Chainmail with D&D - Part II : Chainmail with D&D

Introduction
Now we've spoken about Chainmail as a wargame in part 1, we will look at how we can integrate it into D&D. I could have named this installment as HOW CAN YOU INTEGRATE CHAINMAIL IN D&D (WITH SOME SIMPLIFICATIONS).

If you want to keep OD&D as pure as possible "as it was intended to be played with Chainmail", I suggest reading "Forbidden Lore" or "Using Chainmail to Resolve OD&D Combats". Here my attempt is not to present "how could Chainmail have been intended to be used when OD&D came out", but rather "how can we use Chainmail nowadays to craft a D&D combat system". This is not a retro-clone of OD&D+Chainmail, neither is it a historical piece, but rather a re-imagining of Chainmail to suit D&D combat needs.

Some rules, even if fundamental, like movement, are not really tackled here. This is because I feel it is very different from one edition to another, and even from Chainmail to OD&D. Therefore, choose your preferred method for movement, terrain, fatigue and everything regarding time and space. Only initiative and turn sequence is kept here in order to create a framework that's workable. But you could very well use what I will be describing within a B/X initiative/turn sequence format also.

1. Fighting Capability
Each PC is one figurine that's represent by a score of hit dice, represented by a "man". In other words, a hero, representing 4 men, have 4 hit dice, which means he is as efficient on the battlefield as four war-trained men. This is his combat fighting capability, or FC.

All classes follow the same matrix according to their worth in men/HD as per D&D normal rules (for OD&D, this means 1 per level for fighter, 1 per level for clerics with some exceptions, and 1 per two level for magic-user with some exceptions):

Some classes or items grant bonuses, such as 2HD + 1, or 2 Man + 1 for fighting man. This means that when throwing dice as 2 man, he will add +1 to the highest result. This also doesn't affect class-related abilities, such as figthing-man being able to use all weaponry (including magical one), cleric and magic-user magical abilities, etc.

It is suggested that henchmen/hirelings are worth 1/2 man just as small and weak humanoid creatures (like kobold or goblins), unless they are war-trained, in which cases they are now valued as 1 man. Peasants and other non-combattants should be valued as 1/4 man. In the strange case where you have less than one die to throw, you could always interpret that you need to roll a 6 on your dice no matter what, representing that even a lucky and enraged peasant can still be a problem. In the same sense, if something kills one hit dice worth of creatures, and you are figthing against 1/4 man-type, then you kill/rout 4 creatures per turn.

2. Initiative and Combat Turn Sequence
Here is a turn sequence in combat:

  1. Both side declare general actions to be taken, including spells to be cast.
  2. Both opponents roll a die; the side with the higher score has the choice of electing to move first (Move) or last (Counter-move). If one side is ambushing or in major tactical advantage, the Referee can elect to instead give the choice to that side first.
  3. The side that has first move can:
    1. moves its figures;
    2. make a split move and fire; or
    3. make a missile fire.
  4. The side that has last move now makes the same sequence as the winning side in step 2
  5. Artillery fire is taken. Magic is resolved. Creatures casting spells in melee or that are targetted by artillery/missile fire will have to postponed their spell to the other turn.
  6. Missile fire is taken.
  7. Melees are resolved. This include all types of melee, such as Man-to-Man and Fantasy Combat.
  8. Steps 1 through 7 are repeated throughout the remainder of the game.


3. Mass Combat
When figthing multiple enemies, or being inserted in a unit of troops on the battlefield, each PC will roll 1d6 for every FC. He will then compare his AC with the following table to determine his Troop type:

  • AC 9-8 (no shield or armor): Light Foot, Light Horse if mounted
  • AC 7-4 (leather through chain armor): Heavy Foot, Medium Horse if mounted
  • AC 4-2 (heavy chain or plate armor): Armored Foot, Heavy Horse if mounted
He will then use the following Chainmail table to determine success of each attack:


Every hit is one hit dice removed from the opponent side. If every target has one hit dice maximum, then every hit is one opponent that is killed.

Morale
Morale is to be checked at the end of every round where severe losses where taken, or when one third of a group is lost. This is important for henchmen and hirelings with the PCs, but also the enemies under the control of the Referee. Roll 2d6:
  • Light Foot or Inexperienced Combatants: 8 or better
  • Heavy Foot: 7 or better
  • Armored Foot and Hardened Veterans of any Type: 6 or better
  • Elite of any Type: 5 or better
  • Heroes and Superheroes: 4 or better
If the roll is higher to, they keep fighting. If it is equal to, they move back "one move" (as per your edition). If they fail by one, the Referee could decide, depending on the type, ot have them move back two move, or use the next increment: if they fail the roll, they are routed (back turned). Some with a reaction roll that was favorable might instead elect to surrender, especially if the opponents are of Law alignement.

Flanking and Back Attack
Flanking and Back Attack grants surprise, which means that the group attacking attack first. Referees might also elect to give a temporary bonus of +1 or +1 dice for the charge. A counter-charge move (with proper equipement, such as pike) can reverse this situation.

4. Man-to-Man Combat
When figthing in a duel, or a 1v2, 2v2 or other such small fight, it is possible instead to use the Man-to-Man Combat.

In this case, roll 2d6 for each FC and compare with the following table:
Each success is a hit deduced from the opponent.

Initiative
Initiative for the first turn is determined in order by:
a) The attacker, unless
b) the defender has a weapon which is two classes higher [determined by the weapon matrix], or
c) the defender is fighting from above (castle wall, rampart, etc.).

Then, for subsequent turn:
a) the side which struck first blow previously, unless
bl the opponent has a weapon which is two classes lower, 
c) the opponent is fighting from above, or
d) all of the above is trumped if the attack is a surprise (flanking/back attack)

Parry
When elected to be hit, a target can (unless other subrules, such as being strucked from the back, intervene) decide to "parry":
For any weapon 2 ormore classes higher than the attacker the ability to parry does not exist. For any weapon 1 class higher to three classes lower than the attacker the defender may parry the blow by subtracting 2 from the attacker's roll, but he has no counter blow. 
For any defender whose weapon is four to seven classes lower than the attacker, the defender has the option to give the first blow OR parry the attacker's blow, by subtracting 2 from the attacker's roll. If the attacker equals the original requirement for a kill the higher weapon breaks the defender's weapon. I f the parry is successful, the defender gets one counter blow. 
For any weapon whose class is eight or more classes lower than the attacker, the defender gets the first blow and may parry the second or strike the second. He subtracts one for the parry and a roll equal to the original kill requirement breaks the weapon. Pikes, spears or lances of the attacker do get the first blow over lower class weapons if there is a charge. Here the length of the weapon prevents the defender, even with his lighter weapon, the ability to get the first blow.

Grappling*
Attack as normal, without weapons. The successful attackers and defender both roll a combined number of d6's equal to their Hit Dice.

On a tie, both parties struggle, neither able to take action.

If the defender wins, he throws off all the successful attackers. They are stunned for a round. He may take his action as normal.

If the attackers win, the defender is pinned and helpless.

5. Fantasy Combat
When figthing fantasy creatures, instead use the following table where rolling above the number is a success and the defender is killed, rolling equal to forces the opponent to back, and rolling under has no effect:

Creatures not present on the list cannot affect fantasy creatures unless they use spells or magical weapons. In the case of magical weapons, they are considered as Hero -1.

For Wizards, consider the level of spell to determine where they should roll on the matrix (i.e. high level spell will count as a Wizard attack on the matrix, whereas a low-level spell such as magic missile would count as a missile attack of a hero-type).

6. Other Rules
Mounted Combat
Mounted PCs are counted as mounted for the resolution of combat (as per the Troop type). They also are considered as +1HD because of their horse and will hit at +1 against Fantasy creatures. However, their horse will have morale check against some terrifying Fantasy creatures.

Jousting & Siege
No change from the original Chainmail system is needed if you want to integrate it. For Siege, I would suggest using the Chainmail rules of calculating magic and magical creature as siege engine, such as fireball being a catapult.

Conclusion
As you can see, this is just a simplified and adjusted way of putting this into D&D. You could use it with OD&D, AD&D, B/X, etc. with minimal consideration. That would just mean tossing out the "alternative combat system", i.e. the d20 resolution mechanic.

In the next installment, I will deal with how I intend to rework all of this in my own campaign plus some additional thoughts.

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