ships of cerilia
Roundship 3103XXX0501, Cities of the Sun © 1995 TSR, Inc. All Rights Reserved
Cardsheet 1
naval armament
S ince Cerilians have not invented gunpowder-based Ballista (shot): The shot ballista is nothing more than a huge
missile weapons, the tactics of traditional naval bat- crossbow that hurls a lead ball at the enemy vessel. The shot
tles involve closing with an enemy vessel and grap- can smash through a light hull or damage a ship's upperworks,
pling. Boarding troops fight fierce skirmishes over the decks although it proves less effective against stoutly-built vessels.
of the entangled vessels. The great Anuirean galleons are
designed for this kind of battle; their high castles and large A single hit from a shot ballista inflicts 0 or 1 hull point
contingents of troops give them a significant advantage in of damage. Roll Id4 and compare the result to the ship's
boarding actions against smaller ships. defense rating (on the vessel's War Card). If the ballista's
damage roll beats the target's defense rating, the target
However, in the last century or so, naval tactics have under- suffers 1 hull point of damage. If the damage roll is less
gone radical changes. More and more ships carry weapons than or equal to the ship's defense rating, the effects of the
designed to damage or sink an enemy vessel before it can ever shot are insignificant (0 hull points). A single warship can
close for boarding. Assume that a ship's missile weapons con- mount two shot ballistas per hull point; the weapons cost
stitute part of its missile rating. (The missile rating on a naval 800 gp each.
War Card assumes the vessel is adequately armed.)
Each shot ballista hit has a 25% chance of endangering
However, if you need to know the exact armament of a Id3 random crew members, who must make saving throws
vessel, select weapons from the table below and use their hull vs. death or suffer the damage listed in the naval armament
damage ratings instead of the ship's missile rating. chart. To target a specific character, the weaponeer must
(Generally, use hull damage ratings for one-on-one ship con- make a successful attack roll with a —4 penalty.
frontations only.)
Catapult: The naval catapult—a fairly small version—
Naval Armament launches a 30-lb. stone that can hole even a large vessel. As
this catapult is not a direct-fire weapon like the shot ballista,
Weapon Crew THACO ROF Range Damage it's less accurate. It also requires a fair amount of open deck
Arbalest 1/3 10/20/40 3d3/2d4 space, since a ship's own rigging can interfere with it. A ship
Ballista (shot) 3 12 1/4 5/10/15 ld8/ldlO with 2 hull points or more can mount one catapult; stronger
Catapult 4 16 1/6 —/20/50 2d6/2d8 vessels, like roundships, can mount two.
Fire thrower 6 10 1/10
Mangonel 4 14 1/5 2/4/6 3d6 Like a shot ballista, a catapult also inflicts 0 or 1 hull point
3 8/16/24 of damage. (Compare the result of a Id8 roll to the target's
Id8+l/2d6 defense rating to see whether the ship sustains 1 point of
damage, as described under Ballista.) Catapult fire also may
Crew: The number of crew members required to operate the endanger Id6 random crew members, just like ballista shot,
weapon at its normal rate of fire. For every missing crewman, the but the weaponeer can't target a specific area successfully.
ROF falls by one round. So, an arbalest with a missing crewman can The weapons cost 2,000 gp each.
fire only once every four rounds instead of once every three.
THACO: Artillery weapons strike with a base THACO; the character Fire thrower: Also known as Greek fire, the fire thrower is a
aiming the weapon does not use his own THACO for the attack. The mechanical apparatus that throws a gout of napalmlike burning
targets Armor Class is 10, less its movement allowance in areas per pitch. Commanders do not universally like the weapon, since a
turn. Therefore, consider a ship sailing at three areas per turn to crew must use it very carefully. Also, a ship set afire may try to
have AC 7 for artillery fire. Arbalests fire as normal missile weapons. grapple with its enemy and spread the flame. Of course, burned
ROF: The weapon's normal rate of fire. ships can't be looted or taken as prizes.
Range: The weapon's short/medium/long range, in tens of yards.
Medium-range shots receive an attack penalty of-2, and a -5 penal- Regardless of size, a ship can mount only one fire throw-
ty applies to long-range shots. er. The weapon costs 4,000 gp and normally inflicts a straight
Damage: The harm inflicted upon an individual standing near the 0 to 2 (Id3-1) hull points of damage. Like other artillery
point of impact. A successful saving throw vs. death lets a character weapons, there is a 25% chance that Id6 random crew mem-
dodge the impact altogether. Note that arbalests inflict normal dam- bers may sustain injury in a successful hit.
age, with no saving throw.
Mangonel: The mangonel, a smaller version of the catapult,
Arbalest: Though a true crossbow, an arbalest is larger and throws a stone of about 10 lbs. A captain can mount one per
more powerful than even a heavy crossbow. Usually, a captain hull point, at a cost of 1,000 gp each. The mangonel's shot
mounts an arbalest on a rail or gunwale and uses it to snipe at inflicts 0 or 1 hull point of damage. (Compare the result of
enemy sailors and officers. Ships can easily mount as many as a Id6 roll to the target's defense rating to see whether the
four of them per hull point—for example, a roundship could ship sustains 1 point of damage, as described under"
carry 12. Anyone proficient in a heavy crossbow can fire an Ballista.) The hit may injure Id4 crew members near the
arbalest without penalty, and crew members need no special impact site, but the weaponeer can not target individual
skill to load or winch the weapon. Arbalests cost 350 gp and crew members specifically.
inflict negligible damage to a ship's hull (0 hull points).
naval armament
Arbalest
Catapult
Fire thrower
Mangonel
Cardsheet 2 3103XXX0502, Cities of the Sun © 1995 TSR, Inc. All Rights Reserved
khinasi troops
Distinct Khinasi military systems and tactics have Levies: The culture of the Sun Coast does not embrace the
evolved over many centuries of sea and steppe war- citizen-soldier tradition of other human cultures. One rarely
fare. Unlike the Anuireans, who prefer stand-up sees reserves, militia, or levies among Khinasi armies. To
fights of strength, Sun Coast commanders consider war an reflect this fact, a Khinasi levy initially costs 1 GB. In addi-
art of maneuver and skill. Their lighter, cunning forces natu- tion, apply a -3 modifier to a Khinasi province's rating for
rally reflect these beliefs and preferences. purposes of raising levies. All other rules pertaining to levies
still apply.
Khinasi Military Units Light cavalry: The swiftest human troops of Cerilia, Khinasi
light cavalrymen act much like skirmishers. They wear cloth,
Unit Type Move Base Cost Maintenance To Muster quilted, or leather armor and carry small, round shields—
Archers 2 Level 3 consider them AC 7. Light cavalrymen rely on missile
Artillerists 2 1 Level 5 weapons such as javelins or short composite bows to harry
Infantry 1 6 Level 4 their opponents, but can charge and conduct melee effec-
Levies 1 2 Level 4 tively with light lances when they must.
Light cavalry 3 1 Level 3 Medium cavalry: The heaviest cavalry in Khinasi are called
Medium cavalry 1 2 Level 4 "medium cavalry units," to differentiate them from Anuirean
Skirmishers 4 1 2 Level 1 knights or cavalry. A Khinasi medium cavalryman is often a
Spearmen 3 1 Level 3 noble or wealthy soldier equipped with fine chain mail, a
3 4 small round shield, a medium lance, a composite short bow,
3 1 and a scimitar or sabre for melee. They are more mobile than
2 2 knights, but not as well protected or heavily armed. Still,
2 they can defeat knights in open ground, where their superi-
or maneuverability lets them pick the point of attack.
Archers: Khinasi archers typically go unarmored or wear only Skirmishers: Khinasi "irregulars" are actually highly-trained,
light cloth jerkins. They carry the formidable Khinasi composite professional soldiers, unlike the rabble that often serve in
long bows: laminated weapons of horn, wood, and sinew that other armies. Skirmishers normally carry small, round shields
can fire a light arrow as far as 400 yards or drive a war arrow but wear little armor—mobility is their greatest defense, and
through armor plate at close range. Most archers carry only a they decline close engagements with heavier troops.
dagger or small cudgel for personal defense; they fall back from
any attempt to engage them, unlike Anuirean archers. Skirmishers typically wield slings, javelins, and short stab-
bing spears or daggers. They have the special power of being
Artillerists: Siegecraft is a highly developed art in Khinasi, able to fall back (battle card result F) through friendly units
just as in Anuire. The officers of artillerist units are skilled with no penalty; their training lets them pass through their
engineers, architects, and mathematicians. (The Khinasi pre- own ranks without losing their unit cohesiveness.
fer to custom-build siege equipment at the battle site, Spearmen: Cohesive units of spearmen constitute the
instead of transporting siege engines or baggage.) The sol- favored armies of many Khinasi states. A spearman wears
diers in an artillerist unit—laborers, carpenters, and quilted or cloth armor, but uses as his chief defense a great
masons—put the officers' plans into action. shield that can cover him nearly from ankle to neck. A disci-
plined unit of troops so protected can ignore all but the heav-
An artillerist, usually unarmored, carries only a dagger, iest missile fire.
short sword, or construction tool as a weapon.
Khinasi spearmen fight best against lighter infantry or
Infantry: Khinasi infantry are fairly rare, since most com- cavalry—heavy cavalry can break their well-ordered lines. A
manders prefer tactical systems that rely on cavalry or light spearman normally carries a single long spear and reserves a
foot soldiers. However, regents do keep units of infantry in tulwar (short sword), dagger, or club as a secondary weapon.
and around city-states for guard duty. A Khinasi infantryman
wears chain or scale mail, with a medium-sized round shield,
a partisan or halberd, and a scimitar. Khinasi generals find
these heaviest of foot troops severely handicapped by their
lack of mobility.
khinasi troops
Khinasi medium cavalry Khinasi light cavalry
Cardsheet 3
3103XXX0503, Cities of the Sun © 1995 TSR, Inc. All Rights Reserved
naval war rules
B efore a captain can attack another ship, he must naval war cards
make a declare war action. Once War Moves begin,
attacks cease only when the war ends through sur- When opposing ships or fleets end up in the same river,
render, diplomacy, or the destruction of one side's ships. coastal waters, or sea area, a battle results. Note: Gales and
storms prevent battles, even if enemy fleets are in the same
Note: You can find more details on naval warfare in War and maritime area. Ships can't battle in ocean areas.
Trade by Sea (Part VI in the Cities of the Sun Sourcebook) and
on the naval battle mat in this box. Check the naval War Card rules summaries, diagrams,
and the sequence of play printed on the battle mat for addi-
naval war moves tional quick reference during play.
Any ship that did not move during the domain turn's action the field of battle
round can move during each War Move, as long as its owner The "battlefield" for naval War Card battles begins as a
uses a declare war action or is the target of one. stretch of water five areas wide and five across, as repre-
sented on the naval battle mat. (These battle areas all lie
Normal rules of movement and retreat apply; whoever within one maritime area.) As the fighting rages, ships can
used the declare war action moves his ships first, then the expand this area by leaving the original field of play. There is
defender chooses to either stand his ground or retreat one no reserve or an out-of-bounds; a ship can sail as far in any
maritime area. Ships that retreat from coastal waters are dri- direction as the commander wishes.
ven to the waters of an adjacent province, or into a port or
river, if the province has these features. set-up
The defender sets up all his ships first, in any or all of the five
Resolve the movement of attacking and defending forces battle areas on his side of the field. (If a ship has troops on
one day at a time, using the normal sailing movement rules. board, place the appropriate troop cards under their corre-
sponding ship.) Place counters on each ship card to reflect
Table 5: One Land/Sea War Move the vessel's current boarding value and its last movement
allowance. The attacker then sets up his ships on the row of
Land War Move Sea War Move areas opposite the defender's lines.
A. Aggressor's troops move A. Aggressor's ships move
Coastal waters: If the battle takes place in the coastal
1. Defender's troops 1. Defender's ships may retreat waters of a province, one to three sides of the field may be
may retreat bounded by shoals or land.
B. Defender's ships move (only those
B. Defender's troops move that did not retreat in Step Al) Rivers: Normally, rivers are bounded on two opposite
1. Attacker's ships may retreat sides by the banks. Also, rivers can make the field a couple
1. Attacker's troops (only those that did not move battle areas narrower than normal.
may retreat in Step A)
weather and wind
(Together, steps A and B (Repeat A and B seven times—one The result of the day's wind strength and direction checks
comprise a week of movement) each day for a week of moves.) apply to the battle at hand. (Time effectively stops during a
naval War Card battle, so it can take place in just one day.)
landin? forces and marines The DM can dictate the position of attacker and defender on
the map, if it's obvious who should be where, or he can ran-
Troops that land on hostile shores cannot move in the War Move domly determine the wind and position of the two fleets.
in which they debark, but they can occupy, pillage, or besiege
the province where they land on the same turn. Treat debarked Wind cards: Place the wind card with the wind direction
troops as normal land units in subsequent War Moves. arrow on the battle mat to show which way the wind is blowing.
Then set the appropriate wind strength card (light, moderate, or
Roundships, galleons, and zebecs all carry small contin- strong wind) beside the direction card for reference during play.
gents of marines who can function as one unit of irregulars if
landed on enemy shores, which makes them handy for quick leaving the field
raids or other such missions. The marines must remain in the Any ship can flee the fight simply by moving farther in one
same province as their ship, unless either is destroyed. If the direction than any enemy vessel and remaining at least two
marines die, the ship's boarding value falls to 0 until the cap- areas away from the nearest enemy. If, for example, a ship is
tain replaces them by spending 1 GB and mustering troops the westernmost vessel on the map with no enemies closer
in any of his ports during the domain turn. than two areas away, it has fled the fight. However, ships
cannot flee in directions blocked by coastlines or shoals.
naval movement rules
T his card is a reference for movement at sea. For movement allowance
more details, consult the rules on War and Trade by
Sea, Part VI in the Cities of the Sun sourcebook. The movement of a sailing vessel depends on its Maneuver-
ability Class and the speed and direction of the wind. Refer to
Table 1: Wind Strength Table 3, using the appropriate row for wind strength and
whether the ship is sailing into, with, or across the wind.
2d6 Wind Strength Next Day
2 Calm Id4+1 Table 3: Ship Movement Allowance
3 Calm Id6+1
4 Light 2d4 Ship Maneuverability Class (MC)
5 Light 2d4 Winds A BCD
Light
6 Light 2d6 1 10
7 Moderate 2d6 Into 2 11
8 Moderate 3d4 With
9 Strong Across 3 11
3d4 Moderate
Into
10 Strong ld6+6 With 1 00
11 Gale ld6+6 Across 3 21
12 Storm 2d6* Strong 4 21
Into
* Do not check the wind strength again the next day in the case of With 1 00
a storm, but check it after it's blown itself out (in Id4 days). Across 4 22
5 32
Calms reduce a ship's movement to Id2-1 areas, regardless of chano-ino- course
its normal speed. Oared vessels can move at their rowing rate
instead. There is a 50% chance that fog accompanies the calm. A ship begins with the movement allowance indicated by its
Gales are treated as strong winds but alter a ship's intended first move of the day. It can change course as often as the
course by moving a vessel Id3 maritime areas in the direction captain wants and in any direction up to the movement
the wind is blowing, or Id3-1 areas if the ship's captain suc- allowance of its first move this turn.
ceeds in a Seamanship proficiency check. Carry out gale move-
ment after the ship has conducted its normal day's movement. There is one exception to this rule: Ships that turn into the
Storms prevent a ship from maneuvering at all; it's simply wind after a downwind or crosswind course end their move
blown 2d4 areas per day in the direction the wind is blowing. after sailing into the wind only one maritime area.
Storms last Id4 days before blowing out.
shipwrecks
wind direction
The two types of shipwrecks facing sailors are foundering
In Cerilia's waters, the wind generally blows out of the west and grounding. A ship at sea during a gale or storm founders
in spring and summer, and from the north in fall and winter. if it fails a seaworthiness check (or the captain's Seamanship
However, this statement only approximates weather pat- proficiency check), sinking after Id 10 hours of battling the
terns. Note: The wind direction is always the direction the elements. Grounding may occur when a ship enters coastal
wind is blowing from! waters in fog, a gale, or a storm. To avoid running aground,
make a successful check using either the ship's seaworthi-
ness rating or the captain's Navigation proficiency score,
whichever is lower.
Table 2: Wind Direction Fall/Winter ship maintenance
2d6 Spring/Summer South
2 East South Just like holdings, armies, and provinces, ships require a char-
3 East East acter to pay a maintenance cost each domain turn. You can find
4 South East individual ships' troop capacities on the back of Card 1.
5 South North
6 South North Table 4: Ship Maintenance
7 West North
8 West West Total Troop Capacity Cost
9 West West 1-3 units 1 GB
10 North West 4-6 units 2 GB
11 North South 7-9 units 3 GB
12 East 10-12 units 4 GB
Cardsheet 4 3103XXX0504, Cities of the Sun © 1995 TSR, Inc. All Rights Reserved
(jcecxri areas o
cerilia
^ / — ^^
anuirean navies
T he following material can add Diemed: A sea trade route from Ciliene to Seaward in
a naval dimension to an Mieres generates 5 GB/domain turn for one guild.
Anuirean campaign. To cover
the costs of maintaining their fleets, Navy: 2 galleons, 7 caravels, and 3 coasters, split between
many regents offer protection to the Aerele and Ciliene. The Baron of Diemed hopes to see a
merchant marine or loan vessels to new trade route forged from Aerele to one of the great
local guilds in return for a share of Khinasi ports, probably Zikala or Turin.
the trade route's listed profits. (Or, Ilien: A sea trade route from Ilien to Ruorven in Coeranys
the regent PC may use another generates 6 GB/domain turn for one guild.
source of income to support the Navy: 2 galleons, 4 caravels, 2 coasters.
navy, such as a tax increase or Medoere: No one has established a sea trade route.
claim by law holding.) Navy: 4 caravels. The fleet is based in Alamier.
Landlocked realms have no
navies or sea trade routes. Osoerde: A sea trade route from
Aerenwe: A sea trade route from Calrie to Mermoune in Gulfport to Zikala generates 5
Binsada generates 4 GB/domain turn to one guild. GB/domain turn for one guild.
Navy: 3 galleons, 6 caravels, 2
Navy: 2 galleons, 6 caravels, 2 coasters. The fleet is based coasters. Osoerde sails out
upriver at the port of Calrie itself, a day's sail from the of Gulfport and is thought
Gulf of Coeranys. to sponsor pirates and smug-
Avanil: Sea trade routes from Daulton to Ilien and from glers in the Sunken Lands.
Anuire province to Seaward in Mieres generate 12 GB/ Roesone: As Roesone is not
domain turn for local guilds. a seapower, local guilds
maintain no sea trade routes.
Navy: 7 galleons, 12 caravels, 4 coasters. The Prince of Navy: 2 caravels anchored
Avanil holds the old Imperial Yards of the City of Anuire in Abbatuor, 1 coaster in
Proudglaive, and 1 coaster
and uses the city's harbor in Abbadiel. (Note: These two
as his main naval base.
coasters are mentioned in the Player's Secrets of Roesone
The capital's fortifications domain sourcebook as the Registered Baron's Ships
protect the naval dock- Exploit and Adventure.)
yards and slips.
Taeghas: A sea trade route from Bhaine to Abbatuor in
Boeruine: Sea trade routes Roesone generates 5 GB/domain turn for one guild.
from both Seasedge and
Tariene to Stormpoint in Navy: 2 galleons, 5 caravels, and 2 coasters, based in the
royal harbor at Stormpoint.
Taeghas and from Bacaeleto Talinie: Two sea trade routes from Lindholme to Stormpoint
Bliene in Diemed generate 13 in Taeghas each generate 4 GB/domain turn for one guild.
GB/domain turn for local guilds. Navy: 1 galleon, 6 caravels, and 1 coaster, divided
Navy: 6 galleons, 11 caravels, 5 between Seaport and Nowelton.
coasters. Most of Boeruine's fleet sails from the port of
Tariene, which has a much better harbor than Seaharrow.
Brosengae: A sea trade route from Bindier to Crenier in
Mieres generates 3 GB/domain turn for one guild.
Navy: 5 caravels. Brosengae's navy anchors in the bay of
Bindier, although it often patrols the Arnienbae.
Coeranys: No one has established a sea trade route.
Navy: 3 caravels. Rumors hint that Coeranys is embark-
ing on a building program to achieve parity with
Osoerde's fleet.
Dhoesone: A sea trade route from Nolien to Riverford in
Cariele generates 4 GB/domain turn for one guild.
Navy: 5 caravels, 4 knarrs, 2 coasters.
Coastal Waters
Sea Areas
Ocean Area
CERILIA
Cardsheet 5 3103XXX0505, Cities of the Sun © 1995 TSR, Inc. All Rights Reserved
4 maritime a/eas
Coastal Waters
Sea Areas
Ocean Area
Cardsheet 6 3103XXX0506, Cities of the Sun © 1995 TSR, Inc. All Rights Reserved
Khinasi Archers Melee: 2 Khinasi Archers -# CS10
Missile: 4
Move: 2 Move: 2 Melee: 2
Defense: 1 +1 to attacks vs. Defense: 1 Missile: 4
Morale: X V mounted units. Morale: X
+7 to attacks vs.
mounted units.
Z: mi
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Khinasi Archers Melee: 2 Khinasi Archers Melee: 2
Missile: 4 Missile: 4
Move: 2 Move: 2
Defense: 1 +7 to attacks vs. Defense: 1 +1 to attacks vs
Morale: X mounted units. Morale: X mounted units.
Z :a|jssj|/\|
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Khinasi Light ^#CS13 Khinasi Light ^ . # cs 14
Cavalry
Cavalry Melee: 2 a ^ ^^" MDoevfeen: 4ses „ ^ Melee: 2 A.
Move: 4 Charge: 3 AIHJL.JRjl ^ ^ Morale:^? \y^ ?Mhisa sr ?ilee :: 3 ^^3S
Defense: 2 Missile: 3 v^EjJjjjSjL
Morale: * 3 ^
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Cavalry Cavalry Charge: 5
Charge: 3 ,-4fe Missile: 2
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Defense: 3
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Khinasi Archers Melee: 2 Khinasi Archers -# CS10
Missile: 4
Move: 2 Move: 2 Melee: 2
Defense: 1 +1 to attacks vs. Defense: 1 Missile: 4
Morale: X V mounted units. Morale: X
+7 to attacks vs.
mounted units.
Z: mi
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Khinasi Archers Melee: 2 Khinasi Archers Melee: 2
Missile: 4 Missile: 4
Move: 2 Move: 2
Defense: 1 +7 to attacks vs. Defense: 1 +1 to attacks vs
Morale: X mounted units. Morale: X mounted units.
Z :a|jssj|/\|
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Khinasi Light ^#CS13 Khinasi Light ^ . # cs 14
Cavalry
Cavalry Melee: 2 a ^ ^^" MDoevfeen: 4ses „ ^ Melee: 2 A.
Move: 4 Charge: 3 AIHJL.JRjl ^ ^ Morale:^? \y^ ?Mhisa sr ?ilee :: 3 ^^3S
Defense: 2 Missile: 3 v^EjJjjjSjL
Morale: * 3 ^
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Cavalry Cavalry Charge: 5
Charge: 3 ,-4fe Missile: 2
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Defense: 3
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3103XXX1602
Khinasi Medium .#CS17 Khinasi Medium .#CS18
Cavalry Cavahy
Melee: 4 Move: 3 Melee: 4
Move: 3 Charge: 5 Defense: 3 Charge: 5
Defense: 3 Missile: 2 Morale:X^f Missile: 2
IMorale: X ^ f V
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Cavahy Cavalry
Melee: 4 Melee: 4
Move: 3 Charge: 5 Move: 3 Charge: 5
Defense: 3 Missile: 2 Defense: 3 Missile: 2
Morale: X < f Morale: X V f
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Khinasi Medium .#CS21 Khinasi _^.#CS22
Cavahy Skirmishers
Melee: 4 Move: 3 Melee: 2
Move: 3 Charge: 5 Defense: 1 Missile: 3
Defense: 3 Missile: 2 Morale: X
Morale: X *
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Khinasi ^.#CS23 !l Khinasi . # CS24
Skirmishers Skirmishers
Move: 3 Melee: 2 Melee: 2
Defense: 1 Missile: 3 Move: 3 Missile: 3
Morale: X Defense: 1
Morale: X
ft* mi^'i •
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Khinasi Infantry ^ . # CS25 Khinasi Infantry ^ # CS26
Move: 1 Melee: 3 Move: 1 Melee: 3
Defense: 3 Missile: 1 Defense: 3 Missile: 1
Morale: V f Morale: *= f
+1 to attacks vs. +1 to attacks vs.
pikes, irregulars, or pikes, irregulars, or
skirmishers. skirmishers.
0 :ai!ssi|/\|
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Khinasi Infantry Melee: 3 Khinasi Infantry Melee: 3
Missile: 1 Missile: 1
Move: 1 Move: 1
Defense: 3 +1 to attacks vs. Defense: 3 +1 to attacks vs.
Morale: pikes, irregulars, or Morale: < f pikes, irregulars, or
skirmishers. skirmishers.
0 :a|!ss!i/\j
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Khinasi Infantry Melee: 3 Khinasi Infantry Melee: 3
Missile: 1 Missile: 1
Move: 1 Move: 1 +1 to attacks vs.
Defense: 3 +1 to attacks vs. Defense: 3 pPikikees, irregulars, or
Morale: rHlrMorale:V f
pikes, irregulars, or 1 -2 skirmishers.
skirmishers.
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Serpent Guards
Serpent Guards Melee: 4
Missile: 1 Move: 1
Move: 1 Defense: 4
Defense: 4 Morale: X ^ f
Morale: X V ?
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3103XXX1604
Serpent Guards +• # CS33 Elven Knights .#CS34
Move: 1 Melee: 4 Melee: 4
Defense: 4 Missile: 1 Move: 4 Charge: 6
Morale: X V ? Defense: 4 Missile: 3
Morale: X ^ ¥
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CM 2 . 2 l!H I-
Elven Knights Elven Archers .#CS36
Melee: 3
Move: 4 Move: 4 Missile: 5
Defense: 4 Defense: 2
Morale: X ^ ¥ Morale: X ^ f
£ :3|!SSj|/\|
Z :33|3|/\|
J!H I
Black Spear Gnolls ••• #( Black Spear Gnolls . ^ . # csss
Move- 2 Melee: 5 Move: 2 Melee: 5
Defense: 3 Missile: 2 Defense: 3 Missile: 2
Morale: X f Morale: X f
1| I :si!SS!i/y
X a».SG £ :a.a|B|/\|
1!H L
Black Spear .#CS39 Kozlov Infantry Melee: 4
Raiders
Melee: 3 Move: 1 +1 to attacks vs.
Move: 3 Missile: 2 Defense: 2 irregulars, spears, or
Defense: 2 Morale: X <
Morale: f pikes.
1:3|!SS||A| Z :a3|3|/\i
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l!H I
3103XXX1605
cc eB 1 Kozl.
o(J 0
ter o 0 Move
Defen
Utacker's icon•- Moral
Defender 's icon
BATTLE CARD 'u<u BATTLE CARD BATTLE CARD $(D
0> ATTACK-DEFENSE B L\TTACK-DEFENSE X ro 9
rt j B; -2 - 1 0 + 1 +2 +3* >s ATTACK-DEFENSE f - 3 - 2 - 1 0 +1 +2 TJ w 53P
F HH RH H
*^ Q • - 3 H FHF R D **! Q t-3 - 2 - 1 0 + 1 +2 ^ 3 *
Xf — Xf F H — R D— H F —H—
XF ——H—H H Xf H
XX H
X< H — H H H H R XV — F ——H H D
XX— F —H R R H H H —H— H
XX R
H
»f —F H F RR f f —H HH F H ?» F— — R D H D
f ^ F ——H— R D fVHFHHHH
f —H ——H D H fX F F H F—H H f X —H —H R R lee: 4+ (D
f X F — H —H H —
to attadtsvs.
f FH H D f H_ F_ H H R <? — FHHFD H 5irreg ulars, sp
V H ^ — F —— H — H R
*• X H— H RD R R * X— H H — H R D ^ V F H —H—H H Io
p —H H — H Defender suffers one hit. V X F — HF — H
F Attacker alls back.
H Defender suffers one hii R Defender suffers one hit and is routed H Defender suffers one hit.
F Attacker falls back. D Defender is destroyed. F Attacker falls back.
R De ender su ffers one hii and is rou ted. R Defender suffers one hit and is routed.
D De ender is destroyed. D Defender is destroyed.
H, R, D: Grapple succeeds. H, R, D: Grapple succeeds. H, R, D: Grapple succeeds.
#GS103 #CS101 #CS99
lttacker';s icon 2 Hits Rid lee 1I(5 a
lefender':s icon Melee: 2 1 <(D ro Vt
Charge: 3 arg
s icon Mor
lefender';s icon
s icon
lefender's icon
BATTLE CARD 1 BATTLE CARD 1 BATTLE CARD
ATTACK-DEFENSE rut ATTACK-DEFENSE +3* ATTACK-DEFENSE %& <
Q D iTir-S O
^, a f_3 _2 - 1 0 + 1 +2 H 3 * f_3 _2 -1 0 + 1 +2 H a f_3 -2 -1 0 + 1 +2 + 3 * O
X¥ —— H F — H R \
X V H —— — H R H X X¥ —F HH F H R 3" (D
X ——H— H — — XX p HH X F H —H — R H 1.
XX —H F R D R D F H H— H H XX F —H F— H D (D O1 4
V T H F F— H _ H
, ? F —— H H H H f f F — —— H D H ¥ — H —— H H R CD Xo.
f F —HH R H R f H F HRD H D f X —— H— H — H
f X H H—H F D H 5S
X — H —H H — H f F H —R D R _
H—HHH D D •
f ——H H _ H D f — F HH R R R
\, — H — F \, F H F H F X — F —H R H H 1•
HH H H Defender suffers one hit
F Attacker falls back.
* X F —H—H — R * X H ——H — H — R Defender suffers one hit and is routed.
D Defender is destroyed.
H Defender suffers one hit H Defender suffers one hit H, R, D Grapple succeeds.
F Attacker falls back. F Attacker falls back.
R Defender suffers one hh and is routed. R Defender suffers one hit and is routed. #CS100
D Defender is destroyed. D Defender is destroyed.
H, R, D Grapple succeeds. H, R, D Grapple succeeds.
#CS104 #CS102
ec cc cB
0 0u 0u 0
•- BATTLE CARD BATTLE CARD 00 BATTLE CARD
•; (j
"Vu
"~
<1**•o
ackei
a Q ATTACK-DKFF.NSE endei
•** • - 3 -2 - 1 0 + 1 +2 + 3 * ker
der
*j u <s c
ATTACK-DKFFNSE i i <*V• ATTACK-DEFENSE
Q t - 3 -2 -1 0 + 1 +2 + 3 * •*< Q f_3 _2 - 1 0 + 1 +2 + 3 *
X ? F H —— H R R
Xf — HH — H H X » F H —H H D D X H —HR D H H
X H —F DR X *, F — H H R H
X X F — H— H H H X X H — —H F D R X X — F —H H — —
ff H HRD t f —H HH _ _ H » V—H HH R H D
» — H H— H — H f V ———F — R f V F —FH F— H
f X —— FR D R R f X F — H— H H D f X H F —H — H R
f F H —H H H ? H — —— H H H T ——H F _ H H
F —HH R H — V — — H— H R R _ F —— H H D
V X H — —H F H D VX —H FR D D H
X F H H— H R H
H De end er suffers one hii H Defender suffers one hit H Defender suffers one hit.
F Attacker falls back. F Attacker falls back. F Attacker falls back.
R Defender suffers one hit and s routed. R Defender suffers one hit and isrouted. R Deiender suffers one hit and is routed.
D Defender is destroyed. D Defender is destroyed. D Delender is destroyed.
H, R, D:Grapple succeeds. H, R, D: Grapple succeeds. H, R, D:Grapple succeeds.
I 1 11
#CS107 #CS106 #CS105
II I I I I
i1 01i 0T j 01 i1 0 j000 r 0
oioioloio 0 0 0
O l1 O i1O i1O iI 1 1 1 1
till L«_
till
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1 1J L _____ .J 1 _ _ J L. 1
1 i lI 1- ilil 121212
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1i 2!i 2 12 |2|2 \2 13 |3
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• 3 ! 3 13 i 3 ! 133 |3 |4
i4j 4 14i!4ii4 i4 14
i14!i 4 14 |4i4 14 15
5 !5i i !6i6 1616 161
<J : _i_ _ i
i 1- -i 1 -T - i 1
3103XXX1607
Khinasi Dhoura # CS43 Khinasi Dhoura
Defense: 2 Defense: 2
Boarding: 3 Missile: 1 Boarding: 3
Morale: V f MC:B Morale: V f
Khinasi Dhoura #CS45 Khinasi Dhoura -*- # CS46
Defense: 2 Defense: 2 Missile: 1 \
Boarding: 3 Boarding: 3 MC: B. U
Morale: Morale: 4 f \ i •kjjV
Khinasi Dhoura # CS47 Khinasi Dhoura
Defense: 2 Defense: 2
Boarding: 3 Missile: 1 v Boarding: 3
Morale: ^ f MC:B Morale: < ¥
3103XXX16081
Khinasi Zebec Khinasi Zebec .#CS52
Defense: 3 Defense: 3
Boarding: 4 Boarding: 4 Missile: 3
Morale: X \= ¥ MC:A
X.22O :3|!ssi|/\|
Khinasi Zebec .#CS53 Khinasi Zebec .#CS54
Defense: 3 Defense: 3
Boarding: 4 Missile: 3 Boarding: 4 Missile: 3
Morale: X V ? MC:A Morale: X V ? MC:A
Anuirean Caravel Missile: 1 Anuirean Caravel Missile: 1
Defense: 3 MC:B Defense: 3 MC:B
Boarding: 3 Boarding: 3
Morale: X Morale: X
0:3|jss!|/\|
Anuirean Caravel Missile: 1 Anuirean Caravel Missile: 1
Defense: 3 MC:B Defense: 3 MC:B
Boarding: 3 Boarding: 3
Morale: X <
3103XXX1609
Anuirean Caravel Anuirean Caravel
Defense: 3 Defense: 3
Boarding: 3 Boarding: 3
Morale: X < Morale: X
Brecht Cog Brecht Cog
Defense: 3 Defense: 3
Boarding: 3 Boarding: 3
Morale: X Morale: X ¥
Brecht Cog Vos Drakkar MC:D
Rowing: 2
Defense: 3 Defense: 3
Boarding: 3 Boarding: 4
Morale: X f Morale: X ^ ¥
Vos Drakkar I. :6u|Moy
d:OIAI
Defense: 3
Boarding: 4 Vos Drakkar
Morale: X
Defense: 3
Boarding: 4
Morale: X ^ f
3103XXX1610
Rjurik Longship Rjurik Longship
Defense: 2 Defense: 2
Boarding: 3 Boarding: 3
Morale: X < t Morale: XK1
Rjurik Longship . # CS77 Brecht Roundship -A*#
Defense: 2 Defense: 4 Missile: 4
Boarding: 3 MC:C Boarding: 4 MC: B
Morale: X V ? Rowing: 2 Morale: X *
Brecht Roundship -*- # CS79 Brecht Roundship •+- # csso
Defense: 4 Missile: 4 Defense: 4 Missile: 4
Boarding: 4 MC: B Boarding: 4 MC: B
Morale: X ' Morale: X V f
'#19 O:QIAI X.S2O
2 :ai!SS||A|
X.<2O
1!H I
CMSS
Serpent Galley .#CS81 Serpent Galley .#CS82
Defense: 2 Defense: 2
Boarding: 3 Missile: 2 Boarding: 3 Missile: 2
Morale: X < f MC:B Morale: X V f MC:B
Rowing: 2 Rowing: 2
:6u|Moy 1:6utwvo
6-OVi I. :a0|!s:s||/\i
I :ai!SS!i/\|
3103XXX1612
WIND CARD I^MJP^^^^Rn'IND CARD
Movement Allowance in Wind Direction
Moderate Winds
Ship Maneuverability Class
A B CD
Into 110 0
With
Cross 3 2 21
4 3 21
WIND CARD WIND CARD
Movement Allowance Movement Allowance
in Strong Winds in Light Winds
Ship Maneuverability Class Ship Maneuverability Class
A B CD
1 0 00 A B CD
4 3 22
Into 5 4 32 Into 1 1 10
With
Cross With 2 1 11
Cross 3 2 11
^mMfelS
,_„.•"•»>•«-
#CS88."
u
NAVAL WAR M A G I C
Crew-affecting Spells
Crew-affecting spells are classified as though they create an H, R, or D
result for the target vessel on a battle card. Even though these spells
don't actually damage the vessel, the crew losses affect its fighting abil-
ity and maneuverability. A ship cannot sink due to spells of this sort—
it keeps its last hit until struck by a physical attack.
D: Cloudkill, death fog.
R: Blade barrier, chaos, symbol, mass charm, fear, prismatic spray, death
spell.
F: Confusion, pyrotechnics, insect plague, web, rainbow pattern, hypnotic
pattern.
Duration: Varies by spell.
#CS91
NAVAL WAR MAGIC
Fog
Spells: Wall of fog, fog cloud, pyrotechnics, obscurement, control weather.
Effects: No vessel may fire missiles into or out of the battle area con-
taining this card. A ship attempting to grapple another vessel in the
fog suffers a -2 column shift to its grappling check.
Duration: One round per level of caster.
#CS93
NAVAL WAR MAGIC
Barriers
Spells: Solid fog, wall of force, lower water, Otiluke's freezing sphere, wall
of ice.
Effects: All barrier spells prevent one enemy ship from moving for the
duration of the spell. Any ship that tries to board the affected ship
becomes stuck as well.
Solid fog also bars missile fire to and from the affected ship. Wall of
force, wall of ice, and Otiluke's freezing sphere each inflict one hit of hull
damage if cast on vessel that moved in this round of battle.
Duration: One battle round per level of caster.
#CS95
NAVAL WAR MAGIC CARD
Turn Wood
Spell: Turn wood.
Effects: The turn wood spell automatically moves a single enemy vessel
one battle area in a direction of the caster's choice, regardless of wind
direction or strength. Spellcasters can use this technique to break a
grapple or force a ship to run aground.
Duration: Immediate.
#CS97
NAVAL WAR MAGIC
Illusions
Spells: Phantasmal force, improved phantasmal force, spectral force,
advanced illusion, permanent illusion, programmed illusion.
Effects: By using an illusion spell, the caster creates a phantom dupli-
cate of his own ship. The commander may draw one additional vessel
of the exact same kind and place it with the caster's ship, mixing the
two so that the enemy player doesn't know which ship is real and
which is an illusion. The two ships can separate in later moves, but the
illusion disappears when an enemy ship hits it with missile fire or
attempts to board it.
Duration: Until dispelled.
#CS92
NAVAL WAR MAGIC
Movement Spells
Spells: Control weather, control winds, gust of wind.
Effects: Control weather and control winds spells allow the caster to
immediately change the wind direction to the quarter of his choice
and increase or decrease its strength by one category. Gust of wind
gives the caster's vessel an additional battle area of movement along
its current heading.
Duration: The effects of control weather and control winds last for the
duration of the battle.
#CS94
NAVAL WAR MAGIC
Bless
Spells: Bless, chant, prayer.
Effects: These spells may be cast on the crew and troops of the
caster's ship to add a +1 bonus to the ship's boarding value. In addi-
tion, the player of an affected ship with one or two icons under
Morale draws a random icon; if it's different, the player adds it to the
ship's morale icons for as long as the spell lasts.
Duration: One round per level of caster.
#CS96
NAVAL WAR MAGIC CARD
Attack Spells
Attack spells are classified as though they create an H, R, or D result
for the target vessel on a battle card.
D: Disintegrate, incendiary cloud, meteor swarm, fire storm.
R: Fireball, lightning bolt, delayed blast fireball, wall of fire, chain light-
ning, call lightning, produce fire, fire seeds.
H: Flame arrow, Melf's minute meteors, warp wood, flame strike.
Additional effects: Ships struck by any R or H spells have a 50% chance
of catching fire; ships aflame suffer one hit per turn until they sink.
Spells with R effects also cause one hit to an embarked troop unit.
Duration: Varies by spell.
#CS98
3103XXX1614
ThRePGWAo®rlNdsetOwforTkhe
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