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ad&d - battlesystem - boxed set - tsr1019.pdf

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Me
Note: Fold-Ups and Counters are missing from this version.
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© 1985 TSR, Inc. All Rights Reserved. This game is protected under the copyright laws ofthe United States of America. Any reproduction or other unauthorized use of the materialor artwork contained here is prohibited without the express written consent of TSR, Inc.

Distributed to the book trade in the United States by Random House, Inc., and in Canadaby Random House of Canada, Ltd. Distributed to the toy and hobby trade by regional dis-tributors. Distributed in the United Kingdom by TSR UK Ltd.

ADVANCED DUNGEONS & DRAGONS, DUNGEONS & DRAGONS, AD&D and D&Dare registered trademarks owned by TSR, Inc. BATTLESYSTEM, PRODUCTS OF YOURIMAGINATION, and the TSR logo are trademarks owned by TSR, Inc.

TSR, Inc.POB 756 Lake Geneva, Wt 53147

TSR UK Ltd.The Mill, Rathmore Road, Cambridge CBI 4AD United KingdomPrinted in U.S.A. First Printing—March 1985.

BATTLESYSTEM™FANTASY COMBATSUPPLEMENTDouglas MILESGame Design

Michael DOBSONCoordination/Editing

John C. MEYERSGraphic DesignJeff EASLEYCover Art

Dennis KAUTH3-D Figures

Steve WINTERThe "Art of3-D Gaming"Booklet

Dave LAFORCEDave SUTHERLANDCartography

Doug HAMMPhotography

DESIGN CONSULTINGAND ADVICEZeb CookBruce NesmithJon PickensFrank MentzerMichael Dobson

PLAYTESTINGBruce NesmithZeb CookSteve WinterCurtis SmithJeff GrubbJon PickensEd SellersBob MaurusBruce Heard

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PART 1

INTRODUCTIONThe BATTLESYSTEM™ Fantasy Combat Supplementallows you to create fantastic armies on the field of

battle! You command troops and heroes in a war againstthe forces of darkness!

The BATTLESYSTEM™ game is a masscombat accessory for both the AD&D®and D&D® game systems. You must haveeither the AD&D® game rulebooks or atleast one of the D&D® boxed sets inorder to play. You must play theBATTLESYSTEM™ game with either theAD&D® or D&D® game—you can't "mixand match" the systems. Some of theserules apply only to the AD&D® game;some only to the D&D® game. Mostrules, however, apply to both systems.

This game is designed primarily to be aminiatures wargame, but miniatures arenot necessary in order to play.

Both the AD&D® and D&D® gamesoriginally grew out of miniatureswargaming. Many of the rules in theAD&D® and D&D® games (such as theAD&D® game custom of givingmovement rates in inches) were derivedfrom the CHAINMAIL™ game, designedby Gary Gygax and Jeff Perren. TheCHAINMAIL Fantasy Supplement wasthe original inspiration for the Collector'sEdition of the DUNGEONS &DRAGONS® game, and everything thatgrew out of it.

With the BATTLESYSTEM™ game, theAD&D® and D&D® games go back totheir roots. You may have wonderedwhat else you could do with theminiatures you have collected besidesshowing order of march and possiblyrunning a small melee. TheBATTLESYSTEM™ game allows you tofight a large battle using miniatures, andgives your AD&D® and D&D® gameheroes the chance to become militaryleaders in your campaign world!

GAME PARTS

1 32-page rule book1 24-page scenario book1 16-page guide to miniatures2 Player Aid Cards2 Metal Miniature Generals3-D ADVENTURE FOLD-UP™ FiguresArmy Roster Sheets801 die-cut counters

The BATTLESYSTEM™ Rulebook,which you are now reading, is the firstpart of the package. It tells you how toplay. The Scenario book sets up actualbattles you can fight, and also tells youhow to create your ownBATTLESYSTEM™ scenarios to go withyour campaign. THE ART OF

THREE-DIMENSIONAL GAMING is aguide to miniatures—how to buy them,paint them, mount them, and store them.That book also tells you how to create3-D terrain features.

The counters that are included in thegame can be used instead ofminiatures—if, for example, you don'thappen to own 500 orc figures. As youcollect miniatures, you can use thecounters as ready-made "miniaturebases."

There's more to making an excitingminiatures battle than just buying lots ofminiatures. The rest of the battle isimportant, too. So, we've included a setof 3-D ADVENTURE FOLD-UP™ figuresthat are compatible in scale with theminiatures.

Finally, to get you started, the packageincludes two metal miniatures—generalsand standard bearers. You can paint andmount them for immediate use.

GETTING STARTED

This is the first part of theBATTLESYSTEM™ game. Read the rulesin this book without trying to memorizethem; this will familiarize you with thegame. The rules are broken down intoBasic, Intermediate, and AdvancedGames, each with an introductoryscenario. If you are an experiencedgamer, you should be able to start withthe Advanced Game.

This box contains all the basics forplay. If you already have a largecollection of miniatures, you should startby mounting them on the counter basesprovided (see THE ART OFTHREE-DIMENSIONAL GAMING andlater sections of these rules) or on basesof equivalent size. If your miniatures arealready mounted on bases ofapproximately the same size, there is noreason to change them. You can also mixcounters and miniatures as needed. Youwill need a large playing surface—atabletop at least four feet square is theminimum (4' x 8' is much better)—withaccess on all sides.

These rules are written in a version ofthe Case System, which should befamiliar to most wargamers. There arefour Parts: Introduction (you are readingit now), Bask Game, Intermediate Game,and Advanced Game. Within the Parts,there are Sections. Each Section isnumbered (1.0, 2.0, 3.0, etc.) and named

(Sequence of Play, Counters and Scale;Setting Up, etc.). Starting off eachSection is a general rule or procedurethat tells you what topics are covered inthat section. Within each section arenumbered paragraphs, called Cases. TheCases are the specific rules for theBATTLESYSTEM™ game. Each Case isnumbered in a decimal version of theSection number (e.g., the first Case inSection 1.0 is Case [1.1]). Sometimes, aCase is broken down further; thosesub-cases are labeled with capital letters.There is one special exception that somewargamers will find unusual: if there aremore than nine Cases in a Section, thecase numbering goes from [1.9] to [1.10]to [1.11]. and so on. Don't be confusedby this; just remember that there can bemore than nine Cases in a particularSection.

This game can be played either with orwithout a Dungeon Master or referee.The Basic Game, Intermediate Game,

and even some levels of the AdvancedGame can be played without a referee. Ifyou use invisibility or illusion magic, orif you use very many high-level spells orunusual monsters, a referee is stronglyrecommended. The referee can be yourDungeon Master, or somebody else. Ifyou are using the BATTLESYSTEM™game in your AD&D® or D&D® gamecampaign, and there is a large battleinvolving the forces of evil (controlled bythe DM) and the forces of good(controlled by the players), it is a goodidea to select an independent referee tohandle invisible movement, spell effects,and other areas that can causecontroversy. This also lessens the burdenon the DM. The referee (whether or nothe is also the DM) should be the finalarbiter of any rules problems. If youdon't use a referee and you encounter arules problem, let common sense and fairplay resolve the problem. (Remember torecord your decision so that it applies inthe future!) If that approach doesn'twork, send your rules questions alongwith a stamped, self-addressed envelope(phrased so a one-word or short answercan be given!) to Rules Editor,BATTLESYSTEM™ Fantasy CombatSupplement, TSR, Inc., POB 756, LakeGeneva, WI 53147. We'll get back toyou.

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1.0

SEQUENCE OF PLAYThe BATTLESYSTEM™ game is played in Game

Rounds. Each Game Round is approximately equal toone Melee Round in the AD&D® or D&D® games. Each

Game Round consists of seven Phases.

PROCEDURE

Each Game Round follows a setsequence that allows characters and theirforces to perform any or all of theactions that go on during an AD&D® orD&D® melee round*. (EXCEPTION: Inthe D&D® game, everything exceptmovement takes place at the rate of onemelee round to one Game Round. Usethe D&D movement rate per game turninstead of per melee round.) A characterthat can attack once or cast one spell cando the same thing in a given GameRound. A character capable of multipleactions, whether by skill or magic, can

perform the same number of actions in aBATTLESYSTEM™ Game Round.

Each Game Round consists of Phases.Each player completes, in sequence, eachof the phases outlined below. The playerwho is performing actions during a phaseis the Phasing Player. When all phasesare complete, the players proceed to thenext Game Round. They repeat thisprocess until the game ends.

You should keep a record of thepassage of Game Rounds. For example, ifthe elven cavalry is due to arrive on the5th Game Round, you must mark offeach Game Round to know when theelves arrive. If a spell that lasts more

than one Game Round is used, you mustnote when a spell was cast and how longit will last to know when its effects cease.

The rules often refer to actions thatoccur during a "friendly" or "enemy"phase. A "friendly" phase is one in whichyou are acting; an "enemy" phase occurswhen your opponent is acting.

* A BATTLESYSTEM™ Game Round isactually much longer than either anAD&D® or D&D® game melee round.However, the scale of a large battle issuch that the conversion of one GameRound to one melee round in terms ofthe number of actions that can take placeis reasonably accurate. Note thatindividual combat ([9.4]) is handled at arate of 3 melee rounds perBATTLESYSTEM™ Game Round.

SEQUENCE OF PLAY

[1.1] INITIATIVE PHASE.

Each side rolls 1d6 (reroll all ties). Thewinning side is considered Side A for that

COUNTERS, SCALEAND UNIT

ORGANIZATIONEach miniature or counter normally represents several

creatures of the same type. Counters are grouped intoUnits to build your army.

Table 2. Counter Scale.

[2.1] GROUND SCALE.

The outdoor scale for theBATTLESYSTEM™ game is 1 inch = 10yards. Thus, 1 foot (12 inches) on thetabletop represents 120 yards on thebattlefield.

[2.2] COUNTER RATIOS.

Each counter (with or without aminiature figure mounted on it)represents one or more of the type ofcreature printed on its face. The mostcommon scale is 10:1—each orc counteror miniature represents 10 orcs. The ratioof creatures per figure or counter varieswith the hit dice of the creature depictedand whether the figure is a PC/NPCindividual. Use Table 1 to determine theproper ratio.

SPECIAL NOTE: Throughout theserules, the terms "counter" and "figure"are used interchangeably.

Table 1. Creature/Figure Ratio.

CreatureHitDie

Less than 4 + 1 HD4 + to 8 + HD9 or more HDPC/NPC individual*

Creature/FigureRatio

10:15:12:11:1

* For this purpose, PC/NPC individualsinclude dragons, demons, liches, andother superpowerful and/or intelligentcreatures with magical abilities, as wellas PC/NPC commanders and charactertypes.

[2.3] COUNTER SCALE.

Bases of different size are used fordifferent sizes of creature. Use thefollowing table:

CreatureSize(AD&D®game)

Small (S)Medium (M)Large (L)

CavalryPC/NPCOversize***

Creature BaseSize Size(D&D®game)

3'-4' tall* ½"man-sized 3/4"larger thanman-sized 1"Cavalry 3/4" x 1½"PC/NPC No base**Oversize*** No base**

* Dwarves are mounted on 3/4" baseseven though they are size S creatures,They may be short, but they are roughlyas wide as humans. Width is moreimportant than height in determiningbase size.** Individual PCs/NPCs are notmounted on bases. This is so that theycan join other formations during thebattle as well as act alone, and leavesthem intact for role-playing. Optionally,you can mount them on ½ " bases. Ifyou are using counters, use ½"'countersfor such creatures, even if they are size Mor L. (If the creature is incredibly large,use a 3/4" or 1" counter.)*** Oversize and special creatures arethose whose miniature figures are solarge they will not fit comfortably on a1" base. Use a 1" counter if you are usingcounters; otherwise, use the figurewithout a base. Use Table 1 to determinehow many creatures are represented byeach such figure. Use 1" x 2" or largercounters for chariots and huge cavalry.

2

2.0

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Game Round; the loser is Side B.If there is more than one player on a

side, but all the forces on a side areallied, the players on that side determinethe order in which they will act withineach phase of the Game Round. If thereare more than two sides in a particularbattle, you must add a "Side C" (or evenmore) to each phase.

[1.2] INITIAL MISSILE PHASE.

Side A takes any initial missile fire towhich it is entitled (and removes killedfigures); Side B does the same after SideA has fired.

[1.3] RALLY PHASE.

Side A attempts to rally any mobs orrouted forces; Side B does the same.

[1.4] MOVEMENT PHASE.

Side A chooses which side moves itsforces first. The first side moves any orall of its forces that are eligible to move.The second side then takes any

pass-through fire ([10.6]) to which it isentitled. Then, the second side movesand the first side takes pass-through fire.

[1.5] MISSILE AND MAGIC PHASE.

This phase consists of several steps,which must be followed in order:

A. Magic.

Side A uses any remaining eligiblemagic; Side B repeats.

B. Missile Fire.

Side A fires any remaining eligiblemissiles; Side B repeats.

C. Artillery.

Side A fires artillery weapons; Side Brepeats.

[1.6] MELEE PHASE.

Units in base-to-base contact resolvemelee combat in the following order:

A. Individual Combat.

individuals (1:1 ratio) figures inbase-to-base contact conduct meleeaccording to normal AD&D® or D&D®game rules. For such combat only, threeAD&D® or D&D® game melee roundsare fought in each BATTLESYSTEM™Game Round. Only the individuals incombat can be affected by any attacksused in individual combat.

B. Unit Combat.

Side A chooses the order in which allother melee combat will be resolved. Allcombat involving one unit or opponentmust be resolved before moving to thenext combat. In each combat, Side Aattacks first, followed by Side B.

[1.7) END OF GAME ROUND PHASE.

Side A or the referee records the end ofthe Game Round, and the sequencebegins again with determination ofinitiative.

[2.4] MOUNTINGMINIATURE FIGURES.

The counters in this game are designedto be used as bases for miniature figures.Use the instructions in THE ART OFTHREE-DIMENSIONAL GAMING topaint and mount miniatures. You can usesquare cardboard of the same size as thecounters to mount miniatures if youprefer.

If you are mounting large armies ofcreatures that normally act in largeformations (humans, orcs, and otherhumanoids, for the most part), you canoptionally mount three figures on a 3/4"by 2 1/4" base. This makes large militaryformations easier to handle. Inminiatures terminology, this is called a"stand" of figures.

You don't have to use miniatures toplay. The counters can be placed on thetabletop and moved around just as ifthey were miniatures. All the rules in theBATTLESYSTEM™ game apply tocounters as well as figures. You can alsomix counters and miniatures in the samebattle. For example, two or threemounted orc figures can add a lot ofvisual impact to a formation of twentyorc counters. When the unit takescasualties, remove the counters first. This

allows you to play with armies that arelarger than your miniatures collection.

[2.5] SPECIAL COUNTERS.

The counter sheets in theBATTLESYSTEM™ game also havespecial counters, called "markers," thatare used to show certain conditions.There are nine types of markers: Rout,Magic, Wound, Immobilized, Invisible,Charm, Low Altitude, Medium Altitude,and High Altitude. When a unit or figurehas one or more of these conditions,place the appropriate marker on the unitor figure. Magic markers can also beused to define a spell area of effect on thebattlefield.

SPECIAL NOTE: The number ofcounters and markers included with thisgame is not meant to be a design limit. Ifyou run out of counters of any particulartype, make more out of cardboard,paper, or other materials. Some blank

counters are provided in the game foryour use.

[2.6] TYPES OF UNITS.

The counters (or figures) in theBATTLESYSTEM™ game are organizedinto Units and PC/NPC individuals.Only figures with a 1:1 ratio can bePC/NPC individuals; all other figuresmust be part of a unit. There are threekinds of units: Regulars, Skirmishers,and Mobs.

[2.7] INDIVIDUALS.

PC/NPC individuals can be Heroes,Commanders (or both), or simplymembers of units. The role eachindividual takes is determined by theowning player at the start of the game.The roles that a PC/NPC individual cantake are discussed in [9.0] HEROES ANDSPECIAL CHARACTERS.

SmallCreature

MediumCreature Large

Creature

Cavalry

Chariot

Immob. Wound Invis.

Magic Charm Rout

LowAlt.

Mod.Alt.

HighAlt.

3

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[2.8] REGULAR UNITS.

Regular units are the backbone of atraditional army. Regular units can beinfantry, archers, cavalry, aviation,magical artillery, or anything else thatyou desire.

Regular units must have a UnitCommander in order to fight and moveat full effectiveness. If a regular unit isOut of Command (that is, its commanderis missing or dead), it acts with lowereffectiveness. It can, however, continueto move and fight at will.

Regular units can move in Closed orOpen Formation ([7.2], [7.3]), and willRout only if the entire unit is in OpenFormation and fails a Morale Check.

A regular unit moves and fights as aunit. It can engage in melee combat oruse distance weapons against more thanone target at the discretion of the owningplayer, but cannot be broken intosub-units.

A regular unit must be defined at thebeginning of the game. It cannot bechanged into a skirmish unit, a mob, or agroup of individuals during a battle.

A regular unit must start the battlewith at least 4 figures and no more than48 figures. All figures or counters in aregular unit must have ratios of 10:1,5:1, or 2:1. A regular unit cannot bemade of figures with a 1:1 ratio.

[2.9] SKIRMISH UNITS.

Skirmish units are used as scouts,guerilla forces, spies, and ambushers.

A skirmish unit does not have to havea Unit Commander. It does not receivethe benefits for being In Command thatregular units do, but does not suffer anypenalties for being Out of Command.

Each figure in a skirmish unit mustmake a Morale Check whenever anyfriendly unit in its base groundmovement range Routs. If the MoraleCheck is failed, the skirmishing figurealso routs. A routing skirmisher can beRallied by a Brigade or ArmyCommander in its direct chain ofcommand. If the skirmish unit has a UnitCommander, that commander can alsorally the routing skirmisher. This is theonly function a skirmish UnitCommander can perform.

Each figure in a skirmish unit can actindependently, and can perform any legalaction the owning player desires.

A skirmish unit is limited in meleecombat. No figure in a skirmish unit canever move into base-to-base contact withan enemy unit. If any figure in a regularenemy unit or a mob moves intobase-to-base contact with one or moreskirmishing figures, the skirmishingfigures must make a Fighting Withdrawalor Flee the melee as soon as possible. Askirmish figure may attack an enemyskirmisher or individual.

Skirmish units always move inSkirmish Formation ([7.4]); that is, thebases of the figures in a skirmish unitmust always be 1" or more apart.

A skirmish unit must be defined at thebeginning of the battle. It cannot bechanged into a regular unit, a mob, or agroup of individuals during the battle.

A skirmish unit must start the battlewith at least 1 and no more than 24counters or figures in it. All figures in askirmish unit must have a ratio of 10:1,5:1, or 2:1. A skirmish unit cannot bemade of figures with a 1:1 ratio.

[2.10] MOBS.

A mob is a disordered group that isnot in command. Mobs are normallymade of peasants or other low-level,untrained, and usually ill-equippedcreatures.

Mobs need not have UnitCommanders. However, they suffer allOut of Command penalties whether ornot they have a Unit Commander.

A mob must have a designated figureor counter from which its movement ismeasured.

A mob is disordered by nature. Itshould be displayed on the battlefield bycounters or figures place in an irregulararray. The array should beapproximately as wide as it is deep(basically square-shaped). If a mob losesfigures due to combat, remove losses sothat the approximate shape of the mob ismaintained. Mobs move and fight inMob Formation ([7.5]).

The initial placement of a mob is at the.discretion of the owning player (or asdefined by the scenario). For the mob tomove, fight, or otherwise act, a Unit,Brigade, or Army Commander mustGive an Order during the Rally Phase. ToGive an Order, the Unit, Brigade, orArmy Commander must first make asuccessful Rally attempt. The followingOrders can be given to a mob: MoveForward ([7.7]), Charge ([7.14]), ForceMarch ([7.13]), and Wheel ([7.9]) up to90 degrees. No more than one order canbe given per Rally Phase. A mobcontinues to follow the last order it wasgiven until a new order is successfully

given or until the mob fails a Morale orDiscipline Check.

A mob automatically fights when it isin base-to-base contact with an enemyunit. A mob can never use missileweapons, but can use any melee weapon,including magic weapons. A mob cannever use spells or devices with spell-likeeffects.

If a mob Routs, a Unit, Brigade orArmy Commander can attempt to Rallyit. A mob Rallies in the same way as aregular unit.

When moving, a mob always followsthe path of least resistance (e.g., the mostfavorable terrain type) regardless oforders. It moves in as straight a line aspossible within the above restriction.

A mob receives a + 2 bonus to itsmorale if a friendly regular infantry unitis directly behind it and no more than 6 "away.

A mob must be defined at thebeginning of the battle. It cannot bechanged into a regular unit, a skirmishunit, or a group of individuals during thebattle.

A mob must start the battle with atleast 12 and no more than 96 counters orfigures in it. All figures in a mob musthave a ratio of 10:1, 5:1, or 2:1. A mobcannot be made of figures with a ratio of 1:1.

[2.11] SPECIAL UNIT TYPES.

Occasionally, a scenario will specify aspecial unit type not listed above. Forexample, a unit of highly-trained andexperienced troops might be designatedas an Elite Unit. An Elite Unit would actas a Regular Unit but have a + 2 moralebonus and be able to enter SkirmishFormation. A unit of human berserkersmight act like a regular unit but not beable to enter Closed Formation. It wouldreceive a + 3 morale bonus, but have aDiscipline rating of 0. Other special unittypes are possible. It is important todefine such units in detail before usingthem, and to make sure that they arebalanced with other forces in the samescenario.

Special unit types cannot be usedunless specifically permitted by thescenario being played.

3.0

SETTING UPTo play a BATTLESYSTEM™ game, first select a

scenario, prepare Army Rosters, place terrain features onthe tabletop, and set up forces for each side.

PROCEDURE

Scenarios for the BATTLESYSTEM™game can be found in the Scenario Book,

in other BATTLESYSTEM™ productsfrom TSR, Inc., or in DRAGON®magazine. In addition, you can createyour own scenarios to go with your

4

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existing AD&D® or D&D® campaign orjust create your own battle. Case [16.3]CREATING ARMIES will help you dothat. You must first choose (or design) ascenario, determine which players are onwhich side, and arrange for playingspace. The referee, if there is one, sets upthe tabletop terrain features, or else theplayers themselves set up the terrain.Each side must prepare an Army Rosterfor all forces on that side (some existingscenarios include complete rosters readyfor play) and then set up their troops(counters, miniatures, or a combination)on the tabletop. All of this must becompleted before play begins.

CASES

[3.1] ARMY ROSTER SHEET.

The BATTLESYSTEM™ Army RosterSheet is used to record information abouteach unit in the game. Some ArmyRoster Sheets are included in this game;you can also use blank sheets of paper torecord the necessary information. Use aseparate block to list pertinentinformation for each unit.

All figures in a unit should have thesame armor class, hit dice, and weapons,if possible. If a unit of mixed figures isused (in a campaign, for example), theunit always has the average ratings forarmor class, hit dice, and damage.Round fractions to the least favorable forthe unit. A1S figures in a unit must havethe same weapon in order to fight as aunit.

This roster entry show a force of 200orc infantry carrying longswords + 1 andshort bows (according to AD&D® gamesrules; some entries would be slightlydifferent if using the D&D® game rules).

Unit Name. Self-explanatory.

Unit Type. Regular, Skirmish, Mob, orspecial unit type (if permitted byscenario).

AC. Armor Class (as in the AD&D® andD&D® games).

HD/fig. Number of Hit Dice representedby each figure or counter.

MV. Movement Rate in inches (from theAD&D® game). For the D&D® game,take the movement rate per turn (notmelee round!) in feet and divide by 10(e.g., 120'=12").

AR. Attack Rating (see [8.2]).

AR Modifiers. Modifiers (if any) to theAttack Rating; e.g., missile rangeadjustments, magic weapons, bless spells,etc.

ML. Base Morale (see [4.1]).

ML Modifiers. Such as morale bonus forbeing in command.

DL. Discipline (see [4.6]).

# FIG. Number of figures or counters inthe unit.

Ratio. Counter Ratio (see [2,2]).

Size. Of the creatures in the unit. Use S,M, or L.

Unit Commander/Deputy. Name of UnitCommander and Deputy UnitCommander, if any.

Race/Class/Level. Self-explanatory.

MR%. Magic Resistance. (From theAD&D® game; anti-magic percentagesare explained in the D&D® Masters Set,If you are playing D&D® Basic, Expert,or Companion, this does not apply.)

PPD, P/P, RSW, BW, Sp. Saving throwsfor figures in the unit. In the AD&D®game, PPD is Paralyzation, Poison, andDeath Magic; P/P isPetrification/Polymorph; RSW is Rod,Staff, or Wand; BW is Breath Weapon;and Sp is Spells. In the D&D® game,PPD is Death Ray or Poison; P/P isParalysis or Turn to Stone; RSW is MagicWands; BW is Dragon Breath; SP isRods, Staves, or Spells.

Weapon/Damage/# AT. Weapons used byall members of the unit and their damagerating (from the AD&D® or D&D®game); also, number of attacks perround.

Special Abilities and Limitations. Asappropriate for the unit, or use ascontinuation space for the rest of theform. Use additional sheets of paper ifnecessary.

[3.2] HEROES AND COMMANDERSROSTER SHEET.

The BATTLESYSTEM™ Heroes andCommanders Roster Sheet is used torecord information about each PC/NPCindividual in the game. You can use theforms that come with this game, or you

can use blank sheets of paper to recordthe necessary information. If thePC/NPC individuals are part of yourcampaign, use their Player CharacterRecord Sheets as part of the roster.

This roster entry shows a 10th levelpaladin with a holy sword and plate mail+ 3.

Name. Self-explanatory.

Class/Level. If any, from the AD&D® orD&D® games.

Command Rank. See [9.2] and [9.3], Ifthe PC/NPC individual has no commandrank whatsoever, write "Hero" in thisspace.

S, I, W, D, Co, Ch. Strength, Intelligence,Wisdom, Dexterity, Constitution, andCharisma, from the AD&D® or D&D®games. If the character is from anexisting campaign, use those statistics.For random commanders and heroesfrom the AD&D® game, use Method I(DMG, p. 11). For random commandersand heroes from the D&D® game, roll3d6 for each characteristic. If the diceresult is less than the minimum neededfor that race/class, use the minimumvalue for that race/class instead of theactual dice roll. Not all PC/NPCindividuals need statistics here. Leaveblank when inappropriate.

Race. AD&D® or D&D® game monstertype.

MR %. Magic Resistance, (From theAD&D® game. Anti-magic percentagesare explained in the D&D® Masters Set.If you are playing D&D® Basic, Expert,or Companion, this does not apply.)

PPD, P/P, RSW, BW, Sp. Saving throws.See [3.1] for definition.

AC. Armor Class (as in the AD&D® andD&D® games).

HD. Hit Dice, if appropriate.

hp. Number of hit points.

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4.0

THACO. Base number "to hit ArmorClass Zero" from the AD&D® or D&D®game (see [8.3]).

CB. Charisma Bonus (see [4.9], Table 8).

CR. Command Radius (see [4.10]).

MV. Movement Rate (in inches). See[3.1].

AR. Attack Rating (see [8.2]).

THACO/AR Modifiers. Modifiers (ifany) to either THACO or AR; e.g.,magic weapons, spells, etc. (For anexplanation of THACO, see [8.3].)

Weapon/Damage/# AT. All weaponscarried by the character and the damagedone by each; also, the number ofattacks per round.

Special Abilities and Limitations. Asappropriate for the character. Use ascontinuation space if needed; useadditional sheets of paper if necessary.

[3.3] CHARACTER RECORD SHEETS.

If you are using important PCs andNPCs from your role-playing campaign,it is a good idea to have full characterinformation for those individuals at

hand. You should ideally prepare fullcharacter statistics for other major PCsor NPCs to be used. Be sure to calculatespecial BATTLESYSTEM™ information,such as CR, AR, and CB, for each suchcharacter.

[3.4] ARMY PLACEMENT.

The scenario you are playing mayspecify starting positions for all forces tobe used. If not, you may place yourforces at will. All forces should startmore than two full moves away fromtheir nearest opponent (if possible), andall forces on the same side should be onthe same side of the battle field (also ifpossible). Decide before placing yourforces whether set-up will besimultaneous or whether one side goesfirst.

[3.5] MEASUREMENT.

For determining initial placement, it ispermitted to measure the distancebetween your forces and the enemy toensure that you are a sufficient distanceapart. Except in this one instance, nevermeasure any proposed movement orplacement before actually declaring themove! (See also [7.7] HOW TO MOVE.)

MORALE, DISCIPLINE,AND COMMAND

All units have a Morale Rating that reflects the generalspirit and enthusiasm of the troops. Some units haveCommanders who can give orders and rally troops.

Brigades and Armies have higher-ranking commanders.The morale, intelligence, and alignment of a unit

determine its discipline—its ability to follow orders andfight effectively.

A. MORALE

[4.1] DETERMINING BASE MORALE.

The Initial Morale for all units is 11.Modify the initial morale based on Table3, below, to determine the Base Morale(ML) of each unit. Write the base moraleon the Army Roster Sheet. The CurrentMorale of a unit can differ from basemorale during a battle based onsituational factors. You must keep trackof current morale at all times.

SPECIAL NOTE: Some unusualmonsters either never check morale, orhave special morale bonuses. Theseshould be carefully defined before thebattle begins, and the game effects listed.Units that never check morale (e.g.,berserkers, gibberlings) cannot Rout.However, you must calculate a moralerating for them no matter what, sincethere are situations not involving apotential rout in which a Morale Checkmay be required.

* In the AD&D® game, see DMG, page85, for definitions. Units can receive bothbonuses. In the D&D® game, give +1 tobase morale for each 2 asterisks after thehit dice; round down.

EXAMPLES: A regular unit of twelvefigures of 1 HD orcs at 10:1 ratio iswearing leather armor and carryinglongswords +1. Their Base Morale is 11(initial) + 1 (magical equipment) -1 (AC8) + 1 (Regular) = 12.

A skirmish unit of six figures of hillgiants at 5:1 ratio all carry potions ofinvisibility. Their Base Morale is 11

(initial) + 2 (9 HD) + 1 (magicalequipment) - 2 (only six figures) + 1 (AC4) = 13.

[4.2] DETERMINING CURRENTMORALE.

Current morale is determined duringplay whenever the unit must checkmorale. The situational factors listed inTable 4 alter the base morale.

EXAMPLES: A unit of orcs with aBase Morale of 12 is commanded by afighter with a charisma of 17, and ismarching in closed formation when afireball explodes, killing 30% of the unit.Its Current Morale is 12 (base) + 1(closed formation) + 2 (commander CB)- 1 (figure removed by magic) = 14.

A unit of hill giants with a BaseMorale of 13 is attacked from the rear bya unit of spectres, and over 50% of thehill giant unit has already been lost. ItsCurrent Morale is 13 (base) - 2 (over50% casualties) - 2 (attacked from therear) - 3 (attacked by level drainers) = 6.

Table 3. Morale Modifiers.

Creatures have ½ HD or less -2Creatures have more than ½ HD

but less than 1 HD -1Creatures have 4 to 8 + HD +1Creatures have 9 to 14 + HD +2Creatures have more than 14 + HD +3Demihumans +1Creatures with one or more

Special Abilities* +1Creatures with one or more

Exceptional Abilities* +1Unit has magic equipment +1Unit has 6 or fewer figures -2Unit has 7 to 11 figures -1Unit AC 0 or better +2Unit AC 1 to 4 +1Unit AC 8 to 10 -1Unit is mounted +1Unit is Regular +1

D&D® Game Morale. The moraleratings given for monsters and men inthe D&D® game are calculated forrole-playing adventures with smallgroups. They are not calculated formass battles. Therefore, disregard thegiven morale rating for D&D® gamecreatures and calculate their moraleusing the procedures given here.

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Table 4. Situational Morale Factors.

At least 50% of unit has been lost -2At least 75% of unit has been lost -4An enemy unit is in base-to-base

contact with the rear of the unit -2The unit is Out of Command (does

not apply to skirmish units) -2The Morale Check is because a

figure was removed by magic -1The Morale Check is because the

unit commander was killed -1The unit is in Open or Mob

Formation, Charged during thecurrent Game Round, and failedto end its move in base-to-basecontact with an enemy figure orfigures -3

The unit is in Closed Formation +1The unit is a Mob and a friendly

regular infantry unit is directlybehind it and no more than 6"away + 2

Any figure in the unit is inbase-to-base contact with acreature that drains levels, orwith a creature it cannot possiblyharm (hit only bymagic weapons, etc.) -3

CB of current Commander (ifany)

[4.3] HOW TO CHECK MORALE.

When a Morale Check is required bythe rules, the player controlling the unitthat must check morale rolls 2d10. If theresult is equal to or less than the currentmorale of the unit, the Morale Check issuccessful; otherwise, the Morale Checkis failed.

[4.4] WHEN TO CHECK MORALE.

A unit must make a Morale Checkwhenever any of the conditions listed inTable 5 occur. One attack that fulfillstwo or more conditions requires only oneMorale Check.

EXAMPLE: A fireball that pushes aunit's casualties over 50% requires onlyone Morale Check even though it fulfillstwo of the conditions for a MoraleCheck. On the other hand, if one unitattacks with a fireball and another unitfires a volley of missiles, causing totalcasualties over 50%, then the unit makestwo Morale Checks, since there were twodifferent attacks.

A unit may be required to makeseveral Morale Checks during a GameRound. If conditions requiring a MoraleCheck occur in several different phases,the unit must check morale during eachphase in which one of the conditionsoccurs.

EXAMPLE: During the Missile andMagic Phase, a unit is hit with a fireballthat removes one figure (figure removedby magic). During the Movement Phase,pass-through fire pushes casualties over

50%. During the Melee Phase, the UnitCommander is killed by an invisibleassassin (one Morale Check) and at theend of that phase the unit is inbase-to-base contact with undead(another Morale Check). The unit mustmake a total of 4 Morale Checks duringthat Game Round.

Table 5. When to Check Morale.

— Immediately after the unit haslost 25% of its original figures.

— Immediately after the unit haslost 50% of its original figures.

— Each time a figure is lost from aunit after that unit haslost 50% of its original figures.

— Each time a figure is removedfrom a unit by magic.

— The unit's commander is killed.— The unit is in base-to-base contact

with undead or level drainingcreatures at the end of a MeleePhase.

— The unit is touching a creature itcannot harm (affected only bymagical weapons, etc.) at the endof a Melee Phase.

— A figure is a member of aSkirmish unit, and any friendlyunit or figure within its baseground movement rate Routs.

— Whenever other game or scenariorules require a Morale Check.

[4.5] EFFECT OF MORALE CHECKS.

If a Morale Check for a unit succeeds,no adverse effects occur.

If a unit in Closed Formation fails aMorale Check, it immediately breaksinto Open Formation. The unit does notactually move, but the figures are spreadapart. A unit cannot increase the numberof figures in its frontage under this rule,but it can decrease the number of figuresin its frontage.

If a unit in Open, Skirmish, or MobFormation fails a Morale Check, itRouts. A routing unit immediately movesaway from the enemy a total of itsmovement rate plus an additional 1/3 ofits movement rate, and ends that movewith its back to the enemy. Routs arealso discussed under [7.15] ROUT and[6.0] RALLY PHASE.

B. DISCIPLINE[4.6] DISCIPLINE.

Each unit has a Discipline (DL) ratingas well as a Morale rating. The Disciplinerating of a unit is calculated in the samemanner as the Base Morale rating of aunit. In addition to the factors underBase Morale, the special modifiers inTable 6 apply to Discipline ratings.Situational morale factors (Table 4) neverapply to Discipline ratings.

Table 6. Discipline Modifiers.

Unit has Low or lower intelligence -1Unit has High or higherintelligence +1Unit is of Chaotic alignment -1Unit is of Lawful alignment + 1

Some units that never check morale(notably berserkers) have a disciplinerating of 0. Whenever they encounter asituation that requires a discipline check,the check automatically fails. This shouldbe determined at the beginning of thegame.

A discipline check is made when anyof the following occur:

Table 7. When To Check Discipline.

— The unit sees a "hated" opponent(PH, p. 18) within its charge rangeat the beginning of HS MovementPhase.

— The unit is of chaotic alignment orlow intelligence, and an enemymakes a Fighting Withdrawal (see[7.12] FIGHTING WITHDRAWAL)or Flees (see [8.8] ENDING AMELEE) while engaged with theunit.

— The unit is of chaotic alignment orlow intelligence, and the unit isordered to charge in ClosedFormation.

— The unit is a Mob or is made ofberserker-type troops, and it seesany opponent within its chargerange at the beginning of itsMovement Phase.

When a discipline check is failed, theunit goes Out of Command and attacksand/or charges the enemy regardless ofthe desires of the commander. If the unitwas in Closed Formation, it goesimmediately to Open Formation. Itcharges and/or attacks the enemy untilthe unit is routed, the enemy unit isrouted, or the enemy unit is completelydefeated.

The commander of a unit cannotreassert command until after the unit hascompleted its attack. The commanderreasserts command in the same way heRallies a unit (see [6.0] RALLY PHASE).

C. COMMAND

[4.7] DEFINITION OF COMMAND.

Commanders are an important part ofany army. AD Regular units must haveUnit Commanders; mobs and skirmishunits sometimes have Unit Commanders.Brigade and Army Commanderscommand multiple units, and alsoexercise sole command over mobs andskirmish units that do not have UnitCommanders.

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A unit is In Command when all figuresare within the Command Radius (see(4.8] COMMAND RADIUS) of the unit'scommander, and the unit has not failed adiscipline check or routed. A unit that isnot in command is Out of Command.

A regular unit must be in command togo into Closed Formation, or to movewhen it is in Closed Formation. A regularunit must be in command to perform aFighting Withdrawal or to go into aspecial formation ([11.6], (11.7]).

A regular unit that is in commandreceives combat and morale bonuses. Aregular or skirmish unit that is out ofcommand may still move and fight, butdoes not receive these bonuses. A mobalways suffers Out of Commandpenalties regardless of its commandstatus.

A commander may rally units thathave Routed (see [6.0] RALLY PHASE).

[4.8] COMMAND RADIUS.

Every commander has a CommandRadius (abbreviated CR). The commandradius of a human or demi-humancommander is calculated by adding thecharacter's charisma to his level anddividing by two. Fighters and theirsub-classes (rangers, paladins, etc.)receive a 3" bonus to CR. The commandradius of a humanoid or monstercommander is equal to 2/3 of thecreature's movement rate.

LIMITATIONS: A commander must beable to communicate with his troops.

Magical silence or darkness can take aunit out of command even if itscommander is within his CR. There areno absolute rules on who can commandwhat kind of unit, but beware ofalignment problems, racial hatreds,languages, and the like. Common sense isrecommended in choosing commanders.Commanders with special powers(telepathy, etc.) must have their powersdefined in advance, either by the scenarioor by the referee. Think carefully beforeallowing exceptions, and make sureeverything necessary to the scenario isdefined beforehand.

[4.9] CHARISMA BONUS.

The Charisma of a commander affectsthe current morale of his troops. Use thefollowing table to determine the charismamodifier of each commander:

Table 8. Charisma Bonus

CommanderCharisma

19 +17-1815-167-145-63-42-

MoraleModifier

+ 3+ 2+ 1

0-1-2-3

[4.10] COMMAND HIERARCHY.

Some commanders have higher ranksthan other commanders.

A Unit Commander commands onlyhis unit. He cannot benefit the membersof another unit.

A Brigade Commander commands 4-8units. He can take over a unit if a UnitCommander is killed, rally a routed unitwhether or not the Unit Commander isstill alive, or place figures in commandthat are outside the command radius oftheir Unit Commander. He can also GiveOrders to mobs. Brigade Commandersare only used in battles that have morethan seven units on a side. There must betwo or more brigades of 4-8 units each inorder to have Brigade Commanders.

An Army Commander is thehighest-ranking officer on the field. Eachside may have no more than one ArmyCommander. The Army Commandermay have Brigade Commanders if thebattle is large enough. Otherwise, theArmy Commander directly controls theUnit Commanders. An ArmyCommander can perform all thefunctions of a Brigade Commander, butcan affect any unit in the entire army.

SPECIAL NOTE: Some scenarios maygive a specific command structure for abattle. Some monsters (e.g., modrons)have special command hierarchies. Allexceptions to normal command rulesmust be worked out and agreed to by thereferee, or the other players if there is noreferee, before the battle begins.

PART 2

THE BASIC GAMEThe Basic Game covers only the most essential rules of

the BATTLESYSTEM™ game. With the Basic Game, youcan fight a battle between two small armies. The Basic

Game does not include missiles, magic, cavalry, artillery,or individual characters. Those rules are given in the

Intermediate and Advanced Games.This section describes the Basic Game.

The BATTLESYSTEM™ Scenario Bookcontains a short scenario using only these

rules. If you are already familiar withthis type of game, you may decide tocontinue with the Intermediate and

Advanced Games and only play thosescenarios.

For the purposes of the Basic Game,Unit Commanders are always assumed tobe fighting with the unit [9.2]. Brigadeand Army Commanders can operate asindependent figures, but IndividualCombat [9.4] is not allowed.

If you just play the Basic Game, usethe following abbreviated Sequence ofPlay:

1. Initiative Phase.2. Rally Phase.3. Movement Phase.4. Melee Phase.5. End of Game Round Phase.

5.0

INITIATIVE PHASEThe side that moves first in each Game Round is

determined by making an Initiative Roll.[5.1] TEAM INITIATIVE.

At the beginning of each Game Round,each side makes a normal initiative roll

by rolling 1d6. In the BATTLESYSTEM™game, there is no "simultaneousinitiative." All ties must be rerolled.

(OPTIONAL RULE: Use a d20 instead ofthe normal d6 to reduce the number of ties.)

The side that wins initiative is calledSide A. The side that loses initiative isSide B.

[5.2] INDIVIDUAL INITIATIVE.(INTERMEDIATE GAME RULE,AD&D® GAME ONLY)

Sometimes, heroes or powerful

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monsters will face each other inIndividual Combat [9.4]. All such battlesuse individual initiative (rolled accordingto normal AD&D® or D&D® game

procedures), not the general initiative ofthe side. See the intermediate Game formore detail.

6.0

RALLY PHASEDuring the Rally Phase, each side attempts to rally any

units that have routed, attempts to give orders to mobs,and tries to bring out of command units in command.

PROCEDUREUnits that failed Morale Checks in

previous Game Rounds may haveRouted; that is, they went out ofcommand and retreated in a disorganizedfashion. The unit's Unit Commander,Brigade Commander, or ArmyCommander may attempt to Rally theunit; that is, stop the rout, turn the unitaround, and reenter the battle.

All attempts to rally a unit take placeduring the Rally Phase.

During the Rally Phase, a commandercan also attempt to rally an out ofcommand unit that has not routed, orGive Orders to a Mob. All conditions fora Rally must be met before thesefunctions can take place.

CASES

[6.1] CONDITIONS FOR RALLY.

In order to attempt to rally a unit, allfigures of the unit must be within thecommand radius of a Unit, Brigade, orArmy Commander eligible to commandthe unit. A unit cannot be rallied if it isin base-to-base contact with any enemyfigure or figures.

Only one eligible commander mayattempt to rally any one unit during asingle Rally Phase. One commandercannot attempt to rally more than oneunit during a single Rally Phase. Acommander who attempts to rally a unit,regardless of success, may exercisecommand and perform any other legalactions during later phases of the GameRound.

[6.2] HOW TO RALLY.

To rally a unit that has met the aboveconditions, make a Morale Check forthat unit. If the check is successful, theunit is rallied. Remove the Rout markerfrom the unit. If the check fails, the unitis still routed.

[6.3] IF THE UNIT IS RALLIED.

If the unit is successfully rallied, it mayimmediately change facing (see [7.9]CHANGING DIRECTION). During thefollowing Movement Phase, the unit maychange formation (see [7.6] CHANGINGFORMATION). It may not move or firemissiles during that Game Round. It mayonly fight in melee combat if it isattacked by an enemy unit. Beginning

7.0

MOVEMENT PHASEUnits may move during the Movement Phase. Units

may also change formation, change frontage, changedirection, and perform other special movement.

PROCEDUREDuring the Movement Phase of each

Game Round, all eligible units maymove. In the AD&D® game, themovement rate for all figures is thenumber of inches for that type ofcreature as defined in the AD&D® game.In the D&D® game, use the conversiongiven in [3.1] ARMY ROSTER SHEET.There is a movement cost for certainterrain features (Intermediate Game

only), changes of unit formation, andchanges of direction. Figures that begin aMovement Phase in base-to-base contactwith an enemy figure are restricted intheir movement options.

A. FORMATIONS[7.1] DEFINITION OF FORMATION.

A formation is a deployment of troopsin a unit. There are four types offormations: Closed, Open, Skirmish, and

with the next Game Round, however, theunit may move, fire, and attack normally.

[6.4] IF THE UNIT DOES NOT RALLY.

If no attempt to rally a unit is made, orif a rally attempt fails, the unit moves itsfull movement rate away from the enemyduring the following Movement Phase,ending its movement with its back to theenemy. It cannot move, shoot missiles, orengage in melee combat during thatGame Round.

If a routed unit is attacked by anenemy or must make a Morale Checkduring the Melee Phase, it takes anydamage and automatically routs again,moving its full movement rate awayfrom the enemy. This is an exception tothe normal rule that a unit can onlymove once during a Game Round.

If a routed unit moves off the edge ofthe table, or otherwise crosses over theedge of the playing area, it ispermanently removed from play.

[6.7] OUT OF COMMAND UNITS.

A unit may become Out of Commandwithout having routed. If a successfulrally attempt is made to bring an Out ofCommand unit into command, that unitcan move and fight normally in laterphases of the same Game Round.

[6.6] GIVING ORDERS TO A MOB.

An eligible commander can attempt toGive Orders to a Mob if he makes asuccessful rally attempt. See [2.10]MOBS for further detail.

Mob. Regular units can operate only inClosed and Open Formations. Skirmishunits can operate only in SkirmishFormation. Mobs can operate only inMob Formation. Each formation hascertain characteristics.

PC/NPC individuals may or may notbe part of a unit. They do not have to bepart of a specific formation at any time.Their roles are defined in [9.0] HEROESAND COMMANDERS.

[7.2] CLOSED FORMATION.In closed formation, the figures in the

unit are in base-to-base contact.If a unit in closed formation suffers

losses, always remove them from the rearof the unit regardless of where theyactually occur, since the unit is assumedto automatically fill any holes in its frontranks.

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A unit must be in command in order toenter closed formation.

CLOSED FORMATION

[7.3] OPEN FORMATION.

In open formation, the bases of thefigures in the unit are approximately ½ "apart. (OPTIONAL RULE: If you areusing stands of figures (see [2.4]MOUNTING MINIATURE FIGURES),place the stands 1" apart.)

If a unit in open formation sufferslosses, it must move figures to fill anygaps in its front lines. It costs 1" ofmovement rate per figure that must bemoved to fill such gaps. It must pay thiscost and move as many figures asnecessary to close gaps, even if it is inbase-to-base contact with an enemy unit.If the total cost for movement exceedsthe movement rate of the unit, then theunit fills the gap and cannot move for theremainder of the current Game Roundunless it Routs.

OPEN FORMATION

[7.4] SKIRMISH FORMATION.

In skirmish formation, the bases of thefigures in the unit are 1" or more apart.Figures in a skirmish unit may move asfar away from each other as desired.

A unit in skirmish formation can"pass-through" another friendly unit thatis also in skirmish formation. No otherformation can do this.

If a unit in skirmish formation losesfigures, it does not automatically fillgaps. If it chooses, it can moveindividual figures at the normalmovement rate to fill gaps.

Figures operating in skirmishformation can never move intobase-to-base contact with enemy units.

[7.5] MOB FORMATION.

A unit in mob formation is displayedby placing figures or counters in anirregular (but approximately square)array. Figures in mob formation arealways placed in base-to-base contact. Ifa unit in mob formation sufferscasualties, remove figures from the rear,since a mob automatically fills in anygaps.

FILLING GAPS IN OPEN FORMATION FOR COST: 2"

SKIRMISH FORMATION

MOB FORMATION

[7.6] CHANGING FORMATION.

A unit may change formation at anypoint during its Movement Phase. Allfigures in a unit must be in command forit to change formation, unless the unitgoes out of command or is routed. In thelatter case, it automatically goes to openformation if not already in thatformation.

A change of formation costs a unit l/3of its movement rate. Changes offormation that happen involuntarily(such as going out of command or beingrouted) have no cost.

CHANGINGFROM CLOSED

TO OPENFORMATION

10

FIGURES KILLED

FIGURESFILLING IN

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B. MOVEMENT

[7.7] HOW TO MOVE.

Use a ruler or tape measure todetermine how far a figure can move. Itspeeds play if each player has his or herown ruler or tape measure.

Measure movement from the front ofthe figure's base. If an entire unit is beingmoved, it is usually sufficient to measurethe move of one or two of the figures inthe front rank. Then move the rest of thefigures in the unit and place them in thesame relation to the figures whose moveyou have measured as they were at thebeginning of the move.

To measure the movement of a mob,designate one figure or counter as thepoint from which all measurements aremade.

SPECIAL NOTE: It is strictly illegal topre-measure movement distances,ranges, areas of effect, or anything elsewithout first declaring the action. Oncethe action is declared, those forces arecommitted to the stated action, or to noaction for that entire phase!

may only execute Wrap-AroundMovement ([7.11]), Fighting Withdrawal([7.12]), or Flee ([8.8]). This restrictionapplies even if the enemy units havemoved into base-to-base contact within thesame Game Round.

A unit that has lost initiative and had anenemy unit move into base-to-base contactwith it cannot change formation, facing,or frontage in its current Movement Phase.In subsequent Movement Phases, it canonly execute Wrap-Around Movement([7.11]), Fighting Withdrawal ([7.12]), orFlee ([8.8]).

[7.9] CHANGING DIRECTION.

Units in skirmish formation can changedirection at will during their MovementPhase without a penalty in movement rate.

Units in closed or open formation canmove straight ahead or up to 45 degrees tothe left or right at will during theirMovement Phase without a penalty inmovement rate. Use a protractor or angleto measure changes of direction.

Units in closed, open, or mob formationcan change direction by Wheeling. Towheel, a unit pivots around one of itsfigures. The movement cost of wheeling isthe distance moved by the outermostfigure in the unit.

Units in closed or open formation canalso change direction by Changing Facing.There are three types of facing changes:Right Face, Left Face, and About Face.

To make a Right or Left Face, turn allfigures in the unit (or only some figures, ifdesired) 90 degrees to the right or left. Thecost of a right or left face is 1/3 of the unit'smovement rate, even if only some of thefigures changed facing.

To make an About Face, turn all figuresin the unit (or only some figures, ifdesired) 180 degrees. The cost of an aboutface is ½ of the unit's movement rate,even if only some of the figures changedfacing.

CHANGE FACING

[7.8] MOVEMENT AND ENEMY UNITS.

A figure must immediately stop itsmovement when it comes into base-to-basecontact with an enemy figure. Otherfigures in the same unit may continuemovement if they are not yet inbase-to-base contact with the enemy.Figures may not change direction once anymember of the unit has made contact withan enemy figure.

Figures that begin their Movement Phasein base-to-base contact with an enemy

CHANGING DIRECTIONBY WHEELINGMOVEMENT COST: 5"

11

MVCOST1/3 MV

ALLOWANCE

MVCOST1/2 MV

ALLOWANCE

MOVEMENT OF 5"

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[7.10] CHANGING FRONTAGE.

Units in closed, open, or mob formationhave a Frontage. The frontage of a unit isthe number of figures along the front side.Units in skirmish formation do not havefrontages.

Figures may be added to or subtractedfrom a unit's frontage by moving figuresup from the rear ranks of the unit ormoving them back to the rear ranks. Themovement cost of changing frontage is 1"

FRONTAGE = 6

for each figure added to or subtractedfrom the unit's frontage.

A mob can only change frontage bymoving figures forward as it takes losses.It cannot voluntarily expand or shrink itsfrontage.

A unit cannot both expand and contractits frontage in the same Movement Phase,nor can a figure move into base-to-basecontact with an enemy unit while changingfrontage.

FRONTAGE = 9

CHANGING FRONTAGECHANGE COSTS = 3"

[7.11] WRAP-AROUND MOVEMENT.

A unit that begins its Movement Phasein base-to-base contact with an enemy unitcan attempt Wrap-Around Movementduring its Movement Phase.

In wrap-around movement, the unitexpands its frontage and wheels the endsof its battle line inward to envelop, orwrap-around, the enemy unit. Both theright and left flanks of a unit may wheelinward during this maneuver.

The movement cost of wrap-aroundmovement is the total of the costs ofexpanding frontage and wheeling the edgesof the line inward. No individual figuremay move more than its full movementrate.

At the end of melee, a unit that has usedwrap-around movement is automaticallyconsidered to be in open formation. Notethat the bases of the figures will notnecessarily be ½" or more apart. This isan exception to the normal rules relating toopen formation.

WRAP-AROUND MOVEMENTSTART PHASE

WRAP-AROUND MOVEMENTEND PHASE

EXPAND FRONTAGE = 8"WHEELING COST (3 + 3) = 6"

TOTAL MOVEMENT COST = 14"

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|7.12] FIGHTING WITHDRAWAL.

A unit that is in base-to-base contactwith an enemy unit at the beginning of itsMovement Phase can attempt to make aFighting Withdrawal. The unit attemptingto make a fighting withdrawal must have acurrent movement rate of at least 3 ".

To make a Fighting Withdrawal, the unitmoves 3 " backward, away from the enemyunit. It may not end up in base-to-basecontact with another enemy unit.

The enemy unit has the immediateoption to either remain in place, or toadvance 3 " and remain in base-to-basecontact with its opponent. It may do soeven if it has already used its fullmovement rate during that Game Round.

If the enemy unit consists of creatureswith low intelligence or chaoticalignment, it must make a DisciplineCheck. If the check succeeds, the unit hasthe option to remain in place; otherwise,it automatically advances to continue themelee.

If an enemy unit elects to remain inplace, it cannot Charge the unit thatwithdrew for the remainder of the currentGame Round.

[7.13] FORCED MARCH.

A unit or individual can move fartherthan its normal full movement ratethrough a Forced March.

A unit must be in command to make aforced march. PC/NPC individuals canalways make a forced march. A unitcannot be in base-to-base contact with anenemy figure during any part of itsMovement Phase during a Game Round inwhich it makes a forced march.

A unit that makes a forced march mustmake a Morale Check at the end of itsmove. If the check is failed, the unit'sAttack Rating (AR) worsens by one (e.g.,19 becomes 20; 16 becomes 17). Thispenalty accumulates. (Units that "nevercheck morale" are subject to this penalty.)

EXAMPLE: A unit with an AttackRating of 15 makes a forced march forthree Game Rounds. At the end of the firstGame Round, it fails a Morale Check, andthe AR goes to 16. At the end of thesecond Game Round, it fails its checkagain, and the AR becomes 17. At the endof the third Game Round, it makes asuccessful Morale Check, so the ARremains 17.

This AR penalty stays until removed.The AR improves by one (up to its originalvalue) each time the unit spends one entireGame Round doing absolutely nothing andis not attacked.

A unit that makes a Forced Marchmoves 1 ½ of its normal full movementrate.

[7.14] CHARGE.A regular unit or mob may Charge

during its Movement Phase if it can reachan enemy unit to engage in melee at theend of its move. A charging unit maymove 1 ½ its normal movement rate (thisis called a "charge range"). At the end ofthe move, the charging unit must be inbase-to-base contact with an enemy unit orfigure, and it must attack that figureduring the Melee Phase.

Skirmish units and individuals cannotcharge. Their "charge range" for DisciplineChecks is the same as their normalmovement rate.

To charge, the unit must be able to moveat least 2/3 its normal movement ratebefore it comes into base-to-base contactwith its target. The last % of the chargedistance must be in a straight line.

A unit may charge in open, closed, ormob formation. A regular unit thatcharges in closed formation gains a -1bonus (minuses are advantageous) to itsAttack Rating [8.3] for the Melee Phasein that Game Round only.

If the charging unit is in closedformation and consists of creatures ofchaotic alignment or low intelligence, itmust make a Discipline Check whencharging. If the Discipline Check fails,the unit goes out of command and breaksinto open formation during the charge.Except in this one instance, an out ofcommand regular unit cannot charge.

If a charging unit runs into an enemyfigure or figures that would be killedeven if the charging unit does minimumpossible damage, it Breaks Through. Theenemy figures are immediately removedand the unit continues its charge. Thecharging unit does not need to eliminatean entire unit to break through; justthose figures in its path. However, thecharging unit must end its Melee Phase inbase-to-base contact with another enemyfigure or figures or suffer the penaltybelow.

If a unit in closed formation fails toend its charge in base-to-base contactwith an enemy figure or figures, it breaksinto open formation, but remains incommand. If a unit in open or mobformation fails to end its charge inbase-to-base contact with an enemyfigure or figures, it suffers a -3 penalty tocurrent morale for the remainder of thecurrent Game Round.

[7.15] ROUTING.If a unit in open or skirmish formation

fails a Morale Check, it Routs. Place aRout marker on any unit that routs.

A routing unit immediately movesaway from the enemy a total of itsmovement rate plus an additional 1/3 ofits movement rate, and ends its movewith its back to the

enemy. A unit always routs away fromwhatever caused the Morale Check, androuts toward its own lines if possible.

If a routing unit hits a friendly unit thathas not routed, the unit that has notrouted must make an immediate MoraleCheck. If that unit routs, it moves aheadof the friendly unit that forced the MoraleCheck. If the checking unit does not rout,the routing unit "breaks around" thechecking unit, reforms on the other side,and continues its movement. (Note that arouting unit can pass-through a unit inskirmish formation—but the unit inskirmish formation must neverthelessmake a Morale Check.)

The owning player may attempt to rallyunits that have routed during the RallyPhase (see [6.0] RALLY PHASE). If noattempt to rally is made, or if an attemptto rally fails, the routing unit continues torout. On the Movement Phase thatfollows, the routing unit moves its fullmovement rate in the same direction it wasmoving.

If a routing unit moves off the edge ofthe table, or across the edge of thebattlefield, it is removed from play.

If a unit that would otherwise rout iscompletely surrounded (all passable terraincompletely blocked) by an enemy unit in

closed or open formation, and there is nogap of 1" or more of passable terrainthrough which even a single figure couldescape, the routing unit is automaticallydestroyed and removed from play.Otherwise, the entire unit is entitled torout through the gap. When escapingthrough such a gap, no single figure in therouting unit can move more than its routmovement rate.

OPTIONAL RULE: In a campaignbattle, if a unit completely surrounds aunit that would otherwise rout, theattacking player can choose to Capture therouting unit. The attacking playerdesignates one of his figures as Guards forevery four captured enemy figures;otherwise, the enemy figures automaticallyescape. Escaped figures are treated asRouted figures for all purposes. Theattacking player receives twice the normalnumber of experience points for capturedfigures at the end of the game (see [16.2]EXPERIENCE POINTS), and may be ableto ransom them if the campaign situationpermits. Captured prisoners can also betraded for prisoners held by the other side,if the trading players agree.

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8.0

MELEE PHASECombat takes place between opposing units that are in

base-to-base combat during the Melee Phase.

PROCEDUREMelee combat occurs between all

opposing units that are in base-to-basecontact during any part of the MeleePhase. The side with initiative determinesthe order in which melees are resolved.Each melee situation is resolved beforemoving on to the next. AH melee combatis considered to be simultaneous. It iseasier for one side to make its attackfollowed by the other, but do not removelosses until after both sides havecompleted their melee actions. Evenfigures that are killed get to fight duringtheir final Melee Phase! (SPECIALNOTE: This applies to melee combatonly.)

CASES

[8.1] FORCES ELIGIBLE TO FIGHT.

All figures in a unit that are inbase-to-base contact.with one or moreenemy figures are eligible to fight inmelee.

If a unit is in closed formation, anadditional one figure to the left and onefigure to the right of the enemy's figurescan also fight.

If a unit in closed formation is usingpikes, each figure in the two rowsdirectly behind the row in base-to-basecontact with the enemy gives the unit oneextra attack. If the unit is using spears.

pole arms, or halberds, each figure in thefirst row directly behind the row inbase-to-base contact with the enemygives the unit one extra attack.

A unit can fight multiple opponents.Each unit vs. unit battle is treated as aseparate melee, and attacks are rolledseparately even when one unit isinvolved in different melees. If figures ina unit can fight in different melees, theowning player must designate in advancewhich figures are attacking whichtargets.

A = FIGURE CAN FIGHT WITH ANYWEAPON

B = FIG. CAN FIGHT WITH SPEAR,POLE-ARM, HALBERD, OR PIKE

C = FIGURE CAN FIGHT WITH PIKE

FORCES ELIGIBLE TO FIGHT

MULTIPLE UNIT BATTLES

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[8.2] WEAPON IN HAND.

All members of a unit must be armedwith the same weapon in order to fight asa unit, and they must have the sameweapon "in hand" in order to fight.Unlike the AD&D® and D&D® games,members of a unit can change weaponsat the beginning of any Melee Phasewithout a penalty of time, movement, orcombat effectiveness. The owning playersimply announces that his unit ischanging weapons, and the change takesplace. A change in weapons can takeplace even if the unit is in melee.

[8.3] DETERMINING ATTACKRATINGS.

The base Attack Rating (AR) for afigure or unit is determined before thestart of the game. It is modifiedaccording to situational factors, and isused to determine the effectiveness of anattack (e.g., the amount of damage itinflicts on the enemy).

To determine the base Attack Ratingfor a figure or unit, first determine theTHACO (number "to hit Armor Class0") according to AD&D® or D&D® rules.The THACO is based on the level, class,and hit dice of the creature. Add orsubtract any AD&D® of D&D* gamebonuses and penalties to THACO (use ofmagic weapons, high dexterity, weaponnon-proficiency, etc.)

When converting THACO to AR,ignore the multiple 20s on the AD&D®game Attack Matrix and the D&D® gameCharacter/Monster Hit Rolls Tables. Forexample, if a figure or unit hits AC 1 ona 20, its THACO for the purposes ofdetermining AR is 21. This applies onlyin converting THACO to AR. For allother purposes, the THACO remains 20,with a note that the figure also hits AC 1with a 20.

Once the base THACO is calculated,add the Ratio Adjustment from the tablebelow to determine the Base AR.

Table 9. Ratio Adjustments forDetermining AR.

Figure Ratio10:15:12:11:1

Adjustment0

+ 5+ 10+ 15

Write the Base AR for each figure orunit on the Army Roster Sheet. In melee,modify the Base AR according to Table10 to determine the actual AR forcombat.

Table 10. Attack Rating Modifiers forMelee Combat.

Attacker is in open or skirmishformation +1

Any attacking figures are outof command (does not apply toskirmish units) +1

Defender occupies higher ground - 1Attacker is charging in closed

formation -1Attacking commander is fighting

as part of the unit -1

SPECIAL NOTE: Also add or subtractall normal AD&D® or D&D® gamebonuses and penalties to THACO fromthe adjusted AR.

EXAMPLES: -1 for negating defenders'shield bonus (for attacking from flank),-2 for attacking from the rear, + 1 forgoblins and orcs attacking in daylight,etc. Note that minuses are beneficial tothe attacker.

[8.4] MELEE PROCEDURE.

A. Determine adjusted AR of attackerand Armor Class (AC) of defender.Subtract AC from AR.

B. Roll 2d6. Add that number to theresult from Step A.

C. Determine the type of damageattacker does (1d6, 2d12, 1d4 + 1, etc.).Use the rules in [8.5] DICECONVERSION to convert damage to asingle dice type (D6, D8, D12, etc.)

D. Cross reference the Dice Type columnfound in Step C with the Attack Rollfound in Step B, using theBATTLESYSTEM™ Combat Results Table(CRT) on the back cover of this booklet(or on the Player Aid Cards). Thenumber found is the number of Hit Diceof damage done by each attacking figure.

E. Multiply the Hit Dice of damage doneby the number of figures that attacked.Determine how many enemy figures arekilled or wounded according to [8.7]KILLED AND WOUNDED FIGURES.

F. The defending player makes anyattacks to which he is entitled, using thesame procedure.

G. After both players have completedtheir attacks, remove all figures killed onboth sides, and place Wound markers onall wounded figures.

EXAMPLE: A unit of 10 figures has anadjusted AR of 17, and attacks an enemywith an AC of 8. Subtracting AC fromAR gives a result of 9. A roll of 2d6 givesa result of 7, for a total Attack Roll of 16(9 + 7). The attackers are armed withlongswords, which do D8 damage. Crossreferencing the Attack Roll of 16 with theD8 damage column gives a result of 6.

Ten figures do 10 x 6 HD of damage, for.a total of 60 HD.

[8.5] DICE CONVERSIONS.

Some weapons do damage that isexpressed in the roll of a single die (e.g.,a dagger does 1-4, or D4, damage; alongsword does either D8 or D12damage). For such attacks, use theDamage column on the CRT thatcorresponds to the dice type of damagedone (e.g., D4, D8, or D12).

Some weapons do damage that isexpressed in a multiple of a single die(e.g., a broadsword does 2-8, or 2D4damage; a bastard sword against largetargets does 2-16, or 2D8 damage). Forsuch attacks, use the Damage column onthe CRT that corresponds to the dicetype of damage done (e.g., D4, D6, D8),and multiply the result times the numberof dice done.

EXAMPLE: If a weapon does 2D8damage, and the result in the D8 columnis 6, then each figure does 12 HD ofdamage.

Some weapons do damage that isexpressed as a modified dice type (e.g., awar hammer does 2-5, or D4 +1 damage;a holy longsword + 5 does D8 + 5damage). Damage plusses or minuseschange the column on which the resultsare read, according to the followingprocedure.

IF THE DAMAGE MODIFIER IS APLUS, shift one column to the right foreach plus (e.g., a + 3 weapon gives 3column shifts to the right). If the columnshifts past the D20 column, start againwith the D2 column and add the D20column result to the column found after"wrapping around" the table.

EXAMPLE: Damage of D6 + 1 is readon the D8 column. Damage of D12 + 4 isread on the D20 column. Damage ofD20 + 3 is calculated by wrapping aroundthe table three columns to the right, i.e.,D2-D3-D4. The damage is the sum of theD20 and the D4 column results. Damageof D8 + 11 is determined by moving 11columns to the right, i.e., D14-D16-D18-D20-D2-D3-D4-D6-D8-D10-D12. Thedamage is the sum of the D20 and D12columns. If the column shift wrapsaround more than once, e.g., D10 + 40,keep adding the D20 result each time youpass it. For example, damage of D10 + 40would be read as the sum ofD20 + D20 + D20 + D20 + D8.

IF THE DAMAGE MODIFIER IS AMINUS, shift one column to the left foreach minus. If the column would shiftpast the D2 column, apply the D2 result.

EXAMPLE: Damage of D20-3 is readon the D14 column. Damage of D6-4 isread on the D2 column.

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[8.6] MULTIPLE ATTACKS.

If a figure is entitled to multiple attacksper melee round, it is entitled to multipleattacks per BATTLESYSTEM™ gameMelee Phase. (EXAMPLE: In the AD&D®game, a 7th level fighter is entitled to 3attacks per 2 melee rounds, and to 7attacks per melee round if fightingmonsters of less than 1 HD or 0 levelhumans or semi-humans (PH, p. 25).)

Use the same Attack Roll to calculatedamage for all attacks. If each attackcauses the same type of damage (e.g.,D6, D8, or D4 +1), multiply the damageresult by the number of attacks. Ifdifferent attacks do different types ofdamage (e.g., a weretiger does1-4/1-4/1-12, or D4/D4/D12), use thesame Attack Roll and add the variousdamage results together to get the totaldamage done.

[8.7] KILLED AND WOUNDEDFIGURES.

Each figure represents a certainnumber of hit dice. It must lose all the hitdice represented by the figure in order tobe killed.

EXAMPLE: A single orc figure (10orcs) has 10 hit dice.

When a unit takes damage in melee, itloses a certain number of hit dice. If thenumber of hit dice of damage equals orexceeds the number of hit dice of onefigure, one or more figures are killed.

EXAMPLE: A unit of 10 orc figureshas 100 hit dice. If an attack causes 30 hitdice of damage, 3 orc figures are killed,and are removed from play.

If the number of hit dice of damage isnot an exact multiple of the number ofhit dice of a single figure, a Wound mayresult. A figure is Wounded if there isdamage equal to or greater than 1/4 ofthe hit dice of that figure, and less thanthe total of hit dice of the figure.

EXAMPLE: An attack against a unit of10 orc figures does 35 hit dice of damage.Three orc figures are killed with 5 hitdice left over. Since 5 hit dice is morethan 1/4 of a single figure, one orc figureis wounded. If the attack had done 31 hitdice of damage, there would only havebeen 1 hit die left over. Since 1 hit die isless than 1/4 of a single figure, no woundwould result. The left-over damage issimply disregarded.

Place a Wound marker on eachwounded figure. Wounds may only beremoved by magic, covered in theAdvanced Game.

A wounded figure moves and fightsnormally.

A figure can take only two woundsbefore being killed. At the end of a MeleePhase, no unit can have more than onewounded figure. If a unit has twowounded figures, remove one and returnthe other to normal health.

EXAMPLE: During the previous MeleePhase, 3 orc figures were killed and 1was wounded. In the next Melee Phase,the attacker did 25 hit dice of damage.Two more orc figures are killed, and asecond wound is caused. Since twowounds have now been placed, a thirdorc figure is also removed.

[8.8] ENDING A MELEE.

A melee ends when one or both unitshave been completely destroyed, or whenone unit moves away from the other.

A unit that fails a Morale Check mayrout away from its opponent. A unitmay make a fighting withdrawal, givingthe opponent the opportunity to followor remain in place.

A unit can Flee a melee. To flee, a unitmakes an about face (no movement costin this case) and moves its full movementrate away from the enemy. The enemy isentitled to one free attack at the fleeingunit with a -2 bonus "to hit" (attackingfrom behind). The fleeing unit may notfight back, but must make any MoraleCheck required by losses it takes.

THIS ENDS THE BASIC GAMESECTION. USING THESE RULES, YOUMAY NOW PLAY THEINTRODUCTORY SCENARIO,"BATTLE AT THE CROSSROADS."

PART 3

THE INTERMEDIATEGAME

The Intermediate Game expands the options availablein the Basic Game. With the Intermediate Game, you can

fight a battle that includes missiles, artillery, cavalry,individual Heroes, special formations, and terrain

effects. These rules can be adapted to play any type ofhistorical miniatures battle from the dawn of organized

warfare to the introduction of gunpowder.

9.0

HEROES ANDCOMMANDERS

Player characters and major non-player characters canbe part of units, command units, or be Heroes acting

alone on the battlefield.

PROCEDUREDuring set-up, each player must

identify the initial role that eachPC/NPC individual will play in thebattle. These roles are: member of unit,Unit/Brigade/Army Commander, orHero. A character can also be designatedas a Deputy Commander. A DeputyCommander can take over for aCommander during the battle. PC/NPCindividuals can change roles during abattle. All changes of roles must bedeclared at the beginning of theMovement Phase of the current GameRound, and take effect immediately.

CASES[9.1] CHARACTERS AS MEMBERS OFUNITS.

PC/NPC individuals who are declaredto be Members of Units are assumed tobe with their unit at all times. Theyparticipate in melee with the unit and fleeif the unit routs. They share in allbenefits and penalties that happen to theunit. Do not use a separate miniaturefigure for such characters, since they areconsidered to be part of one of thefigures in the unit. A PC/NPC individualwith better armor, weapons, or THACOthan the other troops in the unit can

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improve the average fighting ability of aunit (see [3.1] ARMY ROSTER SHEET).Remember, however, that all members ofa unit must have the same weapon inhand in order to fight as a unit.

Because a character fighting as amember of a unit is part of a 10:1, 5:1, or2:1 figure (depending on HD), he doesnot receive the 1:1 ratio adjustment toTHACO in determining AR (Table 9).Instead, he receives the ratio adjustmentappropriate to the figure of which he is apart.

A PC/NPC individual is alive as longas at least one figure from the originalunit remains on the board. If the unitrouts and leaves the battlefield (see [6.4]IF THE UNIT DOES NOT RALLY), thePC/NPC individual cannot rejoin thebattle, although he is still alive.

If the last figure of a unit is removedbecause of combat losses, the fate of thecharacter is determined by the followingtable. Roll 1d10 and apply theappropriate result immediately.

Table 11. Fate of PC/NPC in EliminatedUnit.

DieResult Character's Fate

1 Character is killed and body islost

2-3 Character is killed and bodylies on the field

4-7 Character is badly wounded(1-6 hp remaining)

8-0 Character is unwounded butunconscious for 1-10 AD&D®or D&D® game turns.

A wounded or stunned character isautomatically captured by the enemy ifat the end of the battle the enemy's forceshold the area where the character fell. Ifthe character's side is victorious, thecharacter can return to his unit as soonas he recovers.

[9.2] CHARACTERS ASCOMMANDERS.

A PC/NPC individual can bedesignated as a Unit, Brigade, or ArmyCommander. A character whocommands is subject to all rules andprocedures given in cases [4.7] to [4.10]COMMAND.

Place a separate figure (no base) withthe unit to represent the UnitCommander. Brigade and ArmyCommanders are also represented byseparate figures, but are not necessarilyplaced with a unit. Note the commandstatus of each lone figure on the Heroesand Commanders Roster Sheet.

A commander with spell-castingabilities cannot cast a spell and commandhis unit in any part of the Game Round

in which the spell is cast. If a spell is castby a commander, his unit is out ofcommand for the entire Game Round.However, a commander can use magicitems or innate spell abilities and stillcommand.

A commander fighting with his unit isconsidered to be alive as long as a singlefigure of his unit remains. If the lastfigure of a unit is removed by combat,roll on Table 11 above to determine thefate of the unit commander.

Under certain circumstances in theAdvanced Game (an invisible assassin,magic, etc.) it is possible to remove,immobilize, charm, or kill a commanderwithout necessarily harming the rest ofthe unit. Otherwise, a Unit Commanderfighting with the unit cannot be killedwithout his unit being destroyed.Commanders who are physicallyseparate from their units can be attackedand killed as if they were Heroes ([9.4]).

[9.3] CHARACTERS AS DEPUTYCOMMANDERS.

Any PC/NPC individual can bedesignated as a Deputy Commander atthe start of the game. DeputyCommander status must be recorded onthe Heroes and Commanders RosterSheet.

There are three types of DeputyCommanders: Deputy UnitCommanders, Deputy BrigadeCommanders, and Deputy ArmyCommanders. A Unit Commander canbe designated as a Deputy Brigade orArmy Commander. A BrigadeCommander can be designated as aDeputy Army Commander. Heroes andmembers of units can be designated asany type of Deputy Commander.

A character can only be a DeputyCommander for one Commander. EachCommander can have only one Deputyappointed to him.

A Deputy Commander can take overfor his designated commander if thatcommander dies, is disabled, is removedfrom combat, or is otherwise not incommand of his forces. A DeputyCommander can only take overcommand of a unit that is currently outof command (i.e., command cannot be"passed over" by a Unit Commanderwho wishes to become a Hero, forexample, unless that commander's unitgoes out of command for at least theremainder of the current Game Round).

OPTIONAL RULE: If one or more ofthe armies in the battle are using a specialcommand hierarchy (see [4.10]COMMAND HIERARCHY), the owningplayer(s) must prepare a Chain ofCommand chart showing whichcommanders move into which positionswhen commanders are lost. This isparticularly useful in large-scale battles.

[9.4] CHARACTERS AS HEROES.

Any PC/NPC individual can bedesignated as a Hero. Heroes arerepresented by individual figures (nobases) on the battlefield. Heroes roam thebattlefield, using their abilities whereverthey are most needed. Heroes may fightother Heroes, enemy commanders,powerful monsters, or enemy units.Characters of any class or alignment maybe designated as Heroes. Heroes mayalso be designated as DeputyCommanders.

Heroes can engage in character vs.figure combat and individual combat.Heroes in individual combat useindividual initiative, rather than theinitiative of their side (see [5.0]INITIATIVE PHASE). Individual combattakes place during the Melee Phase.

A. Character vs. Figure Combat.

If a Hero is capable of affecting all thecreatures represented by at least onesingle figure in an enemy unit (amagic-user with an area effect spell, or ahigh-level fighter vs. very low-levelcreatures, for example), resolve theattack using normal BATTLESYSTEM™melee procedures.

If the Hero cannot affect all thecreatures in a figure simultaneously (thisis normally the case), use the followingprocedure:

FIGURE ATTACKING HERO: Only 1figure can attack a size S or size M Heroat a time. Up to 3 figures can attack asize L Hero at a time. The figure attacksusing normal BATTLESYSTEM™ meleeprocedures. Each hit die of damagecaused by the figure causes 4 hit points ofdamage to the Hero.

HERO ATTACKING FIGURE: TheHero attacks using normalBATTLESYSTEM™ melee procedures. Ifthe hit dice result is less than ½ thefigure's hit dice, there is no effect. If thehit dice result is ½ or more of thefigure's hit dice, the figure takes awound. (SPECIAL NOTE: Even if theHero's attack causes more hit dice ofdamage than the figure has, the figurestill only takes a wound. This means thata Hero cannot kill a figure in less thantwo Game Rounds, regardless of hit diceresults, unless the Hero is capable ofaffecting all the creatures represented byat least one single figure. In that case, theHero can kill an enemy figure in only oneGame Round.)

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B. Individual Combat.

Individual Combat is melee combatbetween figures with a 1:1 ratio. It isresolved using normal AD&D® or D&D®game melee and magic rules, rather thanBATTLESYSTEM™ melee procedures.Individual combat can take place only

during the Melee Phase, and onlybetween figures with a 1:1 ratio who arein base-to-base contact.

Individual combat takes place at a rateof 3 AD&D® or D&D® game meleerounds to 1 BATTLESYSTEM™ MeleePhase.

10.0

MISSILES ANDARTILLERY

Missile weapons and battlefield artillery can be usedduring the Initial Missile Phase, the Movement Phase (aspass-through fire), and the Missile and Magic Phase of

the Game Round.

PROCEDUREAll missile weapons usable by

characters in the AD&D® and D&D®games can be used in theBATTLESYSTEM™ game. The range ofmissile weapons and the number of shotsper Game Round are the same as in theAD&D® and D&D® games. Missileweapons can be used during the InitialMissile Phase, the Movement Phase (see[10.6] PASS-THROUGH FIRE), and theMissile and Magic Phase of the GameRound, depending on the number of shotsper Game Round of the missile weaponused.

Use the BATTLESYSTEM™ meleecombat procedure for missile weapons.Unlike melee combat, figures killed bymissile fire are removedimmediately—they do not get to returnfire before being removed.

A. MISSILE WEAPONS

[10.1] WHO CAN USE MISSILES.

All members of a unit must be armedwith missile weapons in order for them tobe used. A unit that is base-to-basecontact with enemy figures cannot usemissile weapons.

A figure using missile fire must be ableto trace a line of sight to its intendedtarget (45 degrees to either side of thefigure). If only a portion of the intendedtarget can be seen, the figure can stillshoot, but at a penalty (see [10.8]MISSILE FIRE MODIFIERS). If only partof a unit can see an enemy unit, onlythose figures who can see the enemy unitcan shoot. If only part of the enemy unitcan be seen, all enemy losses must betaken from the figures visible to the firingunit. If more losses are called for by thecombat result than there are figures thatcan be seen, ignore remaining losses.

If a unit of archers (short bow, longbow, or composite bow, but notcrossbow) is in closed or open order, thefirst two rows of archers can fire. If a unitis using any other missile weapon, onlythe first row can fire.

[10.2] WHEN MISSILES ARE USED.

Missile weapons can be used during theInitial Missile Phase, the Movement Phase(as pass-through fire), and during theMissile and Magic Phase.

A unit can only fire during the InitialMissile Phase if it is entitled to two ormore shots during a Game Round.Regardless of the number of shots a unit isallowed, it can only fire a maximum ofone time during the Initial Missile Phase.

A unit that has at least one shotremaining during the enemy MovementPhase can elect to fire a maximum of oneshot as Pass-Through Fire ([10.6]). A unitdoes not have to be entitled to more thanone shot per game round in order to usepass-through fire.

A unit can fire any or all of itsremaining shots during the Missile andMagic Phase. If it has already used all itsshots during the Initial Missile Phase andthe enemy Movement Phase, it cannot fireduring the Missile and Magic Phase.

Units can also elect to move and shoot(see [10.4] MOVEMENT AND MISSILEFIRE), or take split-fire (see [10.5]SPLIT-FIRE).

If an enemy figure or figures moves intobase-to-base contact with a figure or unitthat has already used missile weaponsduring the current Game Round, themissile-using unit cannot fight during thatMelee Phase.

[10.3] AMMUNITION.

Units using normal (non-magical)arrows, quarrels, stones, or bullets as

Because of the speeded-up time scale ofindividual combat, no attack made whilein individual combat can ever affect afigure of 2:1, 5:1, or 10:1 ratio, even if itis a ranged (i.e., missile) weapon or anarea of effect spell.

missiles have an unlimited supply ofammunition. (A specific scenario mayspecify a limit on ammunition.) Unitsusing any other types of missiles have alimited number of weapons. Each playermust list the number of axes, javelins,spears, magic arrows, etc., each memberof a unit carries, and mark off weapons asthey are expended. (A specific scenariomay specify a limit; otherwise, assumeeach member of a unit is armed with twovolleys.)

[10.4] MOVEMENT AND MISSILEFIRE.

If a unit using missile weapons firesduring a Game Round, its movement islimited during that Game Round. A unitthat fires missile weapons cannot chargeduring that Game Round.

A missile-firing unit's movement duringthe same Game Round is limitedaccording to the following table:

Table 12. Movement and Missile Fire.

MissileWeapon

Thrown Weapons

Crossbows/Slings

Archers

Mounted Archers

MountedCrossbows

MovementRestriction

Fire once and 1/3movementpenaltyEither move orshootFire twice and notmove, fire onceand ½ movementpenaltyFire twice and notmove, fire onceand move fullmovement rateFire once and ½movementpenalty

[10.5) SPLIT-FIRE.

Archers mounted on other creatures, orcentaur archers, can move ½ of theirmovement rate, fire at eligible enemyunits, then continue moving theremainder of their movement rate.

Creatures with breath weapons orinnate missile weapons (e.g., needlemen)can also split-fire,

[10.6] PASS-THROUGH FIRE.

Units that are eligible to fire during the

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Missile and Magic Phase can fire at enemyunits during the enemy Movement Phaseby declaring that they will takePass-Through Fire. Pass-through fire canbe taken at any point during the enemy'smovement. Pass-through fire can be usedagainst enemy units that subsequentlyengage the firing unit in melee combat, oragainst any enemy units in range and lineof sight.

Artillery weapons can also usepass-through fire.

[10.7] INDIRECT FIRE.

Archers can sometimes shoot overfriendly troops to hit the enemy. This iscalled Indirect Fire. To use indirect fire,the archers must be in command and atleast 3" away from the friendly troopsover which they are firing.

[10.8] MISSILE FIRE MODIFIERS.

The following bonuses and penalties areapplied to the AR of missile troops priorto rolling the die.

Table 13. Missile Fire Modifiers.

Target is in open or skirmishformation +1

Target is in woods or behindhedge +2

Target is in building, behind wall,or in Shield Wall formation[11.6] +4

Missile-using troops are mounted + 2Missile-using troops are using

Indirect Fire + 3Target is at Medium Range* + 2Target is at Long Range* + 5

* Use these standard AD&D® gamepenalties for the D&D® game as well.Ignore D&D® game missile adjustmentsfor range.

B. ARTILLERY[10.9] ARTILLERY WEAPONS.

There are two types of field artilleryused in the BATTLESYSTEM™ game:catapults and ballistae.

Artillery weapons can move only alongroads or dear terrain ([11.8]).

A. Catapults.

A catapult cannot shoot at a target closerthan its Minimum range. It can useindirect fire at normal penalties. Acatapult's target is always considered tobe AC 5, regardless of the actual AC ofthe target. It can fire every other GameRound.

LIGHT CATAPULT:Range: Min = 15 ", S = 20 ", M = 25 ",

L = 30"Damage: 2d10MV:8"

HEAVY CATAPULT:Range: Min = 18 ", S = 24 ", M = 30 ",

L = 36"Damage: 2dl2MV: 4"

B. Ballistae.

A ballista can fire every Game Round. Itmust be able to trace a straight line ofsight to its target, and cannot use indirectfire. A ballista's target is always

11.0

SPECIAL MOVEMENTSpecial movement in the Intermediate Game includes

cavalry, chariots, shield walls, set spears and pikes, andterrain effects on movement.

A. CAVALRY ANDCHARIOTS[11.1] DEFINITION OF TERMS.

Cavalry are human, demi-human, orhumanoid creatures riding faster, largercreatures into battle. The riders are theprimary fighters, and the mounts servefirst as transportation and second asfighters. Cavalry mounts include horses,wargs, giant boars, elephants,mammoths, dinosaurs, and any creaturethat can be mounted and ridden intobattle. Flying creatures with riders([15.0]) are considered to be cavalry.

Chariots are vehicles pulled by one or

more creatures that carry one or morehuman, demi-human, or humanoidpassengers. The passengers are theprimary fighters, and the creaturespulling the chariot serve first astransportation and second as fighters.

Each cavalry or chariot figure fights asa whole. If either the rider or the steed iskilled, the entire figure is consideredunable to fight, and is removed.

EXAMPLE: A unit of drow elves isriding nightmares. The unit is hit with aspell that kills the nightmares, but doesnot affect the drow because the drowhave Magic Resistance. Although thedrow survived the attack, the cavalry

considered to be AC 10, regardless of theactual AC of the target.

BALLISTA:Range: S=11", M=22", L=32"Damage: 2d6MV:6"

[10.10] ARTILLERY CREWS.

Each artillery piece must have a crew.An artillery crew must be human,demihuman, or humanoid, and isrepresented by one figure with 10 or moreHD (10:1, 5:1, 2:1, or 1:1 ratios, asdesired).

The AR of an artillery piece is the sameas the THACO of its crew figure, notadjusted for ratio. If the original crewfigure is removed, any replacement crewfigure has a + 2 AR penalty for theduration of the battle.

If an artillery crew is wounded, theartillery piece cannot move. A woundedartillery crew can fire only at ½ normalrate.

An artillery crew figure is considered tobe a skirmish unit for the purposes ofcommand, movement, and melee.

[10.11] SPECIAL ARTILLERYAMMUNITION.

In addition to boulders and arrows,field artillery can be used to fire a varietyof items, ranging from glass balls filledwith green slime to magical items ofdestruction. It is the using player'sresponsibility to work out details of allsuch special ammunition with the refereeor other players before the game begins.

unit is removed because the steeds wereall killed. Think twice before mountingkobolds on dragons!

[11.2] RATING CAVALRY.

The AR, HD, AC, MV, and Dmg ofcavalry are determined in the followingmanner.

AR: Rider's AR.HD: Average of the rider's HD and the

mount's HD; round up.AC: The poorer AC of rider or mount.MV: Mount's MV.Dmg; Add the damage done by mount

and rider.SA, SD: Special abilities possessed by

either rider or steed can be used.Special defenses apply only if theyapply to both rider and steed.

[11.3] RATING CHARIOTS.

The AR, HD, AC, MV, and Dmg ofchariots are determined in the following

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manner:AR: Average of all passengers and

creatures pulling the chariot,rounded in favor of the chariot.

HD: Average HD of all creaturespulling the chariot plus averageHD of all passengers.

AC: Average AC of passengers andpulling creatures, plus bonus of -2.

MV: 2/3 of the MV of the creaturespulling the chariot.

EXCEPTION: If the creatures pullingthe chariot have 3 or more timesthe total HD of the riders, the fullmovement rate of the pullingcreatures is used.

Dmg: Add the damage done by allcreatures pulling the chariot and allpassengers.

SA, SD: Special abilities possessed byeither riders or steeds can be used.Special defenses apply only if theyapply to all creatures forming thechariot.

[11.4] CAVALRY AND CHARIOTCHARGES.

Charging cavalry or chariots receive abonus of -2 to AR for that Game Roundunless the defending unit is in SetSpears/Pikes formation. This includes

"break-through" attacks (see [7.14]CHARGE.)

Weapons that do double damage in acharge also do double damage in acavalry or chariot charge.

[11.5] CAVALRY AND CHARIOTS INMELEE COMBAT.

Only one attack roll is made for anattack by cavalry or chariots. Whenadding together the damage done byriders, passengers, mounts, and creaturespulling the chariot, use the same die rollto determine number of hit dice ofdamage caused.

B. SPECIAL FORMATIONS[11.6] SHIELD WALL

A unit that is in command and inclosed formation at the beginning of theunit's Movement Phase, and that isequipped with large shields, can declare aShield Wall before the unit moves.

A Shield Wall gives a unit a bonus of 4to AC against all normal missile attacks,and a bonus of 2 to AC against meleeattacks. It only gives the bonus forattacks that hit the front of the unit; itgives no advantage to attacks from theflanks and rear of the unit, or from

THE ADVANCED GAMEThe Advanced Game allows you to use the full range

of options available in the AD&D® and D&D® games.Magic, flying, weather, night battles, and special

monsters are all available. Finally, the Advanced Gameprovides special campaign rules to allow full integrationof the BATTLESYSTEM™ game into your role-playing

campaign.

PROCEDUREIf no one in the battle has the power to

affect the weather, weather conditions

are always assumed to be favorable andthe battle is assumed to in the daytime.However, an individual scenario or yourcampaign may require specific weather

above. It gives no bonus to AC againstartillery.

A unit in shield wall formation can beplaced so that it is in a circular or squareshape with the shields facing outward, inthis case, the unit has no flank or rearsides, and the bonuses to AC apply toattacks coming from any direction.However, a unit in this formation cannotmove. Note that to enter a 4-sidedformation, some figures must haveenough movement to turn and face therear of the unit.

If the shield wall only protects thefront of the unit, the unit can move up to½ its normal movement rate. The unitcan change facing only up to 90 degreesduring any one Game Round. A changeof facing costs a unit in shield wallformation its entire movement rate.

[11.7] SET SPEARS/PIKES.

A unit that is in command and inclosed formation at the beginning of theunit's Movement Phase, and that isequipped with spears or pikes, candeclare a Set Spears/Pikes before the unitmoves.

A Set Spears/Pikes formation doesdouble damage to any enemy unit thatcharges the formation. In this formation,

conditions or darkness to be in effect.If there is someone in the battle who

has the power to affect the weather, rollon Table 15 below to determine weatherconditions at the start of the game.

CASES[12.1] INITIAL WEATHERCONDITIONS.

Battles are always assumed to takeplace in moderate weather unless thespecific scenario or your campaignspecifies otherwise. In the latter case, thescenario rules or your referee will specifywhat the weather conditions are, andwhat their effect is on battle. Otherwise,roll 1d6 three times and check Table 15for initial weather conditions.

Table 15. Initial Weather Conditions.

Humidity Temperature Wind

20

PART 4

12.0

WEATHER CONDITIONSAND NIGHT BATTLES

Weather is only used in the game when there is at leastone person or monster with power to control weather.

Night battles take place only when called for by a specialscenario.

1-2 = Clear3-4 = Partly

Cloudy5-6 = Cloudy

1 = Hot2-3 = Warm4-5 Cod6 = Cold

1-2 = Calm3-4 = Light

Wind5-6 = Strong

Wind

[12.2) EFFECT OF WEATHERCONDITIONS.

None of the initial weather conditionsin Table 15 have any combat effect

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enemy losses are removed immediately,before the enemy unit gets its returnattack (only the surviving figures mayattack). If the enemy unit is in closedformation, however, it can fill in anylosses in the front line from the rearranks before making its attack.

Entering a set spears/pikes formationcosts 1/3 of a unit's movement rate. Theformation can be set to defend any andall sides of a unit. However, if a 4-sidedformation is used, some figures musthave enough remaining movement toturn and face the rear of the unit.

C. TERRAIN EFFECTS[11.8] TERRAIN EFFECTS ONMOVEMENT.Table 14. Terrain Effects onMovement.

CLEAR TERRAIN: Full normalmovement.

ROAD: Bonus of 1/3 to normalmovement. To use a road, the entireunit must be on the road, and the unitmust stay on the road for the entiremove.

WOODS: Penalty of 1/3 to normalmovement. Woodland creatures(elves, halflings, treants, sylphs, etc.)ignore this penalty. No unit can ever

be in closed formation in the woods.OBSTACLES (streams, walls, fences,

gulleys, etc.): Penalty of 1/3 to normalmovement, no charge possiblethrough obstacles. A unit in closedformation goes immediately to openformation when crossing an obstacle,but there is no movement penalty forthis change of formation.

ELEVATION: Penalty of 1/3 of a unit'smovement rate to move up 10 feet ofelevation (hill, etc.). Units may notcharge uphill.

ROUGH TERRAIN: Penalty of ½ ofa unit's movement rate. Dwarves, hillgiants, and other mountain-bredcreatures ignore this penalty. Unitscannot be in closed formation inrough terrain.

SWAMPS: Penalty of ½ to normalmovement. Lizard men, sahuagin,lacedons, and other swampinhabitants ignore this penalty. Unitscannot be in closed formation inswamps.

RIVERS, PONDS, LAKES: Units cannever enter these terrain featuresunless entirely made of aquatic oramphibious creatures. Such creaturesmove their full normal movement ratein water. Units cannot be in closedformation in water. (SPECIAL NOTE.

Some scenarios may specify that aspecific river is fordable, or allowother exceptions to this rule.)

[11.9] TERRAIN EFFECTS ONCOMBAT.

Units in woods can only use missilefire if they are at the edge of the woodsand shooting out of the woods. Missilefire cannot be used at units in the woods,but can be used against units at the edgeof the woods. (If they can fire out, theycan be hit.)

Elves and other woodland creaturescan sight and cast spells up to 6" inwoods; all other creatures can sight andcast spells only up to 1".

Certain terrain protects creaturesagainst missile fire, as listed in Table 14:Missile Fire Modifiers.

If a unit in a ditch, gulley or trench;fording a stream; or in a swamp attacks aunit at the edge of the ditch, gulley, ortrench; at the edge of the stream; or atthe edge of the swamp, it receives a + 4penalty to AR as long as that conditionholds true.

THIS ENDS THE INTERMEDIATEGAME SECTION. USING THESERULES, YOU MAY NOW PLAY THEINTERMEDIATE SCENARIO, "BATTLEOF THE BORDERLANDS"

whatsoever. They are used only todetermine what weather conditions suchspells as control weather can create. Inthe AD&D® game, use the table in theAD&D® Players Handbook, p. 52, tocontrol what weather conditions can beobtained. Of course, your campaign orthe specific scenario might have differentweather conditions available.

Use Table 16 to determine the effect ofcertain weather conditions on the battle.

Table 16. Effect of WeatherConditions.

FOG*: Visibility limited to 12".HEAVY FOG**: Visibility limited to 6 ".RAIN*: Visibility limited to 24"; all

missile attacks + 1 to AR.DOWNPOUR**: Visibility limited to

12"; all missile attacks + 2 to AR.HAILSTORM**: Visibility limited to

9"; missile attacks impossible.GALE*: All missile attacks + 2 to AR.STORM**: Visibility limited to 24"; all

missile attacks impossible.HURRICANE/TYPHOON**: Visibility

limited to 12"; all missile attacksimpossible; all non-magic weapons+ 3 to AR; movement penalty of 3/4.

SNOW*: Visibility limited to 18"; allmissile attacks + 2 to AR;movement penalty of 1/3.

HEAVY SNOW**: Visibility limited to9"; all missile attacks impossible;movement penalty of 2/3.

* Size M and L creatures cannot fly,except for those from the Elemental Planeof Air. All maneuverability classes areworsened by 1.* * No creatures can fly, except thosefrom the Elemental Plane of Air. Allmaneuverability classes are worsened by

[12.3] SPECIAL WEATHERCONDITIONS.

A. Temperature Extremes.

Creatures defined as having a penaltyagainst cold- or heat-based attacks suffera -1 penalty to morale in unfavorableextreme weather conditions, and receivean additional hit dice of damage for eachattacking enemy figure.

B. Tornadoes.

A magically-summoned tornado istreated like a 16 HD air elemental inwhirlwind form (see AD&D® MonsterManual, p. 37 or D&D* Expert Set

Rulebook, p. 49). It lasts for 1-10 turns,arriving on the battlefield from a randomdirection. It travels in a random direction(determine each Game Round) for amovement rate of 36". If it leaves thebattlefield, it does not return.

[12.4] WEATHER MAGIC.

Weather spells are governed by therules for magic [14.0]. If two or morecontrol weather spells are used to createthe same condition, then the onset timefor the weather is ½ normal; if twocontrol weather spells are used to createconflicting conditions, then both spellscancel out. If a control weather spell isused to reinforce current weatherconditions, then it takes two or morecontrol weather spells acting together toovercome it.

The druidic spell predict weather willreveal the action of any control weatherspells currently operating, even if theweather condition has not yet arrived.

All weather magic must be cast eitherbefore the battle begins or during theMissile and Magic Phase.

[12.5] NIGHT BATTLES.

If a battle takes place at night, allmissile-using troops without infravisionshoot at + 2 to AR. Visibility is restrictedto 12" even with infravision; no attacksare possible beyond that range.

21

D&D® GAME NOTE: If you areusing the Companion Set of theD&D® game, use the spell effects andradius described in the spell WeatherControl, located on p. 21 of thePlayer's Companion, instead of Table16. However, flight penalties remainas in Table 16.

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13.0

SPECIAL CREATUREABILITIES

Many of the monsters in the AD&D® and D&D®games have special abilities.

PROCEDUREAll special abilities and limitations of

creatures must be determined before playbegins. For monsters in official AD&D®and D&D8 game publications, thepublished information should be used.For new monsters, you must agree whatthe abilities and limitations are beforeplay begins. A referee is extremely usefulfor resolving problems.

CASES[13.1] COMBAT BONUSES ANDPENALTIES.

If a creature has a penalty or benefitunder certain circumstances (e.g., -1 tohit in daylight, or -4 to AC againstgiants), the adjustment applies wheneverthe circumstances occur. Make AR andAC adjustments before the dice arerolled; make damage adjustments afterthe dice have been rolled. Each + or -equals one column shift on the CombatResults Table per attacking figure to thetotal hit dice of damage done.EXAMPLE: If the result is 3D6 of damageper figure, and there is a +1 damageadjustment, the actual number of hit diceof damage is 3 times the result in the D8column (1 column shift to the right).

[13.2] POISON.

There are two types of poison: poisonthat causes paralyzation orimmobilization, and poison that causesextra damage or death.

Poison that causes paralyzation,immobilization, or similar effects isresolved as in [13.4] PARALYZATION or[14.6] CHARM, HOLD, ANDTEMPORARY IMMOBILIZATION.

Poison that causes extra damage ordeath is treated as extra dice of damage,using the same dice roll as theconventional attack(s) made during thatphase. If the poison is defined as weak,or the saving throw is made at a bonus,shift one column to the right todetermine the extra damage. If the poisonis defined as strong, or the saving throwis made at a penalty, shift three columnsto the right to determine the extradamage. If the strength of the poison isnot defined and there is no bonus orpenalty to the saving throw, shift twocolumns to the right to determine theextra damage. Do not make a saving

throw against poison in theBATTLESYSTEM™ game, even if one ispermitted. SPECIAL NOTE: This ruleapplies even if the poison only does extradamage, rather than causes death.

[13.3] INVULNERABILITY.

Some creatures are hit only by magicor silver weapons, have a shield spell orglobe of invulnerability, or possess otherprotection against harm.

If a unit ends a Melee Phase inbase-to-base contact with an enemyfigure or unit it cannot possibly harm, itmakes an immediate Morale Check inaddition to any other checks that mayhave to be made in that phase.

[13.4] PARALYSIS.

Any damage caused by a figure or unitthat paralyzes upon touch causes anyenemy units in base-to-base contact withit to become paralyzed.

Paralyzation attacks never causewounds; if any damage is scored,fractional unit damage paralyzes anentire figure. If the only damage causedby a unit is to paralyze, use the D4column on the CRT to calculate howmany HD of enemy figures areparalyzed. Any damage (no matter howsmall) that affects a single figure requiresan immediate saving throw for thatfigure (if allowed).

[13.5] LEVEL DRAINING.

Creatures engaged with level-drainingopponents at the end of a Melee Phasemust make an immediate Morale Checkwith a -2 penalty, in addition to anyother checks that must be made.

When level-draining creatures engagein melee combat, they do doubledamage.

[13.6] AWE AND FEAR (AD&D® GAMEONLY).

Some creatures, including dragons,demons, and devils, have the power tocause awe and/or fear. The officialmonster description for each suchcreature explains when the effect occursand who is subject to it.

If a creature capable of causing aweand/or fear is on the battlefield, all unitsthat are affected by it and that are within12 " of it must make an immediate

Morale Check, in addition to any otherMorale Checks that must be made.

Modify the unit's morale by -1 if thecheck is caused by a dragon or a creatureof 12 + HD. Modify the morale by +1 ifthe check is caused by an illusion of acreature that causes awe or fear.

If a divine being (gods and demigodsonly) with a charisma of 19 or higherappears on the battlefield, all forceswithin sight on both sides areautomatically affected by the god's awepower. (Awe power is defined in Legends& Lore (formerly the DEITIES &DEMIGODS™ Cyclopedia), p. 7.) Awepower stuns affected creatures intoinaction as long as the deity is present.There is no saving throw.

[13.7] BREATH WEAPONS.

Breath weapons use the rules formagical artillery. See [14.5] forcalculating damage. Range is as definedin the official AD&D® or D&D® monsterdescription, but area of effect is asdefined in [14.2].

Breath weapons are normally usedduring the Missile and Magic Phase.They can be used as split-fire or aspass-through fire if desired.

[13.8] REGENERATION.

Creatures with this ability can removea Wound marker from a figure if it goesfor two Game Rounds withoutparticipating in combat. Whenregenerating creatures are killed, place asecond Wound marker on the figure andleave it on the battlefield. Two GameRounds later, one Wound marker isremoved and the figure can move andfight normally. If an enemy figure iswithin 1" of the "dead" regeneratingcreature, the creature cannot regenerate.A single figure can prevent tworegenerating creatures from healing if it iswithin 1" of each such figure.

Damage caused by fire and acidattacks does not regenerate unless thecreature description says otherwise.

[13.9] UNDEAD AND MINDLESSCREATURES.

Mindless undead (zombies, skeletons,etc.), must be in command in order tomove or fight. They never check moraleor discipline (but must have a moralerating calculated for them). If a unit ofmindless undead goes out of command, itcontinues following its last order: move,fight, pursue, halt, etc., regardless ofcircumstances. If it is moving, it willfight any opponents or friendly forces inits path, and move off the tabletop orover a cliff or into a river or otherwiseself-destruct if command is notreestablished in time.

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14.0

MAGICMagic is a powerful force in the BATTLESYSTEM™

game. Magic can be used by spell-casters, by monsterswith spell-like abilities, and by figures and individuals

possessing magic items.

PROCEDUREMagical spells, spell-like abilities, and

magic items can only be used during theMagic and Missile Phase. Some spellsand magic items can be used aspass-through fire. Unless theBATTLESYSTEM™ rules specify that atype of spell can be used as pass-through,it cannot be so used.

Special markers are provided in thegame to mark magical effects on thetabletop. Magic markers can be placedon figures, or they can be placed to marka spell area of effect on the battlefield.Magic markers are printed in severalcolors to help you tell the various effectsapart. Charm markers are used toidentify figures under a charm spell orsimilar effect. Invisible markers are usedto designate invisible creatures that havebeen detected and placed on the board.Immobilized markers are used for figureswho have been paralyzed, held, orotherwise rendered immobile, but whoare not dead. (They are also used forregenerating creatures.)

SPECIAL NOTE: The AD&D® andD&D® game spells used in theBATTLESYSTEM™ game have beenbroken down into general categories forillustration and convenience indescription. These lists are not completeor comprehensive, since clever andcreative players will always think ofunusual uses for even the mostconventional and simple magic spells. Itis highly advisable to use a referee whenplaying the Advanced Game in order toresolve confusing or conflictingsituations.

A. RULES ANDREGULATIONS FORMAGIC USE[14.1] RESTRICTIONS ON MAGICUSE.

All AD&D® and D&D® game rulesapply to the use of magic in theBATTLESYSTEM™ game unlessspecifically modified by this rulebook. Aspell-caster or magic item user canperform the same actions in oneBATTLESYSTEM™ Game Round as inone AD&D® or D&D® game melee round(EXCEPTION: Individual combat takesplace at: the rate of 3 AD&D® or D&D®game melee rounds to 1

BATTLESYSTEM™ Game Round. See|9.4] CHARACTERS AS HEROES.)

Spell-casters cannot move during thesame Game Round in which they castspells, unless affected by a potion ofspeed or a haste spell (see [14.7]). Figuresusing magic items can move ½ theirnormal movement rate during the sameGame Round in which they use the item.Characters with magic wands or rodswho are riding mounts can split-fire likemounted archers.

A figure in base-to-base contact withany enemy figure or figures can only usemagic on itself or against the figure(s)with which it is in contact. A figure canuse eligible magic as pass-through fireduring an enemy Movement Phase beforethe enemy figure enters into base-to-basecontact with it.

Any figure that represents only oneindividual can use whatever magic theindividual possesses. A figure thatrepresents more than one individual canonly use magic if all of the creaturesrepresented by that figure are capable ofusing that spell or item.

A mob cannot use magic, except forinnate spell-like abilities. It must besuccessfully Ordered to use such abilities.A skirmish unit can use whatever magicit possesses. A regular unit that is incommand can use whatever magic itpossesses. A regular unit that is out ofcommand can use magic if and only if itpasses a special Morale Check in order todo so. If the special Morale Check fails,the unit cannot use magic. Units that"never check morale" are subject to thisrule. SPECIAL NOTE: Magic weaponswithout special abilities can be used byany units without restriction or penalty.

All magic (except for magical meleeweapons) must be used during theMovement Phase {as pass-through fire)or during the Missile and Magic Phase.This applies even to melee-like effects(spiritual hammer, cause light wounds,etc.). Like missile fire, magical casualtiesare removed at once—they do not getreturn attacks as in melee combat.

Spells can be pre-cast before the battlebegins. The referee or the scenario rulesshould specify any limits on spellpre-casting (e.g., no more than 5 spellsper side, or beginning only 10 GameRounds before the start of the battle,etc.). Each player must calculate for eachspell-caster the number of rounds it takes

to pre-cast, and deduct that time from allpre-cast spells.

[14.2] GAME SCALE AND AREA OFEFFECT.

In the AD&D® game, the range of anymagic spell or item is the range in inchesfrom the Players Handbook, DungeonMasters Guide, or other source. In theD&D® game, calculate the range of amagic item or spell in the same waymovement rate is calculated (see [3.1]).

The casting time, onset time (if any),and duration of any magic spell or itemis the same as given in the officialAD&D® and D&D® game books for thatspell or item.

In a BATTLESYSTEM™ game usingAD&D® rules, the Area of Effect of amagic spell or item is 1" = 10', not 10yards. This means that it takes 3 " of areaof effect in the AD&D® game to equal 1"of area of effect in theBATTLESYSTEM™ game. Use Table 17to convert spell areas of effect from theAD&D® game to the BATTLESYSTEM™game. The column labeled "Figure BaseSize" is used to determine whether all thecreatures represented by a single figurefall in a spell's area of effect.

In a BATTLESYSTEM™ game usingD&D® rules, each 30' of area of effectequals 1" on the tabletop.

SPECIAL NOTE: The Figure Base Sizedescribes figures in closed or mobformation only! For creatures in open orskirmish formation, consider the basesize to be one size larger.

Table 17.

AD&D®or

D&D®GAMESCALE

1"/30'2"/60'3"/90'4"/120'5"/150'6"/180'

Spell Areas of Effect.

BATTLESYSTEM™SCALE

1/2"1 "1"1 1/3"1 2/3"2"

FIGUREBASESIZE

1/2"3/4"1"1 1/2"1 3/4"2"

[14.3] SAVING THROWS.

Figures that represent only oneindividual use the normal AD&D® orD&D® game saving throws to determinethe effect of spells.

Figures that represent more than onecreature also use AD&D® or D&D® gamesaving throws. Make a separate savingthrow roll for each figure in the spell areaof effect. If the saving throw succeeds,the entire figure has saved; if the savingthrow fails, the entire figure has failed.

OPTIONAL RULE: If 20 or morefigures have been affected, you canoptionally have one less than the savingthrow number of figures fail

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automatically for each multiple of 20figures. Make individual saving throwsfor remaining figures. This saves timewhen a large number of saving throwsmust be made. If you decide to use thisrule, you must declare it prior to makingany saving throw rolls,

[14.4] LINE OF SIGHT.

Any spell or item that acts at adistance must be able to trace a clear lineof sight from the caster to its intendedvictim. If the line of sight passes throughwoods, buildings, walls higher thaneither character, or other obstructions, itis broken and the spell caster cannot seehis target well enough to cast the spell. Aunit in closed, open, or mob formation,or skirmishers no more than 1" apart,also blocks line of sight.

The range from spell-caster to targetmust be calculated after the magicalattack is declared. If it is found that therange is insufficient, or the line of sight isobstructed, the spell automatically failsand is expended.

It is impossible to target individualcharacters in a regular unit in closed ormob formation. In all other formations,an individual character can be targeted ifnot physically blocked by any figure orportion of a figure. If it is not obviouswhether a character can be targeted,stretch a string or rubber band betweenthe spell-caster and the target character.If the string or rubber band does nottouch any object or figure in the directpath, the character can be targetedsuccessfully.

B. TYPES OF MAGIC[14.5] MAGICAL WEAPONS ANDARTILLERY SPELLS.

CLERICALSpiritual HammerSticks to SnakesFlame StrikeInsect PlagueEarthquakeHoly (Unholy) WordDRUIDShillelaghFire TrapCall LightningPyrotechnicsFire SeedsFire StormMAGIC-USERMagic MissileShocking GraspStinking CloudFireballFlame ArrowLightning BoltCloudkillCone of ColdDeath SpellDisintegrate.Otiluke's Freezing Sphere

Delayed Blast Fire BallMordenkainen's SwordBigby's Clenched FistIncendiary CloudBigby's Crushing HandExplosive CloudMeteor SwarmPower Word, BlindPower Word, KillILLUSIONISTColor SprayPrismatic SprayEtc.

This category includes all spells anditems that can do damage to one or moreenemy figures. It also includes mostbreath weapons (see [13.7] BREATHWEAPONS).

Spells in this category can be used aspass-through fire.

A. Calculating Damage.

Against individuals, damage isdetermined by normal AD&D® or D&D®game rules. Against figures representingmore than one creature, you mustcalculate the number of Hit Dice ofdamage done.

All damage that would be consideredto be D6 or D8 damage on theBATTLESYSTEM™ CRT does the samenumber of HD of damage in theBATTLESYSTEM™ game.

EXAMPLES: A Wand of Fire Ballsdoes 6d6 damage in the D&D® game, andso does 6 hit dice of damage in theBATTLESYSTEM™ game. In the AD&D®game, a magic missile does D4 +1damage, and so does 1 HD of damage inthe BATTLESYSTEM™ game.

In all other cases, first determine thenumber of hit points of damage done andthen divide by 4 to determine the numberof hit dice of damage done. This mayinvolve first rolling dice to determine thenumber of hit points, and then dividing.

EXAMPLE: An ice storm does 3dlOpoints of damage. Roll a d10 three times(let's say you roll 6, 5, and 3 for a totalof 14) and then divide 14 by 4 to get 3½, rounded to 4 HD. (Round ½ andhigher fractions up.)

SPECIAL NOTE: An area of effectspell affects every creature in that area! Ifa fireball does 6 hit dice of damage, afigure representing 10 creatures in thearea of effect takes 60 hit dice of damage.

B. Determining Spell Effect.

If all creatures represented by a figurewill die even if they all made their savingthrows, the figure is automaticallyremoved. If ail creatures represented by afigure will live even if they failed theirsaving throws, the figure is automaticallywounded.

If a saving throw would determinewhether a figure lives or dies

(EXAMPLE: ten 4HD ogres are hit by a 6HD fireball, and a saving throw is madefor the figure. If the check succeeds, thefigure is wounded; if it fails, the figure isremoved.)

If the spell effect is linear orcone-shaped, the following special rulesapply: A linear effect can do no morethan wound a figure if fired from in frontof or directly behind the figure. If it isfired from the side against a figure inclosed or open formation, it can cause afigure to be removed if the damage issufficient. This restriction applies to thefirst ½ of the range of a cone-shapedspell effect also.

[14.6] CHARM, HOLD, ANDTEMPORARY IMMOBILIZATION.CLERICALSnake CharmDRUIDEntangleCharm Person or MammalHold AnimalHold PlantConfusionMAGIC-USERCharm PersonFriendsSleepForgetRay of EnfeeblementHold PersonSuggestionCharm MonsterFire CharmFeeblemindHold MonsterGeasRepulsionCharm PlantsAntipathy/SympathyMass CharmMazeTemporal StasisILLUSIONISTHypnotismBlindnessDeafnessHypnotic PatternParalyzationEmotionChaosMass SuggestionEtc.

Spells in this category can be used aspass-through fire.

A. Charm.

If a charm spell or similar effect is usedagainst a unit commander or individual,that commander/individual receives anynormal saving throws to which he isentitled. If the saving throws (if any) fail,the charmed commander and his unit fallunder the control of the other side for 1-4+ commander's CB (if any) Game

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Rounds. A unit serving a charmedcommander moves during the enemyMovement Phase. It cannot be ordered toattack units on its side, but it can bemoved in any manner the enemy playerdecides, as long as its move is legal. If aunit following a charmed commanderends its move in a position in which itcan be attacked in the flank or rear by anenemy ground unit during the sameGame Round, the unit must make aDiscipline Check. If the unit passes thecheck, it remains in place; if the unitfails, the player owning the figures maymake a facing change for all figures inthe unit at no cost. When the enemycontrol period ends, the unit "figuresout" that its commander is actingstrangely, and goes out of command.

If a mass charm or similar spell effectis used against an entire unit, everyfigure in the area of effect that is entitledto a saving throw must make a savingthrow. Each figure that fails falls underthe control of the opposing player for theduration of the mass charm. Such figuresmove during the opposing player'sMovement Phase, and can move or fightin any manner the opposing playerwishes—including attacking figures on itsown side. The figure or individualcasting the mass charm is considered tobe the Unit Commander, and thecommander's CR is considered to be therange of the spell. Note that it is possiblefor a unit to be split and fight itself.

Place a Charm marker on any charmedindividual or figure.

B. Hold/Temporary Immobilization.

When a figure is attacked by a hold ortemporary immobilization spell, firstmake any saving throw to which thefigure is entitled. If the saving throwfails, place an Immobilized marker on thefigure and write down the nature andduration of the effect.

A sleep spell can be broken if afriendly figure moves into base-to-basecontact with an affected figure andremains for one full Game Round. Onthe next Game Round, the sleepingcreatures awake.

Paralyzed creatures must have theirparalyzation broken by magic or waituntil the effect wears off .

[14.7] BONUSES AND PENALTIES.

CLERICALBlessProtection from EvilResist ColdSanctuaryChantResist FirePrayerSurvivalProtection from Evil 10' Rad.DRUID

Protection from LightningProtection from FireAnti-Animal ShellMAGIC-USERProtection from Normal MissilesHasteSlowFumbleILLUSIONISTDispel ExhaustionEtc.

Bonus and penalty spells improve orlower the abilities of figures. A bonus orpenalty spell used on a figurerepresenting a single individual worksaccording to normal AD&D® or D&D®game rules. A bonus or penalty spellused on a figure representing more thanone individual or creature must be ableto affect all creatures represented by thefigure, or else have no effect.(EXAMPLES: It takes 10 protection fromfire spells to benefit a 10:1 figure; but asingle haste spell cast by a 10th levelmagic-user could affect all 10 creaturesrepresented by the figure.)

If not all the figures in a unit have beenaffected by the magic, place a Magicmarker on each affected figure; if allfigures in the unit are affected, there is noneed for the markers. Remember to writethe nature and duration of the bonus orpenalty on the roster sheet.

If only part of a unit is affected, thatpart fights separately from the rest of theunit. The affected figures may stillfunction as members of the unit, butcombat rolls and damage are figured forthe enchanted and non-enchanted figuresseparately.

Haste spells and potions of speed allowa figure to make its full move and alsocast spells/use missiles, or make a doublemove, or fire missiles or melee for doubledamage.

[14.8] INVISIBILITY.

DRUIDInvisibility to AnimalsMAGIC-USERInvisibilityInvisibility 10' RadiusMass InvisibilityILLUSIONISTImproved InvisibilityEtc.

It is highly recommended that you usea referee when using invisibility magic inthe BATTLESYSTEM™ game.

A figure or group of figures that areinvisible are not placed on the board.Instead, the player controlling themwrites down their initial position andrecords direction and length of eachmove, then shows the referee what isgoing on.

The referee determines whether themove is legal, whether the invisible figureor figures came into contact with any

figures of either side, and whether theenemy was able to detect the invisiblefigures.

If the player using invisible figures failsto leave enough space among his unitsfor the invisible figure or figures, theinvisible forces are automaticallyeliminated.

Invisible figures must always operatein skirmish formation.

If invisible figures enter a detectinvisibility spell area of effect, comewithin range of a true sight spell or a gemof seeing, or encounter similar magic,they must be immediately placed on theboard. However, they have a -4 ACbonus as long as they are invisible. Inaddition, figures unable to see theinvisible figures cannot make magic ormissile attacks. (SPECIAL NOTE: In theAD&D® game, the DMG, p. 60, gives achance to automatically detect invisiblefigures based on intelligence and level.)

If an invisible figure attacks, it loses itsinvisibility according to the AD&D® andD&D® game rules. The enemy mayattack the formerly invisible figureduring that Game Round, but theinvisible figure retains its -4 AC bonusfor the rest of that Game Round. If aninvisible creature wades a stream, theopponent must be told that somethingunseen crossed in that location, but thefigure need not be placed on the board.

If an invisible figure comes intobase-to-base contact with any enemyfigure at any point, the invisible figuremust be placed on the board, but gets animmediate free melee, missile, or magicattack. It can then melee normally duringthat Game Round. This is an exceptionto the rale that prohibits a unit fromusing missiles or magic and thenperforming melee combat during thesame Game Round.

If an invisible creature is placed on theboard, but its invisibility is not broken,place an Invisible marker on the figure.These figures always have a -4 ACbonus. Please note that such AD&D®game spells as improved invisibility andpsionic invisibility give exceptions tosome of the rules. In dealing withinvisibility, use the spell descriptions togovern effects.

If you are not using a referee, placeinvisible figures on the board with anInvisible marker on them. They cannotbe attacked unless they are detected byenemy forces. All other rules related toinvisibility apply.

[14.9] AWE AND FEAR.

CLERICFearMAGIC-USERScareEtc.

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A figure confronted with a spell effectcausing awe or fear may make a savingthrow if permitted. If the saving throwfails, the unit either routs or is stunned,according to the spell effect.

[14.10] CREATE TROOPS.

CLERICAnimate DeadAerial ServantAnimate ObjectConjure AnimalsGateDRUIDSummon InsectsAnimal Summoning I,II,11IConjure Fire ElementalConjure Earth ElementalAnimate RockCreeping DoomMAGIC-USERFind FamiliarUnseen ServantMonster Summoning I-VIIConjure ElementalMordenkainen's Faithful HoundInvisible StalkerCacodemonCloneCreate Magical MonsterGateILLUSIONISTShadow MonstersDemi-Shadow MonstersSummon ShadowShadesEtc,

Created or summoned troops can bebrought into play using the above spells,or such magic items as the Horn ofValhalla (AD&D® game).

Illusions that do "killing" damageactually only put their victims into acataleptic state. A shadow monster orrelated spell does real melee damage.However, if it has a special killing ability(e.g., a death ray), and the attackedfigures have made a saving throw, thenthe special killing ability only puts itsvictims into a cataleptic state, just like anormal illusion.

[14.11] DETECTION ANDINFORMATION.

CLERICDetect EvilDetect MagicAuguryDetect CharmFired TrapsKnow AlignmentSpeak with AnimalsLocate ObjectSpeak with the DeadDetect LieDivinationNeutralize PoisonSpeak with PlantsTongues

CommuneTrue SeeingFind the PathSpeak with MonstersStone TellDRUIDDetect Snares and PitsLocate AnimalsLocate PlantsCommune with NatureMAGIC-USERComprehend LanguagesIdentifyDetect InvisibilityESPClairaudienceClairvoyanceInfravisionWizard EyeContact Other PlaneGlasseeLoreLegend LoreILLUSIONISTTrue SightDetect IllusionVisionEtc.

A. Detection.

Detection spells work according tonormal AD&D® and D&D® game rules.

B. Information.

Most information spells workaccording to normal AD&D® and D&D®game rules. However, such spells asaugury, divination, vision, and even wishused as an information spell pose specialproblems.

Questions may be asked of the refereeor opposing player, according to thenature of the question and of the spell. Ifthere is a chance that the answers may befalse, the referee rolls the dice in secret,and tells the person who is to answer thequestion whether or not he must tell thetruth.

Any question on the order of "Whowill win the battle?" cannot be answered.If the answer to any question isunknown, or if the question cannot beanswered, the questioner gets noinformation and the question isexpended.

Questions about the actions of theother side have special limits: a playercan only discover what an enemy unit orunits will do on the following GameRound. If a wish or vision spell is used,the maximum information that can beobtained is either (a) what forces andcapabilities one enemy brigade has (thequestioned player must show the askerArmy Roster Sheets for one brigade, or(b) where the units and commanders ofany one brigade will move during thenext Game Round. If a player is forced todeclare where his units will move on the

next Game Round, he must moveaccording to what he declares, regardlessof changing circumstances.

SPECIAL NOTE: Heroes and anycommander with magic resistance orother protection against ESP detection,or magic are immune to informationmagic, even a wish. A player never hasto reveal the whereabouts, capabilities,or intentions of such heroes orcommanders in response to informationmagic.)

[14.12] MAGICAL DEFENSES.

CLERICBlade BarrierBarrierWord of RecallDRUIDBarkskinFeign DeathRepel InsectsAnti-Plant ShellAnti-Animal ShellMAGIC-USERFeather FallHold PortalShieldMirror ImageRope TrickBlinkLeomund's Tiny HutFire ShieldMinor Globe of InvulnerabilityBigby's Interposing HandAnti-Magic ShellBigby's Forceful HandGlobe of InvulnerabilityGuards & WardsBigby's Grasping HandDuo-DimensionStatueMind BlankSerten's Spell ImmunityPrismatic SphereILLUSIONISTBlurPrismatic WallEtc.

Defensive magic works according tothe AD&D® and D&D® game rules.Defensive spells used for offensivepurposes (a blade barrier, for example)may require decisions by a referee. It isthe responsibility of the casting player tokeep track of the effect and duration ofthe spell.

The spell mirror image eliminatesdamage in proportion to the number ofduplicates generated by the spell.EXAMPLE: A figure has cast mirrorimage and created three duplicates ofitself. If the figure receives 40 HD ofdamage, it takes only 10 HD, since eachof the duplicates also took 10 HD ofdamage (each duplicate disappears aftertaking damage).

Spells in this category can be used aspass-through fire.

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[14.13] MOVEMENT.

CLERICAstral SpellTravelWind WalkDRUIDPlant DoorPass PlantTransport via PlantTransport through PlantsChariot of SustarreMAGIC-USERSpider ClimbJumpLevitateFlyDimension DoorPasswallTeleportPhase DoorEtc.

Movement spells work according tothe normal AD&D® and D&D® gamerules.

Movement spells (including teleport asan innate ability), must always be used inthe Missile and Magic Phase.

[14.14] ILLUSIONS.

DRUIDHallucinatory ForestMAGIC-USERDancing LightsVentriloquismAudible GlamerFools GoldLeomund's TrapNystul's Magic AuraPhantasmal ForceHallucinatory TerrainMassmorphDistance DistortionProject ImageSimulacrumILLUSIONISTChange SelfImproved Phantasmal ForcePhantasmal KillerSpectral ForceShadow DoorShadow MagicDemi-Shadow MagicPermanent IllusionProgrammed IllusionVeilEtc.

A. Saving Throws.

The owning player must decide whenany of his forces will check to see ifsomething is illusory. If the owningplayer does not state that his forces aretrying to disbelieve an illusion, his forcesdo not get a saving throw.

If the owning player decides to havehis forces check, all 1:1 ratio figures onhis side automatically make savingthrows. All 2:1, 5:1, and 10:1 figures

must first make a Morale Check to see ifthey try to disbelieve, and then make asaving throw against the illusion. If someforces successfully disbelieve an illusion,all forces that failed their Morale Checkget to make a saving throw next GameRound.

If an illusion is missing an expectedsensory component (for example, sound),the figures that must check morale do soat +1 for that check only. If you areusing a referee, the referee can optionallyassign an additional bonus or penalty of1 to the Morale Check based on hisjudgement as to whether the illusion isparticularly appropriate or inappropriateto the situation.

(EXAMPLE: An illusion of dragonswhen dragons are known to be part ofthe army, or of quicksand when there isquicksand known to be on thebattlefield, are particularly appropriate.On the other hand, an illusion of a gooddemi-god fighting on the side of evilcreatures, or of Demogorgon suddenlyappearing in the midst of an army ofelves, is particularly inappropriate.)

If troops or heroes try to disbelievesomething that is real, they automaticallyfail any saving throws that might applyagainst that real object.

B. Casting.

All illusion magic must be cast duringthe Missile and Magic Phase. If thecasting player elects, he can delay theappearance of of the illusion until a laterphase (for example, to simulate adifferent type of spell) in the current ornext Game Round.

All illusions are three-dimensionalunless otherwise stated. Place figures orterrain pieces on the battlefield torepresent illusions.

If an illusion is used to concealsomething (e.g., an illusion of solidground covering a trench), the first rankautomatically falls in and the secondrank must make saving throws vs.Paralyzation to avoid falling in. Thethird and subsequent ranks do not fail in.

In order to increase the "realism" ofillusions, place cut-outs, counters, orminiatures on the tabletop to show whatis "seen."

[14.15] MODIFICATION ANDDISGUISE OF TERRAIN, TROOPS,ETC.

DRUIDPass without TraceTreeObscurementHallucinatory ForestPyrotechnicsTripPlant GrowthSnare

Transmute Rock to MudDissolveWall of FireWall of ThornsMAGIC-USERWebDigWall of IceWall of ForceHallucinatory TerrainDistance DistortionWall of IronWall of StoneMove EarthILLUSIONISTWall of FogFog CloudEtc.

Terrain/troop modification andconcealment spells are of two types:illusions and real changes. Illusionarymodifications are treated like otherillusions. Whether the modification isreal or not, place terrain pieces, counters,or figures on the tabletop to show theeffect. Place Magic markers to simulatetemporary effects. To simulate a wall offog or similar obscurement spell, you canuse a Dungeon Masters Screen to concealthe troops hidden by the wall. Until thewall dissipates, all movement behind thewall cannot be seen by the enemy player.

[14.16] REGENERATION ANDMAGICAL HEALING,

CLERICALCure Light WoundsSlow PoisonCure BlindnessCure DiseaseCure Serious WoundsCure Critical WoundsCureallRaise Dead FullyRestoreNeutralize PoisonRaise DeadHealRegenerationResurrectionEtc.

Curative magic used on a figurerepresenting a single individual worksaccording to normal AD&D® or D&D®game rules.

When curative magic is used on afigure representing more than onecreature that currently has a Woundmarker, it has the following effects:

A cure light/serious/critical woundsspell cures 1 HD of damage for everylevel of the spell. A heal, regeneration,restoration, or resurrection spell cures 2HD of damage for every level of thespell. If the total damage cured by suchmagic is equal to ½ the HD of a figure,its Wound marker is removed.

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Raise dead can bring a singleindividual back to life, but thatindividual cannot fight for the rest of thebattle. Place an Immobilized marker onany such individual or figure.

A limited wish or alter reality spell canremove one Wound marker. A wish spellcan remove two Wound markers or bringany one figure back to life.

If the healing magic cures a number ofhit points rather than a roll of hit dice,determine the number of hit points curedand divide by 4 to determine the numberof hit dice restored.

[14.17] SPELLS THAT ONLY AFFECTINDIVIDUALS.

CLERICCommandHold PersonFeign DeathRemove Curse(Curse)(Blindness)(Cause Light Wounds)(Cause Serious Wounds)(Cause Critical Wounds)ExorciseAtonementPlane ShiftQuest(Slay Living)(Harm)(Energy Drain)(Wither)(Destruction)DRUIDAnimal FriendshipFeeblemindFinger of DeathTransmute Metal to WoodEnlargeJumpStrengthMAGIC-USERPolymorph Other, Self, Any ObjectGeas(Flesh to Stone)Tenser's TransformationPower Word, StunOtto's Irresistable DanceDancePower Word, BlindMagic JarTrap the SoulImprisonmentILLUSIONISTShape ChangeEtc.

These spells are mostly for use byindividual Heroes and commandersagainst enemy Heroes and commanders,or for additional defense. A creativeplayer can find many uses for such spells.A referee is needed to decide on unusualuses for these spells.

The AD&D® game spells command,hold person, feign death, blindness.

feeblemind, finger of death, enlarge,polymorph, power word stun, Otto'sirresistable dance, power word blind,magic jar, trap the soul, and imprison-ment (and their D&D® game equivalents)can be used as pass-through fire.

[14.18] SPECIAL EFFECTS.

CLERICCreate WaterLightPurify Food and DrinkSilence 15' Rad.Continual LightCreate Food and WaterDispel MagicGlyph of WardingLower WaterDispel EvilPart WaterStrikingSymbolDRUIDFaerie FirePurify WaterHeat MetalProduce FlameWarp WoodStone ShapeWater BreathingProduce FireAnimal GrowthTurn WoodMAGIC-USERAffect Normal FiresBurning HandsEraseMendingMessagePushRead MagicTenser's Floating DiscFloating DiscWriteDarkness 15' Rad.KnockShatterWizard LockExplosive RunesEnchanted WeaponExtension I,II,III, etc.Fire TrapRary's Mnemonic EnhancerAiry WaterLeomund's Secret ChestTelekinesisEnchant an ItemLower WaterSpiritwrackStone to FleshSwordDrawmij's Instant SummonsLimited WishReverse GravityVanishCloneGlassteelPermanencySymbolTime Stop

WishILLUSIONISTGaze ReflectionMisdirectionContinual DarknessDispel IllusionNon-DetectionMinor CreationMajor CreationAlter RealityEtc.

The official AD&D® and D&D® gamespell descriptions define the normal useof these spells. The referee must rule onunusual or particularly creative applica-tions of these spells.

The spells wish, limited wish, and alterreality pose special problems. The refereemust apply the literal wording of thewish (regardless of what the player actu-ally meant), and then decide whether thedesired effect is compatible with otherspells of the same level. (Remember, awish is only a 9th level magic spell—nota grant of infinite power!)

A wish spell can cancel out anotherwish spell.

Any use of a wish is subject to theruling of the referee. If the use of a wishspell is disallowed, the wish is stillexpended.

[14.19] CLERICS AND UNDEAD.

If a cleric successfully turns undead, aminimum of one figure is automaticallyrouted, even if the cleric did not turnsufficient hit dice to equal one entirefigure. A cleric can keep attempting toturn a unit of undead once per GameRound until an attempt is failed. Afterthat, the cleric cannot attempt to turnany more undead in that particular unit,although he may attempt to turn thesame kind of undead in a different unit.

If a cleric's power is such that he auto-matically destroys undead, he destroys aminimum of one figure of undead, evenif he did not destroy sufficient hit dice toequal one entire figure.

If an evil cleric turns undead, he cansometimes make them enter his service(see DMG, p. 65). Such undead fallinstantly under the command of thatcleric, and follow his orders withoutquestion until they are killed, turned byan evil cleric on the other side, or moveout of the cleric's CR. The same rulesapply to avengers (D&D® Companion,book 1, p. 18).

[14.20] MAGIC ITEMS.

Magic items are handled in the sameway as the spells they most closelyresemble. Certain magic items have aspecific effect in the BATTLESYSTEM™game:

Ring of Human Influence (AD&D®game only): gives a commander a +1

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Charisma bonus.Rod of Rulership (AD&D® game only):

gives a commander a + 2 Charismabonus.

Drums of Panic (AD&D® game only):forces an immediate Morale Check forevery enemy unit with at least one figurein range of the effect.

Sphere of Annihilation (AD&D® gameonly): all figures must stay 2" away fromit. If it is moved during the Missile andMagic Phase, it will "push" all figuresthat come within 2" of it out of its way.

Rod of Victory (D&D® game only):raises the morale of its entire side by 1.

Rod of Ruling (D&D® game only):gives any commander who wields it a+ 2 to Charisma.

[14.21] PSIONICS.

All psionic powers and attack modesoperate as the spell-types they mostclosely resemble. Psionic vs. psioniccombat can only take place betweenHeroes and commanders. Psionic invisi-bility cannot be detected using the tablein DMG, p. 60. Telempathic projectioncan raise or lower enemy or friendlymorale by 1 point.

15.0

FLYING MOVEMENTAND COMBAT

Creatures who have natural or magical flying abilitygreatly increase the options available to the

BATTLESYSTEM™ Game commander, but also greatlycomplicate his job.

PROCEDUREBasic rules on flying movement and

combat for the AD&D® game are listedin the DMG, pp. 49-53. Those rulesapply in the BATTLESYSTEM™ gameexcept as specifically noted below. Forthe D&D® game, use the rules givenbelow only.

CASES[15.1] MOVEMENT.

The movement rate of flying creatures(both natural and magical) are the sameas for the AD&D® game. Calculate flyingmovement rates in the D&D® game in thesame way as ground movement rates.Also list the Maneuverability Class(AD&D® game only) for the creature onthe Army Roster Sheet.

In the D&D® game, creatures smallerthan man-sized can change direction upto 180 degrees per Game Round.Man-sized flying creatures can changedirection up to 90 degrees per GameRound. Flying creatures significantlylarger than man-sized can changedirection up to 45 degrees per GameRound. Magical devices, spells,spell-effects, or innate magical abilitiespermitting flight (such as those possessedby air elementals) allow changes ofdirection up to 180 degrees per GameRound. This replaces the AD&D® gameManeuverability Class.

Mounted flying creatures maneuver atone category worse than normal. Acreature flying at ½ or less its maximum

movement rate maneuvers at onecategory better than normal.

There are three altitudes for flyingcreatures: low (30', or 1"), medium(120', or 4"), and high (240', or 8"). Usethe appropriate Altitude marker to showthe height of flying creatures. (You canalso stack flying creatures on dice, orotherwise mark them for easy visualreference.) Flying creatures on theground do not need a marker.

It takes 1/3 of a figure's flyingmovement rate to rise one altitude level.There is no movement cost to descendany number of levels.

Most flying creatures can, of course,fly higher than 240'. However, 8 " is theupper limit of the battlefield. A flyingcreature that flys higher than 8" has leftthe battlefield and is removed from play.(Note that a flying creature can escape byflying up.)

OPTIONAL RULE: In a primarily orexclusively flying battle, you can changethe definition of altitude levels or createadditional levels to increase thethree-dimensional battlefield.

[15.2] FORMATIONS.

Flying units must be either in open orskirmish formation when flying. A flyingunit that is otherwise entitled to do socan go into closed formation on theground.

[15.3] COMBAT.

When a unit in flight attacks a unit onthe ground, the unit on the ground

[14.22] BARD POWERS. (AD&D®GAME ONLY)

A bard's singing can raise the moraleof friendly figures in his CR by + 1. Onlyone bard can provide this morale bonusto any single figure at a time.

A bard cannot sing and command atthe same time unless he is singing sugges-tions to charmed troops.

suffers a + 2 AC penalty.When a unit in flight fires missiles,

treat short range as medium and mediumrange as long. EXCEPTION: Units usingfly spells or carpets of flying suffer nopenalties.

If a figure flying with wings receivesany hit dice of damage (even if thedamage is not sufficient to cause awound), it must land immediately. Itmay move 1/3 its normal movement rate(even if it had already moved its fullmovement rate during the same GameRound) in landing, but must be on theground at the end of its move. This doesnot apply to figures with innate ormagical flying ability.

A flying figure with a Wound markercannot take flight again. A flying figurethat was forced to land because itreceived damage but did not receive awound can take to the air again on thefollowing Game Round.

[15.4] BOMBING.

Flying creatures can carry boulders orother "bombs." This gives them amaneuverability class one worse thannormal. For every man-sized weightequivalent in "bombs" dropped, 2d6damage is caused. Regardless of avictim's armor class, a bomb droppedfrom low altitude hits as if the victimwere AC 10, a bomb from mediumaltitude hits as if the victim were AC 8,and a bomb from high altitude hits as ifits victim were AC 4.

If magical or special "bombs" are to beused, the referee or other players mustdefine their effects in advance.

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16.0

CAMPAIGN RULESThe BATTLESYSTEM™ game can be played in the

context of a grand AD&D® or D&D® role-playingcampaign. The special Campaign Rules are used for that

purpose.

CASES[16.1] RECOVERING CASUALTIES.

The "kills" in a BATTLESYSTEM™battle represent actual kills, wounds thatimmobilize or disable, and routed orfleeing characters.

If you are playing a campaign battle,you can recover some of your "killed"forces when the battle is over.

On that part of the battlefield yourforces hold when the battle is over, youcan recover 2/3 of the "dead" troops. Youcan also recover 2/3 of any forces routedoff the tabletop (the remainder areassumed to have run away, never toreturn).

You can also take prisoner 1/3 of theenemy forces that fell on that part of thebattlefield you hold. (Alternatively, youcan kill them or let them escape.) Dealingwith the prisoners you have captured ispart of the on-going campaign, and is notdealt with here, Possibilities includeholding them for ransom, charming theminto joining your side, or trading themfor your forces that the enemy tookprisoner.

[16.2] EXPERIENCE POINTS.

In addition to all normal experienceawards under the AD&D® and D&D®game systems, the following experiencepoints apply to BATTLESYSTEM™engagements.

If the soldiers in a unit are capable ofearning experience points, they earn thetotal XP kill value of all enemies theirunit killed or routed off the tabletopdivided by the number of soldiers whosurvived the battle. A unit that earnsenough experience points can raise all itsmembers in level, but must be able toraise all its members simultaneously inorder to do so.

If a Unit Commander is capable ofearning experience points (even if his unitis not capable of earning experiencepoints), he receives 25 % of the total XPkill value of all enemies his unit killed orrouted off the tabletop, minus 25% ofthe XP value for all figures in his unitthat were removed during the battle.(There is no penalty for wounded figures,and there is no benefit for figuresrecovered after the battle under [16.1],above.) In addition, of course, hereceives any experience points for

individual combat in which heparticipated.

If a Brigade Commander is capable ofearning experience (even if hissubordinate commanders and troopscannot), he receives 25% of the XPearned by each subordinate UnitCommander (or what that UnitCommander would earn if capable ofearning experience), and 25% of the XPearned by each subordinate skirmish ormob unit, as well as any XP earnedthrough individual combat.

If an Army Commander is capable ofearning experience, he receives 50% ofwhat each of his Brigade Commandersearn (or would earn if they could earnexperience points), in addition to any XPearned through individual combat. If anArmy Commander has no subordinateBrigade Commanders, his XP iscalculated in the same way as a BrigadeCommander.

Regardless of battlefield losses, acommander can never receive a negativeexperience point award for command. Ifthe XP award is a negative number, thecommander receives an XP award of 0.

[16.3] CREATING ARMIES.

There are several different ways tofight a BATTLESYSTEM™ battle: youcan use a published BATTLESYSTEM™adventure or scenario from TSR, Inc.,you can work a major battle into yourcampaign, or you can create your ownbattles and fight them as a miniatureswargame.

At some point you may find that youmust create an army to fight the forces ofyour player characters. How do youcreate an army that is challenging but notoverwhelming?

This section is designed to provideguidelines for creating armies that areroughly equal so that you can puttogether your own battles. It is aguideline only, since such factors asterrain, generalship, and militaryobjective can have as much to do withvictory and defeat as the strength of thearmies themselves.

First, calculate the strength of the PCsand their forces to determine the numberof Points and the Power Level of thoseforces. Determine whether one side has aterrain or defensive advantage. Then,using the system below, begin to buildthe opposing army.

You can also use this section to createtwo armies that are roughly equal inorder to just fight a battle.

A. Power Levels.

The following Power Levels govern thetype of game and the amount of magicthat can be used.

BASIC GAME: Only Basic Gamerules are allowed; forces that haveIntermediate or Advanced Game abilitiescannot use them.

INTERMEDIATE GAME: Only BasicGame and Intermediate Game rules areallowed; forces that have AdvancedGame abilities cannot use them.

ADVANCED GAME/LOWMAGIC: In the AD&D® game, allBATTLESYSTEM™ rules are allowed;spells and spell effects higher than 2ndlevel are not permitted; no magic itemworth 1,200 XP or more is permitted. Inthe D&D® game, all D&D® Basic Gamerules and items are permitted.

ADVANCED GAME/MEDIUMMAGIC: In the AD&D® game, allBATTLESYSTEM™ rules are allowed;spells and spell effects higher than 5thlevel are not permitted; no magic itemworth 4,000 XP or more is permitted. Inthe D&D® game, all D&D® Basic andExpert Game rules and items arepermitted.

ADVANCED GAME/HIGHMAGIC: In the AD&D® game, allBATTLESYSTEM™ rules are allowed; allspells and spell effects are allowed; eachside can have no more than one wishspell for each 50,000 points it has;artifacts are not permitted. In the D&D®game, all D&D® Basic, Expert, andCompanion Game rules and items arepermitted.

ADVANCED GAME/ANYTHINGGOES: In the AD&D® game, allBATTLESYSTEM™ rules are allowed; allspells and spell effects are allowed;unlimited use of wish spells and artifactspermitted (within point cost limits). Inthe D&D® game, all official rules anditems in any boxed game or module arepermitted. Special or custom itemspermitted with the approval of thereferee.

B. Points.

Each side receives a set number ofpoints it can spend on troops, magic, andequipment. You can give a total numberof points or you can give different totalsfor troops and commanders.

Each side can spend points accordingto the costs on Table 18. The referee hasfinal say on how points are to becalculated, decides what is legal, and setsany special conditions for the battle.(Alternatively, the players can decide thisamong themselves in advance.)

30

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Table 18. Point Costs.

Creature/Item Cost

SPELLS

MAGICALITEMS(AD&D®Game)

MAGICALITEMS(D&D®Game)

ARTIFACTS/CURSEDITEMS

CHARACTERTYPES

MONSTERS

Pay 50 points per levelof the spell (e.g., a 4thlevel spell costs 200points).50% of the XP valuefrom the DMG or otherofficial source. If itemhas charges and alsohas spell capabilitiesabove 3rd level, payspell costs for eachcharge. (Scrolls costonly the value of thespell(s) they contain.)Varies by type. Allplusses on weaponsand armor cost 50points per plus. Itemsthat simulate spelleffects cost 100 pointsper charge per spelllevel, or 1000 points perspell level if use isunlimited.Miscellaneous magicitems cost 500 pointseach if they are in theBasic set, 2,500 pointseach if they are in theExpert set, 5,000 pointseach if the are in theCompanion set, and7,500 points each if theyare in the Masters orhigher sets. If the levelof the item is unknown,consider it to be aCompanion item. Thereferee can adjust thesefigures for gamebalance if he so desires.Cannot be purchased.OPTIONAL RULE(AD&D® game only):Can be purchased for50% of the GP salevalue.Pay 1% of themaximum XP value forthe level and class ofthe desired charactertype. Multi-classedcharacters pay the totalcost for all classes. Inaddition, pay spell costsfor all spell levels thecharacter is capable ofcasting, and pay for allmagic items thecharacter possesses.AD&D GAME: Pay theXP value for killing thecreature, using theofficial AD&D® gamevalue or as calculatedby the DMG method, p.85, whichever is higher.

CATAPULTSANDBALLISTAE

D&D® GAME: Pay threetimes the XP value forkilling the creature.BOTH GAMES: Ifmonster has spell-use,pay spell costs for allspell levels monster iscapable of using. Ifmonster has innatespell abilities, pay 50points per spell level. Ifthe monster's innatespell abilities areimproved (usable atwill, no save, extrarange, no error, etc.),pay 100 points per spelllevel.200 points apiece.

EXAMPLES (AD&D® game):

An 18th level fighter/18th levelmagic-user with chain mail + 3, shield+1, sword of dancing, a wand of fire, aring of invisibility, and a scroll of 5 5thlevel spells costs the following:

F 18 (2,750,000 XP)MU 18 (3,375,000 XP)Spells (139 spell levels)Chain mail +3 (2,000 XP)Shield + 1 (250 XP)Sword of Dancing (4,400 XP)Wand of Fire (4,500 XP)Ring of Invisibility (1,500 XP)Scroll of 5 5th level spells (25spell levels)TOTAL

100 ghouls (65 XP per ghoul)

100 1st level fighters (2,000XP each) with swords + 1(400 XP each)

1 Iron Golem

1 Lich (10,500 XP), abilitiesas 18th level Magic-User (139spell levels @ 50 pts. each)

= 27,500 pts.= 33,750 pts.= 6,950 pts.= 1,000 pts.= 125 pts.= 2,200 pts.= 2,250 pts.= 750 pts.

= 1,250 pts.75,775 pts.

= 6,500 pts.

= 22,000 pts.

= 14,550 pts.

= 17,450 pts.

1 Efreeti (1,950 XP), capable of 3 wishesper day (27 spell levels = 1,350 pts.), hasinnate spell abilities (14 spell levels = 700pts.), can enter gaseous form (use potioncost, since there is no direct spellequivalent, 300 XP = 150 pts.), hasunlimited use of produce fire andpyrotechnics (3 spell levels @ 100 pts.each) = 4,450 pts.

If there is any disagreement about howto calculate the point cost of a particularcreature or item, always use the methodthat gives the highest total cost.

[16.4] COMMON SENSE.

The BATTLESYSTEM™ rules governonly the most basic elements of mass

combat. Because of the profusion ofstrange monsters, magic spells, andmagical items in both the AD&D® andD&D® games (and the likelihood ofmuch more to come!), and because of thedifferent playing styles that each playercan adopt, it is inappropriate of us to tellyou what is the only "correct" way toplay.

However, we can tell you that the useof common sense will greatly improveyour enjoyment. For example, althoughthe rules don't forbid it, elvescommanded by a half-orc shouldcertainly suffer some sort of moralepenalty. And before you equip 2,000kobolds with longbows, remember thatthe longbow is a difficult weapon thatrequires strength and many years ofpractice. Creatures of widely differingalignment are unlikely to work togetherin harmony. Of course, there's nothing tostop you from putting together anarbitrary and silly battle for an evening'spleasure. But there is more pleasure to befound in a well-designed, well-balancedscenario where the individualcomponents all make sense in medievalfantasy, the use of powerful magic is keptwithin reasonable bounds, and the wholebattle is integrated into an ongoingcampaign.

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This ends the Advanced Game Rules.You are now ready to play the AdvancedScenarios in the Scenario Book or tocreate your own BATTLESYSTEM™ Gameadventures.

32

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Fantasy Combat Supplement

Table of ContentsPART 1. INTRODUCTION TO

BATTLESYSTEM™GAME PARTS GETTING STARTED

SEQUENCE OF PLAY[1.1] INITIATIVE PHASE[1.2] INITIAL MISSILE PHASE[1.3] RALLY PHASE[1.4] MOVEMENT PHASE[1.5] MISSILE & MAGIC PHASE[1.6] MELEE PHASE[1.7] END OF GAME ROUND PHASE

COUNTERS, SCALE AND UNITORGANIZATION

[2.1] GROUND SCALE[2.2] COUNTER RATIOS[2.3] COUNTER SCALE[2.4] MOUNTING MINIATURE

FIGURES[2.5] SPECIAL COUNTERS(2.6] TYPES OF UNITS[2.7] INDIVIDUALS[2.8] REGULAR UNITS[2.9] SKIRMISH UNITS

[2.10] MOBS[2.11] SPECIAL UNIT TYPES

SETTING UP[3.1] ARMY ROSTER SHEET[3.2] HEROES AND COMMANDERS

ROSTER SHEET[3.3] CHARACTER RECORD SHEETS[3.4] ARMY PLACEMENT[3.5] MEASUREMENT

MORALE, DISCIPLINE ANDCOMMANDA. MORALE

[4.1] DETERMINING BASE MORALE[4.2] DETERMINING CURRENT

MORALE[4.3] HOW TO CHECK MORALE[4.4] WHEN TO CHECK MORALE[4.5] EFFECT OF MORALE CHECKS

B. DISCIPLINE[4.6] DISCIPLINE

C. COMMAND[4.7] DEFINITION OF COMMAND[4.8] COMMAND RADIUS[4.9] CHARISMA BONUS

[4.10] COMMAND HIERARCHY

THE BASIC GAMEINITIATIVE PHASE

[5.1] TEAM INITIATIVE[5.2] INDIVIDUAL INITIATIVE

RALLY PHASE[6.1] CONDITIONS FOR RALLY[6.2] HOW TO RALLY[6.3] IF THE UNIT IS RALLIED[6.4] IF THE UNIT DOES

NOT RALLY[6.5] OUT OF COMMAND UNITS[6.6] GIVING ORDERS TO A MOB

MOVEMENT PHASEA. FORMATIONS

[7.1] DEFINITION OF FORMATION[7.2] CLOSED FORMATION[7.3] OPEN FORMATION

[7.4] SKIRMISH FORMATION[7.5] MOB FORMATION[7.6] CHANGING FORMATION

[1.0]

[2.0]

[3.0]

[4.0]

PART 2.[5.0]

[6.0]

[7.0]

[8.0]

PART 3.

[9.0]

[10.0]

[11.0]

PART 4.[12.0]

B. MOVEMENT[7.7] HOW TO MOVE[7.8] MOVEMENT AND ENEMY

UNITS[7.9] CHANGING DIRECTION

[7.10] CHANGING FRONTAGE[7.11] WRAP-AROUND MOVEMENT[7.12] FIGHTING WITHDRAWAL[7.13] FORCED MARCH[7.14] CHARGE[7.15] ROUTING

MELEE PHASE[8.1] FORCES ELIGIBLE TO FIGHT[8.2] WEAPON IN HAND[8.3] DETERMINING ATTACK

RATINGS[8.4] MELEE PROCEDURE[8.5] DICE CONVERSIONS[8.6] MULTIPLE ATTACKS[8.7] KILLED AND WOUNDED

FIGURES[8.8] ENDING A MELEE

THE INTERMEDIATE GAME

HEROES AND COMMANDERS[9.1] CHARACTERS AS MEMBERS OF

UNITS[9.2] CHARACTERS AS

COMMANDERS[9.3] CHARACTERS AS

DEPUTY COMMANDERS[9.4] CHARACTERS AS HEROES

MISSILES AND ARTILLERYA. MISSILE WEAPONS[10.1] WHO CAN USE MISSILES[10.2] WHEN MISSILES ARE USED[10.3] AMMUNITION[10.4] MOVEMENT AND MISSILE FIRE[10.5] SPLIT-FIRE[10.6] PASS-THROUGH FIRE[10.7] INDIRECT FIRE[10.8] MISSILE FIRE MODIFIERSB. ARTILLERY

[10.9] ARTILLERY WEAPONS[10.10) ARTILLERY CREWS[10.11] SPECIAL ARTILLERY

AMMUNITION

SPECIAL MOVEMENTA. CAVALRY AND CHARIOTS[11.1] DEFINITION OF TERMS[11.2] RATING CAVALRY[11.3] RATING CHARIOTS[11.4] CAVALRY AND CHARIOT

CHARGES[11.5] CAVALRY AND CHARIOTS

IN MELEE COMBAT

B. SPECIAL FORMATIONS[11.6] SHIELD WALL[11.7] SET SPEARS/PIKES

C TERRAIN EFFECTS[11.8] TERRAIN EFFECTS ON

MOVEMENT[11.9) TERRAIN EFFECTS ON COMBAT

THE ADVANCED GAMEWEATHER CONDITIONSAND NIGHT BATTLES112.1] INITIAL WEATHER

CONDITIONS

[13.0]

[14.0]

[15.0]

[16.0]

[12.2] EFFECT OF WEATHERCONDITIONS

[12.3] SPECIAL WEATHERCONDITIONS

[12.4] WEATHER MAGIC[12.51 NIGHT BATTLES

SPECIAL CREATUREABILITIES[13.1] COMBAT BONUSES AND

PENALTIES[13.2] POISON[13.3] INVULNERABILITY[13.4] PARALYSIS[13.5] LEVEL DRAINING[13.6] AWE AND FEAR[13,7] BREATH WEAPONS[13.8] REGENERATION[13.9] UNDEAD AND MINDLESS

CREATURES

MAGICA. RULES AND REGULATIONS

FOR MAGIC USE[14.1] RESTRICTIONS OF MAGIC USE[14.2] GAME SCALE AND

AREA OF EFFECT[14.3] SAVING THROWS[14.4] LINE OF SIGHT

B. TYPES OF MAGIC[14.5) MAGICAL WEAPONS AND

ARTILLERY SPELLS[14.6] CHARM, HOLD, AND

TEMPORARYIMMOBILIZATION

[14.7] BONUSES AND PENALTIES[14.8] INVISIBILITY[14.9] AWE AND FEAR

[14.10] CREATE TROOPS[14.11] DETECTION AND

INFORMATION[14.12] MAGICAL DEFENSES[14.13] MOVEMENT[14.14] ILLUSIONS[14.15] MODIFICATION/DISGUISE

OF TERRAIN/TROOPS[14.16] REGENERATION AND

MAGICAL HEALING[14.17) SPELLS THAT ONLY AFFECT

INDIVIDUALS[14.18] SPECIAL EFFECTS[14.19] CLERICS AND UNDEAD[14.20] MAGIC ITEMS[14.21] PSIONICS[14.22] BARDIC POWERS

FLYING MOVEMENTAND COMBAT[15.1] MOVEMENT[15.2] FORMATIONS[15.3] COMBAT[15.4] BOMBING

CAMPAIGN RULES[16.1] RECOVERINNG CASUALTIES[16.2] EXPERIENCE POINTS[16.3] CREATING ARMIES[16.4] COMMON SENSE

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Combat Results TableATTACKROLL0/less123456789

10111213141516171819202122232425262728293031323334

35-3940+

DAMAGED2543333332222222111111110.50.50.50.20.20.10.10.1000000

D376655444433333222221111110.50.50.50.20,20.10.100000

D49877766655554444333322211110.50.50.20.10.100000

D612111010998887766655544433222110.50.50.20.20.10.10000

D8151413131211111110109887766555443322110.50.50.20.20.10.10.100

D101817161515141413121211101098877665443321110.50.50.20.20.10.10.10

D122019181817171615151413121111109987665443221110.50.50.20.20.10.10

D142221202019181715151413121211111098876554433322110.50.50.50.20

D16242322222020181716151514131211111098877655433322110.50.50.20

D18282624232221201918171615141312121110988876665543322110.50

D2032292625242322212019181716151313121110988877655443322110

1019XXX1932

TSR, Inc.PRODUCTS OF YOUR IMAGINATION™

ADVANCED DUNGEONS & DRAGONS, DUNGEONS & DRAGONS, PRODUCTS OF YOUR IMAGINATION,BATTLESYSTEM, and the TSR logo are trademarks owned by TSR, Inc.

1985 TSR, Inc. All R i g h t s Reserved. Printed in U.S.A.

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Scenario BookThis booklet contains four complete

BATTLESYSTEM™ scenarios ready toplay. The first three scenarios are designedfor the Basic, Intermediate, and AdvancedGames, respectively, and cover three bat-tles in a war between monsters. The fourthscenario is an Advanced Game battle set inthe DRAGONLANCE™ campaign world.That battle takes place during the time per-iod covered in DL 2, DRAGONS OFFLAME, while the DRAGONLANCEcharacters are adventuring in the dungeonsof Pax Tharkas.

Pages 5-20 of this booklet are rosterforms ready for play. They are organizedso that if you bend back the staples in thecenter (carefully!), pull out the rosterpages, and cut them into single sheets, eachfront-and-back sheet contains rosters forforces on the same side (good or evil).

Use the BATTLESYSTEM metal minia-tures to represent the Army Commandersin each battle. If you have miniatures ofyour own, use them first as heroes and unitcommanders, and second as troops. Oth-erwise, use the counters provided with thegame.

The counters in the BATTLESYSTEMgame represent a wide variety of creaturesso that you can play battles involving anumber of different creature types.Because of this variety, no single creaturetype has a huge number of counters. Some

scenarios call for more of one creature typethan there are counters in the game. Sub-stitute another creature counter of thesame size when this occurs. For example,use human or dwarf counters for one of the

elven units in the Battle of Qualinost sce-nario. Whenever possible, all the countersin a single unit should be of this same type.This helps avoid confusion on the battle-field.

On the roster sheets, certain adjust-ments that remain constant (such as MLand AR adjustments for a leader fightingwith his unit) have not been entered. Referto the Player Aid Cards during play.

Whenever a unit commander is listed onthe unit description together with his CR(e.g, Bairn Stonewall—CR 10"), no sepa-rate roster for that commander has beenincluded. In this case, the unit commanderis assumed to have the same level, AC,weapons, MR, etc., as the members of theunit.

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Basic Game ScenarioBattle at the Crossroads

The first reports sounded just like another monsterraid, perhaps a little larger than usual. But soon itbecomes clear that a huge army of monsters hasgathered in the wilderness and has swept into theborderlands. Small, isolated settlements have fallenbefore the advance, and refugees are streamingtoward the imagined safety of the interior.

The leading force of monsters—a brigade of orcs,ogres, and goblins—is advancing rapidly and willsoon close off a key crossroads. If this occurs, manyof the refugees will be trapped, and face certaincapture—or worse—at the lands of the evil horde.

The trained warriors and local militia from thesmall town of Glarus have moved out the meet thespearhead of the monster army. Hours before thebattle begins, the humans are joined by smallcontingents from the nearby dwarven and halflingcommunities. Petty differences are set aside, and allagree to fight together.

Now the tromp of heavy footsteps resounds fromjust beyond the horizon. The monsters will soon be insight. Can the little force at the crossroads destroythis advance guard and give the refugees a chance toescape before the main force of the monsters arrives?

The two armies are the Crossroads Force (Good)and the Borderland Spearhead (Evil). Use the mapbelow to create the battlefield. The Evil side sets upits forces first, followed by the Good side. Units maybegin in any eligible formation. Mark the prohibited

areas on the battlefield with cutouts of constructionpaper, or with a tape and string border. No unit orfigure may enter this area during the battle.

All rules of the Basic Game are used in thisscenario. Intermediate and Advanced Game rules donot apply.

The victor is the last player with at least one figureremaining on the field—all enemy forces must havebeen routed or killed. If the result is a tie (forcesannihilate each other), the Good side wins.

The battle takes place in daylight. The weather isgood.

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Intermediate Game ScenarioBattle of Lairn

Three days after the Battle at the Crossroads,another powerful force of monsters was discoveredsweeping into civilized lands. This force was theforward wing of the main invasion body, headingdirectly toward the peaceful town of Lairn.

Again, the steadfast dwarven nation sent aid to itshuman allies, and dwarves and humans prepared todefend Lairn against the forward wing. Dubbed the"Army du' Lairn," this force was commanded by thereknowned Baron Grange Rarrack of Lairn.

Scouts have reported that yet another body ofmonsters follows in the wake of the forward wing.The Baron knows that he must crush the initial forcebefore the two monster armies can link up.Reinforcements, including a unit of skilled elvenwarriors, may arrive in a week or so; but until then,the Army du' Lairn is on its own.

The Baron has collected his force on the fieldsbefore the town, since the town is in a weak defensiveposition. The monsters delay their attack until nearsunset, thus preventing the goblin troops from havingto fight in bright light.

Use the accompanying map to set up the battlefieldand place terrain types. Both armies set upsimultaneously at the locations shown. Units maybegin in any allowable formation. The playingsurface should not be larger than 4 ft . by 8 ft .

The victor is the last player with at least one figureremaining on the field—all enemy forces must have

been routed or killed. If the result is a tie (forcesannihilate each other), the Evil side wins.

All rules from the Basic and Intermediate Gamesapply in this scenario. No Advanced Game rules maybe used.

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Advanced Game ScenarioBattle of Merrell's Crossing

The main force of the monster army has come tothe fore. The initial skirmishes are over; now the fateof civilization will be determined by a single battle.General Garrock, the King's own field commander,has assumed command of the forces of good, and hasestablished his major line of defense along the banksof the winding Merrell River.

At this point the water is shallow enough to allowmany crossings. General Garrock holds his forces alittle back from the river. The evil warrior BlackDerek is in command of the monster army. He is sureto press his attack harshly, showing no mercy.

A force of elite elven warriors has arrived to bolsterthe General's line, but the monsters are rumored tohave a force of trolls—even the stoutest warriortrembles at the thought of such powerful evil.

Use the accompanying map to set up the terrain onthe battlefield. The Landforce (Good) sets up first, inthe area indicated on the map, and then the forces ofthe Main Body (Evil) are placed on the map. Unitsmay be set up in any allowable formation. Spells maybe cast before the actual battle begins. Be sure to keeptrack of duration of all precast spells.

If space is available, the battlefield may beextended 12" to the north. This is especially useful ifthe Optional Rule, below, is used.

The battle ends in a victory for the Landforce if all

enemy figures are killed or routed off the field. Thebattle ends in a victory for the Main Body if allenemy figures are killed or routed off the field and ifthe Main Body has at least 30 figures left. Any otherresult is a draw.

All BATTLESYSTEM rules from the Basic,Intermediate, and Advanced Games are used in thisbattle.

Special Rule 1: Two figures can shoot missiles orfight in melee through each of the four walls of theHut. This represents the effects of arrowslits andother apertures in the walls. Figures placed in the huthave "hard cover" (-4 to AC).

Special Rule 2: The Main Body automaticallyreceives initiative on the first Game Round.

Special Rule 3: The special Elite unit optional rule(2.11) is used in this scenario.

Optional Rule: If you are playing the threescenarios as a campaign, all forces which survive theBasic and Intermediate Scenario can be added to thearmies, making a much larger battle. Treat the forcesfrom the earlier scenarios as Brigades.

Alternately, all the forces from the three scenarioscan be brought together to fight one huge battle ifdesired.

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DRAGONLANCE™ SCENARIOBattle of Qualinost

The armies of the evil Dragon Highlords aresweeping across the face of Krynn. All who resistedtheir inexorable march have been destroyed.

The elves of the ancient kingdom of Qualinestiknow that they do not possess enough strength to haltthe onrushing hordes of dragons and their allies, andhave reluctantly decided to abandon the ancient elvenhomeland and retreat to safer shores.

But even this evacuation is threatened by the swiftadvance of the dragon armies. Three evil armiesmenace the elven kingdom, and may soon block offall hope of safety.

A party of brave heroes have set forth on a perilousmission to mighty Pax Tharkas (see DL 2 DRAGONSOF FLAME). This mission, if successful, shoulddistract one of the dragon armies. The other twothrusts are coming from the north, however, and thesmall Qualinesti Army must be divided into the Firstand Second Armies in an attempt to delay theadvance of the dragonarmies so that their people canescape.

The Dragonarmy Red Wing Four's advance hasbeen delayed, so the elves have a chance. Red WingOne, the largest of the invading armies, is drivingstraight for the elven capital, Qualinost. Only theSecond Qualinesti Army stands in its way.

This is the battle that will determine the fate of theQualinesti elves. Porthios Guildleaf, son of the rulerof Qualinesti, is commanding the elven army.Verminaard, Dragon Highmaster of the Red Wing, isdetermined to see the race of elves wiped from theface of Krynn.

This battlefield has several elevations, and ismostly forest. Use the 3-D ADVENTURE FOLD-UP™figures and the suggestions in THE ART OFTHREE-DIMENSIONAL GAMING to create thebattlefield. Since the field is mostly forest, you maydecide to mark only the clearings, and not the forest.Set the Second Qualinesti Army up first, followed byRed Wing One. Units can begin in any allowableformation. Spells can be precast, and flying creaturesmay start the battle in the air. This battle takes placeduring the daytime.

You will need to record the passage of GameRounds in this battle to determine victory conditions.

The Second Qualinesti Army wins the battle if,after twelve Game Rounds, no more than twelveenemy figures have moved off the south end of thetable. Red Wing One wins the battle if, after twelveGame Rounds, at least twenty friendly figures havemoved off the south end of the table. Any other resultis a draw.

This battle uses all BATTLESYSTEM Basic,Intermediate, and Advanced Game rules.

Special Rule 1: To move figures off the field, theymust first be moved to the southern edge of thebattlefield during their Movement Phase and stopthere, even if they have additional movementremaining. On any following Movement Phase, theowning player declares that the figures are leaving thetable. Set aside such figures until the end of the battle,then count them to determine the victor.

Routed evil figures cannot leave the table by thesouth edge.

Special Rule 2: Kapak Draconians have the abilityto poison their swords with their venomous saliva.The unit of kapaks can envenom their swords byspending one complete Game Round without movingor fighting. The draconians can be attacked by magicor missile fire without preventing the envenoming;however, if the unit routs, the weapons cannot bepoisoned during that Game Round. The kapak poisonparalyzes its victims for 2-12 rounds. The swords,once envenomed, stay poisoned for three GameRounds, even if they are used in melee.

Special Rule 3: Both types of draconians can taketheir weapons in their mouths and drop to all fourlimbs while charging. This is the 15 " movement rateshown on the rosters. Draconians can gain normalcharge bonus in addition to this movement, and canattack normally after completing a charge.

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TSR, Inc.PRODUCTS OF YOUR IMAGINATION™

ADVANCED DUNGEONS & DRAGONS, AD&D, DUNGEONS & DRAGONS, and D&D are registeredtrademarks owned by TSR Inc. BATTLESYSTEM, DRAGONLANCE, ADVENTURE FOLD-UP,

PRODUCTS OF YOUR IMAGINATION, and the TSR logo are trademarks of TSR, Inc. » 1985 TSR, Inc. AllRights Reserved. Printed in U.S.A.

This booklet is protected under the copyright laws of the United States of America. Any reproduction or unauthorized useis prohibited without the express written of TSR, Inc.1019XXX2001 Printed in U.S.A.

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GETTING STARTED

Painting an army of miniature figurescan be tedious, time-consuming, andfrustrating, or it can be fun, relaxing, andrewarding, depending on how youapproach the task. An organized workarea, the proper tools, and plenty ofpatience are the vital ingredients. Themore care you put into the job, the betteryour results will be.

The place to get started is in your toolbox. Having the right tools when you needthem will save time and cut down onbotched paint jobs.

Brushes

Obviously, you'll need paint brushes.Two or three brushes are enough to startwith, but you'll need a variety of sizes.Try a size 1 flat brush and a size 2 roundbrush for painting large areas, and a size0, 00, or even 000 round for paintingdetails.

Don't even think about synthetic fiberbrushes. Red sable artist's brushes aremore expensive, but their performancemore than makes up for the costdifference. Buy the best brushes you canafford, and take good care of them. Thatincludes plucking out any hairs that aresticking out at funny angles, trimmingthe end so that it's even, and eventuallyretiring a brush when it's worn out.

Clean your brushes thoroughlywhenever you switch colors or paints,and clean them with soap and waterbefore you put them away. Reform the tipwith your fingers while the bristles arestill damp so that they will be straight the

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next time you use the brush. And alwayspull the brush downward when painting,so the paint flows from the root to the tip.Any other motion—swirling, splaying thehairs—pushes paint into the roots of thebristles, where it is notoriously hard toget out and eventually will ruin the brushfor anything except dry-brushing ordusting.

Paints

Whether you use acrylic (water-based)paint or enamel (oil-based) paint islargely a matter of taste. Mostminiaturists wind up using both in orderto get the colors they want. Acrylics areeasy to use because they can be thinnedand cleaned up with water. They tend togive bright, flat colors. Enamels give ahard, smooth finish, but you'll need paintthinner both for thinning and cleaning up.

There's nothing wrong with usingenamels and acrylics on the same figure,as long as you let one coat dry completelybefore starting the next one. But never,never try to mix acrylics and enamelstogether to get a third color; it won'twork, and you'll be sorry you tried.

You'll want a wide variety of colors.A good flesh tone is essential, as arenumerous browns and greens. Bold,bright colors look best on gamingminiatures. While it isn't alwayspractical, it's nice to have three shades ofeach color: the color itself, and that colorin lighter and darker shades. This makesshading and highlighting a lot easier,since you don't have to mix lighter ordarker shades of each color.

Model paints aren't cheap, so it's worthmaking an effort to take care of them.The first time you open a new bottle or tinof paint, drop in a few ball bearings,

screws, or washers. These help mix thepaint when you shake it. Always shakethe paint vigorously before opening thebottle, and stir it a few times with atoothpick or the handle of your brushafter opening to make sure it's wellmixed. If you paint straight from thebottle, shake the paint again before youput it away. This prevents the partiallydried-out paint at the top of the bottlefrom drying out completely in storage.

Instead of painting straight from thebottle, though, it's best to put a little paintin an old bottle cap or on a palette. Thenyou can recap the paint bottleimmediately and not worry about itdrying out or tipping over. Paints areeasier to thin and mix when you'reworking with a small amount, too.

Other Tools

Besides brushes and paints, you'll needall or some of the following: metal file;utility knife; rags for cleaning brushes;clean water or thinner (for thinningpaints); more water or thinner (forcleaning brushes); bottle caps, verysmall jar lids, or a paint palette; pliers(for opening gunked-up paint bottles);glue; and toothpicks. Toothpicks areuseful both for stirring paint and fortouching up small mistakes.

THE ARTOF PAINTING

People who paint individual playercharacter figures can afford to spendhours laboring over tiny details andintricate brush strokes. The fact thatyou're reading this implies that you wantto paint entire armies of inch-high elves,dwarves, and goblins. The basictechniques are the same for both tasks,but army painters need to take a fewshortcuts if they intend to ever actuallyarray their host on a gaming table. Bothtechniques—painting for speed andpainting for detail—are explained in thissection. But first, some practicalbackground.

While the BATTLESYSTEM™ game isset in fantasy worlds, fantasy is moreappealing when it is extrapolated fromreality. Let your imagination run wildwhen painting your fantasy miniatures,but at the same time, keep your eyesopen for real-life counterparts. A giantlizard, for example, is a fantasyconcoction, but small lizards do exist.Your giant lizard will look morebelievable if you base your paint job onits real-life cousin. You don't need to liftyour colors straight from a blue-tonguedskink, but you can examine how theskink's scales are patterned and colored.For this purpose, a good painting of alizard is more helpful than a photograph.A photo shows you what the lizard lookslike, but a painting shows you howanother painter captured that look.

The smaller a figure is, the darker itlooks. To compensate, it must be paintedwith light, bright colors. A flesh tone thatlooks way top light painted on the back ofyour hand will be just right on a 25mm

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figure. This is true for all colors exceptblack, white, and most metallics.

Also, small figures look shinier thanthey really are. Something that's glossyin reality looks wrong on a 25mm figureunless it's painted in flat colors. Polishedleather, silk, and metal are the threeexceptions. Everything else should beflat.

Fourth, even a highly detailed 25mmminiature just doesn't have muchthree-dimensional relief. If you just painton the colors, the figure will look like a25mm statue. To make it look real, youmust give it shadows; you must createshadows with paint and brush where noneexist. This is a lot easier than it sounds,and in many ways it speeds up painting.

The nine steps that follow describe asystem for painting armies of miniatures.Most of these steps apply equally whenpainting detailed leader andplayer-character figures. Following thesenine steps are a few more advancedtechniques for detailed figures.

STEP 1: CLEANING. The first stepin painting your miniatures is cleaningthem thoroughly. Start by trimming anyflash (excess lead that isn't supposed tobe there) away from the figure with asharp knife and a small file. Try tosmooth out any rough edges that showwhere the mold was fitted together. Trimor file the bottom of the figure so it standsup straight without rocking.

Next, wash the miniatures in warm,soapy water, and rinse them off in warm,clean water. Set them out on a towel ornewspaper and let them dry overnight.(This wash is to remove any dirt, grease,or oil from the figure, so don't handle thefigures any more than you have to whilethey're drying.)

STEP 2: MOUNTING. When thefigures are completely dry, mount themon individual bases. In theBATTLESYSTEM game, there are threestandard, square base sizes: ½ inch forsmall troops, 3/4 inch for man-sizedtroops, and 1 inch for large troops. Someespecially big figures—dragons anddinosaurs, for example—use bases cut tothe size of the figure, or no base at all.

The counters that come in this gamebox can be used as bases, if you like. Youcan also make your own—especially ifyou plan to field a very large army.

The best material to make bases fromis matte board or posterboard. Matteboard is easy to cut and is available frommost art supply stores. Use a pencil andruler to measure off as many bases asyou need. Put the sheet of matte board ona worktable or some other solid surfacethat won't be damaged by scratches andcuts. Use a sharp hobby knife and ametal straightedge to cut out the bases.You probably will need to make severalstrokes to cut all the way through thematte board. Be sure to keep the knifealong the edge of the metal guide so youget a straight cut.

Bases also can be made from balsawood, masonite, floor tile, or any otherflat, sturdy material. Most of these have

drawbacks of some kind, though, sounless you're experienced at workingwith them, matte board is best.

Epoxy, instant super-strength glues, oreven white carpentry glue can be used tomount metal miniatures on their bases.Be sure to follow all of the instructionsthat come with the glue, and use it in anarea with good ventilation.

Bendable plastic miniatures (whicharen't very common, anyway) are moredifficult to mount. Silicone adhesive orrubber cement works best. If you useanything else, you may simply have toresign yourself to having the figuresbreak loose occasionally.

Some people prefer to mount five to tenfigures on long strips of wood orcardboard (with a very small amount ofglue!) so that they can be handled moreeasily while painting. When the paintingis done, the figures are taken off thegroup base and mounted on theirpermanent bases. Use whichever methodseems best suited to your paintingsystem.

STEP 3: PRIMING. Once thefigures are mounted, they should beprimed. All figures should be primed,unless you intend to use the bare,polished metal as a finish (this workswell for knights in plate mail). Primingprevents tarnishing, helps the paint stickto the figure, and makes colors lookbrighter. A flat white or gray sprayprimer is best. Let the primer dryovernight before doing any morepainting.

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STEP 4: OUTLINING. Outlininginvolves painting black those areas thatwould be in shadow if the figure werelife-size. Dilute flat black paint 2:1 or 3:1

with thinner orwater (so it will flowinto cracks and lowspots) and thenpaint it into areasthat should be dark:folds in robes,between the armsand the torso,around scabbards,in recesses ofhelmets and armor(especially chain

mail), above and below belts. At thisstage, it's better to put on too much thantoo little. When you're finished, thefigure's features should be clearlydefined.

STEP 5: COLORING. This step iseasy. Simply paint in the areas that havebeen outlined in black with whatevercolor you want. Take care to paint right

up to the blackoutlining, but don'tpaint completelyover it. It's best tostart with the fleshtones and workoutward; paint thelayer of clothingclosest to the skin,then the next layer,and so on, finishingwith backpacks,weapons, and

equipment hanging from belts. Paint thefigure's base last. You can save time bypainting figures in groups. If, for

example, you have 20 goblins with pikes,paint the flesh on all 20 at once. Thenpaint all of their brown armor, then theirsteel helmets, etc.

STEP 6: HIGHLIGHTING.Highlighting is optional. It makes yourminiatures more visually exciting, but ittakes some practice. The goal is to

lighten those areasthat stand out inbright light. Make apale mix of the colorbeing highlightedand brush it onto thestrong spots: outerfolds of cloth,shoulders,foreheads. Gettingjust the rightamount ofhighlighting is

tricky. To work, it must be bold, but toomuch looks artificial. You can get a softereffect by brushing on the paint, thenwiping off the excess with a cloth.

STEP 7: DRYBRUSHING. Likehighlighting, not all figures will benefitfrom drybrushing. It works best whentrying to accentuate fur, chain mail,

scales, and otherraised surfacedetails.

To drybrushdetails, get a littlepaint on your brush,then wipe off most ofit on a rag or a sheetof newspaper. Withthe small amount ofpaint left, brushlightly across thefigure, leaving just

enough paint to bring out fine details. Usean old brush for this, becausedrybrushing will ruin a new one.

STEP 8: TEXTURING. An extratouch that will make your miniatureslook more attractive and natural is sandor model railroad grass glued onto the

base. Just spread athin layer of whiteglue on the basewith a modellingknife, then dip thebase into the sand orsprinkle sand overit. Let the glue dryfor a while, then usean old paint brush tobrush away theloose sand. Paint thebase so it matches

the color of your gaming table. Fieldgreen is the most common and versatilecolor, but other earth tones can work justas well. Drybrushing yellow over a fieldgreen, textured base produces veryattractive artificial grass.

STEP 9: PROTECTING. After yourfigures are painted and mounted, it's agood idea to protect them from nicks andgouges with clear acrylic spray. Just thenormal wear from handling miniaturesduring a game can rub the paint off ofhigh spots and leave greasy fingermarks. A clear, matte acrylic works best,and can be found in most paint stores orart supply stores. If a matte finish isn'tavailable, use a glossy acrylic spray andcoat it with a thin matte finish. Theseprotective sprays may darken the figurea bit, but this is a small price to pay forprotecting your miniature masterpiecesfrom minor damage.

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DETAILED PAINTINGTECHNIQUES

This nine-step process yields colorful,somewhat blocky-looking figures. This isjust what you want in an army, where theindividual figures aren't subjected toclose scrutiny. But if you're paintingfigures to use as player characters in anAD&D® game, you will want a softer,more natural-looking figure. To achievethis look, steps 4 and 5 must change a bit.

STEP 4: SHADING. Outlining shouldbe much more subdued, or skippedentirely. Instead, a shadow effect isachieved by washing the figure withdarker shades of the surrounding color.First, choose the color you want an areato be. Dilute that color so the paint flowseasily. It should cover the high spots, butalso flow into the low, shadowed spots.Next, make a thinner mix of a darkershade and paint it into the shadowedareas. It should flow easily into folds andcorners, increasing the contrast betweenhigh and low spots. These two coats—theprimary color and its darkershade—should create enough contrast,but more shading can be added if youwant the extra detail.

Assume, for example, that you arepainting an illusionist wearing a greenrobe. Start by painting with a slightlythinned green. When that coat is dry,make a very thin mix of dark green andpaint it into the folds of the robe, aroundthe belt, collar, and hood, and into thecuffs. The dark green collects in theselow spots, creating a gradual shadoweffect.

STEP 5: DETAILING. After paintingthe major areas, fill in belts, metalliccolors, and trim. You don't want thispaint to run, so use a fairly thick mix.

Even on highly detailed miniatures,eyes should be underplayed. That usuallymeans you can forget about thementirely. You really can't see much detailabout a person's eyes from more than afew feet away. If you decide your figuremust have eyes, try painting on justeyebrows. If that isn't good enough, try

either of these methods: Add an iris ofvery light gray (not white) and put in apupil by making a very small pinhole inthe iris. If even that isn't good enough,paint the eyebrow and entire eye black orbrown. Bring out the pupil by putting aspot of light gray on both sides.

STORING YOURMINIATURES

Once you've painted, mounted, andsealed your miniatures, you'll need tokeep them somewhere. This can be quitea problem, since it isn't a good idea tojust toss them in a sack and slide it underthe bed. You've put a lot of work intocreating your miniature army, and itmust be stored properly to protect it fromdamage and deterioration.

Your storage system needs toaccomplish three things: it must keepminiatures dry and dust-free; it mustprotect your miniatures from gettingnicked and bent; and it must be portable,so you can take your miniatures to afriend's house or a game convention. Youshould store your miniatures standing upinstead of laying over.

Plastic, compartmentalized trays aresold in hundreds of varieties. Check atthe local hardware store. You should findseveral types of workshop storage binsdesigned for screws, nails, and othersmall items that get lost easily. Some ofthese are clear plastic trays that aredivided into a dozen or so compartmentsand have a hinged lid. Others arestackable units that have 10 to 30 smallplastic drawers. These hold lots ofminiatures, are sturdy, and are easy tocarry around. If you buy trays like these,make sure the compartments or drawersare big enough to hold your miniatures.Spearmen, bowmen, and mountedknights are very tall, and won't fitstanding up in many plastic trays.

Like hardware trays, fishing tackleboxes are sold in hundreds of sizes and

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shapes, many with compartmentalizedtrays and drawers. Tackle boxes are big,sturdy, and can hold miniatures of manydifferent sizes. A tackle box with a tray ofsmall compartments, a second tray withlarger compartments, and a big storagearea at the bottom is especially useful.You can store an entire (small) army in atackle box like that. Good tackle boxesare expensive, but worth the money ifyou can afford them.

The cheapest alternative is to storeyour miniatures in low cardboard boxeswith lids. A stationery box is ideal, andlarge candy boxes work well, also. Thebox should be sturdy enough that itdoesn't flex a lot; otherwise, it will flexwhen you pick it up and your miniatureswill fall over and slide around inside. Thebox must have a lid or it will collect dust,cat toys, and other little pieces ofgarbage.

STEP 1: Remove flaps, measure newbox side height and top flap length.

STEP 3: Make compartment walls fromremoved cardboard.

STEP 2: Cut out corners between topflaps, score sides where top flaps fold.

STEP 4: Assemble, and put in yourminiatures!

One of the very best (and cheapest!)storage boxes is one you make yourselffrom cardboard. The drawback, ofcourse, is that making storage traystakes some time and practice. Cardboardboxes are available free (or very cheap)from stores of any kind. Try to getseveral boxes that are the same size, andseveral more that you can cut up forextra cardboard. If you can find three orfour boxes of the same size that will fitsnugly inside another box, so much thebetter.

There are lots of ways to modifycardboard boxes to store miniatures. Thebest is to cut down the sides of the boxand form a new lid, then use the removedflaps to make compartments (see thediagram). Use a ruler to measure off thenew height of the sides, and astraightedge as a guide when cutting.When forming the new top flaps, you'llhave to score the sides where you wantthe flaps to fold. Also, when notchingcardboard strips to form thecompartments, make the cut as wide asthe cardboard is thick. Otherwise thecardboard strips will twist, bend, or ripwhen you assemble them.

One last note on storing yourminiatures. Keep them someplace whereyour dog, cat, and baby brother or sistercan't get at them. Not only will this keepthem from getting bent, thrown around,and lost, but it keeps them out of yoursibling's and your pet's mouths.Miniatures are made of lead, and leadcan be poisonous if swallowed, chewed,or even handled a lot. So wash your handsafter handling unpainted lead miniatures,and store them on a shelf in the closet orin a closed cabinet and save everyone alot of grief.

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MAKING TERRAINMiniature figures are only a part of a

miniatures wargame setup. Once thearmies are assembled, they needsomeplace to fight. You can conduct yourbattles on a flat, featureless table if youwant (it might be fun, if the battle wasset in another dimension), but you reallyneed some interesting terrain to spice upthe battlefield. Terrain can be thedeciding factor in a battle. A key hilltopbecomes an impregnable fortress, aforest anchors your flank or screens youfrom enemy archers, and a river splitsyour enemy so you can crush him indetail. Even minor terrain features canbe important: a shallow depression hidestroops from the enemy, a farm fenceprovides a rallying point for routed units,a small pond allows a magic-user tosummon a water elemental.

At first, especially if you're usingcounters instead of miniatures, you maywant to make simple, flat terrainfeatures out of construction paper andcardboard. Make hills with brownconstruction paper, using progressivelydarker shades of brown to show highercontours. Rivers can be made with blueconstruction paper or tinfoil. Dark greenpaper makes dense woods, while lightgreen can be used for open woods,orchards, or scrub brush. Masking tapeor gray construction paper can be usedfor roads. Once you get the hang of it, youcan make any terrain feature with theappropriate color or combination ofcolors.

An even easier method is to simplydraw the terrain features onto your gametable with chalk, or onto large sheets ofpaper with felt pens or crayons. Or youcan use masking tape to mark out all

terrain features. Both methods are fastand cheap, but don't look nearly as niceas terrain made from construction paper.

Of course, part of the attraction of aminiatures game is its visual splendor.Once you build up an army of miniatures,you'll want to start usingthree-dimensional terrain on your battletable. Three-dimensional terrain is easyto build and, depending on the materialsyou use, can be very inexpensive.

A few materials are very useful formaking several different types of terrain.These are: styrofoam or foam rubbersheets, available (as insulation) fromhardware or building supply stores; shagcarpet remnants in various greens andother earth tones; dried lichen, availablefrom model railroad hobby stores; cleankitty litter or aquarium gravel;various-colored sheets of constructionpaper, but particularly brown, green,blue, and gray.

HILLS. Hills can be handled severalways. The way you choose is largely amatter of taste.

The first is to cut out irregular shapesof styrofoam or foam rubber and paintthem mottled green and brown. One piecemakes a low hill. One large piece with asmaller piece stacked on top is a higherhill. Each piece of foam represents adifferent elevation (like the area betweentwo contour lines on a topographicalmap). If each layer of foam represents 10yards of elevation, then figures on thetable are at ground level, figures on thebottom piece of foam are 10 yards aboveground level, and figures on the secondpiece of foam are 20 yards above groundlevel. The change in elevation from onelevel to the next can vary from battle tobattle, but it should be consistent within

each battle.An alternate method is to pile up books,

carpet remnants, magazines,newspapers, etc., on the game tablewherever you want hills, and then lay anold blanket, tablecloth, or section ofindoor/outdoor carpeting over the wholetable. This looks more natural, assumingyour table cover resembles grass morethan it resembles a checkerboard. Fastenthe blanket or cloth to the table withstaples or tape, or an accidental bumpand scrape could wipe out the setup. Besure to get permission before using one ofyour mother's good tablecloths.

RIVERS. Even in a three-dimensionalgame, rivers are best done in twodimensions. Blue construction paper, bluefelt, or tinfoil (slightly crinkled, with theshiny side up) make excellent rivers. Ifyou really want a 3-D river, mold it insections out of papier-mache or clay.Paint the banks mottled brown and greenand the streambed blue, then cover thestreambed with a generous layer of whiteglue. The glue becomes transparent whenit dries, giving the river some depth.

TREES. You really have some optionshere. Model railroad stores usually carrya wide variety of plastic trees in severalscales. Hobby stores also carry driedlichen, which can be used straight out ofthe package, or glued onto small sticks soit looks more like a tree with a trunk.Dried moss, available from most floristsand greenhouses, can be used the sameway, but it's messier. Even a small clumpof steel wool, glued onto a 'tree trunk'and painted green, makes a fine tree.

For a less expensive forest, try makingtrees from light cardboard. You canmake individual tree stands by notching

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two cardboard triangles so they fittogether and stand up, or by making astand-up trunk and a flat leaf canopy thatsnaps onto the top. The 3-D trees thatcame with this game are examples of thesecond type.

In any case, keep in mind that youdon't need a model tree to representevery tree in the forest. One model treerepresents a lot of trees, and a group ofmodel trees marks a large, wooded area.You can mark the edge of the forest bymaking a thin trail of fresh kitty litteraround the trees. Leave enough roombetween your model trees to moveminiatures through the forest. And feelfree to move trees around in the woods tomake room for the figures.

GULLIES. Gullies can be bestrepresented with construction paper orkitty litter.

ICE. Smooth tinfoil (with the dull sideup) or light blue construction paper makeconvincing sheets of ice, either forglaciers or mere frozen lakes and rivers.

BRUSH. Irregularly-shaped sections ofearth-tone shag carpet make excellentpatches of scrub brush. Carpet remnantscan be picked up at very reasonableprices from most carpet stores. Lichenand dried moss also make fine brush.

SNOW. Plain white paper is the easiestand best material to use if you want a fewsnowfields dotting the battlefield. Puristswill insist on using soap flakes; whiletheir visual effect is stunning, it is morethan offset by the problem of cleaning upafterward. Stick to white paper.

BOULDERS. Boulders are easy. Just

take a short walk down the street andpick up a few handfuls of loose gravel andsmall stones. Wash them off at home and,voila, authentic miniature boulders!

SWAMP. A fetid swamp or two neverfails to liven up a fantasy battle. Whetherit's inhabited by shambling mounds,giant leeches, or will-o-wisps, it looksbest if you represent it with small,scattered patches of dirty blue-greencarpet outlined with kitty litter. Wetcarpet looks even worse, but be sure youdry it out again before putting it away.

IMPROVISATIONS. Bearing in mindthat this is a fantasy game, don't restrictyourself to things that you've seen. If youdon't toss in a few fantastic terrainfeatures occasionally, people will forgetthey're playing an AD&D® gameadventure. Some examples: champagnecorks from last year's New Year's Eveparty make dandy giant mushrooms;plastic flowers look like exotic jungle ormagical growths on a game table.Quicksand, craters, caves, and lava are afew other features that lend variety togames. Let your imagination have somefun, too!

CASTLES, COTTAGES,AND CAUSEWAYS

Just as important as the natural terrainof the battlefield are the man-made (ororc-made) structures on it: houses,farms, fences, bridges, roads, andcastles. Most armies try to findbattlefields that are clear of largestructures, since villages and such justget in the way of a good cavalry charge.But sometimes, as in a chance meetingbetween two forces, armies must takewhatever ground they get. Sometimes the

village, road, or bridge may be what thefight is all about.

Several manufacturers marketmedieval bridges and buildings in both15mm and 25mm scales. These aren't tooexpensive (compared to your army ofminiatures) and they look very nice onthe game table. Look in the miniaturessection of your local hobby shop.

TSR Inc. also has available 3-DAdventure Fold-up™ figures of bridges,stone walls, and village buildings. Theseare less expensive than molded buildings,are printed in full color, and give you theadded bonus of being fun to put together.D&D® game adventure module B6, "TheVeiled Society," includes seven papersculpture houses and a city gate that areperfect for setting up a small village.

If you'd rather make your ownstructures from scratch, here are somebasic guidelines to follow.

BUILDINGS. Make buildings out ofthin cardboard or matte board, balsawood, foam-core sheets, or toy buildingblocks. The first four items can be foundat any art supply store. If you (or yourlittle brother or sister) don't have somebuilding blocks, check at the local toystore.

Buildings made from cardboard don'tneed to be elaborate. Four walls and aroof are all that's really necessary. Takeyour time when coloring them and eventhese simple constructions will look nicein the game. You can color them withmarkers, pencils, or the paints you use onyour miniatures. Use bright colors andoutline important features in black.

Primitive huts are even easier to make.Peat pots are small, rough, cardboardcups used for starting plants. You can buythem at greenhouses or in dime stores.

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Turn a peat pot upside down and cut out adoorway and you have a fine hut. Verysmall paper cups printed with a roughpattern or painted brown will suffice, butthey don't look as authentic as peat pots.

If you want thatched buildings, coverthe roofs and/or walls with burlap. Aspray adhesive is best for sticking theburlap onto the building, although mostglues will work. Spray adhesive is sold inart supply stores, and is useful for gluingtogether any sort of paper or cloth sheets.

Like model trees, you don't need amodel house for each building in avillage. In the BATTLESYSTEM gamescale, each model house represents acluster of buildings—a farm house andseveral outbuildings and sheds, forexample. Five or six buildings representan entire small village.

WALLS. Along with buildings, TSR Inc.sells heavy paper fold-up rock walls. Youcan scratch-build very authentic-lookingrock walls by gluing together dry beans,or by sticking together small lumps ofmodeling clay. Long, square strips ofwood can be painted with rock patterns.Many companies also manufactureminiature stone walls specifically for usewith military miniatures. Whatever youdecide to use, look for (or build) wallsthat are wide enough for a miniature tostand on. This makes it easy to indicatewhich troops are crossing the wall.

ROADS. Gray or brown constructionpaper, masking tape, or a trail of kittylitter or aquarium gravel all makeexcellent roads. Remember that roadbuilding was pretty much a neglectedscience in the Middle Ages. Unless yourfantasy campaign takes place in a veryadvanced culture or among the remnants

of a fallen civilization most roads will benothing but rutted dirt tracks in the dryseason, and impassable mires in therainy season.

BRIDGES. Again, you can buyprefabricated bridges from TSR Inc. orhobby stores, or you can make your own.A long, thin candy box or pencil box withthe ends cut off is a good place to start.

CASTLES. An entire chapter could bewritten on castle building alone. Castlescome in such a variety of sizes andshapes, particularly in a fantasy world,that nothing more than generalguidelines are practical here.

When building a castle, keep in mindthat its purpose is defense. Also keep inmind that defending a castle from umberhulks, wyvern riders, and magic-usersrequires a different type of architecturethan prevailed in medieval Europe. Theexact construction will vary by theamount of magic in your game. You'llhave to experiment a bit to find out whatworks.

The best way to start a castle is with atower. A half-gallon milk carton or a thickmailing tube, appropriately painted andadorned with gates, arrow slits, andcrenellations, becomes a towerstronghold in less than an hour. Add a fewshoeboxes and paper towel tubesconnected by cardboard walls and thetower is a castle. Unless you intend to runa full-scale siege, keep the castle smalland simple.

Also remember that, because castlesare bastions of safety and civilization,they attract people. Most castles, unlessinhabited by evil wizards who prefer tobe alone, should have a village nearby.The village may be inhabited or deserted,

depending on how much warning thevillagers had of the attack.

For people who want to spend themoney, many toy stores sell buildingblocks designed specifically for buildingcastles. These are very attractive, can beused to make almost an infinite variety ofcastles, and are lots of fun to play withbetween battles. Their big drawback iscost; expect to pay $40 to $80 for amedium to large set.

WHERE DO I PLAY?Unlike the AD&D® and D&D®

role-playing games, which can be playedalmost anywhere, a miniatures gametakes quite a bit of space. You'll need tofind a table that's big enough for thebattle and that won't be needed forsomething else (like dinner) before thegame is over.

Your gaming table must be big enoughto allow two or three turns of maneuverfor both sides before the real fightingbegins. It's tempting to cram as manyminiatures as possible into two lines ofbattle that stretch from one end of thetable to the other. This set-up looksimpressive, but it leads to boring battles;the players can't make any importantdecisions. Their only option is to chargestraight across the table and hope theenemy units ahead are small and weak.Allow some room to march andmaneuver, so players can try to outflankthe enemy or fall back before a heavyassault.

If you're playing on a really big table,check beforehand to be sure that you canreach every spot on the table fromsomewhere along the edge. If you can'treach the middle of the table, it's too big.

For small battles, a kitchen table (with

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several leaves in place) should be bigenough. A ping-pong table is excellent forbigger battles. A pool table also worksnicely, but be careful not to damage thefelt surface. A cheap alternative is to seta large plywood sheet across two or threesawhorses. If nothing else is availableyou can play on the floor, but be carefulnot to step on any miniatures (and sweepthe floor before the game)!

The ultimate game table is a sandtable. A sand table is basically a sand boxon legs. The sand can be molded intohills, ravines, rivers, gullies, and roads.Dampening the sand helps hold its shapeduring the game. The molded terrain canbe spray-painted green to give it a morenatural appearance.

Building a sand table is a fairly largeundertaking (not like building a garage,but more than a dog house). Once it'sbuilt, a sand table can't be taken downand stored the way a ping-pong table can,so put it up someplace where you canleave it for a long time. For these tworeasons, a sand table makes a goodwargame club project. The cost andeffort of building the table can be spreadamong the club members, and the tablecan be kept at the club's regular meetingplace.

Information on building sand tables atyour local hobby store or library.Whatever design you use, make sure yourtable is sturdy and steady; the sandneeds to be only a few inches deep buteven a few inches of sand, spread over a 6by 8 foot table, can weigh hundreds ofpounds, especially when dampened. Linethe sand box with a heavy plastic sheet orseal it tightly with calking compound sothe sand doesn't leak out.

WRAPPING UPMiniature figures actually represent

two hobbies in one: first, collecting,painting, and displaying them, andsecond, playing wargames with toy.soldiers. Don't let the first overshadowthe second, or vice versa. Leaning too farin one direction takes away the fun, andleaning too far in the other directiontakes away the challenge.

HOW TO ASSEMBLETHE BATTLESYSTEM™3-D ADVENTUREFOLD-UP™ FIGURES

The 3-D Adventure Fold-up™ figuresincluded with this game are fairly easy tobuild, if you take your time and checkeach step carefully before proceedingwith the next.

You will need a worktable, scissors (orutility knife), and glue. A ruler or otherstraightedge is also handy for makingfolds—place the straightedge against thefold and then fold, ensuring a nice, evencrease.

Before actually using glue on anyfigure, fold it together to see if it works.If you've made a mistake, you'll havetime to correct it. Otherwise, the piecewill be ruined. When you glue piecestogether, use the glue sparingly, or elseyou can gunk up a figure beyond repair.

There are eight sheets of figures: onecontaining Catapults, Ballistae, and aHut, one containing Tree Trunks, Flags,and a Catapult Top, two containingTreetops, one containing a Bridge, andthree containing Walls. We'll start withthe Catapults, Ballistae, and Hut sheet.

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CATAPULT

There are two catapults in the game.Each catapult consists of a Catapult Top,Catapult Base, Catapult Arm, and fourCatapult Wheels. The second CatapultTop is on the sheet with the Tree Trunks.

Start by carefully cutting out all thecatapult pieces along the outer darklines. Then look at Diagram la, whichshows how to fold up the Catapult Base.

Fold the base inward (toward the plain,or undecorated, side) along each of thedotted lines. The long, thin sections foldup into a long, skinny box, with the sidelabeled "Catapult Base" facing theundecorated side of the base. The twotabs marked with an "X" close off theends of the box. The two decorated endflaps (one with a winch, one without) folddown to close off the back and front sidesof the base.

Glue the sides marked "Catapult Base"to the undecorated underside, then gluethe decorated end flaps to the "X" flaps.You now have your base. Put it aside todry, then take out the Catapult Top.

Fold the top inward (toward theundecorated side) along each of thedotted lines, as shown in Diagram 1b.Press the top together so that it forms aright triangle, with the side labeled"Catapult Top" on the outside.

Apply a few drops of glue to each of theundecorated small triangles, and to thesquare section marked with an "X."Press together carefully so that the sidelabeled "Catapult Top" ends up on theoutside. Put it aside to dry, and then takeout the Catapult Arm.

Fold the arm inward (toward theundecorated side) along each of thedotted lines, as shown in Diagram 1c. Youshould end up with a long, thin tube with

two flaps marked "X" at one end, and astrange-looking extension at the other.

First, glue the long, thin side markedwith an "X" to the undecorated side of itscounterpart, forming the tube. Then gluethe two small flaps together, forming anangle. Finally, place a drop of glue on thetab marked "X" at the base of thestrange-looking extension, and insert itinto the hollow end of the tube. You willsee a circle drawn on the upper side ofarm. That's where the catapult projectilewould go if this were a real catapult.

Now to assemble the device. StudyDiagram 1d before beginning. First, gluethe Catapult Top to the Catapult Base,with the side labeled "Catapult Top"against the corrresponding "X" on theCatapult Base. The angle side of theCatapult Top should face the winch drawnon the Catapult Base.

Next, glue the small end of the CatapultArm to the small square on the CatapultBase direcly in front of the Catapult Top.Note that the arm will project at anangle, and the circle where the projectilegoes will be facing up.

Finally, glue the four wheels to thebase. Each wheel should stick up equallyabove and below the base.

BALLISTA

There are two ballistas in this game.Each ballista consists of two parts: aBallista Base and a Ballista Arm. First,carefully cut out each of the ballista partsalong the solid dark lines. We'll start withthe Ballista Base.

Fold the two dotted lines nearest thecenter inward (toward the undecoratedside), and fold the outer two dotted lines

Fig. 1a

Fig. 1b

Fig. 1c

Fig. 1d

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outward. Don't fold the two undecoratedtabs at either end. Press the basetogether so that you have a triangle witha tab on top, as shown in Diagram 2a.Glue the two halves of the tab together.Set it aside to dry, and take out theBallista Arm.

Look at Diagram 2b. Carefully cut theBallista Arm along the lines A-B and C-D.Do not cut across the dotted lines!

Now, fold the entire arm lengthwise.Fold back (decorated side to decoratedside) the front section along the dottedline(C-C).

lake a look at Diagram 2c. Fold eachhalf of the cut section up along the dottedlines. Bring the little tabs (each with adrawing of an arrowhead) out so thatthey point forward. Let go of the foldedsections (each with a drawing of part of abow). When you're finished, the entireassembly should resemble a crossbow,which is (sort of) what it is.

Diagram 2d shows how to put thepieces together. Glue the halves of thebow and of the arrowhead together.Before gluing the long, thin sectiontogether, put a little glue on theundecorated tabs of the base and insertthe base so that the crossbow tiltsupward. Then glue the rest of the long,thin section together. You should end upwith a giant crossbow (in 25 mm scale,anyway) on a base.

HUT

There is one hut included with thegame. It consists of two pieces, the Hutand the Roof. First, cut out the two piecesalong the heavy dark lines. We'll start bybuilding the Hut.

Fold the Hut along each of the dottedlines. If you like, you can cut the door and

each of the windows along three sides andfold them back so that they open.

Find the tab at the far right edge of thehut (to the right of the door as you look atthe decorated side). Fold the hut so thatthe tab touches the far wall, as shown inDiagram 3a. Glue the tab to the inside(undecorated side) of that wall.

Then fold the roof in half (toward theundecorated side) along the center dottedline. Put a few drops of glue on each ofthe tabs on top of the hut, and gentlypress the roof against those tabs. SeeDiagram 3d.

FLAG

Two flags are included. They can befastened to the standard pole carried byone of the miniature figures included inthe game, or fastened to toothpicks orother thin pieces of wood or metal asdecoration. Cut the flags out along thesolid dark lines, and fold them in half(toward the undecorated side) along thecenter dotted line. Place the standardpole in the center, and glue the halvestogether, as shown in Diagram 4.

TREES AND TREE TRUNKS

There are ten tree trunks and twosheets of treetops included in the game.You can make a variety of trees out ofthese materials.

First, cut out several irregular clumpsof trees from the treetops sheets. There isno "right" size or "wrong" size, but try tomake all the lines curvy. Remember, in aminiatures game, each "tree" willactually represent an aerial view of agrove of trees or part of a forest. Smallerclumps of trees are more versatile thanlarge clumps. Be sure that each clump of

Fig. 2a

Fig. 3d

Fig. 2d

Fig. 2c

Fig. 3a

Fig. 2b

Fig. 4

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trees is big enough to use at least two treetrunks, or else they will fall over.

Next, cut out each of the tree trunks.Fold them inward (toward theundecorated side) along each of thedotted lines. When you press themtogether you should find that all thetriangles overlap. The undecorated longside (marked with an "X") can fit behindits decorated counterpart on the otherside of the tree trunk, so that the treetrunk forms a triangle. See Diagram 5a.

Glue the undecorated long side to theunderside of its decorated counterpart toform a triangle. Then glue together thethree triangles (it doesn't matter whichside is on top) to close off the ends of thetrunk.

When you have built the tree trunks,glue two or three (as needed) to theundecorated side of each of the clumps oftrees you cut out earlier. See Diagram 5b.

BRIDGE

Study the bridge sheet and Diagram 6abefore cutting anything out. On one end ofthe sheet are 15 hexagons with trianglesin their middles. Those are the End Caps.Directly above them are what appear tobe two rectangles divided in the middleby a heavy solid line and lengthwise byfour thin solid lines. When you cut theseout, cut out the long rectangles and thencut them in half along the heavy solidline. Don't cut them along the thin solidlines. These are the Guardrails. Directlyabove the Guardrails are two BridgeSupports with arches. One of the BridgeSupports is a solid piece, the other is cutinto two pieces. Finally, above the BridgeSupports, is the Bridge Surface. It is arectangle with a thin solid line dividing itin half, and two thin lines at the edges.

Once you've made sure you know whichpart is which, and where exactly to cut,cut put all the bridge pieces.

First, fold the Bridge Surface inward(toward the undecorated side) along thethin line in the center. Do not fold the thinlines at the edges.

Second, take the solid Bridge Supportand fold it inward (toward theundecorated side) along the thin linesthat meet in the "V" notch. Apply a fewdrops of glue to the flaps created by thefold, and press the folded bridge surfaceagainst them so that the surface is gluedto the top of the support. Take the twohalves of the other Bridge Support, foldthem along the thin lines, and glue themto the other side of the bridge surface inthe same way.

Take each of the four Guardrails andfold them into triangles the same wayyou folded the tree trunks, except thatthere are no triangular sections on top. Itdoesn't matter which side ends upunderneath the others. To cap the ends ofthe Guardrails, take an End Cap piece,and fold each of the hexagon sides inwardso that only the triangle remains facingout. Put a drop of glue on each of thefolded hexagon sides and insert the EndCap into one end of the Guardrail so thatthe end of the Guardrail is neatlycovered, as shown in Diagram 6b.

Glue the Guardrails to the BridgeSurface, as shown in Diagram 6c.

Next, take out the Walls sheet, and cutout two sections each 1 square by 2squares. (Cut along the heavy solid lines,not along the light solid lines.) Fold eachof those sections in the same way as youfolded the Guardrails, and cap the endswith End Caps. Fasten these smallsections to the sides of the bridge, asshown in Diagram 6d.

Fig, 58

Fig. 6b

Fig. 5b

Fig. 6c

Fig. 6dFig, 6a

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WALLS

The Walls sheets can be used to createwalls of different shapes and lengths.There are two basic shapes: triangularwalls (when you want them to beimpassable) and rectangular walls (whenyou want them to be passable). Diagrams7a and 7b show you how to fold them.

A triangular wall must be four squareswide in order to fold, and can be anynumber of squares long, up to the limit ofthe sheet. Triangular walls are folded inthe same manner as Guardrails, and maybe capped if you have any End Caps leftover from building the Bridge.

A square wall that you want to end upone square high and wide must be fivesquares high when you cut it put. Forevery extra square high or wide you wantthe wall to be, add two squares when youcut the wall out. You can make the wallas long as you want, up to the limit of thesheet. Fold the square wall like you didthe Catapult Base (Diagram la) orCatapult Arm (Diagram 1c). If you wantto cap the ends, leave an extra block ontwo of the five sides and fold inward, asshown in Diagram 7c.

There are many different things youcan do with these wall sections.Experiment with photocopies to get theshape you want, but photocopies will notlast very long if you use them in thegame.

Fig. 7c

Fig. 7a

Fig. 7b

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