Accessory - Strategic Review #1.2, MAGAZINES, Dragon Magazine
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IN MEMORIUM
make it easier we have included a short section listing a few possibil-
ities, and if you see something you like -- or find we have missed your
favorite -- drop us a line and give us the word. In a nutshell, we do
not believe that we can ever work too closely with our fellow war-
gamers, for TSRs sole justification for its existance is to provide you
with products which you desire. When I mentioned that the members of
TSR were long-time gamers I was speaking of a combined total of about
50 years for the three of us -- that is 50 years of battle gaming, for if
chess were to be included it would be more like 75 years! Such exper-
ience, even considering our past design work in addition to it, is not
sufficient to make us in any way independent of the hobby. So we will
always attempt to keep in touch with you as closely as possible. We know
that we need your support, not vice versa. Thanks for the confidence
you have shown so far!
THIS ISSUE IS DEDICATED TO THE
MEMORY OF DONALD R. KAYE, CO-
FOUNDER OF TACTICAL STUDIES RULES,
LONG-TIME FRIEND, AND FELLOW
WARGAMER. DON WAS BORN 27 JUNE
1938 AND DIED 31 JANUARY 1975. WE
DEEPLY MOURN HIS PARTING.
THE STRATEGISTS CLUB
T S R --WHY WE DO WHAT WE DO
Editorial Comment by Brian J. Blume
Because our first issue wont reach anywhere near the circulation of
this one until sometime after youre reading this, we are holding off
compiling the answers to the poll we ran in Number 1 of SR. If you
havent sent in a card with your choices there is still time to make your
votes known. Here is the reason they are important.
THE FIRST ANNUAL STRATEGISTS CLUB AWARDS BANQUET
will be held at 7:30 P.M. on the 22nd of August (Friday) 1975 at the
Gargoyle Restaurant, only a block north of the Horticultural Hall.
Trophies will be awarded for the catagories named in SR 1 (BEST NEW
GAME OF 1974, OUTSTANDING DESIGNER, OUTSTANDlNG
WRITER, OUTSTANDING WARGAME MAGAZINE, BEST MINIATURE
FIGURE RELEASE, FAVORITE S&S NOVEL OF 1974). The trophies
awarded will be inscribed: Strategists Club Awards, CREATIVITY IN
GAMING, and then the catagory and year will appear. Naturally,
the awards will be presented after the banquet -- this year sirloin of
beef with a keg of ale to wash it down with. Members interested in
attending should send a $2.00 registration fee immediately, as a
maximum of 50 persons will be able to attend. The $2.00 will cover the
entire cost of the banquet, as TSR plans to pick up the major portion of
the tab. There will also be a ballot drawing after the awards are pre-
sented, and the SC member whose ballot is picked at random will re-
ceive a gift certificate good for $20 worth of TSR publications, and that
should provide all the incentive necessary for you to vote even if you
wont be able to attend the banquet.
This time we are asking you to let us know what you think of the
following possibilities for miniatures rules and game offerings. These
questions are directed at Strategists Club members on the assumption
that you are the more dedicated and active individuals amongst our
Tactical Studies Rules is not a giant company; it is not even a large
one. But we are growing now, and in the future we might attain sub-
stantial size. While we must make a profit in order to remain in business,
TSR is not around solely to make money. The members of TSR are long-
time gamers who have found that there is a great deal of satisfaction in
creating and/or publishing a good set of game rules or an enjoyable game,
and please note the emphasis on the term gamers. Some attempt to
down-grade the game aspect of our hobby and pretend to simulute
reality. We at TSR believe that it is impossible to simulate real-life
situations, although some of the excitement and challenge of reality
can be reflected in a game, although a game always remains a game.
Thus, we try to publish rules and games which are easy to play, logical,
and still give some of the flavor of the particular era or battle or
whatever it is they cover. This, of course, cannot apply to those fantasy
and science fiction titles where reality is not usually relevant. In these
cases the stress is on providing a framework which excites and challenges
the players as they develop their own games. The keynote in all of our
publications has been flexibility, tempered with playability, and mixed
with the proper amount of authenticity so as to retain the sense of
historical realism or game realism. We hope you will always find that
we have succeeded.
Of course, whatever TSR does is meaningless without your support.
We must know if we are providing what you, our fellow hobbyists,
really like and want. Sales reports tell us that so far we have been
coming pretty close to the mark, but we also welcome your letters tel-
ling us what rules or games you would like TSR to produce. Just to
PUBLISHERS STATEMENT:
The STRATEGIC REVIEW is published quarterly by Tactical Studies
stamped return envelope, and no responsibility for such material can
Rules, 542 Sage Street, Lake Geneva, WI 53147. It is available by
be assumed by the publisher in any event. All rights on the entire con-
subscription at the rate of $1.50 per four issues. Single copies and
back issues are available at 50¢ each, but availability of all back
tents of this publication are reserved, and nothing may be reprinted in
whole or in part without written permission of the publisher. Copy-
numbers is not guaranteed. (Subscriptions and single copies sent out-
right 1975 by Tactical Studies Rules.
side the U.S. and Canada are $2.50 and 80¢ respectively, and pay-
Editor -- E. Gary Gygax
ment must be made in U.S. currency or by International Postal Money
Associate Editor-- Brian Blume
Order.) All material published herein becomes the exclusive property
of the publisher unless special arrangements to the contrary are made.
Change of Address should be sent as soon as possible, and in any
event not less than two weeks prior to the first day of April, July,
Unsolicited material cannot be returned unless accompanied by a
October and January, as applicable.
audience (so dont disappoint us). Please drop a card listing your re-
action by the numbers 9-0; 9=wonderful; 4-5=about average, 1=horrid;
and a zip means you wouldnt even give the offering a thought.
A. Ancient-Rules
B. Wild West Rules
C. Napoleonic Naval Campaigns
D. More D & D Supplements
E. STAR PROBE Additions
F. Medieval Rules for the Crusades (compatible with CHAINMAIL)
G. Rules for Aurthurian Legend (compatible with CHAINMAIL)
H. Rules for Robin Hood (compatible with CHAINMAIL)
I. American Civil War Rules
J. Revolutionary War Rules
K. Napoleonic Wargame Rules for Super-Large Battles
L. Colonial Wars
M. WW I
N. FIGHT IN THE SKIES game
O. A Fantasy Boardgame
P. A Battle Game Similar to those Offered by AH & SPI
Q. A Dippy Variant with Rules and Full-Sized Mapboard
R. Name Your Own Poison
Dont forget that as a Club member you are entitled to an additional
25¢ off on Discount Coupon purchases, and that means you save an ex-
tra 25¢, 50¢, or 75¢ depending on how many of the selections you buy.
Those members- interested in future playtesting should let us know,
indicating whether their interest is in boardgames or miniatures.
To join the Strategists Club you need only send your name and
address along with one dollar to THE STRATEGIC REVIEW, 542 Sage
Street, Lake Geneva, WI 53147, and tell us you want to join. We will
do the rest. Of course, you must be a subscriber to this publication
before you can join the Club.
should appear here.
Reloading: In addition to removal of the forth rule from this section
the word Artillery should follow the heading so as to read Reloading
ArtiIlery.
Melee: On page 13 prior to the paragraph regarding the number of
rounds of melee per turn add the following paragraph:
If a unit elects to retreat voluntarily from a melee before the
found of fighting begins the opponents gain free attacks at the dice in-
dicated as if a normal melee were in progress. After casualties are
extracted the voluntarily retreating unit is moved back.
Also add the following statements at the end of the section:
Flank attacks are not returned by the flanked unit on the first
round of melee only. Thereafter the attack is treated normally. Rear
attacks are not returned by the unit attacked in the rear during any
round of melee.
Morale: Check each unit by stand for direction of retreat as this is
the way to gain the proper effect of disorganization. Retreats are
in addition to normal movement and are taken immediately when called
for in the rules.
It should be noted that Musketeers in retreat may always pass freely
through other units. That is, regardless of whether or not the unit
passed through must check morale, the Musketeers are not further pen-
alized or otherwise stopped by such friendly units.
Add +1 for the following (add these to the list)
- If personality figure" (such as Rupert, Essex, Cromwell, etc.)
with a unit
- If pushing the opponent back in melee
- If attacking retreating enemy
Subtract -1 for the following: (add these to the list)
- If surrounded (if morale fails unit surrenders)
- If below 50% of original strength
Obedience: To see if a unit disobeys it should be checked each
turn it is behind the enemy Iines.
Other Parlimentarian Horse Regiment (page 21) should state it has
a total of 20 figures rather than 15.
Artillery (page 21) Should say that 3 figures should be used to rep-
resent the crew of a light gun and 4 crew shouId be used only far heavy
batteries.
CAVALIERS and ROUNDHEADS RULES ADDITIONS
As is typical with any first publication of a set of rules, things
which seemed perfectly clear to those who had played them from in-
ception were not so plain to others. So we offer here a few additions
and clarifications to C&R which should help to settle any problems you
may have experienced in your ECW games:
Movement: Under the heading of Formation and Changing amend
the wording as follows:
1. Pikemen and other formed infantry may either move or change
their facing or formation in any turn, but they may not do both.
In pike formations all pikemen must face the same direction ex-
cept during melee when it is permissible to vary facing.
4. Dragons do not charge-gallop or melee from horseback, although
the front rank of mounted dragoons may fire (but not reload) at
an enemy.
Fire: There are three operations possible during a turn:
a. load
b. fire
c. move (insofar as it effects loading/firing)
The number of operations possible for troop types will be stated in
the appropriate sections.
Pistol Fire: Pistols cannot be reloaded during melee or the course
of a charge-gallop move.
Musket Fire: Musketeers can perform two operations during any turn
they are not already engaged in melee, i.e. load, fire, and/or move.
Roll one die for each musketeer when fire is taken.
Artillery Fire: Light artillery can perform two operations during any
turn they are not already engaged in melee, load, fire, and/or move.
These two operations can be managed by as few as two crewman. If
one crewman only serves the gun it can fire only or load only. No
movement is possible in the latter case, and the gun must fire straight
ahead.
Field of fire for artillery able to move is 30 degrees to either side
without counting as a move operation.
Heavy artillery perform but one operation per turn, and its field of
fire is 15 degrees to either side.
Terrain effects Upon Fire: The forth rule regarding Reloading
WARGAMING WORLD
Convention season is upon us, and from now until Autumn welI be
barraged with information about and regularly importuned to attend
them. There are so many, in fact, that we will simply suggest that you
look in just about any information zine and you will find one which
you will wish to attend. The only exceptions we are making are two
conventions which are being advertised herein, AHs ORIGINS I and
TSRs own ,GENCON VIII. You should make a point of attending either
or both of these events, for they are an experience unique to wargaming.
There is a rumor that CONFLICT magazine is readying an issue, but
it might be some time before it comes out. On the demised list it ap-
pears that we can list BATTLE FLAG and EL CONQUISTADOR. There
are a number of interesting replacements, although not of the same
professional quality. SIGNAL, P.0. Box 830, CFPO 5056, Bellville,
Ont., Canada, is a newszine which covers games and conventions and
news from the U.S., Canada, Great Britian, and Europe, At 6 issues
(bi-weekly) for $1.00 you cant go wrong. Wargame enthusiasts in the
Midwest will be particularly interested in MIDWEST GAMING REVIEW
317 Linwood, Rochester, Ml 48063. It is the official organ of the
Midwest Gaming Association, and it carries a number of reviews,
strategy/tactics articles, and the like besides Association news. Sub-
scription is by membership to the MGA only, but that is only a couple
of dollars per year, so why not drop a line to them if you are interested
-- if is a good deal. Flying Fuffalo, Inc., P.O. Box 1467, Scottsdale,
AZ 85252, is also entering the field of information publications with its
WARGAMERS INFORMATION, a mimeoed zine with letters, club
news, reviews, and a very interesting classified ad section. Basic sub-
scription rate is $2 for 12 issues. Scott Rich may hate me for this, but
2
I cannot resist mentioning his postal Midgard variant game and its at-
tendant zine BEL-RAN RUMOR MONGER. It is doubtful if he has
any current openings, but if you are interested in postal S & S games it
would be worth your trouble to send an inquiry (but be sure to include
a stamped return envelope !). Scott is also working up a Swords &
Sorcery Diplomacy Variant,
and from the draft I saw it would be worth
a try, so if he plans to run that it should prove to be a lot of fun. The
spells he includes are the likes of The Misty Fortress,The Berserker,
The March Nowhere, and The Quick Winter. The address is:
Scott Rich, 1640E 1140 N, Logan UT 84321. On the subject of Mid-
gard, Tom Drake, Rt. 10, Box 293 K, Cookville, TN 38501, is report-
edly in desperate need of assistance typing stencils. Tom, the creator
of Midgard is willing to pay for stencils and the postage both ways, so
if youd like to help out, please let him know.
Looking for a bit of surcease from your sorrow? Get BLEAK DECEM-
BER, with listings of books on Hobbits, S&&, Horror, Franzines, rules
and other Forgotten Lore. Send a quarter for 2 issues, or $1 for 9. The
address is BLEAK DECEMBER, Box 73, Coloma, WI 54930, and tell
em a raven sent you.
FANTASTIC STORIES has changed its subtitle to Swords & Sorcery
and Fantasy. S & S has been slighted in the past, and it is indeed
refreshing to see that the popularity of the genre is returning. Better
still, there were two full page ads in the April issue for wargame products
(including one which lists D & D and WARRIORS). Most wargame en-
thusiasts are readers of science fiction, fantasy, and swords & sorcery.
Perhaps we can turn fans of the genre into wargamers. Science fiction,
fantasy, and swords & sorcery wargames and wargame products appear
to be the coming thing. AH is fishing to see if its followers are inter-
ested in that sort of a title. SPI has one sf game out, and there are
rumors of more to come. There are tactical miniatures rules for sf play
to compliment the several lines of space figures. TSR plans to expand
its line (as we planned long before the rush began). This plethora of
material should certainly help to attract people to wargaming, and if
you happen to enjoy this extra imaginative type of wargaming there are
good times ahead !
Large wargame clubs arent the factor they used to be in the old
days, but they still exist. While they are primarily a phenomenon of
boardgaming, they still form a vital part of the hobby. It is these groups
which generally run conventions and publish the little newsletters which
are both important to the continuity of the whole hobby. You should
support whatever club or clubs you choose, whether it is a dignified
association or a wild-and-wooly bunch with a militaristic name set to
conquer the wargaming world (rare birds now). All this is occassioned
by the seeming demise of SICL. Your Editor never particularly agreed
with their aims as a club, but the Spartans helped to develop the hobby,
and if they have in fact come to an end it will certainly be an end of
a wargaming era.
is suggested that the alternate system in D & D be used to resolve the
important melees where principal figures are concerned, as well as
those involving the stronger monsters.
When fantastic combat is taking place there is normally only one
exchange of attacks per round, and unless the rules state otherwise, a
six-sided die is used to determine how many hit points damage is sus-
tained when an attack succeeds. Weapon type is not considered, save
where magical weapons are concerned. A super hero, for example,
would attack eight times only if he were fighting normal men (or crea-
tures basically that strength, i.e., kobolds, goblins, gnomes, dwarves,
and so on).
Considerations such as weapon-type, damage by weapon-type, and
damage by monster attack tables appear in the first booklet to be
added to the D & D series -- SUPPLEMENT I, GREYHAWK, which
should be available about the time this publication is, or shortly
thereafter.
Iniative is always checked. Surprise naturally allows first attack
in many cases. Iniative thereafter is simply a matter of rolling two dice
(assuming that is the number of combatants) with the higher score gain-
ing first attack that round. Dice scores are adjusted for dexterity and
so on.
Combat Example:
10 ORCS surprise a lone Hero wandering lost in the dungeons, but
the die check reveals they are 30 distant at the time of surprise, so
they use their iniative to close to melee distance. lniative is now
checked. The Hero scores a 3, plus 1 for his high dexterity, so it is
counted 4. The Orcs score 6, and even a minus 1 for their lack of dex-
terity (optional) still allows them first attack. As they outnumber their
opponent so heavily it is likely that they will try to over-power him
rather than kill, so each hit they score will be counted as attempts to
grapple the Hero:
- Assumed armor of the Hero: Chainmail & Shield -- AC 4.
- Score required to hit AC 4 -- 15 (by monsters with 1 hit die).
- Only 5 Orcs can attack, as they havent had time to surround.
Assume the following dice scores for the Orcs attacks:
Orc #1 - 06; #2 - 10; #3 - 18; #4 - 20; #5 - 03.
Two of the Orcs have grappled the Hero, and if his score with 4
dice is less than their score with 2 dice he has been pinned helplessly.
If it is a tie they are struggling, with the Hero still on his feet, but he
will be unable to defend himself with his weapon. If the Hero scores
higher than the Orcs use the positive difference to throw off his at-
tackers, i.e. the Hero scores 15 and the Orcs scored but 8, so the Hero
has tossed both aside, stunning them for 7 turns between them.
- Round 2: lniative goes to the Hero.
- Score required to hit Orcs -- 11 (4th level fighter vs. AC 6).
Assume the following dice score by the Hero. Note that he is
allowed one attack for each of his combat levels as the ratio of one
Orc vs. the Hero is 1:4, so this is treated as normal (non-fantastic)
melee, as is any combat where the score of one side is a base 1 hit die
or less.
Hero: 19; 01; 16; 09. Two out of four blows struck. There are 8
orcs which can be possibly hit. An 8-sided die is rolled to determine
which have been struck. Assume a 3 and an 8 are rolled. Orcs #3 and
#8 are diced for to determine their hit points, and they have 3 and 4
points respectively. Orc #3 takes 6 damage points and is killed. Orc
#8 takes 1 damage point and is able to fight.
- All 7 surviving/non-stunned Orcs are now able to attack.
Continued attempts to over-power the Hero are assumed, and no
less than 4 Orcs are able to attack the Hero from positions where his
shield cannot be brought into play, so his AC is there considered 5,
and those Orcs which attack from behind add +2 to their hit dice. In
the case it is quite likely that the Orcs will capture the Hero.
Saving throws for monsters are the same as for the appropriate type
and level of man, i.e. a balrog would gain the saving throw of either
a 10th level fighter or a 12th level magic-user (the latter based upon
the balrogs magic resistance), whichever score is the more favorable
for the balrog. A troll would be equal to a 7th level fighter as it has
6 dice +3, virtually seven dice.
Morale: This is a factor which is seldom considered. The players,
basically representing only their own character and a few others, have
their own personal morale in reality. Unintelligent monsters fight until
QUESTIONS MOST FREQUENTLY ASKED ABOUT
DUNGEONS & DRAGONS RULES
The space limitations of D&D (and it was difficult to get all we
managed to in three booklets!) forced us to gloss over certain areas,
hoping that this would not cause undue problems for readers. While the
number of letters with questions regarding D & D indicates that our
assumption was correct, even one or two percent of the readers repre-
sents too large a portion of unsatisfied buyers, so we herewith offer a
few more details in those areas where questions most frequently occur.
In addition, there are a few errors which have been corrected by means
of additional sheet in the latest printing of D & D. Those of you with
sets of the rules which do not contain these corrections can acquire one
simply by sending a stamped return envelope to TSR requesting D & D
Corrections.
Combat: CHAINMAIL is primarily a system for 1:20 combat, although
it provides a basic understanding for man-to-man fighting also. The
Man-To-Man and Fantasy Supplement sections of Chainmail provide
systems for table-top actions of small size. The regular CHAINMAIL
system is for larger actions where man-like types are mainly involved,
i.e. kobolds, goblins, dwarves, orcs, elves, men, hobgoblins, etc. It
3
death. Occassionally, however, it is necessary to check either troops
serving with a party (in whatever respect) or the morale of intelligent
monsters. This is strictly a decision for the referee
l
The system used is
likewise up to the referee, although there is one in CHAINMAIL which
can be employed, or he can simply throw two dice -- a 2 being very
bad morale, a 12 being very good morale. With situational adjustments
this score will serve as a guideline for what action will be taken by the
party checked.
Experience: Low value should be placed upon magical items as far
as experience is concerned, as such items will be highly useful in gain-
ing stilI more treasure. Thus, in the Greyhawk campaign a magic arrow
(+1) is worth a maximum of 100 points experience, a +1 magic sword
with no special abilities is valued at a maximum of 1,000 points, a
scroll of spells at either 500 or at 100 points per level per spell ( so a
6th level spell is worth a maximum of 600 experience points), a potion
is worth between 250 and 500 points, and even a genie ring is worth no
more than about 5,000 points maximum. Valuable metals and stones,
however, are awarded experience points on a 1 gold piece to 1 exper-
ience point ratio, adjusted for circumstances -- as explained in D & D,
a 10th level fighter cannot roust a bunch of kobolds and expect to gain
anything but about 1/1Oth experience unless the number of the kobolds
and the circumstances of the combat were such as to seriously challenge
the fighter and actually jeopardize his life. For purposes of experience
determination the level, of the monster is equivalent to its hit dice, and
additional abilities add to the level in this case. A gorgon is certainly
worth about 10 level factors, a balrog nut less than 12, the largest red
dragon not less than 16 or 17, and so on. The referees judgement must
be used to determine such matters, but with the foregoing examples it
should prove to be no difficulty.
Spells: A magic-user can use a given spell but once during any
given day, even if he is carrying his books with him. This is not to say
that he cannot equip himself with a multiplicity of the same spell so as
to have its use more than a single time. Therefore, a magic-user could,
for example, equip himself with three sleep spells, each of which would
be usable but once. He could also have a scroll of let us say two spells,
both of which are also sleep spells. As the spelIs were read from the
scrolls they would disappear, so in total that magic-user would have a
maximum of five sleep spells to use that day. If he had no books with
him there would be no renewal of spells on the next day, as the game
assumes that the magic-use gains spells by preparations such as memor-
izing incantations, and once the spell is spoken that particular memory
pattern is gone completely. ln a similar manner spells are inscribed on
a scroll, and as the words are uttered they vanish from the scroll.
Hit Dice 10-12 (8s)
rope-like excretion which it can shoot
from 2 - 5. A hit causes weakness
(50% from strength) in 1-3 turns, and the
Roper then draws its prey into its toothy
maw where it is quickly devoured. The
% in Lair 90%
Type Treasure D*
Bite for 5 - 20 points
chance for breaking a strand is the same
for opening a door, but every turn the
Roper will drag the victim 10 closer.
Strand hit = must save
This yellowish-gray beast is unaffected by
vs. Poison
lightning, takes half-damage at most from
cold, but is very suseptable to fire (-4
Magical Resistance 80%
on its saving throw).
Cannot be Charmed
*metal only as it devours anything else;
however, it has a gizzard-like organ
which can contain gems (if the roll
Highly Intelligent
for treasure so indicates) from 20-50
in number
Alignment C
RANGERS I
AN EXCITING NEW DUNGEONS & DRAGONS CLASS
By Joe Fischer
Rangers are a sub-class of Fighting Men, similar in many ways to
the new sub-class Paladins, for they must always remain Lawful or lose
all the benefits they gained (except, of course, experience as a fighter).
Strength is their Prime Requisite, but they must also have both Intelli-
gence and Wisdom scores of at least 12 each, and a Constitution of at
least 15. The statistics regarding Rangers are:
Rangers Experience Points Hit Dice* SpelI Ability**
Runner 0 2
Nil
Strider 2500 3 Nil
Scout
5000 4 N i l
Guide 12000 5 Nil
Pathfinder 25000 6 Nil
Warder 50000 7 Nil
Guardian 100000 8 Nil
Ranger-Knight 175000 9 Cleric, 1st Level
Ranger-Lord 275000 10 +Magic-User, 1st Level
Ranger-Lord, 10th 550000 10 +2 +Cleric 2nd Level
Ranger-Lord, 11th 825000 10 +4 +Magic-User 2nd Level
Ranger-Lord, 12th 11OOOOO 10 +6 +Cleric 3rd Level
Ranger-Lord, 13th 1375000 10 +8 +Magic-User 3rd Level
*either with the standard system or the alternate system which
allows fighters 8-sided dice
**spell progression is as follows: when only 1st Level are usable,
then only one spell is usable, when 2nd Level spells can be
taken then the R-L gets 2 1st Level and 1 2nd Level, and at
3rd Level it is 3, 2 and 1 respectively.
Until they attain the 8th level (Ranger-Knight) characters in the
Ranger class are relatively weak, for they have a number of restrictions
placed upon them, These restrictions are:
- They may own only that which they can carry with them, and
excess treasure or goods must be donated to a worthy cause.
- They may not hire any men-at-arms or other servants or aides
of any kind whatsoever.
CREATURE FEATURES
- Only two of the class may operate together.
Advantages which accrue to low-level Rangers are:
+They receive no regular bonuses for advancement due to ability,
but they automatically gain 4 experience points for every 3 earned.
+They have the ability to track the path of most creatures when out-
doors, and even in dungeons they are often able to follow:
Monsters Action
PRESENTING A NEW DUNGEONS & DRAGONS MONSTER FOR
YOUR ENJOYMENT.
The Roper:
This monster appears to be a mass of foul,
festering corruption. The Roper is cigar-
Regular Needs to Track
Number Appearing 1-3
shaped, about 9 long, with a diameter
of some 3. It can stand upright in order
goes down a normal passage
01-65
Armor Class 0
resemble a pillar or stalagmite or flatten
itself at full length upon the floor so as to
goes through a normal door
01-55
goes through a trap door
01 - 50
Move 3
look like nothing more than a hump. The
Roper has six strands of strong, sticky
goes up/down a chimney
01 - 40
goes through a secret door
01-30
4
The ranger so tracking must have observed the monster no more than
six turns previously when in dungeon situations. On the outdoor he has
a basic 90% chance of following a trail, with a 10% reduction for every
day old the signs are.
Because of their ability to track Rangers also are difficult to surprise,
requiring a roll of 1 instead of 1 or 2.
All Rangers gain a special advantage when fighting against monsters
of the Giant Class (Kobolds - Giants). For each level they have gained
they add +1 to their damage die against these creatures, so a 1st Level
Ranger adds +1, a 2nd Level +2, and so on.
Upon reaching the 8th and higher levels, Rangers begin to accrue a
number of advantages besides the use of spelIs already indicated.
+From 2-24 followers will join the character as soon as 9th level is
attained by him. These followers are detailed later.
+Ranger-Knights are able to employ magic items which heal or cure
disease, including scrolls.
+Ranger-Lords are able to employ all devices which deal with
Clairvoyance, Clairaudience, ESP, Telepathy, Telekenesis, and Tele-
portation, including scrolls.
Drawbacks which apply to the 8th and higher levels are:
-The 4 experience points for every 3 earned bonus is lost.
- Followers who are killed cannot be replaced, although regular
mercenaries can be.
-As already mentioned, if a Ranger turns Neutral or Chaotic he
loses all benefits of the class, becoming an ordinary Fighting Man.
Special Followers: For each of the 2-24 followers the Ranger gains
a dice roll must be made to determine what the follower is. Further
dice rolls to determine type, class, and/or level will also be necessary.
Type
MEDIEVAL POLE ARMS
A SPECIAL FEATURE THIS ISSUE WHICH COMBINES THE
REGULAR COLUMNS THE ARMORY AND CASTLE & CRUSADE
By Gary Gygax
Medieval infantry employed a variety of weapons, most of which
were simple and inexpensive to manufacture, and most with long shafts
to do either or both of the following:
- Provide sufficient force to cleave through armor;
- Keep mounted enemies at a distance and inflict wounds
upon them if possible.
As was discussed in the last issue, the spear, unless lengthened to
pike length, was generally unsuitable for either of these purposes, and
the pike was found too difficult to handle in large formations in most
cases. So a variety of pole arms gradually developed; and the common
infantry, levies, and peasants were typically armed with mixtures of
such weapons. A sketch and short description of some of the more com-
mon types of Medieval pole arms is given below. Thereafter, a table
giving the scores required for each of these pole arms as an addition to
the CHAINMAlL Man-To-Man Melee Table is shown.
Class (Men Only)
01-60 Man
01 - 50 Fighter
61 - 75 Elf or Half-Elf
51 -75 Cleric
76 - 90 Dwarf
75 - 95
Magic-User
91 - 99 2 Hobbits
95 - 00 Thief
00
Extraordinary (see below)
Multi-Class (Elves Only)
Level of Ability (Roll for each)
The Voulge was one of the earliest developments in pole arms. It
combined a cleaver-like blade of some considerable weight with a
short spear-like projection for thrusting. The relatively narrow cleaver,
when swung with force on its long shaft, was quite capable of splitting
open even heavy plate armor. Length: 8 and upwards.
The Bardiche was similar to the Voulge, but the blade was both
longer and heavier. It included no thrusting ability, but it was some-
times backed by a spiked hammer head. Because of its weight and
length it was very effective against footmen in less than the best armor,
but the weapon was very cumbersome and took great strength to employ.
It was a favorite of the Russians. Length: 4 to 5.
The Guisarme in its basic form also lacked any thrusting threat. It
did, however combine a cutting edge with a piercing spike and a hook
for pulling mounted opponents from their saddles, and it was improved
upon rather quickly. The basic form of this weapon is drawn from the
bilI used for pruning trees. Length: 8 and upwards.
The Glaive was basically a single-edged sword, rather like a cut-
lass, on a pole. As the blade was fairly heavy, it did provide some
striking threat, but it was primarily designed as a thrusting weapon and
useful in keeping mounted men at a distance. Length: 8 and upwards.
01 - 50 Fighter
01 - 50 2nd Level
51 - 75 Fighter/Magic-User
51 - 65 3rd Level
76 - 90 Magic-User
66 - 80 4th Level
91 00 Fighter/Magic-User/Thief
81 -90 5th Level
91 - 99 6th Level
00
7th Level
Extraordinary Followers
01 - 20 Ranger, 3rd - 7th Level
21 - 40 Lawful Werebear
41 55 2 Unicorns
-
81 - 90 Stone Giant
91 - 99 Golden Dragon
00
Take two rolls ignoring any 00s which might come up
Where not otherwise specified Rangers perform as Fighting Men.
They may build strongholds. In all cases the Ranger will prefer Lawful
to Neutral types.
5
-
-
65 - 70 Pegasus
71 80 Hill Giant
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