Professional Documents
Culture Documents
Swordplay 2015
Swordplay 2015
SWORDPLAY 2015, LIKE ALL THW GAMES, CAN BE PLAYED SOLO, COOPERATIVELY – ALL PLAYERS ON
THE SAME SIDE – OR COMPETITIVELY – HEAD TO HEAD. INSIDE YOU’LL FIND:
• THE CURRENT REACTION SYSTEM, USED IN ALL TWO HOUR WARGAMES, THAT ALLOWS
YOU TO LEARN ONE SET OF MECHANICS TO PLAY A VARIETY OF PERIODS.
• QUICK GAME MECHANICS THAT YIELD REALISTIC SHOOTING AND MELEE RESULTS.
• THREE SCENARIOS THAT CAN BE PLAYED OVER AND OVER WITH NO TWO GAMES EVER
BEING THE SAME.
• CHARACTER ADVANCEMENT BASED ON YOUR SUCCESS IN EACH GAME.
• AN EASY TO USE CAMPAIGN SYSTEM THAT GENERATES YOUR NEXT GAME BASED ON HOW
WELL YOU’VE DONE.
• WAYS TO GENERATE YOUR CHARACTERS AND YOUR OPPONENTS – WHETHER FANTASY OR
HISTORICAL IN NATURE.
• ALL THIS AND MORE…
SWORDPLAY 2015 LETS YOU TO LEARN THE CURRENT VERSION OF THE REACTION SYSTEM USED BY
THW WITHOUT SPENDING A DIME. WHILE OUR COUNTERPART CHAIN REACTION IS ABOUT MODERN
FIREARMS, SWORDPLAY 2015 IS ALL ABOUT HAND-TO-HAND COMBAT WITH SWORD AND SHIELD.
SWORDPLAY 2015 GIVES YOU A CHANCE TO SEE IF YOU LIKE THE REACTION SYSTEM, BEFORE TRYING
ONE OF OUR PERIOD SPECIFIC GAMES. THINK OF SWORDPLAY 2015 AS A PREVIEW OF OUR OTHER
PERIOD SPECIFIC GAMES LIKE WARRIOR HEROES LEGENDS, CAPTAINS AND KINGS, AND 2 HOUR
DUNGEON CRAWL.
***************************************************
2HW – SP
FREE
WRITTEN BY ED TEIXEIRA
COVER ART BY KIM ALLMAN
COVER LAYOUT AND DIGITAL EDITING BY CRAIG ANDREWS
SWORDPLAY 2015
7.0 RULES OF WAR 11
TABLE OF CONTENTS 7.1 Turn Sequence
7.1.1 Many Turns into One
11
12
1.0 PROLOGUE 3 7.2 Actions 12
7.2.1 Other Actions 12
7.3 Firing 12
2.0 INTRODUCTION 4
7.4 Movement 12
7.4.1 Normal Movement 12
3.0 YOUR ROLE 4 7.4.2 Fast Move 12
7.4.3 Going Prone 13
4.0 NEEDED TO PLAY 4 7.4.4 Mounting and Dismounting 13
4.1 The Dice 4 7.4.5 Involuntary Movement 13
4.1.1 Passing Dice 4 7.5 The Reaction System 13
4.1.2 Counting Successes 5 7.6 In Sight 14
4.1.3 Possibilities 5 7.6.1 In Sight or Out of Sight 14
4.1.4 Reading and Adding the Dice 5 7.6.2 Triggering an In Sight Test 14
4.1.5 1/2d6 5 7.6.3 Taking the In Sight Test 14
4.1.6 How Many d6 5 7.6.4 Resolving In Sight Actions 15
4.2 Figures and Terrain 5 7.6.5 Adding to Ongoing In Sights 15
4.2.1 Basing Figures 5 7.6.6 Completed In Sights 15
4.2.2 Defining Facing 5 7.7 Reaction Tests 15
4.3 Tables 5 7.7.1 How to Take a Reaction Test 15
7.7.2 Multiple Results 16
5.0 DEFINING THE FIGURES 6 7.7.3 Completing Reactions 16
5.1 Stars and Grunts 6 7.8 Status and Actions 16
5.1.1 Stars 6 7.9 Ranged Combat 17
5.1.2 Grunts 6 7.9.1 Reloading 17
5.1.3 Why Use Stars? 6 7.9.2 Shooting 17
5.2 Star Advantages 6 7.9.3 Line of Sight 17
5.2.1 Star Power 6 7.9.4 Cover or Concealment 17
5.2.2 Larger Than Life (LTL) 7 7.9.5 Target Selection 18
5.2.3 Cheating Death 7 7.9.6 Shooting a Weapon 18
5.2.4 Free Will 7 7.9.7 Determining Damage 18
5.3 Reputation 7 7.9.8 Auto-Kill or Capture 18
5.4 Class 8 7.9.9 Pitiful Shot 18
5.4.1 Missile 8 7.10 Melee 19
5.4.2 Melee 8 7.10.1 Melee Weapons 19
5.5 Weapons 8 7.10.2 Charge into Melee Test 19
5.6 Armor 8 7.10.3 How to Charge into Melee 19
5.6.1 Armor Class 2 (AC 2) 8 7.10.4 Melee Combat 19
5.6.2 Armor Class 4 (AC 4) 8 7.10.5 Melee Damage 20
5.6.3 Armor Class 6 (AC 6) 8 7.10.6 Multiple Figure Melees 20
5.7 Shield 9 7.11 Retrieving Wounded 20
7.12 After the Battle 20
6.0 GETTING STARTED 9 7.13 Challenge 21
6.1 What Army? 9
6.2 Forming Your Band 9 8.0 BUILDINGS 21
6.2.1 Recruiting Your First Band 9 8.1 Building Size and Area 21
6.3 Groups 10 8.2 Entering and Exiting 22
6.3.1 Forming and Splitting Groups 10 8.3 Cover or Concealment 22
6.3.2 Group Cohesion 10 8.4 Burning Buildings 22
6.3.3 Large Groups 10 8.5 Firing from Buildings 22
6.4 Leaders 11
6.4.1 Leader Functions 11 9.0 TERRAIN 22
6.4.2 Using Leader Die 11 9.1 Setting Up the Table 22
6.4.3 Multiple Leaders 11 9.2 Generating Terrain 22
1
SWORDPLAY 2015
INDEX OF TABLES
9.3 Types of Terrain 23
9.3.1 How Many Pieces of Terrain? 23
9.4 Terrain & Scenery 23 After the Battle Recovery, 7.12 20/33
9.4.1 Clear 23 Army Lists, 6.1 30
9.4.2 Hill 23 Army List – Feudal, 6.1.1 30
9.4.3 Impassable 23 Army List – Northmen, 6.1.2 30
9.4.4 Woods 23 Army List – Elves, 6.1.3 30
9.4.5 Buildings 23 Army List – Gobbos and Orcs, 6.1.4 30
9.5 Types of Buildings 24 Building Type, 9.5 24
Challenge Test, 7.13 21
10.0 PLAYING THE GAME 24 Charge into Melee, 7.10.2 32
Cover or Concealment, 7.9.4 18/31
11.0 PEFS 24 In Sight, 7.6.3 31
11.1 PEFs and Buildings 24 Melee Combat, 7.10.4 33
11.2 PEF Movement 25 Melee Damage, 7.10.5 33
11.2.1 Special PEF Movement 25 New Recruits, 13.1 28
11.3 Resolving PEFs 25 NP Force Movement, 11.6 26/34
11.4 Who Are They? 25 PEF Movement, 11.2 34
11.5 Loading Up PEFs 25 PEF Resolution, 11.3 34
11.6 How the Enemy Moves 25 Ranged Combat, 7.9.6 32
Ranged Combat Damage, 7.9.7 32
12.0 ENCOUNTERS 26 Reaction Tests, 7.7.1 31
12.1 Explore 26 Ranged Weapons, 7.9 17/32
12.1.1 Objective 26 Recruiting, 6.2.1 10
12.1.2 Forces 26 Terrain Generator, 9.3.1 23
12.1.3 Terrain 26
12.1.4 Deployment 26
12.1.5 Special Instructions 26
12.2 Raid 27
12.2.1 Objective 27
12.2.2 Forces 27
12.2.3 Terrain 27
12.2.4 Deployment 27
12.2.5 Special Instructions 27
12.2.6 Finding the Objective 27
12.3 Defend 27
12.3.1 Objective 27
12.3.2 Forces 27
12.3.3 Terrain 27
12.3.4 Deployment 27
12.3.5 Special Instructions 28
12.3.6 What is their Objective? 28
13.0 AFTERWARDS 28
13.1 New Grunts 28
13.2 Increasing Rep 28
13.3 Decreasing Rep 28
SPECIAL THANKS TO:
14.0 STEP-BY-STEP 29 Kim Allman: For a great picture for the cover.
14.1 At the Start 29 Ken Hafer, Bob Minadeo and Ron "Baddawg"
14.2 During the Encounter 29 Strickland: For insisting that, "It's not just a gang
14.3 After the Encounter 29 warfare game."
The THW Guys on the Group and Forum: For the
15.0 DESIGNER NOTES 30 constant support.
15.1 My Game, Your Game 30 And Lil…
2
SWORDPLAY 2015
1.0 PROLOGUE
that it became apparent to me that CR 2.0 needed a
facelift.
Before we get into Swordplay 2015 let’s give you a little So after five years I upgraded to CR 3.0. What Chain
history. Many of you have probably heard of Chain Reaction had become is an introduction to the Reaction
Reaction, but for those of you that haven’t, this is for you. System and all the other mechanics used in current THW
products. CR 3.0 was a THW lite version given to the
gamer at no cost.
2002
Two Hour Wargames makes its first foray into providing 2012
rules for man-to-man skirmish games. The rules are called
Guns and Girls and they debut with a News Item on The The past three years had seen the company explode to
Miniatures Page. The cover of the rules (two young ladies over thirty titles and a Yahoo Group of over 5000
in bikinis, high heels, and automatic weapons) is taken as members. As THW gained more exposure one of the
a sign of the Apocalypse, by some, causing a change of biggest comments I’ve heard is that it’s nice to have one
title to Chain Reaction for the US market and a new cover common set of mechanics to play a variety of periods.
depicting a target riddled with bullet holes. This has led me to do the next update to Chain Reaction.
With a variety of periods there are still some basic
mechanics that give a really good game. The last three
2004 years, with the help of input from the Yahoo group, THW
As word spread via the Internet, battle reports began mechanics have become pretty standard between the
coming in about the games that people were playing with games. Like one player told me, “If you can play one set
Chain Reaction. World War 2, Dark Future, and police you can play about 90% of them as they share common
actions were common, but there were also American Civil mechanics.”
War games, Star Wars (you all understand I didn’t write Chain Reaction 3.0 – The Final Version are these
Star Wars, right?), hard core Sci-Fi, Gangsters of the mechanics.
‘20s, and much more. It quickly became apparent that you
could adapt Chain Reaction for almost any period where Anyway, thanks for the interest, give the game a read,
modern firearms were used. play the game a few times. If you have questions come
over to the THW Forum and ask. You’ll usually get an
What also became equally apparent was that gamers answer within 24 hours.
wanted bigger battles with more and more figures. That
was the main reason for Chain Reaction 2.0: Fully
Loaded. With bigger battles came the need for smoother “WHAT A LONG STRANGE TRIP IT’S BEEN.”
mechanics and less bookkeeping. Seeing how there was
******************************************
minimal book keeping in Chain Reaction it was obvious
that the mechanics would be where the ease of play would
ALERT! ALERT! WE’RE AT IT AGAIN!
come from. Chain Reaction 2.0 delivered.
2008 2015
By now Two Hour Wargames was up to twenty plus titles NUTS! – Final Version, Larger Than Life – Director’s
from a variety of authors covering a variety of periods Cut and 2 Hour Dungeon Crawl has caused a dilemma.
from Ancient Warfare to the conflict in Vietnam, as well There are a few things in them that really make the THW
as Fantasy and Sci-Fi titles. While CR 2.0 was a generic mechanics work even better. Not big changes, just a few
set of rules that covered many periods in a light way, the minor ones. We’ve folded some of the mechanics into a
other titles are detailed and focused specifically to bring simpler format, resulting in fewer tables. I’m not about to
the flavor of that period to life. issue new editions of the current books, the ones with the
CR 3 mechanics, but I want to get the changes to
So I decided to make CR 2.0 free to the masses. everyone and get it to them for free. That’s what this book
is doing.
2009 Here’s the beauty of the THW system. You can use these
tweaks with any of the THW rule sets if you want to, just
With all the exposure and questions generated by CR 2.0 bring them over; it’s your game.
it became obvious that the rules were reaching a much
larger audience than before. But the jump in mechanics
from CR 2.0 to current THW products was so dramatic
© 2015 ED TEIXEIRA – TWO HOUR WARGAMES 7/30/2015
3
SWORDPLAY 2015
4
SWORDPLAY 2015
4.1.2 COUNTING SUCCESSES 4.2 FIGURES AND TERRAIN
Another way to use the dice is by rolling them and
As mentioned earlier you can play Swordplay 2015 with
counting successes.
any kind of figures. You can even play with cardboard
A score of 1, 2, or 3 is a success. counters.
A score of 4, 5, or 6 is a failure. Terrain can be as simple as using books or as elaborate as
finely detailed models, it’s up to you.
Example: The Soldier enters melee and rolls 4d6. He
scores a 1, 3, 3, and 4. He has scored three successes (1,
3, and 3). 4.2.1 BASING FIGURES
Each figure represents one man. The easiest way to base
your figures for Swordplay 2015 is one figure on a round
4.1.3 POSSIBILITIES or square base as either style will work.
When you see numbers in parenthesis, such as (1 – 2),
this means there is a chance of that event happening,
based on a 1d6 roll.
4.2.2 DEFINING FACING
Charging or shooting to the rear of an enemy depends
Example – The Knight has a One Hand (1 – 3) or Two upon the physical location of the attacker. To qualify as a
Hand Melee Weapon (4 – 6). I roll 1d6 and score a 5, the rear attack the attacker must begin and end its movement
Knight has a Two Hand Melee Weapon. behind the front facing of the target.
The front facing is defined as 180 degrees to the
4.1.4 READING AND ADDING THE DICE front of the figure.
The rear facing is defined as 180 degrees to the
Sometimes you simply read the result as rolled. When
back of the figure.
rolling 2d6 in this manner you add the scores together to
get a total. The following illustration defines the front and rear
facings. See the section on Shields (5.7) for more
information.
4.1.5 1/2D6
When asked to roll a 1/2d6, here’s how we do it:
Roll 1d6.
(1 – 2) = 1.
(3 – 4) = 2.
(5 – 6) = 3.
Later he must take a Reaction Test versus his Rep. There Swordplay 2015 may seem to have a lot of tables, but in
is a 2 in the upper left-hand corner so I roll 2d6. reality you will be using two or three of them 95% of the
time and those that you do use are easily memorized.
Other THW titles will have more tables, mostly covering
designing your Encounters and for determining the
actions of your enemy when playing solo.
5
SWORDPLAY 2015
Swordplay 2015 is like a toolbox. You may not need all 5.1.2 GRUNTS
the tools, but they are there if you do!
These are the figures that do not represent a player. They
may be friends or foes and will come and go as the game
progresses. Grunts are controlled by the game mechanics.
STOP!
Swordplay 2015 can be played in three ways: 5.1.3 WHY USE STARS?
One question that may be asked is why do we use Stars in
Solo, against the game mechanics. THW? It's to give the player personal control of his
Cooperatively, with everyone on the same side character.
against the game mechanics.
Head to head, against your friends. Remember that all Grunts are controlled by the Reaction
Tests.
Swordplay 2015 is played with six-sided dice called d6.
Grunts will behave in a realistic manner that balances a
You can play in any scale, with figures or counters. You desire to stay alive with the desire to do their job.
can play with as many or as few figures as desired.
But Stars? That's you. You will see that you have much
Passing dice is when you roll a d6 and compare it to a more freedom, as in real life, to do what you want, as well
Target Number like Rep. Score equal or less and you have as some distinct advantages that separate you from the
passed; score greater than the Target Number and you Grunts.
have not. You can pass 2d6, 1d6 or 0d6.
A success is a score of 1, 2 or 3.
Possibilities are the numbers in parenthesis next to an
5.2 STAR ADVANTAGES
event. Scoring that number means the event has As a Star in Swordplay 2015 you have four important
happened. advantages. These are:
Rolling a 1/2d6 is easy. Just roll 1d6 and divide the score Star Power.
in half, then round up. What is a 5? Larger Than Life.
Cheating Death.
Free Will.
5.0 DEFINING THE
5.2.1 STAR POWER
FIGURES Usually reserved for Stars, but sometimes found in some
Note that the words figure and character are interchangeable. Grunts, Star Power is the ability of a character to ignore
normally disabling damage. Here’s how we do it:
Swordplay 2015 – 2015 is played with individual figures
that are defined in the following ways. Stars start each Encounter (game) with 1d6 of
Star Power for each point of Rep. So a Rep 5
Is it a Star or a Grunt? Star starts with 5d6 Star Power.
What is its Reputation? Whenever a Star takes damage it rolls its current
What is its Class? Star Power d6. Read each d6 as rolled.
What type of Weapon does it have? Any result of 1, 2, or 3 reduces the damage
What type of Armor does it have? by one level.
Is it carrying a Shield? Any result of 4 or 5 means the damage stays
and the d6 is retained for future use.
Any result of 6 means the damage stays, but
5.1 STARS AND GRUNTS the d6 is removed from the character’s Star
Power for the rest of the Encounter.
There are two types of figures, called Stars and Grunts.
Damage is reduced in the following ways:
5.1.1 STARS
An Obviously Dead result becomes an Out of the
Fight result.
This figure represents you, the player. We suggest your An Out of the Fight result becomes a -1 to Rep if
Star begins with a Reputation of 5. in Melee or a Duck Back if fired on.
6
SWORDPLAY 2015
It is possible to reduce damage by multiple levels if you Example - Otto (Rep 5) is shot by an English Archer (Rep
roll several results of 1, 2, or 3. 5). The archer scores an Obviously Dead result. Otto uses
his Star Power, but to no avail. He then declares he is
Cheating Death and is whisked from the table to safety.
Example: A Star with a Rep of 5 is hit by missile fire. He
He is still alive, but is now reduced to Rep 4.
takes one Out of the Fight and one Obviously Dead result.
The player rolls one d6 per point of the Star’s Rep or 5d6 Note that Cheating Death is applied after Star Power.
in this case.
The results are 2, 2, 4, 5, and 6.
5.2.4 FREE WILL
One “2” reduces the Obviously Dead result to an Out
of the Fight result. The last Star Advantage is Free Will. Here’s how we do
The other “2” reduces one Out of the Fight result to a it:
Duck Back result. Stars will take Reaction Tests just like Grunts.
The 4 and 5 have no effect but are retained. Instead of rolling any d6 the Star can choose to
The 6 has no effect, but is discarded for the pass 2, 1, or 0d6.
remainder of the Encounter. This applies when taking the Received Fire and
However, this won’t do the Star much good since he is Man Down Tests (7.7). It does not apply to the
still Out of the Fight. It’s time to try another Star In Sight Test (7.6).
Advantage, Larger Than Life.
Example - Otto (Rep 5) is shot at by the enemy. He is a
Star so can choose his reaction on the Received Fire
5.2.2 LARGER THAN LIFE (LTL) Reaction Test. He chooses to pass 2d6 and returns fire.
Swordplay 2015 can be used to capture the cinematic
Later Otto must take an In Sight Test. He cannot use his
flavor of heroic fantasy and medieval movies where the
Free Will, but must roll 5d6 instead.
Star is a larger than life character. Here’s how we do it:
Stars cannot be killed by anyone with a Rep
lower than the Star. 5.3 REPUTATION
The worst result a Star could receive would be
Out of the Fight. Reputation or Rep represents a combination of
experience, morale and motivation. Rep is an expression
of a figure’s overall fighting quality. Both Stars and
Example- Otto, the Captain of the Guard (Rep 5) is shot Grunts use Rep. There are three possible starting levels of
by an enemy crossbowman (Rep 4). The enemy scores an Reputation:
Obviously Dead result. Otto uses his Star Power, but to
no avail. He declares he is using his Larger Than Life REP 5 – These are veterans of numerous
advantage and is Out of the Fight instead. successful encounters. Knights and veteran
Warriors would have a Reputation of 5.
Note that Larger Than Life is applied after Star Power. REP 4 – These are reliable men and women of
some experience that usually make up the bulk
of an army. Soldiers and Warriors are examples
5.2.3 CHEATING DEATH of Rep 4.
Another Star Advantage is Cheating Death. Here’s how REP 3 – These are troops with limited combat
we do it: experience or desire to fight. Peasants and some
Goblins would have a Reputation of 3.
A Star can be killed by anyone with an equal or
higher Reputation. Remember, Stars always start with a Rep of 5.
When this occurs, the Star may declare that he is
cheating death. He is immediately removed from
the table and whisked to safety.
When a player chooses to cheat death his Rep is
immediately reduced by one level until he
qualifies to increase his Rep (13.2).
7
SWORDPLAY 2015
5.4 CLASS 5.6.1 ARMOR CLASS 2 (AC 2)
The character is lightly armored or completely
All characters are one of the two following Classes.
unarmored. Leather would be an example of AC 2.
Melee characters are those armed with melee weapons Later he is beaten in melee. The winner scored one
who strive to charge into combat and deliver damage to success more than the Warrior which is increased to two
their foes in hand to hand combat. Melee armed troops successes more.
can be mounted on horses or similar beasts. Regardless of
what they are armed and armored with they share one
common trait, bravery. 5.6.2 ARMOR CLASS 4 (AC 4)
The character is heavily armored. Chainmail would be an
example of AC 4.
5.5 WEAPONS
Figures hitting targets wearing AC 4 with missile
Most characters are assumed to have a weapon of some
fire will count +1 when rolling on the Ranged
sort whether a ranged one or one used in melee. Some
Combat Damage Table (Table 7.9.7).
characters such as peasants, hostages, and children often
Figures wearing AC 4 will count a -1 to their
do not.
Rep when taking a physical related Challenge
It is possible for a character to have more than one (Table 7.13).
weapon such as a lance and sword. Missile Class figures
always count as having a One Hand Melee Weapon when 5.6.3 ARMOR CLASS 6 (AC 6)
in melee. Players are encouraged to count the figure to be
armed with the weapon it has. The character is very heavily armored. Full plate mail
would be an example of AC 6.
Weapons are covered in more detail in the appropriate
sections entitled Ranged Combat (7.9) and Melee (7.10).
Figures wearing AC 6 will count a -2 to their
Rep when taking a physical related Challenge
Example – I choose three figures. One has a sword, one a (Table 7.13).
two handed axe, and the third a bow. I decide to play the Figures winning a melee against targets wearing
figures with the weapons that they have. AC 6 will count as scoring one success less on
the Melee Damage Table (Table 7.10.5).
5.6 ARMOR Example – The Vampire Lord (AC 6) loses a melee by one
success. This is reduced to 0 due to the AC of 6, so the
It is easy to get carried away with arguing the merits of melee result is immediately refought with neither figure
the different armor types used in ancient and medieval suffering any loss in Rep (7.8).
times, let alone in fantasy games. In Swordplay 2015 we
have simplified it to three types mirroring those in Rally
Round the King, our big battle unit based set of rules and
Warrior Heroes – Legends, our fantasy RPG set of rules.
They are:
8
SWORDPLAY 2015
5.7 SHIELD 6.0 GETTING STARTED
In Swordplay 2015 some figures will carry a shield to
protect themselves from injury. Here’s how we do it: This section will explain some of the games that
Swordplay 2015 can be used for and some of the basics of
the game. Whether it’s an Orc or English Longbow man
A figure counts his shield only when attacked to
shooting the arrow you’ll be just as dead!
the front and not to the rear.
Shields are treated the same regardless of size
STOP!
Your personal figure is a Star and should start at Rep 5.
6.2 FORMING YOUR BAND
All the other figures, friend or foe, are Grunts. Stars have In Swordplay 2015 the game revolves around you, the
four Star Advantages. other characters that make up your Band, and those of
your opponents. Let's define the Band:
Star Power can reduce damage. If you roll your Star
Power d6 and score a “6”, what happens? When fired at Every Band has one Leader.
Star Power reduces an Out of the Fight result to Duck The rest of the members are non-Leader Grunts.
Back. How is this different than losing a melee?
What is the difference between Cheating Death and 6.2.1 RECRUITING YOUR FIRST BAND
Larger Than Life?
You will start the game alone, but you can recruit Grunts
Free Will lets you choose to pass 2d6, 1d6 or 0d6 on your to join you. Here's how we do it:
Received Fire and Man Down Reaction Tests.
Your Band can be as large as your Rep,
What are the two types of Classes? including yourself. This means you can recruit
There are three classes of armor each with a number. The your Rep, less one, Grunts. As your Rep goes up
higher the number the better you are protected. or down (13.2) so will the number of Grunts in
your Band.
Shields protect from missile fire and when in melee, but Consult the Recruiting Table (Table 6.2.1).
only if you are attacked to your front facing. Roll 1d6 and read the result as rolled.
Go down the left-hand column to the appropriate
row and across to the appropriate column for the
type of Grunt you’re recruiting. This will give
you its Rep.
Grunts are always assumed to have the weapon
represented on the figure.
You cannot have Grunts with a higher Rep than
yours. If your Rep goes down, any Grunt with a
higher Rep than yours leaves your group!
9
SWORDPLAY 2015
6.2.1 RECRUITING TABLE
1 RECRUITING
(Read the result as rolled)
STOP!
You start the game as a Rep 5 Star. In this picture one member of the group has been hit and is out
of the fight or obviously dead. The link between figures is now
You can recruit up to one Grunt per point of Rep, less broken. There are now two groups that will activate separately.
one. As your Rep changes you can add or must subtract
Grunts.
You can never have Grunts with a higher Rep than your 6.3.3 LARGE GROUPS
own. You can make large groups of multiple groups just as you
do with multiple figures. This could also occur when two
Non-Player groups decide to band together under one
6.3 GROUPS Leader.
6.3.1 FORMING AND SPLITTING GROUPS In the picture above we see three groups. Groups A and B are
Groups are not permanent. You can form up or break grouped together as they are within 4” and LOS so will activate
at the same time. Group C is more than 4" from A and B so will
apart your group into larger or smaller groups at any time
activate separately.
during the turn when you are active or when forced to do
so by a Reaction Test.
10
SWORDPLAY 2015
Example - Bulah (Rep 4) is the leader of a group
composed of three Rep 3 Orcs. Two members of the group
come under fire and they must take the Received Fire
Test.
I roll 2d6 for the two Orcs under fire and score a 5 and a
3. This means that they have passed 1d6.
I now roll 1d6 for the Leader Die Bulah is with the
In this picture the groups from the previous example activate at group. I score a 4 so have passed 1d6. This is added to
the same time and groups A and B move away. As none of the
the group result so they have passed 2d6.
groups are within 4" of each other the figures are now in three
groups and will activate separately. Reaction dice are rolled for the group, but applied
individually to only the figures taking the test.
6.4 LEADERS
6.4.3 MULTIPLE LEADERS
Groups will always have a Leader. Here’s how we do it:
In situations where more than one Leader is present only
The Star is always the Leader when in a group. the Rep of the highest Leader is used for Activation.
A Temporary Leader is the figure in the group
with the highest Rep and only acts as a Leader
when the Star is not with the group. Example – A Star Leader joins a group in his army. The
group will use his Leader Die and Rep as long as he is
carrying on (7.8) with the group. Once he leaves or is
6.4.1 LEADER FUNCTIONS disabled, the group Leader will use his Rep to activate.
Star Leaders have two specific functions they will use to
affect their group. Here’s how we do it:
All Leaders allow for all figures in their group to STOP!
activate when it does.
Groups are formed and disbanded as needed and consist
The Star Leader is allowed to use Leader Die to
of multiple figures. The smallest group is one figure.
inspire his group when taking Reaction Tests.
There is no limit on the maximum as long as they qualify
Temporary Leaders do not use Leader Die, but allow for as a group. What two requirements must be met to be part
all figures in his group to activate when he does. of a multi-figure group?
Leader Die is used by rolling 1d6 versus the Rep of the
6.4.2 USING LEADER DIE Star Leader.
11
SWORDPLAY 2015
At the start of each turn both dice are rolled. This Now that you know the turn sequence we will explain the
is called rolling for Activation. rules in the order that they will occur during the game
If the die scores are the same (doubles) re-roll turn. This may be different than traditional rules, but is
them. much more effective.
The higher score determines which side will Let’s start with actions.
activate its groups first.
Example - The two dice are rolled and a Blue 5 and a
Yellow 4 are rolled. I scored higher so I can activate my 7.2 ACTIONS
groups first.
When a figure is active it can voluntarily do one of the
Only groups with a Leader whose Rep is equal to following actions.
or higher than its Activation die score can be Move up to the normal 8” or a successful Fast
activated. Move, ending its move facing as desired.
Groups are activated from highest to lowest Reps Charge into Melee (Table 7.10.2).
with ties activating in the order the player
desires.
Example: A Blue 5 and a Yellow 4 were rolled. My side 7.2.1 OTHER ACTIONS
scored higher so I activate first. I can activate only When active, figures can do the following actions in
groups that are led by a Rep 5 or higher Leader. addition to those previously listed and still make a normal
move.
After the first group has completed all its actions
and any reactions it may have caused have been Pick up dropped weapons or other items.
resolved, the active side is allowed to proceed to Reload a weapon.
its next group.
After all of the active side’s groups have been
activated the other side can activate one group at 7.3 FIRING
a time based on the result of its activation die
roll. In addition to the previous actions, figures can fire during
the turn at the following times:
Example: A Blue 5 and a Yellow 4 were rolled. I went
first and have finished activating all the groups I wanted Once when active, if loaded.
to. It is now Jim Bob Joe’s turn. He can activate only When called upon by any Reaction or Charge
groups that are led by a Rep 4 or higher Leader. into Melee Test, if loaded.
12
SWORDPLAY 2015
For each d6 passed, the figure is allowed to add It may not fire until active or directed to by a
4” to its move. subsequent Reaction Test.
Figures declaring a Fast Move will count as Figures in Duck Back behind cover cannot see or
moving fast regardless of the actual distance be seen by the cause of the test.
moved.
LEAVE THE BATTLEFIELD – Remove the figure from the
table.
Example – A group of three figures want to Fast Move. I RETURN FIRE – The figure immediately returns fire at the
roll 2d6 and score a 4 and 5. Here's how the group will cause of the test.
move.
RUSH SHOT - The figure immediately returns fire at the
The Rep 5 passes 2d6 and can move 16”. cause of the test, but takes the Rush Shot penalty.
The Rep 4 passes 1d6 and can move 12”.
STOP!
The Rep 3 passes 0d6 and can move 8”. All count as Fast
Moving.
13
SWORDPLAY 2015
7.6 IN SIGHT
Let's explain the difference between being In Sight and
Out of Sight.
14
SWORDPLAY 2015
Only one side can win the In Sight Test. The
moving side wins the In Sight only if they score
more successes.
STOP!
If the number of successes is equal, the non- Take two figures and place them on the table, out of sight
moving side wins the In Sight. of each other. Both are Rep 4.
With multiple In Sights at the same time, it’s not Roll 2d6 for Activation. Move the active figure into sight.
if you win, but if you lose. So if you beat one Once the In Sight is triggered the figure can move 2”
group, but lose to another, you lost the In Sight more before the In Sight is taken.
and can only react. After all In Sight actions are
done, you react. Take the In Sight Test for both sides. Did you modify the
number of d6 rolled any the applicable Circumstance?
Example – Groups A and B come into sight of group 1. Just to recap. The In Sight is taken by the Leader in the
Group A scores 4 successes, group 1 scores 3 successes, group with a qualifying LOS. This means that a
and group B scores 1 success. Temporary Leader could take the test. What is a
Temporary Leader?
Group A wins the In Sight as it scored more successes
than group 1. Group 1 reacts. Group B cannot act as it
scored fewer successes than group 1, but it could active
fire if it were active. If it had scored more successes than 7.7 REACTION TESTS
group 1 it could have acted along with group A. After There are two additional Reaction Tests the In Sight.
both groups had finished their In Sight actions, group 1 They are:
would have reacted.
RECEIVED FIRE TEST – The figure was shot at
and did not get hit.
7.6.4 RESOLVING IN SIGHT ACTIONS MAN DOWN TEST – The figure is within 4” and
LOS of a friendly figure that was hit by fire.
Each figure in the winning group can now act. Here’s
how we do it:
Missile figures that are loaded will fire. 7.7.1 HOW TO TAKE A REACTION TEST
Melee figures in charge reach will take the Here's how these Reaction Tests are taken.
Charge into Melee Test (Table 7.10.2).
Consult the Reaction Tests Table (Table 7.7.1)
If a figure cannot fire or Charge into Melee it
will Duck Back if in enemy ranged weapons Determine what is causing the test; Fired On,
range. Man Down or a combination of both. If more
than one cause, you still roll 2d6, but apply the
Otherwise the figure will Carry On.
worse result.
Determine which figures in the group must take
7.6.5 ADDING TO ONGOING IN SIGHTS the test. Note that there will be times when some
figures will take the test and others will not, as
There may be a time where a character that was not when figures are shot at while others are not.
involved in an In Sight, becomes involved in it. The Start with 2d6 for the group taking the test.
newly involved character makes an In Sight Test. If it Modify the number of d6 by any applicable
beats the opponent’s original In Sight result, it takes its In Circumstance.
Sight Action
Roll the modified total of d6.
Determine how many d6 were passed based on
7.6.6 COMPLETED IN SIGHTS the individual Rep of each figure taking the test.
This may result in figures in the same group
Once all figures in the winning group have completed behaving in different ways.
their actions and appropriate Reaction Tests are taken, the Go down the left-hand column to the appropriate
active side continues its part of the turn. This could be row and across to the appropriate column.
additional movement and/or active fire. Immediately carry out the result.
15
SWORDPLAY 2015
7.8 STATUS AND ACTIONS
The Reaction Tests and Melee can change the status of a
figure or force it to act in a certain way. Here we will
explain the terms found on the Reaction Tests.
CARRY ON – The figure is in good order and can act and
react as desired. This is the best status the figure can have.
A figure is considered to be carrying on if it is not doing
any of the following. We have ranked them from best to
worst.
In the picture above we see the white group come into sight of Return Fire.
three enemy figures. After the white group has moved 2 Rush Shot.
additional inches, only 7 and 8 are involved in the In Sight Test. Duck Back.
After taking an In Sight Test, figures “A", "B" and "C" fire at Leave the Battlefield.
"7" and "8". Note that the white Leader was not involved in the
test and the higher Rep between 7 and 8 was used instead. -1 to Rep.
Out of the Fight.
Both 7 and 8 are missed and they take a Received Fire Test for Obviously Dead.
being fired on. 2d6 are rolled and a 5 and a 3 are scored. As the
Leader is within 4" and part of the group that was fired on he is
allowed to roll one Leader Die. He rolls a 4 and passes 1d6. -1 TO REP – The character has its Reputation reduced by 1
Adding the pass 1d6 result means soldier 7 passes 2d6, so point by losing a round of Melee. After the melee is over,
returns fire while soldier 8, due to a lower Rep, returns fire, but the character’s Rep returns to what it was prior to the
counts the Rush Shot penalty.
melee, even if it went Out of the Fight.
DUCK BACK – Figures that Duck Back are seeking cover
7.7.2 MULTIPLE RESULTS and safety. Here’s how we do it:
There may be times when a figure qualifies for more than Move to the nearest cover within 6”, ending its
one Reaction Test and scores more than one result, turn. This can be in any direction, even forward.
sometimes conflicting. Here’s how we do it: If no cover is available within 6” the figure will
One set of d6 are rolled. halt in place, ending its turn.
Apply the results to each cause of the test. It may not fire until active or directed to by a
Take the worse result. subsequent Reaction Test.
Figures in Duck Back behind cover cannot see or
See the Status and Actions section (7.8) for more details. be seen by the cause of the test.
LEAVE THE BATTLEFIELD - Remove the figure from the
7.7.3 COMPLETING REACTIONS table.
There may be times when a figure is carrying out a OBVIOUSLY DEAD – The figure has taken damage that is
Reaction Test and may be forced to take another test prior so severe it is obvious that the figure is dead.
to completion of the first. When called for, the figure
OUT OF THE FIGHT – The figure has taken serious
immediately takes the new Reaction Test, cannot score
damage and cannot continue the battle. He cannot move
better than the first result, but can score worse.
on his own and must be retrieved by others. If contacted
by an enemy he is considered to be captured or dispatched
Example - A figure takes a Received Fire Test and scores as desired.
a result of Duck Back. The figure moves towards cover RETURN FIRE – The figure immediately returns fire at the
and into the sight of another enemy figure triggering an cause of the test.
In Sight Test. The enemy fires and misses the ducking
back figure before it has completed its move. The ducking RUSH SHOT - The figure immediately returns fire at the
back figure takes a new Received Fire Test and passes cause of the test, but takes the Rush Shot penalty.
2d6 which would allow him to return fire. However, he
cannot score better than the Duck Back result, so
continues on towards cover.
16
SWORDPLAY 2015
STOP!
Thrown weapons must be recovered.
Bows can fire when active and in reaction, even
more than once in the same turn.
One set of d6 are rolled for each group taking the Crossbows and slings must reload.
Reaction Tests, but the results are applied to the Reps of The figure fires its weapon.
each figure separately. This means that figures in the The next time it activates the figure can
group may behave differently. reload the weapon. He cannot do anything
Take three figures and place them on the table. They are a else.
Rep 5 Leader, a Rep 4 Soldier, and a Rep 3 Soldier. All
three are fired on. The dice are rolled and a 4 is scored for Example – The active French Crossbowman fires his
the Leader Die. The other d6 result in a 4 and 6. Look on crossbow as directed by a Charge into Melee result. After
the Received Fire Test and see how the three Soldiers melee is over, the French Crossbowman is active but
react. cannot reload. He can when next active.
How many d6 did each pass? The active English archer fires his longbow as directed by
a Charge into Melee result. After the melee he can also
active fire.
7.9 RANGED COMBAT
There are two ways to inflict damage in Swordplay 2015. 7.9.2 SHOOTING
The first is by ranged weapons fire and the other is by Shooting a weapon and hand-to-hand combat are
melee (hand-to-hand combat). distinctly different ways of inflicting damage. This is
Each weapon is defined by type and in some cases reflected by the different game mechanics used in
weapons have been lumped into broader categories. Swordplay 2015.
Weapons are defined by three characteristics.
TYPE – What it is. 7.9.3 LINE OF SIGHT
RANGE – The range listed for every weapon is its effective To shoot something you must first be able to see it. A
range, which is the range that the shooter feels he has a straight line from the shooter to the target is called a Line
reasonable chance of hitting the target. This range is of Sight or LOS. Here’s how we do it:
considerably shorter than most weapons’ maximum
ranges. Line of Sight extends across the whole table and
is blocked by friendly figures, terrain, buildings
2H – Weapons with a “Y” in this column on the Weapons and sometimes weather.
Table require two hands to be used. Otherwise one hand LOS is to the front of the figure up to a 180
is all that is needed. degree arc.
RELOAD – Weapons with a “Y” in this column must be In nighttime LOS is reduced to 12”. However,
reloaded after each time it is fired. Otherwise it is a targets in a well-lit area will count LOS as
thrown weapon and must be recovered to use again. normal for those firing at them.
LOS between figures inside woods is reduced to
12” in the daytime and 6” at night. If at the edge
7.9 RANGED WEAPONS TABLE of the woods the figure can see and be seen from
outside the woods as normal.
TYPE RANGE 2H RELOAD
LOS in inclement weather such as fog, rain or
(1)
Bow. 24/12 Y - snow, is reduced to 12” in the daytime and 6” at
Crossbow. 24/12 (1) Y Y night.
Sling. 12 - Y
(2)
Throwing axe or 6 -
spear. 7.9.4 COVER OR CONCEALMENT
(1) Shorter listed range for crossbow and bow is for when firing There will be times when a character will be in cover,
while mounted. (2) Must be retrieved to be thrown again. concealment or both. Cover and concealment are
different.
7.9.1 RELOADING Concealment makes you harder to see, but does
Some weapons are required to reload or recover after each not stop an arrow. Concealment comes into play
shot. Here’s how we do it: when taking the In Sight Test.
17
SWORDPLAY 2015
Cover stops an arrow from hitting parts of your Go down the left-hand column to the appropriate
body, so it makes you harder to be hit. Cover row then across to see the result.
comes into play on the Ranged Combat Table
(Table 7.9.6). Example – Sir Billy Pink (Rep 5) fires his crossbow at
Jacque who is in cover. Billy rolls a 3. The die is added to
So how do you tell which is which? Consult the Cover or the Rep of Billy (5), which results in an 8; a miss as
Concealment Table (Table 7.9.4). Players should match Jacque is carrying a shield and being fired to the front.
the terrain on the table with the type that best resembles it
on the Cover or Concealment List before the game begins.
7.9.7 DETERMINING DAMAGE
7.9.4 COVER OR CONCEALMENT TABLE Each time a figure is hit the shooter rolls on the Ranged
Combat Damage Table (Table 7.9.7). Here’s how we do
# COVER OR CONCEALMENT it:
Consult the Ranged Combat Damage Table
TYPE RESULT (7.9.7).
Buildings, Stationary figures inside of buildings are Roll 1d6. Modify the result by any applicable
Inside. in cover and concealment. Circumstance and go down the left-hand column
Moving figures inside buildings are to the appropriate row and across to see the
concealed. result.
Cart or Figures inside are in concealment.
Wagon,
Example – Robin has hit an AC 2 Rep 4 Soldier with his
Inside.
Longbow. Robin rolls 1d6 and scores a 4. As the Soldier
Cart or Figures behind are in cover.
is wearing AC 2 this is modified into a 6. The Soldier is
Wagon,
Obviously Dead.
Behind.
Woods or Stationary figures inside woods or rocky However, he is a Star so can roll his 4d6 Star Power d6.
Rocky. areas are in cover and concealment. He scores a 1, 2, 5 and 6. The 1 and 2 reduces the
Moving figures inside woods or rocky Obviously Dead result to a Duck Back. The 6 is lost for
areas are concealed. the remainder of the Encounter.
18
SWORDPLAY 2015
STOP!
Example – A Roman slinger comes into sight of two
Germans. The Germans win the In Sight and decide to
Charge the Roman. All three roll the Charge into Melee
Ranged weapons are defined by the distance they can fire Test and the Roman results are applied separately to each
out to (Range), whether it must be used with two hands, German.
and if it needs to be reloaded.
To shoot you need a clear LOS the target.
7.10.3 HOW TO CHARGE INTO MELEE
Roll 1d6 and add the result to the Rep of the shooter.
Once the charger is moved to within 6” of the target the
Take out two figures. One is a Rep 3 AC 4 with a Charge into Melee Test is taken. Here’s how we do it:
crossbow the other a Rep 4 AC 2 with a bow. Place them
Consult the Charge into Melee Table (Table
out of sight of each other.
7.10.2).
Roll activation and move the active figure into sight. Take Each figure starts with 2d6.
the In Sight Test. Resolve any fire and damage. Repeat Modify the number of d6 by any applicable
with the other figure to see how AC affects damage. Circumstance.
Roll the modified number of d6 versus the Rep
of the figure.
7.10MELEE Determine how many d6 each figure has passed.
Go down the left-hand column to the appropriate
When figures come into contact they can enter into melee column then across to the appropriate column.
(hand-to-hand combat).
Immediately carry out the results.
If charged by more than one figure, the target
7.10.1 MELEE WEAPONS will apply its result against all of the figures
separately. This may mean the target could fire
There are two types of hand to hand weapons. but only at one target.
One Hand Weapon – Those used with one hand.
A spear with a shield is used with one hand. Example – The two Germans charge the Roman. The
Using a one hand weapon gives the user +1d6 in Roman passes 2d6; one German passes 2d6, and the
melee. other 1d6. According to the test he is allowed to fire at
Two Hand Weapon – Those used with two both, but can only fire at one. He fires at the German that
hands. A spear used without a shield is used with passed 1d6. If he fired at the other he would count the
two hands. Using a two hand weapon gives the Rush Shot penalty.
user +2d6 in melee.
19
SWORDPLAY 2015
7.10.5 MELEE DAMAGE 7.11 RETRIEVING WOUNDED
The figure that scores more successes than his opponent
Characters can attempt to recover their wounded during
has won the melee and can inflict damage. Here’s how we
the Encounter. Here's how we do it:
do it:
When active or when Ducking Back in reaction,
Consult the Melee Damage Table (Table 7.10.5)
a Grunt will roll 1d6 versus its Rep.
Roll 1d6 and add the number of successes the
If pass 1d6 it will attempt to retrieve
winner rolled more than the loser.
wounded friends.
Go down the left-hand column to the appropriate
If pass 0d6 they will not.
row and across to see the result.
Stars can always choose to retrieve wounded.
Immediately carry out the result.
Now move the figure into contact with the
wounded figure.
Example –Sir Billy Pink (Rep 5) is in melee with an Orc Pick up the wounded figure, reduce the
(Rep 4). remaining movement by 2", and move the
remaining distance.
Pink starts with 5d6 for Rep and adds the following
Figures carrying wounded can take the Fast
modifiers: +1d6 for using a One Hand Weapon. He rolls
Move Test, but can only pass 1d6.
6d6 and scores a 1, 2, 2, 3, 4 and 5 for four successes.
Figures cannot fire weapons when retrieving
The Orc starts with 4d6 for Rep and adds the following wounded figures, but will count the Rush Shot
modifiers: +2d6 for a Two Hand Melee Weapon. He rolls penalty.
6d6 and scores a 1, 2, 4, 4, 4 and 6 for 2 successes. Figures charged while retrieving wounded will
Pink scores two more successes than the Orc. He adds 1 drop the wounded.
success as the Orc has AC 2. He rolls 1d6, scoring a 3. Figures fired on while retrieving wounded will
Adding the 2 more successes he scored over the Orc and count as if in cover, with any result of miss due
the +1 success for the Orc wearing AC 2 gives Billy a to cover counting as a hit on the wounded figure.
result of 6. Looking on the Melee Damage Table we see
that the Orc is Obviously Dead.
If Billy had scored lower than the Orc’s Rep of 4, another
7.12 AFTER THE BATTLE
round of melee would immediately be fought with the Orc If you are keeping the same characters to use in multiple
counting a -1 to his current Rep. Encounters you must see if the wounded and those that
left the battlefield return. Here’s how we do it:
Consult the After the Battle Recovery Table
7.10.6 MULTIPLE FIGURE MELEES (Table 7.12).
A figure may be meleed by more than one figure at the Roll 2d6, read each result as rolled and compare
same time. Here’s how we do it: it to the Rep of the figure.
Up to three figures can melee one figure. Determine how many d6 are passed.
The side with more figures decides in what order Go down the left-hand column to the appropriate
its figures will attack. row, then across and immediately carry out the
result.
Attacks are carried out one on one.
# DICE RESULT
PASSED
2 Figure returns to the Band
1 Out of the Fight returns to the Band.
Those that left the battlefield do not return.
0 Figure does not return.
© 2015 ED TEIXEIRA – TWO HOUR WARGAMES 7/30/2015
20
SWORDPLAY 2015
7.13 CHALLENGE
STOP!
Before going any farther take two figures (Rep 4) and do
2 CHALLENGE TEST
the following. (Taken vs. Rep)
Place them 6" from each other. A score of “6” is always a failure
21
SWORDPLAY 2015
8.2 ENTERING AND EXITING 9.0 TERRAIN
Figures may enter or exit a building when active or
inactive. Here’s how we do it: Encounters may specify what the terrain will look like,
but in general just populate the board with appropriate
Entering or exiting through a door reduces scenery.
movement by 2”.
We recommend using whatever you already have.
Entering or exiting through a window reduces
movement by 4”.
9.1 SETTING UP THE TABLE
Moving between floors takes one turn of
activation or reaction.
Now that you know all the rules it’s time to set up and
play your first game. First start with a flat space at least
8.3 COVER OR CONCEALMENT 3’x3’.
Buildings can provide cover and concealment to those
8.5 FIRING FROM BUILDINGS 2 – Determine the overall terrain type of the battlefield.
Figures inside a building can fire at targets outside. Here’s You can base this on the actual terrain that the forces
how we do it: fought over or simply roll 1d6 and read the result as
rolled.
Up to two figures can fire from a door or
window. 1 – 3 = Clear.
4 = Settlement.
5 = Wooded.
6 = Mountainous.
Example – I have divided the table into nine sections, but
do not know what type of terrain it will have. I roll 1d6
and score a 4. I will use the Settlement area column to
determine the actual terrain in each section.
22
SWORDPLAY 2015
9.3 TYPES OF TERRAIN 9.4 TERRAIN & SCENERY
There are four types of terrain. They are- This section describes terrain and what effects it may
have on your figures. Each area of terrain must cover at
Clear: This terrain is flat and does not conceal or provide
least 75% of the section that it is in. The boundary of the
cover.
terrain area should be easy to distinguish.
Settlement: This represents areas with buildings.
Wooded: This represents dense wooded or jungle areas 9.4.1 CLEAR
that slow travel and obscure vision.
These are open areas that do not provide cover or
Mountain: These are legitimate mountains that hinder or concealment.
prevent movement through them.
9.4.2 HILL
9.3.1 HOW MANY PIECES OF TERRAIN?
These are elevations that slope down in two directions
After you have determined the overall type of terrain on and blocks Line of Sight between figures on opposite
the battlefield it’s time to see what the table will look like. sides of its crest or ridgeline.
Here’s how we do it:
Figures within 1" of the crest or ridgeline of the
Start from section number one and work your hill are considered to be in cover to those on the
way to section number nine. opposite side. They can see and be seen from the
Roll 1d6, read the result as rolled and consult the other side.
Terrain Generator Table (Table 9.3.1).
Go down the left-hand column to the appropriate
row and across to the appropriate column for the 9.4.3 IMPASSABLE
overall type of terrain. These are the bases of inaccessible mountains or sheer
This tells you the type of terrain that occupies at cliff sides.
least 75% of that section.
Movement through Impassable terrain is not
allowed.
9.3.1 TERRAIN GENERATOR TABLE
1 TERRAIN GENERATOR 9.4.4 WOODS
(Read the result as rolled) These include woods, marshes and areas of rough terrain
providing cover and concealment.
# CLEAR SETTLEMENT WOODED MOUNTAIN
Movement is reduced to half speed.
1 Clear Clear Clear Impassable Visibility between figures inside these terrain
2 Clear Clear Clear Clear features is limited to 12” in the daytime and 6” at
3 Clear Clear (B) Woods Impassable night.
4 Clear (B) Clear (B) Woods Woods Those inside one inch of the edge of these terrain
features count as concealed and in cover. They
5 Hill Hill Woods (B) Woods can see out and be seen from outside the area.
6 Woods Woods Wooded Hill Impassable Those farther inside from the edge cannot be
(B) See the Building section (9.4.3) seen from anyone outside of the terrain.
Example – I have determined that the overall terrain type
of the board will be clear. I roll 1d6 on the Terrain
Generator Table for section one and score a 3, clear 9.4.5 BUILDINGS
terrain. I roll a 4 for section two, clear with a chance of When a result of (B) is rolled on the Terrain Generator
buildings. I continue to roll until all nine sections are Table there will be buildings in the section. Here’s how
full. we do it:
There will be 3 + 1/2d6 buildings if a Settlement
section, 1/2d6 if not.
23
SWORDPLAY 2015
overall terrain type.
Place that type of building in the center of the
11.0 PEFS
section, if it is the first one placed. Otherwise PEF stands for Possible Enemy Force. We use PEFs to
place it 1/2d6” from another in any direction. limit the intelligence the player has before and during the
Taller buildings are placed towards the center of Encounter. By using PEFs we create an uncertainty as to
the section. the size of the enemy force, its composition and location.
Buildings with an * are wooden (1 – 5) or stone PEFs are used in every Encounter. Here's how we do it:
(6).
Roll 1d6. The score indicates which numbered
section of the table will contain a Possible
9.5 BUILDING TYPE TABLE Enemy Force or (PEF).
Place a marker of any type in this section of the
1 BUILDING TYPE board to represent the PEF.
If a terrain feature could block the LOS from
(Read the result as rolled) your force to the PEF be sure to place the PEF in
# CLEAR OR WOODED SETTLEMENT a manner that does so.
If no feature is present, place the PEF in the
1 One area – one floor. * One area – one floor. * center of that section.
2 One area – one floor. One area – one floor. Repeat this process until you have three PEFs
3 One area – one floor. Two areas – one floor. placed on the board.
4 Two areas – one floor. Two areas – one floor. It is possible to have more than one PEF in the
same section.
5 Two areas – one floor. Two areas – two floors. *
PEFs have a Rep of 4.
6 Two areas – two floors. * Two areas – two floors. *
Once the PEF has been resolved it is removed
from the table.
24
SWORDPLAY 2015
11.2 PEF MOVEMENT 11.5 LOADING UP PEFS
PEFs move just like they were groups of enemy figures. Here’s a shortcut we highly recommend. It’s called
Here's how we do it: loading Up PEFs and will save you a lot of time. Here’s
how we do it:
When the enemy is active, start with the PEF
farthest from any player group. Use the Army Lists (Tables 6.1) as a template for
Consult the PEF Movement Table (Table 11.2). your own figures. Maybe use the Feudal List
Roll 2d6 and compare the scores versus its Rep (Table 6.1.1) for Normans or Medieval English.
of 4. Before the game generate your Non-Player
Determine how many d6 were passed. enemies. That includes Rep, weapon, armor, etc.
Go down the left-hand column to the appropriate Do this for about six figures. Be sure to assign
row and across to see the result. each figure a number from one to six.
Immediately carry out the result. When you meet enemies just roll 1d6, that many
Any contact that the PEF causes must be times, to see which of the pre-generated enemy
resolved prior to moving the next PEF, the next figures you have met.
one farthest from any player group. Save the info on all PEFs you use as they can be
used over and over. Here’s an example of a
Feudal army like Normans.
11.2.1 SPECIAL PEF MOVEMENT
PEFs do not suffer any terrain movement penalties. # REP CLASS WEAPON ARMOR
1 3 Melee Spear AC 2 w/Shield
11.3 RESOLVING PEFS 2 4 Missile Crossbow AC 4
3 4 Missile Bow AC 2
When a player group and a PEF have a LOS it's time to 4 4 Melee Spear AC 4 w/Shield
resolve the PEF. Here's how PEFs are resolved:
5 4 Melee Sword AC 4 w/Shield
Consult the PEF Resolution Table (Table 11.3). 6 5 Mtd. Melee Lance & Sword AC 4 w/Shield
Be sure that there is a valid LOS to the PEF.
PEFs in cover can be seen while those with
cover between the tester and the PEF cannot. Example – I resolve a PEF as two more than the
Roll 2d6 versus the PEF Rep of 4. triggering group. I have 3 figures so will roll 1d6 five
times. I score a 6, 5, 5, 3, 2, and 1. I pull those figures out
Determine how many d6 are passed.
to use. In addition, I write them down on an index card
Go down the left-hand column to the appropriate
and in future games pull them out when needed instead of
row and across to see the result.
rolling.
Immediately carry out the result.
Remove the PEF marker.
25
SWORDPLAY 2015
Go down the left-hand column to the appropriate
row, then across to the appropriate column. 12.1EXPLORE
Immediately carry out the result. You are traveling the area looking for opportunities that
may arise.
11.6 NP MOVEMENT
12.1.1 OBJECTIVE
1 NP FORCE MOVEMENT Your objective is to recon the table.
To be successful you must spend one turn of
(Taken versus Rep)
activation within in the center of each section on
CIRCUMSTANCE RESULT the table. Once you have accomplished this you
must return by exiting the table from the edge
Mounted Melee +1d6 that you entered.
Outnumber enemy by 2:1 or greater. +1d6
Example – Activation dice are rolled and the enemy 12.1.4 DEPLOYMENT
activates first with a score of 4. This means that only
Your Band will enter the board from the edge
enemy groups with a Rep 4 or higher Leader can activate.
bordering sections 7, 8, and 9.
I start from high to low and the Rep 5 group goes first. I
roll a 5, passing 1d6. The Melee figures will move to PEFs are generated and deployed as outlined in
charge while the Missile figures will fire first. the PEF section (11.0).
26
SWORDPLAY 2015
12.2 RAID 12.2.6 FINDING THE OBJECTIVE
In this Encounter there will be a specific objective. This
In the Raid Encounter you are attacking the enemy for a
could be an enemy to take as a prisoner, a hostage or
specific reason.
maybe a treasure. Here’s how we do it:
If you win your next Encounter is a Raid.
When a PEF is resolved as enemy figures, roll
If you lose your next Encounter is an Explore.
1d6 and read the result as rolled.
If the score is equal or less than the number of
12.2.1 OBJECTIVE: PEFs resolved, the objective is with these
enemies.
You can raid for a variety of reasons; rescue, If the score is greater than the number of PEFs
capture an enemy, search a deserted village for resolved, treat it normally.
wine, the reasons are endless. Feel free to If you resolve all PEFs and have not found your
provide the reasons why! objective, it will be with the last one. Remember
You must accomplish what you set out to do if that buildings generate PEFs (11.1).
you are raiding.
12.3.1 OBJECTIVE
12.2.3 TERRAIN
Your objective is to prevent the enemy from
The board is divided into nine sections and achieving their objective.
terrain generated normally (9.2). There will be
1/2d6 buildings in section 2.
12.3.2 FORCES
12.2.4 DEPLOYMENT You can use up to your whole Band.
Decide who the enemy are, based upon the type
You enter the table through sections 7, 8 or 9. of game you are playing. Do not worry about
PEFs are generated and deployed as outlined in gathering their force as all enemy forces, if any,
the PEF section (11.0). are determined in the Special Instructions
section.
12.2.5 SPECIAL INSTRUCTIONS
Set up your force in sections 7, 8, or 9, or any 12.3.3 TERRAIN
combination of those sections if you choose to The board is divided into nine sections and
split your force. terrain generated normally (9.2). There will be
After you have set up your force, place the PEFs. 1/2d6 buildings in section 8.
Roll activation.
When the enemy activates go to the PEF
Movement Table (Table 11.2). 12.3.4 DEPLOYMENT
Resolve PEFs as needed (Table 11.3). You can set up anywhere you want in sections 7,
Use the NP Movement Table when needed 8 or 9.
(Table 11.6). PEFs are generated and deployed as outlined in
Play continues normally until the player has the PEF section (11.0).
accomplished his objective, been destroyed, or
leaves the table.
27
SWORDPLAY 2015
12.3.5 SPECIAL INSTRUCTIONS 13.1 NEW RECRUITS TABLE
Set up your force in sections 7, 8, or 9, or any
combination of those sections if you choose to 2 NEW RECRUITS
split your force. (Taken vs. Rep)
After you have set up your force, place the PEFs.
A result of "6" is always a failure.
Roll activation.
When the enemy activates go to the PEF # D6 RESULT
Movement Table (Table 11.2). PASSED
Resolve PEFs as needed (Table 11.3).
2 You can recruit new Grunts to bring your
Use the Non-Player Movement Tables when
Band up to full strength.
needed (Table 11.6).
1 You can recruit one new Grunt.
Play continues normally until the player has
0 No new recruits available.
accomplished his objective, been destroyed, or
leaves the table.
13.2 INCREASING REP
12.3.6 WHAT IS THEIR OBJECTIVE? The Reps of you and your Band members could improve
after an Encounter. After each successful Encounter it is
In this Encounter there will be a Non-Player objective.
possible that the Rep of a character could increase. All of
This could be to kill or capture your Grunts or recover
the following requirements must be met for the Encounter
something or rescue someone. Here’s how we do it:
to be considered a success for that character. It is possible
When the first PEF is resolved as enemy figures, that an Encounter may be a success for one character and
roll 1d6 and read the result as rolled. not another! Here’s how you were successful – you must
If a success (score of 1, 2 or 3) is rolled the have all of the following:
Non-Player objective is to kill or capture
Fired at the enemy and scored a hit or engaged in
your Grunts.
melee.
If a failure (score of 4, 5 or 6) is rolled the
Did not receive a result of Out of the Fight.
Non-Player objective is to rescue or recover
Did not receive a result of Leave the Battlefield.
someone or something from the buildings;
Did not leave any Out of the Fight Band
your choice.
members behind.
Use the Finding the Objective procedure
previously outlined when this is the If the Encounter was a success the character rolls 1d6.
objective (12.2.6).
If the score is higher than the current Rep the
13.0 AFTERWARDS
Rep will go up one level.
If the score is a “6” the Rep will go up one level
regardless of the current level.
Use this section only if you choose to use the same Any other result and the Rep remains the same.
characters for multiple Encounters. Your character can grow to as high a Rep as
After the Encounter is over it’s time to see what happens desired as there isn't a maximum. There is,
to you and your Band members after the After the Battle however, Obviously Dead.
Recovery Test has been taken.
28
SWORDPLAY 2015
15.0 DESIGNER NOTES
If the score is a “1” the Rep will go down one
level regardless of the current level. This can be
attributed to stress, illness, or anything else you
decide it to be. SWORDPLAY 2015 is an introduction to the Reaction
You can never have a Rep lower than “2”. System used by Two Hour Wargames. That is why it is so
Any other result and you are fine. basic in nature. The other THW games provide much
more detail and period specific flavor. If you liked
STOP!
Swordplay 2015, then Warrior Heroes – Legends or Rally
Round the King might be for you.
After the Encounter you could recruit new Grunts. The Reaction System is not for everyone. You'll find that
you do not have total control of your forces; this isn't
If you do well you and your group members could chess. You will often not know what you're facing and
increase in Rep. this can lead to unwinnable situations. But you will be
If you do poorly you and your group members could presented with challenges every Encounter and the
decrease in Rep. tension that comes from uncertainty. But like I said, not
everyone is going to like it.
14.0 STEP-BY-STEP And that’s why we decided to make Swordplay 2015 free.
14.2 DURING THE Take care and just play the game!
Ed 8/10/2015
ENCOUNTER
1. Choose the Encounter you want to play (12.0).
2. Follow the Encounter instructions and play the
game.
29
SWORDPLAY 2015
6.1 ARMY LISTS
6.1.1 FEUDAL
# TYPE CLASS REP ARMOR WEAPON
2 Knights Mounted Melee 5 AC 4 + Shield Lance and Sword
3 Mounted Crossbow Mounted Missile 4 AC 2 Crossbow and Sword
4 Mounted Sergeants Mounted Melee 4 AC 4 + Shield Lance and Sword
5 Heavy Infantry Melee 4 AC 4 + Shield Spear
6 to 9 Infantry Melee 3 AC 2 + Shield Spear
10 to 12 Crossbowmen Missile 4 AC 2 Crossbow and Sword
6.1.2 NORTHMEN
# TYPE CLASS REP ARMOR WEAPON
2 or 3 Fanatics Melee 6 AC 2 Two-Handed Axe
4 to 7 Warriors Melee 4 AC 2 + Shield Spear or Sword
8 Veterans Melee 5 AC 4 + Shield Spear
9 Nobles Melee 5 AC 4 Two-Handed Axe
10 to 12 Archers Missile 4 AC 2 Bow and Sword
6.1.3 ELVES
# TYPE CLASS REP ARMOR WEAPON
2 or 3 Scouts Missile 5 AC 2 Bow and Sword
4 to 6 Archers Missile 5 AC 2 Bow and Sword
7 to 9 Soldiers Melee 5 AC 4 + Shield Spear
10 Guard Melee 6 AC 4 + Shield Spear
11 or 12 Fanatics Melee 6 AC 2 Two-Handed Axe
30
SWORDPLAY 2015
7.6.3 IN SIGHT 7.7.1 REACTION TESTS
REP IN SIGHT 2 REACTION TESTS
(Looking for successes) (Taken versus Rep)
Missile figures that are loaded will fire. #D6 RECEIVED FIRE MAN DOWN
Melee figures in charge reach will take the (LDR)
Charge into Melee Test (Table 7.10.2). PASSED
If a figure cannot fire or Charge into Melee it 2 Mounted Melee that All will Carry On.
will Duck Back if in enemy ranged weapons can, will charge.
range.
Missile that can, will
Otherwise the figure will Carry On.
Return Fire.
Others will Carry On.
7.9.5 COVER 1 Missile that can, will All – If twice more
Rush Shot. friends Out of the
# COVER OR CONCEALMENT Fight or Obviously
Missile that can’t, will
Dead:
TYPE RESULT Duck Back. Roll to
Leave the
retrieve wounded.
Buildings, Stationary figures inside of buildings are Battlefield.
Inside. in cover and concealment. Others will Carry On. Otherwise:
Moving figures inside buildings are Duck Back. Roll
concealed. to retrieve
Cart or Figures inside are in concealment. wounded.
Wagon, 0 Missile will Leave the All will Leave the
Inside. Battlefield. Battlefield
Cart or Figures behind are in cover.
Wagon, Melee will Duck
Behind. Back. Roll to retrieve
Woods or Stationary figures inside woods or rocky wounded.
Rocky. areas are in cover and concealment.
Moving figures inside woods or rocky
areas are concealed.
31
SWORDPLAY 2015
7.9 RANGED WEAPONS 7.10.2 CHARGE
TYPE RANGE 2H RELOAD
(1)
2 CHARGE INTO MELEE
Bow. 24/12 Y -
(Taken versus Rep)
Crossbow. 24/12 (1) Y Y
Sling. 12 - Y CIRCUMSTANCE MODIFIER
(2)
Throwing axe or 6 -
spear. Target in cover. +1d6
(1) Shorter listed range if mounted. (2) Must be retrieved to be Target charged to flank. -1d6
thrown again. Target charged to rear. -2d6
Mounted charging unmounted. +1d6
CIRCUMSTANCE MOD
AC 2 Target +2
AC 4 Target +1
SCORE RESULT
"6" Obviously Dead.
Rep or higher, but Out of the Fight.
not a “6”.
Lower than Rep. Duck Back.
32
SWORDPLAY 2015
7.10.4 MELEE COMBAT 7.12 AFTER THE BATTLE
REP MELEE COMBAT RECOVERY
(Looking for successes)
2 AFTER THE BATTLE RECOVERY
MELEE WEAPON MOD (Taken vs. Rep)
One Hand Melee Weapon +1d6 # DICE RESULT
Two Hand Melee Weapon. +2d6 PASSED
CIRCUMSTANCE MOD
2 Figure returns to the Band.
Bigger – Usually a Troll, Ogre or +1d6 1 Out of the Fight returns to the Band.
similarly significantly bigger figure. Those that left the battlefield do not return.
Fanatic – Berserker troops or similar +2d6 0 Figure does not return.
Missile Class – Missile Class figure in -1d6
melee.
Mounted Charging – Figure is mounted +1d6
and charging.
Prone – Attacking a prone opponent. +1d6
Shielded - If being attacked to the front +1d6
while using a shield. (1)
(1) Using two One Hand Weapons counts as using a shield.
CIRCUMSTANCE MODIFIER
Each success scored more than the +1
opponent.
AC 2 Loser +1 success
AC 6 Loser -1 success (1)
(1) If reduced to same number of successes as loser,
immediately refight a round of melee.
SCORE RESULT
6 or higher Obviously Dead.
Rep or higher, but Out of the Fight.
not 6 or higher.
Lower than Rep Loser -1 to Rep. Immediately fight
another round of melee.
33
SWORDPLAY 2015
11.2 PEF MOVEMENT 11.6 NP MOVEMENT
2 PEF MOVEMENT 1 NP FORCE MOVEMENT
(Taken versus the Rep of 4) (Taken versus Rep)
34
2 D6
SWORD
&
SORCERY
SOMETIMES I JUST WANT
TO PLAY AN EASY GAME.
EASY, BUT FUN. EASY, BUT STILL A CHALLENGE. ONE
WHERE I HAVE HEROES SAVING THE DAY, MAGIC USERS
TOSSING COOL SPELLS, AND A WAY TO HAVE MY GUYS GET
BETTER WHEN THEY DO GOOD.
2D6
SWORD
& SORCERY!
***************************************************
2HW – 2d6 S&S
FREE
WRITTEN BY ED TEIXEIRA
1
2D6 SWORD & SORCERY
WORD OF ADVICE
THE DICE
Be sure to read the rules one section at a time and do the During the game you will be required to roll dice in one of two
review and easy exercises in the Stop boxes. We’ve broken the ways. Here’s how we do it:
rules down into smaller pieces to make it easier to learn. Yes, I When the table says – Taken versus Rep – roll 2d6
know some of you may have “experience”, but you still should and compare each score versus the Rep (page 4) of
use the Stop boxes as our mechanics may be a bit different the figure. If the d6 score is equal or less than the
than what you’ve experienced. Rep, the d6 has been passed. You can pass 2d6, 1d6,
If you have a question about the rules just keep reading as the or 0d6.
answer will be coming along shortly. Example – An archer (Rep 4) wants to fire on the Shooting
But if you can’t find the answer check out the THW Forum Table (page 19). I roll 2d6 and score a 1 and 5 – passing 1d6.
link below for answers to questions and free downloads.
When the table says – Adding the results together –
http://site.twohourwargames.com/forum/index.php roll 2d6 and add the results together.
You can expect a response within 24 hours. Example – The archer scores a hit on the Shooting Table and
must now check for damage on the Shooting Damage Table
(page 19). I roll 2d6 and score a 4 and 5 for a total of 9.
FIGURES
As mentioned earlier you can play 2d6 Sword & Sorcery with
any kind of figures. You can even play with cardboard
counters.
Each figure represents one man or creature. The easiest way to
base your figures for 2d6 Sword & Sorcery is one figure on a
round or square base as either style will work.
2
2D6 SWORD & SORCERY
Damage is reduced in the following ways:
DEFINING THE FIGURES An Obviously Dead result becomes an Out of the
Fight result.
Note that the words figure and character are interchangeable. An Out of the Fight result from shooting becomes no
effect.
2d6 Sword & Sorcery is played with individual figures that are An Out of the Fight in Melee becomes a -1 Rep, the
defined in the following ways. lowest you can score when in melee.
Is it a Star or a Grunt? It is possible to reduce damage by multiple levels if you roll
What is its Reputation? several results of 1, 2, or 3.
What is its Class?
What is its Armor Class?
Is it a Leader? Example: A Star with a Rep of 5 is hit by missile fire. He
takes one Obviously Dead result. The player rolls one d6 per
point of the Star’s Rep or 5d6 in this case.
STARS AND GRUNTS
The results are 2, 2, 4, 5, and 6.
We use two types of figures, called Stars and Grunts. One “2” reduces the Obviously Dead result to an Out of
STARS – This figure represents you, the player. We the Fight result.
suggest your Star begins with a Reputation of 5. The other “2” reduces the Out of the Fight result to no
GRUNTS – These are the figures that do not represent effect.
a player. They may be friends or foes and will come The 4 and 5 have no effect, but are retained.
and go as the game progresses. Grunts are controlled The 6 has no effect, but is discarded for the remainder of
by the game mechanics. the Encounter.
STAR ADVANTAGES
As a Star in 2d6 Sword & Sorcery you have two important
advantages – Star Power and Free Will.
STAR POWER
Star Power is the ability of a character to ignore normally
disabling damage. Here’s how we do it:
Stars start each Encounter (game) with 1d6 of Star
Power for each point of Rep. So a Rep 5 Star starts
with 5d6 Star Power.
Whenever a Star takes damage it rolls its current Star
Power d6. Read each d6 as rolled.
Any result of 1, 2, or 3 reduces the damage by
one level.
Any result of 4 or 5 means the damage stays and
the d6 is retained for future use.
Any result of 6 means the damage stays, but the
d6 is removed from the character’s Star Power
for the rest of the Encounter.
© 2016 ED TEIXEIRA – TWO HOUR WARGAMES 3/8/2016
3
2D6 SWORD & SORCERY
REPUTATION Any other result and you are fine.
4
2D6 SWORD & SORCERY
STOP! 2 RECRUITING
(Adding the results together)
You can play the game solo or with everyone on the same side
# TYPE CLASS REP AC
against the game mechanics or head to head against others.
You will need 2d6 to play. Passing d6 is scoring the Rep or 2 Raw Caster 3 2
less on the d6. 3 Experienced Missile 4 4
4 Raw Missile 3 2
You can use any figures you want; paper counters, or you can 5 Experienced Missile 4 2
even play with pen and paper. Just play!
6 Raw Melee 3 4
Your personal figure is a Star. You get 1d6 Star Power for 7 Raw Melee 3 2
each point of Rep. Score a 1, 2 or 3 and reduce damage by one 8 Experienced Melee 4 2
step. If you score a 4 or 5 the damage stays. Score a 6 the 9 Experienced Melee 4 4
damage stays and you lose the d6 for the rest of the game. 10 Veteran Melee 5 4
Grunts are all the other figures whether friends or enemies. 11 Veteran Melee 5 6
Reputation reflects how good a figure is. Your Star starts with 12 Experienced Caster 4 2
Rep 5. Reps can increase or decrease depending on how well
you do during your games. Example – The Rep 4 Grunt has a successful Encounter and
Caster can cast Spells. Missile troops fire ranged weapons and rolls 1d6, scoring a 5. His Rep now increases to 5. As this is
melee troops try to enter hand to hand combat. now equal to the Leader’s Rep, he leaves the Band.
5
2D6 SWORD & SORCERY
2 ACTION
(Taken versus Rep)
Score of “6” is always a failure.
Mounted figures will roll 3d6 counting all 3 results.
#D6 RESULT
PASSED Example – The black side won on the Action Table and is
active. Figure A targets figure 1, figure B targets figure 2, and
More Side that passed more d6 becomes active and will figure C targets figure 3. As all of the figures on the inactive
d6 act. side have been targeted, figure D can double up on figure 3.
Same Higher Rep acts. If equal Reps the moving side
number becomes active and will act.
STOP!
of d6
The active figures will now act, in order by Class. Your Band can have one figure per each point of your Rep.
Here’s how we do it: This includes you.
Casters go to the Casting Table (page 20). Use the Recruiting Table and roll up your four Grunts. What if
Missile troops go to the Shooting Table (page you roll a Grunt with a Rep equal or higher than yours? You
19). can’t have him, simply re-roll. Be sure to have at least one
Melee troops go to the Charge Table (page 19). Missile Class and Caster Class figure.
After all spell casting, shooting and melees have been Your games are played on a 12’ X 12” Battle Board. You
finished the inactive side takes the Will to Fight Test don’t need terrain pieces but you can use it if you want.
(page 20).
If the inactive side remains on the table it becomes Set out your Band on the Battle Board and set up five enemy
active and follows the procedure as outlined. figures of similar Reps and Classes on the opposite side.
Play continues until only one side remains on the Roll for Action to see who is active. Match up the figures
table. against each other. Leave the figures out as you will be using
them in the next Stop box.
MOVEMENT
Movement on the Battle Board is unlimited.
6
2D6 SWORD & SORCERY
CASTING
Casters can cast a variety of spells. There are three types of
spells.
DAMAGE SPELL
The Damage Spell is the most powerful spell. It is used to
cause damage, often fatal damage, to the target. A successful
Damage Spell allows the Caster to roll on the Casting Damage
Table (page 20).
DAZZLE SPELL
The Dazzle Spell is used to stop the target from acting. A
successful Dazzle Spell forces each target to forfeit its current
action if active or its next one if inactive.
7
2D6 SWORD & SORCERY
CASTING DAMAGE
When a Damage Spell is successfully cast we must determine
what damage each target has taken. Here’s how we do it: STOP!
Consult the Shooting Damage Table (page 9). There are three types of Spells. Damage Spells cause damage
Add Rep and AC of each target. This is its Defensive to the enemy by using the Casting Damage Table (page 8).
Value. Dazzle Spells cause the targets to forfeit their action. How do
The shooter rolls 2d6 versus the Defensive Value. Defense Spells work?
Go down the left-hand column to the appropriate row Go back to the Battle Board. If the NPC side is active, use the
and across to see what damage, if any, has occurred NPC Spell Casting Table to see what spell the Caster will cast.
to the target. If you are active, cast a Damage, Defense, and Dazzle Spell
The Caster applies the result to the Defensive Value using the Casting Table. How do you determine the Defensive
of each target individually. Value of a figure?
Go down the left-hand column to the appropriate row
for each target, then across to see the results. This Remember when you cast a Damage Spell you only roll once
means that some targets could be damaged and some for damage and apply the result to each target individually.
not. Any Rep lost by a Caster is not recovered until after the
Immediately carry out the results. Encounter is over, not after the fight on the Battle Board.
Casters are powerful but very fragile!
Example – The Rep 4 Caster wants to cast a Damage Spell.
He targets the opposing Leader. I roll on the Casting Table
and pass 2d6. This means the spell affects four targets so I add
one figure to the target’s left and two to its right.
I roll 2d6 for the Caster on the Shooting Damage Table and
score a total of 7. There are four Rep 4 targets. Three are
wearing AC 2 which gives them a Defensive Value of 6. They
are all Obviously Dead!
The 4th Rep 4 target is wearing AC 4 so with a Defensive
Value of 8, he is unaffected.
# D6 SPELL CAST
PASSED
2 Damage Spell.
1 Dazzle Spell.
0 Defend Spell.
8
2D6 SWORD & SORCERY
SHOOTING DAMAGE
SHOOTING When a hit is scored on the Shooting Table the shooter rolls to
see if any damage has occurred. Here’s how we do it:
Missile troops can melee but should do so only as a last resort.
Missile troops can shoot from afar. Consult the Shooting Damage Table.
Add Rep and AC of the target. This is its Defensive
Value.
COVER The shooter rolls 2d6 versus the Defensive Value.
We use Cover in 2d6 Sword & Sorcery. Whether or not a Go down the left-hand column to the appropriate row
Battle Board has Cover is determined by the terrain generated and across to see what damage, if any, has occurred
for the Encounter (page 15). to the target.
#D6 RESULT
PASSED
2 Hit. Go to Shooting Damage Table.
1 Miss if target charging or in Cover.
Otherwise go to Shooting Damage Table.
0 Miss.
9
2D6 SWORD & SORCERY
DAMAGE 2 CHARGE
(Taken versus Rep)
We use three types of damage in 2d6 Sword & Sorcery. Mounted Chargers will roll 3d6 counting best 2d6 results.
#D6 RESULT
OUT OF THE FIGHT PASSED
The figure has taken damage and falls to the ground. It cannot 2 Opponent cannot shoot.
continue the fight. If an active figure comes into contact with Go into contact and fight Melee.
an Out of the Fight figure it can choose to automatically 1 Opposing Caster can cast a Damage spell while
dispatch the figure or capture it. This is done by taking it off opposing Missile Class can shoot.
the Battle Board (page 5) or holding the Battle Board after the If survive, go into contact and fight Melee.
fight. 0 Remain in place and forfeit action.
OBVIOUSLY DEAD Example – The Orc decides to charge the archer. I roll 2d6 on
the Charge Table versus its Rep of 4 and score a 1 and 6.
The figure has taken so much damage that it is obvious that Passing 1d6 allows the archer to fire at the Orc. He fires and
the figure is dead. hits, but doesn’t cause any damage. The Orc moves into
contact and melee is now fought.
-1 TO REP
STOP!
During Melee the figure can have its current Rep reduced by1
point. Losing Rep is cumulative so it is possible for a figure to
have its Rep reduced drastically. If a figure reaches “0” Rep it
is Out of the Fight. If opposing figures reach “0” Rep at the Return to the Battle Board. Have the active Missile men shoot.
same time, ignore the result and fight another round of melee. What table do you use? For this example all figures count as
Continue until only one figure is left. After a figure has being in Cover.
completed all of its melees for the turn of activation, any lost
Rep is recovered. Review how the Shooting Damage Table is used. If I score a 2
and 6 against a Rep 4 AC 4 target, what happens? What
happens if I score a 3 and 6? What happens if I score a 2 and
4?
CHARGE Charge with all eligible Melee troops. If you pass 1d6 the
target of the charge could shoot or cast a spell upon you, but
To melee the enemy you must come into contact and that is you alone. Move all successful chargers into contact and leave
done by rolling on the Charge Table. Here’s how we do it: the figures on the Battle Board.
Only an active figure can charge.
Consult the Charge Table,
Roll 2d6 versus the Rep of the charger.
Determine how many dice are passed.
Go down the left-hand column to the appropriate row
and across to see the results.
This could mean that the charger charges into
contact, gets shot at or a spell cast on him before
moving into contact, or the charger doesn’t charge
and forfeits its action instead.
Note that if a figure is charged by more than one
figure and it could be allowed to shoot or cast. When
this occurs it can only do it once, at the figure it
desires.
10
2D6 SWORD & SORCERY
RETRIEVING WOUNDED
MELEE Characters can attempt to recover Out of Fight figures during
the Encounter. Here's how we do it:
Once contact is made the melee begins. Here’s how we do it:
When active move the figure into contact with the
Consult the Melee Table. wounded figure.
Each figure rolls 2d6 versus its Rep. This is the only Pick up the wounded figure.
table where both sides roll! When next active or forced to leave the table by a
If fighting more than one figure all figures roll at the failed Will to Fight Test (page 20) the figure carries
same time and the defender applies his scores to all off the wounded figure.
of the attackers. Figures cannot fire weapons when retrieving figures.
Determine how many d6 each figure passed. Figures charged while retrieving figures will drop the
Go down the left-hand column to the appropriate wounded.
row. One figure could pass more d6 than the other or Figures fired on while retrieving wounded will count
the two figures could pass the same number of d6. as if in Cover, with any result of miss due to cover
Immediately carry out the results. This could result in counting as a hit on the wounded figure. Roll for
the loser going Out of the Fight, losing 1 point of damage normally on the Shooting Damage Table
Rep, or both figures losing 1 point of Rep. (page 19).
2 MELEE
(Taken versus Rep)
#D6 RESULTS
PASSED
Pass 2d6 Opponent Obviously Dead.
more
Pass 1d6 Missile troop or Caster winner:
more Fight another round of melee with both
figures counting a -1 to Rep.
Melee troop winner rolls 1d6:
If score is higher than loser’s AC = Out of
the Fight.
If score is equal or less than loser’s AC =
Fight another round of melee with loser
counting a -1 to Rep.
Pass same All troop types will fight another round of melee
with both figures counting a -1 to Rep.
11
2D6 SWORD & SORCERY
STOP!
and score a 1 and 5. Passing 1d6 we see that one Gobbo will
leave. The Leader stays as he is a Rep 4 Melee troop. The
other two are Rep 3 but one is a Missile troop – he leaves the
field and the battle continues. The Melee Table is the only table where both sides roll 2d6
and consult the table to see what happens. What if there are
two figures meleeing one figure?
Any -1 to Rep results are cumulative. It is possible to have
Rep reduced to “0”, which is Out of the Fight. Melees arte
fought until one figure or the other wins.
Fight the melees. After all melees are done, all -1 to Rep
losses are recovered.
Now that all melees are over take the Will to Fight Test. Who
takes it? Review the results if passing 2d6, 1d6, and 0d6. How
does a Star’s Free Will (page 3) work.
If the side passes the Will to Fight, continue the game with the
inactive side now becoming active. Fight the battle until it is
over. When is it over?
12
2D6 SWORD & SORCERY
TERRAIN PEFS
Encounters may specify what the terrain on the Battle Board PEF stands for Possible Enemy Force. We use PEFs to limit
will be. As terrain models are used for visual effect only you the intelligence the player has before and during the
can use whatever you already have. Encounter. By using PEFs we create an uncertainty as to the
size of the enemy force and its composition. Heck a PEF could
GENERATING TERRAIN be a false alarm and just a case of nerves! Here's how we do it:
PEFs have a Rep of 4.
Unless previously determined by the Encounter, players can
use the following system to generate terrain for the Encounter. Depending upon the Battle Board, there can be two
Here’s how we do it: or three PEFs.
Clear Battle Boards have two PEFs.
Roll 1d6 and read the result as rolled. Cover Battle Boards have three PEFs.
1 – 4 = The terrain in the Encounter is Clear. The last PEF always contains the objective of the
5 – 6 = The terrain in the Encounter is Cover. Encounter.
PEFs will be resolved one after the other.
CLEAR Resolving a PEF will result in either contact or no
This terrain is flat and does not provide cover to figures when contact with the enemy.
on the Battle Board. Could be a street, grass, or even roof tops All contact must be resolved before moving on to the
next PEF.
COVER After all PEFs are resolved the Encounter is over.
This terrain has plenty of obstacles to hide behind and figures
on the Battle Board counts as being in cover. This comes into RESOLVING PEFS
play on the Shooting Table (page 19). Before moving onto the Battle Board the PEFs must be
resolved, from first to last. Here’s how we do it:
Consult the PEF Resolution Table.
PLAYING THE GAME Roll 2d6 versus the PEF Rep of 4 and determine how
many d6 are passed.
Go down the left-hand column to the appropriate row
As you may or may not know, all THW games can be played and across to see the results.
solo, same side (cooperatively) and head to head If contact occurs, set up the Battle Board.
(competitively). Feel free to play anyway you like. If not, resolve the next PEF.
The solo and same side rules are brilliant. You do not draw a
card to see if a group moves; nor do you have to “make the 2 PEF RESOLUTION
best decision” for the non-player enemy. The game
(Taken versus PEF Rep of 4)
mechanics in 2d6 Sword & Sorcery does all that for you.
Playing with everyone on the same side is also great for # D6
teaching the game to newcomers and non-gamers. Playing PASSED RESULT
solo and same side starts with PEFs. 2 Contact! You have run into enemy. Roll 1d6:
1 = Two less than your figures.
2 = One less than your figures.
3 = Same number as your figures.
4 = Same number as your figures.
5 = One more than your figures.
6 = Two more than your figures.
Can never run into less than one enemy.
1 Something’s out there! Resolve all subsequent
PEFs using 3d6 counting the lowest two scores.
0 False alarm! If this is the last PEF and no contact
has occurred, count as if passed 2d6.
13
2D6 SWORD & SORCERY
WHO ARE THEY?
This will depend upon the enemy you are fighting. You can STOP!
use the following Enemy Table or the Lists we’ve provided
Each Encounter will have Clear or Cover terrain on its Battle
(pages 17 - 18). Here’s how we do it:
Boards unless specified differently by the Encounter. What
Consult the Enemy Table. type is it if I roll a 4?
Roll 2d6 for each figure you need. Add the scores There will be two PEFs to resolve when the Encounter has
together and go down the left-hand column of the Clear terrain. How many does Cover terrain have? The last
appropriate row. This tells you the stats for the figure. PEF resolved is always the objective. The last PEF always
Repeat the process for each enemy you need. counts as passed 2d6 on the PEF Resolution Table (page 19) if
not contact has occurred prior.
2 ENEMY
Use the Enemy Table or Lists to generate the stats for your
(Adding the results together) enemies.
# TYPE CLASS REP AC How do you load up PEFs?
2 Raw Missile 3 2
3 Experienced Missile 4 4
4 Raw Melee 3 2
5 Raw Melee 3 4
6 Experienced Melee 4 2
7 Experienced Melee 4 2
8 Experienced Melee 4 4
9 Experienced Melee 4 4
10 Veteran Melee 5 4
11 Veteran Melee 5 6
12 Experienced Caster 4 2
LOADING UP PEFS
Here’s a shortcut we highly recommend. It’s called “loading
up” PEFs and will save you a lot of time. Here’s how we do it:
Before the game generate your Non-Player enemies
from the Enemy Table or Lists. Be sure to do at least
7 figures.
Line them up from best to worse with the second and
fifth figure being a Missile troop and the sixth a
Caster.
When you contact the enemy, start from the first
figure and going towards the seventh, grab the
number of figures you need.
After the battle place them in order again, but behind
any figures you haven’t used.
Continue to do this for the whole Encounter. This
will give you a wide variety of enemy groups.
14
2D6 SWORD & SORCERY
Play continues until the player has accomplished his
ENCOUNTERS objective, been destroyed, or leaves the Battle Board.
FORCES
You can use up to your whole Band.
Enemy forces will be generated normally (page 14).
TERRAIN
The terrain will be Clear (1 – 3) or Cover (4 – 6).
DEPLOYMENT
Your Band will enter all Battle Boards.
SPECIAL INSTRUCTIONS
Resolve two or three PEFs (page 13) depending if the
terrain is Clear or Cover.
If contact occurs move to the Battle Board.
Resolve all battles generated by the PEFs.
15
2D6 SWORD & SORCERY
DEFEND
Go across to see if any new Grunts can be recruited.
Use the Recruiting Table (page 5) to generate the
In this Encounter the enemy is out to destroy or drive you off stats for each new recruit.
the field. You must stop them from accomplishing their
objective. 2 NEW RECRUITS
OBJECTIVE (Taken vs. Rep)
Your objective is to resolve all of the PEFs found in A result of "6" is always a failure.
the Encounter and not be driven off the Battle Board. # D6 RESULT
PASSED
FORCES
2 You can recruit new Grunts to bring your Band
You can use up to your whole Band. up to full strength.
Enemy forces will be generated normally (page 14). 1 You can recruit one new Grunt.
0 No new recruits available.
TERRAIN
The terrain will be Clear (1 – 4) or Cover (5 – 6).
DEPLOYMENT
Your Band starts on the Battle Board.
STOP!
There are three types of Encounters. Your first is Explore and
the next is determined by using the Next Encounter Table
SPECIAL INSTRUCTIONS
(page 15).
Resolve two or three PEFs (page 13) depending if the
terrain is Clear or Cover. On a Raid the camp Battle Board is always the last one and
When resolved as contact, the enemy forces enter the counts as Cover for terrain.
Battle Board. On the Explore and Raid Encounters you move onto the Battle
Resolve all battles generated by the PEFs. Board. On the Defend Encounter you start and stay on the
Play continues until the player has accomplished his Battle Board with the enemy coming to you.
objective, been destroyed, or leaves the Battle Board.
After the Encounter, not after each battle, adjust any Reps to
your Band if needed. If you take losses during an Encounter,
you may be able to recruit new Grunts.
AFTERWARDS
Use this section only if you choose to use the same characters
for multiple Encounters – called a Campaign.
After the Encounter is over and the After the Battle Recovery
Tests have been taken, it’s time to see what happens to you
and your Band members.
REP ADJUSTMENT
Check to see if you or your Grunts have their Rep increase or
decrease (page 4).
NEW GRUNTS
When your Band takes losses you may be allowed to recruit
more Grunts. Here’s how we do it:
Consult the New Recruits Table.
Roll 2d6 versus your Rep.
Determine how many d6 are passed and go down the
left-hand column to the appropriate row.
© 2016 ED TEIXEIRA – TWO HOUR WARGAMES 3/8/2016
16
2D6 SWORD & SORCERY
ELVES – SILVER
ARMY LISTS # TYPE CLASS REP AC
Want to be more specific, but still stay easy to play? Use these 1 Veteran Missile 5 2
fantasy Army Lists. Here’s how we do it: 2 Veteran Missile 5 4
3 Veteran Missile 5 4
After you resolve a PEF as contact, come on over to 4 Veteran Melee 5 4
the lists and pick whichever one you want to use. 5 Veteran Melee 5 4
Roll 1d6 for each Grunt you need. 6 Elite Melee 6 4
17
2D6 SWORD & SORCERY
Here’s a quick and easy Creature List. Remember that we’re # TYPE CLASS REP AC
only concerned with Class, Rep and AC so you won’t see any
2 Elemental (1) Melee 6 6
special abilities or other defining characteristics. Here’s how
3 Giant, Troll Melee 6 4
we do it:
4 Lycan Melee 6 4
After you resolve a PEF as contact, come on over to 5 Minor Demon (1) Melee 6 6
these lists and roll to see what you have met. 6 Serpent, Giant (1) Melee 6 6
Roll 1d6 and read the result as rolled. 7 Wraith Melee 6 6
Go down to the corresponding list. 8 Giant, Hill Melee 7 6
Roll 2d6, add the results together, and go down the 9 Major Demon (1) Caster 7 6
(1)
left-hand column to the appropriate row. 10 Treeman/First One Melee 7 6
Go across to see what you have run into. 11 Giant, Mountain (1) Melee 8 6
Where a (1) appears next to its name that means will 12 Dragon, Mature (1) Melee 10 6
only meet one of them. You’re welcome!
When meeting the other Creatures, there will be one
of them at the listed Rep and the rest 1 point of Rep 2 CREATURE LIST 6
lower – but never lower than Rep 3. (Adding the results together)
See List – roll for them on the appropriate Army List.
# TYPE CLASS REP AC
2 CREATURE LIST 1 2 Skeletons Special 3 4
(Adding the results together) 3 Zombies Melee 3 2
4 Ghoul Melee 4 2
# TYPE CLASS REP AC 5 Mummies Melee 4 2
6 Witch Caster 4 2
2 Bear Melee 4 4
7 Giant, Ogre Melee 5 4
3 Birds, Giant Melee 5 2
8 Hydra (1) Melee 8 6
4 Cats, Great Melee 5 2
9 Liche Caster 5 4
5 War Dogs Melee 4 2
10 Necromancer Caster 5 4
6 Wolf Melee 4 2
11 Petty Demon Melee 5 4
7 Gi-Ant Melee 4 6
12 Vampire Melee 5 4
8 Giant Rats Melee 5 4
9 Spider, Giant Melee 4 4
10 Mushroom Men Melee 4 4
11 Wererats See List x x
12 Lizard Men Melee 5 4
2 CREATURE LIST 2 – 3
(Adding the results together)
18
2D6 SWORD & SORCERY
2 PEF RESOLUTION 2 CHARGE
(Taken versus PEF Rep of 4) (Taken versus Rep)
#D6 RESULT
PASSED
More Side that passed more d6 becomes active and will
d6 act.
Same Higher Rep acts. If equal Reps the moving side
number becomes active and will act.
of d6
19
2D6 SWORD & SORCERY
2 CASTING 2 MELEE
(Taken versus Rep) (Taken versus Rep)
Score of “6” is always a failure. #D6 RESULTS
#D6 RESULT PASSED
PASSED Pass 2d6 Opponent Obviously Dead.
Success! Affects a number of Targets equal to more
2
the current Rep of the Caster. Pass 1d6 Missile troop or Caster winner:
Dazzle Spell causes the Targets to remain in
more Fight another round of melee with both
place and forfeit current or next action. figures counting a -1 to Rep.
Melee troop winner rolls 1d6:
Damage Spell causes the Caster to roll on
Shooting Damage Table against all affected If score is higher than loser’s AC = Out of
Targets. the Fight.
Defend Spell causes Targets to count as 1 If score is equal or less than loser’s AC =
Rep higher on the current turn of activation. Fight another round of melee with loser
counting a -1 to Rep.
1 Partial Success! Affects one Target. Pass same All troop types will fight another round of melee
Dazzle Spell causes the Target to remain in with both figures counting a -1 to Rep.
place and forfeit current or next action.
Damage Spell causes the Caster to roll on
Shooting Damage Table against the Target. 2 WILL TO FIGHT
Defend Spell causes the Caster to count as 1 (Taken versus Rep of the Leader)
Rep higher on the current turn of activation.
Score of “6” is always a failure.
0 Disaster! Spell fails and the Caster’s Rep is
reduced by 1 point for remainder of the #D6 RESULTS
Encounter. PASSED
2 If one or more friends have already left the table,
2 NPC SPELL CASTING count as passing 1d6.
Otherwise, Carry On.
(Taken vs. Rep)
1 One figure leaves the table.
# D6 SPELL CAST Lowest Rep Caster will leave first, followed by
PASSED lowest Rep Missile, then lowest Rep Melee.
2 Damage Spell. Two figures leave the table.
0 Lowest Rep Caster will leave first, followed by
1 Dazzle Spell.
0 Defend Spell. lowest Rep Missile, then lowest Rep Melee.
20