, group,
or army
commander.
If
troope
are
..
eed while leaderless, they take 1 u n f o ~ point, wait t i l l the results of the
IIBlee;
i .e .
any
purauinq, routing, etc. i s done with end then start again. f troops are
fired
upon while electing a new
leader. they
t
retreat
to the nearest logical rallying
point not
counting any
t i l l l 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. ach
leader
ahould hava a pair of IlUIIibera repreaenting his
leadership
factor.
The
f ira t
should
be
the highest n..ber,
the
aecond
the
lowest.
The
leader
.. effect
the
units
llarale
teat
ecore
by
anything
bat
....
theae
figurea.
The
typical
I f
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
i t 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 ~ i r
may
over-rule
this. For
eXBMple,
s unit
is
teating to embark In
some action qiven in
i t s
ordera. The player
does
not
want
this
unit
to do
this
because he
knows s ~ t h i n g
that
the unit
does
not (for
eXllllple the
unit
wishes
to
charge
thfo qate
of
a
c u t 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
..
e his full
deduction
here the
URpire ahould
over-rule
thia.
Tha umpira s deciaion
aa
alway., ia
final.
I f
Lf s
are
uaed
they
must be
applied to
s l l
teata.
Random
Leadership Factor
Selection
f
you
can t
ba
bothered
to
specify I f s
n
the
f irs t
place, or
when
a
unit
gets
a
new
laader,
the following .. had should be used
to
select an I f .
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
i s
a
. inus dice
a
4 = -1
Plus
dice
is
a
5, Minus
dice
a
S =
0
So officer
is
0/-1
~ r b t r 5 ~ n n o r a l t t t 5 t
Thesa
rules util ise
8 1:1
figure scale
and a
short tille scale. Accordingly, the ordera and
IIOrale
teats t reflect
this.
Orders
COllIe f ro. the leader or gener8l end are interpreted by
the Ulllpire actinq 8a
the
uni t c o ~ d e r
1. HI GROUP
Several unita and/or
individuals
.. 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,
II Y be
llOIIIinated 88 group
leader
and
new order ..
be related
to
hi . vis lleasengera
if
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2. THE MOR LE TEST
Morale tests
are
taken when:-
1. A unit receives 20%
or
more casualties from missile
fire.
2. A unit is fired
at
by a unit t didn t
realise
was there.
3. 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
t
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
n 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. Non-Intelligent
creatures
take
a different teat.
To test morale, add
up
the following:
If
attacked
wh
ls t 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
t w i e ~ o u r
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
t r ~ 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
1
3
4
5
6
Results:-
Drilled
Orgsnised
-1
-3
0
-2
0
0
+1
+1
+1
+2
+2
+3
If the
result
is +1
or more
the
unit
is
O.K.
f
the
result is 0
to
-5
the
unit must ret'
ire.
Tribal
-4
- 2
-1
+2
+3
+4
If the result ia
less
than
-5 the
unit
is
routed.
9
Levy
-5
-4
-3
0
0
0
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Units forced to
retire
must r e
treat to the nearest cover,
or,
i f
they
are n cover they
must
stay
there.
They
may
not move
towards
the enemy but
may
turn
and defend themselves i f
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
i f 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
R NDOM
MODIFIERS
instead of the others
Dice Drilled
Organised
Tribal
Levy
I -3
-4 -5
-7
2
-2
-3
-3
-6
3
0
-2
-2
-5
4
0
0
-1
-3
5 1
0
1
-3
6
2 1
2
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 it
is behind your own lines and not within 15 of any enemy troops -
including flying
troops.
THE
PURSUIT TEST
Troops whose m
elee
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
I 1 2
3
3
2
-1
0
2 2
3 -3
-2
1
1
4
-5
-3
1
0
5
-7
-4
-2 0
6
-9
-5
-3
0
THE
NON-INTELLIGENT
CRE TURE MOR LE
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 stabil i ty, bravery,
controllability
~ n d so on. The average
is
again 7. A o ~ s e s morale level should be 7, an
elephant s
5,
big
CRts and wolves 8, dragons, i f you choose to class them as non-intelligent, 9 or 10.
Control Factor
Is the equivalent of leadership factor. I t ia exerted by the creature s controller, be he a
rider, telepath,
handler ~ i t h
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.
I t should
takp
into
account thp.
size of
the beast and controller, the amount of time they have been
rogp.ther, the b ~ a s t s fear of
/ f
riendship with/respect for, the controller,
the
controller s skill
n so on.
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The
Cf of .-- expert
or
dog'.
_t r
ehould be 5, t.lapath
4,
norMl hor. . . . .
handlar
on
foot with wtdpa c. or
.--
elephant rider
2.
Deduct
one ~
the
if
the handl.r 18
controlling IIOr.
ttl.--
three
be . .
Take.
t when the beeet i . c_oded
to
charge,
i . fired
14Xl . i tacked in _lee, i
tacked by fire
or
cc.e. wUhin
20
y.rd. of flre.
Total
up the
belowt-
Each 1Ii
le hit au.t.ined in the l . . fire phu
2 Tak .rave for unit
Attacked by fire or .ag1c
5
Fire within 20 yarde
l
, . t be
large firel ~
houa.
fir .
rire
w1thin sight
2
Bumif19 field
Attacked
in _1
2
Each
hit auateined in 1 IIOve
1
Tak
er.ge for . unit
Any cre.ture of . . . . type etlMpeding within 50 y.rde
2
Beaat hila p.--icked before
in
geM/ie panicking
2
Minus the control f.ctor
Minus the throw of
1.
1. 2. 2. ' . , dice
If the reault ia more th.-- the
be
'e morele level
i t
shie.. It will refuee to mova forw.rd.
rider takaa 1
u n o ~
point. If the result ia 4 more then thie
level, i t
st.mpedee/p.nic
Each ~ v throw dice to determine
direction
of movement.
will
move
r.te , . Rider four unformed pointe.
Recovery of
Control
If the beest has
h i e
te.t e.ch move after th.t . Then when the result f . l l . below the bll . t s
morsle lavel. then i t 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
-
i t
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 l-
A Primary Objective or Objectivae - This could be tOI-
l .
Support aomeone or eomething. Thia
i l
done for millilamen
by
firing
on
.nything, firing I t or
charging target
unit
or Inything
elae thlt
the umpirl judge. to be
thraltening
eupportad unit.
ror
melee
troop.
by
I t
acking 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. o kill aomeona or deatroy group. A
d when melee
unit..
come
within
move threl of
.uch
troopa they will ch.rge providing thay
t.k
1 nee
y
ta . t . ,
etc. Mil.ilamln
will
glt
to
within cloea .range .nd
fire,
thay
will
.1waYI trlat auch .1 priority
target
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Also,
there
are
three
armour classes for movement - Unarmoured troops ,
wh
o may hav e a he lmet and
shield
but
no
more; Armoured troops
who may
have breast and
arm
armour,
and
Hea
Vi
l y
ar
moured
troops who may
have leg armour
in addition.
Movement chart
for halflings:-
Armour Walk
Trot R
un
Unarmoured
3
5
B
Armoured
3 5
7
Heavily armoured
3
4
6
Movement
chart
for normal humanoids:-
Armour
Walk Trot
Run
Unarmoured
5
7
12
Armoured
5
7
1
Heavily armoured
5
6 8
Movement
chart for small
giants:-
Armour
Walk
Trot
Run
Unarmoured
7
9
16
Armoured
7
9
-
14
Heavily
Armoured
7 B
12
Movement
chart for
Giants:-
Armour
Walk Trot
Run
Unarmoured
9
12
16
Armoured
9
12
14
Heavily
Armoured
9 1 12
Troops
in
Loose Order
may
add
1
to
all of
these moves, Giants i n Loose Order
may add
2 .
NOTE;-
When
using 5mm models or a small table (playing area ) these
distances
should be halved
or converted from inches to centimeters as
convenient.
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2.
NON-KNHOIDS
~ i c l e helle three .ove
rates
in the _
y
88 ' - ' a ida . The following 118t i . an
atttlllpt
to
be CQIIprehenaive. However, the
inevibble
loop hoI
..
can be filled
in
by the players.
Creeture Welk Trot
Run
Horse, Cent.ur, Unicorn
B
12
20
lion, tiger, lerge cata
5
10 24
Giant wolll..
aill t
doq
7
14
20
Wolves
and
l.rge
4
8 12
Elephante
and
the
6
9
15
Oxen, c t t l ~ ~ t horeM 4
8
12
Dregons
S
ID
18
Pterodactyl., ayvern
and
cocketricr
2
4
8
Giant sDidera crlba
and
cruetetiona
4
B
12
Giant rata en l MlaU cats
4
6 12
Gigantic
rata
8
16
Snakes
1 2 4
Grouded
D1l'C18
1
2
l
Riding
llz.rda
6 1. 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 ~ v e 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 .. 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
Trot
Run
Rider.
SII
up to
9
B
2l 20
Riders SII
up to
14
6
10
16
Riders SV
up to 28
6 8 14
Animsla
moving carts, chariots and so on, or scting aa pack animals
lubtract
)01 from their moves
as i f carrying very heavy ridera.
3.
SlJP[R-NATIJIAl AN) r o N ~ A T U R A l
CREATURES
Choata, the undead, etc . ell
be
given IIDV
..
according to the
pl.yers'
~ - ' - 'i eh 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 Trot
Run
IIelroo
6
9
"-Y
5
-
Wraith
7
Skeleton
6 8
Choula 7
9
Spirite
7
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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 ~ i l s t the other wheels or
moves
forward
up
to
i ts
maximum
permitted
move)
incures
no
penalty.
Troops
may
not
wheel and run however, and
Levy
and
tr ibal 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. n which
case
they must be climbed.
t 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 \
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.
~ l l 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
t e r m ~ 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
ECHANISMS
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).
f
for example,
the resultant
figure were
4 0 ~ ;
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
= ~ ;
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.
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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 ~ ~
Own ability is l ~ ~
Dragon's SV is 100,.
so
+20 60
This gives B x 6 ~ B ~ .
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 s
O.
Basic
percent
chance
(heavy lance)
45
Ability
factor l ~ 5 5 ~
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 . i ta target
or
s melee blow is atruck, t is then
to be decided whether t
kills
the
target/melee opponent. The
shot
could
just rst t le
off a
piece
of
srmour.
Esch weapon, missile
or
beaat has
ts 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 t 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 t 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 = 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.
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This means that a spearman, no
matter
how big a hero
or adverse circumstances
he faces,
~ i l l
always have at least a 3 chance of striking a blow.
H A ~
TO H A ~
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 dril led 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 i f a unit
of
spears
or pikes
has any unformed points
on
i t
then
the additional
ranks
may not be added. Also
note
that although
this l ist
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
hi s
/
her
blow,
the
bas
ic
chance
depends on
the
sort of weapon that the
figure
has - this will be modified by circumstantial
factors.
.
hance
Ki lling w e ~
Troops Arms
'
of striking
Hal fling
Human
Giant
Mounted
on
horses
or Heavy Lance
45
6
6
15
similar
Lance
50
4
7
15
~ e a r
40
4
12
~ o r d Mace, etc.
35
3 5
10
Any weapon used 1n
two hands
25
4
7
15
Fighting on foot
Pike
25
3
5 10
or
s
stable
platform
Spear
30
3
S
10
Sword Mace,
etc
.
35 4 B
Any weapon used in
two hands
35
4
7 14
Improvised weapons
15
1 2
4
f is ts , k1ck1ng,
etc.
10
I 2
4
Not
es
A Heavy Lance
is
unusable
i f (a)
(b)
the
lance
armed troops did not charge into melee
i f
i t i s
the
second
period
of melee
unless
your oppoents
have been broken through or
routed.
A lance, under the same circumstances l isted above for a Heavy lance, counts as a spear .
Sword clasa
covers all amall weapons of
this
type, maces, flai la 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 no t 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
Giant
SV35 with
sword
to
hit , 12KP
to
hit , 24KP
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T CTIC L fACTORS:
Having
obtained a
baaic
percent chance of
striking
a
blow
, the following
factors are used to mOdify
that
figure.
The
Ability factor
- Opponents
A b ~ l i t y factor
fighting
from a higher
position
than
5 1
for
each Unformed
Point.
that
you
enemy
have
Sr.
all
but sword, improviaed
and
fista
- 5
thrusting weapons (apears,
pikes,
fighting against close order
troops
etc.
)
facing opponents
in
Open
Order
+5
own
weapon is
longer
than oppoents
- 5S
you
are facing
fully
formed,
drilled
close
order troops
5,.
charged
that move
l ~
one-handed
weapons
facing
enemy
in Open
Order
+ 5 ~
having forced opponent
back during
l ~
any
troops
fighting
from
a rear
the laat melee period
rank
-15
two-hended weapon. facing
enemy
n
Open
Order
Totalling up theae factors
and modifying
the basic
percent
to hit will
give the
actual
percent
chance
of hitting.
THE GL NCING 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
i f
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
k lIs
as
n01 llls1.
BRE kTHROUGH
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,
i t
is likely
that cavalry,
or a mounted charge, could well pass strsight through s melee oppoent.
To
see
i f this
has taken place a
l i t t le
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
4
6
J
2
lines
3
lines
1
line of close order
troops
2 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 i f 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
i ts
opponent with no
movement
penalty
and
continues
i ts full move
All involved receive
three
unformed
points.
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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. t is a unit of creatures whose SV
is
over 40.
2. The melee
is
one which has involved glancing blolils.
Even
though a
unit
has ilion
the
melee and not forced
i t s
oppoents back to
purposes
i t
counts as that round of melee, or the entire melee,
is
won.
melee and rout
away
to the nearest cover i f
i t 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).
all intents and
A unit lIIill break from
of rounds of fighting .
need
not be
done i f a
1 For each round of
the present
melee that has been lost
1
for
each unformed point that the
unit
has
1 If your officer has been lost in
thia
melee
1 For each 10% of your
unit
that hes been lost
n
the present melee
1 For each quarter of the unit that has been lost to
date
-1 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
i t is
s t i l l
in
contact
lIIith
the routing
unit
at
the end of the move, then
i t
strikes full bl olils on
the
routers .
If
your melee opponent
is
not
fighting
back -
i t is
running Away, unconscious,
etc
. t hen
do
not
deduct for i ts 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 l i s t
may be ventured - this is suggested only and
may
not be applicable to certain manufacturer's
figures or your scenario.
% to' Strike
Killing POliler
Pterodactyl (Ground)
B 10
Giant Wolf
40
4
Wyvern
120
12
Serpent
65
(more i poisOn9US)
Giant Spider
U5 10
(more
i f
poisonous)
Tree Men
90
10
Giant Crab 100
10
Hydra
450
4
~ n k e (Ground)
BO 10
Centaur
Count as a foot humanoid
small
giant for
melee
Griffon
100
B
Giant Lizard
30
3
Oragon
285 18
Cockatrice
60
6
Giant Rat
40
I
Gigantic
Rats
100
8
Gargoyle (Ground)
Counts as Hlnanoid for
melee sVlb
Harpy (Ground)
Counts as Humanoid
for
melee
SV6
Salamander
Counts
aa
Humanoid
for
melee
SV6
1111 Bear
100
10
Pegasus,
Hippogriff
etc. 35
5
Unicorn
50
8
Tigers,
Liana, Large Cats
50
4
Wolvea and
big
dogs
35
3
Fat Corgis
1000
1
Elephant
120
10
Stampeding
Cattle
30 4
p e r
b a . t )
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MYTHICAL
BEAST SITUATION
FACTORS
I t
is
very
difficult
to give a complete l ia t
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
- = 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
carry
i
ng
a
driver
and
a spearman has
5 ~
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 i f
armed with miasile weapons, again with normal
effect.
Otherwise they
may
not
fight.
1 iring
WEAPONS
CHART
Short
Medium
Long
a.
r o o ~ oows
Range
bands
0-10 10-20
20-40 40-100
chance
of hitting
35
30
20
1510
Killing POlller
5 4
3
2
b.
Long bows
Range
bands
0-15 15-30
30-60 60-125
chance
of hitting
3 ~
3 ~
~ 15
Killing Power
6 5
4
3
c.
Crosabows
Range
bands
0-20
20-40
40-80 80-160
1
chance
of
hitting
35 30 20 20
Killing
Power
6
4
3
d. Horse
bo
ws
Range
bands
0-15
15-30 30-75
chance
of hitting
25 ~
15
Killing Power
4 3
2
e .
Slings
Range
bands
0-15 15-30
30-75
chance
of hitting
35
3 ~
~
Killing Power
3
2
2
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Short Medium
Long
f.
Thrown
axes, pilum
etc.
Range
bands
0-5
5 10
10-15
%
chance
of hitting
30%
20%
15%
Killing
Power
7
5
4
g.
Javelins and darts
Range
bands
0-8
8-15
%
chance
of
hitting
35%
25%
Killing
Power 5
3
h.
Thrown stones,
bottles
etc.
Range
bands
0- 5
5-15
%
chance
of hitting
20%
10%
Killing Power
2
All renges given are
in
inches, however
i 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 5
or
part moved by target
that
move
5:0
For each 5 or
part moved by
firer
that
move
5
Firing at
a ahielded
Human
or
Humanoid
5
Targets basic _SV is below 4
-
For each unformed
point that
the
firer
has
-10%
Target behind hedge
or
bushes
-10% Shooting at
an
individusl
Human or
Humanoid
in
your minimum rangs band
-10%
Tsrgets
bssic SV is
below 2
-15%
Target
partially
behind wall
or
amongst trees
-15%
Shooting
in
poor
light
1 5 ~
Shooting
from an unstable
platform
such as a boat
1 5 ~ Shooting at
an individual at
medium range
-15%
Targets basic SV ia below
1.5
-20%
Target behind
crennellations or window
-20%
Targets
basic SV
is
below I
-25%
Shooting at
an individual
at longest
range band
-25%
Targets
basic SV
is
below
.5
21
For each Ability Factor
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
+15% Firing
st
a
targst
whose
basic SV
including any mount)
is 20-40
+20%
FIring
at
a
target whose
bssic SV
including any
mount)
is 40-80
+25% Firing at
a
target
whoae
baaic
SV
including any mount)
is 80-120
+30% Firing
at
a
targat whose
basic SV
including any
mount)
is
120-150
+35% Firing
at
a
target
whoae
baSic
SV
including any mount)
ia
above
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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 i f they are in close order otherwiae they
may
fire over two ranka of their own body.
rire
Arron
The 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
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TOT L
CH NCE
TO
HIT
OR STRIKE
BLOWS CH RT
Individuals
Number of men
hitting
or
striking
chance
1
2 3 4
5 6
7 8 9 10
5
5 10 15
20
25 30 35
40
45
50
10 10 20
30 40
50
60 70 80
90
100
15
15
30
45
60
75 90
105 120 135 150
20 20
40
60
80
100
120 140
160
180
200
25
25 50
75
100
125
150 175 200 225 250
30 30
60
90
120
150
180
210
240 270
300
35 35
70
105 140 175
210 245
260
315 350
40
40
80 120 160 200
240
280
320 360
400
45 45
90 135 180
225 270
315 360
405
450
50 50 100 150
200
250
300 350
400 450
500
55 55
UO
165 220
275
330
385 440
495
e
60
60
120 180 240
300
360 420 480
540
600
65
65
130 195
260
325
390
. 455
520 585 650
70 70
140
210 280
350 420 490 560
630 700
75 75
150 225
300 375
450 525
600
675
750
80 BO 160 240 320
400
480 560 640
720 800
85 85 170
255
340
425
510 595
680
765
850
90
90
180
270
360 450 540 630 720
810 900
95
95
190 2B5 380 475 570
665 760
855
950
100 100
200
300 400
500 600 700 BOO
900
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
i the chance to
hit
were over
1 ~ 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 str ike
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.
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Q bart
Jj
TilE AMAZIN
G CHART
FOR DECIDING
WHET
HER
BLOWS OR HITS
KILL
Targets
Killing o ~ e r
of
the ~ e a p o n or creature
fighting
SV
2
3 4 5
6
7 8 9
10 12
13
14
IS
3 67
3 5 57 86
4 5 75
4 5
44
67
89
5 40 6
8
6 33 50
67 83
7 29 43
57 71 85
8
25
38 5
62
75 89
9 22
33
44
55
66
78 89
10
2
3 4 5 6
7 8 9
11
18
27
36 45 54
63 72
81
91
12 17
25
33
42
5 58
67 74
83
92
13
15 23
31 38 46
54
61
7
77
84
92
14
14 21
28
36
43
50
57 64
7 78
B6
93
15
13
2 27
33
4 47
53
6
67 73 8 87
93
16
13
19 25
31
38
44
5
56 63 68 75 81
88
94
17
12
18
24 29
35
41 47
53
59
64 7 76 82 88
18
11
17 22 28 33 39
44
5
55 61 67
72
78
83
19
11
16 21
26
31
37
42 47
53 58
63 68 74
79
2
10
15 2
25 3D 35 40
45 5 55
6
65 7 75
22.5 9 13
18
22 27
31 36
4
44 48
63 58 62 67
25 8
12 16
2
24
28
32 36 4
44
48 52 56
6
27.5 7
15 18
21 25 29
33
36 4 44
47
51 55
D
7
1
13
17
2 23 27 3D 33
37
40 43 47
5
4 5
8
1
13 15
18
2
23
25 28 3
33
35 38
5
4 6
8 1
12
14 16 18 2
22
24 26
28
3D
100
2
3
4 5 6 7 8
9
10 11
12
13
14
15
24
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Chart B
is
used
to find the
% chance
of
any
single b ] o ~ or
hit
of killing
an opponent.
Read
the
Killing P o ~ p . r (KP)
of the
~ e a p o n along
the
top and
cross
check
this
~ i t h
the
Strength Value
SV
along
the
left hand side.
Where
the KP
of
a ~ e a p o n
or
attacker
is
higher than the
chart
~ i J I go,
read off in u
n;ts
of 10, ego
~ i t h
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 l o ~ e r values, ego 45
~ o u l d be
half ~ a y e t ~ e e n 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
~ i l l
l ie
i n - b e t ~ e e n
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
~ h i c h
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
Men
asic
chance
Spear
30%
Tactical
Factora
Own
Ability
Factor
+5,.
Charged
+ 5 ~
Longer Weapon +5
TOT L
+ 1 5 ~
Modified % chance
45%
% chance
of
whole
unit
x
12 =
of striking
blows
Number 0 f
hits
5 with a 40% chance of a
6th
Throw dice
Score ia
Bl -
so only
chance of
killing
with
x
17%
=
chance
each hit
Throw
dice
66 - so the men have
one
of the
Owl-Beers
Result
Pushed back
J
OPTIONAL TACTICAL FACTORS
FOR
MELEE
WE PONS
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 ' l ight '
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
5
hits
killed
Owl-Bears
Claws
lO(t;
Enemy
Ability
- 5 ~
TOT L
5
95%
95 x 4 380r
J with a
80%
chance
of
a 4th
Score is 67 - so
there are
4
hits
4 x
chance
(3
kills and a 64%)
28 - so the Owl Bears have
killed
4
of
the men
Have
pushed back
3
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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
n
plate armour
Two-Handed
Cutting
Weapons
+1 fighting opponents in plate armour
-2 fighting opponents n mail armour
Cutting Swords
+1
fighting
' l ight ' troops
-2 fighting
'heavy' troops
(see above for definitiona l
Example
of USe:
Cutlass
armed infantry attack
a unit
of
unarmoured, open order
bowmen.
B
asic
% chance to
strike
a blow 35
Charged 5
One-hsnded wespon v open
order
-10
Cutting swords v open order
+20
G
iving
a total % chance to strike a blow of 50
Totsl
40
30
50
IJhen
dicing
for kills, the aabremen
receive
a
+1 killing
power bonus
increasing the
KP
from
4
to
5.
lping
cre tures
H
ather
than spread the inform
ation
concerning flying crea t ures over the
rules,
-
t
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
Band
4
This
is
n the air but below 6ft above the ground. Troops may not fly
n
this band
whilst amongst trees, buUdil\Q8.
or
other such obstacles. Observstion, missile
fire,
etc. is as normal. Melees 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
y ~ d s above
the
previous band.
Bands
thereafter
- About 20 yards above
the
previous
For example:
Band
4
40
yds (20 )
Band 5
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