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Published by Capn_Ragnar, 2022-12-26 00:04:56

AD&D - Battlesystem - Skirmishes (2e)

AD&D - Battlesystem - Skirmishes (2e)

Keywords: Dungeons & Dragons,DnD,Wargaming,TSR,TTRPG

SkirmishesMiniatures Roster


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Table of Contents

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Area of Effect Templates. , ........ .... .... ,,, .....,, .,.........,l111o1109692

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- 1 Table of Contents

Tables

Table 12311111::13:254::::MRRRCRAeoocauot w:drcmMimkoSeCaraFeenn/tlnqoMteaddurCrsemeoeisroadnenMlsSscsBtS.etysoeat..mfrrrs..eoae..bSnl.r.Soea..g1Ri..lv..Btz..is...Iahiee.....nno.lr.ss....l...ngcs.....y..,...h....u....T..N........s....oh............fu...r............mo.T...............w......e..b...........r.......es.r.........r...a........s.......i.......n...........................................................................................,.....................-.-.2.454323533..21356641153969325721 ..Im....m....u..n..it..y................. ......
Table ...........Table

LTable Table
Table
Table 17:Hits vs. Weapon . . .. . 5 6
Table 18:Animal Charges .58
19:Turning Undead .60
*Table 20: War Machine Classes.
21:Tipping War Machines
Table .......Table ...6632
Table .....879237
Table
........ .lo3
Table 22:Wizard Spell Progression
.......Table SO3
.lo3
Table
Table .lo4
Table ,105
Table
Table
Table
22222223487956::::::: MMAAPMHrirraeiitmmseslgsesiiaooetclnerrSaWdlCCWpLeeRllaaleoalessapnPssmpgorVAonaoSnsadigws.nljru..udoee..serss..dtrsm...ssio....e..n...n......t...s.....................................
.........Table 30:THACO and AD Conversio, .lo6
,117
Table 31:Experience Points..
Table 16.--,in= Throws for Other Character C.la.sses .55
Table 32:Special Ability Modifiers

Design: Bruce Nesmith
Editing and Development: Steve Winter and Annette Bumgarner
Figure Painting: Dave Hoppadc
Terrain Scenosquares:Duke Seifried, Creative Designs, Inc.
Photography: Photography Unlimited
Graphic Design: StephanieTabat
Production: Sarah Feegeetad
Typography: Gaye OKeefe
Playtesting: Jim Atkjss, Anne Brown, Rick Brown, Bffl COMOIS,
Dale Donovan, Bruce Heard, 1. Paul Wountah, JonPlckens,
Steven Mend, David C. Sutherhnd, Steve Winter, and everyone
I who psrtldpated in demonstration gamer at Odghs '91.

i

All ot the rninb rn &played in this book are manufacturedby Ral Panha Enterprim, Inc.Many am pan of the A D V A N W DUNGEONS &
DRAGONS*, D?;A&A"LAN, and PORGOTTEN REALM9 linn of l M figum. POI the d e of cornpaition and W m .m e p h o t a in thb
book have been mlrrorrrvnrcd.

ADhD, ADV CED DUNGEONS & DRAGONS, BATTLESYSTEM, DRAGONLANCE,PORGOTTENREALMS,d the TSR logo w trademark#

owned by T S a c .

Random Hovv qnd its affiliate cornpanin have worldwide distribution rights in the book trade for English lan-e producb.

Dbtributed to t k book and hobby trade in the United Klnsdom by TSR Ltd.

S991 TSR, Inc. All rights merved. I TSR Ltd. End, chmy Hinton
Printed in the U.S.A.
120 Church
TSR, Inc. C.mbri& CB1 3LB
POB 756 Unlted Kingdom
Lake Geneva

WI 53147U.S.A.

3.

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..., . .

Introduction

Hits Basllidr This book gives you completerules to get into arguments with the other
AC for playing tabletop battleswith min- players. If you play by the spirit of
AD 6 iature figures. It is not a game of ar- them, you will have fun and avoid a
THACO 4 my against army. It is designed for lot of frustration.
1 use with a small to medium number
-Ranae 14 of miniatures (10 to 50) where each ...Common sense is a wonderful tool
21416 miniature figure represents a single
ML man or creature on the gaming table. given to all (well most) human be-
MDICD --12 You can use nearly any set of minia- ings. Whenever a "fuzzy" situation
CB tures to build a battle scenario. occurs, one not made crystal clear by
MV 6 the rules, use that common sense.
XP 975 This game is designed to mesh easily The specific rules you will find here
Size M are completeenough to provide guid-
AL N with the ADVANCEDDUNGEONS h
EXP Monster DRAGON9 2nd Edition game. All of ance in most situations. The spirit of
the rules are compatible with the
AD&W game. The troops and mon- these rules is completeenough to pro-
stem are drawn directly from the vide answers to all situations. How-
ADhD Monstrous Compendiums. ever, you may have to apply common
The spells are adapted from those in sense and an attitude of compromise
to find them.
theWAhDile&SDkPirlmapisrhSesHadnodebsonookt.require
What You Need t o Play
the use of the AD&D game, these
rules can add tremendous color and FIGURES Miniature figures, cast
excitement to role-playing scenarios.
Anyone familiar with the ADBD from metal or plastic, make the best
game environment will feel right at troops for your army. The game is de-
home with Skirmishes. signed to be played with 25mm scale
figuresand a groundscaleof 1inch =
The rules in this book are struc- 10feet. This chapter and Appendix D
tured to allow you to learn them easi- contain information on preparingfig-
ly. The basic game rules are described ures for play. (AppendixD is a short
first. Once they have been mastered, course on painting miniatures.)
you can move on to the expanded
rules. The basic game covers every- PLAYING SURFACE: A miniatures
thing you need to play a miniatures
battle and have loads of fun. The ex- game requires a large, flat surface.
panded d e s can be added one at a You can use a section of floor, but for
time as you want them, to cover spe- several reasons, a tabletop is much
cial situations in your games. better, especially in a household with
animals or small children. The table
Spirit vs. Letter should be large enough to allow room
for maneuvering, but small enough
kA m iatures game is rarely an ex- so any part of the table can be
reached from at least one edge. The
act set rules. There are too many scenarios given in this book are de-
factors involved and too many unde- signed to be played on a table that is
fined, gray areas. No single book, or roughly 4 ft. x 8 ft.
even several books, could cover all
possibilities and keep a format which TERRAIN: The playing surface usu-
allows for quick and easy reference.
ally represents something other than
As a player you have an important a flat, featurelessplain. Whether you
are playing a predesigned scenario or
decision to make: will you play this one of your own creation, the battle-
game by the letter of the rules or by field is likely to have hills, rivers,
its spirit? If you choose to play by the buildings, forests, or other kinds of
letter of the rules, you are guaranteed physical features that affect how the

4


battle plays out. 6,8-, lo-, 12-, and 20- sided, plus
If you are new to miniatures gam- percentile (100-sided)dice.
ing, these terrain pieces can be very
simple and abstract. Strips of con- MEASURING STICK:Several rulers
struction paper can mark a river. A
few large books can be scattered and measuring tapes should be kept
around to represent low hills, while a handy at the gaming table. Every
small book on top of a larger one can player will need to make several mea-
represent a high hill. surements during each round. The
Of course, a whole host of best tools for this are those metal tape
products is available to make your measures that remain rigid when ex-
battlefield look like a grand diorama. tended. Rulers or yardsticks are ade-
Sloping Styrofoam hills, detailed quate most of the time, but they don't Basilisk
miniature trees, model buildings, and do so well at measuring curves and
other realistic features will bring the arcs. Some players find it handy to A brrlllrk'a g w turns
battlefield to life. Finding new and in- have pieces of cardboard cut to spe- cmaturer to atone-even
genious ways to make terrain is part cific, handy lengths (6, 9, 12, and 18 clwturae In a h e n d
of the fun. inches are common measuremhts in form-at a range of 6 Inches.
the game). Vlctlme am allowed to make
DICE: Where would any game be a raving throw V.I
A piece of string is also useful. potrlfkatlon.
without dice? The basic die for Skir- Many times a line of sight question
mishesis a 20-sided die. Have at least can be resolved by stretching a piece
four 20-sided dice available, and of string between the two points. If
more is better. The expanded rules ta- the string cannot be pulled taut with-
bles use all of the polysided dice; 4-, out touching something, the line of
sight is blocked.

Here are a few examp!e8 of the Ibmnw&d to play the Wtmkh game: dlca, mlnleiurm,a ruler,tMnin piece#,a adng 5
I


Preparing Your Miniatures bases. A dragon, for instance, may be
stretched out on the ground. This
Many different types of miniature would require a much larger base,
f i r e s are availablefor use with Skir- longer than it is wide. It is more im-
mishes, ranging from historically re- portant that the miniaturefits proper-
alistic foot soldierswielding spears to ly on the base than it is to have all
fantastical flying dragons. bases conform to some rule. The 'Ti-
SCALE: One inch on a Skirmishes ny" category is included for com-
gaming table represents 10 actual pleteness. Very few miniatures are
feet. This includes elevation and hori- available in this size, and playing
zontal distances. Most fantasy minia- with figures on l/4" bases is difficult.
tures are in 25mm scale, which means
Bugbear with spear they are about an inch tall. Obvious- Table 1. Recommended Base Shes
ly an average man is not 10 feet tall.
Hltr 3 But the miniature is only a represen- Class Size Base
AC 4 tation of the character on the gaming ((ST)mh ayll
AD 118(1()18) table. Monsters are dealt with in the 2' 1/41'
THACO 21418 same fashion; they are usually not the i/2te
Range 11 exact size the miniature portrays. 21-41
ML (Remember,this is a game, and games (M)an-sized 4'-7' 3/4"
MDICD 5- are for having fun, so don't wony too Urge
CB much about the exact scale of the (Wuge 7'--12' 1"
MV 9 miniatures.) (Qargantuan 2125'+-25' ' 1V2"
XP 120 BASES: Each miniature should be 2"
Slze L mounted on a cardboard, wood, or
AL CE metal base. The base does two things: COMBAT VALUES Each miniature
EXP Regular it represents the area the miniature
can control and prevents the minia- in the game has a set of combat val-
ture from falling over during play. ues. These must be known before you
The exact size of the base is not criti- can begin playing the game. In order
cal. You can make bases that look to save space, the names of these val-
right to you or use the recommended ues have been abbreviated. Following
sizeslisted on Table 1.Either type will is a list of abbreviations and their
work fine. Square bases are recom- meanings. Appendix B gives exten-
mended because they make it easy to sive lists of varies that you can use.
visualize the four facings of the fig- In Appendix A you will find rules for
ure. Some players prefer round or converting standard ADBrW game
hexagonal bases, and these are fine, creatures into Skirmishesfigures.
too.
Throughout this book, every set of
For Skirmishes, miniatures are facing pages has an example of a
grouped into six sizes according to painted miniature. With the photo is
the size of the creatures they repre- a listing of the combat values for that
miniature. These photos are arranged
sent. The "real" size of the creature in alphabetical order throughout the
book. Appendix B includes combat
and the recommended base size are summariesfor these miniatures, also.
referenced on Table 1.For some min-
iatures (horsesin particular) the base If you are playing with only the
should be.rectangular.The dimension core rules, ignore combat values that
in the table always refers to the long- appear after a slash or in bracketsand
est side. braces. These are for the expanded
rules and cover larger than man-sized
Not all miniatures will fit on these targets, charging, and bracing for a
charge.
HITS:Stands for Hit Dice. This is the
number of successful hits the minia-
ture can take before dying.

6


AC:Stands for Armor Class. This is a tance for missile weapons. The three Bugbear WHh spear

number between 10 and -10 repre- numbers are typically separated by Bugbearscarry only one
senting the defensive skill or armor of slashes. throwing spear.
the miniature. Smaller numbers are
better. It adjusts the opponent's ML. Stands for Morale. This is a
THACO, making it more difficult for
him to score a hit. number ranging from 1to 20 that rep-
resents the miniature's willingness to
AD:Standsfor Attack Dice. This rep- fight. In bad situations the miniature
must roll under its morale value in or-
resents the miniature's deadliness. It der to stay and fight rather than run
is the number of dice that the minia- away.
ture rolls in combat. Missile damage MD/CD: Stands for Morale Distance
is shown in parentheses. or Command Distance. This is the
distance in inches the miniature can
THACO: Stands for To Hit Armor be from another miniaturein its unit.
If it moves further away, it must
Class 0.This is a number from 2 to 20 make a morale check. The command
which represents the miniature's com- distance performs a similar function
bat skill. Low numbers are better, be- forthe commander.Thisvalue is only
cause a roll equal to or above the u d in the expanded rules.
adjusted W A C 0 is considered a hit.
MissileTHACO is shown in parenthe- CB: Stands for Command Bonuc.
ses.
This value is only applicable to field
RNG:Stands for Range. It defines the commanders. It representsthe morale

short, medium, and long range dis-

Man Slsod

I

7


lntroductlon

Catablepar bonus the commander can add to a rale at the same time. Units are cov-
unit under his command. This value ered in detail in the expanded rules.
Hits 6 is only used in the expanded rules. Any reference to units in the core
AC 7 rules is assumed to a ply to individ-
AD 1 MV:Stands for Movement. This rep- ual miniaturesas we{

-TRHaAnCaeO -16 resents the number of inches the min- The Referee
iature can normally move in
ML -11 unobstructed terrain. A referee is not necessary in Skir-
mishes,In some cases however, a ref-
MDICD XP: Stands for Experience Points. eree can greatly enhance the play of
the game. The job of the referee is to
MV 6 This is the point value of one minia- oversee the rules. If there is a dispute
SXPizo 9-7. 5. ture of this type. Scenarios are rated between players about an interpreta-
L by XP per side. Each player purchases tion of the rules, the referee makes a
AL MN onater miniatures up to his XP allotment. judgement. His decision is binding.
EXP Debateis OK after the game, but dur-
AL:Stands for Alignment. All of the ing play the referee's word is law.

miniatures on a side must be of simi- Some scenariosmay call for hidden
lar alignment. A l i m e n t is abbrevi-
ated as a two-letter code. The first movement or secret actions. The ref-
letter standsfor either law, neutrality,
or chaos, and the second letter for eree must keep track of these and note
good, neutrality, or evil. Neutral/ their effects on the game table. Hid-
neutral is just called neutral. den movement and secret actionscan
add a new dimension of fun to the
S Z Stands for size. This is the size game.

class of the miniature as defined by Usually the referee is not a regular
Table 1. player. His sole job is to resolve dis-
EXP: Stands for Experience. This is putes and handle hidden information.
the combat experience rating of the In simple scenarios, however, the
miniature. There are seven different most experiencedplayer can often do
ratings (rabble, irregulars, regulars, double duty as the referee, if he can
veterans, elite, heroes, PCs). Units remain impartial.
with lots of battle experience are less
likely to suffer from poor morale and If the scenario being played
do not rely heavily on their leaders. evolved out of a role playing situa-
tion, the referee will in all likelihood
W P is only used in the expanded be the DungeonMaster from the role-
playing session. In that case, chances
rules for units. are he is playing one side of the con-
flict and controlling some of the other
MR:Standsfor Magic Resistance. For side's forcesas well. He must try to be
fair and impartial in his rulings.
most creatures this is standard, or ze-
ro. Some powerful creatures have a
natural resistance to all magical ef-
fects. This number is a value from 1
to 20.

UNITS:A unit is a military structure

which links several miniatures to-
gether. This usually means the minia-
tures act together. Not all scenarios
require the use of units. All minia-
tures in a unit move at the same time,
f i i t at the same time, and check mo-


Part One Core Rules

Chapter I1 er's movement. When the player Catablepas
I moving a miniature has declared his
path (see movement below), another A catablepar can perform a
Sequencje of Play player may interrupt him at any melee attack In any
point on that path to perform oppor-
fEach rou d in Skirmishes consists tunity fire. dlmtlon. Ita opponent muot
MVO vr. pamlyzatlonor be
of several s eps, performed in the or- A miniature that is routed must stunned for ld10 rounda.
der describq here. You might not rec- perform rout movement during this Each round the catablepaa
ognize som( of the terms used below, phase. A miniature that is shaken has
but they arb all explained in the rules two options: move and remain h r a 26% chonoe to llfl Ita
that follow, shaken, or remain stationary and try
to rally (they can fight if attacked). head sufflclantly to conduct
Table 2. Ro d Sequence a drrthray attack wlth an
1.Detenn$initiative The rally die roll is not made until the 18" range, vlctlm muot aavo
VI. death.
a. Declak opportunity fire morale phase.
COMBAT: Each miniature that is not
2' z $ f s t u n i t s (expanded rules) routed or trying to rally can attack
b. Execu e opportunity fire during the combat phase, either in
c. Rally {heck. melee, with a missileweapon, or with
magic. Players make their attacks in
3. Combat initiative order, starting with the
a. Meleeicombat player who won initiative and then
b. Missilk combat ascending.

becksc. Magicl(expanded rules) Specific types of attacks from one
player's miniatures are not performed
4. Morale in any set sequencewithin the combat
phase. Melee, missile fire,and spell
DETERMIbE INITIATIVE: Each casting can happen in any order. Each
f i r e can make one such attack, un-
player rolls'a 20-sided die. Initiative is less the ability to attack more than
determined individually for each once is noted as a special power for
player, reg rdless of how many lay that miniature.
MORALE CHECKS: Each miniature
Y -ers are on side or team. The p ayer
is examined to seeif something which
iwith the lo est die roll has won ini-
happened during the round makes a
tiative; tied are re-rolled. Keep track morale check necessary. All routed
of the initbtive rolls. They will be miniatures must make a rally check
needed agap in the combat phase. during this phase. Shaken miniatures
can make a rally check if they did not
DECLARE OPPORTUNITY FIRE:
~ move in the movement phase. The

All players declare which miniatures die roll is made and the results tak !
are going to perform opportunity effect immediately.
fire. This i$ done in reverse initiative
order-sta$ with the highest die roll
and declad in descending order.

T: Each player now
Again, the

er does the same for his miniatures,
the rest in descending or-
who won initiativeal-
get to perform
another play-

9


Part One Core Rules -

Hits Chimera Chapter 2 the combat phase, Jill begins to roll
AC her attacks. While rolling the attacks
AD 9 Inltlatlve for a mounted warrior, one of the
THACO 61512 dice shows a 2. She finishes rolling
Range 5 Initiative is merely a nice word for the attacks for the wamor and the
ML ”who goes first.” Before the players horse. Steve now starts rolling his at-
MDICD 1-1 actually start moving their minia- tacks. When he is through, Jill fii-
CB -13 tures, they must determine the initia- ishes any attacks she might have left
MV - tive order for the round. Determining for the round.
XP initiativeis always the very first thing
9, FI 18(E) done in each round. If Steve had rolled a 1 or 2, the
Size 5,000 THE DIE ROLL: To determine initia- combat initiative would have been
L tive, each player rolls a Zo-sided die; given back to Jill. It is possible,
AL CE re-roll if there is a tie. The player with though unlikely, for initiative to
EXP the lowest die roll has won initiative switch sides several times in a round.
Monster and gets several advantages during
the round. Multi-Player lnltiatlve
EFFECTS O N MOVEMENT: The WHO ROLLS INITIATIVE. Each
player with the highest die roll must
player rolls initiative individually, re-
move all of his miniatures first. The gardless of how many players are in
the game or how many are on the
other player then moves all of his
miniatures. If there are more than same side or team. If two players roll
two players, they move in descending
order. It is advantageous to move the same number, they still use that
last: that way you can react to what number to determine when they
the other players do. move relative to the rest of the play-
EFFECTS O N COMBAT: Contrary ers. However, they must roll again
to movement, it is more advanta- until they get differentnumbers to see
geous to fight first. If you can kill one which player goes first. It is not un-
of the other player’s miniatures, it common for players on the same
won’t be able to return the attack. team to be moving and fightingat dif-
Therefore, when the combat phase ferent times due to the variety of ini-
starts, the player with the lowest ini- tiative rolls.
tiative roll attacks first and the one EFFECTS O N COMBAT: The rule of
with the highest roll attacks last. ones and twos described for a two-
player game above is not used in a
In a game between just two play- multi-player game. Rolling a natural
ers, if either player rolls an unmodi- 1 or 2 in combat in a game with more
fied 1or 2 on any of his attack dice, than two players does not mean any-
initiativeswitches to the other player. thing special; initiative does not
All the combat actionsfor that minia- change hands mid-combat. (Thisrule
ture are resolved before turning the is intended mainly to cut down on
initiative over to the other player. confusion in large games. Referees
INITIATIVE EXAMPLE: Steve and who don‘t mind keeping track of
Jill are playing a Skirmishesscenario. which figures have attacked and
During initiative, Steve rolls a 13 and which haven’t are free to experiment
Jill rolls a 5. Steve rolled higher, so he with this rule.)
moves all of his miniatures first, then INITIATIVEEXAMPLE:Four players
Jill moves all of hers. Moving on to in a scenarioroll a 3, two 5s. and a 16
for initiative. The players that rolled
5s re-roll to settle the tie between

themselvesand get a 4 and an 18. T h e


to move is the one who Part One Core Rules Ib
rtunity fire rather than
ayers do this in initia- forward face. Later in the round. Chimera
when the other players are moving
their miniatures, if any of them move
into the line of sight of a miniature
performing opportunity fire, it can
shoot at them.

Once this declaration has been
made, the miniature is not allowed to
move or change facing unless it is en-
gaged in melee by an enemy minia-
ture. In that case the miniature must
defend itself; it cannot execute oppor-
tunity fire even if it wants to.

The chlmera'a armor claaa ie
5 against frontal attacks, 2
agalnat flank attacks, 6
rgslmt mar attacks. Instead
ol ruing cItasn5uartetaocnkldyl3ceA,DthIen

chlmera
melee and braathe flra at a
alngle targat wlthln l V 2
Inchee, cauelng 3 hits (2 If
targat auccrufully maker I
M V ~va. breath weapons).

,

I

11

'I


Put One Core Rules

Hits Couatl Chapter 3 ture. The charging miniature can
AC Movement change its facing by up to 45 degrees
AD 9 to either side at the beginning of the
THACO 61512 BASIC RULE: Moving a miniature in charge. The charge can cross terrain
5 Skirmishes is easy. It can move as where the miniature is slowed by 312.
Range many inches as its MV rating. The Terrain that slows the miniature to 11
-11 miniature can follow any path it 2 or less breaks the charge.
ML --13 chooses, no matter how convoluted.
MDlCD It can change its facing at any time An obstacle (fence, stream, etc.)
0, FI 18(E) and as much as it wants during its can also interfere with the charge.
CB 5,000 movement. The tricky part is dealing There must be at least as much unob-
L with other miniatures and terrain, structed space between the target of
MV LG which are both explained below. the charge and the nearest obstacle as
XP Moncltor the miniature's charging movement
Slze A player must always declare out bonus or else that obstacle breaks the
AL loud where the miniature is moving charge.
EXP and what path it will try to take. This
is done before the player measures If a charge is broken, the charging
any distance on the gaming table. miniature immediately loses its
Once he has declared his intentions, charging bonuses for both movement
he must move the miniatures as close and combat. If it has not yet expend-
as possible to that goal, using their ed its normal movement allowance it
full movement rate. He must follow can continuemoving. If it has already
his declared path. used all of its normal movement, then
it stops immediatelyupon encounter-
For example, a player might an- ing the obstacle or difficult terrain. If
nounce that his four orcs are attempt- it contacts an enemy figure anyway, it
ing to reach the forest by circling does not get the combat bonus for
around the rocks. Upon measuring, charging.
the player discovershe is 1 inch short
of being able to get into the woods. Some types of weapons do double
He cannot choose now to stop by the damage (twice as many attack dice)
rocks. He cannot choose to move di- when used in a charge while mount-
rectly into the woods without circling ed. A lance is the most common ex-
the rocks. He must circle the rocks ample. Attack rollsfor theseweapons
and move straight toward the woods, are made even if the attacking minia-
ending his movement just short of the ture is killed before its turn to attack.
trees. To avoid confusion, roll the charging
CHARGING A charging miniature attack immediately upon that minia-
gets a 50% movement bonus to carry ture's death. This applies only to
it into combat. weapons which are doubled in a
charge.
The moving player must announce
the charge and give the defending CHARGING COMBAT BONUS If
player the option to make a hasty re- the chargingminiature reaches its tar-
treat in the face of the charge (see get, it gets a +2 THACO bonus for
Hasty Retreat). the first round of melee. To get this
bonus it must have traveled at least
The minimum range for a charge half its normal movement (the
equals the miniature's chargingmove- amount of the charging bonus) to get
ment bonus (one-half of its normal to the enemy.
MV).
CHARGING EXAMPLE: A human
Charging movement must be in a on horseback with 18" of movement
straight line toward the enemy minia- can travel 27" in daocehsanrgoet.gHetisthchear+g2e
bonus is 9". He


.. .,. . . . . ..

THACO combat bonus unless he Part One Core Rules c ... ,, , ,..,
moves at least 9”, and the last 9” are
free of obstacles and difficult terrain. miniaturecan perform only one hasty ,
H e would not get double damage for retreat per round, however. A minia-
his lance if he moved less than 9” in ture which performs a hasty retreat Couatl
the charge. must make a morale check during the
morale phase. A couatl’s blte is fatal unless
HASTY RETREAT: When miniatures the victim makes a save vs.
After the retreat is finished, the polson. Only one of its AD,
are charged, they have the option of charge is carried through. specified before any dice are
declaring a hasty retreat. This deci- DISENGAGING:Once a miniature is rolled, represents the bite. It
sion must be made immediately, be- in contact with enemy figures, there can also polymorph self,
fore the range is measured or the are three ways it can get away: fight- become ethereal along with
charging miniaturesmove. ing withdrawal, normal movement, one other large miniature,
and rout. and become invisible, all at
Retreating miniatures can move FIGHTING WITHDRAWAL: A will. All couatl are 5th level
one-third of their normal movement. fighting withdrawal is an organized wizards andlor 7th level
They must aove directly away from retreat. It allows a miniature to re- priests. Their favored terrain
the charging miniatures OR into cov- treat from a situationwithout combat is dense woods.
er of some sort: into a building, be- penalties. It can retreat up to one-
hind a wall, or into some other third of its normal movement while
terrain which will either break the continuing to face its opponent. It
charge or give them a bonus in com- can slip up to 45 degreesto either side
bat. in the retreat, but must continue to
directly face the enemy. A miniature
Any miniature with good morale can elect to withdraw less than one-
can perform a hasty retreat, even if it
has already moved this round. A

a mund, we8Into contactwith the human mlnlntun. She in turn choosesto perform a Rghtlng withdrawl, moving stralght backward
of the advmml gorc.


des

Disphcer Beast third of its movement. Shaken minia- melee but can attack with a crossbow
tures cannot execute a fighting with- or cast a spell (unlessthe referee rules
Hlts 6 drawal. otherwise- some spells may require
AC 2 the caster to be upright).
AD 2 If the enemy miniature also has ROUT MOVEMENT: A failed mo-
THACO good morale and has not moved that rale check will sometimes result in a
Range -t 4 round, it can elect to press the fight rout. The routed miniature must turn
MMLDlCD -3- and follow the withdrawing minia- to face directly away from whatever
CB ture, stayingwithin its melee zone. It caused it to rout. If that direction is
MV 15 can do this even if its turn to move not obvious, pick the path furthest
XP 5,000 has already gone by (because it lost from all visible enemies. A player can
Size L the initiative), as long as it did no rout a miniature voluntarily.
AL N more movement than a circling
EXP Monster action ( q . v . ) . It must also have The routed miniaturemoves its full
enough n o d movement to keep up movement allowance plus SO%, as if
with the withdrawing miniature. it was charging. It can veer up to 45
NORMAL MOVEMENT AND degrees right or left as often as neces-
ROUT WITHDRAWAL: A miniature sary to avoid enemy forces and im-
which begins its movement in an- passableor dangerousterrain. It must
bther miniature’smelee zone can sim- still pay any terrain penalties for
Jy move away normally or rout movement.
away. If it moves normally, it gets its
full normal move (but it cannot Any routed miniature forced to
charge).It can move normally even if move into contact with an enemy
shaken, but not if routed. miniature can be attacked immedi-
ately (see Melee Zones). If it comes
A routed miniature which begins into contact with a friendly minia-
its movement in another miniature‘s ture, that miniature must make a mo-
melee zone must rout away. A minia- rale check. (The referee may waive
ture with good or shaken morale can this morale check if the unrouted
rout voluntarily. The routed minia- miniature has at least twice as many
ture makes a rout move (normal hits as the routed miniature, or its
movement plus 50%). morale is at least two points higher.)
MOVING BETWEEN MINIA-
In either case, the enemy miniature TURES: To move between enemy
has two options. It can either pursue miniatures, there must be enough
the withdrawing miniature as de- room for the moving miniature’sbase
scribed above, or it can make a free to slide through without making con-
attack (using all of its attack dice) tact with any enemy miniature‘s base
with a +2 THACO bonus. This free (but see Melee Zones, below). If the
attack does not reduce the miniature’s enemy miniatures are too close to-
ability to attack during the combat gether, then the moving miniature is
phase. stopped and must fight. A miniature
can always move through or around
GOING PRONE: A miniature can friendly miniaturesregardless of base
separation.
choose to go prone at any time. It
costs nothing to go prone (falling Movement In Melee
down is easy). Lay the miniature on
its side or place a token of some sort Any miniature that comes into
(pieceof paper or pipe cleaner) on its base-to-base contact with an enemy
base. It costs one-third of a minia- miniature can immediately adjust its
ture’smovement to stand up again. facing however the player wants.

Once down, the miniature is con-
sidered to have soft cover. A minia-
ture that is prone cannot attack in


Part One Core Rules

This applies whether the miniature within a miniature's melee zone, the Displacer Beast
moved into contact with an enemy or miniature can turn to face it. If some-
an enemy contacted it. A miniature thing leaves a miniature's melee zone, Saves as a 12-hlt monster
can change its facing an unlimited it may be subject to immediate attack with a + 2 bonus. Vue
number of times every round. How- or pursuit; see Disengaging, above. seeing rakes Its AC by 2
ever, a miniature that charged this (penalty). Its favoredterrain
round cannot change facing after its The melee zone is intended for eye- is rocky.
movement. ball measurement. Essentially, once
MELEE ZONE: Every miniature is miniatures get close enough, the base
surrounded by a melee zone. This ex- edges do not have to actually touch
tends to one-half the width of the for them to fight. Unfortunately, not
miniature's base at its narrowest everyone is going to agree on an eye-
point. The melee zone is never more ball judgement (remember Spirit vs.
than 1inch, however, even if the min- Letter?). In those cases, break out the
iature's base is wider than 2 inches. ruler and measure the two closest
points of the base edges.
A miniature can attack anything OVERLAPPING MELEE ZONES:
that is in front of it and in its melee Regardless of how the melee zones
zone. If something enters or moves overlap, if one miniature is able to at-

15


Part One Core Rules

Dog, war armored tack another, then the defendingminia- attack against him (probably with a
ture can attack back (if it's facing the
Hlts 2 right way). Technically, a large minia- +2 bonus). The giant must face his
AC 2 ture could move juqt close enough to a
AD 1 small miniature to put the smaller one opponent to make this attack.
THACO inside its melee zone without b e i i in CIRCLING: A miniature which be-
Range -10 the smaller miniature's melee zone. In gins its movement already in contact
ML with an enemy can move around that
MDICD -9- this case, the smaller miniature can at- enemy. This is called circling. The
CB tack anyway. Both players have the miniature stays within the melee zone
MV 12 of its opponent, but circles around to
XP 65 option to move their miniature closer face a different side. A miniature can
Size M to the other, even if this exceeds its circle to any position, even behind
AL N movement allowance. the enemy, but must still obey the
EXP Anlmal rules on moving between enemy min-
A miniature that is in another min- iatures (see above). Remember,
iature's melee zone still maintains its though, the opposing miniature can
own zone, and can turn to face new also turn immediately in reaction. Re-
threats or attack disengaging minia- member also that if this circling takes
tures. Note, however, that if it pur- the miniature out of an enemy melee
suesa disengagingenemy it may itself mne, that enemy may get to attack.
be subject to attack. A miniature that received a charge
MELEE ZONE EXAh4PLE:A giant on this round cannot circle.
a 2-inch base is guarding a narrow de- OVERRUN: A small miniature can-
file. A human tries to slip past the gi- not stop a larger one from moving
through its position. A halfling, for
ant. If the human passes withii 1inch example, cannot prevent a giant from

of the giant's base, the giant can turn
to facehim. If the human leavesthe gi-
ant's melee zone, the giant gets a free

The dmw Maria within the meleezone of the robed fighter. She foolishly The dwarf is insidethe 1" meleezone of the frost giant. Eventhough the
chooses to circle around to his forward face, and ends up In the melee giant 18not in the dwarf's melee zone, the two can stili engage in melee.
zone of the armored knight as well. The whiterobed warrior is not in anyone's melee zone. The armored
knight is In the meleezone of both the glant and the ogre.
16


U Part One Core Rules

Table 3. Movement Costs for 1 Inch of Terrain

Dog, war

A war dog's AC without
armor is 4.

3/2" 3/2" k
Climbing Ladder 2" 2"
U

* This is the amount of terrain necessary to block line of sight.

entering a cave oy merely standing in through it. Even routed miniatures
the entrance. A miniature can move are subject to the movement penalties
over any other miniature that is two of terrain. The size of the miniature
sizes smaller than itself, as if the also effects movement. Large minia-
smaller miniature was an obstacle tures are less susceptible to most ter-
(movement cost of 3 inches). The rain effects.
miniature that is being overrun does
get a free attack as the enemy leaves READING THE TERRAIN TABLE:
its melee zone.
The numbers on Table 3 show how
Terrain many inches of movahent it costs to
travel 1inch through various types of
A skirmishbattle rarely takes place terrain. For example, a man-sized
on an open field. There is almost al- creature moving through 4 inches of
ways some form of terrain to make brush expends 12 inches of his move-
things more interesting. Terrain ef- ment allowance. Each real inch costs
fectsmany things in Skirmishes,such 3 inches from his movement allow-
as line of sight, movement and com- ance. The notation " 3 / 2 means that
bat. This section discusses movement the miniature expends 3 inches of its
in detail. allowance to move 2 inches on the ta-
ble. A miniature with 12" of move-
Terrain can slow down the move- ment allowance could travel only 8"
ment of a miniature that is passing per round through such terrain. The
reverse is 2/3, where 2 ' of movement


.

Draconian, Aurak allowancegives 3" on the board. The SWAMP/ LSH: Trees and shallow
miniature actually moves faster than water combine to make swamp or
I nlte 8 its movement allowance! marsh. The water is usually several
inches to several feet deep and the
n If multiple conditions apply, multi- ground is soft and mucky.
ply the numbers together. For exam- SHALLOW WATER: This can be a
ple, a small creature moving up a creek or stream, or a pond or other
snowy slope pays 4" of allowanceper standing water no deeper than 5 feet.
inch moved (2" X 2 " ) . Huge creatures may be able to step
CLEAR:Places on the game table that over narrow creeks and streams with
do not have any additional terrain no penalty (it's up to the referee or the
scenario designer). Large creatures
I are usually clear. This is grassland or may treat it as an obstacle (see below)
open dirt or smooth flooring. Any- rather than terrain.
thing that has no effect on movement
is considered clear.

THACO 18' . UGHT WOODS: This is defined as ROUGH: Any area that is difficult to
cross but provides no cover is consid-
Range 15 widely-spaced trees with sparse un- ered rough. Examples are a gravelly
derbrush. Small miniatures can move plain or a shallow bed of muck and
ML -15 through it easily, but larger minia- mud.
MDICD tures tend to have trouble getting be- ROCKY: This area is littered with
CB 15 tween the trees. Orchards are small rocks. This causes smaller crea-
MV 6,000 considered light woods. If the area is tures problems with movement, but
XP M also brushy, multiply by the brush large creatures are not affected.
size LE modifier. ROAD/TRAIL: The road or trail itself
AL VeteralMonster DENSE WOODS: This can be a for- does not impede movement at all.
EXP est of densely packed trees. Under- However, the terrain on either side
brush does not grow well in such an might. If the miniature's base can
environment. This gives freer move- completely fit on the road or trail,
ment to small creatures and restricted then there is no movement penalty. If
movement to large ones. it cannot, it is slowed by 3/2. Most
SLOPE UP: Every 1 inch rise (10feet roads and trails should be wide
in scale)costs one extra inch of move- enough for a man-sized miniature to
ment. A slope is any rise steeper than move unhindered.
20 degrees but less than 60. Slopes PAVED ROAD/FLOOR: A paved
greater than 60 degrees are consid- road or floor can be any smooth, flat
ered cliffsand are unscalable by most surface that still provides adequate
miniatures. Slopes gentler than 20 de- grip for the feet. A miniature can
grees can usually be ignored, at least move much faster down a paved road
for movement effects. or across an open courtyard than
through open fields. Most paved
Some types of hills available in roads should be wide enough for two
hobby or model stores have sloping man-sized miniatures to move unhin-
sides several inches long, but still on- dered side-by-side.
ly result in a 1-inch rise. The move- BRUSWSCRUB: This is bushes or
ment penalty of the extra inch is paid dense undergrowth tall enough to
when the miniature reaches the top of provide some cover for a man-sized
creature. Briar patches and grain
the slope. For extra h& slopes, apply

each slope penalty as the ascending
miniature gains each additional full
inch of altitude.


Part One Core Rules

fields are brush. If the grain is not SAND:Loose sand can be difficult to
high enough to concealthe miniature,
then it gives only soft cover against move through, though not as much
missile fire. as snow. Some areas of sand are
packed tight enough to not be an ob-
FOG: The fog itself does not slow stacle to movement.

down movement, but the miniature's LADDERS:It is assumed the ladder is
inability to see what lies ahead slows
it down. A routed miniature or any made to a size that suits the miniature
miniature on a road or trail is not using it and can support its weight.
slowed by fog.
STAIRS: Most stairways do not dra- Draconian, Aurak
SNOW: Light snow or densely matically affect movement.

packed snow is not an obstacle to CLIMBING WALLS/ROPES: Climb- Aunk dmconlanahavothe
movement. The stuff that causes you ing walls is only permitted for thieves followtngabllitloa, uaabk at
to sink down 6 inches is a problem, will: Invklbllity, d e w
though. Larger creaturestend to have or on walls specifically declared as InvldMeand hlddanthtnga
less problem with snow. climbable. Walls include man-made wlthln 1%Inchor,and a +4
ICE: This is usually a frozen pond or structures and natural cliffs. Any bonur on a11UV.I they
river, All creatures slow down to creature capable of grasping a rope tha Idlowlng
avoid falling. Those that try to move can attempt to climb it. ako havr
too quickly end up falling and wast- Ilmltd ablllth.: dlmanalon
ing time standing up again. door Nday, l8-lnch nng.;
Other Terrain Effects polymorphaolf Into
manakod animal3/day; caa!
two spolia or up to 4th iewi
OBSTACLES: In most cases these are llday; mindcontrol llday,
fences, ditches, windowsills, etc. It is affoctaono mlnlatumwith 8

or fewor hltator 2d0 rounda,
nogatodby NW va. apoll.
Whon an aurak mmchoa 0
I hlta, It dora not d k but
Inatoadontan a flghtlng
fnnzy, gottlng4 AD. Aftor
alx round8 (or whon It
m a c h r -4 hlta) Ita attack
changoato 1AD, WAC0 6.
Thno rounda Iator It
explodoa; all minktuma
watluthnlnno1d"fotarkledP4 hlta and am
rounda.

At ib simplest, terrain cen bo rocks, g w , and pieces of COnstruCliOn papr. TSR, inc., pmducer
werai products that include fold-up paper buildings,ouch as the C a s M net.

19


hacodan, B a u wlth sword anything that can be readily dimbed a building wall is another. Common
over, ducked under, or squeezed sense should prevail with impassable
Hlts 2 through. It must have a width of 1" terrain. A small cliff might be an ob-
AC 4 or less. An obstaclecosts 3extra inch- stacle to a giant, instead of impass-
AD able.
-1 es to cross. T h e referee may define FAVORED TERRAIN: Some crea-
I EweTHACO tures are native to unusual types of
MDlCD 19 more or less severe obstacles that cost terrain. For example, a polar bear is
CB more or fewer inches to cross. native to snowy regions, and snow is
MV -13 BUILDINGS: A doorway is not an considered favored terrain for it. Un-
XP obstacle to movement unless the door less specified otherwise, any creature
She 15 needs to be opened. A window is an in its favored terrain is not penalized
AL 6, Run 15 obstacle. If the window needs to be for movement or combat.
EXP 175 opened, it costs double-6 inches. RESTRICTED TERRAIN: This is the
M Creatures on pitched roofs pay dou- exact opposite of favored terrain. The
CE ble movement costs. Any miniature miniature is unusually handicapped
VetennlMonster whose base is touching a doorway or when in this terrain. Unless the penal-
touching a wall directly under a win-
dow is considered to be "in" the door- -ties are specified,the creature's move-
way or "at" the window. A miniature
in a doorway or at a window can be ment cost is doubled. It receives a 1
seen from the other side. THACO penalty and -1 AC penalty.
IMPASSABLE TERRAIN: Some
types of terrain completely block
movement. A cliif is a good example,

i

20


__

Part One Core Rules

Chapter 4 casting a spell counts as that minia-
ture‘s attack for that round.

Combat Attack Procedure

Combat is divided into three types: T h e attacking player first finds his Draconian, I)au
melee, which occurs between oppos-
ing miniaturesin base-to-base contact miniature’sTHACO number. The AC with sword
or in each other’s melee zone; missile of the target is subtracted from the Tnese draconians run on all
combat, which occurs when one min- THACO.The result is the attack num- foun, so no attacks are
iature launches missiles (arrows. ber. The attacker rolls his miniature‘s allowed during a round when
spears, boulders etc.) at another: and attack dice. There may be more than they ran. They can also glide
magical spells, which are covered in one. For example, if a monster has a up to 18 Inches (class E), but
the expanded rules. Melee and missile three noted for attack dice, the player must lore at least 1 inchof
combat employ the same procedure rolls three 20-sided dice. altitude each round. They
to determine the effect of an attack. petrify upon death, with a
The only difference between them is If an attack die roll is greater than 35% chance their killer’s
how the target miniature is chosen. or equal to the attack number, it is a weapon becomes stuck In
hit. If more than one die is greater the stone for id4 rounds.
EFFECT OF INITIATIVE:The player than or equal to the attack number,
there are multiple hits, one for each
who won initiative (with the lowest such die. A roll of I is always a miss,
die roll) conducts his attacks first. He and a roll of20is always P hit. This is
resolves all melee, missile fire, and true no matter what the THACO and
magic in any order he chooses. A AC are of the combatants (unlessthe
miniaturethat is eliminated as a result defender is immune to that typeof at-
of these attacks is not allowed a tack).
counter attack. The player with the
next best initiative then resolves his Unlike AD&D@role-playing ad-
attacks. This continues until all play- ventures, the combat values of all
ers have resolved their attacks. miniatures are known to all the play-
ers and announced out loud. This
Remember, if you are playing with keeps the game from bogging down
only two players, anytime an attack with unnecessary delays. To maintain
die shows a 1 or 2, the initiative some uncertainty at the expense of
switchesover to the other player. The speed, the referee may have the at-
attacking miniature completes all of tacker announce what AC each at-
its attacks before the other player tack penetrated and let the defending
starts. This puts some pressure on the player announce whether the minia-
players to resolve their combatsin or- ture was hit or not.
der of importance. ELIMINATING MINIATURES:
COMBAT OPTIONS: Any miniature When a miniature is killed, you have
that declared opportunity fire but two choices. Either tip the miniature
then did not shoot during the move over and leave it on the table, or just
ment phase may fire missiles normal- remove it from play. It is easier and
ly during the combat phase. A less cluttered to remove dead rninia-
miniature may not perform both me- tures, but the visual effect of tipping
lee attacks and missile attacks in the over miniatures can be interesting, as
same round. Only one sort of attack it tracks the course of the battle.
is allowed per miniatureper round. If
it has already performed one type of Jf miniatures are left on the board,
attack, the other type cannot be used some very large ones can be declared
in that round. If you are using magic, obstacles. A dead miniature one size
larger than the moving miniature is
an obstacle. Miniatures of equal sue


Part One Core Rules

or lesshave no effect. A dead creature to the ogre's AC of 4. Subtracting 4
two sizes or more larger is impassable from 15 leaves 11.This is the mino-
and blocks line of sight. A field of taur's attack number. The minotaur
tightly packed dead miniatures is gets two attack dice, so the player
consideredrough terrain. picks up two 20-sided dice and rolls
them. One is an 11,the other a 3 one
MELEE EXAMPLE: Assume a mino- hit and one miss. The ogre takes one
hit and is down to three hits.
taur is attacking an ogre. In the first
round of combat, the ogre wins ini- On the next round, the ogre wins
tiative. initiative again and foolishly decides
to stay and fight the minotaur. He
Hb 4 Miniature Hits AC THACO AD rolls a 19 and scores a hit, taking the
AC 2 Minotaur 7 8 15 2 minotaur down to five hits. When the
AD 1 44161 minotaur attacks, he hits twice, with
THACO 17 ogre a 14 and an 18. The ogre takes two
MI. 13 hits and now has only one hit left.
15 The ogre has a THACO of 16 and
MDICD the minotaur has an AC of 8. Sub- In the final round, the minotaur
tracting 8from 16leaves 8.This is the wins initiative. The ogre decides to
ogre's attack number. When he rolls move away in a fighting withdrawal
his 20-sided die for an attack, he must but the minotaur easily keeps up with
get an 8 or above to hit. Since the it. In the combat phase the minotaur
ogre won initiative, he gets to roll. attacks first, rolling one hit and one
His roll is a 12, which means a hit. miss. The ogre is reduced to exactly
The minotaur is now down to six hits. zero hits and is killed. The ogre does
not get to attack this round; it is
Now it is the minotaur's turn to at-
tack. His THACO is a 15, compared dead. All kills take effect immediately

Hragac IMcgnana IW~LtIno mlnuaur tlgM an unequalbeltlo amidtho tm8.The ognI8too dim (exceptwhen charging with a weapon
that causes double damage-see
to know when Imi8 outmatehod. Charging, above).

Combat Modifiers

Many conditions can modify a
miniature's chance to hit an oppo-
nent. Tactics frequently revolve
around trying to arrange conditions
so your miniatures have an advan-
tage from terrain or position. Melee
modifiers are different from missile
attack modifiers.
INTERPRETING THE MODIFIERS:
Throughout the combat rules there
are references to combat modifiers.
All bonuaes are expressed as positive
numbers and all penalties are ex-
pressed as negative numbers. This
makes it easy and intuitive to identify
the nature of the modifier.

A THACO bonus is subtracted
from the attacker's THACO.

22 ..

I .~


". .. . . . , i. ,..,_,,, .,,.
Part One Core Rules

A THACO penalty is added to the tack bonus. Since the defending min-
attacker's THACO. e.g., a THACO iature always has the option to
bonus of + 2 reduces an ogre's change its facing at the end of move-
THACO from 16 to 14. ment, it is difficult to get this bonus
An AC bonus is subtracted from unless the defender is being attacked
the defender's AC. An AC penalty by more than one miniature.
is added to the defender's AC. e.g.,
an AC bonus of +2 reduces an REAR A m C K : The attacker'must
ogre's AC from 4 to 2. attack from behind the defender.
A morale bonus is add to the min-
iature's morale value. A morale PRONE: A miniature on the ground Draconian, bo&
penalty is subtractedfrom the min- cannot attack in melee. It is much eas-
iature's morale value. ier to hit in melee (but harder to hit with sword
with missile fire). Running Is on all fours, no
In other words, the plus or minus sign
is only a shorthand method to note INVISIBLE: The miniature cannot be attacks am allowed that
whether the modifier is a bonus or a seen by its attackers or its targets. In-
penalty. While this may Seem back- visibility is discussed in Chapter 14. round. They can glide 18
ward at first, players will grow accus- inches (class E), but must
tomed to it quickly and the BLIND: Certain spells can blind a
adjustmentswill become intuitive. miniature. The miniature is severely aloitslteuadtaleeaascth1rIonucnhdo.iBozaks
handicapped in melee and cannot at-
TMHaiibgnlhieaet4ru.ErMelehvelaaetdieoiMsno.d..ifieT+rHs1ACO A----C tack with missile fire at all. are 4th level wizards, with
+2 bonuseson all saving
Lower Elevation -1 +4 LARGER: If the defender is one size throws. The round after a
-2 larger, or he is somewhateasier bozak's death, its body
Flank Attack -2 to hit. A n=.- jize diffewnce is even explodas, causing 1hit to a1
Rear Attack creatures within a 1-inch
Invisible -1 radius.

+1 -2 easier t.
+2
Blind +2 SLEEPINGIHELD: Any miniature
-4 that is unconscious, immobile, or
POrnoenesize larger N-/A otherwise unable to defend itself can
be killed automatically. No attack
Two sizes larger, - roll needs to be made.
or more
Sleeping/held Auto hit Missile Combat

All modifiers are applied to the min- Missile fire is resolved the same as
iature which the condition applies to. melee except the defender is usually
In the case of a blind creature, for ex- not able to return the attack. How-
ample, its THACO is penalized four ever, the attacker does need to estab-
points when it attacks and its AC is lish a line of sight. In general, the
penalized two points when it is at- attacker compares his THACO and
tacked. his target's AC to find his attack num-
ber. He then rolls a 20-sided die to see
ELEVATION:This appliesto figwes on if he scores hits.
RATE OF FIRE: In the AD&W game,
slopes,fightingsteps, war machines,or many missile weapons can fire multi-
even on horseback if they are skilled ple times in a round. In Skinnishes,
riders. If the elevationdifference is too all missile weapons get one attack.
great, no melee is possible. Those with a high rate of fire often

FLANK ATIACK: A miniature that
attacks from the side gets a flank at-

23


Part One Core Rules

)raconian, Kapak with mace get more than one attack die, but all The ranges for some weapons vary
must be used against the same target. greatly, depending upon the type of
Hits 3 Once an archer fires, he cannot fire miniature that wields them. This re-
AC 4 again in that round. flects the skill of the attacker with
RANGE: One of the most important that missile weapon. In the expanded
AD 1 aspects of misdile combat is range. rules, these skill levels are defined
The decision to fire must always be more thoroughly (and the differences
RTHaAnCgeO -19 made before measuring the range to become more pronounced).
ML the target. The further away the tar- INCIDENTAL TARGETS: Some-
CMBDICD 13 get is, the harder it is to hit. times, when a missile is fired at a tar-
get in a tightly bunched mass of other
I MV -15 Three ranges are used: short, medi- miniatures, it hits the wrong one.
e:; -m, and long. Different weapons and Skirmishes uses a very simplemethod
AL 6, Run 15 riniatures have differing values for to determine whether a missed shot
EXP 650 hits another miniature. If the attack
..we ranges. The ranges are specified die roll which caused the miss is a 1 or
M a 2, then the missile hit another min-
LE for all miniatures that have missile at- iature. At short range, it can hit any
'wks in Appendix B. Range is always other miniature within 1inch of the
VeteranlMonster ieasured between the closest points target miniature; at medium range,
,n the attacker's and target's bases. If within 2 inches; and at long range,
the distance is less than or equal to within 3 inches. The distance is mea-
the short range value, then the minia- sured from the closest points on the
ture is in short range. The same is true edges of the bases.
for medium and long range. A target
cannot be hit if it is further away than
the long range value of the miniature.

The two archon InM the threa om horn atop tho 8lop. While they can hit the front two directly, tho orc with tho skull shield con only be hlt a8 an

incidental target.

24


Part One Core Rules ..

The player who controls the minia- Table 5. M i d e Combat Modifiers
ture that was the intended target gets Target hadis.. AC
to pick which other miniature is hit. Short range +/-0
He can pick an enemy miniature or a Medium range +2
friendly one, but he must pick a dif- Long range +5
ferent one. The annor class of this Blind -2
new target is ignored, but immunities Prone +2
and special defenses are not. Normal One size larger -1
line of sight rules do apply to inciden- Two sizes larger, or more -2
tal targets; it must be within the at- Sleeping/held -2
tacker's line of sight. The only Soft cover +2
exception is that other miniatures do Partial hard cover, in LOS +4
not block line of sight to incidental Draconian, Kapak
targets. LOS = Line Of Sight with mace

FIRING INTO MELEE This is just a RANGE: Ranges for missile weapons Running is done on ail fours,
are expressed as three numbers. A
special case of incidental targets. If a short bow's range, for example, is 51 so no attacks am allowed
target miniature is engaged in melee, 10/15. This means that anything up
a miss with a natural roll of 1, 2, or 3 to 5 inches away is at short range. that round. Kapakscan glide
means one of the other combatants is Anything further than 5 inches away 18 inches (ciaes E) per
hit instead of the intended target. The but within 10 inches is at medium round, but must lose at least
player controlling the original target range. Anything further than 10inch-
miniature picks the new target. At- es away but within 15 inches is at 1 Inch oi altitude each
tackers are never allowed to aim at long range.
friendly miniatures in the hope of round. They uee poisoned
rolling badly and hitting an enemy. PRONE: A miniature that is prone is weapons, which paralyze for
harder to hit. If the attacker is above 2d6 rounds unless a
EXAMPLE OF MISSILE COMBAT: the prone miniature, however, this successful eave V.I poieon
may not be true. If the height differ- lo made. Upon the kapak'o
Three orcs-Reek, Wrack, and Ruin, ence is more than the horizontal dis- death, it becomes a pool of
all AC 5-are standing in the middle tance, the AC bonus does not apply. acid with a 1-inch diemeter
of an open field when they are at- whkh causea one hlt to
tacked by two human archers anything touching It.
(THACO2U, AD 1).Reek is carrying
a stolen saddle bag and is hovering SOFTCOVER:This is defined as pro-
within Wracks melee zone, but well
outside of Ruin's. tection that interferes with the ene-
my's ability to see the miniature, but
Becausethe orcs do not have bows, will not actually stop missiles. A bush
initiative is not an issue. An archer is a good example of soft cover. An
fires at Reek, because he is carrying arrow will go right through the bush,
the saddlebag. He rolls a 2, which is a but the archer has a difficult time see-
miss. However, the natural roll of a 2 ing his target through it.
means that an incidental target is hit.
The orc player picks Ruin as the inci- HARD COVER: This is defined as
dental target. Ruin is hidden from the protection that will stop the missile
archer by Wracks miniature, but re- from reaching its target. A building
member that other miniatures do not wall or a tree are good examples of
block line of sight to incidental tar-
gets. Ruin is no more. hard cover. The wall or tree trunk can
actually stop an arrow or rock. If the
The second die roll is a 13,which is
not high enough to hit Wrack. No in- miniature is completely hidden be-
cidental target is chosen because the
die roll was not a 1or a 2. hind hard cover, it cannot be targeted

by a missileattack (but it can't attack,
either).


.,., I , ."..
Part One Core Rules

Draconrm, Slvak with swon STARLIGHT/MOONLIGHT: Under not I Sir Osgooa z - ~-Ily sees
poor lighting conditions, like moon- Thrc 3e might be lo' ;in the
HltS 6 light, all missile weapon ranges are wrong oirection, or Throcn might be
AC 1 halved. A short bow's range, for ex- concealed, or Throck might be bene-
AD 1 ample, becomes 2VatSt71tz Lighting fiting from infravision or magic while
THAW conditions are relative, however. Sir Osgood is not.)
-14 Many fantasy creatures (om, gob-
-Ramre lins, dwarves, etc.) can see fine in A piece of string is useful for judg-
14 near-total darkness. ing lines of sight. Stretch the string
ML
MDlCD -15 Line of Sight (LOS) between the two points in question. If
CB~ ~~
MV 6, FI 24 (C) Before a missile can be fired, play- it can be pulled taut without touching
XP 2,000 ers must determine whether the at- something, the line of sight is clear.
Size L tacker can see the target. In game
AL NE parlance, this is "determining a clear The following rules should help
EXP line of sight." Line of sight is also im-
VeterarVMonster portant when scoutssearch for a con- you judge whether a line of sight is
cealed enemy and other scenario clear in unusual or difficult cases. Al-
functions determined by the referee. ways defer to common sense if the
In general terms, if a miniature can rules are in conflict or give bogus re-
see a target, it can shoot at it. Similar- sults.

ly, if Throck has a clear LOS to Sir Line of sight is always judged from
the center of the front edge of the at-
Osgood, Sir Osgood has a clear LOS tacking miniature's base. A string can
to Throck. (Please note, however, be raised above this point to account
that simply having a clear LOS does for the height of the attacker, but it
must be drawn to the center of the
front edge, not to any arbitrary por-
tion of the figure or base.

Very large miniatures may be visi-
ble even when hiding behind a hill.

The exact height of a creature can be

looked up in the A D & PMonstrous
Compendiums.More simply, you can
assume any huge or gigantic minia-
ture is 2 inches tall and is visible over
a 1-inch obstacle, but not a 2-inch ob-
stacle.

Table 6. LOS Summary
Condition/
Obstacle Effect
Facing 90 degree arc
SSllooppee,, 21""+highhigh 2" from edge
1" from edge
Cliff l/al from edge
Miniature Blocked by base
Starlight 4" visibility
Full Moon 12" visibility

1 castlewall have hard covor. The knight's arrows can B deflected by the &one FACING:Facing plays an important
n in the trees have w t wer and are merely harder to
aim at. part in line of sight. By the time the
26 combat phase comes around, the fac-
ing of the miniature cannot be
changed. Even in opportunity fire the
facing is fixed. Line of sight extends
45 degreesto either side of the minia-


Part One Core Rules

ture's forward face (forming a 9 o - d ~ CLIFFS:A cliff is similar to a slope,
g m cone). The referee may allow a only moreso. If the horizontal dis-
miniature to see things outside this tance between the two miniatures is
zone, but it cannot fire a missile at greater than their vertical separation,
something outside this zone. use the slope sighting rule, above. A
3- inch h& cliff, for example, con-
SLOPES: Seeing a miniature at the ceals miniatures the same as a slope if
top of a slope is easy. As the minia- the lower miniatures are 3 inches or
ture moves back from the edge, how- more away from the base of the cliff.
ever, it eventually disappears from If the distance from the lower minia-
view. In reality, this is a trigonomet- tures to the base of the cliff is less than
ric functionwith variablesfor the dis- the height of the cliiff, a line of sight
tance between the viewer and the exists only if the upper miniatures are DracmIan, Sivak
object, the slopeof +e hill, the height within half an inch of the clii edge. wtth sword
of the hill, and random undulations
of the ground. OTHER MINIATURES: Unless the Running le dona on all foun.
miniature is an incidental target (see IO no Itt.cka err allowed
In this game, the rule is that if the ele- below), it can hide behind another that round. Slvak'a get a + 2
vation diffeaence is 1 inch or less, a miniature. Miniatures can block the bonur on all rrvlng thrown.
miniature can be seen from below if it line of sight to any other miniature. If When a rlvak d l r , Il Ita
is within 2 inches of the top edge of any part of the miniature is hidden, dayor Is 1rrg.rthan tho
the slope. If the elevation differenceis the entire miniature has soft cover. BIvak, tho dneonlan'r body
more than 1inch, a miniature can be Lay a string or measuring stick be- bunt. Into flames, aurlng 1
seen from below if it is within 1 inch tween the attacking miniature and
of the top edge of the slope. any part of the target miniature's ba- hmitiontkdturmrnrganrdtoflaamll mable
fixtuna wlthln 1".

I. I


Part One Core Rules

Dragon, young black se. If the string crosses the base of any the target is standing in light or emit-
other miniature, line of sight is ting l i t , however, it can be seen at
Hits 10 blocked. Move the end of the string any distance. Referees may wish to
AC 1 from side to side across the target's define intermediate lighting levels
AD 6 base to be (for half-moon, etc.).
TRHaAnCgeO LARGE MINIATURES:Some minia- INFRAVISION: Most monsters and
ML 8- tures are very tall. Treat these like underground creatures have infra-
CMBDICD any other terrain obstacle. The actual vision allowing them to see clearly in
16 heights of various creatures are listed darkness. They do not suffer any
MV in the ADBrW Monstrous Compen- darkness penalties for line of sight or
XP -LOS diums. In general, smaller-than-man- combat within their infravision range
SlZe sized creatures have no effect on (standardrange is 60feet-6 inches-
AL 12, Fl30 (C) vertical LOS measurements. Man- but some creatyres vary).
EXP 3H,000 sized and larger-than-man-sized crea- TERRAIN: Some types of terrain
CE tures are 1-inch high obstructions. block line of sight. Refer to Table 3 in
Elite/HomWr Larger miniatures are 2- inch high ob- Chapter 4 for details. All measure-
structions. ments through terrain are made up to
STARLIGHT/MOONLIGHT: Light- the front edge of the target miniature.
ing is also a factor. If only starlight is
available, visibility is restricted to 4 If a miniature is behind hard cover,
inches. Under a full moon, visibility it may or may not be a potential tar-
is 12 inches. Nothing can be seen be- get. If the miniature has attacked or
yond these ranges without magical intends to attack, then it is revealed
aid, infravision, or a light source. If and a potential target.
ELEVATION: If the attacker and the
I target are on different elevations,
there can still be an obstacle to line of
l n e arcner c m we me ieaa orc, since II 18wnnln r innn Ine a g e 01 me slope. The other orc, sight between them. The easiest way
to determine this is with a string.
however, is not in his line of sight. Stretch it from the center of the for-
ward face of the attacker to any por-
28 tion of the target. Position it halfway
up the attacking figure, or about
where the weapon would be fired.
The LOS is clear if the string reaches
any part of the target without touch-
ing an intervening miniature, terrain
feature, or other block. If part of the
target is blocked and part is clear, the
target gets the appropriate cover bo-
nus (hard or soft, depending on the
obstacle).

Players who are comfortable with
trigonometry can determine three-di-
mensional lines of sight mathemati-
cally, too. While this is not difficult, it
is more involved than simply stretch-
ing a string between two miniatures.
For the purposes of this game, the
string is a better method. If you don't
have a string, here's the other meth-


Part One Core Rules c -

od. (Thissystem is much easier to un- Bows, crossbows, and slings can-
derstand as ah example than as a d e . not be used for melee attacks. A spear
Simply plug your own numbers into or a kender hoopak, on the other
this example when you need it.) hand, can be used"both ways. If a
ELEVATION EXAMPLE An archer spear-armed miniature has not per-
on a cliff is shooting at a miniature 3 formed a missile attack this round, it
inches below him. Between them is a can attack in melee.

I-inch-high building. The height dif- OPPORTUNITY FIRE EXAMPLE: I
Phineas, a human archer, has de-
ference between the two miniatures is clared opportunity fire. He turns to Dragon, young black
three times m a t e r than the height of face the narrow defile between a cliff A black dragon can u s e its
the building. If the horizontal dis- face and a grove of trees. breath weapon once every
tance between the two miniatures is three rounds. it is a 8 X 1L
three times gteater than the horizon- During his opponent's move, a acid stream causing 4 hits;
tal distance bktween the building and goblin scumes across the top of the save vs. breath weapon cuts
the lower miniature, then the LOS is cliff. Phineas decides not to fire and damage to 2 hits. The
clear. Otherwise it is blocked. the goblin vanishes behind a rock. dragon can detect inVislbie
at 3"; Swim 12"; and favors
oPportus~YFire Another goblin tries to race from be- swampy terrain.

Any miniqture that has declared hind the cliffs to the trees. Phineas
opportunity ,fire can interrupt the stops the goblin miniaturetemporari-
ly and shoots. He misses, and the
movement of an enemy miniature to goblin finishes its move.

shoot at it. The player alwayshas the The aurak draconian can 888 the ston giant and the kender.The gnomeilluoionist io hidden behind
option not to fire.He also has the op- the giant and cannot be targeted.
tion to wait q t i l any point in the oth-
er miniature's movement before 29
executing his opportunity fire. The
player that i? moving chooses how
his miniatures cross the ground. They
can move one at a time, presenting
only individual targets, or they can
move as a group to shield certain
miniatures from fire.

An opportynity shot does count as
a miniature's one attack for the
round. The miniature can attack dur-
ing the combgt phase only if it does
not fire during the enemy's movement
phase.
EFFECTS OR MELEE: If an enemy
miniatureends its move in melee con-
tact with a mipiatureprepared for op-
portunity firq, it cannot shoot from
that point on in the round, even in the
combat phase. It can turn to face the
opponent. It qan only attack in melee

if its missile weapon can be used in

melee. (Obviously, the thing to do is
to shoot before contact if that is at all
possible.)


P u t One Core Rules

Dragon: young red with rider Chapter 5 rale improves from routed to shaken
Morale or from shaken to good. Morale
Hits 11 checks can only degrade morale, not
AC -2 On the battlefield, even a veteran improve it. Rally checks can only im-
AD 8 warrior can panic. Faced with over- prove morale, not make it worse.
THACO whelming forces, or the death of GOOD MORALE: The miniatures
Range -6 many of his comrades, he may hesi- are confident and firm in their re-
ML tate to attack, or choose to save his solve. They can charge an enemy. If
MDlCD 17 own life by running away. In Skir- they fail a morale check they become
CB mishes,this is reflected by morale. shaken.
MV -LOS THE DIE ROLL: A morale check or
XP rally check is made by rolling a d20. SHAKEN MORALE: A shaken min-
Size 9, Fi 30(C) If the roll is less than or equal to the
AL 8,000 morale number, the check succeeds. iature is confused and frightened, but
EXP Q A natural roll of 20 always fails and a still capable of moving into combat.
CE natural roll of 1 always succeeds. In Shaken miniatures cannot charge an
ElitdMonster addition, on a roll of 1or 20, some- enemy and can only initiate contact
thing unusual may happen. Consult on the flank or rear of an enemy.
Table 9 to see what the result is. Once contact has been made, the
shaken miniature fights normally.
If a miniature fails a morale check,
its morale changes from good to Any shaken miniature that takes
shaken or from shaken to routed. If a damage from opportunity fire must
miniaturepasses a rally check, its mo- stop moving for the rest of that
round, even if it still had some move-
ment allowanceleft. If it fails another
morale check, it becomes routed. If a
shaken miniaturedoes not move dur-
ing the round, even if it is in contact
with an enemy, it can make a rally
check during the morale phase. A
successful rally check gives it good
morale.
ROUTED: A routed miniature has
lost all will to f i t . It is only con-
cerned with putting as much distance
as possible between itself and the ene-
my. A routed miniature cannot take
any offensiveaction, although it may
defend itself if attacked. Each round
it must move its full movement al-
lowance plus 50%, as if it was charg-
ing, toward safety (see Rout in
Chapter 3). It cannot stop moving
until it makes a successful rally check.
If it routs off the table, it is out of the
game. Routed miniatures always pay
normal movement penalties. Rally
checks are performed during the mo-
rale phase.

A bandofgnolis,ledby Dolrnylthe stone giant, snders.

30 . .


Part One Core Rules

Maklng Morale Checks that turn’s movement phase and it
was not involved in combat that
WHEN TO CHECK: Morale checks turn. If the roll succeeds, the minia-
ture advances to good morale. If the
are sometimes required at the end of a roll fails, the miniature remains
round. If there is any controversy shaken. The special results tables are
about who checks morale first, use used for morale checks and rally
the initiative scheme to determine the checks.
proper order. The player that lost ini-
tiative (highest roll) must check mo- ..Table 7: Chedc Morde When.
rale first. A unit is reduced to less than half
of its original miniatures;
MODIFIERS: Various factors can A miniature is reduced to less ragon, young red with rider
modify a miniature’s morale, increas- than half of its original hits;
ing or decreasing it from its normal A miniature with 4 or fewer hits The red dragon’s breath
value. Calculate all the modifiers be- originally is attacked by minia-
fore making the morale roll. A minia- tures totalling at least 4 hits 1 weaponcanbeurdonce
ture should never make more than more; every three rounds. It Is a
one roll per round. If multiple condi- A miniature with 5 or more hits 9 X3C of flre whlch causes 8
t-io1npsefonralatymtoorathlee check exist, apply a originally is attacked by minia- hits (save V.I bmath weapon
die roll for each ex- tures totalling twice its original for half damage). It can also
tra condition, but roll only once. hits; detect Invlalblethlnga at
With the exception of the special mo- A unit’s leader is killed; 3-Inch range. The dragon
rale effects of a l, a morale check can A miniature‘s or unit’s field com- descrlbed here does not
mander is eliminated; Include the rider.

only make morale worse, not better.
If a 1or a 20 is rolled for the morale
check, consult Table 9 for the special
effect of the roll.
If there are a lot of miniatures on
the table, place a marker (poker chip,
penny, section of pipe cleaner) next to
units as soon as they become eligible
for a morale check. That way, at the
end of the round when the morale
checks are being made, all miniatures
are accounted for.
The modifier tables refer to units
and leaders on occasions. These refer-
ences apply only in the expanded
rules.

Making Rally Checks

WHEN TO CHECK: A miniature Thetwo shaken draronkiw can moveto attack eitherof the fighters, one in the flank and one in the
back. They cnnnMattack the wizard k a w o he 18 W n g them.
that is either shaken or routed can
make a rally check to try and im-
prove its morale. It must do this in
the morale phase. Routed miniatures
that make their rally check become
shaken.

A shaken miniature can make a ral-
ly check during the morale phase if
the miniature did not move during

31


Dragon, young silver A shaken miniature foregoes its Table 8. Modifiers to Mor.ldlwly
movement in exchange for a ral- Numbem
with rider ly attempt; -1 Iftheunitleaderismissing
A shaken ot routed miniature +1 If a unit leader/field commander
Hits 13 passes throqh or within 1inch
AC -2 of a friendly miniature; is present, or add the command
AD 0 An individual charging minia-
THACO ture fails to reach an enemy min- - bonus
Range 4- iature; 2 Field commander has beenelimi-
ML A miniature performs a hasty re- Mtd
MDICD 17 treat;
CB More than half the miniatures in - 2 Miniature is shaken
-LOS a charging unit fail to reach ene-
MV 9, FI 30(C) my miniatures; - 4 Miniature is routed
XP 6,000 I A morale check is called for be- +1 If a hero or friendly monster is
Size G cause of the experience of the
unit (under the expanded rules); present*
A new unit is created uninten- +2 If more than one hero or friendly
tionally by circumstances of
combat; monster is present in the unit'
A hero or monster is defeated in -1 A miniature or unit being at-
a personal challenge;
The referee says so. tacked by a hero or monster'
- 2 A miniature or unit attacked by

- undead
1 For each additional mor& check
that is called for that round. Ap-
plied in place of rollii the extra
checks.
+1 Personal challenge given or ac-

cepted
- 2 A friendly hero or monster de-

feated in the most recent person-
al challenge.

* Not heroes and monsteru checkii

morale.

Table 9s. Morde chcdc ROUS20

d6
Roll Special Wed
1 Routs permanently, remove

from the board

2 Decrease W C O and morale by
2 for the rest of the scenario

3 Attacks nearest friendly minia-
ture (or unit leader/hero)

4 Paralyzed for next two rounds
5 Miniature surrenders
6 Miniature (Leader in a unit)

t u r n traitor


1Part One Core Rules

Table 9b. Morale Check Rolls 1 tarily rout a miniature. This is called
d6 fleeing from combat.
Roll Special Effect The routed miniature moves its full
1 Good morale permanently movement allowance plus 50%, as if
2 Morale improves by 2 perma- it was charging. It can veer up to 45
nently degrees from its path to avoid enemy
3 Friendly miniatureswithin 6" get forces or impassable or dangerous
terrain. Any miniature that is forced
+2 morale bonus for 2 rounds
4 Gets a +4 THACO next round to move within 1" of an enemy min-
5 All other shaken or routed min- iature (measured from base edge to
iatures within 3" rally automati- base edge) may be subject to attack;
cally see melee zones and disengagement.
6 Goesberserk (leader if a unit) for If the routing miniature comes within Dragon, young silver
2 rounds, AD X 2, + 4 ML, +2 1" of a friendly miniature, that minia- with rlder

CB. Must charge nearest enemy ture must make a morale check. Silver dragons can use their
breath weapons once every
EFFECTS OF A ROUT:A failed mo- three rounds. It is an 8 X 3
cone of cold causing 0 hits
rale check will sometimes result in a (save vs. breath weapon for
rout. The routed miniatures must halt damage) or 2s paralyz-
turn to face directly away from the I ation gas (save vs. paralyz-
figure or force that caused them to ation for no effect). These
rout. If that direction is not obvious, dragons can also detect
pick the path that leads them furthest invisible things at 3-inch
from all visible enemy threats. A range. This description does
player can always choose to volun-

If a t 2 T H k O ~~~~.bonus,~ as thero~gre~le~av. e.s,hi~s melee zone. ~...._.._.__..-.._-l.l-.--.IIRI ,..".h.e
~
ogre, with 3,3


Dwarf, 1st Level Warrior Chapter 6 ELVES:
Scenarios 6 elven warriors, typical 1 hit war-
Hits 1 Double Jeopardy riors
AC 4 Nywon, elven warrior, unit leader
AD 1 An elven noble woman, Sharlan, is Sharlan, same as an elven warrior
THACO 20 traveling through the forest with a ORCS:
small armed escort. She is fleeing 10 Orcs
Range -13 with her elven lover Nywon, from 2 orc lieutenants, same as unit leaders
MCBDlCD her impending forced marriage to a
3 human warlord who recently con- SETUP: The elves set up first. They
MV S quered her lands. To escape his
Sire clutches she must travel through the can lace their miniatures anywhere
S orcs' territory. At the same time, a on tre right side of the board. The
~~~ LO party of orcs is making its way to a orcs set up second and can place their
Regular small elven village to pillage and miniatures anywhere on the left side
AL plunder it. These two groups meet of the board. It is assumed that both
EXP well after sundown inside the elven groups are aware of the other's pres-
lands. Both the elves and the orcs can ence. Refer to the listings in appendix
see only 6" (60feet) in the dark using B for the combat values of the elves
their infravision. and the orcs.
VICTORY CONDITIONS: Neither
group can allow a single member of
the other group to live. If any of the
orcs survive, they will return with a

II

Double Jeopardy

*r

t

I

I ,Table setup for the;Dou .. I


.', . I, , ,,1. ;, i. , ,

Part One Core Rules

large band and capture Sharlan and SETUP: Billidum sets up first. He can Dwarf, 1st Level Warrior
ransom her back to her detested and conceal any of his miniatures. He
betrothed warlord. If any of the elves must write down where they start. Because 01 their sturdy,
survive, they can warn the elf com- Concealed miniatures must be re- nonmagical natures,
munity. The orcs would be slaugh- vealed when they move. Billidum has dwarves get a + 3 bonus on
tered while trying to make it back to a stash of 12 boulders wherever he Tsahveeyshvasv.emaag+ic1 and poison.
their homeland. starts. However, he can only carry THACO
one boulder with him away from that bonus vs. orcs,goblins, and
The orcs win if they kill or neutral- spot. The Hoekun Clan enters the ta- hobgoblins, their hated
enemies, and ogres, trolls,
ize all the elves except Sharlan. The ble from the left side. The combat and giants have a - 4 THACO
penalty againat dWaNeS.
elves win if they kill or neutralize all values for Billidum, the ogres, and

the o m . If one side routs off the the horses are in Appendix B.
board, neither side wins a complete VICTORY CONDITIONS: The
Hoekun Clan wins a major victory if
victory. The side that still has minia-
it can kill Billidurn and half the ogres.
tures on the board gets a minor victo-
ry for routing the other. The orcs win It wins a minor victory if the mon-
a minor victory if they kill Sharlan,
regardless of other outcomes. sters are routed from the table. Billi-

Blllldurn's Last Stand dum wins a major victory if he routs

The hill giant Billidum and his ogre or kills the humans with over half his
tribe have been raiding nearby hu- ogres alive. He wins a minor victory
man villages for months. Finally if he routs or kills the humans with
Yamun and his Hoekun Clan warriors less than half his ogres, or if Billidum
have cornered the evil band, bent on is killed.
wiping it out.

OGRE MARAUDERS OF
SPIDERHAUNT:
Billidum, standard hill giant
12 armored ogres, AC 1

HOEKUN CLAN WARRIORS:
Yamun, human: hits 6; AC 2; AD
1l(21;)S;iTzeHMAC;XOP1257(01;5)m;aMcLe a1n4d;lMonVg
bow, range 15/30/51;mounted on
a light horse
12 Hoekun warriors, human: hits 2;
AC 5; AD 10); THACO 19(19);

ML 11; MV 12; Sue M; XP 35;
long swords and lances, charge
with AD 2,THACO 13;long bows,
range 10/20/34
12 light horses
6 Hoekun warriors: hits 2;AC 2;AD
1;THACO 19; ML 11;MV 12;Size
M;XP 3s; long swords and lances,
charge with AD 2, THACO 17;
long bows, range 10/20/34
6 medium armored horses, AC 3

35


Elf, 1st level Warrior P u t Two require 4-sided, hided, 10-sided, 12-
Expanded Rules sided or percentile dice as well.
Hits 1
AC 5(F) In a normal medieval setting, there TOPICS:These expanded rules cover
AD 1(1) is no magic and no fantastical crea-
THACO 19(19) tures. All of the rules in the previous the use of military units, where lead-
10120134 section would apply quite nicely. But ers and troop organizations are very
Range 13 that would not be half as much fun as important. They explain the rules for
playing with magical spells and won- flying, swimming, burrowing, invisi-
ML 6- derful fantasy creatures. For them we ble and ethereal movement. In the
MDlCD need special rules, including rules for combat section there are detailed
CB 12 flying, invisibility, and casting spells, rules for mounted miniatures, aerial
MV 65 among other things. That's what you combat, and attacking objects. Spe-
XP M will find in this chapter. cial attack modes such as poison, pet-
CG rification, level draining, and breath
Size Regular T h e expanded rules draw heavily weapons are also covered.

AL upon the AD&W role-playing rules. None of these rules are required.
EXP You can pick and choose from them
Wherever possible the rules for Skir- as you see fit for your gaming plea-
sure. For example, do not use the
mishes match the AD&D game. In rules for military units if you want a
some cases a rule was simplified to fast-paced and wide-open game.
promote faster and easier play. The Units are appropriate in scenarios
AD&D game requires a wider assort- with a military atmosphere or in very
ment of dice. The core rules can be large battles.
played with 20-sided dice and 6-sided
dice. The expanded rules sometimes

Table amup Tor me mumurn a ~ 8atarnd wenano.


Part One Core Rules

Chapter 7 TRACING COMMAND EXAMPLE: -
Mllltary Units Consider a unit of human regulars.
The miniatures have a morale di5 Elf, 1rt level Warrior
A unit is a military structure that tance of 6". They are all strung out in
links several miniatures together. a straight liie. each one 4" from its Elver recelve a +1 THACO
This usually means the miniatures act bonur whrn flghtlng with
together. All miniatures in a unit ~~ ~~~ rwordr or bowr. They are
move at the same time, fight at the
same time, and check morale at the neighbir. The unit leader is at one Immune to charm and sleep
same time. Not all scenarios require end of the line. Any miniature in this
the use of units. line can find another miniature in its rpellr. Their favored terrrln
unit within 6" (its morale distance). I8 fore- and they dlallke
As a rule of thumb, miniatures in a That miniature in turn can find an- ualng mount8 (elf cavalry Ir
other within 6". until one of them is
unit are all similar. Generally they are within 6" of the unit leader. Since this qulte rare).
all of the same basic type (gnolls, hu- chain of miniatures is unbroken, they
mans, elves, etc.) and are armed and are all considered in command.
armored the same way. In spite of this
statement, it is perfectly acceptable to But look at what happens if the
have mixed miniatures in the same miniature in the center of the liie is
unit. However, be prepared to ex- killed. Now there is a gap of 8" be-
plain why such a ragtag band of min- tween two miniatures. Since that is
iatures constitutes a unit. Put some more than the 6" morale distance,
thought into unit organizations when half of the unit's miniatures cannot
setting up your scenarios. trace a path to the unit leader. Those
TRACE COMMAND: The term miniatures are out of command, and
"trace command is used in several form a new unit. It must check mo-
places in this section of the rules. This rale int he morale phase and suffer
term means that the miniature is part penalties for the rest of the game until
of a chain of miniatures in its unit.
The chain must include the leader of
the unit or a field commander. (Unit
leaders and field commanders are di5
cussed in detail in a later section.)
Each miniature in the unit must be

within its morale distance (MD)of

another miniature in the unit. The
leader must be within its command
distance (CD) of at least one of the
miniatures in the unit.

If, during the morale phase, a min- I
iature cannot trace command to its
leader, it is automatically considered
to be a new unit. Any other minia-
tures that it can trace a morale path to
are also a part of that new unit. The
new unit checks morale with a single

roll, not miniature by miniature. The

effects of being out of command are
discussed in detail later.

The kobold Irmgulanhave a moraledlstance of 2". All of the Wolds can trace command to MCh
other and to thelr bugbear leader, 80 they are all In command.

37


P u t Two Expanded Rules

Elf, 2nd Level Drow its unit or it is placed under the com- check (failing the check prevents the
Warrlor wlth short mand of another unit leader or field attack and causes the unit to become
commander. shaken). If the unit is out of com-
sword & hand crossbow mand, it cannot initiate melee.
UNITS FORCED To SPLIT: Any IRREGULARS are minimally trained
Hlta 2 fighters. Usually they are military re-
AC 2 unit formed by being cut off from its serves that have worked together for
AD 1(1) leader must make a morale check in only a couple of weeks. The unit
THACO 18(20) the next morale phase. On future needs to make a morale check in or-
Range 8/12/18 rounds it operates as a normal unit, der to initiate melee combat, unless it
ML only checking morale when it would can trace command to a leader. Its
CB -14 normally have to do so. morale distance is one-third of its
MV FORCED SPLIT EXAMPLE: A unit normal movement range. For exam-
XP 12 containing 10 miniatures loses three ple, a human with a movement of 12"
Slzr 420 during combat. Unfortunately, these has an MD (morale distance) of 4".
AL M three were the central part of a long REGULARS are creatures accus-
EXP line, and their loss split the unit into tomed to combat. They have had ba-
CE two groups, one with four miniatures sic training lasting several months
and one with two miniatures plus the and are reasonable disciplined. They
Vetem unit leader. The group with four min- have been in at least one small battle.
iatures is out of command. It be- A regular unit can move and initiate
comes a new unit and must check melee without a morale check. Its
morale this round. On all future morale distance is one-half of its nor-
rounds it is treated as a complete and mal movement range.
self-sufficient unit and need not make VETERANS have been a fighting
further morale checks for being sepa- force for at least a year and have
rated (unless it splits again). fought in several battles. Occasional-
ly they have special training or com-
Unlt Combat Experience bat abilities. They have a morale
distance equal to their normal move
Every unit is rated by its combat distance. If the first unit leader is
killed, another miniature (a sergeant)
rcperience (W)Thi.s is a measure of the player's choice takes charge on

of the quality of the unit. The EXP thenext round. If thissecond leaderis
class of the unit determines how often
it must check morale and what effect killed, no new leader appears and
then the unit is out of command. The
a leader has on it. As a rule, better unit must still make a morale check
on the round it loses a leader. The
trained units should also have better new leader gets no combat bonuses.
ELITE units are specially trained
morale ratings. The Skirmishesgame forces, frequently with special com-
bat abilities. Their morale distance is
is meant to be played primarily with line of sight or their normal move dis-
regulars and veterans. Other experi- tance if they are out of line of sight of
ence classes are provided for special another unit miniature. It is very dif-
situations or scenarios. ficult to place elite units out of com-
mand. A leader that dies is
RABBLE has never been trained to immediately replaced by any minia-
tv- Qf the player's choice. The unit
fight or been in any sort of battle be-
fore. Peasants or townsmen are good
examples. Rabble has a morale die
tance of 2". Each round a rabble unit
is not in command (with a leader) it is
required to make a morale check.
Rabble cannot initiate melee unless it
has a leader and makes a morale

38


. ..,

still has to make a morale check for Leaden (u ;ommurders
the leader's death. The new leader re-
tains his old combat values. These rules are part of the unit
rules. If units are used, leaders must
HEROlMONSTER miniatures are be used also.
not part of any unit. They always
check morale separately, even if at- UNIT LEADER:A leader is one of the
tached to a unit. They are never out miniatures in the unit. Sometimes the
of command and have no morale die leader has no special abilities or ad-
tance. When the unit rules are not in vantages. Occasionally the leader is
use, all miniatures are treated as he- slightly tougher than the troops he
roes or monsters. A hero or monster leads. Usually he has no more than Elf, 2nd Level Drow
cannot act as a leader unless it is de- one or two extra hits. Warrlor with short
clared to be a field commander at the Each unit must have its own leader. sword & hand crossbow
start of the scenario.
It is possible for a unit to have multi- Dlow a n mora mrglcalthan
ple leaders at the start of the senario. their rurfacr-dwrlllng
PLAYER CHARACTERS are strictly The chain of command must be es- courlnr. They recrlvr (I +6
PCs transferred over from role-play- tablished at the beginning so that bonur on r v l n g throw8 V.I
ing adventures. A PC never needs to when a leader is killed there is no
make a morale check under anneyedcira- question of which miniature becomes frihnlo;ld+;1+c1harhlnomrtarlwl; o+rd;l
cumstance. A PC does not the new leader. The unit must still
commander and cannot be out of make a morale check when a leader is polrolud croubow quarrrlr,
command. killed, even if another one is there to vlctlmr murt r v r at - 4
prnalty to wold
Table 10. Combat Experience pick up the reins. unconrclournrr for the rrmt
of the scenario. Evrry drow
Experience Morale Initiate FIELD COMMANDER:A field com- can cart farrlr fln and
Class Distance Combat darknrr once per scanado.
Rabble 2 inches Leader * mander is not attached to any partic- Their magic nrlrtrncr le
Irregulars 1/3 move Leader ular unit. He can move close to a unit 50% and t h y ncelvr a + 2
to put it in command. He can even bonur on r r v r r V.I any
Regulars V z move Anytime become part of a unit for a while. magic. Dlow murt maka
Veterans full move Anytime morale chrcka If In runllght
Elite LOS Anytime There should be only one field com-
Heroes, PCs NA Anytime mander per player. The commander or magic Ilght; bright light
should be one of the toughest minia-
tures on the team, especially in cha- crurrs them (I - 2 THACO
* Morale check even with a leader penalty.
otic forces. He should have at least
three hits more than the strongest
UNIT MORALE: A unit usually de- unit leader under his command. A
termines morale as a whole. One die field commander always checks mo-
roll is made and all of the figures in rale individually, like a hero.
the unit react accordingly. If the unit
splits or is divided, each division has COMMAND DISTANCE: Nom,-,
the parent unit's current morale value miniatures trace command through
and state. From that point on, how- their morale distance. This is usually
ever, they keep track of their morale tied to the miniature's movement
individually. Units with mixed minia- rate. A leader or commander has a
tures may have a variety of morale command distance (CD) which is
numbers. Use the lowest amo+r1albeovnauls- based upon his skill as a commander.
ue in the unit, but give it In AD&V game terms, this trans-
for being mixed with miniatures with lates to his level. The command dis-
a higher morale value. tance is usually equal to the number

1 of hits he can take in combat, or 1.1a

level, whichever is greater.

39


'i &

Elemental, Alr If a commander can take eight hits, EFFECTS OF A LEADER: A unit
he has a CD of 8 inches. His troops
Hits 8 may only have a morale distance of 6 leader or a field commander can add
2 inches, but he can be up to 8 inches
AC 2 away from his unit and still put them its command bonus (CB)to the mo-
AD in command. The command distance
THACO -10 always takes precedence over the mo- rale rating of any unit within its com-
Range --15 rale distance. Under no condition is mand distance. This represents his
ML the command distance of a leader or ability to inspire his troops. The
MDlCD FI 36(A) commander ever less than the morale stronger the commander is compared
CB 3,000 distance for the troops that he com- to his troops, the better the bonus.
MV L mands. In the case of a field com- THE COMMAND BONUS: Find the
XP N mander, it can never be less than difference in hits between the com-
size Monster one-half his movement rate. mander and the basic troop type he is
AL OPTIONAL RULE: Relating the commanding. If there are multiple
EXP command distance to the toughness miniature types in the same unit, use
of the field commander is not an arbi- the best in the unit. The table below
trary decision: it is based on rules assumes that the commander takes
more hits than the troops.
from the AD&D@' role-playing game.
A commander always adds at least
Skirmishes players, however, should one to the morale rating. A unit lead-
feel free to define the command dis-
tance for various commanders as er always adds only one to the morale
higher or lower, depending on the rating. Remember that a roll of 20 on
needs of the scenario. a morale check always fails.

corn*-I? ;they would havea commandchain andwci~

ba In &n though two b w m culllot leeiheir leader.

40 I


Part Two Expanded Rules

Tabk 11. Commanmer&orale Bonus cannot charge while out of com-
Extra Command mand. Therefore, the orc player
Hits Bonus moves the unit into melee with the
0-2 +1 closest enemy unit.
3-5 + 2
160-9+ +3 Even though the orc player has the
+4 initiative, the leaderless orc unit must
wait until all other attacks are com-
BEING OUT OF COMMAND: A pleted before it can roll its attacks. In Elemental, Air
unit that is out of command (without a wonderful twist of fortune, the
a leader) suffers several penalties in leader of the human unit is killed1 Air rlementrlr crn be hit
addition to its reduced morale. The only wlth +2 worponr or
unit is not allowed to move until the On the next round, the orc player m o r . In rrrlrl combat, they
opposing team decides it can. The op- again wins initiative. He wants the got +1 THACO and +1 AD
posing team is in complete control of leaderless human unit to move first, bEoancuhmrelrsmInonwtrrllrclmcocmrbeaatt.e a
when, but not where, the unit moves. but the human player wants the lead- tbwoohptl,tdoewmnldn, 3d4l1InmIcnhhceehrrwwtaildldle.rTaathttehe
If the opposing team is under the con- erless orc unit to move first. Because wklhllirrlawlltnmdllnulrtteuOrrIWr wrHohunadh,it
trol of several players, they must as- the orc player won initiative, he gets danodenl e u that It touchor, and
sign a single player to make that his way and the human player must htta to othora, no
decision during the round the unit is move his leaderless unit first. 2
made leaderless. If opposing out-of- awe rllowod. If rummonad,
command units are chosen to move Personal Challenges It hrr AD 12, THACO 7, XP
simultaneously, they are moved ac- 7,000; If conlurod, It kea AD
cording to the order of the initiative WHO CAN ISSUE A CHALLENGE: 16, W A C 0 6, ML 17, Size H,
rolls. XP 11,000.
Any hero, field commander or speak-
Out-of-command units are not al- ing monster can issue a personal chal-
lowed to charge and cannot make ral- lenge to another hero, field
ly checks. They can still initiate commander, or monster. Heroes can
combat and must make any necessary challenge commanders and monsters;
morale ch*ks. During combat, the all permutations are permitted. Unit
unit alwayq fights last. If two out-of- leaders may not be challenged or is-
command units attack each other, use
the initiatiire rolls to determine the sue challenges. The challenge must be
order.
issued just before the miniature, or
OUT OF COMMAND EXAMPLE: any other miniature in its unit,

The leader of a band of orcs has been moves. The challenger must be capa-
killed. The unit makes its morale
check and remains in good morale. ble of reaching his opponent in one
During the initiative phase, the orc round of movement.
EFFECTS OF CHALLENGING:
player wing initiative and the human Challenging has the immediate effect
of giving a +2 morale bonus to any
player loses. All other units are unit within the command distance (or
moved in aqcordance with the normal morale distance) of that miniature,
initiative and movement rules. But until the unit fails a morale check. At
the human player makes the out-of- that time the morale is returned to its
command orc unit move first. The previous value.
orc player still gets to move his other
units last, but not the out-of-com- ACCEPT OR REFUSE?: The oppos-
mand unit.
ing miniature must immediately ac-
When the orc unit moves, there is a cept or refuse the challenge. If the
unit of humans 13" away and an- opposing miniature refuses, nothing
else happens. The challenging minia-
other 7" away. Both units are in the ture is not allowed to move that
orcs' charge zone, but the orc unit round. The challenge becomes a


Part Two Expanded Rules

Hlta rth cheap ploy to raise morale temporari- INTERFERING WITH T H E CHAL
AC ly. If it is accepted, all units within the
AD 8 command distance (or morale dis- LENGE: If any attempt is made to in-
2 tance) of the accepting miniature get terfere with the challenge (through
MRTHLinA-aCrO the same +2 morale bonus. physical attacks, spells, etc.) all the
~ THE FIGHT: Once the challenge is miniatures on the other team get +2
MDICD accepted, then the two miniatures
CB -4 must move toward each other and en- THACO and +4 morale bonuses for
MV gage in melee. If the challenged min-
XP 12 iature has already moved, then the the rest of the scenario.
challenging miniature must move to LOSING THE CHALLENGE: AI1
81r --1s attack it. If the challenged miniature units on the losing side within the
has not moved, then the challenger command distance or morale distance
AL 6 can move to any location within the of the losing hero, monster, or com-
EXP 2,000 movement allowance of the chal- mander must make a morale check.
lenged miniature. His opponent must Having witnessed the death or retreat
L move to meet him there this round. of their hero they have a - 4 morale
N penalty for the rest of the scenario.
T h e receiver of the challenge does They also lose the +2 bonus they
MOn8t.r gained when the challenge was issued
not have to move immediately. He or accepted.
can wait until later in the round to
move his miniature to the challenger.
Once in contact, the two miniatures
fight until one is slain, is allowed to
withdraw, or is routed.

Thekobolds areallwithin moraledistanceof each D JInot c ier.However, the
leftmost kobold Is wlthln the command dlstance of the bugbear, whlch In tu r n placesIthe entire unit in

command.

42


Part Two Expanded Rules

Chapter 8 layed to move it immediately. Elemental, Earth
Inltlatlve for Unltr Alternatively, the player with ini-
Earth elemantala can bo hlt
Expanded initiativeis more compli- tiative can tell any player to move a only by n + 2 wrapon or
cated, but may be more satisfying unit right now, even if that player has better. All alrborna or
with larger numbers of units. Ex- just completed a move.
panded initiative should not be used swlmmlng mlnlaturaahave I
unless units make up the bulk of the The player with initiative cannot
forces on each team. Each player only pick the specific unit to be held back -2 AD penalty igalnat It. Thl
gets to move one unit before passing or moved, only which player is af- crenture'a tavond tarraln la
fected and when. The player being af- rough, rocky, rlopeo. It
the option to the next player. This fected still gets to choose which units rummoned, It%AD 12,
he will move. A unit cannot be THAW 9, XP 6,000. It
means the movement of units will be moved more than once per round. conlund, It uwa AD 16,
intermingled. ALTERED SEQUENCE EXAMPLE: THACO 7, ML 17, Slze H, XP
Bruce, Jim, and Roy are playing Skir- 10,wo.
WINNING INITIATIVE: Just as in mishes.Each player has two units on
the table. Bruce wins initiative, fol- 43
the basic initiative rules, the player lowed by Jim, then Roy. With no al-
who rolled the lowest number on the terations, the sequence of movement
die wins initiativeand the player that looks like this:
rolled the highest number loses it. If Roy-Jim-Bruce-Roy-Jim-
there are more than two players in the Bruce
game, there will be an order running
from the lowest die roll to the highest. Because he has the initiative,
EFFECTS O N MOVEMENT: The Bruce can simply pick one name out
loser of initiative must move a unit of that sequence and put it anywhere
first. Then the other players move else in the sequence where he wants
units in initiative order, the initiative it. The following are just three exam-
winner moving last. This proceeds ples, many other arrangements are
until all players have moved all their possible:
Units. Roy-Jim-Roy-Jim-Bruce-Bruce
ALTERING THE MOVE SE- Bruce-Roy -Jim-Bruce-Roy-Jim-
QUENCE: The player who won ini- Roy-Bruce-Roy-Jim-Bruce-\im
tiative gets an important advantage
Bruce can announce his change
3in moveme t. This advantage can be whenever he wants. As mentioned
earlier, however, Bruce has no con-
use in one o two ways: he can either trol over which particular unit is af-
tell a playen to hold a unit back and fected, so if he makes someone skip a
move it late; in the sequence, or tell a turn, he should say so before that
player to move a unit immediately, player announces which unit he in-
tends to move.
early in the scquence. He can only do EFFECTS ON COMBAT: If you are
this once per round. He can use it for using the expanded initiative rules,
during the combat phase each player
his own team or against the opposing in the initiative round chooses a unit
team. which will attack. The player who
won initiative goes first, then is fol-
If a unit 1s held back, the player lowed in order in the initiative se-
quence until all units have attacked.
simply annqunces, at the beginning
of anyone's move, that this move is
being skipped. This should be done
before the moving player has indi-
cated which unit he intends to move.
At any point later in the move, he can
tell the player whose unit was de-


I 'i Part Two Expanded Rules

L As in movement, the player who full movement for that round. Unlike
won initiative can force a player to units inadvertently formed during
Elemental, Fb fight out of sequence, either moving a combat, no morale check is needed.
friendly unit forward in the sequence,
Hb a or moving an enemy unit back. Routed units may not be merged or
AC voluntarily split. A shaken unit can
AD 2 ATTACK ROLLS OF 1 OR 2: Do not be merged with a unit that has good
TRHaAnCgOe morale. In that case, identify the unit
ML -3 use the rule of ones and twos de- with the greater number of minia-
CYDElCD scribed for the basic initiative rule.
13 Rolling a 1or 2 duringcombat has no tures. The new unit acquires the mo-
~~ effect on initiative if these expanded rale of this larger original unit. If the
--18 rules are used. Expanded initiative is
MV always an optional rule. It should be units have the same number of minia-
12 decided at the beginning of the game tures, then the new merged unit starts
which initiative system will be used with shaken morale. If more than two
throughout the game. units are merging, count all minia-
FORMING NEW UNITS: Units can tures that are shaken and compare
split or merge as their first action in them with the number of miniatures
the movement phase. All merges or that are in good morale. The newly
splits must be performed before the merged unit has the morale of the
unit can be moved. All of the minia- most miniatures.
tures in a group of merging units must
XSPlu, 2L,000 be able to trace a morale chain to
AL N
EXP Momtar each other. New units still get their

'. ,, ,.

I
I


~ A

Part Two Expanded Rules

PExpande Movement To measure the distance between a
flying miniature and a point with sig-
IF1ylns nificantly different altitude, get out
your string or tape measure. First
reature has the US measure straight above the miniature
re most terrain effects. to its indicated altitude. Hold that po-
sition and then measure from there to
the location in question. This straight
line is the true distance between the
two points.

some miniatures CLIMBING. A miniature in flight Elemental, Fire

.The easiest way to must expend extra movement to rise, -+2 weapon to hit; unable to
similarto a ground miniature running
up a slope. It does not have to expend cross water, 1 AD penalty
extra movement to come down (and vs. fire using miniatures;
does not receive any movement bo- Summoned: AD 12, THACO
nus for doing so). 9, XP 6,000; Conjured AD
16, THACO 5, ML 17, Size H,
A flying creature must move for- XP 10,000.
ward in order to gain or lose altitude.
How far forward depends on the fly-
ing class of the creature. Porward
travel does not mean in a straight
line. It can turn and bank normally.
However, it cannot hover in one spot
and change altitude. Levitating and
Class A (seebelow) flying movement
are exceptions to t h s rule. Such m a -
tures can change altitudewithout for-
ward movement.

DMNG: Miniatures that want to
drop can do so easier than gaining al-

titude. All flying creaturea can drop
at a maximum ratio of 1 inch of lost
altitude for each inch of forward
movement. Only the inches of for-

wthaerdmomveomvecme.nt'loarweacnocuenotfedthaegaminins-t
iature. The ltitude is free thanks

to gravity.

TANCES: A min- FALLING:Any miniature that drops
a third dimension
difference in alti- more inches than it moves forward Is
ints islessthan 1
considered to be falling and tum-
bling. On the next round, if it l i i

that long, it must make a saving
throw vs. breath weapon to recover
from falling and tumbling. Failure

means that it plummets 30 inches

with no horizontal movement at all.
Again, levitating and class A flying
miniatures are exceptions and can


Part Two Expanded Rules

Elemental, Water change altitude in any amount with- the ground. (In other words, flying
out falling. and ground movement cannot be
Hit8 8 combined.)
AC 2 Anything that falls or is dropped CHARGE: Technically an ---'a1
AD charge is a dive and gets all th n-
TRHaAngCeO 4 does so at a speed of 30. If it had any bat bonuses that apply to the cnarge.
A flying miniature in a dive must in-
MMLDICD -12 forward momentum, it falls with 1 clude downward travel with at least 1
CB inch of drop per 4 inches of forward
--15 inch of forward, straight-line move- travel. Justlike a land charge, it must
MV be a straight line dive at the oppo-
XP 6, sw i a ment per 5 inches of drop. Hitting the nent. Prior to starting the dive, the
Size ground results in one attack die of miniature can change its facing by
AL 2,000 damage for each inch fallen, with any amount allowed by its flying
EXP L THACO 10. Flying miniatures defend
with their normal armor class. Minia- class. For example, a Class C minia-
MN oneter tures that cannot normally fly defend
as armor class 10,regardless of their ture can change its facing by up to 90
normal armor class. The maximum degrees before beginning the charge.
number of attack dice is 20. Any fall
from more than 20 inches is still only Any creature can drop up to 1 inch
a 20 AD attack. per inch of forward travel in its dive.

TURNING AND BANKING: Flyers No flying figurecan drop more than 1

are limited by their class in how inch for every inch traveled forward,
sharply they can turn (see the table even in a charge. To do 80 would
below). Any creature moving half or mean losing control and hitting the
less of its flying movement rate can ground (see diving and falling,
turn twice as much as the table indi- above). As always, levitating and
cates. The angles given in the table class A creatures are not subject to
represent the total change in direction this limitation.
during the round. The total can be
reached by any number of smaller in- FIGHTING WITHDRAWAL: This
dividual turns. Flying creatures can maneuver is not an option in flight,
except for levitating and Class A fly-
"slip" up to 45 degrees to one side or ers.

the other while maintaining the same Table Iz.Flying Classes
facing. This does not count toward its Forward
total turning movement. Flying travel Maximum
CHANGING FACING: Unlike a Class to &e 1" turn.
ground figure, most flying miniatures A 0" Unlimited
cannot change facing when they are B 1" 180 degrees
contacted for melee. It is a lot easier C 2" 90 degrees
to get flank and rear attacks in aerial D 3fl 60 degrees
combat. Levitating creatures or those E 4" 30 degrees
of class A can spin to change facing at
any time. * Double if flying speed is half or less

TAKING OFF AND LANDING: A of maximum.

creature on the ground which be- CLASS A: Creatures of class A a n
comes airborne must take off before
it performs any other movement. The not subject to any movement or com-
creature can turn to face any direc- bat restrictions when airborne. They
tion for free just before take off. can change facingat any time, dive or
climb at any ratio. They are not using
Landing ends the creature's move-
ment for that round, even if it had -the air currents for flight. but rather

movement left. However, it can
change its facing for free once it is on

46


Part Two Expanded Rules

some form of magical or elemental at 6" from east to west, move all fly- II Elemental, Water
control. Fighting in the air for them is ing miniatures 6" directly west of +2 weapon to hit; -1 AD
no different from fighting on the their current positions. Circular penalty when out of water:
ground. winds move miniatures in a circle must always be 18"to a
around the center of the wind storm. water source; invisible in
CLASS 8: These are the most maneu- water; favored terrain, water.
Do not worry if this places the min- Summoned: AD 16, THACO
verable of all winged creatures. They iature inside structures or terrain for
can hover in place and change facing the moment, When the miniature I9, XP 6,000; Conjured: AD
without penalty. They still need for- moves, it starts in this new position. 16, THAW 7, ML 17, Size H,
ward travel to gain altitude, but can If the wind camed it through an ob- XP 10,000.
drop without it. They must include stack, the flyer must expend the first
forward movement to drop in a part of its movement "undoing" the
charge. wind's effect. If it cannot, then it
takes falling damage as if it fell at the
CLASS C: Most mundane birds fall speed of the wind minus its own
into this class. They must move at speed.
kvltrtlon
least one-fourth of their movement
allowance in order to stay aloft. Levitation is usually the result of a
spell or some other magic. The levi-
CLASSD:These creatures are usually tating creature can float straight up in
the air but cannot move forward or
larger and slower than those of class side to side. Its only option is to
C. They must move at least one-third change altitude. As a result, a levitat-
of their movement allowance to re-
main in the air.

CLASS E The slowest and clumsiest
of all flyers are class E. They are

lucky to be able to fly at all. They
must maintain at least half speed in
order to stay in the air.

FLYING MOUNTS:If a flying figure

is mounted or carrying a significant
burden, reduce its movement class by
1.Flying class A creatures never go

down to class B. Class E creatures
stay at class E. In all other respects,
the flying mount acts like a ground
mount. The morale of a trained, fly-

ing mount is increased by 4. See chap-
ter 5 for further details.

WINDS:In most scenarios the winds The draconianin flight(clasoE)can onlyturn30degreeswniie me narpy(classC)can handle upto a
BO degree turn. The elr elemental (classA) Is unrestricted.
blow at less than 3" per round and
can be ignored. For unusual sce-
narios, or to accommodate magical
effects, the wind strength might be
higher. At the beginning of the move-
ment phase, before any miniatures
have moved, shift all flying minia-
tures in the direction that the wind
blows, at the wind's speed.

For example, if the wind is blowing


Part Two Expanded Rules

Ettln wlth spiked club ing creature is assumed to have all the Any miniature trapped in a col-
benefits of a grounded creature that lapsed tunnel must save vs. death
cannot change position. It can change each round at the end of the combat
facingwhen a flying creature engages phase, and suffers one hit each
it in melee.
can be rescued.
A levitating creature can execute a
fightingwithdrawal only by going up Swimmlng
or down. If its opponent is attacking ~
from the same altitude, it can with- I
draw either up or down. If its oppo-
Hits 10 nent attacked from above, then the
AC 3 fighting withdrawal option can only
AD 4 be performed by going down. The re-
TRHaAnCgOe verse is true if the attack came from
ML 9- underneath.
CMBDlCD
14 Bunowlng
MV
XP -12 Some creatures can dig through
Slre dirt and rock. They have two modes
AL 12 of movement, normal and burrow-
EXP 3,000 ing. Normal movement can be done
H in a tunnel or on the surface. Burrow-
CE ing creates new tunnels. Burrowing
VeteranlMonster cannot be done within 3" of water.
The tunnel would fill with water,
drowning the burrower. (Forsimplic- reathe water are
ity, extend this water effect to infinite the surface. The
depth below any body of water.
Nothing can tunnel beneath water in miniature is no
this game. If the referee is willing to
keep track of the depth of all tunnels,
he may waive this rule.)

T h e burrower pays for his move-

ment normally. Usually there is a sep-
arate burrowing movement rate in
addition to the normal movement
rate. Digging down or up does not al-
ter the movement rate. The two types
of movement cannot be mixed.

COLLAPSING TUNNELS: A bur- define clear water
rowing creature can specify whether
a tunnel will collapse when another
miniature moves through it. This
must be done when the tunnel is cre-
ated. It doesn't cost anything extra to
make a collapsible tunnel.

A tunnel dug within an inch of a
soft surface can be made to collapse
when miniatures walk over it. A soft
surface is usually dirt or sand. Rock is
not considered a soft surface.

I

48


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