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Rules Reference Card

Table 2. Turn Sequence


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

Table 5. Mlrrlle Combat Modlflerr Table 9a. Mor& Check Rolls 20


mget haelis.. AC d6 Special Effect
Iuort r m e 0 1 R o w permanently; remove from
+2 the table.
Long rar +5 Table 10. Combat Experlence 2 Decrease THACO and morale by 2
Blind -2 Experlence Morale Initiate for the rest of the scenario.
Rars +2 Class Distance Combat 3 Attach nearest friendly miniature
-1 Rabble 2inches Leader' (or unit leaderlhem).
N o sizes larger, or more -2 hagullre 'hmove Leader Paralyced for next two rounds.
Sleepingheld - 2, Regulars 'h move Anytime
4
5 Miniature surrenders.
softcaver +2 Veterans Ive Anytime 6 Miniature (leader in a unit) turns
P.Nalhardmver +4 Elite IS Anylime traitor.
Anytime
M O ~ Weheck and a leader required

Table 9b. Morale Check Rolls 1


d6 Speclal Effect
1 coed morale permanently.
2 Morale improves by 2 permanently.
3 Friendly miniatures within 6 inches
Sklrmisher get +2 morale bonus for 2 rounds.
Gets a + 4 THACO bonus next
Miniatures Rules 4
round.
5 AU other friendly miniatures within
3 inches rally automatically.
6 Goes berserk (leader if a unit) for 2
01991 T8R,Inc. AU Righta Reserved. rounds, ADx2, +4 ML, + 2 CB.
Must charge nearest enemy.

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Table of Contents I
Contents
.. ...
Introduction.. . . . . . . . . . . . . . . . . . . . ..
... . . . .. .4 . . . . .. .
Petrification.. . . . . . . . ..
.... .56
. ...
Spirit vs. Letter , . . . . . , , . . . . . . . . . . . . . . . . . . . . . . .4 Immunity to Normal Weapons .
.... , .56
.. . . ..
What You Need to Play . . , , . . . . . . . . . . . . . . . . .4 Breath Weapons . . .. . ., .. ..... . . .. . ......... , . .57
. .. . . .. . . .. . . . . ..
Preparing Ybur Miniatures. . . . . , .. . . . . . .. . .6 Chapter 11:Heroes C Monsters. . . . . ......... . . .50
. . .. .. .. .
The Referee . . . , . . . . , , . . , . . . . . . .. .. . . . . .0 . . . . . .. . .. . . ......... .. .50
I

Animal Packs.,
. . . . . .. ... . . .
Chapter 1:Sequence of Play. . . . . . . .. ..9 . . . .. ... .
Undead . . . . . , . . . .. .. . . .. . .........
. ..
.. .60
. . ..
Chapter 2: Initiative . . . , . . . . . . . . . . . . , , . . . . . , , .10 Chapter 12: War Machines . . . . ... . .. ..62
. . . . .. . . .
Multi-playel: Initiative ... . .. .... .. . . . . .. .lo Movement . . . .. . . . . . . .. .
. . . . . .. , . ..
. . . . .62
I

. ..
Declaring Opportunity Fire, , . , . . . . . , . . . . . . . . . . .11 Combat. . .. . . . .. .
. . .. . . .. . . ..
. . . . ..63
. . . .
Chapter J: Movement . . . , , , , . . . . . , . . . . . . . . . . .12 Chapter 13: Scenarios. .. . .. .. .. . . .. ..6b
. . .. .
Movement in Melee , . . . . . . . , . . . . . . . . . . . . . . . .14 . . .. ..
Part Three: Magic.. . . . . . . . .
. . .. :..69
.. . . . . . . . . .
Terrain.. . . . , . . , , , . . . . , . . . . . . . . . . . . . . .17 Defining the Spell Summary . . . . . , . ... . . . ..70
I

. . .. . . . .
.. . .. .. . . .. . .. .
Other Terrain Effects . . , , . . . . . . . . . . . . .. . .19 Illusions . . . . , . . . . .. . . ., , . .n
Chapter4 Combat.. . , , , . . . . . . . . . . . . . . . . ..21 ..
Chapter 14 Wizards.. . . . . . .
, . . . . . .73
# .

. .. . ...
Attack Procedure , . . . . , , , . . . . . . . . . . . . . . . ..21 .. .
First Level Spells . , . . . .. . .
. . * . . . * .74
. . . . . . .. .
Combat Modifiers.. , , . . . . . . . . . . . . . . .. . - 2 2 .
Second Level Spells. . . . ..
.. . , , .. . ..75
. . . .. . . . . ..
Missile Combat . . . , . . . . . . . . . . . . . . . . . ..23 Third Level Spells.. . . . .. .. .. ..
. . .. . .76
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. .. .
Line of Sit., , , , , , . . . . , . . . . . , , . . . , , , . . . , , . . .26 Fourth Level Spells.. . . . . . .. . . . . .. . . * 77
. . . .. . . .
Opportunity Fire. . . , , . . . . , . . . . . . . . . . . . . ..29 .. . .
Pith Level Spells.. . . . . . . . . . . , .. .
. . .. * 79
. . . . . .. . . .
Chapter 5: Morale . . . . . . . . . . . . . . . . . . . . .30 . . ..
S i t h Level Spells . . . . . . . . . . . , . . . . . .* .a0
. . . .. . .. . . .
Making Morale Checks . . . . . . . . . . . . . . . .31 . .
Chapter 15: Priests . . . . . . . . . .
. .. . . .. , . 3 2
. . . ..
Making Rally Checks, . . . , . . . , , . , . . . , . . . . . . . .31 .. ..
First Level Spells . . , .. ... .. ..
. . . . . . ..a3
. . . .
Chapter 6:Scenarios. . , . . . . . . , , , . . . , . . . . . . . . . .34 .
Second Level Spells. , . . . , . . . .. .
. .. . . .. . .03
. . .
Part Two: E anded Rules . . , , , . . . , , , . . . . , . . . ..36 .. .. .
Third Level SDells . . . . . . .. .
* . . . * . . . .a4
Chapter 7: & . . . . .. . . .
tary Units. . . . . . . . . . . . . . . . .37
. . .
Unit Combat Experience . . , . . . . . . . . . . . . . . , , . . , .30 . . ..
.. . .
Fourth Level Spells .. , . . .
Fifth Level Spells. . . . . . ..
. . .
, . . . . . . , .. . . . .05
. . .
, . . . . . . . . . . . , .86
. .. .
Leaders and Commanders . . , . . .. ., .. .. .... . . . -39 .. .. .
S i t h Level Spells . . . . . . .
. . . .. , . . . .07
. .. . . . . . .
Personal Challenges . . . . . . . . . . . . . . . . . . . . .41 Seventh Level Spells, . . . . , , . . .
. . . . .. * . . .a0
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Chapter 8: Initiative for Units. . . , . . . . , . . . . , , . . . , , .43 Chapter 16: Magical Items , . . . . , . . . . .. . . .39
.. . ..
Chapter 9:Expanded Movement . . . . . . . . . . .. . .45 . .. . . .
Potions . . . . . . . . . . . . . . . . . , . . . . . . .09
. . . . .. .
Flying . . , . * . . . . . . . . . . , , * . . . . . . . . . . . , , . . , .45 . .
Scrolls . . , . . . . . . . , , . . , , . . . . . , . . . . .90
I .

. . .
Levitation. , . . . . . . . , . . . . , . . . . . . . . . . , . . . , , , . . , .47 .. ... . . . . .
Rings . . . . . , . . . , . . . , , . . .. , . . . . .90
. . . .. . .. ..
Burrowing . . . . . . . . , . . . . . . . . . . . . . . , . . , -40 Rods . . . . . . . . . . , . , , .. , . . . . .91
. . . . .. . .
Swimming . . . . . . . . . . . . . . . , . . . , . . . . , . . . , ,40 .. .
Staves ... ... . . . , . . . , . . . , .. , . . . . .92
#..

. . .. .. . .. . .
Invisibility . .. . . . . . . . . . . . . . . . . . . .. , . . .49 . ... . .
Wands . . . . , . . , . . . . . . . . , . . * . . *93
. . . . . . .. . .. . .
Etherealness . . . . . . . . . . . . . . . . , , , . . . , .50 ..
Miscellaneous Magic. , . . , . . , . . . . . . .94
.
Chapter 10: Expanded Combat. . . , . . . , , . . . , . , . . , , .51 .. . .
Armor and Shields . . , . . , . . . . . . . , . . . . .96
.. . . . .. .
Different Attack Forms . . . . . . . . . . . . . , , . . , .51 . ... .
Magical Weapons . . . , . . . , . . . . . , . . . . .97
. . .. . . .
Mounted Miniatures.. , . . , . . .. .. .. . .. , , . . c, .. .
Chapter 17:Scenarios. . . . . . , . . . , . . . . , . . * . .loo
. . . . . .
Firing Blind.. . . . . . . . . . . , , . . . . . . . . . . . . . , . . I Appendix A: Converting A D C D
,

. .. .. . .
Aerial Combat.. . . . . . . . . . . . . . , . . . , . . . , . . . . , . ..ri . . .. .. .
Characters and Monsters. . . .. . . , . . . . , . . . ,102 .
Large Opponents. . . . . . . . , . . . . . . . . . . . , , , . . , . .. .52
. . . . .. . .. .. .
Appendix B Sample Figures . . . . . . , . . . . , . , . . .lo9
Polearms. . . . . . . . . . . . . . . . . . . . . , . . , , . . . , . . .52
. . .
Missile Weapon Skill . . , . . . . . . . . . . . . . , . . . , .. , , .53
.. . .
Appendix C: Scenario Construction . . . . . . . . , . .116
Appendix D: Painting Your Miniatures. . , . . . . , . , . . .119
. . . .
Attacking Objects. . , , . . . , . . , . . . . . . . . . , . . , . . . .53 Area of Effect Templates.
. . .. ..
Saving Throws . . . . . . .
, , . . . , . . , , . , . . . . . . , ..55

2
Table of Contents
- 1

Tables

Table 3: Mo L
Table 1:Rec mended Base Sizes ..................
Table 2: Rou d Sequence. .........................
.6
.9
ent Costs for 1 Inch of Terrain .......17
.................... ..23
iers. ...............,.25
Table 17: Hits vs. Weapon Immunity ........... . . . . 5 6
Table 18: Animal Charges
Table 19: Turning Undead
Table 20: War Machine Classes.
Table 21: Tipping War Machines
..............
..............
.........
........
..58
.
.60
.
.62
..63
.................... .26 Table 22: Wizard Spell Progression ...... .
.73
.......

*
.................... .31 Table 23: Priest Spell Progression. ..82
Rally Numbers ........32 Table 24: Magical Long Swords ......... ..97
...................32 Table 25: Hits and Remainders.. ........ .lo3
...................33 Table 26: Armor Class Values ........... SO3
...................39 Table 27: Armor Class Adjustments ..... .lo3
Table 11: Co mander Morale Bonus ...............41 Table 28: Melee Weapons. .............. .lo4
Table 12: R Classes. ......................... -46 Table 29: Missile Weapons. ............. ,105
Table 13: At ck Form Symbols ...................-51 Table 30:THACO and AD Conversio, .lo6
Table 14:Raw Material Strengths., .................54 Table 31: Experience Points.. ....... ,117
Table 15 :rior/Monster Saving Throws ..........55 Table 32: Special Ability Modifiers ..
Table 16.--,in= Throws for Other Character Classes .55
. .

Design: Bruce Nesmith


Editing and Development: Steve Winter and Annette Bumgarner
Figure Painting: Dave Hoppadc
Terrain Scenosquares: Duke Seifried, Creative Designs, Inc.
Photography: Photography Unlimited
Graphic Design: Stephanie Tabat
Production: Sarah Feegeetad
Typography: Gaye OKeefe
Playtesting: Jim Atkjss, Anne Brown, Rick Brown, Bffl COMOIS,
Dale Donovan, Bruce Heard, 1. Paul Wountah, JonPlckens,
I Steven Mend, David C. Sutherhnd, Steve Winter, and everyone
i who psrtldpated in demonstration gamer at Odghs '91.
All ot the rninb rn &played in this book are manufacturedby Ral Panha Enterprim, Inc. Many am pan of the A D V A N W DUNGEONS &
DRAGONS*, D?;A&A"LAN, and PORGOTTEN REALM9 linn of l M figum. POI the d e of cornpaition and W m . m e p h o t a in thb
book have been mlrrorrrvnrcd.
ADhD, ADV CED DUNGEONS & DRAGONS, BATTLESYSTEM, DRAGONLANCE, PORGOTTEN REALMS, d the TSR logo w trademark#
owned by T S a c .
Random Hovv qnd its affiliate cornpanin have worldwide distribution rights in the book trade for English lan-e producb.
Dbtributed to t k book and hobby trade in the United Klnsdom by TSR Ltd.
S991 TSR, Inc. All rights merved.
Printed in the U.S.A.

TSR, Inc.
POB 756
Lake Geneva
WI 53147U.S.A. I TSR Ltd.
120 Church End, chmy Hinton
C.mbri& CB1 3LB
Unlted Kingdom

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Introduction

This book gives you complete rules to get into arguments with the other
for playing tabletop battles with min- players. If you play by the spirit of
iature figures. It is not a game of ar- them, you will have fun and avoid a
my against army. It is designed for lot of frustration.
use with a small to medium number Common sense is a wonderful tool
of miniatures (10 to 50) where each ...
given to all (well most) human be-
miniature figure represents a single ings. Whenever a "fuzzy" situation
man or creature on the gaming table. occurs, one not made crystal clear by
You can use nearly any set of minia- the rules, use that common sense.
tures to build a battle scenario. The specific rules you will find here
This game is designed to mesh easily are complete enough to provide guid-
with the ADVANCED DUNGEONS h ance in most situations. The spirit of
Basllidr DRAGON9 2nd Edition game. All of these rules is complete enough to pro-
Hits 6 the rules are compatible with the vide answers to all situations. How-
AC 4 AD&W game. The troops and mon- ever, you may have to apply common
AD 1 stem are drawn directly from the sense and an attitude of compromise
THACO 14 ADhD Monstrous Compendiums. to find them.
Ranae 21416 The spells are adapted from those in
ML- 12
- the AD&DPlaprS Handbook. What You Need t o Play
MDICD
CB - While Skirmishes does not require
the use of the AD&D game, these FIGURES Miniature figures, cast
MV 6
XP 975 rules can add tremendous color and from metal or plastic, make the best
Size M excitement to role-playing scenarios. troops for your army. The game is de-
AL N Anyone familiar with the ADBD signed to be played with 25mm scale
EXP Monster game environment will feel right at figures and a ground scale of 1inch =
home with Skirmishes. 10 feet. This chapter and Appendix D
The rules in this book are struc- contain information on preparing fig-
tured to allow you to learn them easi- ures for play. (Appendix D is a short
ly. The basic game rules are described course on painting miniatures.)
first. Once they have been mastered,
you can move on to the expanded PLAYING SURFACE: A miniatures
rules. The basic game covers every- game requires a large, flat surface.
thing you need to play a miniatures You can use a section of floor, but for
battle and have loads of fun. The ex- several reasons, a tabletop is much
panded d e s can be added one at a better, especially in a household with
time as you want them, to cover spe- animals or small children. The table
cial situations in your games. should be large enough to allow room
for maneuvering, but small enough
Spirit vs. Letter so any part of the table can be

k
reached from at least one edge. The
A m iatures game is rarely an ex- scenarios given in this book are de-
act set rules. There are too many signed to be played on a table that is
factors involved and too many unde- roughly 4 ft. x 8 ft.
fined, gray areas. No single book, or
even several books, could cover all TERRAIN: The playing surface usu-
possibilities and keep a format which ally represents something other than
allows for quick and easy reference. a flat, featureless plain. Whether you
As a player you have an important are playing a predesigned scenario or
decision to make: will you play this one of your own creation, the battle-
game by the letter of the rules or by field is likely to have hills, rivers,
its spirit? If you choose to play by the buildings, forests, or other kinds of
letter of the rules, you are guaranteed physical features that affect how the

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

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

5
I
Preparing Your Miniatures bases. A dragon, for instance, may be
stretched out on the ground. This
Many different types of miniature would require a much larger base,
f i r e s are availablefor use with Skir- longer than it is wide. It is more im-
mishes, ranging from historically re- portant that the miniature fits proper-
alistic foot soldiers wielding spears to ly on the base than it is to have all
fantastical flying dragons. bases conform to some rule. The 'Ti-
ny" category is included for com-
SCALE: One inch on a Skirmishes pleteness. Very few miniatures are
gaming table represents 10 actual available in this size, and playing
feet. This includes elevation and hori- with figures on l/4" bases is difficult.
Bugbear with spear zontal distances. Most fantasy minia-
tures are in 25mm scale, which means Table 1. Recommended Base Shes
Hltr 3 they are about an inch tall. Obvious- Class Size Base
AC 4
ly an average man is not 10 feet tall. (Thy 2' 1/41'
AD 1(1) But the miniature is only a represen- (S)mall 21-41 i/2te
THACO 18(18) (M)an-sized 4'-7'
Range 21418 tation of the character on the gaming 3/4"

ML 11 table. Monsters are dealt with in the Urge 7'--12' 1"


same fashion; they are usually not the (Wuge 12'-25' 1V2"
MDICD
CB -
5
exact size the miniature portrays. (Qargantuan 25 + ' 2"
MV 9 (Remember, this is a game, and games
XP 120 are for having fun, so don't wony too
Slze L much about the exact scale of the COMBAT VALUES Each miniature
AL CE miniatures.) in the game has a set of combat val-
EXP Regular ues. These must be known before you
BASES: Each miniature should be can begin playing the game. In order
mounted on a cardboard, wood, or to save space, the names of these val-
metal base. The base does two things: ues have been abbreviated. Following
it represents the area the miniature is a list of abbreviations and their
can control and prevents the minia- meanings. Appendix B gives exten-
ture from falling over during play. sive lists of varies that you can use.
The exact size of the base is not criti- In Appendix A you will find rules for
cal. You can make bases that look converting standard ADBrW game
right to you or use the recommended creatures into Skirmishes figures.
sizes listed on Table 1.Either type will Throughout this book, every set of
work fine. Square bases are recom- facing pages has an example of a
mended because they make it easy to painted miniature. With the photo is
visualize the four facings of the fig- a listing of the combat values for that
ure. Some players prefer round or miniature. These photos are arranged
hexagonal bases, and these are fine, in alphabetical order throughout the
too. book. Appendix B includes combat
For Skirmishes, miniatures are summaries for these miniatures, also.
grouped into six sizes according to If you are playing with only the
the size of the creatures they repre- core rules, ignore combat values that
sent. The "real" size of the creature appear after a slash or in brackets and
and the recommended base size are braces. These are for the expanded
referenced on Table 1.For some min- rules and cover larger than man-sized
iatures (horses in particular) the base targets, charging, and bracing for a
should be.rectangular. The dimension charge.
in the table always refers to the long-
est side. HITS:Stands for Hit Dice. This is the
Not all miniatures will fit on these number of successful hits the minia-
ture can take before dying.

6
AC: Stands for Armor Class. This is a tance for missile weapons. The three
number between 10 and -10 repre- numbers are typically separated by
senting the defensive skill or armor of slashes.
the miniature. Smaller numbers are
better. It adjusts the opponent's ML. Stands for Morale. This is a
THACO, making it more difficult for number ranging from 1to 20 that rep-
him to score a hit. resents the miniature's willingness to
fight. In bad situations the miniature
AD:Stands for Attack Dice. This rep- must roll under its morale value in or-
resents the miniature's deadliness. It der to stay and fight rather than run
is the number of dice that the minia- away.
ture rolls in combat. Missile damage Bugbear WHh spear
is shown in parentheses. MD/CD: Stands for Morale Distance
or Command Distance. This is the Bugbears carry only one
THACO: Stands for To Hit Armor distance in inches the miniature can throwing spear.
Class 0.This is a number from 2 to 20 be from another miniature in its unit.
which represents the miniature's com- If it moves further away, it must
bat skill. Low numbers are better, be- make a morale check. The command
cause a roll equal to or above the distance performs a similar function
adjusted W A C 0 is considered a hit. for the commander. This value is only
Missile THACO is shown in parenthe- u d in the expanded rules.
ses.
CB: Stands for Command Bonuc.
RNG:Stands for Range. It defines the This value is only applicable to field
short, medium, and long range dis- commanders. It represents the morale

Man Slsod

7
lntroductlon

bonus the commander can add to a rale at the same time. Units are cov-
unit under his command. This value ered in detail in the expanded rules.
is only used in the expanded rules. Any reference to units in the core
rules is assumed to a ply to individ-
MV:Stands for Movement. This rep- ual miniatures as we{
resents the number of inches the min-
iature can normally move in The Referee
unobstructed terrain.
A referee is not necessary in Skir-
XP: Stands for Experience Points. mishes,In some cases however, a ref-
This is the point value of one minia- eree can greatly enhance the play of
ture of this type. Scenarios are rated the game. The job of the referee is to
Catablepar by XP per side. Each player purchases oversee the rules. If there is a dispute
Hits 6 miniatures up to his XP allotment. between players about an interpreta-
AC 7 tion of the rules, the referee makes a
AD 1 AL: Stands for Alignment. All of the judgement. His decision is binding.
THACO
-16 miniatures on a side must be of simi- Debate is OK after the game, but dur-
Ranae
ML - -11
lar alignment. A l i m e n t is abbrevi-
ated as a two-letter code. The first
ing play the referee's word is law.
Some scenarios may call for hidden
movement or secret actions. The ref-
MDICD
letter stands for either law, neutrality,
MV 6 or chaos, and the second letter for eree must keep track of these and note
XP 975
-. .
good, neutrality, or evil. Neutral/ their effects on the game table. Hid-
Sizo L neutral is just called neutral. den movement and secret actions can
AL N add a new dimension of fun to the
EXP Monater S Z Stands for size. This is the size game.
class of the miniature as defined by Usually the referee is not a regular
Table 1. player. His sole job is to resolve dis-
putes and handle hidden information.
EXP: Stands for Experience. This is In simple scenarios, however, the
the combat experience rating of the most experienced player can often do
miniature. There are seven different double duty as the referee, if he can
ratings (rabble, irregulars, regulars, remain impartial.
veterans, elite, heroes, PCs). Units If the scenario being played
with lots of battle experience are less evolved out of a role playing situa-
likely to suffer from poor morale and tion, the referee will in all likelihood
do not rely heavily on their leaders. be the Dungeon Master from the role-
W P is only used in the expanded playing session. In that case, chances
rules for units. are he is playing one side of the con-
flict and controlling some of the other
MR:Stands for Magic Resistance. For side's forces as well. He must try to be
most creatures this is standard, or ze- fair and impartial in his rulings.
ro. Some powerful creatures have a
natural resistance to all magical ef-
fects. This number is a value from 1
to 20.
UNITS: A unit is a military structure
which links several miniatures to-
gether. This usually means the minia-
tures act together. Not all scenarios
require the use of units. All minia-
tures in a unit move at the same time,
f i i t at the same time, and check mo-
Part One Core Rules

Chapter I1 er's movement. When the player


moving a miniature has declared his
I

Sequencje of Play path (see movement below), another


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

DETERMIbE INITIATIVE: Each player's miniatures are not performed


in any set sequence within the combat
player rolls'a 20-sided die. Initiative is phase. Melee, missile fire, and spell

Y -
determined individually for each

i
casting can happen in any order. Each
player, reg rdless of how many lay f i r e can make one such attack, un-
ers are on side or team. The p ayer less the ability to attack more than
with the lo est die roll has won ini- once is noted as a special power for
tiative; tied are re-rolled. Keep track that miniature.
of the initbtive rolls. They will be
needed agap in the combat phase. MORALE CHECKS: Each miniature
is examined to see if something which
DECLARE OPPORTUNITY FIRE:
~

happened during the round makes a


All players declare which miniatures morale check necessary. All routed
are going to perform opportunity miniatures must make a rally check
fire. This i$ done in reverse initiative during this phase. Shaken miniatures
order-sta$ with the highest die roll can make a rally check if they did not
and declad in descending order. move in the movement phase. The
die roll is made and the results tak !
T: Each player now effect immediately.
Again, the

er does the same for his miniatures,


the rest in descending or-
who won initiative al-
get to perform
another play-

I
I 9
-
Part One Core Rules

Chapter 2 the combat phase, Jill begins to roll


her attacks. While rolling the attacks
for a mounted warrior, one of the
Inltlatlve dice shows a 2. She finishes rolling
Initiative is merely a nice word for the attacks for the wamor and the
who goes first. Before the players horse. Steve now starts rolling his at-
actually start moving their minia- tacks. When he is through, Jill fii-
tures, they must determine the initia- ishes any attacks she might have left
tive order for the round. Determining for the round.
initiative is always the very first thing If Steve had rolled a 1 or 2, the
done in each round. combat initiative would have been
Chimera given back to Jill. It is possible,
THE DIE ROLL: To determine initia- though unlikely, for initiative to
Hits 9 switch sides several times in a round.
AC 61512 tive, each player rolls a Zo-sided die;
AD 5 re-roll if there is a tie. The player with
THACO 11 the lowest die roll has won initiative Multi-Player lnltiatlve
- and gets several advantages during
Range
ML 13 the round. WHO ROLLS INITIATIVE. Each
MDICD - player rolls initiative individually, re-
CB - EFFECTS O N MOVEMENT: The gardless of how many players are in
MV 9, FI 18(E) player with the highest die roll must the game or how many are on the
XP 5,000 move all of his miniatures first. The same side or team. If two players roll
Size L
other player then moves all of his the same number, they still use that
AL CE number to determine when they
EXP Monster miniatures. If there are more than
two players, they move in descending move relative to the rest of the play-
order. It is advantageous to move ers. However, they must roll again
last: that way you can react to what until they get different numbers to see
the other players do. which player goes first. It is not un-
common for players on the same
EFFECTS O N COMBAT: Contrary team to be moving and fighting at dif-
to movement, it is more advanta- ferent times due to the variety of ini-
geous to fight first. If you can kill one tiative rolls.
of the other players miniatures, it
wont be able to return the attack. EFFECTS O N COMBAT: The rule of
Therefore, when the combat phase ones and twos described for a two-
starts, the player with the lowest ini- player game above is not used in a
tiative roll attacks first and the one multi-player game. Rolling a natural
with the highest roll attacks last. 1 or 2 in combat in a game with more
In a game between just two play- than two players does not mean any-
ers, if either player rolls an unmodi- thing special; initiative does not
fied 1or 2 on any of his attack dice, change hands mid-combat. (This rule
initiative switches to the other player. is intended mainly to cut down on
All the combat actions for that minia- confusion in large games. Referees
ture are resolved before turning the who dont mind keeping track of
initiative over to the other player. which figures have attacked and
which havent are free to experiment
INITIATIVE EXAMPLE: Steve and with this rule.)
Jill are playing a Skirmishes scenario.
During initiative, Steve rolls a 13 and INITIATIVE EXAMPLE: Four players
Jill rolls a 5. Steve rolled higher, so he in a scenario roll a 3, two 5s. and a 16
moves all of his miniatures first, then for initiative. The players that rolled
Jill moves all of hers. Moving on to 5s re-roll to settle the tie between
themselves and get a 4 and an 18. The
.

Part One Core Rules

b
to move is the one who forward face. Later in the round.
when the other players are moving
their miniatures, if any of them move
I
into the line of sight of a miniature
performing opportunity fire, it can
shoot at them.
Once this declaration has been
made, the miniature is not allowed to
move or change facing unless it is en-
gaged in melee by an enemy minia-
ture. In that case the miniature must
defend itself; it cannot execute oppor-
tunity fire even if it wants to. Chimera
rtunity fire rather than The chlmera'a armor claaa ie
ayers do this in initia- 5 against frontal attacks, 2
agalnat flank attacks, 6
rgslmt mar attacks. Instead
ol ruing Its 5 attack dlce, the
chlmera can ure only 3 AD In
melee and braathe flra at a
alngle targat wlthln l V 2
Inchee, cauelng 3 hits (2 If
targat auccrufully maker I
M V ~va. breath weapons).

11
'I
Put One Core Rules

Chapter 3 ture. The charging miniature can


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

c
~

Part One Core Rules

THACO combat bonus unless he miniature can perform only one hasty
moves at least 9 , and the last 9 are retreat per round, however. A minia-
free of obstacles and difficult terrain. ture which performs a hasty retreat
H e would not get double damage for must make a morale check during the
his lance if he moved less than 9 in morale phase.
the charge. After the retreat is finished, the
charge is carried through.
HASTY RETREAT: When miniatures
are charged, they have the option of DISENGAGING:Once a miniature is
declaring a hasty retreat. This deci- in contact with enemy figures, there ,..,
. . . ,, , ,
sion must be made immediately, be- are three ways it can get away: fight-
fore the range is measured or the ing withdrawal, normal movement, Couatl
charging miniatures move. and rout.
Retreating miniatures can move A couatls blte is fatal unless
one-third of their normal movement. FIGHTING WITHDRAWAL: A the victim makes a save vs.
They must aove directly away from fighting withdrawal is an organized polson. Only one of its AD,
specified before any dice are
the charging miniatures OR into cov- retreat. It allows a miniature to re-
treat from a situation without combat rolled, represents the bite. It
er of some sort: into a building, be- can also polymorph self,
hind a wall, or into some other penalties. It can retreat up to one- become ethereal along with
terrain which will either break the third of its normal movement while one other large miniature,
charge or give them a bonus in com- continuing to face its opponent. It and become invisible, all at
bat. can slip up to 45 degrees to either side will. All couatl are 5th level
Any miniature with good morale in the retreat, but must continue to wizards andlor 7th level
can perform a hasty retreat, even if it directly face the enemy. A miniature priests. Their favored terrain
has already moved this round. A can elect to withdraw less than one- is dense woods.

a mund, w e8 Into contact with the human mlnlntun. She in turn chooses to perform a Rghtlng withdrawl, moving stralght backward
of the advmm
l g orc.
des

third of its movement. Shaken minia- melee but can attack with a crossbow
tures cannot execute a fighting with- or cast a spell (unless the referee rules
drawal. otherwise- some spells may require
If the enemy miniature also has the caster to be upright).
good morale and has not moved that
round, it can elect to press the fight ROUT MOVEMENT: A failed mo-
and follow the withdrawing minia- rale check will sometimes result in a
ture, staying within its melee zone. It rout. The routed miniature must turn
can do this even if its turn to move to face directly away from whatever
has already gone by (because it lost caused it to rout. If that direction is
the initiative), as long as it did no not obvious, pick the path furthest
more movement than a circling from all visible enemies. A player can
Disphcer Beast action ( q . v . ) . It must also have rout a miniature voluntarily.
Hlts 6 enough n o d movement to keep up The routed miniature moves its full
AC 2 with the withdrawing miniature. movement allowance plus SO%, as if
AD 2 it was charging. It can veer up to 45
THACO
Range -
t4 NORMAL MOVEMENT AND degrees right or left as often as neces-
ROUT WITHDRAWAL: A miniature sary to avoid enemy forces and im-
ML
MDlCD
CB
--
3 which begins its movement in an-
bther miniatures melee zone can sim-
passable or dangerous terrain. It must
still pay any terrain penalties for
MV 15 Jy move away normally or rout movement.
XP 5,000 away. If it moves normally, it gets its Any routed miniature forced to
Size L full normal move (but it cannot move into contact with an enemy
AL N charge). It can move normally even if miniature can be attacked immedi-
EXP Monster shaken, but not if routed. ately (see Melee Zones). If it comes
A routed miniature which begins into contact with a friendly minia-
its movement in another miniatures ture, that miniature must make a mo-
melee zone must rout away. A minia- rale check. (The referee may waive
ture with good or shaken morale can this morale check if the unrouted
rout voluntarily. The routed minia- miniature has at least twice as many
ture makes a rout move (normal hits as the routed miniature, or its
movement plus 50%). morale is at least two points higher.)
In either case, the enemy miniature
has two options. It can either pursue MOVING BETWEEN MINIA-
the withdrawing miniature as de- TURES: To move between enemy
scribed above, or it can make a free miniatures, there must be enough
attack (using all of its attack dice) room for the moving miniatures base
with a +2 THACO bonus. This free to slide through without making con-
attack does not reduce the miniatures tact with any enemy miniatures base
ability to attack during the combat (but see Melee Zones, below). If the
phase. enemy miniatures are too close to-
gether, then the moving miniature is
GOING PRONE: A miniature can stopped and must fight. A miniature
choose to go prone at any time. It can always move through or around
costs nothing to go prone (falling friendly miniatures regardless of base
down is easy). Lay the miniature on separation.
its side or place a token of some sort
(piece of paper or pipe cleaner) on its Movement In Melee
base. It costs one-third of a minia-
tures movement to stand up again. Any miniature that comes into
Once down, the miniature is con- base-to-base contact with an enemy
sidered to have soft cover. A minia- miniature can immediately adjust its
ture that is prone cannot attack in facing however the player wants.
Part One Core Rules

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

15
Part One Core Rules

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

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

16
U
Part One Core Rules
,

Table 3. Movement Costs for 1 Inch of Terrain

Dog, war
A war dog's AC without
armor is 4.

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

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

entering a cave oy merely standing in through it. Even routed miniatures


the entrance. A miniature can move are subject to the movement penalties
over any other miniature that is two of terrain. The size of the miniature
sizes smaller than itself, as if the also effects movement. Large minia-
smaller miniature was an obstacle tures are less susceptible to most ter-
(movement cost of 3 inches). The rain effects.
miniature that is being overrun does
get a free attack as the enemy leaves READING THE TERRAIN TABLE:
its melee zone. The numbers on Table 3 show how
many inches of movahent it costs to
Terrain travel 1inch through various types of
terrain. For example, a man-sized
A skirmish battle rarely takes place creature moving through 4 inches of
on an open field. There is almost al- brush expends 12 inches of his move-
ways some form of terrain to make ment allowance. Each real inch costs
things more interesting. Terrain ef- 3 inches from his movement allow-
fects many things in Skirmishes, such ance. The notation " 3 / 2 means that
as line of sight, movement and com- the miniature expends 3 inches of its
bat. This section discusses movement allowance to move 2 inches on the ta-
in detail. ble. A miniature with 12" of move-
Terrain can slow down the move- ment allowance could travel only 8"
ment of a miniature that is passing per round through such terrain. The
reverse is 2/3, where 2 ' of movement
.
allowance gives 3" on the board. The SWAMP/ LSH: Trees and shallow
miniature actually moves faster than water combine to make swamp or
its movement allowance! marsh. The water is usually several
If multiple conditions apply, multi- inches to several feet deep and the
ply the numbers together. For exam- ground is soft and mucky.
ple, a small creature moving up a
snowy slope pays 4" of allowance per SHALLOW WATER: This can be a
inch moved (2" X 2 " ) . creek or stream, or a pond or other
standing water no deeper than 5 feet.
CLEAR: Places on the game table that Huge creatures may be able to step
do not have any additional terrain over narrow creeks and streams with

I
are usually clear. This is grassland or no penalty (it's up to the referee or the
Draconian, Aurak open dirt or smooth flooring. Any- scenario designer). Large creatures
I nlte 8 thing that has no effect on movement may treat it as an obstacle (see below)
n is considered clear. rather than terrain.
THACO UGHT WOODS: This is defined as ROUGH: Any area that is difficult to
Range 18' . widely-spaced trees with sparse un- cross but provides no cover is consid-
ML 15 derbrush. Small miniatures can move ered rough. Examples are a gravelly
MDICD
CB -
15
through it easily, but larger minia-
tures tend to have trouble getting be-
plain or a shallow bed of muck and
mud.
MV 15
XP 6,000 tween the trees. Orchards are
size M considered light woods. If the area is ROCKY: This area is littered with
AL LE also brushy, multiply by the brush small rocks. This causes smaller crea-
EXP VeteralMonster modifier. tures problems with movement, but
large creatures are not affected.
DENSE WOODS: This can be a for-
est of densely packed trees. Under- ROAD/TRAIL: The road or trail itself
brush does not grow well in such an does not impede movement at all.
environment. This gives freer move- However, the terrain on either side
ment to small creatures and restricted might. If the miniature's base can
movement to large ones. completely fit on the road or trail,
then there is no movement penalty. If
SLOPE UP: Every 1 inch rise (10feet it cannot, it is slowed by 3/2. Most
in scale)costs one extra inch of move- roads and trails should be wide
ment. A slope is any rise steeper than enough for a man-sized miniature to
20 degrees but less than 60. Slopes move unhindered.
greater than 60 degrees are consid-
ered cliffs and are unscalable by most PAVED ROAD/FLOOR: A paved
miniatures. Slopes gentler than 20 de- road or floor can be any smooth, flat
grees can usually be ignored, at least surface that still provides adequate
for movement effects. grip for the feet. A miniature can
Some types of hills available in move much faster down a paved road
hobby or model stores have sloping or across an open courtyard than
sides several inches long, but still on- through open fields. Most paved
ly result in a 1-inch rise. The move- roads should be wide enough for two
ment penalty of the extra inch is paid man-sized miniatures to move unhin-
when the miniature reaches the top of dered side-by-side.
the slope. For extra h& slopes, apply
each slope penalty as the ascending BRUSWSCRUB: This is bushes or
miniature gains each additional full dense undergrowth tall enough to
inch of altitude. provide some cover for a man-sized
creature. Briar patches and grain
Part One Core Rules

fields are brush. If the grain is not SAND:Loose sand can be difficult to
high enough to conceal the miniature, move through, though not as much
then it gives only soft cover against as snow. Some areas of sand are
missile fire. packed tight enough to not be an ob-
stacle to movement.
FOG: The fog itself does not slow
down movement, but the miniature's LADDERS:It is assumed the ladder is
inability to see what lies ahead slows made to a size that suits the miniature
it down. A routed miniature or any using it and can support its weight.
miniature on a road or trail is not
slowed by fog. STAIRS: Most stairways do not dra-
matically affect movement. Draconian, Aurak
SNOW: Light snow or densely
packed snow is not an obstacle to CLIMBING WALLS/ROPES: Climb- Aunk dmconlana havo the
movement. The stuff that causes you ing walls is only permitted for thieves followtng abllitloa, uaabk at
to sink down 6 inches is a problem, or on walls specifically declared as will: Invklbllity, d e w
though. Larger creatures tend to have climbable. Walls include man-made InvldMe and hlddan thtnga
structures and natural cliffs. Any wlthln 1% Inchor, and a +4
less problem with snow. bonur on a11 UV.I they
creature capable of grasping a rope ako havr tha Idlowlng
ICE: This is usually a frozen pond or can attempt to climb it. Ilmltd ablllth.: dlmanalon
river, All creatures slow down to door Nday, l8-lnch nng.;
avoid falling. Those that try to move Other Terrain Effects polymorphaolf Into
too quickly end up falling and wast- manakod animal 3/day; caa!
ing time standing up again. OBSTACLES: In most cases these are two spolia or up to 4th iewi
fences, ditches, windowsills, etc. It is llday; mind control llday,
affocta ono mlnlatum with 8
or fewor hlta tor 2d0 rounda,
nogatod by NW va. apoll.
Whon an aurak mmchoa 0
hlta, It dora not d k but
I Inatoad ontan a flghtlng
fnnzy, gottlng 4 AD. Aftor
alx round8 (or whon It
m a c h r -4 hlta) Ita attack
changoa to 1 AD, WAC0 6.
Thno rounda Iator It
explodoa; all minktuma
wlthln 1" take P hlta and am
atunnod for ld4 rounda.

At ib simplest, terrain cen bo rocks, g w , and pieces of COnstruCliOn papr. TSR, inc., pmducer
werai products that include fold-up paper buildings, ouch as the C a s M net.
19
anything that can be readily dimbed a building wall is another. Common
over, ducked under, or squeezed sense should prevail with impassable
through. It must have a width of 1" terrain. A small cliff might be an ob-
or less. An obstacle costs 3 extra inch- stacle to a giant, instead of impass-
es to cross. The referee may define able.
more or less severe obstacles that cost
more or fewer inches to cross. FAVORED TERRAIN: Some crea-
tures are native to unusual types of
BUILDINGS: A doorway is not an terrain. For example, a polar bear is
obstacle to movement unless the door native to snowy regions, and snow is
needs to be opened. A window is an considered favored terrain for it. Un-
obstacle. If the window needs to be less specified otherwise, any creature
hacodan, Bau wlth sword opened, it costs double-6 inches. in its favored terrain is not penalized
Hlts 2 Creatures on pitched roofs pay dou- for movement or combat.
AC 4 ble movement costs. Any miniature
AD 1 whose base is touching a doorway or RESTRICTED TERRAIN: This is the

I
THACO
Ewe -13 19 touching a wall directly under a win-
dow is considered to be "in" the door-
exact opposite of favored terrain. The
miniature is unusually handicapped
way or "at" the window. A miniature when in this terrain. Unless the penal-
MDlCD
CB
MV
-15

Run 15
6,
in a doorway or at a window can be
seen from the other side.
ties are specified,the creature's move-
-
ment cost is doubled. It receives a 1
XP 175 THACO penalty and -1 AC penalty.
She M IMPASSABLE TERRAIN: Some
AL CE types of terrain completely block
EXP VetennlMonster movement. A cliif is a good example,

i
20
__

Part One Core Rules

Chapter 4 casting a spell counts as that minia-


tures attack for that round.
Combat Attack Procedure
Combat is divided into three types: T h e attacking player first finds his
melee, which occurs between oppos- miniatures THACO number. The AC
ing miniatures in base-to-base contact of the target is subtracted from the
or in each others melee zone; missile THACO. The result is the attack num-
combat, which occurs when one min- ber. The attacker rolls his miniatures
iature launches missiles (arrows. attack dice. There may be more than
spears, boulders etc.) at another: and one. For example, if a monster has a Draconian, I)au
magical spells, which are covered in three noted for attack dice, the player
the expanded rules. Melee and missile with sword
rolls three 20-sided dice.
combat employ the same procedure If an attack die roll is greater than Tnese draconians run on all
to determine the effect of an attack. or equal to the attack number, it is a foun, so no attacks are
The only difference between them is hit. If more than one die is greater allowed during a round when
how the target miniature is chosen. they ran. They can also glide
than or equal to the attack number, up to 18 Inches (class E), but
there are multiple hits, one for each
EFFECT OF INITIATIVE:The player such die. A roll of I is always a miss,
must lore at least 1 inch of
altitude each round. They
who won initiative (with the lowest and a roll of20 is always P hit. This is petrify upon death, with a
die roll) conducts his attacks first. He true no matter what the THACO and 35% chance their killers
resolves all melee, missile fire, and AC are of the combatants (unless the weapon becomes stuck In
magic in any order he chooses. A defender is immune to that type of at- the stone for id4 rounds.
miniature that is eliminated as a result tack).
of these attacks is not allowed a Unlike AD&D@role-playing ad-
counter attack. The player with the ventures, the combat values of all
next best initiative then resolves his miniatures are known to all the play-
attacks. This continues until all play- ers and announced out loud. This
ers have resolved their attacks. keeps the game from bogging down
Remember, if you are playing with with unnecessary delays. To maintain
only two players, anytime an attack some uncertainty at the expense of
die shows a 1 or 2, the initiative speed, the referee may have the at-
switches over to the other player. The tacker announce what AC each at-
attacking miniature completes all of tack penetrated and let the defending
its attacks before the other player player announce whether the minia-
starts. This puts some pressure on the ture was hit or not.
players to resolve their combats in or-
der of importance. ELIMINATING MINIATURES:
When a miniature is killed, you have
COMBAT OPTIONS: Any miniature two choices. Either tip the miniature
that declared opportunity fire but over and leave it on the table, or just
then did not shoot during the move remove it from play. It is easier and
ment phase may fire missiles normal- less cluttered to remove dead rninia-
ly during the combat phase. A tures, but the visual effect of tipping
miniature may not perform both me- over miniatures can be interesting, as
lee attacks and missile attacks in the it tracks the course of the battle.
same round. Only one sort of attack Jf miniatures are left on the board,
is allowed per miniature per round. If some very large ones can be declared
it has already performed one type of obstacles. A dead miniature one size
attack, the other type cannot be used larger than the moving miniature is
in that round. If you are using magic, an obstacle. Miniatures of equal sue
Part One Core Rules

or less have no effect. A dead creature to the ogre's AC of 4. Subtracting 4


two sizes or more larger is impassable from 15 leaves 11. This is the mino-
and blocks line of sight. A field of taur's attack number. The minotaur
tightly packed dead miniatures is gets two attack dice, so the player
considered rough terrain. picks up two 20-sided dice and rolls
them. O n e is an 11,the other a 3 one
MELEE EXAMPLE: Assume a mino- hit and one miss. The ogre takes one
taur is attacking an ogre. In the first hit and is down to three hits.
round of combat, the ogre wins ini- On the next round, the ogre wins
tiative. initiative again and foolishly decides
to stay and fight the minotaur. He
Miniature Hits AC THACO AD rolls a 19 and scores a hit, taking the
Minotaur 7 8 15 2 minotaur down to five hits. When the
Hb 4 ogre 4 4 1 6 1 minotaur attacks, he hits twice, with
AC 2 a 14 and an 18. The ogre takes two
AD 1 The ogre has a THACO of 16 and hits and now has only one hit left.
THACO 17 the minotaur has an AC of 8. Sub- In the final round, the minotaur
tracting 8 from 16 leaves 8.This is the wins initiative. The ogre decides to
MI. 13 ogre's attack number. When he rolls move away in a fighting withdrawal
MDICD 15
his 20-sided die for an attack, he must but the minotaur easily keeps up with
get an 8 or above to hit. Since the it. In the combat phase the minotaur
ogre won initiative, he gets to roll. attacks first, rolling one hit and one
His roll is a 12, which means a hit. miss. The ogre is reduced to exactly
The minotaur is now down to six hits. zero hits and is killed. The ogre does
Now it is the minotaur's turn to at- not get to attack this round; it is
tack. His THACO is a 15, compared dead. All kills take effect immediately
(except when charging with a weapon
that causes double damage-see
Charging, above).

Combat Modifiers
Many conditions can modify a
miniature's chance to hit an oppo-
nent. Tactics frequently revolve
around trying to arrange conditions
so your miniatures have an advan-
tage from terrain or position. Melee
modifiers are different from missile
attack modifiers.
INTERPRETING THE MODIFIERS:
Throughout the combat rules there
are references to combat modifiers.
All bonuaes are expressed as positive
numbers and all penalties are ex-
pressed as negative numbers. This
makes it easy and intuitive to identify
the nature of the modifier.
A THACO bonus is subtracted
from the attacker's THACO.
Hragac IM cgn ana I W ~ L tno
I mlnuaur tlgM an unequal beltlo amid tho tm8.The ogn I8 too dim
to know when Im i8 outmatehod.

22
.~
I ..
. . . . ".
, i. ,..,_,,,
.,,. .

Part One Core Rules

A THACO penalty is added to the tack bonus. Since the defending min-
attacker's THACO. e . g . , a THACO iature always has the option to
bonus of + 2 reduces an ogre's change its facing at the end of move-
THACO from 16 to 14. ment, it is difficult to get this bonus
An AC bonus is subtracted from unless the defender is being attacked
the defender's AC. An AC penalty by more than one miniature.
is added to the defender's AC. e.g.,
an AC bonus of +2 reduces an REAR A m C K : The attacker' must
ogre's AC from 4 to 2. attack from behind the defender.
A morale bonus is add to the min-
iature's morale value. A morale PRONE: A miniature on the ground
penalty is subtracted from the min- cannot attack in melee. It is much eas-
ier to hit in melee (but harder to hit Draconian, bo&
iature's morale value. with sword
with missile fire).
In other words, the plus or minus sign Running Is on all fours, no
is only a shorthand method to note INVISIBLE: The miniature cannot be attacks am allowed that
whether the modifier is a bonus or a seen by its attackers or its targets. In- round. They can glide 18
penalty. While this may Seem back- visibility is discussed in Chapter 14. inches (class E), but must
ward at first, players will grow accus- lose at least 1 Inch oi
BLIND: Certain spells can blind a aitltuda each round. Bozaks
tomed to it quickly and the are 4th level wizards, with
adjustments will become intuitive. miniature. The miniature is severely +2 bonuses on all saving
handicapped in melee and cannot at- throws. The round after a
Table 4. Melee Modifiers tack with missile fire at all. bozak's death, its body
Miniature hadis. .. THACO AC explodas, causing 1 hit to a1
Higher Elevation +1 - LARGER: If the defender is one size creatures within a 1-inch
Lower Elevation -1 - larger, or n he is somewhat easier radius.
Flank Attack +1 - to hit. A =..- jize diffewnce is even
Rear Attack +2 - easier t.
Invisible +2 +4
Blind -4 -2 SLEEPINGIHELD: Any miniature
Prone N/A -2 that is unconscious, immobile, or
One size larger - -1 otherwise unable to defend itself can
Two sizes larger, be killed automatically. No attack
or more - -2 roll needs to be made.
Sleeping/held Auto hit
Missile Combat
All modifiers are applied to the min-
iature which the condition applies to. Missile fire is resolved the same as
In the case of a blind creature, for ex- melee except the defender is usually
ample, its THACO is penalized four not able to return the attack. How-
points when it attacks and its AC is ever, the attacker does need to estab-
penalized two points when it is at- lish a line of sight. In general, the
tacked. attacker compares his THACO and
his target's AC to find his attack num-
ELEVATION: This applies to figwes on ber. He then rolls a 20-sided die to see
slopes,fighting steps, war machines,or if he scores hits.
even on horseback if they are skilled
riders. If the elevation difference is too RATE OF FIRE: In the AD&W game,
great, no melee is possible. many missile weapons can fire multi-
ple times in a round. In Skinnishes,
FLANK ATIACK: A miniature that all missile weapons get one attack.
attacks from the side gets a flank at- Those with a high rate of fire often

23
Part One Core Rules

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

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

24
Part One Core Rules ..

The player who controls the minia- Table 5. M i d e Combat Modifiers


ture that was the intended target gets Target hadis.. AC
to pick which other miniature is hit. Short range +/-0
He can pick an enemy miniature or a Medium range +2
friendly one, but he must pick a dif- Long range +5
ferent one. The annor class of this Blind -2
new target is ignored, but immunities Prone +2
and special defenses are not. Normal One size larger -1
line of sight rules do apply to inciden- Two sizes larger, or more -2
tal targets; it must be within the at- Sleeping/held -2
tacker's line of sight. The only Soft cover +2
exception is that other miniatures do Partial hard cover, in LOS +4
Draconian, Kapak
not block line of sight to incidental
targets. LOS = Line Of Sight with mace
Running is done on ail fours,
FIRING INTO MELEE This is just a RANGE: Ranges for missile weapons so no attacks am allowed
special case of incidental targets. If a are expressed as three numbers. A that round. Kapaks can glide
target miniature is engaged in melee, short bow's range, for example, is 51 18 inches (ciaes E) per
a miss with a natural roll of 1, 2, or 3 10/15. This means that anything up round, but must lose at least
to 5 inches away is at short range. 1 Inch oi altitude each
means one of the other combatants is round. They uee poisoned
hit instead of the intended target. The Anything further than 5 inches away weapons, which paralyze for
player controlling the original target but within 10 inches is at medium 2d6 rounds unless a
miniature picks the new target. At- range. Anything further than 10 inch- successful eave V.I poieon
tackers are never allowed to aim at es away but within 15 inches is at lo made. Upon the kapak'o
friendly miniatures in the hope of long range. death, it becomes a pool of
rolling badly and hitting an enemy. acid with a 1-inch diemeter
PRONE: A miniature that is prone is whkh causea one hlt to
EXAMPLE OF MISSILE COMBAT: harder to hit. If the attacker is above anything touching It.
Three orcs-Reek, Wrack, and Ruin, the prone miniature, however, this
all AC 5-are standing in the middle may not be true. If the height differ-
of an open field when they are at- ence is more than the horizontal dis-
tacked by two human archers tance, the AC bonus does not apply.
(THACO 2U, AD 1).Reek is carrying
a stolen saddle bag and is hovering SOFT COVER:This is defined as pro-
within Wracks melee zone, but well tection that interferes with the ene-
outside of Ruin's. my's ability to see the miniature, but
Because the orcs do not have bows, will not actually stop missiles. A bush
initiative is not an issue. An archer is a good example of soft cover. An
fires at Reek, because he is carrying arrow will go right through the bush,
the saddle bag. He rolls a 2, which is a but the archer has a difficult time see-
miss. However, the natural roll of a 2 ing his target through it.
means that an incidental target is hit.
The orc player picks Ruin as the inci- HARD COVER: This is defined as
dental target. Ruin is hidden from the protection that will stop the missile
archer by Wracks miniature, but re- from reaching its target. A building
member that other miniatures do not wall or a tree are good examples of
block line of sight to incidental tar- hard cover. The wall or tree trunk can
gets. Ruin is no more. actually stop an arrow or rock. If the
The second die roll is a 13,which is miniature is completely hidden be-
not high enough to hit Wrack. No in- hind hard cover, it cannot be targeted
cidental target is chosen because the by a missile attack (but it can't attack,
die roll was not a 1or a 2. either).
,., I
. , ."..

Part One Core Rules


I

STARLIGHT/MOONLIGHT: Under not I Sir Osgooa z - ~-Ily sees


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

-15 functions determined by the referee. tacking miniature's base. A string can
be raised above this point to account
MV 6, FI 24 (C) In general terms, if a miniature can
XP 2,000 see a target, it can shoot at it. Similar- for the height of the attacker, but it
Size L ly, if Throck has a clear LOS to Sir must be drawn to the center of the
AL NE Osgood, Sir Osgood has a clear LOS front edge, not to any arbitrary por-
EXP VeterarVMonster to Throck. (Please note, however, tion of the figure or base.
that simply having a clear LOS does Very large miniatures may be visi-
ble even when hiding behind a hill.
The exact height of a creature can be
looked up in the A D & P Monstrous
Compendiums. More simply, you can
assume any huge or gigantic minia-
ture is 2 inches tall and is visible over
a 1-inch obstacle, but not a 2-inch ob-
stacle.
Table 6. LOS Summary
Condition/
Obstacle Effect
Facing 90 degree arc
Slope, 1"high 2" from edge
Slope,2" + high 1" from edge
Cliff l / a l from edge
Miniature Blocked by base
Starlight 4" visibility
Full Moon 12" visibility
FACING: Facing plays an important
part in line of sight. By the time the
combat phase comes around, the fac-
ing of the miniature cannot be
changed. Even in opportunity fire the
facing is fixed. Line of sight extends
1 castle wall have hard covor. The knight's arrows can B deflected by the &one 45 degrees to either side of the minia-
n in the trees have w t w e r and are merely harder to aim at.
26 I
,
1
Part One Core Rules

ture's forward face (forming a 9 o - d ~ CLIFFS: A cliff is similar to a slope,


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

I. I
Part One Core Rules

se.If the string crosses the base of any the target is standing in light or emit-
other miniature, line of sight is ting l i t , however, it can be seen at
blocked. Move the end of the string any distance. Referees may wish to
from side to side across the target's define intermediate lighting levels
base to be (for half-moon, etc.).

LARGE MINIATURES:Some minia- INFRAVISION: Most monsters and


tures are very tall. Treat these like underground creatures have infra-
any other terrain obstacle. The actual vision allowing them to see clearly in
heights of various creatures are listed darkness. They do not suffer any
in the ADBrW Monstrous Compen- darkness penalties for line of sight or
diums. In general, smaller-than-man- combat within their infravision range
Dragon, young black sized creatures have no effect on (standard range is 60 feet-6 inches-
Hits 10 vertical LOS measurements. Man- but some creatyres vary).
AC 1 sized and larger-than-man-sized crea-
AD 6 tures are 1-inch high obstructions. TERRAIN: Some types of terrain
THACO
Range -
8 Larger miniatures are 2- inch high ob-
structions.
block line of sight. Refer to Table 3 in
Chapter 4 for details. All measure-
ML 16 ments through terrain are made up to
MDICD
CB -
LOS STARLIGHT/MOONLIGHT: Light-
ing is also a factor. If only starlight is
the front edge of the target miniature.
If a miniature is behind hard cover,
MV 12, Fl30 (C)
available, visibility is restricted to 4 it may or may not be a potential tar-
XP 3,000
SlZe H inches. Under a full moon, visibility get. If the miniature has attacked or
AL CE is 12 inches. Nothing can be seen be- intends to attack, then it is revealed
EXP Elite/HomWr yond these ranges without magical and a potential target.
aid, infravision, or a light source. If
ELEVATION: If the attacker and the
target are on different elevations,
there can still be an obstacle to line of
sight between them. The easiest way
to determine this is with a string.
Stretch it from the center of the for-
ward face of the attacker to any por-
tion of the target. Position it halfway
up the attacking figure, or about
where the weapon would be fired.
The LOS is clear if the string reaches
any part of the target without touch-
ing an intervening miniature, terrain
feature, or other block. If part of the
target is blocked and part is clear, the
target gets the appropriate cover bo-
nus (hard or soft, depending on the
obstacle).
Players who are comfortable with
trigonometry can determine three-di-
mensional lines of sight mathemati-
cally, too. While this is not difficult, it
is more involved than simply stretch-
ing a string between two miniatures.
For the purposes of this game, the
I string is a better method. If you don't
have a string, here's the other meth-
l n e arcner c m we me ieaa orc, since II 18 wnnln r innn Ine a g e 01 me slope. The other orc,
however, is not in his line of sight.
28
Part One Core Rules
-
c
od. (This system is much easier to un- Bows, crossbows, and slings can-
derstand as ah example than as a d e . not be used for melee attacks. A spear
Simply plug your own numbers into or a kender hoopak, on the other
this example when you need it.) hand, can be used"both ways. If a
spear-armed miniature has not per-
ELEVATION EXAMPLE An archer formed a missile attack this round, it
on a cliff is shooting at a miniature 3 can attack in melee.
inches below him. Between them is a
I-inch-high building. The height dif- OPPORTUNITY FIRE EXAMPLE:
ference between the two miniatures is
three times m a t e r than the height of
Phineas, a human archer, has de-
clared opportunity fire. He turns to I
the building. If the horizontal dis- face the narrow defile between a cliff
tance between the two miniatures is face and a grove of trees. Dragon, young black
three times gteater than the horizon- During his opponent's move, a A black dragon can u s e its
tal distance bktween the building and goblin scumes across the top of the breath weapon once every
the lower miniature, then the LOS is cliff. Phineas decides not to fire and three rounds. it is a 8 X 1L
clear. Otherwise it is blocked. the goblin vanishes behind a rock. acid stream causing 4 hits;
Another goblin tries to race from be- save vs. breath weapon cuts
hind the cliffs to the trees. Phineas damage to 2 hits. The
oPportus~YFire stops the goblin miniature temporari- dragon can detect inVislbie
ly and shoots. He misses, and the at 3"; Swim 12"; and favors
Any miniqture that has declared swampy terrain.
opportunity ,fire can interrupt the goblin finishes its move.
movement of an enemy miniature to
shoot at it. The player always has the
option not to fire. He also has the op-
tion to wait q t i l any point in the oth-
er miniature's movement before
executing his opportunity fire. The
player that i? moving chooses how
his miniatures cross the ground. They
can move one at a time, presenting
only individual targets, or they can
move as a group to shield certain
miniatures from fire.
An opportynity shot does count as
a miniature's one attack for the
round. The miniature can attack dur-
ing the combgt phase only if it does
not fire during the enemy's movement
phase.
EFFECTS OR MELEE: If an enemy
miniature ends its move in melee con-
tact with a mipiature prepared for op-
portunity firq, it cannot shoot from
that point on in the round, even in the
combat phase. It can turn to face the
opponent. It qan only attack in melee
if its missile weapon can be used in
melee. (Obviously, the thing to do is
to shoot before contact if that is at all
possible.)
The aurak draconian can 888 the s t o n giant and the kender. The gnome illuoionist io hidden behind
the giant and cannot be targeted.

29
P u t One Core Rules

Chapter 5 rale improves from routed to shaken


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

A band of gnolis, led by Dolrnyl the stone giant, snders.

30 . .
Part One Core Rules

Maklng Morale Checks that turns movement phase and it


was not involved in combat that
WHEN TO CHECK: Morale checks turn. If the roll succeeds, the minia-
are sometimes required at the end of a ture advances to good morale. If the
round. If there is any controversy roll fails, the miniature remains
about who checks morale first, use shaken. The special results tables are
the initiative scheme to determine the used for morale checks and rally
proper order. The player that lost ini- checks.
tiative (highest roll) must check mo-
rale first. Table 7: Chedc Morde When.
A unit is reduced to less than half
..
MODIFIERS: Various factors can of its original miniatures;
A miniature is reduced to less ragon, young red with rider
modify a miniatures morale, increas-
ing or decreasing it from its normal than half of its original hits; The red dragons breath
A miniature with 4 or fewer hits weaponcanbeurdonce
1
value. Calculate all the modifiers be-
fore making the morale roll. A minia- originally is attacked by minia- every three rounds. It Is a
ture should never make more than tures totalling at least 4 hits 9 X3C of flre whlch causes 8
one roll per round. If multiple condi- more; hits (save V.I bmath weapon
tions for a morale check exist, apply a A miniature with 5 or more hits for half damage). It can also
detect Invlalble thlnga at
- 1penalty to the die roll for each ex- originally is attacked by minia- 3-Inch range. The dragon
tra condition, but roll only once. tures totalling twice its original descrlbed here does not
With the exception of the special mo- hits; Include the rider.
rale effects of a l, a morale check can A units leader is killed;
only make morale worse, not better. A miniatures or units field com-
If a 1or a 20 is rolled for the morale mander is eliminated;
check, consult Table 9 for the special
effect of the roll.
If there are a lot of miniatures on
the table, place a marker (poker chip,
penny, section of pipe cleaner) next to
units as soon as they become eligible
for a morale check. That way, at the
end of the round when the morale
checks are being made, all miniatures
are accounted for.
The modifier tables refer to units
and leaders on occasions. These refer-
ences apply only in the expanded
rules.

Making Rally Checks


WHEN TO CHECK: A miniature
that is either shaken or routed can
make a rally check to try and im-
prove its morale. It must do this in
the morale phase. Routed miniatures
that make their rally check become
shaken.
A shaken miniature can make a ral-
ly check during the morale phase if
the miniature did not move during
The two shaken draronkiw can move to attack either of the fighters, one in the flank and one in the
back. They cnnnM attack the wizard k a w o he 18 W n g them.

31
A shaken miniature foregoes its Table 8. Modifiers to Mor.ldlwly
movement in exchange for a ral- Numbem
ly attempt; -1 Iftheunitleaderismissing
A shaken ot routed miniature +1 If a unit leader/field commander
passes throqh or within 1inch is present, or add the command
of a friendly miniature; bonus
An individual charging minia- - 2 Field commander has been elimi-
ture fails to reach an enemy min- Mtd
iature; - 2 Miniature is shaken
A miniature performs a hasty re- - 4 Miniature is routed
treat; +1 If a hero or friendly monster is
Dragon, young silver More than half the miniatures in present*
a charging unit fail to reach ene- +2 If more than one hero or friendly
with rider my miniatures; monster is present in the unit'
Hits 13 A morale check is called for be- -1 A miniature or unit being at-
AC
AD
-2
0
cause of the experience of the tacked by a hero or monster'
THACO 4 unit (under the expanded rules); - 2 A miniature or unit attacked by
- A new unit is created uninten- undead
Range
ML 17 tionally by circumstances of - 1 For each additional mor& check
MDICD LOS combat; that is called for that round. Ap-
CB - A hero or monster is defeated in plied in place of rollii the extra
MV 9, FI 30(C) a personal challenge; checks.
XP 6,000 The referee says so. +1 Personal challenge given or ac-
Size G I cepted
- 2 A friendly hero or monster de-
feated in the most recent person-
al challenge.
* Not heroes and monsteru checkii
morale.
Table 9s. Morde chcdc ROUS 20
d6
Roll Special Wed
1 Routs permanently, remove
from the board
2 Decrease W C O and morale by
2 for the rest of the scenario
3 Attacks nearest friendly minia-
ture (or unit leader/hero)
4 Paralyzed for next two rounds
5 Miniature surrenders
6 Miniature (Leader in a unit)
t u r n traitor
Part One Core Rules 1
Table 9b. Morale Check Rolls 1 tarily rout a miniature. This is called
d6 fleeing from combat.
Roll Special Effect The routed miniature moves its full
1 Good morale permanently movement allowance plus 50%, as if
2 Morale improves by 2 perma- it was charging. It can veer up to 45
nently degrees from its path to avoid enemy
3 Friendly miniatures within 6" get forces or impassable or dangerous
+2 morale bonus for 2 rounds terrain. Any miniature that is forced
4 Gets a + 4 THACO next round to move within 1" of an enemy min-
5 All other shaken or routed min- iature (measured from base edge to
iatures within 3" rally automati- base edge) may be subject to attack;
cally see melee zones and disengagement.
6 Goes berserk (leader if a unit) for If the routing miniature comes within Dragon, young silver
2 rounds, AD X 2, + 4 ML, +2 1" of a friendly miniature, that minia- with rlder
CB. Must charge nearest enemy ture must make a morale check. Silver dragons can use their
breath weapons once every
EFFECTS OF A ROUT: A failed mo- three rounds. It is an 8 X 3
rale check will sometimes result in a cone of cold causing 0 hits
rout. The routed miniatures must (save vs. breath weapon for
turn to face directly away from the halt damage) or 2s paralyz-
figure or force that caused them to ation gas (save vs. paralyz-
rout. If that direction is not obvious,
pick the path that leads them furthest
from all visible enemy threats. A
I ation for no effect). These
dragons can also detect
invisible things at 3-inch
range. This description does
player can always choose to volun-

If ~~~~.
ogre, with a t 2 T H k O bonus, as the ogre leaves his melee zone.
~ r ~ ~ ~ . . , ~ ~...._.._.__..._..
-.-ll---.IIRI
~ ,.."..he
3,3
Chapter 6 ELVES:
6 elven warriors, typical 1 hit war-
riors
Scenarios Nywon, elven warrior, unit leader
Sharlan, same as an elven warrior
Double Jeopardy
ORCS:
An elven noble woman, Sharlan, is 10 Orcs
traveling through the forest with a 2 orc lieutenants, same as unit leaders
small armed escort. She is fleeing
with her elven lover Nywon, from SETUP: The elves set up first. They
her impending forced marriage to a can lace their miniatures anywhere
Dwarf, 1st Level Warrior human warlord who recently con- on tre right side of the board. The
Hits 1 quered her lands. To escape his orcs set up second and can place their
AC 4 clutches she must travel through the miniatures anywhere on the left side
AD 1 orcs' territory. At the same time, a of the board. It is assumed that both
THACO 20 party of orcs is making its way to a groups are aware of the other's pres-
Range 13 small elven village to pillage and ence. Refer to the listings in appendix
MDlCD
CB -
3 plunder it. These two groups meet
well after sundown inside the elven
B for the combat values of the elves
and the orcs.
MV S lands. Both the elves and the orcs can
Sire
~~~
S see only 6" (60 feet) in the dark using VICTORY CONDITIONS: Neither
AL LO their infravision.
EXP Regular group can allow a single member of
the other group to live. If any of the
orcs survive, they will return with a

I I

Double Jeopardy
*r
t

I
Table setup for the; Dou . .
I,
, . I, , ,.
,1 .' ;, i . , ,

Part One Core Rules

large band and capture Sharlan and SETUP: Billidum sets up first. He can
ransom her back to her detested and conceal any of his miniatures. He
betrothed warlord. If any of the elves must write down where they start.
survive, they can warn the elf com- Concealed miniatures must be re-
munity. The orcs would be slaugh- vealed when they move. Billidum has
tered while trying to make it back to a stash of 12 boulders wherever he
their homeland. starts. However, he can only carry
The orcs win if they kill or neutral- one boulder with him away from that
ize all the elves except Sharlan. The spot. The Hoekun Clan enters the ta-
elves win if they kill or neutralize all ble from the left side. The combat
the o m . If one side routs off the values for Billidum, the ogres, and
board, neither side wins a complete the horses are in Appendix B.
victory. The side that still has minia- Dwarf, 1st Level Warrior
tures on the board gets a minor victo- VICTORY CONDITIONS: The Because 01 their sturdy,
ry for routing the other. The orcs win Hoekun Clan wins a major victory if nonmagical natures,
a minor victory if they kill Sharlan, it can kill Billidurn and half the ogres. dwarves get a + 3 bonus on
regardless of other outcomes. It wins a minor victory if the mon- saves vs. magic and poison.
sters are routed from the table. Billi- They have a + 1 THACO
dum wins a major victory if he routs bonus vs. orcs,goblins, and
Blllldurn's Last Stand or kills the humans with over half his
hobgoblins, their hated
enemies, and ogres, trolls,
The hill giant Billidum and his ogre ogres alive. He wins a minor victory and giants have a - 4 THACO
tribe have been raiding nearby hu- if he routs or kills the humans with penalty againat dWaNeS.
man villages for months. Finally less than half his ogres, or if Billidum
Yamun and his Hoekun Clan warriors is killed.
have cornered the evil band, bent on
wiping it out.

OGRE MARAUDERS OF
SPIDERHAUNT:
Billidum, standard hill giant
12 armored ogres, AC 1
HOEKUN CLAN WARRIORS:
Yamun, human: hits 6; AC 2; AD
l(1); THACO 15(15); ML 14; MV
12;Size M;XP 270;mace and long
bow, range 15/30/51;mounted on
a light horse
12 Hoekun warriors, human: hits 2;
AC 5; AD 10); THACO 19(19);
ML 11; MV 12; Sue M; XP 35;
long swords and lances, charge
with AD 2, THACO 13;long bows,
range 10/20/34
12 light horses
6 Hoekun warriors: hits 2;AC 2;AD
1;THACO 19; ML 11;MV 12;Size
M;XP 3s; long swords and lances,
charge with AD 2, THACO 17;
long bows, range 10/20/34
6 medium armored horses, AC 3

35
P u t Two require 4-sided, hided, 10-sided, 12-
sided or percentile dice as well.
Expanded Rules TOPICS:These expanded rules cover
the use of military units, where lead-
In a normal medieval setting, there ers and troop organizations are very
is no magic and no fantastical crea- important. They explain the rules for
tures. All of the rules in the previous flying, swimming, burrowing, invisi-
section would apply quite nicely. But ble and ethereal movement. In the
that would not be half as much fun as combat section there are detailed
playing with magical spells and won- rules for mounted miniatures, aerial
derful fantasy creatures. For them we combat, and attacking objects. Spe-
Elf, 1 st level Warrior need special rules, including rules for cial attack modes such as poison, pet-
flying, invisibility, and casting spells, rification, level draining, and breath
Hits 1 among other things. That's what you
AC 5(F) weapons are also covered.
AD will find in this chapter.
THACO
1(1)
19(19) T h e expanded rules draw heavily None of these rules are required.
You can pick and choose from them
Range 10120134 upon the AD&W role-playing rules. as you see fit for your gaming plea-
ML 13 Wherever possible the rules for Skir- sure. For example, do not use the
mishes match the AD&D game. In
MDlCD
CB -
6
some cases a rule was simplified to
rules for military units if you want a
fast-paced and wide-open game.
MV 12 promote faster and easier play. The
XP 65 Units are appropriate in scenarios
AD&D game requires a wider assort- with a military atmosphere or in very
Size M ment of dice. The core rules can be
AL CG large battles.
EXP Regular played with 20-sided dice and 6-sided
dice. The expanded rules sometimes

Table amup Tor me mumurn a ~ 8 atand


r wenano.
Part One Core Rules

Chapter 7
Mllltary Units
TRACING COMMAND EXAMPLE:
Consider a unit of human regulars.
The miniatures have a morale di5
-
tance of 6". They are all strung out in
a straight liie. each one 4" from its
A unit is a military structure that
~~ ~~~

neighbir. The unit leader is at one


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

I
are also a part of that new unit. The
new unit checks morale with a single
roll, not miniature by miniature. The
effects of being out of command are
discussed in detail later.
The kobold Irmgulan have a morale dlstance of 2". All of the Wolds can trace command to MCh
other and to thelr bugbear leader, 80 they are all In command.

37
P u t Two Expanded Rules

its unit or it is placed under the com- check (failing the check prevents the
mand of another unit leader or field attack and causes the unit to become
commander. shaken). If the unit is out of com-
mand, it cannot initiate melee.
UNITS FORCED To SPLIT: Any
unit formed by being cut off from its IRREGULARS are minimally trained
leader must make a morale check in fighters. Usually they are military re-
the next morale phase. On future serves that have worked together for
rounds it operates as a normal unit, only a couple of weeks. The unit
only checking morale when it would needs to make a morale check in or-
normally have to do so. der to initiate melee combat, unless it
can trace command to a leader. Its
Elf, 2nd Level Drow FORCED SPLIT EXAMPLE: A unit morale distance is one-third of its
Warrlor wlth short containing 10 miniatures loses three normal movement range. For exam-
sword & hand crossbow during combat. Unfortunately, these ple, a human with a movement of 12"
Hlta 2 three were the central part of a long has an MD (morale distance) of 4".
AC 2 line, and their loss split the unit into
AD 1(1) two groups, one with four miniatures REGULARS are creatures accus-
THACO 18(20) and one with two miniatures plus the tomed to combat. They have had ba-
Range 8/12/18 unit leader. The group with four min- sic training lasting several months
ML
CB -
14 iatures is out of command. It be-
comes a new unit and must check
and are reasonable disciplined. They
have been in at least one small battle.
MV 12 morale this round. On all future A regular unit can move and initiate
XP 420 rounds it is treated as a complete and
Slzr M melee without a morale check. Its
AL CE self-sufficient unit and need not make
further morale checks for being sepa-
morale distance is one-half of its nor-
EXP Vetem mal movement range.
rated (unless it splits again).
VETERANS have been a fighting
Unlt Combat Experience force for at least a year and have
fought in several battles. Occasional-
Every unit is rated by its combat ly they have special training or com-
rcperience (W). This is a measure bat abilities. They have a morale
of the quality of the unit. The EXP distance equal to their normal move
class of the unit determines how often distance. If the first unit leader is
it must check morale and what effect killed, another miniature (a sergeant)
a leader has on it. As a rule, better of the player's choice takes charge on
trained units should also have better thenext round. If thissecond leaderis
morale ratings. The Skirmishes game killed, no new leader appears and
is meant to be played primarily with then the unit is out of command. The
regulars and veterans. Other experi- unit must still make a morale check
ence classes are provided for special on the round it loses a leader. The
situations or scenarios. new leader gets no combat bonuses.

RABBLE has never been trained to ELITE units are specially trained
fight or been in any sort of battle be- forces, frequently with special com-
fore. Peasants or townsmen are good bat abilities. Their morale distance is
examples. Rabble has a morale die line of sight or their normal move dis-
tance of 2". Each round a rabble unit tance if they are out of line of sight of
is not in command (with a leader) it is another unit miniature. It is very dif-
required to make a morale check. ficult to place elite units out of com-
Rabble cannot initiate melee unless it mand. A leader that dies is
has a leader and makes a morale immediately replaced by any minia-
tv- Qf the player's choice. The unit

38
. ..,

still has to make a morale check for Leaden (u ;ommurders


the leader's death. The new leader re-
tains his old combat values. These rules are part of the unit
rules. If units are used, leaders must
HEROlMONSTER miniatures are be used also.
not part of any unit. They always
check morale separately, even if at- UNIT LEADER: A leader is one of the
tached to a unit. They are never out miniatures in the unit. Sometimes the
of command and have no morale die leader has no special abilities or ad-
tance. When the unit rules are not in vantages. Occasionally the leader is
use, all miniatures are treated as he- slightly tougher than the troops he
roes or monsters. A hero or monster leads. Usually he has no more than Elf, 2nd Level Drow
cannot act as a leader unless it is de- one or two extra hits. Warrlor with short
clared to be a field commander at the Each unit must have its own leader.
start of the scenario. sword & hand crossbow
It is possible for a unit to have multi-
ple leaders at the start of the senario. Dlow a n mora mrglcal than
PLAYER CHARACTERS are strictly The chain of command must be es- their rurfacr-dwrlllng
PCs transferred over from role-play- tablished at the beginning so that courlnr. They recrlvr (I +6
ing adventures. A PC never needs to when a leader is killed there is no bonur on r v l n g throw8 V.I
make a morale check under any cir- fin; +1 chaln mall; +l
question of which miniature becomes rhlold; + 1 rhort rword;
cumstance. A PC does not need a the new leader. The unit must still
commander and cannot be out of polrolud croubow quarrrlr,
make a morale check when a leader is vlctlmr murt r v r at - 4
command. killed, even if another one is there to prnalty to wold
pick up the reins. unconrclournrr for the rrmt
Table 10. Combat Experience of the scenario. Evrry drow
Experience Morale Initiate FIELD COMMANDER: A field com- can cart farrlr fln and
Class Distance Combat mander is not attached to any partic- darknrr once per scanado.
Rabble 2 inches Leader * ular unit. He can move close to a unit Their magic nrlrtrncr le
Irregulars 1/3 move Leader to put it in command. He can even 50% and t h y ncelvr a + 2
Regulars V z move Anytime become part of a unit for a while. bonur on r r v r r V.I any
Veterans full move Anytime magic. Dlow murt maka
There should be only one field com-
Elite LOS Anytime mander per player. The commander
morale chrcka If In runllght
or magic Ilght; bright light
Heroes, PCs NA Anytime should be one of the toughest minia- crurrs them (I - 2 THACO
tures on the team, especially in cha- penalty.
* Morale check even with a leader otic forces. He should have at least
three hits more than the strongest
UNIT MORALE: A unit usually de- unit leader under his command. A
termines morale as a whole. One die field commander always checks mo-
roll is made and all of the figures in rale individually, like a hero.
the unit react accordingly. If the unit
splits or is divided, each division has COMMAND DISTANCE: Nom,-,
the parent unit's current morale value miniatures trace command through
and state. From that point on, how- their morale distance. This is usually
ever, they keep track of their morale tied to the miniature's movement
individually. Units with mixed minia- rate. A leader or commander has a
tures may have a variety of morale command distance (CD) which is
numbers. Use the lowest morale val- based upon his skill as a commander.
ue in the unit, but give it a + 1bonus In AD&V game terms, this trans-
for being mixed with miniatures with lates to his level. The command dis-
a higher morale value. tance is usually equal to the number
of hits he can take in combat, or 1.1a
1 level, whichever is greater.

39
'i
I I

&

If a commander can take eight hits, EFFECTS OF A LEADER: A unit


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

-I? ;they would have a command chain and wci~


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

40 I
Part Two Expanded Rules

Tabk 11. Commanmer &orale Bonus cannot charge while out of com-
Extra Command mand. Therefore, the orc player
Hits Bonus moves the unit into melee with the
0-2 +1 closest enemy unit.
3-5 +2 Even though the orc player has the
6-9 +3 initiative, the leaderless orc unit must
10 + +4 wait until all other attacks are com-
pleted before it can roll its attacks. In
BEING OUT OF COMMAND: A a wonderful twist of fortune, the
unit that is out of command (without leader of the human unit is killed1
a leader) suffers several penalties in On the next round, the orc player
addition to its reduced morale. The again wins initiative. He wants the
unit is not allowed to move until the leaderless human unit to move first, Elemental, Air
opposing team decides it can. The op- but the human player wants the lead- Air rlementrlr crn be hit
posing team is in complete control of erless orc unit to move first. Because only wlth +2 worponr or
when, but not where, the unit moves. the orc player won initiative, he gets m o r . In rrrlrl combat, they
If the opposing team is under the con- his way and the human player must got +1 THACO and +1 AD
trol of several players, they must as- move his leaderless unit first. bonumes In wrlrl combat.
sign a single player to make that Each rlrmontrl cm create a
whldwlnd 1 Inch wide at the
decision during the round the unit is
made leaderless. If opposing out-of-
Personal Challenges bottom, 3 lncher wldr at
top, end 4 Imher tall. The
command units are chosen to move WHO CAN ISSUE A CHALLENGE: whirlwtnd lute OIW round,
simultaneously, they are moved ac- Any hero, field commander or speak- klllr all mlnlrturrr wHh a hit
cording to the order of the initiative ing monster can issue a personal chal- and leu that It touchor, and
rolls. lenge to another hero, field doen 2 htta to othora, no
Out-of-command units are not al- commander, or monster. Heroes can awe rllowod. If rummonad,
lowed to charge and cannot make ral- challenge commanders and monsters; It hrr AD 12, THACO 7, XP
ly checks. They can still initiate all permutations are permitted. Unit 7,000; If conlurod, It kea AD
combat and must make any necessary 16, W A C 0 6, ML 17, Size H,
leaders may not be challenged or is- XP 11,000.
morale ch*ks. During combat, the sue challenges. The challenge must be
unit alwayq fights last. If two out-of- issued just before the miniature, or
command units attack each other, use any other miniature in its unit,
the initiatiire rolls to determine the moves. The challenger must be capa-
order. ble of reaching his opponent in one
round of movement.
OUT OF COMMAND EXAMPLE:
The leader of a band of orcs has been EFFECTS OF CHALLENGING:
killed. The unit makes its morale Challenging has the immediate effect
check and remains in good morale. of giving a +2 morale bonus to any
During the initiative phase, the orc unit within the command distance (or
player wing initiative and the human morale distance) of that miniature,
player loses. All other units are until the unit fails a morale check. At
moved in aqcordance with the normal that time the morale is returned to its
initiative and movement rules. But previous value.
the human player makes the out-of-
command orc unit move first. The ACCEPT OR REFUSE?: The oppos-
orc player still gets to move his other ing miniature must immediately ac-
units last, but not the out-of-com- cept or refuse the challenge. If the
mand unit. opposing miniature refuses, nothing
When the orc unit moves, there is a else happens. The challenging minia-
unit of humans 13" away and an- ture is not allowed to move that
other 7" away. Both units are in the round. The challenge becomes a
orcs' charge zone, but the orc unit
Part Two Expanded Rules

cheap ploy to raise morale temporari- INTERFERING WITH THE CHAL


ly. If it is accepted, all units within the LENGE: If any attempt is made to in-
command distance (or morale dis- terfere with the challenge (through
tance) of the accepting miniature get physical attacks, spells, etc.) all the
the same + 2 morale bonus. miniatures on the other team get +2
THACO and + 4 morale bonuses for
THE FIGHT: Once the challenge is the rest of the scenario.
accepted, then the two miniatures
must move toward each other and en- LOSING THE CHALLENGE: AI1
gage in melee. If the challenged min- units on the losing side within the
iature has already moved, then the command distance or morale distance
challenging miniature must move to of the losing hero, monster, or com-
rth attack it. If the challenged miniature mander must make a morale check.
Hlta 8 has not moved, then the challenger Having witnessed the death or retreat
AC 2
~
can move to any location within the of their hero they have a - 4 morale
AD 4 movement allowance of the chal- penalty for the rest of the scenario.
THACO
Rinar
ML -
-1s
12 lenged miniature. His opponent must
move to meet him there this round.
They also lose the +2 bonus they
gained when the challenge was issued
MDICD
CB
-- T h e receiver of the challenge does
not have to move immediately. He
or accepted.

MV 6 can wait until later in the round to


XP 2,000 move his miniature to the challenger.
81r L Once in contact, the two miniatures
AL N fight until one is slain, is allowed to
EXP MOn8t.r withdraw, or is routed.

The kobolds are all within morale distance of each D JI not c ier. However, the
leftmost kobold Is wlthln the command dlstance of the bugbear, whlch In turn placesIthe entire unit in
command.
42
Part Two Expanded Rules

Chapter 8 layed to move it immediately.


Alternatively, the player with ini-
tiative can tell any player to move a
Inltlatlve for Unltr unit right now, even if that player has
just completed a move.
Expanded initiative is more compli- The player with initiative cannot
cated, but may be more satisfying pick the specific unit to be held back
with larger numbers of units. Ex- or moved, only which player is af-
panded initiative should not be used fected and when. The player being af-
unless units make up the bulk of the fected still gets to choose which units
forces on each team. Each player only he will move. A unit cannot be
gets to move one unit before passing moved more than once per round.
the option to the next player. This Elemental, Earth
means the movement of units will be ALTERED SEQUENCE EXAMPLE: Earth elemantala can bo hlt
intermingled. Bruce, Jim, and Roy are playing Skir- only by n + 2 wrapon or
mishes.Each player has two units on better. All alrborna or
WINNING INITIATIVE: Just as in the table. Bruce wins initiative, fol- swlmmlng mlnlaturaahave I
the basic initiative rules, the player lowed by Jim, then Roy. With no al- -2 AD penalty igalnat It. Thl
who rolled the lowest number on the terations, the sequence of movement crenture'a tavond tarraln la
die wins initiative and the player that rough, rocky, rlopeo. It
looks like this:
rolled the highest number loses it. If rummoned, It%AD 12,
there are more than two players in the THAW 9, XP 6,000. It
Roy-Jim-Bruce-Roy-Jim- conlund, It uwa AD 16,
game, there will be an order running Bruce
from the lowest die roll to the highest. THACO 7, ML 17, Slze H, XP
10,wo.
EFFECTS O N MOVEMENT: The Because he has the initiative,
Bruce can simply pick one name out
loser of initiative must move a unit of that sequence and put it anywhere
first. Then the other players move else in the sequence where he wants
units in initiative order, the initiative it. The following are just three exam-
winner moving last. This proceeds ples, many other arrangements are
until all players have moved all their possible:
Units.

ALTERING THE MOVE SE- Roy -Jim-Roy-Jim-Bruce-Bruce


Bruce-Roy -Jim-Bruce-Roy-Jim-
QUENCE: The player who won ini- Roy-Bruce-Roy-Jim-Bruce-\im
tiative gets an important advantage
3
in moveme t. This advantage can be
use in one o two ways: he can either Bruce can announce his change
whenever he wants. As mentioned
tell a playen to hold a unit back and earlier, however, Bruce has no con-
move it late; in the sequence, or tell a trol over which particular unit is af-
player to move a unit immediately,
early in the scquence. He can only do fected, so if he makes someone skip a
this once per round. He can use it for turn, he should say so before that
player announces which unit he in-
his own team or against the opposing tends to move.
team.
If a unit 1s held back, the player EFFECTS ON COMBAT: If you are
simply annqunces, at the beginning using the expanded initiative rules,
of anyone's move, that this move is during the combat phase each player
being skipped. This should be done in the initiative round chooses a unit
before the moving player has indi-
cated which unit he intends to move. which will attack. The player who
At any point later in the move, he can won initiative goes first, then is fol-
tell the player whose unit was de- lowed in order in the initiative se-
quence until all units have attacked.

43
I 'i

L Part Two Expanded Rules

As in movement, the player who


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

splits must be performed before the


MV 12
unit can be moved. All of the minia-
XP 2,000 tures in a group of merging units must
Slu, L
AL N be able to trace a morale chain to
EXP Momtar each other. New units still get their

' . , , ,.

I
~

Part Two Expanded Rules A

To measure the distance between a


flying miniature and a point with sig-
nificantly different altitude, get out
P
Expande Movement your string or tape measure. First
measure straight above the miniature
F1ylns I to its indicated altitude. Hold that po-
sition and then measure from there to
reature has the US the location in question. This straight
re most terrain effects. line is the true distance between the
two points.
CLIMBING. A miniature in flight Elemental, Fire
must expend extra movement to rise,
similar to a ground miniature running +2 weapon to hit; unable to
up a slope. It does not have to expend -
cross water, 1 AD penalty
extra movement to come down (and vs. fire using miniatures;
does not receive any movement bo- Summoned: AD 12, THACO
9, XP 6,000; Conjured AD
nus for doing so). 16, THACO 5, ML 17, Size H,
some miniatures A flying creature must move for- XP 10,000.
ward in order to gain or lose altitude.
How far forward depends on the fly-
ing class of the creature. Porward
travel does not mean in a straight
line. It can turn and bank normally.
However, it cannot hover in one spot
. The easiest way to and change altitude. Levitating and
Class A (see below) flying movement
are exceptions to t h s rule. Such m a -
tures can change altitude without for-
ward movement.
DMNG: Miniatures that want to
drop can do so easier than gaining al-
titude. All flying creaturea can drop
at a maximum ratio of 1 inch of lost
altitude for each inch of forward
movement. Only the inches of for-
ward movement are counted against
the movemc . 'lowance of the min-
iature. The ltitude is free thanks
to gravity.
FALLING:Any miniature that drops
more inches than it moves forward Is
considered to be falling and tum-
bling. On the next round, if it l i i
TANCES: A min- that long, it must make a saving
a third dimension throw vs. breath weapon to recover
difference in alti- from falling and tumbling. Failure
ints is less than 1 means that it plummets 30 inches
with no horizontal movement at all.
Again, levitating and class A flying
miniatures are exceptions and can
Part Two Expanded Rules

change altitude in any amount with- the ground. (In other words, flying
out falling. and ground movement cannot be
Anything that falls or is dropped combined.)
does so at a speed of 30. If it had any
forward momentum, it falls with 1 CHARGE: Technically an ---'a1
inch of forward, straight-line move- charge is a dive and gets all th n-
ment per 5 inches of drop. Hitting the bat bonuses that apply to the cnarge.
ground results in one attack die of A flying miniature in a dive must in-
damage for each inch fallen, with clude downward travel with at least 1
THACO 10. Flying miniatures defend inch of drop per 4 inches of forward
with their normal armor class. Minia- travel. Just like a land charge, it must
tures that cannot normally fly defend be a straight line dive at the oppo-
Elemental, Water as armor class 10,regardless of their nent. Prior to starting the dive, the
Hit8 8 normal armor class. The maximum miniature can change its facing by
AC 2 number of attack dice is 20. Any fall any amount allowed by its flying
AD 4 from more than 20 inches is still only class. For example, a Class C minia-
a 20 AD attack. ture can change its facing by up to 90
THACO
Range -
12
degrees before beginning the charge.
ML
-
15 TURNING AND BANKING: Flyers Any creature can drop up to 1 inch
MDICD
CB
MV
-
6, sw ia
are limited by their class in how
sharply they can turn (see the table
per inch of forward travel in its dive.
No flying figure can drop more than 1
XP 2,000 below). Any creature moving half or inch for every inch traveled forward,
Size L less of its flying movement rate can even in a charge. To do 80 would
AL N turn twice as much as the table indi- mean losing control and hitting the
EXP Moneter cates. The angles given in the table ground (see diving and falling,
represent the total change in direction above). As always, levitating and
during the round. The total can be class A creatures are not subject to
reached by any number of smaller in- this limitation.
dividual turns. Flying creatures can
"slip" up to 45 degrees to one side or FIGHTING WITHDRAWAL: This
the other while maintaining the same maneuver is not an option in flight,
facing. This does not count toward its except for levitating and Class A fly-
total turning movement. ers.
CHANGING FACING: Unlike a Table Iz.Flying Classes
ground figure, most flying miniatures Forward
cannot change facing when they are Flying travel Maximum
contacted for melee. It is a lot easier Class to &e 1" turn.
to get flank and rear attacks in aerial A 0" Unlimited
combat. Levitating creatures or those B 1" 180 degrees
of class A can spin to change facing at C 2" 90 degrees
any time. D 3fl 60 degrees
E 4" 30 degrees
TAKING OFF AND LANDING: A
creature on the ground which be- * Double if flying speed is half or less
comes airborne must take off before of maximum.
it performs any other movement. The
creature can turn to face any direc- CLASS A: Creatures of class A a n
tion for free just before take off. not subject to any movement or com-
Landing ends the creature's move- bat restrictions when airborne. They
ment for that round, even if it had can change facing at any time, dive or
movement left. However, it can climb at any ratio. They are not using
change its facing for free once it is on the air currents for flight. but rather

46
-
Part Two Expanded Rules

some form of magical or elemental at 6" from east to west, move all fly-
control. Fighting in the air for them is ing miniatures 6" directly west of
no different from fighting on the their current positions. Circular
ground. winds move miniatures in a circle
around the center of the wind storm.
CLASS 8: These are the most maneu- Do not worry if this places the min-
verable of all winged creatures. They iature inside structures or terrain for
can hover in place and change facing the moment, When the miniature
without penalty. They still need for- moves, it starts in this new position.
ward travel to gain altitude, but can If the wind camed it through an ob-
drop without it. They must include stack, the flyer must expend the first
forward movement to drop in a part of its movement "undoing" the
I Elemental, Water

I
charge. wind's effect. If it cannot, then it
takes falling damage as if it fell at the +2 weapon to hit; - 1 AD
CLASS C: Most mundane birds fall speed of the wind minus its own penalty when out of water:
into this class. They must move at speed. must always be 18" to a
least one-fourth of their movement water source; invisible in
water; favored terrain, water.
allowance in order to stay aloft. kvltrtlon Summoned: AD 16, THACO
9, XP 6,000; Conjured: AD
CLASS D:These creatures are usually Levitation is usually the result of a

I
16, THAW 7, ML 17, Size H,
larger and slower than those of class spell or some other magic. The levi- XP 10,000.
C. They must move at least one-third tating creature can float straight up in
of their movement allowance to re- the air but cannot move forward or
main in the air. side to side. Its only option is to
change altitude. As a result, a levitat-
CLASS E The slowest and clumsiest
of all flyers are class E. They are
lucky to be able to fly at all. They
must maintain at least half speed in
order to stay in the air.
FLYING MOUNTS:If a flying figure
is mounted or carrying a significant
burden, reduce its movement class by
1.Flying class A creatures never go
down to class B. Class E creatures
stay at class E. In all other respects,
the flying mount acts like a ground
mount. The morale of a trained, fly-
ing mount is increased by 4. See chap-
ter 5 for further details.
WINDS: In most scenarios the winds
blow at less than 3" per round and
can be ignored. For unusual sce-
narios, or to accommodate magical
effects, the wind strength might be
higher. At the beginning of the move-
ment phase, before any miniatures
have moved, shift all flying minia-
tures in the direction that the wind
blows, at the wind's speed.
For example, if the wind is blowing The draconian in flight (clasoE)can only turn 30 degrees wniie me narpy (classC) can handle up to a
BO degree turn. The elr elemental (classA) Is unrestricted.
Part Two Expanded Rules

ing creature is assumed to have all the Any miniature trapped in a col-
benefits of a grounded creature that lapsed tunnel must save vs. death
cannot change position. It can change each round at the end of the combat
facing when a flying creature engages phase, and suffers one hit each
it in melee.
A levitating creature can execute a
fighting withdrawal only by going up
or down. If its opponent is attacking
from the same altitude, it can with-
draw either up or down. If its oppo- can be rescued.
nent attacked from above, then the
fighting withdrawal option can only Swimmlng
Ettln wlth spiked club
~

be performed by going down. The re- I

Hits 10 verse is true if the attack came from


AC 3 underneath.
AD 4
THACO
Range
9
- Bunowlng
ML 14 Some creatures can dig through
MDlCD 12
CB - dirt and rock. They have two modes
MV 12 of movement, normal and burrow-
XP 3,000 ing. Normal movement can be done
Slre H in a tunnel or on the surface. Burrow-
AL CE ing creates new tunnels. Burrowing
EXP VeteranlMonster cannot be done within 3" of water.
The tunnel would fill with water,
drowning the burrower. (Forsimplic-
ity, extend this water effect to infinite
depth below any body of water. reathe water are
Nothing can tunnel beneath water in the surface. The
this game. If the referee is willing to
keep track of the depth of all tunnels,
he may waive this rule.)
T h e burrower pays for his move-
ment normally. Usually there is a sep-
arate burrowing movement rate in
addition to the normal movement
rate. Digging down or up does not al-
ter the movement rate. The two types
of movement cannot be mixed. miniature is no

COLLAPSING TUNNELS: A bur-


rowing creature can specify whether
a tunnel will collapse when another define clear water
miniature moves through it. This
must be done when the tunnel is cre-
ated. It doesn't cost anything extra to
make a collapsible tunnel.
A tunnel dug within an inch of a
soft surface can be made to collapse
when miniatures walk over it. A soft
surface is usually dirt or sand. Rock is
not considered a soft surface.
I

48
I

I I
Part lko Expanded Rules

no turning pnalties in the water. Invisibility


S and RIVER!& In Skirmishes it is possible for a
miniature to be invisible. This mates
ming creature to use. some playability problems, however,
re less than an inch. because the owning player needs to
ted as obstacles for know exactly where his miniature is
ent. If the creek or without revealing its position to op-
deep to walk through, posing players.
There are two ways of dealing with
this problem. The simple way is to
~

place the miniature on the table Ettln with spiked club


where it really is. The players must
try to move their miniatures as if they
did not see it. They may not charge or
are much broader. attack it, unless the attackii minia-
tures can see invisible creatures. With
good players out to have fun,this can
work, although it isn't very satisfy-
ing.
A better way requires some book-
keeping, and a referee is strongly rec-
ommended. When the invisible
miniatures are being moved, the
owning player makes the other play-

Any miniature that


as a chance to drown

The InvidMa wlzard's miniature Is pleoed wlth no exact facfmg on a acrep of paper. The paper indii
caten the landmark being used and the perpendicular distances horn that landmark.

49
rs turn away from the table. He then ment.
moves his miniature into a new posi- The ethereal plane is a strange
tion. On a sheet of paper, he records a place. It is an empty landscape filled
nearby landmark and the distance with swirling fogs and shadowy
from the miniature to it. shapea with no real terrain. The real
The easiet way to record distance world up to 6" away can be seen as a
is to measure parallel to the edges of ghostly image, allowing the minip-
"i'
,,
the table. This means writing down ture to orient itself. Moving through
b two numbers. The miniatures are the ethereal plane is done at the same
then removed from their new loca- rate as moving normally. There are
tions and placed in an unused comer no terrain penaltiea, however, and
of the table. Pace them just like they the miniature can use its movement
Gargoyle a dng in their real position on the allowance to change altitude or move
t . through wlid objects.
Hits 5
AC 5
AD 2
THACO
Range -
16
A miniature that can "go ethereal"
ML 11 moves to another dimension, or
a
MDlCD
CB - plane of existence. It vanishes from
the pming table. It isn't invisible; it
MV 9, FI 15 (C)
XP 650 just isn't there. This happens in the
Size M movement phase of the round. In
AL CE most cases going ethereal, or retum-
EXP RegularIMonster inn. takes the place of normal move-
-\ \

2
The silver drab0 and rider have just taken of( to meet the charge of the r d dram a d rider.

50

I
Part Two Expanded Rules

Chapter 10 [XI Charging (optional)


[I] Receiving charges (optional)
Expanded Combat THACO and AD EXAMPLE: Con-
sider an extreme example. This war-
Different situations call for differ- rior has some sort of magical weapon
ent THACO or AD values. In the ex- that allows him to do all types of
panded rules a more detailed damage. His THACO summary line
description is required. For example, might read:
a miniature might be able to fight
hand-to-hand and be able to shoot a THACO 15/14 (17) [15/131 [16/151
bow for missile attacks. The minia-
ture probably has a different THACO This means that he has a THACO of Gargoyle
and AD for each. 15 in melee against man-sized crea-
tures. Against larger than man-sized Attackers need a +1 weapon
DIFFERENT ATTACK FORMS: or better to hit gargoyle.
creatures he has a THACO of 14.
Some specialized weapons do extra When firing his missile weapon he has
damage when used in a charge from a 17 THACO regardless of the type of
the back of a mount, or when set to opponent. When charging, he has a
receive a charge. There are two ways THACO of 15, unless his opponent is
to calculate the THACO and AD for larger than man-sized, in which case
these situations. it's a 13. When set to receive a charge,
First, you can check the tables in Ap- he uses a THACO of 16, or 15 if the
pendix A and calculate the individual opponent is larger than man sized.
THACO and AD for each possible situ- Fortunately, most miniatures have
ation (melee, melee vs. larger than only one or two potential attacks. In
man-sized, charging, charging vs. larg- addition, the values for attacks
er than man-sized, etc.). against larger creatures usually are
The second method is to note that the same as for same sized or smaller.
the weapons can be used in a charge, Most monsters do the same damage
or set to receive a charge. When the and have the same THACO regardless
attack is performed, the AD are sim- of the size of the opponent.
ply doubled. This second method is Using this simple method, his
highly recommended over the first. THACO line would look more like
However, if you are converting PCs this:
from a role-playing scenario, they
may insist upon more accurate reflec- THACO 15/14 (17)
tions of their own abilities. In that
case make them do the calculations. Now you see why the simple meth-
The table below shows the various
symbols used to distinguish all possi- od is recommended.
ble values. The number inside the MOUNTED MINIATURES: Any
symbols is the one used for that at-
tack form. The first number, which combination miniature (horse and
isn't inside any symbol, is always the man, goblin and wolf, etc.) must
standard melee number. A slash is have separate combat statistics for
used to separate values used for same the mount and rider. Each has its own
sized or smaller vs. larger creatures. THACO, AC, Hits, and Dice. The
pair moves with the speed of the
Table 13. Attack Form Symbols mount and uses the morale rating of
SymbolAttack Form the mount. The rider can dismount at
#/# Larger creatures a cost of 3". The mount can only at-
(#) Missile tack figures on its forward face. The
rider can attack figures to the front or
either side while mounted. and levitating miniatures can hover
Enemy figures can attack either the and melee for consecutive rounds. All
mount or the rider. If the mount is others end up making passes. Each
slain, the rider must make a saving pass ends with them making melee
throw vs. breath weapon or be contact. On the next round contact is
pinned under the beast. He is unable broken as the flyers wheel away to
to attack and is vulnerable to enemy come around for another pass.
melee or missile attacks, although he Most flying miniatures are not able
is considered prone and under partial to attack any target above them, to
hard cover. If the mount is only one either side, or behind. They can at-
size larger than the rider, the rider can tack miniatures below or in front of
get clear by expending all of his them. However, any rider on a flying
movement allowance. He can defend mount can attack targets above him.
I but not attack while doing this. in front and to either side. This i!
When subjected to missile fire, the what makes it so attractive to flyinL
mount and rider count as one target. creatures to have riders. Between the
This is true even if the mount has two of them, they can attack in al-
been slain and the rider is pinned. most any direction except directly be-
However, once the rider is free, he is hind. All the normal combat
considered a separate target. Use the modifiers for elevation, flank, anc
rules for incidental targets for misses rear attacks apply in the air as well.
where a natural 1or 2 is rolled. One advantage of flight is that the
flyer can leave melee without suffer-
FIRING BLIND: Sometimes an at- ing a free attack on his back. The dis-
tack can be aimed at a target that is advantage is that flying miniatures do
not a miniature. If the target does not not get a free attack against opposing
Genie, Maid stop the missile, then any miniature miniatures which withdraw. Only
behind it can be hit. The target gets a class A flyers get a free attack on a
Hits 13 + 4 AC bonus. melee opponent that breaks melee.
The specified target must be the For them aerial melee is the same as
m e size as the miniature. An archer ground melee.
Range is not allowed to target an entire 30
ML 16 foot stretch of rice paper wall in an LARGE OPPONENTS: In the ex
MDlCD
CB -24R attempt to hit a single target behind panded rules, most weapons have dif
MV
XP
9, 15@), Sw 24
15,000
1 it. Realistically he would have no
chance to pick the right spot. How-
ever, if the target behind the wall is
ferent THACO and AD ratings wher
used against larger creatures. Record
the additional THACO and AD sepa-
Slze H casting a distinct shadow, the archer rately for large creatures. This adds
AL Any Chaotlc can target the shadow. an extra dimension to the game and
MP Another good example is firing in- brings it closer to its AD&DO game
to a dark window. No miniature is roots. The regular numbers and the
visible, but the window itself makes a larger than man-sized numbers are
good target about the same size as the separated by slashes.
miniature. An archer could not target
a miniature behind a row of bushes, POLEARMS (RECEIVING P
but could target one behind a single CHARGE): Some polearms have the
bush roughly the same size as the unique ability to do much more dam-
iiniature. age by being set to receive a charge.
The miniature must declare that it is
AERIAL COMBAT: Most flying min- setting to receive the charge immedi-
iatures cannot stand still and fight. If ately after the charge is declared but
they engage in melee for more than 1 before the movement is measured.
round, they fall. Class A and B flyers The charge must enter the current
Part Two Expanded Rules

forward face of the polearm wielding has a second weapon (pikemen typi-
miniature. The receiving miniature cally carried swords, also), the pike
may adjust its facing (by no more can be dropped and the miniature
than 45 degrees) to directly meet the fights with its second weapon in sub-
charge. If the attack comes in from sequent rounds.
the side or back, the polearm wield- If a miniature is held at bay, each
ing miniature still gets to spin to face round it can attempt to move past the
his attacker, but does not get the com-
bat bonus for the polearm.
The polearm wielding miniature
polearm. As long as the polearm min-
iature scores a hit, the attacker is held
at bay, probably out of range. It can
4
gets to roll its attack before the charge move away from the polearm minia-
attack roll. If the polearm attack kills ture without using the fighting with-
the charging miniature, its attack is drawal or suffering a free attack.
not rolled. Setting to receive a charge
takes precedence over the charge. On MISSILE WEAPON SKILL:A missile
the weapon tables, values for receiv- weapon requires a considerable de-
ing a charge are displayed between a gree of skill to use well, particularly
pair of braces. A simpler rule is to just against individual, moving targets
double the number of attack dice al- more than a few dozen feet away.
lowed for the polearm. This is reflected in Skirmishes by
assigning missile-armed miniatures to
OPTIONAL POLEARM MELEE one of three classes: untrained, train-
RULE The excessive length of a po- ed, or skilled. Untrained miniatures
learm is both an advantage and disad- use the standard ranges for their
vantage. It can keep a melee attacker weapons. A trained miniature has
at bay, allowing its wielder to attack twice the range of an untrained min-
without being attacked. The disad- iature, with the same missile weapon. Genle, Muld
vantage of a polearm is that the oppo- A skilled miniature has three times
nent can maneuver around it quite the range of an untrained miniature Tho marld can crooto a jot of
easily. with the same missile weapon. Elite witor up to 18 Inchor long
W M c h bllnd. Ita tlm
When one miniature attempts to miniatures, heroes, monsters, and (uvlng throw V.I bnath
move into melee contact with a po- PCs should usually be considered woapono allowed). IIcan
learm-bearing miniature, the polearm skilled with their missile weapons. rloo broatho undor and walk
has a chance to stop it. Move the min- Veterans are generally considered on woter ot all tlrnoa; awlm
iature to the normal melee position trained, and regulars and below a- 24 Inch.. por round; goto a
and mark the pair somehow (penny, typically untrained. +2 bOnUl On MWI V I . O d d ,
die, piece of paper, etc.). During the +2 AC bonum agalnot cold
attack phase, the polearm miniature ATTACKING OBJECTS: Sometimes
- -
rtt.Ck.. It h r 1 AC and
1 uvlng throw ponrltka
attacks first regardless of the relative miniatures need to destroy an object
initiative situation. If the attack is of some sort: a wall, a bridge, a sgalnat fin attack& It can
dotwt lmklblo, bwomo
successful, the polearm keeps the oth-
er miniature at bay. Move the other
statue. But some types of attacks do Imrl.lblo, polymorphwH,
no harm to some types of objects. For and Mourn liquid *hap.
miniature back a distance equal to the example, firing an arrow at a wooden twlco por rcorrlo. Lowor
defenders base width in the direction chariot is useless. Hitting it will do no wrur, part wator, wall of fog,
it came from. If the polearm minia- appreciable damage. Maumo gawouo form and
ture is still within the attackers melee When comparing weapons to ma- water bnothlng (on othoro)
zone (an unlikely event) it can now terials, many potentially complex re- can bo uood oovm timoo por
attack in melee. lationships are possible. To keep this OCOMdO.
If the polearm attack failed, the subject simple, we have defined eight
miniatures remain in contact. A po- types of materials and three types of 0
learm cannot be used against a figure attacks, then identified the sorts of at-
in contact with it because it is too tacks which can harm each m; 1.
long and unwieldy. If the miniature A man-sized oortion of the ri-
__ _.
way be amuRied to have twice
a i d y a weapon is capable manybvabsrtheyhhitr.
of causing more than one typc of Tables 15 and 16 rhow the a-

-
damage. For exampk, a mace with throw valuea for various C f h .
lpsl on the end dtxa b l u d g e d w When rolling, if thedie roll b-
Padpladnsbm;lgc.AhWPnimPl than or equal to the indiakd nlm-
withdpws,suchasabear,~both ber, the save has km swcedul.
-andbludscoaing. H.kndly miniatures are not r a p i d
Someobjecbwiilbema&ofaMlic tomakeaeaving~Uhkr~
ty of mrbafpt. Keep in mind that de- controllins player wants to. L%w-
Ghwl shvyina the 0b)ea UaUnY onlr timea the targal wants the .pdlto
2 destroying a vital component or part. work j wt as much II the cmterdoea
AC 6 ~onthemptsrinlorconrtnrtion and it automptically takes dfcct.
AD 2 d that part when trying todedde how If an affect could be incapcadty
THACO mrnyhibanobjectcantake. morethmonrcdunur, umtheohc
For exampk,a rope bridge will fall fwheet to the kft. Por aampk, a
11 if the tlrm row at oneend are cut. It wizard with a wandof p o l y m e
to destroy all of the attacks a warrior. The save d be
YDED
CB
S
-175 is not -ry
bridge. Alternately it might fall if the made a8 either a polymorph attack or
MV tmr or wooden stakes the roper are as a wand attack. S i the w a d
Sh Y attached to are dattoycd. Always as- column isfwther to the M,it is used
EXP IktonnlUndd sume the miniatures attacking the ob- instcpdofthepolyrnorph~ve.
ject or structure will do so
intelligmtly. Polymorph Wand a t t a c h save as
wands, not as polymorphs.
sAvINcTHRows~Frrquentltheef-
f c a ~of an unwual or msSryattack Breath weapon attacks that petrify or
win sucaed or fail based upon the in- polymorph use those col~mnhnot
t tou#uKmd theminipturerath-

e
v
h the breath weapon column.
erthanaTIiACOand ACayetem. The
succcaa is determined by a s a v i q Aspelltffectthatdu
er type of saving
tesanyoth-
throw. INSis a die roll (2hided of luyI that
column rather than the spelie column.
coulmr) d e p d e n t upon the hits that
the aeature EM take. UnfortUMtdy, GENERAL RUL& h a y s we the
thehitsdfordaaminingtheaavitlg leftmort column thpt is ptmnent to
throw Iwdandthrhib taken in com- the attack. A death 4 1 aves on the
bataresomebma, d&mt.Poreaaier death column, not the speU cohunn.
play, or if there isno informationto the
a

5-6 11 w 12 13 14
7-8 10 12 11 12 13

~~

15-16 4 6 5 4 7
17 + 3 5 4 4 6
I

Put Two Expanded Rules

Table 16. slvlng throw for Other


Character C l a w
Miniature Paralyzation, Rod, Staff, Petrlfication Breath
Typemts Poison, Death or Wand or Polymorph Weapon apeu
Priests
1-3 10 14 13 16 15

16-18 4 8 7 10 9
19+ 6 Ghoul
I
2 5 8 7
Rogues Any miniature hit by a ghoul
1-4 13 14 12 16 15 muat UVIV.I pamlyutlon
of be pamlyzod for 1d6 + 2
rwndr. a n immune to
thir efhct.
17-20 9 6 8 12 7
21 + 6 7 4 11 5
wizards
1-5 14 11 13 15 12

POISON: ost poison attacks require IMMUNITY'1oNORMALWEAF


a saving %from the minia- ON% Some magical or extraplanar
ture. If the 1 of the miniahve is not creatures are immune to n o d weap
known, u8e +s hits instead.If the min- ow. The descriptions of these creatures
iature fails iQ save, it is dead. If it is have a note attached to them, such as
s u d , npthing happens. +2 weapon to hit." Thismeans a mag-
ical weapon of at least +2 quality is
GAZE: Somi attacks require that the needed to hit them at all. Lanuweap

?
miniature eet the gaze of another OM do no damage. Weapons of that
miniature. is happens when the quality or better do n o d damage
two minia are facing each other with their magical bonuaes.
and have lin of sight to each other. If Monstus or p o d animals CM
there is mo than one available tar- still hurt creatures that are immune to
get, then th!e gazer must select one n o d weapons. If the monster or an-
miniature as1the target. If the gaze at- imal has enough hits (in other words,
tack does npt require the target to if it is big enough and tough enough),
meet the gaz of the attacker, then ob- it can do its normal damage. This abil-
viously onlq that miniature needs to ity extends to include missile attacks,
be facing the other. such as giants hurling boulders. It does
not extend to miniature that inmase
PETRIFICAPON: This is a fancy in level and hits with experience, such
word for turping the target miniature as humans, elves, dwarves, and the
into stone. 4 saving throw is required like. The table below lists the mini-
by the miniature. If the save is failed, mum hits a monster must have to
the miniatur+becomes a stone statue. harm another monster with a certain
If it is successful, nothing happens. level of immunity.

55
Part lko Expanded Rules

rable 17. 16.It is hit by a vampire and has two


Hits vs.Weepon Immunity levels drained. Now the ogre has two
Hits Equivalent to a... hits and a THACO of 18. If the vam-
5 +1weapon pire had done damage on his hit, the
7 +2 weapon Dgre might have even fewer hits left.
9 + 3 weapon However, he cannot be healed above
11 + 4 weapon two hits and uses the saving throw ta-
ble for two-hit creatures.
DRAINING: Some miniatures have Attribute draining is far less mere.
the ability to reduce attributes other In most cases it does not effect the
than hits. The most common is the play of a Skirmishes game. A minia-
level draining ability of some types of ture is much more likely to be killed
undead. There are also miniatures from normal attacks than from an at-
that drain Strength, Constitution, tribute drain. Some attribute draining
and other primary attributes. attacks will affect THACO or even
Level draining removes hits perma- hits. These are the only type that
nently from the target miniature. must be recorded.
Cure spells will not bring them back,
although a restore spell will. The min- BRFATH WEAPONS: Some minii-
iature uses this new, lower number of tures, most notably dragons, have the
hits when referencing the saving ability to exhale deadly materials.
throw tables. In addition, each hit These can range from fire and light-
drained penalizes the target minia- ning to acid and sleep gas. A breath
ture's THACO by one. For example, weapon is an area effect weapon. It af-
an ogre has four hits and a THACO of fects all the miniatures in a specified
ilant, Cloud wHh mornlng rtu
Hltr 17
AC 0
AD W3)
THACO i(3)
Range 24/48/72
ML 17
MD/CD
CB
MV
-15
15

XP 10,Ooo
Slzr H
AL NO or NE
EXP VeteranlMonatar

01the three other figures, the basilisk has only one potential gaze victim. Only the green-robedthief
is in both the basilisk's LOS and has the basilisk in his LOS.
Part Two Expanded Rules

area equally. The shape and size of the dius of the sphere, followed by the let-
breath weapon vanes with the minia- ter S, for sphere. For example, 3s
tures. A miniature is always immune means a sphere 3"in radius, 6" in diam-
to the effects of its own type of breath eter. Its center is 3" directly in front of
weapon. There are three major breath the miniature, which puts one edge
weapon shapes: cone, sphere, and touching the miniature.
l i e . In the back of this book is a page A lincshaped breath weapon fills a
of shapes. Photocopy the page and cut rectangular area in front of the minia-
out the shapes to use as paper tem- ture. The longest dimension always
plates for breath weapons. measures away from the miniature.
A cone-shaped breath weapon T h e line shape is written with two
starts at the center of the facing side of numbers followed by the letter L, for
the miniature as a single point. It ex- line. For example, 10 x 1L means a
tends out a certain distance, growing line 10" long and 1" wide. The 10"
to cover a specified width. The shape length must be measured out and
of the cone is always written with the away from the miniature.
length first and then the width, fol- Some miniatures are restricted in
lowed by the letter C, for cone. For ex- the number of times they can use a
ample, 6X3C means a cone 6" long breath weapon. A dragon, for exam-
and 3" wide at the far end. ple, can use a breath weapon only
A sphere-shaped breath weapon al- once every three rounds. Other mon-
ways appears right in front of the min- sters have different ratios. The fre-
iature. One edge of the sphere touches quency is usually written
the front edge of the miniature. It is "number/time." For example, a drag-
written with a single number for the ra- on breathes 1/3 rounds.
Glant, Cloud wlth mornlng star
Cloud giants can hurl
boulders up to 72 Inches.
Part Two Expanded Rules

Chapter 11 occurring creature that is not intelli-


gent. If it exists in the real world, con-
sider it an animal. Other creatures are
Heroes b Monsters monsters, even if they only have an
animals intelligence.
A hero or monster is a powerful In general, an animal will not stay
miniature that works alone on the on the field of combat without a lead-
gaming table. Ogres, dragons, trolls, er or commander. An animal pack or
giant spiders, and werewolves are all herd is always considered rabble. Oc-
examples of monsters. Wizards, pala- casionally an animal pack will be
_I(_ dins, and high priests are all examples controlled by a force of nature which
of heroes. These same creature types is not present on the board as a minia-
can be organized into units, but if ture. These rules do not apply if the
Hits 18 they operate individually they are he- animal pack is being controlled by
AC
..- -1 roes or monsters. For game purposes magical means.
heroes and monsters are treated iden-
AD
THACO
Rartgs
1(n
W)
20140160
tically.
Animals do not always go where
their leader directs them. When the
ML 15 leader attempts to drive the animals
MORALE: The hero or monster can into melee, roll a dZ0 and consult the
8
MDICD
CB - join a unit, but still checks morale
separately. The presence of the hero
table below, If a veer is rolled, it is
just enough to miss the intended tar-
MV 12 or monster in the unit can improve
XP 8,000 get. If another viable target is stand-
sirs H the units morale. Heroes or monsters ing where the animals veer, it
AI LE can be commanders only if they can becomes the target of the attack. It is
EXP Regulrr/Monstar communicate with the troops. possible that this is a friendly unit.
Heroes and monsters check morale Animals never distinguish between
in the same manner as units and com- friendly and enemy miniatures if two
manders. They check morale when units are engaged in melee.
they are reduced below 50% of their
original hits, whereas a unit needs to Table 18. M m d Charges
check when it has lost over 50% of its Die roll Result
miniatures. They never need leaders, 1-3 Veer left
and therefore never check morale 4-17 Straight ahead
when one is lost. They must still 18-20 Veer right
check morale when a field com-
mander is killed. Monsters are always under the di-
Most monsters and heroes are awe- rect control of the player. They move
some killing machines. Whenever a where he chooses and attack where
unit that is being attacked by one is he chooses. If the referee decides that
required to make a morale check, some monsters are just t o stupid to
that unit suffers a -1 morale penalty. behave, he can place them under the
The cause of the morale check does animal rules when designing his sce-
not have to be the monster. In some nario.
cases the referee may need to judge
whether the penalty is warranted. STAMPEDE: The animals in a pack
Some monsters just arent that scary or herd may stampede under certain
to some types of units. conditions. First, they must be her-
bivores; carnivores and most omni-
Animal Packs vores will not stampede (and usually
dont form herds to begin with). Sec-
The distinction between an animal ond, something must start the stam-
and a monster can get blurred. For pede. This can be a very loud noise, a
our purposes, an animal is a naturally dramatic and frightening magical ef-
1
Part Two Expanded Rules

fed, an illusion of something the ani- the herd keeps moving in the same di-
mals are afraid of (a dragon or a rection as before. If it fails, the herd
brushfire, perhaps), or a largescale changes direction. Roll Id6 to deter-
attack which injures several animals mine the new direction, with 1 being
or one key animal. Miniatures can try the direction the animals were mov-
to start a stampede intentionally. ing.
Once a stampede begins, only mag- If the stampede hits any minia-
ic can stop it. Stampeding animals tures, they are attacked as if they
continue stampeding until they leave were charged. All the noma1 charg-
the table, they are all killed, or the ing rules apply, with one exception.
stampede is magically halted. After all the attacks for that round
Initially, the stampeding herd are over, the stampeding animals
moves directly away from whatever continue moving right through the GIant, Rre with sword
started the stampede, with a 50% miniatures they attacked. The attack

I
Flre glmts are Immune to
movement bonus. It never slows costs them 3" of movement. Any- fire. They csn hurl boulders
down, but It may change direction. thing that is left over is used to move up to SO Inch-, and have a
Before each move, the herd makes a directly through. 50% chance to catch
morale check. If this check succeeds, boulders hurled at them.

Ine orc is trying to get the wolf pack 10 charqe the horsemen. There is a chance, however, that they will charge the umber hulk Instead.

59
Part Wo Expanded Rules

Table 19.Turning Undead


Undead Level of Priest
1 2 3 A 5 6 7 8 9 101112-13 lA+

Zombie

MV 12
XP 7,000
81u H
AL CL
EXP R.((ub-

f ..
68 I. .

I
Part Two Expanded Rules

priests and paladins. The priest or leaaer, he cc- -'tempt to rally them
paladin attempts to turn undead dur- on the next I but not on the turn
ing the combat phase. Any miniature they were routra. He does this with
attempting to turn undead may not
attack that turn.
To turn undead, the player rolls a same turning undead table, but suc-
20-sided die and consults table 19 to cess means that he has reestablished
determine the success of his turning control of the undead forces. Skele-

I
attempt. He rolls 2d6 to see how tons and zombies that have been
many miniatures he has affected. On- turned keep moving away even if
ly those miniatures in his forward fac- outside their leader's command dis-
ing arc, LOS, and within 12" are tance. Free-willed undead make rally f
Giant, Frost With axe
eligible to be turned. checks normally.
If the 20-sided die indicated a suc- Immune to cold: can hurl
cessful turn, the two players take boulders, and has a 40%
turns picking which undead minia- chance to catch boulders
tures were turned. The player that thrown at it.
controls the undead miniatures picks
first. If the group of undead is a mix-
ture of types, those with the fewest
original hits must be selected first.
RALLYING UNDEAD: Mindless un-
dead miniatures that are turned auto-
matically rout. If they have a priest
I
P u t Two Expanded Ruler

Chapter 12 Table 20. War Machine CLPa


am Maximum hum*
A Unlimited
war Machines B 180 degrees
C 90 degms
A war machine is a n y t h q that can D 60 degrees
be ridden in a fisht. It does not in- E 30 degrees
clude siege machinery or simple
mounts, although the distinction can Doubled if the machine moves half
get rather b l d in a fantasy setting. or less of its maximum movement.
Chariots, wagons, sleds, and battle
platforms are all examples of war ma- CLASS A: War machines of class A
1
1
Giant, Hlll with club
Hits 12 I chines.
Since war machines are not com-
mon in AD%D@role playing, there
are not many examples of them. The
are not subject to any movement or
combat restrictions. They can change
facing at any time and move along
any convoluted path. They are using
material in this chapter is somewhat some fonn of magical or elemental
Range 20/40/60 complex. Players should expect to control for movement. A telepathi-
ML 13 spend some time before the scenario, cally controlled sled is a good exam-
MQICD 6
-
designing the war machine and figur- ple of a class A war machine.
CB ing out its combat values and abili-
12 ties. CLASS 8: These are usually plat-
3.000 forms mounted directly onto the back
H
CE Movement of an animal or monster. They cannot
ReguladMonster change facing in response to an ene-
In most c a m a war machine is ei- my engaging them in melee. How-
ther carried or pulled by an animal or ever, they can move along any
monster. Those that are not are usu- convoluted path and adjust facing at
ally animated by magic. War machine the end of their movement.
movement and turning ability is clas-
sified using the same system as for CLASS C: Most of the maneuverable,
flying creatures. In most cases the animal drawn machines fall into this
machine's movement is restricted to class. A chariot is a good example of
the surface, but the same system still a class C war machine. It is restricted
applies without the altitude ~ l e s If. in the total amount of turning it can
the war machine is capable of flying, do in a round. It may not change fac-
u8e the flying class ~ l einstead
s of the ing in response to a melee attack.
war machine d e s for movement.
The overall speed of the war ma- CUSS D: This class is the same a
chine is determined by the animals or class C, except that it is more restrict-
force driving it. In the case of animals ed in turning. A pair of horses pullii
or monsters, they have half their n o r a cart is a good example of a class D
mal movement. Flying creatures lose war machine.
one flying class when carrying a bat-
tle platform. The referee must decide CLASS E: The slowest and clumsiest
how many animals of a given type are of all war machines are class E. A car-
nmssary to draw a platform of any avan wagon is an excellent example
particular size. of one. It is not allowed to charge at
any time. In most cases class E is re-
served for everyday vehicles and not
achtal battle platforms. Frequently
these are the object of a scenario. A
raid on a caravan scenario would
chine does not tip over. Use all of the
following modifiers which apply.
Vehicle struck in front or rear +2
TERRAIN:Sbme types of terrain are Vehicle larger than attacker +2

i
dangerous fo any machine trying to Vehicle smaller than attacker -2
move across For wheeled vehicles, Vehicle was target of charge -1
the only safe terrain is road or clear
areas. Forest scrub, obstacles, etc., Anybody inside an open-topped
completely block movement. machine which tips over must make a
Swamp, wahr, mud, etc., prevent saving throw vs. breath weapon or be
the vehicle f$m moving for the rest pinned underneath it. Those not Clant, Hill with club
of the gena 0. pinned must still expend their entire
next movement to stand clear. A A hlll glant can hurl boulders
ER: A war machine is pinned miniature cannot attack, but up to 60 Inches. It ha6 a 30%
chance to catch 6 boulder
being tipped over. is considered prone and has partial
thrown at it.
slope terrain have a hard cover. A completely enclosed
the machine. If at machine takes two full turns to stand
round it moves clear of, but miniatures cannot be
pinned under it. The machine may
not be righted or used again during
the scenario.

Combat
The war machine has a couple of
combat options. It can be used strict-
ly 9s a mobile platform. In that case
the machine itself is not fighting. It
transports melee troops from place to
place, or serves as a mobile base for
archers.
Alternatively the war machine can

1
over. be the attacking miniature itself. It
may have weapons of its own, or
Table 21. Ti ping War Machines merely plow into a squad of enemy
dZO Roll Result miniatures. In many cases, the ani-
1-10 Tipped mals or monsters that draw the ma-
11-20 1 Remains upright chine are more fearsome than the
i machine itself.
TIPPING Tipping can also When the war machine is attacked
of combat. In com- by missile fire,use the incidental tar-
get rules. The machine itself counts as
an available target. For machines that
carry multiple riders, this is an ad-
vantage since the player can always
select the machine as the incidental
target.
ANIMALS and MONSTERS: If any
animal or monster is harnessed to the
war machine. its combat abilities

63
Part Fwo Expanded Rules

must be fully detailed. How it is har- cutting weapon) moves into contact
nessed will determine if it can attack. with the dead animal.
A horse-drawn chariot does not al- Each animal lost slows down the
low the horses to attack with their whole war machine proportionally. If
hooves and teeth. On the other hand there were two animals, speed is
a polar bear-drawn sled might allow halved when one is lost. If there were
the bears to attack with claws and three animals and one is lost, speed is
teeth. reduced by one-third. If there were
One riding miniature must be iden- more than three animals, the machine
tified as the driver. This miniature still always loses at least one-third of
does nothing except control the ani- its movement when an animal is lost.
mals and direct the war machine. If It is possible to have a war machine
Giant, Stone with club the driver is incapacitated, the animal with animals in the harness, but not
Hits 14 must make a morale check. In most enough to move it.
AC 0 cases, on the next round another oc-
AD 3(4) cupant can put down his weapons RIDERS:Most war machines are de-
THACO 3W and become the driver. In combat the signed to carry some form of combat
Range 0160190 enemy can choose to attack the ani- miniatures. Archers or pike men are
ML 16 mals or the war machine. Each ani- common riders. These fighters gain
MDICD
CB -
12 mal or monster must record hits
separately.
an armor class benefit from the ma-
chine. Look carefully at the design of
MV 12
the war machine and decide if they
~,O00
ANIMAL MORALE:The morale of
XP
Size H should get a hard cover bonus. Mini-
AL N the machine is broken into two parts, mally they get a + 1AC bonus for be-
EXP VeteranlMonster one for the animals pulling it and the ing in motion on the platform.
other for the riders. It is assumed the A rider can attack in several :-
animals' morale is better than average tions while on the platform. It cc-~-:-
through training. A good rule of tack miniatures directly behind the
thumb is to add three to the natural machine, or to either side. Most of
morale of the animals. the time the riders will not be able to
If the animals pulling the machine attack to the front with melee weap
become routed, they pull the machine ons because the animals pulling the
in random directions at top speed. It war machine are in the way. If the ve-
is too awkward for the whole ma- hicle is in motion, the rider has a
chine to merely do an about face and THACO penalty of - 1if traveling at
flee, as do other miniatures. The har- half speed or less. In addition, if it is
ness itself also makes it difficult for a traveling through terrain that slows it
war machine to rout normally. Use (rough, brush, etc.) it has an addi-
the Animal Pack Veering Table to de- tional -1 THACO penalty.
termine direction. The machine can A rider can be attacked individu-
attempt to make a rally check if it has ally in melee. Any miniature that
riders left. If either the riders or the ends its movement in contact with the
animals are routed, the other suffers a platform can melee any enemy minia-
- 2 morale penalty. ture inside the platform within its me-
lee zone. Some platforms may be
KILLING THE ANIMALS: If the war raised too high off the ground to al-
machine loses even one of its animals, low this. Such a war machine must
the whole thing comes to a screeching have this defined in advance of the
halt. The dead animal must be cut start of the scenario (and warriors in-
side it probably will be armed with
polearms or bows).

64
~
Part Two Expanded Rules

RIDER MORALE Riders must check ilar and likely to be used in a variety
morale as a group, using the morale of scenarios. Caravan wagons come
of the highest single miniature. If they in many different shapes and sizes. If
become routed, they direct the war emptied it could carry anywhere
machine out of combat and will not from 6 to 20 humans depending upon
attack until rallied. If either the riders its size. A hide-covered wagon only
or the animals are routed, the others gives soft cover to those inside. A
suffer a -2 morale penalty. wagon with wooden sides gives hard
cover ( + 4 AC bonus). The wagon it-
THE MACHINE: For game purposes, self has a moving armor class of 8.
war machines and beast-mounted The driver is always exposed from
platforms are considered to be invul- the front and both sides.
nerable. This is not an accurate re- Caravan wagons were never in- Giant, Stone with club
flection of real life, but it does make tended to move quickly. They are A stone glant can hurl
for a better game. If armor classes usually drawn by a team of two or boulders up to 90 Inches. It
and hits were assigned to a war ma- four horses and move 9 to 12 inches has e 90% chance to catch a
chine, they would be much higher per turn with a class of E. Larger or boulder thrown at It. Its
and tougher than the riders or ani- heavier caravan wagons could be tavored terraln le rocky and
mals. It is always easier to kill the constrained to move even slower. No slopes.
people aboard than it is to destroy the wagon should move slower than 3
machine itself. If the machine is inches a turn.
brought to a halt, then the miniatures
can attempt to destroy it or break in- BAlTLE WAGON: This wagon has
to it. Use the object rules found in thick wooden walls. Sometimes the
Chapter 7. walls are covered with animal hides
The war machine does confer some soaked in water. This protects against
benefits to the riders. This is usually fire attacks. The wagon itself has an
an armor class bonus. Some magical armor class of 0. Narrow slits allow
devices may provide magical protec- archers to shoot at nearby targets.
tion as well. Below are several exam- The archers are completely protected
ple war machines and the relevant from normal or melee missile attacks.
information to run them. The armor They have a - 2 THACO penalty
classes given for the machines assume when the wagon is moving. The bat-
they are maneuvering on the field of tle wagon is usually so heavy that it
combat. rarely gets above a speed of 9, and
usually is speed 6, class E. Because of
CHARIOT: This small, open plat- this, the battle wagon gets a +1 on
form usually holds up to three men, the die roll when rolling to be tipped
one of which must be the driver. The over by terrain. The wagon can hold
chariot could be used as a moving from 8 to 12 humans, depending on
platform for archers or it could drive
into melee. It provides hard cover pull one
( + 4 AC bonus) for everyone in it.
The chariot itself has a moving armor
class of 2 . Unfortunately the rough
ride reduces the THACO of the riders
by 2. It takes two to four horses to
pull a chariot. The chariot is highly
mobile, usually achieving speeds
from 12 to 18 and is class C.
CARAVAN WAGON Although this
is not strictly a war machine, it is sim-

.
I
'i
'- I

'

Part livo Expanded Rules


\

I Chapter 1 3 pact and march upon the lands of


men.
The pegasus riders can be repre-
Scenarlos sented by the Hoekun Clan Wamors i
made by Ral Partha. Use the Yamun
Vapyr's w u Pact miniature to represent Martuum.
Have unmounted miniatures avails-?
Leaders of severdl types of evil pi- ble for each of the pegasus riders. In--
ants are gathered to make a war pact. dividual pegasus miniatures are
This unprecedented alliance is the available from Ral Partha as well;b
work of Vapyr, an evil cloud giant,
and the evil wizard, Chronar. Giants
Giant, Storm with sword Chronar cannot attend the war pact 1 Cloud giant (Vapyr)
Hlts 20 meeting because the evil giants will 1 Fire giant (Scald)
AC 0 only listen to one of their own. How- 1 Frost giant (Glace)
AD W) ever, he has sent several of his min- 1 Stone giant (Orr)
THACO 1(1) ions to serve as witnesses of Vapyr's 1 Ettin (ArakIOrok)
Range 30160190 worthiness to lead all the evil giants. 1 Chimera 5

ML 17 Martuum's pegasus warriors have 2 Gargoyles


MDlCD
CB -
15 been sent to break up the conclave
and prevent the evil giants from Martuum's Pegasw Wardon
MV 15, Sw 15 forming a war pact. If they can carry Martuum: Hits 10, AC 4, AD
XP 13,000
G the day against the giants, the giants THACO 12/9,ML 16, Size M,
Size will consider Vapyr to be an unwor- level warrior, + 1 magic sword
AL CG
EXP VeteranlMonster thy leader, Otherwise the attack will 13 Pegasi
give them the confidence to make the
, ..
:,

in
n
d
Tablerwtupfo . _,. -

66
~

Part Two Expanded Rules

12 Mounted Human Warriors: Hits 6, In Defense of Elbn


AC 6, AD 1/2 (2), THACO 13/16
(15),Range 15/30/51,ML 15, MV A mixed force of orcs and goblins is
12, Size M, 5th level warrior, +1 marching upon the small town of
magic sword, long bow and ar- Elba. Strategically located at the foot
L

rows. of a mountain pass, this small town is


destined to someday be a great dty, if
SETUP: The giants pick a central it can survive this assault.
point on the board to set up. All of Alion and his warriors have been
the giant figures must begin within 6 sent to defend the town from the at-
inches of that position. The giants tack. The humans should have. had
choose the side of the table the pega- more than enough manpower to de- Giant, Storm with sword
sus riders enter. They can enter riding feat the o r a and goblins. Unfortu-
or flying. Remember that pegasi are nately, the ora have a secret weapon Storm giants typically carry
class D when mounted. the humans didn't know about, huge composlte b o w . They
can breathe underwater,
which evens the battle considerably:
VICTORY CONDITIONS: The peg- They have a troll and an umber hulk
levitate twice per day, and
cast one lightning bolt per
asus riders win if they can kill Vapyr on their side. day (AD 15,8" long, range
or kill or rout all the giants. The gi- 57"). Their AC Is - 8 when
ants win if the pegasus riders do not 0x1and Goblins wearing bronze plate mall.
succeed. 11 orcs with 1 unit leader
11 goblins with 1unit leader
1 orc field commander
1 troll
1 umber hulk

I
I

I
Part N o Exmnded Rules

SETUPI The orc player establishes an


Won's Riders underground position for the umber
Alion: Hits 6, AC 4,AD 2, THACO hulk anywhere on the table. The rest
15/12,ML 16, Size M, 5th level of the ora setup within 1 inch of the
warrior, +1 magic sword left side of the board.
13 Light homes The humans must set up in town,
12 Mounted Human Warriors:Hits 2, no more than 6 inches from a build-
AC 6, AD 112 (2) [2/31, THACO ing. One of each of the riders, the
19/20 (20) [le],Range 10/20/34, men-at-arms, and the archers must be
ML 12,EXP Veterans, MV 13,Size identified as unit leaders. The unit
M, 2nd level warrior, lance, leader has no special combat bo-
sword, bow and arrows, one fig- nusea, just a +1 command bonus.
ure is the leader The umber hulk's confusion gaze is
Hit8 15 6 Men-at-arms: Mta 1, AC 4,AD 1/ covered in the magic rules. Either
AC 2 2, THACO 20, ML 11, EXP Regu- read the spell description, or merely
AD 3 lare, MV 12, Size M, 1st level have the victim save vs. spells or be
paralyzed (confused)for 6 rounds.
THACO
Range -
10 warrior w/ sword, one figure is the
leader
ML 16 6 Archers: Hits 1, AC 7, AD 1/2, VIClVRY CONDITIONS: The side
MDlCD
CB
15
- THACO 20 (ZO), ML 11,EXP Rw- that is left alive and/or not routed
MV lam, MV 12,Size M, 1st level war- wins the scenario. Control of the
rior w/ short sword and bow, one
15
XP 8,000 town is the issue, and there is no
Size L figure is the leader. chance for reinforcements in the near
AL N (CG) future.
EXP VeteranlMonster

68
I I
Magic play. These spells and items are suffi-
cient for most scenarios. However, if
There are two major elements that you prefer a more detailed game or
set fantasy apart from a normal medi- one closer to the roots of the ADkD
eval setting: monsters and magical game, convert the spells and items
spells. Frequently they are not sepa- yourself. Whichever method you
rable, because the monsters may be choose, it should be decided in ad-
magical. Monsters have been covered vance.
in previous chapters. This chapter There is a summary block at thebe-
will talk about magic. ginnii of each spell description. It
For our purposes there are three specifies several things about the limi-
types of magic: spells, items, and tations of the spell. Some of the val-
Clantkln, Flrbolg
abilities. A spell is something that a ues have been simplified for
Skirmishes purposes. You can use the with sword

I
wizard or priest casts instead of fight-
ing. An item has magical powers and ADkD game values if you need more Flrbolga are maglcal glanta.
properties all its own. Some can be detail or are using Skirmishes to s u p In addltlon to caatlng

I
used by anyone who holds them. plement a role-playing adventure. dlmlnutlon, &tact maglc,
Abilities are inherent powers of crea- and alter Sen once por day,
tures that are beyond natural phe- CASTING TIME: The first thing to they have a 75% chance to
look at in the ADBD game spell de- catch or doflwt Iergo
nomena. Most abilities imitate spells. mlaallw.
Magic always takes place in the scription is the casting time. If the
combat phase. A miniature can use spell takes multiple rounds to cast, it
magic instead of melee or missile is probably not worth converting for
combat. All active magical effects are
resolved at that time. Any saving
throws that need to be rolled are
r
Skirmishes use. These s 11s can be
used to set up a scenario ut are rare-
ly effective on a fast-moving battle-
rolled then. field.
All of the rules for magic in this
game are derived from the AD&W SCALE When translating AD&D
game. In most cases the AD&D d e game spells, remember the game scale
books can be used to solve Skirmish- is 10 feet per inch. For example, a
es d es questions. Where conflict oc- spell with a range of 5 yards converts
curs, the rules in this book take to 1% inches.
precedence over the AD&D game
rules. DAMAGE: For spells that do dam-
age, use the tables in Appendix A for
weapon and monster damage conver-
Convertlng Spells sion, but ignore the THACO adjust-
Thelists of spellsand magical items ments. The spell merely does that
in the ADkD game are so extensive many total hits of damage without
rolling any dice. Find the minimum
that it is impossible to list all of them and maximum damage the spell does,
here. To solve this, generic d e s for add them together, and reference the
converting spells and magical items table.
from the AD&D role playing game
into Skirmishes have been provided.
To convert spells you must have ac- AREA OF EFFECT: When translating
cess to the Player's Handbook and the the area of effect, remember the wiz-
Dungeon Master's Guide. ard or priest miniature is not allowed
The other option is to use the ab- to change facing during the magic
breviated spell and magical item list phase. However, spells that can be
found in this book. The effects have waved around or shifted in the c o u m
been dramatically simplified for easy of a single round can cover the entire
forward-facing arc of the miniature.
Part Three

For example, detect magic produces a alter the spell effects to obtain a sim-
narrow line area of effect. However, pler effect. For example, color spray
the caster can sweep it across an area has a 120-degree area of effect with
during a round. Therefore, for Skir- varying results depending upon the
mishes, the area becomes a cone fill- relative levels of the targets and the
ing the forward- facing arc. caster. As you can see in the descrip-
tion below, in Skirmishes it only af-
MAGIC AND MORALE In many fects the forward facing arc (usually
cases, the spells effect a miniature by 90 degrees) and only has a blinding
requiring a morale check. If the indi- result. This makes it a lot faster and
vidual miniatures do not make up an easier to use in Skirmishes while still
entire unit, roll for morale for each retaining the original intent of the
part of a unit. In fact, it is more likely spell.
Hltr 2 that they are only part of a unit or
AC
AD
5 even parts of several units. Those Deflnlng the Spell
1(1) parts that fail morale automatically
THACO le(1s) become new units with their new, re- Summary
Renge 10120134 duced morale. The rest of the unit not
ML 11 affected by magic also suffers the re- Several of the terms in the summa-
ry block are abbreviations. The list
MDlCD
CB -
5
sult of the morale check, but not the
magic. The newly formed unit does below summarizes them. For exam-
MV 8 ple, R 2 / L means that the range is 2
XP 120 not have to make an additional mo-
rale check for being forcibly sepa- inches for each level of the caster.
SI20 L
AL CE rated from its original unit. RANGE (Rng): This is the distance
EXP Regular
TOUCH SPELLS: Many of the spells away from the wizard or priest that
require the caster to touch his target. the spell can be located. Its center or
This is no problem with a friendly beginning can be placed anywhere
miniature. The caster merely moves within that radius. Most spells as-
up to contact and he can touch the sume this location must be within line
miniature. Enemy miniatures require of sight. All numbers are in game
a successful melee (THACO)roll to be inches.
L Level of caster in rounds
touched. The touch does no damage
itself, but does allow the spell to T Touch, in his melee zone
work. 0 On the caster only

DISRUPTING SPELLS: If a wizard DURATION (Dur): This specifies


or priest takes at least one hit of dam- how long the spell lasts. Instantane-
age, fails a saving throw, or is affect- ous means that it does not carry over
ed by enemy magic during a round, beyond the magic phase. All numbers
his spell casting is disrupted for the are in game rounds. A wizard or
rest of the round. This means spell priest concentrating on a still-active
casters with initiative can usually cast spell may not move or attack.
their spells, while those without ini- L Level of the spell caster
tiative may be disrupted. Unlike the I Instantaneous
role playing game, the spell is not C While wizard concentrates
lost, only the mages ability to cast it S Lasts for the whole scenario
this round. The caster can still attack * Special, see description
with melee or missile combat in that
round. AREA OF EFFECT (AoE): This is the
volume or area the spell affects. A
SIMPLIFICATION: In all cases, try single number always refers to the ra-
to keep the spell simple. Be willing to dius of a circular or spherical effect.
Two numbers define a box, while
three define a cube. Sometimes this
can be combined with a number of
miniatures. For example: 3 X 3 X 3,
ld4M means 1-4 miniatures in a 3"
cube.
C Cone. The first number is the
length, the second is the width of
the wide end.
L Level of the spell caster.
#M Number of miniatures.
MZ Forward facing melee zone man-at-arms would suspect an illu-
Gnoll with a x e & long now
LOS Line of sight. sion. However, if 10 fighters come
" Special, read description or use trotting out of the woods, it is not so
common sense. likely that the viewers will suspect
anything.
SAVING THROW (Sav): This is the Whenever a miniature is faced with
result should a saving throw by the an illusion, the believability of the il-
target be successful. Half damage is lusion must be determined. This usu-
always rounded up. ally amounts to the viewing player
' / a Half damage taken stating why his miniature would have
Neg Spell has no effect reason to suspect an illusion. The
- No save allowed players or referee must decide if his
Dis Save allowed only if illusion is case is valid or not. If not, then the
disbelieved miniature must treat the illusion as if
* Special, read the description it is real. The miniature is not allowed
to place itself into senseless jeopardy
llluslons or chance certain death.
If the illusion is not believable,
Illusions are a general category of then the viewing miniatures get a sav-
magic. Many different types of spells ing throw vs. spells. This is done for
and magical items can produce illu- the whole unit, not miniature by min-
sions. The problem with illusions is iature. If the saving throw is success-
that in most cases the player knows ful, the illusion is not believed and
the illusion for what it is, while the can be ignored. If the saving throw is
miniature would most likely not. Us- successful, the illusion is believed and
ing illusions in Skirmishes requires a must be treated as if it is real. Once a
referee or players that can strike com- unit is convinced that an illusion is
promises and keep up a friendly real, the miniatures cannot be per-
game. A referee is strongly recom- suaded by another unit on their team
mended. that it is not. They must see for them-
An illusion is a creation of an ap- selves. Until that time they will act as
pearance. It can never be used to if the illusion is real.
make something disappear. An illu- A new saving throw is made each
sion cannot be used to make minia- time the illusion is found to depart
tures invisible. It can be used to create from reality in yet another way. For
the impression of a hole where there example, an orc that does not die
is really solid terrain. when it has taken multiple hits would
be cause for a new saving thrr-
ILLUSIONARY DEATH:Any minia-
ture "killed by an illusion falls un- BREAKING ILLUSIONS: Tl,,
conscious for ld3 rounds. When he sion can be broken if a miniature th
does not believe in it engages it in us=-

71
Part Three
~

lee or moves into it. Since it is not Concentrating requires that the
real, the weapons used in melee at- miniature make no attacks, not take
tacks do not make contact. The illu- damage from attacks, not move, not
sion vanishes immediately in these fail any saving throws required by
cases. Missile fire cannot break an il- spells or special attacks. In short, the
lusion. From the attacker's point of miniature must remain undisturbed.
view, all of the missiles miss. A min-
iature that believes the illusion will
not destroy it through melee.
CONCENTRATION: The best way
to break an illusion is to attack the
caster. Since he must concentrate to
maintain the illusion, if he is attacked
in melee, even unsuccessfully, the il-
lusion is broken. Missile attacks must
do damage to break his concentra-
tion.

A marid genie iwks down with disdaln on the summoned fire elemental. Across the chasm, the wizard and his ikon golem prepare to defend themselves.
4 3
5 4
4
Gnome, 4th Level
llluslonlst
Thls mlnlatun npnoents s
__
10 4 4 3 A
4th level llluslonlst wlrard. It
11 4 4 4
gets a + 2 bOnU8 on r v l n g
throws vs. maglc and
polton, and a + 1 THACO
bonus VI. kobolds and
aabllns.
16 5 5 5 5 5 3 2 1 -
17 5 5 5 5 5 3 3 2 -
18 5 5

A wizard is a learned scholar who ular fighters and monsters. Always


spends most of his time poring over use the wizard's level, not hits, to de-
arcane texts and practicing his art. termine his saving throw. He is less
This makes him a poor fighter at best. susceptible to spells and other magi-
His spells, however, are far more cal effects. A wizard has very poor
powerful and versatile than any THACO values. He can never wear
sword. Unfortunately the wizard has armor or use weapons other than
only a few spells available to him at daggers, staffs, darts, knives, and
any given time. s l i i s . He must be able to speak and
have his hands free in order to cast
CONVERTING LEVELS TO HITS: spells.
In the AD&D@game all characters
are rated by levels. In Skirmishes a MEMORIZING SPELLS: Each day a
level roughly corresponds to a hit for wizard can memorize a variety of
monsters and fighters. However, in spells. It takes several hours to do
the AD&D game a wizard uses 4- this. During a scenario, wizards must
sided dice for his level. This means he have all of their spells picked out in
will generally have half as many hits advance. Once the spell is cast, it can
as he has levels. This makes him very never be recovered during a scenario,
vulnerable to physical attacks on the nor can new spells be memorized. Ta-
battlefield. An exact translation of a ble 22 shows how many spells a wiz-
wizards level to his hits can be found ard can memorize per level of
in Appendix A. experience. A wizard can memorize
the same spell several times in order
SAVING THROWS: A wizard uses a to be able to cast it more than once
different saving throw table than reg- during the scenario. Each extra ver-

73
'I
Part Three

sion, however, does count against the weight. Wizards of 1st to 10th level
total spells available to him. can change a miniature by one size
class. Wizards of 11th to 20th level
SPELLS: Spells are also rated for can change it two size classes. The ba-
power by level. Higher level spells are se size changes accordingly. Each sue
more powerful. The spells available class increases or decreases AD by
to a wizard are drawn directly from one. If AD is reduced below one, ap-
the AD%@ game rules. Not all of the ply a -2 THACO penalty instead.
spells available in the rolcplaying
rules are presented here. Feel free to Feather Fall
add any other ADkD game spells Rng 3/L; Dur 1/L; AoE 1M; Sav -
you like to the lists. The target takes no falling damage
and falls only 12" per round. This
SPECIALIST WIZARDS: In the spell can be cast instantly whenever it
Hlt8 4 AD%D game there are eight different is needed, but that counts as the wiz-
AC 4 specialist classes of wizards. You may ards combat action for the round.
AD 2 use them if you wish. However, they
THACO
Range -
16 are not described in this booklet. All Gaze Reflection
Rng 0; Dur 2 +1/L; AoE 1M;Sav -
ML 14
wizards are assumed to be mages. All
of the ADkD game rules for special- Caster is immune to gaze attacks,
MDICD
CB -
5
ist wizards will work unmodified in
Skirmishes.
which are reflected back at the gazer.
MV 16
XP 660 Light
SIU M Flrst Level Spells Rng 18;Dur 1O/L; AoE 2; Sav *
AL CE Creates a lit area, much dimmer
EXP V.tonnlUnde8d Charm Person than sunlight. Moves with the object
Rng 36;Dur S; AoE 1M;Sav Neg that it is cast upon. If a miniature is
This spell can effect any humanoid, targeted, it must save or be blinded
including dwarves, elves, gnolls, orcs (AC and saving throws have 4 pen- -
goblins, lizardmen, most faerie folk alties).
etc. It will not effect giant-class hu-
manoids such as ogres and giants. Magic Missile
The target miniature may not at- R 18 +3/L; Dur I; AoE *; Sav -
tack the caster or anybody else in that The wizard fires one missile for
unit. It will attempt to protect the every odd level that he has (one at
caster from further harm. It will not 1st. three at Sth, etc.). Each missile
try to remove the caster from the bat- does one hit of damage. The wizard
tle or to a place of safety as a means does not roll against his THACO and
of protecting him. the target does not get a saving
throw. Each missile can bt to
Color Spray a different target or the et
Rng 0; Dur I; AoE 2x2C; Sav Neg
~~~~~~~

within the range.


The wizard causes a vivid, fan-
shaped spray of clashing colors to Phantasmal Force
spring from his hands, blinding any Rng 18+3/L; Dur C;
miniature that fails its saving throw. AoE 4 + 1/L; Sav Dis
The caster can create an illusion of
EdargeIReduce anything. It fills 4 square inches plus
Rng 1.5/L; Dur WL; AoE 1M; Sav 1inch per level of the caster. The area
Neg can be of any shape. See the discus-
The target and its equipment in- sion of illusions to determine its ef-
creases or decreases in size and fects.
Protection from Evll/Good A dome of darkness lVa in radius
Rng T; Dur 2/L; AoE 1M;Sav - appears at the indic
This spell provides a + 2 AC bonus ing all lime of sight.
to the target against evil/good crea-
tures. In addition, it gives them a +2 Detect Invlslbillty
saving throw bonus from attacks by Rng 3/L; Dur 51L;AoE LOS; Sav -
evil/good creatures. The wizard is able to see any invisi-
ble, astral, ethereal, out of phase,
Shield hidden or concealed miniatures. It
Rng 0; Dw 5/L; AoE C; Sav - does not reveal illusions.
The wizard gets an invisible shield
Fog Cloud
that protects against attacks coming
in from his forward facing arc. It to- Rng 3; Dur 4 + 1/L; Ch
tally negates magic missile attacks. AoE W x 2 / L ; Sav - Qhuta a n urually found
He gets an AC of 3, and + 1 on saving Creates a fog bank that blocks line only wlth ghoula. Any
throws from physical attacks. of sight. mlnlatun In contact wlth a
ghaat muat u v a . VI. polron
Invisibility I or bocomr nauwatad by the
Sleep
Rng 9; Dur 5/L;AoE 1.5; Sav - Rng T; Dur *; AoE 1M;Sav - atanch, ruffarlng a - 2
THACO panalty. Ohratr
Target miniatures fall prone and go The affected miniature becomes h r h i n the ghoulr paralytlna
to sleep. It can affect 2d4 hits of min- visible until it attempts to attack an- ablllty, and can ithct wen
iatures; 5-hit miniatures are immune. other miniature. Any miniature it elvrr. T h l r vlctlmr a n
All miniatures must be within area of attacks is not allowed to change fac- pamlyzdfor640(4+1d6)
effect. ing because of that attack. This al- rounds. Thry a n lmmunr to
lows for flank or rear attacks by rlwp and charm rpallr.
Wall of Fog invisible opponents. Attack8 wlth cold Iron
W c s p O M gst doUM0 attack
Rng 9; Dur 2d4 +1/L;
dlcr agalnat ghrrtr. Evan a
AoE 6 + 11L; Sav - KnocWLock
The wizard creates a fog bank that Rng IS; Dur S; AoE M / L ; Sav - protactlon from ovll awl wlll
blocks line of sight. It fills eight 1 This spell opens any locked or held not kwp out ghartr unlau
door. It cannot open other barriers tho clrck I8 formod of Iron or
cubes plus one more cubic inch per Iron flllngr.
level of the caster. The cubes can be such as drawbridges, portcullises, or
formed into an straight lime shape of living doors. Lock closes the dor-
any height or Xickness. and sets any normal locks or bars.
Levitate
Second Level Spells Rng 6/L; Dur 1O/L; AoE 1M;Sav -
The target can float up off the
Bllndnem ground. It cannot move across the ta-
Rng 9 +3/L; Dur S; ble, only up or down. It does 80 at a
AoE 1M;Sav Neg rate of 2 per round.
Target is blinded (THACO and AC
-4 penalty) until dispel magic is cast. MeWs Acid Arrow
Rng 54; Dur *; AoE 1M;Sav -
Continual Light The wizard fires a magical arrow
Rng 18; Dur S; AoE 6; Sav - that does 1 hit of acid damage. He
Similar to the light spell, it illumi- shoots with a + 3 THACO bonus, and
nates as full daylight, affecting crea- is not penalized for range. For every
tures who are sensitive to daylight. three levels of the caster, the acid
causes another hit of damage.
Darknew 15 Radiur
Rng 3/L; Dur lO+l/L; Scare
AoE 1.5; Sav - Rng9+3/L; Durld4+1/L;
AoE 1.5;Sav -
75
Any miniature with less than 6 hits norma aamage and 3 of fire damape,
or levels automatically fails its mo- save vs. spells halves damage. He gets
rale check. The miniatures affected one bolt for every M five levels. Mul-
become a new unit with their new, tiple bolts must target miniatures with-
lower morale. in six inches of each other.
Stinking Cloud Gust of Wind
Rng 9; Dur 1/L; AoE 2x2~2; Sav Neg Rng 0; Dur 1;AoE *; Sav -
Each miniature in the cloud must The caster creates a gust that
save vs. poison. Failure means move- moves directly away from him in a
ment is V 4 normal and the miniature path 1" wide and 3" per level long.
cannot attack for ld4 +1 rounds. Man-sized flying miniatures cannot
Golem, Clay fly the next round. Larger than man-
Hlts 11 Web sized flying miniatures fly at half
AC 7 Rng 1.5/L; Dur S; AoE *; Sav Neg speed, It disrupts and blows away
AD 4 The wizard can fill eight 1" cubes fogs, gases, and gaseous miniatures.
THACO
Rsnge -
10
-
with webbing. A successful save
means the miniature can leave the Fly
ML
- web at normal movement. Those Rng T; Dur S; AoE 1M; Sav Neg
MDICD
CB - miniatures stuck in the web cannot
move. Larger than man-sized minia-
The target can fly with a speed of
18 and maneuverability class 8, and
MV 7 tures can move 1" per round. The still use weapons and spells.
XP 8,000
s12a L web can be burned, but all miniatures
in it take 1 hit from the fire.
.
Haste
~~ ~

AL N
EXP Monster Rng 18;Dur 3 + 1/L;
Third Level Spells AoE4X4X4; Sav-
This spell doubles the movement
Dispel Magic and AD of miniatures in the area of
Rng 36; Dur I; AoE 3x3~3;Sav Neg effect. It affects a maximum number
All magical spells and spell effects of miniatures equal to the caster's
in the area are negated. Any spell level. Miniatures closest to the center
caster that has yet to cast this round of the area are affected first. Hasted
may not cast his spell. Potions are de- spell casters still cast only one spell
stroyed, but other magical items are per round.
unaffected.
Hold Person
Fireball Rng 36; Dur 2/L;
Rng 3 +3/L; Dur I; AoE 2; Sav V 2 AoE 2 X 2 X 2,ld4M; Sav Neg
A sphere of fire 2 inches in radius This spell paralyzes ld4 humanoid
appears. Every miniature in the area miniatures in the area of effect. This
takes 1hit per level of the caster, up includes dwarves, elves, gnolls, li-
to a maximum of 8 hits. zardmen, faery folk, etc. lt does not
include giant-class humanoids.
Flame Arrow
Rng 9+3/L; Dur 1;AoE *; Sav - InvisibiJJty 10" Radius
One aspect of this spell causes up to Rng T; Dur *; AoE 1; Sav Neg
10 normal arrows or bolts per 5 levels All miniatures within 1" of the tar-
of the caster to become magical flam- get miniature at the time of casting
ing missiles. They do no extra dam- become invisible. Any miniature that
age, but might set the target on fire. attacks becomes visible.
The second aspea of this spell en-
ables the caster to hurl fiery bolts up to
9 +3/L inches. Each bolt does 1hit of
Part Three
~

Lightning Bolt THACO penalty for the first shot and


Rng 12 +3/L; Dur I; AoE t; Sav V 2 -2 THACO for any others.
A bolt of electricity shoots out
from wherever the caster indicated Fourth Level Spells
the spell should begid. It travels 8
inches in a straight line away from the Cham Monster
caster, with a half-inch width. The Rng 18;Dur S;AoE 2; Sav Neg
bolt does 1 hit of damage to every This spell charms up to 2d4 hits
creature in its path, up to a maximum worth of monsters. For example, with
of 8 hits. a roll of 6, it could charm three mon-
sters with 2 hits each. It always af-
Monster Summoning I fects at least one monster even if that Golem, Clay
Rng 9; Dur 2 + 1/L; AoE *; Sav monster has too many hits. Charmed
This spell conjures up 2d4 1-hit creatures will not attack the caster A clay golem never checks
monsters. These monsters never and will try to protect the caster from morale and is Immune to
check morale and are under the com- magical fear. It can be hit
harm. They will not try to remove the only by a + 1 or better
plete control of the caster. caster from the field of battle as a magical blunt weapon. After
method of protecting him. one round of melee, it can
Protection from Normal Missiles haste Itself for three rounds,
Rng T; Dur W L ; AoE 1M; Sav Neg Confusion but only once per day.
All nonmagical missile attacks do 1 Rng 36; Dur 2 + 1/L; Damage inflicted by a clay
hit less damage. This means that only AoE 6 X 6 X 6; Sav Neg golem cannot be healed
those missile attacks which cause The spell affects ld4 creatures, plus magically. It la immune to all
more than one hit, or with multiple one per level of the caster, in the area spells except: move earth
AD, will cause damage. of effect. Confused creatures wander does 4 hits and pushes it
randomly at half speed. Pick a direc- back 12 inches; disintegrate
Slow tion to be 12 o'clock, and then roll a slows it for l d 6 rounds and
Rng9+1/L; Dur3+1/L; d12 for direction. A confused crea- does 1 hit; earthquake
AoE 4 X 4 x 4, lM/L; Sav Neg ture may not attack in melee, but will paralyzes it for one round
Affected miniatures move at half stop when it enters a melee zone. and does 6 hits.
speed, can only attack every other
round, and always attack last. They Dimension Door
suffer a - 4 penalty to THACO and Rng 0; Dur I; AoE C; Sav Neg
AC. Saves against this spell have a The caster is teleported to any loca-
-4 penalty. tion within 9" per experience level.
This happens during the movement
Suggestion phase. He cannot attack or cast an-
Rng 9; Dur *; AoE 1M; Sav Neg other spell in the round he casts this
If there is not a referee, the caster spell.
controls the target miniature for ld3
rounds. The miniature cannot be Fear
made to attack its teammates. If there Rng 0; Dur 1/L; AoE 6x3C; Sav Neg
is a referee, the caster makes a o n e Any miniature caught in this cone
sentence suggestion to the target. The becomes routed if it fails its saving
referee then determines what the min- throw.
iature will do and for how long. Hallucinatory Terrain
Wind Wall ling 6/L; Dur S;AoE *; Sav Dis
Rng 3/L; Dur 1/L; The caster can make the terrain in
AoE 1X 1/L; Sav - the area look like any other type of
Arrows, bolts, gases, and many terrain, even a mixture of types. The
breath weapons are deflected by the area affected is a cube three times the
wall. Slings and stones have a - 4 caster's level in inches on each side.

77
Moving into the illusion doer not die cludw movemznt abilities and rates,
pel it, even if the miniature does not AC, AD, and THACO, but not the
believe the illusion. Everyone who magical abilities of the new type or its
moves into the area realizes the de- hits, levels, or ea- throw values.
ception, however. Mental abilities, such as spetl casting,
are not gained, but are not lost if the
Ice Storm target had them to begin with.
Rng 3/L; Dur I or L; In practice this spell is used two dif-
AoE 2 or 4; Sav - ferent ways. It can be used offensive-
This epell has two forme hail and ly to change an enemy miniaturejnto
sleet. Hail does 4 hits to every crea- something harmless. For Skirmishes,
ture in a 2" radiue area, with no eav- assume that the opponent is always
Colem, Flesh ing throw. Sleet lasts for as many changedintoaworm.Ithasnomove-
nits 9
rounds as the caster has levels. All mart and an AC of 10. Remember, it
AC 9 creatures are bliided while in the 4" keeps its own hits.
AD
THACO
Range
4
-
11
radius area. The sleet blocks line of
sight. It makes the ground into ice
(see terrain effects) for the rest of the
The other option is to c
Va
friendly miniature into aomet ing
ML
MDICD
-
- scenario and puts out fires immedi-
more deadly or useful. A saving
throw ie still required, even for a
CB - ately. friendly miniature. A miniature
should be available to replacethe old
MV 8 Minor Globe of InvuInerabUlty
XP 5,000 Rng 0; Dur 1/L; AoE C; Sav Neg one. Its combat abilitiee should be
ready before the scenario starts. Spell
Slzo L The caster becomes immune to all
AL N 1st-3rd level magical effects directed casting ability is only retained if the
EXP Monster at him. This does not reveal illusions creature can still talk.
or invisible creatures because those Shadow MOMteN
effects are not dirracd at him. Rng 9; Dur 1/L;
MoMter Summoning Il AoE2X2X2; SavDia
Rng 12;Dur 3 +1/L; AoE *; Sav Neg The caster creates an illusion of
This spell conjures up Id6 &hit monstm that have no more total hits
monsters. These monsters never than he has levels. All the monsters
check morale and are under the com- must be identical. The monsters actu-
plete control of the caster. ally have 1/s of the normal number of
hits, rounded up. This means only
Phmtumal mer creatures which normally have 3 hits
Rng 1.5/L; Dur 1/L; or more can be made. All the normal
AoE 1M; Sav Neg rules of illusions followed. HOW-
This illusion acts only withii the ever, since theae monsters do have
mind of the target. It projects a mon- some hite, miniatures that W i e in
ster which attacks with a THACO of them will take real damage. Special
16. If it scores a hit, the target dies. attack forms still have no effect.
The target always gets a single eaving
throw to disbelieve the illusion. Stand
Otherwise the only defense is to kill RngT;Dur*;AOElM;Sav-
the caster or render him unconscious. The miniature is unhanned by the
Rendering the target unconscious un- first normal, physical attacks from
til the spell expires will a h work. any miniature after the spell is cast.
The spell blocks a number of attack
Polymorph Other dice equal to ld4 plus 1 for every
Rng 1.5/L; Dur S;AoE 1M; Sav Neg even level of the wizard. Magical at-
The target miniature can be tacks such as spells or breath weap-
I I
changed into any other
T of minia-
ture. The miniature gets t e form, in-
ons are not affected or counted.
Wall of Fire
Rng 18;Dur C or 1/L;
AoE 2/L; Sav -
The wizard can create a wall of
Feeblemind
Rng 3/L; Dur S; AoE 1M;Sav Neg
The target's mind Is reduced to that
of a smart animal. It is designed for
use against spell casters. c
I
flame 2" long for each level he has.
The wall is always 2" high. Any crea-
ture in it or moving through it takes 2 Hold Monster
hits, plus 1hit for every 5 levels of the Rng 1.5/L; Dur 1/L;
caster. Undead take double that AoE4X4X4; SavNeg
many hits. O n e side of the wall gener- Up to four monsters in the area of
ates heat that does 1hit to any crea- effect of the caster's choosing- are par-
ture that stops within an inch of it. alyzed.
Gotern, Flesh
Monster Summonlng III A flesh golem never checks
Fifth Level Spells Rng 15; Dur 4 + 1/L; AoE *; Sav - morale and is immune to
This spell conjures up ld4 3-hit magical fear. It can be hlt
Animate Dead monsters. These monsters never only by a + 1 or better
Rng 3; Dur S; AoE 3; Sav - check morale and are under the com- magical weapon. It is
Any dead, man-sized, humanoid plete control of the caster. Immune to all spells except:
miniature can be turned into a zom- fire and cold spells slow It
bie or skeleton. A wizard can create Passwall for 2d6 rounds; electrlcal
one skeleton for wery level he has or Rng 9; Dur S; AoE 1X l X 1; Sav spells heal hits instead of
A 1 x 1hole is created in any wood,
~

one zombie for every even lwel. The causing them.


newly made undead retain none of plaster, or stone surface which is I"
their previous abilities. The caster be- or less thick.
comes their leader.
Teleporf
Cloudklll Rng T; Dur I; AoE *; Sav -
Rng 3; Dur 1/L; AoE 4 X 2 X 2; Sav The caster is able to relocate the
All creatures inside the cloud with target anywhere on the gaming table
3 or fewer hits are instantly slain. that he has personally seen. For every
Creatures with 4 to 6 hits must save even level above the loth, the caster
vs. poison or die. Those with more can teleport one additional man-sized
hits take 1 hit of damage per round in miniature (8 man-sized 9 4 large = 2
the cloud. The cloud moves away huge 1gigantic miniature).
from the spell caster at 1" per round.
Transmute Rock to MudlMud to
Dbmissal Rock
Rng 3; Dur S; AoE 1M;Sav Neg Rng 3/L; Dur s;
This spell can send a creature from AoE 2 X 2 X 2/L; Sav -
another plane back to its home di- Rock is changed to mud, mud is
mension. changed to rock. Areas of rock on the
gaming table will have to be deter-
Domination mined in advance. The spell has no
Rng 3/L; Dur S; AoE 1M;Sav Neg effect on normal dirt.
The caster can take control of an-
other miniature. He can order the Wall of Force
miniature to fight, but not to kill itself Rng 9; Dur 10+ 1/L;
or attack an enemy that it would be AoE lxl/L; Sav -
required to make morale checks in or- An invisible wall 1"high is created.
der to fight. The caster must concen- Alternatively a hemisphere 2" in di-
trate to give the dominated miniature ameter can be made. It is immune to
new orders. When he is doing that, he dispel magic, but not disintegrate
cannot do anything else. spells. Spells and breath weapons will

79
Part Three

not pass through it. No amount of hand pushes smaller-size miniatures


damage will destroy it. away from the caster at 3" per round.
The miniatureis pusheduntil it is at the
Slxth Level Spells maximum spell range. The hand can-
not caw damageby pushing an oppo-
Anti-Magic Shell nent into a wall or cliff (but might push
Rng 0; Dur S; AoE MZ; Sav - it off a wall or clii).
The wizard is protected by an in- Chain Llghtnlng
visible barrier that is impervious to Rng 12+1/1/2/L; Dur I;
magic and magical effects, including AoE *; Sav Va
breath weapons and gaze attacks. The spell does the caster's level in
Golcm, Iron Even magical items are useless inside hits to the first miniature it strikes. It
it-even the caster himself cannot
cast spells. He can cancel the spell at
Hits 18 then jumps to the next nearest minia-
AC 3 ture within the spell range. It con-
any time. tinues to arc from miniature to
AD 5
THACO 3 Bigby's Forceful Hand miniature, doing 1hit less of damage
Ranae - Rng 3/L D 1/L; Dur 1/L; with each jump. The lightning bolt
AoE *; Sav - can never jump out of the spell range
and it never strikes the same minia-
This spell creates a disembodied
hand thesizeof a man-sized minishue. ture twice. It is possible for the bolt to
The hand m o w to keep itself between
MV 6 arc to the caster.
XP 15,000
Size L a chosen opponent and the wizard. Gi- Conjure Animab
AL N gantic m i n i a m are only slowed to Rng 9; Dur 1/L;AoE *; Sav -
EXP Monster 'half speed, while huge miniatures can The caster causes up to twice his
only move fowd I" per round. The level in hits of mammals to appear.
For example, a 12th level priest can
conjure up to 24 hits worth of mam-
mals. These animals obey the caster
and do not need to make morale
checks.
Death Fog
Rng 9; Dur ld4 + 1/L;
AoEZXlXl/L; Sav-
This mass of acidic fog does no
damage on the first two rounds a
miniature is in it. On the third round
the miniature loses 1 hit. On the
fourth and successive rounds it loses
2 hits. The fog does not move with
the wind. The fog is so solid that min-
iatures only move at 1" per round
through it.
Death Spell
Rng 3/L; Dur I;
AoE 3 X 3 x 3/L; Sav -
This spell instantly kills creatures
in the area of effect up to a certain
number of hits. Always start with the
miniatures that have the lowest num-
ber of hits. Roll 4d20 to determine
TP 1 and his unc i
alem nwais command lo ambush the humane.
-.
80
Part Three

how many pints' worth of minia- need to check morale and obey the
tures ate killd. Refer to the table be- caster.
low for the point values of the Otiluke's Frcdng Sphere
miniatures by their hits. Rng *; Dur ";AoE *; Sav *
Polnt Value This spell has three variations. The
1 1 f m d globe can be t d into any

3
bod of water, turning it into ice. The
2
10 Y
spe covers a 1" X I " area for each
6-9 20 level of the caster, centered on w h m
the globe contacts the water. It lasts
DLlntegrate for one round per levd of the wizard.
1M; SPV Ncg The cold ray has a range of 3" per
hoblitaated, Izpv- level of t k wizard. It does 1hit of I n Iron gokm never check
damage for each level of the carter morale and Is Immune to
same is true nonliving material or against a single ministun. A success- magical fear. It can be hlt
(ie. Bigby's hand spells) fulsave means the miniature taken no only with a +3 or better
volume. This spellhas damage. Every miniahue along the weapon. it is lmmum to all
of invulnsnrbtlity path must save until one is hit. spells except: electrical
The globe of cold can be hurkd up spells slow It for three
to 12" away. It shatters on impact, rounds; fire attack heal hits
doing 5 hits of damage to all minia- Instead of causlng them.
Every 7th round after the
turea within 1"of it. Each miniahue first round of melee, an Iron
This spell summons an invisible gets a saving throw to take only half goiem breathes a cloud of
dunnee. poison gas with a 1-inch
Permanent I l l d o n diameter, dlractly In front of
Rng 3f L; Dur s;
Itself.
AoE2X2X2 + l X l X l / L ; SavDh
This illusion can be lan, heard,
and amelled, and radiatesheat or cold
priate. In addition, the wiz-
2E not have to conentrate on
it. The illusion cannot move or react
to outside events.
stone to F t e s M h h to stone
Rng 3/L; Dur S; AoE W; Sav Neg
Thii spell RrvcI(KII the effect8 of
petrification attacks, and a saving
throw is not nmusly.The rtvemeof
the spell is a petrification attack,
turning ita victim into stone.
True sedne
Rng T; Dur l/L; AoE 6; Sav -
The affected miniature can see
everythin$ as it actually is. It daactr
invisible, ethereal, polymorphed,
channed, and enchanted crephucr.
TheminiaturecMnotse@ded
o w or cr(atures that are merely
out of its line of sight. This vision
works up to 6" away.
Chapter 15: Priests
Table 22. Priest Spell Progression
Pdest Spell Level
Level 1 2 3
-
4 7

Golcm, Stone
14
6
AD 3

MV 6
XP 10,000
Slrr L
AL N
EXP Monrtrr
I

i
~

Part Three

Flrst level Spells Protection from Evil


Rng T; Dur 3/L; AoE 1M; Sav -
Bless -
Evil creatures receive a 2 THACO
Rng 18; Dur 6; AoE 5 X 5 X 5; Sav - penalty when attacking the protected
miniature. The protected miniature
Any friendly creature in the area of
effect gets a + 1 THACO bonus and a gets a +2 bonus to all saving throws
+ 1 morale bonus. The morale bonus against attacks by evil creatures.
only applies to a miniature if half or RemoveICauw Fear
more of its unit is included in the bless Rng 3; Dur S;AoE '; Sav *
spell area. In that case, the whole unit The priest can effea one miniature
gets the morale bonus. for every four levelshe has (1at Istath
Combine level, 2 at 5th-8th level, etc.). The tar- Golcr :one
Rng T; Dur *; AoE *; Sav - get miniatures get a +4 morale bonus A otonr golrm nrvrr chocko
This spells allows three to five against magical fear for 10 rounds. If morrlr m d Io lmmunr to
priests to combine their strength into the unit that the miniature belongs to is mrglcrl frrr. It cmn bo hlt
one. All the miniatures must be in shaken or routed, the unit gets a + 4 only wlth 0 + 2 or battrr
base-to-base contact. One of the bonus on its rally check. wrrpon. Oncr rvrry two
priests casts the combine spell and The reverse of this spell causes the roundr It cmn coot r rlow
miniature to make a morale check. If rpoll up to 1 Inch rwry. It Io
gains 1 level for each priest in con- lmmuno to rll rprllr rxcrpt:
tact. He can turn or command un- it fails, it separates from the original
rock to mud rlowr It for 2d0
dead at his new level. He can cast unit. Both versions of this spell can be
roundr; mud to rock hrrlr rll
spells at his new level, but not memo- cast upon multiple miniatures, but Itr loot hltr; rlonr to tkrh
rize new ones. The other priests can- can only effect one unit. mrkrr It vulnrrrblr to
not do anything other than maintain normrl rttffikr (but not
the spell. If any of them are success- Second Level Spells rprllr) for onr round.
fully attacked, or breaks contact with
the others, the spell ends. Barkskin
Rng T; Dur 4 + 1/L; AoE 1M; Sav -
Command The target's AC becomes 6. The
Rng 9; Dur 1;AoE 1M; Sav -
T
target miniatures get an additional
The priest can give any one-word + 1AC bonus for eve 4 levels of the
command such as flee, halt, fall, caster (AC 6 at 1st-3r level, AC 5 at
sleep, etc. The affected miniature 4th-7th level, etc.). This spell cannot
must do as the priest commands. be used to worsen a miniature's AC.
CureKause Light Wounds
Rng T; Dur I; AoE 1M; Sav - Cham Penon or Mammal
Rng 24; Dur S;AoE 1M; Sav Neg
The prie$t's touch restores 1hit to See the charm person wizard spell.
the wounded miniature. The reverse
of this spell can be used to cause a hit Flame Blade
of damage. Rng 0; Dur *; AoE C; Sav -
A long, sword-shaped flame ap-
Invisibility to Undead
Rng T; Dur 6; AoE 1M; Sav -
Undead with 4 or fewer hits cannot
pears in the priest's hand. It has 1AD
with a +2 THACO bonus in melee.
Against undead it gets 2 AD with no
see or attack the priest. Those with THACO bonus.
more get a saving throw to see him.
The spell ends immediately if the Hold Person

p"
priest atta , even with spells. Rng 36; Dur 2/L; AoE 2X2X2,
ld4M; Sav Neg
Light 1-4humanoid miniatures are paraT
Rng 36; Dur S; AoE 2; Sav * lyzed by this spell.
Same as the 1st level wizard spell.
Obscurement Cure/Cause Blindness or Deafneas
Rng 0; Dur 4/L; Rng T; Dur S; AoE 1M; Sav Neg
AoELXLXL; Sav- This spell cures magical blindness
This spell produces an area of fog or deafness. Its reverse causes the tar-
centered on the caster. The fog is al- get to become magically blind or
ways square, l"high, and the caster's deaf.
level in inches on each side. For exam-
ple, a 5th level priest creates a fog Dispel Magic
banks" X 5 " X l " . Rng 18; Dur S; AoE 3 X 3 X 3; Sav -
See the wizard spell of the same
Produce Flame name.

Half-elf, 1st Level Warrior


Rng 0; Dur 1/L; AoE *; Sav - Hold Animal
The priest can hurl flame up to 12"
away. It does 1hit to whatever minia- R ~ 24;
R Dur 2/L;
Hits 1 Aok4X4X4; SavNeg
AC 5 ture it strikes.
This spell paralyzes 1-4 n o m ani-
AD 1(1) mals in the area of effect.
THACO 20(20) Sflence
Range 5l10117 Rng 36;Dur 2/L; AoE 1.5; Sav Negative Plane Protection
ML 13 The 3" diameter area is completely Rng T; Dur *; AoElM; Sav -
MDlCD 6 silenced. Spells cannot be cast in this
CB - area. If the spell is cast upon a &a-
The protected miniature might not
suffer level draining from undead
MV 12 ture, it gets a saving throw. If the
XP 35 monsters. If a draining attack is made
throw is failed, the spell sticks with against it, the protected miniature
Size M
the target wherever it goes. If the
AL NG rolls a saving throw vs. death. If it is
EXPIFLO
throw is successful, the spell remains successful, he is not drained, al-
on the table where it was cast. though he still takes the normal dam-
Sptrltuai Hammer age of the attack. In addition, the
Rng 3/L; Dur 3 +l/L; attacking undead miniature takes 2
AoE 1M; Sav - hits. Once the spell has been triggered
A magical hammer appears and in this manner, it expires.
can attack in melee at a distance. The Plant Growth
priest can chooee any target within Rng 54; Dur S;AoE *; Sav -
range each round. The priest must The priest can make any brush,
concentrate to wield the hammer, and scrub, or forest into a practically im-
therefore cannot move, attack, or penetrable barrier. Any miniature in
cast other spells. If the priest is this area moves at 1"per round. The
wounded, the spell expires. area effected is 2" on a side per level
Warp Wood of the caster.
Rng 3/L; Dur S; AoE *; Sav * Prayer
This spell makes one small wooden Rng 0; Dur 1/L; AoE 6; Sav -
object useless. Typical examples are All friendly miniatures in the area
weapon shafts, doors, or wagon get a + 1 THACO and saving throw
wheels. bonus. All other miniatures get a -1
THACO and saving throw penalty.
W d Level Spells
Protection from Flre
h a t e Dead Rng T; Dur *; AoE 1M; Sav -
Rng 3; Dur S; AoE '; Sav - The affected miniature is immune
See the wizard spell of the same to damage from normal fire. It gains a
name. + 4 saving throw bonus against magi-
cal fires.

84
Remove Paralysis Cloak of Bravery/Fear
Rng 3/L; Dur I; Rng T; Dur *; AoE 1M; Sav Neg
AoE 2XZXZ,ld4M; Sav - The caster can effect up to three
Removes the effects of hold, slow, creatures. Each gets a +2 morale bo-
and other paralyzation spells and ef- nus that goes away after the first mo-
fects. It works on 1-4 creatures in a rale check is made. The cloak of fuar
2 x 2 X 2 cubic area. causes a single miniature to radiate
magical fear within its melee zone.
Spike Growth Any creature entering the melee zone
Rng 18; Dur S; AoE 1X 1/L; Sav - must make a morale check each
This spell works in brush, scrub, or round. This effect expires on the
forests, turning the ground into a round that at least one miniature
mass of thorns and spikes. Each inch Half-elf,
makes a morale check from the cloak.
moved c a m 1 hit of damage to any 1st Level Warrlor
miniature crossing it. It costs 3" to CureKauee &dour Wounds
move through 1"of spike growth. Rng T; Dur I; AoE 1M; Sav - Half-elves have 30% maglc
reslstance to cham and
T h e effected miniature heals 2 hits sleep spells.
Summon Insects of wounds, or takes 2 hits of damage.
Rng 9; Dur 1/L;AoE 1M; Sav -
A swarm of crawling or flying in- Free Action
sects gather at the chosen spot within Rng T; Dur S; AoE 1M;Sav Neg
the spell range. On the next round, The target miniature is not affected
the caster can direct them to attack by most terrain restrictions on move-
any single miniature. Crawling in- ment or combat. Obstacles and im-
sects move 1"per round, while flying passable terrain still restrict his
insects move 18" per round. The vic- abilities. The miniature is still limited
tim must make a morale check each by line of sight as it pertains to ter-
round it is attacked. In addition it rain.
takes 1hit of damage each round.
Giant Insect
Water Walk Rng 6; Dur *; AoE *; Sav -
Rng T; Dur S; AoE *; Sav - In any terrain where insects exist,
The priest can effect as many crea- the priest can create a giant insect
tures as he has levels, minus four. For from a normal sized one. The table
example, a 6th level priest affects two below shows how many total hits of
creatures. The affected creatures can insects and the maximum hits for a
walk over water at normal speed. single insect the priest can grow.
Swamp, marsh and the lie are con-
sidered brush. Pdert's
Level InsectHlts TotalHlts
7-9 3 9
Fourth ILevel Spells 10-12 4 12
13 +
i
5 15
Abjure
Rnn 3;D ; AoE 1M; Srav ' Hallucinatory Forest
This spell sends an extraplanar Rng 24; Dur S; AoE 49 X 4/L;Sav
creature back to its native plane. The The priest can create the illusion of
chance to succeed is an 11or better on l i t forest. Miniatures that have for-
ld20. The priest adds his level to the est as their favored terrain automati-
die roll and the creature subtracts its cally see through the illusion.
hits from the die roll. Contact with the illusion does not
break it.
LowedRaise Water the caster and never check morale. If
Rng 36; Dur S; AoE LxL; Sav - the caster rolls his level or less on a 20-
Same as the 6th level wizard spell. sided die, the snakes are poisonous.
Neutralhe Poisodmbue Poison Fifth Level Spells
Rng T; Dur S; AoE 1M;Sav -
This spell eliminates poison in the Air Walk
target miniature. Victims of poison Rng T; Dur S; AoE 1M;Sav -
attacks are healed if it is cast within The miniature can walk on air as if
one round of the poisoning. Mmia- it was clear terrain. Increasing or de-
tures that have poison attacks lose creasing altitude is treated as walking
that ability. The reverse of the spell up or down a slope. Changing alti-
Halfling, 1st Level Warrior causes the target miniature to become tude can be done at any time. The
1 poisoned and suffer 1 hit per round miniature acts as if it was on the
Hits for 1-4 rounds.
AC n ground for movement.
AD Plant Door
Rng T; Dur S; AoE ;Sav -
THACO Control Winds
Range siioiis
The caster opens up a magical path
Rng 0; Dur S; AoE 4/L; Sav -
ML 11 For every three levels of the caster,
MDICD 3 1 long per level of the caster and 1 he can increase or decrease the wind
CB - wide through any area of vegetation. speed by 3. Winds push at all flying
MV 6 Only miniatures friendly to the caster creatures. The wind direction can be
XP 120 can use the door.
Slze s controlled within the area of effect,
or turned into a cyclone circling
AL LG Protection from EvWGood 1 Radius
EXP Regulars Rng T; Dur S; AoE 1;Sav - around the caster. A 4 radius area
See Protection from Evil spell. around the caster is always calm.
Protection from Ughtning Cure/Cause Critical Wounds
Rng T; Dur *; AoE 1M;Sav - Rng T; Dur I; AoE 1M;Sav -
The target miniature ignores hits The miniature healS3 hits worth of
from electrical attacks equal to the wounds, or takes 3 hits worth of
priests level. damage.
Repel Insects Dispel EWGood
Rng 0;Dur S; AoE 1;Sav - Rng T; Dur 1/L; AoE 1M;Sav Neg
No insect may enter the melee zone The caster can send any evil/good
of the priest. Spiders are not insects. extraplanar creature back to its own
plane by m a k i i a successful melee
Spell Immunity attack against it. Any creature that is
Rng T; Dur S; AoE 1M;Sav - susceptible to being affected by this
The priest renders the target minia- spell has a - 7 T 1 penalty
ture immune to the effects of a spe- against the caster in r~.-..
cific spell, 4th level or lower. This
includes any spell-like effects that im- Flame Strike
itate spells. It does not protect against Rng 36; Dur 1; AoE 3 tall; Sav 1/z
breath weapons or petrification. A column of flame roars down
from the sky, doing 6 hits of damage
Sticks to Snakes to any creature in the 1 wide, 3 tall
Rng 9; Dur 2/L; column.
AoE 1X 1X 1, ld4 +1/L; Sav -
The caster causes ld4 plus his level in Pass Plant
sticks to become snakes in a 1 cubic Rng T; Dur *; AoE *; Sav -
area. These snakes have 2 hits, AC 6, The caster is able to walk into a
THACO 20. AD 1, MV 9. They obey tree in one place on the gaming table
and walk out of another. The exit tree Sixth Level Spells
can be anywhere on the gaming table.
Raise DeadBlay Living Anti-Animal Shell
Rng 9; Dur S; AoE 1M;Sav Neg Rng 0; Dur S; AoE 2: Sav -
The raise dead part of this spell has No animal or meal beast derived
little effect upon a Skirmishes battle. from natural animals can pass through
Slay livingwill kill any miniature that this barrier. For example, it keeps
fails its saving throw. Even if the save sprites, giants and chimeras at bay, but
is successful, the miniature still takes allows undead, plants, elementals, go-
2 hits of damage. lems and the like to pass through. The
banier does not prevent missile attacks
Spike Stones from these creatures. Halfling,
Rng 9; Dur S;AoE 1x 1/L; Sav - 1st Level Warrior
Rocky or smooth stone areas can Blade Barrier
be made into deadly spikes. Each Rng 9; Dur 3/L; AoE *; S Neg All halfllngs get a +3 THACO
round a miniature spends in the area The priest creates a wall of whirl- bonus with short bows and
of spike stones, the caster rolls 1AD ing, razor-sharp blades. The barrier slings. They also get a + 2
against it with a -2 THACO penalty. must be square and any size up to 6 ' bonus on saving throws vs.
on a side. It can be cast as a wall, ris- magic and polson. They are
Transmute Rock to Mud/Mud to ing into the air, or flat on the ground, consldered invldble when
Rock covering a large area. Any miniature hiding in brush, fO&, or
Rng 48; Dur S; moving into the area takes 8 hits of rocky terrain.
AoE 2 X 2 X 2/L; Sav - damage. Any miniature present when
See 5th level wizard spell. it is cast gets a saving throw to avoid
taking any damage. The miniature
True Seeing must then move out of the barrier ar-
Rng T; Dur 1/L; AoE 1M;Sav - ea on the next round or take damage.
The affected miniature can see
everything as it actually is. It detects Conjure Animals
invisible, ethereal, polymorphed, Rng 9; Dur 2/L; AoE *; Sav -
charmed or enchanted creatures. The The caster causes up to twice his
miniature Cannot see concealed ob- level in hits of mammals to appear.
jects or creatures that are merely out For example, a 12th level priest can
of its line of sight. This vision works conjure up to 24 hits worth of mam-
up to 3" away. mals. These animals obey the caster
and do not need to make morale
Wall of Fire checks.
Rng 24; Dur C, 1/L;
AoE 2/L long; Sav - Fire Seeds
The wall of flame is 2" lor- r Rng T; Dur C; AoE *: Sav 1 h
each level of the caster and 2" This spell creates fire missiles, one
The caster selects one side to be not per round for as long as the priest
and the other to be cool. It lasts as concentrates on the spell. Each mis-
long as the caster concentrates, or if sile can be thrown up to 4" as a 2 AD
he stops concentrating, one round per attack. The target gets a saving throw
level. It does 1 hit to any creature before the attack is actually rolled. If
walking through it. It does 1 hit to it succeeds, then the missile becomes
any creatures stopping or moving a 1AD attack.
within an inch of the hot side.
HeaVHann
Rng T;D I; AoE 1M:Sav -
Any humanoid miniature is re-
stored to i! , original hits. All dis-
eases, blin 1, feeblemind, etc. are

87
Part Three

cured or dispelled. The reverse of the HolyAJnhoIy Word


spell reduces the miniature to 1hit. If Rng 0; Dur *; AoE 3; Sav -
it only has 1hit when the spell is cast, This spell banishes extraplanar
the miniature is killed. creatures of opposite alignment to the
caster back to their home plane. Any
Transport Via Plants
Rng T; Dur I; AoE *; Sav - creature within 3" of the caster that
can hear the holy word is paralyzed
The caster can enter into any plant for the rest of the scenario.
(brush, scrub, forest, but not grass)
and be transported to any other ter- RestoratlodEnergy Drain
rain of the same type anywhere on Rng T; Dur S; AoE 1M; Sav -
the gaming table. The target miniature recovers any
drained levels. Thii spell negates the ef-
wall of nom fects of feeblemind spells or any form
Hits 7 Rng 24; Dur S; of insanity. The spell takes three full
AC 7 AoE 1X 1X 1/L;Sav - rounds to prepare. The reverse draws
THACO
Range -14 This spell creates a 1"-tall barrier
of thorny bushes. Moving through a
away one life level (see draining at-
tacks) from a miniature. The miniature
ML 13
MDICD
CB
MV
-6, FI 15a
0 single inch causes 2 hits of damage.
The wall is immune to normal fire,
but not magical fire.
gets a saving throw, but even a succe88-
lid roll means it loses 6 hits. The energy
drain spell mains active until it is
XP 175 used against someone.
Slzo M
CE
Seventh Level Spelb
ALQ Sunray
EXP ReguladMonstef Changestaff Rng 3/L;Dur 1+ld4;
Rng T; Dur S; AoE 1M/2; Sav *
AoE caster's staff; Sav - All creatures within the 1" diame-
The caster changes his staff into an ter sphere must make a saving throw
animated tree (12hits, AC 0, THACO or be blinded for Id3 rounds. Undead
9, AD 3, MV 12) that obeys him and take 6 hits of damage, but are allowed
does not check morale. to save to half damage. Undead up to
2" away from the target miniature
Confuslon take 2 hits, but are allowed to save
Rng 24; Dur 1/L;AoE 4 X 4; Sav Neg and take no damage.
This spell causes ld4 creatures,
plus one for every wen level of the Symbol
caster, to become confused. For ex- Rng T; Dur S; AoE *; Sav Neg
ample, a 13th level priest can confuse T h e priest can create a glowing
ld4 + 6 creatures. Confused crea- symbol in the air. Any creature with-
tures wander randomly at half speed. in 6" that has line of sight to the sym-
Pick a direction to be 12 o'clock, and bol can be affected. There are three
then roll a dl2 for direction. A con- possible symbols.
fused creature may not attack in me- Hopelessness: The miniature auto-
lee, but will stop when it enters a matically fails a morale check. It can-
melee zone. not regain good morale for the rest of
the scenario.
Fire StomQuench Pain: The miniature gets a -4
Rng 48; Dur I; AoE 2 X 1/L; Sav V z THACO penalty.
Any creature in the area of the fire Persuasion: The miniature joins
storm takes 4 hits of damage. The forces with the priest that cast the
storm must be 1" or 2" high, and rec- spell. That player now controls this
tangular in shape. The reverse of the miniature.
spell extinguishes normal and magical
fires.

88
Chapter 16
Magical Items
There are numerous magical items,
both powerful and weak, in the sipped to heal 1 hit at a time, up to 3
A D 8 . P game. A number of them hits.
have been converted into Skirmishes
format here. These are all items that Fire Resistance 250 XP
are useful in Skirmishes. There are Confers immunity to normal fire
many others not included here. The and a +4 saving throw bonus vs.
general guidelines for converting mag- magical fires. HupY
ical items is the same as for converting
magic spells. In fact, many items have Flying 500 XP The singing of a harpy
Same as the wizard spell fly. charms humsnoids (but not
exactly the same effects as a particular elves-save VI. spells
spell. In those cases, the description Giant Strength 550 XP negates effect). A charmed
refers you to the spell for more infor- Usable only by warriors, it adds 2 miniature must move toward
mation. In most cases, using a magical AD for ld4+4 rounds. the harpy at top sped, and
item is considered a combat action. cannot attack (but still gets
The miniature may not fight in a Growth 250 XP the beneflt ot its armor class
round where it activates a magical The miniature becomes a gigantic it attacked).
item. Some items provide constant ef- figure (size G).The miniature moves
fects. These allow the miniature to at a speed of 18 but gets no combat
move and fight normally while still re- bonuses. The miniature is treated as a
ceiving the benefit of the item. monster for the purposes of morale
The XP value the magical item is bonuses and checking.
printed next to its name. Use this
number when picking items to bal- InvbibUty 250 XP
ance a scenario. Same as the wizard spell.
Oil of Acid Resistance 500 XP
Potions The miniature is immune to acid
attacks for the rest of the scenario.
In general, potions take a full
round to drink. The miniature can Oil of Fiery Burning 500 XP
move but not fight while drinking. This potion explodes on contact
when thrown. Its ranges are 4\8/12.
Climbing 300 XP It does 4 hits upon contact. The targ
The character has a 90% chance of miniature can save for half damage.
successfully climbing a cliff like a I
thief. It costs 3" of movement for Philter of Pemuasivenols 400 XP
each 1" of cliff. The potion lasts for The drinker provides a +5 morale
5d4 rounds. bonus to any miniature within its MD
of him (but not himself), or to any
Dragon Control 700 XP unit +at he'is in. He can use a sugges-
The potion specifies the particular tion power (same as the wizard spell)
type of dragon that can be controlled. on all miniatures within 9". It lasts
It has the same effect as a charm mon- for ld4+4 rounds.
ster spell, but the dragon suffers a -2
penalty on its saving throw. Control Speed 200 XP
lasts for 5d4 rounds. Same as the wizards haste spell. It
lasts for 5d4 rounds.
Elixir of Health 350 XP
It cures blindness, deafness,
Undead Control 700 XP fects beyond his melee zone for 5d6
The specific type of undead is spec- rounds.
ified for each potion. Mindless un-
dead do not get a saving throw, while Protection from PcMHutkn
free-thinking undead save with a - 2 2 , m XP
penalty. It lasts for 5d4 rounds. All miniatures within 1" of the
reader are immune to any petrifica-
tion attack for 5d4 rounds.
Scrolls
Most scrolls store from one to eight
spells. The caster reads the scroll and
one of the spells on it is cast. The spell A miniatwecan only wear two rh@
Hippogriff
is then wiped from the scroll forever. at a time. All spell-likeabilitiesd o r m
Hlts 4 The spell is as powerful as one cast by as if cast by lzth kvcl casters.
AC 6 the minimum-level caster necessary Ring of Animal FdendaMp 1,000 XP
AD 3 to cast it normally. Priest scrolls can Any animal within 1*must make a
THAW
Range
17
- only be read by priests and wizard saving throw vs. spells. Success
W3)
scrolls can only be read by wizards. means that the animal routs, while
ML
MDlCD -
- I
Some scrolls have other special ef-
fects when read. These are described
failure means it is charmed. Up to 12

I
hits worth of animals can be charmed
18, Fi 36(C) below. at any given time.
175
Size L Protection from Cold 2 , m XP Ring of Elemental Command
AL N All miniatures within 3" of the 5,000 XP
EXP MonsterIMount reader are immune to nonmagical Eachringisattuned toonlyonede-
cold damage for l d 4 + 4 rounds. ment. Elemental8 of t h t ekment can-
Against magical cold attacks they get not attack the wearer. He can attempt
a + 6 saving throw bonus, and only to charm the elemental at the expcnr
take 1/4 n o d damage, (Va if the of this protection. saving t h VS.
save is made). Damage of less than attacks of that element get a +2 bonus.
half a hit becomes no damage. A ring tuned to air grants gust of
Protection from Dragon Breath wind, invisibility and fly powers as
2.000 XP the spells. Wall of force and control
The reader is immune to ail forms wind can be cast once per scenario.
of dragon breath for 2d4 +4 rounds. A ring tuned to earth grants immu-
nity to any falling damage. Once per
Protection from Ekment.L1,500 XP scenario, passwall, wall of stone, and
The scroll specifies a single type of stone to flesh can be cast.
elemental, or all elementals. All min- A ring tuned to fire grants fire re
iatures within 1"of the reader are im- sistan-ie as the potion. Once per 8cc
mune to attacks from elementals for nario burning hands, d l offire, and
Sd4 rounds. flame shike can be cast.
A ring tuned to water grants water
Protection from Lycanthropes breathing abilities to all miniatum in
l , m XP the wearer's melee zone, and water
The scroll specifies the type of ly- walking abilities to the wearer. Once
canthrope. All miniatures within 1" per scenario he can cast wall of ice
of the reader are immune to attacks and lower water.
from lycanthropes for 5d6 rounds.
Ring of Feather F.Iung 1,OOO XP
Protection from Maglc 1,500 XP The wearer is immune to all f a l l i i
The reader is immune to magic and damage. He floats down at a constant
cannot extend magical spells or ef- rate of 12" per round.
I
90
I
tance 1,000XP roll. Both miniatures could be affect-
tion, except that it ed by the spell.
Rh.g ofWater Walking 1,000 XP
Same as the wiwd spell.
RingOfWrdy 4,000 XP
The ring doubles the number of
spells a wizard (but not a priest) can
Ring of In&ibiUty 1,500XP memorize, but only for a specific
invisible at will, just level of spells. The range is 1st
through 5th level spells. For example,
a ring might double the number of
1.000* XP 3rd level spells that a wizard can have
AC and saving available.
a bonus. The rings
to +4, or we the
for protection Rods
XP per plus Rods have charges in the A D h W
game. Unless the scenario requim a
750 XP limitation, assume that rods have
enough charges to be used every
round of the scenario.
Rod of Absorption 7,500 XP
Usable only by priests and wizards,
the rod absorbs spells cast at the bear-
er. It holds a maximum of 50 spell
levels in its lietime before it can ab-
sorb no more. Spell energy that is ab-
sorbed can be used by a spell caster.
He can cast any memorized spell, and
not lose it. Thia procere removes that
many spell levels from the rod. Once
the rod has absorbed 50 spell levels
and cast them again, it becomes u e
leas. The state of the rod must be
Ring of sped storing 2,500 XP specified at the beginning of the sce-
The ring holds ld4 +l spells, just as MriO.
if it was a scr 11. The difference is that
nonspellcast$s can use the ring. Rod of g -
B 5,000 XP
All living meatures within 2" obey
the bearer of the rod for 10 rounds.
Using the rod takea the place of com-
bat for that round. Only priests, wiz-
ards, and rogues can use this rod.
Rod of C.nc&Won 10,000XP
The bearer attacks in melee with
this rod, rollii 1 AD. A hit means
one magical item on the target minia-
ture is drained of its magical power,
The item gets a saving throw of 13 (or
use Table 29: Item Saving Throws

91
Part Three

from the A D M Y game) to avoid be- staves


ing canceled. The rod can only cancel
one item, then it becomes useless. Staves all function with 8th level
Rod of Lordly MIght 6,000 XP
power. Staves have 25 charges maxi-
This item has tremendous power mum in the AD&W game. Initial
and a long list of abilities, although charges on a staff must be decided,
only one can be used per round. A and the player must keep track of the
touch can paralyze in melee. It can charges as he uses the staff. Most
cause all miniatures in the bearer's functions of a staff cost one charge;
melee zone to check for morale. It can some cost more. Frequently the staff
drain 1hit from an opponent with a acts as a magical weapon, which does ,
Human, 1st level Warrior touch and use it to heal 1 hit on the not cost any charges.
Hlts
AC
1
5
bearer. All of these effects are subject
to saving throws by the target minia-
Staff of Command 5,OooXP \
This staff can only be used by
AD 20(20) ture. It can become any one of the fol-
Range - lowing weapons if the bearer
priests or wizards. The bearer can
cast suggestion or charm person
MDICD 6 concentrates. Only a warrior can spells from the staff. It can be used to
CB - wield this rod.
MV 12 control plants or animals. The type of
Mace +2 1AD, +4/+3THACO animal is determined in advance from
XP 15 Sword +1 1/2 AD, +2/ -1 THACO the following list: mammals, buds,
Slze M Battle axe + 4 2 AD, +3 THACO
Any reptiles/amphibians, fish, or a com-
AL
EXP Regulars Spear +3 112 AD, +5/ +1 THACO bination. It can handle 3d4 man-sized
Rod of Passage 5,000 XP miniatures, or ld4 larger creatures up
The bearer can cast dimension to 12" away. Only a priest can use the

w
door, passwall, phase door, and tele- staff to control plants. Plants can be
port without error at will. controlled up to 7" away in a
2" x 2" area. All tar t miniatures get
Rod of Resurrection 10.000 XP a saving throw to avoid control.
O n l y a priest can use this rod. It
brings back to lie, and restores full Staff of curing 6,000 XP
hits, to any dead miniature merely by In the hands of a priest this staff
touching it. The body of the minia- can cure blindness, cure wounds (3
ture must be reasonably intact. hits), or cure insanity. Each function
can be used twice during a scenario,
Rod of Splendor 2,500 XP but the staff can only be used once on
The bearer becomes so charismatic any given miniature. Only humanoid
that he adds a + 7 charisma bonus to miniatures are affected by the staff.
the morale of his unit. This rod is usa-
ble only by leaders and commanders. Staff of the Magi 15,000 XP
This staff can only be wielded by
Rod of Terror 3,000 XP
wizards. The wizard can cast en-
As a melee weapon this rod is A D 2 large, hold portal, light and protec-
and has a -2 THACO penalty. It can tion from euil/good at no cost at any
clothe the bearer in a terrifying illu- time. For one charge he can cast in-
sion. Any miniature within 3" that
has line of sight to him must make a visibility, fireball, knock, lightning
saving throw. Success means a mo- bolt, pyrotechnics, ice storm, web,
rale check is required. Failure means wall of fire, or passwall. For two
the miniature is routed, but is para- charges he can conjure a 16-hit ele-
lyzed with fear. When the bearer mental or cast telekinesis.
The wielder gets a +2 bonus to all
moves out of range, the miniatures saving throws vs. spells. The staff can
must perform rout movement.

92
-
I
I
absorb spells cast at the bearer, if he enough charges to be used every

c
chooses that as his only combat round of the scenario. Spells from
action for the round. H e decides to do wands perform as if cast by 6th level
this in the melee phase, but can pick wizards.
or choose which spells to absorb. He
must decide before knowing the spell Wand Of Fear 3,000 XP
or its level. The spells recharge the A Priest Or wizard can wield this
staff 1 point for each spell level. If the wand. It shoots out a 6 X 2 cone of
staff is m h m g d beyond 25 points, it fear. Any miniature in the cone must
explodes. All miniatures within 1" make a morale check.
take 22 hits of damage. Those out to Wand of 4,500 XP
2" take 17 hits and those out to 3"
J take 11 hits. Savi% throws for half
damage are allowed.
A wizard can use this wand to cast
burning ha,,&, pyrotechnics, pro-
Human, 1st Level War..--
ball, or wall of. .fire.
Staff of Swarming Insects 2,000 XP Wand of Flame Extinguishing
A priest can command the staff to
create a swarm of insects. The range is 1,500 XP
6" plus 1"for each level of the priest.
The wand can extinguish a 2" X 2"
The insects do 1hit, plus 1hit for every area of normal or magical fire in a
round.
4 levels of the caster. For example, a 5th
level priest would do 2 hits of damage. Wand of Frost 6,000 XP
The target miniature can be man-sized A wizard can use this wand to cast
with any AC, or larger miniatures if ice storm, wall of ice or cone of cold
the AC is 6 or poorer. spells.
Staff of Thunder and Lightning Wand of Lightning 4,000 XP
8.000 XP A wizard can use this wand to cast
This acts as a quarterstaff +2 (AD lightning bolt spells.
1, THACO + 3 bonus) at all times. It
can strike as a + 3 weapon (AD 1, Wand of Magic MissiIes 4,000 XP
THACO +5 bonus) with thunder for Any miniature can use this wand to
one charge. The thunder stuns the cast 2 hits worth of magic missile
target for one round if he fails his spells per round.
save. It can add a &hit surge of elec-
tricity to a melee strike for one Wand of Negation 3,500 XP
charge. Any miniature can use this wand to
The staff can create a thunderclap negate the power of any rod, staff,
(4x2cone) for two charges. This re- wand, or other magical item without
quires all miniatures in the area of ef- a saving throw. Its range is line of
fect to make a saving throw. Failure sight if the item has been used for visi-
means the creatures are stunned for ble effect. Small, handheld items that
1-2 rounds. It can also shoot forth a have not be used, such as wands, can-
lightning bolt (8x1 line) for two not be seen beyond 12".
charges that does 7 hits of damage. Fi- Wand of Paralyzation 3,500 XP
nally, it can do the thunderclap and Only a wizard can use this wand. It
lightning together for four charges. can be fired at any miniature within
6". If the miniature fails its saving
WdlldS throw, it is paralyzed for 5d4 rounds.
Wands have charges in the AD&W Wand of Polymorphing 3,500 XP
game. Unless the scenario requires a A wizard can use this wand to
limitation, assume that wands have polymorph any miniature within 6"
Part Three

that he can see, with effects just like B r d e r of Commanding


the spell polymorph other. Fire Elementab 4,000 XP
A wizard can use this item to sum-
Mlscellaneour Maglc mon and control a U-hit fire elemen-
tal.
These items are all unique. There Brooch of Shleldlng 1,ooo XP
are no universal rules governing their This piece of jewelry absorbs up to
function. 20 hits' worth of magic missiles.
Amulet vs. Undead zoo* XP Carpet of Flying 7,500 XP
This device allows any miniature The carpet can hold one miniature
to turn undead as if it was a priest.
Kobold wkh short sword The amulet can have the power of a
that is fiiting. It can hold three min-
iatures for transport, but they may
Hltr 1 5th through 9th level priest. It costs not fight that round. It flies at a speed
AC 0 200 XP per level.
AD of 30(C).
THACO 20(20) Boots of Levitation 2,000 XP Comer of Controlling Air I
Ring0 416112 The wearer can rise or drop 2" per
ML 6 Elementab 4,000 XP
round.
MDICD
CB
MV
-
2

6
Boots of the North 1,500 XP
The wearer can move across ice at
A wizard can use this item to sum-
mon and control a 12-hit air elemen-
tal.
XP 16 a movement penalty of 2, instead of
8128 8 Uoak of Dlsphcement 3,000 XP
the normal 3 (each inch costs two The first attack from a miniature
AL LE from his allotment).
EXP lrrrgulrr automatically misses. This does not
Boots of Speed 2,500 XP apply when f i g into a mass. Subse-
The wearer can move at a speed of quent attacks are at a -2 THACO
18 and has an AC bonus of 2. penalty. The wearer gets a +2 saving
throw bonus against gaze attacks.
Boots Wlnged 2,000 XP
These boots allow the wearer to fly. Cloak of Elvenklnd 1,000 XP
The speed and maneuverability com- The wearer is invisible in outdoor
binations are: 15(A), 18(B), 2l(C), terrain, if he moves at half speed or
WD). less. There is a 50% chance each
round of his being invisible in bright-
Bowl of Commandlng ly lit areas or under light spells.
Water Elementab 4,000 XP
A wizard can use this item to sum- Cloak of Protection 1,000* XP
mon and control a 12-hit water ele- These cloaks provide an AC bonus
mental. of + 1 to +5. They cost 1,ooO XP per
point *
Bracers of Archery 1,000 XP
Any warrior wearing these gets a hu"of PanIc 6,500 XP
+ 3 bonus to his THACO with a bow. All creatures within 12" must make
a morale check or become routed au-
Bracers of Defense 500' XP tomatically. There is a safe zone with
These wristlets boost,the AC of the a Z"-radius centered on the drums.
wearer to a specific value. Magical
items can improve the AC further, EversmokIng Bottle 500 XP
but normal armor cannot. Any AC When uncorked, this bottle pro-
value from 8 to 2 is possible. They duces 50 cubic inches of smoke (a
cost 500 XP for AC 8, and 500 XP 5" X 10" X 1" area, for example).
more for each point the AC is low- Each round produces another 10 cu-
ered beyond that. bic inches of smoke, up to a maxi-

OA
-
I

Gauntlets of Ogre Power 1,000 XP


" area). In still air the Thee steel glows can be worn by
as nearly quare as pries$, W ~ O I S ,and If calcu-
it forms a cone lating the weapon damage from
scratch, it conveys a +15 to the dam-
age total. otherwise it adds2 AD and a
+I THACO pmdty to the miniature.
Gem of Seeing 2,000 XP
The wearer deteas all illusion, in-
visible, hidden, or other- planar min-
iatures. It can see out to 30" .
G M e of Giant Strength 2,000 XP
I Kobold wlth short sword
Any priest, rogue, or warrior Koboldr nrver carry mom
than four throwlng Jrvallnr.
Hits 5, AC 5, MV Pl wearing this girdle becomes as strong
as a giant. Different girdles are the
equivalent of diffemnt sized giants.
The wearer's attack dice must be re-
calculated from scratch. Use the table
below to find the modifier to the total
damage and THACO.
GiantType Da I : 20
Hill Giant 1

ACO 17, MV 42. The


Stone Giant +16 +3
has Hits 19, AC 0, AD
Frost Giant + 18 +4
MV 24, SZ L. In a
Fire Giant +20 +4
CloudGiant +22
StormGiant +24
Glovea of M l d e Snuing JAr
Thewearercananareu two
small miasilesaimedat him per round,
one with each empty hand. Once
snared, he cankeep them to use or dip

i
card them. small missiies are arrows,
quarrels, stones, darts, spears, axes,
15, Pl15(C), SZ L. dagge~~, etc. Boulders hurled by @anta
cannot be caught with thts item.
Onyx Dog Hits 2, AC 4, AD 1,
THACO 18, 12, SZ M. The dog Helm of Teleportatlon 2,500 XP
can see hidd and invisible minia- The wearer can teleport once per
hues 75% of he time and can talk to scenario. A wizard with teleportation
its owner. memorized normally can teleport up
Serpentine 1: As a normal-sized to six times with the spell restoring it-
owl it has its 1, AC 8, AD 1, self automatically.
THACO 20, 1, Fl27(C), SZ S. It
can communi ate everything it sees Horn of Blasting 1,000 xp
telepathically o its owner.As a giant- It can emit a cone of sound
sized owl it h s Hits 4, AC 6, AD 3, (12x 3C) that stun8 for two rounds
THACO 17, V a, Pl18(E), SZ M. and deafens for four. The victims can
save to half duration. Those failing
the save also take 1 hit of damage.

I
E
Part Three

T..-.> is a 10% cumulative chance per Scarab of Protectlon 2,500 XP


use after the first that the horn will The wearer gets a +1 bonus to all
explode, causing 6 hits of damage. saves vs. spells. It can absorb up to 12
hits of draining attacks. Death spells
H o of~Fog 00 XP and rays count as 1hit.
Each round of blowing produces a
1" x 1'' x 1" fog. Once the horn stops Sllppea of Splder Umblng
blowing, the fog dissipates in 2d4 1,000 XP
rounds. The wearer can climb any surface,
even upside down, at a speed of 6"
Homeshoes of a Zephyr 1,500XP per round.
A horse wearing these shoes does
Kender, 1st Level Warrior not touch the ground. Any material Stone of Controlling
Earth Elementab 1,500 XP I
can be treated as solid ground. Plains
Hits 1 and water are treated as smooth A wizard can use this stone to sum
AC 8 mon a 12-hit earth elemental.
AD 1(1)
roads. I
THACO w17) Necklace of Adaptatlon 1,000 XP Wings of Flylng 750XP
Range
ML
MDICD 9
--
-1619 The wearer ignores any attack or
situation that affects his breathing.
The wearer gets large bat wings
which allow him to fly at speed
CB - He can walk underwater and ignore 32(C).
MV 6 gas-based attacks.
XP 85
Necklace of Mirdei 100' XP
Armor and Shields
Size S
AL CN This golden necklace holds small, Most armor and shields grant bo-
EXP Heroes detachable spheres that can be nuses to the AC of the wearer. The
thrown up to 7". When they land, base AC is determined by the ty if
they explode as a fireball. The armor, then the bonuses are sub1 :-
spheres cause from 2 to 10 hits each. ed to get the final AC value. Shields
The necklace costs 100 XP per hit, to- provide a +1 AC bonus, plus what-
taled for all spheres. ever enchantment they have. Armor
or shields can have from + 1 to +5
Robe of the Archmagi 6,000 XI' enchantments. Each plus is worth 500
Only a wizard can wear this robe. XP, except +5 armor and shields,
ItgrantshimAC5, MR5%, + l b o - which are worth a total of 3,000 XP.
nus to all saves. If the wizard casts
charm monster, charm person, Annor of Command 1,000XP
friends, hold monster, hold person, The wearer gets a command bonus
polymorph other or suggestion spells, of +2. This armor is also plate mail
the target miniatures have a -20% +1.
Plate Mail of Etherealnem 5,000 XP
MR and a - 4 saving throw penalty.
Robe of ScinHllatlngColon This +5 armor has 20 charges that
2,750 XP allow the user to become ethereal.
A priest or wizard wearing this gar- Each five charges expended reduces
ment can cause it to glow with shiit- the quality of the armor by one. Once
ing patterns of color. Any miniature the charges are exhausted, it is only
that can see it within 4" must save vs. + 1armor.
spells each round or be paralyzed for
ld4 + 1 rounds. Each continuous Plate Mail of Fear 4,000 XP
round of activity grants a +1 AC bo- This +1 plate mail has three fear
nus, up to a +5. It takes one round of charges. Each charge causes all minia-
concentration to get the robe started. tures within 3" to make a morale
check or rout.
Part Three

Shield, Large, + 1, +4 vs. Missiles Sword +I, + 3 us. regenerating


400 XP monster9
Normally +1 magic, against any Sword +I, + 4 us. reptiles
normal missiles it is a + 4 shield. It has
a 20% chance to stop magic missiles. Table 23a. Magical Long Swords
1 AttacWRound
Bonus AD THACO XP
Magical Weapons +1 1/2 +2/-1 400
Most magical weapons grant bo- +2 l/2 +4/+1 800
nuses to the THACO and damage of +3 2 +1/ + 4 1,400
the wielder. Swords can have magical +4 2 +3/+6 2.000
bonuses up to + 5, but other weapons +5 2/3 +6/+3 3,000
+6 2/3 +8/+5 Special
1 are limited to +3. This does not
!rider Is Immune to fear,
' translate instantly into Skirmishes Table 23b. Magical Long Swords
numbers. Each magical weapon must 312 Attacks 2/1 Attacks
iding magical fear, and
be calculated separately using the ta- f r check8 morale. It
Bonus AD Bonus AD THACO
bles in Appendix A. The XP value is +1 2 0/+3 2/3 +3/+2
tlves a + 4 bonus on
ng throws va. spells and
500 per plus for weapons other than +2 2/3 +3/+1 3/4 +2 on. It a kender spends a
swords. +3 2/3 +5/+3 3/4 +4/+3 round taunting its enemy,
+4 3 +3/+6 4/5 +4 that mlnlature must save vs.
Swords +5 3/4 +5 4/5 +5 spells or attack for Id10
Any type of weapon can have mag- +6 3/4 +8/+6 5/6 +6 *oundswith a - 2 penalties
ical combat bonuses. There isn't :o both Its THACO and AC.
room in this book to detail all of the Arrow of Slaying 250 XP Cender cannot be formed
possible weapons with all of their Each arrow is enchanted to slay one nto military units.
possible AD and THACO values for specific type of monster. For human-
each potential magical plus. When oids, it is enchanted to a particular
dealing with unusual magical weap- character class. Some rare types of ar-
ons, refer to Appendix A for convert- rows are enchanted to slay whole class-
ing AD&W game damage values to es of creatures, such as reptiles or
Skirmishes. Below are the combat undead. The arrow has a + 3 THACO
values for long swords, one of the bonus and instantly kills (no save) if it
most common melee weapons in the hits the specfied creature type. The
ADBED game. cost of this arrow assumes that the ar-
There is an entire class of swords row is enchanted for a random type of
that carry a +1 enchantment normal- monster, which means that it probably
ly, but are more dangerous to a spe- isn't useful in a scenario; It costs 2,500
cific type of enemy. Rather than XP if chosen for a scenario that is
provide individual descriptions for knownto contain that type of mature.
each, apply the same rule to all of
them. Assume that these swords are Axe of Hurling XP
all long swords. This means that table This axe has a range of 6/12/18
23 below can be used to figure out the and returns to the hand of the throw-
combat bonuses. Below is a list of the er. It does extra damage when hurled.
most common specialized magical The table below describes the various
swords. Feel free to design your own abilities of the different axe5 of hurl-
swords using these as examples. Each ing. Negative THACO numbers are
sword is worth 750 XI? panalties. Numbers in parentheses
are for missile attacks. Numbers fol-
Sword +I, +2 us. spell casters and lowing slashes are for larger than
enchanted monsters man-sized targets.
Sword + I , +3 us. lycanthropes and
shape changers

I
97
Part Three

Bonus AD THACO w mer + 2 . In the hands of a dwarven


+1 1(2/1) +1/0(0/+3) 1,500 fighter it is +3 (AD 2, THACO -11
+2 l(2) +3/+2(+2/0) 3,000 -2) in melee. When thrown it has
+3 l(2) + 5 / + 4 ( + 4 / + 2 ) 4,500 range 6/12/18, AD 312, THACO -21
+4 2/1(2) + 2 / + 6 ( + 6 / 0 ) 6,000 +1. When thrown against giants, in-
+5 2(3/2) + 4 / + 3 ( + 3 / + 7 ) 7,504 cluding ogres, trolls, and ettins, it has
AD 3, THACO +2.
Bow +1 500 XP
The bow fires arrows with a +2 Javelin of Lightning 250 XP
THACO bonus. This javelin has a range of 9" with
no range penalties. Where it strikes it
Crossbow of Accuracy 2,000 XP becomes a 3" long bolt of lightning
Mind Fhyer This crossbow grants a + 3 THACO extending directly along its path of
bonus and eliminates range penalties. flight. The target miniature takes 5
Hita 9 hits. Others caught in the bolt take 4
AC 5 Crossbow of Distance 1,500 XP hits and can save for half damage.
AD 4. This light crossbow + I has double
THACO
Range -
11 the normal range 02/24/36). Javelin of Piercing 250 XP
This self-propelled missile has a
ML 15 Crossbow of Speed 1,500 XP range of 18 with no range THACO
MDICD 12
c0 - This crossbow doubles the number
of attack dice and grants a +2
penalties. It is a + 6 weapon attacking
with AD 2, THACO + 7. Once used,
~~

MV 12

I ;Le
AL
8,000
M
LE
THACO bonus.
Hammer + 3, Dwarven Throwing
1,500 XP
it is no longer magical.
Mace of Disruption 2,000 XP
EXP VcteranlYonster This mace grants a + 2 THACO bo-
Most mil res use this as a ham- nus to the user as well as its special
powers. Any undead with 5 hits or
less is instantly destroyed by a hit
from the mace. Other undead minia-
tures get a special saving throw. Suc-
cess means taking 1 extra hit of
damage (for a total of 2 hits). Failure
means instant destruction. Rolling
the number, or above, on the table
means success.
Undead Roll
Wraith or 6 hits 20
Mummy or 7 hits 17
Spectre or 8 hits 14
Vampire or 9 hits 11
Ghost or 10 hits 8
Lich or 11+ hits 5
Other evil undead 2

Scimitar of Speed 2,000*XP


The wielder can roll twice for at-
tacks, against different opponents.
The scimitar can be found with en-
chantments of +I to + 5 . It costs
2,000 XP plus 500 XP for each
THACO bonus.
Part Three

Sun Blade 3,000XP Sword +4, Defender 3,600 XI


This sword can create an area of The + 4 enchantment of this blade
sunlight strong enough to destroy un- can be divided in any manner be-
dead that are susceptible to the light. tween AC bonuses and THACO bo-
The wielder cannot attack while do- nuses. The decision is made at the
ing this, but can move normally. The instant of combat each round. The
area has a 1 radius and increases AC bonus only applies to attacks
one-half inch for every continuous coming from the front.
round of concentration, to a maxi-
mum of 6 . It is a broad sword +2 Sword of Dancing 4,400 XP
normally (AD 2, THACO -l), +4 This sword starts with a +1 en-

against evil miniatures (AD 2,


THACO +2) and has AD 4, THACO
-2 against evil undead.
Sword +1,Flame Tongue 900 XP
chantment. Each consecutive round
of melee (not necessarily against the
same opponent) the sword improves
by +1 THACO, up to a maximum of
+4. On the round it might otherwise
Mind Flayer
A mind flayers four
tentacles do no damage ().
Rather, If any of the four
This flaming long sword always become a +5, it starts over again at attack dice scores a hit, the
has at least +1 enchantment. Its +1. On that same round, or any af- mind flayer can kill Its
flames can ignite flammable material. terward, it can leave its owner and at- opponent in 1 4 rounds (roll
It is +2 vs. regenerating miniatures, tack on its own up to 3 away. After only ld4, no matter how
+ 3 vs. cold-using, flammable, or avi- doing this for four rounds, it returns many tentacles hit). The
an miniatures, and + 4 vs. undead. to its owner. The sword cannot be hit victim Is not allowed a
in melee. saving throw. His only
Sword +2, Dragon Slayer 900 XP chance Is ifmelee contact is
Against dragons, this is a + 4 Sword of Life Stealing 5,000 XP broken by an outside force
sword. Each sword is attuned to one This +2 weapon drains a level (meaning the mind flayer Is
particular color of dragon, against from any miniature it hits, in addition killed, knocked
which it has AD 5, THACO +4. unconsclous, paralyzed,
to normal damage. This hit will heal forced to retreat, or
the wielder if he is wounded. otherwise rendered unable
Sword + 2, Giant Slayer 900 XP
4.400 XP
Against giants or related monsters to fight). The mind flayers
Sword of Wounding mental blast is a 6 x 2 cone.
(ettins, ogres, etc.), it has a + 3 en- Wounds from this + 1weapon can- All miniatures in that area
chantment. Against true giants it not be healed by magic. must save vs. wands wlth a
does extra damage (AD 4,THACO 0). - 4 penalty or be stunned for
Sword of Sharpness 7,000 XP ld10+2 rounds. A mind
Sword +2, Nine Uves Stealer The first 20-sided attack die must flayer can also use the
1,600XP be rolled separately. If it is a 20, then following powers, one per
The attacker must roll the first 20- double the total number of AD round, as often as desired:
sided attack die separately. If it is a (rounded up) for that attack. suggestion, charm
20, then the target miniature must monsterlpenon, ESP,
save vs. spells or die. The sqvord can Sword, Vorpal 10,oooXP levitate. All saving throws
steal nine lives this way. If the first This is a +3 weapon which decapi- vs. mind flayer anakcs have
die is not a 20. the others are rolled tates any miniature if the first 20-sid- a - 4 penalty.
and added to the result of the first. ed attack die is an 18, 19, or 20. Roll
this die separately before rolling the
Sword +3, Frost Brand 1,600XP others. This is automatic death for
This frigid blade has + 3 enchant- most types of creatures.
ment. It is +6 vs. fire-based or using
miniatures. It grants protection like a
ring of fire resistance. It has a 50%
chance of extinguishinga I x 1 x I
cube of fire, including fireballs, flame
strikes, and the like.

99
Chapter 17 Scenarios DRAGONLANCE" Heroes, Dracon-
ians, Huma's Silver Dragon and The
Red Dragon of Krynn boxed sets of
Rlght of Passage Ral Partha Miniatures.
This scenario is set in Krynn, Dragonlords:
the campaign world of the 3 Baaz Draconians
DRAGONLANCE: saga. A brave 2 Bozak Draconians (spells: magic
group of heroes is nossing the KMkist missile (d), enlarge, invisibility,
mountains. A silver dragon with rider web)
joined them just the day before,wam- 2 Kapak Draconians
ing of an impen& ambush. The h e 2 Sivak Draconians
Minotaur of Krynn, roes reach the end of a mountain trail 1 Young Red Dragon
6th level Warrior only to discover that a wide chasm 1 Dragon Rider, human: Hits 7; AC
Hits yawns between them and the continu- 1; AD 1/2[2/5];THACO 7.51
ing trail on the other side. The only
7
AC 5 14[14/18];ML 13;MV 12;Size M;
AD 1 way am- is to ferry the adventurers field plate mail, lance
THACO 12 one at a time on the dragon's back.
Range - Just as they are preparing to start Heroes:
ML 13 this operation, they are attacked by a Laurana, elven warrior: Hits 9; AC 1;
MDICD 12 band of draconians and a red dragon AD 2/3(1);THACO 11/13(13);ML
CB - with rider. The draconians did not -; MV 12;Size M; chain mail +2,
MV 12 anticipate the presence of the silver longsword +2, spear, range 3/6/9
XP 270 dragon, making the fight much more Tanis, half-elven warrior: Hits 13;
Sire L
even than they had wished. AC 4; AD 2/3(2); THACO 91
AL LE
This scenario uses the ll(12); ML -; MV 12; Size M;

i
i

I
i
1

100
I
leather armor +2, longsword +2, SETUP:The heroes must set up first
bow, range 15/30/51 within 3" of the end of the trail where
Tika Waylan, human warrior: Hits 9; it ends at the cliff. Tasslehoff and the
AC 3;AD 2/3;THACO 11/12;ML silver dragon can set up anywhere
-; MV 12;Size M; chain mail + I , within 12" of that spot. The dragon
long sword +2 can start the scenario airborne.
Caramon, human warrior: Hits 18; The draconians can start with any
AC 3; AD 2;THACO lW8; ML -; active spells they want. They can set
MV 12; Size M; chain mail and up anywhere that is more than 15"
shield +I, longsword +I from a hero. Concealed draconians
Flint Fireforge, dwarven warrior: must record their locations on paper
Hits 14; AC 1; AD l(1); THACO in advance. They must reveal their
I 11/12(11/12);ML -; MV 6; Size locations when they move. Minotaur of Krynn,
M; plate mail and shield +I, hand 6th Level WarrIor
axe +I (a), VICTORY CONDITIONS The sce-
range 3/6/9
Tasslehoff Burrfoot, kender thief:
Hits 7; AC 5; AD l(1); THACO
nario ends as soon as all the heroes
are standing on the other side of the
The minotour's head butt
causes one hit, or two in a
charge. Its own hits equal its
I
16/17(19/17); ML -; MV 6; Size chasm. The draconians win a minor level plus one.
M; Leather armor, hoopak, range victory if they can kill the silver drag-
'3/6/9 on. They win a major victory if they
1Young Silver Dragon can kd1 the silver dragon and two he-
1 Dragon Rider, human: Hits 4; AC roes. The heroes win a minor victory
3: AD 1/212/51: THACO 17/ if the silver dragon survives. They
16[16/20];ML 131'MV 12;Size M; win a major victory if the red dragon
Plate mail, lance is also killed.

. . .

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

I
-
101
I
C o n v d n g AD&D@ Hits and AC: In the ADkD game, a
creature's level, or hit dice, is a general
Charactus and Monsters measure of its power and toughness.
Monsters in the AD&D game get an E
Skirmishes draws heavily upon the sided die worth of hit points for every
ADVANCED DUNGEONS & level or hit die that they have. In Skir-
DRAGONS@role-playing game for mishes, each hit is the equivalent of one
its source material. The men and hided hit die in the ADkD game.
monsters are all from the game. The Thii makes translating monsters into
combat system and spells are both de- Skirmishes format easy. They have one
rived from it. Unfortunately, the hit for each hit die.
A D k P game is so large it is an im- Unfortunately, characters from the
Ogre wlth club & arma possible task to include all the mon- game do not translate as easily. Char-
sters, all the types of miniatures, all acters can have h i d e d , 6-sided, 8-
Hltr 4 the spells, and all the magical items sided, or 10-sided hit dice. Priests
AC 1
AD 1 into this Skirmishes book. who use E-sided hit dice are simple.
WAC0
-w -11
16 A core set of miniature types, mon-
sters, spells, and magical items have
been provided in Appendix B. Basic
Otherwise, there are two ways to
deal with this problem.
YL If you know how many hit points
MDED
CB -
6 racial types and their base values and
preferences are found there as well.
the character has and that number is
25 or more, just divide it by 5. The
YV 8 To make up for what's missing, this result is the character's hits.
XP 175 appendix contains rules for convert-
Slse L Otherwise, look up the character's
ing AD&D game elements into Skir- level or monster's hit dice on table 25
AL CE mishes format. Most importantly, it
EXP RegulWMoneter
contains the rules for converting your
and record both the hits and the re-
mainder. The remainder (in parenthe-
role-playing characters into Skir- ses) will be used in a moment. Each
mishes format. The conversion is de- column ends where characters of that
tailed enough to allow for the subtle class cease gaining full hit dice.
differences in each character and Next, find the number of extra hit
monster. points that the creature has. For char-
Multiclass character conversion is acters, this usually comes from Con-
not covered in this booklet. The stitution bonuses. For high level
guidelines for the individual classes characters it can also happen above
should make it relatively easy to con- 9th or 10th level where hit points are
vert them on your own. Hit points awarded at each level instead of hit
will have to be manually converted dice. Add the remainder to the num-
into Skirmishes hits, since the levels ber of extra hit points and look up the
do not directly relate to hit dice. result on Table 27: Armor Class Ad-
justments. Ignore the AC modifier on
the remainder table if the miniature
has 5 or more hits (including any ex-
There are four basic combat values tras it gets from table 27).
in Skirmishes; THACO, AD, AC, and The character or monster starts
hits. These correspond directly to the with its AC value from the AD&D
AD&D game combat values of game. The armor class table is repeat-
THACO, Damage, AC, and hit ed here for handy reference. Subtle
points. The three tables that follow differences in hit points translate into
are used to convert those ADkD modifiers in the creature's armor class
game mechanics into Skirmishes me- (a few extra hit points is not enowh
for a full hit, so instead an AC bo&
chanics
'
is awarded). The final AC is the base
plus the adjustment from table 26.
, .- .. -.. ,

102
Appendlx P I

Table 2s. Hits and Rcmdndem


Level/ Wmrd Rogue Plghter
HitDie ld4 ld6 Id10
1 1(-2) 1(-1) 1(+1)
2 1 2(-2) 2(+2)
3 2(-1) 2(+1) 4(-1)
4 2(+1) 3 5
5 3(-1) 4 6
6 3(+1) 5 7
7 4 5 9
n 0 4(+1) 6 10
9 5 7 11
- 10 6 0

P Numbers in parentheses are r e m u -


den.
the tables on the same Table 26,Armor aUr Vduea
level fighter has 7 hits AC
M e
None 10
Shield only 9
Leather or padded armor 0
Studded leather or ring mail 7
Scale mail, brigantine, hide 6
Chain mail 5
Splint mail, banded mail or
bronze plate mail 4
Plate mail 3
Field plate mail 2
Full plate mail 1
Tabk 27. Annor Clam Adjustment
Remainder Rmdt *
-2 - 2 AC penalty
-1 - 1AC penalty
0 no change
1 + 1AC bonus
2 +2 AC bonus
I

i
3 + 1 hit, -2 AC penalty
For NPCs or characters that are not
mended* 4 + 1 hit, -1 AC penalty
derived fr m a role-playing cam- 5 + 1 hit
paign, the ond method is actually 6 +1hit
faster than olling lots of hit dice to 7 +1 hit, + 1 AC bonus
determine it points. Merely refer-
ence the le el of the character, add
a -
+ 2 hits, 1AC penalty
9 +2 hits
the remaind m,and apply the rendts.
In the final analysis, use whichever * Ignore the AC modifier if hits are 5
system you refer (or the one which or more
gives them st favorable result).

103
Appendix A

Table 28. Melee Weapons


1 attack/round 3/2 attackdround

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

Horseman's mace 1 -1/-2 1 +1/-1


Ogre Mage Horseman's pick 1 -1/-2 1 +1/-1 I
Javelin 1 -1 ., ,1 . +! .
Hits 5 .,i

AC 2
AD 1
THACO
Range -
13
Morning Star 1 +1/0 211 -2f + 2
ML 13
Pole anis
MDICD
CB -15 Awl Pike
Bardiche
1
1/2
-1/+ 2
+1/-2
1/2
2
+1
-21 + 2
MV 9, A 15(C)
XP 420
Size L
AL LE
EXP VetemnlMonster Fauchard-fork 1 0/+1 1/2 +2/-1
Glaive 1121 0/+1[0/+21 12 +1/-1
Glaivcguisarme +1/-2 [ +11~ 2 -2/ + 2

Military fork 1121 O/+lIO/+11 1/2 +2/-2


Partiah -1/o 1-2/01 - 1 +1/ + 2

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


Spear 1 -1 1 +1/+2

LOGsword 1 0/+2 1/2 +2/+1


Scimitar 1 0 1

Warhammer 1 -I./-2 1
/ Attacks against larger than man-sized opponents.
[I Charging while mounted.
(} Set to receive a charge.

-104
Appendix A

Y
Long Bow
1
sheaf arro 7
Short Bow 5

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

and adjust the THACO accordingly.


THACO modifiers from the table are
subtracted from the base THACO of
the miniature.
with the THACO as If you are building your units from
racial types and adding weapons and
armor, use the tables above. They
translated into provide all the weapon and armor in-
formation that you will need to calcu-
late THACO and AD.
Some missile weapons can be fired
multiple times in a round. This has al-
ready been factored into the AD and
THACO values on the table. For other
weapons or situations remember to
all attack forms suc- total the minimum and maximum for
all attacks in a single round when us-
ing the conversion table.

7 ,105
I I
Appendlx A

EXAMPLE: Lets use an example. Pi- MAGICAL WEAPONS and AR-


ous is a 6th level priest with a THACO MOR: Magical armor is easy to han-
of 15. He has a footmans mace for a dle. The armor has an AC bonus that
weapon. He has a Strength of 18, is applied directly to the AC of the
which nets him a +2 on damage. The miniature. Weapons are a little more
mace does ld6 +2 points of damage. complicated. A plus of damage adds
His worst hit does 3 points; his best to both the minimum and the maxi-
does 8;3 + 8 = 11.His damage value is mum damage, so it is worth two
11. Looking it up on Table 30, Pious points for total damage. The table
gets 1 attack die, but also gets a then provides the AD and THACO
THACO bonus of +1 to reflect the values. The THACO bonus of the
slightly better than average damage weapon is then subtracted from the
Orc with sword 6 short bow that he does. His THACO is recorded THACO to get its final value.
Hltr 1 as 14 and his AD as 1. 1
AC 6 MISSILE WEAPON RANGES: The 4

AD (1) Table 30.THACO and AD&V role-playing game assumes


THACO ie(ie) AD Conversion characters wielding a missile weapon
Range 10120130 Total are trained and skilled with it. This is
ML 11
not always true for other types of
MDlCD
CB
MV
-
5
9
creatures. In Skirmishes there are
three classes of missile weapon minia-
XP 65 tures: untrained, trained, and skilled.
SI20 M 5-6 1 -2 An untrained archer (or any other
AL LE 7-8 1 -1 untrained missile weapon user) uses
EXP 9 1 0 the ranges from the Players Hand-
bood, in inches. For example, a short
bow in the hands of an untrained
archer has ranges of 5 /IO/IS.
16-17 2 -1 A trained archer doubles the num-
18 2 0 bers in the AD&D game rulebooks.
19-20 2 +1 For example, that same short bow in
the hands of a trained archer has
ranges of 10/20/30.
Finally, a skilled archer triples the
26-28 3 0 number. (Ranges in the Players
29-30 3 +1 Handbook are in yards. Tripling
31 3 +2 them actually makes them accurate in
the Skirmishes scale of 1 = 10).Fur-
ther skill bonuses must be reflected in
THACO adjustments.
41 5 As a rule, PCs, heroes, monsters,
12-48 5 0 and elite miniatures are skilled with
19 5 +1 their missile weapons. Veterans are
trained and regulars and below are
untrained with their missile weapons.
There are, of course, exceptions to
77-85
.. 9 -
0 this rule. For example, a band of rab-
86-94 10 0 ble might be foresters, in which case
they could be considered trained or
* Two creatures must hit to do even a even skilled with the bow.
single hit of damage.
* * Five creatures must hit to do a sin-
gle hit.
Spccral Attack Forms POISON: Unless stated otherwise,
poison is assumed to be fatal one
Many special attack forms merely round after the miniature is affected.
do damage without the miniature This gives the owning player a round
needing to roll any attack dice. In to save the miniature with spells or
that case, look up the total damage potions. Poison that just does dam-
on the THACO and AD table just like age must be calculated separately, in
any other attack. Ignore the THACO case the target miniature is immune to
result and keep the AD value; it is the poison.
number of hits the attack causes. Re-

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

I07
moving carefully, examining their en- PALADIN: This character gets a +2
vironment, and are prepared to fiiht saving throw bonus. He can heal 1hit
at a moment's notice. for every even level he has, once per
All of this leads to simply using the scenario. He constantly has a protec-
values in the ADCDQ game as the tion from evil 10' radius active (see
number of inches the miniature can priest spells). He can turn undead as a
move in Skirmishes. It ala0 makes the priest two levels below his paladin
game more playable. level.
MORALE: Morale is also easy to RANGER:A ranger adds a + 1com-
translate. Whatever number is used mand bonus to animals that he com-
for the monster or character in the mands or that are in the same unit
AD&D game becomes the value for with him. At 8th level and above the
Skirmishes. PC characters never ranger can cast some priest spells.
check morale, so this number is not
necessary for them. WIZARD: The wizard is covered
more completely in the section on
MAGIC RESISUNCE:This number magic.
is normally a percentage value from 1
to 100. For Skirmishes, it becomes a PRIEST: The priest is covered more
number from 1 to 20. Magic resist- completely in the section on magic.
ance is rolled on a 2kided die instead
of percentile dice. To get the Skir- THIEF:The thief can climb cliffs and
mishes magic resistance number, di- walls. If he makes his percentage
vide the AD&D game value by 5 and chance roll, he makes it to the top at a
round up. Numbers above 95 but less cost of 3'' per 1"rise. Thieves also get
than 100 are always converted to 19. the backstab damage bonus.

KOurrcterCLurr BARD: The bard can climb cliffs and


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

1os
I
Appendlx B: Sample Rgurer

MDI
Name Hit8 AC AP Y A C O n-ige CD CB My XP A I "Ze EXP

- -
Behir 12 2 2 13 - 15 - 16 10,OOO NE G M O M ~ ~

15 8wo LE

avellnn, 1 for melee; +4 THACO on B dive. Draconian, awak: inubible at wlll; polymorph sdfinto nun-ahd
anInul3/day; detect fnuiribk and hiddm lx"; dhmrlar doar
3/&y, 18"; +4 bonw d ~ v a c;u t 2 spdbcf mp to 4th *rd;
mind control l/day, 1 mini.ttm wlth 8 01 *r hlb for ads
I d , MVe VS. SPd t0 w h .
IccIIIvIo, 3 AD; immune Dncollim, b m W/SW&: b on d h, 110 .tt& 16
lowed that round; glide 18" (E),must IOK .Mtud.Crh nnmd;
petrify upon death,3%chum weapon brtock Instmefor I&
rounds.
h O d M , b O d W/nvOrd: Nn Is" On d h ,t\o &&
lowed that round; &de 18'tE). muat l a &tu& a c h d;
4th M wiurdr; +2 bonw on d urn; round dta dath,
body explodn, ca- 1 hit in I'ndlur.
Draconian, hpak w / m m nuvllrg b on d h, 110 attacks IC-
lowed that round; &de 18'(E), mlut lm altlhdc d round;
bonw with lance u if it w u poisoned weapons, pardyaia for 2& roundr; upon h t h , be-
terrain-forat, heat dense c o r n a pool of add 1' diemeter, 1 Nt dmuy.
Drafonipn, dvak w/m&: N n IS" on d foun, rm attacks dowed
breathe fire at a ringle target that mmd; +2 bonw for .IlMva; upon death, If*bt.rLcr
frontal attadu, AC 2 flank, than dvd, body buraka into flmcr, 1 Mt to rll wlthtn 2..
Dragon, black, young: breath weapon 1/3 nun&, 6xlL. acid
tmmn for 4 hib; detect Imiriblcat 3"; mim 12"; f a v d tcr-
rain-awmnp. .
Dragon. blue, young: brenth weapon 113 roundr, 10 1L
601t for 7 Nb; detect invLtbk at 3"; burrovr 6"; f.oorrd ta-
rain-mdy dmt.
Y a l t h i t monster with +2 bonru; true reo- Dragon. brass. young: h t h weapon 113 rountl, 7 x 2C deep 8.1
by 2 (paulty);favored terrain- rocky, or 25 heat for 4 Nt%detect Invidbk at 3"; bumnv 6".
: AC 4 without m o r . ..+.
.? 3

109
Appendlx B: Sample Flgures

Dragon, green, young 11


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

-
Eade.. dant
- Air
Elemental,
-
8
7
2
3
2
14
10
-
- 15 -
Elemental Earth 8 2 4 12 15 -

Elf, 1st Level Warrior


Ettin w/ suiked clubs 1"

sw 24
Ghost 10 0 - - - - - - 9 7000 LE M Undead
Dragon, bronze, young: breath weapons 1/3 rounds, 1s repulsion Elemental, fire: +2 weauon to hit; unable to cross water, -1 AD
gas or 10 x 1L lightning for 7 hits; detect invisible at 3; sw 3"; penalty VI. fire-usingminiatures; if summoned-AD 12; THACO
favored terrain-shallow water. 9. XP 6.000; if conlured-AD 16,THACO 5. ML 17. Size H.XP
Dragon, copper, young: breath weapon 1/3rounds, 7 x 1L acid for 5 10,000.
hits or 1s slow gas; detect invisible at 3'. Elemental, water: +2 weapon to hit; -1 AD penalty when out of
Dragon, gold, young: breath weapon 1/3 rounds, 9 x 3C fire or 28 water; must always be within 18" of water: invisible in water;
chlorine gas, both for 9 hits; detect invisible at 3"; swim 12". favored terrain-water; if summoned-AD 16, THACO 9, XP
Dragon, green, young: breath weapon 1/3rounds, 28 chlorine gas 6,000;if conjured-AD 16,THACO 7,ML 17,Size H,XP 10.000.
for 5 hits; detect invisible at 3";swim 9"; favored terrain-forest. Elephant: no special information.
Dragon, red, young: breath weapon 113 rounds, 9 x 3C fire for 8 Elf, 1st level warrior: +1 THACO with swords and bows; immune
hits; detect invisible at ;
'
3 rider not described here. to charm or sleep spells; favored terrain-forests; dislike using
Dragon, sliver, young: breath weapons 1/3rounds, 8 x 3C mid for 8 mounts.
hits or 25 paralyzation gas; detect inviable at 3";rider not de. Ettin whplked clubs no special information.
scribed here. mind with flindbpr: successful melee strike requires target to save vs.
Dragon, white, young: breath weapon 1/3rounds, 7 x 2C cold for 3 wands or be disarmed.
hits; detect invisible at 3";burrow 6", swim 12"; favored t e r mind leader: no special information.
rain-snow. Gargoyle: +1 weapon needed to hit.
Dmw elf, 2nd level warrior: w/short sword and hand crossbows; Genie, djlnn: create illusion (visual, audial), no concentration neces-
+ l chain mail; + l shield; +1 short sword; poison crossbow sary; invisibility; gaseous form; wind walk; +2 AC bonus vs.
quarrels, save at - 4 penalty, unconcious; + 6 save vs. fire; cast air-based attacks.
faerie fire and darkness once per ~ e ~ r imagic
o ; resistance 50% : Genie, marid: jet of water up to 18" blinds, saving throw allowed;
+2 bonus save vs. any magic; morale check if in sunlight or mag- breathe in and walk on water at will; swim at 24" per round; + 2
ic light; bright Ught causes -2 THACO penalty.
Dwarf, 1st level warrior: + 3 on saves vs. magic and poison; +1
-
on saves vs. cold, + 2 AC vs. cold attacks; 1AC and 1penal--
ty on saves against flre attacks; detect invisible, inuisibifity, poly-
THACO vs. ora, goblins, and hobgoblins; ogres, trolls, and gi- morph self and assume liquid shape twice per scenario; lower
ants are - 4 THACO against dwarves. water, part water, wall of fog, assume gaseous form or water
Eagle, giant: no special information. breathing upon others 7 times per scenario.
Elemental, air: +2 weapon to hit; -1 THACO and +1 AD bonuses Ghost: aging attack is treated as a level drain, by touch; any minia-
in aerial combat; whirlwind 1" wide bottom, 3" wide top, 4" ture which sees a ghost must make a morale check; +1 weapon
tall. lasts 1round, Uls miniatures with 3 hits and less. 2 hits to to hit; magic jar attack to possess any other miniature; AC 8 on
others, no save; if summoned-AD 12, THACO 7, XP 7,000;if ethereal plane; paralysis attack for ld6 +2 rounds, elves are im-
conjured-AD 16,THACO 5, ML 17, size H,XP 11.000. mune.
Elemental. earth: +2 weapon to hit; +2 AD bonus vs. airborne or
swimming miniatures; favored terrain-rough, rocky, slopes;if
summoned-AD 12,THACO 9, XP 6,000;if conjured-AD 16,
THACO 7,ML 17,sue H,XP 10,OW.

110
Appendlx B: Sample Figures

MDl
Name XP AL S h e EXP

Warrior 1 8 1111 20(18) 5/10/15 11 leaular


Ghoul 2 6 2 20 -
Giant Cloud 17 0 63 113) 24/48/72 17 15

Giant, Stone 00 N H VeteradMonster


Giant, Storm 20 0 6(2) 1111 30/60/90 17 15 - 15, Sw 15 13,000 CG G VeteranIMonster

Gnome, 4th Level


Illusionist 2 6 1 20 - 15 4 2 6 120 NG S Hero
Goblin w/mace &
short bow 1 7 10) ZO(20) 10/20/30 10 3 - 6 15 LE S Reaular
Goblin unit leader 1 6 1 20 - 11 3 1 6 - LE S Leider

Golem, Iron - 6 15,000 N L Monster


Golem, Stone - 6 10,000 N L Monster

Ghoul: paralysis attack for ld6 + 2 rounds, elves are immune. Golem, flesh: never check morale, immune to magical fear; +I
Giant, cloud wlmornlng star: hurls boulders. magical weapon to hit; immune to spells except: fire and cold
Giant, fire wlsword immune to fire;hurls boulders; catches hurled spells slow it for 2d6 rounds, electrical spells heal hits instead of
boulders, 50% chance. harming.
Giant, frost w/axe: immune to cold; hurls boulders; catches hurled Golem. iron: never checks morale, immune to magical fear; +3
boulders, 40% chance. weapon to hit: immune to spells except: electrical spells slow it
Giant, hill wlclub: hurls boulders; catches hurled boulders, 30% for 3 rounds. fire attacks heal hits instead of harming; every 7th
chance. round after the first it breathes a cloud of poison gas, 1s.
Giant, stone wlclub hurls boulders; catches hurled boulders, 90% Golem, stone: immune to spells except: rock to mud slows it for 2d6
chance: favored terrain-rocky, slopes. rounds, mud to rock heals all lost hits, stone to flesh makes it
Giant, storm w/sword huge composite bow; breathe water; levitate vulnerable to normal attacks (but not spells) for 1 round; never
2/day; lightning bolt l/day, AD 15,8" long,range 57": AC -6 in checks morale, immune to magical fear; + 2 weapon to hit; once
bronze plate mail. per 2 rounds can cast slow up to 1"away.
Giantkin, firbolg w/sword: 75% chance to catch or deflect large Griffon: no special information.
missiles: diminution, detect magic, alter self once per day. Half-elf, 1st level warrior: 30% magic resistant to charm or sleep
Gnoll w/axe and long bow: no special information. spells.
Gnoll unit leader: no special information. Halfling, 1st level warrior: +3 THACO with short bows and slings:
Gnoll chieftain: no special information. +2 on saves vs. magic and poison; invisible when hiding in
Gnome. 4th level illusionist: 4th level illusionist wizard: + 2 on brush, forest or rocky terrain.
saves vs. magic and poison: + 1THACO vs. kobolds and goblins. Harpy: singing charms humanoids (not elves), save allowed, must
Goblin w/mace and short bow -1 THACO in sunlight, same for move toward harpy, cannot attack or defend.
leader and chief. Hippogriff: no special information.
Goblin unit leader: -1 THACO in sunlight. Hobgoblin w/sword and bow: no special information.
Goblin chief: -1 THACO in sunlight. Hobgoblin sergeant: no special information.
Golem. clay: moue earth spell causes 4 hits and pushes it back 12".
disintegrate spell slows it for Id6 rounds and does 1 hit, earth-
quake paralyzes it for 1round and does 6 hits.
Appendix B: Sample Figures

MD/
Name Hits AC AD THACO Range M L CD CB MV XP AI. Size EXP
Sahuagin chief 5 5 1 14 - 14 - - 12, Sw24 420 1 M HerolCornmander
Skeletons 1 7 1 20 - - - 12 65 I M Undead
Spider, huge 5 6 1 20 - 13 - I8 270 N M Monster
Spider, phase 6 7 1 16 - 15 - 6, Wh 15 14011 N L Monster
'lkcant, middle aged $1 0 5 11 - 15 1.0s 12 4000 CG I Elnc=lMonster
'Ikee, animated by treant 12 I1 6 I I1 - - - 12 4000 N H Monstrr
Troglodyte 2 5 1 181151 6/12/18 11 6 12 120 CE M Regular
WOll 7 4 5 13 10/20130 - - 12 1400 CE Monster
Umber Hulk 10 2 5 11 - 13 6 6,Br3 4000 CE WrsdMoneter
Unicorn 24 650 CC I, MonbterlMount
Vampire i 12, F1 1HICl 3000 CE M ElitdMonater
Wolf ill - 18 65 N S Animal
Worg 17 - 18 120 NE M AnimallMount
Wight 17 - 12 975 LE M ElitelUndead
Wraith 4 2 16 - 12. FI241BI 3000 LE M Monster
Wy"W,, 3 3 14 - 6, P124(E) 2000 N E G Monster
Yeti 2 17 13 7.5 - 15 420 N 1. Veteran
Zumbici x 1 IS - - 6 65 N M Undead

Sahuagin chief iavorcd terrain-water. llnrber hulk: confusion gaze. range of 6".
Skeletons: edged and piercing wuapons gel hall A l l , if AD is 1 apply Unicorn: horn acts as a + 2 weapon, charge for AD 4, THACO 10;
A - 4 'I'HACO pcnalty. teleport w/rider once per scenario: immune to poison; immune
Spider, huge: poisonous bite, + I bonus to saving thrnw; favored to charm and hold spells; save vs. spells as 11th level wizard.
terrain-web. Vampire: charm person gaze: regenerate 1hit per round; +1weap-
Spider, phase: can becumt! ethereal and move (no penalty) in the on to hit; climb cliffs at normal speed; assume gaseous form: as-
samc? round, can return from ethereal and attack in the same sume bat form: drain 2 levels with melee attack; sunlight kills in 1
round if spider wins initiative: can phase in, attack, and become round.
etliereal again immediately. Wolf: favored terrain-forest.
Tkant, middle aged - 4 penalty on saves vs. fire; can animatc two Worg: favored terrain-forest.
trces with one round nf concentratior~,rango 6"; favored tur~ Wight: melee attack drains 1 level; + I weapon to hit: routed by
rain-forest sunlight.
Dee, animated by treant: - 4 penalty on s a w s vs. fire: must always Wraith: drains 2 levels in melee attack; + 1weapon to hit: routed by
tic? within 6" uf controlling treant; favored tcrrain-lorest. sunlight
'Ikoglodyte wlmnrning star: three javelinsltroglodytr; scent causes Wyvern: poisonous stinger. lose 1 hit even if save is successful; fa-
-3 'TllACll penalty for mclcc opponents, save vs. poisorn, lasts 10 vored terrain-forest.
vnunds. Yeti: favored terrain-snow.
'lkdl: n w w check rnoralo: rrgrnr~atr1 hit each rnund, w e n after Zombie: no special information.
death, except fire nr acid damagc; climh cliffs at 3" per round.

, 113
Appendix B

Basic Racial Types CD 6, CB 2, Move 12, Size M, XP


270; 4th level fiiter/wizard
In the summary listings below, Racial abilities: +1 THACO with
each race has been condensed from swords and bows; Immune to
the AD&D@game descriptions. Only charm or sleep spells; No move-
those elements that are relevant to the ment or combat penalties in for-
Skirmishes game have been included. ests; Dislike using mounts
In some cases the abilities have been Racial restrictions: 12th level/hits as
streamlined to mesh more smoothly priests, 12th level/hits as fighters,
with Skirmishes rules. 15th level/hits as wizards
Multiclass options: Fighter/Wizard
Dwarves Most common alignment: Chaotic
Owlbear Good
Hits 6 Preferred weapons: Axes, hammers,
AC 5
- spears, crossbows Gnomes
AD 3 Preferred armor: Chain mail and
THACO 1s shield Preferred weapons: Club, hammer,
Rings
ML -
10120190
-
Typical warrior: Hits 1, AC 4, AD 1,
THACO 20, ML 13, MD 3, EXP
short sword, spear, short bow
Preferred armor: Studded leather and
MDICD
CB
MV
-
12
Reg., Move 6, Size S, XP 65
Typical unit leader: Hits 3, AC 3, AD
shield
Typical wam'or: Hits 1, AC 5, AD
XP 420 1, THACO 18,ML 15, CD 3, CB 1, 1(1), THACO 20(20), ML 12, MD
5120 L Move 6,Size S, XP 175 3, EXP Reg., Move 6, Size S, XP 35
AL N Typical hero/field commander: Hits Typical unit leader: Hits 3, AC 4, AD
EXP Monstsr 6, AC 2, AD 1,THACO 15, ML 16, 1,THACO 18, ML 13, CD 3, CB 1,
CD 4, CB 2, Move 6, Size S, XP Move 6, Sue S, XP 120
650 Typical hero/field commander: Hits
Racial abilities: + 3 on saves vs. mag- 2, AC 6, AD 1,THACOZO, ML 15,
ic and poison; +1 THACO vs. CD 4, CB 2, Move 6, Size S, XP
orcs, goblins and hobgoblins; 120; 4th level illusionist wizard
Ogres, trolls and giants are -4 Racial abilities +2 on saves vs. magic
THACO against dwarves and poison; +1 THACO vs. ko-
Racial restrktions: loth level/hits as bolds and goblins
priests, 15th level/hits as fighters Racial restrictions: 9th level/hits as
Multiclass options: Fighter/Priest priests, 11th level/hits as fighters,
Most common alignment: Lawful 15th level/hits as illusionist wiz-
Good ards
Multiclass options: Pighter/priest,
Elvar fighter/illusionist, priest/
illusionist
Preferred weapons: Swords, spear, Most common alignment: Neutral
bows good
Preferred armor: Scale, ring, chain
mail and shield Half-Elver
Typical warrior Hits 1, AC 5, AD
1(1), THACO 19(19), ML 13, MD Preferred weapons: Swords, spear,
6, EXP Reg., Move 12, Size M, XP bows
65 Preferred armor: Scale, ring or chain
Typical unit leader: Hits 3, AC 4, AD mail with shield
1(1),THACO 17(17),ML 15,CD 6, Typical wam'or: Hits 1, AC 5, AD
CB 1, Move 12, Size M, XP 175 Ul), THACO 20(20), ML 13, MD
Typical hero/field commander: Hits 6, EXP Reg., Move 12, Size M, XP
3. AC 6, AD 1,THACO 16, ML 16, 35
Appendix I)

Typical unit leuder: Hits 3, AC 4, AD Humans


l(1). THACO 18(18),ML 15, CD 6,
CB 1, Move 12, Size M, XP 120 Preferred weapons: Any
Typical herdfield commander: Hits Preferred armor: Any
3, AC 6, AD 1,THACO 16, ML 16, Typical wam'or: Hits 1, AC 5, AD
CD 6, CB 2,Move 12,Size M, 175; 1(1), THACO 20(20), ML 11, MD
4th level fighter/wizard 6, EXP Reg., Move 12, Size M, XP
Racial abilities: 30% magic resistance 15
to charm and sleep spells Typical unit leader: Hits 3, AC 4, AD
Racial restrictions: Unlimited level/ 1,THACO 18,ML 12, CD 6, CB 1,
hits as bards, 14th level/hits as Move 12, Size M, XP 65
priests, 14th level/hits as fighters, Typical herdfield commander: Hits
12th IeveVhits as wizards 6, AC 2,AD 1,THACO 15, ML 14, Owlbear
Multiclass options: Fighter/priest, CD 6, CB 2, Move 12, Size M, XP Owlbeen never check
fighter/wizard, priest/wizard, 270 morale and never bnrk ot(
fighter/wizard/priest Racial abilities: None melee. They riwryr flght
Most common alignment: Neutral Racial restrictions: None until deatroyed, or no
good Multiclass options: None enemlee nmrln.
Most common alignment: Any
Halflings
Minotaur of Krynn
Preferred weapons: Short sword,
hand axes, slings, short bows Preferred weapons: Axes, flails,
Preferred armor: Padded or leather broadswords
annor Preferred armor: Leather, no shield
Typical warrior: Hits 1, AC 8, AD Typical wam'or: Hits 7, AC 5, AD 1,
1(1), THACO 20(18), ML 11, MD THACO 12, ML 13, MD 12, EXP
3, EXP Reg., Move 6, Size S, XP Vet., Move 12, Size L, XP 270
120 Typical unit leader: Hits 9,AC 5, AD
Typical unit leader: Hits 2, AC 7,AD 1, THACO 10, ML 14, CD 12, CB
1(1),THACO 19(17),ML 12, CD 3, 1,Move 12, Size L, XP 650
CB 1, Move 6, Size S,XP 175 Typical herdfield commander: Hits
Typical hero/field commander: Hits 12,AC 5,AD 1,THACO 7, ML 15,
3, AC 6, AD 1(1), THACO lB(l.6). CD 12,CB 2,Move 12, Size M, XP
ML 14, CD 4, CB 2, Move 6, Size 2,000
S,XP 270 Racial abilities: Head butt for 1 hit,
Racial abilities: + 3 THACO with double on a charge; hits equals
short bows and slings; + 2 on saves levels +I
vs. magic and poison; invisible Racial restrictions: Unlimited fighter
when hiding in brush, forest or levels, 8th level as ranger, 14th
rocky terrain level as wizard, 10th level as priest
Racial restrictions 8th level/hits as Multiclass options: None
priests, 9th levellhits as fighters Most common alignment: Lawful evil
Multiclass options: None
Most common alignment: Lawful
Good

115
points. As a rule of thumb, the maxi-
Scenario Constructlon mum should be about 25% of the to-
tal, and the minimum should be
General Rules about 5%. Of course this can vary
from scenario to scenario. You may
At some point you will want to want a scenario that has lots of minia-
start designii your own scenarios. tures on each side. In that case, lower
The top priority in designing any sce- the maximum. Or you may want a
nario is how much fun will it be for all few tough monsters, in which case
the players. This is a game after all, you raise the minimum value.
and games are played to have fun.
A game is fun if all the players feel HUMANOIDS: Most humanoid
Pegasus they have a fair chance to win. A miniatures (elves, humans, ora, etc.)
game is fun if each player has nome- can have varying hits and choose
Hits 4 thing that makes his position in the
AC 8 from a variety of weapons and ar-
2
game special. A game is fun if the mor. Below is the Experience Point
AD
player feels that his decisions make a
THACO
Range
ML
-
15

11
difference. Most of all, a game is fun
if you don't take things too seriously.
Table from the A D $ V game. Every
level added to a humanoid miniature
increases its XP value by one rank on
This book can't prevent players
MDlCD
CB -
24
from taking things too seriously, but
this table.
If you add special abilities to the
MV 24, FI 48(C) it can help with the other points. miniature, that may add extra ranks.
XP 175
L
Game balance is how you make sure Table 31 is a list of special abilities
Size each player has a fair chance to win. and how many ranks each adds to the
AL CG The two sides should be equally pow- XP value of the miniatures. Magical
EXP RagularlMonster erful when everything is taken into items are calculated individually and
consideration. added to the XP of the miniature, so
don't include their effects when using
MINIATURES: Skirmishes balances the list. Wizard spells are far more
the miniatures by using the experi- useful on a battlefield than are clerical
ence point scale from the ADBrD' spells. To account for this, wizards
game books. Each miniature is rated are automatically given an extra +1
by experience points. The total of the rank modifier.
experience points for each side must By the list of modifiers, a miniature
be relatively equal. Generally, a sce- must reach AC 0 before going up a
nario is rated by experience points. A rank. However, a miniature with AC
10,000XP scenario means that each 9 is far weaker than one with AC 2.
side gets 10,OOO XP worth of minia- For Skirmishes, a more detailed expe-
tures. rience point modifier is necessary.
Unfortunately, experience points Every even-numbered AC (8, 6, 4, 2)
do not reflect the individual advan- adds an AC modifier to the base cost
tages between miniatures. For exam- of the miniature. Once you reach AC
ple, a million orcs cannot defeat a 0, it increases a whole rank. AC val-
single gargoyle, because the gargoyle ues above 0 (-2, -4, -6, -8) also
is only harmed by magical weapons. add the AC modifier for each even
These kinds of factors must be dealt value.
with on a scenario by scenario basis.
experience point system tends
)r lots of cheap miniatures over
a few expensive miniatures. To com-
pensate for this, each scenario should
have a single miniature maximum
and/or minimum for experience
Appendix C

Table 31. Expedeme Points GOALS: Each scenario H----'L----a


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

117
Appendix C

not only be rescued, but returned to tle with hidden pits and traps. Set up
the safety of the player's starting ar- some illusions in advance.
ea.
Toum plug: Scenarioswith more than
Kill the king: This is a vi *-"m on two players usually have the players
rescue the princess. Insteal :wing taking sides so there are only two
to capture the item or miniature safe- teams. Try having multiple teams try-
ly, the object is to destroy it. Like the ing to achieve the same goal.
princess scenario, it assumes the side
holding the desired item or miniature Plot twist: In the middle of the game,
wants to keep it intact. have the goal change. In order to
keep things fair, have it change some-
Sahuagin Run the gauntlet: One team must get what randomly so that neither side
HitS 2 to a particular position on the gaming can take unfair advantage. Continu-
AC 3 table. Frequently this is off of one ing the original goal should always be
AD W) side. The team w i n s if they can get a one of the possibilities. For example,
THACO W17) certain number of their miniatures a game built around running a gaunt-
R.W 418112 through the gauntlet to this place of let might require a die roll after round
ML 12 safety on the far side. The other team 5 to see what the new goal becomes.
MDlCD
CB -
6
is trying to stop them, or at least
cause enough casualties to win the
The choices might be to rescue a pris-
oner from the fleeing team. Maybe
MV 12, Sw 24
XP 175 scenario. the fleeing team now has to destroy a
Sh M particular bridge. Maybe part of a
AL LE Capture the flag: Both sides are trying team defects to the other side.
EXP Regular to capture an item or miniature that
neither owns at the start of the sce- Weather: This is a simple one to add.
nario. This setup assumes that the The wind could be quite strong, elim-
item or miniature must not be de- inating flying creatures and reducing
stroyed. The first team to get it back missile ranges. There might be rain,
to a place of safety wins. fog, or snow.
ADDING A TWIST:There are a lim- Hidden movement: As a rule, hidden
ited number of goals that a scenario movement scenarios work best with a
can have. This would become dull referee. One side might start with
quickly if we didn't introduce some concealed miniatures. If a referee is
special features to the scenario. There not being used, the positions of the
are a wide range of special features miniatures must be written down in
that can liven up a scenario. You can advance. When the miniature moves,
alter almost any aspect of the sce- it reveals itself. Or dummy pieces
nario, from the terrain to the goal. could be used to mislead the oppo-
nent about the piece's real location.
Terrain: The n o m 1 terrain types can Sometimes hidden movement takes
provide a wide variety of scenarios. place on other planes of reality, such
However, there are terrain features as the ethereal or astral plane. Whole
that can change the whole nature of battles can take place there as well.
the game. For example, try playing a
"capture the flag" scenario in a lava
field where there are only a few is-
lands of cool stone and some rock
bridges to connect them. Try placing
the entire scenario underground in a
cavern complex. You could put it in-
side a building. Litter the field of bat-
\

118
Painting Your Miniatures Prepping the Figure
Much of the appeal of a miniatures Before you can begin painting, you
game is its visual splendor. Everyone must get the miniature ready. Most
appreciatesand admires a table full of miniatures have at least some flash
natural-looking terrain and beatifully and mold marks. Using a razor kniie
painted miniatures like the ones illus- or a fine file, smooth these away.
trated in this book. Mount the figure on a base of some
The biggest secret about painting sort. A base prevents the miniature
miniatures well is that anyone can do from tipping over on the table as well
it1 That's not to say it's easy or some- as defining its front, sides, and rear.
thing you can learn overnight, but Epoxy or white glue work well for Wluagln
with patience and practice, you can mounting.
turn out miniatures to be proud of. If the miniature comes in pieces, it A sahuagln carries three
Even if you have been painting must be assembled. Super glue, espe- throwing Javelins.It saves
miniatures for a while, the following cially the gapfilling or gel variety, is vs. fire with a - 2 penalty. Itr
advice is useful. After all, one of the sufficient for mounting small pieces favored terrain Is weter.
best ways IO get better at something is like swords and shields but usually is
to study the methods of people who not strong enough for things like
do it well. dragon wings or giant arms. These re-
quire epoxy. In many cases, super
Setting Up glue can be used to position large
pieces. Then epoxy can be carefully
Start with a small variety of brush- worked into the gaps and around the
es. You really don't need very many: joint for strength.
a size 1 flat brush, a size 2 round Miniatures should always be
brush, and a size 0 round brush are primed. This seals the metal against
probably dnough. Even a large brush corrosion and provides a better base
can make Very fine lines if the tip is for the paint.
properly shaped. Miniatures can be primed either
Good quality brushes are a must. black or white, depending on the fig-
They'll last a long time, and give ure and the look you want. Our ex-
much better results than cheap brush- ample here is primed black. This is
es. But pick up a couple of cheap best on figures with lots of armor or
brushes, tao, for dry brushing. exposed metal, or figures which
We recommend water-based auyl- should have a dark, heavy look.
ic paints for miniatures. These are White is best for figures wearing light
much easier to work with than oil- clothing or which need a bright look.
based paints: they
? faster, they
mix easier,, they cost ess, and they
thin and dean up with water. Oils
Basic Techniques
and acrylicg can be mixed on the same In simplest terms, there are three
figure, but only if the previous coats ways to put paint on miniatures: nor-
of paint are completely dry before the mal application, washing, and dry
next is applied. brushing.
A wide variety of colors is desir- Normal application is just what it
able. You'll need a good flesh tone sounds like. Paint is applied directly
and several earth tones. Bold colors to the area where it's wanted, in a
are best. Use flat colors for every- solid color. Paint can be used straight
thing except metallics. or thinned slightly, depending on its
from-the-pot consistency. It is impor-
tant that the paint flow smoothly

119
Apptndlx D

without running or clotting up. lightly across the miniature, it leaves


To apply a wash, thin the paint un- paint only on raised surfaces outer
til it is good and runny. When this is edges of fur, knuckles, chain mail
brushed onto areas with lots of three- links, belt buckles. By varying the
dimensional relief, like deep folds in amount of paint in the brush, you can
cloaks or bristly fur, the paint collects create successive layers of color, ei-
in low spots and thins out across high Jher with sharp gradations or soft
spots. This makes it darker in the low blending. Use an old or cheap brush,
spots and lighter in the high spots. because it will be ruined quickly.
Washing only works over a white ba- All of these techniques take prac-
se coat or very light color. Always tice. Don't expect to be a master the
test the paint by strokinp your brush first time you try, but do expect to im-
Spider, Phase across a paper before touching the prove each time you try.
Hits 6 figure; if the paint is too thin or
AC 7 there's too much in the brush, it could Figure 1
AD 1 run all over the miniature and ruin
THACO 16 lots of good work. The miniature has been cleaned
-
Ranae - Dry brushing is the opposite of and primed. In this case I have chosen
ML
MDICD
15
- washinp. The paint is used at its nor- to prime with Black because the fig-
CB - mal thickness. Dip the brush into the
paint, then wipe it off on a newspaper
ure is wearing or carrying a lot of
MV 6, Wb 15 metal and dark clothes. In the case of
XP 1,400 or rag. When you can draw the brush this figure the armor is Steel and the
Size L across the paper and leave almost no skin is to be Dark Brown so the Black
AL N mark, you have the right amount of serves as a base for both.
EXP Monster paint. Now, when the brush is drawn To start the actual painting of the
I

Figure 1, back

120
Appendlx D

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

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

121
i

figure. It is much easier to trim later Fur Brown is allowed to show around
than to try and control while dry the Hell Hound Brown. This step
brushing. adds more depth to the muscles. At
this step the fingers and toes are also
Figure 3 painted with Hell Hound Brown, al-
lowing the Black to show between
It is now time to trim the areas each individual digit.
around the armor using Black, to cover
up metallic that was dry brushed into Flgure 5
the wrong place. I use a small amount
of water to thin the paint in order to Now it is time to finish the hide of
prevent obmring any additiod detail the minotaur. Using Armory Leather
Troll in the minotaur's hide. Once the Black Brown, I add small highlights to the
is dry, I paint the large muscle areas of face, fingers, and toes. Once this is
Hits 7 the minotaur's hide with Ral Partha dry the entire area of hide is dry
AC
AD
4
Minotaur Fur Brown. Note that again brushed using the Leather Brown. At
the Black has been allowed to show
5
THACO 13 this stage care must be taken to keep
Rang-; 10120130 around the edges of the Minotaur Fur the Leather Brown from getting onto
ML - Brown. This will provide depth to the the previously painted areas of ar-
MDICD -
- muscles. mor, When the Leather Brown is dry,
a second dry brushing is done using
CB
MV 12 Figure 4 Ral Partha Autumn Gold. This is a p
XP 1,400 plied very lightly to show the finest
Size L The next highlight is added to the highlights of the hair. This will also
AL CE muscles using Ral Partha Hell Hound blend the muscle tones.
EXP Monster Brown. Again the previous Minotaur In preparation for the next step, the

P
Figure 4, back Figure5, front
skirt is painted Black to remove any Orange. This final color is thinned with
traces of the previous dry brushing. a small amount of water 80 it will blend
After allowing the Black to dry, the into the Red.
skirt fringe is dry brushed Ral Partha This technique of adding hishlights
Yellow. to flat surfaces does require some get-
ting used to because you must deter-
Rgure 6 mine where you want the folds to be
and are not following the folds the
sculptor has provided. The finalresult,
To start this section of the f i i r e ,
the skirt has been blackened to re-
move the excess yellow from dry however, provides more depth to the
brushing the skirt fringe. &we.
The first step in painting the s k i is Before moving on to the next step, I
prepped two different areas for paint- Troll
to paint the sndividual sectionsRal Par-
ing. The first of these was to paint the lbllr are too fierce and
tha Blood Red. This is done carefully in
order to allow the black to show sword sheath, belts, helmet edges, stupld to check morale. The)
shoulder straps, sandals, and shin mgenerate one hlt each
around the edges of the skirt sections. round, even after death,
A black line is also allowed to show guard straps Black. Lastly, the hilt of
except flre or ackl damage;
I
above the fringe to provide separation. the sword has been painted Ral Par-
only fire or acid wlll kill a
Next, Ral Partha Red is used to define tha Dark Brown. troll. They can climb clmS at
the folds of the sections. On this figure flgun 7 3 Inches pw round.
the sections of the skirt are molded flat,
so 1 add folds by hishlighting the see
tions to give some appearance of
We are now getting to the point
where many details start happening
I
depth. F i y I add small highlight at once. The sheath is dry brushed
lines to the sections using Ral Partha twice: First with Ral Partha Steel and

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

l23
then again with Ral Partha Silver. Partha Dunkel Brown and the whites
This is similar to the technique used of the eyes are added.
to do the armor in figure 2, but I left
off the middle step of Aged Metal be- Flgun 8
cause the sheath has no large, flat a r Ral Partha Manticore Mane Yellow
eas to cover. The sheath is composed and Ivory are used to finish the horns.
of very pronounced "highs" which The key to this sort of blending is to
lend themselves to a single highliit work the two colors together while
color. Care is required when doing they are still wet. The Manticore Mane
this dry brushing to keep it off of the Ydow is applied to the topmost half
surrounding skirt. of the horns and then worked down-
Next the sword hilt is painted Ral ward toward the base of the horn using
Umber Hulk Partha Bronze. I do not paint the grip a small amount of water. Before the
Hlts 10 of the hilt inside the hand since I in- Manticore Mane Yellow can dry, Ivory
AC 2 tend to only use a highlight of Gold to is added to the top quarter of the horns
AD 5 bring these ridges out. Next I add the and blended downward into the Man-
hahlight to the hilt using Ral Partha
THACO
Range -11 Gold. While I have the Gold out I al-
ticore Mane Yellow. I continue to add
Ivory to the tips of the horn until the
ML 13 so paint the fittings on the shoulders desired afkct has been achieved. A
MDICD
CB -
6
of the armor and the edging of the
helmet, being careful to allow some
last, finalhighkght is added to the very
MV 6,BI 3 tips using White.
XP 4,000 Black to show through the Gold at The sword sheath has been
Size L(F) the joints of the fittings. The Black trimmed in Black between the fittings
AL CE provides extra depth to the fittings. and then painted Ral Partha Hell
EXP VeteratVMonster Lastly, the horns are painted Ral Hound Brown. While the Black is

Figure 7, front Figure 7, back Figure 8, fmni

124
Appendix D

out, the eyes are added by first put-


ting dots in for eye pupils and then
trimming the size of the eyes by add- Although not shown on previous
ing a fine black line to the top of the fires, I began the'shield by base
entire eye. (One point which to me coating it with Ral Partha Blood Red.
stands out the most on figures is the (I chose to paint the shield ieparately
eyes. A lot of finely painted figures in order to allow better access to the
turn out to look "bug-eyed because remainder of the figure. The relation-
the painter did not size the eye by ship of the shield to the body is the
adding a controlling top line. This governing factor in this decision. If I
prevents the white of the eye from believe I can reach most of the figure, -I

showing above the top of the pupil.) I will glue the shield on before paint- I
The last work at this stage of the fig- ing. If not, 1'11 do as I've done on this Umber Hulk
ure is to paint the sandals, shoulder figure and leave the shield off.) After
Looking into an umber hulk's
strap, and shin guard straps wing Ral the Blood Red has dried, the shield is ayes causes contusion. Any
Partha Leather. I leave the strap buck- dry brushed with Ral Partha Red.
The final hghlight has been added us-
figure which attacks an
les Black for painting later. I add the umber hulk in melee from
metal devices to the groin guard using ing Ral Partha Orange combined the front must make a saving
Ral ParthaAged Metal. Note that I did with a small amount of water to help throw vs. spells or become
not paint the individual straps of the soften the Orange when it is applied. confused, with the same
guard. This is because if the individual The Orange has not been dry brushed effect as tha confusion spell.
devices had been painted black to pro- but applied by brush to control where
vide separation, the leather of the the paint goes. While waiting for the
straps would have been obscured. shield to dry, the rest of the figure has
been finished.
The Red-Brown of the sword
Appendix D

sheath is highlighted with Armory lighted with Ral Partha Mold along
Leather Brown. This color is applied their bellies.
to the edgea of the sheath to represent The last item to paint is the center
wear. boss. This is done by first painting the
The next items to be painted are the
various buckles on the figure using
Ral Partha Gold. The last color on
ring and on +
boss Aged Metal around the outer
center boss. Black is
allowed to sho between the ring and
the figure is Ral Partha Ivory, which t h e p - f o d & n i t i o n . Black is also
is used to paint the teeth, toenails, ad d to the nail heads of the ring
and fingernails. The base figure is and Silver is used to dot the nail
now finished. heads. Silver also is used to add a
The next thing to do is glue the small highlight to the center boss.
shield to the figure. Once this is done, The figure is now complete. It's a
the edges and embossing of the shield good idea to coat it with a waterproof
are painted black. spray fixer to avoid minor scrapes
and scratches as well as general wear
Figure 10 from handling during games.
It now only remains to finish the
shield. The shield edge is painted Ral
Partha Bronze and the center horns
are striped Yellow. The key to doing
these horns is a fine brush and allow-
ing the black to show as strips. The
snakes have been painted Ral Partha
Troll Flesh Green and then high-

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

126
I *.
#rea Effect Templates
otocopy these pages several times and cut out all the shapes. During the game you can lay
!shapes on the table to represent or measure the particular area effects. ~

5
m
?!
n

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

P
l
4 x 4 area:
Haste, slow, hold monster,
hold anlmal, confuslon

3 x 3 area:
Dispel magc

1
2 x 2 area:
Stlnklng cloud,
hold person,
I
hadow monsters,
move paralpls

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

Brass, gold, green,


silver dragon breath,
light, fireball, charm monster,
ice storm, anti-animal shell

1 radius:
Copper dragon breath, \
borak draconian
1 death effect,
invlslblllty 10 radius,
protection from evll
10 radius
/
SKIRMISHES
Miniatures Rules
Everyone can enjoy miniatures 1

gaming with these fast-paced,


exciting fantasy combat rules.
Each miniature represents one
hero, wizard, soldier, or monster.
Create exciting battles using any
number and assortment of
figures. The rules are compatible
with the AD&D@game, so your player character can
be converted in minutes without complicated
formulas. Magical items and spells are covered in
detail. Also included is a complete, illustrated guide
to painting miniatures.

TSR. Inc. TSR Ltd.


POB 756 I 2 0 Church End, Cherry Hlnton
Lake Geneva Cnmbrldge CB I 3LB
WI 53147 U.S.A. Unlted Klngdom I el.

$15.00 US. 9.99 U.K. I


B
0

! s N I-5607e-141-5

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