© 1985 TSR, Inc. All Rights Reserved. This game is protected under the copyright laws of BATTLESYSTEM™
the United States of America. Any reproduction or other unauthorized use of the material FANTASY COMBAT
or artwork contained here is prohibited without the express written consent of TSR, Inc. SUPPLEMENT
Distributed to the book trade in the United States by Random House, Inc., and in Canada Douglas MILES
by Random House of Canada, Ltd. Distributed to the toy and hobby trade by regional dis- Game Design
tributors. Distributed in the United Kingdom by TSR UK Ltd.
Michael DOBSON
ADVANCED DUNGEONS & DRAGONS, DUNGEONS & DRAGONS, AD&D and D&D Coordination/Editing
are registered trademarks owned by TSR, Inc. BATTLESYSTEM, PRODUCTS OF YOUR
IMAGINATION, and the TSR logo are trademarks owned by TSR, Inc. John C. MEYERS
Graphic Design
TSR, Inc.
Jeff EASLEY
POB 756 Lake Geneva, Wt 53147 Cover Art
TSR UK Ltd. Dennis KAUTH
3-D Figures
The Mill, Rathmore Road, Cambridge CBI 4AD United Kingdom
Printed in U.S.A. First Printing—March 1985. Steve WINTER
The "Art of
3-D Gaming"
Booklet
Dave LAFORCE
Dave SUTHERLAND
Cartography
Doug HAMM
Photography
DESIGN CONSULTING
AND ADVICE
Zeb Cook
Bruce Nesmith
Jon Pickens
Frank Mentzer
Michael Dobson
PLAYTESTING
Bruce Nesmith
Zeb Cook
Steve Winter
Curtis Smith
Jeff Grubb
Jon Pickens
Ed Sellers
Bob Maurus
Bruce Heard
PART 1 (Sequence of Play, Counters and Scale;
Setting Up, etc.). Starting off each
INTRODUCTION Section is a general rule or procedure
that tells you what topics are covered in
The BATTLESYSTEM™ Fantasy Combat Supplement that section. Within each section are
allows you to create fantastic armies on the field of numbered paragraphs, called Cases. The
battle! You command troops and heroes in a war against Cases are the specific rules for the
BATTLESYSTEM™ game. Each Case is
the forces of darkness! numbered in a decimal version of the
Section number (e.g., the first Case in
The BATTLESYSTEM™ game is a mass THREE-DIMENSIONAL GAMING is a Section 1.0 is Case [1.1]). Sometimes, a
combat accessory for both the AD&D® guide to miniatures—how to buy them, Case is broken down further; those
and D&D® game systems. You must have paint them, mount them, and store them. sub-cases are labeled with capital letters.
either the AD&D® game rulebooks or at That book also tells you how to create There is one special exception that some
least one of the D&D® boxed sets in 3-D terrain features. wargamers will find unusual: if there are
order to play. You must play the more than nine Cases in a Section, the
BATTLESYSTEM™ game with either the The counters that are included in the case numbering goes from [1.9] to [1.10]
AD&D® or D&D® game—you can't "mix game can be used instead of to [1.11]. and so on. Don't be confused
and match" the systems. Some of these miniatures—if, for example, you don't by this; just remember that there can be
rules apply only to the AD&D® game; happen to own 500 orc figures. As you more than nine Cases in a particular
some only to the D&D® game. Most collect miniatures, you can use the Section.
rules, however, apply to both systems. counters as ready-made "miniature
bases." This game can be played either with or
This game is designed primarily to be a without a Dungeon Master or referee.
miniatures wargame, but miniatures are There's more to making an exciting The Basic Game, Intermediate Game,
not necessary in order to play. miniatures battle than just buying lots of
miniatures. The rest of the battle is and even some levels of the Advanced
Both the AD&D® and D&D® games important, too. So, we've included a set Game can be played without a referee. If
originally grew out of miniatures of 3-D ADVENTURE FOLD-UP™ figures you use invisibility or illusion magic, or
wargaming. Many of the rules in the that are compatible in scale with the if you use very many high-level spells or
AD&D® and D&D® games (such as the miniatures. unusual monsters, a referee is strongly
AD&D® game custom of giving recommended. The referee can be your
movement rates in inches) were derived Finally, to get you started, the package Dungeon Master, or somebody else. If
from the CHAINMAIL™ game, designed includes two metal miniatures—generals you are using the BATTLESYSTEM™
by Gary Gygax and Jeff Perren. The and standard bearers. You can paint and game in your AD&D® or D&D® game
CHAINMAIL Fantasy Supplement was mount them for immediate use. campaign, and there is a large battle
the original inspiration for the Collector's involving the forces of evil (controlled by
Edition of the DUNGEONS & GETTING STARTED the DM) and the forces of good
DRAGONS® game, and everything that (controlled by the players), it is a good
grew out of it. This is the first part of the idea to select an independent referee to
BATTLESYSTEM™ game. Read the rules handle invisible movement, spell effects,
With the BATTLESYSTEM™ game, the in this book without trying to memorize and other areas that can cause
AD&D® and D&D® games go back to them; this will familiarize you with the controversy. This also lessens the burden
their roots. You may have wondered game. The rules are broken down into on the DM. The referee (whether or not
what else you could do with the Basic, Intermediate, and Advanced he is also the DM) should be the final
miniatures you have collected besides Games, each with an introductory arbiter of any rules problems. If you
showing order of march and possibly scenario. If you are an experienced don't use a referee and you encounter a
running a small melee. The gamer, you should be able to start with rules problem, let common sense and fair
BATTLESYSTEM™ game allows you to the Advanced Game. play resolve the problem. (Remember to
fight a large battle using miniatures, and record your decision so that it applies in
gives your AD&D® and D&D® game This box contains all the basics for the future!) If that approach doesn't
heroes the chance to become military play. If you already have a large work, send your rules questions along
leaders in your campaign world! collection of miniatures, you should start with a stamped, self-addressed envelope
by mounting them on the counter bases (phrased so a one-word or short answer
GAME PARTS provided (see THE ART OF can be given!) to Rules Editor,
THREE-DIMENSIONAL GAMING and BATTLESYSTEM™ Fantasy Combat
1 32-page rule book later sections of these rules) or on bases Supplement, TSR, Inc., POB 756, Lake
1 24-page scenario book of equivalent size. If your miniatures are Geneva, WI 53147. We'll get back to
1 16-page guide to miniatures already mounted on bases of you.
2 Player Aid Cards approximately the same size, there is no
2 Metal Miniature Generals reason to change them. You can also mix
3-D ADVENTURE FOLD-UP™ Figures counters and miniatures as needed. You
Army Roster Sheets will need a large playing surface—a
801 die-cut counters tabletop at least four feet square is the
minimum (4' x 8' is much better)—with
The BATTLESYSTEM™ Rulebook, access on all sides.
which you are now reading, is the first
part of the package. It tells you how to These rules are written in a version of
play. The Scenario book sets up actual the Case System, which should be
battles you can fight, and also tells you familiar to most wargamers. There are
how to create your own four Parts: Introduction (you are reading
BATTLESYSTEM™ scenarios to go with it now), Bask Game, Intermediate Game,
your campaign. THE ART OF and Advanced Game. Within the Parts,
there are Sections. Each Section is
numbered (1.0, 2.0, 3.0, etc.) and named
1.0 than one Game Round is used, you must
note when a spell was cast and how long
SEQUENCE OF PLAY it will last to know when its effects cease.
The BATTLESYSTEM™ game is played in Game The rules often refer to actions that
Rounds. Each Game Round is approximately equal to occur during a "friendly" or "enemy"
one Melee Round in the AD&D® or D&D® games. Each phase. A "friendly" phase is one in which
you are acting; an "enemy" phase occurs
Game Round consists of seven Phases. when your opponent is acting.
PROCEDURE perform the same number of actions in a * A BATTLESYSTEM™ Game Round is
BATTLESYSTEM™ Game Round. actually much longer than either an
Each Game Round follows a set AD&D® or D&D® game melee round.
sequence that allows characters and their Each Game Round consists of Phases. However, the scale of a large battle is
forces to perform any or all of the Each player completes, in sequence, each such that the conversion of one Game
actions that go on during an AD&D® or of the phases outlined below. The player Round to one melee round in terms of
D&D® melee round*. (EXCEPTION: In who is performing actions during a phase the number of actions that can take place
the D&D® game, everything except is the Phasing Player. When all phases is reasonably accurate. Note that
movement takes place at the rate of one are complete, the players proceed to the individual combat ([9.4]) is handled at a
melee round to one Game Round. Use next Game Round. They repeat this rate of 3 melee rounds per
the D&D movement rate per game turn process until the game ends. BATTLESYSTEM™ Game Round.
instead of per melee round.) A character
that can attack once or cast one spell can You should keep a record of the SEQUENCE OF PLAY
do the same thing in a given Game passage of Game Rounds. For example, if
Round. A character capable of multiple the elven cavalry is due to arrive on the [1.1] INITIATIVE PHASE.
actions, whether by skill or magic, can 5th Game Round, you must mark off
each Game Round to know when the Each side rolls 1d6 (reroll all ties). The
elves arrive. If a spell that lasts more winning side is considered Side A for that
2.0
COUNTERS, SCALE Table 2. Counter Scale.
AND UNIT
Creature Creature Base
ORGANIZATION Size Size Size
(AD&D® (D&D®
game)
game)
Each miniature or counter normally represents several Small (S) 3'-4' tall* ½ "
creatures of the same type. Counters are grouped into Medium (M) man-sized 3/4"
Large (L)
Units to build your army. larger than
Cavalry
PC/NPC man-sized 1"
Oversize*** Cavalry 3/4" x 1½"
PC/NPC No base**
Oversize*** No base**
[2.1] GROUND SCALE. Table 1. Creature/Figure Ratio. * Dwarves are mounted on 3/4" bases
even though they are size S creatures,
The outdoor scale for the Creature Creature/ They may be short, but they are roughly
BATTLESYSTEM™ game is 1 inch = 10 Hit Figure as wide as humans. Width is more
yards. Thus, 1 foot (12 inches) on the Die Ratio important than height in determining
tabletop represents 120 yards on the
battlefield. Less than 4 + 1 HD 10:1 base size.
4 + to 8 + HD 5:1 ** Individual PCs/NPCs are not
[2.2] COUNTER RATIOS. 9 or more HD 2:1 mounted on bases. This is so that they
PC/NPC individual* can join other formations during the
Each counter (with or without a 1:1 battle as well as act alone, and leaves
miniature figure mounted on it) them intact for role-playing. Optionally,
represents one or more of the type of * For this purpose, PC/NPC individuals you can mount them on ½ " bases. If
creature printed on its face. The most include dragons, demons, liches, and you are using counters, use ½"'counters
common scale is 10:1—each orc counter other superpowerful and/or intelligent for such creatures, even if they are size M
or miniature represents 10 orcs. The ratio creatures with magical abilities, as well or L. (If the creature is incredibly large,
of creatures per figure or counter varies as PC/NPC commanders and character use a 3/4" or 1" counter.)
with the hit dice of the creature depicted types. *** Oversize and special creatures are
and whether the figure is a PC/NPC those whose miniature figures are so
individual. Use Table 1 to determine the [2.3] COUNTER SCALE. large they will not fit comfortably on a
proper ratio. 1" base. Use a 1" counter if you are using
Bases of different size are used for counters; otherwise, use the figure
SPECIAL NOTE: Throughout these different sizes of creature. Use the without a base. Use Table 1 to determine
rules, the terms "counter" and "figure" following table: how many creatures are represented by
are used interchangeably. each such figure. Use 1" x 2" or larger
counters for chariots and huge cavalry.
2
Game Round; the loser is Side B. pass-through fire ([10.6]) to which it is A. Individual Combat.
If there is more than one player on a entitled. Then, the second side moves
and the first side takes pass-through fire. individuals (1:1 ratio) figures in
side, but all the forces on a side are base-to-base contact conduct melee
allied, the players on that side determine [1.5] MISSILE AND MAGIC PHASE. according to normal AD&D® or D&D®
the order in which they will act within This phase consists of several steps, game rules. For such combat only, three
each phase of the Game Round. If there AD&D® or D&D® game melee rounds
are more than two sides in a particular which must be followed in order: are fought in each BATTLESYSTEM™
battle, you must add a "Side C" (or even Game Round. Only the individuals in
more) to each phase. A. Magic. combat can be affected by any attacks
Side A uses any remaining eligible used in individual combat.
[1.2] INITIAL MISSILE PHASE.
magic; Side B repeats. B. Unit Combat.
Side A takes any initial missile fire to
which it is entitled (and removes killed B. Missile Fire. Side A chooses the order in which all
figures); Side B does the same after Side Side A fires any remaining eligible other melee combat will be resolved. All
A has fired. combat involving one unit or opponent
missiles; Side B repeats. must be resolved before moving to the
[1.3] RALLY PHASE. next combat. In each combat, Side A
C. Artillery. attacks first, followed by Side B.
Side A attempts to rally any mobs or Side A fires artillery weapons; Side B
routed forces; Side B does the same. [1.7) END OF GAME ROUND PHASE.
repeats.
[1.4] MOVEMENTPHASE. Side A or the referee records the end of
[1.6] MELEE PHASE. the Game Round, and the sequence
Side A chooses which side moves its Units in base-to-base contact resolve begins again with determination of
forces first. The first side moves any or initiative.
all of its forces that are eligible to move. melee combat in the following order:
The second side then takes any
Small Medium Immob. Wound Invis.
Creature Creature
Large
Creature
Magic Charm Rout
[2.4] MOUNTING Cavalry
MINIATURE FIGURES. Chariot Low Mod. High
Alt. Alt. Alt.
The counters in this game are designed
to be used as bases for miniature figures. allows you to play with armies that are counters are provided in the game for
Use the instructions in THE ART OF larger than your miniatures collection. your use.
THREE-DIMENSIONALGAMING to
paint and mount miniatures. You can use [2.5] SPECIAL COUNTERS. [2.6] TYPES OF UNITS.
square cardboard of the same size as the
counters to mount miniatures if you The counter sheets in the The counters (or figures) in the
prefer. BATTLESYSTEM™ game also have BATTLESYSTEM™ game are organized
special counters, called "markers," that into Units and PC/NPC individuals.
If you are mounting large armies of are used to show certain conditions. Only figures with a 1:1 ratio can be
creatures that normally act in large There are nine types of markers: Rout, PC/NPC individuals; all other figures
formations (humans, orcs, and other Magic, Wound, Immobilized, Invisible, must be part of a unit. There are three
humanoids, for the most part), you can Charm, Low Altitude, Medium Altitude, kinds of units: Regulars, Skirmishers,
optionally mount three figures on a 3/4" and High Altitude. When a unit or figure and Mobs.
by 2 1/4" base. This makes large military has one or more of these conditions,
place the appropriate marker on the unit [2.7] INDIVIDUALS.
formations easier to handle. In or figure. Magic markers can also be
miniatures terminology, this is called a used to define a spell area of effect on the PC/NPC individuals can be Heroes,
"stand" of figures. battlefield. Commanders (or both), or simply
members of units. The role each
You don't have to use miniatures to SPECIAL NOTE: The number of individual takes is determined by the
play. The counters can be placed on the counters and markers included with this owning player at the start of the game.
tabletop and moved around just as if game is not meant to be a design limit. If The roles that a PC/NPC individual can
they were miniatures. All the rules in the you run out of counters of any particular take are discussed in [9.0] HEROES AND
BATTLESYSTEM™ gameapplyto type, make more out of cardboard, SPECIAL CHARACTERS.
paper, or other materials. Some blank
counters as well as figures. You can also
mix counters and miniatures in the same 3
battle. For example, two or three
mounted orc figures can add a lot of
visual impact to a formation of twenty
orc counters. When the unit takes
casualties, remove the counters first. This
[2.8] REGULAR UNITS. Skirmish units always move in given or until the mob fails a Morale or
Skirmish Formation ([7.4]); that is, the Discipline Check.
Regular units are the backbone of a bases of the figures in a skirmish unit
traditional army. Regular units can be must always be 1" or more apart. A mob automatically fights when it is
infantry, archers, cavalry, aviation, in base-to-base contact with an enemy
magical artillery, or anything else that A skirmish unit must be defined at the unit. A mob can never use missile
you desire. beginning of the battle. It cannot be weapons, but can use any melee weapon,
changed into a regular unit, a mob, or a including magic weapons. A mob can
Regular units must have a Unit group of individuals during the battle. never use spells or devices with spell-like
Commander in order to fight and move effects.
at full effectiveness. If a regular unit is A skirmish unit must start the battle
Out of Command (that is, its commander with at least 1 and no more than 24 If a mob Routs, a Unit, Brigade or
is missing or dead), it acts with lower counters or figures in it. All figures in a Army Commander can attempt to Rally
effectiveness. It can, however, continue skirmish unit must have a ratio of 10:1, it. A mob Rallies in the same way as a
to move and fight at will. 5:1, or 2:1. A skirmish unit cannot be regular unit.
made of figures with a 1:1 ratio.
Regular units can move in Closed or When moving, a mob always follows
Open Formation ([7.2], [7.3]), and will [2.10] MOBS. the path of least resistance (e.g., the most
Rout only if the entire unit is in Open favorable terrain type) regardless of
Formation and fails a Morale Check. A mob is a disordered group that is orders. It moves in as straight a line as
not in command. Mobs are normally possible within the above restriction.
A regular unit moves and fights as a made of peasants or other low-level,
unit. It can engage in melee combat or untrained, and usually ill-equipped A mob receives a + 2 bonus to its
use distance weapons against more than creatures. morale if a friendly regular infantry unit
one target at the discretion of the owning is directly behind it and no more than 6 "
player, but cannot be broken into Mobs need not have Unit away.
sub-units. Commanders. However, they suffer all
Out of Command penalties whether or A mob must be defined at the
A regular unit must be defined at the not they have a Unit Commander. beginning of the battle. It cannot be
beginning of the game. It cannot be changed into a regular unit, a skirmish
changed into a skirmish unit, a mob, or a A mob must have a designated figure unit, or a group of individuals during the
group of individuals during a battle. or counter from which its movement is battle.
measured.
A regular unit must start the battle A mob must start the battle with at
with at least 4 figures and no more than A mob is disordered by nature. It least 12 and no more than 96 counters or
48 figures. All figures or counters in a should be displayed on the battlefield by figures in it. All figures in a mob must
regular unit must have ratios of 10:1, counters or figures place in an irregular have a ratio of 10:1, 5:1, or 2:1. A mob
5:1, or 2:1. A regular unit cannot be array. The array should be cannot be made of figures with a ratio of 1:1.
made of figures with a 1:1 ratio. approximately as wide as it is deep
(basically square-shaped). If a mob loses [2.11] SPECIAL UNIT TYPES.
[2.9] SKIRMISH UNITS. figures due to combat, remove losses so
that the approximate shape of the mob is Occasionally, a scenario will specify a
Skirmish units are used as scouts, maintained. Mobs move and fight in special unit type not listed above. For
guerilla forces, spies, and ambushers. Mob Formation ([7.5]). example, a unit of highly-trained and
experienced troops might be designated
A skirmish unit does not have to have The initial placement of a mob is at the. as an Elite Unit. An Elite Unit would act
a Unit Commander. It does not receive discretion of the owning player (or as as a Regular Unit but have a + 2 morale
the benefits for being In Command that defined by the scenario). For the mob to bonus and be able to enter Skirmish
regular units do, but does not suffer any move, fight, or otherwise act, a Unit, Formation. A unit of human berserkers
penalties for being Out of Command. Brigade, or Army Commander must might act like a regular unit but not be
Give an Order during the Rally Phase. To able to enter Closed Formation. It would
Each figure in a skirmish unit must Give an Order, the Unit, Brigade, or receive a + 3 morale bonus, but have a
make a Morale Check whenever any Army Commander must first make a Discipline rating of 0. Other special unit
friendly unit in its base ground successful Rally attempt. The following types are possible. It is important to
movement range Routs. If the Morale Orders can be given to a mob: Move define such units in detail before using
Check is failed, the skirmishing figure Forward ([7.7]), Charge ([7.14]), Force them, and to make sure that they are
also routs. A routing skirmisher can be March ([7.13]), and Wheel ([7.9]) up to balanced with other forces in the same
Rallied by a Brigade or Army 90 degrees. No more than one order can scenario.
Commander in its direct chain of be given per Rally Phase. A mob
command. If the skirmish unit has a Unit continues to follow the last order it was Special unit types cannot be used
Commander, that commander can also given until a new order is successfully unless specifically permitted by the
rally the routing skirmisher. This is the scenario being played.
only function a skirmish Unit
Commander can perform. 3.0
Each figure in a skirmish unit can act SETTING UP
independently, and can perform any legal
action the owning player desires. To play a BATTLESYSTEM™ game, first select a
scenario, prepare Army Rosters, place terrain features on
A skirmish unit is limited in melee
combat. No figure in a skirmish unit can the tabletop, and set up forces for each side.
ever move into base-to-base contact with
an enemy unit. If any figure in a regular PROCEDURE in other BATTLESYSTEM™ products
enemy unit or a mob moves into from TSR, Inc., or in DRAGON®
base-to-base contact with one or more Scenarios for the BATTLESYSTEM™ magazine. In addition, you can create
skirmishing figures, the skirmishing game can be found in the Scenario Book, your own scenarios to go with your
figures must make a Fighting Withdrawal
or Flee the melee as soon as possible. A
skirmish figure may attack an enemy
skirmisher or individual.
4
existing AD&D® or D&D® campaign or AC. Armor Class (as in the AD&D® and can use blank sheets of paper to record
just create your own battle. Case [16.3] D&D® games). the necessary information. If the
CREATING ARMIES will help you do PC/NPC individuals are part of your
that. You must first choose (or design) a HD/fig. Number of Hit Dice represented campaign, use their Player Character
scenario, determine which players are on by each figure or counter. Record Sheets as part of the roster.
which side, and arrange for playing
space. The referee, if there is one, sets up MV. Movement Rate in inches (from the This roster entry shows a 10th level
the tabletop terrain features, or else the AD&D® game). For the D&D® game, paladin with a holy sword and plate mail
players themselves set up the terrain. take the movement rate per turn (not + 3.
Each side must prepare an Army Roster melee round!) in feet and divide by 10 Name. Self-explanatory.
for all forces on that side (some existing (e.g., 120'=12"). Class/Level. If any, from the AD&D® or
scenarios include complete rosters ready D&D® games.
for play) and then set up their troops AR. Attack Rating (see [8.2]). Command Rank. See [9.2] and [9.3], If
(counters, miniatures, or a combination) the PC/NPC individual has no command
on the tabletop. All of this must be AR Modifiers. Modifiers (if any) to the rank whatsoever, write "Hero" in this
completed before play begins. Attack Rating; e.g., missile range space.
adjustments, magic weapons, bless spells, S, I, W, D, Co, Ch. Strength, Intelligence,
CASES etc. Wisdom, Dexterity, Constitution, and
Charisma, from the AD&D® or D&D®
[3.1] ARMY ROSTER SHEET. ML. Base Morale (see [4.1]). games. If the character is from an
The BATTLESYSTEM™ Army Roster existing campaign, use those statistics.
ML Modifiers. Such as morale bonus for For random commanders and heroes
Sheet is used to record information about being in command. from the AD&D® game, use Method I
each unit in the game. Some Army (DMG, p. 11). For random commanders
Roster Sheets are included in this game; DL. Discipline (see [4.6]). and heroes from the D&D® game, roll
you can also use blank sheets of paper to 3d6 for each characteristic. If the dice
record the necessary information. Use a # FIG. Number of figures or counters in result is less than the minimum needed
separate block to list pertinent the unit. for that race/class, use the minimum
information for each unit. value for that race/class instead of the
Ratio. Counter Ratio (see [2,2]). actual dice roll. Not all PC/NPC
All figures in a unit should have the individuals need statistics here. Leave
same armor class, hit dice, and weapons, Size. Of the creatures in the unit. Use S, blank when inappropriate.
if possible. If a unit of mixed figures is M, or L. Race. AD&D® or D&D® game monster
used (in a campaign, for example), the type.
unit always has the average ratings for Unit Commander/Deputy. Name of Unit MR %. Magic Resistance, (From the
armor class, hit dice, and damage. Commander and Deputy Unit AD&D® game. Anti-magic percentages
Round fractions to the least favorable for Commander, if any. are explained in the D&D® Masters Set.
the unit. A1S figures in a unit must have If you are playing D&D® Basic, Expert,
the same weapon in order to fight as a Race/Class/Level. Self-explanatory. or Companion, this does not apply.)
unit. PPD, P/P, RSW, BW, Sp. Saving throws.
MR%. Magic Resistance. (From the See [3.1] for definition.
This roster entry show a force of 200 AD&D® game; anti-magic percentages AC. Armor Class (as in the AD&D® and
orc infantry carrying longswords + 1 and are explained in the D&D® Masters Set, D&D® games).
short bows (according to AD&D® games If you are playing D&D® Basic, Expert, HD. Hit Dice, if appropriate.
rules; some entries would be slightly or Companion, this does not apply.) hp. Number of hit points.
different if using the D&D® game rules).
PPD, P/P, RSW, BW, Sp. Saving throws
Unit Name. Self-explanatory. for figures in the unit. In the AD&D®
Unit Type. Regular, Skirmish, Mob, or game, PPD is Paralyzation, Poison, and
special unit type (if permitted by Death Magic; P/P is
scenario). Petrification/Polymorph; RSW is Rod,
Staff, or Wand; BW is Breath Weapon;
and Sp is Spells. In the D&D® game,
PPD is Death Ray or Poison; P/P is
Paralysis or Turn to Stone; RSW is Magic
Wands; BW is Dragon Breath; SP is
Rods, Staves, or Spells.
Weapon/Damage/# AT. Weapons used by
all members of the unit and their damage
rating (from the AD&D® or D&D®
game); also, number of attacks per
round.
Special Abilities and Limitations. As
appropriate for the unit, or use as
continuation space for the rest of the
form. Use additional sheets of paper if
necessary.
[3.2] HEROES AND COMMANDERS
ROSTER SHEET.
The BATTLESYSTEM™ Heroes and
Commanders Roster Sheet is used to
record information about each PC/NPC
individual in the game. You can use the
forms that come with this game, or you
5
THACO. Base number "to hit Armor 4.0
Class Zero" from the AD&D® or D&D®
game (see [8.3]). MORALE, DISCIPLINE,
AND COMMAND
CB. Charisma Bonus (see [4.9], Table 8).
All units have a Morale Rating that reflects the general
CR. Command Radius (see [4.10]). spirit and enthusiasm of the troops. Some units have
Commanders who can give orders and rally troops.
MV. Movement Rate (in inches). See
[3.1]. Brigades and Armies have higher-ranking commanders.
AR. Attack Rating (see [8.2]).
The morale, intelligence, and alignment of a unit
THACO/AR Modifiers. Modifiers (if determine its discipline—its ability to follow orders and
any) to either THACO or AR; e.g.,
magic weapons, spells, etc. (For an fight effectively.
explanation of THACO, see [8.3].)
A. MORALE (initial) + 2 (9 HD) + 1 (magical
Weapon/Damage/# AT. All weapons equipment) - 2 (only six figures) + 1 (AC
carried by the character and the damage [4.1] DETERMINING BASE MORALE. 4) = 13.
done by each; also, the number of
attacks per round. The Initial Morale for all units is 11. [4.2] DETERMINING CURRENT
Modify the initial morale based on Table MORALE.
Special Abilities and Limitations. As 3, below, to determine the Base Morale
appropriate for the character. Use as (ML) of each unit. Write the base morale Current morale is determined during
continuation space if needed; use on the Army Roster Sheet. The Current play whenever the unit must check
additional sheets of paper if necessary. Morale of a unit can differ from base morale. The situational factors listed in
morale during a battle based on Table 4 alter the base morale.
[3.3] CHARACTER RECORD SHEETS. situational factors. You must keep track
of current morale at all times. EXAMPLES: A unit of orcs with a
If you are using important PCs and Base Morale of 12 is commanded by a
NPCs from your role-playing campaign, SPECIAL NOTE: Some unusual fighter with a charisma of 17, and is
it is a good idea to have full character monsters either never check morale, or marching in closed formation when a
information for those individuals at have special morale bonuses. These fireball explodes, killing 30% of the unit.
should be carefully defined before the Its Current Morale is 12 (base) + 1
hand. You should ideally prepare full battle begins, and the game effects listed. (closed formation) + 2 (commander CB)
character statistics for other major PCs Units that never check morale (e.g., - 1 (figure removed by magic) = 14.
or NPCs to be used. Be sure to calculate berserkers, gibberlings) cannot Rout.
special BATTLESYSTEM™ information, However, you must calculate a morale A unit of hill giants with a Base
such as CR, AR, and CB, for each such rating for them no matter what, since Morale of 13 is attacked from the rear by
character. there are situations not involving a a unit of spectres, and over 50% of the
potential rout in which a Morale Check hill giant unit has already been lost. Its
[3.4] ARMY PLACEMENT. may be required. Current Morale is 13 (base) - 2 (over
50% casualties) - 2 (attacked from the
The scenario you are playing may D&D® Game Morale. The morale rear) - 3 (attacked by level drainers) = 6.
specify starting positions for all forces to ratings given for monsters and men in
be used. If not, you may place your the D&D® game are calculated for Table 3. Morale Modifiers.
forces at will. All forces should start role-playing adventures with small
more than two full moves away from groups. They are not calculated for Creatures have ½ HD or less -2
their nearest opponent (if possible), and mass battles. Therefore, disregard the
all forces on the same side should be on given morale rating for D&D® game Creatures have more than ½ HD
the same side of the battle field (also if creatures and calculate their morale
possible). Decide before placing your using the procedures given here. but less than 1 HD -1
forces whether set-up will be
simultaneous or whether one side goes * In the AD&D® game, see DMG, page Creatures have 4 to 8 + HD +1
first. 85, for definitions. Units can receive both
bonuses. In the D&D® game, give +1 to Creatures have 9 to 14 + HD +2
[3.5] MEASUREMENT. base morale for each 2 asterisks after the
hit dice; round down. Creatures have more than 14 + HD +3
For determining initial placement, it is
permitted to measure the distance EXAMPLES: A regular unit of twelve Demihumans +1
between your forces and the enemy to figures of 1 HD orcs at 10:1 ratio is
ensure that you are a sufficient distance wearing leather armor and carrying Creatures with one or more
apart. Except in this one instance, never longswords +1. Their Base Morale is 11
measure any proposed movement or (initial) + 1 (magical equipment) -1 (AC Special Abilities* +1
placement before actually declaring the 8) + 1 (Regular) = 12.
move! (See also [7.7] HOW TO MOVE.) Creatures with one or more
A skirmish unit of six figures of hill
giants at 5:1 ratio all carry potions of Exceptional Abilities* +1
invisibility. Their Base Morale is 11
Unit has magic equipment +1
6
Unit has 6 or fewer figures -2
Unit has 7 to 11 figures -1
Unit AC 0 or better +2
Unit AC 1 to 4 +1
Unit AC 8 to 10 -1
Unit is mounted +1
Unit is Regular +1
Table 4. Situational Morale Factors. 50%. During the Melee Phase, the Unit Table 6. Discipline Modifiers.
Commander is killed by an invisible
At least 50% of unit has been lost -2 assassin (one Morale Check) and at the Unit has Low or lower intelligence -1
end of that phase the unit is in
At least 75% of unit has been lost -4 base-to-base contact with undead Unit has High or higher
(another Morale Check). The unit must
An enemy unit is in base-to-base make a total of 4 Morale Checks during intelligence +1
that Game Round.
contact with the rear of the unit -2 Unit is of Chaotic alignment -1
Table 5. When to Check Morale.
The unit is Out of Command (does Unit is of Lawful alignment +1
— Immediately after the unit has
not apply to skirmish units) -2 lost 25% of its original figures.
The Morale Check is because a — Immediately after the unit has Some units that never check morale
lost 50% of its original figures. (notably berserkers) have a discipline
figure was removed by magic -1 rating of 0. Whenever they encounter a
— Each time a figure is lost from a situation that requires a discipline check,
The Morale Check is because the unit after that unit has the check automatically fails. This should
lost 50% of its original figures. be determined at the beginning of the
unit commander was killed -1 game.
— Each time a figure is removed
The unit is in Open or Mob from a unit by magic. A discipline check is made when any
of the following occur:
Formation, Charged during the — The unit's commander is killed.
— The unit is in base-to-base contact
current Game Round, and failed
with undead or level draining
to end its move in base-to-base creatures at the end of a Melee
Phase.
contact with an enemy figure or — The unit is touching a creature it
cannot harm (affected only by
figures -3 magical weapons, etc.) at the end
of a Melee Phase.
The unit is in Closed Formation +1 — A figure is a member of a
Skirmish unit, and any friendly
The unit is a Mob and a friendly unit or figure within its base Table 7. When To Check Discipline.
ground movement rate Routs.
regular infantry unit is directly — Whenever other game or scenario — The unit sees a "hated" opponent
rules require a Morale Check. (PH, p. 18) within its charge range
behind it and no more than 6" at the beginning of HS Movement
[4.5] EFFECT OF MORALE CHECKS. Phase.
away +2
If a Morale Check for a unit succeeds, — The unit is of chaotic alignment or
Any figure in the unit is in no adverse effects occur. low intelligence, and an enemy
makes a Fighting Withdrawal (see
base-to-base contact with a If a unit in Closed Formation fails a
Morale Check, it immediately breaks [7.12] FIGHTING WITHDRAWAL)
creature that drains levels, or into Open Formation. The unit does not or Flees (see [8.8] ENDING A
actually move, but the figures are spread MELEE) while engaged with the
with a creature it cannot possibly apart. A unit cannot increase the number unit.
of figures in its frontage under this rule, — The unit is of chaotic alignment or
harm (hit only by but it can decrease the number of figures low intelligence,and the unit is
in its frontage. ordered to charge in Closed
magic weapons, etc.) -3 Formation.
If a unit in Open, Skirmish, or Mob — The unit is a Mob or is made of
CB of current Commander (if Formation fails a Morale Check, it berserker-type troops, and it sees
Routs. A routing unit immediately moves any opponent within its charge
any) away from the enemy a total of its range at the beginning of its
movement rate plus an additional 1/3 of
[4.3] HOW TO CHECK MORALE. its movement rate, and ends that move Movement Phase.
with its back to the enemy. Routs are
When a Morale Check is required by also discussed under [7.15] ROUT and When a discipline check is failed, the
the rules, the player controlling the unit [6.0] RALLY PHASE. unit goes Out of Command and attacks
that must check morale rolls 2d10. If the and/or charges the enemy regardless of
result is equal to or less than the current B. DISCIPLINE the desires of the commander. If the unit
morale of the unit, the Morale Check is was in Closed Formation, it goes
successful; otherwise, the Morale Check [4.6] DISCIPLINE. immediately to Open Formation. It
is failed. charges and/or attacks the enemy until
Each unit has a Discipline (DL) rating the unit is routed, the enemy unit is
[4.4] WHEN TO CHECK MORALE. as well as a Morale rating. The Discipline routed, or the enemy unit is completely
rating of a unit is calculated in the same defeated.
A unit must make a Morale Check manner as the Base Morale rating of a
whenever any of the conditions listed in unit. In addition to the factors under The commander of a unit cannot
Table 5 occur. One attack that fulfills Base Morale, the special modifiers in reassert command until after the unit has
two or more conditions requires only one Table 6 apply to Discipline ratings. completed its attack. The commander
Situational morale factors (Table 4) never reasserts command in the same way he
Morale Check. apply to Discipline ratings. Rallies a unit (see [6.0] RALLY PHASE).
EXAMPLE: A fireball that pushes a
7 C. COMMAND
unit's casualties over 50% requires only
one Morale Check even though it fulfills [4.7] DEFINITION OF COMMAND.
two of the conditions for a Morale
Check. On the other hand, if one unit Commanders are an important part of
attacks with a fireball and another unit any army. AD Regular units must have
fires a volley of missiles, causing total Unit Commanders; mobs and skirmish
casualties over 50%, then the unit makes units sometimes have Unit Commanders.
two Morale Checks, since there were two Brigade and Army Commanders
command multiple units, and also
different attacks. exercise sole command over mobs and
A unit may be required to make skirmish units that do not have Unit
Commanders.
several Morale Checks during a Game
Round. If conditions requiring a Morale
Check occur in several different phases,
the unit must check morale during each
phase in which one of the conditions
occurs.
EXAMPLE: During the Missile and
Magic Phase, a unit is hit with a fireball
that removes one figure (figure removed
by magic). During the Movement Phase,
pass-through fire pushes casualties over
A unit is In Command when all figures Magical silence or darkness can take a [4.10] COMMAND HIERARCHY.
are within the Command Radius (see unit out of command even if its
(4.8] COMMAND RADIUS) of the unit's commander is within his CR. There are Some commanders have higher ranks
commander, and the unit has not failed a no absolute rules on who can command than other commanders.
discipline check or routed. A unit that is what kind of unit, but beware of
alignment problems, racial hatreds, A Unit Commander commands only
not in command is Out of Command. languages, and the like. Common sense is his unit. He cannot benefit the members
A regular unit must be in command to recommended in choosing commanders. of another unit.
Commanders with special powers
go into Closed Formation, or to move (telepathy, etc.) must have their powers A Brigade Commander commands 4-8
when it is in Closed Formation. A regular defined in advance, either by the scenario units. He can take over a unit if a Unit
unit must be in command to perform a or by the referee. Think carefully before Commander is killed, rally a routed unit
Fighting Withdrawal or to go into a allowing exceptions, and make sure whether or not the Unit Commander is
special formation ([11.6], (11.7]). everything necessary to the scenario is still alive, or place figures in command
defined beforehand. that are outside the command radius of
A regular unit that is in command their Unit Commander. He can also Give
receives combat and morale bonuses. A [4.9] CHARISMA BONUS. Orders to mobs. Brigade Commanders
regular or skirmish unit that is out of are only used in battles that have more
command may still move and fight, but The Charisma of a commander affects than seven units on a side. There must be
does not receive these bonuses. A mob the current morale of his troops. Use the two or more brigades of 4-8 units each in
always suffers Out of Command following table to determine the charisma order to have Brigade Commanders.
penalties regardless of its command modifier of each commander:
status. An Army Commander is the
highest-ranking officer on the field. Each
A commander may rally units that side may have no more than one Army
have Routed (see [6.0] RALLY PHASE). Commander. The Army Commander
may have Brigade Commanders if the
[4.8] COMMAND RADIUS. Table 8. Charisma Bonus battle is large enough. Otherwise, the
Army Commander directly controls the
Every commander has a Command Commander Morale Unit Commanders. An Army
Radius (abbreviated CR). The command Charisma Modifier Commander can perform all the
radius of a human or demi-human functions of a Brigade Commander, but
commander is calculated by adding the 19 + +3 can affect any unit in the entire army.
character's charisma to his level and 17-18 +2
dividing by two. Fighters and their 15-16 +1 SPECIAL NOTE: Some scenarios may
sub-classes (rangers, paladins, etc.) 7-14 give a specific command structure for a
receive a 3" bonus to CR. The command 5-6 0 battle. Some monsters (e.g., modrons)
radius of a humanoid or monster 3-4 -1 have special command hierarchies. All
commander is equal to 2/3 of the 2- -2 exceptions to normal command rules
creature's movement rate. -3 must be worked out and agreed to by the
referee, or the other players if there is no
LIMITATIONS: A commander must be referee, before the battle begins.
able to communicate with his troops.
Advanced Games and only play those
PART 2 scenarios.
THE BASIC GAME For the purposes of the Basic Game,
Unit Commanders are always assumed to
The Basic Game covers only the most essential rules of be fighting with the unit [9.2]. Brigade
the BATTLESYSTEM™ game. With the Basic Game, you
can fight a battle between two small armies. The Basic and Army Commanders can operate as
Game does not include missiles, magic, cavalry, artillery, independent figures, but Individual
Combat [9.4] is not allowed.
or individual characters. Those rules are given in the
Intermediate and Advanced Games. If you just play the Basic Game, use
the following abbreviated Sequence of
This section describes the Basic Game. rules. If you are already familiar with Play:
The BATTLESYSTEM™ Scenario Book this type of game, you may decide to
continue with the Intermediate and 1. Initiative Phase.
contains a short scenario using only these 2. Rally Phase.
3. Movement Phase.
5.0 4. Melee Phase.
5. End of Game Round Phase.
INITIATIVE PHASE
(OPTIONAL RULE: Use a d20 instead of
The side that moves first in each Game Round is the normal d6 to reduce the number of ties.)
determined by making an Initiative Roll.
The side that wins initiative is called
[5.1] TEAM INITIATIVE. by rolling 1d6. In the BATTLESYSTEM™ Side A. The side that loses initiative is
game, there is no "simultaneous
At the beginning of each Game Round, initiative." All ties must be rerolled. Side B.
each side makes a normal initiative roll
[5.2] INDIVIDUAL INITIATIVE.
(INTERMEDIATE GAME RULE,
AD&D® GAME ONLY)
Sometimes, heroes or powerful
8
monsters will face each other in procedures), not the general initiative of
Individual Combat [9.4]. All such battles
use individual initiative (rolled according the side. See the intermediate Game for
to normal AD&D® or D&D® game more detail.
6.0
RALLY PHASE with the next Game Round, however, the
unit may move, fire, and attack normally.
During the Rally Phase, each side attempts to rally any
units that have routed, attempts to give orders to mobs, [6.4] IF THE UNIT DOES NOT RALLY.
and tries to bring out of command units in command.
If no attempt to rally a unit is made, or
PROCEDURE Only one eligible commander may if a rally attempt fails, the unit moves its
attempt to rally any one unit during a full movement rate away from the enemy
Units that failed Morale Checks in single Rally Phase. One commander during the following Movement Phase,
previous Game Rounds may have cannot attempt to rally more than one ending its movement with its back to the
Routed; that is, they went out of unit during a single Rally Phase. A enemy. It cannot move, shoot missiles, or
command and retreated in a disorganized commander who attempts to rally a unit, engage in melee combat during that
fashion. The unit's Unit Commander, regardless of success, may exercise Game Round.
Brigade Commander, or Army command and perform any other legal
Commander may attempt to Rally the actions during later phases of the Game If a routed unit is attacked by an
unit; that is, stop the rout, turn the unit Round. enemy or must make a Morale Check
around, and reenter the battle. during the Melee Phase, it takes any
[6.2] HOW TO RALLY. damage and automatically routs again,
All attempts to rally a unit take place moving its full movement rate away
during the Rally Phase. To rally a unit that has met the above from the enemy. This is an exception to
conditions, make a Morale Check for the normal rule that a unit can only
During the Rally Phase, a commander that unit. If the check is successful, the move once during a Game Round.
can also attempt to rally an out of unit is rallied. Remove the Rout marker
command unit that has not routed, or from the unit. If the check fails, the unit If a routed unit moves off the edge of
Give Orders to a Mob. All conditions for is still routed. the table, or otherwise crosses over the
a Rally must be met before these edge of the playing area, it is
functions can take place. [6.3] IF THE UNIT IS RALLIED. permanently removed from play.
CASES If the unit is successfully rallied, it may [6.7] OUT OF COMMAND UNITS.
immediately change facing (see [7.9]
[6.1] CONDITIONS FOR RALLY. CHANGING DIRECTION). During the A unit may become Out of Command
following Movement Phase, the unit may without having routed. If a successful
In order to attempt to rally a unit, all change formation (see [7.6] CHANGING rally attempt is made to bring an Out of
figures of the unit must be within the FORMATION). It may not move or fire Command unit into command, that unit
command radius of a Unit, Brigade, or missiles during that Game Round. It may can move and fight normally in later
Army Commander eligible to command only fight in melee combat if it is phases of the same Game Round.
the unit. A unit cannot be rallied if it is attacked by an enemy unit. Beginning
in base-to-base contact with any enemy [6.6] GIVING ORDERS TO A MOB.
figure or figures.
An eligible commander can attempt to
7.0 Give Orders to a Mob if he makes a
successful rally attempt. See [2.10]
MOVEMENT PHASE MOBS for further detail.
Units may move during the Movement Phase. Units Mob. Regular units can operate only in
may also change formation, change frontage, change Closed and Open Formations. Skirmish
units can operate only in Skirmish
direction, and perform other special movement. Formation. Mobs can operate only in
Mob Formation. Each formation has
PROCEDURE only), changes of unit formation, and certain characteristics.
changes of direction. Figures that begin a
During the Movement Phase of each Movement Phase in base-to-base contact PC/NPC individuals may or may not
Game Round, all eligible units may with an enemy figure are restricted in be part of a unit. They do not have to be
move. In the AD&D® game, the their movement options. part of a specific formation at any time.
movement rate for all figures is the Their roles are defined in [9.0] HEROES
number of inches for that type of A. FORMATIONS AND COMMANDERS.
creature as defined in the AD&D® game.
In the D&D® game, use the conversion [7.1] DEFINITION OF FORMATION. [7.2] CLOSED FORMATION.
given in [3.1] ARMY ROSTER SHEET.
There is a movement cost for certain A formation is a deployment of troops In closed formation, the figures in the
terrain features (Intermediate Game in a unit. There are four types of unit are in base-to-base contact.
formations: Closed, Open, Skirmish, and
If a unit in closed formation suffers
9 losses, always remove them from the rear
of the unit regardless of where they
actually occur, since the unit is assumed
to automatically fill any holes in its front
ranks.
A unit must be in command in order to [7.4] SKIRMISH FORMATION. SKIRMISH FORMATION
enter closed formation.
In skirmish formation, the bases of the MOB FORMATION
CLOSED FORMATION figures in the unit are 1" or more apart.
Figures in a skirmish unit may move as [7.6] CHANGING FORMATION.
[7.3] OPEN FORMATION. far away from each other as desired. A unit may change formation at any
In open formation, the bases of the A unit in skirmish formation can point during its Movement Phase. All
figures in the unit are approximately ½ " "pass-through" another friendly unit that figures in a unit must be in command for
apart. (OPTIONAL RULE: If you are is also in skirmish formation. No other it to change formation, unless the unit
using stands of figures (see [2.4] formation can do this. goes out of command or is routed. In the
MOUNTING MINIATURE FIGURES), latter case, it automatically goes to open
place the stands 1" apart.) If a unit in skirmish formation loses formation if not already in that
figures, it does not automatically fill formation.
If a unit in open formation suffers gaps. If it chooses, it can move
losses, it must move figures to fill any individual figures at the normal A change of formation costs a unit l/3
gaps in its front lines. It costs 1" of movement rate to fill gaps. of its movement rate. Changes of
movement rate per figure that must be formation that happen involuntarily
moved to fill such gaps. It must pay this Figures operating in skirmish (such as going out of command or being
cost and move as many figures as formation can never move into routed) have no cost.
necessary to close gaps, even if it is in base-to-base contact with enemy units.
base-to-base contact with an enemy unit.
If the total cost for movement exceeds [7.5] MOB FORMATION.
the movement rate of the unit, then the
unit fills the gap and cannot move for the A unit in mob formation is displayed
remainder of the current Game Round by placing figures or counters in an
unless it Routs. irregular (but approximately square)
array. Figures in mob formation are
OPEN FORMATION always placed in base-to-base contact. If
a unit in mob formation suffers
casualties, remove figures from the rear,
since a mob automatically fills in any
gaps.
FIGURES KILLED
FILLING GAPS IN OPEN FORMATION FOR COST: 2" CHANGING
FROM CLOSED
TO OPEN
FORMATION
FIGURES
FILLING IN
10
B. MOVEMENT may only execute Wrap-Around
Movement ([7.11]), Fighting Withdrawal
[7.7] HOW TO MOVE. ([7.12]), or Flee ([8.8]). This restriction
Use a ruler or tape measure to applies even if the enemy units have
moved into base-to-base contact within the
determine how far a figure can move. It same Game Round.
speeds play if each player has his or her
own ruler or tape measure. A unit that has lost initiative and had an
enemy unit move into base-to-base contact
Measure movement from the front of with it cannot change formation, facing,
the figure's base. If an entire unit is being
moved, it is usually sufficient to measure or frontage in its current Movement Phase.
the move of one or two of the figures in In subsequent Movement Phases, it can
the front rank. Then move the rest of the only execute Wrap-Around Movement
figures in the unit and place them in the ([7.11]), Fighting Withdrawal ([7.12]), or
same relation to the figures whose move Flee ([8.8]).
you have measured as they were at the
beginning of the move. [7.9] CHANGING DIRECTION. CHANGING DIRECTION
BY WHEELING
To measure the movement of a mob, Units in skirmish formation can change MOVEMENT COST: 5"
designate one figure or counter as the direction at will during their Movement
point from which all measurements are Phase without a penalty in movement rate. MV
made. COST
Units in closed or open formation can 1/3 MV
MOVEMENT OF 5" move straight ahead or up to 45 degrees to ALLOWANCE
the left or right at will during their
SPECIAL NOTE: It is strictly illegal to Movement Phase without a penalty in
pre-measure movement distances, movement rate. Use a protractor or angle
ranges, areas of effect, or anything else to measure changes of direction.
without first declaring the action. Once
the action is declared, those forces are Units in closed, open, or mob formation
committed to the stated action, or to no can change direction by Wheeling. To
action for that entire phase! wheel, a unit pivots around one of its
figures. The movement cost of wheeling is
the distance moved by the outermost
figure in the unit.
Units in closed or open formation can
also change direction by Changing Facing.
There are three types of facing changes:
Right Face, Left Face, and About Face.
To make a Right or Left Face, turn all
figures in the unit (or only some figures, if
desired) 90 degrees to the right or left. The
cost of a right or left face is 1/3 of the unit's
movement rate, even if only some of the
figures changed facing.
To make an About Face, turn all figures
in the unit (or only some figures, if
desired) 180 degrees. The cost of an about
face is ½ of the unit's movement rate,
even if only some of the figures changed
facing.
CHANGE FACING
[7.8] MOVEMENT AND ENEMY UNITS. MV
COST
A figure must immediately stop its 1/2 MV
movement when it comes into base-to-base ALLOWANCE
contact with an enemy figure. Other
figures in the same unit may continue
movement if they are not yet in
base-to-base contact with the enemy.
Figures may not change direction once any
member of the unit has made contact with
an enemy figure.
Figures that begin their Movement Phase
in base-to-base contact with an enemy
11
[7.10] CHANGING FRONTAGE. for each figure added to or subtracted
from the unit's frontage.
Units in closed, open, or mob formation
have a Frontage. The frontage of a unit is A mob can only change frontage by
the number of figures along the front side. moving figures forward as it takes losses.
Units in skirmish formation do not have It cannot voluntarily expand or shrink its
frontages. frontage.
Figures may be added to or subtracted A unit cannot both expand and contract
from a unit's frontage by moving figures its frontage in the same Movement Phase,
up from the rear ranks of the unit or nor can a figure move into base-to-base
moving them back to the rear ranks. The
movement cost of changing frontage is 1" contact with an enemy unit while changing
frontage.
FRONTAGE = 6
FRONTAGE = 9
CHANGING FRONTAGE CHANGE COSTS = 3"
[7.11] WRAP-AROUND MOVEMENT. WRAP-AROUND MOVEMENT
START PHASE
A unit thatbegins its Movement Phase
in base-to-base contact with an enemy unit
can attempt Wrap-Around Movement
during its Movement Phase.
In wrap-around movement, the unit
expands its frontage and wheels the ends
of its battle line inward to envelop, or
wrap-around, the enemy unit. Both the
right and left flanks of a unit may wheel
inward during this maneuver.
The movement cost of wrap-around
movement is the total of the costs of
expanding frontage and wheeling the edges
of the line inward. No individual figure
may move more than its full movement
rate.
At the end of melee, a unit that has used
wrap-around movement is automatically
considered to be in open formation. Note
that the bases of the figures will not
necessarily be ½ " or more apart. This is
an exception to the normal rules relating to
open formation.
WRAP-AROUND MOVEMENT EXPAND FRONTAGE = 8"
END PHASE WHEELING COST (3 + 3) = 6"
TOTAL MOVEMENT COST = 14"
12
|7.12] FIGHTING WITHDRAWAL. [7.14] CHARGE. enemy. A unit always routs away from
whatever caused the Morale Check, and
A unit that is in base-to-base contact A regular unit or mob may Charge routs toward its own lines if possible.
with an enemy unit at the beginning of its during its Movement Phase if it can reach
Movement Phase can attempt to make a an enemy unit to engage in melee at the If a routing unit hits a friendly unit that
Fighting Withdrawal. The unit attempting end of its move. A charging unit may has not routed, the unit that has not
to make a fighting withdrawal must have a move 1 ½ its normal movement rate (this routed must make an immediate Morale
current movement rate of at least 3 ". is called a "charge range"). At the end of Check. If that unit routs, it moves ahead
the move, the charging unit must be in of the friendly unit that forced the Morale
To make a Fighting Withdrawal, the unit base-to-base contact with an enemy unit or Check. If the checking unit does not rout,
moves 3 " backward, away from the enemy figure, and it must attack that figure the routing unit "breaks around" the
unit. It may not end up in base-to-base during the Melee Phase. checking unit, reforms on the other side,
contact with another enemy unit. and continues its movement. (Note that a
Skirmish units and individuals cannot routing unit can pass-through a unit in
The enemy unit has the immediate charge. Their "charge range" for Discipline skirmish formation—but the unit in
option to either remain in place, or to Checks is the same as their normal skirmish formation must nevertheless
advance 3 " and remain in base-to-base movement rate. make a Morale Check.)
contact with its opponent. It may do so
even if it has already used its full To charge, the unit must be able to move The owning player may attempt to rally
movement rate during that Game Round. at least 2/3 its normal movement rate units that have routed during the Rally
before it comes into base-to-base contact Phase (see [6.0] RALLY PHASE). If no
If the enemy unit consists of creatures with its target. The last % of the charge attempt to rally is made, or if an attempt
with low intelligence or chaotic distance must be in a straight line. to rally fails, the routing unit continues to
alignment, it must make a Discipline rout. On the Movement Phase that
Check. If the check succeeds, the unit has A unit may charge in open, closed, or follows, the routing unit moves its full
the option to remain in place; otherwise, mob formation. A regular unit that movement rate in the same direction it was
it automatically advances to continue the charges in closed formation gains a -1 moving.
melee. bonus (minuses are advantageous) to its
Attack Rating [8.3] for the Melee Phase If a routing unit moves off the edge of
If an enemy unit elects to remain in in that Game Round only. the table, or across the edge of the
place, it cannot Charge the unit that battlefield, it is removed from play.
withdrew for the remainder of the current If the charging unit is in closed
Game Round. formation and consists of creatures of If a unit that would otherwise rout is
chaotic alignment or low intelligence, it completely surrounded (all passable terrain
[7.13] FORCED MARCH. must make a Discipline Check when completely blocked) by an enemy unit in
charging. If the Discipline Check fails,
A unit or individual can move farther the unit goes out of command and breaks closed or open formation, and there is no
than its normal full movement rate into open formation during the charge. gap of 1" or more of passable terrain
through a Forced March. Except in this one instance, an out of through which even a single figure could
command regular unit cannot charge. escape, the routing unit is automatically
A unit must be in command to make a destroyed and removed from play.
forced march. PC/NPC individuals can If a charging unit runs into an enemy Otherwise, the entire unit is entitled to
always make a forced march. A unit figure or figures that would be killed rout through the gap. When escaping
cannot be in base-to-base contact with an even if the charging unit does minimum through such a gap, no single figure in the
enemy figure during any part of its possible damage, it Breaks Through. The routing unit can move more than its rout
Movement Phase during a Game Round in enemy figures are immediately removed movement rate.
which it makes a forced march. and the unit continues its charge. The
charging unit does not need to eliminate OPTIONAL RULE: In a campaign
A unit that makes a forced march must an entire unit to break through; just battle, if a unit completely surrounds a
make a Morale Check at the end of its those figures in its path. However, the unit that would otherwise rout, the
move. If the check is failed, the unit's charging unit must end its Melee Phase in attacking player can choose to Capture the
Attack Rating (AR) worsens by one (e.g., base-to-base contact with another enemy routing unit. The attacking player
19 becomes 20; 16 becomes 17). This figure or figures or suffer the penalty designates one of his figures as Guards for
penalty accumulates. (Units that "never below. every four captured enemy figures;
check morale" are subject to this penalty.) otherwise, the enemy figures automatically
If a unit in closed formation fails to escape. Escaped figures are treated as
EXAMPLE: A unit with an Attack end its charge in base-to-base contact Routed figures for all purposes. The
Rating of 15 makes a forced march for with an enemy figure or figures, it breaks attacking player receives twice the normal
three Game Rounds. At the end of the first into open formation, but remains in number of experience points for captured
Game Round, it fails a Morale Check, and command. If a unit in open or mob figures at the end of the game (see [16.2]
the AR goes to 16. At the end of the formation fails to end its charge in EXPERIENCE POINTS), and may be able
second Game Round, it fails its check base-to-base contact with an enemy to ransom them if the campaign situation
again, and the AR becomes 17. At the end figure or figures, it suffers a -3 penalty to permits. Captured prisoners can also be
of the third Game Round, it makes a current morale for the remainder of the traded for prisoners held by the other side,
successful Morale Check, so the AR current Game Round. if the trading players agree.
remains 17.
[7.15] ROUTING.
This AR penalty stays until removed.
The AR improves by one (up to its original If a unit in open or skirmish formation
value) each time the unit spends one entire fails a Morale Check, it Routs. Place a
Game Round doing absolutely nothing and Rout marker on any unit that routs.
is not attacked.
A routing unit immediately moves
A unit that makes a Forced March away from the enemy a total of its
moves 1 ½ of its normal full movement movement rate plus an additional 1/3 of
rate. its movement rate, and ends its move
with its back to the
13
8.0
MELEE PHASE
Combat takes place between opposing units that are in
base-to-base combat during the Melee Phase.
PROCEDURE pole arms, or halberds, each figure in the A = FIGURE CAN FIGHT WITH ANY
first row directly behind the row in WEAPON
Melee combat occurs between all base-to-base contact with the enemy
opposing units that are in base-to-base gives the unit one extra attack. B = FIG. CAN FIGHT WITH SPEAR,
contact during any part of the Melee POLE-ARM, HALBERD, OR PIKE
Phase. The side with initiative determines A unit can fight multiple opponents.
the order in which melees are resolved. Each unit vs. unit battle is treated as a C = FIGURE CAN FIGHT WITH PIKE
Each melee situation is resolved before separate melee, and attacks are rolled
moving on to the next. AH melee combat separately even when one unit is
is considered to be simultaneous. It is involved in different melees. If figures in
easier for one side to make its attack a unit can fight in different melees, the
followed by the other, but do not remove owning player must designate in advance
losses until after both sides have which figures are attacking which
completed their melee actions. Even targets.
figures that are killed get to fight during
their final Melee Phase! (SPECIAL
NOTE: This applies to melee combat
only.)
CASES
[8.1] FORCES ELIGIBLE TO FIGHT. FORCES ELIGIBLE TO FIGHT
All figures in a unit that are in
base-to-base contact.with one or more
enemy figures are eligible to fight in
melee.
If a unit is in closed formation, an
additional one figure to the left and one
figure to the right of the enemy's figures
can also fight.
If a unit in closed formation is using
pikes, each figure in the two rows
directly behind the row in base-to-base
contact with the enemy gives the unit one
extra attack. If the unit is using spears.
MULTIPLE UNIT BATTLES
14
[8.2] WEAPON IN HAND. Table 10. Attack Rating Modifiers for Ten figures do 10 x 6 HD of damage, for.
Melee Combat. a total of 60 HD.
All members of a unit must be armed
with the same weapon in order to fight as Attacker is in open or skirmish +1 [8.5] DICE CONVERSIONS.
a unit, and they must have the same formation
weapon "in hand" in order to fight. +1 Some weapons do damage that is
Unlike the AD&D® and D&D® games, Any attacking figures are out -1 expressed in the roll of a single die (e.g.,
members of a unit can change weapons of command (does not apply to -1 a dagger does 1-4, or D4, damage; a
at the beginning of any Melee Phase skirmish units) -1 longsword does either D8 or D12
without a penalty of time, movement, or damage). For such attacks, use the
combat effectiveness. The owning player Defender occupies higher ground Damage column on the CRT that
simply announces that his unit is Attacker is charging in closed corresponds to the dice type of damage
changing weapons, and the change takes done (e.g., D4, D8, or D12).
place. A change in weapons can take formation
place even if the unit is in melee. Attacking commander is fighting Some weapons do damage that is
expressed in a multiple of a single die
[8.3] DETERMINING ATTACK as part of the unit (e.g., a broadsword does 2-8, or 2D4
RATINGS. damage; a bastard sword against large
SPECIAL NOTE: Also add or subtract targets does 2-16, or 2D8 damage). For
The base Attack Rating (AR) for a all normal AD&D® or D&D® game such attacks, use the Damage column on
figure or unit is determined before the bonuses and penalties to THACO from the CRT that corresponds to the dice
start of the game. It is modified the adjusted AR. type of damage done (e.g., D4, D6, D8),
according to situational factors, and is and multiply the result times the number
used to determine the effectiveness of an EXAMPLES: -1 for negating defenders' of dice done.
attack (e.g., the amount of damage it shield bonus (for attacking from flank),
inflicts on the enemy). -2 for attacking from the rear, + 1 for EXAMPLE: If a weapon does 2D8
goblins and orcs attacking in daylight, damage, and the result in the D8 column
To determine the base Attack Rating etc. Note that minuses are beneficial to is 6, then each figure does 12 HD of
for a figure or unit, first determine the the attacker. damage.
THACO (number "to hit Armor Class
0") according to AD&D® or D&D® rules. [8.4] MELEE PROCEDURE. Some weapons do damage that is
The THACO is based on the level, class, expressed as a modified dice type (e.g., a
and hit dice of the creature. Add or A. Determine adjusted AR of attacker war hammer does 2-5, or D4 +1 damage;
subtract any AD&D® of D&D* game and Armor Class (AC) of defender. a holy longsword + 5 does D8 + 5
bonuses and penalties to THACO (use of damage). Damage plusses or minuses
magic weapons, high dexterity, weapon Subtract AC from AR. change the column on which the results
non-proficiency, etc.) are read, according to the following
B. Roll 2d6. Add that number to the procedure.
When converting THACO to AR,
ignore the multiple 20s on the AD&D® result from Step A. IF THE DAMAGE MODIFIER IS A
game Attack Matrix and the D&D® game PLUS, shift one column to the right for
Character/Monster Hit Rolls Tables. For C. Determine the type of damage each plus (e.g., a + 3 weapon gives 3
example, if a figure or unit hits AC 1 on attacker does (1d6, 2d12, 1d4 + 1, etc.). column shifts to the right). If the column
a 20, its THACO for the purposes of Use the rules in [8.5] DICE shifts past the D20 column, start again
determining AR is 21. This applies only CONVERSION to convert damage to a with the D2 column and add the D20
in converting THACO to AR. For all single dice type (D6, D8, D12, etc.) column result to the column found after
other purposes, the THACO remains 20, "wrapping around" the table.
with a note that the figure also hits AC 1 D. Cross reference the Dice Type column
with a 20. found in Step C with the Attack Roll EXAMPLE: Damage of D6 + 1 is read
found in Step B, using the on the D8 column. Damage of D12 + 4 is
Once the base THACO is calculated, BATTLESYSTEM™ Combat Results Table read on the D20 column. Damage of
add the Ratio Adjustment from the table (CRT) on the back cover of this booklet D20 + 3 is calculated by wrapping around
below to determine the Base AR. (or on the Player Aid Cards). The
number found is the number of Hit Dice the table three columns to the right, i.e.,
Table 9. Ratio Adjustments for of damage done by each attacking figure. D2-D3-D4. The damage is the sum of the
Determining AR. D20 and the D4 column results. Damage
E. Multiply the Hit Dice of damage done of D8 + 11 is determined by moving 11
Figure Ratio Adjustment by the number of figures that attacked.
10:1 0 Determine how many enemy figures are columns to the right, i.e., D14-D16-D18-
killed or wounded according to [8.7] D20-D2-D3-D4-D6-D8-D10-D12. The
5:1 +5 KILLED AND WOUNDED FIGURES. damage is the sum of the D20 and D12
2:1 + 10
1:1 + 15 F. The defending player makes any columns. If the column shift wraps
attacks to which he is entitled, using the around more than once, e.g., D10 + 40,
Write the Base AR for each figure or same procedure. keep adding the D20 result each time you
unit on the Army Roster Sheet. In melee, pass it. For example, damage of D10 + 40
modify the Base AR according to Table G. After both players have completed
their attacks, remove all figures killed on would be read as the sum of
10 to determine the actual AR for both sides, and place Wound markers on
combat. all wounded figures. D20 + D20 + D20 + D20 + D8.
EXAMPLE: A unit of 10 figures has an IF THE DAMAGE MODIFIER IS A
adjusted AR of 17, and attacks an enemy MINUS, shift one column to the left for
with an AC of 8. Subtracting AC from each minus. If the column would shift
AR gives a result of 9. A roll of 2d6 gives past the D2 column, apply the D2 result.
a result of 7, for a total Attack Roll of 16
(9 + 7). The attackers are armed with EXAMPLE: Damage of D20-3 is read
longswords, which do D8 damage. Cross on the D14 column. Damage of D6-4 is
referencing the Attack Roll of 16 with the read on the D2 column.
D8 damage column gives a result of 6.
15
[8.6] MULTIPLE ATTACKS. EXAMPLE: During the previous Melee A unit can Flee a melee. To flee, a unit
Phase, 3 orc figures were killed and 1 makes an about face (no movement cost
If a figure is entitled to multiple attacks was wounded. In the next Melee Phase, in this case) and moves its full movement
per melee round, it is entitled to multiple the attacker did 25 hit dice of damage. rate away from the enemy. The enemy is
attacks per BATTLESYSTEM™ game Two more orc figures are killed, and a entitled to one free attack at the fleeing
Melee Phase. (EXAMPLE: In the AD&D® second wound is caused. Since two unit with a -2 bonus "to hit" (attacking
game, a 7th level fighter is entitled to 3 wounds have now been placed, a third from behind). The fleeing unit may not
attacks per 2 melee rounds, and to 7 orc figure is also removed. fight back, but must make any Morale
attacks per melee round if fighting Check required by losses it takes.
monsters of less than 1 HD or 0 level [8.8] ENDING A MELEE.
humans or semi-humans (PH, p. 25).) THIS ENDS THE BASIC GAME
A melee ends when one or both units SECTION. USING THESE RULES, YOU
Use the same Attack Roll to calculate have been completely destroyed, or when MAY NOW PLAY THE
one unit moves away from the other. INTRODUCTORY SCENARIO,
damage for all attacks. If each attack "BATTLE AT THE CROSSROADS."
A unit that fails a Morale Check may
causes the same type of damage (e.g., rout away from its opponent. A unit
D6, D8, or D4 +1), multiply the damage may make a fighting withdrawal, giving
result by the number of attacks. If the opponent the opportunity to follow
different attacks do different types of or remain in place.
damage (e.g., a weretiger does
1-4/1-4/1-12, or D4/D4/D12), use the PART 3
same Attack Roll and add the various
damage results together to get the total THE INTERMEDIATE
damage done.
GAME
[8.7] KILLED AND WOUNDED
The Intermediate Game expands the options available
FIGURES. in the Basic Game. With the Intermediate Game, you can
Each figure represents a certain fight a battle that includes missiles, artillery, cavalry,
number of hit dice. It must lose all the hit individual Heroes, special formations, and terrain
dice represented by the figure in order to
be killed. effects. These rules can be adapted to play any type of
historical miniatures battle from the dawn of organized
EXAMPLE: A single orc figure (10
orcs) has 10 hit dice. warfare to the introduction of gunpowder.
When a unit takes damage in melee, it 9.0
loses a certain number of hit dice. If the
number of hit dice of damage equals or HEROES AND
exceeds the number of hit dice of one
figure, one or more figures are killed. COMMANDERS
EXAMPLE: A unit of 10 orc figures Player characters and major non-player characters can
has 100 hit dice. If an attack causes 30 hit be part of units, command units, or be Heroes acting
dice of damage, 3 orc figures are killed,
and are removed from play. alone on the battlefield.
If the number of hit dice of damage is PROCEDURE CASES
not an exact multiple of the number of
hit dice of a single figure, a Wound may During set-up, each player must [9.1] CHARACTERS AS MEMBERS OF
result. A figure is Wounded if there is identify the initial role that each UNITS.
damage equal to or greater than 1/4 of PC/NPC individual will play in the
the hit dice of that figure, and less than battle. These roles are: member of unit, PC/NPC individuals who are declared
the total of hit dice of the figure. Unit/Brigade/Army Commander, or to be Members of Units are assumed to
Hero. A character can also be designated be with their unit at all times. They
EXAMPLE: An attack against a unit of as a Deputy Commander. A Deputy participate in melee with the unit and flee
10 orc figures does 35 hit dice of damage. Commander can take over for a if the unit routs. They share in all
Three orc figures are killed with 5 hit Commander during the battle. PC/NPC benefits and penalties that happen to the
dice left over. Since 5 hit dice is more individuals can change roles during a unit. Do not use a separate miniature
than 1/4 of a single figure, one orc figure battle. All changes of roles must be figure for such characters, since they are
is wounded. If the attack had done 31 hit declared at the beginning of the considered to be part of one of the
dice of damage, there would only have Movement Phase of the current Game figures in the unit. A PC/NPC individual
been 1 hit die left over. Since 1 hit die is Round, and take effect immediately. with better armor, weapons, or THACO
less than 1/4 of a single figure, no wound than the other troops in the unit can
would result. The left-over damage is
simply disregarded.
Place a Wound marker on each
wounded figure. Wounds may only be
removed by magic, covered in the
Advanced Game.
A wounded figure moves and fights
normally.
A figure can take only two wounds
before being killed. At the end of a Melee
Phase, no unit can have more than one
wounded figure. If a unit has two
wounded figures, remove one and return
the other to normal health.
16
improve the average fighting ability of a in which the spell is cast. If a spell is cast [9.4] CHARACTERS AS HEROES.
unit (see [3.1] ARMY ROSTER SHEET). by a commander, his unit is out of
Remember, however, that all members of command for the entire Game Round. Any PC/NPC individual can be
a unit must have the same weapon in However, a commander can use magic designated as a Hero. Heroes are
hand in order to fight as a unit. items or innate spell abilities and still represented by individual figures (no
command. bases) on the battlefield. Heroes roam the
Because a character fighting as a battlefield, using their abilities wherever
member of a unit is part of a 10:1, 5:1, or A commander fighting with his unit is they are most needed. Heroes may fight
2:1 figure (depending on HD), he does considered to be alive as long as a single other Heroes, enemy commanders,
not receive the 1:1 ratio adjustment to figure of his unit remains. If the last powerful monsters, or enemy units.
THACO in determining AR (Table 9). figure of a unit is removed by combat, Characters of any class or alignment may
Instead, he receives the ratio adjustment roll on Table 11 above to determine the be designated as Heroes. Heroes may
appropriate to the figure of which he is a fate of the unit commander. also be designated as Deputy
part. Commanders.
Under certain circumstances in the
A PC/NPC individual is alive as long Advanced Game (an invisible assassin, Heroes can engage in character vs.
as at least one figure from the original magic, etc.) it is possible to remove, figure combat and individual combat.
unit remains on the board. If the unit immobilize, charm, or kill a commander Heroes in individual combat use
routs and leaves the battlefield (see [6.4] without necessarily harming the rest of individual initiative, rather than the
IF THE UNIT DOES NOT RALLY), the the unit. Otherwise, a Unit Commander initiative of their side (see [5.0]
PC/NPC individual cannot rejoin the fighting with the unit cannot be killed INITIATIVE PHASE). Individual combat
battle, although he is still alive. without his unit being destroyed. takes place during the Melee Phase.
Commanders who are physically
If the last figure of a unit is removed separate from their units can be attacked A. Character vs. Figure Combat.
because of combat losses, the fate of the and killed as if they were Heroes ([9.4]).
character is determined by the following If a Hero is capable of affecting all the
table. Roll 1d10 and apply the [9.3] CHARACTERS AS DEPUTY creatures represented by at least one
appropriate result immediately. COMMANDERS. single figure in an enemy unit (a
magic-user with an area effect spell, or a
Table 11. Fate of PC/NPC in Eliminated Any PC/NPC individual can be high-level fighter vs. very low-level
Unit. designated as a Deputy Commander at creatures, for example), resolve the
the start of the game. Deputy attack using normal BATTLESYSTEM™
Die Commander status must be recorded on melee procedures.
Result Character's Fate the Heroes and Commanders Roster
Sheet. If the Hero cannot affect all the
1 Character is killed and body is creatures in a figure simultaneously (this
lost There are three types of Deputy is normally the case), use the following
Commanders: Deputy Unit procedure:
2-3 Character is killed and body Commanders, Deputy Brigade
lies on the field Commanders, and Deputy Army FIGURE ATTACKING HERO: Only 1
Commanders. A Unit Commander can figure can attack a size S or size M Hero
4-7 Character is badly wounded be designated as a Deputy Brigade or at a time. Up to 3 figures can attack a
(1-6 hp remaining) Army Commander. A Brigade size L Hero at a time. The figure attacks
Commander can be designated as a using normal BATTLESYSTEM™ melee
8-0 Character is unwounded but Deputy Army Commander. Heroes and procedures. Each hit die of damage
unconscious for 1-10 AD&D® members of units can be designated as caused by the figure causes 4 hit points of
or D&D® game turns. any type of Deputy Commander. damage to the Hero.
A wounded or stunned character is A character can only be a Deputy HERO ATTACKING FIGURE: The
automatically captured by the enemy if Commander for one Commander. Each Hero attacks using normal
at the end of the battle the enemy's forces Commander can have only one Deputy BATTLESYSTEM™ melee procedures. If
hold the area where the character fell. If appointed to him. the hit dice result is less than ½ the
the character's side is victorious, the figure's hit dice, there is no effect. If the
character can return to his unit as soon A Deputy Commander can take over hit dice result is ½ or more of the
as he recovers. for his designated commander if that figure's hit dice, the figure takes a
commander dies, is disabled, is removed wound. (SPECIAL NOTE: Even if the
[9.2] CHARACTERS AS from combat, or is otherwise not in Hero's attack causes more hit dice of
COMMANDERS. command of his forces. A Deputy damage than the figure has, the figure
Commander can only take over still only takes a wound. This means that
A PC/NPC individual can be command of a unit that is currently out a Hero cannot kill a figure in less than
designated as a Unit, Brigade, or Army of command (i.e., command cannot be two Game Rounds, regardless of hit dice
Commander. A character who "passed over" by a Unit Commander results, unless the Hero is capable of
commands is subject to all rules and who wishes to become a Hero, for affecting all the creatures represented by
procedures given in cases [4.7] to [4.10] example, unless that commander's unit at least one single figure. In that case, the
COMMAND. goes out of command for at least the Hero can kill an enemy figure in only one
remainder of the current Game Round). Game Round.)
Place a separate figure (no base) with
the unit to represent the Unit OPTIONAL RULE: If one or more of
Commander. Brigade and Army the armies in the battle are using a special
Commanders are also represented by command hierarchy (see [4.10]
separate figures, but are not necessarily COMMAND HIERARCHY), the owning
placed with a unit. Note the command player(s) must prepare a Chain of
status of each lone figure on the Heroes Command chart showing which
and Commanders Roster Sheet. commanders move into which positions
when commanders are lost. This is
A commander with spell-casting particularly useful in large-scale battles.
abilities cannot cast a spell and command
his unit in any part of the Game Round 17
B. Individual Combat. during the Melee Phase, and only Because of the speeded-up time scale of
individual combat, no attack made while
Individual Combat is melee combat between figures with a 1:1 ratio who are in individual combat can ever affect a
between figures with a 1:1 ratio. It is in base-to-base contact.
resolved using normal AD&D® or D&D® figure of 2:1, 5:1, or 10:1 ratio, even if it
game melee and magic rules, rather than Individual combat takes place at a rate is a ranged (i.e., missile) weapon or an
BATTLESYSTEM™ melee procedures. of 3 AD&D® or D&D® game melee area of effect spell.
Individual combat can take place only rounds to 1 BATTLESYSTEM™ Melee
Phase.
10.0
MISSILES AND missiles have an unlimited supply of
ARTILLERY ammunition. (A specific scenario may
specify a limit on ammunition.) Units
Missile weapons and battlefield artillery can be used using any other types of missiles have a
during the Initial Missile Phase, the Movement Phase (as limited number of weapons. Each player
pass-through fire), and the Missile and Magic Phase of must list the number of axes, javelins,
spears, magic arrows, etc., each member
the Game Round. of a unit carries, and mark off weapons as
they are expended. (A specific scenario
PROCEDURE If a unit of archers (short bow, long may specify a limit; otherwise, assume
bow, or composite bow, but not each member of a unit is armed with two
All missile weapons usable by crossbow) is in closed or open order, the volleys.)
characters in the AD&D® and D&D® first two rows of archers can fire. If a unit
is using any other missile weapon, only [10.4] MOVEMENT AND MISSILE
games can be used in the the first row can fire. FIRE.
BATTLESYSTEM™ game. The range of
missile weapons and the number of shots [10.2] WHEN MISSILES ARE USED. If a unit using missile weapons fires
per Game Round are the same as in the during a Game Round, its movement is
AD&D® and D&D® games. Missile Missile weapons can be used during the limited during that Game Round. A unit
weapons can be used during the Initial Initial Missile Phase, the Movement Phase that fires missile weapons cannot charge
Missile Phase, the Movement Phase (see (as pass-through fire), and during the during that Game Round.
[10.6] PASS-THROUGH FIRE), and the Missile and Magic Phase.
Missile and Magic Phase of the Game A missile-firing unit's movement during
Round, depending on the number of shots A unit can only fire during the Initial the same Game Round is limited
per Game Round of the missile weapon Missile Phase if it is entitled to two or according to the following table:
used. more shots during a Game Round.
Regardless of the number of shots a unit is Table 12. Movement and Missile Fire.
Use the BATTLESYSTEM™ melee allowed, it can only fire a maximum of
combat procedure for missile weapons. one time during the Initial Missile Phase. Missile Movement
Unlike melee combat, figures killed by Weapon Restriction
missile fire are removed A unit that has at least one shot
immediately—they do not get to return remaining during the enemy Movement Thrown Weapons Fireonceand1/3
fire before being removed. Phase can elect to fire a maximum of one Crossbows/Slings movement
shot as Pass-Through Fire ([10.6]). A unit Archers penalty
A. MISSILE WEAPONS does not have to be entitled to more than Either move or
one shot per game round in order to use Mounted Archers shoot
[10.1] WHO CAN USE MISSILES. pass-through fire. Fire twice and not
Mounted move, fire once
All members of a unit must be armed A unit can fire any or all of its Crossbows and ½ movement
with missile weapons in order for them to remaining shots during the Missile and penalty
be used. A unit that is base-to-base Magic Phase. If it has already used all its Fire twice and not
contact with enemy figures cannot use shots during the Initial Missile Phase and move, fire once
missile weapons. the enemy Movement Phase, it cannot fire and move full
during the Missile and Magic Phase.
A figure using missile fire must be able movement rate
to trace a line of sight to its intended Units can also elect to move and shoot Fireonceand½
target (45 degrees to either side of the (see [10.4] MOVEMENT AND MISSILE movement
figure). If only a portion of the intended FIRE), or take split-fire (see [10.5] penalty
target can be seen, the figure can still SPLIT-FIRE).
shoot, but at a penalty (see [10.8] [10.5) SPLIT-FIRE.
MISSILE FIRE MODIFIERS). If only part If an enemy figure or figures moves into
of a unit can see an enemy unit, only base-to-base contact with a figure or unit Archers mounted on other creatures, or
those figures who can see the enemy unit that has already used missile weapons centaur archers, can move ½ of their
can shoot. If only part of the enemy unit during the current Game Round, the movement rate, fire at eligible enemy
can be seen, all enemy losses must be missile-using unit cannot fight during that units, then continue moving the
taken from the figures visible to the firing remainder of their movement rate.
unit. If more losses are called for by the Melee Phase.
combat result than there are figures that Creatures with breath weapons or
can be seen, ignore remaining losses. [10.3] AMMUNITION. innate missile weapons (e.g., needlemen)
can also split-fire,
Units using normal (non-magical)
arrows, quarrels, stones, or bullets as [10.6] PASS-THROUGH FIRE.
Units that are eligible to fire during the
18
Missile and Magic Phase can fire at enemy * Use these standard AD&D® game considered to be AC 10, regardless of the
units during the enemy Movement Phase penalties for the D&D® game as well. actual AC of the target.
by declaring that they will take Ignore D&D® game missile adjustments
Pass-Through Fire. Pass-through fire can for range. BALLISTA:
be taken at any point during the enemy's Range: S=11", M=22", L=32"
movement. Pass-through fire can be used B. ARTILLERY Damage: 2d6
against enemy units that subsequently MV:6"
engage the firing unit in melee combat, or [10.9] ARTILLERY WEAPONS.
against any enemy units in range and line [10.10] ARTILLERY CREWS.
of sight. There are two types of field artillery
used in the BATTLESYSTEM™ game: Each artillery piece must have a crew.
Artillery weapons can also use catapults and ballistae. An artillery crew must be human,
pass-through fire. demihuman, or humanoid, and is
Artillery weapons can move only along represented by one figure with 10 or more
[10.7] INDIRECT FIRE. roads or dear terrain ([11.8]). HD (10:1, 5:1, 2:1, or 1:1 ratios, as
desired).
Archers can sometimes shoot over A. Catapults.
friendly troops to hit the enemy. This is The AR of an artillery piece is the same
called Indirect Fire. To use indirect fire, A catapult cannot shoot at a target closer as the THACO of its crew figure, not
the archers must be in command and at than its Minimum range. It can use adjusted for ratio. If the original crew
least 3" away from the friendly troops indirect fire at normal penalties. A figure is removed, any replacement crew
over which they are firing. catapult's target is always considered to figure has a + 2 AR penalty for the
be AC 5, regardless of the actual AC of duration of the battle.
[10.8] MISSILE FIRE MODIFIERS. the target. It can fire every other Game
Round. If an artillery crew is wounded, the
The following bonuses and penalties are artillery piece cannot move. A wounded
applied to the AR of missile troops prior LIGHT CATAPULT: artillery crew can fire only at ½ normal
to rolling the die. rate.
Range: Min = 15 ", S = 20 ", M = 25 ",
Table 13. Missile Fire Modifiers. L = 30" An artillery crew figure is considered to
be a skirmish unit for the purposes of
Target is in open or skirmish +1 Damage: 2d10 command, movement, and melee.
formation
+2 MV:8" [10.11] SPECIAL ARTILLERY
Target is in woods or behind AMMUNITION.
hedge +4 HEAVY CATAPULT:
+2 Range: Min = 18 ", S = 24 ", M = 30 ", In addition to boulders and arrows,
Target is in building, behind wall, L = 36" field artillery can be used to fire a variety
or in Shield Wall formation +3 Damage: 2dl2 of items, ranging from glass balls filled
+2 MV: 4" with green slime to magical items of
[11.6] +5 destruction. It is the using player's
Missile-using troops are mounted B. Ballistae. responsibility to work out details of all
Missile-using troops are using such special ammunition with the referee
A ballista can fire every Game Round. It or other players before the game begins.
Indirect Fire must be able to trace a straight line of
Target is at Medium Range* sight to its target, and cannot use indirect unit is removed because the steeds were
Target is at Long Range* fire. A ballista's target is always all killed. Think twice before mounting
kobolds on dragons!
11.0
[11.2] RATING CAVALRY.
SPECIAL MOVEMENT
The AR, HD, AC, MV, and Dmg of
Special movement in the Intermediate Game includes cavalry are determined in the following
cavalry, chariots, shield walls, set spears and pikes, and manner.
terrain effects on movement.
AR: Rider's AR.
A. CAVALRY AND more creatures that carry one or more HD: Average of the rider's HD and the
human, demi-human, or humanoid
CHARIOTS passengers. The passengers are the mount's HD; round up.
primary fighters, and the creatures AC: The poorer AC of rider or mount.
[11.1] DEFINITION OF TERMS. pulling the chariot serve first as MV: Mount's MV.
transportation and second as fighters. Dmg; Add the damage done by mount
Cavalry are human, demi-human, or
humanoid creatures riding faster, larger Each cavalry or chariot figure fights as and rider.
creatures into battle. The riders are the a whole. If either the rider or the steed is SA, SD: Special abilities possessed by
primary fighters, and the mounts serve killed, the entire figure is considered
first as transportation and second as unable to fight, and is removed. either rider or steed can be used.
fighters. Cavalry mounts include horses, Special defenses apply only if they
wargs, giant boars, elephants, EXAMPLE: A unit of drow elves is
mammoths, dinosaurs, and any creature riding nightmares. The unit is hit with a apply to both rider and steed.
that can be mounted and ridden into spell that kills the nightmares, but does
battle. Flying creatures with riders not affect the drow because the drow [11.3] RATING CHARIOTS.
([15.0]) are considered to be cavalry. have Magic Resistance. Although the
drow survived the attack, the cavalry The AR, HD, AC, MV, and Dmg of
Chariots are vehicles pulled by one or chariots are determined in the following
19
manner: "break-through" attacks (see [7.14] above. It gives no bonus to AC against
CHARGE.) artillery.
AR: Average of all passengers and
creatures pulling the chariot, Weapons that do double damage in a A unit in shield wall formation can be
rounded in favor of the chariot. charge also do double damage in a placed so that it is in a circular or square
cavalry or chariot charge. shape with the shields facing outward, in
HD: Average HD of all creatures this case, the unit has no flank or rear
pulling the chariot plus average [11.5] CAVALRY AND CHARIOTS IN sides, and the bonuses to AC apply to
HD of all passengers. MELEE COMBAT. attacks coming from any direction.
However, a unit in this formation cannot
AC: Average AC of passengers and Only one attack roll is made for an move. Note that to enter a 4-sided
pulling creatures, plus bonus of -2. attack by cavalry or chariots. When formation, some figures must have
adding together the damage done by enough movement to turn and face the
MV: 2/3 of the MV of the creatures riders, passengers, mounts, and creatures rear of the unit.
pulling the chariot. pulling the chariot, use the same die roll
to determine number of hit dice of If the shield wall only protects the
EXCEPTION: If the creatures pulling damage caused. front of the unit, the unit can move up to
the chariot have 3 or more times ½ its normal movement rate. The unit
the total HD of the riders, the full B. SPECIAL FORMATIONS can change facing only up to 90 degrees
movement rate of the pulling during any one Game Round. A change
creatures is used. [11.6] SHIELD WALL of facing costs a unit in shield wall
formation its entire movement rate.
Dmg: Add the damage done by all A unit that is in command and in
creatures pulling the chariot and all closed formation at the beginning of the [11.7] SET SPEARS/PIKES.
passengers. unit's Movement Phase, and that is
equipped with large shields, can declare a A unit that is in command and in
SA, SD: Special abilities possessed by Shield Wall before the unit moves. closed formation at the beginning of the
either riders or steeds can be used. unit's Movement Phase, and that is
A Shield Wall gives a unit a bonus of 4 equipped with spears or pikes, can
Special defenses apply only if they to AC against all normal missile attacks, declare a Set Spears/Pikes before the unit
apply to all creatures forming the and a bonus of 2 to AC against melee moves.
chariot. attacks. It only gives the bonus for
attacks that hit the front of the unit; it A Set Spears/Pikes formation does
[11.4] CAVALRY AND CHARIOT gives no advantage to attacks from the double damage to any enemy unit that
CHARGES. flanks and rear of the unit, or from charges the formation. In this formation,
Charging cavalry or chariots receive a
bonus of -2 to AR for that Game Round
unless the defending unit is in Set
Spears/Pikes formation. This includes
PART 4 conditions or darkness to be in effect.
If there is someone in the battle who
THE ADVANCED GAME
has the power to affect the weather, roll
The Advanced Game allows you to use the full range on Table 15 below to determine weather
of options available in the AD&D® and D&D® games. conditions at the start of the game.
Magic, flying, weather, night battles, and special CASES
monsters are all available. Finally, the Advanced Game
provides special campaign rules to allow full integration [12.1] INITIAL WEATHER
of the BATTLESYSTEM™ game into your role-playing CONDITIONS.
campaign. Battles are always assumed to take
place in moderate weather unless the
12.0 specific scenario or your campaign
specifies otherwise. In the latter case, the
WEATHER CONDITIONS scenario rules or your referee will specify
AND NIGHT BATTLES what the weather conditions are, and
what their effect is on battle. Otherwise,
roll 1d6 three times and check Table 15
for initial weather conditions.
Table 15. Initial Weather Conditions.
Humidity Temperature Wind
Weather is only used in the game when there is at least 1-2 = Clear 1 =Hot 1-2 = Calm
one person or monster with power to control weather. 3-4 = Partly 2-3 = Warm 3-4 = Light
Night battles take place only when called for by a special 4-5 Cod
Cloudy 6 = Cold Wind
scenario. 5-6 = Cloudy 5-6 = Strong
Wind
PROCEDURE are always assumed to be favorable and [12.2) EFFECT OF WEATHER
the battle is assumed to in the daytime. CONDITIONS.
If no one in the battle has the power to However, an individual scenario or your
affect the weather, weather conditions campaign may require specific weather None of the initial weather conditions
in Table 15 have any combat effect
20
enemy losses are removed immediately, be in closed formation in the woods. Some scenarios may specify that a
before the enemy unit gets its return OBSTACLES (streams, walls, fences, specific river is fordable, or allow
attack (only the surviving figures may other exceptions to this rule.)
attack). If the enemy unit is in closed gulleys, etc.): Penalty of 1/3 to normal
formation, however, it can fill in any movement, no charge possible [11.9] TERRAIN EFFECTS ON
losses in the front line from the rear through obstacles. A unit in closed COMBAT.
ranks before making its attack. formation goes immediately to open
formation when crossing an obstacle, Units in woods can only use missile
Entering a set spears/pikes formation but there is no movement penalty for fire if they are at the edge of the woods
costs 1/3 of a unit's movement rate. The this change of formation. and shooting out of the woods. Missile
formation can be set to defend any and fire cannot be used at units in the woods,
all sides of a unit. However, if a 4-sided ELEVATION: Penalty of 1/3 ofa unit's but can be used against units at the edge
formation is used, some figures must movement rate to move up 10 feet of of the woods. (If they can fire out, they
have enough remaining movement to elevation (hill, etc.). Units may not can be hit.)
turn and face the rear of the unit. charge uphill.
Elves and other woodland creatures
C. TERRAIN EFFECTS ROUGH TERRAIN: Penalty of ½ of can sight and cast spells up to 6" in
a unit's movement rate. Dwarves, hill woods; all other creatures can sight and
[11.8] TERRAIN EFFECTS ON giants, and other mountain-bred cast spells only up to 1".
MOVEMENT. creatures ignore this penalty. Units
cannot be in closed formation in Certain terrain protects creatures
Table 14. Terrain Effects on rough terrain. against missile fire, as listed in Table 14:
Movement. Missile Fire Modifiers.
SWAMPS: Penalty of ½ to normal
CLEAR TERRAIN: Full normal movement. Lizard men, sahuagin, If a unit in a ditch, gulley or trench;
movement. lacedons, and other swamp fording a stream; or in a swamp attacks a
inhabitants ignore this penalty. Units unit at the edge of the ditch, gulley, or
ROAD: Bonus of 1/3 to normal cannot be in closed formation in trench; at the edge of the stream; or at
movement. To use a road, the entire swamps. the edge of the swamp, it receives a + 4
unit must be on the road, and the unit penalty to AR as long as that condition
must stay on the road for the entire RIVERS, PONDS, LAKES: Units can holds true.
move. never enter these terrain features
unless entirely made of aquatic or THIS ENDS THE INTERMEDIATE
WOODS: Penalty of 1/3 to normal amphibious creatures. Such creatures GAME SECTION. USING THESE
movement. Woodland creatures move their full normal movement rate RULES, YOU MAY NOW PLAY THE
(elves, halflings, treants, sylphs, etc.) in water. Units cannot be in closed INTERMEDIATE SCENARIO, "BATTLE
ignore this penalty. No unit can ever formation in water. (SPECIAL NOTE. OF THE BORDERLANDS"
whatsoever. They are used only to * Size M and L creatures cannot fly, Rulebook, p. 49). It lasts for 1-10 turns,
determine what weather conditions such except for those from the Elemental Plane arriving on the battlefield from a random
spells as control weather can create. In of Air. All maneuverability classes are direction. It travels in a random direction
the AD&D® game, use the table in the worsened by 1. (determine each Game Round) for a
AD&D® Players Handbook, p. 52, to * * No creatures can fly, except those movement rate of 36". If it leaves the
control what weather conditions can be from the Elemental Plane of Air. All battlefield, it does not return.
obtained. Of course, your campaign or maneuverability classes are worsened by
the specific scenario might have different [12.4] WEATHER MAGIC.
weather conditions available. D&D® GAME NOTE: If you are
using the Companion Set of the Weather spells are governed by the
Use Table 16 to determine the effect of D&D® game, use the spell effects and rules for magic [14.0]. If two or more
certain weather conditions on the battle. radius described in the spell Weather control weather spells are used to create
Control, located on p. 21 of the the same condition, then the onset time
Table 16. Effect of Weather Player's Companion, instead of Table for the weather is ½ normal; if two
Conditions. 16. However, flight penalties remain control weather spells are used to create
conflicting conditions, then both spells
FOG*: Visibility limited to 12". as in Table 16. cancel out. If a control weather spell is
HEAVY FOG**: Visibility limited to 6 ". used to reinforce current weather
RAIN*: Visibility limited to 24"; all [12.3] SPECIAL WEATHER conditions, then it takes two or more
CONDITIONS. control weather spells acting together to
missile attacks + 1 to AR. overcome it.
DOWNPOUR**: Visibility limited to A. Temperature Extremes.
The druidic spell predict weather will
12"; all missile attacks + 2 to AR. Creatures defined as having a penalty reveal the action of any control weather
HAILSTORM**: Visibility limited to against cold- or heat-based attacks suffer spells currently operating, even if the
a -1 penalty to morale in unfavorable weather condition has not yet arrived.
9"; missile attacks impossible. extreme weather conditions, and receive
GALE*: All missile attacks + 2 to AR. an additional hit dice of damage for each All weather magic must be cast either
attacking enemy figure. before the battle begins or during the
STORM**: Visibility limited to 24"; all Missile and Magic Phase.
missile attacks impossible. B. Tornadoes.
[12.5] NIGHT BATTLES.
HURRICANE/TYPHOON**: Visibility A magically-summoned tornado is
limited to 12"; all missile attacks treated like a 16 HD air elemental in If a battle takes place at night, all
impossible; all non-magic weapons whirlwind form (see AD&D® Monster missile-using troops without infravision
+ 3 to AR; movement penalty of 3/4. Manual, p. 37 or D&D* Expert Set shoot at + 2 to AR. Visibility is restricted
to 12" even with infravision; no attacks
SNOW*: Visibility limited to 18"; all 21 are possible beyond that range.
missile attacks + 2 to AR;
movementpenaltyof1/3.
HEAVY SNOW**: Visibility limited to
9"; all missile attacks impossible;
movement penalty of 2/3.
13.0 Morale Check, in addition to any other
Morale Checks that must be made.
SPECIAL CREATURE
ABILITIES Modify the unit's morale by -1 if the
check is caused by a dragon or a creature
Many of the monsters in the AD&D® and D&D® of 12 + HD. Modify the morale by +1 if
games have special abilities. the check is caused by an illusion of a
creature that causes awe or fear.
PROCEDURE throw against poison in the
BATTLESYSTEM™ game, even if one is If a divine being (gods and demigods
All special abilities and limitations of permitted. SPECIAL NOTE: This rule only) with a charisma of 19 or higher
creatures must be determined before play applies even if the poison only does extra appears on the battlefield, all forces
begins. For monsters in official AD&D® damage, rather than causes death. within sight on both sides are
and D&D8 game publications, the automatically affected by the god's awe
published information should be used. [13.3] INVULNERABILITY. power. (Awe power is defined in Legends
For new monsters, you must agree what & Lore (formerly the DEITIES &
the abilities and limitations are before Some creatures are hit only by magic DEMIGODS™ Cyclopedia), p. 7.) Awe
play begins. A referee is extremely useful or silver weapons, have a shield spell or power stuns affected creatures into
for resolving problems. globe of invulnerability, or possess other inaction as long as the deity is present.
protection against harm. There is no saving throw.
CASES
If a unit ends a Melee Phase in [13.7] BREATH WEAPONS.
[13.1] COMBAT BONUSES AND base-to-base contact with an enemy
PENALTIES. figure or unit it cannot possibly harm, it Breath weapons use the rules for
makes an immediate Morale Check in magical artillery. See [14.5] for
If a creature has a penalty or benefit addition to any other checks that may calculating damage. Range is as defined
under certain circumstances (e.g., -1 to have to be made in that phase. in the official AD&D® or D&D® monster
hit in daylight, or -4 to AC against description, but area of effect is as
giants), the adjustment applies whenever [13.4] PARALYSIS. defined in [14.2].
the circumstances occur. Make AR and
AC adjustments before the dice are Any damage caused by a figure or unit Breath weapons are normally used
rolled; make damage adjustments after that paralyzes upon touch causes any during the Missile and Magic Phase.
the dice have been rolled. Each + or - enemy units in base-to-base contact with They can be used as split-fire or as
equals one column shift on the Combat it to become paralyzed. pass-through fire if desired.
Results Table per attacking figure to the
total hit dice of damage done. Paralyzation attacks never cause [13.8] REGENERATION.
EXAMPLE: If the result is 3D6 of damage wounds; if any damage is scored,
per figure, and there is a +1 damage fractional unit damage paralyzes an Creatures with this ability can remove
adjustment, the actual number of hit dice entire figure. If the only damage caused a Wound marker from a figure if it goes
of damage is 3 times the result in the D8 by a unit is to paralyze, use the D4 for two Game Rounds without
column (1 column shift to the right). column on the CRT to calculate how participating in combat. When
many HD of enemy figures are regenerating creatures are killed, place a
[13.2] POISON. paralyzed. Any damage (no matter how second Wound marker on the figure and
small) that affects a single figure requires leave it on the battlefield. Two Game
There are two types of poison: poison an immediate saving throw for that Rounds later, one Wound marker is
that causes paralyzation or figure (if allowed). removed and the figure can move and
immobilization, and poison that causes fight normally. If an enemy figure is
extra damage or death. [13.5] LEVEL DRAINING. within 1" of the "dead" regenerating
creature, the creature cannot regenerate.
Poison that causes paralyzation, Creatures engaged with level-draining A single figure can prevent two
immobilization, or similar effects is opponents at the end of a Melee Phase regenerating creatures from healing if it is
within 1" of each such figure.
resolved as in [13.4] PARALYZATION or must make an immediate Morale Check
[14.6] CHARM, HOLD, AND with a -2 penalty, in addition to any Damage caused by fire and acid
TEMPORARY IMMOBILIZATION. other checks that must be made. attacks does not regenerate unless the
creature description says otherwise.
Poison that causes extra damage or When level-draining creatures engage
death is treated as extra dice of damage, in melee combat, they do double [13.9] UNDEAD AND MINDLESS
using the same dice roll as the damage.
conventional attack(s) made during that CREATURES.
phase. If the poison is defined as weak, [13.6] AWE AND FEAR (AD&D® GAME
or the saving throw is made at a bonus, Mindless undead (zombies, skeletons,
shift one column to the right to ONLY). etc.), must be in command in order to
determine the extra damage. If the poison move or fight. They never check morale
is defined as strong, or the saving throw Some creatures, including dragons, or discipline (but must have a morale
is made at a penalty, shift three columns demons, and devils, have the power to rating calculated for them). If a unit of
to the right to determine the extra cause awe and/or fear. The official mindless undead goes out of command, it
damage. If the strength of the poison is monster description for each such continues following its last order: move,
not defined and there is no bonus or creature explains when the effect occurs fight, pursue, halt, etc., regardless of
penalty to the saving throw, shift two and who is subject to it. circumstances. If it is moving, it will
columns to the right to determine the fight any opponents or friendly forces in
extra damage. Do not make a saving If a creature capable of causing awe its path, and move off the tabletop or
and/or fear is on the battlefield, all units over a cliff or into a river or otherwise
that are affected by it and that are within self-destruct if command is not
12 " of it must make an immediate reestablished in time.
22
14.0 to pre-cast, and deduct that time from all
pre-cast spells.
MAGIC
[14.2] GAME SCALE AND AREA OF
Magic is a powerful force in the BATTLESYSTEM™ EFFECT.
game. Magic can be used by spell-casters, by monsters
with spell-like abilities, and by figures and individuals In the AD&D® game, the range of any
possessing magic items. magic spell or item is the range in inches
from the Players Handbook, Dungeon
PROCEDURE BATTLESYSTEM™ Game Round. See Masters Guide, or other source. In the
|9.4] CHARACTERS AS HEROES.) D&D® game, calculate the range of a
Magical spells, spell-like abilities, and magic item or spell in the same way
magic items can only be used during the Spell-casters cannot move during the movement rate is calculated (see [3.1]).
Magic and Missile Phase. Some spells same Game Round in which they cast
and magic items can be used as spells, unless affected by a potion of The casting time, onset time (if any),
pass-through fire. Unless the speed or a haste spell (see [14.7]). Figures and duration of any magic spell or item
BATTLESYSTEM™ rules specify that a using magic items can move ½ their is the same as given in the official
type of spell can be used as pass-through, normal movement rate during the same AD&D® and D&D® game books for that
it cannot be so used. Game Round in which they use the item. spell or item.
Characters with magic wands or rods
Special markers are provided in the who are riding mounts can split-fire like In a BATTLESYSTEM™ game using
game to mark magical effects on the mounted archers. AD&D® rules, the Area of Effect of a
tabletop. Magic markers can be placed magic spell or item is 1" = 10', not 10
on figures, or they can be placed to mark A figure in base-to-base contact with yards. This means that it takes 3 " of area
a spell area of effect on the battlefield. any enemy figure or figures can only use of effect in the AD&D® game to equal 1"
Magic markers are printed in several magic on itself or against the figure(s) of area of effect in the
colors to help you tell the various effects with which it is in contact. A figure can BATTLESYSTEM™ game. Use Table 17
apart. Charm markers are used to use eligible magic as pass-through fire to convert spell areas of effect from the
identify figures under a charm spell or during an enemy Movement Phase before AD&D® game to the BATTLESYSTEM™
similar effect. Invisible markers are used the enemy figure enters into base-to-base game. The column labeled "Figure Base
to designate invisible creatures that have contact with it. Size" is used to determine whether all the
been detected and placed on the board. creatures represented by a single figure
Immobilized markers are used for figures Any figure that represents only one fall in a spell's area of effect.
who have been paralyzed, held, or individual can use whatever magic the
otherwise rendered immobile, but who individual possesses. A figure that In a BATTLESYSTEM™ game using
are not dead. (They are also used for represents more than one individual can D&D® rules, each 30' of area of effect
regenerating creatures.) only use magic if all of the creatures equals 1" on the tabletop.
represented by that figure are capable of
SPECIAL NOTE: The AD&D® and using that spell or item. SPECIAL NOTE: The Figure Base Size
D&D® game spells used in the describes figures in closed or mob
BATTLESYSTEM™ game have been A mob cannot use magic, except for formation only! For creatures in open or
broken down into general categories for innate spell-like abilities. It must be skirmish formation, consider the base
illustration and convenience in successfully Ordered to use such abilities. size to be one size larger.
description. These lists are not complete
or comprehensive, since clever and A skirmish unit can use whatever magic Table 17. Spell Areas of Effect.
creative players will always think of it possesses. A regular unit that is in
unusual uses for even the most command can use whatever magic it AD&D® BATTLESYSTEM™ FIGURE
conventional and simple magic spells. It possesses. A regular unit that is out of
is highly advisable to use a referee when command can use magic if and only if it or SCALE BASE
playing the Advanced Game in order to passes a special Morale Check in order to
resolve confusing or conflicting do so. If the special Morale Check fails, D&D® SIZE
situations. the unit cannot use magic. Units that
"never check morale" are subject to this GAME
A. RULES AND rule. SPECIAL NOTE: Magic weapons
without special abilities can be used by SCALE
REGULATIONS FOR any units without restriction or penalty.
1"/30' 1/2" 1/2"
MAGIC USE All magic (except for magical melee 2"/60' 1" 3/4"
weapons) must be used during the 3"/90' 1" 1"
[14.1] RESTRICTIONS ON MAGIC Movement Phase {as pass-through fire) 4"/120' 1 1/3" 1 1/2"
USE. or during the Missile and Magic Phase. 5"/150' 1 2/3" 1 3/4"
This applies even to melee-like effects 6"/180' 2"
All AD&D® and D&D® game rules (spiritual hammer, cause light wounds, 2"
apply to the use of magic in the etc.). Like missile fire, magical casualties
BATTLESYSTEM™ gameunless are removed at once—they do not get [14.3] SAVING THROWS.
specifically modified by this rulebook. A return attacks as in melee combat.
spell-caster or magic item user can Figures that represent only one
perform the same actions in one Spells can be pre-cast before the battle individual use the normal AD&D® or
BATTLESYSTEM™ Game Round as in begins. The referee or the scenario rules D&D® game saving throws to determine
one AD&D® or D&D® game melee round should specify any limits on spell the effect of spells.
(EXCEPTION: Individual combat takes pre-casting (e.g., no more than 5 spells
place at: the rate of 3 AD&D® or D&D® per side, or beginning only 10 Game Figures that represent more than one
Rounds before the start of the battle, creature also use AD&D® or D&D® game
game melee rounds to 1 etc.). Each player must calculate for each saving throws. Make a separate saving
spell-caster the number of rounds it takes throw roll for each figure in the spell area
of effect. If the saving throw succeeds,
23 the entire figure has saved; if the saving
throw fails, the entire figure has failed.
OPTIONAL RULE: If 20 or more
figures have been affected, you can
optionally have one less than the saving
throw number of figures fail
automatically for each multiple of 20 Delayed Blast Fire Ball (EXAMPLE: ten 4HD ogres are hit by a 6
figures. Make individual saving throws Mordenkainen's Sword HD fireball, and a saving throw is made
for remaining figures. This saves time Bigby's Clenched Fist for the figure. If the check succeeds, the
when a large number of saving throws Incendiary Cloud figure is wounded; if it fails, the figure is
must be made. If you decide to use this Bigby's Crushing Hand removed.)
rule, you must declare it prior to making Explosive Cloud
any saving throw rolls, Meteor Swarm If the spell effect is linear or
Power Word, Blind cone-shaped, the following special rules
[14.4] LINE OF SIGHT. Power Word, Kill apply: A linear effect can do no more
ILLUSIONIST than wound a figure if fired from in front
Any spell or item that acts at a Color Spray of or directly behind the figure. If it is
distance must be able to trace a clear line Prismatic Spray fired from the side against a figure in
of sight from the caster to its intended Etc. closed or open formation, it can cause a
victim. If the line of sight passes through figure to be removed if the damage is
This category includes all spells and sufficient. This restriction applies to the
woods, buildings, walls higher than items that can do damage to one or more first ½ of the range of a cone-shaped
enemy figures. It also includes most spell effect also.
either character, or other obstructions, it breath weapons (see [13.7] BREATH
is broken and the spell caster cannot see WEAPONS). [14.6] CHARM, HOLD, AND
his target well enough to cast the spell. A TEMPORARY IMMOBILIZATION.
unit in closed, open, or mob formation, Spells in this category can be used as
or skirmishers no more than 1" apart, pass-through fire. CLERICAL
also blocks line of sight. Snake Charm
A. Calculating Damage. DRUID
The range from spell-caster to target Entangle
must be calculated after the magical Against individuals, damage is Charm Person or Mammal
determined by normal AD&D® or D&D® Hold Animal
attack is declared. If it is found that the game rules. Against figures representing Hold Plant
range is insufficient, or the line of sight is more than one creature, you must Confusion
obstructed, the spell automatically fails calculate the number of Hit Dice of MAGIC-USER
and is expended. damage done. Charm Person
Friends
It is impossible to target individual All damage that would be considered Sleep
characters in a regular unit in closed or to be D6 or D8 damage on the Forget
mob formation. In all other formations, BATTLESYSTEM™ CRT does the same Ray of Enfeeblement
an individual character can be targeted if number of HD of damage in the Hold Person
not physically blocked by any figure or BATTLESYSTEM™ game. Suggestion
portion of a figure. If it is not obvious Charm Monster
EXAMPLES: A Wand of Fire Balls Fire Charm
whether a character can be targeted, does 6d6 damage in the D&D® game, and Feeblemind
so does 6 hit dice of damage in the Hold Monster
stretch a string or rubber band between BATTLESYSTEM™ game. In the AD&D® Geas
the spell-caster and the target character. game, a magic missile does D4 +1 Repulsion
If the string or rubber band does not Charm Plants
touch any object or figure in the direct damage, and so does 1 HD of damage in Antipathy/Sympathy
path, the character can be targeted the BATTLESYSTEM™ game. Mass Charm
successfully. Maze
In all other cases, first determine the Temporal Stasis
B. TYPES OF MAGIC number of hit points of damage done and ILLUSIONIST
then divide by 4 to determine the number Hypnotism
[14.5] MAGICAL WEAPONS AND of hit dice of damage done. This may Blindness
ARTILLERY SPELLS. involve first rolling dice to determine the Deafness
number of hit points, and then dividing. Hypnotic Pattern
CLERICAL Paralyzation
Spiritual Hammer EXAMPLE: An ice storm does 3dlO Emotion
Sticks to Snakes points of damage. Roll a d10 three times Chaos
Flame Strike (let's say you roll 6, 5, and 3 for a total Mass Suggestion
Insect Plague of 14) and then divide 14 by 4 to get 3 Etc.
Earthquake ½, rounded to 4 HD. (Round ½ and
Holy (Unholy) Word higher fractions up.) Spells in this category can be used as
DRUID pass-through fire.
Shillelagh SPECIAL NOTE: An area of effect
Fire Trap spell affects every creature in that area! If A. Charm.
Call Lightning a fireball does 6 hit dice of damage, a
Pyrotechnics figure representing 10 creatures in the If a charm spell or similar effect is used
Fire Seeds area of effect takes 60 hit dice of damage. against a unit commander or individual,
Fire Storm that commander/individual receives any
MAGIC-USER B. Determining Spell Effect. normal saving throws to which he is
Magic Missile entitled. If the saving throws (if any) fail,
Shocking Grasp If all creatures represented by a figure the charmed commander and his unit fall
Stinking Cloud will die even if they all made their saving under the control of the other side for 1-4
Fireball throws, the figure is automatically + commander's CB (if any) Game
Flame Arrow removed. If ail creatures represented by a
Lightning Bolt figure will live even if they failed their
Cloudkill saving throws, the figure is automatically
Cone of Cold wounded.
Death Spell
Disintegrate. If a saving throw would determine
Otiluke's Freezing Sphere whether a figure lives or dies
24
Rounds. A unit serving a charmed Protection from Lightning figures of either side, and whether the
commander moves during the enemy Protection from Fire enemy was able to detect the invisible
Movement Phase. It cannot be ordered to Anti-Animal Shell figures.
attack units on its side, but it can be MAGIC-USER
moved in any manner the enemy player Protection from Normal Missiles If the player using invisible figures fails
decides, as long as its move is legal. If a Haste to leave enough space among his units
unit following a charmed commander Slow for the invisible figure or figures, the
ends its move in a position in which it Fumble invisible forces are automatically
can be attacked in the flank or rear by an ILLUSIONIST eliminated.
enemy ground unit during the same Dispel Exhaustion
Game Round, the unit must make a Etc. Invisible figures must always operate
Discipline Check. If the unit passes the in skirmish formation.
check, it remains in place; if the unit Bonus and penalty spells improve or
fails, the player owning the figures may lower the abilities of figures. A bonus or If invisible figures enter a detect
make a facing change for all figures in penalty spell used on a figure invisibility spell area of effect, come
the unit at no cost. When the enemy representing a single individual works within range of a true sight spell or a gem
control period ends, the unit "figures according to normal AD&D® or D&D® of seeing, or encounter similar magic,
out" that its commander is acting game rules. A bonus or penalty spell they must be immediately placed on the
strangely, and goes out of command. used on a figure representing more than board. However, they have a -4 AC
one individual or creature must be able bonus as long as they are invisible. In
If a mass charm or similar spell effect to affect all creatures represented by the addition, figures unable to see the
is used against an entire unit, every figure, or else have no effect. invisible figures cannot make magic or
figure in the area of effect that is entitled (EXAMPLES: It takes 10 protection from missile attacks. (SPECIAL NOTE: In the
to a saving throw must make a saving fire spells to benefit a 10:1 figure; but a AD&D® game, the DMG, p. 60, gives a
throw. Each figure that fails falls under single haste spell cast by a 10th level chance to automatically detect invisible
the control of the opposing player for the magic-user could affect all 10 creatures figures based on intelligence and level.)
duration of the mass charm. Such figures represented by the figure.)
move during the opposing player's If an invisible figure attacks, it loses its
Movement Phase, and can move or fight If not all the figures in a unit have been invisibility according to the AD&D® and
in any manner the opposing player affected by the magic, place a Magic D&D® game rules. The enemy may
wishes—including attacking figures on its marker on each affected figure; if all attack the formerly invisible figure
own side. The figure or individual figures in the unit are affected, there is no during that Game Round, but the
casting the mass charm is considered to need for the markers. Remember to write invisible figure retains its -4 AC bonus
be the Unit Commander, and the the nature and duration of the bonus or for the rest of that Game Round. If an
commander's CR is considered to be the penalty on the roster sheet. invisible creature wades a stream, the
range of the spell. Note that it is possible opponent must be told that something
If only part of a unit is affected, that unseen crossed in that location, but the
for a unit to be split and fight itself. part fights separately from the rest of the figure need not be placed on the board.
Place a Charm marker on any charmed unit. The affected figures may still
function as members of the unit, but If an invisible figure comes into
individual or figure. combat rolls and damage are figured for base-to-base contact with any enemy
figure at any point, the invisible figure
B. Hold/Temporary Immobilization. the enchanted and non-enchanted figures must be placed on the board, but gets an
immediate free melee, missile, or magic
When a figure is attacked by a hold or separately. attack. It can then melee normally during
temporary immobilization spell, first Haste spells and potions of speed allow that Game Round. This is an exception
make any saving throw to which the to the rale that prohibits a unit from
figure is entitled. If the saving throw a figure to make its full move and also using missiles or magic and then
fails, place an Immobilized marker on the cast spells/use missiles, or make a double
figure and write down the nature and move, or fire missiles or melee for double performing melee combat during the
duration of the effect. damage.
same Game Round.
A sleep spell can be broken if a [14.8] INVISIBILITY. If an invisible creature is placed on the
friendly figure moves into base-to-base
contact with an affected figure and DRUID board, but its invisibility is not broken,
remains for one full Game Round. On Invisibility to Animals place an Invisible marker on the figure.
the next Game Round, the sleeping MAGIC-USER These figures always have a -4 AC
creatures awake. Invisibility bonus. Please note that such AD&D®
Invisibility 10' Radius game spells as improved invisibility and
Paralyzed creatures must have their Mass Invisibility psionic invisibility give exceptions to
paralyzation broken by magic or wait ILLUSIONIST some of the rules. In dealing with
until the effect wears off. Improved Invisibility invisibility, use the spell descriptions to
Etc. govern effects.
[14.7] BONUSES AND PENALTIES.
It is highly recommended that you use If you are not using a referee, place
CLERICAL a referee when using invisibility magic in invisible figures on the board with an
Bless the BATTLESYSTEM™ game. Invisible marker on them. They cannot
Protection from Evil be attacked unless they are detected by
Resist Cold A figure or group of figures that are enemy forces. All other rules related to
Sanctuary invisibility apply.
Chant invisible are not placed on the board.
Resist Fire Instead, the player controlling them [14.9] AWE AND FEAR.
Prayer
Survival writes down their initial position and CLERIC
Protection from Evil 10' Rad. Fear
DRUID records direction and length of each MAGIC-USER
move, then shows the referee what is Scare
Etc.
going on.
The referee determines whether the
move is legal, whether the invisible figure
or figures came into contact with any
25
A figure confronted with a spell effect Commune next Game Round, he must move
causing awe or fear may make a saving according to what he declares, regardless
throw if permitted. If the saving throw True Seeing of changing circumstances.
fails, the unit either routs or is stunned, Find the Path
according to the spell effect. SPECIAL NOTE: Heroes and any
Speak with Monsters commander with magic resistance or
[14.10] CREATE TROOPS. Stone Tell other protection against ESP detection,
DRUID or magic are immune to information
CLERIC Detect Snares and Pits magic, even a wish. A player never has
Animate Dead to reveal the whereabouts, capabilities,
Aerial Servant Locate Animals or intentions of such heroes or
Animate Object Locate Plants commanders in response to information
Conjure Animals
Gate Commune with Nature magic.)
DRUID MAGIC-USER
Summon Insects [14.12] MAGICAL DEFENSES.
Animal Summoning I,II,11I Comprehend Languages
Conjure Fire Elemental Identify CLERIC
Conjure Earth Elemental Blade Barrier
Animate Rock Detect Invisibility Barrier
Creeping Doom Word of Recall
MAGIC-USER ESP DRUID
Find Familiar Barkskin
Unseen Servant Clairaudience Feign Death
Monster Summoning I-VII Clairvoyance Repel Insects
Conjure Elemental Infravision Anti-Plant Shell
Mordenkainen's Faithful Hound Wizard Eye Anti-Animal Shell
Invisible Stalker Contact Other Plane MAGIC-USER
Cacodemon Glassee Feather Fall
Clone Lore Hold Portal
Create Magical Monster Legend Lore Shield
Gate ILLUSIONIST Mirror Image
ILLUSIONIST True Sight Rope Trick
Shadow Monsters Detect Illusion Blink
Demi-Shadow Monsters Vision Leomund's Tiny Hut
Summon Shadow Etc. Fire Shield
Shades Minor Globe of Invulnerability
Etc, A. Detection. Bigby's Interposing Hand
Created or summoned troops can be Detection spells work according to Anti-Magic Shell
brought into play using the above spells, normal AD&D® and D&D® game rules. Bigby's Forceful Hand
or such magic items as the Horn of
Valhalla (AD&D® game). B. Information. Globe of Invulnerability
Guards & Wards
Illusions that do "killing" damage Most information spells work Bigby's Grasping Hand
actually only put their victims into a according to normal AD&D® and D&D® Duo-Dimension
cataleptic state. A shadow monster or game rules. However, such spells as Statue
related spell does real melee damage. augury, divination, vision, and even wish Mind Blank
However, if it has a special killing ability Serten's Spell Immunity
(e.g., a death ray), and the attacked used as an information spell pose special Prismatic Sphere
figures have made a saving throw, then ILLUSIONIST
the special killing ability only puts its problems. Blur
victims into a cataleptic state, just like a Questions may be asked of the referee Prismatic Wall
normal illusion. Etc.
or opposing player, according to the
[14.11] DETECTION AND nature of the question and of the spell. If Defensive magic works according to
INFORMATION. there is a chance that the answers may be
false, the referee rolls the dice in secret, the AD&D® and D&D® game rules.
CLERIC and tells the person who is to answer the Defensive spells used for offensive
Detect Evil question whether or not he must tell the purposes (a blade barrier, for example)
Detect Magic truth. may require decisions by a referee. It is
Augury the responsibility of the casting player to
Detect Charm Any question on the order of "Who keep track of the effect and duration of
Fired Traps will win the battle?" cannot be answered. the spell.
Know Alignment If the answer to any question is
Speak with Animals unknown, or if the question cannot be The spell mirror image eliminates
Locate Object answered, the questioner gets no damage in proportion to the number of
Speak with the Dead information and the question is duplicates generated by the spell.
Detect Lie expended. EXAMPLE: A figure has cast mirror
Divination image and created three duplicates of
Neutralize Poison Questions about the actions of the itself. If the figure receives 40 HD of
Speak with Plants other side have special limits: a player damage, it takes only 10 HD, since each
Tongues can only discover what an enemy unit or of the duplicates also took 10 HD of
units will do on the following Game damage (each duplicate disappears after
Round. If a wish or vision spell is used, taking damage).
the maximum information that can be
obtained is either (a) what forces and Spells in this category can be used as
capabilities one enemy brigade has (the pass-through fire.
questioned player must show the asker
Army Roster Sheets for one brigade, or
(b) where the units and commanders of
any one brigade will move during the
next Game Round. If a player is forced to
declare where his units will move on the
26
[14.13] MOVEMENT. must first make a Morale Check to see if Transmute Rock to Mud
they try to disbelieve, and then make a Dissolve
CLERIC saving throw against the illusion. If some Wall of Fire
Astral Spell forces successfully disbelieve an illusion,
Travel all forces that failed their Morale Check Wall of Thorns
Wind Walk get to make a saving throw next Game MAGIC-USER
DRUID Round. Web
Plant Door Dig
Pass Plant If an illusion is missing an expected Wall of Ice
Transport via Plant sensory component (for example, sound),
Transport through Plants the figures that must check morale do so Wall of Force
Chariot of Sustarre at +1 for that check only. If you are Hallucinatory Terrain
MAGIC-USER using a referee, the referee can optionally Distance Distortion
Spider Climb assign an additional bonus or penalty of Wall of Iron
Jump 1 to the Morale Check based on his Wall of Stone
Levitate judgement as to whether the illusion is Move Earth
Fly particularly appropriate or inappropriate ILLUSIONIST
Dimension Door to the situation. Wall of Fog
Passwall Fog Cloud
Teleport (EXAMPLE: An illusion of dragons Etc.
Phase Door when dragons are known to be part of
Etc. the army, or of quicksand when there is Terrain/troop modification and
quicksand known to be on the concealment spells are of two types:
Movement spells work according to battlefield, are particularly appropriate. illusions and real changes. Illusionary
the normal AD&D® and D&D® game On the other hand, an illusion of a good modifications are treated like other
rules. demi-god fighting on the side of evil illusions. Whether the modification is
creatures, or of Demogorgon suddenly real or not, place terrain pieces, counters,
Movement spells (including teleport as appearing in the midst of an army of or figures on the tabletop to show the
an innate ability), must always be used in elves, is particularly inappropriate.) effect. Place Magic markers to simulate
the Missile and Magic Phase. temporary effects. To simulate a wall of
If troops or heroes try to disbelieve fog or similar obscurement spell, you can
[14.14] ILLUSIONS. something that is real, they automatically use a Dungeon Masters Screen to conceal
the troops hidden by the wall. Until the
DRUID fail any saving throws that might apply wall dissipates, all movement behind the
Hallucinatory Forest against that real object. wall cannot be seen by the enemy player.
MAGIC-USER
Dancing Lights B. Casting. [14.16] REGENERATION AND
Ventriloquism MAGICAL HEALING,
Audible Glamer All illusion magic must be cast during
Fools Gold the Missile and Magic Phase. If the CLERICAL
Leomund's Trap casting player elects, he can delay the Cure Light Wounds
Nystul's Magic Aura appearance of of the illusion until a later Slow Poison
Phantasmal Force phase (for example, to simulate a Cure Blindness
Hallucinatory Terrain different type of spell) in the current or Cure Disease
Massmorph next Game Round. Cure Serious Wounds
Distance Distortion Cure Critical Wounds
Project Image All illusions are three-dimensional Cureall
Simulacrum unless otherwise stated. Place figures or Raise Dead Fully
ILLUSIONIST terrain pieces on the battlefield to Restore
Change Self represent illusions. Neutralize Poison
Improved Phantasmal Force Raise Dead
Phantasmal Killer If an illusion is used to conceal Heal
Spectral Force something (e.g., an illusion of solid Regeneration
Shadow Door ground covering a trench), the first rank Resurrection
Shadow Magic automatically falls in and the second Etc.
Demi-Shadow Magic rank must make saving throws vs.
Permanent Illusion Paralyzation to avoid falling in. The Curative magic used on a figure
Programmed Illusion third and subsequent ranks do not fail in. representing a single individual works
Veil according to normal AD&D® or D&D®
Etc. In order to increase the "realism" of game rules.
illusions, place cut-outs, counters, or
A. Saving Throws. miniatures on the tabletop to show what When curative magic is used on a
is "seen." figure representing more than one
The owning player must decide when creature that currently has a Wound
any of his forces will check to see if [14.15] MODIFICATION AND marker, it has the following effects:
something is illusory. If the owning DISGUISE OF TERRAIN, TROOPS,
player does not state that his forces are ETC. A cure light/serious/critical wounds
trying to disbelieve an illusion, his forces spell cures 1 HD of damage for every
DRUID level of the spell. A heal, regeneration,
do not get a saving throw. Pass without Trace restoration, or resurrection spell cures 2
If the owning player decides to have Tree HD of damage for every level of the
Obscurement spell. If the total damage cured by such
his forces check, all 1:1 ratio figures on Hallucinatory Forest magic is equal to ½ the HD of a figure,
his side automatically make saving Pyrotechnics its Wound marker is removed.
throws. All 2:1, 5:1, and 10:1 figures Trip
Plant Growth
Snare
27
Raise dead can bring a single feeblemind, finger of death, enlarge, Wish
individual back to life, but that ILLUSIONIST
individual cannot fight for the rest of the polymorph, power word stun, Otto's Gaze Reflection
battle. Place an Immobilized marker on irresistable dance, power word blind, Misdirection
any such individual or figure. magic jar, trap the soul, and imprison-
ment (and their D&D® game equivalents) Continual Darkness
A limited wish or alter reality spell can can be used as pass-through fire. Dispel Illusion
remove one Wound marker. A wish spell Non-Detection
can remove two Wound markers or bring [14.18] SPECIAL EFFECTS. Minor Creation
any one figure back to life. Major Creation
CLERIC Alter Reality
If the healing magic cures a number of Create Water
hit points rather than a roll of hit dice, Light Etc.
determine the number of hit points cured Purify Food and Drink
and divide by 4 to determine the number Silence 15' Rad. The official AD&D® and D&D® game
of hit dice restored. Continual Light spell descriptions define the normal use
Create Food and Water of these spells. The referee must rule on
[14.17] SPELLS THAT ONLY AFFECT unusual or particularly creative applica-
INDIVIDUALS. Dispel Magic tions of these spells.
Glyph of Warding
CLERIC Lower Water The spells wish, limited wish, and alter
Command Dispel Evil reality pose special problems. The referee
Hold Person Part Water must apply the literal wording of the
Feign Death Striking wish (regardless of what the player actu-
Remove Curse Symbol ally meant), and then decide whether the
(Curse) DRUID desired effect is compatible with other
(Blindness) Faerie Fire spells of the same level. (Remember, a
(Cause Light Wounds) Purify Water wish is only a 9th level magic spell—not
(Cause Serious Wounds) Heat Metal a grant of infinite power!)
(Cause Critical Wounds) Produce Flame
Exorcise Warp Wood A wish spell can cancel out another
Atonement Stone Shape wish spell.
Plane Shift Water Breathing
Quest Produce Fire Any use of a wish is subject to the
(Slay Living) Animal Growth ruling of the referee. If the use of a wish
(Harm) Turn Wood
(Energy Drain) MAGIC-USER spell is disallowed, the wish is still
(Wither) Affect Normal Fires expended.
(Destruction) Burning Hands
DRUID Erase [14.19] CLERICS AND UNDEAD.
Animal Friendship Mending
Feeblemind Message If a cleric successfully turns undead, a
Finger of Death Push minimum of one figure is automatically
Transmute Metal to Wood Read Magic routed, even if the cleric did not turn
Enlarge Tenser's Floating Disc sufficient hit dice to equal one entire
Jump Floating Disc figure. A cleric can keep attempting to
Strength Write turn a unit of undead once per Game
MAGIC-USER Darkness 15' Rad. Round until an attempt is failed. After
Polymorph Other, Self, Any Object Knock that, the cleric cannot attempt to turn
Shatter any more undead in that particular unit,
Geas Wizard Lock although he may attempt to turn the
(Flesh to Stone) Explosive Runes same kind of undead in a different unit.
Tenser's Transformation Enchanted Weapon
Power Word, Stun Extension I,II,III, etc. If a cleric's power is such that he auto-
Otto's Irresistable Dance Fire Trap matically destroys undead, he destroys a
Dance Rary's Mnemonic Enhancer minimum of one figure of undead, even
Power Word, Blind Airy Water if he did not destroy sufficient hit dice to
Magic Jar Leomund's Secret Chest equal one entire figure.
Trap the Soul Telekinesis
Imprisonment Enchant an Item If an evil cleric turns undead, he can
ILLUSIONIST Lower Water sometimes make them enter his service
Shape Change Spiritwrack (see DMG, p. 65). Such undead fall
Etc. Stone to Flesh instantly under the command of that
Sword cleric, and follow his orders without
These spells are mostly for use by Drawmij's Instant Summons question until they are killed, turned by
individual Heroes and commanders Limited Wish
against enemy Heroes and commanders, Reverse Gravity an evil cleric on the other side, or move
or for additional defense. A creative Vanish out of the cleric's CR. The same rules
player can find many uses for such spells. Clone apply to avengers (D&D® Companion,
A referee is needed to decide on unusual Glassteel book 1, p. 18).
uses for these spells. Permanency
Symbol [14.20] MAGIC ITEMS.
The AD&D® game spells command, Time Stop
hold person, feign death, blindness. Magic items are handled in the same
28 way as the spells they most closely
resemble. Certain magic items have a
specific effect in the BATTLESYSTEM™
game:
Ring of Human Influence (AD&D®
game only): gives a commander a +1
Charisma bonus. Rod of Ruling (D&D® game only): [14.22] BARD POWERS. (AD&D®
Rod of Rulership (AD&D® game only): gives any commander who wields it a GAME ONLY)
+ 2 to Charisma.
gives a commander a + 2 Charisma A bard's singing can raise the morale
bonus. [14.21] PSIONICS. of friendly figures in his CR by + 1. Only
one bard can provide this morale bonus
Drums of Panic (AD&D® game only): All psionic powers and attack modes to any single figure at a time.
forces an immediate Morale Check for operate as the spell-types they most
every enemy unit with at least one figure closely resemble. Psionic vs. psionic A bard cannot sing and command at
in range of the effect. combat can only take place between the same time unless he is singing sugges-
Heroes and commanders. Psionic invisi- tions to charmed troops.
Sphere of Annihilation (AD&D® game bility cannot be detected using the table
only): all figures must stay 2" away from in DMG, p. 60. Telempathic projection suffers a + 2 AC penalty.
it. If it is moved during the Missile and can raise or lower enemy or friendly When a unit in flight fires missiles,
Magic Phase, it will "push" all figures morale by 1 point.
that come within 2" of it out of its way. treat short range as medium and medium
range as long. EXCEPTION: Units using
Rod of Victory (D&D® game only): fly spells or carpets of flying suffer no
raises the morale of its entire side by 1. penalties.
15.0 If a figure flying with wings receives
any hit dice of damage (even if the
FLYING MOVEMENT damage is not sufficient to cause a
AND COMBAT wound), it must land immediately. It
may move 1/3 its normal movement rate
Creatures who have natural or magical flying ability (even if it had already moved its full
greatly increase the options available to the movement rate during the same Game
Round) in landing, but must be on the
BATTLESYSTEM™ Game commander, but also greatly ground at the end of its move. This does
complicate his job. not apply to figures with innate or
magical flying ability.
PROCEDURE movement rate maneuvers at one
category better than normal. A flying figure with a Wound marker
Basic rules on flying movement and cannot take flight again. A flying figure
combat for the AD&D® game are listed There are three altitudes for flying that was forced to land because it
in the DMG, pp. 49-53. Those rules creatures: low (30', or 1"), medium received damage but did not receive a
apply in the BATTLESYSTEM™ game (120', or 4"), and high (240', or 8"). Use wound can take to the air again on the
except as specifically noted below. For the appropriate Altitude marker to show following Game Round.
the D&D® game, use the rules given the height of flying creatures. (You can
below only. also stack flying creatures on dice, or [15.4] BOMBING.
otherwise mark them for easy visual Flying creatures can carry boulders or
CASES reference.) Flying creatures on the
ground do not need a marker. other "bombs." This gives them a
[15.1] MOVEMENT. maneuverability class one worse than
It takes 1/3 of a figure's flying normal. For every man-sized weight
The movement rate of flying creatures movement rate to rise one altitude level. equivalent in "bombs" dropped, 2d6
(both natural and magical) are the same There is no movement cost to descend damage is caused. Regardless of a
as for the AD&D® game. Calculate flying any number of levels. victim's armor class, a bomb dropped
movement rates in the D&D® game in the from low altitude hits as if the victim
same way as ground movement rates. Most flying creatures can, of course, were AC 10, a bomb from medium
Also list the Maneuverability Class fly higher than 240'. However, 8 " is the altitude hits as if the victim were AC 8,
(AD&D® game only) for the creature on upper limit of the battlefield. A flying and a bomb from high altitude hits as if
the Army Roster Sheet. creature that flys higher than 8" has left its victim were AC 4.
In the D&D® game, creatures smaller the battlefield and is removed from play. If magical or special "bombs" are to be
than man-sized can change direction up (Note that a flying creature can escape by used, the referee or other players must
to 180 degrees per Game Round. flying up.) define their effects in advance.
Man-sized flying creatures can change
direction up to 90 degrees per Game OPTIONAL RULE: In a primarily or
Round. Flying creatures significantly exclusively flying battle, you can change
larger than man-sized can change the definition of altitude levels or create
direction up to 45 degrees per Game additional levels to increase the
Round. Magical devices, spells, three-dimensional battlefield.
spell-effects, or innate magical abilities
permitting flight (such as those possessed [15.2] FORMATIONS.
by air elementals) allow changes of
direction up to 180 degrees per Game Flying units must be either in open or
Round. This replaces the AD&D® game skirmish formation when flying. A flying
Maneuverability Class. unit that is otherwise entitled to do so
can go into closed formation on the
Mounted flying creatures maneuver at ground.
one category worse than normal. A
creature flying at ½ or less its maximum [15.3] COMBAT.
When a unit in flight attacks a unit on
the ground, the unit on the ground
29
16.0 You can also use this section to create
two armies that are roughly equal in
CAMPAIGN RULES order to just fight a battle.
The BATTLESYSTEM™ game can be played in the A. Power Levels.
context of a grand AD&D® or D&D® role-playing
campaign. The special Campaign Rules are used for that The following Power Levels govern the
type of game and the amount of magic
purpose. that can be used.
CASES individual combat in which he BASIC GAME: Only Basic Game
participated. rules are allowed; forces that have
[16.1] RECOVERING CASUALTIES. Intermediate or Advanced Game abilities
If a Brigade Commander is capable of cannot use them.
The "kills" in a BATTLESYSTEM™ earning experience (even if his
battle represent actual kills, wounds that subordinate commanders and troops INTERMEDIATE GAME: Only Basic
immobilize or disable, and routed or cannot), he receives 25% of the XP Game and Intermediate Game rules are
fleeing characters. earned by each subordinate Unit allowed; forces that have Advanced
Commander (or what that Unit Game abilities cannot use them.
If you are playing a campaign battle, Commander would earn if capable of
you can recover some of your "killed" earning experience), and 25% of the XP ADVANCED GAME/LOW
forces when the battle is over. earned by each subordinate skirmish or MAGIC: In the AD&D® game, all
mob unit, as well as any XP earned BATTLESYSTEM™ rules are allowed;
On that part of the battlefield your through individual combat. spells and spell effects higher than 2nd
forces hold when the battle is over, you level are not permitted; no magic item
can recover 2/3 of the "dead" troops. You If an Army Commander is capable of worth 1,200 XP or more is permitted. In
can also recover 2/3 of any forces routed earning experience, he receives 50% of the D&D® game, all D&D® Basic Game
off the tabletop (the remainder are what each of his Brigade Commanders rules and items are permitted.
assumed to have run away, never to earn (or would earn if they could earn
return). experience points), in addition to any XP ADVANCED GAME/MEDIUM
earned through individual combat. If an MAGIC: In the AD&D® game, all
You can also take prisoner 1/3 of the Army Commander has no subordinate BATTLESYSTEM™ rules are allowed;
enemy forces that fell on that part of the Brigade Commanders, his XP is spells and spell effects higher than 5th
battlefield you hold. (Alternatively, you calculated in the same way as a Brigade level are not permitted; no magic item
can kill them or let them escape.) Dealing Commander. worth 4,000 XP or more is permitted. In
with the prisoners you have captured is the D&D® game, all D&D® Basic and
part of the on-going campaign, and is not Regardless of battlefield losses, a Expert Game rules and items are
dealt with here, Possibilities include commander can never receive a negative permitted.
holding them for ransom, charming them experience point award for command. If
into joining your side, or trading them the XP award is a negative number, the ADVANCED GAME/HIGH
for your forces that the enemy took commander receives an XP award of 0. MAGIC: In the AD&D® game, all
prisoner. BATTLESYSTEM™ rules are allowed; all
[16.3] CREATING ARMIES. spells and spell effects are allowed; each
[16.2] EXPERIENCE POINTS. side can have no more than one wish
There are several different ways to spell for each 50,000 points it has;
In addition to all normal experience fight a BATTLESYSTEM™ battle: you artifacts are not permitted. In the D&D®
awards under the AD&D® and D&D® can use a published BATTLESYSTEM™ game, all D&D® Basic, Expert, and
game systems, the following experience adventure or scenario from TSR, Inc., Companion Game rules and items are
points apply to BATTLESYSTEM™ you can work a major battle into your permitted.
engagements. campaign, or you can create your own
battles and fight them as a miniatures ADVANCED GAME/ANYTHING
If the soldiers in a unit are capable of wargame. GOES: In the AD&D® game, all
earning experience points, they earn the BATTLESYSTEM™ rules are allowed; all
total XP kill value of all enemies their At some point you may find that you spells and spell effects are allowed;
unit killed or routed off the tabletop must create an army to fight the forces of unlimited use of wish spells and artifacts
divided by the number of soldiers who your player characters. How do you permitted (within point cost limits). In
survived the battle. A unit that earns create an army that is challenging but not the D&D® game, all official rules and
enough experience points can raise all its overwhelming? items in any boxed game or module are
members in level, but must be able to permitted. Special or custom items
raise all its members simultaneously in This section is designed to provide permitted with the approval of the
order to do so. guidelines for creating armies that are referee.
roughly equal so that you can put
If a Unit Commander is capable of together your own battles. It is a B. Points.
earning experience points (even if his unit guideline only, since such factors as
is not capable of earning experience terrain, generalship, and military Each side receives a set number of
points), he receives 25 % of the total XP objective can have as much to do with points it can spend on troops, magic, and
kill value of all enemies his unit killed or victory and defeat as the strength of the equipment. You can give a total number
routed off the tabletop, minus 25% of armies themselves. of points or you can give different totals
the XP value for all figures in his unit for troops and commanders.
that were removed during the battle. First, calculate the strength of the PCs
(There is no penalty for wounded figures, and their forces to determine the number Each side can spend points according
and there is no benefit for figures of Points and the Power Level of those to the costs on Table 18. The referee has
recovered after the battle under [16.1], forces. Determine whether one side has a final say on how points are to be
above.) In addition, of course, he terrain or defensive advantage. Then, calculated, decides what is legal, and sets
using the system below, begin to build any special conditions for the battle.
receives any experience points for the opposing army. (Alternatively, the players can decide this
among themselves in advance.)
30
Table 18. Point Costs. D&D® GAME: Pay three combat. Because of the profusion of
times the XP value for strange monsters, magic spells, and
Creature/Item Cost killing the creature. magical items in both the AD&D® and
BOTH GAMES: If D&D® games (and the likelihood of
SPELLS Pay 50 points per level monster has spell-use, much more to come!), and because of the
pay spell costs for all different playing styles that each player
of the spell (e.g., a 4th spell levels monster is can adopt, it is inappropriate of us to tell
capable of using. If you what is the only "correct" way to
level spell costs 200 monster has innate play.
spell abilities, pay 50
points). points per spell level. If However, we can tell you that the use
the monster's innate of common sense will greatly improve
MAGICAL 50% of the XP value spell abilities are your enjoyment. For example, although
improved (usable at the rules don't forbid it, elves
ITEMS from the DMG or other will, no save, extra commanded by a half-orc should
range, no error, etc.), certainly suffer some sort of morale
(AD&D® official source. If item pay 100 points per spell penalty. And before you equip 2,000
level. kobolds with longbows, remember that
Game) has charges and also the longbow is a difficult weapon that
200 points apiece. requires strength and many years of
has spell capabilities practice. Creatures of widely differing
alignment are unlikely to work together
above 3rd level, pay in harmony. Of course, there's nothing to
stop you from putting together an
spell costs for each arbitrary and silly battle for an evening's
pleasure. But there is more pleasure to be
charge. (Scrolls cost found in a well-designed, well-balanced
scenario where the individual
only the value of the components all make sense in medieval
fantasy, the use of powerful magic is kept
spell(s) they contain.) within reasonable bounds, and the whole
battle is integrated into an ongoing
MAGICAL Varies by type. All campaign.
ITEMS plusses on weapons CATAPULTS
AND
(D&D® and armor cost 50 BALLISTAE
Game) points per plus. Items
that simulate spell
effects cost 100 points EXAMPLES (AD&D® game):
per charge per spell An 18th level fighter/18th level
magic-user with chain mail + 3, shield
level, or 1000 points per +1, sword of dancing, a wand of fire, a
ring of invisibility, and a scroll of 5 5th
spell level if use is level spells costs the following:
unlimited.
Miscellaneous magic
items cost 500 points
each if they are in the F 18 (2,750,000 XP) = 27,500 pts.
Basic set, 2,500 points MU 18 (3,375,000 XP) = 33,750 pts.
each if they are in the Spells (139 spell levels) = 6,950 pts.
Expert set, 5,000 points Chain mail +3 (2,000 XP) = 1,000 pts.
each if the are in the Shield + 1 (250 XP) = 125 pts.
Companion set, and Sword of Dancing (4,400 XP) = 2,200 pts.
7,500 points each if they Wand of Fire (4,500 XP) = 2,250 pts.
are in the Masters or Ring of Invisibility (1,500 XP) = 750 pts.
higher sets. If the level Scroll of 5 5th level spells (25
of the item is unknown, spell levels) = 1,250 pts.
consider it to be a TOTAL 75,775 pts.
Companion item. The
referee can adjust these 100 ghouls (65 XP per ghoul) = 6,500 pts.
figures for game 100 1st level fighters (2,000
XP each) with swords + 1
balance if he so desires. (400 XP each)
ARTIFACTS/ Cannot be purchased. = 22,000 pts.
CURSED OPTIONAL RULE
ITEMS (AD&D® game only): 1 Iron Golem = 14,550 pts.
Can be purchased for 1 Lich (10,500 XP), abilities
50% of the GP sale as 18th level Magic-User (139
spell levels @ 50 pts. each) = 17,450 pts.
value.
CHARACTER Pay 1% of the
TYPES maximum XP value for 1 Efreeti (1,950 XP), capable of 3 wishes
per day (27 spell levels = 1,350 pts.), has
the level and class of innate spell abilities (14 spell levels = 700
pts.), can enter gaseous form (use potion
the desired character cost, since there is no direct spell
equivalent, 300 XP = 150 pts.), has
type. Multi-classed unlimited use of produce fire and
pyrotechnics (3 spell levels @ 100 pts.
characters pay the total each) = 4,450 pts.
cost for all classes. In
addition, pay spell costs
for all spell levels the
character is capable of
casting, and pay for all
magic items the If there is any disagreement about how
to calculate the point cost of a particular
character possesses. creature or item, always use the method
that gives the highest total cost.
MONSTERS AD&D GAME: Pay the
XP value for killing the
creature, using the
official AD&D® game [16.4] COMMON SENSE.
value or as calculated The BATTLESYSTEM™ rules govern
only the most basic elements of mass
by the DMG method, p.
85, whichever is higher.
31
This ends the Advanced Game Rules.
You are now ready to play the Advanced
Scenarios in the Scenario Book or to
create your own BATTLESYSTEM™Game
adventures.
32
Table of Contents
PART 1. INTRODUCTION TO B. MOVEMENT [12.2] EFFECT OF WEATHER
CONDITIONS
BATTLESYSTEM™ [7.7] HOW TO MOVE
[7.8] MOVEMENT AND ENEMY [12.3] SPECIAL WEATHER
GAME PARTS GETTING STARTED CONDITIONS
UNITS
[1.0] SEQUENCE OF PLAY [7.9] CHANGING DIRECTION [12.4] WEATHER MAGIC
[7.10] CHANGING FRONTAGE [12.51 NIGHT BATTLES
[1.1] INITIATIVE PHASE [7.11] WRAP-AROUND MOVEMENT [13.0] SPECIAL CREATURE
[1.2] INITIAL MISSILE PHASE ABILITIES
[1.3] RALLY PHASE [7.12] FIGHTING WITHDRAWAL
[1.4] MOVEMENT PHASE [7.13] FORCED MARCH [13.1] COMBAT BONUSES AND
[1.5] MISSILE & MAGIC PHASE [7.14] CHARGE PENALTIES
[7.15] ROUTING
[13.2] POISON
[1.6] MELEE PHASE [8.0] MELEE PHASE [13.3] INVULNERABILITY
[1.7] END OF GAME ROUND PHASE [13.4] PARALYSIS
[13.5] LEVEL DRAINING
[2.0] COUNTERS, SCALE AND UNIT [8.1] FORCES ELIGIBLE TO FIGHT [13.6] AWE AND FEAR
ORGANIZATION [8.2] WEAPON IN HAND [13,7] BREATH WEAPONS
[13.8] REGENERATION
[2.1] GROUND SCALE [8.3] DETERMINING ATTACK [13.9] UNDEAD AND MINDLESS
[2.2] COUNTER RATIOS RATINGS
[2.3] COUNTER SCALE CREATURES
[2.4] MOUNTING MINIATURE [8.4] MELEE PROCEDURE
[8.5] DICE CONVERSIONS [14.0] MAGIC
FIGURES [8.6] MULTIPLE ATTACKS
[2.5] SPECIAL COUNTERS [8.7] KILLED AND WOUNDED A. RULES AND REGULATIONS
(2.6] TYPES OF UNITS FOR MAGIC USE
FIGURES
[8.8] ENDING A MELEE [14.1] RESTRICTIONS OF MAGIC USE
[14.2] GAME SCALE AND
[2.7] INDIVIDUALS PART 3. THE INTERMEDIATE GAME
[2.8] REGULAR UNITS AREA OF EFFECT
[2.9] SKIRMISH UNITS [14.3] SAVING THROWS
[14.4] LINE OF SIGHT
[2.10] MOBS [9.0] HEROES AND COMMANDERS
[2.11] SPECIAL UNIT TYPES B. TYPES OF MAGIC
[14.5) MAGICAL WEAPONS AND
[3.0] SETTING UP [9.1] CHARACTERS AS MEMBERS OF ARTILLERY SPELLS
UNITS [14.6] CHARM, HOLD, AND
[3.1] ARMY ROSTER SHEET TEMPORARY
[3.2] HEROES AND COMMANDERS [9.2] CHARACTERS AS IMMOBILIZATION
COMMANDERS [14.7] BONUSES AND PENALTIES
ROSTER SHEET [14.8] INVISIBILITY
[3.3] CHARACTER RECORD SHEETS [9.3] CHARACTERS AS [14.9] AWE AND FEAR
[3.4] ARMY PLACEMENT DEPUTY COMMANDERS [14.10] CREATE TROOPS
[3.5] MEASUREMENT [14.11] DETECTION AND
[9.4] CHARACTERS AS HEROES INFORMATION
[4.0] MORALE, DISCIPLINE AND [14.12] MAGICAL DEFENSES
COMMAND [10.0] MISSILES AND ARTILLERY [14.13] MOVEMENT
A. MORALE A. MISSILE WEAPONS [14.14] ILLUSIONS
[4.1] DETERMINING BASE MORALE [14.15] MODIFICATION/DISGUISE
[4.2] DETERMINING CURRENT [10.1] WHO CAN USE MISSILES
MORALE [10.2] WHEN MISSILES ARE USED OF TERRAIN/TROOPS
[4.3] HOW TO CHECK MORALE [10.3] AMMUNITION [14.16] REGENERATION AND
[4.4] WHEN TO CHECK MORALE [10.4] MOVEMENT AND MISSILE FIRE
[4.5] EFFECT OF MORALE CHECKS [10.5] SPLIT-FIRE MAGICAL HEALING
[10.6] PASS-THROUGH FIRE [14.17) SPELLS THAT ONLY AFFECT
[10.7] INDIRECT FIRE
[10.8] MISSILE FIRE MODIFIERS INDIVIDUALS
[14.18] SPECIAL EFFECTS
B. DISCIPLINE B. ARTILLERY [14.19] CLERICS AND UNDEAD
[4.6] DISCIPLINE [14.20] MAGIC ITEMS
[10.9] ARTILLERY WEAPONS [14.21] PSIONICS
C. COMMAND [10.10) ARTILLERY CREWS [14.22] BARDIC POWERS
[4.7] DEFINITION OF COMMAND [10.11] SPECIALARTILLERY
[4.8] COMMAND RADIUS [15.0] FLYING MOVEMENT
[4.9] CHARISMA BONUS AMMUNITION AND COMBAT
[4.10] COMMAND HIERARCHY
[11.0] SPECIAL MOVEMENT [15.1] MOVEMENT
PART 2. THE BASIC GAME [15.2] FORMATIONS
A. CAVALRY AND CHARIOTS [15.3] COMBAT
[5.0] INITIATIVE PHASE [11.1] DEFINITION OF TERMS [15.4] BOMBING
[11.2] RATING CAVALRY
[5.1] TEAM INITIATIVE [11.3] RATING CHARIOTS [16.0] CAMPAIGN RULES
[5.2] INDIVIDUAL INITIATIVE [11.4] CAVALRY AND CHARIOT
[16.1] RECOVERINNG CASUALTIES
[6.0] RALLY PHASE CHARGES [16.2] EXPERIENCE POINTS
[11.5] CAVALRY AND CHARIOTS [16.3] CREATING ARMIES
[6.1] CONDITIONS FOR RALLY [16.4] COMMON SENSE
[6.2] HOW TO RALLY IN MELEE COMBAT
[6.3] IF THE UNIT IS RALLIED Fantasy Combat Supplement
[6.4] IF THE UNIT DOES B. SPECIAL FORMATIONS
NOT RALLY [11.6] SHIELD WALL
[6.5] OUT OF COMMAND UNITS [11.7] SET SPEARS/PIKES
[6.6] GIVING ORDERS TO A MOB
C TERRAIN EFFECTS
[7.0] MOVEMENT PHASE [11.8] TERRAIN EFFECTS ON
MOVEMENT
[11.9) TERRAIN EFFECTS ON COMBAT
A. FORMATIONS PART 4. THE ADVANCED GAME
[7.1] DEFINITION OF FORMATION [12.0] WEATHER CONDITIONS
[7.2] CLOSED FORMATION AND NIGHT BATTLES
[7.3] OPEN FORMATION
[7.4] SKIRMISH FORMATION 112.1] INITIAL WEATHER
[7.5] MOB FORMATION CONDITIONS
[7.6] CHANGING FORMATION
Combat Results Table
ATTACK DAMAGE
ROLL D2 D3 D4 D6 D8 D10 D12 D14 D16 D18 D20
0/less 5 7 9 12 15 18 20 22 24 28 32
1 4 6 8 11 14 17 19 21 23 26 29
2 3 6 7 10 13 16 18 20 22 24 26
3 3 5 7 10 13 15 18 20 22 23 25
4 357 9 12 15 17 19 20 22 24
5 346 9 11 14 17 18 20 21 23
6 346 8 11 14 16 17 18 20 22
7 346 8 11 13 15 15 17 19 21
8 245 8 10 12 15 15 16 18 20
9 235 7 10 12 14 14 15 17 19
10 235 7 9 11 13 13 15 16 18
11 235 6 8 10 12 12 14 15 17
12 234 6 8 10 11 12 13 14 16
13 234 6 7 9 11 11 12 13 15
14 224 5 7 8 10 11 11 12 13
15 124 5 6 8 9 10 11 12 13
16 12 3 5 6 7 9 9 10 11 12
17 123 4 5 7 8 8 9 10 11
18 123 4 5 6 7 8 8 9 10
19 1 13 4 5667889
20 1 12 3 4 5 6 6788
21 1 12 3 44 557 8 8
22 1 12 23445678
23 0.5 1 1 23344 567
24 0.5 1 1 22334567
25 0.5 0.5 1 122 234 66
26 0.2 0.5 1 11123355
27 0.2 0.5 0.5 0.5 1 1 1 3 3 5 5
28 0.1 0.2 0.5 0.5 0.5 1 1 2 3 4 4
29 0.1 0,2 0.2 0.2 0.5 0.5 1 2 2 3 4
30 0.1 0.1 0.1 0.2 0.2 0.5 0.5 1 2 3 3
31 0 0.1 0.1 0.1 0.2 0.2 0.5 1 1 2 3
32 000 0.1 0.1 0.2 0.2 0.5 1 2 2
33 000 0 0.1 0.1 0.2 0.5 0.5 1 2
34 000 0 0.1 0.1 0.1 0.5 0.5 1 1
35-39 000 0 0 0.1 0.1 0.2 0.2 0.5 1
40+ 000 00000000
1019XXX1932 TSR, Inc.
PRODUCTS OF YOUR IMAGINATION™
ADVANCED DUNGEONS & DRAGONS, DUNGEONS & DRAGONS, PRODUCTS OF YOUR IMAGINATION,
BATTLESYSTEM, and the TSR logo are trademarks owned by TSR, Inc.
1985 TSR, Inc. All R i g h t s Reserved. Printed in U.S.A.
Scenario Book scenarios call for more of one creature type
than there are counters in the game. Sub-
This booklet contains four complete stitute another creature counter of the
BATTLESYSTEM™ scenarios ready to same size when this occurs. For example,
play. The first three scenarios are designed use human or dwarf counters for one of the
for the Basic, Intermediate, and Advanced
Games, respectively, and cover three bat- elven units in the Battle of Qualinost sce-
tles in a war between monsters. The fourth nario. Whenever possible, all the counters
scenario is an Advanced Game battle set in in a single unit should be of this same type.
the DRAGONLANCE™ campaign world. This helps avoid confusion on the battle-
That battle takes place during the time per- field.
iod covered in DL 2, DRAGONS OF
FLAME, while the DRAGONLANCE On the roster sheets, certain adjust-
characters are adventuring in the dungeons ments that remain constant (such as ML
of Pax Tharkas. and AR adjustments for a leader fighting
with his unit) have not been entered. Refer
Pages 5-20 of this booklet are roster to the Player Aid Cards during play.
forms ready for play. They are organized
so that if you bend back the staples in the Whenever a unit commander is listed on
center (carefully!), pull out the roster the unit description together with his CR
pages, and cut them into single sheets, each (e.g, Bairn Stonewall—CR 10"), no sepa-
front-and-back sheet contains rosters for rate roster for that commander has been
forces on the same side (good or evil). included. In this case, the unit commander
is assumed to have the same level, AC,
Use the BATTLESYSTEM metal minia- weapons, MR, etc., as the members of the
tures to represent the Army Commanders unit.
in each battle. If you have miniatures of
your own, use them first as heroes and unit
commanders, and second as troops. Oth-
erwise, use the counters provided with the
game.
The counters in the BATTLESYSTEM
game represent a wide variety of creatures
so that you can play battles involving a
number of different creature types.
Because of this variety, no single creature
type has a huge number of counters. Some
Basic Game Scenario areas on the battlefield with cutouts of construction
paper, or with a tape and string border. No unit or
Battle at the Crossroads figure may enter this area during the battle.
The first reports sounded just like another monster All rules of the Basic Game are used in this
raid, perhaps a little larger than usual. But soon it scenario. Intermediate and Advanced Game rules do
becomes clear that a huge army of monsters has not apply.
gathered in the wilderness and has swept into the
borderlands. Small, isolated settlements have fallen The victor is the last player with at least one figure
before the advance, and refugees are streaming remaining on the field—all enemy forces must have
toward the imagined safety of the interior. been routed or killed. If the result is a tie (forces
annihilate each other), the Good side wins.
The leading force of monsters—a brigade of orcs,
ogres, and goblins—is advancing rapidly and will The battle takes place in daylight. The weather is
soon close off a key crossroads. If this occurs, many good.
of the refugees will be trapped, and face certain
capture—or worse—at the lands of the evil horde.
The trained warriors and local militia from the
small town of Glarus have moved out the meet the
spearhead of the monster army. Hours before the
battle begins, the humans are joined by small
contingents from the nearby dwarven and halfling
communities. Petty differences are set aside, and all
agree to fight together.
Now the tromp of heavy footsteps resounds from
just beyond the horizon. The monsters will soon be in
sight. Can the little force at the crossroads destroy
this advance guard and give the refugees a chance to
escape before the main force of the monsters arrives?
The two armies are the Crossroads Force (Good)
and the Borderland Spearhead (Evil). Use the map
below to create the battlefield. The Evil side sets up
its forces first, followed by the Good side. Units may
begin in any eligible formation. Mark the prohibited
Intermediate Game Scenario been routed or killed. If the result is a tie (forces
annihilate each other), the Evil side wins.
Battle of Lairn
All rules from the Basic and Intermediate Games
Three days after the Battle at the Crossroads, apply in this scenario. No Advanced Game rules may
another powerful force of monsters was discovered be used.
sweeping into civilized lands. This force was the
forward wing of the main invasion body, heading
directly toward the peaceful town of Lairn.
Again, the steadfast dwarven nation sent aid to its
human allies, and dwarves and humans prepared to
defend Lairn against the forward wing. Dubbed the
"Army du' Lairn," this force was commanded by the
reknowned Baron Grange Rarrack of Lairn.
Scouts have reported that yet another body of
monsters follows in the wake of the forward wing.
The Baron knows that he must crush the initial force
before the two monster armies can link up.
Reinforcements, including a unit of skilled elven
warriors, may arrive in a week or so; but until then,
the Army du' Lairn is on its own.
The Baron has collected his force on the fields
before the town, since the town is in a weak defensive
position. The monsters delay their attack until near
sunset, thus preventing the goblin troops from having
to fight in bright light.
Use the accompanying map to set up the battlefield
and place terrain types. Both armies set up
simultaneously at the locations shown. Units may
begin in any allowable formation. The playing
surface should not be larger than 4 ft. by 8 ft.
The victor is the last player with at least one figure
remaining on the field—all enemy forces must have
Advanced Game Scenario enemy figures are killed or routed off the field. The
battle ends in a victory for the Main Body if all
Battle of Merrell's Crossing enemy figures are killed or routed off the field and if
the Main Body has at least 30 figures left. Any other
The main force of the monster army has come to result is a draw.
the fore. The initial skirmishes are over; now the fate
of civilization will be determined by a single battle. All BATTLESYSTEM rules from the Basic,
General Garrock, the King's own field commander, Intermediate, and Advanced Games are used in this
has assumed command of the forces of good, and has battle.
established his major line of defense along the banks
of the winding Merrell River. Special Rule 1: Two figures can shoot missiles or
fight in melee through each of the four walls of the
At this point the water is shallow enough to allow Hut. This represents the effects of arrowslits and
many crossings. General Garrock holds his forces a other apertures in the walls. Figures placed in the hut
little back from the river. The evil warrior Black have "hard cover" (-4 to AC).
Derek is in command of the monster army. He is sure
to press his attack harshly, showing no mercy. Special Rule 2: The Main Body automatically
receives initiative on the first Game Round.
A force of elite elven warriors has arrived to bolster
the General's line, but the monsters are rumored to Special Rule 3: The special Elite unit optional rule
have a force of trolls—even the stoutest warrior (2.11) is used in this scenario.
trembles at the thought of such powerful evil.
Optional Rule: If you are playing the three
Use the accompanying map to set up the terrain on scenarios as a campaign, all forces which survive the
the battlefield. The Landforce (Good) sets up first, in Basic and Intermediate Scenario can be added to the
the area indicated on the map, and then the forces of armies, making a much larger battle. Treat the forces
the Main Body (Evil) are placed on the map. Units from the earlier scenarios as Brigades.
may be set up in any allowable formation. Spells may
be cast before the actual battle begins. Be sure to keep Alternately, all the forces from the three scenarios
track of duration of all precast spells. can be brought together to fight one huge battle if
desired.
If space is available, the battlefield may be
extended 12" to the north. This is especially useful if
the Optional Rule, below, is used.
The battle ends in a victory for the Landforce if all
DRAGONLANCE™ SCENARIO Special Rule 1: To move figures off the field, they
must first be moved to the southern edge of the
Battle of Qualinost battlefield during their Movement Phase and stop
there, even if they have additional movement
The armies of the evil Dragon Highlords are remaining. On any following Movement Phase, the
sweeping across the face of Krynn. All who resisted owning player declares that the figures are leaving the
their inexorable march have been destroyed. table. Set aside such figures until the end of the battle,
The elves of the ancient kingdom of Qualinesti then count them to determine the victor.
know that they do not possess enough strength to halt Routed evil figures cannot leave the table by the
the onrushing hordes of dragons and their allies, and
have reluctantly decided to abandon the ancient elven south edge.
homeland and retreat to safer shores.
Special Rule 2: Kapak Draconians have the ability
But even this evacuation is threatened by the swift to poison their swords with their venomous saliva.
advance of the dragon armies. Three evil armies The unit of kapaks can envenom their swords by
menace the elven kingdom, and may soon block off spending one complete Game Round without moving
all hope of safety. or fighting. The draconians can be attacked by magic
or missile fire without preventing the envenoming;
A party of brave heroes have set forth on a perilous however, if the unit routs, the weapons cannot be
mission to mighty Pax Tharkas (see DL 2 DRAGONS poisoned during that Game Round. The kapak poison
OF FLAME). This mission, if successful, should
distract one of the dragon armies. The other two paralyzes its victims for 2-12 rounds. The swords,
thrusts are coming from the north, however, and the once envenomed, stay poisoned for three Game
small Qualinesti Army must be divided into the First Rounds, even if they are used in melee.
and Second Armies in an attempt to delay the
advance of the dragonarmies so that their people can Special Rule 3: Both types of draconians can take
escape.
their weapons in their mouths and drop to all four
The Dragonarmy Red Wing Four's advance has
been delayed, so the elves have a chance. Red Wing limbs while charging. This is the 15 " movement rate
One, the largest of the invading armies, is driving
straight for the elven capital, Qualinost. Only the shown on the rosters. Draconians can gain normal
Second Qualinesti Army stands in its way.
charge bonus in addition to this movement, and can
This is the battle that will determine the fate of the attack normally after completing a charge.
Qualinesti elves. Porthios Guildleaf, son of the ruler
of Qualinesti, is commanding the elven army.
Verminaard, Dragon Highmaster of the Red Wing, is
determined to see the race of elves wiped from the
face of Krynn.
This battlefield has several elevations, and is
mostly forest. Use the 3-D ADVENTURE FOLD-UP™
figures and the suggestions in THE ART OF
THREE-DIMENSIONAL GAMING to create the
battlefield. Since the field is mostly forest, you may
decide to mark only the clearings, and not the forest.
Set the Second Qualinesti Army up first, followed by
Red Wing One. Units can begin in any allowable
formation. Spells can be precast, and flying creatures
may start the battle in the air. This battle takes place
during the daytime.
You will need to record the passage of Game
Rounds in this battle to determine victory conditions.
The Second Qualinesti Army wins the battle if,
after twelve Game Rounds, no more than twelve
enemy figures have moved off the south end of the
table. Red Wing One wins the battle if, after twelve
Game Rounds, at least twenty friendly figures have
moved off the south end of the table. Any other result
is a draw.
This battle uses all BATTLESYSTEM Basic,
Intermediate, and Advanced Game rules.