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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 DON’T 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 DON’T 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

© 2016 ED TEIXEIRA – TWO HOUR WARGAMES 3/8/2016

1
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 you’d be right. 2d6 Sword & Sorcery is easy to play, but suggestions:
fun. It’s easy to play, but still a challenge. It’s 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. It’s perfect for playing solo or on mechanics or head to head against others.
the same side with your friends. It doesn’t 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 it’s your game.
the same.
We’ve 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 let’s 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. 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.

© 2016 ED TEIXEIRA – TWO HOUR WARGAMES 3/8/2016

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.

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. 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

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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 figure’s 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. Here’s 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. Here’s 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. Here’s 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. Here’s how you were a failure – you only need to The Leader’s 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”.

© 2016 ED TEIXEIRA – TWO HOUR WARGAMES 3/8/2016

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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.

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. Here’s 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.
© 2016 ED TEIXEIRA – TWO HOUR WARGAMES 3/8/2016

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2D6 SWORD & SORCERY

TURN SEQUENCE ACTION


When one side enters the Battle Board combat begins. Here’s 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.
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.

© 2016 ED TEIXEIRA – TWO HOUR WARGAMES 3/8/2016

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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.

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). Here’s 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 Caster’s Rep is
reduced by 1 point for remainder of the
Encounter.

© 2016 ED TEIXEIRA – TWO HOUR WARGAMES 3/8/2016

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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.

NPC SPELL CASTING


Non-Player Casters will roll to see what spell they will use
when casting. Here’s 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.

© 2016 ED TEIXEIRA – TWO HOUR WARGAMES 3/8/2016

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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.

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. Here’s 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 now 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.

© 2016 ED TEIXEIRA – TWO HOUR WARGAMES 3/8/2016

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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.

© 2016 ED TEIXEIRA – TWO HOUR WARGAMES 3/8/2016

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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.

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. Billy’s 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, Billy’s Rep returns to 5

© 2016 ED TEIXEIRA – TWO HOUR WARGAMES 3/8/2016

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2D6 SWORD & SORCERY

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
Here’s how we do it: left the tab le will return. Here’s 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
Pass 2d6 Carry On. do not return.
more 0 Figure does not return.
Pass 1d6 One figure leaves the table.
more 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
Pass same Two figures leave the table. of the Fight. Lucky for him, his side won the fight and they
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 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?

© 2016 ED TEIXEIRA – TWO HOUR WARGAMES 3/8/2016

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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.

© 2016 ED TEIXEIRA – TWO HOUR WARGAMES 3/8/2016

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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.

© 2016 ED TEIXEIRA – TWO HOUR WARGAMES 3/8/2016

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2D6 SWORD & SORCERY
 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. Here’s 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 – it’s 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.

© 2016 ED TEIXEIRA – TWO HOUR WARGAMES 3/8/2016

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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, 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

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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. 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

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

© 2016 ED TEIXEIRA – TWO HOUR WARGAMES 3/8/2016

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2D6 SWORD & SORCERY

CREATURE LIST 2 CREATURE LIST 4 – 5


(Adding the results together)

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)

# 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 4
© 2016 ED TEIXEIRA – TWO HOUR WARGAMES 3/8/2016

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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 Something’s 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

© 2016 ED TEIXEIRA – TWO HOUR WARGAMES 3/8/2016

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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.
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.

© 2016 ED TEIXEIRA – TWO HOUR WARGAMES 3/8/2016

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