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Showing posts from April, 2026

Horses

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Horses were central to medieval warfare, and in chivalric literature they became idealized symbols of nobility, martial prowess and morality. From the cover of Chainmail. From the box (early version) of original Dungeons & Dragons .

OD&D: the (white) box

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A comprehensive reading of OD&D has to begin not just with the text, but with the box itself, because the cover art frames the kind of fantasy the game is inviting players to imagine before a single rule is read. The imagery signals tone, genre, and even implied style of play.  Notably, there were at least two distinct box versions: an earlier one that looks wooden, with an illustration depicting a mounted fighter in a heroic pose; and a later one, the famous white box showing an aged mage blasting a bunch of goblins or kobolds (at this point, these the creatures were difficult to tell apart).  The earlier woodgrain version. Image from Wasteland Fantasy . The later white version. Image captured from a pdf rerelease.

Goblins & Kobolds

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In the original D&D, Goblins and Kobolds were variants of the same monster. From the box (later version) of original  Dungeons & Dragons .

The Mage

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The Mage (or magic-user, as the class was originally called). From the box (later version) of original Dungeons & Dragons .

The Fighter

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The Fighter (or fighting-man, as the class was originally called). From the box (early version) of original Dungeons & Dragons .

Dungeon!'s contents

 Below is a list of  Dungeon!'s  contents: The box Introductory Game pamphlet Rulebook The map 1st level Monster Cards 2nd level Monster Cards 3rd level Monster Cards 4th level Monster Cards 5th level Monster Cards 6th level Monster Cards Wizard’s Spell Cards SOURCE:  Dungeon! , various game components.

D&D volume 3: The Underworld & Wilderness Adventures' table of contents

Below is a slightly touched version of  D&D volume 3: The Underworld & Wilderness Adventures'  table of contents: The Cover Page 1: front matter Page 2: Table of Contents Pages 3-5: THE UNDERWORLD Pages 6-7: Distribution of Monsters and Treasure Page 8: The Move Turn in the Underworld Page 9: Underworld Monsters Pages 10-11: Monster Determination and Level of Monster Matrix Pages 12-13: Avoiding Monsters Page 14: THE WILDERNESS Page 15: Castles Page 16: Movement Page 17: Wilderness Monsters Page 18: Wilderness Wandering Monsters Page 19: Evading in the Wilderness Page 20: Construction of Castles and Strongholds Page 22: Specialists Page 23: Men-at-Arms; Rumors, Information, and Legends Page 24: Player/Character Support and Upkeep; Baronies Page 25: Land Combat; Aerial Combat Pages 28-33: Naval Combat Page 34: Special Suggestions for Monsters in Naval Adventure Page 35: Healing Wounds; Time Page 36: Afterword Page 37: An illustration SOURCE:  D&D volume 3:...

D&D volume 2: Monsters & Treasure's table of contents

Below is a slightly touched version of  D&D volume 2: Monsters & Treasure's  table of contents: The Cover Page 1: front matter Page 2: Table of Contents Pages 3-4: Monster and Reference Table Pages 5-22: Monster Descriptions Pages 23-26: Magic/Maps Determination Table Pages 27-37: Explanations of Magic Items Page 38: Magical Items' Saving Throws Pages 39-40: Treasure Page 41: An illustration SOURCE:  D&D volume 2: Monsters & Treasure , page 3.

D&D volume 1: Men & Magic's table of contents

Below is a slightly touched version of D&D volume 1: Men & Magic's table of contents: The Cover Page 1: front matter Page 2: Table of Contents Page 3: Foreword (“Forward”) Page 4: Introduction Page 5: Scope; Equipment; Preparations for the Campaign Pages 6-8: Characters Page 9: Character Alignment, Including Monsters Pages 10-11: Determination of Abilities Page 12: Languages; Non-Player Characters Pages 13-14: Basic Equipment and Costs Page 15: Encumbrance; Weights and Equivalents Page 16: Levels and Number of Experience Points Necessary to Attain Them Pages 17-18: Statistics Regarding Classes Page 19: Alternative Combat System Page 20: Saving Throw Matrix Page 21: Spells Table — Magic-Users Page 22: Clerics Pages 23-33: Explanation of Spells Page 34: Magical Research; Books of Spells Page 34: An illustration SOURCE:  D&D volume 1: Men & Magic , page 3.

Chainmail's table of contents

Below is a slightly touched version of  CHAINMAIL 's table of contents: The Cover Pages 1-2: front matter Pages 3-4: Table of Contents  Pages 5-7: Introduction Page 8: RULES FOR MEDIEVAL MINIATURES Page 9: Turn Sequence; Terrain Effects Upon Movement Page 10: Terrain Selection; Movement; Formation and Facing Page 11: Fatigue; Missile Fire (Excluding Gunpowder and Catapults) Page 12: Catapult Fire Page 13: Gunpowder Weapons Pages 14-15: Melees Page 16: Melee Optionals Page 17: Morale Pages 18-20: Historical Characteristics (Optional) Page 21: Weather Page 22-24: Sieges Page 25: MAN-TO-MAN COMBAT Page 26: Jousting Page 27: Suggested Point Values Page 28: FANTASY SUPPLEMENT Page 29: Fantastic Characteristics; Hobbits, Sprites, Dwarves, Goblins, Elves Pages 30-32: Orcs, Heroes (and Anti-Heroes), Super Heroes; Wizards Page 33: Wraiths, Lycanthropes, Trolls Page 34: Balrogs, Giants, Ents, Dragons Pages 35-36: Rocs, Elementals Page 37: Wights Page 38: Magical Weapons; Air Movement Pa...

Levies

All the information below is taken from  Chainmail , except where noted: LEVIES Type:  Normal   Person (Human) Size:  Medium Morale:  4   ( Levies check for instability due to excess casualties at 1/4 losses) Move:  9" (Charge 12") Individual Combat:  - melees according to the weapon used on the  individual Melee table . - defends according to the  armor worn  (usual armor category is from 3 to 5 - usual category is 7 for Italian Levies) on the  individual Melee table  and the  individual Missile Fire table . Large-Scale Combat:  - melees as  Heavy Foot   ( Armored Foot if Italian Levies) on the  large-scale Melee table  (add an extra die if armed with pike or halberd); - defends from melee attacks as  Heavy  Foot   ( Armored Foot  if Italian Levies )on the  large-scale Melee table  (but see the trait  P...

Heavy Infantry

All the information below is taken from  Chainmail , except where noted: HEAVY INFANTRY Type:  Normal   Person (Human Soldier) Size:  Medium Morale: 5   (Elite Heavy Infantry has morale 6) Move:  9" (Charge 12") Individual Combat:  - melees according to the weapon used on the  individual Melee table ; some Heavy Infantry units can also make ranged attacks by throwing axes or spears - see the  Traits  section below; - defends according to the armor worn (usual armor category is from 3 to 5) on the  individual Melee table  and the  individual Missile Fire table . Large-Scale Combat:  - melees as  Heavy Foot   on the  large-scale Melee table  (add an extra die if armed with pike or halberd); some Heavy Infantry units can also make ranged attacks by throwing axes or spears - see the  Traits  section below; - defends from melee attacks as...

Ranged Weapons

Because of how they are used, all of the ranged weapons below (even the light ones) are considered effectively two-handed weapons. STANDARD RANGED WEAPONS These weapons are compact, mobile and usable in tight spaces: Bow  (called Short Bow in Chainmail ): A small, simple wooden bow. Range: 15' (see  Short Bow  on the  individual Missile Fire table  or use the  large-scale Missile Fire table  for large battles) Training required: Moderate; basic proficiency can be learned relatively quickly, but accuracy improves with practice. Crossbow : (called  Light Crossbow  in  Chainmail , and also known as hunting crossbow): A relatively small and easy-to-draw crossbow.  Range: 18' (see  Light Crossbow  on the  individual Missile Fire table  or use the  large-scale Missile Fire table  for large battles) Training required: Low; can be used effectively with minimal training compared to bows. Co...

Table: Gunpowder Weapons in large-scale combat

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From Chainmail , page 13.  

Reorganized Contents

Below is a reorganization of all the topics covered by the booklets of Chainmail and OD&D : OBJECT OF THE GAME Game Modes Themes CHARACTER CREATION TROOP CREATION EQUIPMENT Melee Weapons Ranged Weapons Armor (including Shields, Helmets and Barding) Other Equipment SCALE, SIZE AND MOVEMENT INDIVIDUAL COMBAT Jousts LARGE-SCALE COMBAT SIEGES SITE EXPLORATION (Dungeon Crawling) WILDERNESS TRAVEL FACTIONS Religious Military Orders Saracens UNITS Arbalesters Archers Arquebusiers Armored Infantry (including dismounted Knights , Condottieri Mercenaries, Italian City Levies, and Sergeants) Crews Crossbowmen Heavy Cavalry  (including Gendarmes, Knights and Reiters) Heavy Infantry (including Men-at-Arms, as well as Norman, Saxon Turkish and Viking Infantries) Horse Archers (including Magyar, Mongol,  Saracen  and Turkish Horse Archers) Knights (usually, a special class of Heavy Cavalry ) Levies (including Flemish and Italian Levies) Light Cavalry Scou...

Table: Missile Fire in Individual Combat

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The table below should be used for ranged attacks by individual soldiers (i.e. does not apply to catapults, cannons, dragon breath etc.): From Chainmail , Appendix B. NOTE: Thrown weapons in Individual Combat.  The  individual Missile Fire table  has no information on thrown weapons. There are two ways to solve this problem: 1. treat a thrown weapon attack as a melee attack with the appropriate weapon (see  the  individual Melee table ) that only lasts one melee turn and can only be answered by other thrown weapons; or 2. treat the thrown weapon attack as a Short Bow attack with a 3" range and that can only be used at short range, as well as the limitations mentioned in the note above.

Table: Melee in Individual Combat

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From Chainmail , Appendix B. NOTE: the second line on the bottom should probably be read as "If man is dismounted and PRONE, dice score of 7 or better kills."

Table: Melee in Large-Scale Combat

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From Chainmail , Appendix A.

Archers

This entry describes common archers; units such as longbowmen, crossbowmen and horse archers will be detailed in other entries. and hAll the information below is taken from  Chainmail , except where noted: ARCHERS Type: Normal   Person (Human) Size: Medium Morale:  4 (and check for instability due to excess casualties at only 1/4 losses) Move: 9” (Charge 12")  Attacks:  - in large-scale combat, does ranged attacks using the large-scale Missile Fire table (range 15", check the  Traits  section below) and melees as  Light Foot  on the large-scale Melee table ; - in individual combat, does ranged attacks using the individual Missile Fire table (short bow) and melees according to the weapon used on the individual Melee table  (but check the  Traits  section below). Defense:  - in large-scale combat, defends from melee attacks as  Light Foot  on the large-scale Melee table  an...

Table: Missile Fire for Large-Scale Combat

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The table below should be used for ranged attacks by troops, excluding gunpowder, catapult or magical attacks (i.e. it only applies to groups of soldiers attack with bows and crossbows):  From Chainmail , page 11. NOTE: Cover.  Soft cover such as brush, woods, waist-high fences, and walls reduces missile casualties by one-half (drop all fractions). Woods and overhead cover, such as roofs, prevent all indirect fire. If indirect fire is possible, casualties are not reduced by cover. Movable mantlets and walls with arrow slits make targets behind them, including missile troops firing through such slits, “arrow-proof,” unless indirect fire is possible.

Religious orders of knighthood

Religious Military Orders (High and Late Middle Ages) Typical units: Turcopoles ( Medium Cavalry ), Heavy Horsemen ( Knights ). Behavior: Knights of a religious order receive a +1 on all Morale dice and will never surrender, fighting on normally even if morale results call for it. Originally conceived as monastic communities, the first military orders included the Knights of the Holy Sepulchre and the Knights Hospitaller, founded after the First Crusade (1099). Their members would renounced worldly life to pursue religious devotion. Over time, however, some orders evolved into powerful and, at times, aggressive political and military forces. They were followed by the Order of Saint Lazarus (c. 1100), Knights Templar (1118), the Order of Montesa (1128), the Order of Santiago (1170), and the Teutonic Knights (1190). These warrior-monks combined monastic vows with armed service to defend Christian pilgrims and conquered territories during the Crusades. Most of the major crusades — the Fi...

Saracens

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Saracens (Early, High and Late Middle Ages) Army composition: Saracen infantry are all are Light troops, a high percentage of which are Archers armed with short bows (15" range). Saracen cavalry is predominantly Light Cavalry, with elite units being Medium Cavalry . Behaviour: Saracens will take no prisoners from religious orders of knighthood (Templars, Hospitallers etc.). “Saracen” was a catch-all term used for Arabs and Muslims by Europeans. In the 8th century, Arab-Berber forces crossed into Iberia, opening the door to the Muslim takeover of Spain. From the 11th century onwards, Middle Eastern Muslims defended against the European Crusades. Saracen warriors on the cover of Chainmail . NOTE: The Saracens of Chainmail are represented in by two “monster” entries in OD&D: the Desert Nomads and Dervishes. The Desert Nomads seem to represent the “typical” Saracens. Rules-wise, they are similar to OD&D's Bandits in most aspects except for composition of forces. OD...

Chainmail: the cover

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The game's full title is  Chainmail: Rules for Medieval Miniatures.  That tells us exactly what the game is: a toolkit for simulating medieval warfare with miniatures on the tabletop. The cover illustration shows a crusader  knight  (perhaps a member of a religious military order ), clad in  chainmail and helmet , striking with a  sword  from horseback . Opposing him are figures that appear to be Saracens , equipped with  spears  and  shields .

Heavy Cavalry

 All the information below is taken from  Chainmail , except where noted: HEAVY CAVALRY Type:  Normal   Person (Human) mounted on Normal Beast (Horse) Size:  Large Morale:  Morale 9 (check for instability due to excess casualties only at 1/2 losses) Move: 12" (Road Bonus 3", Charge 18") Attacks:  - in large-scale combat, melees as  Heavy Horse   on the  large-scale Melee table ; - in individual combat, melees according to the weapon used on the  individual Melee table . Defense:  - in large-scale combat, defends from melee attacks as  Heavy Horse  on the  large-scale Melee table  and from ranged attacks as Full Armor on the  large-scale Missile Fire table ; - in individual combat, defends according to the armor worn (usually chainmail or plate, and possibly a shield) on the  individual Melee table  (from melee attacks) or the  individual...

Medium Cavalry

 All the information below is taken from  Chainmail , except where noted: MEDIUM CAVALRY Type:  Normal   Person (Human) mounted on Normal Beast (Horse) Size:  Large Morale:  Morale 8 (if Knights, check for instability due to excess casualties only at 1/2 losses) Move: 18" (Road Bonus 6", Charge 24") Attacks:  - in large-scale combat, melees as  Medium  Horse   on the  large-scale Melee table ; - in individual combat, melees according to the weapon used on the  individual Melee table . Defense:  - in large-scale combat, defends from melee attacks as  Heavy Horse  on the  large-scale Melee table  and from ranged attacks   on the  large-scale Missile Fire table  according to exact equipment worn (either as as  Half-Armor or Shield ; or as  Full Armor ); - in individual combat, defends according to the armor worn (usually chainmail,...

Light Infantry

 All the information below is taken from  Chainmail , except where noted: LIGHT INFANTRY Type:  Normal   Person (Human) Size:  Medium Morale:  4 (and check for instability due to excess casualties at only 1/4 losses) Move 9” (Charge 12") Individual Combat:  - melees according to the weapon used on the  individual Melee table . - defends according to the  armor worn  (usual armor category is from 1 to 3) on the  individual Melee table  and the  individual Missile Fire table . Large-Scale Combat:  - melees as  Light Foot   on the  large-scale Melee table ; - defends from melee attacks as  Light  Foot   on the  large-scale Melee table  (but see the trait  Pole Arm Defense  below) and from ranged attacks on the  large-scale Missile Fire table  (usually as "unarmored" or as "half-armor or shield"). Traits: Pole Arm...

Armored Infantry

All the information below is taken from Chainmail , except where noted: ARMORED INFANTRY Type:  Normal   Person (Human) Size:  Medium Morale: 7 (usually; see variants below) Move: 6" (Charge 6") Attacks:  - in large-scale combat, melees as  Armored Foot   on the  large-scale Melee table  (add an extra die if armed with pike or halberd); - in individual combat, melees according to the weapon used on the  individual Melee table . Defense:  - in large-scale combat, defends from melee attacks as  Armored Foot   on the  large-scale Melee table  and from ranged attacks as Full Armor on the  large-scale Missile Fire table ; - in individual combat, defends according to the armor worn (usually chainmail or plate, and possibly a shield) on the  individual Melee table  (from melee attacks) or the  individual Missile Fire table  (from ranged attacks)...

The Fantastic Medieval Theme

The “medieval theme” that underlies  Chainmail  and the original  Dungeons & Dragons  ( OD&D ) is loosely defined.  Chainmail  is a wargame meant to model combat between units of soldiers. And, for all of its innovations,  OD&D  grew directly from this framework. For this reason, the theme of both games is, at its core, a martial fantasy based on the Middle Ages. The "medieval world" implied by both games seems to be populated almost exclusively by armed and armored men locked in a perpetual state of conflict, where everyone is defined by their “fighting capability”. The game’s medieval setting is not a functioning society, but a higher-order military structure: the Fighter’s path leads inevitably to building a castle and raising an army, becoming a lord in a land where the primary relationship is that of commander and soldier. When non-combatants do appear, it is only through the narrow lens of the fighting-man’s purpose. Peasants in...

Melee Weapons

For the how each type of weapon performs rules-wise, see  Chainmail 's  individual Melee table . The descriptions below simply offer some background historical information. SWORDS In the Middle Ages, swords were typically double-edged and made of steel. Though often associated with status and chivalry, swords were practical battlefield weapons, used by knights and infantry alike in conjunction with shields or as sidearms when primary, longer weapons were lost. Typical length: about 70 to 100 cm (27 to 39 inches) for the blade, with rarer, longer variants such as longswords reaching up to 120 cm (47 inches) or more overall. Training required: several months to a few years of regular training. SPEARS A spear is a pole weapon consisting of a wooden shaft with a pointed head, usually made of metal. It was one of the most common weapons in medieval warfare due to its reach, simplicity, and effectiveness. Spears could be used for thrusting in close combat or thrown as pr...

Knights

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In  Chainmail (1971) , a typical mounted knight fights as  Heavy Cavalry   (Norman Knights, however, fight as  Medium Cavalry ) and a dismounted knights fight as  Armored Infantry .  Chainmail  knights seem to want glory on the battlefield above which translates to the rules as the following behavior: Knights' Behavior (Chainmail): During a battle, whenever there is an enemy within charing range of a knight unit, roll a d6: on a six, the knight follows orders normally; on any other result, the knight unit will charge that enemy regardless of orders unless a 6 is rolled on an obedience die.  If a knight unit can see other friendly troops moving toward the enemy, it will always charge an enemy within charging range. If multiple enemy types are within charge distance, Knights will target them in this order: 1. Other Knights 2. Any other mounted troops 3. Baggage or missile troops firing upon them 4. Armored Foot 5. Missile-armed troops 6. Artillery o...

Armor

Chainmail is not consistent regarding armor: The  large-scale Missile Fire table  on page 11 defines three categories of armor: Unarmored; Half-Armor (or Shield); and Fully Armored. The  individual Melee table  in Appendix B defines four categories (each can be improved by the addition of a shield): No Armor; Leather (or Padded) Armor; Chain (or Banded, or Studded, or Splint) Mail; and Plate Armor. The  individual Missile Fire table  in Appendix B uses the term “class of armor” and assigns a number to each category in the individual Melee table. Lastly, the large-scale Melee table in Appendix A abstracts armor as a function of troop quality (Light Foot, Heavy Horse, etc.). Below is an attempt to make sense of the different types of armor the game deals with, mapping the eight categories of armor on the individual combat tables onto the large-scale combat considerations: GROUP A. NO PROTECTION AGAINST VOLLEYS OF ARROWS Treat these as "unarmo...