Professional Documents
Culture Documents
2d6 Swords and Sorcery PDF
2d6 Swords and Sorcery PDF
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.
2D6
SWORD
& SORCERY!
***************************************************
2HW – 2d6 S&S
FREE
WRITTEN BY ED TEIXEIRA
1
2D6 SWORD & SORCERY
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. We’ve broken the ways. Here’s 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 you’ve 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 can’t 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.
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 Star’s 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.
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. Here’s 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 character’s Star Power
for the rest of the Encounter.
© 2016 ED TEIXEIRA – TWO HOUR WARGAMES 3/8/2016
3
2D6 SWORD & SORCERY
REPUTATION Any other result and you are fine.
4
2D6 SWORD & SORCERY
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 Leader’s Rep, he leaves the Band.
5
2D6 SWORD & SORCERY
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.
Here’s 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). can’t 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 don’t 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.
6
2D6 SWORD & SORCERY
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.
7
2D6 SWORD & SORCERY
CASTING DAMAGE
When a Damage Spell is successfully cast we must determine
what damage each target has taken. Here’s 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 target’s 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.
# D6 SPELL CAST
PASSED
2 Damage Spell.
1 Dazzle Spell.
0 Defend Spell.
8
2D6 SWORD & SORCERY
SHOOTING DAMAGE
SHOOTING When a hit is scored on the Shooting Table the shooter rolls to
see if any damage has occurred. Here’s 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.
#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.
9
2D6 SWORD & SORCERY
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 doesn’t 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. Here’s 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 doesn’t 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.
10
2D6 SWORD & SORCERY
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. Here’s 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 loser’s AC = Out of
the Fight.
If score is equal or less than loser’s 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.
11
2D6 SWORD & SORCERY
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 Star’s 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?
12
2D6 SWORD & SORCERY
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
Here’s 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. Here’s 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 Something’s 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.
13
2D6 SWORD & SORCERY
WHO ARE THEY?
This will depend upon the enemy you are fighting. You can STOP!
use the following Enemy Table or the Lists we’ve provided
Each Encounter will have Clear or Cover terrain on its Battle
(pages 17 - 18). Here’s 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
Here’s a shortcut we highly recommend. It’s called “loading
up” PEFs and will save you a lot of time. Here’s 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 haven’t used.
Continue to do this for the whole Encounter. This
will give you a wide variety of enemy groups.
14
2D6 SWORD & SORCERY
Play continues until the player has accomplished his
ENCOUNTERS objective, been destroyed, or leaves the Battle Board.
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.
15
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, it’s 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. Here’s 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.
© 2016 ED TEIXEIRA – TWO HOUR WARGAMES 3/8/2016
16
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. Here’s 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
17
2D6 SWORD & SORCERY
Here’s a quick and easy Creature List. Remember that we’re # TYPE CLASS REP AC
only concerned with Class, Rep and AC so you won’t see any
2 Elemental (1) Melee 6 6
special abilities or other defining characteristics. Here’s 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. You’re 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 4
2 CREATURE LIST 2 – 3
(Adding the results together)
18
2D6 SWORD & SORCERY
2 PEF RESOLUTION 2 CHARGE
(Taken versus PEF Rep of 4) (Taken versus Rep)
#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
19
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.
2 Success! Affects a number of Targets equal to more
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 loser’s AC = Out of
Targets. the Fight.
Defend Spell causes Targets to count as 1 If score is equal or less than loser’s 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 Caster’s Rep is
reduced by 1 point for remainder of the #D6 RESULTS
Encounter. PASSED
Pass 2d6 If one or more friends have already left the table,
2 NPC SPELL CASTING more count as passing 1d6.
Otherwise, Carry On.
(Taken vs. Rep)
Pass 1d6 One figure leaves the table.
# D6 SPELL CAST more Lowest Rep Caster will leave first, followed by
PASSED lowest Rep Missile, then lowest Rep Melee.
2 Damage Spell. Pass same Two figures leave the table.
1 Dazzle Spell. Lowest Rep Caster will leave first, followed by
0 Defend Spell. lowest Rep Missile, then lowest Rep Melee.
20