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Advanced Dungeons & Dragons Battlesystem

Advanced Dungeons & Dragons Battlesystem Rulebook

Table of Contents

Table of Contents

  • Part 1: Introduction
    • Game Rounds
  • 1.0 Sequence of Play
    • [1.1] Initiative Phase
    • [1.2] Initial Missile Phase
    • [1.3] Rally Phase
    • [1.4] Movement Phase
    • [1.5] Missile and Magic Phase
    • [1.6] Melee Phase
    • [1.7] End of Game Round Phase
  • 2.0 Counters, Scale and Unit Organization
    • [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
  • 3.0 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
  • 4.0 Morale, Discipline and Command
    • A. 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
  • Part 2: The Basic Game
  • 5.0 Initiative Phase
    • [5.1] Team Initiative
    • [5.2] Individual Initiative
  • 6.0 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
    • [6.7] Out of Command Units
    • [6.6] Giving Orders to a Mob
  • 7.0 Movement Phase
    • A. 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
    • B. Movement
    • [7.7] How to Move
    • [7.8] Movement and Enemy Units
    • [7.9] Changing Direction
    • [7.10] Changing Frontage
  • 8.0 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
  • Part 3: The Intermediate Game
  • 9.0 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
  • 10.0 Missiles and Artillery
    • [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 Modifiers
    • B. Artillery
    • [10.9] Artillery Weapons
    • [10.10] Artillery Crews
    • [10.11] Special Artillery Ammunition
  • 11.0 Special Movement
    • A. 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
  • Part 4: The Advanced Game
  • 12.0 Weather Conditions and Night Battles
    • [12.1] Initial Weather Conditions
    • [12.2] Effect of Weather Conditions
    • [12.3] Special Weather Conditions
    • [12.4] Weather Magic
    • [12.5] Night Battles
  • 13.0 Special Creature Abilities
    • [13.1] Combat Bonuses and Penalties
    • [13.2] Poison
    • [13.3] Invulnerability
    • [13.4] Paralysis
    • [13.5] Level Draining
    • [13.6] Awe and Fear (AD&D® Game Only)
    • [13.7] Breath Weapons
    • [13.8] Regeneration
    • [13.9] Undead and Mindless Creatures
  • 14.0 Magic
    • A. Rules and Regulations for Magic Use
    • [14.1] Restrictions on 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 Temporary Immobilization
    • [14.7] Bonuses and Penalties
    • [14.8] Invisibility
    • [14.9] Awe and Fear
  • 15.0 Flying Movement and Combat
    • [15.1] Movement
    • [15.2] Formations
    • [15.3] Combat
    • [15.4] Bombing
  • 16.0 Campaign Rules
    • [16.1] Recovering Casualties
    • [16.2] Experience Points
    • [16.3] Creating Armies
    • [16.4] Common Sense

Part 1: Introduction

Game Rounds

The BATTLESYSTEM™ game is played in Game Rounds. Each Game Round is approximately equal to one Melee Round in the AD&D® or D&D® games, and consists of seven Phases. Each player completes, in sequence, each of the phases outlined below. The player performing actions during a phase is the Phasing Player. When all phases are complete, the players proceed to the next Game Round, and they repeat this process until the game ends.

Keep a record of the passage of Game Rounds, and note when any spell was cast and how long it lasts, so that its effects cease at the correct time. The rules refer to a "friendly" phase, in which you are acting, and an "enemy" phase, in which your opponent is acting.

Each Game Round allows characters and their forces to perform any or all of the actions that take place during an AD&D® or D&D® melee round. Exception: in the D&D® game, everything except movement takes place at the rate of one melee round to one Game Round, and the D&D® movement rate per game turn is used instead of the movement rate per melee round. A character capable of multiple actions, whether by skill or magic, can perform the same number of actions in a BATTLESYSTEM™ Game Round.

Note: a BATTLESYSTEM™ Game Round is actually much longer than either an AD&D® or D&D® melee round. The scale of a large battle, however, makes one Game Round equal to one melee round in terms of the number of actions that can take place, which is reasonably accurate. Individual combat ([9.4]) is handled at a rate of 3 melee rounds per BATTLESYSTEM™ Game Round.

1.0 Sequence of Play

The BATTLESYSTEM™ game is played in Game Rounds, in the seven Phases below.

[1.1] Initiative Phase

Each side rolls 1d6 (reroll all ties). The winning side is considered Side A for that Game Round; the loser is Side B.

If there is more than one player on a side, but all the forces on a side are allied, the players on that side determine the order in which they will act within each phase of the Game Round. If there are more than two sides in a particular battle, you must add a "Side C" (or even more) to each phase.

[1.2] Initial Missile Phase

Side A takes any initial missile fire to which it is entitled (and removes killed figures); Side B does the same after Side A has fired.

[1.3] Rally Phase

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

[1.4] Movement Phase

Side A chooses which side moves its forces first. The first side moves any or all of its forces that are eligible to move. The second side then takes any pass-through fire ([10.6]) to which it is entitled. Then, the second side moves and 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 eligible magic; Side B repeats.
  • B. Missile Fire. Side A fires any remaining eligible missiles; Side B repeats.
  • C. Artillery. Side A fires artillery weapons; Side B repeats.

[1.6] Melee Phase

Units in base-to-base contact resolve melee combat in the following order:

  • A. Individual Combat. Individuals (1:1 ratio) — figures in base-to-base contact — conduct melee according to normal AD&D® or D&D® game rules. For such combat only, three AD&D® or D&D® game melee rounds are fought in each BATTLESYSTEM™ Game Round. Only the individuals in combat can be affected by any attacks used in individual combat.
  • B. Unit Combat. Side A chooses the order in which all other melee combat will be resolved. All combat involving one unit or opponent must be resolved before moving to the next combat. In each combat, Side A attacks first, followed by Side B.

[1.7] End of Game Round Phase

Side A or the referee records the end of the Game Round, and the sequence begins again with determination of initiative.

2.0 Counters, Scale and Unit Organization

Each miniature or counter normally represents several creatures of the same type. Counters are grouped into Units to build your army.

[2.1] Ground Scale

The outdoor scale for the BATTLESYSTEM™ game is 1 inch = 10 yards. Thus, 1 foot (12 inches) on the tabletop represents 120 yards on the battlefield.

[2.2] Counter Ratios

Each counter (with or without a miniature figure mounted on it) represents one or more of the type of creature printed on its face. The most common scale is 10:1, meaning each orc counter or miniature represents 10 orcs. The ratio of creatures per figure or counter varies with the hit dice of the creature depicted and whether the figure is a PC/NPC individual. Use Table 1 to determine the proper ratio.

Table 1. Creature/Figure Ratio.

Creature Hit DieCreature/Figure Ratio
Less than 4 + 1 HD10:1
4 + to 8 + HD5:1
9 or more HD2:1
PC/NPC individual*1:1

* For this purpose, PC/NPC individuals include dragons, demons, liches, and other superpowerful and/or intelligent creatures with magical abilities, as well as PC/NPC commanders and character types.

Special note: throughout these rules, the terms "counter" and "figure" are used interchangeably.

[2.3] Counter Scale

Bases of different size are used for different sizes of creature. Use the following table:

Table 2. Counter Scale.

Creature Size (AD&D® game)Creature Size (D&D® game)Base Size
Small (S)3'-4' tall*½"
Medium (M)man-sized3/4"
Large (L)larger than man-sized1"
CavalryCavalry3/4" x 1½"
PC/NPCPC/NPCNo base**
Oversize***Oversize***No base**

* Dwarves are mounted on 3/4" bases even though they are size S creatures. They may be short, but they are roughly as wide as humans. Width is more important than height in determining base size.

** Individual PCs/NPCs are not mounted on bases. This is so that they can join other formations during the battle as well as act alone, and leaves them intact for role-playing. Optionally, you can mount them on ½" bases. If you are using counters, use ½" counters for such creatures, even if they are size M or L. (If the creature is incredibly large, use a 3/4" or 1" counter.)

*** Oversize and special creatures are those whose miniature figures are so large they will not fit comfortably on a 1" base. Use a 1" counter if you are using counters; otherwise, use the figure without a base. Use Table 1 to determine how many creatures are represented by each such figure. Use 1" x 2" or larger counters for chariots and huge cavalry.

[2.4] Mounting Miniature Figures

The counters in this game are designed to be used as bases for miniature figures. Use the instructions in THE ART OF THREE-DIMENSIONAL GAMING to paint and mount miniatures. You can use square cardboard of the same size as the counters to mount miniatures if you prefer.

If you are mounting large armies of creatures that normally act in large formations (humans, orcs, and other humanoids, for the most part), you can optionally mount three figures on a 3/4" by 2 1/4" base. This makes large military formations easier to handle. In miniatures terminology, this is called a "stand" of figures.

You don't have to use miniatures to play. The counters can be placed on the tabletop and moved around just as if they were miniatures. All the rules in the BATTLESYSTEM™ game apply to counters as well as figures. You can also mix counters and miniatures in the same battle. For example, two or three mounted orc figures can add a lot of visual impact to a formation of twenty orc counters. When the unit takes casualties, remove the counters first. This allows you to play with armies that are larger than your miniatures collection.

[2.5] Special Counters

The counter sheets in the BATTLESYSTEM™ game also have special counters, called "markers," that are 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 figure has one or more of these conditions, place the appropriate marker on the unit or figure. Magic markers can also be used to define a spell area of effect on the battlefield.

Special note: the number of counters and markers included with this game is not meant to be a design limit. If you run out of counters of any particular type, make more out of cardboard, paper, or other materials. Some blank counters are provided in the game for your use.

[2.6] Types of Units

The counters (or figures) in the BATTLESYSTEM™ game are organized into Units and PC/NPC individuals. Only figures with a 1:1 ratio can be PC/NPC individuals; all other figures must be part of a unit. There are three kinds of units: Regulars, Skirmishers, and Mobs.

[2.7] Individuals

PC/NPC individuals can be Heroes, Commanders (or both), or simply members of units. The role each individual takes is determined by the owning player at the start of the game. The roles that a PC/NPC individual can take are discussed in [9.0] Heroes and Special Characters.

[2.8] Regular Units

Regular units are the backbone of a traditional army. Regular units can be infantry, archers, cavalry, aviation, magical artillery, or anything else that you desire.

Regular units must have a Unit Commander in order to fight and move at full effectiveness. If a regular unit is Out of Command (that is, its commander is missing or dead), it acts with lower effectiveness. It can, however, continue to move and fight at will.

Regular units can move in Closed or Open Formation ([7.2], [7.3]), and will Rout 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 or use distance weapons against more than one target at the discretion of the owning player, but cannot be broken into sub-units.

A regular unit must be defined at the beginning of the game. It cannot be changed into a skirmish unit, a mob, or a group of individuals during a battle.

A regular unit must start the battle with at least 4 figures and no more than 48 figures. All figures or counters in a regular unit must have ratios of 10:1, 5:1, or 2:1. A regular unit cannot be made 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 have a Unit Commander. It does not receive the benefits for being In Command that regular units do, but does not suffer any penalties for being Out of Command.

Each figure in a skirmish unit must make a Morale Check whenever any friendly unit in its base ground movement range Routs. If the Morale Check is failed, the skirmishing figure also routs. A routing skirmisher can be Rallied by a Brigade or Army Commander in its direct chain of command. If the skirmish unit has a Unit Commander, that commander can also rally the routing skirmisher. This is the only function a skirmish Unit Commander can perform.

Each figure in a skirmish unit can act independently, and can perform any legal action the owning player desires.

A skirmish unit is limited in melee combat. No figure in a skirmish unit can ever move into base-to-base contact with an enemy unit. If any figure in a regular enemy unit or a mob moves into base-to-base contact with one or more skirmishing figures, the skirmishing figures must make a Fighting Withdrawal or Flee the melee as soon as possible. A skirmish figure may attack an enemy skirmisher or individual.

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

A skirmish unit must be defined at the beginning of the battle. It cannot be changed into a regular unit, a mob, or a group of individuals during the battle.

A skirmish unit must start the battle with at least 1 and no more than 24 counters 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 is not in command. Mobs are normally made of peasants or other low-level, untrained, and usually ill-equipped creatures.

Mobs need not have Unit Commanders. However, they suffer all Out of Command penalties whether or not they have a Unit Commander.

A mob must have a designated figure or counter from which its movement is measured.

A mob is disordered by nature. It should be displayed on the battlefield by counters or figures placed in an irregular array. The array should be approximately as wide as it is deep (basically square-shaped). If a mob loses figures due to combat, remove losses so that the approximate shape of the mob is maintained. Mobs move and fight in Mob 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 to move, fight, or otherwise act, a Unit, Brigade, or Army Commander must Give an Order during the Rally Phase. To Give an Order, the Unit, Brigade, or Army Commander must first make a successful Rally attempt. The following Orders can be given to a mob: Move Forward ([7.7]), Charge ([7.14]), Force March ([7.13]), and Wheel ([7.9]) up to 90 degrees. No more than one order can be given per Rally Phase. A mob continues to follow the last order it was given until a new order is successfully given or until the mob fails a Morale or Discipline Check.

A mob automatically fights when it is in base-to-base contact with an enemy unit. A mob can never use missile weapons, but can use any melee weapon, including magic weapons. A mob can never use spells or devices with spell-like effects.

If a mob Routs, a Unit, Brigade or Army Commander can attempt to Rally it. A mob Rallies in the same way as a regular unit.

When moving, a mob always follows the path of least resistance (e.g., the most favorable terrain type) regardless of orders. It moves in as straight a line as possible within the above restriction.

A mob receives a +2 bonus to its morale if a friendly regular infantry unit is directly behind it and no more than 6" away.

A mob must be defined at the beginning of the battle. It cannot be changed into a regular unit, a skirmish unit, or a group of individuals during the battle.

A mob must start the battle with at least 12 and no more than 96 counters or figures in it. All figures in a mob must have a ratio of 10:1, 5:1, or 2:1. A mob cannot be made of figures with a ratio of 1:1.

[2.11] Special Unit Types

Occasionally, a scenario will specify a special unit type not listed above. For example, a unit of highly-trained and experienced troops might be designated as an Elite Unit. An Elite Unit would act as a Regular Unit but have a +2 morale bonus and be able to enter Skirmish Formation. A unit of human berserkers might act like a regular unit but not be able to enter Closed Formation. It would receive a +3 morale bonus, but have a Discipline rating of 0. Other special unit types are possible. It is important to define such units in detail before using them, and to make sure that they are balanced with other forces in the same scenario.

Special unit types cannot be used unless specifically permitted by the scenario being played.

3.0 Setting Up

To play a BATTLESYSTEM™ game, first select a scenario, prepare Army Rosters, place terrain features on the tabletop, and set up forces for each side.

Procedure. Scenarios for the BATTLESYSTEM™ game can be found in the Scenario Book, in other BATTLESYSTEM™ products from TSR, Inc., or in DRAGON® magazine. In addition, you can create your own scenarios to go with your existing AD&D® or D&D® campaign or just create your own battle. Case [16.3] CREATING ARMIES will help you do that. You must first choose (or design) a scenario, determine which players are on which side, and arrange for playing space. The referee, if there is one, sets up the tabletop terrain features, or else the players themselves set up the terrain.

Each side must prepare an Army Roster for all forces on that side (some existing scenarios include complete rosters ready for play) and then set up their troops (counters, miniatures, or a combination) on the tabletop. All of this must be completed before play begins.

[3.1] Army Roster Sheet

The BATTLESYSTEM™ Army Roster Sheet is used to record information about each unit in the game. Some Army Roster Sheets are included in this game; you can also use blank sheets of paper to record the necessary information. Use a separate block to list pertinent information for each unit.

All figures in a unit should have the same armor class, hit dice, and weapons, if possible. If a unit of mixed figures is used (in a campaign, for example), the unit always has the average ratings for armor class, hit dice, and damage. Round fractions to the least favorable for the unit. All figures in a unit must have the same weapon in order to fight as a unit. (The scan's text layer reads "A1S" here; it is read as "All.")

The Army Roster Sheet entries are:

  • Unit Name. Self-explanatory.
  • Unit Type. Regular, Skirmish, Mob, or special unit type (if permitted by scenario).
  • Unit Commander/Deputy. Name of Unit Commander and Deputy Unit Commander, if any.
  • # FIG. Number of figures or counters in the unit.
  • Ratio. Counter Ratio (see [2.2]).
  • Size. Of the creatures in the unit. Use S, M, or L.
  • AC. Armor Class (as in the AD&D® and D&D® games).
  • HD/fig. Number of Hit Dice represented by each figure or counter.
  • MV. Movement Rate in inches (from the AD&D® game). For the D&D® game, take the movement rate per turn (not melee round!) in feet and divide by 10 (e.g., 120' = 12").
  • AR. Attack Rating (see [8.2]).
  • AR Modifiers. Modifiers (if any) to the Attack Rating; e.g., missile range adjustments, magic weapons, bless spells, etc.
  • ML. Base Morale (see [4.1]).
  • ML Modifiers. Such as morale bonus for being in command.

[3.2] Heroes and Commanders Roster Sheet

The BATTLESYSTEM™ Heroes and Commanders Roster Sheet is used to record information about each PC/NPC individual in the game. You can use the forms that come with this game, or you can use blank sheets of paper to record the necessary information. If the PC/NPC individuals are part of your campaign, use their Player Character Record Sheets as part of the roster.

The Heroes and Commanders Roster Sheet entries are:

  • Name. Self-explanatory.
  • Race/Class/Level. Self-explanatory.
  • MR %. Magic Resistance (from the AD&D® game; anti-magic percentages are explained in the D&D® Masters Set. If you are playing D&D® Basic, Expert, or Companion, this does not apply).
  • Command Rank. See [9.2] and [9.3]. If the PC/NPC individual has no command rank whatsoever, write "Hero" in this space.
  • S, I, W, D, Co, Ch. Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma, from the AD&D® or D&D® games. If the character is from an existing campaign, use those statistics. For random commanders and heroes from the AD&D® game, use Method I (DMG, p. 11). For random commanders and heroes from the D&D® game, roll 3d6 for each characteristic. If the dice result is less than the minimum needed for that race/class, use the minimum value for that race/class instead of the actual dice roll. Not all PC/NPC individuals need statistics here. Leave blank when inappropriate.
  • Race. AD&D® or D&D® game monster type.
  • PPD, P/P, RSW, BW, Sp. Saving throws. See [3.1] for definition.
  • AC. Armor Class (as in the AD&D® and D&D® games).
  • HD. Hit Dice, if appropriate.
  • hp. Number of hit points.
  • THACO. Base number "to hit Armor Class Zero" from the AD&D® or D&D® game (see [8.3]).

[3.3] Character Record Sheets

If you are using important PCs and NPCs from your role-playing campaign, it is a good idea to have full character information for those individuals at hand. You should ideally prepare full character statistics for other major PCs or NPCs to be used. Be sure to calculate special BATTLESYSTEM™ information, such as CR, AR, and CB, for each such character.

[3.4] Army Placement

The scenario you are playing may specify starting positions for all forces to be used. If not, you may place your forces at will. All forces should start more than two full moves away from their nearest opponent (if possible), and all forces on the same side should be on the same side of the battlefield (also if possible). Decide before placing your forces whether set-up will be simultaneous or whether one side goes first.

[3.5] Measurement

For determining initial placement, it is permitted to measure the distance between your forces and the enemy to ensure that you are a sufficient distance apart. Except in this one instance, never measure any proposed movement or placement before actually declaring the move! (See also [7.7] How to Move.)

4.0 Morale, Discipline and Command

All units have a Morale Rating that reflects the general spirit and enthusiasm of the troops. Some units have Commanders 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 and fight effectively.

A. Morale

[4.1] Determining Base Morale

The Initial Morale for all units is 11. Modify the initial morale based on Table 3, below, to determine the Base Morale (ML) of each unit. Write the base morale on the Army Roster Sheet. The Current Morale of a unit can differ from base morale during a battle based on situational factors. You must keep track of current morale at all times.

Special note: some unusual monsters either never check morale, or have special morale bonuses. These should be carefully defined before the battle begins, and the game effects listed. Units that never check morale (e.g., berserkers, gibberlings) cannot Rout. However, you must calculate a morale rating for them no matter what, since there are situations not involving a potential rout in which a Morale Check may be required.

D&D® game morale: The morale ratings given for monsters and men in the D&D® game are calculated for role-playing adventures with small groups. They are not calculated for mass battles. Therefore, disregard the given morale rating for D&D® game creatures and calculate their morale using the procedures given here.

* In the AD&D® game, see DMG, page 85, for definitions. Units can receive both bonuses. In the D&D® game, give +1 to base morale for each 2 asterisks after the hit dice; round down.

Examples: A regular unit of twelve figures of 1 HD orcs at 10:1 ratio is wearing leather armor and carrying longswords +1. Their Base Morale is 11 (initial) + 1 (magical equipment) - 1 (AC 8) + 1 (Regular) = 12.

A skirmish unit of six figures of hill giants at 5:1 ratio all carry potions of invisibility. Their Base Morale is 11 (initial) + 2 (9 HD) + 1 (magical equipment) - 2 (only six figures) + 1 (AC 4) = 13.

Table 3. Morale Modifiers.

FactorModifier
Creatures have ½ HD or less-2
Creatures have more than ½ HD but less than 1 HD-1
Creatures have 4 to 8 + HD+1
Creatures have 9 to 14 + HD+2
Creatures have more than 14 + HD+3
Demihumans+1
Creatures with one or more Special Abilities*+1
Creatures with one or more Exceptional Abilities*+1
Unit has magic equipment+1
Unit has 6 or fewer figures-2
Unit has 7 to 11 figures-1

[4.2] Determining Current Morale

Current morale is determined during play whenever the unit must check morale. The situational factors listed in Table 4 alter the base morale.

Examples: A unit of orcs with a Base Morale of 12 is commanded by a fighter with a charisma of 17, and is marching in closed formation when a fireball 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 Base Morale of 13 is attacked from the rear by a unit of spectres, and over 50% of the hill giant unit has already been lost. Its Current Morale is 13 (base) - 2 (over 50% casualties) - 2 (attacked from the rear) - 3 (attacked by level drainers) = 6.

Table 4. Situational Morale Factors.

Situational FactorModifier
At least 50% of unit has been lost-2
At least 75% of unit has been lost-4
An enemy unit is in base-to-base contact with the rear of the unit-2
The unit is Out of Command (does not apply to skirmish units)-2
The Morale Check is because a figure was removed by magic-1
The Morale Check is because the unit commander was killed-1
The unit is in Open or Mob Formation, Charged during the current Game Round, and failed to end its move in base-to-base contact with an enemy figure or figures-3
Any figure in the unit is in base-to-base contact with a creature that drains levels, or with a creature it cannot possibly harm (hit only by magic weapons, etc.)-3
The unit is in Closed Formation+1
The unit is a Mob and a friendly regular infantry unit is directly behind it and no more than 6" away

[4.3] How to Check Morale

When a Morale Check is required by the rules, the player controlling the unit that must check morale rolls 2d10. If the result is equal to or less than the current morale of the unit, the Morale Check is successful; otherwise, the Morale Check is failed.

[4.4] When to Check Morale

A unit must make a Morale Check whenever any of the conditions listed in Table 5 occur. One attack that fulfills two or more conditions requires only one Morale Check.

Example: A fireball that pushes a unit's casualties over 50% requires only one Morale Check even though it fulfills two of the conditions for a Morale Check. On the other hand, if one unit attacks with a fireball and another unit fires a volley of missiles, causing total casualties over 50%, then the unit makes two Morale Checks, since there were two different attacks.

A unit may be required to make several Morale Checks during a Game Round. If conditions requiring a Morale Check occur in several different phases, the unit must check morale during each phase in which one of the conditions occurs.

Example: During the Missile and Magic Phase, a unit is hit with a fireball that removes one figure (figure removed by magic). During the Movement Phase, pass-through fire pushes casualties over 50%. During the Melee Phase, the Unit Commander is killed by an invisible assassin (one Morale Check) and at the end of that phase the unit is in base-to-base contact with undead (another Morale Check). The unit must make a total of 4 Morale Checks during that Game Round.

Table 5. When to Check Morale.

A Morale Check is made:

  • Immediately after the unit has lost 25% of its original figures.
  • Immediately after the unit has lost 50% of its original figures.
  • Each time a figure is lost from a unit after that unit has lost 50% of its original figures.
  • Each time a figure is removed from 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 Melee Phase.
  • The unit is touching a creature it cannot harm (affected only by magical weapons, etc.) at the end of a Melee Phase.
  • A figure is a member of a Skirmish unit, and any friendly unit or figure within its base ground movement rate Routs.
  • Whenever other game or scenario rules 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 a Morale Check, it immediately breaks into Open Formation. The unit does not actually move, but the figures are spread apart. A unit cannot increase the number of 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, it Routs. A routing unit immediately moves away from the enemy a total of its movement rate plus an additional 1/3 of its movement rate, and ends that move with its back to the enemy. Routs are also discussed under [7.15] ROUT and [6.0] RALLY PHASE.

B. Discipline

[4.6] Discipline

Each unit has a Discipline (DL) rating as well as a Morale rating. The Discipline rating of a unit is calculated in the same manner as the Base Morale rating of a unit. In addition to the factors under Base Morale, the special modifiers in Table 6 apply to Discipline ratings. Situational morale factors (Table 4) never apply to Discipline ratings.

Table 6. Discipline Modifiers.

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

Some units that never check morale (notably berserkers) have a discipline rating of 0. Whenever they encounter a situation that requires a discipline check, the check automatically fails. This should be determined at the beginning of the game.

A discipline check is made when any of the following occur (Table 7):

Table 7. When to Check Discipline.

  • The unit sees a "hated" opponent (PH, p. 18) within its charge range at the beginning of HS Movement Phase. (Transcribed as printed; the scan reads "HS Movement Phase".)
  • The unit is of chaotic alignment or low intelligence, and an enemy makes a Fighting Withdrawal (see [7.12] FIGHTING WITHDRAWAL) or Flees (see [8.8] ENDING A MELEE) while engaged with the unit.
  • The unit is of chaotic alignment or low intelligence, and the unit is ordered to charge in Closed Formation.
  • The unit is a Mob or is made of berserker-type troops, and it sees any opponent within its charge range at the beginning of its Movement Phase.

When a discipline check is failed, the unit goes Out of Command and attacks and/or charges the enemy regardless of the desires of the commander. If the unit was in Closed Formation, it goes immediately to Open Formation. It charges and/or attacks the enemy until the unit is routed, the enemy unit is routed, or the enemy unit is completely defeated. The commander of a unit cannot reassert command until after the unit has completed its attack. The commander reasserts command in the same way he Rallies a unit (see [6.0] RALLY PHASE).

C. Command

[4.7] Definition of Command

Commanders are an important part of any army. All Regular units must have Unit Commanders; mobs and skirmish units sometimes have Unit Commanders. Brigade and Army Commanders command multiple units, and also exercise sole command over mobs and skirmish units that do not have Unit Commanders. (The scan's text layer reads "AD Regular units" here; it is read as "All Regular units," consistent with [2.8].)

A unit is In Command when all figures are within the Command Radius (see [4.8] COMMAND RADIUS) of the unit's commander, and the unit has not failed a discipline check or routed. A unit that is not in command is Out of Command.

A regular unit must be in command to go into Closed Formation, or to move when it is in Closed Formation. A regular unit must be in command to perform a Fighting Withdrawal or to go into a special formation ([11.6], [11.7]).

A regular unit that is in command receives combat and morale bonuses. A regular or skirmish unit that is out of command may still move and fight, but does not receive these bonuses. A mob always suffers Out of Command penalties regardless of its command status.

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

Magical silence or darkness can take a unit out of command even if its commander is within his CR. There are no absolute rules on who can command what kind of unit, but beware of alignment problems, racial hatreds, languages, and the like. Common sense is recommended in choosing commanders.

Commanders with special powers (telepathy, etc.) must have their powers defined in advance, either by the scenario or by the referee. Think carefully before allowing exceptions, and make sure everything necessary to the scenario is defined beforehand.

[4.8] Command Radius

Every commander has a Command Radius (abbreviated CR). The command radius of a human or demi-human commander is calculated by adding the character's charisma to his level and dividing by two. Fighters and their sub-classes (rangers, paladins, etc.) receive a 3" bonus to CR. The command radius of a humanoid or monster commander is equal to 2/3 of the creature's movement rate.

Limitations: A commander must be able to communicate with his troops.

[4.9] Charisma Bonus

The Charisma of a commander affects the current morale of his troops. Use the following table to determine the charisma modifier of each commander:

Table 8. Charisma Bonus.

Commander CharismaMorale Modifier
19 ++3
17-18+2
15-16+1
7-140
5-6-1
3-4-2
2 or less (printed as "2-")-3

[4.10] Command Hierarchy

Some commanders have higher ranks than other commanders.

  • Unit Commander. A Unit Commander commands only his unit. He cannot benefit the members of another unit.
  • Brigade Commander. A Brigade Commander commands 4-8 units. He can take over a unit if a Unit Commander is killed, rally a routed unit whether or not the Unit Commander is still alive, or place figures in command that are outside the command radius of their Unit Commander. He can also Give Orders to mobs. Brigade Commanders are only used in battles that have more than seven units on a side. There must be two or more brigades of 4-8 units each in order to have Brigade Commanders.
  • Army Commander. An Army Commander is the highest-ranking officer on the field. Each side may have no more than one Army Commander. The Army Commander may have Brigade Commanders if the battle is large enough. Otherwise, the Army Commander directly controls the Unit Commanders. An Army Commander can perform all the functions of a Brigade Commander, but can affect any unit in the entire army.

Special note: some scenarios may give a specific command structure for a battle. Some monsters (e.g., modrons) have special command hierarchies. All exceptions to normal command rules must be worked out and agreed to by the referee, or the other players if there is no referee, before the battle begins.

Part 2: The Basic Game

The Basic Game covers only the most essential rules of the BATTLESYSTEM™ game. With the Basic Game, you can 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. The BATTLESYSTEM™ Scenario Book contains a short scenario using only these rules. If you are already familiar with this 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 to be fighting with the unit [9.2]. Brigade and Army Commanders can operate as independent figures, but Individual Combat [9.4] is not allowed.

If you just play the Basic Game, use the following abbreviated Sequence of Play:

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

5.0 Initiative Phase

The 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 "simultaneous initiative." All ties must be rerolled.

(Optional rule: Use a d20 instead of the normal d6 to reduce the number of ties.)

The side that wins initiative is called Side A. The side that loses initiative is Side B.

[5.2] Individual Initiative

(Intermediate Game rule, AD&D® game only.) Sometimes, heroes or powerful monsters will face each other in Individual Combat [9.4]. All such battles use individual initiative (rolled according to normal AD&D® or D&D® game procedures), not the general initiative of the side. See the Intermediate Game for more detail.

6.0 Rally Phase

During 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.

Procedure. Units that failed Morale Checks in previous Game Rounds may have Routed; that is, they went out of command and retreated in a disorganized fashion. The unit's Unit Commander, Brigade Commander, or Army Commander may attempt to Rally the unit; 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 of command unit that has not routed, or Give Orders to a Mob. All conditions for a Rally must be met before these functions can take place.

Only one eligible commander may attempt to rally any one unit during a single Rally Phase. One commander cannot attempt to rally more than one unit during a single Rally Phase. A commander who attempts to rally a unit, regardless of success, may exercise command and perform any other legal actions during later phases of the Game Round.

[6.1] Conditions for Rally

In order to attempt to rally a unit, all figures of the unit must be within the command radius of a Unit, Brigade, or Army Commander eligible to command the unit. A unit cannot be rallied if it is in base-to-base contact with any enemy figure or figures.

[6.2] How to Rally

To rally a unit that has met the above conditions, make a Morale Check for that unit. If the check is successful, the unit is rallied. Remove the Rout marker from the unit. If the check fails, the unit is still routed.

[6.3] If the Unit Is Rallied

If the unit is successfully rallied, it may immediately change facing (see [7.9] CHANGING DIRECTION). During the following Movement Phase, the unit may change formation (see [7.6] CHANGING FORMATION). It may not move or fire missiles during that Game Round. It may only fight in melee combat if it is attacked by an enemy unit. Beginning with the next Game Round, however, the unit may move, fire, and attack normally.

[6.4] If the Unit Does Not Rally

If no attempt to rally a unit is made, or if a rally attempt fails, the unit moves its full movement rate away from the enemy during the following Movement Phase, ending its movement with its back to the enemy. It cannot move, shoot missiles, or engage in melee combat during that Game Round.

(The scan prints the following paragraph without a case number; it is the continuation of [6.4].) If a routed unit is attacked by an enemy or must make a Morale Check during the Melee Phase, it takes any damage and automatically routs again, moving its full movement rate away from the enemy. This is an exception to the normal rule that a unit can only move once during a Game Round.

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

[6.7] Out of Command Units

A unit may become Out of Command without having routed. If a successful rally attempt is made to bring an Out of Command unit into command, that unit can move and fight normally in later phases of the same Game Round.

[6.6] Giving Orders to a Mob

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

7.0 Movement Phase

Units may move during the Movement Phase. Units may also change formation, change frontage, change direction, and perform other special movement.

Procedure. During the Movement Phase of each Game Round, all eligible units may move. In the AD&D® game, the movement rate for all figures is the number of inches for that type of creature as defined in the AD&D® game. In the D&D® game, use the conversion given in [3.1] ARMY ROSTER SHEET. There is a movement cost for certain terrain features (Intermediate Game only), changes of unit formation, and changes of direction. Figures that begin a Movement Phase in base-to-base contact with an enemy figure are restricted in their movement options.

A. Formations

[7.1] Definition of Formation

A formation is a deployment of troops in a unit. There are four types of formations: Closed, Open, Skirmish, and Mob. Regular units can operate only in Closed and Open Formations. Skirmish units can operate only in Skirmish Formation. Mobs can operate only in Mob Formation. Each formation has certain characteristics.

PC/NPC individuals may or may not be part of a unit. They do not have to be part of a specific formation at any time. Their roles are defined in [9.0] HEROES AND 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 rear of the unit regardless of where they actually occur, since the unit is assumed to automatically fill any holes in its front ranks.

A unit must be in command in order to enter closed formation.

[7.3] Open Formation

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

If a unit in open formation suffers losses, it must move figures to fill any gaps in its front lines. It costs 1" of movement rate per figure that must be moved to fill such gaps. It must pay this cost and move as many figures as necessary to close gaps, even if it is in base-to-base contact with an enemy unit. If the total cost for movement exceeds the movement rate of the unit, then the unit fills the gap and cannot move for the remainder of the current Game Round unless it Routs.

[7.4] Skirmish Formation

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

A unit in skirmish formation can "pass-through" another friendly unit that is also in skirmish formation. No other formation can do this.

If a unit in skirmish formation loses figures, it does not automatically fill gaps. If it chooses, it can move individual figures at the normal movement rate to fill gaps.

Figures operating in skirmish formation can never move into base-to-base contact with enemy units.

[7.5] Mob Formation

A unit in mob formation is displayed by placing figures or counters in an irregular (but approximately square) array. Figures in mob formation are always placed in base-to-base contact. If a unit in mob formation suffers casualties, remove figures from the rear, since a mob automatically fills in any gaps.

[7.6] Changing Formation

A unit may change formation at any point during its Movement Phase. All figures in a unit must be in command for it to change formation, unless the unit goes out of command or is routed. In the latter case, it automatically goes to open formation if not already in that formation.

A change of formation costs a unit 1/3 of its movement rate. Changes of formation that happen involuntarily (such as going out of command or being routed) have no cost.

B. Movement

[7.7] How to Move

Use a ruler or tape measure to determine how far a figure can move. It speeds play if each player has his or her own ruler or tape measure.

Measure movement from the front of the figure's base. If an entire unit is being moved, it is usually sufficient to measure the move of one or two of the figures in the front rank. Then move the rest of the figures in the unit and place them in the same relation to the figures whose move you have measured as they were at the beginning of the move.

To measure the movement of a mob, designate one figure or counter as the point from which all measurements are made.

[7.8] Movement and Enemy Units

A figure must immediately stop its movement when it comes into base-to-base contact with an enemy figure. Other figures in the same unit may continue movement if they are not yet in base-to-base contact with the enemy. Figures may not change direction once any member of the unit has made contact with an enemy figure.

Figures that begin their Movement Phase in base-to-base contact with an enemy figure may only execute Wrap-Around Movement ([7.11]), Fighting Withdrawal ([7.12]), or Flee ([8.8]). This restriction applies even if the enemy units have moved into base-to-base contact within the same Game Round.

A unit that has lost initiative and had an enemy unit move into base-to-base contact with it cannot change formation, facing, or frontage in its current Movement Phase. In subsequent Movement Phases, it can only execute Wrap-Around Movement ([7.11]), Fighting Withdrawal ([7.12]), or Flee ([8.8]).

[7.9] Changing Direction

Units in skirmish formation can change direction 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 to the left or right at will during their Movement Phase without a penalty in movement rate. Use a protractor or angle to measure changes of direction.

Units in closed, open, or mob formation can change direction by Wheeling. To wheel, a unit pivots around one of its figures. The movement cost of wheeling is the distance moved by the outermost figure in the unit.

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

  • Right or Left Face. Turn all figures in the unit (or only some figures, if desired) 90 degrees to the right or left. The cost of a right or left face is 1/3 of the unit's movement rate, even if only some of the figures changed facing.
  • About Face. Turn all figures in the unit (or only some figures, if desired) 180 degrees. The cost of an about face is 1/2 of the unit's movement rate, even if only some of the figures changed facing.

Special note: it is strictly illegal to pre-measure movement distances, ranges, areas of effect, or anything else without first declaring the action. Once the action is declared, those forces are committed to the stated action, or to no action for that entire phase!

[7.10] Changing Frontage

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

Figures may be added to or subtracted from a unit's frontage by moving figures up from the rear ranks of the unit or moving them back to the rear ranks. The movement cost of changing frontage is 1" for each figure added to or subtracted from the unit's frontage.

A mob can only change frontage by moving figures forward as it takes losses. It cannot voluntarily expand or shrink its frontage.

A unit cannot both expand and contract its frontage in the same Movement Phase, nor can a figure move into base-to-base contact with an enemy unit while changing frontage.

[7.11] Wrap-Around Movement

A unit that begins its Movement Phase in base-to-base contact with an enemy unit can attempt Wrap-Around Movement during its Movement Phase.

In wrap-around movement, the unit expands its frontage and wheels the ends of its battle line inward to envelop, or wrap-around, the enemy unit. Both the right and left flanks of a unit may wheel inward during this maneuver.

The movement cost of wrap-around movement is the total of the costs of expanding frontage and wheeling the edges of the line inward. No individual figure may move more than its full movement rate.

At the end of melee, a unit that has used wrap-around movement is automatically considered to be in open formation. Note that the bases of the figures will not necessarily be ½" or more apart. This is an exception to the normal rules relating to open formation.

[7.12] Fighting Withdrawal

A unit that is in base-to-base contact with an enemy unit at the beginning of its Movement Phase can attempt to make a Fighting Withdrawal. The unit attempting to make a fighting withdrawal must have a current movement rate of at least 3". To make a Fighting Withdrawal, the unit moves 3" backward, away from the enemy unit. It may not end up in base-to-base contact with another enemy unit.

The enemy unit has the immediate option to either remain in place, or to advance 3" and remain in base-to-base contact with its opponent. It may do so even if it has already used its full movement rate during that Game Round.

If the enemy unit consists of creatures with low intelligence or chaotic alignment, it must make a Discipline Check. If the check succeeds, the unit has the option to remain in place; otherwise, it automatically advances to continue the melee.

If an enemy unit elects to remain in place, it cannot Charge the unit that withdrew for the remainder of the current Game Round.

[7.13] Forced March

A unit or individual can move farther than its normal full movement rate through a Forced March.

A unit must be in command to make a forced march. PC/NPC individuals can always make a forced march. A unit cannot be in base-to-base contact with an enemy figure during any part of its Movement Phase during a Game Round in which it makes a forced march.

A unit that makes a forced march must make a Morale Check at the end of its move. If the check is failed, the unit's Attack Rating (AR) worsens by one (e.g., 19 becomes 20; 16 becomes 17). This penalty accumulates. (Units that "never check morale" are subject to this penalty.)

Example: A unit with an Attack Rating of 15 makes a forced march for three Game Rounds. At the end of the first Game Round, it fails a Morale Check, and the AR goes to 16. At the end of the second Game Round, it fails its check again, and the AR becomes 17. At the end of the third Game Round, it makes a successful Morale Check, so the AR remains 17.

This AR penalty stays until removed. The AR improves by one (up to its original value) each time the unit spends one entire Game Round doing absolutely nothing and is not attacked.

A unit that makes a Forced March moves 1½ of its normal full movement rate.

[7.14] Charge

A regular unit or mob may Charge during its Movement Phase if it can reach an enemy unit to engage in melee at the end of its move. A charging unit may move 1½ its normal movement rate (this is called a "charge range"). At the end of the move, the charging unit must be in base-to-base contact with an enemy unit or figure, and it must attack that figure during the Melee Phase.

Skirmish units and individuals cannot charge. Their "charge range" for Discipline Checks is the same as their normal movement rate.

To charge, the unit must be able to move at least 2/3 its normal movement rate before it comes into base-to-base contact with its target. The last % of the charge distance must be in a straight line. (The source prints a "%" sign here, as checked against the page image; it is transcribed as printed.)

A unit may charge in open, closed, or mob formation. A regular unit that charges in closed formation gains a -1 bonus (minuses are advantageous) to its Attack Rating [8.3] for the Melee Phase in that Game Round only.

If the charging unit is in closed formation and consists of creatures of chaotic alignment or low intelligence, it must make a Discipline Check when charging. If the Discipline Check fails, the unit goes out of command and breaks into open formation during the charge. Except in this one instance, an out of command regular unit cannot charge.

If a charging unit runs into an enemy figure or figures that would be killed even if the charging unit does minimum possible damage, it Breaks Through. The enemy figures are immediately removed and the unit continues its charge. The charging unit does not need to eliminate an entire unit to break through; just those figures in its path. However, the charging unit must end its Melee Phase in base-to-base contact with another enemy figure or figures or suffer the penalty below.

If a unit in closed formation fails to end its charge in base-to-base contact with an enemy figure or figures, it breaks into open formation, but remains in command. If a unit in open or mob formation fails to end its charge in base-to-base contact with an enemy figure or figures, it suffers a -3 penalty to current morale for the remainder of the current Game Round.

[7.15] Routing

If a unit in open or skirmish formation fails a Morale Check, it Routs. Place a Rout marker on any unit that routs.

A routing unit immediately moves away from the enemy a total of its movement rate plus an additional 1/3 of its movement rate, and ends its move with its back to the enemy. A unit always routs away from whatever caused the Morale Check, and routs toward its own lines if possible.

If a routing unit hits a friendly unit that has not routed, the unit that has not routed must make an immediate Morale Check. If that unit routs, it moves ahead of the friendly unit that forced the Morale Check. If the checking unit does not rout, the routing unit "breaks around" the checking unit, reforms on the other side, and continues its movement. (Note that a routing unit can pass-through a unit in skirmish formation—but the unit in skirmish formation must nevertheless make a Morale Check.)

The owning player may attempt to rally units that have routed during the Rally Phase (see [6.0] RALLY PHASE). If no attempt to rally is made, or if an attempt to rally fails, the routing unit continues to rout. On the Movement Phase that follows, the routing unit moves its full movement rate in the same direction it was moving.

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

If a unit that would otherwise rout is completely surrounded (all passable terrain completely blocked) by an enemy unit in closed or open formation, and there is no gap of 1" or more of passable terrain through which even a single figure could escape, the routing unit is automatically destroyed and removed from play. Otherwise, the entire unit is entitled to rout through the gap. When escaping through such a gap, no single figure in the routing unit can move more than its rout movement rate.

Optional rule (campaign battles). If a unit completely surrounds a unit that would otherwise rout, the attacking player can choose to Capture the routing unit. The attacking player designates one of his figures as Guards for every four captured enemy figures; otherwise, the enemy figures automatically escape. Escaped figures are treated as Routed figures for all purposes. The attacking player receives twice the normal number of experience points for captured figures at the end of the game (see [16.2] EXPERIENCE POINTS), and may be able to ransom them if the campaign situation permits. Captured prisoners can also be traded for prisoners held by the other side, if the trading players agree.

8.0 Melee Phase

Combat takes place between opposing units that are in base-to-base combat during the Melee Phase.

Procedure. Melee combat occurs between all opposing units that are in base-to-base contact during any part of the Melee Phase. The side with initiative determines the order in which melees are resolved. Each melee situation is resolved before moving on to the next. All melee combat is considered to be simultaneous. It is easier for one side to make its attack followed by the other, but do not remove losses until after both sides have completed their melee actions. Even figures that are killed get to fight during their final Melee Phase! (Special note: this applies to melee combat only.)

[8.1] Forces Eligible to Fight

All figures in a unit that are in base-to-base contact with one or more enemy figures are eligible to fight in melee.

If a unit is in closed formation, an additional one figure to the left and one figure to the right of the enemy's figures can also fight.

If a unit in closed formation is using pikes, each figure in the two rows directly behind the row in base-to-base contact with the enemy gives the unit one extra attack. If the unit is using spears, pole arms, or halberds, each figure in the first row directly behind the row in base-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 a separate melee, and attacks are rolled separately even when one unit is involved in different melees. If figures in a unit can fight in different melees, the owning player must designate in advance which figures are attacking which targets.

(Figure key in the scan: A = figure can fight with any weapon; B = figure can fight with spear, pole-arm, halberd, or pike; C = figure can fight with pike.)

[8.2] Weapon in Hand

All members of a unit must be armed with the same weapon in order to fight as a unit, and they must have the same weapon "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 Phase without a penalty of time, movement, or combat effectiveness. The owning player simply announces that his unit is changing weapons, and the change takes place. A change in weapons can take place even if the unit is in melee.

[8.3] Determining Attack Ratings

The base Attack Rating (AR) for a figure or unit is determined before the start of the game. It is modified according to situational factors, and is used to determine the effectiveness of an attack (e.g., the amount of damage it inflicts on the enemy).

To determine the base Attack Rating for a figure or unit, first determine the THACO (number "to hit Armor Class 0") 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® or D&D® game bonuses and penalties to THACO (use of magic weapons, high dexterity, weapon non-proficiency, etc.).

When converting THACO to AR, ignore the multiple 20s on the AD&D® game Attack Matrix and the D&D® game Character/Monster Hit Rolls Tables. For example, if a figure or unit hits AC 1 on a 20, its THACO for the purposes of determining AR is 21. This applies only in converting THACO to AR. For all other purposes, the THACO remains 20, with a note that the figure also hits AC 1 with a 20.

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

Table 9. Ratio Adjustments for Determining AR.

Figure RatioAdjustment
10:10
5:1+5
2:1+10
1:1+15

Write the Base AR for each figure or unit on the Army Roster Sheet. In melee, modify the Base AR according to Table 10 to determine the actual AR for combat.

Table 10. Attack Rating Modifiers for Melee Combat.

FactorModifier
Attacker is in open or skirmish formation+1
Any attacking figures are out of command (does not apply to skirmish units)+1
Defender occupies higher ground-1
Attacker is charging in closed formation-1
Attacking 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 from the 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 to the attacker.

[8.4] Melee Procedure

  • A. Determine adjusted AR of attacker and 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 damage attacker does (1d6, 2d12, 1d4 + 1, etc.). Use the rules in [8.5] Dice Conversions 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 Roll found in Step B, using the BATTLESYSTEM™ Combat Results Table (CRT) on the back cover of this booklet (or on the Player Aid Cards). The number found is the number of Hit Dice of damage done by each attacking figure.
  • E. Multiply the Hit Dice of damage done by 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 any attacks to which he is entitled, using the same procedure.
  • G. After both players have completed their attacks, remove all figures killed on both sides, and place Wound markers on all wounded figures.

Example: A unit of 10 figures has an adjusted AR of 17, and attacks an enemy with an AC of 8. Subtracting AC from AR gives a result of 9. A roll of 2d6 gives a result of 7, for a total Attack Roll of 16 (9 + 7). The attackers are armed with longswords, which do D8 damage. Cross referencing 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 is expressed in the roll of a single die (e.g., a dagger does 1-4, or D4, damage; a longsword does either D8 or D12 damage). For such attacks, use the Damage column on the CRT that corresponds to the dice type of damage done (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 2D4 damage; a bastard sword against large targets does 2-16, or 2D8 damage). For such attacks, use the Damage column on the CRT that corresponds to the dice type 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 column is 6, then each figure does 12 HD of damage.

Some weapons do damage that is expressed as a modified dice type (e.g., a war hammer does 2-5, or D4 +1 damage; a holy longsword +5 does D8 +5 damage). Damage plusses or minuses change the column on which the results are read, according to the following procedure.

If the damage modifier is a plus, shift one column to the right for each plus (e.g., a +3 weapon gives 3 column shifts to the right). If the column shifts past the D20 column, start again with the D2 column and add the D20 column result to the column found after "wrapping around" the table.

Examples: Damage of D6 +1 is read on the D8 column. Damage of D12 +4 is read on the D20 column. Damage of D20 +3 is calculated by wrapping around the table three columns to the right, i.e., D2-D3-D4. The damage is the sum of the D20 and the D4 column results. Damage of D8 +11 is determined by moving 11 columns to the right, i.e., D14-D16-D18-D20-D2-D3-D4-D6-D8-D10-D12. The damage is the sum of the D20 and D12 columns. If the column shift wraps around more than once, e.g., D10 +40, keep adding the D20 result each time you pass it. For example, damage of D10 +40 would be read as the sum of D20 + D20 + D20 + D20 + D8.

If the damage modifier is a minus, shift one column to the left for each minus. If the column would shift past the D2 column, apply the D2 result.

Examples: Damage of D20-3 is read on the D14 column. Damage of D6-4 is read on the D2 column.

[8.6] Multiple Attacks

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

Use the same Attack Roll to calculate damage for all attacks. If each attack causes the same type of damage (e.g., D6, D8, or D4 +1), multiply the damage result by the number of attacks. If different attacks do different types of damage (e.g., a weretiger does 1-4/1-4/1-12, or D4/D4/D12), use the same Attack Roll and add the various damage results together to get the total damage done.

[8.7] Killed and Wounded Figures

Each figure represents a certain number of hit dice. It must lose all the hit dice represented by the figure in order to be killed.

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

When a unit takes damage in melee, it loses a certain number of hit dice. If the number of hit dice of damage equals or exceeds the number of hit dice of one figure, one or more figures are killed.

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

If the number of hit dice of damage is not an exact multiple of the number of hit dice of a single figure, a Wound may result. A figure is Wounded if there is damage equal to or greater than 1/4 of the hit dice of that figure, and less than the total of hit dice of the figure.

Example: An attack against a unit of 10 orc figures does 35 hit dice of damage. Three orc figures are killed with 5 hit dice left over. Since 5 hit dice is more than 1/4 of a single figure, one orc figure is wounded. If the attack had done 31 hit dice of damage, there would only have been 1 hit die left over. Since 1 hit die is less than 1/4 of a single figure, no wound would result. The left-over damage is simply disregarded.

Place a Wound marker on each wounded figure. Wounds may only be removed by magic, covered in the Advanced Game.

A wounded figure moves and fights normally.

A figure can take only two wounds before being killed. At the end of a Melee Phase, no unit can have more than one wounded figure. If a unit has two wounded figures, remove one and return the other to normal health.

Example: During the previous Melee Phase, 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 a second wound is caused. Since two wounds have now been placed, a third orc figure is also removed.

[8.8] Ending a Melee

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

A unit that fails a Morale Check may rout away from its opponent. A unit may make a fighting withdrawal, giving the opponent the opportunity to follow or remain in place.

A unit can Flee a melee. To flee, a unit makes an about face (no movement cost in this case) and moves its full movement rate away from the enemy. The enemy is entitled to one free attack at the fleeing unit with a -2 bonus "to hit" (attacking from behind). The fleeing unit may not fight back, but must make any Morale Check required by losses it takes.

This ends the Basic Game section. Using these rules, you may now play the introductory scenario, "Battle at the Crossroads."

Part 3: The Intermediate Game

The 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 organized warfare to the introduction of gunpowder.

9.0 Heroes and Commanders

Player characters and major non-player characters can be part of units, command units, or be Heroes acting alone on the battlefield.

Procedure. During set-up, each player must identify the initial role that each PC/NPC individual will play in the battle. These roles are: member of unit, Unit/Brigade/Army Commander, or Hero. A character can also be designated as a Deputy Commander. A Deputy Commander can take over for a Commander during the battle. PC/NPC individuals can change roles during a battle. All changes of roles must be declared at the beginning of the Movement Phase of the current Game Round, and take effect immediately.

[9.1] Characters as Members of Units

PC/NPC individuals who are declared to be Members of Units are assumed to be with their unit at all times. They participate in melee with the unit and flee if the unit routs. They share in all benefits and penalties that happen to the unit. Do not use a separate miniature figure for such characters, since they are considered to be part of one of the figures in the unit. A PC/NPC individual with better armor, weapons, or THAC0 than the other troops in the unit can improve the average fighting ability of a unit (see [3.1] Army Roster Sheet). Remember, however, that all members of a unit must have the same weapon in hand in order to fight as a unit.

Because a character fighting as a member of a unit is part of a 10:1, 5:1, or 2:1 figure (depending on HD), he does not receive the 1:1 ratio adjustment to THAC0 in determining AR (Table 9). Instead, he receives the ratio adjustment appropriate to the figure of which he is a part.

A PC/NPC individual is alive as long as at least one figure from the original unit remains on the board. If the unit routs and leaves the battlefield (see [6.4] If the Unit Does Not Rally), the PC/NPC individual cannot rejoin the battle, although he is still alive.

If the last figure of a unit is removed because of combat losses, the fate of the character is determined by the following table. Roll 1d10 and apply the appropriate result immediately.

Table 11. Fate of PC/NPC in Eliminated Unit

Die RollCharacter's Fate
1Character is killed and body is lost
2-3Character is killed and body lies on the field
4-7Character is badly wounded (1-6 hp remaining)
8-0Character is unwounded but unconscious for 1-10 AD&D® or D&D® game turns.

(The scan's text layer loses the row alignment of this table; the rows above are read in the order of the printed results.)

A wounded or stunned character is automatically captured by the enemy if at the end of the battle the enemy's forces hold the area where the character fell. If the character's side is victorious, the character can return to his unit as soon as he recovers.

[9.2] Characters as Commanders

A PC/NPC individual can be designated as a Unit, Brigade, or Army Commander. A character who commands is subject to all rules and procedures given in cases [4.7] to [4.10] Command.

Place a separate figure (no base) with the unit to represent the Unit Commander. Brigade and Army Commanders are also represented by separate figures, but are not necessarily placed with a unit. Note the command status of each lone figure on the Heroes and Commanders Roster Sheet.

A commander with spell-casting abilities cannot cast a spell and command his unit in any part of the Game Round in which the spell is cast. If a spell is cast by a commander, his unit is out of command for the entire Game Round. However, a commander can use magic items or innate spell abilities and still command.

A commander fighting with his unit is considered to be alive as long as a single figure of his unit remains. If the last figure of a unit is removed by combat, roll on Table 11 above to determine the fate of the unit commander.

Under certain circumstances in the Advanced Game (an invisible assassin, magic, etc.) it is possible to remove, immobilize, charm, or kill a commander without necessarily harming the rest of the unit. Otherwise, a Unit Commander fighting with the unit cannot be killed without his unit being destroyed. Commanders who are physically separate from their units can be attacked and killed as if they were Heroes ([9.4]).

[9.3] Characters as Deputy Commanders

Any PC/NPC individual can be designated as a Deputy Commander at the start of the game. Deputy Commander status must be recorded on the Heroes and Commanders Roster Sheet.

There are three types of Deputy Commanders: Deputy Unit Commanders, Deputy Brigade Commanders, and Deputy Army Commanders. A Unit Commander can be designated as a Deputy Brigade or Army Commander. A Brigade Commander can be designated as a Deputy Army Commander. Heroes and members of units can be designated as any type of Deputy Commander.

A character can only be a Deputy Commander for one Commander. Each Commander can have only one Deputy appointed to him.

A Deputy Commander can take over for his designated commander if that commander dies, is disabled, is removed from combat, or is otherwise not in command of his forces. A Deputy Commander can only take over command of a unit that is currently out of command (i.e., command cannot be "passed over" by a Unit Commander who wishes to become a Hero, for example, unless that commander's unit goes out of command for at least the remainder of the current Game Round).

Optional Rule. If one or more of the armies in the battle are using a special command hierarchy (see [4.10] Command Hierarchy), the owning player(s) must prepare a Chain of Command chart showing which commanders move into which positions when commanders are lost. This is particularly useful in large-scale battles.

[9.4] Characters as Heroes

Any PC/NPC individual can be designated as a Hero. Heroes are represented by individual figures (no bases) on the battlefield. Heroes roam the battlefield, using their abilities wherever they are most needed. Heroes may fight other Heroes, enemy commanders, powerful monsters, or enemy units. Characters of any class or alignment may be designated as Heroes. Heroes may also be designated as Deputy Commanders.

Heroes can engage in character vs. figure combat and individual combat. Heroes in individual combat use individual initiative, rather than the initiative of their side (see [5.0] Initiative Phase). Individual combat takes place during the Melee Phase.

A. Character vs. Figure Combat. If a Hero is capable of affecting all the creatures represented by at least one single figure in an enemy unit (a magic-user with an area effect spell, or a high-level fighter vs. very low-level creatures, for example), resolve the attack using normal BATTLESYSTEM™ melee procedures.

If the Hero cannot affect all the creatures in a figure simultaneously (this is normally the case), use the following procedure:

  • Figure Attacking Hero. Only 1 figure can attack a size S or size M Hero at a time. Up to 3 figures can attack a size L Hero at a time. The figure attacks using normal BATTLESYSTEM™ melee procedures. Each hit die of damage caused by the figure causes 4 hit points of damage to the Hero.
  • Hero Attacking Figure. The Hero attacks using normal BATTLESYSTEM™ melee procedures. If the hit dice result is less than ½ the figure's hit dice, there is no effect. If the hit dice result is ½ or more of the figure's hit dice, the figure takes a wound. Special Note: Even if the Hero's attack causes more hit dice of damage than the figure has, the figure still only takes a wound. This means that a Hero cannot kill a figure in less than two Game Rounds, regardless of hit dice results, unless the Hero is capable of affecting all the creatures represented by at least one single figure. In that case, the Hero can kill an enemy figure in only one Game Round.

B. Individual Combat. Individual Combat is melee combat between figures with a 1:1 ratio. It is resolved using normal AD&D® or D&D® game melee and magic rules, rather than BATTLESYSTEM™ melee procedures. Individual combat can take place only between figures with a 1:1 ratio who are in base-to-base contact.

Individual combat takes place at a rate of 3 AD&D® or D&D® game melee rounds to 1 BATTLESYSTEM™ Melee Phase.

Because of the speeded-up time scale of individual combat, no attack made while in individual combat can ever affect a figure of 2:1, 5:1, or 10:1 ratio, even if it is a ranged (i.e., missile) weapon or an area of effect spell.

10.0 Missiles and Artillery

Missile weapons and battlefield artillery can be used during the Initial Missile Phase, the Movement Phase (as pass-through fire), and the Missile and Magic Phase of the Game Round.

Procedure. All missile weapons usable by characters in the AD&D® and D&D® games can be used in the BATTLESYSTEM™ game. The range of missile weapons and the number of shots per Game Round are the same as in the AD&D® and D&D® games. Missile weapons can be used during the Initial Missile Phase, the Movement Phase (see [10.6] Pass-Through Fire), and the Missile and Magic Phase of the Game Round, depending on the number of shots per Game Round of the missile weapon used.

Use the BATTLESYSTEM™ melee combat procedure for missile weapons. Unlike melee combat, figures killed by missile fire are removed immediately; they do not get to return fire before being removed.

If a unit of archers (short bow, long bow, or composite bow, but not crossbow) is in closed or open order, the first two rows of archers can fire. If a unit is using any other missile weapon, only the first row can fire.

[10.1] Who Can Use Missiles

All members of a unit must be armed with missile weapons in order for them to be used. A unit that is in base-to-base contact with enemy figures cannot use missile weapons.

A figure using missile fire must be able to trace a line of sight to its intended target (45 degrees to either side of the figure). If only a portion of the intended target can be seen, the figure can still shoot, but at a penalty (see [10.8] Missile Fire Modifiers). If only part of a unit can see an enemy unit, only those figures who can see the enemy unit can shoot. If only part of the enemy unit can be seen, all enemy losses must be taken from the figures visible to the firing unit. If more losses are called for by the combat result than there are figures that can be seen, ignore remaining losses.

[10.2] When Missiles Are Used

Missile weapons can be used during the Initial 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 or more shots during a Game Round. Regardless of the number of shots a unit is allowed, 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 Movement Phase can elect to fire a maximum of one shot as Pass-Through Fire ([10.6]). A unit does not have to be entitled to more than one shot per Game Round in order to use pass-through fire.

A unit can fire any or all of its remaining shots during the Missile and Magic Phase. If it has already used all its shots during the Initial Missile Phase and the 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 Missile Fire), 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 unit that has already used missile weapons during the current Game Round, the missile-using unit cannot fight during that Melee Phase.

[10.3] Ammunition

Units using normal (non-magical) arrows, quarrels, stones, or bullets as missiles have an unlimited supply of ammunition. (A specific scenario may specify a limit on ammunition.) Units using any other types of missiles have a limited number of weapons. Each player must list the number of axes, javelins, spears, magic arrows, etc., each member of a unit carries, and mark off weapons as they are expended. (A specific scenario may specify a limit; otherwise, assume each member of a unit is armed with two volleys.)

[10.4] Movement and Missile Fire

If a unit using missile weapons fires during a Game Round, its movement is limited during that Game Round. A unit that fires missile weapons cannot charge during that Game Round.

A missile-firing unit's movement during the same Game Round is limited according to the following table.

Table 12. Movement and Missile Fire

Missile WeaponMovement Restriction
Thrown WeaponsFire once and 1/3 movement penalty
Crossbows/SlingsEither move or shoot
ArchersFire twice and not move, fire once and ½ movement penalty
Mounted ArchersFire twice and not move, fire once and move full movement rate
Mounted CrossbowsFire once and ½ movement penalty

(The scan's text layer scrambles the cell order of this table; rows are paired in the order the weapons and restrictions are printed.)

[10.5] Split-Fire

Archers mounted on other creatures, or centaur archers, can move ½ of their movement rate, fire at eligible enemy units, then continue moving the remainder of their movement rate. Creatures with breath weapons or innate missile weapons (e.g., needlemen) can also split-fire. [The printed text ends this sentence at "split-fire," in the scan; the continuation is not present in the text layer.]

[10.6] Pass-Through Fire

Units that are eligible to fire during the Missile and Magic Phase can fire at enemy units during the enemy Movement Phase by declaring that they will take Pass-Through Fire. Pass-through fire can be taken at any point during the enemy's movement. Pass-through fire can be used against enemy units that subsequently engage the firing unit in melee combat, or against 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 over friendly troops to hit the enemy. This is called Indirect Fire. To use indirect fire, the archers must be in command and at least 3" away from the friendly troops over which they are firing.

[10.8] Missile Fire Modifiers

The following bonuses and penalties are applied to the AR of missile troops prior to rolling the die.

Table 13. Missile Fire Modifiers

ConditionModifier
Target is in open or skirmish formation+1
Target is in woods or behind hedge+2
Target is in building, behind wall, or in Shield Wall formation ([11.6])+4
Missile-using troops are mounted+2
Missile-using troops are using Indirect Fire+3
Target is at Medium Range*+2
Target is at Long Range*+5

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

B. Artillery

[10.9] Artillery Weapons

There are two types of field artillery used in the BATTLESYSTEM™ game: catapults and ballistae. Artillery weapons can move only along roads or clear terrain ([11.8]).

A catapult cannot shoot at a target closer than its Minimum range. It can use indirect fire at normal penalties. A catapult's target is always considered to be AC 5, regardless of the actual AC of the target. It can fire every other Game Round.

A ballista can fire every Game Round. It must be able to trace a straight line of sight to its target, and cannot use indirect fire. A ballista's target is always considered to be AC 10, regardless of the actual AC of the target.

Artillery Pieces (the scan prints no table number for this block; the statistics are listed as printed)

PieceRangeDamageMV
Light CatapultMin 15", S 20", M 25", L 30"2d108"
Heavy CatapultMin 18", S 24", M 30", L 36"2d124"
BallistaS 11", M 22", L 32" (no minimum range listed)2d66"

[10.10] Artillery Crews

Each artillery piece must have a crew. An artillery crew must be human, demihuman, or humanoid, and is represented by one figure with 10 or more HD (10:1, 5:1, 2:1, or 1:1 ratios, as desired).

The AR of an artillery piece is the same as the THAC0 of its crew figure, not adjusted for ratio. If the original crew figure is removed, any replacement crew figure has a +2 AR penalty for the duration of the battle.

If an artillery crew is wounded, the artillery piece cannot move. A wounded artillery crew can fire only at ½ normal rate.

An artillery crew figure is considered to be a skirmish unit for the purposes of command, movement, and melee.

[10.11] Special Artillery Ammunition

In addition to boulders and arrows, field artillery can be used to fire a variety of items, ranging from glass balls filled with green slime to magical items of destruction. It is the using player's responsibility to work out details of all such special ammunition with the referee or other players before the game begins.

11.0 Special Movement

Special movement in the Intermediate Game includes cavalry, chariots, shield walls, set spears and pikes, and terrain effects on movement.

A. Cavalry and Chariots

[11.1] Definition of Terms

Cavalry are human, demi-human, or humanoid creatures riding faster, larger creatures into battle. The riders are the primary fighters, and the mounts serve first as transportation and second as fighters. Cavalry mounts include horses, wargs, giant boars, elephants, mammoths, dinosaurs, and any creature that can be mounted and ridden into battle. Flying creatures with riders ([15.0]) are considered to be cavalry.

Chariots are vehicles pulled by one or more creatures that carry one or more human, demi-human, or humanoid passengers. The passengers are the primary fighters, and the creatures pulling the chariot serve first as transportation and second as fighters.

Each cavalry or chariot figure fights as a whole. If either the rider or the steed is killed, the entire figure is considered unable to fight, and is removed.

Example: A unit of drow elves is riding nightmares. The unit is hit with a spell that kills the nightmares, but does not affect the drow because the drow have Magic Resistance. Although the drow survived the attack, the cavalry unit is removed because the steeds were all killed.

[11.2] Rating Cavalry

The AR, HD, AC, MV, and Dmg of cavalry are determined in the following manner.

  • 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 they apply to both rider and steed.

[11.3] Rating Chariots

The AR, HD, AC, MV, and Dmg of chariots are determined in the following manner.

  • AR: Average of all passengers and creatures pulling the chariot, rounded in favor of the chariot.
  • HD: Average HD of all creatures pulling the chariot plus average HD of all passengers.
  • AC: Average AC of passengers and pulling creatures, plus bonus of -2.
  • MV: 2/3 of the MV of the creatures pulling the chariot. Exception: If the creatures pulling the chariot have 3 or more times the total HD of the riders, the full movement rate of the pulling creatures is used.
  • Dmg: Add the damage done by all creatures pulling the chariot and all passengers.
  • SA, SD: Special abilities possessed by either riders or steeds can be used. Special defenses apply only if they apply to all creatures forming the chariot.

[11.4] Cavalry and Chariot Charges

Charging cavalry or chariots receive a bonus of -2 to AR for that Game Round unless the defending unit is in Set Spears/Pikes formation. This includes "break-through" attacks (see [7.14] Charge). Weapons that do double damage in a charge also do double damage in a cavalry or chariot charge.

[11.5] Cavalry and Chariots in Melee Combat

Only one attack roll is made for an attack by cavalry or chariots. When adding together the damage done by riders, passengers, mounts, and creatures pulling the chariot, use the same die roll to determine number of hit dice of damage caused.

B. Special Formations

[11.6] Shield Wall

A unit that is in command and in closed formation at the beginning of the unit's Movement Phase, and that is equipped with large shields, can declare a Shield Wall before the unit moves.

A Shield Wall gives a unit a bonus of 4 to AC against all normal missile attacks, and a bonus of 2 to AC against melee attacks. It only gives the bonus for attacks that hit the front of the unit; it gives no advantage to attacks from the flanks and rear of the unit, or from [words lost in the scan's text layer]. It gives no bonus to AC against artillery.

A unit in shield wall formation can be placed so that it is in a circular or square shape with the shields facing outward. In this case, the unit has no flank or rear sides, and the bonuses to AC apply to attacks coming from any direction. However, a unit in this formation cannot move. Note that to enter a 4-sided formation, some figures must have enough movement to turn and face the rear of the unit.

If the shield wall only protects the front of the unit, the unit can move up to ½ its normal movement rate. The unit can change facing only up to 90 degrees during any one Game Round. A change of facing costs a unit in shield wall formation its entire movement rate.

[11.7] Set Spears/Pikes

A unit that is in command and in closed formation at the beginning of the unit's Movement Phase, and that is equipped with spears or pikes, can declare a Set Spears/Pikes before the unit moves.

A Set Spears/Pikes formation does double damage to any enemy unit that charges the formation. In this formation, enemy losses are removed immediately, before the enemy unit gets its return attack (only the surviving figures may attack). If the enemy unit is in closed formation, however, it can fill in any losses in the front line from the rear ranks before making its attack.

Entering a Set Spears/Pikes formation costs 1/3 of a unit's movement rate. The formation can be set to defend any and all sides of a unit. However, if a 4-sided formation is used, some figures must have enough remaining movement to turn and face the rear of the unit.

C. Terrain Effects

[11.8] Terrain Effects on Movement

Table 14. Terrain Effects on Movement

  • Clear Terrain: Full normal movement.
  • Road: Bonus of 1/3 to normal movement. To use a road, the entire unit must be on the road, and the unit must stay on the road for the entire move.
  • Woods: Penalty of 1/3 to normal movement. 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 normal movement, no charge possible through obstacles. A unit in closed formation goes immediately to open formation when crossing an obstacle, but there is no movement penalty for this change of formation.
  • Elevation: Penalty of 1/3 of a unit's movement rate to move up 10 feet of elevation (hill, etc.). Units may not charge uphill.
  • Rough Terrain: Penalty of ½ of a unit's movement rate. Dwarves, hill giants, and other mountain-bred creatures ignore this penalty. Units cannot be in closed formation in rough terrain.
  • Swamps: Penalty of ½ to normal movement. Lizard men, sahuagin, lacedons, and other swamp inhabitants ignore this penalty. Units cannot be in closed formation in swamps.
  • Rivers, Ponds, Lakes: Units can never enter these terrain features unless entirely made of aquatic or amphibious creatures. Such creatures move their full normal movement rate in water. Units cannot be in closed formation in water.

Special Note: Some scenarios may specify that a specific river is fordable, or allow other exceptions to this rule.

[11.9] Terrain Effects on Combat

Units in woods can only use missile fire if they are at the edge of the woods and shooting out of the woods. Missile fire cannot be used at units in the woods, but can be used against units at the edge of the woods. (If they can fire out, they can be hit.)

Elves and other woodland creatures can sight and cast spells up to 6" in woods; all other creatures can sight and cast spells only up to 1".

Certain terrain protects creatures against missile fire, as listed in Table 13: Missile Fire Modifiers ([10.8]). (The printed cross-reference reads "Table 14"; the missile modifiers are Table 13 in this rulebook.)

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

This ends the Intermediate Game section. Using these rules, you may now play the Intermediate scenario, "Battle of the Borderlands."

Part 4: The Advanced Game

The 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 Game provides special campaign rules to allow full integration of the BATTLESYSTEM™ game into your role-playing campaign.

12.0 Weather Conditions and Night Battles

Weather is only used in the game when there is at least one person or monster with power to control weather. Night battles take place only when called for by a special scenario.

Procedure. If no one in the battle has the power to affect the weather, weather conditions are always assumed to be favorable and the battle is assumed to be in the daytime. However, an individual scenario or your campaign may require specific weather conditions or darkness to be in effect at the start of the game. If there is someone in the battle who has the power to affect the weather, roll on Table 15 below to determine weather conditions.

[12.1] Initial Weather Conditions

Battles are always assumed to take place in moderate weather unless the specific scenario or your campaign specifies otherwise. In the latter case, the scenario rules or your referee will specify what the weather conditions are, and what their effect is on battle. Otherwise, roll 1d6 three times and check Table 15 for initial weather conditions.

Table 15. Initial Weather Conditions

  • Humidity: 1-2 = Clear; 3-4 = Partly Cloudy; 5-6 = Cloudy.
  • Temperature: 1 = Hot; 2-3 = Warm; 4-5 = Cool; 6 = Cold. (The scan's text layer reads "Cod" for the 4-5 entry; it is read as "Cool.")
  • Wind: 1-2 = Calm; 3-4 = Light Wind; 5-6 = Strong Wind.

[12.2] Effect of Weather Conditions

None of the initial weather conditions in Table 15 have any combat effect. Use Table 16 to determine the effect of certain weather conditions on the battle.

Table 16. Effect of Weather Conditions

Weather ConditionEffect
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 attacks impossible; all non-magic weapons +3 to AR; movement penalty of 3/4.
Snow*Visibility limited to 18"; all missile attacks +2 to AR; movement penalty of 1/3.
Heavy Snow**Visibility limited to 9"; all missile attacks impossible; movement penalty of 2/3.

* Size M and L creatures cannot fly, except for those from the Elemental Plane of Air. All maneuverability classes are worsened by 1.

** No creatures can fly, except those from the Elemental Plane of Air. All maneuverability classes are worsened by [the figure is missing from the scan's text layer].

[12.3] Special Weather Conditions

A. Temperature Extremes. Creatures defined as having a penalty against cold- or heat-based attacks suffer a -1 penalty to morale in unfavorable extreme weather conditions, and receive an additional hit dice of damage for each attacking enemy figure.

B. Tornadoes. A magically-summoned tornado is treated like a 16 HD air elemental in whirlwind form (see AD&D® Monster Manual, p. 37 or D&D® Expert Set Rulebook, p. 49). It lasts for 1-10 turns, arriving on the battlefield from a random direction. It travels in a random direction (determine each Game Round) for a movement rate of 36". If it leaves the battlefield, it does not return.

[12.4] Weather Magic

D&D® Game Note. If you are using the Companion Set of the D&D® game, use the spell effects and radius described in the spell Weather Control, located on p. 21 of the Player's Companion, instead of Table 16. However, flight penalties remain as in Table 16.

Weather spells are governed by the rules for magic ([14.0]). If two or more control weather spells are used to create the same condition, then the onset time for the weather is ½ normal. If two control weather spells are used to create conflicting conditions, then both spells cancel out. If a control weather spell is used to reinforce current weather conditions, then it takes two or more control weather spells acting together to overcome it.

The druidic spell predict weather will reveal the action of any control weather spells currently operating, even if the weather condition has not yet arrived.

All weather magic must be cast either before the battle begins or during the Missile and Magic Phase.

[12.5] Night Battles

If a battle takes place at night, all missile-using troops without infravision shoot at +2 to AR. Visibility is restricted to 12" even with infravision; no attacks are possible beyond that range.

13.0 Special Creature Abilities

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

Procedure. All special abilities and limitations of creatures must be determined before play begins. For monsters in official AD&D® and D&D® game publications, the published information should be used. For new monsters, you must agree what the abilities and limitations are before play begins. A referee is extremely useful for resolving problems.

[13.1] Combat Bonuses and Penalties

If a creature has a penalty or benefit under certain circumstances (e.g., -1 to hit in daylight, or -4 to AC against giants), the adjustment applies whenever the circumstances occur. Make AR and AC adjustments before the dice are rolled; make damage adjustments after the dice have been rolled. Each + or - equals one column shift on the Combat Results Table per attacking figure to the total hit dice of damage done.

Example: If the result is 3D6 of damage per figure, and there is a +1 damage adjustment, the actual number of hit dice of damage is 3 times the result in the D8 column (1 column shift to the right).

[13.2] Poison

There are two types of poison: poison that causes paralyzation or immobilization, and poison that causes extra damage or death.

Poison that causes paralyzation, immobilization, or similar effects is resolved as in [13.4] Paralyzation or [14.6] Charm, Hold, and Temporary Immobilization.

Poison that causes extra damage or death is treated as extra dice of damage, using the same dice roll as the conventional attack(s) made during that phase. If the poison is defined as weak, or the saving throw is made at a bonus, shift one column to the right to determine the extra damage. If the poison is defined as strong, or the saving throw is made at a penalty, shift three columns to the right to determine the extra damage. If the strength of the poison is not defined and there is no bonus or penalty to the saving throw, shift two columns to the right to determine the extra damage. Do not make a saving throw against poison in the BATTLESYSTEM™ game, even if one is permitted.

Special Note: This rule applies even if the poison only does extra damage, rather than causes death.

[13.3] Invulnerability

Some creatures are hit only by magic or silver weapons, have a shield spell or globe of invulnerability, or possess other protection against harm.

If a unit ends a Melee Phase in base-to-base contact with an enemy figure or unit it cannot possibly harm, it makes an immediate Morale Check in addition to any other checks that may have to be made in that phase.

[13.4] Paralysis

Any damage caused by a figure or unit that paralyzes upon touch causes any enemy units in base-to-base contact with it to become paralyzed.

Paralyzation attacks never cause wounds; if any damage is scored, fractional unit damage paralyzes an entire figure. If the only damage caused by a unit is to paralyze, use the D4 column on the CRT to calculate how many HD of enemy figures are paralyzed. Any damage (no matter how small) that affects a single figure requires an immediate saving throw for that figure (if allowed).

[13.5] Level Draining

Creatures engaged with level-draining opponents at the end of a Melee Phase must make an immediate Morale Check with a -2 penalty, in addition to any other checks that must be made.

When level-draining creatures engage in melee combat, they do double damage.

[13.6] Awe and Fear (AD&D® Game Only)

Some creatures, including dragons, demons, and devils, have the power to cause awe and/or fear. The official monster description for each such creature explains when the effect occurs and who is subject to it.

If a creature capable of causing awe and/or fear is on the battlefield, all units that are affected by it and that are within 12" of it must make an immediate Morale Check, in addition to any other Morale Checks that must be made. Modify the unit's morale by -1 if the check is caused by a dragon or a creature of 12+ HD. Modify the morale by +1 if the check is caused by an illusion of a creature that causes awe or fear.

If a divine being (gods and demigods only) with a charisma of 19 or higher appears on the battlefield, all forces within sight on both sides are automatically affected by the god's awe power. (Awe power is defined in Legends & Lore (formerly the Deities & Demigods™ Cyclopedia), p. 7.) Awe power stuns affected creatures into inaction as long as the deity is present. There is no saving throw.

[13.7] Breath Weapons

Breath weapons use the rules for magical artillery. See [14.5] for calculating damage. Range is as defined in the official AD&D® or D&D® monster description, but area of effect is as defined in [14.2].

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

[13.8] Regeneration

Creatures with this ability can remove a Wound marker from a figure if it goes for two Game Rounds without participating in combat. When regenerating creatures are killed, place a second Wound marker on the figure and leave it on the battlefield. Two Game Rounds later, one Wound marker is removed and the figure can move and fight normally. If an enemy figure is within 1" of the "dead" regenerating creature, the creature cannot regenerate. A single figure can prevent two regenerating creatures from healing if it is within 1" of each such figure.

Damage caused by fire and acid attacks does not regenerate unless the creature description says otherwise.

[13.9] Undead and Mindless Creatures

Mindless undead (zombies, skeletons, etc.) must be in command in order to move or fight. They never check morale or discipline (but must have a morale rating calculated for them).

If a unit of mindless undead goes out of command, it continues following its last order: move, fight, pursue, halt, etc., regardless of circumstances. If it is moving, it will fight any opponents or friendly forces in its path, and move off the tabletop or over a cliff or into a river or otherwise self-destruct if command is not reestablished in time.

14.0 Magic

Magic is a powerful force in the BATTLESYSTEM™ game. Magic can be used by spell-casters, by monsters with spell-like abilities, and by figures and individuals possessing magic items.

Procedure. Magical spells, spell-like abilities, and magic items can only be used during the Magic and Missile Phase. Some spells and magic items can be used as pass-through fire. Unless the BATTLESYSTEM™ rules specify that a type of spell can be used as pass-through, it cannot be so used.

Special markers are provided in the game to mark magical effects on the tabletop. Magic markers can be placed on figures, or they can be placed to mark a spell area of effect on the battlefield. Magic markers are printed in several colors to help you tell the various effects apart. Charm markers are used to identify figures under a charm spell or similar effect. Invisible markers are used to designate invisible creatures that have been detected and placed on the board. Immobilized markers are used for figures who have been paralyzed, held, or otherwise rendered immobile, but who are not dead. (They are also used for regenerating creatures.)

Special note: the AD&D® and D&D® game spells used in the BATTLESYSTEM™ game have been broken down into general categories for illustration and convenience in description. These lists are not complete or comprehensive, since clever and creative players will always think of unusual uses for even the most conventional and simple magic spells. It is highly advisable to use a referee when playing the Advanced Game in order to resolve confusing or conflicting situations.

A. Rules and Regulations for Magic Use

[14.1] Restrictions on Magic Use

All AD&D® and D&D® game rules apply to the use of magic in the BATTLESYSTEM™ game unless specifically modified by this rulebook. A spell-caster or magic item user can perform the same actions in one BATTLESYSTEM™ Game Round as in one AD&D® or D&D® game melee round. (EXCEPTION: Individual combat takes place 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 the same Game Round in which they cast spells, unless affected by a potion of speed or a haste spell (see [14.7]). Figures using magic items can move ½ their normal movement rate during the same Game Round in which they use the item. Characters with magic wands or rods who are riding mounts can split-fire like mounted archers.

A figure in base-to-base contact with any enemy figure or figures can only use magic on itself or against the figure(s) with which it is in contact. A figure can use eligible magic as pass-through fire during an enemy Movement Phase before the enemy figure enters into base-to-base contact with it.

Any figure that represents only one individual can use whatever magic the individual possesses. A figure that represents more than one individual can only use magic if all of the creatures represented by that figure are capable of using that spell or item.

A mob cannot use magic, except for innate spell-like abilities. It must be successfully Ordered to use such abilities. A skirmish unit can use whatever magic it possesses. A regular unit that is in command can use whatever magic it possesses. A regular unit that is out of command can use magic if and only if it passes a special Morale Check in order to do so. If the special Morale Check fails, the unit cannot use magic. Units that "never check morale" are subject to this rule.

Special note: magic weapons without special abilities can be used by any units without restriction or penalty.

All magic (except for magical melee weapons) must be used during the Movement 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 casualties are removed at once—they do not get return attacks as in melee combat.

Spells can be pre-cast before the battle begins. The referee or the scenario rules should specify any limits on spell pre-casting (e.g., no more than 5 spells per side, or beginning only 10 Game Rounds before the start of the battle, etc.). Each player must calculate for each spell-caster the number of rounds it takes to pre-cast, and deduct that time from all pre-cast spells.

[14.2] Game Scale and Area of Effect

In the AD&D® game, the range of any magic spell or item is the range in inches from the Players Handbook, Dungeon Masters Guide, or other source. In the D&D® game, calculate the range of a magic item or spell in the same way movement rate is calculated (see [3.1]).

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

In a BATTLESYSTEM™ game using AD&D® rules, the Area of Effect of a magic spell or item is 1" = 10', not 10 yards. This means that it takes 3" of area of effect in the AD&D® game to equal 1" of area of effect in the BATTLESYSTEM™ game. Use Table 17 to convert spell areas of effect from the AD&D® game to the BATTLESYSTEM™ game. The column labeled "Figure Base Size" is used to determine whether all the creatures represented by a single figure fall in a spell's area of effect.

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

Special note: the Figure Base Size describes figures in closed or mob formation only! For creatures in open or skirmish formation, consider the base size to be one size larger.

Table 17. Spell Areas of Effect.

AD&D® or D&D® Game ScaleBATTLESYSTEM™ ScaleFigure Base Size
1"/30'1/2"1/2"
2"/60'1"3/4"
3"/90'1"1"
4"/120'1 1/3"1 1/2"
5"/150'1 2/3"1 3/4"
6"/180'2"2"

[14.3] Saving Throws

Figures that represent only one individual use the normal AD&D® or D&D® game saving throws to determine the effect of spells.

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

OPTIONAL RULE: If 20 or more figures have been affected, you can optionally have one less than the saving throw number of figures fail automatically for each multiple of 20 figures. Make individual saving throws for remaining figures. This saves time when a large number of saving throws must be made. If you decide to use this rule, you must declare it prior to making any saving throw rolls.

[14.4] Line of Sight

Any spell or item that acts at a distance must be able to trace a clear line of sight from the caster to its intended victim. If the line of sight passes through woods, buildings, walls higher than either character, or other obstructions, it is broken and the spell caster cannot see his target well enough to cast the spell. A unit in closed, open, or mob formation, or skirmishers no more than 1" apart, also blocks line of sight.

The range from spell-caster to target must be calculated after the magical attack is declared. If it is found that the range is insufficient, or the line of sight is obstructed, the spell automatically fails and is expended.

It is impossible to target individual characters in a regular unit in closed or mob formation. In all other formations, an individual character can be targeted if not physically blocked by any figure or portion of a figure. If it is not obvious whether a character can be targeted, stretch a string or rubber band between the spell-caster and the target character. If the string or rubber band does not touch any object or figure in the direct path, the character can be targeted successfully.

B. Types of Magic

[14.5] Magical Weapons and Artillery Spells

Clerical

  • Spiritual Hammer
  • Sticks to Snakes
  • Flame Strike
  • Insect Plague
  • Earthquake
  • Holy (Unholy) Word

Druid

  • Shillelagh
  • Fire Trap
  • Call Lightning
  • Pyrotechnics
  • Fire Seeds
  • Fire Storm

Magic-User

  • Magic Missile
  • Shocking Grasp
  • Stinking Cloud
  • Fireball
  • Flame Arrow
  • Lightning Bolt
  • Cloudkill
  • Cone of Cold
  • Death Spell
  • Disintegrate
  • Otiluke's Freezing Sphere
  • Delayed Blast Fire Ball
  • Mordenkainen's Sword
  • Bigby's Clenched Fist
  • Incendiary Cloud
  • Bigby's Crushing Hand
  • Explosive Cloud
  • Meteor Swarm
  • Power Word, Blind
  • Power Word, Kill

Illusionist

  • Color Spray
  • Prismatic Spray
  • Etc.

This category includes all spells and items that can do damage to one or more enemy figures. It also includes most breath weapons (see [13.7] Breath Weapons). Spells in this category can be used as pass-through fire.

A. Calculating Damage.

Against individuals, damage is determined by normal AD&D® or D&D® game rules. Against figures representing more than one creature, you must calculate the number of Hit Dice of damage done.

All damage that would be considered to be D6 or D8 damage on the BATTLESYSTEM™ CRT does the same number of HD of damage in the BATTLESYSTEM™ game.

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

In all other cases, first determine the number of hit points of damage done and then divide by 4 to determine the number of hit dice of damage done. This may involve first rolling dice to determine the number of hit points, and then dividing.

Example: An ice storm does 3d10 points of damage. Roll a d10 three times (let's say you roll 6, 5, and 3 for a total of 14) and then divide 14 by 4 to get 3 1/2, rounded to 4 HD. (Round 1/2 and higher fractions up.)

Special note: an area of effect spell affects every creature in that area! If a fireball does 6 hit dice of damage, a figure representing 10 creatures in the area of effect takes 60 hit dice of damage.

B. Determining Spell Effect.

If all creatures represented by a figure will die even if they all made their saving throws, the figure is automatically removed. If all creatures represented by a figure will live even if they failed their saving throws, the figure is automatically wounded. If a saving throw would determine whether a figure lives or dies (Example: ten 4HD ogres are hit by a 6 HD fireball, and a saving throw is made for the figure. If the check succeeds, the figure is wounded; if it fails, the figure is removed.)

If the spell effect is linear or cone-shaped, the following special rules apply: A linear effect can do no more than wound a figure if fired from in front of or directly behind the figure. If it is fired from the side against a figure in closed or open formation, it can cause a figure to be removed if the damage is sufficient. This restriction applies to the first ½ of the range of a cone-shaped spell effect also.

[14.6] Charm, Hold, and Temporary Immobilization

Clerical

  • Snake Charm

Druid

  • Entangle
  • Charm Person or Mammal
  • Hold Animal
  • Hold Plant
  • Confusion

Magic-User

  • Charm Person
  • Friends
  • Sleep
  • Forget
  • Ray of Enfeeblement
  • Hold Person
  • Suggestion
  • Charm Monster
  • Fire Charm
  • Feeblemind
  • Hold Monster
  • Geas
  • Repulsion
  • Charm Plants
  • Antipathy/Sympathy
  • Mass Charm
  • Maze
  • Temporal Stasis

Illusionist

  • Hypnotism
  • Blindness
  • Deafness
  • Hypnotic Pattern
  • Paralyzation
  • Emotion
  • Chaos
  • Mass Suggestion
  • Etc.

Spells in this category can be used as pass-through fire.

A. Charm.

If a charm spell or similar effect is used against a unit commander or individual, that commander/individual receives any normal saving throws to which he is entitled. If the saving throws (if any) fail, the charmed commander and his unit fall under the control of the other side for 1-4 + commander's CB (if any) Game Rounds. A unit serving a charmed commander moves during the enemy Movement Phase. It cannot be ordered to attack units on its side, but it can be moved in any manner the enemy player decides, as long as its move is legal. If a unit following a charmed commander ends its move in a position in which it can be attacked in the flank or rear by an enemy ground unit during the same Game Round, the unit must make a Discipline Check. If the unit passes the check, it remains in place; if the unit fails, the player owning the figures may make a facing change for all figures in the unit at no cost. When the enemy control period ends, the unit "figures out" that its commander is acting strangely, and goes out of command.

If a mass charm or similar spell effect is used against an entire unit, every figure in the area of effect that is entitled to a saving throw must make a saving throw. Each figure that fails falls under the control of the opposing player for the duration of the mass charm. Such figures move during the opposing player's Movement Phase, and can move or fight in any manner the opposing player wishes, including attacking figures on its own side. The figure or individual casting the mass charm is considered to be the Unit Commander, and the commander's CR is considered to be the range of the spell. Note that it is possible for a unit to be split and fight itself.

Place a Charm marker on any charmed individual or figure.

B. Hold/Temporary Immobilization.

When a figure is attacked by a hold or temporary immobilization spell, first make any saving throw to which the figure is entitled. If the saving throw fails, place an Immobilized marker on the figure and write down the nature and duration of the effect.

A sleep spell can be broken if a friendly figure moves into base-to-base contact with an affected figure and remains for one full Game Round. On the next Game Round, the sleeping creatures awake.

Paralyzed creatures must have their paralyzation broken by magic or wait until the effect wears off.

[14.7] Bonuses and Penalties

Clerical

  • Bless
  • Protection from Evil
  • Resist Cold
  • Sanctuary
  • Chant
  • Resist Fire
  • Prayer
  • Survival
  • Protection from Evil 10' Rad.

Druid

  • Protection from Lightning
  • Protection from Fire
  • Anti-Animal Shell

Magic-User

  • Protection from Normal Missiles
  • Haste
  • Slow
  • Fumble

Illusionist

  • Dispel Exhaustion
  • Etc.

Bonus and penalty spells improve or lower the abilities of figures. A bonus or penalty spell used on a figure representing a single individual works according to normal AD&D® or D&D® game rules. A bonus or penalty spell used on a figure representing more than one individual or creature must be able to affect all creatures represented by the figure, or else have no effect.

Examples: It takes 10 protection from fire spells to benefit a 10:1 figure; but a single haste spell cast by a 10th level magic-user could affect all 10 creatures represented by the figure.

If not all the figures in a unit have been affected by the magic, place a Magic marker on each affected figure; if all figures in the unit are affected, there is no need for the markers. Remember to write the nature and duration of the bonus or penalty on the roster sheet.

If only part of a unit is affected, that part fights separately from the rest of the unit. The affected figures may still function as members of the unit, but combat rolls and damage are figured for the enchanted and non-enchanted figures separately.

Haste spells and potions of speed allow a figure to make its full move and also cast spells/use missiles, or make a double move, or fire missiles or melee for double damage.

[14.8] Invisibility

Druid

  • Invisibility to Animals

Magic-User

  • Invisibility
  • Invisibility 10' Radius
  • Mass Invisibility

Illusionist

  • Improved Invisibility
  • Etc.

It is highly recommended that you use a referee when using invisibility magic in the BATTLESYSTEM™ game.

A figure or group of figures that are invisible are not placed on the board. Instead, the player controlling them writes down their initial position and records direction and length of each move, then shows the referee what is going on.

The referee determines whether the move is legal, whether the invisible figure or figures came into contact with any figures of either side, and whether the enemy was able to detect the invisible figures.

If the player using invisible figures fails to leave enough space among his units for the invisible figure or figures, the invisible forces are automatically eliminated.

Invisible figures must always operate in skirmish formation.

If invisible figures enter a detect invisibility spell area of effect, come within range of a true sight spell or a gem of seeing, or encounter similar magic, they must be immediately placed on the board. However, they have a -4 AC bonus as long as they are invisible. In addition, figures unable to see the invisible figures cannot make magic or missile attacks. (SPECIAL NOTE: In the AD&D® game, the DMG, p. 60, gives a chance to automatically detect invisible figures based on intelligence and level.)

If an invisible figure attacks, it loses its invisibility according to the AD&D® and D&D® game rules. The enemy may attack the formerly invisible figure during that Game Round, but the invisible figure retains its -4 AC bonus for the rest of that Game Round. If an invisible creature wades a stream, the opponent must be told that something unseen crossed in that location, but the figure need not be placed on the board.

If an invisible figure comes into base-to-base contact with any enemy figure at any point, the invisible figure must be placed on the board, but gets an immediate free melee, missile, or magic attack. It can then melee normally during that Game Round. This is an exception to the rule that prohibits a unit from using missiles or magic and then performing melee combat during the same Game Round.

If an invisible creature is placed on the board, but its invisibility is not broken, place an Invisible marker on the figure. These figures always have a -4 AC bonus. Please note that such AD&D® game spells as improved invisibility and psionic invisibility give exceptions to some of the rules. In dealing with invisibility, use the spell descriptions to govern effects.

If you are not using a referee, place invisible figures on the board with an Invisible marker on them. They cannot be attacked unless they are detected by enemy forces. All other rules related to invisibility apply.

[14.9] Awe and Fear

Cleric

  • Fear

Magic-User

  • Scare
  • Etc.

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

[14.10] Create Troops

Cleric

  • Animate Dead
  • Aerial Servant
  • Animate Object
  • Conjure Animals
  • Gate

Druid

  • Summon Insects
  • Animal Summoning I, II, III
  • Conjure Fire Elemental
  • Conjure Earth Elemental
  • Animate Rock
  • Creeping Doom

Magic-User

  • Find Familiar
  • Unseen Servant
  • Monster Summoning I-VII
  • Conjure Elemental
  • Mordenkainen's Faithful Hound
  • Invisible Stalker
  • Cacodemon
  • Clone
  • Create Magical Monster
  • Gate

Illusionist

  • Shadow Monsters
  • Demi-Shadow Monsters
  • Summon Shadow
  • Shades
  • Etc.

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

Illusions that do "killing" damage actually only put their victims into a cataleptic state. A shadow monster or related spell does real melee damage. However, if it has a special killing ability (e.g., a death ray), and the attacked figures have made a saving throw, then the special killing ability only puts its victims into a cataleptic state, just like a normal illusion.

[14.11] Detection and Information

Cleric

  • Detect Evil
  • Detect Magic
  • Augury
  • Detect Charm
  • Fired Traps [sic; as printed]
  • Know Alignment
  • Speak with Animals
  • Locate Object
  • Speak with the Dead
  • Detect Lie
  • Divination
  • Neutralize Poison
  • Speak with Plants
  • Tongues
  • Commune
  • True Seeing
  • Find the Path
  • Speak with Monsters
  • Stone Tell

Druid

  • Detect Snares and Pits
  • Locate Animals
  • Locate Plants
  • Commune with Nature

Magic-User

  • Comprehend Languages
  • Identify
  • Detect Invisibility
  • ESP
  • Clairaudience
  • Clairvoyance
  • Infravision
  • Wizard Eye
  • Contact Other Plane
  • Glassee
  • Lore
  • Legend Lore

Illusionist

  • True Sight
  • Detect Illusion
  • Vision
  • Etc.

A. Detection.

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

B. Information.

Most information spells work according to normal AD&D® and D&D® game rules. However, such spells as augury, divination, vision, and even wish used as an information spell pose special problems.

Questions may be asked of the referee or opposing player, according to the nature of the question and of the spell. If there is a chance that the answers may be false, the referee rolls the dice in secret, and tells the person who is to answer the question whether or not he must tell the truth.

Any question on the order of "Who will win the battle?" cannot be answered. If the answer to any question is unknown, or if the question cannot be answered, the questioner gets no information and the question is expended.

Questions about the actions of the other side have special limits: a player can only discover what an enemy unit or units will do on the following Game Round. If a wish or vision spell is used, the maximum information that can be obtained is either (a) what forces and capabilities one enemy brigade has (the questioned player must show the asker Army Roster Sheets for one brigade, or (b) where the units and commanders of any one brigade will move during the next Game Round. If a player is forced to declare where his units will move on the next Game Round, he must move according to what he declares, regardless of changing circumstances.

SPECIAL NOTE: Heroes and any commander with magic resistance or other protection against ESP detection, or magic are immune to information magic, even a wish. A player never has to reveal the whereabouts, capabilities, or intentions of such heroes or commanders in response to information magic.)

[14.12] Magical Defenses

Cleric

  • Blade Barrier
  • Barrier
  • Word of Recall

Druid

  • Barkskin
  • Feign Death
  • Repel Insects
  • Anti-Plant Shell
  • Anti-Animal Shell

Magic-User

  • Feather Fall
  • Hold Portal
  • Shield
  • Mirror Image
  • Rope Trick
  • Blink
  • Leomund's Tiny Hut
  • Fire Shield
  • Minor Globe of Invulnerability
  • Bigby's Interposing Hand
  • Anti-Magic Shell
  • Bigby's Forceful Hand
  • Globe of Invulnerability
  • Guards & Wards
  • Bigby's Grasping Hand
  • Duo-Dimension
  • Statue
  • Mind Blank
  • Serten's Spell Immunity
  • Prismatic Sphere

Illusionist

  • Blur
  • Prismatic Wall
  • Etc.

Defensive magic works according to the AD&D® and D&D® game rules. Defensive spells used for offensive purposes (a blade barrier, for example) may require decisions by a referee. It is the responsibility of the casting player to keep track of the effect and duration of the spell.

The spell mirror image eliminates damage in proportion to the number of duplicates generated by the spell.

Example: A figure has cast mirror image and created three duplicates of itself. If the figure receives 40 HD of damage, it takes only 10 HD, since each of the duplicates also took 10 HD of damage (each duplicate disappears after taking damage).

Spells in this category can be used as pass-through fire.

[14.13] Movement

Cleric

  • Astral Spell
  • Travel
  • Wind Walk

Druid

  • Plant Door
  • Pass Plant
  • Transport via Plant
  • Transport through Plants
  • Chariot of Sustarre

Magic-User

  • Spider Climb
  • Jump
  • Levitate
  • Fly
  • Dimension Door
  • Passwall
  • Teleport
  • Phase Door
  • Etc.

Movement spells work according to the normal AD&D® and D&D® game rules.

Movement spells (including teleport as an innate ability), must always be used in the Missile and Magic Phase.

[14.14] Illusions

Druid

  • Hallucinatory Forest

Magic-User

  • Dancing Lights
  • Ventriloquism
  • Audible Glamer
  • Fools Gold
  • Leomund's Trap
  • Nystul's Magic Aura
  • Phantasmal Force
  • Hallucinatory Terrain
  • Massmorph
  • Distance Distortion
  • Project Image
  • Simulacrum

Illusionist

  • Change Self
  • Improved Phantasmal Force
  • Phantasmal Killer
  • Spectral Force
  • Shadow Door
  • Shadow Magic
  • Demi-Shadow Magic
  • Permanent Illusion
  • Programmed Illusion
  • Veil
  • Etc.

A. Saving Throws.

The owning player must decide when any of his forces will check to see if something is illusory. If the owning player does not state that his forces are trying to disbelieve an illusion, his forces do not get a saving throw.

If the owning player decides to have his forces check, all 1:1 ratio figures on his side automatically make saving throws. All 2:1, 5:1, and 10:1 figures must first make a Morale Check to see if they try to disbelieve, and then make a saving throw against the illusion. If some forces successfully disbelieve an illusion, all forces that failed their Morale Check get to make a saving throw next Game Round.

If an illusion is missing an expected sensory component (for example, sound), the figures that must check morale do so at +1 for that check only. If you are using a referee, the referee can optionally assign an additional bonus or penalty of 1 to the Morale Check based on his judgement as to whether the illusion is particularly appropriate or inappropriate to the situation.

(Example: An illusion of dragons when dragons are known to be part of the army, or of quicksand when there is quicksand known to be on the battlefield, are particularly appropriate. On the other hand, an illusion of a good demi-god fighting on the side of evil creatures, or of Demogorgon suddenly appearing in the midst of an army of elves, is particularly inappropriate.)

If troops or heroes try to disbelieve something that is real, they automatically fail any saving throws that might apply against that real object.

B. Casting.

All illusion magic must be cast during the Missile and Magic Phase. If the casting player elects, he can delay the appearance of of the illusion until a later phase (for example, to simulate a different type of spell) in the current or next Game Round.

All illusions are three-dimensional unless otherwise stated. Place figures or terrain pieces on the battlefield to represent illusions.

If an illusion is used to conceal something (e.g., an illusion of solid ground covering a trench), the first rank automatically falls in and the second rank must make saving throws vs. Paralyzation to avoid falling in. The third and subsequent ranks do not fail in.

In order to increase the "realism" of illusions, place cut-outs, counters, or miniatures on the tabletop to show what is "seen."

[14.15] Modification and Disguise of Terrain, Troops, Etc.

Druid

  • Pass without Trace
  • Tree
  • Obscurement
  • Hallucinatory Forest
  • Pyrotechnics
  • Trip
  • Plant Growth
  • Snare
  • Transmute Rock to Mud
  • Dissolve
  • Wall of Fire
  • Wall of Thorns

Magic-User

  • Web
  • Dig
  • Wall of Ice
  • Wall of Force
  • Hallucinatory Terrain
  • Distance Distortion
  • Wall of Iron
  • Wall of Stone
  • Move Earth

Illusionist

  • Wall of Fog
  • Fog Cloud
  • Etc.

Terrain/troop modification and concealment spells are of two types: illusions and real changes. Illusionary modifications are treated like other illusions. Whether the modification is real or not, place terrain pieces, counters, or figures on the tabletop to show the effect. Place Magic markers to simulate temporary effects. To simulate a wall of fog or similar obscurement spell, you can use a Dungeon Masters Screen to conceal the troops hidden by the wall. Until the wall dissipates, all movement behind the wall cannot be seen by the enemy player.

[14.16] Regeneration and Magical Healing

Clerical

  • Cure Light Wounds
  • Slow Poison
  • Cure Blindness
  • Cure Disease
  • Cure Serious Wounds
  • Cure Critical Wounds
  • Cureall
  • Raise Dead Fully
  • Restore
  • Neutralize Poison
  • Raise Dead
  • Heal
  • Regeneration
  • Resurrection
  • Etc.

Curative magic used on a figure representing a single individual works according to normal AD&D® or D&D® game rules.

When curative magic is used on a figure representing more than one creature that currently has a Wound marker, it has the following effects: A cure light/serious/critical wounds spell cures 1 HD of damage for every level of the spell. A heal, regeneration, restoration, or resurrection spell cures 2 HD of damage for every level of the spell. If the total damage cured by such magic is equal to ½ the HD of a figure, its Wound marker is removed.

Raise dead can bring a single individual back to life, but that individual cannot fight for the rest of the battle. Place an Immobilized marker on any such individual or figure.

A limited wish or alter reality spell can remove one Wound marker. A wish spell can remove two Wound markers or bring any one figure back to life.

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

[14.17] Spells That Only Affect Individuals

Clerical

  • Command
  • Hold Person
  • Feign Death
  • Remove Curse
  • (Curse)
  • (Blindness)
  • (Cause Light Wounds)
  • (Cause Serious Wounds)
  • (Cause Critical Wounds)
  • Exorcise
  • Atonement
  • Plane Shift
  • Quest
  • (Slay Living)
  • (Harm)
  • (Energy Drain)
  • (Wither)
  • (Destruction)

Druid

  • Animal Friendship
  • Feeblemind
  • Finger of Death
  • Transmute Metal to Wood
  • Enlarge
  • Jump
  • Strength

Magic-User

  • Polymorph Other, Self, Any Object
  • Geas
  • (Flesh to Stone)
  • Tenser's Transformation
  • Power Word, Stun
  • Otto's Irresistable Dance
  • Power Word, Blind
  • Magic Jar
  • Trap the Soul
  • Imprisonment

Illusionist

  • Shape Change
  • Etc.

These spells are mostly for use by individual Heroes and commanders against enemy Heroes and commanders, or for additional defense. A creative player can find many uses for such spells. A referee is needed to decide on unusual uses for these spells.

The AD&D® game spells command, hold person, feign death, blindness, feeblemind, finger of death, enlarge, polymorph, power word stun, Otto's irresistable dance, power word blind, magic jar, trap the soul, and imprisonment (and their D&D® game equivalents) can be used as pass-through fire.

[14.18] Special Effects

Clerical

  • Create Water
  • Light
  • Purify Food and Drink
  • Silence 15' Rad.
  • Continual Light
  • Create Food and Water
  • Dispel Magic
  • Glyph of Warding
  • Lower Water
  • Dispel Evil
  • Part Water
  • Striking
  • Symbol

Druid

  • Faerie Fire
  • Purify Water
  • Heat Metal
  • Produce Flame
  • Warp Wood
  • Stone Shape
  • Water Breathing
  • Produce Fire
  • Animal Growth
  • Turn Wood

Magic-User

  • Affect Normal Fires
  • Burning Hands
  • Erase
  • Mending
  • Message
  • Push
  • Read Magic
  • Tenser's Floating Disc
  • Floating Disc
  • Write
  • Darkness 15' Rad.
  • Knock
  • Shatter
  • Wizard Lock
  • Explosive Runes
  • Enchanted Weapon
  • Extension I, II, III, etc.
  • Fire Trap
  • Rary's Mnemonic Enhancer
  • Airy Water
  • Leomund's Secret Chest
  • Telekinesis
  • Enchant an Item
  • Lower Water
  • Spiritwrack
  • Stone to Flesh
  • Sword
  • Drawmij's Instant Summons
  • Limited Wish
  • Reverse Gravity
  • Vanish

Illusionist

  • Gaze Reflection
  • Misdirection
  • Continual Darkness
  • Dispel Illusion
  • Non-Detection
  • Minor Creation
  • Major Creation
  • Alter Reality
  • Etc.

The official AD&D® and D&D® game spell descriptions define the normal use of these spells. The referee must rule on unusual or particularly creative applications of these spells.

The spells wish, limited wish, and alter reality pose special problems. The referee must apply the literal wording of the wish (regardless of what the player actually meant), and then decide whether the desired effect is compatible with other spells of the same level. (Remember, a wish is only a 9th level magic spell—not a grant of infinite power!)

A wish spell can cancel out another wish spell.

Any use of a wish is subject to the ruling of the referee. If the use of a wish spell is disallowed, the wish is still expended.

[14.19] Clerics and Undead

If a cleric successfully turns undead, a minimum of one figure is automatically routed, even if the cleric did not turn sufficient hit dice to equal one entire figure. A cleric can keep attempting to turn a unit of undead once per Game Round until an attempt is failed. After that, the cleric cannot attempt to turn any more undead in that particular unit, although he may attempt to turn the same kind of undead in a different unit.

If a cleric's power is such that he automatically destroys undead, he destroys a minimum of one figure of undead, even if he did not destroy sufficient hit dice to equal one entire figure.

If an evil cleric turns undead, he can sometimes make them enter his service (see DMG, p. 65). Such undead fall instantly under the command of that cleric, and follow his orders without question until they are killed, turned by an evil cleric on the other side, or move out of the cleric's CR. The same rules apply to avengers (D&D® Companion, book 1, p. 18).

[14.20] Magic Items

Magic items are handled in the same way as the spells they most closely resemble. Certain magic items have a specific effect in the BATTLESYSTEM™ game:

  • Ring of Human Influence (AD&D® game only): gives a commander a +1 Charisma bonus.
  • Rod of Rulership (AD&D® game only): gives a commander a +2 Charisma bonus.
  • Drums of Panic (AD&D® game only): forces an immediate Morale Check for every enemy unit with at least one figure in range of the effect.
  • Sphere of Annihilation (AD&D® game only): all figures must stay 2" away from it. If it is moved during the Missile and Magic Phase, it will "push" all figures that 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 modes operate as the spell-types they most closely resemble. Psionic vs. psionic combat can only take place between Heroes and commanders. Psionic invisibility cannot be detected using the table in DMG, p. 60. Telempathic projection can raise or lower enemy or friendly morale by 1 point.

[14.22] Bard Powers (AD&D® Game Only)

A bard's singing can raise the morale of friendly figures in his CR by +1. Only one bard can provide this morale bonus to any single figure at a time.

A bard cannot sing and command at the same time unless he is singing suggestions to charmed troops.

15.0 Flying Movement and Combat

Creatures who have natural or magical flying ability greatly increase the options available to the BATTLESYSTEM™ Game commander, but also greatly complicate his job.

Procedure. Basic rules on flying movement and combat for the AD&D® game are listed in the DMG, pp. 49-53. Those rules apply in the BATTLESYSTEM™ game except as specifically noted below. For the D&D® game, use the rules given below only.

[15.1] Movement

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

In the D&D® game, creatures smaller than man-sized can change direction up to 180 degrees per Game Round. Man-sized flying creatures can change direction up to 90 degrees per Game Round. Flying creatures significantly larger than man-sized can change direction up to 45 degrees per Game Round. Magical devices, spells, spell-effects, or innate magical abilities permitting flight (such as those possessed by air elementals) allow changes of direction up to 180 degrees per Game Round. This replaces the AD&D® game Maneuverability Class.

Mounted flying creatures maneuver at one category worse than normal. A creature flying at ½ or less its maximum movement rate maneuvers at one category better than normal.

There are three altitudes for flying creatures: low (30', or 1"), medium (120', or 4"), and high (240', or 8"). Use the appropriate Altitude marker to show the height of flying creatures. (You can also stack flying creatures on dice, or otherwise mark them for easy visual reference.) Flying creatures on the ground do not need a marker.

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

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

OPTIONAL RULE: In a primarily or exclusively flying battle, you can change the definition of altitude levels or create additional levels to increase the three-dimensional battlefield.

[15.2] Formations

Flying units must be either in open or skirmish formation when flying. A flying unit that is otherwise entitled to do so can go into closed formation on the ground.

[15.3] Combat

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

[Transcriber's note: the first sentence of this Case stops at "the unit on the ground" at the foot of its column on the printed page, and the page does not complete it. The next column opens with "suffers a +2 AC penalty.", which is also a fragment; the rest of that column is a sidebar of rules paragraphs. Both are transcribed as printed.]

suffers a +2 AC penalty.

When a unit in flight fires missiles, treat short range as medium and medium range as long. EXCEPTION: Units using fly spells or carpets of flying suffer no penalties.

If a figure flying with wings receives any hit dice of damage (even if the damage is not sufficient to cause a wound), it must land immediately. It may move 1/3 its normal movement rate (even if it had already moved its full movement rate during the same Game Round) in landing, but must be on the ground at the end of its move. This does not apply to figures with innate or magical flying ability.

A flying figure with a Wound marker cannot take flight again. A flying figure that was forced to land because it received damage but did not receive a wound can take to the air again on the following Game Round.

[15.4] Bombing

Flying creatures can carry boulders or other "bombs." This gives them a maneuverability class one worse than normal. For every man-sized weight equivalent in "bombs" dropped, 2d6 damage is caused. Regardless of a victim's armor class, a bomb dropped from low altitude hits as if the victim were AC 10, a bomb from medium altitude hits as if the victim were AC 8, and a bomb from high altitude hits as if its victim were AC 4.

If magical or special "bombs" are to be used, the referee or other players must define their effects in advance.

16.0 Campaign Rules

The BATTLESYSTEM™ game can be played in the context of a grand AD&D® or D&D® role-playing campaign. The special Campaign Rules are used for that purpose. You can also use this section to create two armies that are roughly equal in order to just fight a battle. The following Power Levels govern the type of game and the amount of magic that can be used.

[16.1] Recovering Casualties

The "kills" in a BATTLESYSTEM™ battle represent actual kills, wounds that immobilize or disable, and routed or fleeing 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 your forces hold when the battle is over, you can recover 2/3 of the "dead" troops. You can also recover 2/3 of any forces routed off the tabletop (the remainder are assumed to have run away, never to return).

You can also take prisoner 1/3 of the enemy forces that fell on that part of the battlefield you hold. (Alternatively, you can kill them or let them escape.) Dealing with the prisoners you have captured is part of the on-going campaign, and is not dealt with here. Possibilities include holding them for ransom, charming them into joining your side, or trading them for your forces that the enemy took prisoner.

[16.2] Experience Points

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

If the soldiers in a unit are capable of earning experience points, they earn the total XP kill value of all enemies their unit killed or routed off the tabletop divided by the number of soldiers who survived the battle. A unit that earns enough experience points can raise all its members in level, but must be able to raise all its members simultaneously in order to do so.

If a Unit Commander is capable of earning experience points (even if his unit is not capable of earning experience points), he receives 25% of the total XP kill value of all enemies his unit killed or routed off the tabletop, minus 25% of the XP value for all figures in his unit that were removed during the battle. (There is no penalty for wounded figures, and there is no benefit for figures recovered after the battle under [16.1], above.) In addition, of course, he receives any experience points for individual combat in which he participated.

If a Brigade Commander is capable of earning experience (even if his subordinate commanders and troops cannot), he receives 25% of the XP earned by each subordinate Unit Commander (or what that Unit Commander would earn if capable of earning experience), and 25% of the XP earned by each subordinate skirmish or mob unit, as well as any XP earned through individual combat.

If an Army Commander is capable of earning experience, he receives 50% of what each of his Brigade Commanders earn (or would earn if they could earn experience points), in addition to any XP earned through individual combat. If an Army Commander has no subordinate Brigade Commanders, his XP is calculated in the same way as a Brigade Commander.

Regardless of battlefield losses, a commander can never receive a negative experience point award for command. If the XP award is a negative number, the commander receives an XP award of 0.

[16.3] Creating Armies

There are several different ways to fight a BATTLESYSTEM™ battle: you can use a published BATTLESYSTEM™ adventure or scenario from TSR, Inc., you can work a major battle into your campaign, or you can create your own battles and fight them as a miniatures wargame.

At some point you may find that you must create an army to fight the forces of your player characters. How do you create an army that is challenging but not overwhelming?

This section is designed to provide guidelines for creating armies that are roughly equal so that you can put together your own battles. It is a guideline only, since such factors as terrain, generalship, and military objective can have as much to do with victory and defeat as the strength of the armies themselves.

First, calculate the strength of the PCs and their forces to determine the number of Points and the Power Level of those forces. Determine whether one side has a terrain or defensive advantage. Then, using the system below, begin to build the opposing army.

A. Power Levels.

  • BASIC GAME: Only Basic Game rules are allowed; forces that have Intermediate or Advanced Game abilities cannot use them.
  • INTERMEDIATE GAME: Only Basic Game and Intermediate Game rules are allowed; forces that have Advanced Game abilities cannot use them.
  • ADVANCED GAME/LOW MAGIC: In the AD&D® game, all BATTLESYSTEM™ rules are allowed; spells and spell effects higher than 2nd level are not permitted; no magic item worth 1,200 XP or more is permitted. In the D&D® game, all D&D® Basic Game rules and items are permitted.
  • ADVANCED GAME/MEDIUM MAGIC: In the AD&D® game, all BATTLESYSTEM™ rules are allowed; spells and spell effects higher than 5th level are not permitted; no magic item worth 4,000 XP or more is permitted. In the D&D® game, all D&D® Basic and Expert Game rules and items are permitted.
  • ADVANCED GAME/HIGH MAGIC: In the AD&D® game, all BATTLESYSTEM™ rules are allowed; all spells and spell effects are allowed; each side can have no more than one wish spell for each 50,000 points it has; artifacts are not permitted. In the D&D® game, all D&D® Basic, Expert, and Companion Game rules and items are permitted.
  • ADVANCED GAME/ANYTHING GOES: In the AD&D® game, all BATTLESYSTEM™ rules are allowed; all spells and spell effects are allowed; unlimited use of wish spells and artifacts permitted (within point cost limits). In the D&D® game, all official rules and items in any boxed game or module are permitted. Special or custom items permitted with the approval of the referee.

B. Points.

Each side receives a set number of points it can spend on troops, magic, and equipment. You can give a total number of points or you can give different totals for troops and commanders.

Each side can spend points according to the costs on Table 18. The referee has final say on how points are to be calculated, decides what is legal, and sets any special conditions for the battle. (Alternatively, the players can decide this among themselves in advance.)

Table 18. Point Costs.

  • Spells (Creature/Item: Cost): Pay 50 points per level of the spell (e.g., a 4th level spell costs 200 points).
  • Magical Items (AD&D® Game): 50% of the XP value from the DMG or other official source. If item has charges and also has spell capabilities above 3rd level, pay spell costs for each charge. (Scrolls cost only the value of the spell(s) they contain.)
  • Magical Items (D&D® Game): Varies by type. All plusses on weapons and armor cost 50 points per plus. Items that simulate spell effects cost 100 points per charge per spell level, or 1000 points per spell level if use is unlimited. Miscellaneous magic items cost 500 points each if they are in the Basic set, 2,500 points each if they are in the Expert set, 5,000 points each if the are in the Companion set [sic], and 7,500 points each if they are in the Masters or higher sets. If the level of the item is unknown, consider it to be a Companion item. The referee can adjust these figures for game balance if he so desires.
  • Artifacts/Cursed Items: Cannot be purchased.
  • Optional Rule (AD&D® Game Only), Items: Can be purchased for 50% of the GP sale value.
  • Character Types: Pay 1% of the maximum XP value for the level and class of the desired character type. Multi-classed characters pay the total cost for all classes. In addition, pay spell costs for all spell levels the character is capable of casting, and pay for all magic items the character possesses.
  • Monsters: AD&D® Game: Pay the XP value for killing the creature, using the official AD&D® game value or as calculated by the DMG method, p. 85, whichever is higher. D&D® Game: Pay three times the XP value for killing the creature. Both Games: If monster has spell-use, pay spell costs for all spell levels monster is capable of using. If monster has innate spell abilities, pay 50 points per spell level. If the monster's innate spell abilities are improved (usable at will, no save, extra range, no error, etc.), pay 100 points per spell level.

Examples (AD&D® Game). An 18th level fighter/18th level magic-user with chain mail +3, shield +1, sword of dancing, a wand of fire, a ring of invisibility, and a scroll of 5 5th level spells costs the following:

  • F 18 (2,750,000 XP) = 27,500 pts.

  • MU 18 (3,375,000 XP) = 33,750 pts.

  • Spells (139 spell levels) = 6,950 pts.

  • Chain mail +3 (2,000 XP) = 1,000 pts.

  • Shield +1 (250 XP) = 125 pts.

  • Sword of Dancing (4,400 XP) = 2,200 pts.

  • Wand of Fire (4,500 XP) = 2,250 pts.

  • Ring of Invisibility (1,500 XP) = 750 pts.

  • Scroll of 5 5th level spells (25 spell levels) = 1,250 pts.

  • Total = 75,775 pts.

  • 100 ghouls (65 XP per ghoul) = 6,500 pts.

  • 100 1st level fighters (2,000 XP each) with swords +1 (400 XP each) = 22,000 pts.

  • 1 Iron Golem = 14,550 pts.

  • 1 Lich (10,500 XP), abilities as 18th level Magic-User (139 spell levels @ 50 pts. each) = 17,450 pts.

  • 1 Efreeti (1,950 XP), capable of 3 wishes per day (27 spell levels = 1,350 pts.), has innate spell abilities (14 spell levels = 700 pts.), can enter gaseous form (use potion cost, since there is no direct spell equivalent, 300 XP = 150 pts.), has unlimited use of produce fire and pyrotechnics (3 spell levels @ 100 pts. each) = 4,450 pts.

If there is any disagreement about how to calculate the point cost of a particular creature or item, always use the method that gives the highest total cost.

[16.4] Common Sense

The BATTLESYSTEM™ rules govern only the most basic elements of mass combat. Because of the profusion of strange monsters, magic spells, and magical items in both the AD&D® and D&D® games (and the likelihood of much more to come!), and because of the different playing styles that each player can adopt, it is inappropriate of us to tell you what is the only "correct" way to play.

However, we can tell you that the use of common sense will greatly improve your enjoyment. For example, although the rules don't forbid it, elves commanded by a half-orc should certainly suffer some sort of morale penalty. And before you equip 2,000 kobolds with longbows, remember that the longbow is a difficult weapon that requires strength and many years of practice. Creatures of widely differing alignment are unlikely to work together in harmony. Of course, there's nothing to stop you from putting together an arbitrary and silly battle for an evening's pleasure. But there is more pleasure to be found in a well-designed, well-balanced scenario where the individual components all make sense in medieval fantasy, the use of powerful magic is kept within reasonable bounds, and the whole battle is integrated into an ongoing campaign.

This ends the Advanced Game Rules. You are now ready to play the Advanced Scenarios in the Scenario Book or to create your own BATTLESYSTEM™ Game adventures.

  • [7.11] Wrap-Around Movement
  • [7.12] Fighting Withdrawal
  • [7.13] Forced March
  • [7.14] Charge
  • [7.15] Routing
  • [14.10] Create Troops
  • [14.11] Detection and Information
  • [14.12] Magical Defenses
  • [14.13] Movement
  • [14.14] Illusions
  • [14.15] Modification and Disguise of Terrain, Troops, Etc.
  • [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] Bard Powers (AD&D® Game Only)
  • DL. Discipline (see [4.6]).
  • Weapon/Damage/# AT. Weapons used by all members of the unit and their damage rating (from the AD&D® or D&D® game); also, number of attacks per round.
  • Class/Level. If any, from the AD&D® or D&D® games.
  • PPD, P/P, RSW, BW, Sp. Saving throws for figures in the unit. In the AD&D® game, PPD is Paralyzation, Poison, and Death Magic; P/P is Petrification/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 is Paralysis or Turn to Stone; RSW is Magic Wands; BW is Dragon Breath; SP is Rods, Staves, or Spells.
  • Special Abilities and Limitations. As appropriate for the unit, or use as continuation space for the rest of the form. Use additional sheets of paper if necessary.
  • 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 (if any) to either THACO or AR; e.g., magic weapons, spells, etc. (For an explanation of THACO, see [8.3].)
  • Weapon/Damage/# AT. All weapons carried by the character and the damage done by each; also, the number of attacks per round.
  • Special Abilities and Limitations. As appropriate for the character. Use as continuation space if needed; use additional sheets of paper if necessary.
  • Unit AC 0 or better
    +2
    Unit AC 1 to 4+1
    Unit AC 8 to 10-1
    Unit is mounted+1
    Unit is Regular+1
    +2
    CB of current Commander (if any)Added (see the examples above; the CB value is applied as a bonus)
  • Clone
  • Glassteel
  • Permanency
  • Symbol
  • Time Stop
  • Wish
  • Catapults and Ballistae: 200 points apiece.