TSR 1019 - Battlesystem Boxed Set

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    1985 TSR, Inc. All Rights Reserved. This game is protected under the copyright laws of

    the 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 UKLtd.

    The Mill, Rathmore Road, Cambridge CBI 4AD United KingdomPrinted in U.S.A. First Pr intingMarch 1985.

    BATTLESYSTEMFANTASY COMBATSUPPLEMENT

    Douglas MILESGame Design

    Michael DOBSONCoordination/Editing

    John C. MEYERS

    Graphic DesignJeff EASLEYCover Art

    Dennis KAUTH3-D Figures

    Steve WINTERThe "Art of3-D Gaming"Booklet

    Dave LAFORCE

    Dave SUTHERLANDCartography

    Doug HAMMPhotography

    DESIGN CONSULTINGAND ADVICEZeb CookBruce NesmithJon PickensFrank Mentzer

    Michael 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&Dand 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 the

    AD&D or D&D gameyou 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 that

    grew out of it.With the BATTLESYSTEM game, the

    AD&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 to

    fight 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 with

    your campaign. THE ART OF

    THREE-DIMENSIONAL GAMING is aguide to miniatureshow 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 ofminiaturesif, 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 batt le than just buying lots ofminiatures. The rest of the battle is

    important, 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 miniaturesgeneralsand standard bearers. You can paint and

    mount 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 the

    game. 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 surfaceatabletop 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 is

    numbered (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, a

    Case 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, the

    case numbering goes from [1.9] to [1.10]to[1.11].and so on. Don't beconfusedby 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, or

    if 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 BATTLESYSTEMgame 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 to

    you.

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    1.0

    SEQUENCE OF PLAYThe BATTLESYSTEM game is played inGame

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

    Game Round consists of sevenPhases.

    PROCEDUREEach Game Round follows a set

    sequence 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 exceptmovementtakes place at the rate of onemelee round to one Game Round. Use

    the D&D movement rate pergame turninstead of per melee round.) A characterthat can attack once or cast one spell cando the same thing in a given Game

    Round. A character capable of multiple

    actions, 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 the

    elves 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 an

    AD&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 a

    rate of 3 melee rounds perBATTLESYSTEM Game Round.

    SEQUENCE OF PLAY

    [1.1] INITIATIVE PHASE.

    Each side rolls 1d6 (reroll all ties). The

    winning side is considered Side A for that

    COUNTERS, SCALEAND UNIT

    ORGANIZATION

    Each miniature or counter normally represents severalcreatures of the same type. Counters are grouped intoUnitsto 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 the

    tabletop represents 120 yards on thebattlefield.

    [2.2] COUNTER RATIOS.

    Each counter (with or without a

    miniature figure mounted on it)represents one or more of the type ofcreature printed on its face. The mostcommon scale is 10:1each 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

    10:15:12:1

    1:1

    * 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&Dgame)

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

    CavalryPC/NPCOversize***

    Creature BaseSize Size(D&Dgame)

    3'-4' tall* "man-sized 3/4"

    larger than

    man-sized 1"Cavalry 3/4" x 1"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 determining

    base size.** Individual PCs/NPCs are notmounted on bases. This is so that theycan join other formations during thebattle as well as act alone, and leaves

    them intact for role-playing. Optionally,you can mount them on " bases. Ifyou are using counters, use "'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 f igures 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 larger

    counters for chariots and huge cavalry.2

    2.0

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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 commander

    is 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 Open

    Formation and fails a Morale Check.A regular unit moves and fights as a

    unit. It can engage in melee combat oruse distance weapons against more thanone target at the discretion of the owning

    player, but cannot be broken intosub-units.

    A regular unit must be defined at thebeginning of the game. It cannot be

    changed 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 receive

    the 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 the

    only function a skirmish UnitCommander can perform.Each figure in a skirmish unit can act

    independently, 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 more

    skirmishing figures, the skirmishingfigures must make a Fighting Withdrawalor Flee the melee as soon as possible. Askirmish figure may attack an enemy

    skirmisher 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 the

    beginning 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 a

    skirmish unit must have a ratio of 10:1,5:1, or 2:1. A skirmish unit cannot be

    made 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 as

    defined 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 Rally

    it. A mob Rallies in the same way as aregular unit.

    When moving, a mob always follows

    the path of least resistance (e.g., the mostfavorable terrain type) regardless oforders. It moves in as straight a line as

    possible within the above restrict ion.A mob receives a + 2 bonus to its

    morale 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 skirmish

    unit, or a group of individuals during thebattle.A mob must start the battle with at

    least 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 morale

    bonus 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 DRAGONmagazine. In addition, you can create

    your 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 to

    record the necessary information. Use aseparate block to list pertinentinformat ion 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 fi gh t as aunit.

    This roster entry show a force of 200orc infantry carryinglongswords + 1andshort 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.At tack Rating (see [8.2]).AR Modifiers.Modifiers (if any) to theAttack Rating; e.g., missile rangeadjustments , magic weapons, blessspells,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 throws

    for figures in the unit. In the AD&Dgame, PPD is Paralyzation, Poison, andDeath Magic; P/P isPetrification/Polymorph; RSW is Rod,Sta ff, 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&Dgame); also, number of attacks per

    round.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 the

    forms 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 aholy swordand 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, and

    Charisma, from the AD&D or D&Dgames. 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 inappropr iate.

    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.5

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    4.0

    THACO.Base number "to hit ArmorClass Zero" from the AD&D or D&Dgame (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; use

    additional 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 full

    character 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 on

    the 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 to

    ensure that you are a sufficient distanceapart. Except in this one instance, nevermeasure any proposed movement or

    placement before actually declaring the

    move!(See also [7.7] HOW TO MOVE.)

    MORALE, DISCIPLINE,AND COMMAND

    All units have aMorale Ratingthat reflects the generalspirit and enthusiasm of the troops. Some units haveCommanderswho can give orders and rallytroops.

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

    determine its disciplineits 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 morale

    on the Army Roster Sheet. The CurrentMorale of a unit can differ from basemorale during a battle based on

    situational 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. Uni ts 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(init ial) + 1 (magical equipment) -1 (AC8) + 1 (Regular) = 12.

    A skirmish unit of six figures of hillgiants at 5:1 ratio all carry potions of

    invisibility.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 during

    play 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 a

    fighter with a charisma of 17, and ismarching in closed formation when afireballexplodes, killing 30% of the unit.Its Current Morale is 12 (base) + 1(closed format ion) + 2 (commander CB)- 1 (figure removed by magic) = 14.

    A unit of hill giants with a BaseMorale of 13 is attacked from the rear by

    a unit of spectres, and over 50% of thehill giant unit has already been lost. Its

    Current Morale is 13 (base) - 2 (over50% casualties) - 2 (attacked from therear) - 3 (attacked by level drainers) = 6.

    Table 3. Morale Modifiers.

    Creatures have HD or less -2Creatures have more than 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 +1

    Unit is Regular +1

    D&D Game Morale. The moraleratings given for monsters and men inthe D&D game are calculated for

    role-playing adventures with smallgroups. They are not calculated formass battles. Therefore, disregard thegiven morale rating for D&D gamecreatures and calculate their morale

    using 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 -1

    The Morale Check is because theunit commander was killed -1

    The unit is in Open or MobFormation, 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 Check

    is 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 fireballand another unit

    fires 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 duringaGameRound. 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 afireballthat 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 draining

    creatures 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 friendly

    unit 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 figures

    in its frontage.If a unit in Open, Skirmish, or Mob

    Formation 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 move

    with 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 discipline

    rating 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 A

    MELEE) 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 its

    Movement 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 of

    any 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 Unit

    Commanders.

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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 command

    radius 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.

    Magicalsilenceordarknesscan take auni t out of command even if its

    commander 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 before

    allowing 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 only

    his 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 in

    order to have Brigade Commanders.An Army Commander is the

    highest-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 Army

    Commander 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 no

    referee, 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 Book

    contains a short scenario using only these

    rules. If you are already familiar withthis type of game, you may decide to

    continue with the Intermediate and

    Advanced Games and only play those

    scenarios.For the purposes of the Basic Game,

    Unit Commanders are always assumed tobe fighting with the unit [9.2]. Brigadeand Army Commanders can operate as

    independent figures, but IndividualCombat [9.4] is not allowed.

    If you just play the Basic Game, use

    the following abbreviated Sequence ofPlay:

    1. Ini tia tive 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 anInitiative Roll.

    [5.1] TEAM INITIATIVE.

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

    by rolling 1d6. In the BATTLESYSTEMgame, there is no "simultaneous

    initiative." 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 initia tive 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 bat tlesuse 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 theRally Phase, each side attempts torallyany

    units that haverouted,attempts togive orderstomobs,and tries to bringout of commandunits in command.

    PROCEDURE

    Units that failed Morale Checks inprevious 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 unit

    around, and reenter the battle.All attempts to rally a unit take place

    during the Rally Phase.During the Rally Phase, a commander

    can 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, all

    figures 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 attem pts 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 the

    following 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 theMovement Phase.Units

    may also changeformation,changefrontage,changedirection,and perform other special movement.

    PROCEDURE

    During the Movement Phase of eachGame 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 certain

    terrain 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 of

    formations: 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 anexceptionto

    the 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 theunit are in base-to-base contact.

    If a unit in closed formation sufferslosses, always remove them from the rearof the unit regardless of where theyactually occur, since the unit is assumedto automatically fill any holes in its front

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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 "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, itmust move figures to fill anygaps in its front lines. It costs 1" ofmovement rate per figure that must bemoved to fill suchgaps. Itmustpaythiscost and move as many figures asnecessary to close gaps, even if it is inbase-to-base contact with an enemy unit.

    If the tota l 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 fill

    gaps. If it chooses, it can moveindividual figures at the normalmovement rate to fillgaps.

    Figures operating in skirmishformation can never move into

    base-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 are

    always placed in base-to-base contact. Ifa unit in mob formation suffers

    casualties, 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 that

    formation.A change of formation costs a unit l/3

    of its movement rate. Changes offormation that happen involuntarily(such as going out of command or being

    routed) 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 in

    the 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 Movement

    Phase without a penalty in movement rate.Units in closed or open formation can

    move 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 formation

    can 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 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

    MVCOST

    1/3 MV

    ALLOWANCE

    MV

    COST

    1/2 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 f rontage 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 figure

    may move more than its full movementrate.At the end of melee, a unit that has used

    wrap-around movement is automaticallyconsidered to be in open formation. Notethat the bases of the figures will notnecessarily be " or more apart. This isan exceptionto 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 creatures

    with low intelligence or chaoticalignment, it must make a DisciplineCheck. If the check succeeds, the unit hasthe option to remain in place; otherwise,it automatical ly advances to continue themelee.

    If an enemy unit elects to remain in

    place, 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 its

    Movement Phase dur ing a Game Round in

    which 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 end

    of the third Game Round, it makes asuccessful Morale Check, so the ARremains 17.

    This AR penalty stays unt il removed.The AR improves by one (up to its original

    value) each time the unit spends one entireGame Round doing absolutely nothing andis not attacked.

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

    [7.14] CHARGE.

    A regular unit or mob may Chargeduring its Movement Phase if it can reachan enemy unit to engage in melee at theend of its move. A charging unit maymove 1 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 Phase

    in that Game Round only.If the charging unit is in closed

    formation 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 removed

    and the unit continues its charge. Thecharging unit does not need to e liminatean 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 un it 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 formationfails 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 uni t 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 formationbut 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 automatically

    destroyed and removed from play.Otherwise, the entire un it 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, the

    attacking 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 theMelee Phase.

    PROCEDURE

    Melee combat occurs between allopposing units that are in base-to-base

    contact 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! (SPECIAL

    NOTE: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 enemy

    gives 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 ANY

    WEAPON

    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 weapons

    at the beginning of any Melee Phasewithout a penalty of time, movement, orcombat effectiveness. The owning player

    simply 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 is

    used 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 or

    subtract 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&Dgame Attack Matrix and the D&D gameCharacter /Monster Hit Rolls Tables. Forexample, if a figure or unit hits AC 1 on

    a 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 Ratio

    10:15:1

    2:11:1

    Adjustment

    0+ 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 for

    combat.

    Table 10. Attack Rating Modifiers for

    Melee 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 subtract

    all normal AD&D or D&D game

    bonuses 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 for

    goblins 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 the

    result 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 a

    single dice type (D6, D8, D12, etc.)

    D. Cross reference the Dice Type column

    found 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 Dice

    of damage done by each attacking figure.

    E. Mult ip ly the Hit Dice of damage doneby the number of figures that attacked.Determine how many enemy figures are

    killed or wounded according to [8.7]

    KILLED AND WOUNDED FIGURES.

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

    same procedure.

    G. Aft er both players have completedtheir attacks, remove all figures killed on

    both sides, and place Wound markers onall wounded figures.

    EXAMPLE: A unit of 10 figures has anadjusted AR of 17, and attacks an enemy

    with 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 with

    longswords, which do D8 damage. Crossreferencing the Attack Roll of 16 with the

    D8 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 that

    corresponds to the dice type of damagedone (e.g., D4, D8, or D12).Some weapons do damage that is

    expressed 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 number

    of dice done.EXAMPLE: If a weapon does 2D8

    damage, and the result in the D8 columnis 6, then each figure does 12 HD of

    damage.Some weapons do damage that is

    expressed as a modified dice type (e.g., awar hammer does 2-5, or D4 +1 damage;aholy longsword + 5does 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 wraps

    around 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 of

    D20 + D20+D20 + D20 + D8.IF THE DAMAGE MODIFIER IS A

    MINUS, 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 entitl ed to multipleattacks per BATTLESYSTEM gameMelee Phase. (EXAMPLE: In the AD&Dgame, 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 the

    same Attack Roll and add the variousdamage results together to get the totaldamage done.

    [8.7] KILLED AND WOUNDED

    FIGURES.

    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 leftover.Since5 hit diceismorethan 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 is

    simply disregarded.Place a Wound marker on each

    wounded 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 return

    the other to normal health.

    EXAMPLE: During the previous MeleePhase, 3 orc figures were killed and 1

    was 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 GAME

    SECTION. USING THESE RULES, YOUMAY NOW PLAY THEINTRODUCTORY SCENARIO,"BATTLE AT THE CROSSROADS."

    PART 3

    THE INTERMEDIATE

    GAMEThe Intermediate Game expands the options available

    in 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 of

    historical miniatures battle from the dawn of organizedwarfare to the introduction of gunpowder.

    9.0

    HEROES ANDCOMMANDERS

    Player characters and major non-player characters canbe part of units, command units, or beHeroesacting

    alone on the battlefield.

    PROCEDUREDuring set-up, each player mustidentify 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 abat tle . 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 THACO

    than 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 adjustment

    appropriate to the figure of which he is apart.A PC/NPC individual is alive as long

    as 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 but

    unconscious for 1-10 AD&D

    or D&Dgame 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 Army

    Commander. 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 castaspell 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 the

    fate 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 a

    Deputy 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 may

    also 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 BATTLESYSTEMmelee 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. If

    the hit dice result is less than thefigure's hit dice, there is no effect. If thehit dice result is 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&Dgame melee and magic rules, rather thanBATTLESYSTEM meleeprocedures.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.

    PROCEDURE

    All missile weapons usable bycharacters in the AD&D and D&Dgames 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 removedimmediatelythey 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 use

    missile 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 that

    can 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 the

    Missile and Magic Phase.A unit can only fire during the Initial

    Missile 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 of

    one time during the Initial Missile Phase.A unit that has at least one shot

    remaining 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 fire

    during 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 into

    base-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 movementpenaltyFire twice and not

    move, fire onceand move full

    movement rateFire once and movementpenalty

    [10.5) SPLIT-FIRE.

    Archers mounted on other creatures, orcentaur archers, can move of their

    movement 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 the18

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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 line

    of sight.Artillery weapons can also use

    pass-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 pen