I Part lko Expanded Rules
II
no turning pnalties in the water. Invisibility Ettln with spiked club
S and RIVER!& In Skirmishes it is possible for a
ming creature to use. miniature to be invisible. This mates
re less than an inch. some playability problems, however,
ted as obstacles for because the owning player needs to
know exactly where his miniature is
ent. If the creek or without revealing its position to op-
deep to walk through, posing players.
are much broader. There are two ways of dealing with
~
this problem. The simple way is to
place the miniature on the table
where it really is. The players must
try to move their miniaturesas if they
did not see it. They may not charge or
attack it, unless the attackii minia-
tures can see invisible creatures. With
good players out to have fun,this can
work, although it isn't very satisfy-
ingA. better way requires some book-
keeping, and a referee is strongly rec-
ommended. When the invisible
miniatures are being moved, the
owning player makes the other play-
Any miniature that
as a chance to drown
The InvidMawlzard's miniatureIs pleoedwlth no exact facfmg on a acrep of paper. The paper indii
catenthe landmarkbeing usedand the perpendiculardistanceshorn that landmark.
49
b"i', , rs turn away from the table. He then ment.
The ethereal plane is a strange
Gargoyle moves his miniature into a new posi-
place. It is an empty landscape filled
Hits 5 tion. On a sheet of paper, he records a with swirling fogs and shadowy
AC 5 shapea with no real terrain. The real
AD 2 nearby landmark and the distance world up to 6" away can be seen as a
from the miniature to it. ghostly image, allowing the minip-
TRHaAnCgOe -16 ture to orient itself.Moving through
ML -a11 The easiet way to record distance the ethereal plane is done at the same
MDlCD
CB 9, FI 15 (C) is to measure parallel to the edges of rate as moving normally. There are
650 no terrain penaltiea, however, and
MV M the table. This means writing down the miniature can use its movement
XP CE two numbers. The miniatures are
Size RegularIMonster then removed from their new loca- allowance to change altitude or move
AL tions and placed in an unused comer through wlid objects.
EXP of the table. Pace them just like they
a dng in their real position on the
t.
A miniature that can "go ethereal"
moves to another dimension, or
plane of existence. It vanishes from
the pming table. It isn't invisible; it
just isn't there. This happens in the
movement phase of the round. In
most cases going ethereal, or retum-
inn. takes the place of normal move-
-\ \
2
The silver drab0 and rider have just taken of( to meet the chargeof the r d dram a d rider.
50
Part Two Expanded Rules
Chapter 10 [XI Charging (optional) Gargoyle
Expanded Combat Attackers need a +1 weapon
[ I ] Receiving charges (optional) or better to hit gargoyle.
Different situations call for differ- THACO and AD EXAMPLE: Con-
ent THACO or AD values. In the ex- sider an extreme example. This war-
panded rules a more detailed rior has some sort of magical weapon
description is required. For example, that allows him to do all types of
a miniature might be able to fight damage. His THACO summary line
hand-to-hand and be able to shoot a might read:
bow for missile attacks. The minia- THACO 15/14 (17) [15/131 [16/151
ture probably has a different THACO
and AD for each. This means that he has a THACO of
DIFFERENT ATTACK FORMS: 15 in melee against man-sized crea-
Some specialized weapons do extra tures. Against larger than man-sized
damage when used in a charge from creatures he has a THACO of 14.
the back of a mount, or when set to When firinghis missile weapon he has
receive a charge. There are two ways a 17THACO regardless of the type of
to calculate the THACO and AD for opponent. When charging, he has a
these situations. THACO of 15, unless his opponent is
larger than man-sized, in which case
First, you can check the tables in Ap- it's a 13. When set to receive a charge,
pendix A and calculate the individual he uses a THACO of 16, or 15 if the
THACOand AD for each possible situ- opponent is larger than man sized.
ation (melee, melee vs. larger than
man-sized, charging, charging vs. larg- Fortunately, most miniatures have
er than man-sized, etc.). only one or two potential attacks. In
addition, the values for attacks
The second method is to note that against larger creatures usually are
the weapons can be used in a charge, the same as for same sized or smaller.
or set to receive a charge. When the Most monsters do the same damage
attack is performed, the AD are sim- and have the same THACO regardless
ply doubled. This second method is of the size of the opponent.
highly recommended over the first.
However, if you are converting PCs Using this simple method, his
from a role-playing scenario, they THACO line would look more like
may insist upon more accurate reflec- this:
tions of their own abilities. In that THACO 15/14(17)
case make them do the calculations.
Now you see why the simple meth-
The table below shows the various od is recommended.
symbols used to distinguish all possi- MOUNTED MINIATURES: Any
ble values. The number inside the combination miniature (horse and
symbols is the one used for that at- man, goblin and wolf, etc.) must
tack form. The first number, which have separate combat statistics for
isn't inside any symbol, is always the the mount and rider. Each has its own
THACO, AC, Hits, and Dice. The
standard melee number. A slash is pair moves with the speed of the
used to separate values used for same mount and uses the morale rating of
the mount. The rider can dismount at
sized or smaller vs. larger creatures. a cost of 3". The mount can only at-
Table 13.Attack Form Symbols tack figures on its forward face. The
SymbolAttack Form rider can attack figures to the front or
# / # Larger creatures
(#) Missile
I either side while mounted. and levitating miniatures can hover
Enemy figures can attack either the and melee for consecutive rounds. All
Genie, Maid others end up making passes. Each
mount or the rider. If the mount is pass ends with them making melee
Hits 13 slain, the rider must make a saving contact. On the next round contact is
throw vs. breath weapon or be broken as the flyers wheel away to
Range - 116 pinned under the beast. He is unable come around for another pass.
to attack and is vulnerable to enemy
ML 24 melee or missile attacks, although he Most flying miniatures are not able
CMBDlCD 9, R 15@), Sw 24 is considered prone and under partial to attack any target above them, to
MV 15,000 hard cover. If the mount is only one either side, or behind. They can at-
XP H sizelarger than the rider, the rider can tack miniatures below or in front of
Slze Any Chaotlc get clear by expending all of his them. However, any rider on a flying
AL movement allowance. He can defend mount can attack targets above him.
MP but not attack while doing this. in front and to either side. This i!
what makes it so attractive to flyinL
When subjected to missile fire, the creatures to have riders. Between the
mount and rider count as one target. two of them, they can attack in al-
This is true even if the mount has most any direction except directly be-
been slain and the rider is pinned. hind. All the normal combat
However, once the rider is free, he is modifiers for elevation, flank, anc
considered a separate target. Use the rear attacks apply in the air as well.
rules for incidental targets for misses
where a natural 1or 2 is rolled. One advantage of flight is that the
FIRING BLIND: Sometimes an at- flyer can leave melee without suffer-
tack can be aimed at a target that is ing a free attack on his back. The dis-
not a miniature. If the target does not advantage is that flying miniatures do
stop the missile, then any miniature not get a free attack against opposing
behind it can be hit. The target gets a miniatures which withdraw. Only
+4 AC bonus. class A flyers get a free attack on a
melee opponent that breaks melee.
The specified target must be the For them aerial melee is the same as
m e size as the miniature. An archer ground melee.
is not allowed to target an entire 30 LARGE OPPONENTS: In the ex
foot stretch of rice paper wall in an panded rules, most weapons have dif
attempt to hit a single target behind ferent THACO and AD ratings wher
it. Realistically he would have no used against larger creatures. Record
chance to pick the right spot. How- the additional THACO and AD sepa-
ever, if the target behind the wall is rately for large creatures. This adds
casting a distinct shadow, the archer an extra dimension to the game and
can target the shadow. brings it closer to its AD&DO game
Another good example is firing in- roots. The regular numbers and the
to a dark window. No miniature is larger than man-sized numbers are
visible, but the window itself makes a separated by slashes.
good target about the same size as the
miniature. An archer could not target POLEARMS (RECEIVING P
a miniature behind a row of bushes,
but could target one behind a single CHARGE): Some polearms have the
bush roughly the same size as the unique ability to do much more dam-
iiniature. age by being set to receive a charge.
AERIAL COMBAT: Most flying min- The miniature must declare that it is
iatures cannot stand still and fight. If setting to receive the charge immedi-
they engage in melee for more than 1 ately after the charge is declared but
round, they fall. Class A and B flyers before the movement is measured.
The charge must enter the current
Part Two Expanded Rules
forward face of the polearm wielding has a second weapon (pikemen typi- 4
miniature. The receiving miniature cally carried swords, also), the pike
may adjust its facing (by no more can be dropped and the miniature Genle, Muld
than 45 degrees) to directly meet the fights with its second weapon in sub- Tho marld can crooto a jot of
charge. If the attack comes in from sequent rounds.
the side or back, the polearm wield- wWiMtocrhubplltnod1.8ItaIntclmhor long
ing miniature still gets to spin to face If a miniature is held at bay, each
his attacker, but does not get the com- round it can attempt to move past the w(uovalpnognotharollowwVe.I d)b. nIIactahn
bat bonus for the polearm. polearm. As long as the polearm min-
iature scores a hit, the attacker is held rloobroatho undor and walk
The polearm wielding miniature at bay, probably out of range. It can on woter ot all tlrnoa; awlm
gets to roll its attack before the charge move away from the polearm minia- 24 Inch.. por round;goto a
attack roll. If the polearm attack kills ture without using the fighting with- +2 bOnUl On MWIVI. O d d ,
the charging miniature, its attack is drawal or suffering a free attack.
not rolled. Setting to receive a charge MISSILEWEAPON SKILL:A missile - -+2 AC bonumagalnot cold
takes precedence over the charge. On weapon requires a considerable de-
the weapon tables, values for receiv- gree of skill to use well, particularly rtt.Ck.. It h r 1 AC and
ing a charge are displayed between a against individual, moving targets 1uvlng throw ponrltka
pair of braces. A simpler rule is to just more than a few dozen feet away.
double the number of attack dice al- sgalnat fin attack& It can
lowed for the polearm. This is reflected in Skirmishes by dotwt lmklblo, bwomo
OPTIONAL POLEARM MELEE assigning missile-armed miniatures to
RULE The excessive length of a po- one of three classes: untrained, train- Imrl.lblo, polymorphwH,
learm is both an advantage and disad- ed, or skilled. Untrained miniatures and Mourn liquid *hap.
vantage. It can keep a melee attacker use the standard ranges for their
at bay, allowing its wielder to attack weapons. A trained miniature has twlco por rcorrlo. Lowor
without being attacked. The disad- twice the range of an untrained min- wrur, part wator, wall of fog,
vantage of a polearm is that the oppo- iature, with the same missile weapon. Maumo gawouoform and
nent can maneuver around it quite A skilled miniature has three times water bnothlng(on othoro)
easily. the range of an untrained miniature can bo uoodoovm timoo por
with the same missile weapon. Elite
When one miniature attempts to miniatures, heroes, monsters, and OCOMdO.
move into melee contact with a po- PCs should usually be considered
learm-bearing miniature, the polearm skilled with their missile weapons. 0
has a chance to stop it. Move the min- Veterans are generally considered
iature to the normal melee position trained, and regulars and below a-
and mark the pair somehow (penny, typically untrained.
die, piece of paper, etc.). During the ATTACKING OBJECTS: Sometimes
attack phase, the polearm miniature miniatures need to destroy an object
attacks first regardless of the relative of some sort: a wall, a bridge, a
initiative situation. If the attack is statue. But some types of attacks do
successful, the polearm keeps the oth- no harm to some types of objects. For
er miniature at bay. Move the other example, firing an arrow at a wooden
miniature back a distance equal to the chariot is useless. Hitting it will do no
defender’sbase width in the direction appreciable damage.
it came from. If the polearm minia-
ture is still within the attacker‘s melee When comparing weapons to ma-
zone (an unlikely event) it can now terials, many potentially complex re-
attack in melee. lationships are possible. To keep this
subject simple, we have defined eight
If the polearm attack failed, the types of materials and three types of
miniatures remain in contact. A po- attacks, then identified the sorts of at-
learm cannot be used against a figure tacks which can harm each m; 1.
in contact with it because it is too
long and unwieldy. If the miniature A man-sized oortion of the ri-
_ _ _.
way be amuRied to have twice
a i d y a weapon is capable manybvabsrtheyhhitr.
one typc of Tables 15 and 16 rhow the a-
a mace with
-of causing more than throw valuea for various C f h .
damage. For exampk,
lpsl on the end dtxa b l u d g e d w When rolling, itfoththeediienrdoilal bk-d
Padpladnsbm;lgc.AhWPnimPl than or equal nlm-
withdpws,suchasabear,~both ber, the save has km swcedul.
-andbludscoaing. H.kndly miniatures are not r a p i d
Someobjecbwiilbema&ofaMlic tomakeaeaving~Uhkr~
ty of mrbafpt. Keep in mind thatodnelr- ctiomnetarotllhienstaprlgaaylerwwanatnststhteo.. pL%w- d l t o
Ghwl
shvyina the 0b)ea UaUnY
2 destroying a vital component or part. work jwt as much II the cmterdoea
6 ~onthemptsrinlorconrtnrtion and it automptically takes dfcct.
AC 2 d that part when tryingtodedde how If an affect could be incapcadty
AD mrnyhibanobjectcantake. morethmonrcdunur, umtheohc
THACO -11 For exampk,a rope bridge will fall fwheet to the kft. Por aampk, a
YDED if the tlrm row at oneendare cut. It wizardwith a wandof p o l y m e
S is not -ry to destroy all of the attacks a warrior. The save d be
CB 175 bridge. Alternately it might the
Y tmr or wooden stakes the fall if are made a8 either a polymorph attack or
MV IktonnlUndd
roper as a wand attack. S i the w a d
Sh attached to are dattoycd. Always as-
column isfwther to theM,it isused
EXP sume the miniaturesattacking the ob- instcpdofthepolyrnorph~ve.
ject or structure will do so Polymorph Wand a t t a c h save as
intelligmtly. wands, not as polymorphs.
sAvINcTHRows~Frrquentltheef- Breath weapon attacks that petrifyor
fwcinas~oufcaaenduonrwfauial lboarsemd suSproynatthteacink-
polymorph use those col~mnhnot
h t tou#uKmd theminipturerath- evthe breath weapon column.
erthanaTIiACOand ACayetem. The As pteyplletfoffecsttahvaintgdu tesanyoth-
succcaa is determined by a s a v i q er luyI that
column rather thanthe spelie column.
throw. INSis a die roll (2hided of
coulmr) d e p d e n t upon the hits that
the aeature EM take. UnfortUMtdy,
GENERAL RUL& h a y s we the
thehitsdfordaaminingtheaavitlg
leftmort column thpt is ptmnent to
throw Iwdandthrhib taken in com-
the attack. A death 4 1 aves on the
bataresomebama, d&mt.Poreaaier death column, not the speU cohunn.
play, or if thereisno informationto the
5-6 11 w 12 13 14
7-8 10
12 11 12 13
1157-+16 4 ~~ 6 5 47
3 5 4 46
I
Put Two ExpandedRules
Table 16. slvlng throw for Other
Character C l a w
Miniature Paralyzation, Rod,Staff, Petrlfication Breath
Typemts Poison, Death or Wand or Polymorph Weapon apeu
Priests
1-3 10 14 13 16 15
1196-+18 4 87 10 9 Ghoul I
2 65 87
Rogues 13 14 12 16 15 Any miniaturehit by a ghoul
1-4 muat UpaVmlIVy.Izodpafomr l1ydu6t+lo2n
68 12 7 of be
74 11 5 rwndr. a n immune to
11 13 15 12 thir efhct.
9
1271-+20 6
14
wizards
1-5
POISON: ost poison attacks require IMMUNITY'1oNORMALWEAF
a saving %from the minia- ON% Some magical or extraplanar
ture. If the 1 of the miniahve is not creatures are immuneto n o d weap
known, u8e +s hits instead.If the min- ow.The descriptionsof thesecreatures
iature fails iQ save, it is dead. If it is have a note attached to them, such as
s u d , npthing happens. +2 weapon to hit." Thismeans a mag-
ical weapon of at least +2 quality is
?GAZE: Somi attacks require that the needed to hit them at all. Lanuweap
OM do no damage. Weapons of that
miniature eet the gaze of another quality or better do n o d damage
miniature. is happens when the with their magicalbonuaes.
two minia are facing each other Monstus or p o d animals CM
and have lin of sight to each other. If still hurt creatures that are immune to
there is mo than one available tar- n o d weapons. If the monster or an-
get, then th!e gazer must select one imalhas enough hits (in other words,
miniature as1the target. If the gaze at- if it is big enough and tough enough),
tack does npt require the target to it can do its normal damage. Thisabil-
meet the gaz of the attacker, then ob- ity extends to include missile attacks,
such as giants hurlingboulders. It does
viously onlqthat miniature needs to not extend to miniature that inmase
be facing the other.
PETRIFICAPON: This is a fancy in level and hits with experience, such
as humans, elves, dwarves, and the
iwnotordstfoonret.u4rpsinagvinthgethtarrogwetismrienqiuaitruerde like. The table below lists the mini-
mum hits a monster must have to
by the miniature. If the save is failed, harm another monster with a certain
the miniatur+becomes a stone statue. level of immunity.
If it is successful, nothing happens.
55
Part lko Expanded Rules
rable 17. 16.It is hit by a vampire and has two
Hits vs.Weepon Immunity levels drained. Now the ogre has two
Hits E+++q321uwwwiveeeaaaalepppnoootnnnto a... hits and a THACO of 18. If the vam-
pire had done damage on his hit, the
5 Dgre might have even fewer hits left.
7 However, he cannot be healed above
9 two hits and uses the saving throw ta-
11 +4 weapon ble for two-hit creatures.
ilant, Cloud wHh mornlng rtu DRAINING: Some miniatures have Attribute draining is far lessmere.
In most cases it does not effect the
the ability to reduce attributes other play of a Skirmishes game. A minia-
than hits. The most common is the ture is much more likely to be killed
level draining ability of some types of from normal attacks than from an at-
undead. There are also miniatures tribute drain. Some attribute draining
that drain Strength, Constitution, attacks will affect THACO or even
and other primary attributes. hits. These are the only type that
must be recorded.
Level draining removes hits perma-
nently from the target miniature. BRFATH WEAPONS: Some minii-
Cure spells will not bring them back,
although a restorespell will. The min- tures, most notably dragons, have the
iature uses this new, lower number of ability to exhale deadly materials.
hits when referencing the saving These can range from fire and light-
throw tables. In addition, each hit ning to acid and sleep gas. A breath
drained penalizes the target minia- weapon is an area effect weapon. It af-
ture's THACO by one. For example, fects all the miniatures in a specified
an ogre has four hits and a THACO of
Hltr 17
AC 0
AD W3)
THACO 2i(43/4) 8/72
Range
ML -17
MD/CD
CB 15
MV 15
XP 10,Ooo
Slzr H
AL NO or NE
EXP VeteranlMonatar
0is1itnheboththretheeotbhaesrilfiisgku'sreLsO, tSheanbdashialisskthheasboansliylisoknien potentialgazevictim. Only the green-robedthief
his LOS.
Part Two Expanded Rules
area equally. The shape and size of the dius of the sphere, followed by the let-
breath weapon vanes with the minia- ter S, for sphere. For example, 3s
tures. A miniature is always immune means a sphere 3"in radius, 6" in diam-
to the effects of its own type of breath eter. Its center is 3" directly inonferonetdgoef
weapon. There are three major breath the miniature, which puts
weapon shapes: cone, sphere, and touching the miniature.
l i e . In the back of this book is a page A lincshaped breath weapon fills a
of shapes. Photocopy the page and cut rectangular area in front of the minia-
out the shapes to use as paper tem- ture. The longest dimension always
plates for breath weapons. measures away from the miniature.
T h e line shape is written with two
A cone-shaped breath weapon numbers followed by the letter L, for
starts at the center of the facing side of line. For example, 10x 1L means a
the miniature as a single point. It ex- line 10" long and 1" wide. The 10"
tends out a certain distance, growing length must be measured out and
to cover a specified width. The shape away from the miniature.
of the cone is always written with the Some miniatures are restricted in
length first and then the width, fol- the number of times they can use a
lowed by the letter C, for cone. For ex- breath weapon. A dragon, for exam-
ample, 6X3C means a cone 6" long ple, can use a breath weapon only
and 3" wide at the far end. once every three rounds. Other mon-
sters have different ratios. The fre-
A sphere-shaped breath weapon al- quency is usually written
ways appears right in front of the min- "number/time." For example, a drag-
iature. One edge of the sphere touches on breathes 1/3rounds.
the front edge of the miniature. It is Glant, Cloud wlth mornlng star
written with a single number for the ra-
Cloud giants can hurl
boulders up to 72 Inches.
Part Two Expanded Rules
_I(_ 18 Chapter 11 occurring creature that is not intelli-
-1 gent. If it exists in the real world, con-
Hits Heroes b Monsters sider it an animal. Other creatures are
(nW ) monsters, even if they only have an
A..C- A hero or monster is a powerful animal’s intelligence.
1 miniature that works alone on the
AD 20140160 gaming table. Ogres, dragons, trolls, In general, an animal will not stay
THACO 15 giant spiders, and werewolves are all on the field of combat without a lead-
Rartgs examples of monsters. Wizards, pala- er or commander. An animal pack or
ML -8 dins, and high priests are all examples herd is always considered rabble. Oc-
MDICD of heroes. These same creature types casionally an animal pack will be
CB 12 controlled by a force of nature which
MV 8,000 can be organized into units, but if is not present on the board as a minia-
H
XsiPrs LE they operate individually they are he- ture. These rules do not apply if the
Regulrr/Monstar roes or monsters. For game purposes
AI heroes and monsters are treated iden- animal pack is being controlled by
tically. magical means.
EXP MORALE: The hero or monster can
join a unit, but still checks morale Animals do not always go where
separately. The presence of the hero their leader directs them. When the
or monster in the unit can improve leader attempts to drive the animals
the unit’s morale. Heroes or monsters into melee, roll a dZ0 and consult the
table below, If a veer is rolled, it is
can be commanders only if they can just enough to miss the intended tar-
get. If another viable target is stand-
communicate with the troops. ing where the animals veer, it
Heroes and monsters check morale becomes the target of the attack. It is
possible that this is a friendly unit.
in the same manner as units and com- Animals never distinguish between
manders. They check morale when friendly and enemy miniatures if two
they are reduced below 50% of their units are engaged in melee.
original hits, whereas a unit needs to
check when it has lost over 50% of its Table 18. M m d Charges
miniatures. They never need leaders, Die roll Result
and therefore never check morale 1-3 Veer left
when one is lost. They must still 4-17 Straight ahead
check morale when a field com- 18-20 Veer right
mander is killed.
Monsters are always under the di-
Most monsters and heroes are awe- rect control of the player. They move
some killing machines. Whenever a where he chooses and attack where
unit that is being attacked by one is he chooses. If the referee decides that
required to make a morale check, some monsters are just t o stupid to
that unit suffers a -1 morale penalty. behave, he can place them under the
The cause of the morale check does animal rules when designing his sce-
not have to be the monster. In some nario.
cases the referee may need to judge
whether the penalty is warranted. STAMPEDE: The animals in a pack
Some monsters just aren’t that scary or herd may stampede under certain
to some types of units. conditions. First, they must be her-
bivores; carnivores and most omni-
Animal Packs vores will not stampede (and usually
don’t form herds to begin with). Sec-
The distinction between an animal ond, something must start the stam-
and a monster can get blurred. For pede. This can be a very loud noise, a
our purposes, an animal is a naturally dramatic and frightening magical ef-
Part Two Expanded Rules 1
fed, an illusion of something the ani- the herd keeps moving in the same di- GIant, Rre with sword I
mals are afraid of (a dragon or a rection as before. If it fails, the herd
brushfire, perhaps), or a largescale Flre glmts are Immune to
attack which injures several animals changes direction. Roll Id6 to deter- fire. They csn hurl boulders
or one key animal. Miniaturescan try up to SO Inch-, and have a
to start a stampede intentionally. mine the new direction, with 1 being 50% chance to catch
the direction the animals were mov- bouldershurledat them.
Once a stampede begins, only mag- ing.
ic can stop it. Stampeding animals
continue stampeding until they leave If the stampede hits any minia-
the table, they are all killed, or the tures, they are attacked as if they
stampede is magically halted. were charged. All the noma1 charg-
ing rules apply, with one exception.
Initially, the stampeding herd After all the attacks for that round
moves directly away from whatever are over, the stampeding animals
started the stampede, with a 50% continue moving right through the
movement bonus. It never slows miniatures they attacked. The attack
down, but It may change direction. costs them 3" of movement. Any-
Before each move, the herd makes a thing that is left over is used to move
morale check. If this check succeeds, directly through.
Ine orc is tryingto get the wolf pack10 charqe the horsemen.There is a chance, however,thatthey will charge the umber hulk Instead.
59
Part Wo Expanded Rules
Table 19.Turning Undead
Undead Level of Priest
1 2 3 A 5 6 7 8 9 101112-13 lA+
Zombie
MV 12
XP H7,000
81u
AL CL
EXP R.((ub-
I
I
68 fI. ..
I .
Part Two Expanded Rules
priests and paladins. The priest or leaaer, he cc- -'tempt to rally them f Giant, Frost With axe I
paladin attempts to turn undead dur- on the next I but not on the turn
ing the combat phase. Any miniature they were routra. He does this with Immune to cold: can hurl
attempting to turn undead may not same turning undead table, but suc- boulders, and has a 40%
attack that turn. cess means that he has reestablished chance to catch boulders
control of the undead forces. Skele- thrown at it.
To turn undead, the player rolls a tons and zombies that have been
turned keep moving away even if
20-sided die and consults table 19 to outside their leader's command dis-
determine the success of his turning tance. Free-willed undead make rally
attempt. He rolls 2d6 to see how checks normally.
many miniatureshe has affected. On-
ly those miniaturesin his forward fac-
ing arc, LOS, and within 12" are
eligible to be turned.
If the 20-sided die indicated a suc-
cessful turn, the two players take
turns picking which undead minia-
tures were turned. The player that
controls the undead miniatures picks
first. If the group of undead is a mix-
ture of types, those with the fewest
original hits must be selected first.
RALLYING UNDEAD:Mindless un-
dead miniaturesthat are turned auto-
matically rout. If they have a priest
I
P u t Two Expanded Ruler
Chapter 12 Taamble 20. War MachineCLPa
Maximum hum*
war Machines A Unlimited
B 180 degrees
C 90degms
beAriwddaernmianchainfeisihsta. ny t h q that can D 60 degrees
It does not in- E 30 degrees
clude siege machinery or simple
mounts, although the distinction can
get rather b l d in a fantasy setting. Doubled if the machine moves half
Chariots, wagons, sleds, and battle or less of its maximum movement.
1 Giant, Hlll with club I platforms are all examplesof war ma- CLASS A: War machines of class A
1 Hits chines.
12 Since war machines are not com- are not subject to any movement or
mon in AD%D@role playing, there combat restrictions. They can change
Range 20/40/60 are not many examples of them. The facing at any time and move along
13 material in this chapter is somewhat any convoluted path. They are using
ML complex. Players should expect to some fonn of magical or elemental
MQICD 6- spend some time before the scenario, control for movement. A telepathi-
CB designingthe war machine and figur- cally controlled sled is a good exam-
ing out its combat values and abili-
ple of a class A war machine.
12 ties. CLASS 8: These are usually plat-
3.000
H Movement forms mounted directly onto the back
CE of an animal or monster. They cannot
ReguladMonster In most c a m a war machine is ei- change facing in response to an ene-
my engaging them in melee. How-
ther carried or pulled by an animal or ever, they can move along any
monster. Those that are not are usu- convoluted path and adjust facing at
ally animated by magic. War machine the end of their movement.
movement and turning ability is clas-
sified using the same system as for CLASSC:Most of the maneuverable,
flying creatures. In most cases the
animal drawn machines fall into this
machine's movement is restricted to class. A chariot is a good example of
the surface, but the same system still a class C war machine. It is restricted
applies without the altitude ~ l e s I.f in the total amount of turning it can
the war machine is capable of flying, do in a round. It may not change fac-
u8e the flying class ~ l einsstead of the ing in response to a melee attack.
war machine d e s for movement.
The overall speed of the war ma- C U S S D:This class is the same a
chine is determined by the animals or class C, except that it is more restrict-
force driving it. In the case of animals ed in turning. A pair of horses pullii
or monsters, they have half their n o r a cart is a good example of a class D
mal movement. Flying creatures lose war machine.
one flying class when carrying a bat-
tle platform. The referee must decide CLASS E: The slowest and clumsiest
how many animalsof a given typeare of all war machines are class E. A car-
nmssary to draw a platform of any
particular size. avan wagon is an excellent example
of one. It is not allowed to charge at
any time. In most cases class E is re-
served for everyday vehicles and not
achtal battle platforms. Frequently
these are the object of a scenario.A
raid on a caravan scenario would
chine does not tip over. Use all of the
following modifiers which apply.
iTERRAIN:Sbme types of terrain are Vehicle struck in front or rear +2
Vehicle larger than attacker +2
dangerous fo any machine trying to Vehicle smaller than attacker -2
move across For wheeled vehicles, Vehicle was target of charge -1
the only safe terrain is road or clear
acroemasp.leFtoerlyest sbclroucbk, obsmtaoclveesm, eetnc.t,. Anybody inside an open-topped Clant, Hill with club
Swamp, wahr, mud, etc., prevent machine which tips over must make a
the vehicle f$m moving for the rest saving throw vs. breath weapon or be A hlll glant can hurl boulders
of the gena 0. pinned underneath it. Those not up to 60 Inches. It ha6 a 30%
pinned must still expend their entire chance to catch6 boulder
ER: A war machine is next movement to stand clear. A thrown at it.
pinned miniature cannot attack, but
being tipped over. is considered prone and has partial
slope terrain have a hard cover. A completely enclosed
the machine. If at machine takes two fullturns to stand
round it moves
clear of, but miniatures cannot be
pinned under it. The machine may
not be righted or used again during
the scenario.
Combat
1over. The war machine has a couple of
Table 21.Ti ping War Machines combat options. It can be used strict-
dZO Roll Result ly 9s a mobile platform. In that case
1-10 Tipped the machine itself is not fighting. It
1i Remains upright transports melee troops from place to
11-20 place, or serves as a mobile base for
archers.
TIPPING Tipping can also
of combat. In com- Alternatively the war machine can
be the attacking miniature itself. It
may have weapons of its own, or
merely plow into a squad of enemy
miniatures. In many cases, the ani-
mals or monsters that draw the ma-
chine are more fearsome than the
machine itself.
When the war machine is attacked
by missile fire,use the incidental tar-
get rules. T h e machine itself counts as
an available target. For machines that
carry multiple riders, this is an ad-
vantage since the player can always
select the machine as the incidental
target.
ANIMALS and MONSTERS:If any
animal or monster is harnessed to the
war machine. its combat abilities
63
Part Fwo Expanded Rules
Giant, Stone with club must be fully detailed. How it is har- cutting weapon) moves into contact
nessed will determine if it can attack. with the dead animal.
Hits 14 A horse-drawn chariot does not al-
0 low the horses to attack with their Each animal lost slows down the
AC 3(4) hooves and teeth. On the other hand whole war machineproportionally. If
AD a polar bear-drawn sled might allow there were two animals, speed is
301W60190 the bears to attack with claws and halved when one is lost. If there were
TRHaAnCgOe teeth. three animals and one is lost, speed is
16 reduced by one-third. If there were
ML One riding miniature must be iden- more than three animals, the machine
MDICD -12 tified as the driver. This miniature still always loses at least one-third of
CB does nothing except control the ani- its movement when an animal is lost.
12 mals and direct the war machine. If It is possible to have a war machine
MV the driver is incapacitated, the animal with animals in the harness, but not
XP ~H, O 0 0 must make a morale check. In most enough to move it.
Size cases, on the next round another oc-
AL N cupant can put down his weapons RIDERS:Most war machines are de-
EXP and become the driver. In combat the signed to carry some form of combat
VeteranlMonster enemy can choose to attack the ani- miniatures. Archers or pike men are
mals or the war machine. Each ani- common riders. These fighters gain
mal or monster must record hits an armor class benefit from the ma-
separately. chine. Look carefully at the design of
the war machine and decide if they
ANIMAL MORALE:The morale of should get agehtaard+c1oAveCr bonus. Mini-
mally they bonus for be-
the machine is broken into two parts, ing in motion on the platform.
one for the animals pulling it and the A rider can attack in several :-
other for the riders. It is assumed the tions while on the platform. It cc-~-:-
animals' morale is better than average tack miniatures directly behind the
through training. A good rule of machine, or to either side. Most of
thumb is to add three to the natural the time the riders will not be able to
morale of the animals. attack to the front with melee weap
ons because the animals pulling the
If the animals pulling the machine war machine are in the way. If the ve-
become routed, they pull the machine hicle is pinenmalotytioofn,-t1heif rider has a
in random directions at top speed. It THACO traveling at
is too awkward for the whole ma- half speed or less. In addition, if it is
chine to merely do an about face and traveling through terrain that slows it
flee, as do other miniatures. The har- (rough, brush, etc.) it has an addi-
ness itself also makes it difficult for a tional -1 THACO penalty.
A rider can be attacked individu-
war machine to rout normally. Use ally in melee. Any miniature that
endsits movement in contact with the
the Animal Pack Veering Table to de- platform can melee any enemyminia-
termine direction. The machine can ture inside the platform within its me-
attempt to make a rally check if it has lee zone. Some platforms may be
riders left. If either the riders or the raised too high off the ground to al-
animalsare routed, the other suffersa low this. Such a war machine must
- 2 morale penalty. have this defined in advance of the
KILLING THE ANIMALS: If the war start of the scenario (and warriors in-
machineloseseven one of its animals, side it probably will be armed with
the whole thing comes to a screeching
halt. The dead animal must be cut
polearms or bows).
64 ~
Part Two Expanded Rules
RIDER MORALE Riders must check ilar and likely to be used in a variety Giant, Stone with club
of scenarios. Caravan wagons come
morale as a group, using the morale in many different shapes and sizes. If A stone glant can hurl
of the highest singleminiature. If they emptied it could carry anywhere bouldersup to 90 Inches. It
become routed, they direct the war from 6 to 20 humans depending upon has e 90% chance to catch a
machine out of combat and will not its size. A hide-covered wagon only boulder thrown at It. Its
attack until rallied. If either the riders gives soft cover to those inside. A
or the animals are routed, the others wagon with wooden sides gives hard tavored terraln le rocky and
suffer a -2 morale penalty. cover ( + 4 AC bonus). The wagon it-
THE MACHINE:For game purposes, self has a moving armor class of 8. slopes.
war machines and beast-mounted The driver is always exposed from
platforms are considered to be invul- the front and both sides. .I
nerable. This is not an accurate re-
flection of real life, but it does make Caravan wagons were never in-
for a better game. If armor classes tended to move quickly. They are
and hits were assigned to a war ma- usually drawn by a team of two or
chine, they would be much higher four horses and move 9 to 12 inches
and tougher than the riders or ani- per turn with a class of E. Larger or
mals. It is always easier to kill the heavier caravan wagons could be
people aboard than it is to destroy the constrained to move even slower. No
machine itself. If the machine is wagon should move slower than 3
brought to a halt, then the miniatures inches a turn.
can attempt to destroy it or break in-
to it. Use the object rules found in BAlTLE WAGON: This wagon has
Chapter 7.
thick wooden walls. Sometimes the
The war machine does confer some walls are covered with animal hides
benefits to the riders. This is usually soaked in water. This protects against
an armor class bonus. Some magical fire attacks. The wagon itself has an
devices may provide magical protec- armor class of 0.Narrow slits allow
tion as well. Below are several exam- archers to shoot at nearby targets.
ple war machines and the relevant The archers are completely protected
information to run them. The armor from normal or melee missile attacks.
classesgiven for the machines assume They have a - 2 THACO penalty
they are maneuvering on the field of
combat. when the wagon is moving. The bat-
CHARIOT: This small, open plat-
form usually holds up to three men, tle wagon is usually so heavy that it
one of which must be the driver. The rarely gets above a speed of 9, and
chariot could be used as a moving usually is speed 6, class E. Because of
platform for archers or it could drive this, the battle wagon gets a +1 on
into melee. It provides hard cover the die roll when rolling to be tipped
( + 4 AC bonus) for everyone in it. over by terrain. The wagon can hold
The chariot itself has a moving armor from 8 to 12 humans, depending on
class of 2. Unfortunately the rough pull one
ride reduces the THACO of the riders
by 2. It takes two to four horses to
pull a chariot. The chariot is highly
mobile, usually achieving speeds
from 12 to 18 and is class C.
CARAVAN WAGON Although this
isnot strictly a war machine, it is sim-
' 'i
Part livo Expanded Rules
I Chapter 1 3 pact and march upon the lands of
men.
Scenarlos
The pegasus riders can be repre-
Vapyr's w u Pact sented by the Hoekun Clan Wamors i
Leaders of severdl types of evil pi- made by Ral Partha. Use the Yamun
ants are gathered to make a war pact.
This unprecedented alliance is the miniature to represent Martuum.
work of Vapyr, an evil cloud giant, Have unmounted miniatures avails-?
and the evil wizard, Chronar. ble for each of the pegasus riders. In--
Chronar cannot attend the war pact dividual pegasus miniatures are
meeting because the evil giants will available from Ral Partha as well;b
only listen to one of their own. How-
Giant, Storm with sword ever, he has sent several of his min- Giants
ions to serve as witnesses of Vapyr's 1 Cloud giant (Vapyr)
worthiness to lead all the evil giants. 1 Fire giant (Scald)
Hlts 20 1 Frost giant (Glace)
0 Martuum's pegasus warriors have 1 Stone giant (Orr)
AC been sent to break up the conclave 1 ECthtiinm(eArarakIOrok)
AD W) and prevent the evil giants from 1 5
THACO forming a war pact. If they can carry
1(1) the day against the giants, the giants 2 Gargoyles
Range 30160190 will consider Vapyr to be an unwor-
17 thy leader, Otherwise the attack will Martuum's Pegasw Wardon
ML give them the confidence to make the
MDlCD -15 Martuum: Hits 10, AC 4, AD
CB TleHveAlCwOar1r2io/r9,,+M1Lm1a6,giSciszwe Mor,d
MV 15, Sw 15
XP 13,000 13 Pegasi
G
Size CG
AL VeteranlMonster
EXP
, ..
:,
in nd
Tablerwtupfo . _,. -
66
~
Part Two Expanded Rules
12Mounted Human Warriors: Hits 6, In Defense of Elbn L
AC 6, AD 1/2(2), THACO 13/16
(15),Range 15/30/51,ML 15,MV A mixed force of orcs and goblinsis Giant, Storm with sword
12, Size M, 5th level warrior, +1 marching upon the small town of
magic sword, long bow and ar- Elba. Strategicallylocated at the foot Storm giantstypicallycarry
rows. of a mountain pass, this small town is huge composlte b o w . They
destined to somedaybe a great dty, if can breathe underwater,
SETUP: The giants pick a central it can survive this assault. levitate twice per day, and
point on the board to set up. All of cast one lightning bolt per
the giant figures must begin within 6 Alion and his warriors have been day (AD 15,8" long, range
inches of that position. The giants sent to defend the town from the at-
choose the side of the table the pega- tack. The humans should have.had 57"). Their AC Is - 8 when
sus riders enter. They can enter riding
or flying. Remember that pegasi are more than enough manpower to de- wearing bronze plate mall.
class D when mounted.
feat the o r a and goblins. Unfortu-
VICTORY CONDITIONS: The peg- nately, the ora have a secret weapon
the humans didn't know about,
asus riders win if they can kill Vapyr which evens the battle considerably:
or kill or rout all the giants. The gi- They have a troll and an umber hulk
ants win if the pegasus riders do not on their side.
succeed. 0x1and Goblins
11 orcs with 1 unit leader
11 goblins with 1unit leader
1 orc field commander
1 troll
1 umber hulk
I
I
I
Part N o Exmnded Rules
Hit8 15 Won's Riders SETUPIThe orc player establishes an
AC 2 Alion: Hits 6,AC 4,AD 2, THACO underground position for the umber
AD 3 hulk anywhere on the table. The rest
TRHaAnCgeO w15a/r1ri2o,r,M+L11m6,agSiiczeswMor,d5th level of the ora setup within 1 inch of the
-10 left side of the board.
ML 13 Light homes
MDlCD 16 The humans must set up in town,
CB 12Mounted Human Warriors:Hits 2, no more than 6 inches from a build-
-15 ing. One of each of the riders, the
MV AC 6,AD 112 (2) [2/31, THACO men-at-arms, and the archers must be
XP 15 19/20(20) [le],Range 10/20/34, identified as unit leaders. The unit
Size 8,000 leader has no special combat bo-
AL L ML 12,EXP Veterans, MV 13,Size nusea, just a +1 command bonus.
EXP
VNe(CteGra)nlMonster M, 2nd level warrior, lance, The umber hulk's confusion gaze is
sword, bow and arrows, one fig- covered in the magic rules. Either
ure is the leader read the spell description, or merely
6 Men-at-arms: Mta 1,AC 4,AD 1/ have the victim save vs. spells or be
paralyzed (confused)for 6 rounds.
2, THACO 20,ML 11, EXP Regu-
VIClVRY CONDITIONS:The side
lare, MV 12, Size M, 1st level that is left
warrior w/ sword, one figure is the alive and/or not routed
leader wins the scenario. Control of the
6 Archers: Hits 1, AC 7, AD 1/2, town is the issue, and there is no
chance for reinforcements in the near
THACO20(ZO), ML 11,EXP Rw- future.
lam, MV 12,Size M, 1st level war-
rior w/ short sword and bow, one
figure is the leader.
68
I
Magic play. These spells and items are suffi- Clantkln, Flrbolg II
with sword
There are two major elements that cient for most scenarios. However, if
set fantasy apart from a normal medi- you prefer a more detailed game or FInlrabdodlgltaloanretomcaagaltclanlgglanta.
eval setting: monsters and magical one closer to the roots of the ADkD dlmlnutlon,&tact maglc,
spells. Frequently they are not sepa- game, convert the spells and items and alter Sen once por day,
rable, because the monsters may be yourself. Whichever method you they have a 75% chance to
magical. Monsters have been covered choose, it should be decided in ad- catch or doflwt Iergo
in previous chapters. This chapter vance.
will talk about magic. mlaallw.
There is a summary block at thebe-
For our purposes there are three ginnii of each spell description. It
types of magic: spells, items, and specifiesseveral things about the limi-
abilities. A spell is something that a tations of the spell. Some of the val-
ues have been simplified for
wizard or priest casts instead of fight- Skirmishespurposes. You can use the
ADkD game values if you need more
ing. An item has magical powers and
properties all its own. Some can be detail or are using Skirmishesto s u p
used by anyone who holds them.
Abilities are inherent powers of crea- plement a role-playing adventure.
tures that are beyond natural phe-
nomena. Most abilities imitate spells. CASTING TIME:The first thing to
Magic always takes place in the look at in the ADBD game spell de-
combat phase. A miniature can use scription is the casting time. If the
magic instead of melee or missile spell takes multiple rounds to cast, it
combat. All active magical effects are ris probably not worth converting for
resolved at that time. Any saving Skirmishes use. These s 11s can be
throws that need to be rolled are
rolled then. used to set up a scenario ut are rare-
ly effective on a fast-moving battle-
All of the rules for magic in this field.
game are derived from the AD&W
game. In most cases the AD&D d e SCALE When translating AD&D
books can be used to solve Skirmish-
es desquestions. Where conflict oc- game spells, remember the game scale
curs, the rules in this book take is 10 feet per inch. For example, a
precedence over the AD&D game spell with a range of 5 yards converts
rules. to 1% inches.
Convertlng Spells DAMAGE:For spells that do dam-
Thelists of spellsand magicalitems age, use the tables in Appendix A for
in the ADkD game are so extensive weapon and monster damage conver-
that it is impossible to list all of them sion, but ignore the THACO adjust-
here. To solve this, generic des for ments. The spell merely does that
converting spells and magical items many total hits of damage without
from the AD&D role playing game rolling any dice. Find the minimum
into Skirmishes have been provided. and maximum damage the spell does,
add them together, and reference the
To convert spells you must have ac- table.
cess to the Player's Handbook and the AREA OF EFFECT:When translating
Dungeon Master's Guide. the area of effect, remember the wiz-
ard or priest miniature is not allowed
The other option is to use the ab- to change facing during the magic
breviated spell and magical item list phase. However, shsipfetlelds that can be
found in this book. The effects have waved around or in the c o u m
been dramatically simplified for easy of a single round can cover the entire
forward-facing arc of the miniature.
Part Three
Hltr 2 For example, detect magic produces a alter the spell effects to obtain a sim-
AC 5 narrow line area of effect. However, pler effect. For example, color spray
AD 1(1) the caster can sweep it across an area has a 120-degree area of effect with
THACO le(1s) during a round. Therefore, for Skir- varying results depending upon the
Renge 10120134 mishes, the area becomes a cone fill- relative levels of the targets and the
ML 11 ing the forward- facing arc. caster. As you can see in the descrip-
MDlCD MAGIC AND MORALE In many tion below, in Skirmishesit only af-
CB 5- cases, the spells effect a miniature by fects the forward facing arc (usually
MV requiring a morale check. If the indi- 90 degrees) and only has a blinding
XP 8 vidual miniatures do not make up an result. This makes it a lot faster and
SI20 120 entire unit, roll for morale for each easier to use in Skirmishes while still
AL L part of a unit. In fact, it is more likely retaining the original intent of the
EXP CE that they are only part of a unit or spell.
Regular even parts of several units. Those
parts that fail morale automatically Deflnlng the Spell
become new units with their new, re- Summary
duced morale. The rest of the unit not
affected by magic also suffers the re- Several of the terms in the summa-
sult of the morale check, but not the ry block are abbreviations. The list
magic. The newly formed unit does below summarizes them. For exam-
not have to make an additional mo- ple, R 2 ” / L means that the range is 2
rale check for being forcibly sepa- inches for each level of the caster.
rated from its original unit. RANGE (Rng): This is the distance
TOUCH SPELLS: Many of the spells away from the wizard or priest that
require the caster to touch his target. the spell can be located. Its center or
This is no problem with a friendly beginning can be placed anywhere
miniature. The caster merely moves within that radius. Most spells as-
up to contact and he can touch the sume this locationmust be within line
miniature. Enemy miniatures require of sight. All numbers are in game
a successful melee (THACO)roll to be inches.
touched. The touch does no damage L Level of caster in rounds
itself, but does allow the spell to
work. T Touch, in his melee zone
DISRUPTING SPELLS: If a wizard
or priest takes at least one hit of dam- 0 On the caster only
age, fails a saving throw, or is affect- DURATION (Dur): This specifies
ed by enemy magic during a round, how long the spell lasts. Instantane-
his spell casting is disrupted for the ous means that it does not carry over
rest of the round. This means spell beyond the magic phase. All numbers
casterswith initiative can usually cast are in game rounds. A wizard or
their spells, while those without ini- priest concentrating on a still-active
tiative may be disrupted. Unlike the spell may not move or attack.
role playing game, the spell is not L Level of the spell caster
lost, only the mage’sability to cast it I Instantaneous
this round. The caster can still attack C While wizard concentrates
with melee or missile combat in that
round. S Lasts for the whole scenario
SIMPLIFICATION: In all cases, try * Special, see description
to keep the spell simple. Be willing to
AREA OF EFFECT (AoE):This is the
volume or area the spell affects. A
singlenumber alwaysrefers to the ra-
dius of a circular or spherical effect.
Two numbers define a box, while
three define a cube. Sometimes this
can be combined with a number of
miniatures. For example: 3 X 3X 3,
ld4M means 1-4miniatures in a 3"
cube.
C Cone. The first number is the
length, the second is the width of
the wide end.
L Level of the spell caster.
#M Number of miniatures.
MZ Forward facing melee zone man-at-arms would suspect an illu-
L" OS Line of sight. sion. However, if 10 fighters come Gnoll with axe & long now
Special, read trotting out of the woods, it is not so
description or use likely that the viewers will suspect
common sense. anything.
SAVING THROW (Sav): This is the Whenever a miniatureis faced with
result should a saving throw by the an illusion, the believability of the il-
target be successful. Half damage is lusion must be determined. This usu-
always rounded up. ally amounts to the viewing player
' / a Half damage taken statingwhy his miniature would have
N-eg Spell has no effect reason to suspect an illusion. The
No save allowed players or referee must decide if his
Dis Save allowed only if illusion is case is valid or not. If not, then the
disbelieved miniature must treat the illusion as if
* Special, read the description it is real. The miniatureis not allowed
to place itself into senseless jeopardy
llluslons or chance certain death.
Illusions are a general category of If the illusion is not believable,
magic. Many different types of spells then the viewing miniatures get a sav-
and magical items can produce illu- ing throw vs. spells. This is done for
the whole unit, not miniature by min-
sions. The problem with illusions is iature. If the saving throw is success-
ful, the illusion is not believed and
that in most cases the player knows can be ignored. If the saving throw is
the illusion for what it is, while the successful, the illusion is believed and
must be treated as if it is real. Once a
miniature would most likely not. Us- unit is convinced that an illusion is
real, the miniatures cannot be per-
ing illusions in Skirmishes requires a suaded by another unit on their team
referee or players that can strike com- that it is not. They must see for them-
promises and keep up a friendly selves. Until that time they will act as
game. A referee is strongly recom- if the illusion is real.
mended.
A new saving throw is made each
An illusion is a creation of an ap- time the illusion is found to depart
pearance. It can never be used to from reality in yet another way. For
make something disappear. An illu- example, an orc that does not die
sion cannot be used to make minia- when it has taken multiplehits would
tures invisible. It can be used to create be cause for a new saving thrr-
the impression of a hole where there
is really solid terrain. BREAKING ILLUSIONS: Tl,,
ILLUSIONARY DEATH:Any minia- sion can be broken if a miniature th
does not believe in it engages it in us=-
ture "killed by an illusion falls un-
conscious for ld3 rounds. When he
71
Part Three
~
lee or moves into it. Since it is not Concentrating requires that the
real, the weapons used in melee at- miniature make no attacks, not take
tacks do not make contact. The illu- damage from attacks, not move, not
sion vanishes immediately in these fail any saving throws required by
cases. Missile fire cannot break an il- spells or special attacks. In short, the
lusion. From the attacker's point of miniature must remain undisturbed.
view, all of the missiles miss. A min-
iature that believes the illusion will
not destroy it through melee.
CONCENTRATION:The best way
to break an illusion is to attack the
caster. Since he must concentrate to
maintain the illusion, if he is attacked
in melee, even unsuccessfully, the il-
lusion is broken. Missile attacks must
do damage to break his concentra-
tion.
A maridgenie iwks down with disdaln on the summonedfire elemental. Across the chasm, the wizard and his ikongolem prepareto defend themselves.
43 Gnome, 4th Level
54
llluslonlst
4
_ _10 4 4 3 A Thls mlnlatun npnoents s
11 4 4 4 4th level llluslonlst wlrard. It
gets a + 2 bOnU8 on r v l n g
tphoroltwons,vasn. dmaag+lc1aTnHdACO
bonus VI. kobolds and
-16 aabllns.
-17
5 5 5 5 5 321
5 5 5 5 5 332
18 5 5
A wizard is a learned scholar who ular fighters and monsters. Always
spends most of his time poring over use the wizard's level, not hits, to de-
arcane texts and practicing his art. termine his saving throw. He is less
This makes him a poor fighter at best. susceptible to spells and other magi-
His spells, however, are far more cal effects. A wizard has very poor
powerful and versatile than any THACO values. He can never wear
sword. Unfortunately the wizard has armor or use weapons other than
only a few spells available to him at daggers, staffs, darts, knives, and
any given time. s l i i s . He must be able to speak and
CONVERTING LEVELS TO HITS: have his hands free in order to cast
In the AD&D@game all characters spells.
are rated by levels. In Skirmishes a MEMORIZING SPELLS: Each day a
level roughly corresponds to a hit for wizard can memorize a variety of
monsters and fighters. However, in spells. It takes several hours to do
the AD&D game a wizard uses 4- this. During a scenario, wizards must
sided dice for his level. This means he have all of their spells picked out in
will generally have half as many hits advance. Once the spell is cast, it can
as he has levels. This makes him very never be recovered during a scenario,
vulnerable to physical attacks on the nor can new spells be memorized. Ta-
battlefield. An exact translation of a ble 22 shows how many spells a wiz-
wizards level to his hits can be found ard can memorize per level of
in Appendix A. experience. A wizard can memorize
SAVING THROWS: A wizard uses a the same spell several times in order
different saving throw table than reg- to be able to cast it more than once
during the scenario. Each extra ver-
73
'I
Part Three
sion, however, does count against the weight. Wizards of 1st to 10th level
total spells available to him. can change a miniature by one size
SPELLS: Spells are also rated for class. Wizards of 11th to 20th level
power by level. Higher level spellsare
more powerful. The spells available can changeit two sizeclasses. The ba-
to a wizard are drawn directly from
the AD%@ game rules. Not all of the se size changes accordingly. Each sue
spells available in the rolcplaying class increases or decreases AD by
rules are presented here. Feel free to one. If AD is reduced below one, ap-
add any other ADkD game spells ply a -2 THACO penalty instead.
you like to the lists.
SPECIALIST WIZARDS: In the Feather Fall 1/L; AoE 1M; Sav -
AD%Dgame there are eight different Rng 3/L; Dur
specialist classes of wizards. You may The target takes no falling damage
use them if you wish. However, they and falls only 12" per round. This
are not described in this booklet. All spell can be cast instantly whenever it
Hlt8 4 wizards are assumed to be mages. All is needed, but that counts as the wiz-
AC 4 of the ADkD game rules for special- ards combat action for the round.
AD 2 ist wizards will work unmodified in
THACO Skirmishes. Gaze Reflection AoE 1M;Sav -
-16 Rng 0; Dur 2 +1/L;
Range Flrst Level Spells Caster is immune to gaze attacks,
14 which are reflected back at the gazer.
ML Charm Person
-5 Rng 36;Dur S; AoE 1M;Sav Neg Light
MDICD Rng 18;Dur 1O/L; AoE 2; Sav *
CB 16 This spell can effect any humanoid,
MV 660 includingdwarves, elves, gnolls, orcs Creates a lit area, much dimmer
XP M goblins, lizardmen, most faerie folk than sunlight. Moves with the object
SIU CE etc. It will not effect giant-class hu- that it is cast upon. If a miniature is
AL manoids such as ogres and giants.
EXP V.tonnlUnde8d -targeted, it must save or be blinded
The target miniature may not at-
tack the caster or anybody else in that (AC and saving throws have 4 pen-
unit. It will attempt to protect the alties).
caster from further harm. It will not
try to remove the caster from the bat- Magic Missile I; AoE *; Sav -
tle or to a place of safety as a means R 18+3/L; Dur
of protecting him. The wizard fires one missile for
Color Spray every odd level that he has (one at
1st. three at Sth, etc.). Each missile
Rng 0; Dur I; AoE 2x2C; Sav Neg does one hit of damage. The wizard
does not roll against his THACO and
The wizard causes a vivid, fan- the target does not get a saving
shaped spray of clashing colors to throw. Each missile can bt etto
spring from his hands, blinding any a different target or the ~~~~~~~
miniature that fails its saving throw.
EdargeIReduce within the range.
Rng 1.5/L; Dur WL; AoE 1M; Sav
Neg Phantasmal Force
148++13/L/L; ;SDavurDCis;
The target and its equipment in- Rng
creases or decreases in size and AoE
The caster can create an illusion of
anything. It fills 4 square inches plus
1inch per level of the caster. The area
can be of any shape. See the discus-
sion of illusions to determine its ef-
fects.
Protection from Evll/Good A dome of darkness lVa” in radius
-Rng T; appears at the indic
This ing all lime of sight.
sDpuerll2p/rLo;viAdoeEs a1+M;2SAaCv bonus
to the target against evil/good crea-
tures. In addition, it gives them a +2 -Detect Invlslbillty
saving throw bonus from attacks by
evil/good creatures. Rng 3/L; Dur 51L;AoE LOS; Sav
The wizard is able to see any invisi-
Shield Dw 5/L; AoE C; Sav -
Rng 0; ble, astral, ethereal, out of phase,
The wizard gets an invisible shield hidden or concealed miniatures. It
does not reveal illusions.
that protects against attacks coming Fog Cloud 4 +1/L ;- Ch
in from his forward facing arc. It to- Rng 3; Dur
tally negates mofa3g,icanmdis+si1leonatstaavciknsg. AoE W x 2 / L ;Sav Qhutaa n urually found
He gets an AC Creates a fog bank that blocks line only wlth ghoula. Any
throws from physical attacks. of sight. mlnlatunIn contact wlth a
ghaat muat u v a . VI. polron
Sleep Sav - -Invisibility I or bocomr nauwatad by the
Rng 9; atanch, ruffarlng a - 2
Dur 5/L;AoE 1.5’; Rng T; Dur *; AoE 1M;Sav THACO panalty. Ohratr
Target miniatures fall prone and go r h i n the ghoul’r paralytlna
to sleep. It can affect 2d4 hits of min- The affected miniature becomes h ablllty, and can ithct wen
iatures; 5-hit miniatures are immune. visible until it attempts to attack an- elvrr. T h l r vlctlmr a n
All miniatures must be within area of other miniature. Any miniature it pamlyzdfor640(4+1d6)
effect. attacks is not allowed to change fac- rounds. Thry a n lmmunr to
ing because of that attack. This al- rlwp and charm rpallr.
Wall of Fog lows for flank or rear attacks by Attack8 wlth cold Iron
invisible opponents. W c s p O M gst doUM0 attack
dlcr agalnat ghrrtr. Evan a
Rng 96; +D1u1rL2; dS4a+v1-/ L ; KnocWLock Sav - protactlon from ovll awl wlll
not kwp out ghartr unlau
AoE Rng IS;Dur S; AoE M / L ; tho clrck I8 formod of Iron or
The wizard creates a fog bank that Iron flllngr.
blocks line of sight. It fills eight 1” This spell opensany locked or held
door. It cannot open other barriers
cubes plus one more cubic inch per such as drawbridges, portcullises, or
level of the caster. The cubes can be
formed into an straight lime shape of alinvdinsgetdsoaonrys.noLromcakl closes the dor-
any height or Xickness. locksor bars.
Second Level Spells Levitate Dur 1O/L; AoE 1M;Sav -
Rng 6/L;
The target can float up off the
Bllndnem ground. It cannot moveacross the ta-
ble, only up or down. It does 80 at a
Rng 9 +3/L; Dur S; rate of 2” per round.
AoE 1M;Sav Neg
MeWs Acid Arrow 1M;Sav -
Target is blinded (THACO and AC Rng 54; Dur *; AoE
-4 penalty) until dispel magic is cast.
Continual Light 6; Sav - The wizard fires a magical arrow
that does 1hit of acid damage. He
Rng 18; Dur S; AoE
Similar to the light spell, it illumi- shoots with a + 3 THACO bonus, and
nates as full daylight, affecting crea- is not penalized for range. For every
tures who are sensitive to daylight. three levels of the caster, the acid
causes another hit of damage.
Darknew 15” Radiur
Scare
-Rng 3/L; Dur lO+l/L;
-Rng9+3/L; Durld4+1/L;
AoE 1.5; Sav
AoE 1.5;Sav
75
Any miniaturewith less than 6 hits norma aamage and 3 of fire damape,
or levels automatically fails its mo-
rale check. The miniatures affected save vs. spells halves damage. He gets
become a new unit with their new,
lower morale. one bolt for every M five levels. Mul-
tiple bolts must targetminiatures with-
in six inches of each other.
StinkingCloud Gust of Wind *; Sav -
Rng 9; Dur 1/L; AoE 2x2~2;Sav Neg Rng 0; Dur 1;AoE
The caster creates a gust that
Each miniature in the cloud must moves directly away from him in a
save vs. poison. Failure means move- path 1" wide and 3" per level long.
ment is V 4 normal and the miniature Man-sized flying miniatures cannot
Golem, Clay cannot attack for ld4 +1 rounds. fly the next round. Larger than man-
Hlts 11 Web sized flying miniatures fly at half
AC 7 Rng 1.5/L; Dur S; AoE *; Sav Neg speed, It disrupts and blows away
AD 4 fogs, gases, and gaseous miniatures.
TRHsAnCgOe The wizard can fill eight 1" cubes
----10 with webbing. A successful save Fly
ML means the miniature can leave the Rng T; Dur S; AoE 1M; Sav Neg
CMBDICD 7 web at normal movement. Those
MV 8,000 miniatures stuck in the web cannot The target can fly with a speed of
XP L move. Larger than man-sized minia- 18 and maneuverability class 8, and
s.12a N tures can move 1" per round. The still use weapons and spells.
Monster web can be burned, but all miniatures
~~ ~ in it take 1 hit from the fire. Haste 3 +1/L;
Rng 18;Dur
AL Third Level Spells AoE4X4X4; Sav-
EXP
This spell doubles the movement
and AD of miniatures in the area of
Dispel Magic effect. It affects a maximum number
Rng 36; Dur I; AoE 3x3~3S; av Neg of miniatures equal to the caster's
level. Miniatures closest to the center
All magical spells and spell effects of the area are affected first. Hasted
in the area are negated. Any spell spell casters still cast only one spell
caster that has yet to cast this round per round.
may not cast his spell. Potions are de-
stroyed, but other magical items are Hold Person
unaffected. Rng 36; Dur 2/L;
AoE 2 X 2 X 2,ld4M; Sav Neg
Fireball
This spell paralyzes ld4 humanoid
Rng 3 +3/L; Dur I; AoE 2; Sav V 2 miniatures in the area of effect. This
includes dwarves, elves, gnolls, li-
A sphere of fire 2 inches in radius zardmen, faery folk, etc. lt does not
appears. Every miniature in the area include giant-class humanoids.
takes 1hit per level of the caster, up InvisibiJJty 10" Radius
to a maximum of 8 hits. Rng T; Dur *; AoE 1; Sav Neg
Flame Arrow 1;AoE *; Sav - All miniatures within 1" of the tar-
Rng 9+3/L; Dur get miniature at the time of casting
One aspect of this spell causesup to become invisible. Any miniature that
10normal arrows or bolts per 5 levels attacks becomes visible.
of the caster to become magical flam-
ing missiles. They do no extra dam-
age, but might set the target on fire.
The second aspea of this spell en-
ables the caster to hurl fiery bolts up to
9 +3/L inches. Each bolt does 1hit of
~
Part Three
Lightning Bolt THACOpenalty for the first shot and
Rng 12+3/L; Dur I; AoE t; Sav V 2 -2 THACO for any others.
A bolt of electricity shoots out Fourth Level Spells
from wherever the caster indicated
the spell should begid. It travels 8 Cham Monster
inches in a straight line away from the
caster, with a half-inch width. The Rng 18;Dur S;AoE 2; Sav Neg
bolt does 1hit of damage to every This spell charms up to 2d4 hits
creature in its path, up to a maximum
of 8 hits. worth of monsters. Forexample, with
a roll of 6, it could charm three mon-
MRnogn9st;eDr uSru2m+m1o/nLi;nAgoIE *; Sav sters with 2 hits each. It always af- Golem, Clay
fects at least one monster even if that
This spell conjures up 2d4 1-hit monster has too many hits. Charmed A clay golem never checks
monsters. These monsters never creatures will not attack the caster morale and is Immune to
check morale and are under the com- and will try to protect the caster from magical fear. It can be hit
plete control of the caster. harm. They will not try to remove the
caster from the field of battle as a only by a +1 or better
Protection from Normal Missiles method of protecting him.
magical blunt weapon. After
Rng T; Dur W L ;AoE 1M; Sav Neg Confusion 2 + 1/L; one round of melee, it can
Rng 36; Dur haste Itself for three rounds,
All nonmagical missile attacks do 1 AoE 6 X 6 X 6; Sav Neg but only once per day.
The spell affects ld4 creatures, plus Damage inflicted by a clay
hit less damage. This means that only one per level of the caster, in the area golem cannot be healed
of effect. Confused creatures wander magically. It la immune to all
those missile attacks which cause randomly at half speed. Pick a direc- spells except: move earth
more than one hit, or with multiple does 4 hits and pushes it
AD, will cause damage. back 12 inches; disintegrate
slows it for ld6 rounds and
Slow tion to be 12 o'clock, and then roll a does 1 hit; earthquake
d12 for direction. A confused crea- paralyzes it for one round
Rng9+1/L; Dur3+1/L; ture may not attack in melee, but will and does 6 hits.
AoE 4 X 4 x 4, lM/L; Sav Neg stop when it enters a melee zone.
Affected miniatures move at half Dimension Door
speed, can only attack every other
round, and always attack last. They Rng 0; Dur I; AoE C; Sav Neg
suffer a - 4 penalty to THACO and
The caster is teleported to any loca-
A-C4.peSnaavletys.against this spell have a tion within 9" per experience level.
This happens during the movement
Suggestion phase. He cannot attack or cast an-
Rng 9; Dur *; AoE 1M; Sav Neg other spell in the round he casts this
spell.
If there is not a referee, the caster
controls the target miniature for ld3 Fear
rounds. The miniature cannot be Rng 0; Dur 1/L; AoE 6x3C; Sav Neg
made to attack its teammates. If there
is a referee, the caster makes a o n e Any miniature caught in this cone
sentencesuggestion to the target. The becomes routed if it fails its saving
referee then determineswhat the min- throw.
iature will do and for how long.
Hallucinatory Terrain
Wind Wall ling 6/L; Dur S;AoE *; Sav Dis
Rng 31/LX ;1D/Lu;rS1a/vL-;
AoE The caster can make the terrain in
Arrows, bolts, gases, and many the area look like any other type of
breath weapons are deflected by the terrain, even a mixture of types. The
wall. Slings and stones have a - 4 area affected is a cube three times the
caster's level in inches on each side.
77
Moving into the illusion doer not die cludw movemznt abilitiesand rates,
pel it, even if the miniature does not AC, AD, and THACO, but not the
believe the illusion. Everyone who magical abilitiesof the new typeor its
moves into the area realizes the de- hits, levels, or ea- throw values.
ception, however. Mental abilities, such as spetl casting,
are not gained, but are not lost if the
Ice Storm target had them to begin with.
-Rng 3/L; Dur I or L; In practice this spellis usedtwo dif-
AoE 2 or 4; Sav ferent ways. It can be used offensive-
This epell has two forme hail and ly to change an enemy miniaturejnto
sleet. Hail does 4 hits to every crea- something harmless. For Skirmishes,
ture in a 2" radiue area, with no eav- assume that the opponent is always
Colem, Flesh changedintoaworm.Ithasnomove-
ing throw. Sleet lasts for as many mart and an AC of 10. Remember, it
nits 9
9 rounds as the caster has levels. All
AC 4 creatures are bliided while in the 4" V akeepsits own hits.
AD radius area. The sleet blocks line of The other option is to c
----11 sight. It makes the ground into ice friendly miniature into aomet ing
TRHaAnCgeO more deadly or useful. A saving
8 (seeterrain effects)for the rest of the
ML 5,000 scenario and puts out fires immedi- throw ie still required, even for a
MDICD L ately. friendly miniature. A miniature
CB N should be available to replacethe old
MV Minor Globe of InvuInerabUlty one. Its combat abilitiee should be
XP Monster ready before the scenariostarts. Spell
Rng 0; Dur 1/L; AoE C; Sav Neg casting ability is only retained if the
Slzo creature can still talk.
AL The caster becomes immune to all
EXP 1st-3rd level magical effects directed
at him. This does not reveal illusions
or invisible creatures because those Shadow MOMteN
Rng 9; Dur 1/L;
effects are not dirracd at him. AoE2X2X2; SavDia
The caster creates an illusion of
MoMter Summoning Il
monstm that have no more total hits
Rng 12;Dur 3+1/L;AoE *; Sav Neg than he has levels. All the monsters
must be identical. The monsters actu-
This spell conjures up Id6 &hit ally have 1/s of the normal number of
monsters. These monsters never hits, rounded up. This means only
check morale and are under the com-
plete control of the caster.
Phmtumal mer creatures which normally have 3 hits
Rng 1.5/L; Dur 1/L; or more can be made. All the normal
AoE 1M; Sav Neg rules of
illusions followed. HOW-
This illusion acts only withii the ever, since theae monsters do have
mind of the target. It projects a mon- some hite, miniatures that W i e in
ster which attacks with a THACO of them will take real damage. Special
16. If it scores a hit, the target dies. attack forms still have no effect.
The target always gets a single eaving
throw to disbelieve the illusion. Stand
Otherwise the only defense is to kill RngT;Dur*;AOElM;Sav-
the caster or render him unconscious.
Rendering the target unconscious un- The miniature is unhanned by the
til the spell expires will a h work.
first normal, physical attacks from
any miniature after the spell is cast.
The spell blocks a number of attack
Polymorph Other dice equal to ld4 plus 1 for every
Rng 1.5/L; Dur S;AoE 1M; Sav Neg even level of the wizard. Magical at-
The target miniature can be tacks such as spells or breath weap-
I Tchanged into any other of minia- ons are not affected or counted.
I
ture. The miniature gets t e form, in-
Wall of Fire Feeblemind cI
Gotern, Flesh
ARongE128/;LD; SuravC-or 1/L; Rng 3/L; Dur S; AoE 1M;Sav Neg A flesh golem never checks
morale and is immune to
T h e wizard can create a wall of The target's mind Is reduced to that magical fear. It can be hlt
of a smart animal. It is designed for only by a +1 or better
flame 2" long for each level he has. use against spell casters. magical weapon. It is
The wall is always 2" high. Any crea- Immune to all spells except:
ture in it or moving through it takes 2 Hold Monster fire and cold spells slow It
hits, plus 1hit for every 5levels of the Rng 1.5/L; Dur 1/L; for 2d6 rounds; electrlcal
caster. Undead take double that AoE4X4X4; SavNeg spells heal hits instead of
many hits. One side of the wall gener- causing them.
ates heat that does 1hit to any crea- Up to four monsters in the area of
ture that stops within an inch of it. effect of the caster's choosing- are par-
alyzed.
Fifth Level Spells
RMnogn1s5te;rDSuurm4m+o1n/Lln;gAIIoIE *; Sav -
Animate Dead 3; Sav -
Rng 3; Dur S; AoE This spell conjures up ld4 3-hit
Any dead, man-sized, humanoid monsters. These monsters never
miniature can be turned into a zom- check morale and are under the com-
bie or skeleton. A wizard can create plete control of the caster.
one skeleton for wery level he has or
one zombie for every even lwel. The Passwall
newly made undead retain none of Rng 9; Dur S; AoE 1X l X 1;Sav
their previous abilities. The caster be-
comes their leader. ~
A 1x 1hole is created in any wood,
plaster, or stone surface which is I"
or less thick.
Cloudklll -Teleporf
Rng 3; Dur 1/L; AoE 4 X 2 X 2; Sav
Rng T; Dur I; AoE *; Sav
All creatures inside the cloud with The caster is able to relocate the
3 or fewer hits are instantly slain.
Creatures with 4 to 6 hits must save target anywhere on the gaming table
that he has personally seen.For every
vs. poison or die. Those with more even level above the loth, the caster
can teleport one additional man-sized
hits take 1 hit of damage per round in miniature (8 man-sized 9 4 large = 2
huge 1gigantic miniature).
the cloud. The cloud moves away
Transmute Rock to MudlMud to
from the spell caster at 1" per round.
Dbmissal Rock Dur s; -
Rng 3/L;
Rng 3; Dur S; AoE 1M;Sav Neg AoE 2 X 2 X 2/L; Sav
Rock is changed to mud, mud is
This spell can send a creature from changed to rock. Areas of rock on the
another plane back to its home di- gaming table will have to be deter-
mension.
Domination mined in advance. The spell has no
effect on normal dirt.
Rng 3/L; Dur S; AoE 1M;Sav Neg
WRAonagEll9lo;xfDl/FLuor;rc1Se0a+v1-/L;
The caster can take control of an-
An invisiblewall 1"high is created.
other miniature. He can order the Alternatively a hemisphere 2" in di-
ameter can be made. It is immune to
miniature to fight, but not to kill itself dispel magic, but not disintegrate
or attack an enemy that it would be spells. Spellsand breath weapons will
required to make morale checks in or-
der to fight. The caster must concen-
trate to give the dominated miniature
new orders. When he is doing that, he
cannot do anything else.
79
Part Three
not pass through it. No amount of hand pushes smaller-size miniatures
away from the caster at 3" per round.
damage will destroy it.
The miniatureis pusheduntil it is at the
Slxth Level Spells maximum spell range. The hand can-
Anti-Magic Shell MZ; Sav - not caw damagebypushing an oppo-
Rng 0; Dur S; AoE nent into a wall or cliff (but might push
it off a wall or clii).
The wizard is protected by an in- Chain Llghtnlng
visible barrier that is impervious to Rng 12+1/1/2/L; Dur I;
magic and magical effects, including AoE *; Sav Va
breath weapons and gaze attacks.
Even magical items are useless inside The spell does the caster's level in
Golcm, Iron it-even the caster himself cannot hits to the first miniature it strikes. It
then jumps to the next nearest minia-
Hits 18 cast spells. He can cancel the spell at ture within the spell range. It con-
3 any time. tinues to arc from miniature to
AC 5 miniature, doing 1hit less of damage
AD Bigby's ForcefulHand with each jump. The lightning bolt
THACO -3 can never jump out of the spell range
Ranae -ARnogE3*;/LSDav1/L; Dur 1/L; and it never strikes the same minia-
This spell creates a disembodied ture twice. It ispossible for the bolt to
MV 6 hand thesizeof a man-sizedminishue. arc to the caster.
XP 15,000
Size L The hand m o w to keep itself between Conjure Animab *; Sav -
AL N a chosen opponent and thewizard. Gi- Rng 9; Dur 1/L;AoE
EXP Monster 'ghaanlftiscpemedi,nwihaimle haurgeeomnliyniastluowreesdcaton The caster causes up to twice his
only move fowd I" per round. The
level in hits of mammals to appear.
For example, a 12th level priest can
conjure up to 24 hits worth of mam-
mals. These animals obey the caster
and do not need to make morale
checks.
Death Fog ld 4 +1/ L ;
Rng 9; Dur
AoEZXlXl/L; Sav-
This mass of acidic fog does no
damage on the first two rounds a
miniature is in it. On the third round
the miniature loses 1 hit. On the
fourth and successive rounds it loses
2 hits. The fog does not move with
the wind. The fog is so solid that min-
iatures only move at 1" per round
through it.
Death Spell
Rng 3/L; Dur I;
AoE 3X 3x 3/L; Sav -
This spell instantly kills creatures
in the area of effect up to a certain
number of hits. Always start with the
miniatures that have the lowest num-
ber of hits. Roll 4d20 to determine
TaPlem nwais 1ancdomhmisaunndclo ambush the humane. i
80 -
Part Three
how many pints' worth of minia- need to check morale and obey the
tures ate killd. Refer to the table be- caster.
low for the point values of the
miniaturesby their hits. ORntigluk*;eD'suFr r"c;dAnogES*p; hSearve *
Polnt Value Thisspell has threevariations. The
1 f m d globe can be t d into any
31 2 Ybod of water, turning it into ice. The
10
6-9 20 spe covers a 1" X I " area for each
level of the caster, centered on w h m
the globe contacts the water. It lasts
DLlntegrate for one round per levd of the wizard.
1M; SPV Ncg The cold ray has a range of 3" per
hoblitaated, Izpv- level of t k wizard. It does 1hit of I n Iron gokm never check
damage for each level of the carter morale and Is Immune to
same is true nonliving material or against a single ministun. A success- magical fear. It can be hlt
(ie. Bigby's hand spells) fulsave means the miniaturetaken no only with a +3 or better
volume. This spellhas damage. Every miniahue along the weapon. it is lmmum to all
path must saveuntil one is hit. spells except: electrical
of invulnsnrbtlity The galwobaey.ofItcoshldacttaenrsbeonhuirmkpdacutp, spells slow It for three
rounds; fire attack heal hits
to 12" Instead of causlng them.
doing 5 hits of damage to all minia- Every 7th round after the
turea within 1"of it. Each miniahue first round of melee, an Iron
This spell summons an invisible gets a saving throw to take only half goiem breathes a cloud of
poison gas with a 1-inch
dunnee. diameter,dlractly In front of
Itself.
RAPenorgEm32afXnLe;2nDXtuI2rll+sd;ol Xnl X l / L ; SavDh
This illusion can be lan, heard,
2Eandamelplerdia, taen.dInraadidadtietsiohne,atthoer cold
wiz-
not have to conentrate on
it. The illusion cannot move or react
outside events.
to
stone to F t e s M h h to stone
Rng 3/L; Dur S; AoE W; Sav Neg
Thii spell RrvcI(KII the effect8 of
petrification attacks, and a saving
throw is not nmusly.The rtvemeof
the spell is a petrification attack,
turning ita victim into stone.
TRrnugeTs;eDdunrel/L; AoE 6; Sav -
The affected miniature can see
everythin$ as it actually is.It daactr
invisible, ethereal, polymorphed,
channed, and enchanted crephucr.
TheminiaturecMnotse@ded
o w or cr(atures that are merely
out of its line of sight. This vision
works up to 6" away.
Chapter 15: Priests
Table 22. Priest Spell Progression -Spell Level
4
Pdest
Level 123
7
Golcm, Stone
14
6
AD 3
MV 6
XP 10,000
Slrr L
AL N
EXP Monrtrr
I
i
~
Part Three
Flrst level Spells -Protection from Evil 1M; Sav -
Rng T; Dur 3/L; AoE
Evil creaturesreceivea 2 THACO
Bless penalty when attacking the protected
miniature. T h e protected miniature
-Rng 18; Dur 6; AoE 5 X 5 X 5; Sav gets a +2 bonus to all saving throws
Any friendly creature in the area of against attacks by evil creatures.
effect gets a + 1 THACO bonus and a
+ 1 morale bonus. The morale bonus RemoveICauw Fear Golcr :one
only applies to a miniature if half or
more of its unit is included in the bless Rng 3; Dur S;AoE '; Sav *
spell area. In that case, the whole unit The priest can effea one miniature
gets the morale bonus.
for every four levelshe has (1at Istath
Combine *; AoE *; Sav - level, 2 at 5th-8th level, etc.). The tar- A otonr golrm nrvrr chocko
morrlr m d Io lmmunr to
Rng T; Dur get miniatures get a +4 morale bonus
This spells allows three to five against magical fear for 10 rounds. If
priests to combine their strength into mrglcrl frrr. It cmn bo hlt
the unit that the miniature belongs to is only wlth 0 + 2 or battrr
one. All the miniatures must be in wrrpon. Oncr rvrry two
base-to-base contact. One of the shaken or routed, the unit gets a + 4
priests casts the combine spell and bonus on its rally check. roundr It cmn coot r rlow
gains 1level for each priest in con- rpollup to 1 Inch rwry. It Io
The reverse of this spell causes the lmmuno to rll rprllrrxcrpt:
tact. He can turn or command un- miniature to make a morale check. If rock to mud rlowr It for 2d0
dead at his new level. He can cast it fails, it separates from the original
spells at his new level, but not memo- unit. Both versionsof this spell can be roundr; mud to rock hrrlr rll
cast upon multiple miniatures, but Itr loot hltr; rlonr to tkrh
rize new ones. The other priests can- can only effect one unit. mrkrr It vulnrrrblr to
not do anything other than maintain Second Level Spells normrl rttffikr (but not
the spell. If any of them are success- rprllr) for onr round.
fully attacked, or breaks contact with
the others, the spell ends. Barkskin
Rng T; Dur 4 + 1/L; AoE 1M; Sav -
Command The target's AC becomes 6. The
Tt+ar1gAetCmbionniuatsufroersegveetan additional
-Rng 9; Dur 1;AoE 1M; Sav 4 levelsof the
The priest can give any one-word caster (AC 6 at 1st-3r level, AC 5 at
command such as flee, halt, fall, 4th-7th level, etc.). This spell cannot
be used to worsen a miniature's AC.
sleep, etc. The affected miniature
must do as the priest commands.
CureKause Light Wounds Cham Penon or Mammal
-Rng T; Dur I; AoE 1M; Sav Rng 24; Dur S;AoE 1M; Sav Neg
The prie$t's touch restores 1hit to See the charm person wizard spell.
the wounded miniature. The reverse
of this spell can be used to cause a hit -Flame Blade
of damage.
Rng 0; Dur *; AoE C; Sav
Invisibility to Undead A long, sword-shaped flame ap-
-Rng T; Dur 6; AoE 1M; Sav pears in the priest's hand. It has 1AD
Undead with 4 or fewer hits cannot with a +2 THACO bonus in melee.
Against undead it gets 2 AD with no
see or attack the priest. Those with THACO bonus.
more get a saving throw to see him.
Hold Person
The spell ends immediately if the Rng 36; Dur 2/L; AoE 2X2X2,
ld4M; Sav Neg
p"priest atta ,even with spells.
1-4humanoid miniatures are paraT
RLingght36; Dur S; AoE 2; Sav * lyzed by this spell.
Same as the 1st level wizard spell.
Obscurement Cure/Cause Blindness or Deafneas
Rng 0; Dur 4/L; Rng T; Dur S; AoE 1M; Sav Neg
AoELXLXL; Sav- This spell cures magical blindness
This spell produces an area of fog or deafness. Its reverse causes the tar-
get to become magically blind or
centered on the caster. T h e fog is al- deaf.
ways square, l"high, and the caster's Dispel Magic AoE 3X 3X 3;Sav -
level in inches on each side. For exam- Rng 18;Dur S;
ple, a 5th level priest creates a fog See the wizard spell of the same
banks" X5" X l " .
-Produce Flame name.
Half-elf, 1st Level Warrior Rng 0; Dur 1/L; AoE *; Sav Hold Animal
The priest can hurl flame up to 12" R ~ 2R4; Dur 2/L;
Hits 1 Aok4X4X4; SavNeg
AC 5 away. It does 1hit to whatever minia-
AD ture it strikes. This spell paralyzes1-4n o m ani-
THACO 21(01()20) mals in the area of effect.
5l10117 Sflence
Range 13 -Negative Plane Protection
Rng 36;Dur 2/L; AoE 1.5; Sav
ML 6- Rng T; Dur *; AoElM; Sav
MDlCD The 3" diameter area is completely
CB 12 The protected miniature might not
MV 35 silenced. Spells cannot be cast in this suffer level draining from undead
XP M area. If the spell is cast upon a &a- monsters. If a drainingattack is made
NG ture, it gets a saving throw. If the against it, the protected miniature
Size rolls a saving throw vs. death. If it is
throw is failed, the spell sticks with successful, he is not drained, al-
AL the target wherever it goes. If the though he still takes the normal dam-
EXPIFLO throw is successful, the spell remains age of the attack. In addition, the
on the table where it was cast. attacking undead miniature takes 2
hits. Once the spell has been triggered
Sptrltuai Hammer in this manner, it expires.
Rng 3/L; Dur -3 + l / L ;
AoE 1M;
Sav
A magical hammer appears and
can attack in melee at a distance. The
priest can chooee any target within Plant Growth -
range each round. The priest must Rng 54; Dur S;AoE *; Sav
The priest can make any brush,
concentrate to wield the hammer, and scrub, or forest into a practically im-
therefore cannot move, attack, or
cast other spells. If the priest is penetrable barrier. Any miniature in
this area moves at 1"per round. The
wounded, the spell expires. area effected is 2" on a side per level
Warp Wood of the caster.
Rng 3/L; Dur S; AoE *; Sav * Prayer Dur 1/L; AoE 6; Sav -
Rng 0;
This spell makes one small wooden All friendly miniatures in the area
object useless. Typical examples are get a + 1 THACO and saving throw
weapon shafts, doors, or wagon bonus. All other miniatures get a -1
wheels.
W d Level Spells THACO and saving throw penalty.
ha t e Dead - Protection from Flre Sav -
Rng 3; Dur S; AoE Rng T; Dur *; AoE 1M;
The affected miniature is immune
'; Sav t+o4dasamvaingge from normal fire. It gains a
See the wizard spell of the same throw bonus against magi-
name.
cal fires.
84
Remove Paralysis Cloak of Bravery/Fear
Rng 3/L; Dur I; Rng T; Dur *; AoE 1M; Sav Neg
Sav -
AoE 2XZXZ,ld4M; The caster can effect up to three
Removes the effects of hold, slow, creatures. Each gets a +2 morale bo-
and other paralyzation spells and ef- nus that goes away after the first mo-
fects. It works on 1-4 creatures in a rale check is made. The cloak of fuar
2 x 2 X 2 cubic area. causes a single miniature to radiate
magical fear within its melee zone.
Spike Growth AoE 1X 1/L; Sav - Any creature entering the melee zone
Rng 18; Dur S; must make a morale check each
This spell works in brush, scrub, or round. This effect expires on the
forests, turning the ground into a round that at least one miniature
mass of thorns and spikes. Each inch makes a morale check from thecloak. Half-elf,
moved c a m 1 hit of damage to any 1st Level Warrlor
miniature crossing it. It costs 3" to -CureKauee&dour Wounds
move through 1"of spike growth. Half-elves have 30% maglc
Rng T; Dur I; AoE 1M; Sav reslstance to cham and
Summon Insects T h e effected miniature heals 2 hits
Rng 9; Dur 1/L;AoE sleep spells.
of wounds, or takes 2 hits of damage.
1M; Sav -
A swarm of crawling or flying in- Free Action
sects gather at the chosen spot within Rng T; Dur S; AoE 1M;Sav Neg
the spell range. On the next round,
the caster can direct them to attack The target miniature is not affected
any single miniature. Crawling in- by most terrain restrictions on move-
sects move 1"per round, while flying ment or combat. Obstacles and im-
insects move 18" per round. The vic- passable terrain still restrict his
tim must make a morale check each abilities. The miniature is still limited
round it is attacked. In addition it by line of sight as it pertains to ter-
takes 1hit of damage each round. rain.
Water Walk AoE *; Sav - -Giant Insect
Rng T; Dur S;
The priest can effect as many crea- Rng 6; Dur *; AoE *; Sav
tures as he has levels, minus four. For In any terrain where insects exist,
example, a 6th level priest affects two
creatures. The affected creatures can the priest can create a giant insect
walk over water at normal speed.
Swamp, marsh and the lie are con- from a normal sized one. The table
sidered brush.
below shows how many total hits of
insects and the maximum hits for a
single insect the priest can grow.
Fourth Level Spells Pdert's InsectHlts TotalHlts
Ii Level 39
7-9 4 12
Abjure 5 15
1130-+12
Rnn 3;D ;AoE 1M; Srav '
Hallucinatory Forest
This spell sends an extraplanar
creature back to its native plane. The Rng 24; Dur S; AoE 49 X 4/L;Sav
chance to succeed is an 11or better on
ld20. The priest adds his level to the The priest can create the illusion of
die roll and the creature subtracts its l i t forest. Miniatures that have for-
hits from the die roll. est as their favored terrain automati-
cally see through the illusion.
Contact with the illusion does not
break it.
LowedRaiseWater LxL; Sav - the caster and never check morale. If
Rng 36; Dur S; AoE the caster rolls his level or less on a 20-
Same as the 6th level wizard spell. sided die, the snakesare poisonous.
RNnegutTr;aDlhuerPSo; iAsooEdm1bMu;eSaPvoi-son Fifth Level Spells
Halfling, 1st LevelWarrior This spell eliminates poison in the Air Walk
target miniature. Victims of poison
Hits 1 attacks are healed if it is cast within Rng T; Dur S; AoE 1M;Sav -
n one round of the poisoning. Mmia-
AC tures that have poison attacks lose The miniature can walk on air as if
AD siioiis that ability. The reverse of the spell it was clear terrain. Increasing or de-
THACO causes the target miniatureto become creasing altitude is treated as walking
11 poisoned and suffer 1hit per round up or down a slope. Changing alti-
Range for 1-4rounds. tude can be done at any time. The
3- miniature acts as if it was on the
ML ground for movement.
MDICD 6
CB Plant Door S; AoE ’;Sav - Control Winds
MV s120
XP Rng T; Dur R n g 0; Dur S; AoE 4/L; Sav -
LG The caster opens up a magical path For every three levels of the caster,
Slze 1” long per level of the caster and 1”
Regulars wide through any area of vegetation. he can increase or decrease the wind
AL Only miniatures friendly to the caster speed by 3”. Winds push at all flying
EXP can use the door. creatures. The wind direction can be
controlled within the area of effect,
PRrnogteTc;tDiounrfSro; mAoEEvW1;GSoaovd-1” Radius or turned into a cyclone circling
around the caster. A 4” radius area
See Protection from Evil spell. around the caster is always calm.
Protection from Ughtning RCnugreT/C; DauusreIC; rAitoicEal1WMo;uSnadvs-
Rng T; Dur *; AoE 1M;Sav - The miniaturehealS3 hits worth of
wounds, or takes 3 hits worth of
The target miniature ignores hits damage.
from electrical attacks equal to the
priest’s level.
Repel Insects AoE 1;Sav - Dispel EWGood
Rng 0;Dur S;
No insect may enter the melee zone Rng T; Dur 1/L; AoE 1M;Sav Neg
of the priest. Spiders are not insects.
The caster can send any evil/good
Spell Immunity extraplanar creature back to its own
plane by m a k i i a successful melee
Rng T; Dur S; AoE 1M;Sav - attack against it. Any creature that is
susceptible to being affected by this
The priest renders the target minia- spell has a - 7 T€ 1 penalty
ture immune to the effects of a spe- against the caster in r~.-..
cific spell, 4th level or lower. This
includes any spell-likeeffects that im- Flame Strike
itate spells. It does not protect against Rng 36; Dur 1; AoE 3” tall; Sav 1/z
breath weapons or petrification.
A column of flame roars down
Sticks to Snakes from the sky, doing 6 hits of damage
Rng 9; Dur 2/L; to any creature in the 1” wide, 3” tall
column.
AoE 1X 1X 1,ld4 +1/L;Sav -
The castercausesld4 plushislevel in Pass Plant *; AoE *; Sav -
Rng T; Dur
sticks to become snakes in a 1” cubic The caster is able to walk into a
area. These snakes have 2 hits, AC 6, tree in one place on the gaming table
THACO 20. AD 1, MV 9. They obey
and walk out of another. The exit tree Sixth Level Spells
can be anywhereon the gaming table.
Raise DeadBlay Living Anti-Animal Shell 2: Sav -
Rng 0; Dur S; AoE
Rng 9; Dur S; AoE 1M;Sav Neg No animal or meal beast derived
from natural animalscan pass through
The raise dead part of this spell has this barrier. For example, it keeps
little effect upon a Skirmishes battle. sprites, giantsand chimerasat bay, but
Slay livingwill kill any miniature that allows undead, plants, elementals, go-
fails its saving throw. Even if the save lems and the like to pass through. The
is successful, the miniature still takes banier does not prevent missile attacks
2 hits of damage.
Spike Stones 1x 1/L; Sav - from these creatures. Halfling,
1st Level Warrior
Rng 9; Dur S;AoE Blade Barrier
Rocky or smooth stone areas can Rng 9; Dur 3/L; AoE *; S Neg All halfllngs get a +3 THACO
be made into deadly spikes. Each bonus with short bows and
round a miniature spends in the area The priest creates a wall of whirl-
of spike stones, the caster rolls 1AD ing, razor-sharp blades. The barrier slings. They also get a +2
against it with a -2 THACO penalty. must be square and any size up to 6'
on a side. It can be cast as a wall, ris- bonus on saving throws vs.
Transmute Rock to Mud/Mud to ing into the air, or flat on the ground, magic and polson. They are
Rock covering a large area. Any miniature consldered invldble when
Rng 48; Dur S; moving into the area takes 8 hits of hiding in brush, fO&, or
AoE 2 X 2 X 2/L; - damage. Any miniature present when rocky terrain.
it is cast gets a saving throw to avoid
Sav taking any damage. The miniature
See 5th level wizard spell. must then move out of the barrier ar-
ea on the next round or take damage.
True Seeing AoE 1M;Sav -
Rng T; Dur 1/L;
The affected miniature can see
everythingas it actually is. It detects Conjure Animals
invisible, ethereal, polymorphed, Rng 9; Dur 2/L; AoE *; Sav -
charmed or enchanted creatures. The The caster causes up to twice his
miniature Cannot see concealed ob- level in hits of mammals to appear.
jects or creatures that are merely out For example, a 12th level priest can
of its line of sight. This vision works conjure up to 24 hits worth of mam-
up to 3" away. mals. These animals obey the caster
and do not need to make morale
Wall of Fire checks.
ARnogE224/L; DlounrgC; ,S1a/vL-; Fire Seeds
Rng T; Dur C; AoE *: Sav 1 h
The wall of flame is 2" lor- r
each level of the caster and 2" This spell creates fire missiles, one
The caster selects one side to be not per round for as long as the priest
and the other to be cool. It lasts as concentrates on the spell. Each mis-
long as the caster concentrates, or if sile can be thrown up to 4" as a 2 AD
he stops concentrating,one round per attack. The target gets a savingthrow
level. It does 1 hit to any creature before the attack is actually rolled. If
walking through it. It does 1 hit to it succeeds, then the missile becomes
any creatures stopping or moving a 1AD attack.
within an inch of the hot side.
HeaVHann
Rng T;D I; AoE 1M:Sav -
Any humanoid miniature is re-
stored to i! ,original hits. All dis-
eases, blin 1, feeblemind, etc. are
87
Part Three
cured or dispelled. The reverse of the -HolyAJnhoIy Word
spell reduces the miniature to 1hit. If
it only has 1hit when the spell is cast, Rng 0; Dur *; AoE 3; Sav
the miniature is killed.
This spell banishes extraplanar
-Transport Via Plants creaturesof opposite alignment to the
caster back to their home plane. Any
Rng T; Dur I; AoE *; Sav creature within 3" of the caster that
The caster can enter into any plant can hear the holy word is paralyzed
for the rest of the scenario.
(brush, scrub, forest, but not grass)
and be transported to any other ter- RestoratlodEnergy Drain -
rain of the same type anywhere on Rng T; Dur S; AoE 1M; Sav
the gaming table. The target miniature recovers any
drainedlevels. Thiispell negatesthe ef-
wall of nom fects of feeblemind spells or any form
Hits 7 Rng 24; Dur S;
AC 7 AoE 1X 1X 1/L;Sav - of insanity. The spell takes three full
THACO This spell creates a 1"-tall barrier rounds to prepare. The reverse draws
Range -14 away one life level (see draining at-
ML of thorny bushes. Moving through a tacks)from a miniature. The miniature
MDICD -13 single inch causes 2 hits of damage.
CB The wall is immune to normal fire, gets a saving throw, but evena succe88-
MV 0 lid roll meansit loses6 hits. The energy
XP 6, FI 15a but not magical fire. drain spell mains active until it is
Slzo 175
ALQ M Seventh Level Spelb used against someone.
EXP CE
ReguladMonstef Changestaff Sunray
88
Rng T; Dur S; Sav - ARnogE31/ML;/2D;uSra1v+*ld4;
AoE caster's staff; All creatures within the 1" diame-
The caster changes his staff into an
animated tree (12hits, AC 0, THACO ter sphere must make a saving throw
9, AD 3, MV 12)that obeys him and or be blinded for Id3 rounds. Undead
does not check morale. take 6 hits of damage, but are allowed
to save to half damage. Undead up to
Confuslon 2" away from the target miniature
Rng 24; Dur 1/L;AoE 4 X 4; Sav Neg take 2 hits, but are allowed to save
This spell causes ld4 creatures, and take no damage.
plus one for every wen level of the Symbol
caster, to become confused. For ex- Rng T; Dur S; AoE *; Sav Neg
aldm4ple+, a 13th level priest can confuse
6 creatures. Confused crea- T h e priest can create a glowing
tures wander randomly at half speed.
Pick a direction to be 12 o'clock, and symbol in the air. Any creature with-
then roll a dl2 for direction. A con- in 6" that has line of sight to the sym-
fused creature may not attack in me- bol can be affected. There are three
lee, but will stop when it enters a possible symbols.
melee zone.
Hopelessness: The miniature auto-
Fire StomQuench matically fails a morale check. It can-
Rng 48; Dur I; AoE 2 X 1/L; Sav V z not regain good morale for the rest of
the scenario.
Any creature in the area of the fire
Pain: The miniature gets a -4
storm takes 4 hits of damage. The THACO penalty.
storm must be 1" or 2" high, and rec- Persuasion: The miniature joins
tangular in shape. The reverse of the forces with the priest that cast the
spell extinguishesnormal and magical spell. That player now controls this
fires. miniature.
Chapter 16
Magical Items
There are numerous magical items,
both powerful and weak, in the sipped to heal 1 hit at a time, up to 3
A D 8 . P game. A number of them hits.
have been converted into Skirmishes
format here. These are all items that Fire Resistance 250 XP
Confers immunity to normal fire
are useful in Skirmishes. There are and a +4 saving throw bonus vs.
many others not included here. The magical fires.
general guidelinesfor converting mag- HupY
ical items is the same as for converting The singing of a harpy
magic spells. In fact, many items have Flying 500 XP
Same as the wizard spell fly. charms humsnoids(but not
exactly the same effects as a particular elves-save VI. spells
spell. In those cases, the description negateseffect). A charmed
refers you to the spell for more infor- Giant Strength 550 XP miniature must move toward
Usable only by warriors, it adds 2 the harpy at top sped, and
mation. In most cases, using a magical AD for ld4+4 rounds.
item is considered a combat action. cannot attack (but stillgets
The miniature may not fight in a Growth 250 XP the beneflt ot its armor class
round where it activates a magical T h e miniature becomes a gigantic
it attacked).
item. Some items provide constant ef- figure (sizeG).The miniature moves
fects. These allow the miniature to at a speed of 18 but gets no combat
move and fight normally while still re- bonuses. The miniature is treated as a
ceiving the benefit of the item. monster for the purposes of morale
The XP value the magical item is bonuses and checking.
printed next to its name. Use this
number when picking items to bal- InvbibUty 250 XP
Same as the wizard spell.
ance a scenario.
Potions Oil of Acid Resistance 500 XP
The miniature is immune to acid
attacks for the rest of the scenario.
In general, potions take a full
round to drink. The miniature can Oil of Fiery Burning 500 XP
move but not fight while drinking. This potion explodes on contact
when thrown. Its ranges are 4\8/12.
Climbing 300 XP It does4 hits upon contact. The targ
The character has a 90% chance of
successfully climbing a cliff like a miniature can save for half damage.
I
thief. It costs 3" of movement for Philter of Pemuasivenols 400 XP
each 1"of cliff. The potion lasts for The drinker provides a +5 morale
5d4 rounds.
bonus to any miniature within its MD
Dragon Control 700 XP of him (but not himself), or to any
The potion specifies the particular
type of dragon that can be controlled. unit +at he'is in. He can use a sugges-
It has the sameeffect as a charm mon-
ster spell, but the dragon suffersa -2 tion power (same as the wizard spell)
on all miniatures within 9". It lasts
for ld4+4 rounds.
penalty on its saving throw. Control Speed 200 XP
lasts for 5d4 rounds. Same as the wizards haste spell. It
lasts for 5d4 rounds.
Elixir of Health 350 XP
It cures blindness, deafness,
Undead Control 700XP fects beyond his melee zone for 5d6
The specific type of undead is spec- rounds.
ified for each potion. Mindless un- Protection from PcMHutkn
dead do not get a saving throw, while
free-thinking undead save with a - 2 2 , m XP
penalty.It lasts for 5d4 rounds.
All miniatures within 1" of the
Scrolls reader are immune to any petrifica-
tion attack for 5d4 rounds.
Most scrolls storefrom one to eight
spells. The caster reads the scroll and
Hlts -- IHippogriff4 one of the spellson it is cast. The spell aast Aaifticmmaisent.ibaAyltlwlszeptchealnlk-loviknclelyacbawsiletiteaierrsst.wdoorhr @m
AC 6 is then wiped from the scroll forever.
AD 3 The spell is as powerful as one cast by
the minimum-level caster necessary
TRHanAgWe -17 to cast it normally. Priest scrolls can Ring of Animal FdendaMp 1,000XP
Any animal within 1*must make a
MMLDlCD W3) only be read by priests and wizard
scrolls can only be read by wizards. saving throw vs. spells. Success
18, Fi 36(C) I means that the animal routs, while
Some scrolls have other special ef- failure means it is charmed. Up to 12
175 fectswhen read. These are described hits worth of animals can be charmed
L below. at any given time.
Size N Protection from Cold 2 , m XP Ring of Elemental Command
MonsterIMount All miniatures within
AL 3" of the 5,000 XP
reader are immune to nonmagical
EXP cold damage for l d 4 + 4 rounds. Eachringisattuned toonlyonede-
ment. Elemental8 of t h t ekment can-
Against magical cold attacks they get not attack the wearer. He can attempt
a + 6 saving throw bonus, and only
take 1/4 n o d damage, (Va if the to charm the elemental at the expcnr
save is made). Damage of less than of this protection. saving t h VS.
half a hit becomes no damage.
attacksof that elementget a +2 bonus.
A ring tuned to air grants gust of
wind, invisibility and fly powers as
Protection from Dragon Breath the spells. Wall of force and control
2.000 XP wind can be cast once per scenario.
The reader is immune to ail forms A ring tuned to earth grants immu-
nity to any falling damage. Once per
of dragon breath for 2d4 +4 rounds.
PrTotheectsicornolflrsopmecEifkiems aensti.nLg1le,5t0y0peXoPf scenario, passwall, wall of stone, and
stoAneritnogflteusnhecdantobfeirceasgtr.ants fire re
elemental, or all elementals. All min- sistan-ie as the potion. Once per 8cc
iatureswithin 1"of the reader are im- nario burning hands, d l offire, and
flame shike can be cast.
mune to attacks from elementals for
Sd4 rounds.
A ring tuned to water grants water
Protection from Lycanthropes breathing abilities to all miniatumin
the wearer's melee zone, and water
l , m XP
The scroll specifies the type of ly- walking abilities to the wearer. Once
canthrope. All miniatures within 1" per scenario he can cast wall of ice
of the reader are immune to attacks and lower water.
from lycanthropes for 5d6 rounds.
Ring of Feather F.Iung 1,OOOXP
Protection from Maglc 1,500 XP
The wearer is immune to all f a l l i i
The reader is immune to magic and damage. He floats down at a constant
cannot extend magical spells or ef- rate of 12" per round.
I
90
I
tance 1,000XP roll. Both miniatures could be affect-
tion, except that it
ed by the spell.
Rh.g ofWater Walking 1,000XP
Same as the wiwd spell.
RingOfWrdy 4,000X P
The ring doubles the number of
spells a wizard (but not a priest) can
Ring of In&ibiUty 1,500XP memorize, but only for a specific
invisible at will, just level of spells. The range is 1st
through 5th level spells. For example,
a ring might double the number of
1.000* X P 3rd level spells that a wizard can have
available.
AC and saving
a bonus. The rings Rods
to +4, or we the
Rods have charges in the A D h W
for protection
game. Unless the scenario requim a
XP per plus limitation, assume that rods have
enough charges to be used every
750 XP round of the scenario.
Rod of Absorption 7,500 XP
Usable only by priests and wizards,
the rod absorbsspellscast at the bear-
er. It holds a maximum of 50 spell
levels in its lietime before it can ab-
sorb no more. Spell energy that is ab-
sorbed can be used by a spell caster.
He can cast any memorized spell, and
not lose it. Thia procere removesthat
many spell levels from the rod. Once
the rod has absorbed 50 spell levels
and cast them again, it becomes u e
leas. The state of the rod must be
Ring of sped storing 2,500 XP specified at the beginning of the sce-
The ring holds ld4+l spells, just as
if it was a scr 11. The differenceis that MriO.
nonspellcast$s can use the ring. Rod of g-B 5,000XP
All living meatures within 2" obey
the bearer of the rod for 10 rounds.
Using the rod takea the place of com-
bat for that round. Only priests, wiz-
ards, and rogues can use this rod.
Rod of C.nc&Won 10,000XP
The bearer attacks in melee with
this rod, rollii 1 AD. A hit means
one magical item on the target minia-
ture is drained of its magical power,
The item gets a saving throw of 13 (or
use Table 29: Item Saving Throws
91
Part Three
from the A D M Y game) to avoid be- staves
ing canceled. The rod can only cancel
one item, then it becomes useless. Staves all function with 8th level
power. Staves have 25 charges maxi-
Rod of Lordly MIght 6,000 XP mum in the AD&W game. Initial
This item has tremendous power charges on a staff must be decided,
and a long list of abilities, although and the player must keep track of the
only one can be used per round. A charges as he uses the staff. Most
touch can paralyze in melee. It can functions of a staff cost one charge;
cause all miniatures in the bearer's some cost more. Frequently the staff
melee zone to check for morale. It can acts as a magicalweapon, which does
drain 1hit from an opponent with a not cost any charges.
Human, 1st level Warrior touch and use it to heal 1 hit on the
Hlts 1 bearer. All of these effects are subject Staff of Command 5,OooXP
AC 5 to saving throws by the target minia-
ture. It can become any one of the fol- This staff can only be used by
ARDange -20(20) priests or wizards. The bearer can
-6 lowing weapons if the bearer cast suggestion or charm person
MDICD concentrates. Only a warrior can
CB 12 wield this rod. spellsfrom the staff. It can be used to
MV 15 control plants or animals. The type of
XP M Mace +2 1AD, +4/+3THACO animal is determinedin advancefrom
Sword +1 1/2 AD, +2/ -1 THACO
Slze ARneygulars Battle axe +4 2 AD, +3 THACO the following list: mammals, buds,
reptiles/amphibians, fish, or a com-
AELXP Spear +3 112 AD, +5/ +1 THACO bination. It can handle 3d4 man-sized
Rod of Passage 5,000 XP miniatures, or ld4 larger creaturesup
wto 12" away. Only a priest can usethe
The bearer can cast dimension
door, passwall, phase door, and tele- staff to control plants. Plants can be
port without error at will. controlled up to 7" away in a
2" x 2" area. All tar t miniatures get
Rod of Resurrection 10.000 XP a saving throw to avoid control.
O n l y a priest can use this rod. It
Staff of curing 6,000 XP
brings back to lie, and restores full In the hands of a priest this staff
hits, to any dead miniaturemerely by can cure blindness, cure wounds (3
touching it. The body of the minia- hits), or cure insanity. Each function
ture must be reasonably intact. can be used twice during a scenario,
Rod of Splendor 2,500 XP but the staff can only be used once on
thaTthheebaedadresrabe+c7omcheasrsisomcahabroisnmusattioc
any given miniature. Only humanoid
miniatures are affected by the staff.
the morale of his unit. This rod is usa-
ble only by leaders and commanders.
Staff of the Magi 15,000 XP
This staff can only be wielded by
Rod of Terror 3,000 XP wizards. The wizard can cast en-
As a melee weapon this rod is A D 2
and has a -2 THACO penalty. It can large, hold portal, light and protec-
tion from euil/good at no cost at any
clothe the bearer in a terrifying illu- time. For one charge he can cast in-
sion. Any miniature within 3" that
has line of sight to him must make a visibility, fireball, knock, lightning
bolt, pyrotechnics, ice storm, web,
saving throw. Success means a mo- wall of fire, or passwall. For two
rale check is required. Failure means
the miniature is routed, but is para- charges he can conjure a 16-hit ele-
mental or cast telekinesis.
lyzed with fear. When the bearer The wielder gets a +2 bonus to all
moves out of range, the miniatures
must perform rout movement. saving throws vs. spells.The staff can
92
I enough charges to be used every c
round of the scenario. Spells from Human, 1st Level War..--
I absorb spells cast at the bearer, if he wands perform as if cast by 6th level
chooses that as his only combat wizards.
actionfor the round. H e decides to do
this in the melee phase, but can pick Wand Of Fear 3,000 XP
A Priest Or wizard can wield this
or choose which spells to absorb. He wand. It shoots out a 6 X 2 cone of
fear. Any miniature in the cone must
must decide before knowing the spell make a morale check.
or its level. T h e spells recharge the Wand of 4,500 XP
staff 1 point for each spell level. If the A wizard can uspeyrthoitsecwhannidcst,opcraost-
burning ha,,&,
staffis m h m g d beyond 25 points, it ball, or wall o.f .fire.
explodes. All miniatures within 1"
take 22 hits of damage. Those out to Wand of Flame Extinguishing
1,500 XP
J 2" take 17 hits and those out to 3"
take 11 hits. Savi% throws for half The wand can extinguish a 2" X 2"
damage are allowed. area of normal or magical fire in a
Staff of SwarmingInsects 2,000 XP round.
A priest can command the staff to
create a swarm of insects. The range is Wand of Frost 6,000 XP
6" plus 1"for each level of the priest. A wizard can use this wand to cast
The insectsdo 1hit, plus 1hit for every ice storm, wall of ice or cone of cold
4 levelsof the caster. For example, a 5th spells.
level priest would do 2 hits of damage.
The target miniature can be man-sized Wand of Lightning 4,000 XP
with any AC, or larger miniatures if A wizard can use this wand to cast
the AC is 6 or poorer. lightning bolt spells.
Staff of Thunder and Lightning
8.000 XP Wand of Magic MissiIes 4,000 XP
This acts as a quarterstaff +2 (AD Any miniature can use this wand to
1, THACO + 3 bonus) at all times. It
can strike as a + 3 weapon (AD 1, cast 2 hits worth of magic missile
THACO +5 bonus) with thunder for spellsper round.
one charge. The thunder stuns the
target for one round if he fails his Wand of Negation 3,500 XP
save. It can add a &hit surge of elec- Any miniaturecan usethis wand to
tricity to a melee strike for one negate the power of any rod, staff,
charge. wand, or other magical item without
The staff can create a thunderclap a saving throw. Its range is line of
(4x2cone) for two charges. This re- sight if the item has been used for visi-
quires all miniatures in the area of ef- ble effect. Small, handheld items that
fect to make a saving throw. Failure have not be used, such as wands, can-
means the creatures are stunned for not be seen beyond 12".
1-2 rounds. It can also shoot forth a
lightning bolt (8x1 line) for two Wand of Paralyzation 3,500 XP
chargesthat does 7hits of damage. Fi- Only a wizard can use this wand. It
nally, it can do the thunderclap and
lightning together for four charges. can be fired at any miniature within
6". If the miniature fails its saving
WdlldS throw, it is paralyzed for 5d4 rounds.
Wands have charges in the AD&W Wand of Polymorphing 3,500 XP
game. Unless the scenario requires a
limitation, assume that wands have A wizard can use this wand to
polymorph any miniature within 6"
Part Three
that he can see, with effects just like B r d e r of Commanding 4,000 XP
the spell polymorph other. Fire Elementab
A wizard can use this item to sum-
Mlscellaneour Maglc mon and control a U-hit fire elemen-
tal.
These items are all unique. There Brooch of Shleldlng 1,ooo XP
are no universal rules governing their This piece of jewelry absorbs up to
function. 20 hits' worth of magic missiles.
Amulet vs. Undead zoo* XP Carpet of Flying 7,500 XP
This device allows any miniature
to turn undead as if it was a priest. The carpet can hold one miniature
Kobold wkh short sword that is fiiting. It can hold three min-
The amulet can have the power of a iatures for transport, but they may
Hltr 1 5th through 9th level priest. It costs
AC 0 200 XP per level. not fight that round. It flies at a speed
AD 20(20) of 30(C).
THACO 416112
Ring0 Boots of Levitation 2,000 XP Comer of Controlling Air
ML -6 The wearer can rise or drop 2" per
MDICD round. Elementab 4,000 XP
CB 2 A wizard can use this item to sum-
MV 6 mon and control a 12-hit air elemen-
XP 16 Boots of the North 1,500 XP tal.
8128 8 The wearer can move across ice at
AL LE a movement penalty of 2, instead of
EXP lrrrgulrr the normal 3 (each inch costs two Uoak of Dlsphcement 3,000 XP
from his allotment). The first attack from a miniature
Boots of Speed 2,500 XP automatically misses. This does not
The wearer can move at a speed of apply when f i g into a mass. Subse-
18and has an AC bonus of 2.
quent attacks are at a -2 THACO
Boots Wlnged 2,000 XP
penalty. The wearer gets a +2 saving
throw bonus against gaze attacks.
Theseboots allow the wearer to fly. Cloak of Elvenklnd 1,000 XP
The wearer is invisible in outdoor
The speed and maneuverability com- terrain, if he moves at half speed or
binations are: 15(A), 18(B), 2l(C),
WD). less. There is a 50% chance each
round of his being invisible in bright-
Bowl of Commandlng ly lit areas or under light spells.
Water Elementab 4,000 XP
A wizard can use this item to sum- Cloak of Protection 1,000* XP
These cloaks provide an AC bonus
mon and control a 12-hit water ele- of + 1 to +5. They cost 1,ooOXP per
mental.
point *
Bracers of Archery 1,000 XP
Any warrior wearing these gets a hu"of PanIc 6,500 XP
All creatureswithin 12" must make
+ 3 bonus to his THACOwith a bow. a morale check or become routed au-
Bracers of Defense 500' tXhPe tomatically. There is a safe zone with
These wristlets boost,the AC of a Z"-radius centered on the drums.
wearer to a specific value. Magical
items can improve the AC further, EversmokIng Bottle 500 XP
When uncorked, this bottle pro-
but normal armor cannot. Any AC duces 50 cubic inches of smoke (a
value from 8 to 2 is possible. They
cost 500 XP for AC 8, and 500 XP 5" X 10" X 1" area, for example).
Each round produces another 10 cu-
more for each point the AC is low- bic inches of smoke, up to a maxi-
ered beyond that.
OA
I
" area). In still air the Gauntlets of Ogre Power 1,000XP
Thee steel glows can be worn by
as nearly quare as pries$, W ~ O I S ,and If calcu-
it forms a cone lating the weapon damage from
scratch, it conveys a +15 to the dam-
Hits 5, AC 5, MV Pl age total. otherwise it adds2AD anda
+I THACO pmdty to the miniature.
ACO 17, MV 42. The
Gem of Seeing 2,000 XP
has Hits19, AC 0, AD The wearer deteas all illusion, in-
MV 24, SZ L. In a .visible, hidden, or other- planar min-
I Kobold wlth short sword
i 15,Pl15(C),SZL. iatures. It can see out to 30"
Koboldr nrver carry mom
Onyx Dog Hits 2, AC 4, AD 1, G M e of Giant Strength 2,000 XP than four throwlng Jrvallnr.
THACO 18, 12, SZ M. The dog Any priest, rogue, or warrior
wearing this girdle becomes as strong
can see hidd and invisible minia- as a giant. Different girdles are the
hues 75% of he time and can talk to equivalent of adttiafcfekmdnict esimzeudstgbiaenrtes-.
its owner. The wearer's
calculatedfrom scratch. Use the table
Serpentine 1: As a normal-sized below to find the modifier to the total
damage and THACO.
owl it has its 1, AC 8, AD 1,
GiantType Da I : 20
THACO 20, 1,Fl27(C), SZ S. It Hill Giant
1 +3
can communi ate everything it sees Stone Giant +4
telepathically o its owner.As a giant- +++121608
sized owl it h s Hits 4, AC 6, AD 3, Frost Giant +4
Fire Giant +22
THACO 17, V a, Pl18(E),SZ M. CloudGiant +24
StormGiant
Glovea of M l d e Snuing JAr
Thewearercananareu two
small miasilesaimedat him per round,
one with each empty hand. Once
snared, he cankeep them to use or dip
card them. small missiies are arrows,
dquaargrgeles~,e~tsc,to. nBeosu,lddearrtssh,urslpeedabrsy,@axaenst,a
cannot be caught with thts item.
Helm of Teleportatlon 2,500 XP
The wearer can teleport once per
scenario. A wizard with teleportation
memorized normally can teleport up
to six times with the spell restoring it-
self automatically.
Horn of Blasting 1,000 xp
It can emit a cone of sound
(12x 3C) that stun8 for two rounds
and deafens for four. The victims can
save to half duration. Those failing
the save also take 1hit of damage.
I
Part Three
T..-.> is a 10%cumulativechanceper Scarab of Protectlon 2,500 XP
use after the first that the horn will The wearer gets a +1 bonus to all
explode, causing 6 hits of damage. savesvs. spells. It can absorb up to 12
hits of draining attacks. Death spells
H o of~Fog 00 XP and rays count as 1hit.
Each round of blowing produces a
1" x 1'' x 1" fog. Once the horn stops Sllppea of Splder Umblng
blowing, the fog dissipates in 2d4 1,000 XP
rounds.
The wearer can climb any surface,
Homeshoes of a Zephyr 1,500XP even upside down, at a speed of 6"
per round.
A horse wearing these shoes does
Kender, 1st LevelWarrior not touch the ground. Any material Stone of Controlling
can be treated as solid ground. Plains Earth Elementab 1,500 XP
Hits 1 and water are treated as smooth A wizard can use this stone to sum
AC 8 roads. mon a 12-hit earth elemental.
AD 1(1)
TRHaAnCgOe Necklace of Adaptatlon 1,000XP Wings of Flylng 750XP
MMLDICD 9 --w161197) The wearer ignores any attack or The wearer gets large bat wings
which allow him to fly at speed
CB -- situation that affects his breathing. 32(C).
MV
XP 6 He can walk underwater and ignore Armor and Shields
85
Size S gas-based attacks.
CN
AL Necklace of Mirdei 100' XP Most armor and shields grant bo-
EXP Heroes This golden necklace holds small, nuses to the AC of the wearer. The
detachable spheres that can be base AC is determined by the ty if
thrown up to 7". When they land, armor, then the bonuses are sub1 :-
they explode as a fireball. The ed to get the final AC value. Shields
spheres cause from 2 to 10 hits each. provide a +1 AC bonus, plus what-
The necklace costs 100XP per hit, to- ever enchantment they have. Armor
taled for all spheres. or shields can have from + 1 to +5
enchantments. Each plus is worth 500
Robe of the Archmagi 6,000 XI' XP, except +5 armor and shields,
Only a wizard can wear this robe. which are worth a total of 3,000XP.
ItgrantshimAC5, MR5%, +lbo- Annor of Command 1,000XP
nus to all saves. If the wizard casts The wearer gets a command bonus
charm monster, charm person, of +2. This armor is also plate mail
friends, hold monster, hold person,
polymorph other or suggestion spells, +1.
the target miniatures have a -20%
MR and a - 4 saving throw penalty. Plate Mail of Etherealnem 5,000 XP
Robe of ScinHllatlngColon 2,750 XP This +5 armor has 20 charges that
allow the user to become ethereal.
A priest or wizard wearing this gar- Each five charges expended reduces
ment can cause it to glow with shiit- the quality of the armor by one. Once
ing patterns of color. Any miniature
that can seeit within 4" must save vs. t+he1achrmarogre.s are exhausted, it is only
sl pde4ll+s e1acrhouronudnsd. or be paralyzed for
Each continuous Plate Mail of Fear 4,000 XP
This +1 plate mail has three fear
round of activity grants a +1 AC bo- charges. Each chargecausesall minia-
nus, up to a +5. It takes one round of
concentration to get the robe started. tures within 3" to make a morale
check or rout.
Part Three
Shield, Large, +1, +4 vs. Missiles Sword +I, + 3 us. regenerating
monster9
400 XP
Sword +I, + 4 us. reptiles
Normally +1 magic, against any
normal missiles it is a +4 shield. It has Table 23a. Magical Long Swords
a 20% chance to stop magic missiles. 1 AttacWRound
Bonus AD THACO XP
Magical Weapons
+1 1/2 +2/-1 400
Most magical weapons grant bo- +2 l/2 + 4 / + 1 800
nuses to the THACO and damage of +3 2 +1/ + 4 1,400
1 bthoenwusieeslduepr.tSow+o5r,dbsucat nothhaevrewmeaagpiocnasl + 4 2 +3/+6 2.000
are limited to +3. This does not +5 2/3 +6/+3 3,000
' translate instantly into Skirmishes +6 2/3 + 8 / + 5 Special
numbers. Each magical weapon must Table 23b. Magical Long Swords !rider Is Immune to fear,
be calculated separately using the ta- 312 Attacks 2/1 Attacks
iding magical fear, and
bles in Appendix A. The XP value is Bonus AD Bonus AD THACO f r check8 morale. It
+1 2 0/+3 2/3 +3/+2 tlves a + 4 bonus on
500 per plus for weapons other than +2 2/3 +3/+1 3/4 +2 ng throws va. spells and
swords. +3 2/3 +5/+3 3/4 +4/+3 on. It a kender spends a
Swords + 4 3 +3/+6 4/5 +4 round taunting its enemy,
+5 3/4 +5 4/5 +5 that mlnlature must save vs.
Any type of weapon can have mag- +6 3/4 +8/+6 5/6 +6 spells or attack for Id10
ical combat bonuses. There isn't *oundswith a - 2 penalties
room in this book to detail all of the Arrow of Slaying 250 XP :oboth Its THACO and AC.
possible weapons with all of their Each arrow is enchanted to slay one Cender cannot be formed
possible AD and THACO values for nto military units.
each potential magical plus. When
dealing with unusual magical weap- specific type of monster. For human-
ons, refer to Appendix A for convert- oids, it is enchanted to a particular
ing AD&W game damage values to character class. Some rare types of ar-
Skirmishes. Below are the combat eroswosfarcereeantcuhraens,tedsutochslaays whole class-
values for long swords, one of the reptiles or
most common melee weapons in the undead. The arrow has a + 3 THACO
ADBED game. bonus and instantly kills (no save) if it
hits the specfied creature type. The
There is an entire class of swords cost of this arrow assumes that the ar-
that carry a +1 enchantment normal- row is enchanted for a random type of
ly, but are more dangerous to a spe- monster, which means that it probably
cific type of enemy. Rather than isn't useful in a scenario; It costs 2,500
provide individual descriptions for XP if chosen for a scenario that is
each, apply the same rule to all of knownto containthat type of mature.
them. Assume that these swords are
all long swords. This means that table Axe of Hurling XP
23 below can be used to figure out the This axe has a range of 6/12/18
combat bonuses. Below is a list of the and returns to the hand of the throw-
most common specialized magical er. It does extra damagewhen hurled.
swords. Feel free to design your own The table below describes the various
swords using these as examples. Each abilities of the different axe5 of hurl-
sword is worth 750 XI? ing. Negative THACO numbers are
Sword +I, +2 us. spell casters and panalties. Numbers in parentheses
are for missile attacks. Numbers fol-
enchanted monsters lowing slashes are for larger than
Sword + I , +3 us. lycanthropes and man-sized targets.
shape changers
97
Part Three
Bonus AD THACO w mer + 2 . In the hands of a dwarven
fighter it is +3 (AD 2, THACO -11
+1 1(2/1) +1/0(0/+3) 1,500 -2) in melee. When thrown it has
l(2) +3/+2(+2/0) 3,000 range 6/12/18, AD 312, THACO -21
+2 l(2) + 5 / + 4 ( + 4 / + 2 ) 4,500 +1. When thrown against giants, in-
+3 cluding ogres, trolls, and ettins, it has
2/1(2) +2/+6(+6/0) 6,000 AD 3, THACO +2.
+4 2(3/2) + 4 / + 3 ( + 3 / + 7 ) 7,504
+5
Bow +1 500 XP Javelin of Lightning 250 XP
The bow fires arrows with a +2
THACO bonus. This javelin has a range of 9" with
no range penalties. Where it strikes it
Crossbow of Accuracy 2,000 XP becomes a 3" long bolt of lightning
Mind Fhyer This crossbowgrants a + 3 THACO extending directly along its path of
flight. The target miniature takes 5
Hita 9 bonus and eliminatesrange penalties. hits. Others caught in the bolt take 4
AC 5
AD 4. Crossbow of Distance 1,500 XP hits and can save for half damage.
THACO This light crossbow +I has double
Range -11 Javelin of Piercing 250 XP
ML the normal range 02/24/36). This self-propelled missile has a
15
cM0DICD Crossbow of Speed 1,500 XP rwpaeinntghaelAtioeDfs.21I,t8TiswHaiAt+hC6nOwoe+ara7pn.ogOnenatTcteHacuAksCeindOg,
~~ -12 This crossbow doubles the number
of attack dice and grants a +2
I MV 12 THACO bonus.
;Le 8,000 it is no longer magical.
AL + 3, Dwarven
EXP M Hammer Throwing Mace of Disruption 2,000 XP
1,500 XP This mace grants a
LE Most mil res use this as a ham- +2 THACO bo-
VcteranlYonster nus to the user as well as its special
powers. Any undead with 5 hits or
less is instantly destroyed by a hit
from the mace. Other undead minia-
tures get a special saving throw. Suc-
cess means taking 1 extra hit of
damage (for a total of 2 hits). Failure
means instant destruction. Rolling
the number, or above, on the table
means success.
Undead Roll
Wraith or 6 hits
Mummy or 7 hits 20
Spectre or 8 hits 17
Vampire or 9 hits 14
GLihchosotro1r11+0 hits 11
hits 8
Other evil undead 5
2
Scimitar of Speed 2,000*XP
The wielder can roll twice for at-
tacks, against different opponents.
The scimitar can be found with en-
chantments of +I to + 5 . It costs
2,000 XP plus 500 XP for each
THACO bonus.