TSR 2008 - Chainmail, 3rd Edition.pdf

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Chainmail
rules for medieval miniatures
3rd
Edition
by
Gary Gygax
&
Jeff Perren
ILLUSTRATED BY DON LOWRY
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TABLE OF CONTENTS
Page
INTRODUCTION
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RULES FOR MEDIEVAL MINIATURES
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Turn Sequence ...............................
Terrain Effects Upon Movement ......................
Terrain Selection .............................
Movement .................................
Formation and Facing ...........................
Fatigue ..................................
Missile Fire (excluding Gunpowder and Catapults) ............
Catapult Fire ...............................
Gunpowder Weapons ............................
Melees ..................................
Melee Optionals ..............................
Morale ...................................
Historical Characteristics (Optional) ...................
Weather ..................................
Sieges ...................................
MAN-TO-MAN COMBAT
Jousting ..................................
Suggested Point Values ..........................
FANTASY SUPPLEMENT
Fantastic Characteristics .........................
Hobbits, Sprites, Dwarves, Goblins, Elves ...............
Orcs, Heroes (and Anti-heroes), Super Heroes .............
Wizards .................................
Wraiths, Lycanthropes, Trolls ......................
Balrogs, Giants, Ents, Dragons .....................
Rocs, Elementals ............................
Wights. .................................
Magical Weapons .............................
Air Movement ...............................
Catapult Fire vs. Fantastic Figures ....................
Combination Figures ............................
Fantastic Sieges ..............................
General Line-up .............................
TABLES
Combat Tables ...................... 40
Man-to-man Melee Table ................ 41
Individual Fires with Missiles .............. 41
Jousting Matrix ..................... 42
Fantasy Reference Table ................. 43
Fantasy Combat Table .................. 44
APPENDIX A
APPENDIX B
APPENDIX B
APPENDIX C
APPENDIX D
APPENDIX E
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Introduction
Games based on warfare have interested men for centuries, as such games as
checkers and chess prove. The latter games are nothing less than the warfare of
the period in which they were developed, abstracted and stylized for play on a
board. Chess is so abstracted that it is barely recognizable as a wargame. At the
other end of the spectrum, and of much more modern invention, are military
miniatures. By use of figures scaled down to an inch or two in size the players
more realistically simulate warfare and are not tied to a stylized board. Minia-
ture warfare allows the combatants to have a never ending variety of battles
over varying terrain, even refighting historic actions involving tremendous
armies I
In order to play a wargame it is necessary to have rules, miniature figures
and accompanying equipment, a playing area, and terrain to place upon it.
There can be no doubt that you have fulfilled the first requirement, for you have
purchased this set of rules. Your troops can be any scale that you desire. The
playing area that the battles are fought out upon should be a table rather than
the floor. It can be from a minimum of 4' to a maximum of 7' wide, and it should
be at least 8' in length. These sizes will assure ample room for maneuver. There
are several methods of depicting the terrain features generally used for wargames,
such as hills, woods, rivers, roads, etc.
First, you can utilize odds and ends to simulate terrain, or buy commercial
materials from your hobby supplier, and lay them out on a flat surface to form
the battleground. Scraps of wood with the edges and corners smoothed are pyra-
mided to form hills of varying size and elevation. Twigs with pieces of green
sponge or lichen stuck on and set in clay bases serve as miniature trees. Rivers
are drawn with blue chalk or made with strips of blue plastic or felt. Roads are
represented in much the same way as rivers, only brown is used. With a little
imagination almost any kind of terrain can be constructed in like manner.
A more advanced method is to construct terrain on 2' x 2' pieces of masonite
or similar material, sculpting hills, gullies, ridges, rivers, and so on with plas-
ter and/or paper mache. Trees and houses are set into the soft modeling com-
pound, and permanent sections of wargaming terrain are thus made. When a
game is to be played, the terrain blocks are simply laid out to form the kind of
battlefield desired.
Finally, the most complicated form of wargaming table is the sand table. A
sand table is really nothing more than a flat table with a raised edge to allow
the top to be covered with a few inches of sand. Of course, all that sand will
weigh very much when wetted down to form terrain features, so the table must
be of very sturdy construction and rest on a basement or garage floor. The sand
table's greatest advantage is that it allows full rein to the players' desires for
differing landscape, and it provides the most realistic looking battlefields for
miniature warfare.
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