ODDChainmailCombat v4 Reading

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CHAINMAIL can be used to resolve combats in OD&D in different ways such as mass combat, man-to-man combat, and using creatures from the Fantasy Combat table. Different character classes have different Fighting Capability levels depending on their level.

CHAINMAIL is not one combat system but consists of at least three systems - mass combat, man-to-man combat, and the Fantasy Combat table. It also provides rules for determining a creature's Fighting Capability based on its hit dice.

Fighting Capability tables are provided for Fighting Men, Clerics, Magic Users, and Thieves that determine their abilities in mass combat, man-to-man combat, and on the Fantasy Combat table based on their level.

USING

USING CHAINMAIL TO RESOLVE OD&D

CHAINMAIL COMBATS

TO RESOLVE OD&D COMBATS The basic system is that from Chainmail, with one figure representing
one man or creature. Melee … scores equalling (sic) a drive back or a
kill equal only to a hit.
– Underworld and Wilderness Adventures, Page 24

Pieces of text by: Coffee, Finarvyn, Radagast the Brown, Rabbit, Stormcrow,
The Grey Elf and others; as edited by Aldarron, spring 2010.
Revised summer 2010.
There are several options for using CHAINMAIL to resolve combats in Thief Fighting Capability Table
OD&D. CHAINMAIL is NOT one combat system. It is, at a minimum, three:
Mass Combat Man to Man Fantasy Combat
• There is the Mass Combat (heavy horse vs. light foot, etc.) Level
Tables # of Attacks Table
• There is the Man-to-man rules (sword vs. Chain + Shield, etc.)
1 Man 1 Not Allowed
• There is the Fantasy Combat Table, on p. 44 (Dragon vs. Elemental, etc.)
2 Man (+1) 1 (+1) NA
3 2 Men 2 NA
FIGHTING CAPABILITY 4 2 Men (+1) 2 (+1) NA
This statistic lists the number of ordinary men a character or monster 5 3 Men 3 NA
represents in CHAINMAIL. 6 3 Men (+1) 3 (+1) NA
The default Fighting Capability of any creature is equivalent to their Hit Dice 7 4 Men (-1) 4 (-1) Hero (-1)
unless otherwise noted. Some individuals or subtypes of individuals will have
a greater or lesser than normal Fighting Capability, which may or may not 8 4 Men 4 Hero
match their Hit Dice as noted in the individuals description. This is notably true 9 5 Men 5 Hero (+1)
of player characters. Humans, for example are 1 HD creatures, but player
10-12 7 Men 7 Superhero (-1)
characters can gain significantly more HD and, to a somewhat lesser extent,
more FC too. 13 + 8 Men 8 Superhero
The Fighting Capability of Fighting Men, Wizards, Clerics and Thieves is as
listed in the tables.
Cleric Fighting Capability Table
Fighting Man Fighting Capability Table
Mass Combat Man to Man Fantasy Combat
Mass Combat Man to Man Fantasy Combat Level
Level Tables # of Attacks Table
Tables # of Attacks Table
1 Man (+1) 1 (+1) Not Allowed
1 Man (+1) 1 (+1) Not Allowed
2 2 Men 2 NA
2 2 Men (+1) 2 (+1) NA
3 3 Men 3 NA
3 3 Men 3 Hero (-1)
4 3 Men (+1) 3 (+1) NA
4 4 Men 4 Hero
5 4 Men (-1) 4 (-1) Hero (-1)
5 5 Men 5 Hero (+1)
6 4 Men 4 Hero
6 6 Men 6 Hero (+1)
7 5 Men 5 Hero (+1)
7 7 Men 7 Superhero (-1)
8-12 7 Men 7 Superhero (-1)
8 8 Men 8 Superhero 13-16 8 Men 8 Superhero
9 -12 9 Men 9 Superhero (+1) 17+ 9 Men 9 Superhero (+1)
13+ 10 Men 10 Superhero (+2)
Magic User Fighting Capability Table called before it is thrown (Best Practice - have one die of a different color or
otherwise marked to always represent the modified die).
Mass Combat Man to Man Fantasy Combat
Level A creature using the Man to Man or Mass Combat tables may get multiple
Tables # of Attacks Table attacks, but not on the Fantasy Combat table. “A super hero, for example,
would attack eight times only if he were fighting normal men (or creatures of
1 Man 1 Not Allowed basically that strength, i.e., kobolds, goblins, gnomes, dwarves, and so on).”
2 Man +1 1 (+1) NA More powerful creatures or their equivalents are handled with a single
3 2 Men 2 NA attack on the Fantasy Combat table.

4 2 Men +1 2 (+1) NA “When fantastic combat is taking place there is normally only one
exchange of attacks per round, and unless the rules state otherwise, a six-
5 3 Men 3 NA sided die is used to determine how many hit points damage is sustained
6 3 Men +1 3 (+1) NA when an attack succeeds. Weapon type is not considered, save where
7 4 Men 4 Hero magical weapons are concerned.“

8 4 Men (+1) 4 (+1) Hero +1 – Gary Gygax, Strategic Review 1975, Frequently Asked Questions
9 5 Men 5 Wizard As we shall see, the tables will dictate when more than one attack per round
is called for.
10 5 Men 5 Wizard
11 5 Men 5 Wizard
12 5 Men 5 Wizard
13 5 Men 5 Wizard
14-15 5 Men (+1) 5 (+1) Wizard (+1)
16-20 5 Men (+1) 5 (+1) Wizard (+1)
21+ 5 Men (+2) 5 (+2) Wizard (+2)

As entries on the Fantasy Combat Table, Hero, Superhero, and Wizard are for
use only on the Fantasy Combat Table. Thus, entries like "3 Men or Hero - 1",
indicate the 3rd level Fighting Man (Swordsman), fights off mundane foes
with three attacks, but also has the grit to assail a fantastic enemy as a sub-
hero (with a -1 to his roll on the Fantasy Combat Table) in an all-out attack. A
Magic-User doesn't have such a category until 7th level (Enchanter), at
which point he can finally fight on the Fantasy Combat Table.
Space and Time
A (-1), or (+1) after Hero or Superhero is a -1, or +1 added to the 2d6 dice roll
on the Fantasy Combat Table Appendix E. Likewise added to the dice roll Melee range is 30 yards and combat rounds are 1 minute long. Melee
are the (+/-1) from the # of attacks column when using the Man to Man attacks may be initiated on any target within this range and time frame
Melee Table Appendix B. provided the attacker is able to close within 10 feet (Melee distance).
A (+/-1) after Man, or Men in the Mass Combat column is a (+/-1) to one die
roll on the Combat Table Appendix A. These +/- are added to a single die,
Example: a group of 4 characters, with a sum of 8 levels, fight with a band of
Morale 6 gnolls. When the first gnoll is killed by a hurled axe, the gnolls check morale.
“Morale is to be checked when 33 1/3% of an army has been killed. Use The referee rolls a 4, plus 8 for levels and less 10 for gnolls (5 remaining gnolls
the standard morale tables, check by type of troop, and allow any with 2HD) hit dice, for a total of 0. The combat continues. At the end of first
bonuses to dice.” round, one first level character and a second gnoll have been killed. The
referee rolls with the new total, gets a 10, plus 7, less 8 (4 remaining gnolls),
– Chainmail, p26
for a total of 9. The gnolls begin to think it’s time to withdraw toward a place
Morale is a factor which is often not a concern. The players, basically more easily defended. - Using this system also has the advantage of
representing only their own character and a few others, will have the simulating the effect of CHAINMAIL Morale Ratings wherein most monsters
characters react as they imagine best. Unintelligent monsters fight until had huge morale impacts on normal men. Checks should be performed
death. However if the referee feels a morale check is called for, two before a battle where there seems a significant likelihood one of the sides
methods adapted from CHAINMAIL are provided here and either or both would cut and run.
may be used as desired.
• Heroes and above add +1 to the morale die or dice rolled by any unit
Method 1 they are attached to. Also, Superheroes and above force the enemy to
When a simple morale check is desired the referee can throw two dice – a 2 check morale. This is just an ability they have and is not part of the Fighting
being very bad morale, a 12 being very good morale. With situational Capability modifiers
adjustments this score will serve as a guideline for what action will be taken • Fighting men at level 8, clerics at level 9, and magic-users at level 10
by the party checked. The table below may be used as a more specific automatically make their opponents check their morale before the fight.
guide. • Some classes and creatures have a bonus to the roll: clerics (+1),
Score to Remain hobgoblins (+1), gnolls (+2)
Types • Some creatures never check for morale, as stated in their description.
In Combat
• In the case of allied monsters, such as goblins accompanied by ogres, the
Light Foot or Inexperienced Combatants 8 or better different monster types should check morale separately – that is, the
Heavy Foot 7 or better goblins respond only to goblin casualties and ogres to ogre casualties. The
Armored Foot and Hardened Veterans of any Type 6 or better entire loss of the more powerful monster type might cause the lesser
monsters to take a penalty. Leader death could cause a penalty also, or
Elite of any Type 5 or better alternately expressed, leaders could give a bonus while they’re alive.
Heroes and Superheroes 4 or better Monsters could also take a penalty for low commitment (chance
encounter in the wilderness) or a bonus for high commitment (defending
Method 2 ancestral homeland or religious site).
Roll 2d6. Add together all the player characters levels. Add together all the
monsters hit dice. Add the sum of the characters levels and the result of the
Mounted Combat
2d6. Subtract the sum of the monsters hit dice from the total and check the “When fighting men afoot, mounted men add +1 to their dice for melees
result on the following table. and the men afoot must subtract -1 from their melee dice.
7 and less Combat continues Men may be unhorsed by footmen if they specifically state this is their
intent before dice are rolled. A score equal to a kill, with no subtraction for
8-12 Retreat in order, or negotiate if there’s no possible escape
their being afoot, indicates a successful unhorsing. An unhorsed man is
13 and more Rout in disorder, or surrender if there’s no possible escape possibly stunned:
Die Score Result Attack/Defense Multiples
1-2 Not stunned Some situations and some creatures may call for a doubling, tripling, etc. of
3-5 Stunned 1 turn attack and/or defense values. This means the appropriate multiplier (i.e.
tripling = x3) is applied to the Fighting Capability (player characters, mostly)
6 Stunned 3 turns or Hit Dice (creatures) and/or Hit Points (the defense value) for the particular
creature or situation only.
Remounting requires one-half turn, as does voluntary dismounting.”
In some cases it may be specified, (or undertaken at the referee’s
– Chainmail, selections from pages 25 and 26
discretion), to also add the corresponding integer (+2 for doubling, +3 for
tripling, etc.) to Armor Class and saving throws. (determined from monster
descriptions by Dave Arneson, Supplement II Blackmoor: Temple of the Frog,
1975, and First Fantasy Campaign, 1977)
These bonuses to the defensive capabilities represented by armor class are
treated in the same manner as a magical armor bonus, meaning they
remove damage dice from the opponent as in this quote from Monsters and
Treasure: ”Protection: A ring which serves as +1 armor would, giving this
bonus to defensive capabilities and to saving throws.”
(page 35)

Offensive Bonuses Grappling


Offensive bonuses, such as the plus rating of a magic sword are added to The players or the DM must declare they are attempting to grapple the
the die total in the Man to Man and Fantasy Combat Tables. For mass opponent prior to rolling attack dice at the beginning of a combat round. If
combat, each point of bonus grants an additional d6 to Hit Dice or Fighting the attackers’ hit is successful, no damage is dealt. Instead, both the
Capability. attacker and defender must roll their number of Fighting Capability dice (or
Hit Dice for most monsters), add any strength, dexterity and other bonuses,
Defensive Bonuses and compare the totals. If it is a tie, the combatants are struggling, with the
defender still standing but in the grip of the attackers and unable to use a
Defense bonuses, such as magic armor are about removing a number of
weapon in the next round. If the defender scores higher than the attackers,
d6’s.
the attackers are thrown off and stunned for a number of s equal to the
“Armor proper subtracts its bonus from the hit dice of the opponents of its positive difference between the attackers’ and defenders’ dice rolls.
wearer. If the shield's bonus is greater than that of the armor, there is a Likewise if the attackers win the dice roll, the defender is thrown to the
one-third chance that the blow will be caught by the shield, thus giving ground recumbent and stunned for a number of rounds equal to the positive
the additional subtraction.” difference between the attackers’ and defenders’ dice rolls. (Gary Gygax,
– Monsters and Treasure, page 31 The Strategic Review Vol. 1, No. 2, Summer 1975)

Thus, whole d6's are removed from the attackers Hit Dice or Fighting
Capability for characters. For example, +3 armor could only be hit by an
opponent having 4 or more Hit Dice or a Fighting Capability of 4 or more.
weapon. Magic-users engaged in melee before their spells have been
The OD&D with CHAINMAIL Attack Sequence cast have their spell disrupted.
(derived from CHAINMAIL, OD&D, and Gary Gygax, Swords and Spells, 1976) 5. Second Shooting Phase – Spells that were started in steps 2-3 take
1. Reaction Phase – Determination of Surprise, Initiative, and any other effect. Shooters, except crossbowmen, who didn't move and haven't
encounter reaction. Characters may attempt to communicate with the been engaged in melee may loose again.
opponents. Retreats, routs, and fighting withdrawals begin. Spell effects Restrictions:
carried over from earlier rounds take place.
Projectile weapon shooters (archers, slingers, javelin throwers, etc.), can
2. First Shooting Phase – The side moving first looses projectiles, casts not move and fire twice. They must either move 1/2 movement
ready spells, and/or discharges breath weapons in the order of highest distance and fire once, or move full distance and not fire.
Dexterity (or the initiative roll if preferred) to lowest unless there is some
Crossbowmen can never shoot twice in one round. They move 1/2
reason to alter the order. Ties mean the actions are simultaneous. Elves
movement distance and either shoot or reload but not both; or if they
and mounted archers may “split move”, that is, begin their movement (up
choose to not move at all during the round, they may both fire and
to ½ move distance as in step 4) and then loose.
reload. A crossbowman who moves and then fires during the second
Restrictions: shooting phase must then reload during the first shooting phase of the
Magic-users cannot move under their own power or actively direct a next round.
mount and cast a spell in the same round. Casting magic-users struck The side moving second (or later) shoots second round of projectiles.
by projectiles or engaged in melee lose their spell. Anyone hit by a Same restrictions as above.
projectile weapon and receiving damage such that their Hit Points are
reduced to zero (0) or less are dead or unconscious and may take no 7. New round begins
further action in the round.
During a Player’s turn in the combat round they may choose to delay their The number of combatants really doesn't make a difference, though the
PCs action until the end of the round. PCs that elect to delay will Troop Type combat generally runs a lot faster. Particularly, multiple
effectively go last in the round. If more than one PC delays, ALL delaying opponents may be handled fastest with the Mass Combat rules.
PCs’ actions will be considered to be simultaneous. Example: A 4th level Fighting Man in Chain and Bastard Sword (DM
The side moving second (or later) looses projectiles, and casts spells. Same declares him Heavy Foot) kicks down the door to find a room full of 8 orcs
restrictions as above. (also Heavy Foot). The Fighting Man rolls his 4 dice, looking for 6's, and the
group of orcs rolls 8 dice, also looking for 6's. Each 6, on either side,
3. Action phase – Both sides move or take some action. Charging
represents 1 die of damage. This is much quicker than rolling 4 attacks for
characters on either side may charge their full distance.
the fighter, then 8 attacks total for the orcs and adjudicating each attack
Restrictions: individually on the Man to Man tables.
Characters on either side can only move ½ their movement distance You can REALLY speed things up in this system just by having all your players
and engage in melee or other activities in the same round unless they throw their dice simultaneously. So if the 4th level Fighting Man is
charge. accompanied by a 3rd level cleric (2 Men), armed with a heavy mace and
4. Melee Phase – Characters within melee distance fight 1 round of melee. chain (also scored as Heavy Foot), and a 5th level Wizard (2 men, Light Foot)
who chooses not to cast a spell this round, have them all throw their dice
Restrictions: simultaneously and count total hits.
Pole weapons (spear, halberd, polearm, lance, and pike) get a free But back to our example: When the fighter finishes, the door opposite him
attack first when readied against an onrushing attacker with a shorter gets blown in, and Grog, the orc leader strides in. Grog is a special case:
an orc to whom the DM has assigned 4 hit dice. To run this combat with a
more cinematic flair, the DM switches to Man-to-Man, giving the class
1.1 DETERMINING TROOP TYPE
abilities, arms and armor more importance (though if he really wants to, "First level of the Dungeon
he can stick with Troop Type).
Barracks Room
That's all done, now, and the Fighting Man moves on to the next room. There
...All men are as heavy infantry with either leather and shield and/or
an ogre waits for him. Time to move onto the Fantasy Combat table.
studded leather and shield with either swords or spears.”
– Supplement II, Blackmoor, p. 40:Temple of the Frog, 1975
1.0 USING THE MASS COMBAT RULES: (a.k.a. Each character and creature will have a separate troop type rating for
defense and for attack. For Player Characters and most humanoid creatures
the “normal” rules) this will depend on “arms and situations”, (CHAINMAIL, Appendix A) and be
In CHAINMAIL there are six relevant classifications of troops for D&D combat; based on Armor Class for defense and weapons for attack as detailed
three categories for foot soldiers, and a similar grouping for cavalry. Some below.
monsters (Dragons, for example) will be rated as cavalry rather than foot Attack Rating (determined by weapon class):
when determining attack and defense capabilities.
Light Foot
INFANTRY CAVALRY Arrow, Dagger, Hand Axe, Javelin, Pick, Quarter Staff, Short Sword, Sling,
• Light Foot • Light Horse Spear/Thrown
• Heavy Foot • Medium Horse Heavy Foot
• Armored Foot • Heavy Horse Battle Axe, Bolt, Flail, Mace, Morning Star, Spear/Thrust, Broad Sword, War
Hammer
ALL creatures must be rated as equivalent to a number of Men of a certain
Foot or Cavalry “Troop type”. A "Man" is equivalent to "Either Heavy Foot, Armored Foot
Armored Foot, Light Horse, etc., depending on arms and situations..." This 2 Handed Sword, Halberd, Lance, Pike, Pole Arms
means that there is some leeway for interpretation on the part of the players
Defense Rating (Based on Armor Class)
and the final determination may be influenced by fighting styles, training,
culture and so forth. Light Foot
“As far as how do monsters attack normal men in CHAINMAIL - they were AC 9-7 (No Armor through Leather or Leather & Shield)
given a normal equivalent. Ogres, for instance, were considered (I think) Heavy Foot
equivalent to 4 Heavy Foot. You would simply use the normal combat
AC 7-4 (Leather & Shield through Chain Mail & Shield)
tables. Of course, most monsters had huge morale impacts on normal
men.” Armored Foot
– Mike Mornard - webpost AC 4-2 (Chain Mail & Shield through Plate & Shield)

• Armor Class 7 can be classed as either Light or Heavy and AC 4 can be


either Heavy or Armored, taking into account the nature, training,
background, and fighting style of the combatant. For player characters,
fighting-men and clerics always get the heavier rating and for thieves its
always the lighter rating.
For example, the temple guards referred to in the Blackmoor quote Determining Hits
above, protected with leather and shield (AC7) are classified as Heavy
Foot. Whereas in this example of bandits from page 5 of Monsters and Defender
Treasure:
Attacker Unarmed LF HF AF LC MC HC
“Composition of Force: Light Foot (Leather Armor & Shield) = 40%; Short
Bow (Leather Armor) or Light Crossbow (same) = 25%; Light Horse (Leather Unarmed 1/1 (6) 1/2 (6) 1/3 (6) 1/4 (6) 1/4 (6) 1/5 (6) 1/6 (6)
Armor & Shield) = 25%; Medium Horse (Chain Mail & Shield, no horse LF 1/1 (5+) 1/1 (6) 1/2 (6) 1/3 (6) 1/2 (6) 1/3 (6) 1/4 (6)
barding) = 20%. All super-normal individuals with the force will be riding
HF 1/1 (4+) 1/1 (5+) 1/1 (6) 1/2 (6) 1/2 (6) 1/3 (6) 1/4 (6)
Heavy, barded horses.”
AF 2/1 (4+) 1/1 (4+) 1/1 (5+) 1/1 (6) 1/1 (6) 1/2 (6) 1/3 (6)
Here we see the bandits are classified as Light Foot despite armor identical
to that of the guards. LC 2/1 (4+) 2/1 (5+) 2/1 (6) 1/1 (6) 1/1 (6) 1/2 (6) 1/3 (6)

• Some monsters are given special attack and defense ratings regardless of MC 3/1 (4+) 2/1 (4+) 2/1 (5+) 2/1 (6) 1/1 (5+) 1/1 (6) 1/1 (6)
their weapons and armor and may have a specified Fighting Capability. HC 4/1 (4+) 4/1 (5+) 3/1 (5+) 2/1 (5+) 2/1 (5+) 1/1 (5+) 1/1 (5+)
Dwarves, for instance, are considered equivalent to 4 Heavy Foot on the
normal combat tables. See the Appendix part 1 for a list of such creatures. The numbers indicate dice thrown per “man”, i.e. Fighting Capability, with
• Players should note their attack and defense classes on their character the number in parentheses being the target number needed to register a
sheet. Larger and/or deadlier monsters may defend and attack as a damaging hit. For example a Light Foot attacking a Light Foot gets 1 die per
Cavalry type, as determined in the monsters description. The Fighting Capability with 6 needed to wound.
differentiation between Light and Medium Horse is dependent upon Determining # of rolls in Mass Combat
whether or not the horse is barded. Heavy Horse indicates full armor for
The Mass Combat Tables of CHAINMAIL give the number of die you can roll
both horse and rider.
per the number of men represented in each situation. In some cases the
math may not work out evenly, for example:

1.2 COMBAT PROCEDURE A 7th level Fighting-man (Champion), typed as Light Foot, attacking a single
Heavy Horse: 1 die per four men, a 6 hits. The Champion would get one roll,
Attack/Defense capabilities versus normal men are simply a matter of a 6 = 1 Hit. (using 4 “Men” of the Fighting Capacity of 7 Men leaving 3 men).
allowing one roll as a man-type for every hit die, with any bonuses being In this case there are two options:
given to only one of the attacks, i.e. a Troll would attack six times, once
with a +3 added to the die roll. Option 1
– Monsters & Treasure, page 5 Players may simply round up, always allowing the character with “left over”
Fighting Capability to add one more die to the roll. Thus the 7th level fighting-
Characters throw dice based upon their Fighting Capacity and Troop Type man above, having 3 “men” of his FC left would roll another attack die – two
(attacker rating) vs. a defender's Troop Type (defense rating) as shown in dice in total. If players choose this option they may use the table below to
Appendix A, page 40 of CHAINMAIL or as summarized on the following table determine the number of dice they may roll to attempt to get hits. The table
cross references their Fighting Capability with the “dice per man” ratio
determined on the preceding table.

.
# of Dice to Roll • 3 men per hit, you have 1 man = roll 3, 3 need to hit.
• 3 men per hit, you have 2 men = roll 3, 2 need to hit.
FC 4/1 3/1 2/1 1/1 1/2 1/3 1/4 1/5 1/6
• 4 men per hit, you have 1 man = roll 4, 4 need to hit.
1 4 3 2 1 1 0 0 0 0 • 4 men per hit, you have 2 men = roll 4, 3 need to hit.
2 8 6 4 2 1 1 1 0 0 • 4 men per hit, you have 3 men = roll 4, 2 need to hit.
3 12 9 6 3 2 1 1 1 1 So to return to our example, the Champion’s player would roll 4 more die (4
4 16 12 8 4 2 1 1 1 1 men per hit, you have 3 men = roll 4, 2 need to hit). If two of those die
indicates hits, then the player may roll one more die for additional damage.
5 20 15 10 5 3 2 1 1 1
6 24 18 12 6 3 2 2 1 1
7 28 21 14 7 4 2 2 1 1 Projectiles
8 32 24 16 8 4 3 2 2 1 An adaptation of the Mass Combat projectile (“missile”) tables from
9 36 37 18 9 5 3 2 2 2 CHAINMAIL is provided below and can be used if desired. Some DM’s find
the finer grained Man to Man rules more suitable, and either system can be
10 40 30 20 10 5 3 3 2 2 used with the other.
11 44 33 22 11 6 4 3 2 2 Use the table appropriate to the targets troop type and roll 1d6. Check
12 48 36 24 12 6 4 3 2 2 attackers Fighting Capability against the results of the die roll to determine
13 52 39 26 13 7 4 3 3 2 hits, if any and the number of damage die to roll.

14 56 42 28 14 7 5 4 3 2 Armor Class 9 Armor Class 8-5 Armor Class 4-2


15 60 45 30 15 8 5 4 3 3 FC 1-3 4-6 1-3 4-6 FC 1-3 4-6
16 64 48 32 16 8 5 4 3 3
1-2 0 1 0 0 1-3 0 0
17 68 51 34 17 9 6 4 3 3
3-4 1 2 0 1 4-8 0 1
18 72 54 36 18 9 6 5 4 3
5-6 2 3 1 2 9-12 2 3
19 76 57 38 19 10 6 5 4 3
7-8 3 4 2 3 17-20 3 3
20 80 60 40 20 10 7 5 4 3
9-10+ 4 5 3 3
Option II
Apply any + or – attack modifiers, such as that for magic weapons, to the
Players who desire a more nuanced system than always rounding up the Fighting Capability of the attacker. Further, it is recommended that a +3 and
number of dice thrown, may instead refer to the chart below for the -3 be applied to the attackers Fighting Capability for short and long ranges,
remaining “3 Men” of the Champions Fighting Capability: respectively. Subtract any defensive bonus from the number of damage
For Chainmail Combat Table dice to be rolled, as usual.
• 1 die per 2 men and you have only 1 man then allow two rolls with both
rolls needing to succeed in order for a single hit to be scored. (5-6 and 5-6
= 1 Hit).
would take 8 hits to kill. Player characters may continue to track hit point
damage, if they choose.

2.0 USING CHAINMAIL WITH MAN TO MAN


The Man to Man system allows combat to become more detailed and
tactical to whatever degree the players desire. When combatants enter
the melee phase of the combat round, 2d6 are rolled for each attack the
combatants posses. “The order of striking depends upon several factors.
The man striking the first blow receives a return blow only if he fails to kill
his opponent.
1st Round:
First blow is struck by —
a) the attacker, unless
b) the defender has a weapon which is two classes higher, or
More Examples
c) the defender is fighting from above (castle wall, rampart, etc.).
If you have a Hero rated as Light Foot fighting a single Heavy Horse the
Combat Tables of Chainmail gives you 1 die per four men 6 Kills. The Hero 2nd Round and thereafter:
would get one roll, a 6 = 1 Hit. First blow is struck by —
Six Men (as Heavy Foot) are attacked by a Dragon. The Men cannot harm a) the side which struck first blow previously, unless
the dragon; the Dragon counts as four Heavy Horse and makes twelve (!)
b) the opponent has a weapon which is two classes lower, or
rolls, each 5 or 6 hits one Man.
c) the opponent is fighting from above.
A Warrior (as Heavy Foot) fights three Men (as Armored Foot). The Warrior
rolls on the Combat Tables as 1/2(6 hits), so a maximum of two dice (if you Men attacked from the rear do not return a blow on the 1st round...”
round up), with a bonus of +1 on one of the dice. Thus, he rolls two dice, with – Chainmail, page 25
a +1 bonus to one of them. The Men, meanwhile, attack on a straight 1/1 (5
or 6 hits). When the melee involves combatants with a Fighting Capability or Hit Die
greater than 1, and or multiple combatants engaging each other, the
melee phase of the round is best carried out in alternating order such that
1.3 DAMAGE the attacker then defender roll their attacks/counterattacks. In the case
of a 5th level fighter attacking either a 3rd level fighter or three 1HD
Apply any modifiers and roll appropriate damage dice (usually a d6) for monsters, the rolls would be Attacker then Defender, A then D, A then D,
each successful hit. A, A, - so the 5th level attacker gets two "free" attack rolls at the end with
When more than one opponent is struck for damage but it is not clear which no chance of parry or counter attack. If both survive the sequence starts
ones, roll randomly to see which opponents are hit. over in the next round.
Damage Option: instead of tracking hit points for monsters and non-player
characters, simply have any hits remove a hit die. An 8 HD monster, then,
• For any defender whose weapon is four to seven classes lower than the
Melee Table attacker, the defender has the option to give the first blow OR parry the
It may occur that a combatant will get more than one roll for each of attacker's blow, by subtracting 2 from the attacker's roll. If the attacker
their attacks. “Note that each weapon listed has a number designating its equals the original requirement for a kill the higher weapon breaks the
class. The shorter and lighter the weapon, the lower its class. A man defender's weapon. If the parry is successful, the defender gets one
wielding a weapon four classes lower (1 vs. 5, 2 vs. 6, and so on) strikes counter blow.
two blows during every melee round. If a man has a weapon eight classes • For any weapon whose class is eight or more classes lower than the
lower, he will strike three blows during every melee round. (See Appendix attacker, the defender gets the first blow and may parry the second or
B.) strike the second. He subtracts one for the parry and a roll equal to the
For any man attacking from the rear in melee (after accepting all pass- original kill requirement breaks the weapon. (Pikes, spears or lances of the
through and split fire): add one to the die roll of the attacker and give the attacker do get the first blow over lower class weapons if there is a
defender no counter attack”. charge. Here the length of the weapon prevents the defender, even with
– Selections from Chainmail, page 25 his lighter weapon, the ability to get the first blow.)
– Chainmail, page 25-26

Two Weapon Combat and Shield Bashes


Although it will negate a shields defensive bonus, a character may gain 1
additional attack using their shield offensively or with a weapon held in
the second hand in place of the shield. Such attacks do half normal
damage. The character wielding two weapons may elect to attempt to
parry with the offhand weapon or both weapons, as desired.
– Arneson and Snider, Adventures in Fantasy, p.52, 1979

Mounted Combat
“On the 2nd round of melee the horse as well as its rider attack, the horse
counting as the following weapon(s), and able to attack a different
opponent than its rider, but only footmen:
Light 1 Mace
Medium 2 Maces
Heavy 2 Flails”
– CHAINMAIL, selections from p25 and 26
Parry
• For any weapon 2 or more classes higher than the attacker the ability to Combat Example: In this mock battle, three highwaymen accost Bishop
parry does not exist. Eustace the Useless (a 6th level cleric of St. Marr, armed with chain mail,
• For any weapon 1 class higher to three classes lower than the attacker the shield, mace and 20 hits). The brigands are three normal men with leather
defender may parry the blow by subtracting 2 from the attacker's roll, but armour and a shield, armed with a spear (5 hits), sword (2 hits) and flail (3
he has no counter blow. hits) respectively. The fastest weapons in the fight are the mace (3) and
sword (4), while the longest weapons in the fight are the flail (7) and spear remain on the field). In the next round, initiative order will switch to faster,
(8). The mace is ill-suited to combat leather armour and shield (requiring a 9+ lighter weaponry, giving the Bishop the first blow over his opponents.
on two dice to hit), while the sword, flail and spear are of varying use against
chain and shield (9+, 7+ and 10+ respectively).
After enduring a surprising and withering barrage of insults, Eustace charges
the scalawags (he won initiative and chose to move first). The bandits with
flail and spear get the first defensive strike (for reach), followed by Eustace
(as attacker) and then finally the swordsman brigand (as defender).
As a Bishop, Eustace fights with four attacks (one with a -1 penalty), and as
long as he diverts some of his attacks against the flail and spearman, the
speed of his mace will grant him a bonus attack against those opponents as
well. While the Brigands declare their single attacks on Eustace, the
clergyman plans to engage all of his foes (if he does so, he will gain a bonus
attack for speed against the spear and flail thugs). Further, Eustace declares
his intent to parry the bandits' attacks - a minor parry against the lightning
fast sword (costing one attack, in this case the penalized one) and a midi
parry against the other two combatants (costing one attack each, but with 3.0 USING CHAINMAIL WITH FANTASY
the possibility of disarming or riposting the enemy). COMBAT
Now it is time to resolve the action. The spearman strikes first, needing a 10+
Characters with Hero, Superhero, and Wizard Fighting Capabilities and
on two dice to pierce the Bishop's chain mail and shield, and taking a -2
creatures listed on the fantasy combat table (or deemed equivalent) may
penalty for the parry attempt. An attack roll of 8-2 proves insufficient, and
use this table to resolve combats quickly.
Eustace will regain his lost attack with a riposte. The bandit armed with the
flail needs a 7+ on two dice with a -2 penalty, and connects with a roll of 10- Roll 2d6, apply any modifiers and consult the table. A result equal or above
2 (Eustace takes 2 hit points of damage and loses his chance to riposte). the number indicates a hit.
Eustace would levy his initial strike here, but by parrying he defers the action “When fantastic combat is taking place there is normally only one
to the swordsman, who promptly misses his swing (the Bishop does not regain exchange of attacks per round, and unless the rules state otherwise, a six-
his spent attack in a riposte, as the sword is not significantly slower than the sided die is used to determine how many hit points damage is sustained
mace). Now Eustace may foist his initial blow, directed towards the when an attack succeeds. Weapon type is not considered, save where
swordsman, smashing him with a roll of 11 for 2 points - enough to kill him magical weapons are concerned.”
outright.
– Strategic Review 1975, Frequently Asked Questions
Eustace may now take his remaining strikes - of his initial four, he has lost two
in parry attempts and spent another to dispatch the swordsman. The one
basic attack that remains is owed to the spearman (the riposte). However, Alternatively, players may use the table as originally intended with the
as he has engaged both the spearman and the flail thug with attacks (albeit understanding that it may result in the instant death of the character.
ones spent on parry attempts), he gains a bonus strike against each for
• Score EQUAL or UNDER total shown on the table means NO EFFECT.
weapon speed. The spearman is clubbed once for 3 points of damage (not
enough to fell him) and the brigand with the flail goes unharmed. • Score OVER the total shown above indicates that the DEFENDER IS KILLED
As one third of the enemy force has been slain, the bandits must now check – CHAINMAIL Appendix E
their morale (likely testing as light foot, needing an 8 or better on two dice to
APPENDIX PART ONE Lycanthropes 4 Armd Foot Hvy Foot

Below is a complete list of creatures from OD&D, CHAINMAIL™, The Dragon 4*


Ogres Hvy Ft Hvy Ft 5 4+1
#1 (magazine) and First Fantasy Campaign™, that have published troop (Mornard)
type ratings. Combats with these creatures should always use these ratings, Orc, Giant Armd Foot Armd Foot 1 1/2
regardless of arms and armor.
½-½
Orc, tribal Hvy Ft Hvy Ft 6
Name FC Attack Defend AC HD +1

Basilisks Hvy Foot Hvy Foot 4 6+1 Roc Lt Horse Hvy Horse 4 3+1

1 by man type, 1 by Tarn, Cargo Lt Horse Hvy Horse >4


Centaur 2* 5 4
Md Hrse
Tarn, Racing Lt Horse Hvy Horse >4
Cockatrices Hvy Foot Hvy Foot 6 5
Tarn, War, 4 Lt Horse 8 Hvy Horse >4
Dragon 4 Hvy Horse Hvy Horse 1-12
Troll Hvy Foot Hvy Foot 4 6+3
Dwarves Hvy Ft Lt Ft 4 1
True Troll 3 Armd Foot Armd Foot 12
Giant Eagle 4 Lt Horse 8 Hvy Horse
Wargs Hvy Foot Hvy foot 1
Elemental, Air 4 Lt Horse Lt Horse 2 8
Unicorn Hvy Horse Hvy Horse 2 4
Elemental,
4 Md Horse Md Horse 2 8 Wights Lt Horse Hvy Horse 5 3
Earth

Elemental, Fire 4 Hvy Horse Hvy Horse 2 8 Wraiths Armd Foot Armd Foot 3 4

Elemental, Lt Horse/land - Hvy Lt Horse/land - Hvy Zombies Hvy Ft Hvy Ft 8 1


4 2 8
Water Horse/water Horse/water

Elves Hvy Foot Hvy Foot 1+1

Ent 6 Armd Ft Armd Ft 2 8 APPENDIX PART TWO


Ghoul Lt Horse Hvy Horse 6 3 Marv Breig (Finarvyn) has created and compiled his own list containing
many additional creatures as follows below.
Giant 12 Armd Ft Hvy Foot 4 12
Attack Defense HD or
Giant Wolves Lt Horse Lt Horse Monster Type
Capability Capability FC
Goblins Hvy Ft Lt Ft 6 1
Balrog HH HH 10 to 16
Halfling Lt Foot By armor 1
Basilisk AF HF 6+1
Hobgoblins Armd Ft Hvy Ft 5 1 1/2
Black (or Gray) Pudding None None 10
Kobolds Hvy Ft Lt Ft 7 1 1/2
Centaurs MH MH 4
Chimeras HH MH 9 Gnolls AF HF 2

Cockatrice AF HF 5 Gnomes LF LF 1

Djinn HF HF 7+1 Goblins LF HF 1

Dragons - Black HH HH 6 to 8 Goblin King AF HF 3

Dragons – Blue HH HH 8 to 10 Gorgons HF AF 8

Dragons - Golden HH HH 10 to 12 Gray Ooze None None 3

Dragons - Green HH HH 7 to 9 Green Slime None None 2

Dragons - Mottled (Purple) HH HH 10 to 12 Griffons MH HH 7

Dragons - Red HH HH 9 to 11 Hippogriffs HC HC 3+1

Dragons - White HH HH 5 to 7 Hobbits LF LF 1

Dryads LF LF 2 Hobgoblins HF MF 2

Dwarves By Weapon By Armor 2 Hobgoblin King HF HF 3

Efreet HF HF 10 Horses - Draft MC MC 2+1

Elementals - Air AF AF 8 to 16 Horses - Heavy HC HC 3

Elementals - Earth AF AF 8 to 16 Horses - Light LC LC 2

Elementals - Fire AF AF 8 to 16 Horses - Medium MC MC 2+1

Elementals - Water AF AF 8 to 16 Horses - Mules LC LC 2+1

Elves By Weapon By Armor 1 Hydras, 5 to 12 Heads MC HC 5 to 12

Ents AF AF 6 to 10 Invisible Stalkers HF HF 8

Gargoyles AF AF 4 Kobolds LF MF 1

Ghouls LH HH 2 Lycanthropes - Werebear HF MF 6

Giants - Cloud AF AF 12 +2 Lycanthropes - Wereboar HF MF 4+1

Giants - Fire HF AF 11+3 Lycanthropes - Weretiger HF MF 5

Giants - Frost HF AF 10+1 Lycanthropes - Werewolf HF MF 4

Giants - Hill HF HF 8 Manticoras MF MF 6+1

Giants - Stone HF HF 9 Medusae MF MF 4


Men - Bandits By Weapon By Armor 1 Vampires HC HC 7 to 9

Men - Berserkers By Weapon By Armor 3 Wights LC HC 3

Men - Brigands By Weapon By Armor 1 Wraiths MC HC 4

Men - Buccaneers By Weapon By Armor 1 Wyverns HC HC 7

Men - Cavemen MF None 2 Yellow Mold None None None

Men - Dervishes By Weapon By Armor 2 Zombies MF MF 2

Men - Merman Weapon LF 3 Attack Defense HD or


Monster Type
Capability Capability FC
Men - Nomads By Weapon By Armor 1
Apt (furry arctic hippo) MH LH 8
Men - Pirates By Weapon By Armor 1
Banth (10-legged carnivore) HH MH 14
Minotaurs MF HF 6
Calot (large dog) MH MH 10
Mummies HF HF 5+1
Darseen (giant lizard) HF HF 8
Nixies LF LF 1
Malagar (roc or tarn) LH HH 6 to 18
Ochre Jelly None None 5
Martian – Black/Red/White/Yellow
Ogres MF MF 4+1 HF LF 2-10
male
Orcs MF MF 1
Martian – Black/Red/White/Yellow
LF U 1-5
Pegasus HC HC 2+2 female

Pixies LF LF 1 Martian – Green male AF LF 6-10

Purple Worm HC HC 15 Martian – Green female HF LF 5-7

Roc or Tarn LC HC 6 to 18 Orluk (striped arctic jaguar) MH MH 8

Sea Monsters HC HC 15 to 45 Plant Man HF LF 16

Skeletons LF MF 1 Sith (giant hornet) HF MH 20

Spectres HC HC 6 Thoat (reptile beast of burden) MH HH 10

Sprites LF LF 1 White Ape AF HF 12

Trolls MF MF 4+1 Zitidar (mastodon) MH MH 18

Trolls, True HF HF 6+3

Unicorns HC MC 4
APPENDIX PART THREE
INCOPOREAL UNDEAD - fights as Wraith
Raithe has created a list of equivalents for use with the Fantasy Combat
tables on Appendix E. The approach taken here is to use the Fantasy Undead which possess no physical shape
Combat creatures as a massive abstraction representing basic toughness Wraiths Spectres Shadows#
and combat prowess/tactics of the creature listed. Going from that
assumption you can use them as groups rather than specific creatures.
MAGICAL BEAST - fights as Roc
Of better than animal intelligence; or having qualities which raise them
MAN TYPES
above mere animal status
Black Pudding Dopplegangers# Dryads
Cockatrices Basilisks Unicorns
Dwarves Elves Gelatinous Cubes#
Pegasi Hippogriffs Rocs
Giant Slug# Giant Tick# Gnomes
Griffons Displacer Beasts# Blink Dogs#
Goblins/Kobolds Gray Ooze Green Slime
Hell Hounds# Phase Spiders# Carrion Crawler#
Hobgoblins/Gnolls Horse Horse Large Insects/Animals
Owl Bears#
Mule Nixies Ochre Jelly
Orcs Pixies Rust Monster#
FANTASTIC CREATURES - fights as Treant
Stirges# Skeletons/Zombies Tritons#
Creatures of myth and legend, nightmare and fantasy
Yellow Mold
Medusae Gorgons Manticoras
Gargoyles Minotaurs Centaurs
LARGE HUMANOID - fights as Troll/Ogre
Treants Will O'Wisp# Harpies#
Too powerful massive or savage to be "men" but nonetheless manlike in
Lammasu# Beholders#
basic form.
Ogres Trolls Bugbears#
DRAGONS (fights as Dragon)
Ogre Magi# Umber Hulks# Lizard Men#
Dragons or that which in physiology and combat style is similar to a
dragon
GIANTS (fights as Giant)
Dragons Hydras Chimeras
Giants Giants, Storm# Titans#
Wyverns Purple Worms Sea Monsters

COPOREAL UNDEAD - fights as Ghoul/Wight


LYCANTHROPES (fights as Lycanthrope)
The undead which have a physical form
Animalistic Shapeshifters
Ghouls Wights Mummies
Vampires Liches#(optionally as wizard?)
ELEMENTALS/OUTSIDERS/CONSTRUCTS - fights as Elemental
Creatures of raw force and power which embody the very essence they
are composed of.
Invisible Stalkers Elementals Djinn
Efreet Salamanders# Golems#

Dungeons & Dragons, Strategic Review, Dragon magazine, Swords and Spells, Blackmoor,
Temple of the Frog and CHAINMAIL are properties and Registered Trademarks® of Wizards
of the Coast, Inc. No challenge or claim to the ownership of these trademarks is intended
or implied. This is a not-for-profit fan work and is believed to reside within Fair Use.

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