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C 0 N T E N T 14 15 16 17 18 19 20 21 22
s Morale Results Casualty Chart Base Sizes Characteristics Some Good Creatures Mainly Bad Creatures Elves and Humans Dwarves/Halflings/Orcs Points System
Scales & Sequence Organisation & Orders Magic Users Spells Movement Formation Changes Missile Fire Melee Morale
Published by Brigade Games 186 North Road, Darlington, Co. Durham.
These rules are designed to reproduce large-scale battles set in a fantasy realm, be it Middle Earth, Hyboria or any other mythical setting. They were written many eons past, before the advent of roleplaying games such as Dungeons and Dragons, Tunnels and Trolls, Warhammer etc. Now updated and completed largely at the request of Wargamers via Irregular Miniatures, for mass-combat rules to complement Irregular's excellent ranges of fantasy figures, in 6mm and 25mm. As with any set of fantasy rules, this tome cannot hope to cover every type of creature, mythical setting, magical spell or artifact and it is anticipated that these rules should operate as guidelines when adding new types of monsters or spells and their capabilities. A companion to this set of rules will however be available shortly, designed to expand the spell range and include more creatures and races. A word of warning with regard to your own additions though any new monsters or spells should not be made too powerful, as this will destroy the essence of the rules. The use of the Gods - or their intervention in a battle is to be prohibited. May your Gods support you eternally.
Scales & Sequence Figure Scale : 1 Figure Except for : 1 Tree Spirit Giant Mammoth Chariot War Machine 1 Magic User General Hero Anti-Hero Dragon Wraith Winged Demon Ground Scale : All distances quoted : represent paces (yards) 10 paces equals : 6mm figures : 5mm 15mm figures : 10mm 25mm figures : 20mm Time Scale : Time, in a fantasy setting is immaterial if considered in the usual wargames meaning and it is left for the individual wargamer to specify the duration of a move and how many constitute a day etc. However, in campaign situations, time (and the corresponding periods of night and day) should relate to the fictional world in which the campaign is fought, i.e. In Pellucidar (apart from the Land of Awful Shadow) it was permanently midday!! Game Sequence : It is suggested that the sequence of events within each move are as stated. However, with agreement between all participants, the sequence can be altered to suit different mythical settings or situations. represents 20
2 3 4 5 6
Orders : Magic : Movement : Firing : Melee : Morale
Units should be organised within the following 'regimental' sizes unless specified under Characteristics, (pages 17-21) Individuals : In Units of 1
Tree Spirits, Trolls, Ogres, Giants, Mammoths, Chariots, War Machines etc. : Units of 2 to 9 Forces of Good, Light etc. Forces of Evil, Dark etc. : Units of 10 to 30 : Units of 20 to 50
A General must command at least three Units of his own race, unless a specific battle is being recreated. No army organisations can be included in these rules due to the enormity of the subject and the variety of fantasy settings available. Generally speaking, an army should comprise only a small number of powerful individuals (Heroes or creatures) with a larger proportion of the weaker types to make up the masses. e.g. an Evil force could be comprised of hordes of Ores and Goblins, with a Dragon or Winged Demon in command. If the mythical setting used is based on available literature, then it should be adhered to : i.e. No Centaurs or Unicorns in Middle Earth and No Dragons in the Thomas Covenant Chronicles!! Relevant quantities should also be adhered to : i.e. No more than 9 Wraiths or 1 Winged Demon during the Third Age - No more than 3 Ravers in the Chronicles. Ignore these parameters and the game will suffer as a result.
It is suggested that orders be written at the beginning of the game for all Units and Individuals. These should include where appropriate : Unit objectives, movement rates, target priorities and any other order deemed necessary. Orders for Individuals may be changed at any time, providing they are in a position to react to the situation. Changes of orders for Units (other than enforced melee reactions) must be written down by either the Commander in Chief or a General of the Unit's own race and sent by messenger. One move should be spent digesting the new orders before they can be acted up'on. Standing orders such as formation changes, attacking enemy flanks or rear, movement through terrain obstacles etc., do not require specific orders, as these minor tactical decisions are deemed to have been made by the Units Officers. Magic Users should write down each spell they cast, at which target and during which move it is cast. This should enable a running total of magic points to be kept.
At the beginning of the encounter, each Magic User is given a magic capability equal to the maximum stated below (or his current level in a campaign situation. Maximums as follows :
Super Wizard Major Wizard Minor Wizard Wraith Leader Wraith Hero
50 30 20 20 5 5
The magic capability of Wraiths (excluding the Wraith Leader of course) and Heroes, (who aren't allowed to cast spells) must be in the form of a magical item such as a ring or sword, which has been endowed with a magical quality. i.e. a Magic Sword or a Ring of Invisibility.
A Wizard may cast one spell per move which will reduce his/her maximum spell capability by the relevant points cost per spell. However, each move the Wizard does not cast a spell ONE point is returned, (thus replenishing the spell casting capability; provided it does not exceed the Wizard's maximum allowed magic capability as stated above. If a Wizard allows his capability to fall to zero or below, he is then deemed to be physically and mentally drained and may not cast any further spells during the encounter. When casting spells, engage in combat. Magic Users and Wizards may not move or
The type of spell to be used and the target must be specified in the orders, otherwise the effect of the spell is deemed to commence on the same move that it was cast. Specifying and noting spells cast per move is also necessary, largely for ease of calculating a Wizard's diminishing spell capability, but also useful for later reference in any campaign situations.
DARKNESS Cost - 20 Points
This spell is available only to the Chief Wizard of Darkness. Effect s Overcasts the sky, blotting out the sun, enabling the forces of darkness to fight effectively. It is effective on the move following that on which cast, remaining until dispelled. Dispelling : This can be achieved either voluntarily by the Chief Wizard, or involuntarily, if he his killed or forced to flee the field of battle! The Chief Wizard of the forces of Good may make a ONCE ONLY attempt to remove the spell by throwing a score of 95-100 with a pair of percentage dice. The attempt will cost 20 Points. If dispersed, the cloud will disappear and light will return at the end of the following move. FIREBALL Cost - 5 Points
Range : 500 paces with an area effect of 100 paces in diameter, t h e W i z a r d casting this spell must be stationary and he must be able to see the intended target. Effect : Immediate, on the move it is cast. A Fireball has a Fire Factor of 3 against all targets except for 'cold-based' creatures (Ice-men, Frost Giants etc.) where the Fire Factor is increased to 6. The random factor is \ D10. For the purposes of the Casualty Chart, the number of 'Firers' is the figure count within the blast circle. Thus, if a Wizard fires at a Unit of Infantry, 20 of which are within the blast circle and the die score is +1, then the effect would be at a Fire Factor of 4 with 20 figures firing, resulting in 72 casualties inflicted. INVISIBILITY Cost - 10 Points
This spell may be cast on an Individual or a Unit, rendering them invisible for one move. Although they become disorganised, they may still move, fire and melee as normal. An invisible Unit cannot be charged or fired upon, even if it was visible at the start of the move. If an invisible Unit is involved in melee, its opponents will become disordered and fight at -3. SHIELD Cost - 5 Points
Range : A Magic User can protect a Unit with this spell up to a maximum range of 500 paces. Effect ; Protects the Unit or Individual against all missile A it) offensive spells for the duration of one move, but negates f all missile firing or spell casting from the protected Unit. If the Unit is involved in Melee it has a defensive bonus of -2.
and more Spells
FLEE Cost - 5 Points
This spell will enable a Wizard to flee the battlefield and return to his home base. However, since the spell is cast in a hurry and usually under some duress, there is a chance that it will go wrong!! Throw two percentage dice when cast : 0 - 90 : 91 - 95 : 96 - 99 : 100 2 Spell cast correctly. Cast incorrectly, nothing happens at all. Wrong incantation, Wizard arrives at the Enemy base. Incorrect, Wizard sent to Astral Void and lost. SMOKE SCREEN Cost - 5 Points
Range 2 200 paces creating a smoke screen area of 500 paces in length by 50 paces deep - Duration, one move. Effect 2 Reduces fire effect of all missiles fired through the screen by -2. Units attempting to move through it do so as for crossing marshland, becoming disorganised in the process. PETRIFY Range 2 500 paces - Duration, one move. Effect 2 Will petrify any target, leaving them incapable of any movement, firing or melee. It will leave the Unit disorganised, requiring the following move to be spent reorganising. MISSILE This spell enables the caster to fire 5 + D10 magic missiles against a specified target, to a maximum of 200 paces. Effect 2 against the target is at a Factor of 2 - The Random Factor being 2 x D10 (One plus, one minus with a maximum result of +1 or -1.) The number of missiles fired * numbers firing on the Casualty Char i.e. A Wizard throws a D10 and adds 5. He scores 8 - therefore 13 missiles are fired. Random factor - Black Dice +4, Red Dice -9, gives a net score of -1. Thus 13 Firing at a Factor of 1 - 11 Casualties. EARTH TO MUD Range 2 250 paces - Duration, one move. Effect 2 Turns the ground beneath the feet of the target Unit into marshland, with the corresponding movement penalties. Cost - 5 Points Cost - 5 Points
Generally speaking, two basic movement rates are given in the section on Characteristics, (pages 17-21) The first is the normal rate of movement through good terrain unimpeded by circumstances or physical features. The second is their charge or rout movement, from which their pursuit speed can be calculated, (two-thirds of charge speed) Charging : Can only be initiated in an attempt to contact the enemy. If contact doesn*t occur* then the Unit in question will spend the following move stationary, reorganising, after which it will revert to normal movement rate. Movement penalties and restrictions Fordable Rivers : Rocks -75% -50% -75% -75% -50% -75% -75% -75% : : : : : : : : -75% -50% N/A -75% -50% -75% N/A N/A Hedges : /Walls : -75mm : -75mm : -75mm : N/A : Norm : Norm : Norm : N/A
: Woods Infantry Light Infantry Cavalry Wolves Giants Tree Spirits Mammoths Chariots Individuals Winged Creatures : : : : : : : : -50% -25% -75% -75% -50% Norm N/A N/A
: Marsh : : : : : : : : : -50% -50% N/A -75% -75% N/A N/A N/A : : : : : : : :
: ----- No Restrictions or Penalties : ---- No Restrictions while Airborne ---------- Otherwise Not Allowable* ------Norm : Normal Movement rate
N/A : Not Allowable
* Winged Creatures are penalised simply because under normal circumstances they would fly over obstacles, rather than try to navigate around them whilst grounded. Note : Giants, Tree Spirits and Elephants when moving through walls or hedges, literally walk through!! They create a gap equal to 1% times their base size, through which other Units may pass without restriction. Natural Habitat : Creatures whose natural habitat is one of the a b o v e , do not suffer any restrictions because of their expert knowledge and sure-footedness when in their 'home* terrain. Consequently, they may move and charge as normal. i.e. Wood Elves (only) are unhindered in woodland terrain, just as Goblins or Dwarves would be in rocky terrain. Getting Airborne : It takes 25% of a move to take off or land for all winged creatures, except Dragons and a W r a i t h ’s winged steeds, who take 50% of a move. It also takes 25% of a move to pick up - or safely deposit passengers once a flying creature has landed and is stationary.
Note : Time spent undergoing any Formation Changes during a move, will reduce the time allowed for normal movement and the appropriate deduction from movement allowance should be made. Column to Line : (or vice-versa) takes one move, except for Chariots, Goblins, Ores and Trolls etc., who take two moves. Defensive Circle : (or Square) takes two moves, except for Gobl i n s , Ores and Trolls, who take four moves. (This only applies to Infantry, as other types would gain no advantage.) Wedge : As above for defensive circle. A wedge is only allowed for those creatures who are able to use it, (i.e in the Thomas Covenant Chronicles) unless agreed previously by both players. Extending Formation : (or vice-versa) can be up to 4 figures per 25% o : a move spent in doing so. Goblins, Ores, Trolls, f Wolves and Barbarians may do so at 2 figures per 25% of a move while Giants, Tree Spirits, Winged Creatures and Chariots do so at 1 figure per 25% of a move. Interpenetration : Individuals may pass through any friendly Unit without penalty, both Units remaining in good order. Light Infantry and Cavalry (humans), Elves and Halflings may also pass through stationary friendly Units without penalty. All other interpenetration results in both Units becoming disorganised. Turning to Face : Changing facing direction while stationary counts as movement and is expressed as a percentage loss : : 90 deg. Individuals Infantry Cavalry Wolves Giants Tree Spirits Mammoths Chariots Winged Creatures Ores, Trolls etc All others — : 180 deg. e.g. It takes a Unit of stationary Wolves % a move to turn 90 degrees. The remaining \ a move can be used up for movement in the new direction.
No Deduction -25% -25% -50% -25% -50% -75% -50% -50% -50% -50% -50% -75% -100% -75% -75% -50% -50% -50% -50% -50%
Wheeling : Is used when Units are moving and is conducted at normal speed, with one end of a Unit remaining stationary, and acting as a pivot. Only Infantry of the Forces of Good may wheel backwards, but at a 50% reduction in speed. Winged Creatures may only fly in a forward direction! If they wheel at more than 45 degrees, there is a 25% movement loss. They may only turn whilst grounded and stationary. Routing troops s Do not lose movement during turn away to Rout.
Missile Fire Figures armed with missile weapons or crewing a War Machine, may fire during the firing phase of the move. Units using Fire Weapons and War Machines must remain static to fire, otherwise Units may move and fire since missile firing is assumed to have taken place at any time during the move.) Missile Ranges are as follows : Javelins, Rocks etc. Sling Stones/Lead Shot Bows Elven Composite Bows Crossbows War Machine Dragon Breath Weapons Firing at Aerial Target Aerial Fire (from above) Using Fire Weapons Cavalry Weapons 50 200 400 600 600 1500 100 -50% +25% -25% -25% paces paces paces paces paces paces paces range range range range
e.g. A Bow armed Unit of Elven Cavalry would have a range of
paces (600 less 25% for Cavalry weapons) or 338 paces if
they fired at an aerial target.
The target must be directly visible to all the firing Unit.
The Firing Unit must not be in Melee - however if contact did
occur during the move, firers may fire at long range, but are unable to charge. Firing into a Melee is permitted. In such circumstances, it
is necessary to apportion the casualties caused in relation to the number of figures involved. Results of any Magic attack, will affect all equally.
Overhead fire is only permitted over other friendly troops, provided the target is no closer than 100 paces to that Unit. Firing is not permitted at targets who are directly overhead. Firing from Woods and Forests is permissible to the front two ranks of a Unit, provided they are positioned at the edge of the Wood etc. Missile Fire into and in Woods or Forests is limited to a depth and range of 100 paces. Target Priorities : Missile troops must adhere to the following priorities if in doubt as to which target takes precedence : 1 : Enemy charging the firers. 2 s Enemy advancing against the firers. 3 : Enemy missile troops causing casualties against firers. 4 : Previously specified target. (Units may be allocated an opposing troop type as a specific target for their fire, i.e. Dwarven crossbows ordered to fire at Dragons.) 5 : Nearest Enemy target.
Weapon Factors and Specialist Tactical Factors are given in their own section under Characteristics, (see pages 17-21) Basic Tactical Factors s These are added or subtracted to the appropriate Weapon Factors and Specialist Tactical Factors and finally modified with the Random Factor, The resulting figure is cross-referenced with the number of firing figures on the Casualty Chart, (see page 15; +2 : +1 : -1 -1 -1 -1 : s : : Firers remained stationary Target is Shieldless
Overhead fire Target moved more than 200 paces Firers Disorganised Firing at more than \ Range (Not War Machines or Dragons Breath) -2 2 Firing at Aerial Target -2 2 Firing through or into smoke -2 2 Target in Natural Habitat or in Cover (Elves in Woods etc.) Random Factor 2 2 x DIO (one positive, one negative) are thrown, deducting one from the other. Positive Result 2 +1 Random Factor result Even Score 2 0 as follows 2 Negative Result 2 -1
Disorganisation occurs if either of the following apply 2 1 2 If a Unit becomes Invisible. 2 2 In Melee with Invisible Units, Mammoths, Tree Spirits or D rag o n s • 3 2 Moving Infantry charged by Cavalry, Chariots, Mammoths, Tree Spirits or Dragons. 4 2 If a Unit becomes Petrified. 5 2 Cavalry in Melee with Wolves, Mammoths, Tree Spirits or Dra g o n s . 6 2 Cavalry within 100 paces of Wolves, Mammoths or Dragons. 7 2 Ineligible Units which have interpenetrated this move. 8 2 Being *burst through1 by Routing Units. 9 2 Upon Routing. 10 2 Passing through a smoke barrier. 11 2 Under attack from Rockets or Fire Arrows. 12 2 Any Unit except Light Infantry in unfavourable terrain. 13 2 Any Unit charged while changing formation. Note 2 Disorganised Units must stand one move to reorganise, once the disorganising factor ceases to apply.
Hand to hand combat takes place on the move following combat and each subsequent move until one side breaks. Unit Defensive Value : The amount of punishment a Unit can take before it is destroyed, is formulated as follows : Unit Defence Value + Armour Rating x Unit Figure Strength
e.g. For a Unit of 50 Armoured Dwarves :
Defence Value (15) + Armour (5) = 20 x 50 (figures) * 1000 Defensive Value.
e.g. For a Unit of 7 Giants : Defence Value (100) x 7 (figures)
700 Defensive Value. Figures Eligible : Units fight with the following depth of figures on the 1st round of Melee : Individuals, Dragons Tree Spirits, Giants Elephants, Chariots Wraiths, Wolves Axemen, Cavalry Goblins Trolls Ogres Pikemen All others
: 2 Ranks
: 4 Ranks : 3 Ranks
If two Units are engaged in Melee, other Units can be ordered to advance, but not charge into that Melee. On the second round and in subsequent rounds of the Melee (when the fighting has become 'confused') there is no further restriction on the number of Ranks eligible to participate in the action. All figures of the Units involved will therefore count in the fight. Random Factor : 2 x D10 (one positive, one negative) are thrown, deducting Positive Result one from the other. Even Score Random Factor result Negative Result A8 follows :
Melee System : The Weapon Factors and any applicable Specialist Factors (both covered in the section on Characteristics (pages 0 17-21), are modified by the General Melee Factors and the Random Factor. The result is then cross-referenced with the figures involved to ascertain the casualties inflicted on the enemy. General Melee Factors +2 +1 : : : s : : : : :
Mounted Troops Charging Other types Charging Elite Morale (Forces of Good only) Fighting Shieldless Opponents * Fighting Disorganised Opponents Following-up in Melee Opponents are in/behind Cover Opponents are Invisible
♦Shieldless Opponents : Only Troops capable of carrying shields may be counted as Shieldless in Melee or in Missile Firing. i.e. Elephants, Dragons, Wolves, Wraiths, Tree Spirits ejtc. must not be treated as Shieldless!! Individuals whose prime requisite is magic, are not deemed to be Shieldless, but a General or Hero may be counted as such, if not so equipped. Axe-armed figures will count as Shieldless in Melee, but may carry shields for defence from Missile Fire. Cover : The advantage given by terrain features such as walls, buildings etc. also applies to natural habitat. e.g. Wood Elves in woods, or dwarves/goblins in rocky crags. : Post Melee Results :
Any Unit which receives greater casualties than it inflicts is pushed back 50 paces. A Melee continues until one side breaks - or is annihilated. (Breaking capability is stated per Unit type in the section on Characteristics - pages 17-^21) Pursuit : A victorious Unit will make a compulsory follow-up move at charge rate, after which (on the following move) the Forces of Light must take a Morale Test to halt. If the result is Advance they will continue to follow-up, but at ngrmal movement rate. The Forces of Darkness will try to continue the Melee for as long as possible or until the pursued have out-distanced them or have been annihilated. Pursuing troops who are unable to retain contact, may fire at the enemy, (if equipped with suitable missile weapons) but will count disorganised until rallied.
Morale is tested in the following situations 1 2 3 4 5 : : : : :
The Loser - after each round of Melee. 10% Casualties suffered in one move of Missile Fire. Under Magical attack. Commander in Chief killed or flees the battlefield. General or Hero of own Race, is killed or flees the battlefield. 6 : Broken through by Routing Units, or Friendly Units break within 200 paces. 7 : Attacked by Wraiths, Winged Demons, Tree Spirits or D ragons. 8 : When 50% Casualties suffered and each move thereafter.
System : Throw 2 x DIO and cross-reference each on the Variance Chart below. Add or subtract any relevant Morale Factors and any appropriate Special Morale Factors (detailed in the section on Characteristics - pages 17-21) to obtain the final Morale result. n a n c e ^nart : : 1/2 3/4 5/6 7/8 9/10 : : : : : 1/2 -3 -2 -1 -1 0 : : : : : : ’Black' Dice Score 3/4 : 5/6 : 7/8 -2 -1 -1 0 +1 : : : : : -1 -1 0 +1 +1 : : : : : -1 0 +1 +1 +2 : : : : 2 : 9/10 0 +1 +1 +2 +3
'Red' Dice Score
: Definitions Within
: The distance - 250 paces to front or flank and 150 paces to the rear - in which friendly Units must be to count.
Rear Support : Units can be counted if they are within a normal movement distance from the Unit claiming support. Secure Flank : The Unit is 'resting' on an impassable terrain feature or a friendly Unit which is 'under orders' and not in Melee. Individual with the Unit : An Individual is within 50 paces of the Unit - It is specified in his orders and he is operating with that Unit. If the Unit breaks, he is swept away with them,'but has a 50% chance to escape the Rout, which if fails will reduce to 40% the following move and decrease by 10% each move thereafter. If an Individual is forced to Rout from the battle, he may not return.
Morale Factors : General Morale Factors :
Commander in Chief with Unit. Commander in Chief within. Hero, General* or Wizard with Unit. Won last round of Melee. In Cover, behind wall etc. Unit is Invisible. Each Routing Enemy Unit within. Hero, General* or Wizard within. Each Friendly Unit within. Each Secure Flank. Secure Rear or Rear Support. Each Retiring Enemy Unit within. Friendly Units in sight Advancing. Each 10% Defence Value lost. Unit is Disorganised. Each Advancing Enemy Unit within Each Enemy Wraith within. Enemy Wolves within. Each Retiring Friendly Unit within. Each Enemy Wizard within. Enemy Tree Spirit/Demon/Mammoth/Giant within Each Routing Friendly Unit within. Enemy to Flank or Rear. Cavalry under Fire Attack. Unit is Retiring. Under Magical Attack. Attacked by Dragons. Unit is Routing. In Melee with Wraiths. Hero or General* killed. Commander in Chief killed.
* Only applies to Hero or General of Unit's own Race. : Forces of Darkness :
Chief Wraith with Unit. Chief Wraith within. Each Wraith with the Unit. Each Wraith within. Each Controlled Dragon within. Each Uncontrolled Dragon within. : Forces of Light :
Desperation Factor - For each 20% of the strength by which they are outnumbered by the Forces of Darkness in terms of Figures, except for : Giants & Mammoths count : 5, Wraiths, Demons, Dragons, Anti-Heroes, Generals & Wizards count : 10. 13
: Morale Results :
10 Plus : Morale Steady - May Advance, 6 to 9 : Halt - Test Morale next move, may Fire Count as Disorganised if in Melee. 1 to 5 : Retreat. 0 : Rout. : Result Definitions Advance Halt : '
: Morale is good enabling orders to be carried out.
2 Unit stands - may not advance closer to the Enemy.
It may Retreat or move parallel to the Enemy. Retreat : Unit must Retreat away from the Enemy for at least 2 moves, before testing Morale again. (Unless new circumstances prevail.; : Unit immediately breaks, routing directly away from the Enemy. No turning deduction is applied. If a Routing Unit contacts a friendly Unit, it will burst through 90% of the time - disorganising them, otherwise they will flow around the Unit. Routing Mammoths and Chariots which burst through a friendly Unit, will cause casualties at a Factor of % DIO. If a Routing Unit is unable to escape throw 2 x DIO Score 0-50 : Unit fights to the death. 51 - 100 : Unit throws down its weapons, only to be massacred, (see below) Surrender s No quarter is given - No prisoners are taken!! However, an Individual (Wizard, Hero, General) who is facing annihilation, may choose to surrender for Ransom. In this event, the captors throw 2 x D10 a score of 0 to 20 resulting in acceptance of the surrender. Otherwise - the killing continues!! : Enraged Beasts :
If a large Beast (Mammoth, Dragon etc.) is forced to Rout, it will become Enraged and go wild (uncontrollable.) Throw 1 x D10 EACH move to decide the direction the Beast 1/2/3 i must move in. The rogue Beast will move at Charge rate and if it contacts 4/5 6/7 any Unit, the Beast will fight (although a M a m m o t h ’s crew may not, depending on whose side 8/9/10 the contacted Unit is on!!)
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108 126 144 162 180 108 135 162 189 216 243 270 108 144 324 360 216 252 360 405 450 135 180 225 270 00 00
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No bases sizes are specified within the rules since different manufacturers, especially those supplying Fantasy figures, tend to have their own ideas on the size, shape and area occupied by the variety of creatures available. Thus a Minifigs Goblin will differ in size and stature to those produced by Citadel, Essex, Chronicle or Prince August etc. The following base-sizes therefore are definitely suggestions only; but if in doubt, work on the basis that one man can fight one man-sized opponent while three halflings could fight two man-sized opponents. All measurements given below are in Millimetres.
: Human Size * Halflings, Kobolds Ogres, Trolls Giants, Tree Spirits Mammoths Dragons War Machines Light Cavalry Heavy Cavalry 2 Horse Chariots Per Additional Horse Individuals j t :
25mm 20 x 20 10 30 40 40 60 40 30 20 40 x x x x x x x x x 10 10 30 40 60 80 40 40 40 60
15mm 10 x 10 5 15 20 20 30 20 15 10 20 x 5 x 15 x 20 x 30 x 40 x x x x 5 20 30 20 30
6mm 5 x 5 3 7 10 10 15 10 7 5 10 x 3 x 7 x 10 x 15 x 20 x x x x 5 10 10 10 15
Any size to suit figure in use.
* Human Size : For Light or Tribal organised Units. For Units of Regular Heavy Infantry, it is suggested that base frontage be reduced by 25% while retaining the same depth. Notes : If figures just do not fit within the above parameters, players should make the bases to fit the figures and proceed on a 'head count' when determining figures involved in either Firing or Melee. The 6mm Fantasy range of Figures supplied by Irregular Miniatures do not require any addition, basing work, since they are cast ready based.
The various characteristics and traits of the creatures and races found within the Necromancer's Realm are detailed within the following pages under the headings below : Basic Defence Value : This refers to unarmoured creatures and is a composite figure based on the roughness, agility, strength and resistance to Magic etc. Armour when worn, increases the Defence Value by 5 : (Unless stated otherwise for human-size humanoids etc.) Push Back Rating : The number stated relates to the total Push Backs a creature/type can take before it will break. A NIL Rating - this particular type will not break! Movement Rates : These will vary accordingly, abilities a creature may have. (Flying etc.) depending on the
Firing & Melee Capabilities : These Factors express the Firing or Melee capabilities of a creature, with the weapons that are normally associated with it. e.g. Elven Bows, Dwarven Axes etc. Special Morale Factors : These are EXTRA Morale Factors for a specific creature - to modify Morale Tests, when appropriate. Special Features : This section is retained for any special feature attributed to the creature, which has not been covered by the general ratings above.
INDIVIDUALS Defence Values Heroes Generals Wizards
100 100 1000
Push Back Rating : NIL All other Factors according to Individuals own Race. Special Morale Factors : NONE.
Special Features : Individuals who are with a Unit will suffer proportionate casualties, as if an extra figure of that Unit. Individuals who are fighting alone count as 5 Figures.
THE UNICORN Defence Value Fire Factor Melee Factor : 1000 : NIL : Horn/Hooves - 10 Push Back Rating Move - Normal Charge : : : NIL 400 400
: +5 To all Units of the Forces of Good if the Unicorn present on Battlefield. Special Features : The Necromancer's Bane, a solitary Unicorn, Champion of Good, battling Evil throughout the world - There is therefore only a 10% chance of the Unicorn appearing, which if it does appear, it will do so free of any points cost. The Unicorn will count as 5 Figures in Melee.
Special Morale Factors
Some Good Creatures
EAGLES Defence Value Fire Factor Melee Factor 30 Javelin/Rock - 2 Tallons - 6 Push Back Rating : Move - Ground : Airborne : NIL 30 400
Special Features : Each Eagle may carry ONE Rock or Javelin. If circumstances require, each Eagle may carry a passenger, but the Rock or Javelin must be relinquished. May only fight when airborne.
GIANTS Defence Value Fire Factor Melee Factor Special Features
Rock - 4 Club - 10
Push Back Rating Move - Normal Charge
: Can throw Rocks to Sling range.
TREE SPIRITS Defence Value Fire Factor Melee Factor 60 NIL Claws - 8 Push Back Rating Move - Normal Charge NIL 80
Special Morale Factors
: +2 Fighting Axe wielding opponents.
DRAGONS Defence Value Fire Factor Melee Factor
Breath Weapons - 5 Teeth/Claws - 8
Push Back Rating Move - Ground Airborne
NIL 50 300
Special Morale Factors
: +1 Fighting Dwarves.
Special Features : Dragons must land to Melee. A Routing Dragon is classed as an Enraged Beast. (See page 14) Dragons may use Breath Weapons up to 5 times per day.
MAMMOTHS Defence Value Fire Factor Melee Factor 50 (+ Crew Value) Crew Weapons Tusks/Teeth - 4 (+ Crew Weapons) Push Back Rating : Move - Normal : Charge : 3 lOJO 120
Special Features : The Mammoth tests Morale, (not the crew) and if a Rout results, the beast will go wild and is classed as an Enraged Beast. (See Page 14) Mammoths have a maximum crew of 4
Mostly Bad Creatures
WRAITHS Defence Value : Fire Factor : Melee Factor : 500 NIL Sword - 8 Push Back Rating On Foot - Normal On Horse - Normal Charge On Winged Steed . : : : : NIL 50 200 250 400
9 1 Special Features : Casualties inflicted by Humans, (Missile Fire/Melee) will cause the Wraith to loose its form and its steed, thus neutralising it for the duration of the encounter. Melee casualties caused by Non-Humans, is permanent - and may result in annihilation.
DEMONS Defence Value Fire Factor Melee Factor :
1000 NIL Sword & Whip - 10
DOES NOT TEST MORALE Special Features
Push Back Rating Move - Ground Charge Airborne Charge
: : : : 5
NIL 80 100 130 250
: Counts as 5 Figures in Melee. OGRES
Defence Value Fire Factor Melee Factor
: : :
40 NIL Club - 5 TROLLS
Push Back Rating ; Move - Normal : Charge :
3 110 130
Defence Value Fire Factor Melee Factor
: : :
50 NIL Club - 4 Scimitar - 4
Push Back Rating ; Move - Normal : Charge :
3 50 80
Special Morale Factors
: -2 If fighting in sunlight. WOLVES
Defence Value : Fire Factor : Melee Factor :
10 NIL Teeth/Claws - 3 CHARIOTS
Push Back Rating Move - Normal Charge
3 200 250
Defence Value Fire Factor Melee Factor
: 30 (+ Crew Value) :* Crew Weapons : Vehicle - 3 (+ Crew Weapons)
Push Back Rating Move - Normal Charge
3 150 200
Special Features : All Chariots are o f the 2-Horse variety and carry a maximum of 2 Crew.
Elves & Humans
ELVES INFANTRY s Defence Value • Push Back Rating : ; Fire Factor : Elven Bow Javelin : War Machine : Melee Factor : Sword z Spear : Move Unarmoured - Normal . Charge : Armoured - Normal : Charge 2 20 NIL 2 2 4 2 4 120 140 100 120 Defence Value : 25 Push Back Rating : NIL Fire Factor : Elven Bow : 2 Javelin • 2 • Sword Spear Lance Move Unarmoured- Normal Charge Armoured- Normal Charge Melee Factor : CAVALRY :
. : ; : : : :
2 4 6 200 250 150 200
Special Morale Factors : WILL NOT ROUT, If a Rout result is achieved, Units will withdraw in good order, (making a fighting withdrawal where necessary.) HUMANS INFANTRY : Defence Value Push Back Rating Fire Factor : Bow Javelin Crossbow Sling War Machine Melee Factor : Sword Spear Double-Handed Axe Pike Move Unarmoured - Normal Charge Armoured - Normal Charge Special Morale Factors : : : : • : : ; : : ; : : : : 10 4 1 2 2 1 4 2 4 6 6 100 120 80 100 CAVALRY s Defence Value Push Back Rating Fire Factor : Bow Javelin Crossbow : : : ; : 15 4 1 2 2
Sword ; 2 Spear : 4 Lance : 6 : : : : 200 250 150 200
Move Unarmoured- Normal Charge Armoured- Normal Charge
: Guardsmeni +2 - Elite Troops +2
Special Features : +1 Specialist Missile Firers. (Troops who specialise In Weapons proficiency - e.g. Bosnian Archers in Hyboria - Howard's Conan.) Guardsmen and Elite Troops also gain +1 in Melee. Guardsmen are Household Troops of the King and should not represent more than 10% of the King's army. Guardsmen WILL NOT ROUT - They die on the battlefield in good order!! Elite troops are those with a higher Morale status, gained either through training, reputation or other factors, and are considered more steadfast and reliable than average troops. e.g. Ithilien Rangers of Gondor, or the Northern Dunedain of the War of the Ring. (Tolkein's Middle Earth.)
Halflings, Dwarves & Ores
HALFLINGS Fire Factor Melee Factor Javelin : 2 Bow : 1 Sling : 1 Spear : 2 Sword : 2 Defence Value : 5 Push Back Rating : 3 Movement - (Unarmoured) Normal : 60 Charge : 80
Special Morale Factors Special Features
Disregard any Factors which relate to Dragons• No Cavalry or Armoured Infantry. (Except for Generals and Heroes.) DWARVES
Javelin : 2 CrossBow : 2 War Machine : 1 Melee Factor : Sword : 2 Spear : 3 Axe : 6 Fire Factor :
Defence Value Push Back Rating Move - Unarmoured Charge Move - Armoured Charge
: : : s : :
15 5 100 120 80 100
Special Morale Factors : +1 Fighting Dragons. Special Features : No Cavalry. ORCS Defence Values s Man-Orc Ore Lesser Ore ♦Cavalry Fire Factor : Javelin Bow Rock Sling War Machine Cavalry Movement s Unarmoured - Normal Charge Special Morale Factors -2 : Under Cavalry Attack. -2 : Under Magical Attack. -2 s Under Dragon Attack. -4 : Fighting in sunlight. -4 : Unit is Routing. : 10 : 7 : 5 : 15 : 2 : 1 : 1 : 1 • 3 : 200 2 250 Push Back Rating Melee Factor 2 Infantry Spear Sword Axe Melee Factor 2 Cavalry Spear Axe Infantry Movement 2 Unarmoured - Normal Charge Armoured - Normal Charge • 2 • 2 • 2 • • 3 2 2 2 3 2
: 120 2 140 : 80 2 100
Special Features : No more than 20% of an army may be Man-Orcs and at least 50% must be Unarmoured. * Cavalry are Ore-mounted Wolves (Unarmoured Ores or Lesser Ores only.) Cavalry Defence Value includes the Wolf mounts, but in Melee, the Wolves own Factor (Teeth/Claws - 3) also counts*
Points System Ideally, these rules will suit battles with 10,000 Points per side and upwards - calculated as follows : Points cost PER Figure = Defensive Value + Armour (if any.) Note : Any weaponry carried by the figure is ignored. There is no extra cost per Unit, only figure cost. Therefore : A Unit of 50 Dwarves in Chainmail will cost : 50 x 20 (15 + 5) = 1000 Points or 7 Giants would cost 2 7 x 100 = 700 Points Dwarven Army Brigade Hero General 6 Units x 30 Infantry (Armoured * 30 x 20) TOTAL 500 500 3600 The Halfling Militia Hero General 3 Units x 40 Infantry (Unarmoured 40 x 5) TOTAL 500 500 600
Acknowledgements First and foremost my thanks to Sharron for putting up with me and also to the television coverage of the 88 Olympics in Seoul, for going out live at unearthly hours, enabling me to complete these rules. Thanks to Brian Gregory of Brigade Games for publishing this tome and any others which follow? - not forgetting Irregular Miniatures, who provided the encouragement for me to complete the original half-set. To the Newton Aycliffe Wargames Group who over the years have play-tested, amended and argued over them, although as ’God', the final decision has always been mine. Finally, thanks to you - the Wargamer, who requested a set of rules for recreating large Fantasy battles. Eventful and enjoyable fighting.... Mike C. Thompson Further Reading s Apart from, (or including) your own favourite Author, here are a few 'musts* from the many available : The The The The Complete Works of J.R.R. Tolkein. Chronicles of Thomas Covenant by Stephen Donaldson. Conan Series by Robert E. Howard. Necromancer's Spell Book - Brigade Games.