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WELCOME TO THE WORLD OF

TWO HOUR WARGAMES!


SWORDPLAY 2015 IS AN INTRODUCTION TO TWO HOUR WARGAMES. ITS A COMPLETE GAME NOT A
TEASER AND IS FREE. SWORDPLAY 2015 IS A SET OF MAN-TO-MAN COMBAT RULES THAT CAN BE
PLAYED IN A VARIETY OF PERIODS AND WITH ANY FIGURES YOU MAY ALREADY HAVE.

SWORDPLAY 2015, LIKE ALL THW GAMES, CAN BE PLAYED SOLO, COOPERATIVELY ALL PLAYERS ON
THE SAME SIDE OR COMPETITIVELY HEAD TO HEAD. INSIDE YOULL FIND:

THE CURRENT REACTION SYSTEM, USED IN ALL TWO HOUR WARGAMES, THAT ALLOWS
YOU TO LEARN ONE SET OF MECHANICS TO PLAY A VARIETY OF PERIODS.
QUICK GAME MECHANICS THAT YIELD REALISTIC SHOOTING AND MELEE RESULTS.
THREE SCENARIOS THAT CAN BE PLAYED OVER AND OVER WITH NO TWO GAMES EVER
BEING THE SAME.
CHARACTER ADVANCEMENT BASED ON YOUR SUCCESS IN EACH GAME.
AN EASY TO USE CAMPAIGN SYSTEM THAT GENERATES YOUR NEXT GAME BASED ON HOW
WELL YOUVE DONE.
WAYS TO GENERATE YOUR CHARACTERS AND YOUR OPPONENTS WHETHER FANTASY OR
HISTORICAL IN NATURE.
ALL THIS AND MORE

SWORDPLAY 2015 LETS YOU TO LEARN THE CURRENT VERSION OF THE REACTION SYSTEM USED BY
THW WITHOUT SPENDING A DIME. WHILE OUR COUNTERPART CHAIN REACTION IS ABOUT MODERN
FIREARMS, SWORDPLAY 2015 IS ALL ABOUT HAND-TO-HAND COMBAT WITH SWORD AND SHIELD.

SWORDPLAY 2015 GIVES YOU A CHANCE TO SEE IF YOU LIKE THE REACTION SYSTEM, BEFORE TRYING
ONE OF OUR PERIOD SPECIFIC GAMES. THINK OF SWORDPLAY 2015 AS A PREVIEW OF OUR OTHER
PERIOD SPECIFIC GAMES LIKE WARRIOR HEROES LEGENDS, CAPTAINS AND KINGS, AND 2 HOUR
DUNGEON CRAWL.

TWO HOUR WARGAMES


LEARN ONE SET OF MECHANICS, PLAY MANY PERIODS.

***************************************************

2HW SP
FREE
WRITTEN BY ED TEIXEIRA
COVER ART BY KIM ALLMAN
COVER LAYOUT AND DIGITAL EDITING BY CRAIG ANDREWS
SWORDPLAY 2015
7.0 RULES OF WAR 11
TABLE OF CONTENTS 7.1 Turn Sequence
7.1.1 Many Turns into One
11
12
1.0 PROLOGUE 3 7.2 Actions 12
7.2.1 Other Actions 12
7.3 Firing 12
2.0 INTRODUCTION 4
7.4 Movement 12
7.4.1 Normal Movement 12
3.0 YOUR ROLE 4 7.4.2 Fast Move 12
7.4.3 Going Prone 13
4.0 NEEDED TO PLAY 4 7.4.4 Mounting and Dismounting 13
4.1 The Dice 4 7.4.5 Involuntary Movement 13
4.1.1 Passing Dice 4 7.5 The Reaction System 13
4.1.2 Counting Successes 5 7.6 In Sight 14
4.1.3 Possibilities 5 7.6.1 In Sight or Out of Sight 14
4.1.4 Reading and Adding the Dice 5 7.6.2 Triggering an In Sight Test 14
4.1.5 1/2d6 5 7.6.3 Taking the In Sight Test 14
4.1.6 How Many d6 5 7.6.4 Resolving In Sight Actions 15
4.2 Figures and Terrain 5 7.6.5 Adding to Ongoing In Sights 15
4.2.1 Basing Figures 5 7.6.6 Completed In Sights 15
4.2.2 Defining Facing 5 7.7 Reaction Tests 15
4.3 Tables 5 7.7.1 How to Take a Reaction Test 15
7.7.2 Multiple Results 16
5.0 DEFINING THE FIGURES 6 7.7.3 Completing Reactions 16
5.1 Stars and Grunts 6 7.8 Status and Actions 16
5.1.1 Stars 6 7.9 Ranged Combat 17
5.1.2 Grunts 6 7.9.1 Reloading 17
5.1.3 Why Use Stars? 6 7.9.2 Shooting 17
5.2 Star Advantages 6 7.9.3 Line of Sight 17
5.2.1 Star Power 6 7.9.4 Cover or Concealment 17
5.2.2 Larger Than Life (LTL) 7 7.9.5 Target Selection 18
5.2.3 Cheating Death 7 7.9.6 Shooting a Weapon 18
5.2.4 Free Will 7 7.9.7 Determining Damage 18
5.3 Reputation 7 7.9.8 Auto-Kill or Capture 18
5.4 Class 8 7.9.9 Pitiful Shot 18
5.4.1 Missile 8 7.10 Melee 19
5.4.2 Melee 8 7.10.1 Melee Weapons 19
5.5 Weapons 8 7.10.2 Charge into Melee Test 19
5.6 Armor 8 7.10.3 How to Charge into Melee 19
5.6.1 Armor Class 2 (AC 2) 8 7.10.4 Melee Combat 19
5.6.2 Armor Class 4 (AC 4) 8 7.10.5 Melee Damage 20
5.6.3 Armor Class 6 (AC 6) 8 7.10.6 Multiple Figure Melees 20
5.7 Shield 9 7.11 Retrieving Wounded 20
7.12 After the Battle 20
6.0 GETTING STARTED 9 7.13 Challenge 21
6.1 What Army? 9
6.2 Forming Your Band 9 8.0 BUILDINGS 21
6.2.1 Recruiting Your First Band 9 8.1 Building Size and Area 21
6.3 Groups 10 8.2 Entering and Exiting 22
6.3.1 Forming and Splitting Groups 10 8.3 Cover or Concealment 22
6.3.2 Group Cohesion 10 8.4 Burning Buildings 22
6.3.3 Large Groups 10 8.5 Firing from Buildings 22
6.4 Leaders 11
6.4.1 Leader Functions 11 9.0 TERRAIN 22
6.4.2 Using Leader Die 11 9.1 Setting Up the Table 22
6.4.3 Multiple Leaders 11 9.2 Generating Terrain 22

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SWORDPLAY 2015
INDEX OF TABLES
9.3 Types of Terrain 23
9.3.1 How Many Pieces of Terrain? 23
9.4 Terrain & Scenery 23 After the Battle Recovery, 7.12 20/33
9.4.1 Clear 23 Army Lists, 6.1 30
9.4.2 Hill 23 Army List Feudal, 6.1.1 30
9.4.3 Impassable 23 Army List Northmen, 6.1.2 30
9.4.4 Woods 23 Army List Elves, 6.1.3 30
9.4.5 Buildings 23 Army List Gobbos and Orcs, 6.1.4 30
9.5 Types of Buildings 24 Building Type, 9.5 24
Challenge Test, 7.13 21
10.0 PLAYING THE GAME 24 Charge into Melee, 7.10.2 32
Cover or Concealment, 7.9.4 18/31
11.0 PEFS 24 In Sight, 7.6.3 31
11.1 PEFs and Buildings 24 Melee Combat, 7.10.4 33
11.2 PEF Movement 25 Melee Damage, 7.10.5 33
11.2.1 Special PEF Movement 25 New Recruits, 13.1 28
11.3 Resolving PEFs 25 NP Force Movement, 11.6 26/34
11.4 Who Are They? 25 PEF Movement, 11.2 34
11.5 Loading Up PEFs 25 PEF Resolution, 11.3 34
11.6 How the Enemy Moves 25 Ranged Combat, 7.9.6 32
Ranged Combat Damage, 7.9.7 32
12.0 ENCOUNTERS 26 Reaction Tests, 7.7.1 31
12.1 Explore 26 Ranged Weapons, 7.9 17/32
12.1.1 Objective 26 Recruiting, 6.2.1 10
12.1.2 Forces 26 Terrain Generator, 9.3.1 23
12.1.3 Terrain 26
12.1.4 Deployment 26
12.1.5 Special Instructions 26
12.2 Raid 27
12.2.1 Objective 27
12.2.2 Forces 27
12.2.3 Terrain 27
12.2.4 Deployment 27
12.2.5 Special Instructions 27
12.2.6 Finding the Objective 27
12.3 Defend 27
12.3.1 Objective 27
12.3.2 Forces 27
12.3.3 Terrain 27
12.3.4 Deployment 27
12.3.5 Special Instructions 28
12.3.6 What is their Objective? 28

13.0 AFTERWARDS 28
13.1 New Grunts 28
13.2 Increasing Rep 28
13.3 Decreasing Rep 28
SPECIAL THANKS TO:
14.0 STEP-BY-STEP 29 Kim Allman: For a great picture for the cover.
14.1 At the Start 29 Ken Hafer, Bob Minadeo and Ron "Baddawg"
14.2 During the Encounter 29 Strickland: For insisting that, "It's not just a gang
14.3 After the Encounter 29 warfare game."
The THW Guys on the Group and Forum: For the
15.0 DESIGNER NOTES 30 constant support.
15.1 My Game, Your Game 30 And Lil

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SWORDPLAY 2015

1.0 PROLOGUE
that it became apparent to me that CR 2.0 needed a
facelift.

Before we get into Swordplay 2015 lets give you a little So after five years I upgraded to CR 3.0. What Chain
history. Many of you have probably heard of Chain Reaction had become is an introduction to the Reaction
Reaction, but for those of you that havent, this is for you. System and all the other mechanics used in current THW
products. CR 3.0 was a THW lite version given to the
gamer at no cost.
2002
Two Hour Wargames makes its first foray into providing 2012
rules for man-to-man skirmish games. The rules are called
Guns and Girls and they debut with a News Item on The The past three years had seen the company explode to
Miniatures Page. The cover of the rules (two young ladies over thirty titles and a Yahoo Group of over 5000
in bikinis, high heels, and automatic weapons) is taken as members. As THW gained more exposure one of the
a sign of the Apocalypse, by some, causing a change of biggest comments Ive heard is that its nice to have one
title to Chain Reaction for the US market and a new cover common set of mechanics to play a variety of periods.
depicting a target riddled with bullet holes. This has led me to do the next update to Chain Reaction.
With a variety of periods there are still some basic
mechanics that give a really good game. The last three
2004 years, with the help of input from the Yahoo group, THW
As word spread via the Internet, battle reports began mechanics have become pretty standard between the
coming in about the games that people were playing with games. Like one player told me, If you can play one set
Chain Reaction. World War 2, Dark Future, and police you can play about 90% of them as they share common
actions were common, but there were also American Civil mechanics.
War games, Star Wars (you all understand I didnt write Chain Reaction 3.0 The Final Version are these
Star Wars, right?), hard core Sci-Fi, Gangsters of the mechanics.
20s, and much more. It quickly became apparent that you
could adapt Chain Reaction for almost any period where Anyway, thanks for the interest, give the game a read,
modern firearms were used. play the game a few times. If you have questions come
over to the THW Forum and ask. Youll usually get an
What also became equally apparent was that gamers answer within 24 hours.
wanted bigger battles with more and more figures. That
was the main reason for Chain Reaction 2.0: Fully
Loaded. With bigger battles came the need for smoother WHAT A LONG STRANGE TRIP ITS BEEN.
mechanics and less bookkeeping. Seeing how there was
******************************************
minimal book keeping in Chain Reaction it was obvious
that the mechanics would be where the ease of play would
ALERT! ALERT! WERE AT IT AGAIN!
come from. Chain Reaction 2.0 delivered.

2008 2015
By now Two Hour Wargames was up to twenty plus titles NUTS! Final Version, Larger Than Life Directors
from a variety of authors covering a variety of periods Cut and 2 Hour Dungeon Crawl has caused a dilemma.
from Ancient Warfare to the conflict in Vietnam, as well There are a few things in them that really make the THW
as Fantasy and Sci-Fi titles. While CR 2.0 was a generic mechanics work even better. Not big changes, just a few
set of rules that covered many periods in a light way, the minor ones. Weve folded some of the mechanics into a
other titles are detailed and focused specifically to bring simpler format, resulting in fewer tables. Im not about to
the flavor of that period to life. issue new editions of the current books, the ones with the
CR 3 mechanics, but I want to get the changes to
So I decided to make CR 2.0 free to the masses. everyone and get it to them for free. Thats what this book
is doing.

2009 Heres the beauty of the THW system. You can use these
tweaks with any of the THW rule sets if you want to, just
With all the exposure and questions generated by CR 2.0 bring them over; its your game.
it became obvious that the rules were reaching a much
larger audience than before. But the jump in mechanics
from CR 2.0 to current THW products was so dramatic
2015 ED TEIXEIRA TWO HOUR WARGAMES 7/30/2015

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SWORDPLAY 2015

2.0 INTRODUCTION 4.0 NEEDED TO PLAY


Swordplay 2015 is the companion to Chain Reaction You will need a few things to play Swordplay 2015. They
2015. While Chain Reaction focuses on modern are:
firepower, Swordplay 2015 covers sword and shield
combat. Swordplay 2015 is a set of man-to-man combat Six-sided dice, referred to as d6. It is best to have
rules that can be played in a variety of periods and with at least six of these and the more you have, the
any figures you may already have. quicker games will play.
One ruler or measuring device, ideally one per
Games are usually finished in two hours or less, hence the player.
company name. Swordplay 2015, like all THW games, Any combination of metal, plastic or paper
can be played solo, cooperatively all players on the figures in a consistent scale of your choice.
same side or competitively head to head. Something to represent buildings and other
Before we go into detail about the game let's explain the terrain features.
cornerstone of all THW games, the Reaction System. A 3'x3' flat surface, but you can play with a
larger one if desired.
Traditional games use a turn sequence known as IGO,
UGO. This means that I move my figures, fire, we do
some melee and maybe you do a morale test or two.
4.1 THE DICE
THW uses what is called the Reaction System. In this
During the game you will be required to roll dice in a
system your side activates and you move part of your
variety of ways. They are:
force. That triggers a reaction from parts of my force. I
immediately react and this may cause you to react in kind. Passing Dice.
Youll see what I mean as you read along. Counting Successes.
Possibilities.
Reading and Adding the Dice.
WORD OF ADVICE 1/2D6.
Be sure to read the rules one section at a time and do the
review and easy exercises in the Stop boxes. Weve 4.1.1 PASSING DICE
broken the rules down into smaller pieces to make it
easier to learn. If you have a question about the rules just This way to use the dice is to roll one or more d6 and
keep reading as the answer will be coming along shortly. compare each die score individually to the Target
Number. The Target Number can be Reputation (5.3) or
But if you cant find the answer check out the THW something entirely different.
Forum link below for answers to questions and free
downloads. If the d6 score is equal or less than the Target
Number, the d6 has passed.
http://site.twohourwargames.com/forum/index.php
If the score is greater than the Target Number,
You can expect a response within 24 hours. the d6 has not passed.
You can only pass 2, 1, or 0d6 regardless of the
number you actually roll.
Isnt passing 0d6 like failing the dice? No,
3.0 YOUR ROLE because we count how many you pass.

Your role in Swordplay 2015 is up to you. Here are some


suggestions: Example An Orc Archer (Rep 4) comes under fire and
must take a Received Fire Test (7.7). The Target Number
You can play as a loner, going on Encounters on for the test is his Reputation (4). He rolls 2d6 and scores
your own. a 1 and a 5. As the 1 is equal or lower than the Rep of 4,
You can play as a Leader of a Band with as 1d6 has been passed. Looking on the Received Fire Test
many figures as you like; we recommend one per under the Pass 1d6 column we see that the Orc must
each point of Rep (5.3), including your own. return fire counting the Rush Shot penalty.
You can play a variety of periods.
You can play historical or fantasy.
The bottom line is you can play it any way you
like because its your game.
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SWORDPLAY 2015
4.1.2 COUNTING SUCCESSES 4.2 FIGURES AND TERRAIN
Another way to use the dice is by rolling them and
As mentioned earlier you can play Swordplay 2015 with
counting successes.
any kind of figures. You can even play with cardboard
A score of 1, 2, or 3 is a success. counters.
A score of 4, 5, or 6 is a failure. Terrain can be as simple as using books or as elaborate as
finely detailed models, its up to you.
Example: The Soldier enters melee and rolls 4d6. He
scores a 1, 3, 3, and 4. He has scored three successes (1,
3, and 3). 4.2.1 BASING FIGURES
Each figure represents one man. The easiest way to base
your figures for Swordplay 2015 is one figure on a round
4.1.3 POSSIBILITIES or square base as either style will work.
When you see numbers in parenthesis, such as (1 2),
this means there is a chance of that event happening,
based on a 1d6 roll.
4.2.2 DEFINING FACING
Charging or shooting to the rear of an enemy depends
Example The Knight has a One Hand (1 3) or Two upon the physical location of the attacker. To qualify as a
Hand Melee Weapon (4 6). I roll 1d6 and score a 5, the rear attack the attacker must begin and end its movement
Knight has a Two Hand Melee Weapon. behind the front facing of the target.
The front facing is defined as 180 degrees to the
4.1.4 READING AND ADDING THE DICE front of the figure.
The rear facing is defined as 180 degrees to the
Sometimes you simply read the result as rolled. When
back of the figure.
rolling 2d6 in this manner you add the scores together to
get a total. The following illustration defines the front and rear
facings. See the section on Shields (5.7) for more
information.
4.1.5 1/2D6
When asked to roll a 1/2d6, heres how we do it:
Roll 1d6.
(1 2) = 1.
(3 4) = 2.
(5 6) = 3.

4.1.6 HOW MANY D6


How many d6 do you roll? This is found by looking in the
upper left-hand corner of each table. There will usually be
a number, 1 or 2, telling you how many d6 to roll.
In some cases there may be a word like Rep or Target. 4.3 TABLES
That means 1d6 for each point of that word. Wherever possible all the tables that you will usually use
Example A Warrior (Rep 4) must roll an In Sight Test. during the game have been grouped together in the back
Looking on the In Sight Test (Table 7.6.3) we see the of the book. When reading a section it is recommended
word Rep in the upper left corner so I toss 4d6. that you review the table in question.

Later he must take a Reaction Test versus his Rep. There Swordplay 2015 may seem to have a lot of tables, but in
is a 2 in the upper left-hand corner so I roll 2d6. reality you will be using two or three of them 95% of the
time and those that you do use are easily memorized.
Other THW titles will have more tables, mostly covering
designing your Encounters and for determining the
actions of your enemy when playing solo.

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SWORDPLAY 2015
Swordplay 2015 is like a toolbox. You may not need all 5.1.2 GRUNTS
the tools, but they are there if you do!
These are the figures that do not represent a player. They
may be friends or foes and will come and go as the game
progresses. Grunts are controlled by the game mechanics.
STOP!
Swordplay 2015 can be played in three ways: 5.1.3 WHY USE STARS?
One question that may be asked is why do we use Stars in
Solo, against the game mechanics. THW? It's to give the player personal control of his
Cooperatively, with everyone on the same side character.
against the game mechanics.
Head to head, against your friends. Remember that all Grunts are controlled by the Reaction
Tests.
Swordplay 2015 is played with six-sided dice called d6.
Grunts will behave in a realistic manner that balances a
You can play in any scale, with figures or counters. You desire to stay alive with the desire to do their job.
can play with as many or as few figures as desired.
But Stars? That's you. You will see that you have much
Passing dice is when you roll a d6 and compare it to a more freedom, as in real life, to do what you want, as well
Target Number like Rep. Score equal or less and you have as some distinct advantages that separate you from the
passed; score greater than the Target Number and you Grunts.
have not. You can pass 2d6, 1d6 or 0d6.
A success is a score of 1, 2 or 3.
Possibilities are the numbers in parenthesis next to an
5.2 STAR ADVANTAGES
event. Scoring that number means the event has As a Star in Swordplay 2015 you have four important
happened. advantages. These are:
Rolling a 1/2d6 is easy. Just roll 1d6 and divide the score Star Power.
in half, then round up. What is a 5? Larger Than Life.
Cheating Death.
Free Will.
5.0 DEFINING THE
5.2.1 STAR POWER
FIGURES Usually reserved for Stars, but sometimes found in some
Note that the words figure and character are interchangeable. Grunts, Star Power is the ability of a character to ignore
normally disabling damage. Heres how we do it:
Swordplay 2015 2015 is played with individual figures
that are defined in the following ways. Stars start each Encounter (game) with 1d6 of
Star Power for each point of Rep. So a Rep 5
Is it a Star or a Grunt? Star starts with 5d6 Star Power.
What is its Reputation? Whenever a Star takes damage it rolls its current
What is its Class? Star Power d6. Read each d6 as rolled.
What type of Weapon does it have? Any result of 1, 2, or 3 reduces the damage
What type of Armor does it have? by one level.
Is it carrying a Shield? Any result of 4 or 5 means the damage stays
and the d6 is retained for future use.
Any result of 6 means the damage stays, but
5.1 STARS AND GRUNTS the d6 is removed from the characters Star
Power for the rest of the Encounter.
There are two types of figures, called Stars and Grunts.
Damage is reduced in the following ways:

5.1.1 STARS
An Obviously Dead result becomes an Out of the
Fight result.
This figure represents you, the player. We suggest your An Out of the Fight result becomes a -1 to Rep if
Star begins with a Reputation of 5. in Melee or a Duck Back if fired on.

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SWORDPLAY 2015
It is possible to reduce damage by multiple levels if you Example - Otto (Rep 5) is shot by an English Archer (Rep
roll several results of 1, 2, or 3. 5). The archer scores an Obviously Dead result. Otto uses
his Star Power, but to no avail. He then declares he is
Cheating Death and is whisked from the table to safety.
Example: A Star with a Rep of 5 is hit by missile fire. He
He is still alive, but is now reduced to Rep 4.
takes one Out of the Fight and one Obviously Dead result.
The player rolls one d6 per point of the Stars Rep or 5d6 Note that Cheating Death is applied after Star Power.
in this case.
The results are 2, 2, 4, 5, and 6.
5.2.4 FREE WILL
One 2 reduces the Obviously Dead result to an Out
of the Fight result. The last Star Advantage is Free Will. Heres how we do
The other 2 reduces one Out of the Fight result to a it:
Duck Back result. Stars will take Reaction Tests just like Grunts.
The 4 and 5 have no effect but are retained. Instead of rolling any d6 the Star can choose to
The 6 has no effect, but is discarded for the pass 2, 1, or 0d6.
remainder of the Encounter. This applies when taking the Received Fire and
However, this wont do the Star much good since he is Man Down Tests (7.7). It does not apply to the
still Out of the Fight. Its time to try another Star In Sight Test (7.6).
Advantage, Larger Than Life.
Example - Otto (Rep 5) is shot at by the enemy. He is a
Star so can choose his reaction on the Received Fire
5.2.2 LARGER THAN LIFE (LTL) Reaction Test. He chooses to pass 2d6 and returns fire.
Swordplay 2015 can be used to capture the cinematic
Later Otto must take an In Sight Test. He cannot use his
flavor of heroic fantasy and medieval movies where the
Free Will, but must roll 5d6 instead.
Star is a larger than life character. Heres how we do it:
Stars cannot be killed by anyone with a Rep
lower than the Star. 5.3 REPUTATION
The worst result a Star could receive would be
Out of the Fight. Reputation or Rep represents a combination of
experience, morale and motivation. Rep is an expression
of a figures overall fighting quality. Both Stars and
Example- Otto, the Captain of the Guard (Rep 5) is shot Grunts use Rep. There are three possible starting levels of
by an enemy crossbowman (Rep 4). The enemy scores an Reputation:
Obviously Dead result. Otto uses his Star Power, but to
no avail. He declares he is using his Larger Than Life REP 5 These are veterans of numerous
advantage and is Out of the Fight instead. successful encounters. Knights and veteran
Warriors would have a Reputation of 5.
Note that Larger Than Life is applied after Star Power. REP 4 These are reliable men and women of
some experience that usually make up the bulk
of an army. Soldiers and Warriors are examples
5.2.3 CHEATING DEATH of Rep 4.
Another Star Advantage is Cheating Death. Heres how REP 3 These are troops with limited combat
we do it: experience or desire to fight. Peasants and some
Goblins would have a Reputation of 3.
A Star can be killed by anyone with an equal or
higher Reputation. Remember, Stars always start with a Rep of 5.
When this occurs, the Star may declare that he is
cheating death. He is immediately removed from
the table and whisked to safety.
When a player chooses to cheat death his Rep is
immediately reduced by one level until he
qualifies to increase his Rep (13.2).

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SWORDPLAY 2015
5.4 CLASS 5.6.1 ARMOR CLASS 2 (AC 2)
The character is lightly armored or completely
All characters are one of the two following Classes.
unarmored. Leather would be an example of AC 2.

5.4.1 MISSILE Figures hitting targets wearing AC 2 with missile


fire will count +2 when rolling on the Ranged
Missile characters are those armed with ranged weapons Combat Damage Table (Table 7.9.7).
with the intent to defeat their enemies by showering them Figures winning a melee against targets wearing
with missile fire from a distance. Missile armed troops AC 2 will count as scoring one success more on
can be mounted on horses or similar beasts, but usually the Melee Damage Table (Table 7.10.5).
are not. Whether mounted or not, missile troops strive to
stay away from melee.
Example The Warrior (AC 2) is hit by an arrow from a
short bow. The shooter rolls 1d6 and scores a 2. This is
5.4.2 MELEE modified to a result of 4.

Melee characters are those armed with melee weapons Later he is beaten in melee. The winner scored one
who strive to charge into combat and deliver damage to success more than the Warrior which is increased to two
their foes in hand to hand combat. Melee armed troops successes more.
can be mounted on horses or similar beasts. Regardless of
what they are armed and armored with they share one
common trait, bravery. 5.6.2 ARMOR CLASS 4 (AC 4)
The character is heavily armored. Chainmail would be an
example of AC 4.
5.5 WEAPONS
Figures hitting targets wearing AC 4 with missile
Most characters are assumed to have a weapon of some
fire will count +1 when rolling on the Ranged
sort whether a ranged one or one used in melee. Some
Combat Damage Table (Table 7.9.7).
characters such as peasants, hostages, and children often
Figures wearing AC 4 will count a -1 to their
do not.
Rep when taking a physical related Challenge
It is possible for a character to have more than one (Table 7.13).
weapon such as a lance and sword. Missile Class figures
always count as having a One Hand Melee Weapon when 5.6.3 ARMOR CLASS 6 (AC 6)
in melee. Players are encouraged to count the figure to be
armed with the weapon it has. The character is very heavily armored. Full plate mail
would be an example of AC 6.
Weapons are covered in more detail in the appropriate
sections entitled Ranged Combat (7.9) and Melee (7.10).
Figures wearing AC 6 will count a -2 to their
Rep when taking a physical related Challenge
Example I choose three figures. One has a sword, one a (Table 7.13).
two handed axe, and the third a bow. I decide to play the Figures winning a melee against targets wearing
figures with the weapons that they have. AC 6 will count as scoring one success less on
the Melee Damage Table (Table 7.10.5).

5.6 ARMOR Example The Vampire Lord (AC 6) loses a melee by one
success. This is reduced to 0 due to the AC of 6, so the
It is easy to get carried away with arguing the merits of melee result is immediately refought with neither figure
the different armor types used in ancient and medieval suffering any loss in Rep (7.8).
times, let alone in fantasy games. In Swordplay 2015 we
have simplified it to three types mirroring those in Rally
Round the King, our big battle unit based set of rules and
Warrior Heroes Legends, our fantasy RPG set of rules.
They are:

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5.7 SHIELD 6.0 GETTING STARTED
In Swordplay 2015 some figures will carry a shield to
protect themselves from injury. Heres how we do it: This section will explain some of the games that
Swordplay 2015 can be used for and some of the basics of
the game. Whether its an Orc or English Longbow man
A figure counts his shield only when attacked to
shooting the arrow youll be just as dead!
the front and not to the rear.
Shields are treated the same regardless of size

6.1 WHAT ARMY?


with the smaller ones being assumed to be easily
wielded therefore provided the same protection
as a large shield. Some books will have Lists that describe what the figures
Using a shield provides benefits when in melee in a particular army is armed with and looks like. But
and when fired upon by ranged weapons. because Swordplay 2015 covers so many periods weve
Shields are only used when using a One Hand taken a different approach. Play with the figures you
Weapon and cannot be used when using a Two already have!
Hand Weapon.
However, a mounted character using a lance Want to play Normans versus Saxons or maybe Orcs
(Two Hand Weapon) is considered shielded versus Goblins? No problem. Heck you can even play
during the first round of melee. Orcs versus Normans if you want. Just use the definitions
of Rep, Weapons, Armor, etc. found in the rules and you
Characters using two One Hand Weapons are
can make up any army you want. Its that simple.
considered to be shielded in melee with one of
the weapons used for parrying attacks. Okay If you really want them, we slipped in four basic
Army Lists for you to use (Tables 6.1).

STOP!
Your personal figure is a Star and should start at Rep 5.
6.2 FORMING YOUR BAND
All the other figures, friend or foe, are Grunts. Stars have In Swordplay 2015 the game revolves around you, the
four Star Advantages. other characters that make up your Band, and those of
your opponents. Let's define the Band:
Star Power can reduce damage. If you roll your Star
Power d6 and score a 6, what happens? When fired at Every Band has one Leader.
Star Power reduces an Out of the Fight result to Duck The rest of the members are non-Leader Grunts.
Back. How is this different than losing a melee?
What is the difference between Cheating Death and 6.2.1 RECRUITING YOUR FIRST BAND
Larger Than Life?
You will start the game alone, but you can recruit Grunts
Free Will lets you choose to pass 2d6, 1d6 or 0d6 on your to join you. Here's how we do it:
Received Fire and Man Down Reaction Tests.
Your Band can be as large as your Rep,
What are the two types of Classes? including yourself. This means you can recruit
There are three classes of armor each with a number. The your Rep, less one, Grunts. As your Rep goes up
higher the number the better you are protected. or down (13.2) so will the number of Grunts in
your Band.
Shields protect from missile fire and when in melee, but Consult the Recruiting Table (Table 6.2.1).
only if you are attacked to your front facing. Roll 1d6 and read the result as rolled.
Go down the left-hand column to the appropriate
row and across to the appropriate column for the
type of Grunt youre recruiting. This will give
you its Rep.
Grunts are always assumed to have the weapon
represented on the figure.
You cannot have Grunts with a higher Rep than
yours. If your Rep goes down, any Grunt with a
higher Rep than yours leaves your group!

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6.2.1 RECRUITING TABLE
1 RECRUITING
(Read the result as rolled)

# MISSILE CLASS MELEE CLASS


1 3 3 In this picture we see a four figure group. All of the figures are
2 3 4 within 4" of another figure and LOS.
3 4 4
4 4 4
5 4 4
6 5 5

STOP!
You start the game as a Rep 5 Star. In this picture one member of the group has been hit and is out
of the fight or obviously dead. The link between figures is now
You can recruit up to one Grunt per point of Rep, less broken. There are now two groups that will activate separately.
one. As your Rep changes you can add or must subtract
Grunts.
You can never have Grunts with a higher Rep than your 6.3.3 LARGE GROUPS
own. You can make large groups of multiple groups just as you
do with multiple figures. This could also occur when two
Non-Player groups decide to band together under one
6.3 GROUPS Leader.

A group is any number of individual figures that operate


together during a turn. The smallest group is one figure;
there is not a maximum.
At the start of the Encounter (game) each side must
deploy their figures into groups. Each group will
automatically have a Leader (6.4) and figures in a group
do not have to have the same Rep.

6.3.1 FORMING AND SPLITTING GROUPS In the picture above we see three groups. Groups A and B are
Groups are not permanent. You can form up or break grouped together as they are within 4 and LOS so will activate
at the same time. Group C is more than 4" from A and B so will
apart your group into larger or smaller groups at any time
activate separately.
during the turn when you are active or when forced to do
so by a Reaction Test.

6.3.2 GROUP COHESION


A group consists of one or more figures with one being
the group Leader. To qualify as a group the following two In this picture groups A and B start the turn apart in separate
requirements must be met. groups. Group C activates and moves within 4" of the other
groups. The Leader is now in charge of all three groups and
Remain within 4" of one or more figures in the they can activate at the same time.
group.
Have a Line of Sight (LOS) to one or more
figures in the group and/or be in LOS of one or
more figures in the group.

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Example - Bulah (Rep 4) is the leader of a group
composed of three Rep 3 Orcs. Two members of the group
come under fire and they must take the Received Fire
Test.
I roll 2d6 for the two Orcs under fire and score a 5 and a
3. This means that they have passed 1d6.
I now roll 1d6 for the Leader Die Bulah is with the
In this picture the groups from the previous example activate at group. I score a 4 so have passed 1d6. This is added to
the same time and groups A and B move away. As none of the
the group result so they have passed 2d6.
groups are within 4" of each other the figures are now in three
groups and will activate separately. Reaction dice are rolled for the group, but applied
individually to only the figures taking the test.

6.4 LEADERS
6.4.3 MULTIPLE LEADERS
Groups will always have a Leader. Heres how we do it:
In situations where more than one Leader is present only
The Star is always the Leader when in a group. the Rep of the highest Leader is used for Activation.
A Temporary Leader is the figure in the group
with the highest Rep and only acts as a Leader
when the Star is not with the group. Example A Star Leader joins a group in his army. The
group will use his Leader Die and Rep as long as he is
carrying on (7.8) with the group. Once he leaves or is
6.4.1 LEADER FUNCTIONS disabled, the group Leader will use his Rep to activate.
Star Leaders have two specific functions they will use to
affect their group. Heres how we do it:
All Leaders allow for all figures in their group to STOP!
activate when it does.
Groups are formed and disbanded as needed and consist
The Star Leader is allowed to use Leader Die to
of multiple figures. The smallest group is one figure.
inspire his group when taking Reaction Tests.
There is no limit on the maximum as long as they qualify
Temporary Leaders do not use Leader Die, but allow for as a group. What two requirements must be met to be part
all figures in his group to activate when he does. of a multi-figure group?
Leader Die is used by rolling 1d6 versus the Rep of the
6.4.2 USING LEADER DIE Star Leader.

When the Star Leader is part of a group he is allowed to

7.0 RULES OF WAR


roll a Leader Die to help inspire the group when taking
certain Reaction Tests. Heres how we do it:
Leader Die is used when the group must take the Now lets go over the rules in the order that you will use
Received Fire Reaction Test (Table 7.7.1). A them during the game.
(LDR) will be found next to this Reaction Test.
To use Leader Die throw 1d6, read the result as
rolled and compare the result to the Rep of the
Leader.
7.1 TURN SEQUENCE
If the result is passed 1d6; add this to the Swordplay 2015 is played in turns, with one phase of
number of d6 passed by each figure in the Activation per side. Although Encounters (games) can last
group. an unlimited number of turns, each turn follows a strict
If the result is passed 0d6; nothing is added. sequence.
Leader Die is used even if the Leader does not Before the game begins each player chooses a
need to take the test. different colored d6 to represent their side.
Leader Die is not used when the Leader is by
himself. Example - I choose a blue d6 and Jim Bob Joe chooses
yellow.

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At the start of each turn both dice are rolled. This Now that you know the turn sequence we will explain the
is called rolling for Activation. rules in the order that they will occur during the game
If the die scores are the same (doubles) re-roll turn. This may be different than traditional rules, but is
them. much more effective.
The higher score determines which side will Lets start with actions.
activate its groups first.
Example - The two dice are rolled and a Blue 5 and a
Yellow 4 are rolled. I scored higher so I can activate my 7.2 ACTIONS
groups first.
When a figure is active it can voluntarily do one of the
Only groups with a Leader whose Rep is equal to following actions.
or higher than its Activation die score can be Move up to the normal 8 or a successful Fast
activated. Move, ending its move facing as desired.
Groups are activated from highest to lowest Reps Charge into Melee (Table 7.10.2).
with ties activating in the order the player
desires.
Example: A Blue 5 and a Yellow 4 were rolled. My side 7.2.1 OTHER ACTIONS
scored higher so I activate first. I can activate only When active, figures can do the following actions in
groups that are led by a Rep 5 or higher Leader. addition to those previously listed and still make a normal
move.
After the first group has completed all its actions
and any reactions it may have caused have been Pick up dropped weapons or other items.
resolved, the active side is allowed to proceed to Reload a weapon.
its next group.
After all of the active sides groups have been
activated the other side can activate one group at 7.3 FIRING
a time based on the result of its activation die
roll. In addition to the previous actions, figures can fire during
the turn at the following times:
Example: A Blue 5 and a Yellow 4 were rolled. I went
first and have finished activating all the groups I wanted Once when active, if loaded.
to. It is now Jim Bob Joes turn. He can activate only When called upon by any Reaction or Charge
groups that are led by a Rep 4 or higher Leader. into Melee Test, if loaded.

After both sides have activated all of their


eligible groups and all reactions have taken place 7.4 MOVEMENT
the turn is over and Activation dice are rolled
again signifying the start of a new turn. There are two types of movement, voluntary, when the
figure is active, and involuntary when caused by a
This system will mean that many times lower Rep figures Reaction Test.
will not be able to activate. This reflects their lack of
confidence and hesitancy to engage the enemy. It also
stresses the importance of higher Rep Leaders! 7.4.1 NORMAL MOVEMENT
Normal movement for all figures is 8.
7.1.1 MANY TURNS INTO ONE
With the Reaction System allowing players to react to 7.4.2 FAST MOVE
what the other player does when it isnt their turn we are
If desired a figure can attempt to move faster than normal
combining traditional game turns into longer THW turns.
speed. Here's how we do it:
This means:
Declare the intent of any figures in the group that
No artificial stopping of action.
want to Fast Move.
Longer turns, but shorter games.
Roll 2d6 for the group and compare each die
Youre always involved in the turn, no waiting score individually to the Rep of each figure Fast
for the other player to finish his turn. Moving.

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For each d6 passed, the figure is allowed to add It may not fire until active or directed to by a
4 to its move. subsequent Reaction Test.
Figures declaring a Fast Move will count as Figures in Duck Back behind cover cannot see or
moving fast regardless of the actual distance be seen by the cause of the test.
moved.
LEAVE THE BATTLEFIELD Remove the figure from the
table.
Example A group of three figures want to Fast Move. I RETURN FIRE The figure immediately returns fire at the
roll 2d6 and score a 4 and 5. Here's how the group will cause of the test.
move.
RUSH SHOT - The figure immediately returns fire at the
The Rep 5 passes 2d6 and can move 16. cause of the test, but takes the Rush Shot penalty.
The Rep 4 passes 1d6 and can move 12.

STOP!
The Rep 3 passes 0d6 and can move 8. All count as Fast
Moving.

Each turn starts with two different colored d6 being


7.4.3 GOING PRONE rolled.
Figures can go prone at any time during their turn. Heres What happens if doubles are rolled?
how we do it:
High score activates first. Only groups with a Leader
Active figures can choose to go prone or can be having a Rep equal or greater than the d6 result can
forced to go prone by a reaction result. activate.
Going prone ends their movement. After a group has activated and all reactions it caused are
To regain their feet takes half of their movement resolved, the next group can activate.
distance.
Prone figures cannot fire. Review the actions available to each figure when active.
Normal movement is 8 and Fast Move can be up to 16.
7.4.4 MOUNTING AND DISMOUNTING Dismounting is free, but mounting costs 4 of movement.
When active a character can mount or dismount his horse
or beast. Here's how we do it:
Active figures that choose to dismount cannot
7.5 THE REACTION SYSTEM
fire immediately after dismounting. This section covers the heart of the THW system. Its
Dismounting takes no additional movement and called the Reaction System. Reaction Tests reflect how a
can be done at the end of movement. figure will perform when under physical, mental, or
To mount takes 4 of movement. emotional stress during the fight.
If wishing to Fast Move after mounting you can Reaction Tests represent immediate unthinking reactions
do so, but only moving half your total Fast to certain events. Here's a real life example. You're in the
Move. kitchen and grab a pot. Its hot and you immediately let
go of it. That's a reaction. Next you grab a towel and then
7.4.5 INVOLUNTARY MOVEMENT grab the pot. That's an action.
Figures can be forced into involuntary actions and Figures take Reaction Tests during the game when called
movement due to the results of a Reaction Test (Table upon. Let's look closer at each Reaction Test In Sight
7.7.1). The possible involuntary actions and moves are as (7.6), Received Fire (7.7), and Man Down (7.7).
follows.
DUCK BACK Figures that Duck Back are seeking cover
and safety. Heres how we do it:
Move to the nearest cover within 6, ending its
turn. This can be in any direction, even forward.
If no cover is available within 6 the figure will
halt in place, ending its turn.

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7.6 IN SIGHT
Let's explain the difference between being In Sight and
Out of Sight.

7.6.1 IN SIGHT OR OUT OF SIGHT


Figures are always in sight or out of sight
A figure is in sight when:
In the second picture white activates and figures A and B
An enemy figure can trace a Line of Sight (7.9.3) move forward. A comes into sight of 1 triggering the In
to that figure, from figure base to figure base. Sight Test.
This applies even if that figure is in cover, Once the test is triggered the triggering group is
concealed or both. allowed to move all of its figures (whether they
A figure is out of sight when: triggered the In Sight or not) up to two additional
inches (free). This movement could result in the
It cannot be seen because of intervening terrain. figure going out of sight.
It cannot be seen due to weather or light
restrictions such as being too far away to see the
enemy at night.
It cannot be seen due to any other figure in the
way.

7.6.2 TRIGGERING AN IN SIGHT TEST


Here's how an In Sight Test is triggered:
Whenever a group has an opposing group enter
into its Line of Sight or LOS, and the opposing
group was not seen previously during this The In Sight is triggered and the figures in the triggering group
activation phase, the In Sight Test has been are allowed to move two additional inches, before the test is
resolved. Figure A moves closer to 1 while B moves to
triggered. Note that not all figures in the group
the edge of the house so B can see 1; also putting B into
will qualify to take the In Sight Test. sight of 1.

7.6.3 TAKING THE IN SIGHT TEST


The In Sight Test is a Reaction Test taken differently than the
other two Received Fire and Man Down.
After the triggering group has moved up to two additional
inches, all figures in sight of an enemy, or having the
enemy in sight will take the test. Here's how we do it:
Consult the In Sight Table (Table 7.6.3).
The Leader of each group with LOS takes the In
In this picture the white side cannot be seen by 1 or 2. Sight for the whole group. If the Star Leader
does not have LOS the highest Rep figure that
The In Sight Test is triggered as soon as any
does, counts as the Temporary Leader.
figure in a moving group comes into sight.
Each Leader starts with1d6 per level of their
Rep.
Modify the number of d6 each Leader rolls, by
any applicable Circumstance.
The Leaders roll their modified d6 total looking
for successes, a score of 1, 2 or 3.

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Only one side can win the In Sight Test. The
moving side wins the In Sight only if they score
more successes.
STOP!
If the number of successes is equal, the non- Take two figures and place them on the table, out of sight
moving side wins the In Sight. of each other. Both are Rep 4.
With multiple In Sights at the same time, its not Roll 2d6 for Activation. Move the active figure into sight.
if you win, but if you lose. So if you beat one Once the In Sight is triggered the figure can move 2
group, but lose to another, you lost the In Sight more before the In Sight is taken.
and can only react. After all In Sight actions are
done, you react. Take the In Sight Test for both sides. Did you modify the
number of d6 rolled any the applicable Circumstance?

Example Groups A and B come into sight of group 1. Just to recap. The In Sight is taken by the Leader in the
Group A scores 4 successes, group 1 scores 3 successes, group with a qualifying LOS. This means that a
and group B scores 1 success. Temporary Leader could take the test. What is a
Temporary Leader?
Group A wins the In Sight as it scored more successes
than group 1. Group 1 reacts. Group B cannot act as it
scored fewer successes than group 1, but it could active
fire if it were active. If it had scored more successes than 7.7 REACTION TESTS
group 1 it could have acted along with group A. After There are two additional Reaction Tests the In Sight.
both groups had finished their In Sight actions, group 1 They are:
would have reacted.
RECEIVED FIRE TEST The figure was shot at
and did not get hit.
7.6.4 RESOLVING IN SIGHT ACTIONS MAN DOWN TEST The figure is within 4 and
LOS of a friendly figure that was hit by fire.
Each figure in the winning group can now act. Heres
how we do it:
Missile figures that are loaded will fire. 7.7.1 HOW TO TAKE A REACTION TEST
Melee figures in charge reach will take the Here's how these Reaction Tests are taken.
Charge into Melee Test (Table 7.10.2).
Consult the Reaction Tests Table (Table 7.7.1)
If a figure cannot fire or Charge into Melee it
will Duck Back if in enemy ranged weapons Determine what is causing the test; Fired On,
range. Man Down or a combination of both. If more
than one cause, you still roll 2d6, but apply the
Otherwise the figure will Carry On.
worse result.
Determine which figures in the group must take
7.6.5 ADDING TO ONGOING IN SIGHTS the test. Note that there will be times when some
figures will take the test and others will not, as
There may be a time where a character that was not when figures are shot at while others are not.
involved in an In Sight, becomes involved in it. The Start with 2d6 for the group taking the test.
newly involved character makes an In Sight Test. If it Modify the number of d6 by any applicable
beats the opponents original In Sight result, it takes its In Circumstance.
Sight Action
Roll the modified total of d6.
Determine how many d6 were passed based on
7.6.6 COMPLETED IN SIGHTS the individual Rep of each figure taking the test.
This may result in figures in the same group
Once all figures in the winning group have completed behaving in different ways.
their actions and appropriate Reaction Tests are taken, the Go down the left-hand column to the appropriate
active side continues its part of the turn. This could be row and across to the appropriate column.
additional movement and/or active fire. Immediately carry out the result.

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7.8 STATUS AND ACTIONS
The Reaction Tests and Melee can change the status of a
figure or force it to act in a certain way. Here we will
explain the terms found on the Reaction Tests.
CARRY ON The figure is in good order and can act and
react as desired. This is the best status the figure can have.
A figure is considered to be carrying on if it is not doing
any of the following. We have ranked them from best to
worst.
In the picture above we see the white group come into sight of Return Fire.
three enemy figures. After the white group has moved 2 Rush Shot.
additional inches, only 7 and 8 are involved in the In Sight Test. Duck Back.
After taking an In Sight Test, figures A", "B" and "C" fire at Leave the Battlefield.
"7" and "8". Note that the white Leader was not involved in the
test and the higher Rep between 7 and 8 was used instead. -1 to Rep.
Out of the Fight.
Both 7 and 8 are missed and they take a Received Fire Test for Obviously Dead.
being fired on. 2d6 are rolled and a 5 and a 3 are scored. As the
Leader is within 4" and part of the group that was fired on he is
allowed to roll one Leader Die. He rolls a 4 and passes 1d6. -1 TO REP The character has its Reputation reduced by 1
Adding the pass 1d6 result means soldier 7 passes 2d6, so point by losing a round of Melee. After the melee is over,
returns fire while soldier 8, due to a lower Rep, returns fire, but the characters Rep returns to what it was prior to the
counts the Rush Shot penalty.
melee, even if it went Out of the Fight.
DUCK BACK Figures that Duck Back are seeking cover
7.7.2 MULTIPLE RESULTS and safety. Heres how we do it:
There may be times when a figure qualifies for more than Move to the nearest cover within 6, ending its
one Reaction Test and scores more than one result, turn. This can be in any direction, even forward.
sometimes conflicting. Heres how we do it: If no cover is available within 6 the figure will
One set of d6 are rolled. halt in place, ending its turn.
Apply the results to each cause of the test. It may not fire until active or directed to by a
Take the worse result. subsequent Reaction Test.
Figures in Duck Back behind cover cannot see or
See the Status and Actions section (7.8) for more details. be seen by the cause of the test.
LEAVE THE BATTLEFIELD - Remove the figure from the
7.7.3 COMPLETING REACTIONS table.
There may be times when a figure is carrying out a OBVIOUSLY DEAD The figure has taken damage that is
Reaction Test and may be forced to take another test prior so severe it is obvious that the figure is dead.
to completion of the first. When called for, the figure
OUT OF THE FIGHT The figure has taken serious
immediately takes the new Reaction Test, cannot score
damage and cannot continue the battle. He cannot move
better than the first result, but can score worse.
on his own and must be retrieved by others. If contacted
by an enemy he is considered to be captured or dispatched
Example - A figure takes a Received Fire Test and scores as desired.
a result of Duck Back. The figure moves towards cover RETURN FIRE The figure immediately returns fire at the
and into the sight of another enemy figure triggering an cause of the test.
In Sight Test. The enemy fires and misses the ducking
back figure before it has completed its move. The ducking RUSH SHOT - The figure immediately returns fire at the
back figure takes a new Received Fire Test and passes cause of the test, but takes the Rush Shot penalty.
2d6 which would allow him to return fire. However, he
cannot score better than the Duck Back result, so
continues on towards cover.

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STOP!
Thrown weapons must be recovered.
Bows can fire when active and in reaction, even
more than once in the same turn.
One set of d6 are rolled for each group taking the Crossbows and slings must reload.
Reaction Tests, but the results are applied to the Reps of The figure fires its weapon.
each figure separately. This means that figures in the The next time it activates the figure can
group may behave differently. reload the weapon. He cannot do anything
Take three figures and place them on the table. They are a else.
Rep 5 Leader, a Rep 4 Soldier, and a Rep 3 Soldier. All
three are fired on. The dice are rolled and a 4 is scored for Example The active French Crossbowman fires his
the Leader Die. The other d6 result in a 4 and 6. Look on crossbow as directed by a Charge into Melee result. After
the Received Fire Test and see how the three Soldiers melee is over, the French Crossbowman is active but
react. cannot reload. He can when next active.
How many d6 did each pass? The active English archer fires his longbow as directed by
a Charge into Melee result. After the melee he can also
active fire.
7.9 RANGED COMBAT
There are two ways to inflict damage in Swordplay 2015. 7.9.2 SHOOTING
The first is by ranged weapons fire and the other is by Shooting a weapon and hand-to-hand combat are
melee (hand-to-hand combat). distinctly different ways of inflicting damage. This is
Each weapon is defined by type and in some cases reflected by the different game mechanics used in
weapons have been lumped into broader categories. Swordplay 2015.
Weapons are defined by three characteristics.
TYPE What it is. 7.9.3 LINE OF SIGHT
RANGE The range listed for every weapon is its effective To shoot something you must first be able to see it. A
range, which is the range that the shooter feels he has a straight line from the shooter to the target is called a Line
reasonable chance of hitting the target. This range is of Sight or LOS. Heres how we do it:
considerably shorter than most weapons maximum
ranges. Line of Sight extends across the whole table and
is blocked by friendly figures, terrain, buildings
2H Weapons with a Y in this column on the Weapons and sometimes weather.
Table require two hands to be used. Otherwise one hand LOS is to the front of the figure up to a 180
is all that is needed. degree arc.
RELOAD Weapons with a Y in this column must be In nighttime LOS is reduced to 12. However,
reloaded after each time it is fired. Otherwise it is a targets in a well-lit area will count LOS as
thrown weapon and must be recovered to use again. normal for those firing at them.
LOS between figures inside woods is reduced to
12 in the daytime and 6 at night. If at the edge
7.9 RANGED WEAPONS TABLE of the woods the figure can see and be seen from
outside the woods as normal.
TYPE RANGE 2H RELOAD
LOS in inclement weather such as fog, rain or
(1)
Bow. 24/12 Y - snow, is reduced to 12 in the daytime and 6 at
Crossbow. 24/12 (1) Y Y night.
Sling. 12 - Y
(2)
Throwing axe or 6 -
spear. 7.9.4 COVER OR CONCEALMENT
(1) Shorter listed range for crossbow and bow is for when firing There will be times when a character will be in cover,
while mounted. (2) Must be retrieved to be thrown again. concealment or both. Cover and concealment are
different.
7.9.1 RELOADING Concealment makes you harder to see, but does
Some weapons are required to reload or recover after each not stop an arrow. Concealment comes into play
shot. Heres how we do it: when taking the In Sight Test.

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Cover stops an arrow from hitting parts of your Go down the left-hand column to the appropriate
body, so it makes you harder to be hit. Cover row then across to see the result.
comes into play on the Ranged Combat Table
(Table 7.9.6). Example Sir Billy Pink (Rep 5) fires his crossbow at
Jacque who is in cover. Billy rolls a 3. The die is added to
So how do you tell which is which? Consult the Cover or the Rep of Billy (5), which results in an 8; a miss as
Concealment Table (Table 7.9.4). Players should match Jacque is carrying a shield and being fired to the front.
the terrain on the table with the type that best resembles it
on the Cover or Concealment List before the game begins.
7.9.7 DETERMINING DAMAGE
7.9.4 COVER OR CONCEALMENT TABLE Each time a figure is hit the shooter rolls on the Ranged
Combat Damage Table (Table 7.9.7). Heres how we do
# COVER OR CONCEALMENT it:
Consult the Ranged Combat Damage Table
TYPE RESULT (7.9.7).
Buildings, Stationary figures inside of buildings are Roll 1d6. Modify the result by any applicable
Inside. in cover and concealment. Circumstance and go down the left-hand column
Moving figures inside buildings are to the appropriate row and across to see the
concealed. result.
Cart or Figures inside are in concealment.
Wagon,
Example Robin has hit an AC 2 Rep 4 Soldier with his
Inside.
Longbow. Robin rolls 1d6 and scores a 4. As the Soldier
Cart or Figures behind are in cover.
is wearing AC 2 this is modified into a 6. The Soldier is
Wagon,
Obviously Dead.
Behind.
Woods or Stationary figures inside woods or rocky However, he is a Star so can roll his 4d6 Star Power d6.
Rocky. areas are in cover and concealment. He scores a 1, 2, 5 and 6. The 1 and 2 reduces the
Moving figures inside woods or rocky Obviously Dead result to a Duck Back. The 6 is lost for
areas are concealed. the remainder of the Encounter.

7.9.5 TARGET SELECTION


7.9.8 AUTO-KILL OR CAPTURE
Figures match up one on one when targeting each other
whether firing or charging into melee. The firing side If an active figure comes into contact with an Out of the
Fight figure he can choose to automatically dispatch the
when shooting or the charging side if going into melee
figure or capture it. If captured the figure must be guarded
determines target allocation.
by at least one armed figure. Each armed figure can guard
All figures must be targeted at least once before being up to six enemy figures.
targeted a second or third time by other figures.
Figures in reaction will always target the figures that shot
7.9.9 PITIFUL SHOT
at them.
Rep 3 and 2 figures are allowed to use the pitiful shot
When taking an active fire the player may choose his rule. Heres how we do it:
targets.
Whenever a figure fires and rolls a "6", but still
cannot hit the target, such as when a target is in
7.9.6 SHOOTING A WEAPON cover, he is allowed to roll 1d6 again.
Here's how to shoot a weapon. If the score is equal to or lower than his Rep a hit
is scored.
First establish a LOS between the shooter and Otherwise, treat the result as a miss requiring the
the target figure. target to take a Received Fire Test.
Consult the Ranged Combat Table (Table 7.9.6).
Roll 1d6 and read the result as rolled.
Add the d6 to the shooters Reputation to arrive Example Francis (Rep 2) fires at Charles who is in
at a total. There is no need to modify the total as cover. He scores a 6 but still cannot score a hit. Francis
it is built into the table. invokes the Pitiful Shot rule and rolls another 1d6 and
scores a 2. Charles has been hit.
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STOP!
Example A Roman slinger comes into sight of two
Germans. The Germans win the In Sight and decide to
Charge the Roman. All three roll the Charge into Melee
Ranged weapons are defined by the distance they can fire Test and the Roman results are applied separately to each
out to (Range), whether it must be used with two hands, German.
and if it needs to be reloaded.
To shoot you need a clear LOS the target.
7.10.3 HOW TO CHARGE INTO MELEE
Roll 1d6 and add the result to the Rep of the shooter.
Once the charger is moved to within 6 of the target the
Take out two figures. One is a Rep 3 AC 4 with a Charge into Melee Test is taken. Heres how we do it:
crossbow the other a Rep 4 AC 2 with a bow. Place them
Consult the Charge into Melee Table (Table
out of sight of each other.
7.10.2).
Roll activation and move the active figure into sight. Take Each figure starts with 2d6.
the In Sight Test. Resolve any fire and damage. Repeat Modify the number of d6 by any applicable
with the other figure to see how AC affects damage. Circumstance.
Roll the modified number of d6 versus the Rep
of the figure.
7.10MELEE Determine how many d6 each figure has passed.
Go down the left-hand column to the appropriate
When figures come into contact they can enter into melee column then across to the appropriate column.
(hand-to-hand combat).
Immediately carry out the results.
If charged by more than one figure, the target
7.10.1 MELEE WEAPONS will apply its result against all of the figures
separately. This may mean the target could fire
There are two types of hand to hand weapons. but only at one target.
One Hand Weapon Those used with one hand.
A spear with a shield is used with one hand. Example The two Germans charge the Roman. The
Using a one hand weapon gives the user +1d6 in Roman passes 2d6; one German passes 2d6, and the
melee. other 1d6. According to the test he is allowed to fire at
Two Hand Weapon Those used with two both, but can only fire at one. He fires at the German that
hands. A spear used without a shield is used with passed 1d6. If he fired at the other he would count the
two hands. Using a two hand weapon gives the Rush Shot penalty.
user +2d6 in melee.

7.10.4 MELEE COMBAT


7.10.2 CHARGE INTO MELEE TEST
After the Charge into Melee Test is resolved the charger
The only way to enter melee, is via the Charge into Melee is moved into contact with the target. Now it's time to
Test. Heres how we do it: melee. Heres how we do it:
The test is taken by the figure and not the group. Consult the Melee Combat Table (Table 7.10.4).
The figure can be active or inactive. Each figure starts with 1d6 for each point of Rep.
The test can be taken at any time during the turn. Modify the number of d6 by any applicable
Chargers can declare a charge at any time during Circumstance.
their turn, even if the target of the charge was out Each figure rolls its modified number of d6,
of LOS at the start of the charger's turn. counting all successes, scores of 1, 2 or 3.
The charging figure must have a clear LOS to the Compare the number of successes scored by each
target figure at the time it charges. figure.
The figure must be able to reach a spot 6" from If both sides score the same number of successes,
the actual target. Whether or not it has enough immediately re-fight the melee.
distance to reach the target is irrelevant, it need
If one figure scores more successes he has won
only be able to reach a spot 6" from the target.
the melee.
Move the charger to 1 from the target. Its now
time to take the actual test.

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7.10.5 MELEE DAMAGE 7.11 RETRIEVING WOUNDED
The figure that scores more successes than his opponent
Characters can attempt to recover their wounded during
has won the melee and can inflict damage. Heres how we
the Encounter. Here's how we do it:
do it:
When active or when Ducking Back in reaction,
Consult the Melee Damage Table (Table 7.10.5)
a Grunt will roll 1d6 versus its Rep.
Roll 1d6 and add the number of successes the
If pass 1d6 it will attempt to retrieve
winner rolled more than the loser.
wounded friends.
Go down the left-hand column to the appropriate
If pass 0d6 they will not.
row and across to see the result.
Stars can always choose to retrieve wounded.
Immediately carry out the result.
Now move the figure into contact with the
wounded figure.
Example Sir Billy Pink (Rep 5) is in melee with an Orc Pick up the wounded figure, reduce the
(Rep 4). remaining movement by 2", and move the
remaining distance.
Pink starts with 5d6 for Rep and adds the following
Figures carrying wounded can take the Fast
modifiers: +1d6 for using a One Hand Weapon. He rolls
Move Test, but can only pass 1d6.
6d6 and scores a 1, 2, 2, 3, 4 and 5 for four successes.
Figures cannot fire weapons when retrieving
The Orc starts with 4d6 for Rep and adds the following wounded figures, but will count the Rush Shot
modifiers: +2d6 for a Two Hand Melee Weapon. He rolls penalty.
6d6 and scores a 1, 2, 4, 4, 4 and 6 for 2 successes. Figures charged while retrieving wounded will
Pink scores two more successes than the Orc. He adds 1 drop the wounded.
success as the Orc has AC 2. He rolls 1d6, scoring a 3. Figures fired on while retrieving wounded will
Adding the 2 more successes he scored over the Orc and count as if in cover, with any result of miss due
the +1 success for the Orc wearing AC 2 gives Billy a to cover counting as a hit on the wounded figure.
result of 6. Looking on the Melee Damage Table we see
that the Orc is Obviously Dead.
If Billy had scored lower than the Orcs Rep of 4, another
7.12 AFTER THE BATTLE
round of melee would immediately be fought with the Orc If you are keeping the same characters to use in multiple
counting a -1 to his current Rep. Encounters you must see if the wounded and those that
left the battlefield return. Heres how we do it:
Consult the After the Battle Recovery Table
7.10.6 MULTIPLE FIGURE MELEES (Table 7.12).
A figure may be meleed by more than one figure at the Roll 2d6, read each result as rolled and compare
same time. Heres how we do it: it to the Rep of the figure.
Up to three figures can melee one figure. Determine how many d6 are passed.
The side with more figures decides in what order Go down the left-hand column to the appropriate
its figures will attack. row, then across and immediately carry out the
result.
Attacks are carried out one on one.

7.12 AFTER THE BATTLE RECOVERY


TABLE
2 AFTER THE BATTLE RECOVERY
(Taken vs. Rep)

# DICE RESULT
PASSED
2 Figure returns to the Band
1 Out of the Fight returns to the Band.
Those that left the battlefield do not return.
0 Figure does not return.
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7.13 CHALLENGE
STOP!
Before going any farther take two figures (Rep 4) and do
2 CHALLENGE TEST
the following. (Taken vs. Rep)

Place them 6" from each other. A score of 6 is always a failure

Give them different melee weapons. CIRCUMSTANCE MODIFIER TO REP


Take a Charge into Melee Test. Challenge is very easy. +1
Challenge is very difficult. -1
Resolve a melee.
Challenger has a tool that will +1
Do this a second time with two figures charging one make the Challenge easier.
figure. Did you roll one set of d6 for the target when Challenger wearing AC 4 and -1
taking the Charge into Melee Test and apply them doing a physical Challenge.
individually to both chargers? Challenger wearing AC 6 and -2
doing a physical Challenge.

7.13 CHALLENGE # D6 RESULT


PASSED
There may be times during the game when you want to do
something out of the ordinary and not covered by an 2 Character completes the challenge
existing rule. You can do it by taking a Challenge. Heres successfully.
how we do it: 1 Character may choose to immediately re-
roll the challenge counting a result of pass
Decide on what the challenge is. 1d6 as if pass 0d6.
Example I want to jump from the roof of a building to OR
the street below. Decide not to continue the challenge and
may not try again.
Decide what a success looks like. 0 Character fails and suffers consequences.
Example If I am successful I will make it onto the street
uninjured.
Decide what the consequences of failure will be. 8.0 BUILDINGS
Example If I fail I will damage a leg and reduce my We handle buildings in an abstract and simple way so as
movement by half. not to slow down game play.
Consult the Challenge Test Table (Table 7.13).
Modify the Rep of the Challenger by any
applicable Circumstance. 8.1 BUILDING SIZE AND AREA
Roll 2d6 versus the modified Rep of the Buildings come in different sizes with the larger ones
challenger and determine how many d6 are being composed of more than one area. Heres how we do
passed. it:
Go down the left-hand column to the appropriate
row and across to see the result. Buildings that are roughly 6 x 6, when playing
Immediately carry out the result. with 28mm figures, are small and have one area.
Buildings that are considerably bigger will have
multiple areas. You can tell this by looking at the
building and deciding the number of areas before
the Encounter.
Additional floors above the ground floor will
also count as additional areas.

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8.2 ENTERING AND EXITING 9.0 TERRAIN
Figures may enter or exit a building when active or
inactive. Heres how we do it: Encounters may specify what the terrain will look like,
but in general just populate the board with appropriate
Entering or exiting through a door reduces scenery.
movement by 2.
We recommend using whatever you already have.
Entering or exiting through a window reduces
movement by 4.

9.1 SETTING UP THE TABLE
Moving between floors takes one turn of
activation or reaction.
Now that you know all the rules its time to set up and
play your first game. First start with a flat space at least
8.3 COVER OR CONCEALMENT 3x3.
Buildings can provide cover and concealment to those

9.2 GENERATING TERRAIN


inside. Unless specified as being at a window or door,
figures inside buildings cannot be seen. Refer to the
Cover or Concealment Table (Table 7.9.4) for more info. Unless previously determined by the scenario, players
should use the following system to generate terrain for the
battlefield.
8.4 BURNING BUILDINGS 1 - Divide the table into nine roughly equal sections. See
There may be a time when you want to set fire to a the following illustration that shows the corresponding
building. Heres how we do it: number for each section. In this case the board is square,
but you may be using a rectangle. It doesnt matter, just
Take a Challenge Test. A success means you be sure and divide the table into nine equal sections.
have lit a fire.
Next turn of Activation move to the building.
Take a very easy Challenge if the building is
thatch or similar.
Take a very difficult Challenge if the building is
wood or stone yes, you are catching the roof of
the stone building on fire.
A success means the building is on fire.
One area of a building will burn down per turn of
Activation.
Burned out areas must be vacated.

8.5 FIRING FROM BUILDINGS 2 Determine the overall terrain type of the battlefield.
Figures inside a building can fire at targets outside. Heres You can base this on the actual terrain that the forces
how we do it: fought over or simply roll 1d6 and read the result as
rolled.
Up to two figures can fire from a door or
window. 1 3 = Clear.
4 = Settlement.
5 = Wooded.
6 = Mountainous.
Example I have divided the table into nine sections, but
do not know what type of terrain it will have. I roll 1d6
and score a 4. I will use the Settlement area column to
determine the actual terrain in each section.

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9.3 TYPES OF TERRAIN 9.4 TERRAIN & SCENERY
There are four types of terrain. They are- This section describes terrain and what effects it may
have on your figures. Each area of terrain must cover at
Clear: This terrain is flat and does not conceal or provide
least 75% of the section that it is in. The boundary of the
cover.
terrain area should be easy to distinguish.
Settlement: This represents areas with buildings.
Wooded: This represents dense wooded or jungle areas 9.4.1 CLEAR
that slow travel and obscure vision.
These are open areas that do not provide cover or
Mountain: These are legitimate mountains that hinder or concealment.
prevent movement through them.

9.4.2 HILL
9.3.1 HOW MANY PIECES OF TERRAIN?
These are elevations that slope down in two directions
After you have determined the overall type of terrain on and blocks Line of Sight between figures on opposite
the battlefield its time to see what the table will look like. sides of its crest or ridgeline.
Heres how we do it:
Figures within 1" of the crest or ridgeline of the
Start from section number one and work your hill are considered to be in cover to those on the
way to section number nine. opposite side. They can see and be seen from the
Roll 1d6, read the result as rolled and consult the other side.
Terrain Generator Table (Table 9.3.1).
Go down the left-hand column to the appropriate
row and across to the appropriate column for the 9.4.3 IMPASSABLE
overall type of terrain. These are the bases of inaccessible mountains or sheer
This tells you the type of terrain that occupies at cliff sides.
least 75% of that section.
Movement through Impassable terrain is not
allowed.
9.3.1 TERRAIN GENERATOR TABLE
1 TERRAIN GENERATOR 9.4.4 WOODS
(Read the result as rolled) These include woods, marshes and areas of rough terrain
providing cover and concealment.
# CLEAR SETTLEMENT WOODED MOUNTAIN
Movement is reduced to half speed.
1 Clear Clear Clear Impassable Visibility between figures inside these terrain
2 Clear Clear Clear Clear features is limited to 12 in the daytime and 6 at
3 Clear Clear (B) Woods Impassable night.
4 Clear (B) Clear (B) Woods Woods Those inside one inch of the edge of these terrain
features count as concealed and in cover. They
5 Hill Hill Woods (B) Woods can see out and be seen from outside the area.
6 Woods Woods Wooded Hill Impassable Those farther inside from the edge cannot be
(B) See the Building section (9.4.3) seen from anyone outside of the terrain.
Example I have determined that the overall terrain type
of the board will be clear. I roll 1d6 on the Terrain
Generator Table for section one and score a 3, clear 9.4.5 BUILDINGS
terrain. I roll a 4 for section two, clear with a chance of When a result of (B) is rolled on the Terrain Generator
buildings. I continue to roll until all nine sections are Table there will be buildings in the section. Heres how
full. we do it:
There will be 3 + 1/2d6 buildings if a Settlement
section, 1/2d6 if not.

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10.0 PLAYING THE


After you have determined the number of buildings check
the Building Types Table (Table 9.5) to see what they
are.
GAME
9.5 TYPES OF BUILDINGS As you may or may not know, all THW games can be
played solo, same side (cooperatively) and head to head
Once you know how many buildings are in a section we
(competitively). Feel free to play anyway you like.
must determine what types they are. We recommend
using buildings you already have; just be sure to divide The solo and same side rules are brilliant. You do not
them into 6 x 6 areas. Otherwise, heres how we do it: draw a card to see if a group moves; nor do you have to
make the best decision for the non-player enemy. The
Roll 1d6 for each building.
game mechanics in Swordplay 2015 does all that for you.
Read the result as rolled and consult the Building
Type Table (Table 9.5). Playing with everyone on the same side is also great for
Go down the left-hand column to the appropriate teaching the game to newcomers and non-gamers.
row then across to the appropriate column for the


overall terrain type.
Place that type of building in the center of the
11.0 PEFS
section, if it is the first one placed. Otherwise PEF stands for Possible Enemy Force. We use PEFs to
place it 1/2d6 from another in any direction. limit the intelligence the player has before and during the
Taller buildings are placed towards the center of Encounter. By using PEFs we create an uncertainty as to
the section. the size of the enemy force, its composition and location.
Buildings with an * are wooden (1 5) or stone PEFs are used in every Encounter. Here's how we do it:
(6).
Roll 1d6. The score indicates which numbered
section of the table will contain a Possible
9.5 BUILDING TYPE TABLE Enemy Force or (PEF).
Place a marker of any type in this section of the
1 BUILDING TYPE board to represent the PEF.
If a terrain feature could block the LOS from
(Read the result as rolled) your force to the PEF be sure to place the PEF in
# CLEAR OR WOODED SETTLEMENT a manner that does so.
If no feature is present, place the PEF in the
1 One area one floor. * One area one floor. * center of that section.
2 One area one floor. One area one floor. Repeat this process until you have three PEFs
3 One area one floor. Two areas one floor. placed on the board.
4 Two areas one floor. Two areas one floor. It is possible to have more than one PEF in the
same section.
5 Two areas one floor. Two areas two floors. *
PEFs have a Rep of 4.
6 Two areas two floors. * Two areas two floors. *
Once the PEF has been resolved it is removed
from the table.

STOP! 11.1 PEFS AND BUILDINGS


Buildings can be divided into more than one area. We use
The first time coming within 12 and LOS to a building a
roughly 6 x 6 per area, but just be sure to let everyone
PEF is generated inside the building. Resolve it normally.
know how many areas each building has.
If the PEF did not resolve as an enemy:
Review the process for burning down a building.
The first time the building is entered resolve a
The table is always divided into nine equal sections. They PEF using 3d6, counting the lowest two results.
do not have to be square just as long as they are equal in Resolve a PEF for each level of the building.
size.
You can choose your terrain or randomly generate it.
What terrain reduces movement through it by half?

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11.2 PEF MOVEMENT 11.5 LOADING UP PEFS
PEFs move just like they were groups of enemy figures. Heres a shortcut we highly recommend. Its called
Here's how we do it: loading Up PEFs and will save you a lot of time. Heres
how we do it:
When the enemy is active, start with the PEF
farthest from any player group. Use the Army Lists (Tables 6.1) as a template for
Consult the PEF Movement Table (Table 11.2). your own figures. Maybe use the Feudal List
Roll 2d6 and compare the scores versus its Rep (Table 6.1.1) for Normans or Medieval English.
of 4. Before the game generate your Non-Player
Determine how many d6 were passed. enemies. That includes Rep, weapon, armor, etc.
Go down the left-hand column to the appropriate Do this for about six figures. Be sure to assign
row and across to see the result. each figure a number from one to six.
Immediately carry out the result. When you meet enemies just roll 1d6, that many
Any contact that the PEF causes must be times, to see which of the pre-generated enemy
resolved prior to moving the next PEF, the next figures you have met.
one farthest from any player group. Save the info on all PEFs you use as they can be
used over and over. Heres an example of a
Feudal army like Normans.
11.2.1 SPECIAL PEF MOVEMENT
PEFs do not suffer any terrain movement penalties. # REP CLASS WEAPON ARMOR
1 3 Melee Spear AC 2 w/Shield
11.3 RESOLVING PEFS 2 4 Missile Crossbow AC 4
3 4 Missile Bow AC 2
When a player group and a PEF have a LOS it's time to 4 4 Melee Spear AC 4 w/Shield
resolve the PEF. Here's how PEFs are resolved:
5 4 Melee Sword AC 4 w/Shield
Consult the PEF Resolution Table (Table 11.3). 6 5 Mtd. Melee Lance & Sword AC 4 w/Shield
Be sure that there is a valid LOS to the PEF.
PEFs in cover can be seen while those with
cover between the tester and the PEF cannot. Example I resolve a PEF as two more than the
Roll 2d6 versus the PEF Rep of 4. triggering group. I have 3 figures so will roll 1d6 five
times. I score a 6, 5, 5, 3, 2, and 1. I pull those figures out
Determine how many d6 are passed.
to use. In addition, I write them down on an index card
Go down the left-hand column to the appropriate
and in future games pull them out when needed instead of
row and across to see the result.
rolling.
Immediately carry out the result.
Remove the PEF marker.

11.6 HOW THE ENEMY MOVES


11.4 WHO ARE THEY? When PEFs are deployed they will move according to the
PEF Movement Table (Table 11.2).
This will depend upon the period and army you are
fighting. But here are some guidelines: When PEFs are resolved and figures placed on the table
these non-player figures use the NP Movement Table
If desired, use the Army Lists (Tables 6.1) (Table 11.6). Heres how we do it:
provided in the book. Just roll 2d6 per figure,
add the results together, and this tells you the Start with the Non-Player group with the Leader
stats for that figures. with the highest Rep.
If not using existing Army Lists, 75% of your Consult the NP Movement Table (Table 11.6).
enemy will be their most common Class. If Start with 1d6.
thats Melee figures, then thats what youll use. Modify the number of d6 to be rolled by any
The other 25% will be the opposite Class. applicable Circumstance.
Continuing the above example, thatd be Missile Roll the modified number of d6versus the Rep of
figures. the groups Leader.
Rep is determined normally using the Rep Determine how many d6 were passed.
section (5.3).
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Go down the left-hand column to the appropriate
row, then across to the appropriate column. 12.1EXPLORE
Immediately carry out the result. You are traveling the area looking for opportunities that
may arise.

11.6 NP MOVEMENT
12.1.1 OBJECTIVE
1 NP FORCE MOVEMENT Your objective is to recon the table.
To be successful you must spend one turn of
(Taken versus Rep)
activation within in the center of each section on
CIRCUMSTANCE RESULT the table. Once you have accomplished this you
must return by exiting the table from the edge
Mounted Melee +1d6 that you entered.
Outnumber enemy by 2:1 or greater. +1d6

# D6 RESULT 12.1.2 FORCES


PASSED
You can use up to your whole Band.
1 Melee Class Move directly to charge the Decide who the enemy are, based upon the type
closest player group. of game you are playing. Do not worry about
Missile Class If unloaded will reload. gathering their force as all enemy forces, if any,
If loaded and in range will fire. are determined in the Special Instructions
If loaded and out of range, will move into section.
range and fire.
0 Melee Class Halt in place.
Missile Class If unloaded will reload. 12.1.3 TERRAIN
If loaded and in range will fire. The board is divided into nine sections and
If loaded and out of range, will halt in terrain generated normally (9.2).
place.

Example Activation dice are rolled and the enemy 12.1.4 DEPLOYMENT
activates first with a score of 4. This means that only
Your Band will enter the board from the edge
enemy groups with a Rep 4 or higher Leader can activate.
bordering sections 7, 8, and 9.
I start from high to low and the Rep 5 group goes first. I
roll a 5, passing 1d6. The Melee figures will move to PEFs are generated and deployed as outlined in
charge while the Missile figures will fire first. the PEF section (11.0).

12.1.5 SPECIAL INSTRUCTIONS


12.0 ENCOUNTERS Move your Band onto section 7, 8, or 9, or any
combination of those sections if you choose to
We call your Swordplay 2015 games Encounters. We split your Band.
have provided you with three Encounters. They are:
After you have entered the table, place the PEFs.
Explore. Roll activation.
Raid. When the enemy activates go to the PEF
Defend. Movement Table (Table 11.2).
Resolve PEFs as needed (Table 11.3).
Explore will be your first Encounter.
Use the NP Movement Table when needed
If you win your next Encounter is a Raid. (Table 11.6).
If you lose your next Encounter is Defend. Play continues until the player has accomplished
his objective, been destroyed, or leaves the table.

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12.2 RAID 12.2.6 FINDING THE OBJECTIVE
In this Encounter there will be a specific objective. This
In the Raid Encounter you are attacking the enemy for a
could be an enemy to take as a prisoner, a hostage or
specific reason.
maybe a treasure. Heres how we do it:
If you win your next Encounter is a Raid.
When a PEF is resolved as enemy figures, roll
If you lose your next Encounter is an Explore.
1d6 and read the result as rolled.
If the score is equal or less than the number of
12.2.1 OBJECTIVE: PEFs resolved, the objective is with these
enemies.
You can raid for a variety of reasons; rescue, If the score is greater than the number of PEFs
capture an enemy, search a deserted village for resolved, treat it normally.
wine, the reasons are endless. Feel free to If you resolve all PEFs and have not found your
provide the reasons why! objective, it will be with the last one. Remember
You must accomplish what you set out to do if that buildings generate PEFs (11.1).
you are raiding.

12.2.2 FORCES 12.3 DEFEND


You can use up to your whole Band. In this Encounter the enemy is out to destroy or drive you
Decide who the enemy are, based upon the type off the table. You must stop them from accomplishing
of game you are playing. Do not worry about their objective.
gathering their force as all enemy forces, if any, If you win your next Encounter is an Explore.
are determined in the Special Instructions If you lose your next Encounter is Defend.
section.

12.3.1 OBJECTIVE
12.2.3 TERRAIN
Your objective is to prevent the enemy from
The board is divided into nine sections and achieving their objective.
terrain generated normally (9.2). There will be
1/2d6 buildings in section 2.
12.3.2 FORCES
12.2.4 DEPLOYMENT You can use up to your whole Band.
Decide who the enemy are, based upon the type
You enter the table through sections 7, 8 or 9. of game you are playing. Do not worry about
PEFs are generated and deployed as outlined in gathering their force as all enemy forces, if any,
the PEF section (11.0). are determined in the Special Instructions
section.
12.2.5 SPECIAL INSTRUCTIONS
Set up your force in sections 7, 8, or 9, or any 12.3.3 TERRAIN
combination of those sections if you choose to The board is divided into nine sections and
split your force. terrain generated normally (9.2). There will be
After you have set up your force, place the PEFs. 1/2d6 buildings in section 8.
Roll activation.
When the enemy activates go to the PEF
Movement Table (Table 11.2). 12.3.4 DEPLOYMENT
Resolve PEFs as needed (Table 11.3). You can set up anywhere you want in sections 7,
Use the NP Movement Table when needed 8 or 9.
(Table 11.6). PEFs are generated and deployed as outlined in
Play continues normally until the player has the PEF section (11.0).
accomplished his objective, been destroyed, or
leaves the table.

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SWORDPLAY 2015
12.3.5 SPECIAL INSTRUCTIONS 13.1 NEW RECRUITS TABLE
Set up your force in sections 7, 8, or 9, or any
combination of those sections if you choose to 2 NEW RECRUITS
split your force. (Taken vs. Rep)
After you have set up your force, place the PEFs.
A result of "6" is always a failure.
Roll activation.
When the enemy activates go to the PEF # D6 RESULT
Movement Table (Table 11.2). PASSED
Resolve PEFs as needed (Table 11.3).
2 You can recruit new Grunts to bring your
Use the Non-Player Movement Tables when
Band up to full strength.
needed (Table 11.6).
1 You can recruit one new Grunt.
Play continues normally until the player has
0 No new recruits available.
accomplished his objective, been destroyed, or
leaves the table.
13.2 INCREASING REP
12.3.6 WHAT IS THEIR OBJECTIVE? The Reps of you and your Band members could improve
after an Encounter. After each successful Encounter it is
In this Encounter there will be a Non-Player objective.
possible that the Rep of a character could increase. All of
This could be to kill or capture your Grunts or recover
the following requirements must be met for the Encounter
something or rescue someone. Heres how we do it:
to be considered a success for that character. It is possible
When the first PEF is resolved as enemy figures, that an Encounter may be a success for one character and
roll 1d6 and read the result as rolled. not another! Heres how you were successful you must
If a success (score of 1, 2 or 3) is rolled the have all of the following:
Non-Player objective is to kill or capture
Fired at the enemy and scored a hit or engaged in
your Grunts.
melee.
If a failure (score of 4, 5 or 6) is rolled the
Did not receive a result of Out of the Fight.
Non-Player objective is to rescue or recover
Did not receive a result of Leave the Battlefield.
someone or something from the buildings;
Did not leave any Out of the Fight Band
your choice.
members behind.
Use the Finding the Objective procedure
previously outlined when this is the If the Encounter was a success the character rolls 1d6.
objective (12.2.6).
If the score is higher than the current Rep the

13.0 AFTERWARDS
Rep will go up one level.
If the score is a 6 the Rep will go up one level
regardless of the current level.
Use this section only if you choose to use the same Any other result and the Rep remains the same.
characters for multiple Encounters. Your character can grow to as high a Rep as
After the Encounter is over its time to see what happens desired as there isn't a maximum. There is,
to you and your Band members after the After the Battle however, Obviously Dead.
Recovery Test has been taken.

13.3 DECREASING REP


13.1 NEW GRUNTS Just as Rep can go up when you have a successful
When your Band takes losses you may be allowed to Encounter it can go down if the Encounter was a failure.
recruit more Grunts. Heres how we do it: It is possible that an Encounter may be a failure for one
character and not another. Heres how you were a failure
Consult the New Recruits Table (Table 13.1). you only need to have one of the following:
Roll 2d6 versus the Rep of your Star.
Determine how many d6 are passed. Received a result of Out of the Fight.
A result of 6 is always a failure. Receives a result of Leave the Battlefield.
Go down the left-hand column to the appropriate Left an Out of the Fight Band member behind.
row and across to see the results. If the Encounter was a failure the character rolls 1d6.

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SWORDPLAY 2015

15.0 DESIGNER NOTES
If the score is a 1 the Rep will go down one
level regardless of the current level. This can be
attributed to stress, illness, or anything else you
decide it to be. SWORDPLAY 2015 is an introduction to the Reaction
You can never have a Rep lower than 2. System used by Two Hour Wargames. That is why it is so
Any other result and you are fine. basic in nature. The other THW games provide much
more detail and period specific flavor. If you liked

STOP!
Swordplay 2015, then Warrior Heroes Legends or Rally
Round the King might be for you.

After the Encounter you could recruit new Grunts. The Reaction System is not for everyone. You'll find that
you do not have total control of your forces; this isn't
If you do well you and your group members could chess. You will often not know what you're facing and
increase in Rep. this can lead to unwinnable situations. But you will be
If you do poorly you and your group members could presented with challenges every Encounter and the
decrease in Rep. tension that comes from uncertainty. But like I said, not
everyone is going to like it.

14.0 STEP-BY-STEP And thats why we decided to make Swordplay 2015 free.

Here's a step-by-step outline that will help you to get


started. After a few games it will become second nature 15.1 MY GAME, YOUR GAME
and you wont need it anymore. In fact, you may choose Games are a reflection of what the writer believes combat
not to use some parts, but if you do, theyre there! is all about. So feel free to tweak rules as you like as the
game mechanics are pretty tight and wont suffer from it.

14.1 AT THE START


Just remember that changing one rule may cause
something else to change in an unexpected way. If you
1. Your Star starts with a Rep of 5 (5.1.1). get to a point where all your tweaks are confusing you, go
2. Choose your Class (5.4). back to the original rules and start over. Remember the
3. Choose your Weapons (5.5). goal is to have fun. Well, at least thats what I think it is.
4. Choose your Armor (5.6) and if you want a The game is actually pretty simple once you've played it a
Shield (5.7). few times. Start small, use the Stop boxes and you'll be
5. Decide what type of Band you will have. This fine. Check out the THW Forum. Its a great place to get
will define your enemies as well. questions answered and very much alive. The group is full
6. Recruit your Band (Table 6.2.1). of knowledgeable and helpful gamers and you can usually
get answers within 24 hours.

14.2 DURING THE Take care and just play the game!
Ed 8/10/2015
ENCOUNTER
1. Choose the Encounter you want to play (12.0).
2. Follow the Encounter instructions and play the
game.

14.3 AFTER THE ENCOUNTER


1. All characters that went Out of the Fight or left
the battlefield will take the After the Battle
Recovery Test (Table 7.12).
2. Check to recruit new Grunts (13.1).
3. Adjust Reps as needed (13.2).

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SWORDPLAY 2015
6.1 ARMY LISTS

6.1.1 FEUDAL
# TYPE CLASS REP ARMOR WEAPON
2 Knights Mounted Melee 5 AC 4 + Shield Lance and Sword
3 Mounted Crossbow Mounted Missile 4 AC 2 Crossbow and Sword
4 Mounted Sergeants Mounted Melee 4 AC 4 + Shield Lance and Sword
5 Heavy Infantry Melee 4 AC 4 + Shield Spear
6 to 9 Infantry Melee 3 AC 2 + Shield Spear
10 to 12 Crossbowmen Missile 4 AC 2 Crossbow and Sword

6.1.2 NORTHMEN
# TYPE CLASS REP ARMOR WEAPON
2 or 3 Fanatics Melee 6 AC 2 Two-Handed Axe
4 to 7 Warriors Melee 4 AC 2 + Shield Spear or Sword
8 Veterans Melee 5 AC 4 + Shield Spear
9 Nobles Melee 5 AC 4 Two-Handed Axe
10 to 12 Archers Missile 4 AC 2 Bow and Sword

6.1.3 ELVES
# TYPE CLASS REP ARMOR WEAPON
2 or 3 Scouts Missile 5 AC 2 Bow and Sword
4 to 6 Archers Missile 5 AC 2 Bow and Sword
7 to 9 Soldiers Melee 5 AC 4 + Shield Spear
10 Guard Melee 6 AC 4 + Shield Spear
11 or 12 Fanatics Melee 6 AC 2 Two-Handed Axe

6.1.4 GOBBOS AND ORCS


# TYPE CLASS REP ARMOR WEAPON
2 to 4 Gobbo Archers Missile 3 AC 2 Bow and Sword
5 to 6 Goblins Melee 3 AC 2 + Shield Spear
7 to 8 Orcs Melee 4 AC 2 + Shield Spear
9 Trolls Melee 5 AC 6 Two-Handed Axe
10 Riders Melee 5 AC 4 + Shield Spear
11to 12 Greater Orcs Melee 5 AC 4 + Shield Spear

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SWORDPLAY 2015
7.6.3 IN SIGHT 7.7.1 REACTION TESTS
REP IN SIGHT 2 REACTION TESTS
(Looking for successes) (Taken versus Rep)

CIRCUMSTANCE MOD Stars may exercise Free Will

Concealed - Enemy is concealed. -1d6 CIRCUMSTANCE MOD

7.6.4 RESOLVING IN SIGHT ACTIONS


If in cover. +1d6

Missile figures that are loaded will fire. #D6 RECEIVED FIRE MAN DOWN
Melee figures in charge reach will take the (LDR)
Charge into Melee Test (Table 7.10.2). PASSED
If a figure cannot fire or Charge into Melee it 2 Mounted Melee that All will Carry On.
will Duck Back if in enemy ranged weapons can, will charge.
range.
Missile that can, will
Otherwise the figure will Carry On.
Return Fire.
Others will Carry On.
7.9.5 COVER 1 Missile that can, will All If twice more
Rush Shot. friends Out of the
# COVER OR CONCEALMENT Fight or Obviously
Missile that cant, will
Dead:
TYPE RESULT Duck Back. Roll to
Leave the
retrieve wounded.
Buildings, Stationary figures inside of buildings are Battlefield.
Inside. in cover and concealment. Others will Carry On. Otherwise:
Moving figures inside buildings are Duck Back. Roll
concealed. to retrieve
Cart or Figures inside are in concealment. wounded.
Wagon, 0 Missile will Leave the All will Leave the
Inside. Battlefield. Battlefield
Cart or Figures behind are in cover.
Wagon, Melee will Duck
Behind. Back. Roll to retrieve
Woods or Stationary figures inside woods or rocky wounded.
Rocky. areas are in cover and concealment.
Moving figures inside woods or rocky
areas are concealed.

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SWORDPLAY 2015
7.9 RANGED WEAPONS 7.10.2 CHARGE
TYPE RANGE 2H RELOAD
(1)
2 CHARGE INTO MELEE
Bow. 24/12 Y -
(Taken versus Rep)
Crossbow. 24/12 (1) Y Y
Sling. 12 - Y CIRCUMSTANCE MODIFIER
(2)
Throwing axe or 6 -
spear. Target in cover. +1d6
(1) Shorter listed range if mounted. (2) Must be retrieved to be Target charged to flank. -1d6
thrown again. Target charged to rear. -2d6
Mounted charging unmounted. +1d6

7.9.6 RANGED COMBAT #D6 CHARGER TARGET


PASSED
1 RANGED COMBAT
Pass more Target may not fire. Target fires.
(Read the result as rolled) d6 than
opponent Charger moves into Charger moves into
# RESULT
melee. No Reaction melee. No Reaction
3 to 7 SHOOTER MISSED Tests taken. Tests taken.
8 SHOOTER MISSED IF Pass same Target Rushes Shot. Target Rushes Shot.
Fast Moving. number d6
Rushed Shot. as opponent Charger moves into Charger moves into
TARGET WAS MISSED IF melee. No Reaction melee. No Reaction
Shielded. Tests taken. Tests taken.
Charging.
In Cover.
Fast Moving.
OTHERWISE HIT.
9 SHOOTER MISSED IF
Fast Moving.
Rushed Shot.
TARGET WAS MISSED IF
Shielded.
In Cover.
OTHERWISE HIT.
10+ SHOOTER HITS TARGET

7.9.7 RANGED DAMAGE


1 RANGED COMBAT DAMAGE
(Read the result as rolled)

CIRCUMSTANCE MOD
AC 2 Target +2
AC 4 Target +1

SCORE RESULT
"6" Obviously Dead.
Rep or higher, but Out of the Fight.
not a 6.
Lower than Rep. Duck Back.

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SWORDPLAY 2015
7.10.4 MELEE COMBAT 7.12 AFTER THE BATTLE
REP MELEE COMBAT RECOVERY
(Looking for successes)
2 AFTER THE BATTLE RECOVERY
MELEE WEAPON MOD (Taken vs. Rep)
One Hand Melee Weapon +1d6 # DICE RESULT
Two Hand Melee Weapon. +2d6 PASSED
CIRCUMSTANCE MOD
2 Figure returns to the Band.
Bigger Usually a Troll, Ogre or +1d6 1 Out of the Fight returns to the Band.
similarly significantly bigger figure. Those that left the battlefield do not return.
Fanatic Berserker troops or similar +2d6 0 Figure does not return.
Missile Class Missile Class figure in -1d6
melee.
Mounted Charging Figure is mounted +1d6
and charging.
Prone Attacking a prone opponent. +1d6
Shielded - If being attacked to the front +1d6
while using a shield. (1)
(1) Using two One Hand Weapons counts as using a shield.

7.10.5 MELEE DAMAGE


1 MELEE DAMAGE
(Read result as rolled)

CIRCUMSTANCE MODIFIER
Each success scored more than the +1
opponent.
AC 2 Loser +1 success
AC 6 Loser -1 success (1)
(1) If reduced to same number of successes as loser,
immediately refight a round of melee.
SCORE RESULT
6 or higher Obviously Dead.
Rep or higher, but Out of the Fight.
not 6 or higher.
Lower than Rep Loser -1 to Rep. Immediately fight
another round of melee.

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SWORDPLAY 2015
11.2 PEF MOVEMENT 11.6 NP MOVEMENT
2 PEF MOVEMENT 1 NP FORCE MOVEMENT
(Taken versus the Rep of 4) (Taken versus Rep)

#D6 RESULT CIRCUMSTANCE RESULT


PASSED
Mounted Melee +1d6
2 The PEF moves 8 directly towards the Outnumber enemy by 2:1 or greater. +1d6
player ending in cover if possible.
1 The PEF moves 4 directly towards the # D6 RESULT
player ending in cover if possible. PASSED
0 PEF does not move.
1 Melee Class Move directly to charge the
closest player group.
11.3 PEF RESOLUTION Missile Class If unloaded will reload.
If loaded and in range will fire.
2 PEF RESOLUTION If loaded and out of range, will move into
(Taken versus PEF Rep of 4)
range and fire.
0 Melee Class Halt in place.
# D6 Missile Class If unloaded will reload.
PASSED RESULT If loaded and in range will fire.
If loaded and out of range, will halt in
2 Contact! You have run into enemy. Roll 1d6: place.
1 = Two less than the triggering group.
2 = One less than the triggering group.
3 = Same number as the triggering group.
4 = Same number as the triggering group.
5 = One more than the triggering group.
6 = Two more than the triggering group.
Can never run into less than one enemy.
1 Somethings out there! Resolve the next PEF
with 3d6 counting the lowest two scores.
0 False alarm! Just a case of nerves. If this is
the last PEF and no enemy has been
contacted, count as if passed 2d6.

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34
2 D6
SWORD
&
SORCERY
SOMETIMES I JUST WANT
TO PLAY AN EASY GAME.
EASY, BUT FUN. EASY, BUT STILL A CHALLENGE. ONE
WHERE I HAVE HEROES SAVING THE DAY, MAGIC USERS
TOSSING COOL SPELLS, AND A WAY TO HAVE MY GUYS GET
BETTER WHEN THEY DO GOOD.

ONE WHERE ALL I NEED TO PLAY IS ON TWO PAGES.


ONE WHERE I DONT HAVE TO DIG THROUGH A SPELL
BOOK, OR MEMORIZE HOW MUCH DAMAGE MY SWORD
DOES, OR COUNT GOLD. EASY, BUT STILL A CHALLENGE.

I LIKE DETAILED GAMES. CRUNCHY ONES WHERE I TRACK


THINGS AND TAKE SOME TIME TO SET UP TO PLAY. BUT
SOMETIMES I JUST WANT TO PUSH LEAD AND HAVE FUN.
WHERE I CAN USE ANY FIGURES I ALREADY HAVE. HECK, I
WANT ONE WHERE I DONT EVEN NEED FIGURES TO PLAY!
OKAY, NOT ALL THE TIME, BUT SOMETIMES.

I WANT A GAME WHERE I CAN TEACH MY KID OR A NEW


PLAYER HOW TO PLAY IN TEN MINUTES. I WANT A GAME
WHERE WE CAN EVEN PLAY ON THE SAME SIDE AGAINST
THE GAME OR ONE I CAN PLAY SOLO WHEN I WANT TO.
I WANT AN EASY, BUT GOOD, GAME TO PLAY. I WANT

2D6
SWORD
& SORCERY!
***************************************************
2HW 2d6 S&S
FREE
WRITTEN BY ED TEIXEIRA

COVER ART BY SADE

DIGITALLY EDITED BY CRAIG ANDREWS


2D6 SWORD & SORCERY
DAMAGE 10
TABLE OF CONTENTS
CHARGE 10
INTRODUCTION 2 Stop! 10
Word of Advice 2
MELEE 11
YOUR ROLE 2 Retrieving Wounded 11

NEEDED TO PLAY 2 WILL TO FIGHT 12


The Dice 2
Figures 2 AFTER THE BATTLE 12
Stop! 12
DEFINING THE FIGURES 3
Stars and Grunts 3 TERRAIN 13
Why Use Stars? 3 Generating Terrain 13
Star Advantages 3 Clear 13
Star Power 3 Cover 13
Free Will 3
Reputation 4 PLAYING THE GAME 13
Increasing Rep 4
Decreasing Rep 4 PEFS 13
Class 4
Armor Class 4 Resolving PEFs 13
Leaders 4 Who Are They? 14
Leader Function 4 Loading Up PEFs 14
Stop! 5 Stop! 14

RECRUITING THE BAND 5 ENCOUNTERS 15


Explore 15
THE BATTLE BOARD 5 Raid 15
Defend 16
TURN SEQUENCE 6
AFTERWARDS 16
MOVEMENT 6 Rep Adjustment 16
New Grunts 16
Stop! 16
ACTION 6
Stop 6 ARMY LISTS 17
CASTING 7 CREATURE LIST 18
Damage Spell 7
Dazzle Spell 7 TABLES 19
Defend Spell 7
Casting Spells 7
Casting Damage 8 SPECIAL THANKS TO:
NPC Spell Casting 8 Ken Hafer, Bob Minadeo and Ron "Baddawg" Strickland:
Stop! 8 For insisting that, "It's not just a gang warfare game."
The THW Guys on the Group and Forum: For the constant
SHOOTING 9 support.
Cover 9 And Lil
How to Shoot 9
Shooting Damage 9

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2D6 SWORD & SORCERY

INTRODUCTION YOUR ROLE


You could call 2d6 Sword & Sorcery a Beer & Pretzels game Your role in 2d6 Sword & Sorcery is up to you. Here are some
and youd be right. 2d6 Sword & Sorcery is easy to play, but suggestions:
fun. Its easy to play, but still a challenge. Its for when you
want to play a game without needing to put too much effort You can play as a loner, going on Encounters (page
into playing it. 15) on your own.
You can play as a Leader of a Band (page 5).
2d6 Sword & Sorcery is aimed at the casual or new gamer You can play solo or same side against the game
with little or no experience. Its perfect for playing solo or on mechanics or head to head against others.
the same side with your friends. It doesnt take much time to The bottom line is you can play it any way you like
learn yet is a fun little game. No two games will ever play out because its your game.
the same.
Weve made the game simple by using troop Classes to
defined figures instead of weapons. Missile guys shoot, Melee
NEEDED TO PLAY
guys melee, and Casters cast spells. Easy to use and memorize
tables without modifiers makes game play fast. And you only You will need a few things to play 2d6 Sword & Sorcery.
need to roll 2d6. They are:
2d6 Sword & Sorcery is an easy way to get into Two Hour Six-sided dice, referred to as d6. It is best to have two
Wargames. If you liked playing 2d6 Sword & Sorcery you per player.
might want to check out our other games starting with Any combination of metal, plastic or paper figures in
Swordplay. a consistent scale of your choice. Heck, you can even
http://www.twohourwargames.com/swordplay.html play with pen and paper.
A 12 x 12 flat surface.
Now lets get started!

WORD OF ADVICE
THE DICE
Be sure to read the rules one section at a time and do the During the game you will be required to roll dice in one of two
review and easy exercises in the Stop boxes. Weve broken the ways. Heres how we do it:
rules down into smaller pieces to make it easier to learn. Yes, I When the table says Taken versus Rep roll 2d6
know some of you may have experience, but you still should and compare each score versus the Rep (page 4) of
use the Stop boxes as our mechanics may be a bit different the figure. If the d6 score is equal or less than the
than what youve experienced. Rep, the d6 has been passed. You can pass 2d6, 1d6,
If you have a question about the rules just keep reading as the or 0d6.
answer will be coming along shortly. Example An archer (Rep 4) wants to fire on the Shooting
But if you cant find the answer check out the THW Forum Table (page 19). I roll 2d6 and score a 1 and 5 passing 1d6.
link below for answers to questions and free downloads.
When the table says Adding the results together
http://site.twohourwargames.com/forum/index.php roll 2d6 and add the results together.
You can expect a response within 24 hours. Example The archer scores a hit on the Shooting Table and
must now check for damage on the Shooting Damage Table
(page 19). I roll 2d6 and score a 4 and 5 for a total of 9.

FIGURES
As mentioned earlier you can play 2d6 Sword & Sorcery with
any kind of figures. You can even play with cardboard
counters.
Each figure represents one man or creature. The easiest way to
base your figures for 2d6 Sword & Sorcery is one figure on a
round or square base as either style will work.

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2
2D6 SWORD & SORCERY
Damage is reduced in the following ways:
DEFINING THE FIGURES An Obviously Dead result becomes an Out of the
Fight result.
Note that the words figure and character are interchangeable. An Out of the Fight result from shooting becomes no
effect.
2d6 Sword & Sorcery is played with individual figures that are An Out of the Fight in Melee becomes a -1 Rep, the
defined in the following ways. lowest you can score when in melee.
Is it a Star or a Grunt? It is possible to reduce damage by multiple levels if you roll
What is its Reputation? several results of 1, 2, or 3.
What is its Class?
What is its Armor Class?
Is it a Leader? Example: A Star with a Rep of 5 is hit by missile fire. He
takes one Obviously Dead result. The player rolls one d6 per
point of the Stars Rep or 5d6 in this case.
STARS AND GRUNTS
The results are 2, 2, 4, 5, and 6.
We use two types of figures, called Stars and Grunts. One 2 reduces the Obviously Dead result to an Out of
STARS This figure represents you, the player. We the Fight result.
suggest your Star begins with a Reputation of 5. The other 2 reduces the Out of the Fight result to no
GRUNTS These are the figures that do not represent effect.
a player. They may be friends or foes and will come The 4 and 5 have no effect, but are retained.
and go as the game progresses. Grunts are controlled The 6 has no effect, but is discarded for the remainder of
by the game mechanics. the Encounter.

WHY USE STARS? FREE WILL


One question that may be asked is why do we use Stars in The Star can choose to leave or have his side leave the Battle
THW? It's to give the player personal control of his character. Board when taking the Will to Fight Test (page 20) without
rolling any dice.
Remember that all Grunts are controlled by the game
mechanics.
But Stars? That's you. You will see that you have more
freedom, as in real life, to do what you want, as well as some
distinct advantages that separate you from the Grunts.

STAR ADVANTAGES
As a Star in 2d6 Sword & Sorcery you have two important
advantages Star Power and Free Will.

STAR POWER
Star Power is the ability of a character to ignore normally
disabling damage. Heres how we do it:
Stars start each Encounter (game) with 1d6 of Star
Power for each point of Rep. So a Rep 5 Star starts
with 5d6 Star Power.
Whenever a Star takes damage it rolls its current Star
Power d6. Read each d6 as rolled.
Any result of 1, 2, or 3 reduces the damage by
one level.
Any result of 4 or 5 means the damage stays and
the d6 is retained for future use.
Any result of 6 means the damage stays, but the
d6 is removed from the characters Star Power
for the rest of the Encounter.
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2D6 SWORD & SORCERY

REPUTATION Any other result and you are fine.

Reputation or Rep represents a combination of experience,


morale and motivation. Rep is an expression of a figures CLASS
overall fighting quality. Both Stars and Grunts use Rep. There All characters are one of the three following Classes. Stars
are three possible starting levels of Reputation: can choose their Class.
REP 5 These are veterans of numerous successful MISSILE Missile characters are those armed with
Encounters. ranged weapons with the intent to defeat their
REP 4 These are experienced men and women that enemies by showering them with missile fire from a
have been in combat. distance. Missile troops are armed with bows,
REP 3 These are raw troops with little combat crossbows, slings or similar weapons.
experience or desire to fight. MELEE Melee characters are those armed with
melee weapons who strive to charge into combat and
Remember, Stars always start with a Rep of 5. deliver damage to their foes in hand to hand combat.
Melee troops are armed with swords, spears, and
INCREASING REP other weapons used in hand to hand combat.
You can play the game as a one off or a campaign where your CASTER Caster characters are those that cast Spells.
Encounters are linked together where the results of one affects Casters count as Missile troops when in melee (page
the next. If you do, the Reps of you and your Band members 11).
could improve after an Encounter. The figure must accomplish
all of the following requirements. Heres how we do it: ARMOR CLASS
The figure shot at an enemy and scored a hit or We use three different Armor Classes (AC) in 2d6 Sword &
engaged in melee. Sorcery. Armor comes into play on the Shooting Damage
The figure did not receive a result of Out of the Fight (page 19) and Melee Damage (page 20) Tables. Stars can
(page 10). choose their Armor Class.
The figure did not leave the table.
AC2 Light armor leather or lighter armor with or
Did not use any Star Power d6.
without a shield.
If the figure accomplished all of the previous requirements it AC4 Medium armor metal or similar armor with
can test to see if its Rep increases. Heres how we do it: or without a shield.
AC6 Heavy armor heavy metal with or without a
Roll 1d6 and read the result as rolled.
shield.
If the score is higher than the current Rep or a 6,
the Rep will go up one level regardless of the current
Rep. LEADERS
Any other result and the Rep remains the same. Bands will always have a Leader. Heres how we do it:
Your character can grow to as high a Rep as desired
as there isn't a maximum. There is, however, The Star is always the Leader of the Band when on
Obviously Dead (page 10). the Battle Board (page 5).
A Temporary Leader is the figure with the highest
DECREASING REP Rep in the Band when a Star is not on the Battle
Board or is Out of the Fight.
Just as Rep can go up when you have a successful Encounter it
can go down if the Encounter was a failure. It is possible that
an Encounter may be a failure for one character and not LEADER FUNCTION
another. Heres how you were a failure you only need to The Leaders Rep is used when rolling on the Action (page
have one of the following: 19) and Will to Fight (page 20) Tables.
Received a result of Out of the Fight.
Left the table.
If the Encounter was a failure the character rolls 1d6.
If the score is a 1 the Rep will go down one level
regardless of its current level. This can be attributed
to stress, illness, or anything else you decide it to be.
You can never have a Rep lower than 3.

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STOP! 2 RECRUITING
(Adding the results together)
You can play the game solo or with everyone on the same side
# TYPE CLASS REP AC
against the game mechanics or head to head against others.
You will need 2d6 to play. Passing d6 is scoring the Rep or 2 Raw Caster 3 2
less on the d6. 3 Experienced Missile 4 4
4 Raw Missile 3 2
You can use any figures you want; paper counters, or you can 5 Experienced Missile 4 2
even play with pen and paper. Just play!
6 Raw Melee 3 4
Your personal figure is a Star. You get 1d6 Star Power for 7 Raw Melee 3 2
each point of Rep. Score a 1, 2 or 3 and reduce damage by one 8 Experienced Melee 4 2
step. If you score a 4 or 5 the damage stays. Score a 6 the 9 Experienced Melee 4 4
damage stays and you lose the d6 for the rest of the game. 10 Veteran Melee 5 4
Grunts are all the other figures whether friends or enemies. 11 Veteran Melee 5 6
Reputation reflects how good a figure is. Your Star starts with 12 Experienced Caster 4 2
Rep 5. Reps can increase or decrease depending on how well
you do during your games. Example The Rep 4 Grunt has a successful Encounter and
Caster can cast Spells. Missile troops fire ranged weapons and rolls 1d6, scoring a 5. His Rep now increases to 5. As this is
melee troops try to enter hand to hand combat. now equal to the Leaders Rep, he leaves the Band.

There are three Armor Classes AC 2, AC 4, and AC 6.


Stars are always the Leader. If they are not on the Battle
Board, are Out of the Fight, or Obviously Dead the figure in THE BATTLE BOARD
the Band with the highest Rep is the Temporary Leader.
We use Leader Rep when taking the Action (page 19) and We call the 12 x 12 area that the game is played on the
Will to Fight Tests (page 20). Battle Board. This can be as simple or as elaborate as you like,
with or without pieces of terrain on it. Heres how we do it:
Depending upon the Encounter (page 15) one side
will be starting on the Battle Board (defender) and
RECRUITING THE BAND
the other side will move onto it (attacker).
Place the moving side within 3 of one board edge.
Place the defending side within 3 of the opposite
You start the game alone or you can recruit Grunts to form a edge.
Band. Here's how we do it:
Your Band can be as large as your Rep, including
yourself. This means you can recruit your Rep, less
one, Grunts. As your Rep goes up or down so will the
number of Grunts in your Band.
Consult the Recruiting Table.
Roll 2d6, add the results together and read the result
as rolled.
Go down the left-hand column to the appropriate row
and across to see the stats for your Grunt.
Do this for each Grunt you want to recruit.
You cannot have Grunts with a Rep equal or higher
than yours. If your Rep goes down any Grunt with an
equal or higher Rep leaves your group! This can also
occur if the Grunt has its Rep increase to higher than
yours. Example The black side is moving and enters the Battle
Board. The white side is set up on the opposite edge. Always
try and match up opposing figures across from each other
with the Leader always in the center.
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TURN SEQUENCE ACTION


When one side enters the Battle Board combat begins. Heres When a side is active, match up (target) all of its figures
how we do it: against an inactive figure on the other side or an active figure
if casting a Defend Spell. After all inactive figures have been
The moving side enters the Battle Board. targeted the active side can target one or more inactive figures
After the figures have been placed on the table the multiple times.
Leader of each side rolls 2d6 versus their Rep.
Determine how many d6 are passed (page 2) and
consult the Action Table. This determines which side
will activate and act first.

2 ACTION
(Taken versus Rep)
Score of 6 is always a failure.
Mounted figures will roll 3d6 counting all 3 results.

#D6 RESULT
PASSED Example The black side won on the Action Table and is
active. Figure A targets figure 1, figure B targets figure 2, and
More Side that passed more d6 becomes active and will figure C targets figure 3. As all of the figures on the inactive
d6 act. side have been targeted, figure D can double up on figure 3.
Same Higher Rep acts. If equal Reps the moving side
number becomes active and will act.

STOP!
of d6

The active figures will now act, in order by Class. Your Band can have one figure per each point of your Rep.
Heres how we do it: This includes you.
Casters go to the Casting Table (page 20). Use the Recruiting Table and roll up your four Grunts. What if
Missile troops go to the Shooting Table (page you roll a Grunt with a Rep equal or higher than yours? You
19). cant have him, simply re-roll. Be sure to have at least one
Melee troops go to the Charge Table (page 19). Missile Class and Caster Class figure.
After all spell casting, shooting and melees have been Your games are played on a 12 X 12 Battle Board. You
finished the inactive side takes the Will to Fight Test dont need terrain pieces but you can use it if you want.
(page 20).
If the inactive side remains on the table it becomes Set out your Band on the Battle Board and set up five enemy
active and follows the procedure as outlined. figures of similar Reps and Classes on the opposite side.
Play continues until only one side remains on the Roll for Action to see who is active. Match up the figures
table. against each other. Leave the figures out as you will be using
them in the next Stop box.

MOVEMENT
Movement on the Battle Board is unlimited.

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CASTING
Casters can cast a variety of spells. There are three types of
spells.

DAMAGE SPELL
The Damage Spell is the most powerful spell. It is used to
cause damage, often fatal damage, to the target. A successful
Damage Spell allows the Caster to roll on the Casting Damage
Table (page 20).

DAZZLE SPELL
The Dazzle Spell is used to stop the target from acting. A
successful Dazzle Spell forces each target to forfeit its current
action if active or its next one if inactive.

DEFEND SPELL 2 CASTING


The Defend Spell is used to protect one or more targets, (Taken versus Rep)
including the Caster. A successful Defend Spell increases the Score of 6 is always a failure.
Rep of each target by 1 point of Rep. The Caster will always
have the Defend Spell affect himself before others. #D6 RESULT
PASSED
CASTING SPELLS 2 Success! Affects a number of Targets equal to
Casters cast spells when active and when directed by the the current Rep of the Caster.
Charge Table (page 19). Heres how we do it: Dazzle Spell causes the Targets to remain in
place and forfeit current or next action.
Consult the Casting Table.
Damage Spell causes the Caster to roll on
Choose which target the Caster wants to cast against. Shooting Damage Table against all affected
Note that if successful he can also target figures to Targets.
the left and right of the original target. These are
Defend Spell causes Targets to count as 1
always the closest figures. Just be sure to add targets
Rep higher on the current turn of activation.
evenly from each side.
Roll 2d6 versus the Rep of the Caster. 1 Partial Success! Affects one Target.
Determine how many d6 the Caster passed. Dazzle Spell causes the Target to remain in
Go down the left-hand column to the appropriate row place and forfeit current or next action.
then across to see the results. Damage Spell causes the Caster to roll on
Immediately carry out the results. Shooting Damage Table against the Target.
Defend Spell causes the Caster to count as 1
Rep higher on the current turn of activation.
0 Disaster! Spell fails and the Casters Rep is
reduced by 1 point for remainder of the
Encounter.

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CASTING DAMAGE
When a Damage Spell is successfully cast we must determine
what damage each target has taken. Heres how we do it: STOP!
Consult the Shooting Damage Table (page 9). There are three types of Spells. Damage Spells cause damage
Add Rep and AC of each target. This is its Defensive to the enemy by using the Casting Damage Table (page 8).
Value. Dazzle Spells cause the targets to forfeit their action. How do
The shooter rolls 2d6 versus the Defensive Value. Defense Spells work?
Go down the left-hand column to the appropriate row Go back to the Battle Board. If the NPC side is active, use the
and across to see what damage, if any, has occurred NPC Spell Casting Table to see what spell the Caster will cast.
to the target. If you are active, cast a Damage, Defense, and Dazzle Spell
The Caster applies the result to the Defensive Value using the Casting Table. How do you determine the Defensive
of each target individually. Value of a figure?
Go down the left-hand column to the appropriate row
for each target, then across to see the results. This Remember when you cast a Damage Spell you only roll once
means that some targets could be damaged and some for damage and apply the result to each target individually.
not. Any Rep lost by a Caster is not recovered until after the
Immediately carry out the results. Encounter is over, not after the fight on the Battle Board.
Casters are powerful but very fragile!
Example The Rep 4 Caster wants to cast a Damage Spell.
He targets the opposing Leader. I roll on the Casting Table
and pass 2d6. This means the spell affects four targets so I add
one figure to the targets left and two to its right.
I roll 2d6 for the Caster on the Shooting Damage Table and
score a total of 7. There are four Rep 4 targets. Three are
wearing AC 2 which gives them a Defensive Value of 6. They
are all Obviously Dead!
The 4th Rep 4 target is wearing AC 4 so with a Defensive
Value of 8, he is unaffected.

NPC SPELL CASTING


Non-Player Casters will roll to see what spell they will use
when casting. Heres how we do it:
Consult the NPC Spell Casting Table.
Roll 2d6 versus the Rep of the Caster.
Determine how many d6 are passed.
Go down the left-hand column to the appropriate row
then across to see what spell will be cast.

2 NPC SPELL CASTING


(Taken vs. Rep)

# D6 SPELL CAST
PASSED
2 Damage Spell.
1 Dazzle Spell.
0 Defend Spell.

Example Fizzbo is a NP Caster. His side won the Action roll


so he will go first. I roll 2d6 versus his Rep of 4. Scoring a 1
and 5, Fizzbo will attempt a Dazzle Spell.

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SHOOTING DAMAGE
SHOOTING When a hit is scored on the Shooting Table the shooter rolls to
see if any damage has occurred. Heres how we do it:
Missile troops can melee but should do so only as a last resort.
Missile troops can shoot from afar. Consult the Shooting Damage Table.
Add Rep and AC of the target. This is its Defensive
Value.
COVER The shooter rolls 2d6 versus the Defensive Value.
We use Cover in 2d6 Sword & Sorcery. Whether or not a Go down the left-hand column to the appropriate row
Battle Board has Cover is determined by the terrain generated and across to see what damage, if any, has occurred
for the Encounter (page 15). to the target.

HOW TO SHOOT 2 SHOOTING DAMAGE


(Adding the results together)
For simplicity we categorize all missile weapons together.
When directed by the Action or Charge Table Missile troops Defensive Value = Target Rep + AC
can shoot. Heres how we do it:
# RESULT
When directed by the Action Table the shooter can
target any figure it desires on the Battle Board subject More than DV Target Obviously Dead.
to target rules (Action page 6). Equal to DV Target Out of the Fight.
Consult the Shooting Table. Less than DV No effect.
The shooter rolls 2d6 versus its Rep and determines
how many d6 are passed. Example Continuing the previous example, the archer can
Go down the left-hand column to the appropriate row now roll on the Shooting Damage Table. First we must find
and read the results. out the Defensive Value of the Orc. Adding its Rep (4) to its
If a hit is scored go to the Shooting Damage. AC (4) gives us a result of 8.
The archer rolls 2d6 and scores a 6. Looking on the Shooting
Damage Table we see this is no effect. Uh, oh, time to melee.
2 SHOOTING
(Taken versus Rep)
Score of 6 is always a failure.

#D6 RESULT
PASSED
2 Hit. Go to Shooting Damage Table.
1 Miss if target charging or in Cover.
Otherwise go to Shooting Damage Table.
0 Miss.

Example An archer is being charged by an Orc. The Orc


rolls on the Charge Table (page 19) and passes 1d6. This
means the archer can fire. He rolls 2d6 versus his Rep of 4
and scores a 1 and 4. Looking on the Shooting Table on the
pass 2d6 row we see that the archer has scored a hit on the
Orc! We now go to the Shooting Damage Table.

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DAMAGE 2 CHARGE
(Taken versus Rep)

We use three types of damage in 2d6 Sword & Sorcery. Mounted Chargers will roll 3d6 counting best 2d6 results.

#D6 RESULT
OUT OF THE FIGHT PASSED
The figure has taken damage and falls to the ground. It cannot 2 Opponent cannot shoot.
continue the fight. If an active figure comes into contact with Go into contact and fight Melee.
an Out of the Fight figure it can choose to automatically 1 Opposing Caster can cast a Damage spell while
dispatch the figure or capture it. This is done by taking it off opposing Missile Class can shoot.
the Battle Board (page 5) or holding the Battle Board after the If survive, go into contact and fight Melee.
fight. 0 Remain in place and forfeit action.

OBVIOUSLY DEAD Example The Orc decides to charge the archer. I roll 2d6 on
the Charge Table versus its Rep of 4 and score a 1 and 6.
The figure has taken so much damage that it is obvious that Passing 1d6 allows the archer to fire at the Orc. He fires and
the figure is dead. hits, but doesnt cause any damage. The Orc moves into
contact and melee is now fought.
-1 TO REP

STOP!
During Melee the figure can have its current Rep reduced by1
point. Losing Rep is cumulative so it is possible for a figure to
have its Rep reduced drastically. If a figure reaches 0 Rep it
is Out of the Fight. If opposing figures reach 0 Rep at the Return to the Battle Board. Have the active Missile men shoot.
same time, ignore the result and fight another round of melee. What table do you use? For this example all figures count as
Continue until only one figure is left. After a figure has being in Cover.
completed all of its melees for the turn of activation, any lost
Rep is recovered. Review how the Shooting Damage Table is used. If I score a 2
and 6 against a Rep 4 AC 4 target, what happens? What
happens if I score a 3 and 6? What happens if I score a 2 and
4?
CHARGE Charge with all eligible Melee troops. If you pass 1d6 the
target of the charge could shoot or cast a spell upon you, but
To melee the enemy you must come into contact and that is you alone. Move all successful chargers into contact and leave
done by rolling on the Charge Table. Heres how we do it: the figures on the Battle Board.
Only an active figure can charge.
Consult the Charge Table,
Roll 2d6 versus the Rep of the charger.
Determine how many dice are passed.
Go down the left-hand column to the appropriate row
and across to see the results.
This could mean that the charger charges into
contact, gets shot at or a spell cast on him before
moving into contact, or the charger doesnt charge
and forfeits its action instead.
Note that if a figure is charged by more than one
figure and it could be allowed to shoot or cast. When
this occurs it can only do it once, at the figure it
desires.

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RETRIEVING WOUNDED
MELEE Characters can attempt to recover Out of Fight figures during
the Encounter. Here's how we do it:
Once contact is made the melee begins. Heres how we do it:
When active move the figure into contact with the
Consult the Melee Table. wounded figure.
Each figure rolls 2d6 versus its Rep. This is the only Pick up the wounded figure.
table where both sides roll! When next active or forced to leave the table by a
If fighting more than one figure all figures roll at the failed Will to Fight Test (page 20) the figure carries
same time and the defender applies his scores to all off the wounded figure.
of the attackers. Figures cannot fire weapons when retrieving figures.
Determine how many d6 each figure passed. Figures charged while retrieving figures will drop the
Go down the left-hand column to the appropriate wounded.
row. One figure could pass more d6 than the other or Figures fired on while retrieving wounded will count
the two figures could pass the same number of d6. as if in Cover, with any result of miss due to cover
Immediately carry out the results. This could result in counting as a hit on the wounded figure. Roll for
the loser going Out of the Fight, losing 1 point of damage normally on the Shooting Damage Table
Rep, or both figures losing 1 point of Rep. (page 19).

2 MELEE
(Taken versus Rep)

#D6 RESULTS
PASSED
Pass 2d6 Opponent Obviously Dead.
more
Pass 1d6 Missile troop or Caster winner:
more Fight another round of melee with both
figures counting a -1 to Rep.
Melee troop winner rolls 1d6:
If score is higher than losers AC = Out of
the Fight.
If score is equal or less than losers AC =
Fight another round of melee with loser
counting a -1 to Rep.
Pass same All troop types will fight another round of melee
with both figures counting a -1 to Rep.

Example Sir Billy Pink (Rep 5) is in melee with an Orc (Rep


4).
Pink rolls 2d6 and scores a 1 and 5, passing 2d6. The Orc
rolls 2d6 and scores a 1 and 5, passing 1d6. Looking on the
Melee Table we see Billy must roll 1d6 versus the AC (4) of
the Orc. I roll 1d6 and score a 3 less than the AC. The Orc
drops to Rep 3 and another round of melee is fought.
Another round is immediately fought and the Orc wins the
melee by passing 1d6 more. Billy has an AC of 6 and the Orc
scores a 5. Billys Rep drops by 1 point to 4.
Another round of melee is fought. Billy, now Rep 4, passes
2d6. The Orc, now Rep 3, passes 0d6 and goes Obviously
Dead! As the melees are over, Billys Rep returns to 5

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WILL TO FIGHT AFTER THE BATTLE


After all spells have been cast, shooting resolved, and melees If you are keeping the same characters to use in multiple
completed, the inactive side must see if it remains on the table. Encounters you must see if the Out of the Fight and those that
Heres how we do it: left the table will return. Heres how we do it:
Consult the Will to Fight Table. Consult the After the Battle Recovery Table.
Roll 2d6 versus the Rep of the Leader and determine Roll 2d6 versus the Rep of each qualifying figure.
how many d6 are passed. Determine how many d6 each figure passed.
Go down the left-hand column to the appropriate row Go down the left-hand column to the appropriate row
and across to see the results. This may result in none, and determine the results.
one or two figures leaving the Battle Board. Immediately carry out the results.
Stars can use Free Will (page 3).
2 AFTER THE BATTLE RECOVERY
2 WILL TO FIGHT
(Taken vs. Rep)
(Taken versus Rep of the Leader)
# D6 PASSED RESULT
Score of 6 is always a failure.
2 Figure returns to the Band
#D6 RESULTS 1 Recovered Out of the Fight figures return to
PASSED the Band.
Those that left the table before the Leader left
2 Carry On. do not return.
0 Figure does not return.
1 One figure leaves the table.
Lowest Rep Caster will leave first, followed by
lowest Rep Missile, then lowest Rep Melee. Example The archer left the table and the soldier went Out
Two figures leave the table. of the Fight. Lucky for him, his side won the fight and they
0
Lowest Rep Caster will leave first, followed by recovered him. I roll 2d6 versus the Rep 3 archer and score a
lowest Rep Missile, then lowest Rep Melee. 1 and 6. Passing 1d6 I see that the archer never returns. I roll
2d6 versus the Rep 3 soldier and score the same results
passing 1d6. I see that the soldier returns to the Band.
Example Three Gobbos are inactive and must now take the
Will to Fight Test. I roll 2d6 versus the Rep of the Leader (4)

STOP!
and score a 1 and 5. Passing 1d6 we see that one Gobbo will
leave. The Leader stays as he is a Rep 4 Melee troop. The
other two are Rep 3 but one is a Missile troop he leaves the
field and the battle continues. The Melee Table is the only table where both sides roll 2d6
and consult the table to see what happens. What if there are
two figures meleeing one figure?
Any -1 to Rep results are cumulative. It is possible to have
Rep reduced to 0, which is Out of the Fight. Melees arte
fought until one figure or the other wins.
Fight the melees. After all melees are done, all -1 to Rep
losses are recovered.
Now that all melees are over take the Will to Fight Test. Who
takes it? Review the results if passing 2d6, 1d6, and 0d6. How
does a Stars Free Will (page 3) work.
If the side passes the Will to Fight, continue the game with the
inactive side now becoming active. Fight the battle until it is
over. When is it over?

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TERRAIN PEFS
Encounters may specify what the terrain on the Battle Board PEF stands for Possible Enemy Force. We use PEFs to limit
will be. As terrain models are used for visual effect only you the intelligence the player has before and during the
can use whatever you already have. Encounter. By using PEFs we create an uncertainty as to the
size of the enemy force and its composition. Heck a PEF could
GENERATING TERRAIN be a false alarm and just a case of nerves! Here's how we do it:
PEFs have a Rep of 4.
Unless previously determined by the Encounter, players can
use the following system to generate terrain for the Encounter. Depending upon the Battle Board, there can be two
Heres how we do it: or three PEFs.
Clear Battle Boards have two PEFs.
Roll 1d6 and read the result as rolled. Cover Battle Boards have three PEFs.
1 4 = The terrain in the Encounter is Clear. The last PEF always contains the objective of the
5 6 = The terrain in the Encounter is Cover. Encounter.
PEFs will be resolved one after the other.
CLEAR Resolving a PEF will result in either contact or no
This terrain is flat and does not provide cover to figures when contact with the enemy.
on the Battle Board. Could be a street, grass, or even roof tops All contact must be resolved before moving on to the
next PEF.
COVER After all PEFs are resolved the Encounter is over.
This terrain has plenty of obstacles to hide behind and figures
on the Battle Board counts as being in cover. This comes into RESOLVING PEFS
play on the Shooting Table (page 19). Before moving onto the Battle Board the PEFs must be
resolved, from first to last. Heres how we do it:
Consult the PEF Resolution Table.
PLAYING THE GAME Roll 2d6 versus the PEF Rep of 4 and determine how
many d6 are passed.
Go down the left-hand column to the appropriate row
As you may or may not know, all THW games can be played and across to see the results.
solo, same side (cooperatively) and head to head If contact occurs, set up the Battle Board.
(competitively). Feel free to play anyway you like. If not, resolve the next PEF.
The solo and same side rules are brilliant. You do not draw a
card to see if a group moves; nor do you have to make the 2 PEF RESOLUTION
best decision for the non-player enemy. The game
(Taken versus PEF Rep of 4)
mechanics in 2d6 Sword & Sorcery does all that for you.
Playing with everyone on the same side is also great for # D6
teaching the game to newcomers and non-gamers. Playing PASSED RESULT
solo and same side starts with PEFs. 2 Contact! You have run into enemy. Roll 1d6:
1 = Two less than your figures.
2 = One less than your figures.
3 = Same number as your figures.
4 = Same number as your figures.
5 = One more than your figures.
6 = Two more than your figures.
Can never run into less than one enemy.
1 Somethings out there! Resolve all subsequent
PEFs using 3d6 counting the lowest two scores.
0 False alarm! If this is the last PEF and no contact
has occurred, count as if passed 2d6.

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WHO ARE THEY?
This will depend upon the enemy you are fighting. You can STOP!
use the following Enemy Table or the Lists weve provided
Each Encounter will have Clear or Cover terrain on its Battle
(pages 17 - 18). Heres how we do it:
Boards unless specified differently by the Encounter. What
Consult the Enemy Table. type is it if I roll a 4?
Roll 2d6 for each figure you need. Add the scores There will be two PEFs to resolve when the Encounter has
together and go down the left-hand column of the Clear terrain. How many does Cover terrain have? The last
appropriate row. This tells you the stats for the figure. PEF resolved is always the objective. The last PEF always
Repeat the process for each enemy you need. counts as passed 2d6 on the PEF Resolution Table (page 19) if
not contact has occurred prior.
2 ENEMY
Use the Enemy Table or Lists to generate the stats for your
(Adding the results together) enemies.
# TYPE CLASS REP AC How do you load up PEFs?

2 Raw Missile 3 2
3 Experienced Missile 4 4
4 Raw Melee 3 2
5 Raw Melee 3 4
6 Experienced Melee 4 2
7 Experienced Melee 4 2
8 Experienced Melee 4 4
9 Experienced Melee 4 4
10 Veteran Melee 5 4
11 Veteran Melee 5 6
12 Experienced Caster 4 2

LOADING UP PEFS
Heres a shortcut we highly recommend. Its called loading
up PEFs and will save you a lot of time. Heres how we do it:
Before the game generate your Non-Player enemies
from the Enemy Table or Lists. Be sure to do at least
7 figures.
Line them up from best to worse with the second and
fifth figure being a Missile troop and the sixth a
Caster.
When you contact the enemy, start from the first
figure and going towards the seventh, grab the
number of figures you need.
After the battle place them in order again, but behind
any figures you havent used.
Continue to do this for the whole Encounter. This
will give you a wide variety of enemy groups.

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Play continues until the player has accomplished his
ENCOUNTERS objective, been destroyed, or leaves the Battle Board.

We call your 2d6 Sword & Sorcery games Encounters. We RAID


have provided you with three Encounters. They are: In the Raid Encounter you are attacking the enemy camp.
Explore.
Raid. OBJECTIVE:
Defend (page 16). Your objective is to drive the enemy from their camp,
Explore will be your first Encounter. After that we use the located on the last Battle Board.
Next Encounter Table to see what your next Encounter will
be. Heres how we do it: FORCES
Go to the left-hand column and down to your last You can use up to your whole Band.
Encounter. Enemy forces will be generated normally (page 14).
Go across to the appropriate column depending upon
if you succeeded or failed in the last Encounter. This TERRAIN
tells you what Encounter is next. The terrain will be Clear (1 4) or Cover (5 6). The
If desired, just play what you want instead its your camp Battle Board will be Cover regardless of the
game! terrain generated.

X NEXT ENCOUNTER DEPLOYMENT


LAST MISSION IF SUCCEEDED IF FAILED Your Band will enter all Battle Boards.
Explore Raid Defend
Raid Raid Explore
SPECIAL INSTRUCTIONS
Defend Explore Defend Resolve two or three PEFs (page 13) depending if the
terrain is Clear or Cover.
If contact occurs move to the Battle Board.
EXPLORE Resolve all battles generated by the PEFs.
You are traveling the area looking for opportunities that may The camp will always be resolved as passing 2d6 on
arise. the PEF Resolution Table (page 19).
Play continues until the player has accomplished his
OBJECTIVE objective, been destroyed, or leaves the Battle Board.
Your objective is to resolve all of the PEFs found in
the Encounter.

FORCES
You can use up to your whole Band.
Enemy forces will be generated normally (page 14).

TERRAIN
The terrain will be Clear (1 3) or Cover (4 6).

DEPLOYMENT
Your Band will enter all Battle Boards.

SPECIAL INSTRUCTIONS
Resolve two or three PEFs (page 13) depending if the
terrain is Clear or Cover.
If contact occurs move to the Battle Board.
Resolve all battles generated by the PEFs.

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2D6 SWORD & SORCERY

DEFEND
Go across to see if any new Grunts can be recruited.
Use the Recruiting Table (page 5) to generate the
In this Encounter the enemy is out to destroy or drive you off stats for each new recruit.
the field. You must stop them from accomplishing their
objective. 2 NEW RECRUITS
OBJECTIVE (Taken vs. Rep)

Your objective is to resolve all of the PEFs found in A result of "6" is always a failure.
the Encounter and not be driven off the Battle Board. # D6 RESULT
PASSED
FORCES
2 You can recruit new Grunts to bring your Band
You can use up to your whole Band. up to full strength.
Enemy forces will be generated normally (page 14). 1 You can recruit one new Grunt.
0 No new recruits available.
TERRAIN
The terrain will be Clear (1 4) or Cover (5 6).

DEPLOYMENT
Your Band starts on the Battle Board.
STOP!
There are three types of Encounters. Your first is Explore and
the next is determined by using the Next Encounter Table
SPECIAL INSTRUCTIONS
(page 15).
Resolve two or three PEFs (page 13) depending if the
terrain is Clear or Cover. On a Raid the camp Battle Board is always the last one and
When resolved as contact, the enemy forces enter the counts as Cover for terrain.
Battle Board. On the Explore and Raid Encounters you move onto the Battle
Resolve all battles generated by the PEFs. Board. On the Defend Encounter you start and stay on the
Play continues until the player has accomplished his Battle Board with the enemy coming to you.
objective, been destroyed, or leaves the Battle Board.
After the Encounter, not after each battle, adjust any Reps to
your Band if needed. If you take losses during an Encounter,
you may be able to recruit new Grunts.
AFTERWARDS
Use this section only if you choose to use the same characters
for multiple Encounters called a Campaign.
After the Encounter is over and the After the Battle Recovery
Tests have been taken, its time to see what happens to you
and your Band members.

REP ADJUSTMENT
Check to see if you or your Grunts have their Rep increase or
decrease (page 4).

NEW GRUNTS
When your Band takes losses you may be allowed to recruit
more Grunts. Heres how we do it:
Consult the New Recruits Table.
Roll 2d6 versus your Rep.
Determine how many d6 are passed and go down the
left-hand column to the appropriate row.
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2D6 SWORD & SORCERY
ELVES SILVER
ARMY LISTS # TYPE CLASS REP AC
Want to be more specific, but still stay easy to play? Use these 1 Veteran Missile 5 2
fantasy Army Lists. Heres how we do it: 2 Veteran Missile 5 4
3 Veteran Missile 5 4
After you resolve a PEF as contact, come on over to 4 Veteran Melee 5 4
the lists and pick whichever one you want to use. 5 Veteran Melee 5 4
Roll 1d6 for each Grunt you need. 6 Elite Melee 6 4

DWARVES BLACK MOON GOBLINS


# TYPE CLASS REP AC # TYPE CLASS REP AC
1 Experienced Missile 4 2 1 Raw Missile 3 2
2 Experienced Missile 4 2 2 Raw Melee 3 2
3 Experienced Melee 4 4 3 Raw Melee 3 2
4 Experienced Melee 4 4 4 Raw Melee 3 2
5 Veteran Melee 5 4 5 Veteran Melee 5 4
6 Elite Melee 6 2 6 Experienced Melee 4 4

DWARVES RED SUN ORCS


# TYPE CLASS REP AC # TYPE CLASS REP AC
1 Experienced Missile 4 4 1 Veteran Melee 5 2
2 Experienced Missile 4 4 2 Experienced Melee 4 2
3 Veteran Melee 5 4 3 Elite Melee 6 4
4 Veteran Melee 5 4 4 Experienced Missile 4 2
5 Elite Melee 6 6 5 Veteran Melee 5 4
6 Elite Melee 6 2 6 Veteran Melee 5 4

ELVES BLACK MOON WERERATS


# TYPE CLASS REP AC # TYPE CLASS REP AC
1 Veteran Missile 5 2 1 Experienced Melee 4 4
2 Experienced Melee 4 2 2 Raw Melee 3 2
3 Veteran Melee 5 2 3 Raw Missile 3 2
4 Experienced Missile 4 2 4 Veteran Melee 5 4
5 Veteran Melee 5 4 5 Raw Melee 3 2
6 Elite Melee 6 4 6 Veteran Melee 5 4

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2D6 SWORD & SORCERY

CREATURE LIST 2 CREATURE LIST 4 5


(Adding the results together)

Heres a quick and easy Creature List. Remember that were # TYPE CLASS REP AC
only concerned with Class, Rep and AC so you wont see any
2 Elemental (1) Melee 6 6
special abilities or other defining characteristics. Heres how
3 Giant, Troll Melee 6 4
we do it:
4 Lycan Melee 6 4
After you resolve a PEF as contact, come on over to 5 Minor Demon (1) Melee 6 6
these lists and roll to see what you have met. 6 Serpent, Giant (1) Melee 6 6
Roll 1d6 and read the result as rolled. 7 Wraith Melee 6 6
Go down to the corresponding list. 8 Giant, Hill Melee 7 6
Roll 2d6, add the results together, and go down the 9 Major Demon (1) Caster 7 6
(1)
left-hand column to the appropriate row. 10 Treeman/First One Melee 7 6
Go across to see what you have run into. 11 Giant, Mountain (1) Melee 8 6
Where a (1) appears next to its name that means will 12 Dragon, Mature (1) Melee 10 6
only meet one of them. Youre welcome!
When meeting the other Creatures, there will be one
of them at the listed Rep and the rest 1 point of Rep 2 CREATURE LIST 6
lower but never lower than Rep 3. (Adding the results together)
See List roll for them on the appropriate Army List.
# TYPE CLASS REP AC
2 CREATURE LIST 1 2 Skeletons Special 3 4
(Adding the results together) 3 Zombies Melee 3 2
4 Ghoul Melee 4 2
# TYPE CLASS REP AC 5 Mummies Melee 4 2
6 Witch Caster 4 2
2 Bear Melee 4 4
7 Giant, Ogre Melee 5 4
3 Birds, Giant Melee 5 2
8 Hydra (1) Melee 8 6
4 Cats, Great Melee 5 2
9 Liche Caster 5 4
5 War Dogs Melee 4 2
10 Necromancer Caster 5 4
6 Wolf Melee 4 2
11 Petty Demon Melee 5 4
7 Gi-Ant Melee 4 6
12 Vampire Melee 5 4
8 Giant Rats Melee 5 4
9 Spider, Giant Melee 4 4
10 Mushroom Men Melee 4 4
11 Wererats See List x x
12 Lizard Men Melee 5 4

2 CREATURE LIST 2 3
(Adding the results together)

# TYPE CLASS REP AC


2 Beastmen Melee 5 2
3 Beastmen Melee 5 2
4 Dwarves Black Moon See List x x
5 Dwarves Red Sun See List x x
6 Elves Black Moon See List x x
7 Elves Silver See List x x
8 Orcs See List x x
9 Goblins See List x x
10 Orcs See List x x
11 Wererats See List x x
12 Lizard Men Melee 5 4
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2D6 SWORD & SORCERY
2 PEF RESOLUTION 2 CHARGE
(Taken versus PEF Rep of 4) (Taken versus Rep)

# D6 Mounted Chargers will roll 3d6 counting best 2d6 results.


PASSED RESULT #D6 RESULT
2 Contact! You have run into enemy. Roll 1d6: PASSED
1 = Two less than your figures. 2 Opponent cannot shoot.
2 = One less than your figures. Go into contact and fight Melee.
3 = Same number as your figures.
1 Opposing Caster can cast a Damage spell while
4 = Same number as your figures.
opposing Missile Class can shoot.
5 = One more than your figures.
If survive, go into contact and fight Melee.
6 = Two more than your figures.
0 Remain in place and forfeit action.
Can never run into less than one enemy.
1 Somethings out there! Resolve all subsequent
PEFs using 3d6 counting the lowest two scores. 2 SHOOTING
0 False alarm! If this is the last PEF and no contact
has occurred, count as if passed 2d6. (Taken versus Rep)
Score of 6 is always a failure.

2 ENEMY #D6 RESULT


(Adding the results together) PASSED
# TYPE CLASS REP AC 2 Hit. Go to Shooting Damage Table.
1 Miss if target charging or in Cover.
2 Raw Missile 3 2 Otherwise go to Shooting Damage Table.
3 Experienced Missile 4 4 0 Miss.
4 Raw Melee 3 2
5 Raw Melee 3 4
6 Experienced Melee 4 2
2 SHOOTING DAMAGE
7 Experienced Melee 4 2 (Adding the results together)
8 Experienced Melee 4 4 Defensive Value = Target Rep + AC
9 Experienced Melee 4 4
10 Veteran Melee 5 4 # RESULT
11 Veteran Melee 5 6 More than DV Target Obviously Dead.
12 Experienced Caster 4 2 Equal to DV Target Out of the Fight.
Less than DV No effect.
2 ACTION
(Taken versus Rep)
Score of 6 is always a failure.
Mounted figures will roll 3d6 counting all 3 results.

#D6 RESULT
PASSED
More Side that passed more d6 becomes active and will
d6 act.
Same Higher Rep acts. If equal Reps the moving side
number becomes active and will act.
of d6

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2D6 SWORD & SORCERY
2 CASTING 2 MELEE
(Taken versus Rep) (Taken versus Rep)
Score of 6 is always a failure. #D6 RESULTS
#D6 RESULT PASSED
PASSED Pass 2d6 Opponent Obviously Dead.
Success! Affects a number of Targets equal to more
2
the current Rep of the Caster. Pass 1d6 Missile troop or Caster winner:
Dazzle Spell causes the Targets to remain in
more Fight another round of melee with both
place and forfeit current or next action. figures counting a -1 to Rep.
Melee troop winner rolls 1d6:
Damage Spell causes the Caster to roll on
Shooting Damage Table against all affected If score is higher than losers AC = Out of
Targets. the Fight.
Defend Spell causes Targets to count as 1 If score is equal or less than losers AC =
Rep higher on the current turn of activation. Fight another round of melee with loser
counting a -1 to Rep.
1 Partial Success! Affects one Target. Pass same All troop types will fight another round of melee
Dazzle Spell causes the Target to remain in with both figures counting a -1 to Rep.
place and forfeit current or next action.
Damage Spell causes the Caster to roll on
Shooting Damage Table against the Target. 2 WILL TO FIGHT
Defend Spell causes the Caster to count as 1 (Taken versus Rep of the Leader)
Rep higher on the current turn of activation.
Score of 6 is always a failure.
0 Disaster! Spell fails and the Casters Rep is
reduced by 1 point for remainder of the #D6 RESULTS
Encounter. PASSED
2 If one or more friends have already left the table,
2 NPC SPELL CASTING count as passing 1d6.
Otherwise, Carry On.
(Taken vs. Rep)
1 One figure leaves the table.
# D6 SPELL CAST Lowest Rep Caster will leave first, followed by
PASSED lowest Rep Missile, then lowest Rep Melee.
2 Damage Spell. Two figures leave the table.
0 Lowest Rep Caster will leave first, followed by
1 Dazzle Spell.
0 Defend Spell. lowest Rep Missile, then lowest Rep Melee.

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