The words you are searching are inside this book. To get more targeted content, please make full-text search by clicking here.
Discover the best professional documents and content resources in AnyFlip Document Base.
Search
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

Part Three

Sun Blade 3,000XP Sword +4, Defender 3,600 XI’
This sword can create an area of The + 4 enchantment of this blade
sunlight strong enough to destroy un- can be divided in any manner be-
dead that are susceptible to the light. tween AC bonuses and THACO bo-
The wielder cannot attack while do- nuses. The decision is made at the
ing this, but can move normally. The instant of combat each round. The
area has a 1” radius and increases AC bonus only applies to attacks
one-half inch for every continuous coming from the front.
round of concentration, to a maxi-
mum of 6 ” . It is a broad sword +2 Sword of Dancing 4,400 XP
’ normally (AD 2, THACO -l), +4 This sword starts with a +1 en-
against evil miniatures (AD 2, chantment. Each consecutive round Mind Flayer
THACO +2) and has AD 4, THACO of melee (not necessarily against the
-2 against evil undead. same opponent) the sword improves A mind flayer’s four
by +1 THACO, up to a maximum of
Sword +1,FlameTongue 900 XP +4. On the round it might otherwise tentaclesdo no damage (‘).
This flaming long sword always become a +5, it starts over again at
has at least +1 enchantment. Its +1. On that same round, or any af- Rather, If any of the four
flames can ignite flammablematerial. terward, it can leaveits owner and at- attack dice scores a hit, the
It is +2 vs. regenerating miniatures, tack on its own up to 3” away. After mind flayer can kill Its
+ 3 vs. cold-using, flammable, or avi- doing this for four rounds, it returns
an miniatures, and + 4 vs. undead. to its owner. The sword cannot be hit opponent in 1 4 rounds (roll
Sword +2, Dragon Slayer 900XP in melee.
Against dragons, this is a + 4 Sword of Life Stealing 5,000 XP only ld4, no matter how
sword. Each sword is attuned to one This +2 weapon drains a level many tentacles hit). The
particular color of dragon, against from any miniature it hits, in addition victim Is not allowed a
which it has AD 5, THACO +4. to normal damage. This hit will heal saving throw. His only
Sword +2, Giant Slayer 900 XP the wielder if he is wounded. chance Is ifmelee contact is
Against giants or related monsters 4.400 XP broken by an outside force
(ettins, ogres, etc.), it has a + 3 en- SwWorodunodf sWfrooumndthinisg+ (meaning the mind flayer Is
1weapon can- killed, knocked
chantment. Against true giants it not be healed by magic. unconsclous, paralyzed,
does extra damage (AD4,THACO0). forced to retreat, or
Sword +2, Nine Uves Stealer Sword of Sharpness 7,000 XP otherwise renderedunable
The first 20-sided attack die must to fight). The mind flayer’s
1,600XP be rolled separately. If it is a 20, then mentalblast is a 6 x 2 cone.
All miniatures in that area
The attacker must roll the first 20- double the total number of AD
sided attack die separately. If it is a (rounded up) for that attack. must save vs. wands wlth a
20, then the target miniature must - 4 penalty or be stunned for
save vs. spells or die. The sqvord can Sword, Vorpal 10,oooXP
”steal” nine lives this way. If the first This is a +3 weapon which decapi- ld10+2 rounds. A mind
die is not a 20. the others are rolled tates any miniature if the first 20-sid-
ed attack die is an 18, 19, or 20. Roll flayer can also use the
followingpowers,one per

round, as often as desired:
suggestion, charm
monsterlpenon, ESP,
levitate. All saving throws
vs. mind flayer anakcs have
a - 4 penalty.

and added to the result of the first. this die separately before rolling the

Sword +3, Frost Brand 1,600XP others. This is automatic death for
This frigid blade has + 3 enchant- most types of creatures.
ment. It is +6 vs. fire-based or using
miniatures. It grants protection like a
ring of fire resistance. It has a 50%
chance of extinguishinga I” x 1”x I”
cube of fire, includingfireballs, flame
strikes, and the like.

99


Chapter 17 Scenarios DRAGONLANCE" Heroes, Dracon-
Rlght of Passage ians, Huma's Silver Dragon and The
Red Dragon of Krynn boxed sets of
This scenario is set in Krynn, Ral Partha Miniatures.
the campaign world of the
Minotaur of Krynn, DRAGONLANCE: saga. A brave Dragonlords:
6th level Warrior group of heroes is nossingthe KMkist 3 Baaz Draconians
mountains. A silver dragon with rider 2 Bozak Draconians (spells: magic
Hits 7 joined them just the day before,wam-
ing of an impen& ambush. The h e missile (d)e,nlarge, invisibility,
AC 5 roes reach the end of a mountain trail web)
AD 1 only to discover that a wide chasm 2 Kapak Draconians
yawns between them and the continu- 2 Sivak Draconians
1 Young Red Dragon
ing trail on the other side. The only 1 Dragon Rider, human: Hits 7; AC
1; AD 1/2[2/5];THACO 7.51
way am- is to ferry the adventurers 14[14/18];ML 13;MV 12;Size M;
one at a time on the dragon's back. field plate mail, lance

THACO -12 Just as they are preparing to start Heroes:
Range this operation, they are attacked by a Laurana, elven warrior: Hits 9; AC 1;
band of draconiansand a red dragon
ML 13 with rider. The draconians did not AD 2/3(1);THACO 11/13(13);ML
MDICD anticipate the presence of the silver l-o;ngMswVo1r2d;S+iz2e, M; chain mail +2,
CB -12 dragon, making the fight much more
even than they had wished. spear, range 3/6/9
MV 12 Tanis, half-elven warrior: Hits 13;
XP 270 This scenario uses the AC 4; AD 2/3(2); THACO 91

Sire L
AL LE
ll(12); ML -; MV 12; Size M;

I

100
I


leatherarmor +2, longsword +2, SETUP:The heroes must set up first
bow, range 15/30/51 within 3" of the end of the trail where
Tika Waylan, human warrior: Hits 9; it ends at the cliff. Tasslehoff and the
AC 3;AD 2/3;THACO 11/12;ML silver dragon can set up anywhere
-; MV 12;Size M; chain mail + I , within 12" of that spot. The dragon
long sword +2 can start the scenario airborne.
Caramon, human warrior: Hits 18; The draconians can start with any
AC 3; AD 2;THACO lW8; ML -; active spells they want. They can set
MV 12; Size M; chain mail and up anywhere that is more than 15"
shield +I, longsword +I from a hero. Concealed draconians
Flint Fireforge, dwarven warrior: must record their locations on paper
Hits 14; AC 1;AD l(1); THACO in advance. They must reveal their
I 11/12(11/12);ML -; MV 6; Size locations when they move. Minotaur of Krynn,
M; plate mail and shield +I, hand
VICTORY CONDITIONS The sce- 6th Level WarrIor I
axe +I (a)ran,ge 3/6/9
nario ends as soon as all the heroes The minotour's headbutt
Tasslehoff Burrfoot, kender thief: are standing on the other side of the causes one hit, or two in a
Hits 7; AC 5; AD l(1); THACO chasm. The draconians win a minor charge. Itsown hits equal its
16/17(19/17); ML -; MV 6; Size victory if they can kill the silver drag- level plus one.
M; Leather armor, hoopak, range on. They win a major victory if they
'3/6/9
can kd1 the silver dragon and two he-
1Young Silver Dragon
1Dragon Rider, human: Hits 4;AC roes. The heroes win a minor victory
if the silver dragon survives. They
3: AD 1/212/51: THACO 17/ win a major victory if the red dragon
16[16/20];ML 131'MV 12;Size M; is also killed.
Plate mail, lance

. ..

Draconian8 block the path 01 a party of adventurers.Onthe rook cllff, the aurak and slvak draoonim direct the W k . -101

I


Ogre wlth club & arma C o n v d n g AD&D@ Hits and AC: In the ADkD game, a

Hltr 4 Charactus and Monsters creature's level, or hit dice, is a general
AC 1 measure of its power and toughness.
AD Skirmishesdraws heavily upon the Monsters in the AD&Dgame get an E
-1 ADVANCED DUNGEONS & sided die worth of hit points for every
-WwAC0 DRAGONS@role-playing game for level or hit die that they have. In Skir-
16 its source material. The men and mishes, each hit is the equivalent of one
YL 11 monsters are all from the game. The h i d e d hit die in the ADkD game.
MDED combat systemand spells are both de-
CB 6- rived from it. Unfortunately, the Thii makes translating monsters into
YV A D k P game is so large it is an im-
XP 8 possible task to include all the mon- Skirmishesformat easy. They have one
Slse 175 sters, all the types of miniatures, all
AL L the spells, and all the magical items hit for each hit die.
CE into this Skirmishesbook. Unfortunately, charactersfrom the
EXP RegulWMoneter
A core set of miniature types, mon- game do not translate as easily. Char-
sters, spells, and magical items have acters can have h i d e d , 6-sided, 8-
been provided in Appendix B. Basic sided, or 10-sided hit dice. Priests
racial types and their base values and who use E-sided hit dice are simple.
preferences are found there as well. Otherwise, there are two ways to
To make up for what's missing, this deal with this problem.
appendix contains rules for convert-
ing AD&D game elements into Skir- If you know how many hit points
mishes format. Most importantly, it the character has and that number is
containsthe rules for converting your
role-playing characters into Skir- 25 or more, just divide it by 5. T h e
mishes format. The conversion is de-
tailed enough to allow for the subtle result is the character's hits.
differences in each character and Otherwise, look up the character's
monster.
level or monster's hit dice on table 25
Multiclass character conversion is and record both the hits and the re-
not covered in this booklet. The mainder. The remainder (inparenthe-
guidelines for the individual classes ses) will be used in a moment. Each
should make it relatively easy to con- column ends where charactersof that
vert them on your own. Hit points class cease gaining full hit dice.
will have to be manually converted
into Skirmishes hits, since the levels Next, find the number of extra hit
do not directly relate to hit dice. points that the creaturehas. For char-
acters, this usually comes from Con-
There are four basic combat values stitution bonuses. For high level
in Skirmishes;THACO, AD, AC, and characters it can also happen above
hits. These correspond directly to the 9th or 10th level where hit points are
AD&D game combat values of awarded at each level instead of hit
THACO, Damage, AC, and hit dice. Add the remainder to the num-
ber of extra hit points and look up the
points. The three tables that follow result on Table 27: Armor Class Ad-
justments. Ignore the AC modifier on
are used to convert those ADkD the remainder table if the miniature
game mechanics into Skirmishes me- has 5 or more hits (includingany ex-
chanics tras it gets from table 27).

The character or monster starts
with its AC value from the AD&D
game. The armor class table is repeat-

dediffhereernecfeosrinhhaintdpyoirnetfsertreanncsel.atSeuibnttloe

modifiersin the creature's armor class
(a few extra hit points is not enowh

' for a full hit, so instead an AC bo&

is awarded). The final AC is the base
plus the adjustment from table 26.

, .- .. -.. ,

102


Appendlx P I

Table 2s. Hits and Rcmdndem
Level/ Wmrd Rogue Plghter
HitDie ld4 ld6 Id10
1 1(-2) 1(-1) 1(+1)
2 1 2(-2) 2(+2)
3 2(-1) 2(+1) 4(-1)
4 2(+1) 3 5
5 3(-1) 4 6
6 3(+1) 5 7
7 45 9
0 4(+1) 6 10
- 9 5 7 11
10 6 0
P Numbers in parentheses are remu-
den.

the tables on the same Table 26,Armor aUrVduea AC
level fighter has 7 hits 10
Me 9
0
None
Shield only 7
Leather or padded armor 6
Studded leather or ring mail 5
Scale mail, brigantine, hide 4
Chain mail
Splint mail, banded mail or 3
bronze plate mail 2
Plate mail 1
Field plate mail
Full plate mail

Tabk 27. Annor ClamAdjustment
Remainder Rmdt *
-- 2 - 2 AC penalty

-1 1AC penalty
0 n+o1cAhaCngbeonus
1
2 +2 AC bonus
iImeFnodreNdP*Cs or charactersthat arenot 3 + 1 hit, -2 AC penalty
4 + 1 hit, -1 AC penalty
derived fr m a role-playing cam- 5 + 1 hit
paign, the ond method is actually 6 +1hit
hit, + 1 AC bonus
faster than olling lots of hit dice to hits, 1AC penalty
determine it points. Merely refer- -a7++12
ence the le el of the character, add 9 +2 hits

the remaind m,and apply the rendts. * Ignore the AC modifier if hits are 5
In the final analysis, use whichever
system you refer (or the one which or more

gives them st favorable result).

103


Appendix A 3/2 attackdround

Table 28. Melee Weapons

1 attack/round

Footman's flail 1 0/+1 1/2 +2/-2

Ogre Mage Horseman's mace 1 -1/-2 1 +1/-1
Horseman's pick 1 +1/-1
Javelin 1 -1/-2
Morning Star 1 +!-1
Hits 5 Pole anis 1., , . , i ..
AC 2 Awl Pike
AD 1 Bardiche 1 +1/0 211 -2f + 2
THACO Fauchard-fork
Range -13 Glaive 1 -1/+ 2 1/2 +1
ML Glaivcguisarme 1/2 2 -21 + 2
MDICD 13 +1/-2
CB
MV -15 1 0/+1 1/2 +2/-1
XP 1121 0/+1[0/+21 12 +1/-1
Size 9, A 15(C)
AL 420
EXP L
LE
VetemnlMonster

+1/-2[ +11~ 2 -2/ + 2

Military fork 1121 O/+lIO/+11 1/2 +2/-2
Partiah -1/o 1-2/01 - +1/+ 2
1

Sickle 1 -1/-2 1 +1/-1
Spear 1 -1 1 + 1 / + 2

LOGsword 1 0/+2 1/2 +2/+1
10
Scimitar 1

Warhammer 1 -I./-2 1

/ Attacks against larger than man-sized opponents.
[I Charging while mounted.
(} Set to receive a charge.

-

104


Appendix A

Long Bow Y
sheaf arro
Short Bow 1
7
rotwow 5

Jl. Ogre Mage

An ogre rnsge can use
invisibiilty, darkness 10'
radius, and polymorph self
at will. it regeneratesone hit
every four roundswhile
alive. It csn use cham
peraon, sleep, cone of cold
(6 X 2, causlng 8 hits), and
gaseous form once per
scenario.

with the THACO as and adjust the THACO accordingly.
translated into THACO modifiers from the table are

all attack forms suc- subtracted from the base THACO of

the miniature.
If you are building your units from

racial types and adding weapons and
armor, use the tables above. They
provide all the weapon and armor in-
formation that you will need to calcu-

late THACO and AD.

Some missile weapons can be fired
multiple times in a round. This has al-
ready been factored into the AD and

THACOvalues on the table. For other

weapons or situations remember to
total the minimum and maximum for

all attacks in a single round when us-

ing the conversion table.

7 ,105

I


Appendlx A

EXAMPLE: Let’s use an example. Pi- MAGICAL WEAPONS and AR-
ous is a 6th level priest with a THACO MOR: Magical armor is easy to han-
of 15. He has a footman‘smace for a dle. The armor has an AC bonus that
weapon. He has a Strength of 18, is applied directly to the AC of the
which nets him a +2 on damage. The miniature. Weapons are a little more
mace does ld6 +2 points of damage. complicated. A plus of damage adds
Hdoisesw8o;r3s+t h8i=t d11o.eHs i3s points; his best to both the minimum and the maxi-
damagevalue is mum damage, so it is worth two
11.Looking it up on Table 30, Pious points for total damage. The table
gets 1 attack die, but also gets a then provides the AD and THACO
THACO bonus of +1 to reflect the values. The THACO bonus of the
slightly better than average damage weapon is then subtracted from the
Orc with sword 6 short bow that he does. His THACO is recorded THACO to get its final value.
MISSILE WEAPON RANGES: The
Hltr 1 as 14 and his AD as 1. AD&V role-playing game assumes
AC 6 characterswielding a missile weapon
AD (1) Table 30.THACO and are trained and skilled with it. This is
THACO ie(ie) AD Conversion not always true for other types of
10120130 creatures. In Skirmishes there are
Range Total three classes of missileweapon minia-
-11 tures: untrained, trained, and skilled.
ML 5-6 1 -2
MDlCD 5 7-8 1 -1 An untrained archer (or any other
CB 9 10 untrained missile weapon user) uses
MV 9 the ranges from the Player’s Hand-
XP 65 bood, in inches. For example, a short
bow in the hands of an untrained
SI20 M archer has ranges of 5” /IO”/IS”.
LE
AL A trained archer doubles the num-
EXP bers in the AD&D game rulebooks.
For example, that same short bow in
16-17 2 -1 the hands of a trained archer has
18 20 ranges of 10”/20”/30”.
19-20 2 +1
Finally, a skilled archer triples the
26-28 30 number. (Ranges in the Player’s
29-30 3 +1 Handbook are in yards. Tripling
31 3 +2 them actuallymakes them accuratein
the Skirmishes scale of 1” =10‘).Fur-
41 5 ther skill bonuses must be reflected in
12-48 50 THACO adjustments.

19 5 +1 As a rule, PCs, heroes, monsters,
and elite miniatures are skilled with
77-.8.5 9 0- their missile weapons. Veterans are
86-94 trained and regulars and below are
10 0 untrained with their missile weapons.
There are, of course, exceptions to
* Two creatures must hit to do even a this rule. For example, a band of rab-
ble might be foresters, in which case
single hit of damage. they could be considered trained or
* * Five creaturesmust hit to do a sin- even skilled with the bow.
gle hit.


Spccral Attack Forms POISON: Unless stated otherwise,

poison is assumed to be fatal one
round after the miniature is affected.
Many special attack forms merely This gives the owning player a round
do damage without the miniature to save the miniature with spells or
needing to roll any attack dice. In potions. Poison that just does dam-
that case, look up the total damage age must be calculated separately, in
on the THACO and AD table just like case the target miniature is immune to
any other attack. Ignore the THACO poison.
result and keep the AD value; it is the
number of hits the attack causes. Re- __kc with sword & sha.
cord this as a special and separate at-
tack. Breath weapons are an example -O I C r . n c m t u m o f
I of this. The noncombat values are move-
ment, morale, magic resistance, mo- darkneso, and wlhr 1
BACKSTABBING: In the ADkD@ rale distance, command distance, THACO end monk penrttloa
game thieves can do extra damage if combat experience level, and com- In runllght brighter than
they get a surprise attack on the back mand bonus. Most of these are de-
(or blind side) of a creature. You can fined in the core rules and expanded twlllght.

add this attack form to your PCs that rules. Someare unique to Skirmishes,
are converted into Skirmishes. Mere- such as the morale distance, and are
ly record the damage multiplier on not drawn from the AD&W game.
the roster sheet. When rolling dam- The morale distance, command
age, multiply the backstabbing value distance, command bonus, and com-
times the number of attack dice to get bat experience level are all discussed
the final number of attack dice. in the core rules and expanded rules.
It is unlikely that backstabbing will PCs do not need a morale distance or
be used. There is no surprise roll in combat experience level. The com-
Skirmishes. It is assumed that all me- mand distance and command bonus
lee engagements take place with all values are discussed in detail in the
the miniatures aware of the presence chapter on commanders.
of each other. The one exception
would be unseen miniatures. An in- MOVEMENT:This is the easiest of
visible or concealed thief would al- all the values to translate. T h e move-
ways get surprise, and hence a ment listed for a monster or creature
backstabbing damage bonus, when in the AD&D game rules is the num-
attacking from behind (unless, of ber of inches it can move in unob-
course, he was attacking something structed terrain in Skirmishes. For
which can see invisible or concealed humans, this is 12 inches. For flying
things). creatures, the flying classes also
translate directly.
DRAINING: Level drains are a spe- In the AD&D game, the number
cial attack form and are discussed in listed for movement refers to tens of
Chapter 9. Attribute-drainingattacks yards. Since our scale is tens of inch-
are another matter. Each point of at- es, it might seem that these numbers
tribute draining is considered to be a should be tripled to convert them.
+1 on the damage roll. Since this However, the ADBD game also spec-
adds to the minimum and maximum ifies that a creature can only use half
possible damage, each point of attrib- its movement and still initiate com-
ute drai ' is a +2 to the total dam- bat. The A D & P game also sets a
age nur when referencing Table precedent for reducing movement in
29. a dungeon setting. The assumption is
that in a dungeon the characters are

I07


moving carefully, examining their en- PALADIN: This character gets a +2
savingthrow bonus. He can heal 1hit
vironment, and are prepared to fiiht for every even level he has, once per
scenario. He constantly has a protec-
at a moment's notice. tion from evil 10' radius active (see
priest spells). He can turn undead as a
All of this leads to simply using the priest two levels below his paladin
level.
values in the ADCDQ game as the
number of inches the miniature can
move in Skirmishes. It ala0 makes the
game more playable.

MORALE: Morale is also easy to RANGER:A ranger adds a +1com-

translate. Whatever number is used mand bonus to animals that he com-
for the monster or character in the mands or that are in the same unit
AD&D game becomes the value for with him. At 8th level and above the
ranger can cast some priest spells.
Skirmishes. PC characters never
WIZARD: The wizard is covered
check morale, so this number is not more completely in the section on
magic.
necessary for them. PRIEST: The priest is covered more
completely in the section on magic.
MAGIC RESISUNCE:This number
THIEF:The thief can climb cliffs and
is normally a percentage value from 1
to 100. For Skirmishes, it becomes a walls. If he makes his percentage
number from 1 to 20. Magic resist- chance roll, he makesit to the top at a
ance is rolled on a 2kided die instead cost of 3'' per 1"rise. Thieves also get
of percentile dice. To get the Skir-
the backstab damage bonus.
mishes magic resistance number, di-
vide the AD&D game value by 5 and
round up. Numbers above 95 but less

than 100 are always converted to 19.

KOurrcterCLurr BARD:The bard can climb cliffs and
FIGHTER:This is just your normal
walls like a thief. He also gives a + 1
fighting unit in Skirmishes. However, morale bonus to any miniature he
the IO-sided dice that warrior classes commands or unit he h a part of, so
use for hit points will tend to give long as he doesn't fight that round. It
them more hits than they have levels. is assumed that he spends the time
Constitution bonuses can make this singing or telling rousing stories.
imbalance even more severe.

1os


Appendlx B: Sample Rgurer

Name Hit8 AC AP Y A C O n-ige MDI M y XP A I "Ze EXP
Behir 16 10,OOO NE G M O M ~ ~
12 2 2 13 - CD CB

15 -- -

15 8wo LE

avellnn, 1 for melee; +4 THACO on B dive. Draconian, awak: inubible at wlll; polymorph sdfinto nun-ahd
IccIIIvIo, 3 AD; immune anInul3/day; detect fnuiribk and hiddm lx"; dhmrlar doar
3/&y, 18"; + 4l/dbaoyn,w1dm~invi.tatmc;uwt l2thsp8d0b1cf*rmp to 4th *rd;
mind control
I d , MVe VS. S P d t0 w h . hlb for ads

Dncollim, b m W/SW&: b on d h,110 .tt& 16
lowed that round; glide 18" (E),must IOK .Mtud.Crh nnmd;
petrify upon death,3%chum weapon brtock InstmeforI&
rounds.
,b OroudnWd;/n&vdOerd:18N'tEn).Ism"uOatnlda h,t\o &&
h OdM that &tu& a
c h d;
lowed
4th M wiurdr; +2 bonw on d urn; round dta dath,
body explodn, ca- 1 hit in I'ndlur.
Draconian, hpak w / mm 1n8u'(Evl)lr, gmbluot nlmd h,110 attacks IC-
lowed that round; altlhdc d round;
&de h t h ,
bonw with lance u if it w u poisoned weapons, pardyaia for 21& roundr; upon be-
terrain-forat, dense c o r n a pool of add 1' diemeter, Nt dmuy.
heat Drafonipn, dvak w/m&: N n IS" on d foun, rm attacksdowed

breathe fire at a ringle target that mmd; +2 bonwfor.IlMva; upondeath,If*bt.rLcr
frontal attadu, AC 2 flank, than dvd, body buraka into flmcr, 1 Mt to rll wlthtn 2..
Dragon, black, young: breath weapon 1/3 nun&, 6xlL. acid
tmmn for 4 hib; d.etect Imiriblcat 3"; mim 12"; f a v d tcr-
rain-awmnp.
Dra6g0o1nt.fobrlu7e,Nyobu;ndge:tebcrteninthvLwtebakpoant 113 roundr, 10 f1.Loorrd
rain-mdy dmt. 3"; 6"; ta-
burrovr

Y a l t h i t monster with +2 bonru; true reo- Dragon. brass. young: h t hweapon 113 rountl, 7x 2C deep 8.1
by 2 (paulty);favored terrain- rocky, or 25 heat for 4Nt%detect Invidbk at 3"; bumnv 6". .?..+
:AC 4 without m o r .

109


Appendlx B: Sample Flgures

Dragon, green, young 11 - 9,PI 30(C) 6000 CE G ElitelMonster
Dreson. red. vounu 11

-EElaedme.e.nd-taanl,tAir -- 7 3 14 - 15 -
10
Elemental Earth 822
-8 2 4
12 15

Elf, 1st Level Warrior 1"
Ettin w/ suiked clubs

Ghost - - - - - -10 0 sw 24
9 7000 LE M Undead

Dragon, bronze, young: breath weapons 1/3 rounds, 1s repulsion Elemental, fire: +2 weauon to hit; unable to cross water, -1 AD
gas or 10 x 1L lightning for 7 hits; detect invisible at 3;sw 3"; penalty VI. fire-usingminiatures; if summoned-AD 12; THACO
favored terrain-shallow water.
Dragon, copper, young: breath weapon 1/3rounds, 7 x 1L acid for 5 9. XP 6.000;if conlured-AD 16,THACO 5. ML 17.Size H.XP
hits or 1s slow gas; detect invisible at 3'.
Dragon, gold, young: breath weapon 1/3 rounds, 9 x 3C fire or 28 10,000.
chlorine gas, both for 9 hits; detect invisible at 3";swim 12". Elemental, water: +2 weapon to hit; -1 AD penalty when out of
Dragon, green, young: breath weapon 1/3rounds, 28 chlorine gas
for 5 hits; detect invisibleat 3";swim 9"; favored terrain-forest. water; must always be within 18" of water: invisible in water;
Dragon, red, young: breath weapon 113 rounds, 9 x 3C fire for 8
hits; detect invisibleat ;'3 rider not described here. favored terrain-water; if summoned-AD 16, THACO 9, XP
Dragon, sliver,young: breath weapons 1/3rounds, 8 x 3C mid for 8 6,000;if conjured-AD 16,THACO 7,ML 17,Size H,XP 10.000.
hits or 25 paralyzation gas; detect inviable at 3";rider not de.
scribed here. Elephant: no special information.
Dragon, white, young: breath weapon 1/3rounds, 7 x 2C cold for 3
hits; detect invisible at 3";burrow 6",swim 12";favored t e r Elf, 1st level warrior: +1 THACO with swords and bows; immune
rain-snow.
Dmw elf, 2nd level warrior: w/short sword and hand crossbows; to charm or sleep spells; favored terrain-forests; dislike using
+ l chain mail; + l shield; +1 short sword; poison crossbow mounts.
quarrels, save at - 4 penalty, unconcious; + 6 save vs. fire; cast Ettin whplked clubs no special information.
faerie fireand darkness once per ~ e ~ r imoag;ic resistance 50%: mind with flindbpr:successfulmelee strike requirestarget to savevs.
+2 bonus save vs. any magic; morale check if in sunlight or mag- wands or be disarmed.
ic light; bright Ught causes -2 THACO penalty. mind leader: no special information.
Dwarf,1st level warrior: + 3 on saves vs. magic and poison; +1 Gargoyle: +1 weapon needed to hit.
vs. ora, goblins, and hobgoblins; ogres, trolls, and gi- Genie, djlnn: createillusion (visual, audial), no concentration neces-
THACO sary; invisibility; gaseous form; wind walk; +2 AC bonus vs.
ants are - 4 THACO against dwarves. air-based attacks.
Eagle, giant: no special information.
Elemental, air: +2 weapon to hit; -1 THACO and +1 AD bonuses - -Genboirnee,saamthvaeersiinvds:a.jnecdtolwodfa,wl+ka2oteAnrwCupavtset.orca1ot8lwd"aibltllt;ianscdwksis,m;saavt1i2nA4gC"thpaernordwroau1lnlpodew;ne+adl2-;
in aerial combat; whirlwind 1"wide bottom, 3" wide top, 4" ty on saves against flreattacks; detectinvisible, inuisibifity, poly-
tall. lasts 1round, Uls miniatures with 3 hits and less. 2 hits to morph self and assume liquid shape twice per scenario; lower
others, no save; if summoned-AD 12,THACO 7,XP 7,000;if water, part water, wall of fog, assume gaseous form or water
conjured-AD 16,THACO 5, ML 17,size H,XP 11.000. breathing upon others 7times per scenario.
Elemental. earth: +2 weapon to hit; +2 AD bonus vs. airborne or Ghost: aging attack is treated as a level drain, by touch; any minia-

ture which sees a ghost must make a morale check; +1 weapon
to hit; magic jar attack to possess any other miniature; AC 8 on
ethereal plane; paralysis attack for ld6 +2 rounds, elves are im-
mune.

swimming miniatures; favored terrain-rough, rocky, slopes;if
summoned-AD 12,THACO 9, XP 6,000;if conjured-AD 16,
THACO 7,ML 17,sue H,XP 10,OW.

110


Appendlx B: Sample Figures

Name MDl
Warrior XP AL S h e EXP
Ghoul
Giant Cloud -1 8 1111 20(18) 5/10/15 11 leaular
Giant, Stone 262 17 15
Giant, Storm 20
17 0 6 3 113) 24/48/72

20 0 6(2) 1111 30/60/90 17 15 - 00 N H VeteradMonster
15, Sw 15 13,000 CG G VeteranIMonster

Gnome, 4th Level 2 6 1 20 - 15 4 2 6 120 NG S Hero
Illusionist
Goblin w/mace & -1 7 1 0 ) ZO(20) 10/20/302010 3 - 6 1-5 LE S Reaular
short bow 161 11 3 1 LE S Leider
Goblin unit leader 6
Golem, Iron
Golem, Stone -- 6 15,000 N L Monster
6 10,000 N L Monster

Ghoul: paralysis attack for ld6 +2 rounds, elves are immune. Golem, flesh: never check morale, immune to magical fear; +I
magical weapon to hit; immune to spells except: fire and cold
Giant, cloud wlmornlng star: hurls boulders. spells slow it for 2d6 rounds, electrical spells heal hits instead of
Giant, firewlsword immune to fire;hurls boulders; catches hurled harming.

boulders, 50% chance. Golem. iron: never checks morale, immune to magical fear; +3
Giant, frost w/axe: immune to cold; hurls boulders; catches hurled weapon to hit: immune to spells except: electrical spells slow it
for 3 rounds. fire attacks heal hits instead of harming; every 7th
boulders, 40% chance. round after the first it breathes a cloud of poison gas, 1s.
Giant, hill wlclub: hurls boulders; catches hurled boulders, 30%
Golem, stone: immune to spells except: rock to mud slows it for 2d6
chance. rounds, mud to rock heals all lost hits, stone to flesh makes it
Giant, stone wlclub hurls boulders; catches hurled boulders, 90% vulnerable to normal attacks (but not spells) for 1 round; never
checks morale, immune to magical fear; + 2 weapon to hit; once
chance: favored terrain-rocky, slopes. per 2 rounds can cast slow up to 1"away.
Giant, storm w/sword huge composite bow; breathe water; levitate
Griffon: no special information.
2/day; lightning bolt l/day, AD 15,8" long,range 57": AC -6 in Half-elf, 1st level warrior: 30% magic resistant to charm or sleep
bronze plate mail.
Giantkin, firbolg w/sword: 75% chance to catch or deflect large spells.
missiles: diminution, detect magic, alter self once per day. Halfling, 1st level warrior: +3 THACO with short bows and slings:
Gnoll w/axe and long bow: no special information.
Gnoll unit leader: no special information. +2 on saves vs. magic and poison; invisible when hiding in
Gnoll chieftain: no special information. brush, forest or rocky terrain.
Gnome. 4th level illusionist: 4th level illusionist wizard: + 2 on Harpy: singing charms humanoids (not elves), save allowed, must
saves vs. magic and poison: +1THACOvs. kobolds and goblins. move toward harpy, cannot attack or defend.
Goblin w/mace and short bow -1 THACO in sunlight, same for Hippogriff:no special information.
leader and chief. Hobgoblin w/sword and bow: no special information.
Goblin unit leader: -1 THACO in sunlight. Hobgoblin sergeant: no special information.
Goblin chief: -1 THACO in sunlight.
Golem. clay: moue earth spell causes 4 hits and pushes it back 12".
disintegrate spell slows it for Id6 rounds and does 1hit, earth-
quake paralyzes it for 1round and does 6 hits.


Appendix B: Sample Figures

MD/

Name Hits AC AD THACO R a--n g e ML C--D CB M V XP A I . Size EXP
- - 12, Sw24 420 1 M HerolCornmander
Sahuagin chief 5 51 14 - 1-4 M Undead
Skeletons M Monster
1 71 20 13 - 12 65 I L Monster
Spider, huge €I Elnc=lMonster
Spider, phase 5 61 20 15 - I8 270 N H Monstrr
M Regular
6 71 16 6, Wh 15 14011 N
Monster
'lkcant, middle aged $1 0 5 11 - 15 1.0s 12 4000 CG WrsdMoneter
I I1
'Ikee, animated by treant 12 I1 6 - -- 12 4000 N I, MonbterlMount
M ElitdMonater
Troglodyte 2 5 1 181151 6/12/18 1-1 -6 12 120 CE S Animal

WOll 7 45 13 10/2-0130 13 6 12 1400 CE M AnimallMount
Umber Hulk 10 2 5 11 6 , B r 3 4000 CE M ElitelUndead

Unicorn 24 650 CC M Monster

Vampire i 12, F1 1HICl 3000 CE G Monster

Wolf ill -- 18 65 N 1. Veteran
- 18 M Undead
Worg 17 12 120 NE
975 LE
Wight 17

Wraith 42 16 - 12. FI241BI 3000 LE

Wy"W,, 33 14 - 6, P124(E) 2000 N E

Yeti 2 17 13 7.5 - 15 420 N
Zumbici IS -
x1 -6 65 N

Sahuagin chief iavorcd terrain-water. llnrber hulk: confusion gaze. range of 6".
Skeletons: edged and piercing wuapons gel hall A l l , if AD is 1 apply Unicorn: horn acts as a +2 weapon, charge for AD 4, THACO 10;
teleport w/rider once per scenario: immune to poison; immune
A - 4 'I'HACO pcnalty.
Spider, huge: poisonous bite, + I bonus to saving thrnw; favored to charm and hold spells; save vs. spells as 11th level wizard.
Vampire: charm person gaze: regenerate 1hit per round; +1weap-
terrain-web.
on to hit; climb cliffs at normal speed; assume gaseous form: as-
Spider, phase: can becumt! ethereal and move (no penalty) in the
samc?round, can return from ethereal and attack in the same sume bat form: drain 2 levels with melee attack; sunlight kills in 1

round if spider wins initiative: can phase in, attack, and become round.
etliereal again immediately. Wolf: favored terrain-forest.
Tkant, middle a g e d - 4 penalty on saves vs. fire; can animatc two
trces with one round nf concentratior~r,ango 6"; favored tur~ Worg: favored terrain-forest.
rain-forest
Dee, animated by treant: - 4 penalty on s a w s vs. fire: must always Wight: melee attack drains 1 level; + I weapon to hit: routed by
tic? within 6" uf controlling treant; favored tcrrain-lorest.
'Ikoglodyte wlmnrning star: three javelinsltroglodytr; scent causes sunlight. levels in melee attack; + 1weapon to hit: routed by
-3 'TllACll penalty for mclcc opponents, save vs. poisorn, lasts 10 Wraith: drains 2

vnunds. sunlight
'lkdl: n w w check rnoralo: rrgrnr~atr1 hit each rnund, w e n after
Wyvern: poisonous stinger. lose 1 hit even if save is successful; fa-
death, except fire nr acid damagc; climh cliffs at 3" per round.
vored terrain-forest.

Yeti: favored terrain-snow.

Zombie: no special information.

, 113


Appendix B

Owlbear Basic Racial Types CD 6, CB 2, Move 12, Size M, XP
6
In the summary listings below, 270; 4th level fiiter/wizard
5- each race has been condensed from Racial abilities: +1 THACO with
3 the AD&D@game descriptions.Only
those elements that are relevant to the swords and bows; Immune to
1s Skirmishesgame have been included.
In some cases the abilities have been charm or sleep spells; No move-
---10120190 streamlined to mesh more smoothly
with Skirmishes rules. ment or combat penalties in for-
12 Dwarves ests; Dislike using mounts
420 Preferred weapons: Axes, hammers, Racial restrictions: 12th level/hits as
priests, 12th level/hits as fighters,
L spears, crossbows 15th level/hits as wizards
N Preferred armor: Chain mail and Multiclass options: Fighter/Wizard
Monstsr Most common alignment: Chaotic
shield Good
Typical warrior: Hits 1, AC 4, AD 1,
Hits Gnomes
AC THACO 20, ML 13, MD 3, EXP
AD Reg., Move 6, Size S, XP 65 Preferred weapons: Club, hammer,
THACO Typical unit leader: Hits 3, AC 3, AD short sword, spear, short bow
Rings Preferredarmor: Studdedleather and
ML 1,THACO 18,ML 15,CD 3, CB 1, shield
MDICD Move 6,Size S, XP 175 Typical wam'or: Hits 1, AC 5, AD
CB 1(1),THACO 20(20), ML 12, MD
MV Typical hero/field commander: Hits 3, EXP Reg., Move 6, Size S, XP 35
XP 6, AC 2, AD 1,THACO15,ML 16, Typical unit leader: Hits 3, AC 4, AD
5120 CD 4, CB 2, Move 6, Size S, XP 1,THACO 18,ML 13, CD 3, CB 1,
AL 650 Move 6, Sue S, XP 120
EXP
Racial abilities: + 3 on saves vs. mag-
ic and poison; +1 THACO vs. Typical hero/field commander: Hits
orcs, goblins and hobgoblins; 2, AC 6, AD 1,THACOZO, ML 15,
Ogres, trolls and giants are -4 CD 4, CB 2, Move 6, Size S, XP
THACO against dwarves 120; 4th level illusionistwizard
Racial abilities +2 on savesvs. magic
Racial restrktions: loth level/hits as and poison; +1 THACO vs. ko-
priests, 15th level/hits as fighters bolds and goblins
Racial restrictions: 9th level/hits as
Multiclass options: Fighter/Priest priests, 11th level/hits as fighters,
Most common alignment: Lawful 15th level/hits as illusionist wiz-
Good ards
Multiclass options: Pighter/priest,
Elvar fighter/illusionist, priest/
illusionist
Preferred weapons: Swords, spear, Most common alignment: Neutral
bows good

Preferred armor: Scale, ring, chain Half-Elver
mail and shield
Preferred weapons: Swords, spear,
Typical warrior Hits 1, AC 5, AD bows
1(1), THACO 19(19),ML 13, MD
6, EXP Reg., Move 12, Size M, XP Preferred armor: Scale, ring or chain
65 mail with shield

Typical unit leader: Hits 3, AC 4, AD Typical wam'or: Hits 1, AC 5, AD
1(1),THACO17(17),ML 15,CD 6, Ul), THACO 20(20), ML 13, MD
CB 1,Move 12, Size M, XP 175 6, EXP Reg., Move 12, Size M, XP
35
Typical hero/field commander: Hits
3. AC 6, AD 1,THACO 16, ML 16,


Appendix I)

Typical unit leuder: Hits 3, AC 4, AD Humans Owlbear
l(1). THACO 18(18),ML 15,CD 6,
CB 1,Move 12, Size M, XP 120 Preferred weapons: Any Owlbeen never check
Preferred armor: Any morale Tahnedynreivwerrybrnflrgkhott(
Typical herdfield commander: Hits Typical wam'or: Hits 1, AC 5, AD melee.
3, AC 6, AD 1,THACO16, ML 16, until deatroyed, or no
CD 6, CB 2,Move 12,SizeM, 175; 1(1), THACO 20(20), ML 11, MD enemlee nmrln.
4th level fighter/wizard 6, EXP Reg., Move 12, Size M, XP
15
Racial abilities: 30% magic resistance Typical unit leader:Hits 3, AC 4, AD
to charm and sleep spells 1,THACO 18,ML 12,CD 6, CB 1,
Move 12, Size M, XP 65
Racial restrictions: Unlimited level/ Typical herdfield commander: Hits
hits as bards, 14th level/hits as 6, AC 2,AD 1,THACO 15, ML 14,
priests, 14th level/hits as fighters,
12th IeveVhits as wizards CD 6, CB 2, Move 12, Size M, XP

Multiclass options: Fighter/priest, 270
fighter/wizard, priest/wizard, Racial abilities: None
fighter/wizard/priest Racial restrictions: None
Multiclass options: None
Most common alignment: Neutral Most common alignment: Any
good
Minotaur of Krynn
Halflings
Preferred weapons: Short sword, Preferred weapons: Axes, flails,
broadswords
hand axes, slings, short bows
Preferred armor: Padded or leather Preferred armor: Leather, no shield
Typical wam'or: Hits 7, AC 5, AD 1,
annor
Typical warrior: Hits 1, AC 8, AD THACO 12, ML 13, MD 12, EXP
Vet., Move 12,Size L, XP 270
1(1),THACO 20(18), ML 11, MD Typical unit leader: Hits 9,AC 5, AD
3, EXP Reg., Move 6, Size S, XP 1, THACO 10, ML 14, CD 12, CB
120 1,Move 12, Size L, XP 650
Typical unit leader: Hits 2, AC 7,AD Typical herdfield commander: Hits
1(1),THACO19(17),ML 12,CD 3, 12,AC 5,AD 1,THACO 7, ML 15,
CD 12,CB 2,Move 12, SizeM, XP
CB 1,Move 6, Size S,XP 175 2,000
Racial abilities: Head butt for 1 hit,
Typical hero/field commander: Hits double on a charge; hits equals
3, AC 6, AD 1(1),THACO lB(l.6). levels +I
Racial restrictions: Unlimited fighter
ML 14, CD 4, CB 2,Move 6, Size levels, 8th level as ranger, 14th
S,XP 270 level as wizard, 10th level as priest
Multiclass options: None
Racial abilities: + 3 THACO with Most common alignment:Lawful evil
short bows and slings; + 2 on saves
vs. magic and poison; invisible
when hiding in brush, forest or
rocky terrain

Racial restrictions 8th level/hits as
priests, 9th levellhits as fighters

Multiclass options: None
Most common alignment: Lawful

Good

115


Hits Pegasus Scenario Constructlon points. As a rule of thumb, the maxi-
AC General Rules mum should be about 25% of the to-
AD 4 tal, and the minimum should be
THACO 8 At some point you will want to about 5%. Of course this can vary
Range start designii your own scenarios. from scenario to scenario. You may
ML -2 want a scenariothat has lots of minia-
MDlCD The top priority in designing any sce- tures on each side. In that case, lower
CB 15
MV nario is how much fun will it be for all the maximum. Or you may want a
XP 11 the players. This is a game after all,
Size and games are played to have fun. few tough monsters, in which case
AL -24 you raise the minimum value.
EXP A game is fun if all the players feel
24, FI 48(C) they have a fair chance to win. A HUMANOIDS: Most humanoid
game is fun if each player has nome-
175 thing that makes his position in the miniatures(elves,humans, ora, etc.)
L game special. A game is fun if the can have varying hits and choose
CG player feels that his decisions make a from a variety of weapons and ar-
RagularlMonster difference. Most of all, a game is fun mor. Below is the Experience Point
if you don't take things too seriously. Table from the A D $ V game. Every
level added to a humanoid miniature
This book can't prevent players increases its XP value by one rank on
from taking things too seriously, but this table.
it can help with the other points.
Game balance is how you make sure If you add special abilities to the
each player has a fair chance to win. miniature, that may add extra ranks.
The two sidesshould be equally pow- Table 31 is a list of special abilities
erful when everything is taken into and how many ranks each adds to the
consideration. XP value of the miniatures. Magical
items are calculated individually and
MINIATURES: Skirmishes balances added to the XP of the miniature, so
don't include their effects when using
the miniatures by using the experi- the list. Wizard spells are far more
ence point scale from the ADBrD' useful on a battlefield than are clerical
game books. Each miniature is rated spells. To account for this, wizards
by experiencepoints. The total of the are automatically given an extra +1
experience points for each side must rank modifier.
be relatively equal. Generally, a sce-
nario is rated by experiencepoints. A By the list of modifiers, a miniature
10,000XP scenario means that each must reach AC 0 before going up a
side gets 10,OOO XP worth of minia- rank. However, a miniaturewith AC
tures. 9 is far weaker than one with AC 2.
For Skirmishes, a more detailed expe-
Unfortunately, experience points rience point modifier is necessary.
do not reflect the individual advan- Every even-numbered AC (8, 6, 4, 2)
tages between miniatures. For exam- adds an AC modifier to the base cost
ple, a million orcs cannot defeat a of the miniature. Once you reach AC
single gargoyle, because the gargoyle 0, it increases a whole rank. AC val-
is only harmed by magical weapons. ues above 0 (-2, -4, -6, -8) also
These kinds of factors must be dealt add the AC modifier for each even
with on a scenario by scenariobasis. value.

experience point system tends
)rlots of cheap miniatures over
a few expensive miniatures. To com-
pensate for this, each scenario should
have a single miniature maximum
and/or minimum for experience


Appendix C

Table 31. ExpedemePoints GOALS: Each scenario H----'L----a
AC goal for each side. This Id
Level XP Value Modifier ideally force the two sides into con-
1 15 2 flict. A goal that allows one side to
55 0 win by running away from combat is
65 10 not usually a good goal. The goal will
120 10 frequently determine the terrain (c-
175 15 vice versa). The goal should ha1
270 25 some sort of limit, usually measureo
420 40 in time or in miniatures eliminated.
650 50 For example, one side might have as a
975 75 goal "capture the guardhouse within
I" 1,400 100 10 rounds: In a different scenario a Pegasus
11 2,000 200 goal might be "take the hill with at
12+ +1,000perhit 200 least half your forces intact: 117
Try to have the goals of the teams
Table 32.Special Ability Modifiers be exact opposites. This makes it far
AC 0 or better
More hits than levels +1 easier to judge a winner. It also guar-
+1
Plies + 1 antees a conflict since it isn't possible
for both sides to achieve their goals.
Immune to any weapon +1 It is possible to have scenarios where
Level 2 or lower spells
Level 3 or greater spells +1 the goals of the two teams are quite
+2
Wizard spells +l different. However, this is a tricky
thing to balance. It is frequently pos-
Missile weapons +1 sible for both sides to achieve their
Poison +29
Special attack (ie,,charge) goals, thus producing no clear win-
ner.
of 3 or more AD a round +1
Common Bttack (melee or
missile) of 3 or more AD a round +2 Search and destroy: This is the sim-
Special attack or defense plest of all goals, but sometimes the
(turn undead, etc.) most difficult to achieve. One team is
Each unit morale rank higher +1 trying to totally wipe out or rout all
the miniaturee on the other side. The
than normal +1 other team may be trying to just stay
alive, or might be trying to also de-
TERRAINt The terrain is another pri- stroy the first team.
mary factor. A battle in a snow field
is much more advantageous to a yeti Pork Chop Hill:This type of scenario
than it is to a sahuagin. If the field of
battle favors one side more than an- is centered around a position, or posi-
other, the disadvantaged side gets tions, on the gaming table. The objec-
25% more experiencepoints worth of tive of one team is to take or capture
miniatures. that position, while the other team is
trying to prevent it. The position to
Highly defensible positions, like be taken can be a hill top, a tower or
castles or walls, require two to five other building, a bridge, etc.
times as many experience points for
Rescue the princess: This type of sce-
the attacker to penetrate. The relative nario revolves around a captive min-
iature or object. One team is trying to
strength of the defending position capture or rescue the object, while the
will have to be your guide. If the at- other is trying to keep it. Pnquently
tacker has many flying miniatures, the object of the quest can be moved
the castle is not an overwhelming fac- from place to place. Generally it must
tor and might only double the XP val-
ue. Against ground forces it would be
much tougher.


Appendix C

HitS Sahuagin not only be rescued, but returned to tle with hidden pits and traps. Set up
AC the safety of the player's starting ar- some illusions in advance.
AD 2 ea. Toum plug: Scenarioswith more than
THACO 3 Kill the king: This is a vi *-"m on two players usually have the players
R.W rescue the princess. Insteal :wing taking sides so there are only two
ML W) to capture the item or miniaturesafe- teams. Try having multiple teams try-
MDlCD ly, the object is to destroy it. Like the ing to achieve the same goal.
CB W17) princess scenario, it assumes the side Plot twist: In the middle of the game,
MV 418112 holding the desired item or miniature have the goal change. In order to
XP 12 wants to keep it intact. keep things fair, have it change some-
what randomly so that neither side
Sh -6 Run the gauntlet: One team must get can take unfair advantage. Continu-
ing the original goal should always be
AL 12, Sw 24 to a particular position on the gaming one of the possibilities. For example,
EXP 175 table. Frequently this is off of one a game built around running a gaunt-
M side. The team wins if they can get a let might require a die roll after round
LE certain number of their miniatures 5 to see what the new goal becomes.
Regular through the gauntlet to this place of The choices might be to rescue a pris-
safety on the far side. The other team oner from the fleeing team. Maybe
is trying to stop them, or at least the fleeing team now has to destroy a
cause enough casualties to win the particular bridge. Maybe part of a
scenario. team defects to the other side.
Weather: This is a simple one to add.
Capture the flag: Both sidesare trying The wind could be quite strong, elim-
to capture an item or miniature that inating flying creatures and reducing
neither owns at the start of the sce- missile ranges. There might be rain,
nario. This setup assumes that the fog, or snow.
item or miniature must not be de-
stroyed. The first team to get it back
to a place of safety wins.

ADDING A TWIST:There are a lim- Hidden movement: As a rule, hidden

ited number of goals that a scenario movement scenarioswork best with a
can have. This would become dull referee. One side might start with
quickly if we didn't introduce some concealed miniatures. If a referee is
special features to the scenario. There not being used, the positions of the
are a wide range of special features miniatures must be written down in
that can liven up a scenario. You can advance. When the miniature moves,
alter almost any aspect of the sce- it reveals itself. Or dummy pieces
nario, from the terrain to the goal. could be used to mislead the oppo-
Terrain:The n o m 1 terrain types can nent about the piece's real location.
provide a wide variety of scenarios. Sometimes hidden movement takes
However, there are terrain features place on other planes of reality, such
that can change the whole nature of as the ethereal or astral plane. Whole
the game. For example, try playing a battles can take place there as well.
"capture the flag" scenario in a lava
field where there are only a few is-
lands of cool stone and some rock
bridges to connect them. Try placing
the entire scenario underground in a
cavern complex. You could put it in-
side a building. Litter the field of bat-

\

118


Painting Your Miniatures Prepping the Figure

Much of the appeal of a miniatures Before you can begin painting, you
game is its visual splendor. Everyone must get the miniature ready. Most
appreciatesand admiresa tablefull of miniatures have at least some flash
natural-looking terrain and beatifully and mold marks. Using a razor kniie
painted miniatureslike the ones illus- or a fine file, smooth these away.
trated in this book. Mount the figure on a base of some
sort. A base prevents the miniature
The biggest secret about painting from tipping over on the table as well
miniatureswell is that anyone can do as defining its front, sides, and rear.
it1 That's not to say it's easy or some- Epoxy or white glue work well for
thing you can learn overnight, but mounting. Wluagln
with patience and practice, you can If the miniature comes in pieces, it
turn out miniatures to be proud of. must be assembled. Super glue, espe- A sahuagln carries three
cially the gapfilling or gel variety, is throwing Javelins.It saves
Even if you have been painting sufficient for mounting small pieces vs. fire with a - 2 penalty. Itr
miniatures for a while, the following
advice is useful. After all, one of the favored terrain Isweter.
best ways IO get better at somethingis
to study the methods of people who like swords and shieldsbut usually is
do it well. not strong enough for things like
dragon wings or giant arms. These re-
Setting Up quire epoxy. In many cases, super
glue can be used to position large
Start with a small variety of brush- pieces. Then epoxy can be carefully
es. You really don't need very many: worked into the gaps and around the
a size 1 flat brush, a size 2 round joint for strength.
pbrroubsha,blaynddnaousgizhe.0Evreonunadlabrgruesbhruasrhe Miniatures should always be
can make Very fine lines if the tip is primed. This seals the metal against
properly shaped. corrosion and provides a better base
for the paint.
Good quality brushes are a must. Miniatures can be primed either
They'll last a long time, and give black or white, depending on the feixg--
much better results than cheap brush- ure and the look you want. Our
es. But pick up a couple of cheap ample here is primed black. This is
best on figures with lots of armor or
brushes, tao, for dry brushing. exposed metal, or figures which
should have a dark, heavy look.
We recommend water-based auyl- White is best for figureswearing light
ic paints for miniatures. These are clothing or which need a bright look.

?much easier to work with than oil- Basic Techniques

based paints: they faster, they In simplest terms, there are three
mix easier,, they cost ess, and they ways to put paint on miniatures: nor-
thin and dean up with water. Oils
and acrylicg can be mixed on the same mal application, washing, and dry
figure, but only if the previous coats
of paint are completely dry before the brushing.
next is applied. Normal application is just what it

A wide variety of colors is desir- sounds like. Paint is applied directly
able. You'll need a good flesh tone to the area where it's wanted, in a
and several earth tones. Bold colors solid color. Paint can be used straight
or thinned slightly, depending on its
are best. Use flat colors for every- from-the-pot consistency. It is impor-
tant that the paint flow smoothly
thing except metallics.

119


Apptndlx D

Spider, Phase without running or clotting up. lightly across the miniature, it leaves
paint only on raised surfaces outer
Hits 6 To apply a wash, thin the paint un- edges of fur, knuckles, chain mail
AC 7 links, belt buckles. By varying the
AD 1 til it is good and runny. When this is amount of paint in the brush, you can
brushed onto areas with lots of three- create successive layers of color, ei-
-TRHaAnCaeO -16 dimensional relief, like deep folds in Jher with sharp gradations or soft
--15 cloaks or bristly fur, the paint collects
ML in low spots and thins out across high blending. Use an old or cheap brush,
MDICD 6, Wb 15 spots. This makes it darker in the low
CB 1,400 spots and lighter in the high spots. because it will be ruined quickly.
MV L Washing only works over a white ba- All of these techniques take prac-
XP N se coat or very light color. Always
Size test the paint by strokinp your brush tice. Don't expect to be a master the
AL Monster across a paper before touching the first time you try, but do expect to im-
figure; if the paint is too thin or prove each time you try.
IEXP there's too much in the brush, it could Figure 1
run all over the miniature and ruin
lots of good work. The miniature has been cleaned
and primed. In this case I have chosen
Dry brushing is the opposite of to prime with Black because the fig-
ure is wearing or carrying a lot of
washinp. The paint is used at its nor- metal and dark clothes. In the case of
this figure the armor is Steel and the
mal thickness. Dip the brush into the skin is to be Dark Brown so the Black
paint, then wipe it off on a newspaper serves as a base for both.
or rag. When you can draw the brush
across the paper and leave almost no To start the actual painting of the
mark, you have the right amount of
paint. Now, when the brush is drawn

\

Figure 1, back

120


Appendlx D

figure I paint most of the armor Ral applied to show fine lies of color.
The shin guards are a little different
Partha Steel. This includes the body in that they u8e Bronze, Gold, and
armor and helmet but pot the shin Silver. The shin guards are dry
guards. When painting the Steel, I am brushed Rdrayl. POanrctheadrBy,rothnezeBraonndzeails-
careful to allow the Black to show lowed to
through a t the creases of the armor. highlighted with Ral Partha Gold.
This provides dark outlines to defie This color is painted on, not dry
the plate sections. While the Steel is brushed, in order to put the paint
drying I paint the shin guards Ral where I want it. I ”build this color
Partha Minotaur Fur Brown. The around the folds of the armor. This
shin guards are going to be Bronze, means that I always allow the color
which is why I chose a Reddish below to show cleanly around the Spider, Phase
Brown for a base color. edges of the new color that I’m apply- A phase spider can become
ethereal (“phase out”) and
Rgurc 2 ing. The last step in finishing the move with no penalty in the
guards is to apply Ral Partha Silverin same round; it can return
The next step is to apply the main small amounts to the very highest fromethereal (“phase in”)
metallic colors to the body armor adnrdy points of the guards. This includes and attack in the same
shin guards. These are applied by the edges to provide a maximum seg round. If the spider wins
brushing. The body armor is dry aration between the shii guards and initiative, it can phase in,
brushed with tRoadl rPya.rtOhnacAegtehde Metal theInskailnl tohfetahbeomveindortyaubrr.ushing, note attack, and become ethereal
and allowed from the picture that I have not been again immediately,before
Aged any counterattack.
Metal has dried, Ral Partha Silver is
painted onto the highlights of the careful about keeping the various col-
body armor. Note that Silverhas been ors off the surrounding areas of the

Figure 2, back Figure 3, fmni Figure J,offik

121


i

figure. It is much easier to trim later Fur Brown is allowed to show around
than to try and control while dry the Hell Hound Brown. This step
brushing. adds more depth to the muscles. At
this step the fingers and toes are also
Figure 3 painted with Hell Hound Brown, al-
lowing the Black to show between
It is now time to trim the areas each individual digit.
around the armor usingBlack, to cover
up metallic that was dry brushed into
the wrong place. I use a small amount Flgure 5

of water to thin the paint in order to Now it is time to finish the hide of
prevent obmringany additiod detail the minotaur. Using Armory Leather
in the minotaur's hide. Once the Black Brown, I add small highlights to the
Troll tihs edrmy,iInpotaaiunrt'sthehildaergwe mithusRclaelarPeaarsthofa face, fingers, and toes. Once this is
Hits dry the entire area of hide is dry
7 Minotaur Fur Brown. Note that again brushed using the Leather Brown. At
AC athreouBnldactkheheadsgebseeonf allowed to show this stage care must be taken to keep
AD 4 the Minotaur Fur the Leather Brown from getting onto
THACO 5 Brown. This will provide depth to the the previously painted areas of ar-
Rang-; 13 mor, When the Leather Brown is dry,
ML muscles. a second dry brushing is done using
MDICD ---10120130
CB Figure 4 Ral Partha Autumn Gold. This is a p
MV 12 plied very lightly to show the finest
XP 1,400 The next highlight is added to the highlights of the hair. This will also
Size L muscles using Ral Partha Hell Hound blend the muscle tones.
AL CE Brown. Again the previous Minotaur In preparation for the next step, the
EXP Monster

Figure 4, back P

Figure5, front


skirt is painted Black to remove any Orange. Thisfinal color is thinned with
traces of the previous dry brushing.
a small amount of water 80 it will blend
After allowing the Black to dry, the into the Red.
skirt fringe is dry brushed Ral Partha
This technique of adding hishlights
Yellow. to flat surfaces does require some get-
ting used to because you must deter-
Rgure 6 mine where you want the folds to be
To start this section of the f i i r e , and are not following the folds the
sculptorhas provided. The finalresult,
the skirt has been blackened to re-
move the excess yellow from dry however, provides more depth to the
brushing the skirt fringe.
&we. Troll
The first step in painting the s k i is
to paint the sndividualsectionsRal Par- Before moving on to the next step, I lbllr are too fierce and
tha Blood Red. This is done carefullyin prepped two different areas for paint- stupld to check morale. The)
order to allow the black to show ing. The first of these was to paint the
around the edges of the skirt sections. sword sheath, belts, helmet edges, mgenerateone hlt each
shoulder straps, sandals, and shin
A black line is also allowed to show guard straps Black. Lastly, the hilt of round, even after death,
the sword has been painted Ral Par-
above the fringeto provide separation. tha Dark Brown. I except flre or ackl damage;
flgun 7 only fire or acid wlll kill a
Next, Ral Partha Red is used to define troll. They can climb clmS at
We are now getting to the point
the folds of the sections. On this figure I 3 Inchespw round.
the sectionsof the skirt aremolded flat, where many details start happening
so 1add folds by hishlighting the see at once. The sheath is dry brushed
tions to give some appearance of twice: First with Ral Partha Steel and
depth. F i y I add small highlight

lines to the sections using Ral Partha

Figure 5, back Figure 6, front Figure 6, back

l23


Umber Hulk then again with Ral Partha Silver. Partha Dunkel Brown and the whites
This is similar to the technique used of the eyes are added.
Hlts 10
AC 2 to do the armor in figure 2, but I left Flgun 8
AD 5 Ral Partha Manticore Mane Yellow
THACO off the middle step of Aged Metal be-
Range -11 cause the sheath has no large, flat a r and Ivory are used to finishthe horns.
ML eas to cover. The sheath is composed The key to this sort of blending is to
MDICD 13 of very pronounced "highs" which
CB lend themselves to a single highliit work the two colors together while
MV -6 color. Care is required when doing
XP this dry brushing to keep it off of the they are stillwet. The ManticoreMane
SALize 6,BI 3 surrounding skirt.
EXP Ydow is applied to the topmost half
4,000 Next the sword hilt is painted Ral of the horns and then worked down-
CL(EF) ward toward the base of the horn using
VeteratVMonster Partha Bronze. I do not paint the grip a small amount of water. Before the
of the hilt inside the hand since I in- Manticore Mane Yellow can dry, Ivory

tend to only use a highlight of Gold to is added to the top quarter of the horns

bring these ridges out. Next I add the and blended downward into the Man-
hahlight to the hilt using Ral Partha ticore Mane Yellow. I continue to add
Gold. While I have the Gold out I al-
so paint the fittings on the shoulders Ivory to the tips of the horn until the
desired afkct has been achieved. A
of the armor and the edging of the last, finalhighkght is added to the very
helmet, being careful to allow some
Black to show through the Gold at tips using White.
the joints of the fittings. The Black The sword sheath has been
provides extra depth to the fittings.
trimmed in Black between the fittings
Lastly, the horns are painted Ral and then painted Ral Partha Hell
Hound Brown. While the Black is

Figure 7, front Figure 7, back Figure8, fmni

124


Appendix D

out, the eyes are added by first put-
ting dots in for eye pupils and then
trimming the size of the eyes by add- Although not shown on previous
fires, I began the'shield by base
ing a fine black line to the top of the coating it with Ral Partha Blood Red.
entire eye. (One point which to me
stands out the most on figures is the (I chose to paint the shield ieparately
in order to allow better access to the
eyes. A lot of finely painted figures remainder of the figure. The relation-
turn out to look "bug-eyed because
the painter did not size the eye by ship of the shield to the body is the
governing factor in this decision. If I
adding a controlling top line. This believe I can reach most of the figure,
prevents the white of the eye from
showing above the top of the pupil.) I will glue the shield on before paint- I-I
ing. If not, 11' 1do as I've done on this Umber Hulk
The last work at this stage of the fig- figure and leave the shield off.) After
ure is to paint the sandals, shoulder
strap, and shin guard straps wing Ral dthrey Blood Red has dried, the shield is Looking into an umber hulk's
Partha Leather. I leave the strap buck- brushed with Ral Partha Red. ayes causes contusion. Any
T h e final hghlight has been added us- figure which attacks an
les Black for ptoaitnhteinggrolainterg.uaIradddusitnhge ing Ral Partha Orange combined umber hulk in meleefrom
metal devices with a small amount of water to help the front must make a saving
Ral ParthaAged Metal. Note that I did
not paint the individual straps of the soften the Orange when it is applied. throw vs. spells or become
The Orange has not been dry brushed
guard. This is because if the individual but appliedby brush to controlwhere confused, with the same

effect as tha confusion spell.

devices had been painted black to pro- sthheiepldaitnotdgroye,sth. eWrehsilteowf tahiteinfigguforer the
vide separation, the leather of the has
straps would have been obscured.
been finished.
The Red-Brown of the sword


Appendix D

sheath is highlighted with Armory lighted with Ral Partha Mold along
Leather Brown. This color is applied their bellies.
to the edgea of the sheath to represent
wear. The last item to paint is the center
boss. This is doneby first painting the
The next items to be painted are the
various buckles on the figure using +boss Aged Metal around the outer
Ral Partha Gold. The last color on
the figure is Ral Partha Ivory, which ring and on center boss. Black is
is used to paint the teeth, toenails, allowed to sho between the ringand
t h e p - f o d & n i t i o n . Black is also
and fingernails. T h e base figure is ad d to the nail heads of the ring
and Silver is used to dot the nail
now finished. heads. Silver also is used to add a
The next thing to do is glue the smallhighlight to the center boss.

shield to the figure. Once this is done, The figure is now complete. It's a
the edges and embossing of the shield
are painted black. good idea to coat it with a waterproof
spray fixer to avoid minor scrapes
Figure 10 and scratches as well as general wear
It now only remains to finish the from handling during games.

shield. The shield edge is painted Ral
Partha Bronze and the center horns
are striped Yellow. The key to doing
these horns is a fine brush and allow-
ing the black to show as strips. The
snakes have been painted Ral Partha
Troll Flesh Green and then high-

'
Flgure 10, front Flgure 10, back Flgure 11, shlelds

126


I *.

#rea Effect Templates

otocopy these pages several times and cut out all the shapes. During the game you can lay

!shapes on the table to represent or measure the particular area effects.
~

n5?m!

1 V2" radius:
sronze dragon breattl,
darkness 15' radius,

silence 15' radius
sleep, scare,

Pl


4“ x 4” area:
Haste, slow, hold monster,

hold anlmal, confuslon

3” x 3” area:
Dispel magc

1

2” x 2” area: I

Stlnklng cloud,
hold person,

hadow monsters,
move paralpls

3
I ,A 3” radius:
Innate dragon ability to detect
invisibility;
1 animate dead, holy word

Brass, gold, green,

silver dragon breath,
light, fireball, charm monster,

ice storm, anti-animal shell

1” radius:
Copper dragon breath, \

1 borak draconian
death effect,
invlslblllty 10‘ radius,
protection from evll
10’ radius
/


. M'" Sklrmidies Rules Reference Card , ..

n

. ,

.. Yr--yTabk17.Hlbm

W k 1 9 . m W . .. Hlto Equlv t to....
Undsd Lare1 o f m . 11 +4 weapon

- -(71 20 19 16 13 10 714 T T
19 16 13 10 7 T
-'-20 4

' ' An addltbnrl2&.of therec r r u t u ~& destroyed.'

\


Rules Reference Card

Table 2. Turn Sequence .Table 7. U m k Morale When.. Table 8. Modlflerrto Moraleand
A unit is reduced to less than half of
1. Determine initiative its original miniatures; - RallyNmnbcn
a. Declare opportunity fire A miniature is reduced to less than
half of its original hits; + 1 Unit leader is missing.
2. Movement A miniature with 4 or fewer hits origi- 1 Unlt leaderlfield 'commander is
a. Reform units (expanded rules) nally is attacked by miniatures total. present, or add the command bo.
b. Move figures ling at least 4 hits more;
c. Execute opportunity fire A miniature with 5 or more hits or@. - nu&
nally is attacked by miniatures total. 2 Field commander has been elimi.
3. Combat ling twice its original hits; nated.
a. Melee combat A unit's leader is killed; -2 Miniature is shaken.
b. Missile combat A miniature's or unit's field com. - 4 Miniature is routed.
c. Magic (expanded rules) mander is eliminated; +1 Hero or friendly monster is
A shaken miniature foregoes its
4. Morale checks movement in exchange for a rally at- present'.
tempt;
Table 4. MeleeCombat Modlflcrs A routed miniature passes through or + a More than one hero or friendly
Miniature hadis... THACO A--C within 1 inch of a friendly miniature;
Higher h a t i o n +1 An individual charging miniature fails monster is present in the unit'.
LFloawnkerAetbtavcaktbn -- to reach an enemy miniature; - 1 Miniature or unit being attacked
Rear Attack -1 More than half the miniatures in a
charging unit fail lo reach enemy min. by a hero or monster'.
+I iatures; -2 Miniature or unit being attacked
A miniature performs a hasty retreat;
+: A morale check is called for because by undead.
Invisible +: +4 of the experience of the unit (under -1 For each additional morale check
BUnd the expanded rules);
-1 -2 A new unit is created unintentionally called for that round. Applied in
by circumstances of combat; place of rolling the extra checks.
Prone N-lr -2 A hem or monster is defeated in a +1 Personal challenge given or ac.
One size larger cepted.
moromhore larger, personal challenge;
- The referee says 80. - a Friendly hero or monster defeat.
Sleeping/held Auto
ed in the most recent personal
~ challenge.
Does not apply to heroes and monsters
Table 5. MlrrlleCombat Modlflerr checking morale.
mget haelis.. AC
Iuort r m e Table 9a. Mor& Check Rolls 20
0
d6 Special Effect
Long rar +2 Table 10. Combat Experlence 1 R o w permanently; remove from

+5 Experlence Morale Initiate the table.
Blind -2 2 Decrease THACO and morale by 2
Rars +2 Class Distance Combat
Rabble 2inches Leader' for the rest of the scenario.
N o sizes larger, or more -1 hagullre 'hmove Leader 3 Attach nearest friendly miniature
Sleepingheld --2
2, Regulars 'h move Anytime (or unit leaderlhem).
softcaver +2 Veterans Ive Anytime 4 Paralyced for next two rounds.
P.Nalhardmver Elite IS Anylime 5 Miniature surrenders.
+4 6 Miniature (leader in a unit) turns

Anytime traitor.

M O ~ Weheck and a leader required

MinSikaltrumreisshReur les Table 9b. MoraleCheck Rolls 1

01991 T8R,Inc. AU Righta Reserved. d6 Speclal Effect
1 coed morale permanently.
2 Morale improvesby 2 permanently.
3 Friendly miniatures within 6 inches

get +2 morale bonus for 2 rounds.
4 Gets a + 4 THACO bonus next

round.
5 AU other friendly miniatures within

3 inches rally automatically.
6 Goes berserk (leader if a unit) for 2

rounds, ADx2, +4 ML, + 2 CB.
Must charge nearest enemy.

.. >


Click to View FlipBook Version