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  • 8/10/2019 TTG Reaper

    1/84

    ~ a n t a 5 ,

    argame

    ~ u l r

    y

    Richard Halliwell

    & Richard Priestly

  • 8/10/2019 TTG Reaper

    2/84

    s . . . . . . . .

    _ s. e

    cs

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    0

    Troop.

    StaWWjtl Velue

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    _

    . I ftorale Teat

    f tonle

    Tnt

    R at

    J t lw)e

    I ' l ee

    IOu ~ ~ Combat

    rth1ce.l

    Beat.

    In Helee

    r ring

    o.rt

    A

    a - r t B

    fly

    1ng Creatuna

    rlying Creaturea in ...

    ee

    v.Uon 6 Anr_ .

    ~ o r . d Point.

    'hinge

    to do wi

    th

    Hagie

    Chane

    Spelling

    Spel l .

    Circle of

    the

    God.

    "-Q1cIl

    1

    ne

    AP'O()l

    X 1

    Buildings

    6 Sleqea

    APPDI>IX

    2

    f i re

    APP

    DIX 3

    Arey

    6

    Honster

    Lists

    Aaaorted Monsters

    APf>O )IX

    4

    PllY1ng Hints

    APP(J()IX 5

    Wounds 6 Killa

    Generating Heroee

    PAGE

    IUeER

    Z

    Z

    2

    S

    S

    S

    6

    8

    9

    11

    12

    15

    17

    19

    20

    2J

    24

    26

    29

    )0

    )2

    46

    52

    S6

    62

    68

    69

    71

    74

    7S

    76

    Inside Bsck

    Cover

  • 8/10/2019 TTG Reaper

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    JntrobuctionReaper

    Fantasy

    Rules are a tried and tested set of wargame rules which have remained popular sjnce

    they were

    first

    published several

    years

    ago. This is

    the

    second edition incorporating changes

    resulting from

    feedback and

    criticism

    from

    players,

    and a

    few ideas of

    our

    own.

    Reaper waa

    written

    for use with

    wargame figures

    and

    battles

    with upwards

    of

    30 or so

    figures

    a s ide - although smaller

    games can be fought with ease. Reaper is a very flexible set

    of

    rules and leaves

    quite

    a lot

    up

    to

    the players - so special rules for wierd monsters are not included, althouqh

    we

    do make a few

    suggestions. This

    we

    feel is fairer to

    the

    players because Reaper is quite a long set of rules; to

    make them any longer by

    including obscure

    rules for obscure monsters which you would probably

    disagree

    with anyway, would be a waste

    of

    time on our

    part

    and a waste

    of

    money on y

    ours.

    Players

    familiar

    with the

    f i rs t edition will

    be aware

    of

    a

    few

    changes. These include simplifying

    the maths involved in Strength Value

    calculation

    and reworking the

    movement section

    for

    ease of

    uae. Also the scenarios and figure l is ts have been changed. Read these rules carefully before you

    use them, and

    we

    recommend

    that

    small games be fought

    to

    start

    with so

    that

    players

    can

    get the

    hang of the mechanisms.

    After

    that

    l

    '----A.

    .

    .r

    . ~

    '

    . .. : "

    . .. ..

    , . . ,' " .. ~

    t

    .\.

    . ~ ;

    ,/. .. ~

    /f

    .

    f

    .. "

    \ ,''

    I

    ',, 1

    , . .

    /

    .

    1

    ; C

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    ~ e t t i n g up

    a m e

    I t is

    a

    good

    idea

    to

    have

    an

    umpire - although not

    up games

    or plots

    and let

    other

    people play them.

    ignorant

    of

    the true significance of placea on the

    side -

    all

    of which is quite enjoyable.

    essential. Umpires

    or

    games-masters can

    set

    In this way

    players

    can

    oftenbe kept quite

    table, circumstance or exactly

    who

    is

    on

    whose

    To

    start a

    game .

    1.

    The

    umpire

    should work

    out all the Strength Values Abilities, Magical Abilities,

    Spells

    Leadership Values Morale etc.

    for all the troops

    involved.

    2.

    The

    umpire sets up the terrain and

    allocates

    the troops, explaining where each player

    should

    enter the table, etc.

    J. The

    players write orders.

    4. The game begins.

    fflo e

    sequen e

    Movement

    is

    simultaneous - that

    is

    all troops

    are

    assumed

    to

    move at

    the

    aame time, they move

    strictly n accordance with their

    orders.

    If no umpire is available,

    or

    i the players prefer,

    alternate movement may be adopted in which players take turns to move f irs t each turn. The

    turn sequence is

    as

    follows:-

    1.

    All players move their troops.

    2. Troops fire

    any missiles

    they have.

    J.

    Morale

    tests

    are

    taken

    for

    missile

    fire.

    4.

    Melees are fought.

    5. Any remaining morale tests are taken.

    Magic may be assumed to take place at any convenient time -

    new spells are usually started at .the beginning of a turn

    and come into effect at the beginning

    of

    turns

    also.

    ~ l a 5 S i f i a t i o n o

    tr ps

    1.

    INTELLIGENCE

    n the wargames

    table, figures are

    either considered to be Intell igent or

    Non-Intelligent

    -

    Intelligent creatures are

    those

    capable of rational thought and action - Humans Orcs Elves,

    Goblins and Dwarves

    and

    so on.

    Non-Intelligent creatures sre usually snimsls,

    cats, dogs

    wolves horses, etc. In

    the

    rules,

    sl l non-intelligent creatures

    must be Bubject

    to

    handlers or

    trainers, or else they

    are

    .

    controlled

    by a

    separate

    player or

    the

    umpire. Horses

    and ndden

    wolves

    2

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    are subject to their hsndlers

    or

    riders.

    Some

    crestures may

    be

    considered

    Intel1iQent or

    Non-

    Intelligent, this

    is

    a mstter

    of personal taste

    -

    some plsyers like

    to consider Dragons to

    be

    intelligent for instance,

    whilst others do not.

    Usually

    players will

    be

    using

    only

    intelligent

    figures.

    2. STR NGTH

    VAlUE

    The

    Strength

    Value,

    or

    SV

    rep r

    esents the

    f i g u r ~

    defensive

    abil i t i

    es

    .

    The

    higher the

    SV

    the

    harder

    i t is

    to

    kill

    a

    figure.

    In a

    un

    i t

    of

    wargames

    figures, i t

    can

    be

    assumed that each

    figure

    has the

    aame SV. To work

    out

    the SV for

    Humana and

    Human sized

    Humanoids,

    ego

    Orcs,

    elves,

    dwarves , etc.

    conault the following

    chart:

    Creature

    SV

    Creature SV

    Human

    6

    Hal l

    i

    ng Orc or

    Goblin

    4

    Elf

    7

    HalfUng

    3

    Large

    Orc

    6 Small Giant

    12

    Orc

    or

    Goblin

    5

    Medium

    Giant

    IB

    Dwarf

    6

    a ~ e Giant 30

    This

    chart

    may be used aa a guide -

    i you

    like you can increase the values or decrease them, and

    incorporste new types

    by

    compsrison. If your figures are ' wearing armour, then

    you

    can increase the

    SV by the amounts shown in the following table:

    Armour

    SV of

    figure without armour

    2-4 5-9 10-20

    (Hal fling)

    (Humanoid) Giants)

    Hail

    hood

    0.3

    0.6

    1.5

    Helmet

    0.5 0.9

    2

    A

    Great Helm

    0.7

    1.5

    3

    A

    Metallic Breastplate

    1.5

    3 5

    Metal Armour

    for

    upper

    erms

    0.1

    0.3

    0.5

    Hetsl

    Armour for

    lower

    arms

    0.1 0.3 0.5

    Hetsllic

    or reinforced

    gloves

    0.1

    0.3

    0.5

    Metallic Armour

    for

    stomsch end

    thighs

    0.3

    0.6

    1.5

    Metallic

    leg

    armour

    0.3

    0.6

    1.5

    Smsll Shield

    0.7

    1.5

    3

    Medium Shield

    1 2

    4

    Large Shield

    1.5

    3

    5

    So, for

    instance,

    a

    fully

    armoured medieval knight would

    be ;-

    Bssic

    SV

    6

    Hsil Hood 0.6

    Helmet

    0.9

    Great Helm 1.5

    Breast

    plate

    3

    Upper

    arma 0 3

    Lower srma

    0.3

    Gloves

    0.3

    Stomach

    thighs 0.6

    Legs 0.6

    Medium Shield 2

    otsl 16.1

    Rounded

    off to 16

    Always

    round

    off

    decimals

    to the nesrest

    whole number

    5 rounds up.

    3

    m re

    (Large Giants)

    3

    5

    15

    1

    1

    1

    3

    3

    12

    15

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    More

    Examples.-

    A Hslfling with a helmet snd mail

    vest

    Basic

    3

    Helmet

    0.5

    Vest

    1.5

    TOT L

    5

    A small giant with a helmet

    Basic 12

    Helmet 2

    TOT L 14

    The

    strength

    values

    of

    other

    creatures,

    such

    as

    lions, tigers,

    wolves, Oragons

    etc.

    - s

    up

    to

    the

    plsyers to

    decide,

    because

    there sre

    too

    msny

    for us to give s full

    l is t

    However, here are

    some examples including the commoner ones, so

    you can f i t in any

    others

    you may want to use.

    These examples

    are

    based on fiQures manufactured

    by Citadel miniatures.

    [5 10

    [5

    32

    [5

    47

    E5 34

    T 49

    E5

    5

    ES

    51

    [5 68

    [S 71

    Hill Troll (Small

    Giant)

    Centaur

    Armoured Centaur

    L nd Dragon

    Tree

    man

    -

    Wyern

    Griffon

    - Dragon

    Unicorn

    12

    14

    2

    85

    32

    4

    3

    1

    14

    These examples are

    more

    genersl:

    A horse

    A

    riding

    wolf

    A large dog

    A l ion/tiger

    An elephant

    14

    14

    4

    1

    75

    Lists are provided in the back which may

    serve

    as more examples. Supernatural

    creatures,

    such aa

    Skeleton warriors, the undead, waiths, ghouls, etc. can have large sV s because they

    are

    difficult

    to

    kill. Alternatively, they may only be killed by magical weapons etc. SV s

    are

    difficult

    to

    fix so i t

    is

    up

    to

    the

    players

    to invent their own limitations, vulnerabilities, etc .

    The SV of moun ted

    troops,

    such as horsemen and wolf-riders.

    is the

    same as the SV of

    the

    rider -

    except that i f

    the

    horse, etc.

    is i tself armoured then add

    the

    value

    of the

    horse armour to the

    SV of the mounted figure:

    Cloth armour to front

    Cloth armour to rear

    Metal armour

    to front

    Metal armour to

    rear

    0.5

    0.3

    1

    0.8

    When

    engaqed in melee against a mounted opponent, i t

    is

    useful

    to

    aasume all blowa are

    on the

    rider. However, i the riders of a large

    beast,

    such as an elephant, are out of striking

    distance of the enemy, then blows will be on the

    creature

    i tself - the umpire muat decide in such

    cases.

    Bowfire

    on

    cavalry

    figures

    may be

    directed

    at

    the rider

    or

    the mount

    -

    i f the mount

    is

    killed

    the

    figure is assumed

    to

    be thrown and killed.

    For example:

    A untt

    of

    1 bowmen

    fire at

    a dragon being ridden by a

    knight.

    They

    realise they

    stand

    l i t t le

    chance

    killinq

    the DraQon , so they

    fire

    upon the

    knight

    - SV

    of

    16. If they kill him, then

    4

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    the Dragon i unaffected.

    A

    unit

    of 15 bowmen are charged by a

    unit of

    10 knightly cavalry SV

    of

    16, but no horse

    barding.

    The SV of the horae is 14, so the bowmen decide to fire on the horses - improving their chances

    of

    killing

    slightly.

    If

    the

    horses had been barded then the horses SV would have been higher -

    as would the

    knight s

    SV.

    ~ b i l i t ' f ttors

    Most figures will

    have

    Ar s of O.

    This means

    that in

    melee, they

    neither

    add nor deduct

    from their

    basic score to hit an opponent. However, aome figurea may add, and

    some

    must deduct - according

    to their training.

    Peasants and slave

    troops

    Untrained

    troops and militia

    Normal

    troops

    Veterans snd

    eli te

    troops

    Houaehold troopa/Guards

    - HI

    5

    no chsnge

    +

    l ~

    Individusl Hero figures m y have even higher

    Af

    - ranging from

    1 5 ~

    to over

    1 0 ~ . An

    sversge

    hero might

    be +75 .

    ti\orale

    b lnt

    Troops

    will

    have a morale value i f they are intelligent. Depending on how they are organised,

    most troopa should be either C types i f they

    are

    organiaed)

    or

    0 types (if they

    sre Tribal).

    A

    C

    o

    E

    The

    very

    highest

    category,

    Household

    troopa

    Elite

    troops

    and vetersns

    Normsl troopa

    Normal but flighty

    troops

    difficult to

    control

    Diagruntled

    or

    starving troops with

    l i t t l

    enthusiasm.

    Bases are not

    essential

    but they help both to improve

    the

    appearsnce of figuree and stop them

    falling over. Also the use

    of

    basea makes

    i t

    possible

    to repreaent loose and cloae

    formationa

    on

    the

    table.

    All figures should

    be

    based either on a

    single

    base

    or

    multiples

    for

    large unita - leaving enough single baaes to remove cssualties

    as

    they occur. A figure S base

    should

    represent the

    amount

    of

    space that figure needs to

    fight in

    - remember that the ground and

    figure

    acale are

    1 :

    1,

    so a Saxon type

    shield

    wall would have very small bases compared

    to

    light

    skirmishes. for practical purposes

    thers sre

    three base aizes, Close Order, Order snd Loose

    Order.

    ALL personality figures

    should be bssed on Order bases - other

    troops

    should be bssed

    on the appropriste frontage.

    5

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    ,RONTAGE

    DEPTH

    25nrn

    l5nrn

    25nrn

    15 ...

    L_ose

    oraer

    lnranuy

    Dnrn 1'1

    or lUmm

    LlMml reco_naca

    10

    P M

    Medium order infantry

    20mm

    2 ~ m m

    20mm

    reco_nded

    1 1

    - 15mm

    .

    Loose order

    infantry

    30mm

    15mm

    30mm reconrnended

    15mm

    Close order horsed troops

    20mm

    10mm

    40mm

    recommended

    20mm

    Medium order horsed troops

    25mm

    12lsmm

    40mm reconrnended

    . 20mm

    Loose order horsed troopa

    JOnrn

    l5mm

    40mm recommended

    20nrn

    Theae

    ar

    e

    the

    base sizea for Humans.

    somew hat convenient to do so. Almoat

    be

    placed on

    Loose Order. Close Order

    spearmen, lancers, pike-men . etc.

    Horse mounted figures have been

    included here

    -

    i t

    being

    all

    troops

    should be

    mount

    ed

    on

    Order baaes,

    skirmiahers

    may

    ~ a y

    ONLY

    be used

    by Dril

    led or O

    rg

    anised pole-armed

    troops,

    Humanoids shou l d have baae sizes appropriate to their size - as long as t hey have enough room to

    fight i t doesn t really metter,

    30 mm

    x 30 mm is the

    recommended

    size for moat gianta - Small

    gi

    ants

    can

    get

    away with

    25

    mm

    x

    25 mm.

    Human sized

    or

    near human siz

    ed Humanoids uae standard

    human bases - Dwarves and

    elves

    for

    instance. Halflinq

    deduct 5 mm

    fro

    m each base size.

    As

    a

    g ~ r auide -

    Hal flings

    SmaU Giants

    Large

    Gisnts

    - 5

    mm

    5

    mm

    +10

    mm

    Animals and mo

    ns t

    ers should be given bases

    large

    enough t.o

    enable

    them to fight. Unridden

    beasts

    are always mounted on Order sized baaes. Ridden bessts may be mounted on Cloae Order bases under

    the same co

    nditi

    on s as horses,

    or

    Open Order bases. B

    ase

    sizes

    are:-

    l

    ose i1

    rd

    er

    The

    width

    of

    the

    figure

    s

    body

    s and round

    off to nearest

    5 nn.

    If the figure has wings,

    +

    5 ~ .

    Order The width

    of

    the

    figure a

    body and round off.

    If

    the figure

    has wings, 5 ~ .

    Op n Order Twice the body width + 5 ~ .

    No

    te

    t hat

    i

    the

    f i gu

    re

    has

    wings

    but

    the

    body is

    small (winged

    snake), the

    Close Order baae

    size

    should not be

    less

    U;an

    the body

    width

    10

    mm, Order, body width

    15

    mm nd Loose Order, body

    wi

    dth + 20 mm.

    < E)rgan

    lsation

    fr

    onps ~ J s t

    either

    be organi sed into

    units

    or

    classed

    ss individuals.

    CATEGORISATION or

    UNITS

    Untts a

    r.e

    categorised

    by

    their background and

    their

    training - all units must

    be

    of one of the

    following

    types.

    iJnits

    fl f

    all types should conform to the following rules:-

    1 Each

    unit

    should

    ha

    ve either an officer or

    leader

    depending on background. This should be a

    sp

    p c i fic

    figure

    . pr eferably one that

    is

    ess i

    ly

    recognisable. When this figure is killed, i t

    sh

    ou ld be repl aced

    by another

    - unle

    ss

    the original leader was some one of

    relevance

    with a

    v

    ert

    individualised figure, use the figure and

    remove

    one from the unit. for more

    detail

    on

    this

    subject, see Ister

    on.

    2. A

    unit

    should have SVs,

    Ability factors

    and so on,

    there will

    be one set

    of figures representing

    t h ~ entire unit. This i s an average

    figure,

    i t does not

    mesn that

    all troops

    in

    that

    unit

    have

    identical

    capabil

    i t ies .

    6

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    The

    types of units

    are as

    follows:-

    Drilled

    Troops

    trained

    and drilled to manoeuvre and

    fight

    in formation.

    They

    pr ofes s

    ionals

    wi th

    professional and appointed officers. They are

    trained

    to obey orders, pe

    rf

    orm fo rmation changes

    and so on. Examples

    in S&S

    l i terature

    are

    hard

    to

    come by

    and vague,

    how

    ever e

    xa

    mpl

    es

    fro

    m hi

    stor

    )

    are,

    needless

    to

    say,

    the Romans, Greeks, most permanent European armies after 1600,

    etc

    .

    Drganised

    These troops, for a variety

    of

    reasons, l l be used to

    fighting

    in formatio n, manoeuvr i ng and

    accepting

    orders, but to

    a

    lesser extent

    than

    dril led

    types. Their officers may be

    professionals.

    like

    the

    Norman system of

    Sargeants, or

    they may be soci al supe

    ri

    ors, persons of mi nor r enow n a

    nd

    so on.

    Or

    g

    anised

    troops have had

    less

    formal training

    than

    Drilled.

    but

    m

    ore

    actual fi ght i ng

    experience than Tribal types.

    Examples are Normans, the

    Rohan

    (

    who

    are

    just

    Normans under a

    different name

    anyway

    ) , Vikings, experienced militia, and so on.

    Tribal

    These

    are

    troops whose leaders are leaders

    solely

    because of ocial status, physi

    cal

    s iz e , wealth

    or whatever. No

    matter

    how proficient they are with weapons they wi l l have l i t t le to no experience

    of

    accepting

    orders,

    changing formation ,

    fighting in

    formation and

    generall

    y

    not

    do

    in

    g w

    hal the

    y

    w

    ant to

    do.

    Levy

    Theae are much the same as Tribal but occasionally they may have been

    gi

    ve n professional officers.

    also not only are they not used to

    fighting

    in formation they are not used to

    fighting

    at

    all

    The

    Le

    vy type co

    vers

    all troops who have

    l i t t le or

    no battlefield experience end

    l i t t l e

    or no viII t o

    fight.

    3. These

    categorisations

    need

    not reflect

    fighting capacity. For example, a raw garrison uni t may

    be dril led while having extremely low morale and

    no

    fighting experience and thus AFs .

    Similarly,

    a Tribal Unit

    may

    have a very high morale and

    AFs.

    4.

    Units,

    after

    experience or

    training,

    may progress

    up

    the

    scale of

    organisation and

    mo

    r a l

    e.

    ~ r s

    and

    the

    like. How

    this

    is to be done and at what rate is entirely

    up

    to you.

    INDIVIDUALS

    Individuals

    should

    be treated

    as

    one man units .

    They should

    be given their own orders. SV s and

    everything. People

    to

    be

    classed

    as

    Individuals

    include Wizards, Necromancers , Ki ngs, Barons.

    Earls, Peera

    of

    the Realm, Politicians, Mayors, Heroes,

    Princesses,

    mounted Pr i ncesses, m

    ou

    nted

    Heroes, Princes, Hero's

    friends,

    Dukes, Lords, Queens, Queen Mothers, Generals .

    More

    Details

    on

    Officers

    and Leaders.

    f missilemen have orders to concentrate f ire

    on

    officers/lesders (hereafter

    referred

    to as leaders

    they

    msy

    if

    1 The leader is easily

    distinguishable

    from the unit,

    that

    is he s dressed differently (different

    coloured crest,

    clothing,

    shield, armour, etc.)

    and

    2. An

    individual

    can be observed at

    that range.

    In these cases i t is poasible to f ire at the leader, taking full deductions for firing at an

    individual.

    A leader may be

    accidentally

    killed i f he is in the area

    affected

    by

    missile

    fire (norm

    all

    y an i} the

    front rank, but in wide

    area-of-affect

    weapons could be whole unit ) ,

    or

    in the front rank

    of

    a melee.

    In these cases

    divide the

    number of men in

    the

    affected

    area

    by the

    number of kil ls actually

    incurred, ego leader is in the front rank when

    the

    unit

    is fired on

    by

    crossbows - number of men i n

    front

    rank

    is

    10, number

    of

    kills

    is

    2 -

    thus

    a 20 chance

    of officer

    / leader being

    killed.

    LOSS OF UNIT'S

    LE DER

    If the leader is killed when the unit is

    charging,

    meleeing,

    pursuing,

    routing or advancing or

    retreating

    to cover, they

    will finish off

    doing this, then:

    7

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    1. Drilled troops will elect a new officer i-.ediately. The 2nd in coa.and

    will

    take over

    2.

    Orqanised troops will spend two .aves inactive

    to

    elect a

    new

    leader.

    J. Tribal

    troops .. have

    difficulty

    electing a new

    leader _ i n g

    as al l

    the

    dead one s

    relatives,

    friP.flds .

    etc.

    will

    think they ahould lead. So Tribal

    troops take the

    throw

    of

    one

    I,

    2,

    J,

    4,

    6

    dice

    plus

    I

    moves

    to

    find

    a new

    lsader.

    4.

    Levy

    troops w ll retreat

    to cover and wait

    until

    a new leader

    is eent

    from

    their

    force, group,

    or army

    commander.

    If

    troope

    are

    ..

    eed while leaderless, they take 1 u n f o ~ point, wait t i l l the results of the

    IIBlee;

    i .e .

    any

    purauinq, routing, etc. i s done with end then start again. f troops are

    fired

    upon while electing a new

    leader. they

    t

    retreat

    to the nearest logical rallying

    point not

    counting any

    t i l l l spent IIIOving.

    The

    Leaderahip

    Factor

    A

    leader

    haa

    hia own character

    and

    thua his own

    amounta

    of bravery, intelligence, obedience,

    reapect from

    his

    troope and

    so

    on. Thua each

    leader

    will

    coaI8Od hia

    unit

    in alightly different

    waya. ach

    leader

    ahould hava a pair of IlUIIibera repreaenting his

    leadership

    factor.

    The

    f ira t

    should

    be

    the highest n..ber,

    the

    aecond

    the

    lowest.

    The

    leader

    .. effect

    the

    units

    llarale

    teat

    ecore

    by

    anything

    bat

    ....

    theae

    figurea.

    The

    typical

    I f

    ia

    11-1.

    For eX8lllple,

    the

    unit

    ia

    teatinq

    to charge

    an

    V - the

    officer

    thinks this

    would be

    advisable

    ao he may add

    1 to the

    units morale factor;

    ego increaaing

    i t from

    7 to 8.

    The

    Lf a

    leader

    la

    given

    should reflect

    his

    personality

    - brave

    leader, reepected by hie troop

    'a

    Ihould have an Lf of +2/0. A very

    rash

    leader +4/+3. A cautious

    leader

    0/-2.

    The modification

    made by the leader should

    be given

    by

    the

    player, the ~ i r

    may

    over-rule

    this. For

    eXBMple,

    s unit

    is

    teating to embark In

    some action qiven in

    i t s

    ordera. The player

    does

    not

    want

    this

    unit

    to do

    this

    because he

    knows s ~ t h i n g

    that

    the unit

    does

    not (for

    eXllllple the

    unit

    wishes

    to

    charge

    thfo qate

    of

    a

    c u t Ie, the player

    hae

    been infol'llled

    that walle are

    packed

    with lazer

    cannon

    II8MI d by a

    crack

    Italian

    unit),

    the

    player auggeet.

    thet the

    leader

    will

    ..

    e his full

    deduction

    here the

    URpire ahould

    over-rule

    thia.

    Tha umpira s deciaion

    aa

    alway., ia

    final.

    I f

    Lf s

    are

    uaed

    they

    must be

    applied to

    s l l

    teata.

    Random

    Leadership Factor

    Selection

    f

    you

    can t

    ba

    bothered

    to

    specify I f s

    n

    the

    f irs t

    place, or

    when

    a

    unit

    gets

    a

    new

    laader,

    the following .. had should be used

    to

    select an I f .

    Throw two dice

    - one being

    the

    plus

    score, the

    second counted

    aa

    _inu.. For

    drilled troops,

    both

    of these should

    be

    2,

    3,

    J,

    4, 4, S

    dice, for othera the

    +

    dice

    should

    be a I, 2,

    J,

    4, 5, 6

    one.

    Thia

    will give

    one

    figure; ego plus dice rolla

    a

    5,

    minua

    dice

    coma.

    up

    a

    J, so

    this

    figure ia

    5 - } = +2.

    Do

    this

    again for

    the aecond

    figure;

    eq. plua

    dice

    ie a

    2,

    minua

    dice

    a 3, ao the

    aecond figure

    ia

    2 - 3 = -1.

    The

    officer

    in queetion ia thus

    a +2/-1.

    2nd Ex.-pJe. Plus

    dice

    i s

    a

    . inus dice

    a

    4 = -1

    Plus

    dice

    is

    a

    5, Minus

    dice

    a

    S =

    0

    So officer

    is

    0/-1

    ~ r b t r 5 ~ n n o r a l t t t 5 t

    Thesa

    rules util ise

    8 1:1

    figure scale

    and a

    short tille scale. Accordingly, the ordera and

    IIOrale

    teats t reflect

    this.

    Orders

    COllIe f ro. the leader or gener8l end are interpreted by

    the Ulllpire actinq 8a

    the

    uni t c o ~ d e r

    1. HI GROUP

    Several unita and/or

    individuals

    .. be given

    orders

    8S a group. For instance, 2 units and a

    heTO

    MY

    be orderad to

    go

    into and

    capture the

    vi llaqe , A figure, ususlly the hero,

    II Y be

    llOIIIinated 88 group

    leader

    and

    new order ..

    be related

    to

    hi . vis lleasengera

    if

    8

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    2. THE MOR LE TEST

    Morale tests

    are

    taken when:-

    1. A unit receives 20%

    or

    more casualties from missile

    fire.

    2. A unit is fired

    at

    by a unit t didn t

    realise

    was there.

    3. A unit

    is fired on by

    magical or superior

    technical

    weapons.

    4. A unit is charged in melee by

    creatures

    with a basic

    SV of twice your awn

    or

    more.

    5. A unit receives

    more

    than twice as many

    casualties

    in

    melee than

    t

    inflicts.

    6. A unit is attacked in melee

    by

    magical or superior

    technical weapons.

    7.

    When a friendly unit

    within

    10 breaks.

    A auperior

    technical weapon is

    one which is

    technically

    unknown

    n your

    own

    culture. For

    instance,

    a group of

    cave-men attacked by Iron swords, or a group of spearmen

    are attacked

    by

    troops

    with muskets

    or

    laaer

    guns.

    Only

    Intelligent

    creaturea take morale. Non-Intelligent

    creatures

    take

    a different teat.

    To test morale, add

    up

    the following:

    If

    attacked

    wh

    ls t retreating

    that move

    Each friendly unit

    within

    10 (max.3)

    Each ene l. unit

    within

    10 (max.3)

    Each friendly rout

    within

    10

    Each enemy rout within 10

    Any

    enemy

    troopa within 10 with

    basic

    SV of

    t w i e ~ o u r

    own or

    more

    Each friendly Magician within 10

    Attacked

    by

    magic

    or superior-technical

    weapons

    Each 10% casualty sustained that

    move

    A type troops testing

    B type

    troops

    testing

    C

    t r ~ s

    testing

    E type troops

    testing

    (not

    pursuit)

    D type troops teating

    -2

    +1

    1

    -3

    +3

    -3

    +2

    -5

    -1

    :4

    :3

    +2

    1

    :1

    Then

    modify the

    result

    by the LeaderShip Factor of the unit s

    leader.

    then modify by

    the

    Leadership factor

    of

    any hero wi

    thin

    5" of

    the

    unit.

    Then modify the

    result

    by a random factor: - throw a dice.

    Dice

    1

    3

    4

    5

    6

    Results:-

    Drilled

    Orgsnised

    -1

    -3

    0

    -2

    0

    0

    +1

    +1

    +1

    +2

    +2

    +3

    If the

    result

    is +1

    or more

    the

    unit

    is

    O.K.

    f

    the

    result is 0

    to

    -5

    the

    unit must ret'

    ire.

    Tribal

    -4

    - 2

    -1

    +2

    +3

    +4

    If the result ia

    less

    than

    -5 the

    unit

    is

    routed.

    9

    Levy

    -5

    -4

    -3

    0

    0

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    Units forced to

    retire

    must r e

    treat to the nearest cover,

    or,

    i f

    they

    are n cover they

    must

    stay

    there.

    They

    may

    not move

    towards

    the enemy but

    may

    turn

    and defend themselves i f

    attacked. They

    may

    test

    morale aqain once they have been

    stationary

    in cover for 1 move - needing

    to

    score a

    positive result

    to continue

    as

    before.

    Units

    forcadto route

    drop

    their

    weapons and run towards

    the nearest

    cover

    or

    table edge - they

    always run

    away

    from enemy

    and

    may

    not

    defend themselves

    i f attacked.

    They

    move

    at

    charge

    speed

    until

    they reach friendly cover, such aa an occupied hill hedge or building. Then they

    may

    test

    to recover their morale - testinq as normal

    but

    ignoring Leadership

    factor

    and using the following

    R NDOM

    MODIFIERS

    instead of the others

    Dice Drilled

    Organised

    Tribal

    Levy

    I -3

    -4 -5

    -7

    2

    -2

    -3

    -3

    -6

    3

    0

    -2

    -2

    -5

    4

    0

    0

    -1

    -3

    5 1

    0

    1

    -3

    6

    2 1

    2

    1

    If they fail

    to

    recover their morale they continue routing past their friend until they reach

    the

    next friendly cover when they may test again - once they have passed

    the

    table edge they are lost.

    Any cover

    is

    friendly

    i it

    is behind your own lines and not within 15 of any enemy troops -

    including flying

    troops.

    THE

    PURSUIT TEST

    Troops whose m

    elee

    opponent breaks must follow

    up for

    one

    period unless

    they

    are

    engaged

    by other

    non breakinQ troops. If they do not wish

    to

    pursue they

    may

    take a voluntary

    test

    needing

    to

    score 0 or

    less

    t o remain halted. Their morale

    is

    otherwise

    unaffected.

    Use the following random

    factor

    chArt

    instead of the

    normal one .

    Dice

    Drilled Organised

    Tribal

    Levy

    I 1 2

    3

    3

    2

    -1

    0

    2 2

    3 -3

    -2

    1

    1

    4

    -5

    -3

    1

    0

    5

    -7

    -4

    -2 0

    6

    -9

    -5

    -3

    0

    THE

    NON-INTELLIGENT

    CRE TURE MOR LE

    TEST

    (the

    panic test)

    Non-intelligent creatures, being rather lacking in imagination,

    do

    not take a

    full

    reaction test.

    Instead they take a panic

    test

    consisting of immediate circumstances directly affecting that

    creature,

    or

    unit of creatures.

    Non-intelligent

    morale

    level.

    This will

    reflect the beast s stabil i ty, bravery,

    controllability

    ~ n d so on. The average

    is

    again 7. A o ~ s e s morale level should be 7, an

    elephant s

    5,

    big

    CRts and wolves 8, dragons, i f you choose to class them as non-intelligent, 9 or 10.

    Control Factor

    Is the equivalent of leadership factor. I t ia exerted by the creature s controller, be he a

    rider, telepath,

    handler ~ i t h

    whip,

    or

    whatever.

    The control factor relfects the

    amount

    of

    control the

    rider

    etc. has

    over

    the beast - the higher the figure

    the more control.

    I t should

    takp

    into

    account thp.

    size of

    the beast and controller, the amount of time they have been

    rogp.ther, the b ~ a s t s fear of

    / f

    riendship with/respect for, the controller,

    the

    controller s skill

    n so on.

    1

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    The

    Cf of .-- expert

    or

    dog'.

    _t r

    ehould be 5, t.lapath

    4,

    norMl hor. . . . .

    handlar

    on

    foot with wtdpa c. or

    .--

    elephant rider

    2.

    Deduct

    one ~

    the

    if

    the handl.r 18

    controlling IIOr.

    ttl.--

    three

    be . .

    Take.

    t when the beeet i . c_oded

    to

    charge,

    i . fired

    14Xl . i tacked in _lee, i

    tacked by fire

    or

    cc.e. wUhin

    20

    y.rd. of flre.

    Total

    up the

    belowt-

    Each 1Ii

    le hit au.t.ined in the l . . fire phu

    2 Tak .rave for unit

    Attacked by fire or .ag1c

    5

    Fire within 20 yarde

    l

    , . t be

    large firel ~

    houa.

    fir .

    rire

    w1thin sight

    2

    Bumif19 field

    Attacked

    in _1

    2

    Each

    hit auateined in 1 IIOve

    1

    Tak

    er.ge for . unit

    Any cre.ture of . . . . type etlMpeding within 50 y.rde

    2

    Beaat hila p.--icked before

    in

    geM/ie panicking

    2

    Minus the control f.ctor

    Minus the throw of

    1.

    1. 2. 2. ' . , dice

    If the reault ia more th.-- the

    be

    'e morele level

    i t

    shie.. It will refuee to mova forw.rd.

    rider takaa 1

    u n o ~

    point. If the result ia 4 more then thie

    level, i t

    st.mpedee/p.nic

    Each ~ v throw dice to determine

    direction

    of movement.

    will

    move

    r.te , . Rider four unformed pointe.

    Recovery of

    Control

    If the beest has

    h i e

    te.t e.ch move after th.t . Then when the result f . l l . below the bll . t s

    morsle lavel. then i t has recovered.

    Panic as ebove but acore muat be 1 or leaa to

    reglin control.

    What

    you

    actually

    give ordera

    to

    ia

    up

    to

    you

    -

    i t

    may

    be just

    ons

    unit

    or

    individull

    or I em.ll

    group of unite

    and

    individuals.

    Because

    of

    the unpredictable nature

    of

    e fent.ay

    game

    the ordere given

    muet

    be

    flirly

    flexible,

    because

    of thia

    the following system for order writing hiS been ldopted.

    Each groups ordere muet

    contlin

    the fol10wlng l-

    A Primary Objective or Objectivae - This could be tOI-

    l .

    Support aomeone or eomething. Thia

    i l

    done for millilamen

    by

    firing

    on

    .nything, firing I t or

    charging target

    unit

    or Inything

    elae thlt

    the umpirl judge. to be

    thraltening

    eupportad unit.

    ror

    melee

    troop.

    by

    I t

    acking any

    of

    tha Ibova who .re

    in re.ch

    . t tha blginning

    of

    thl

    moVI.

    A supporting

    unit mUlt

    rem.in within

    move r.ta

    2 of .upported

    troopl.

    2. o kill aomeona or deatroy group. A

    d when melee

    unit..

    come

    within

    move threl of

    .uch

    troopa they will ch.rge providing thay

    t.k

    1 nee

    y

    ta . t . ,

    etc. Mil.ilamln

    will

    glt

    to

    within cloea .range .nd

    fire,

    thay

    will

    .1waYI trlat auch .1 priority

    target

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    Also,

    there

    are

    three

    armour classes for movement - Unarmoured troops ,

    wh

    o may hav e a he lmet and

    shield

    but

    no

    more; Armoured troops

    who may

    have breast and

    arm

    armour,

    and

    Hea

    Vi

    l y

    ar

    moured

    troops who may

    have leg armour

    in addition.

    Movement chart

    for halflings:-

    Armour Walk

    Trot R

    un

    Unarmoured

    3

    5

    B

    Armoured

    3 5

    7

    Heavily armoured

    3

    4

    6

    Movement

    chart

    for normal humanoids:-

    Armour

    Walk Trot

    Run

    Unarmoured

    5

    7

    12

    Armoured

    5

    7

    1

    Heavily armoured

    5

    6 8

    Movement

    chart for small

    giants:-

    Armour

    Walk

    Trot

    Run

    Unarmoured

    7

    9

    16

    Armoured

    7

    9

    -

    14

    Heavily

    Armoured

    7 B

    12

    Movement

    chart for

    Giants:-

    Armour

    Walk Trot

    Run

    Unarmoured

    9

    12

    16

    Armoured

    9

    12

    14

    Heavily

    Armoured

    9 1 12

    Troops

    in

    Loose Order

    may

    add

    1

    to

    all of

    these moves, Giants i n Loose Order

    may add

    2 .

    NOTE;-

    When

    using 5mm models or a small table (playing area ) these

    distances

    should be halved

    or converted from inches to centimeters as

    convenient.

    13

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    2.

    NON-KNHOIDS

    ~ i c l e helle three .ove

    rates

    in the _

    y

    88 ' - ' a ida . The following 118t i . an

    atttlllpt

    to

    be CQIIprehenaive. However, the

    inevibble

    loop hoI

    ..

    can be filled

    in

    by the players.

    Creeture Welk Trot

    Run

    Horse, Cent.ur, Unicorn

    B

    12

    20

    lion, tiger, lerge cata

    5

    10 24

    Giant wolll..

    aill t

    doq

    7

    14

    20

    Wolves

    and

    l.rge

    4

    8 12

    Elephante

    and

    the

    6

    9

    15

    Oxen, c t t l ~ ~ t horeM 4

    8

    12

    Dregons

    S

    ID

    18

    Pterodactyl., ayvern

    and

    cocketricr

    2

    4

    8

    Giant sDidera crlba

    and

    cruetetiona

    4

    B

    12

    Giant rata en l MlaU cats

    4

    6 12

    Gigantic

    rata

    8

    16

    Snakes

    1 2 4

    Grouded

    D1l'C18

    1

    2

    l

    Riding

    llz.rda

    6 1. 22

    These are the baaic ground rat . . . flying crs.tu ...

    IIDVe

    at different

    rates

    when airbDrne.

    Creatures with armour, for inetance,

    an

    armoured centaur, should have their ~ v e reduced by 10

    if

    they ere carrying body

    ermour

    and 20

    if

    they are carrying complete body srmour. This

    will

    have to be agreed before the b.ttle.

    Non-hua8noids

    acting

    as

    .aunts sre

    subject to the following:

    1. They

    My

    not carry en SII grester th . . It their

    own SV +2

    without being

    subject

    to IIOI/e

    reductiona.

    2. They .. carry up to their

    own

    SV reOIcing IIOV_t

    by

    -201.

    3.

    They

    msy csrry up

    to

    hice

    their

    own

    511 reducing

    movement by -lOll.

    The reductions

    are all

    rounded off

    (.5

    rounds up). ror example, for cevalry riding horses:

    W.lk

    Trot

    Run

    Rider.

    SII

    up to

    9

    B

    2l 20

    Riders SII

    up to

    14

    6

    10

    16

    Riders SV

    up to 28

    6 8 14

    Animsla

    moving carts, chariots and so on, or scting aa pack animals

    lubtract

    )01 from their moves

    as i f carrying very heavy ridera.

    3.

    SlJP[R-NATIJIAl AN) r o N ~ A T U R A l

    CREATURES

    Choata, the undead, etc . ell

    be

    given IIDV

    ..

    according to the

    pl.yers'

    ~ - ' - 'i eh looking

    creatur.. can be gil/en '-'

    IIDve

    r.tes - th18 18

    up

    to you. The following Hat is suggested.

    I hal/e 9iven theae creatures only

    one

    move rste

    in BOne

    caae. beeause

    of their n.ture.

    Creature Trot

    Run

    IIelroo

    6

    9

    "-Y

    5

    -

    Wraith

    7

    Skeleton

    6 8

    Choula 7

    9

    Spirite

    7

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    4. MOVEMENT

    RESTRICTIONS

    Turning takes

    Drilled

    troops

    no

    time, Organised

    troops of

    a period, and others a period.

    Mounted

    troops

    may not turn whilst moving

    at

    run rate.

    Wheeling (in which one end of a line remains

    stationary

    w ~ i l s t the other wheels or

    moves

    forward

    up

    to

    i ts

    maximum

    permitted

    move)

    incures

    no

    penalty.

    Troops

    may

    not

    wheel and run however, and

    Levy

    and

    tr ibal troops may

    not wheel.

    Moving through woods

    is

    at walk rate for

    creatures

    with a basic SV of 4 or

    move.

    Smaller

    creatures

    ignore woods for movement restrictions.

    Linear obstacles up to four

    feet

    high may be j,Jlnped unless the creature's SV is 4

    or

    less. n which

    case

    they must be climbed.

    t takes

    a

    full

    period

    of

    climb.

    It

    takes

    move

    to jump. Creatures

    with a basic SV of over 12

    may step

    over

    linear obstacles

    and so ignore them. Streams

    may

    be

    crossed by

    creatures

    with

    SVs

    of 4 or less taking a

    full

    move, by

    creatures \

    i th SVs up

    to

    12

    taking

    \ a move and by larger

    creatures

    with no reduction. Small rivers must be swum by

    creatures

    with SVs of

    less

    than

    20

    -

    taking

    two

    full moves.

    Creatures

    with

    SVs

    of up to 35

    may wade

    -

    taking

    I move. Larger

    creatures

    ignore small rivers for movement. as they may

    step

    over.them. Large

    rivers

    take three movea to swim

    by

    unarmoured

    troops

    only - but may be waded through

    by

    creatures

    with

    SVs of

    over

    35 taking

    \ a

    move.

    Climbing

    steep

    slopes or

    linear obstacles

    over 4

    feet

    high

    takes

    , a full

    move

    and

    requires two

    hands -

    so firing

    and

    fighting are not

    possible.

    Getting on or off a horse or cart takes a half

    move.

    ~ l l movement on stairs, ladders,

    etc.

    is

    at walk rate

    only.

    5.

    MOVING

    INTO MELEE

    When troops

    move

    either

    at walk,

    trot

    or run

    rate into contact

    with

    enemy troops, this

    is

    t e r m ~ d

    a charge - troops ordered to avoid

    contact

    must

    move away

    from charges at run

    rate (this

    is termed

    an evade) - remember

    to

    deduct for

    the

    turn they must make.

    missile

    melee

    ECHANISMS

    The

    weapon classes,

    situation

    factors,

    etc. given below cover most 'normal' types of weapons. If

    you wish to use other types formulate your

    own rules

    for them. The system used applies to both

    missile fire

    and melee,

    except

    of

    course in

    a melee

    you

    must

    work out the figures for

    both

    sides.

    It works

    as

    follows:-

    Each

    weapon

    has a basic percentage chance to

    hit

    (for missilemen) or a basic percentage chance

    of

    striking

    a

    blow

    (for

    melee

    troops).

    These

    are

    given

    on the main weapon charts. The basic

    percentage

    chsnce

    to

    hit

    /

    strike

    a blow

    figures

    should then

    be modified

    by

    the

    situation

    factors

    for

    thst type of

    weapon (either missile

    or melee).

    f

    for example,

    the resultant

    figure were

    4 0 ~ ;

    the player would have to throw

    40

    or

    less on

    a

    pair of

    decimal dice (counting black

    as

    tens ) , to

    hit

    or strike

    a blow

    on his

    target

    or

    opponent.

    If there is a unit of figures firing/meleeing simply multiply the final

    percent

    chance figure by

    the

    number firing meleeing;

    ego

    11

    men firing

    with a

    final 40

    chance of

    hitting

    is 11 x

    40

    = ~ ;

    chance

    of

    hitting. Taking OO's as automatic hits and throwing

    for the

    remainder, we have 4

    actual

    hits and a

    40

    chance

    of

    a

    fifth.

    Chart A

    may

    be used

    for this.

    5

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    Here are

    some

    examplea:-

    1. B Longbownen with abilities

    of

    100firing at a dragon 17 away.

    Basic

    percent

    chance ~

    Dragon has

    moved

    10 ,

    so - l ~ ~

    Own ability is l ~ ~

    Dragon's SV is 100,.

    so

    +20 60

    This gives B x 6 ~ B ~ .

    The dice are thrown and

    the

    result is 53, so five hits have

    been scored on the dragon.

    2. 7 Gothic Knights chsrge sunit

    of

    Swords. Knight s ability

    is l ~ , swords s

    O.

    Basic

    percent

    chance

    (heavy lance)

    45

    Ability

    factor l ~ 5 5 ~

    fighting

    against

    close

    order troops 60

    Charged that

    move,

    ao

    +5 65

    This givea 7 x 65 455 .

    The dice throw

    reaul

    t is ~ so

    5 blowa are struck.

    When s missils hit . i ta target

    or

    s melee blow is atruck, t is then

    to be decided whether t

    kills

    the

    target/melee opponent. The

    shot

    could

    just rst t le

    off a

    piece

    of

    srmour.

    Esch weapon, missile

    or

    beaat has

    ts own Killing Power

    (KP)

    which ~ ~

    represents the power thst that

    weapon has to kill . Also each

    figure has s

    strength

    value which -

    represents that figure s

    ability

    not to

    be

    killed; ego absorb and withstand punishment. If -you

    divide

    the

    Killing Power

    into the

    figure s Strength Vslue, the resulting fraction expressed as

    a percentage is the final percent chance of

    killing

    the

    figure.

    This

    may

    sound complex but t isn t .

    ego

    KP 6, target strength value 12

    = = 50

    chsnce

    of

    killing. Also a chart ia provided (Chart B ) - read down

    from

    the Killing Power line and across

    to the Target Strength Value

    line

    to get the final percentage chance of killing the target_ When

    this

    figure has been found, multiply t by the

    number

    of figures that have hit or

    struck

    blows.

    To

    continue examples I and 2 above:

    1.

    The

    Killing

    Power

    of

    the

    Longbow

    at 17 is 5. The Strength Value

    of

    the dragon is 100, so the

    percent chance of

    killing

    is 5 . Multiply this by the

    number

    of hits givea 5 x 5

    =

    25

    of

    killing

    the dragon. A l ~ throw is obtained - the dragon is dead.

    2. The Killing Power of the Heavy Lance ia B, the Strength Value of the footmen is 6, therefore

    5 (the

    number

    of blows

    struck) are removed

    immediately.

    28. This assuming that the footmen have a higher strength value, - say

    9,

    killing power

    B, atrength

    value 9 gives an 89 chance of

    killing.

    multiply

    by

    5 = 91 is rolled, so 4 footmen

    are

    killed.

    ~ A

    roll of

    two noughts can either

    be

    counted aa 100 or nothing -

    the

    thrower

    may

    decide.

    In certain circumstances, a figure s percent chance to

    hit/strike

    a blow may be reduced to

    nil

    by

    the situation factors.

    for

    missilemen

    this

    means quite simply that

    all their

    shots miss. However

    percenl chance to strike s

    blow

    figures may never

    be

    reduced to less than a lOth of

    the

    original.

    6

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    This means that a spearman, no

    matter

    how big a hero

    or adverse circumstances

    he faces,

    ~ i l l

    always have at least a 3 chance of striking a blow.

    H A ~

    TO H A ~

    COI1BAT

    Melees

    occur when

    opposing figures

    come

    into base

    to

    base contact,

    either

    having

    the intention of

    hurting, maiming

    Dr

    killing

    the other.

    flying troops, and their role in combat,

    is discussed

    under the 'flying Creatures'

    section.

    Otherwise the only troops able to participate in a melee

    are:-

    Thoae in base to baae contact

    to

    the

    front

    A second rank of dril led or organised spearmen

    The second

    to

    fourth ranks of drilled pikemen

    figures

    attached to a larger base such as artillerymen, riders. etc. provided

    that

    there is room for them

    to

    fight and that they have long enough weapons.

    Note that i f a unit

    of

    spears

    or pikes

    has any unformed points

    on

    i t

    then

    the additional

    ranks

    may not be added. Also

    note

    that although

    this l ist

    ia compulsory for

    humans

    other

    types,

    biology

    permitting,

    differ ,

    ego

    abnormal humanoids with

    many

    arms might be able to use

    proportionatel

    y

    longer pikes because of the

    extra strength

    and thus might be

    able

    to

    fight

    in more ranks . In a

    melee each

    participant

    has a

    certain percent

    chance

    of

    striking

    hi s

    /

    her

    blow,

    the

    bas

    ic

    chance

    depends on

    the

    sort of weapon that the

    figure

    has - this will be modified by circumstantial

    factors.

    .

    hance

    Ki lling w e ~

    Troops Arms

    '

    of striking

    Hal fling

    Human

    Giant

    Mounted

    on

    horses

    or Heavy Lance

    45

    6

    6

    15

    similar

    Lance

    50

    4

    7

    15

    ~ e a r

    40

    4

    12

    ~ o r d Mace, etc.

    35

    3 5

    10

    Any weapon used 1n

    two hands

    25

    4

    7

    15

    Fighting on foot

    Pike

    25

    3

    5 10

    or

    s

    stable

    platform

    Spear

    30

    3

    S

    10

    Sword Mace,

    etc

    .

    35 4 B

    Any weapon used in

    two hands

    35

    4

    7 14

    Improvised weapons

    15

    1 2

    4

    f is ts , k1ck1ng,

    etc.

    10

    I 2

    4

    Not

    es

    A Heavy Lance

    is

    unusable

    i f (a)

    (b)

    the

    lance

    armed troops did not charge into melee

    i f

    i t i s

    the

    second

    period

    of melee

    unless

    your oppoents

    have been broken through or

    routed.

    A lance, under the same circumstances l isted above for a Heavy lance, counts as a spear .

    Sword clasa

    covers all amall weapons of

    this

    type, maces, flai la and morning

    stars

    for instance .

    Two

    handed weapons

    include

    some typea of pole erm, two-handed swords and scythes, but note

    that

    mounted

    troops

    armed with two-handed swords

    may

    use

    these

    with

    one hand and

    count

    as

    such, but

    this

    does no t apply to pole arm.

    Improvised weapona are knivea, small clubs,

    sticks,

    stones, etc.

    Giants

    larger

    than

    SV17

    may

    add SO to

    the KP

    SV24 100%

    SV35

    200

    ego Giant SV20 with sword

    Giant

    SV35 with

    sword

    to

    hit , 12KP

    to

    hit , 24KP

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    T CTIC L fACTORS:

    Having

    obtained a

    baaic

    percent chance of

    striking

    a

    blow

    , the following

    factors are used to mOdify

    that

    figure.

    The

    Ability factor

    - Opponents

    A b ~ l i t y factor

    fighting

    from a higher

    position

    than

    5 1

    for

    each Unformed

    Point.

    that

    you

    enemy

    have

    Sr.

    all

    but sword, improviaed

    and

    fista

    - 5

    thrusting weapons (apears,

    pikes,

    fighting against close order

    troops

    etc.

    )

    facing opponents

    in

    Open

    Order

    +5

    own

    weapon is

    longer

    than oppoents

    - 5S

    you

    are facing

    fully

    formed,

    drilled

    close

    order troops

    5,.

    charged

    that move

    l ~

    one-handed

    weapons

    facing

    enemy

    in Open

    Order

    + 5 ~

    having forced opponent

    back during

    l ~

    any

    troops

    fighting

    from

    a rear

    the laat melee period

    rank

    -15

    two-hended weapon. facing

    enemy

    n

    Open

    Order

    Totalling up theae factors

    and modifying

    the basic

    percent

    to hit will

    give the

    actual

    percent

    chance

    of hitting.

    THE GL NCING BLOW

    Glancing blows

    are atrikea made

    under

    certain

    circumstances,

    i .e . when

    both of the

    parties

    involved

    in

    the melee

    is more interested

    in

    running

    off

    than

    fighting, or the

    aggressive

    party

    is more

    interested in

    running off than fighting

    and

    the victim

    is

    unabla to prevent

    him from

    doing

    so; ego

    a horseman gallops up to

    an

    infantryman,

    turns sa he

    reachea him, delivers a

    blow

    and

    rides

    off

    - melee

    ia

    not joined so both

    sidee strike

    glancing blows.

    Alao

    consider

    i f

    s

    horaeman were

    trying to

    eacape

    from

    a

    poaition

    through blocking troopa - unless they

    were in

    sufficient

    numbers

    to

    hold

    him

    (see below) only glancing blows

    would be struck. figures striking

    a glancing

    blow

    work

    out

    their

    percent

    to hit

    as normal and then

    hslf thia figure and

    work

    out

    k lIs

    as

    n01 llls1.

    BRE kTHROUGH

    Troops

    may

    wish

    to

    paas through a

    body

    of enemy for aome

    reason, or the impetus

    of

    charge

    may

    take

    them

    through such.

    With

    the small

    amount of

    troops involved because

    of

    the I : I figure

    scale,

    i t

    is likely

    that cavalry,

    or a mounted charge, could well pass strsight through s melee oppoent.

    To

    see

    i f this

    has taken place a

    l i t t le

    simple

    arithmetic

    is

    used:-

    Multiply one

    Hove

    Rste (1, 2,

    J or

    4)

    by J

    for

    csvslry,

    I for normal

    human infantry and 2 for Mythical Beasts. This gives a figure which is the

    breakthrough ooint; ego cavalry

    move rate

    J

    =

    9 points. In order to

    breakthrough your Breakthrough

    points

    must be

    greater

    than your

    opponents formation

    strength;

    i .e .

    line

    of Open Order Troops

    2

    lines

    J lines

    1

    line

    of order

    troops

    2

    4

    6

    J

    2

    lines

    3

    lines

    1

    line of close order

    troops

    2 lines

    6

    9

    5

    10

    If

    your Breakthrough

    points

    are

    greater

    than your enemy s formation

    strength

    then

    you

    have broken

    through, troops nsed not break through i f they so wish.

    If

    both sides wish to breakthrough the

    other then thia

    is

    possible. If a Breakthrough occura glancing blows are

    struck.

    A

    breakthrough

    means that

    the

    unit

    passes through

    i ts

    opponent with no

    movement

    penalty

    and

    continues

    i ts full move

    All involved receive

    three

    unformed

    points.

    18

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    THE

    KILLING

    POWER

    The KP and

    hOIll to

    lIIork

    out

    casualfies

    is

    'liven in full dl tail under

    the

    Missile and fl ,lee

    section

    .

    After a Round of flelee

    Total

    up

    the casualties that each unit has sustained. The unit that has

    lost

    the highest percent

    (or fraction, whichever you prefer ) casualties has been forced back by 3

    inches,

    unless:-

    1. t is a unit of creatures whose SV

    is

    over 40.

    2. The melee

    is

    one which has involved glancing blolils.

    Even

    though a

    unit

    has ilion

    the

    melee and not forced

    i t s

    oppoents back to

    purposes

    i t

    counts as that round of melee, or the entire melee,

    is

    won.

    melee and rout

    away

    to the nearest cover i f

    i t is

    defeated

    over a

    number

    After

    a melee total

    up the

    following points

    for

    each unit involved (

    this

    unit

    is obviously not going to

    rout).

    all intents and

    A unit lIIill break from

    of rounds of fighting .

    need

    not be

    done i f a

    1 For each round of

    the present

    melee that has been lost

    1

    for

    each unformed point that the

    unit

    has

    1 If your officer has been lost in

    thia

    melee

    1 For each 10% of your

    unit

    that hes been lost

    n

    the present melee

    1 For each quarter of the unit that has been lost to

    date

    -1 If a

    or

    B morale

    If

    the resultant total is equal

    to

    or

    greater

    than 7 thenthe

    unit

    lIIill break.

    If

    a

    unit

    breaks off

    from melee, either because of morale or orders, then the sound unit may strike glancing blolils

    on

    the retreating unit. The retreating unit may not reply. If the sound unit pursues and

    i t is

    s t i l l

    in

    contact

    lIIith

    the routing

    unit

    at

    the end of the move, then

    i t

    strikes full bl olils on

    the

    routers .

    If

    your melee opponent

    is

    not

    fighting

    back -

    i t is

    running Away, unconscious,

    etc

    . t hen

    do

    not

    deduct for i ts Ability Factors.

    MYTHICAL BEASTS IN

    flELEE

    The

    performance of Non-Humanoid types in a melee

    is

    really subjective, so you can

    allot the

    percent

    chance to hit and the

    KP for these

    types. However,

    some

    are so

    common that

    a

    short l i s t

    may be ventured - this is suggested only and

    may

    not be applicable to certain manufacturer's

    figures or your scenario.

    % to' Strike

    Killing POliler

    Pterodactyl (Ground)

    B 10

    Giant Wolf

    40

    4

    Wyvern

    120

    12

    Serpent

    65

    (more i poisOn9US)

    Giant Spider

    U5 10

    (more

    i f

    poisonous)

    Tree Men

    90

    10

    Giant Crab 100

    10

    Hydra

    450

    4

    ~ n k e (Ground)

    BO 10

    Centaur

    Count as a foot humanoid

    small

    giant for

    melee

    Griffon

    100

    B

    Giant Lizard

    30

    3

    Oragon

    285 18

    Cockatrice

    60

    6

    Giant Rat

    40

    I

    Gigantic

    Rats

    100

    8

    Gargoyle (Ground)

    Counts as Hlnanoid for

    melee sVlb

    Harpy (Ground)

    Counts as Humanoid

    for

    melee

    SV6

    Salamander

    Counts

    aa

    Humanoid

    for

    melee

    SV6

    1111 Bear

    100

    10

    Pegasus,

    Hippogriff

    etc. 35

    5

    Unicorn

    50

    8

    Tigers,

    Liana, Large Cats

    50

    4

    Wolvea and

    big

    dogs

    35

    3

    Fat Corgis

    1000

    1

    Elephant

    120

    10

    Stampeding

    Cattle

    30 4

    p e r

    b a . t )

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    MYTHICAL

    BEAST SITUATION

    FACTORS

    I t

    is

    very

    difficult

    to give a complete l ia t

    of aituation factor.

    for the

    Many

    and varioua types

    of

    beast, however

    here are

    some generalisations and

    more specific

    examplea _

    the

    umpire

    may

    apply

    others and

    you

    should devise

    factors

    covering your

    own

    scenarioe - \

    means

    deduct

    half from the

    total

    so a

    9 ~

    chance

    to strike

    - = chance

    to hit .

    Opponanta

    Ability

    Factor

    \ Did

    not

    move

    into

    melee;

    i .e. received

    charge

    at

    a

    halt

    Elephants

    who

    received charge

    at halt

    have

    no effect

    (i.e. to hitO)

    ~ Not

    anakes,

    that

    charged

    into

    melee

    at rate

    3

    ~ Creatures

    over

    10 basic SV firing at close

    order

    enemy.

    \ Creatures over

    10

    basic

    SV

    firing at troops

    in

    open order.

    CHARIOTS AND BEASTS WITH HOWDAHS

    To

    work

    out

    the

    percent chance

    of

    a

    chariot

    add

    5 ~ for

    each

    horss and

    then

    add

    the percent

    to hit

    of

    the crawm&n. The

    KP of

    a

    chariot

    is 5.

    Thus

    a two-horse

    chariot

    carry

    i

    ng

    a

    driver

    and

    a spearman has

    5 ~

    chance

    to hit and

    a

    KP of

    5.

    Chariots should be

    treated

    as mythical

    beasta

    over 10 Basic

    5V

    for

    situation

    factors.

    Troops

    may fight

    from a platform auch as s Howdah provided they can reach their enemy and they

    are srmed with

    either

    pike or spear -

    in

    which caae they have normal percent

    to strike

    and

    KPs,

    or

    they

    may fight i f

    armed with miasile weapons, again with normal

    effect.

    Otherwise they

    may

    not

    fight.

    1 iring

    WEAPONS

    CHART

    Short

    Medium

    Long

    a.

    r o o ~ oows

    Range

    bands

    0-10 10-20

    20-40 40-100

    chance

    of hitting

    35

    30

    20

    1510

    Killing POlller

    5 4

    3

    2

    b.

    Long bows

    Range

    bands

    0-15 15-30

    30-60 60-125

    chance

    of hitting

    3 ~

    3 ~

    ~ 15

    Killing Power

    6 5

    4

    3

    c.

    Crosabows

    Range

    bands

    0-20

    20-40

    40-80 80-160

    1

    chance

    of

    hitting

    35 30 20 20

    Killing

    Power

    6

    4

    3

    d. Horse

    bo

    ws

    Range

    bands

    0-15

    15-30 30-75

    chance

    of hitting

    25 ~

    15

    Killing Power

    4 3

    2

    e .

    Slings

    Range

    bands

    0-15 15-30

    30-75

    chance

    of hitting

    35

    3 ~

    ~

    Killing Power

    3

    2

    2

    20

  • 8/10/2019 TTG Reaper

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    Short Medium

    Long

    f.

    Thrown

    axes, pilum

    etc.

    Range

    bands

    0-5

    5 10

    10-15

    %

    chance

    of hitting

    30%

    20%

    15%

    Killing

    Power

    7

    5

    4

    g.

    Javelins and darts

    Range

    bands

    0-8

    8-15

    %

    chance

    of

    hitting

    35%

    25%

    Killing

    Power 5

    3

    h.

    Thrown stones,

    bottles

    etc.

    Range

    bands

    0- 5

    5-15

    %

    chance

    of hitting

    20%

    10%

    Killing Power

    2

    All renges given are

    in

    inches, however

    i you

    would

    like

    to use a

    different scale,

    then double

    all figures

    to get the distance

    in

    -yards.

    Note:

    It

    is

    important

    to remember that these figures

    cover the

    situation

    of

    a

    fairly

    experienced

    shooter,

    himself

    stationary,

    firing at

    a

    stationary target

    with good

    visibility

    _and

    some

    time

    spent aiming. -

    The weapon

    charts above give the chance

    to hit

    a

    stationary

    human being under

    good

    visibility

    and perfect

    conditions. As

    such circumstances

    are

    rare,

    other factors

    must be taken

    into

    account

    viz. the tactical factor.

    TACTICAL FACTORS FOR MISSILE FIRE

    -

    For each 5

    or

    part moved by target

    that

    move

    5:0

    For each 5 or

    part moved by

    firer

    that

    move

    5

    Firing at

    a ahielded

    Human

    or

    Humanoid

    5

    Targets basic _SV is below 4

    -

    For each unformed

    point that

    the

    firer

    has

    -10%

    Target behind hedge

    or

    bushes

    -10% Shooting at

    an

    individusl

    Human or

    Humanoid

    in

    your minimum rangs band

    -10%

    Tsrgets

    bssic SV is

    below 2

    -15%

    Target

    partially

    behind wall

    or

    amongst trees

    -15%

    Shooting

    in

    poor

    light

    1 5 ~

    Shooting

    from an unstable

    platform

    such as a boat

    1 5 ~ Shooting at

    an individual at

    medium range

    -15%

    Targets basic SV ia below

    1.5

    -20%

    Target behind

    crennellations or window

    -20%

    Targets

    basic SV

    is

    below I

    -25%

    Shooting at

    an individual

    at longest

    range band

    -25%

    Targets

    basic SV

    is

    below

    .5

    21

    For each Ability Factor

    5 Firing at a

    body of

    troops

    in

    close

    order

    +10% Firing

    at

    a

    target whose

    basic SV

    including

    any

    mount) is 10-20

    5 For each 10 figures

    in

    the

    target

    unit

    5 For each second or subsequent rank

    of targst up to the

    fourth

    +15% Firing

    st

    a

    targst

    whose

    basic SV

    including any mount)

    is 20-40

    +20%

    FIring

    at

    a

    target whose

    bssic SV

    including any

    mount)

    is 40-80

    +25% Firing at

    a

    target

    whoae

    baaic

    SV

    including any mount)

    is 80-120

    +30% Firing

    at

    a

    targat whose

    basic SV

    including any

    mount)

    is

    120-150

    +35% Firing

    at

    a

    target

    whoae

    baSic

    SV

    including any mount)

    ia

    above

    150

  • 8/10/2019 TTG Reaper

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    RATES or rIRE

    Before he

    may

    fire a

    miaaila.en DUst

    hava spent the required number

    of

    periods reloading and

    aiming

    these are:

    All bows 1 Period

    Croaabowa

    2 Perioda

    Slinga 1 Period

    Thrown

    0 Period

    Thus a

    at

    .ationary bowman may fire every other

    move

    Reloading and aiming

    must

    be done IIIhilst

    stationary

    unless

    the

    firer

    is being convayed i .e . he is mounted or on a chariot_ If he

    is

    mounted; but not if

    he ia in

    a chariot then unlesa only moving at

    rate

    one

    he

    must add I

    full

    period to all of the timea above. Troopa with

    positive

    abilitiaa may deduct 1 period frOG

    all

    times.

    riring Over

    TroopS

    and Terrain

    1a poaaible if the target ia viaible to the firera. A target may not

    be

    fired on however if there

    are frienda within 21s

    of either

    target or

    shooters.

    Mia.ilemsn may fire through

    one

    rsnk of their own unit i f they are in close order otherwiae they

    may

    fire over two ranka of their own body.

    rire

    Arron

    The be pre-tarred and kindled frOll a brazier Ronson Ucj1ter etc. These take an

    extra

    period to loed

    and

    aila i .e . 2 perioda for a bow

    Priority Targets

    MiaeHemen mustalwaye fire

    on

    anyone charging them. If they have no

    written priorities

    otherwiae they

    fire on

    the

    nearest enemy

    22

  • 8/10/2019 TTG Reaper

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    TOT L

    CH NCE

    TO

    HIT

    OR STRIKE

    BLOWS CH RT

    Individuals

    Number of men

    hitting

    or

    striking

    chance

    1

    2 3 4

    5 6

    7 8 9 10

    5

    5 10 15

    20

    25 30 35

    40

    45

    50

    10 10 20

    30 40

    50

    60 70 80

    90

    100

    15

    15

    30

    45

    60

    75 90

    105 120 135 150

    20 20

    40

    60

    80

    100

    120 140

    160

    180

    200

    25

    25 50

    75

    100

    125

    150 175 200 225 250

    30 30

    60

    90

    120

    150

    180

    210

    240 270

    300

    35 35

    70

    105 140 175

    210 245

    260

    315 350

    40

    40

    80 120 160 200

    240

    280

    320 360

    400

    45 45

    90 135 180

    225 270

    315 360

    405

    450

    50 50 100 150

    200

    250

    300 350

    400 450

    500

    55 55

    UO

    165 220

    275

    330

    385 440

    495

    e

    60

    60

    120 180 240

    300

    360 420 480

    540

    600

    65

    65

    130 195

    260

    325

    390

    . 455

    520 585 650

    70 70

    140

    210 280

    350 420 490 560

    630 700

    75 75

    150 225

    300 375

    450 525

    600

    675

    750

    80 BO 160 240 320

    400

    480 560 640

    720 800

    85 85 170

    255

    340

    425

    510 595

    680

    765

    850

    90

    90

    180

    270

    360 450 540 630 720

    810 900

    95

    95

    190 2B5 380 475 570

    665 760

    855

    950

    100 100

    200

    300 400

    500 600 700 BOO

    900

    1000

    This

    chart may

    be uaed

    to

    calculate

    the total

    number

    of

    strikes or hits obtsined

    by

    a whole

    unit.

    The chsnce to strike or hit is read slong the

    left

    hsnd side and

    the

    number

    of

    troops

    fighting

    is read

    slong

    the top. In cases where

    there

    are more than 10 men fighting read in units of 10 -

    for instance 27 men would

    be

    two tens

    and

    a seven.

    Similarly

    i the chance to

    hit

    were over

    1 ~ then read in units of

    100 - 125 would be one hundred and a

    twenty-five.

    So

    27 men

    fighting

    each with a

    125

    chance

    of striking

    a blow would str ike

    3375

    blows.

    As

    100 chance

    ia

    a certainty and need not be thrown for 3375 equals 33 certain hits and a 75 chance

    of

    another one, this is thrown for using decimsl dice. This is just

    basic

    multiplication and for

    most cases the chart will prove not to

    be

    necessary pocket calculators make even the

    most

    awkward number

    a

    aimple.

    23

  • 8/10/2019 TTG Reaper

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    Q bart

    Jj

    TilE AMAZIN

    G CHART

    FOR DECIDING

    WHET

    HER

    BLOWS OR HITS

    KILL

    Targets

    Killing o ~ e r

    of

    the ~ e a p o n or creature

    fighting

    SV

    2

    3 4 5

    6

    7 8 9

    10 12

    13

    14

    IS

    3 67

    3 5 57 86

    4 5 75

    4 5

    44

    67

    89

    5 40 6

    8

    6 33 50

    67 83

    7 29 43

    57 71 85

    8

    25

    38 5

    62

    75 89

    9 22

    33

    44

    55

    66

    78 89

    10

    2

    3 4 5 6

    7 8 9

    11

    18

    27

    36 45 54

    63 72

    81

    91

    12 17

    25

    33

    42

    5 58

    67 74

    83

    92

    13

    15 23

    31 38 46

    54

    61

    7

    77

    84

    92

    14

    14 21

    28

    36

    43

    50

    57 64

    7 78

    B6

    93

    15

    13

    2 27

    33

    4 47

    53

    6

    67 73 8 87

    93

    16

    13

    19 25

    31

    38

    44

    5

    56 63 68 75 81

    88

    94

    17

    12

    18

    24 29

    35

    41 47

    53

    59

    64 7 76 82 88

    18

    11

    17 22 28 33 39

    44

    5

    55 61 67

    72

    78

    83

    19

    11

    16 21

    26

    31

    37

    42 47

    53 58

    63 68 74

    79

    2

    10

    15 2

    25 3D 35 40

    45 5 55

    6

    65 7 75

    22.5 9 13

    18

    22 27

    31 36

    4

    44 48

    63 58 62 67

    25 8

    12 16

    2

    24

    28

    32 36 4

    44

    48 52 56

    6

    27.5 7

    15 18

    21 25 29

    33

    36 4 44

    47

    51 55

    D

    7

    1

    13

    17

    2 23 27 3D 33

    37

    40 43 47

    5

    4 5

    8

    1

    13 15

    18

    2

    23

    25 28 3

    33

    35 38

    5

    4 6

    8 1

    12

    14 16 18 2

    22

    24 26

    28

    3D

    100

    2

    3

    4 5 6 7 8

    9

    10 11

    12

    13

    14

    15

    24

  • 8/10/2019 TTG Reaper

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    Chart B

    is

    used

    to find the

    % chance

    of

    any

    single b ] o ~ or

    hit

    of killing

    an opponent.

    Read

    the

    Killing P o ~ p . r (KP)

    of the

    ~ e a p o n along

    the

    top and

    cross

    check

    this

    ~ i t h

    the

    Strength Value

    SV

    along

    the

    left hand side.

    Where

    the KP

    of

    a ~ e a p o n

    or

    attacker

    is

    higher than the

    chart

    ~ i J I go,

    read off in u

    n;ts

    of 10, ego

    ~ i t h

    a KP

    of

    23, read off

    t ~ o lots

    of 10 and one 3 KP . Where the KP

    is

    an odd

    number

    such as

    4 ~ ,

    then approximate using the

    higher

    and l o ~ e r values, ego 45

    ~ o u l d be

    half ~ a y e t ~ e e n and 4

    KP. Where

    a defending

    figure's

    SV

    is

    higher than the chart extends to,

    then read

    off

    in

    multiples. In

    many

    cases the

    SV

    of themfender

    ~ i l l

    l ie

    i n - b e t ~ e e n

    t ~ o

    lines,

    for example, 75 does not appear

    on the

    chart. In cases such as this approximate

    using the

    next

    higher and lower figures,

    i e

    for

    75

    the

    figure

    would be half way between 50 and 100. The

    figure

    ~ h i c h

    you get by uaing thia chart is the % chance each blow has of

    killing

    the opponent,

    where

    more

    than one blow

    is

    struck

    then

    the

    number

    of

    chances

    of

    killing

    will go

    up.

    Example:

    12 men SVII Abilities spear +15% and

    shielded,

    charge into a

    unit of 4

    Owl-Bears SV30, 100% to hit.

    10 KP, the

    Owl-Bears remain stationary. Both

    are in

    Medium Order - the Owl-Bear

    Abilities

    count

    as

    0

    Men

    asic

    chance

    Spear

    30%

    Tactical

    Factora

    Own

    Ability

    Factor

    +5,.

    Charged

    + 5 ~

    Longer Weapon +5

    TOT L

    + 1 5 ~

    Modified % chance

    45%

    % chance

    of

    whole

    unit

    x

    12 =

    of striking

    blows

    Number 0 f

    hits

    5 with a 40% chance of a

    6th

    Throw dice

    Score ia

    Bl -

    so only

    chance of

    killing

    with

    x

    17%

    =

    chance

    each hit

    Throw

    dice

    66 - so the men have

    one

    of the

    Owl-Beers

    Result

    Pushed back

    J

    OPTIONAL TACTICAL FACTORS

    FOR

    MELEE

    WE PONS

    These rules are optional and should only be

    used

    where all players agree to do so

    beforehand.

    Always

    count all the normal

    tactical

    factors

    even where

    these conflict

    with

    the optional

    factors.

    % Chance to

    Strike

    a Blow Modifiers

    Heavy lance

    -10%

    fighting

    open

    order

    troops

    Cutting

    awords,

    i e

    sablre, cutlass.

    falchion

    and

    scimitar

    +20% opponent

    is

    open order foot

    -15%

    opponent is close order foot

    Two-Handed Cutting weapon, i e sxe

    and

    two-handed sword

    -5%

    fighting ' l ight '

    troops

    -those

    whoae

    armour SV is less than a third

    of

    their own

    SV

    +5%

    fighting

    'heavy' troops - those

    whose

    armour

    SV

    is

    more than

    their

    own

    SV

    25

    5

    hits

    killed

    Owl-Bears

    Claws

    lO(t;

    Enemy

    Ability

    - 5 ~

    TOT L

    5

    95%

    95 x 4 380r

    J with a

    80%

    chance

    of

    a 4th

    Score is 67 - so

    there are

    4

    hits

    4 x

    chance

    (3

    kills and a 64%)

    28 - so the Owl Bears have

    killed

    4

    of

    the men

    Have

    pushed back

    3

  • 8/10/2019 TTG Reaper

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    KILLI NG POWER MOOIFIERS

    These

    modifiers

    are added or subtracted

    from the

    weapons killing power.

    Point-Impsct wespons i e

    spesrs,

    lances snd pikes

    +1

    fighting

    opponents wearing mail armour

    -1 fighting opponents

    n

    plate armour

    Two-Handed

    Cutting

    Weapons

    +1 fighting opponents in plate armour

    -2 fighting opponents n mail armour

    Cutting Swords

    +1

    fighting

    ' l ight ' troops

    -2 fighting

    'heavy' troops

    (see above for definitiona l

    Example

    of USe:

    Cutlass

    armed infantry attack

    a unit

    of

    unarmoured, open order

    bowmen.

    B

    asic

    % chance to

    strike

    a blow 35

    Charged 5

    One-hsnded wespon v open

    order

    -10

    Cutting swords v open order

    +20

    G

    iving

    a total % chance to strike a blow of 50

    Totsl

    40

    30

    50

    IJhen

    dicing

    for kills, the aabremen

    receive

    a

    +1 killing

    power bonus

    increasing the

    KP

    from

    4

    to

    5.

    lping

    cre tures

    H

    ather

    than spread the inform

    ation

    concerning flying crea t ures over the

    rules,

    -

    t

    is

    concentrated

    i

    nto

    this

    section

    for

    easy

    reference.

    HEIGHT BANOS

    Flying

    creatures

    when flying must occupy one of the following height bands, this should be

    recorded

    every

    move. The bsnds are as follows:

    Ground This

    is

    when

    the

    figure is

    on

    the ground and not in the air.

    land 1

    Band 2

    Band

    3

    Band

    4

    This

    is

    n the air but below 6ft above the ground. Troops may not fly

    n

    this band

    whilst amongst trees, buUdil\Q8.

    or

    other such obstacles. Observstion, missile

    fire,

    etc. is as normal. Melees normal except that the flying creatures opponent

    takes

    1 Unformed Point. -

    Between 6 and 12

    feet

    above

    the

    ground. At

    thia height flying

    creatures

    or

    thier

    riders

    may

    strike blows with pole arms and not have to suffer

    return

    blows. Shorter

    weapons are

    useless.

    About

    20

    yards

    (l0

    ) above

    the

    ground.

    About

    20

    y ~ d s above

    the

    previous band.

    Bands

    thereafter

    - About 20 yards above

    the

    previous

    For example:

    Band

    4

    40

    yds (20 )

    Band 5