Swordplay 2020
Swordplay 2020
2018
WELCOME TO THE THW WORLD!
What: A free introduction to the Gaming System used by THW
Game Design and Two Hour Wargames.
Playability: Designed with the solo gamer in mind, all THW games
can also be played with all players on the same side or head to head.
                                                            2HW – SP
                                                               $10.00
  Includes color counters to get you into the game ASAP!
WRITTEN BY ED TEIXEIRA
UNLIMITED REP?
Yes, unlimited Rep. Here’s how we do it:
   •   Your Characters can roll for Increasing Rep
       normally. Cash in any Increasing Rep d6,
       roll 1d6 for each one and score a “6” and
       your Rep goes up one point.
   •   Your Star Power goes up as well.
That’s the good news.
BUT…
Your Rep can go as high as you want but there are
still some things that can even the playing field with
your enemies:
   •   A roll of “6” is still a failure on the tables
       like Action, Shooting, Melee, Will to Fight
       and any of the ones that have it listed.
   •   New enemy generation:
       • The enemies, except for their Leader, are
           generated normally for the set of rules
           you are using.
       • When you run into enemies roll 1d6 and
           read the result as rolled.
           • 1, 2 or 3 = The Leader of the
               enemies is 1 point lower than your
               Rep.
           • 4 or 5 = The Leader of the enemies is
               the same Rep as you are.
           • 6 = The Leader of the enemies is 2
               points lower than your Rep, but
               never lower than the listed Rep.
Example – Billy Pink (Rep 6) runs into a gang of
Thugs. I use the listed Reps for the Thugs and roll
1d6 for the Rep of the Leader. I score a 6 – this
makes it a Rep 4 but as he is listed as Rep 5, I use
the Rep 5.
Later Billy runs into three Xeogs. Two of them are
Rep 4. I roll for their Leader (Rep 5) and score a 4.
She is now a Rep 6.
   •   Enemy Leaders will always match up with
       your Leader.
                                                                                                  1
                                                                                SWORDPLAY 2018
    Casting Spells .................................................................... 16             Forces ................................................................................ 22
    Casting Damage................................................................. 16                 Deployment ....................................................................... 22
    NPC Spell Casting ............................................................. 16                 Special Instructions ........................................................... 22
Shooting ................................................................................. 16          Loot and Destroy ............................................................... 22
    Cover ................................................................................. 16         Are They Friends or Foes? ................................................ 22
    How to Shoot ..................................................................... 17              Rescuing the Hostages ...................................................... 22
    Shooting Damage .............................................................. 17                  Character Journal .............................................................. 23
Melee ..................................................................................... 17         Character Journal .............................................................. 23
    Retrieving Wounded .......................................................... 17                   Character Journal .............................................................. 23
Damage .................................................................................. 18           Character Journal .............................................................. 23
    Obviously Dead ................................................................. 18                Character Journal .............................................................. 23
    Out of the Fight ................................................................. 18              Character Journal .............................................................. 23
    -1 to Rep ............................................................................ 18
Will to Fight ........................................................................... 18
After the Encounter ................................................................ 18
    Rep Adjustment ................................................................. 18
Playing the Game ................................................................... 19
PEFs ....................................................................................... 19
    How Many PEFs................................................................ 19
    Resolving PEFs ................................................................. 19
    Who Are They? ................................................................. 19
    How Many of Them?......................................................... 20
    Are They Friends or Foes? ................................................ 20
Encounters ............................................................................. 20
    Next Encounter .................................................................. 20
Explore ................................................................................... 21
    Objective ........................................................................... 21
    Forces ................................................................................ 21
    Deployment ....................................................................... 21
    Special Instructions ........................................................... 21
    Are They Friends or Foes? ................................................ 21                                 WHEN YOU’RE READY FOR MORE…
Defend.................................................................................... 21
    Objective ........................................................................... 21
    Forces ................................................................................ 21
    Deployment ....................................................................... 21
    Special Instructions ........................................................... 21
Raid ........................................................................................ 22
    Objective ........................................................................... 22
© 2018 ED TEIXEIRA – TWO HOUR WARGAMES 5/8/2018
                                                                                                   2
                                                      SWORDPLAY 2018
No two games will ever play out the same.                                   •    Six-sided dice, referred to as d6. It is best to have
                                                                                 three per player.
Now let’s get started!                                                      •    Counters or any combination of metal, plastic or
                                                                                 paper minis in a consistent scale of your choice.
WORD OF ADVICE                                                                   Heck, you can even play with pen and paper.
Be sure to read the rules one section at a time and do the                  •    An 8” x 10” flat area that we call the Battle Board.
review and easy exercises in the Stop boxes. We’ve broken the                    This can just be a space on the table, but we’ve
rules down into smaller pieces to make it easier to learn. Yes, I                included one for your use.
know some of you may have gaming experience, but still
should use the Stop boxes as our mechanics may be a bit                 THE DICE – D6
different than what you’ve played before.
                                                                        During the game, you will be required to roll dice in one of
If you have a question about the rules keep reading as the              four ways. Here’s how we do it:
answer will be coming along shortly. But if you can’t find the
answer check out the THW Forum link below for answers to                    •    TAKEN VERSUS REP: Roll 2d6 and compare each
questions and free downloads.                                                    score versus the Rep (page 10) of the Character. If
                                                                                 the d6 score is equal or less than the Rep, the d6 has
         http://site.twohourwargames.com/forum/index.php                         been passed. You can pass 2d6, 1d6, or 0d6.
You can expect a response within 24 hours.
                                                                        Example – A Shooter (Rep 4) wants to fire on the Shooting
                                                                        Table (page 24). I roll 2d6 and score a 1 and 5 – passing 1d6.
                                                                            •    READ THE RESULT AS ROLLED. Read it just like it
                                                                                 says. You may be asked to add the scores together or
                                                                                 roll 1d6 a second time.
                                                                            •    ROLLING A 1/2D6. When you are asked to roll a
                                                                                 1/2d6 roll 1d6.
                                                                                 • 1 or 2 = 1.
                                                                                 • 3 or 4 = 2.
                                                                                 • 5 or 6 = 3.
                                                                            •    WHEN YOU SEE NUMBERS IN PARENTHESIS after a
                                                                                 word, that event will occur if that number is rolled.
                                                                    3
                                                     SWORDPLAY 2018
Example – Haldor comes upon a rickety vine bridge. There is
a chance (1) that it is completely destroyed. I roll 1d6 and
score a 4. The bridge is intact, but Haldor must take a
                                                                     USING THE TABLES
Challenge Test (page 12) to make it across safely.
                                                                     The tables are easy to memorize and use. In fact, all you need
                                                                     to play your games are on two pages (pages 24 & 25). Here’s
HOW MANY D6?                                                         how we do it:
The number of d6 to roll will be in the upper left-hand corner
of each table. Note that in some THW rules you may have this             •    Consult the appropriate table for what you are doing
number modified by Attributes and Circumstances found on                      – Shooting, Melee, Challenge, etc.
some tables!                                                             •    Roll the number of d6 found in the upper left-hand
                                                                              corner of the table – usually 1d6 or 2d6.
                                                                         •    Modify the number of d6 rolled by any applicable
CHARACTERS                                                                    Circumstance or Attribute for that table.
Characters are used on the Battle Board (page 14). Be sure               •    Go down the left-hand column to the appropriate row
that they are based individually as each represents one                       for the number of d6 you have passed or result
Character or Creature.                                                        scored.
                                                                         •    Go across the row and carry out the result.
USING COUNTERS OR FIGURES
If you want, you can use figures instead of counters to
represent the Characters in the game. Regardless, if you do or
don’t, both are used the same way. Here’s how we do it:
                                                                     DEFINING CHARACTERS
    •    Carry On – When Carrying On (fully functional),             Swordplay 2018 is played with individual Characters that are
         place the counter so its bottom edge is facing the          defined in the following ways.
         Battle Board edge closest to the player. Place the
         figure facing the enemy. The Character can see and              •    Is it a Star or a Grunt?
         be seen by the enemy.                                           •    What is its Race?
    •    Duck Back (page 15) – When Ducked Back (hidden                  •    Does it have any Attributes?
         in cover), place the counter so its bottom edge is              •    What is its Alignment?
         facing the Battle Board edge opposite from the                  •    What is its Reputation?
         player. Place the figure with its back to the enemy.            •    What is its Class?
         The Character cannot see or be seen by the enemy.               •    What is its Armor Class?
    •    Obviously Dead (page 18) – When Obviously Dead
         flip the counter over, face down. Lay the figure face
         down.
    •    Out of the Fight (page 18) – When Out of the Fight          STARS AND GRUNTS
         turn the counter sideways and face up. Lay the figure
         face up. The Character can be seen by the enemy.            We use two types of Characters, called Stars and Grunts.
Here’s how to read the counters we’ve included in the game.
                                                                         •    STARS – The Star represents you, the player. We
                                                                              suggest your Star begin with a Reputation of 5.
                                                                         •    GRUNTS – These are the Characters that do not
                                                                              represent a player. They may be friends or foes and
                                                                              will come and go as your Story progresses. All
                                                                              Grunts are controlled by the game mechanics. Your
                                                                              Grunts will try and do the best they can in the
                                                                              situations you put them in while trying to stay alive.
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                                                      SWORDPLAY 2018
But Stars? That's you. You will see that you have more                EXTRAORDINARY EFFORT
freedom, as in real life, to do what you want, as well as some
                                                                      An Extraordinary Effort is something a Star can do in difficult
distinct advantages that separates you from the Grunts.
                                                                      situations. Anytime the Star rolls d6 it can choose to use an
                                                                      Extraordinary Effort and roll a bonus d6. Here’s how we do it:
STAR ADVANTAGES                                                           •    When the Star rolls d6 he can choose to roll another
As a Star in Swordplay 2018 you have three important                           d6 and add the result to the original d6 rolled.
advantages – Star Power, Extraordinary Effort and Free Will.              •    This can be when he is rolling the d6 or after they
                                                                               have been rolled.
STAR POWER                                                                •    The Star is allowed only one Extraordinary Effort per
Star Power is the ability of a Character to ignore normally                    Encounter.
disabling damage. Here’s how we do it:                                Example – Haldor (Rep 5) is in melee with a Feral Vampire
    •    Stars start each Encounter with 1d6 of Star Power for        (Rep 4). He will roll 2d6 and the Vampire 3d6 as it has the
         each point of Rep. So a Rep 5 Star starts with 5d6           Rage Attribute. Haldor rolls 2d6 and passes 2d6. The Vampire
         Star Power.                                                  rolls 3d6 and passes 1d6!
    •    Whenever a Star takes damage it rolls its current Star       Haldor now chooses to use his Extraordinary Effort and rolls
         Power d6. Read each d6 as rolled.                            another 1d6 and passes. Added to the originally passed 2d6,
         • Any result of 1, 2, or 3 reduces the damage by             he has passed a total of 3d6, 2d6 more than the Vampire.
              one level.                                              Haldor has killed the Vampire.
         • Any result of 4 or 5 means the damage stays and
              the d6 is retained for future use.                      FREE WILL
         • Any result of 6 means the damage stays, but the
              d6 is removed from the Character’s Star Power           The Star can choose to leave the Battle Board (page 14), with
              for the rest of the Encounter.                          or without his Band, when taking the Will to Fight Test (page
                                                                      25) without rolling any dice.
Damage is reduced in the following ways:
                                                                      Leaving the Battle Board ends the Encounter.
    •    An Obviously Dead (page 18) result becomes an Out
         of the Fight (page 18) result.
    •    An Out of the Fight result from Shooting becomes a
         Duck Back (page 15) result.                                  RACE
    •    An Out of the Fight in Melee becomes a -1 to Rep
         (page 18) result. -1 to Rep damage cannot be                 Talomir is the THW fantasy world populated by a wide range
         reduced.                                                     of Races. In Swordplay 2018 you can play as and meet any of
It is possible to reduce damage by multiple levels if you roll        them.
several results of 1, 2, or 3.
Example: A Star with a Rep of 5 is in melee. He takes one             RACE LISTS
Obviously Dead result. The player rolls 1d6 per point of the          The following Race Lists are used to generate Characters.
Star’s Rep or 5d6 in this case.                                       Here’s how we do it:
•   The results are 2, 2, 4, 5, and 6.                                    •    Go to the appropriate Race List for the type of
•   One 2 reduces the Obviously Dead result to an Out of the                   Character you need.
    Fight result.                                                         •    This will give you the following info:
•   The other 2 reduces the Out of the Fight result to -1 to                   • Type.
    Rep. He now has a Rep of 4 and must immediately fight                      • Class.
    another round of melee.                                                    • Reputation.
•   The 4 and 5 have no effect, but are retained.                              • Armor Class
•   The 6 has no effect, but is discarded for the remainder of                 • Alignment.
    the Encounter.                                                             • Gender. Roll 1d6 and apply the score to the
                                                                                   numbers found under the name of the list.
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                                                          SWORDPLAY 2018
DWARVES                                                                   FERAL VAMPIRES
A stout, well-muscled Race, in the old times Dwarves and                  There are two types of Vampires in Talomir. One is human-
Men lived in harmony. As the realms of Men expanded over                  like and able to move among Men almost unnoticed. The
the land the Dwarves retired to their mountains content to                second type is an animalistic creature intent on satisfying their
mine ore. A few have chosen the life of Mercenary sell swords             bloodlust at any time regardless of the consequences. Feral
serving those that pay the most regardless of purpose.                    Vampires are the second type.
                                                                      6
                                                           SWORDPLAY 2018
GOBLINS                                                                   Example – I decide to have a Thief as my Star. I move him to
                                                                          the 1st row, making him Rep 5, but keeping all his other stats.
Not the sharpest knife in the drawer, these small wiry
creatures are still to be feared. Not necessarily for their martial
prowess, but for their sheer numbers. When rolling for How                OGRES
Many of Them (page 20) they will always have 2 more than                  The smallest of the Giants, Ogres are human-like in
the actual number generated. Usually sticking to the woods                appearance, but larger. Ogres are grouped with Trolls as they
and mountains Goblins can be found as low cost sell swords as             are less human in appearance. Ogres are usually found in
well as common brigands.                                                  uninhabitable places in human controlled lands. When found
                                                                          in large numbers they tend to terrorize the locals. Luckily for
GOBLINS                                                                   them, they are not motivated, content to waylay the careless
Male (1 – 6)                                                              traveler.
 #     TYPE      CLASS             REP            AC       ALIGN
                                                                          OGRES
 1    Leader    Soldier              4             4        BM            Female (1) Male (2 – 6)
 2    Grunt     Soldier      3 (1 – 4) 4(5 – 6)    2        BM
 3    Grunt     Soldier              3             2        BM             #     TYPE      CLASS             REP            AC     ALIGN
 4    Grunt     Soldier              3             2        BM             1    Leader    Creature             5            4        BM
 5    Grunt     Shooter              3             2        BM             2    Grunt     Creature    4 (1 – 4) 5 (5 – 6)   4        BM
 6    Grunt     Soldier              3             2        BM             3    Grunt     Creature             4            4        BM
7+    Grunt     Shooter              3             2        BM             4    Grunt     Creature             4            2        BM
                                                                           5    Grunt     Creature             4            2        BM
•    Goblins have the Lightweight Race Attribute (page 9) and              6    Grunt     Creature    3 (1 – 4) 4 (5 – 6)   2        BM
     the Soldier Class Attribute.                                         7+    Grunt     Creature             3            2        BM
MEN                                                                       •    Ogres have the Slow Mover Race Attribute (page 9).
Men are the most numerous inhabitants of Talomir. They
come in many shapes, sizes, colors and alignments.                        ORCS
Men are handled a bit differently than the other Races. They              Orcs exist to fight and it helps that they are good at it. Ranging
do not have a Race Attribute, but instead they have a Random              in size from man-size to larger these muscular creatures can
Attribute (page 9).                                                       intimidate a battlefield. But what they have in martial ability
                                                                          they lack in mental ability. This has caused them to die a
                                                                          glorious death having been outsmarted by lesser opponents.
MEN
Male (1 – 6)                                                              The Orcs have carved out their own lands to the east, but in
                                                                          Swordplay 2018 they are encountered as Black Moon sell
#     TYPE        CLASS              REP            AC      ALIGN         swords or as raiding bands of brigands, intent upon looting
 1    Leader    Knight                5                6      N           and destroying the weak. Consequently they range all over the
 2    Grunt     Caster                4                2      N           world of Talomir.
 3    Grunt     Soldier               4                4      N
 4    Grunt     Shooter               4                4      N           ORCS
 5    Grunt     Thief                 4                2      N           Male (1 – 6)
 6    Grunt     Soldier               3                2      N
                                                                           #     TYPE      CLASS             REP            AC     ALIGN
7+    Grunt     Shooter               3                2      N
                                                                           1    Leader    Soldier     4 (1 – 3) 5 (4 – 6)   4        BM
•    Men have a Random Attribute (page 9) and the listed                   2    Grunt     Soldier     4 (1 – 4) 5 (5 – 6)   4        BM
     Class Attribute.                                                      3    Grunt     Soldier              4            4        BM
                                                                           4    Grunt     Shooter              4            2        BM
YOUR GAME, YOUR CHOICE                                                     5    Grunt     Soldier              4            2        BM
Want to play as a Caster or Thief and be the Star Leader? You              6    Grunt     Shooter     3 (1 – 3) 4 (4 – 6)   2        BM
can, just move the Characters up or down the list as desired.             7+    Grunt     Soldier     3 (1 – 3) 4 (4 – 6)   2        BM
Be sure to leave the Rep column as its set.
                                                                          •    Orcs have the Slow Mover Race Attribute (page 9) and
                                                                               the Class Attribute.
© 2018 ED TEIXEIRA – TWO HOUR WARGAMES 5/8/2018
                                                                      7
                                                          SWORDPLAY 2018
SKELETAL UNDEAD
Troubled souls that have reincarnated as animated skeletal            STOP!
warriors these creatures can be found in darkness, whether this
                                                                      You can play the game solo, with everyone on the same side
is above ground at night or in the depths of underground
                                                                      against the game mechanics or head to head against others.
dungeons. Rumor has it that the Skeletal Undead is an
extension of an even darker evil living far to the east.              You will need six-sided dice called d6 to play. Passing d6 is
                                                                      scoring the Rep or less on the d6. If you are rolling 1/2d6 and
SKELETAL UNDEAD (1)                                                   score a 5, what does it convert to?
Male (1 – 6)                                                          You can use any Characters you want; paper counters, or you
                                                                      can even play with pen and paper. Just play!
 #     TYPE        CLASS              REP            AC   ALIGN
                                                                      Your personal Character is a Star. You get 1d6 Star Power for
 1    Leader      Creature              3            2     BM
                                                                      each point of Rep. Score a 1, 2 or 3 and reduce damage by one
 2    Grunt       Creature              3            2     BM
                                                                      step. If you score a 4 or 5 the damage stays. Score a 6 the
 3    Grunt       Creature              3            2     BM         damage stays and you lose the d6 for the rest of the game.
 4    Grunt       Creature              3            2     BM
 5    Grunt       Creature              3            2     BM         What is an Extraordinary Effort?
 6    Grunt       Creature              3            2     BM         Grunts are all the other Characters whether friends or enemies.
7+    Grunt       Creature              3            2     BM
(1) Never has to take the Will to Fight Test.                         We use a variety of Races in Swordplay. Review how the
                                                                      Race Lists provide stats for the Character or Creature.
•    Skeletal Undead have the Slow Mover Race Attribute
     (page 9).
TROLLS                                                                ATTRIBUTES
These creatures are human-like in appearance, but much
larger. Trolls are grouped with Hill and Mountain Giants, but         Attributes further define your Characters. Using them will
are less human in appearance, much less. Trolls are usually           really make your Characters unique, but if you desire a more
found in uninhabitable places in human controlled lands.              vanilla game, simply do not use them.
When found in large numbers they tend to carve out their own
territory, much to the dismay of the local inhabitants.               STARS
TROLLS                                                                Stars can have three total Attributes.
Female (1) Male (2 – 6)                                                   •    Race Attribute – If no Race Attribute it can choose
                                                                               one attribute from the Random Attribute Tables.
 #     TYPE        CLASS              REP            AC   ALIGN
                                                                          •    Class Attribute.
 1    Leader      Creature              5            4     BM             •    Random Attribute – Rolled randomly. If you roll a
 2    Grunt       Creature     4 (1 – 4) 5 (5 – 6)   4     BM                  Random Attribute that you already have, you can
 3    Grunt       Creature              4            4     BM                  choose to re-roll or decline an Attribute.
 4    Grunt       Creature              4            2     BM
                                                                      Example – Haldor is a Rep 5 Mirholme Soldier Star. He does
 5    Grunt       Creature              4            2     BM
                                                                      not have Race Attribute so chooses Rage from the Random
 6    Grunt       Creature              4            2     BM         Attributes. He has the Duty Class Attribute for being a
7+    Grunt       Creature              4            2     BM         Soldier. He then rolls for his Random Attribute and scores
                                                                      Slippery.
•    Trolls have the Slow Mover Race Attribute (page 9).
                                                                  8
                                                        SWORDPLAY 2018
GRUNTS                                                                  CLASS ATTRIBUTES
Grunts can have two total Attributes.                                   Class Attributes are based on the Class of the Character.
    •    Race Attribute – If no Race Attribute it can roll for            CLASS                            ATTRIBUTE
         one Random Attribute.
                                                                        CASTER          CAST SPELLS: The ability to cast Damage,
    •    Class Attribute.
                                                                                        Dazzle, and Defend Spells.
Are you in a hurry when playing a game? Don’t bother giving             KNIGHT          SWORDSMAN: Ignores the first -1 to Rep
the Grunts Random Attributes, but be sure to use the Race and                           suffered when fighting on the Melee Table.
Class ones.                                                             SHOOTER         SHOOT: Able to shoot Ranged Weapons.
                                                                        SOLDIER         DUTY: Re-roll 1 failed d6 on the Action Table.
ATTRIBUTE TYPES                                                         THIEF           CLEVER: Able to take a Challenge with 3d6
                                                                                        when rolling to disarm a Trap or find a Secret
There are three types of Attributes used in Swordplay 2018:                             Room, counting the two best scores.
    •    RACE ATTRIBUTE – A specific Attribute for the
         Character’s Race.                                              RANDOM ATTRIBUTES
    •    CLASS ATTRIBUTE - A specific Attribute for the
                                                                        Stars and Grunt Characters that do not have a Race Attribute
         Character’s Class – what it does.
                                                                        must roll for one Random Attribute. Here’s how we do it:
    •    RANDOM ATTRIBUTE – An Attribute gained
         randomly.                                                          •      Consult the Random Attributes Table.
                                                                            •      Roll 1d6, read the result as rolled and go to the
                                                                                   appropriate row.
RACE ATTRIBUTES                                                             •      Go across to see the Attribute.
Race Attributes can be found at the bottom of each Race List
(page 5). Here they are for easy access.                                #                    RANDOM ATTRIBUTES TABLE
   RACE                           ATTRIBUTE                             1       COWARD: Will always be the first to Leave the Battle
                                                                                Board regardless of Rep or situation.
DWARVES        RESILIENT: Once during each Encounter will               2       LIGHTWEIGHT: Counts opponents AC at 1 point higher
               treat its first Out of the Fight result as a Carry               when winning on the Melee Table.
               On result instead.                                       3       RAGE: Counts a +1d6 bonus when in melee.
ELVES          SLIPPERY: Counts AC at 1 point higher when
                                                                        4       RESILIENT: Once during each Encounter will treat its
               losing on the Melee Table.
                                                                                first Out of the Fight result as a Carry On result instead.
FERAL          RAGE: Counts a +1d6 bonus when in melee.
                                                                        5       SLIPPERY: Counts AC at 1 point higher when losing on
VAMPIRE
                                                                                the Melee Table.
GHOULS         LIGHTWEIGHT: Counts opponents AC at 1
                                                                        6       SLOW MOVER: Must re-roll 1 passed d6 when rolling on
               point higher when winning on the Melee Table.
                                                                                the Action Table.
GOBLINS        LIGHTWEIGHT: Counts opponents AC at 1
               point higher when winning on the Melee Table.
OGRES          SLOW MOVER: Must re-roll 1 passed d6 when
ORCS
               rolling on the Action Table.
               SLOW MOVER: Must re-roll 1 passed d6 when                ALIGNMENT
               rolling on the Action Table.
SKELETAL       SLOW MOVER: Must re-roll 1 passed d6 when                The majority of the people and creatures in Talomir – the
UNDEAD         rolling on the Action Table.                             world where Swordplay 2018 is set –view the world in
TROLLS         SLOW MOVER: Must re-roll 1 passed d6 when                absolutes. It’s a world of black or white, good or evil and how
               rolling on the Action Table.                             they view this is defined by their Alignment. Here’s how we
                                                                        do it:
                                                                            •      Those that are traditionally viewed as good are
                                                                                   followers of the Red Sun (RS).
                                                                            •      Those that are traditionally viewed as evil are
                                                                                   followers of the Black Moon (BM).
                                                                            •      Red Sun and Black Moon aligned Characters are not
                                                                                   friendly with each other and could become hostile.
                                                                    9
                                                        SWORDPLAY 2018
    •    The two opposing alignments will never work
         together, consequently they will never be found in the
                                                                       MODIFIED REP
         same Band.                                                    Note that when rolling on some tables the Rep of the
                                                                       Character could be modified by an Attribute or Circumstance.
It is up to the player to decide what is good or evil, but the         Be sure to check all modifiers when rolling on a table.
Races in Swordplay 2018 are assigned the Alignments as
found on their Race List (page 5).
                                                                       INCREASING REP D6
NOT BLACK OR WHITE, BUT GRAY                                           You can play Swordplay 2018 as a one off game or part of a
                                                                       campaign (page 20) where your Encounters are linked
Not everyone in Talomir views life in black or white. A few            together where the results of one affects the next. If you do,
can see the advantages and disadvantages of both sides and             the Reps of you and your Band members could improve after
choose to walk a fine line between them. These folks are               an Encounter. This is done by gaining Increasing Rep d6. You
considered to be Neutral (N).                                          can gain them in the following ways:
Neutral Characters can be friendly with Red Sun and Black
Moon aligned Characters. They may even go as far to join               X                   INCREASING REP D6
them.
                                                                                        RESULT                        #D6 GAINED
STAR ALIGNMENT                                                         DAMAGE: If you have Captured or caused               1
                                                                       one or more Characters to go Out of the
Stars can choose their Alignment; Red Sun, Black Moon or               Fight or Obviously Dead during the
Neutral.                                                               Encounter.
                                                                       INTERACTION: When successfully                       1
REPUTATION                                                             Interacting (page 13) with a Character.
                                                                       LOOTING: When looting disabled                       1
                                                                       Characters – Roll 1d6 versus its Rep.
Reputation or Rep represents a combination of experience,              • Pass 1d6 = Gain 1 Increasing Rep d6.
morale, and motivation and is an expression of a Character’s           • Pass 0d6 = Nothing to be gained.
overall quality. Below are brief descriptions of the Reputation        OBJECTIVE: When you accomplish the                   1
levels used in the game.                                               Objective of the Encounter.
    •    REPUTATION 7 AND BEYOND – These Reps are
         reserved for incredible Creatures, Demons, and                Track how many Increasing Rep d6 you gain, as you gain
         Legendary Heroes. Is there a maximum Rep? No, but             them. At the end of the Encounter you can test to see if the
         there is “Obviously Dead”.                                    Rep of you and/or your Band members go up. Here’s how we
    •    REPUTATION 6 – Characters of great renown whose               do it:
         exploits are spoken in awe. The Leader of the Red                 •   Roll each Increasing Rep d6 and read the result as
         Sun Brethren would be Rep 6.                                          rolled.
    •    REPUTATION 5 – These are veterans of numerous                     •   If one or more scores are higher than the current Rep
         successful encounters. Knights and most Leaders                       of the Character or a “6”, the Rep will go up one
         would have a Reputation of 5.                                         level.
    •    REPUTATION 4 – These are reliable men and women                   •   Any other result and the Rep remains the same.
         of some experience that usually make up the bulk of               •   Rep can only increase by one level regardless of the
         an army. Soldiers are usually Rep 4.                                  number of d6 rolled.
    •    REPUTATION 3 – These are characters with limited                  •   Your Character can grow to as high a Rep as desired
         combat experience or desire to fight. Civilians and                   as there isn't a maximum. There is, however,
         most Goblins would have a Reputation of 3.                            Obviously Dead (page 18).
                                                                  10
                                                        SWORDPLAY 2018
DECREASING REP D6
Just as Rep can go up when you are successful it can go down
                                                                         CLASS
when you are not. This is done by gaining Decreasing Rep d6.
You can gain them in the following ways:                                 Classes help define the Character by what it does. Here are the
                                                                         six Classes used in Swordplay 2018.
X                 DECREASING REP D6                                          •    Caster – Called by a variety of names, Casters create
                                                                                  something from nothing by Casting Spells.
                   RESULT                          #D6 GAINED
                                                                             •    Creatures – Creatures do not fit into any of the other
DAMAGE: If you were Captured or went                     1                        Classes. You can Interact (page 13) with a Character,
Out of the Fight during the Encounter.                                            but cannot with a Creature – they are always your
INTERACTION: When unsuccessfully                         1                        enemy – even when YOU play as a Creature!
Interacting (page 13) with a Character.                                      •    Knight – Knights represent the elite fighters of their
LEFT THE BATTLE BOARD: If you Left the                   3                        army. Some are armored men riding horses or similar
Battle Board, ending the Encounter.                                               beasts while others may be large unarmored men
STAR ADVANTAGE: If you used any Star                     1                        swinging great two handed axes. Regardless of how
Advantage.                                                                        they are armed and armored with they share one
                                                                                  common trait, bravery.
Track how many Decreasing Rep d6 you gain, as you gain                       •    Shooter – Shooters are those armed with Ranged
them. At the end of the Encounter you can test to see if the                      Weapons with the intent to defeat their enemies from
Rep of you and/or your Band members go down. Here’s how                           a distance. Non – Shooter Characters can use
we do it:                                                                         Ranged Weapons, but will do so at a -1 to their Rep.
                                                                             •    Soldier – Soldiers are characters armed with melee
    •    Roll each Decreasing Rep d6 and read the result as
                                                                                  weapons with the intent to defeat their foes in melee.
         rolled.
                                                                                  They fight in organized units led by officers.
    •    If one or more “1s” are rolled the Rep will go down
                                                                             •    Thief – Thieves are Characters that possess a set of
         one level. This can be attributed to stress, illness, or
                                                                                  unique skills allowing them to do specific Challenges
         anything else you decide it to be.
                                                                                  with an advantage.
    •    You can never have a Rep lower than 3.
    •    Any other result and you are fine.
Note: After the Encounter you could have both Increasing and
Decreasing Rep d6. Subtract the smaller number from the                  ARMOR CLASS
larger number. This will give you all Increasing Rep d6,
Decreeing Rep d6, or none of each. Then roll to see if the Rep           In Swordplay 2018 we use four different Armor Classes.
is affected.                                                             Armor comes into play on the Shooting Damage (page 24) and
                                                                         Melee (page 25) Tables. Stars can choose their Armor Class.
Example – Haldor gained 3 Increasing Rep d6 and 2
Decreasing Rep d6. This leaves him with 1 Increasing Rep d6.                 •    AC2 – Light Armor – leather or lighter armor with or
I roll it and score a 5 – the same as Haldor’s Rep so he stays                    without a shield.
the same.                                                                    •    AC4 – Medium Armor – metal or similar armor with
                                                                                  or without a shield.
                                                                             •    AC6 – Heavy Armor – heavy metal with or without a
                                                                                  shield.
                                                                             •    AC8 – Extra Heavy Armor –extra heavy organic or
                                                                                  structural armor. Also can be magically enhanced.
                                                                         Characters can loot a disabled Character of its Armor and
                                                                         replace their own. Casters wearing AC 4 count their Rep 1
                                                                         point lower than actual when Casting Spells; wearing AC 6 at
                                                                         2 points lower!
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                                                        SWORDPLAY 2018
                                                                         Example – Haldor rolls 2d6 versus his Rep and passes 1d6.
CHALLENGE                                                                He tries again and passes 2d6. He has slipped by the Trolls.
When you want to do something out of the ordinary and not                NPC CHALLENGES
covered by an existing rule, take a Challenge. Here’s how we             NPCs may also be asked to take a Challenge. They may or
do it:                                                                   may not. Here’s how we do it:
    •    Players decide on what the Challenge is.                            •    Roll 2d6 versus the Rep of the NPC.
Example – A PEF is resolved as 3 Trolls. Haldor wants to slip                     • Pass 2d6 = Will take the Challenge.
by them without a fight.                                                          • Pass 1d6 = Roll again, counting a result of pass
                                                                                      1d6 as pass 0d6.
    •    Decide what a success looks like.                                        • Pass 0d6 = Nope, won’t do it.
Example – If he is successful, he will make it by them                   Example – Haldor passed the Challenge and now his Grunt
unnoticed – PEF resolved.                                                Sooze will test to take it. She scores a 4 and 5, passing 0d6.
                                                                         She doesn’t want to take it. Haldor can now decide to stay and
    •    Decide what the consequences of failure will be.
                                                                         help Sooze with the Trolls or continue on and leave her
Example – If he fails, he will go to the Action Table with the           behind. What would you do?
Trolls having the Advantage.
    •    Decide if the Challenge is Easy, Difficult, or if the
         Challenger has a Profession or Tool that can increase
         the chance of success.
                                                                         STOP!
Example – It’s Nighttime, I Character it’s not difficult, but not        Attributes are used to define your Character. We use Race and
easy either.                                                             Class Attributes. What is the third type and how do you get it?
                                                                         There are three Alignment types. Red Sun and Black Moon
    •    Consult the Challenge Table. Roll 2d6 versus the Rep            will not work together. Neutrals can work with both.
         of the Character.
                                                                         Reputation reflects how good a Character is. Your Star starts
2                         CHALLENGE                                      with Rep 5. Reps can increase or decrease depending on how
                                                                         well you do during your games.
                          (Taken versus Rep)
                                                                         There are six Classes that define the Character by what they
                A result of “6” is always a failure.                     do. How are Soldiers and Knights different?
                           ATTRIBUTE                                     There are four Armor Classes – AC 2, AC 4, AC 6 and AC 8.
CLEVER: Able to take a Challenge with 3d6 when rolling to                What’s the maximum Armor Class for a Caster?
disarm a Trap or find a Secret Room, counting the two best               Review when and how Challenges are used.
scores.
  #D6                                RESULT
 PASSED
     2        Success! Complete the Challenge.
     1        Not sure if you want to try this. Can
              immediately re-take the test, counting a
              subsequent result of pass 1d6 as pass 0d6
                                     OR
              Can decide not to try again.
     0        Failure! Suffer the consequences.
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                                                    SWORDPLAY 2018
                                                                          •    If your Rep goes down, any Grunt with a higher Rep
LEADERS                                                                        leaves your group! This can also occur if the Grunt
                                                                               has its Rep increase to higher than yours.
Bands of Characters will always have a Leader. Here’s how             Example – The Rep 5 Grunt has a successful Encounter and
we do it:                                                             rolls 1d6, scoring a 6. His Rep now increases to 6. As this is
                                                                      now higher than the Leader’s Rep, he leaves the Band.
    •    The Star is always the Leader of the Band.
    •    A Temporary Leader is the Character with the                     •    As your Rep goes down you must lose one Grunt,
         highest Rep in the Band when a Star is not present or                 rolled randomly, from your Band. Want to replace
         is Out of the Fight or worse.                                         the Grunt? Recruit!
                                                                      Example – My Rep goes down from 5 to 4. I have two Rep 5
LEADER FUNCTION                                                       Grunts and two Rep 4s. As the Rep 5 Grunts now have a Rep
                                                                      higher than mine, they both leave! This leaves me with three
The Leader’s Reputation is used when rolling on the Action
                                                                      Characters in my Band, including myself. I can recruit one
(page 24) and Will to Fight (page 25) Tables.
                                                                      more Grunt, but they can only be Rep 4 or lower. I go to the
                                                                      Men List and get the 3rd row Grunt as the 2nd is already in my
                                                                      Band.
RECRUITING THE BAND
You start the game alone, but you can recruit Grunts to form
your Band if you want.
                                                                      DEALING WITH NPCS
                                                                      How you deal with the Non-Player Characters and Creatures
HOW BIG OF A BAND?                                                    you meet in Swordplay 2018 builds your Story. Here’s how
Before recruiting your first Band you must know how many              we do it:
Characters you can have. Here's how we do it:                             •    Use Interaction when dealing with Characters.
    •    Your Band can be as large as your Rep, including                 •    Fight Creatures as you cannot Interact with them.
         yourself. So if you are Rep 5 you can recruit 4
         Grunts.
    •    You can recruit from your Race List with three
         exceptions:
                                                                      INTERACTION
         • Men, Dwarves and Elves can recruit from each
             other’s List.                                            A big part of Swordplay 2018 is how you interact with Non-
         • You cannot recruit anyone on the 1st row from              Player Characters – those run by the game mechanics. This
             another List.                                            process is used when you meet one or more NPCs. Will they
         • At least half of your Band, including yourself,            be friendly? Will they be aggressive? What can they offer you
             must be from your own List.                              that will help you gain Fortune & Fame? Interaction helps to
    •    You can pick from any row except for the 1st.                build your Story and can take you to adventures you never
    •    Remember that Red Sun and Black Moon cannot                  dreamed of. Here’s how we do it:
         work together!                                                   •    Consult the NPC Interaction Table (page 14).
Example – Haldor (Rep 5) can recruit 4 Grunts. He takes two               •    The Leaders of both sides start with 2d6.
from the Men List and 1 each from the Dwarves and Elves,                  •    Modify the number of d6 to be rolled by any
both of them row 2.                                                            applicable Attribute or Circumstance.
                                                                          •    Each Leader rolls the modified number of d6 versus
                                                                               its Rep. The other NPCs will do as their Leader does.
RESTRICTIONS                                                              •    Determine how many d6 were passed – a score equal
There some restrictions that must be followed when having a                    or lower than the Rep of the Leader.
Band:                                                                     •    Go down the left-hand column to the appropriate row
                                                                               based on how many d6 you have passed.
    •    You cannot have Grunts with a Rep higher than                    •    Go across to see what happens.
         yours.                                                           •    You can always decide to go to the Action Table
                                                                               instead, before or after any Interaction.
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                                                       SWORDPLAY 2018
2                     NPC INTERACTION
                                                                      THE BATTLE BOARD
                         (Taken versus Rep)
                       Always fail on a “6”                           We call the 8” x 10”” area that combat is fought on, the Battle
               CIRCUMSTANCE                       MODIFIER            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:
ALIGNMENT – If Characters have same or            +1d6 or -1d6            •    Place one group of Characters within 3” of one board
opposite Alignment.
                                                                               edge.
REP 7+ = If the Creature or Character is Rep           +1d6
                                                                          •    Place the other group of Characters within 3” of the
7 or higher.
                                                                               opposite edge.
  #D6                               RESULT
 PASSED
 Passed       Success! Gain 1 Increasing Rep d6.
 more d6
 Passed       NPC has Opposite Alignment = If you are
  same        outnumbered the NPC will attack!
              If you are not, the NPC makes snarky
              comments. Gain 1 Decreasing Rep d6.
              Otherwise = NPC acknowledges you but
              nothing else.
Passed less   If facing Opposite Alignment = The NPCs
    d6        attack!
              Otherwise = NPC makes snarky comments.
              Gain 1 Decreasing Rep d6.
STOP!
Every Band or group of Characters will have a Leader – either         Example – Using the counters and Battle Board included in
a Star or the Character with the highest Rep. Check the Race          the rules, I’ve set up the black side on one edge of the board
List to see how the range of Rep for Leaders is great.                and the other side on the opposite edge. Characters matched
                                                                      up across from each other, with Leader facing Leader.
On what two tables is the Leader’s Rep used on? It’s
important because the result affects the whole Band!
                                                                      SAMPLE BATTLE BOARD
What Lists can Men recruit from?
                                                                      We’ve added a Battle Board for your use to get you into the
Take a Rep 5 Star Red Sun Knight and interact with a Rep 4            game ASAP. This is the Woods Battle Board, but don’t worry
Black Moon Dwarf. Did you see the modifier for the                    about where the counters are placed in relationship to the
Alignments?                                                           pieces of terrain.
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                                                        SWORDPLAY 2018
                                                                        DAMAGE SPELL
                                                                        The Damage Spell is the most powerful Spell. It is used to
                                                                        cause damage, often fatal damage, to the targets. A successful
                                                                        Damage Spell allows the Caster to roll on the Shooting
                                                                        Damage Table (page 24). Call it a Fireball if you want.
© 2018 ED TEIXEIRA – TWO HOUR WARGAMES 5/8/2018
                                                                   15
                                                      SWORDPLAY 2018
DAZZLE SPELL                                                            CASTING DAMAGE
The Dazzle Spell is used to stop targets from acting. A                 When a Damage Spell is successfully cast we must determine
successful Dazzle Spell causes the targets to Halt in Place,            what damage each target has taken. Here’s how we do it:
forfeiting their next turn of action. Dancing Lights?
                                                                            •    Consult the Shooting Damage Table (page 24).
If charged they will count a -1 to Rep on the first round of                •    The Caster rolls 1d6 and applies the result to all of
melee.                                                                           the targets. All of them!
                                                                            •    Go down the left-hand column to the appropriate row
Example – The Goblins and Elves roll on the Action Table.
                                                                                 and across to see what damage, if any, has occurred
The Goblins win and are Active. After the Goblins have
                                                                                 to the target. This means that targets could suffer
finished both sides take the Will to Fight Test.
                                                                                 different levels of damage.
Next the Elves become Active. The Elf Caster casts a Dazzle                 •    Immediately carry out the results.
Spell causing the Goblins to Halt in Place. After the Elves
have finished both sides take the Will to Fight Test.                   Example – The Rep 4 Leader Caster wants to cast a Damage
                                                                        Spell. He targets the opposing Leader. He also wants to
The Goblins become Active again, but they still Halt in Place           target two Characters to the Leader’s left and one to its right.
from the Elf Caster Spell and forfeit their actions.
                                                                        I roll on the Casting Table and pass 2d6. This means the Spell
                                                                        affects all four targets.
DEFEND SPELL                                                            I roll 1d6 for the Caster on the Shooting Damage Table and
The Defend Spell is used to protect one or more targets,                score a 4. There are four Rep 4 targets. Two are wearing AC 2
including the Caster. A successful Defend Spell causes the              which makes them Obviously Dead! One target is wearing AC
Targets to count a +2 to their AC up to AC 8 on the current             4 so he is Out of the Fight. The last target is wearing AC 6 so
turn of Activation and on the opponents turn as well. The               it Ducks Back!
Caster will always have the Defend Spell affect himself before
others. Call it the Caster CYA Spell.
                                                                        NPC SPELL CASTING
Example – Fizzbo the Caster (AC 2) is Active. He Casts a
Defend Spell on himself and three AC 2 members of his Band.             Non-Player Casters will roll to see what Spell they will use
They will all count as AC 4 on this turn when they are Active           when casting, even if they are in your Band. Hey, it’s a
and the following enemy turn of Activation.                             Caster, not artillery! Here’s how we do it:
                                                                            •    Consult the NPC Spell Casting section across the top
                                                                                 of the Casting Table (page 24).
CASTING SPELLS                                                              •    Roll 2d6 versus the Rep of the NPC Caster.
When Active, Casters can cast. Here’s how we do it:                         •    Determine how many d6 are passed.
    •    Consult the Casting Table (page 24).                               •    Go down the left-hand column to the appropriate row
                                                                                 then across to see what Spell will be cast.
    •    Choose which one target the Caster wants to focus
         the spell against.                                             Example – Fizzbo is a NP Caster. His side won the Action roll
    •    He can also target Characters to the left and right of         so he will go first. I roll 2d6 versus his Rep of 4. Scoring a 1
         the original target for a total equal to its Rep. These        and 5, Fizzbo will attempt a Dazzle Spell.
         are always the closest Characters. Just be sure to add
         targets evenly from each side, with you choosing
         which side when there is an odd target.
    •
    •
         Roll 2d6 versus the Rep of the Caster.
         Determine how many d6 the Caster passed.
                                                                        SHOOTING
    •    Go down the left-hand column to the appropriate row
                                                                        Shooters can shoot and should only melee as a last resort.
         then across to see the results.
                                                                        Check out the Melee Table pass 1d6 result to see what we
    •    Immediately carry out the results.                             mean!
Example – The Elf Caster (Rep 4) decides to cast a Dazzle
Spell. He targets the Character across from him, next to the
opposing Leader. He chooses to target two additional
                                                                        COVER
Characters to the left of the original target and one to the            We use Cover in Swordplay 2018 to make it harder to get shot,
right. He Casts the spell and passes 1d6. Only his original             doesn’t help you against a spell. Here’s how we do it:
target is affected.                                                         •    Characters that win on the Action Table are assumed
                                                                                 to be in Cover.
© 2018 ED TEIXEIRA – TWO HOUR WARGAMES 5/8/2018
                                                                   16
                                                      SWORDPLAY 2018
    •    After the winning side on the Action Table has
         finished its Actions and the Will to Fight Test has
         been taking, all Characters are assumed to be in
                                                                       MELEE
         Cover.
    •    Just so we don’t overthink it – if you’re charging,           Once contact is made the melee begins. Here’s how we do it:
         you’re not in Cover!                                              •    Consult the Melee Table (page 25).
Example – A group of Orcs square off with a group of                       •    Each Character rolls 2d6 versus its Rep.
Dwarves. I roll on the Action Table for both and the Dwarves               •    If fighting more than one Character all Characters
win so they count as being in Cover. The Dwarves fire and                       roll at the same time and the defender applies his
some charge into melee. After firing has been resolved and                      scores to all of the attackers, up to three.
melees completed, both sides take the Will to Fight Test.                  •    Determine how many d6 each Character passed.
                                                                           •    Go down the left-hand column to the appropriate
After the tests are completed and carried out, all of the                       row. One Character could pass more d6 than the
Characters, both Orcs and Dwarves now count as being in                         other or the two Characters could pass the same
Cover.                                                                          number of d6.
                                                                           •    Immediately carry out the results.
HOW TO SHOOT                                                                    • This could result in the loser going Out of the
                                                                                      Fight, losing 1 point of Rep, or both Characters
For simplicity we categorize all Ranged Weapons together.                             losing 1 point of Rep.
When Active or if being charged, Shooters and those using
                                                                                • Note that if a Character fights two or more
Ranged Weapons, can shoot. Here’s how we do it:
                                                                                      enemies and each gives him a result of -1 to Rep,
    •    The Shooter can target any Character it desires on the                       he reduces his Rep by the total of all of the -1 to
         Battle Board subject to targeting rules (Action page                         Rep results!
         15).
                                                                       Example –Sir Billy Pink (Rep 5) is in melee with a Rep 4 Orc.
    •    Consult the Shooting Table (page 24).
                                                                       Pink rolls 2d6 and scores a 1 and 5, passing 2d6. The Orc
    •    The Shooter rolls 2d6 versus its Rep and determines           rolls 2d6 and scores a 1 and 5, passing 1d6. Looking on the
         how many d6 are passed. Remember to modify the                Melee Table we see Billy must roll 1d6 versus the AC (4) of
         result by any applicable Attribute.                           the Orc. I roll 1d6 and score a 3 – less than the AC. The Orc
    •    Go down the left-hand column to the appropriate row           drops to Rep 3 and another round of melee is fought.
         and read the results.
    •    If a hit is rolled go to the Shooting Damage Table.           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.
Example – An archer is being charged by a Rep 4 AC 4 Orc.
The archer rolls 2d6 versus his Rep of 4 and scores a 1 and 4.         Another round of melee is fought. Billy, now Rep 4, passes
Looking on the Shooting Table on the pass 2d6 row we see               2d6. The Orc, now Rep 3, passes 0d6 and goes Obviously
that the archer has scored a hit on the Orc! We now go to the          Dead! As the melees are over, Billy’s Rep returns to 5.
Shooting Damage Table.
                                                                       RETRIEVING WOUNDED
SHOOTING DAMAGE                                                        When Active, a Character can choose to recover an Out of the
When a hit is scored on the Shooting Table the shooter rolls to        Fight Character. Here's how we do it:
see if any damage has occurred. Here’s how we do it:                       •    Remove the Out of the Fight Character and one
    •    Consult the Shooting Damage Table (page 24).                           functioning Character from the Battle Board. That
    •    The shooter rolls 1d6 and reads the result as rolled.                  simple.
    •    Go down the left-hand column to the appropriate row               •    Otherwise, Out of the Fight Characters can be
         and across to see what damage, if any, has occurred                    recovered if their side is the last side remaining on
         to the target.                                                         the Battle Board.
    •    Immediately carry out the results.                            Example – The Goblins now activate. I have four Characters
                                                                       left, one Out of the Fight and three functioning. I remove the
Example – Continuing the previous example, the archer can
                                                                       Out of the Fight Character and one functioning Character
now roll on the Shooting Damage Table. He rolls 1d6 and
                                                                       from the Battle Board.
scores a 3 – lower than the Rep of the target – the Orc Ducks
Back, ending its turn of action.
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                                                      SWORDPLAY 2018
                                                                        REP ADJUSTMENT
                                                                        Check to see if you or your Band members have their Rep
                                                                        increase or decrease. Adjust them accordingly; remember that
                                                                        those with a Rep greater than yours will leave your Band.
                                                                   18
                                                      SWORDPLAY 2018
STOP!                                                                    PEFS
Take one Caster, one Shooter and one Soldier and place it on             PEF stands for Possible Enemy Force and are used during
the Battle Board. On the other side of the Battle Board place            each Encounter (page 20). By using PEFs, we create a sense of
one Thief, one Shooter and one Knight. Be sure to match up               uncertainty as to the number and type of NPCs.
the Characters across from each other. All of them are Rep 4.
Roll on the Action Table. Remember the side that wins on the
Action Table counts as being in Cover.
                                                                         HOW MANY PEFS
                                                                         In some Encounters there will be 2+1/2d6 PEFs. You may not
Shoot and Cast Spells. Fight a melee. What if a Shooter is               have to resolve all of them to achieve the objective of the
charged?                                                                 Encounter!
Which Damage is stackable? Here’s a hint; after the melee is             In other Encounters there will be only one PEF.
over, your Rep returns to normal.
Have both sides take the Will to Fight Test. How can a Star
affect it?
                                                                         RESOLVING PEFS
                                                                         Resolving a PEF is easy, just figure out who they are and how
You have one Rep 4 Character with a reduced Rep of 3, one                many of them you have met. Once it has been resolved, the
that is Out of the Fight and one that Left the Battle Board. Roll        PEF is removed from play.
for them on the After the Encounter Recovery Table.
                                                                         Resolve the next PEF if there are any left.
                                                                         #          1, 2, OR 3             4 OR 5                6
                                                                         1       Dwarves              Ghouls              Feral Vampires
                                                                         2       Elves                Ogre                Skeletal Undead
                                                                         3       Goblins              Orcs                Troll
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                                                        SWORDPLAY 2018
HOW MANY OF THEM?
If you don’t already know how many NPCs you are
                                                                          ENCOUNTERS
confronting – if you designed your own Encounter – use the
following procedure:                                                      Encounters are what make up your Story. We have provided
                                                                          these for you when you want to create your own. If you want,
    •    Start with the number of Characters in your Band,                you can also pick and choose to play them as desired. Feel free
         including yourself.                                              to change the Story behind each to fit your Story!
    •    Roll 1/2d6 and add that to your Band numbers.
    •    Roll 1/2d6 and subtract if from the new total.
    •    That’s how many you’ve met.                                      NEXT ENCOUNTER
    •    Go to the appropriate List and take the number of                Your first Encounter will be Explore. How well you do in that
         NPCs you need, starting at the top and going down in             Encounter helps determine your next Encounter. Here’s how
         order.                                                           we do it:
    •    Now see if they are Friends or Foes.
                                                                              •     Consult the Next Encounter Table.
                                                                              •     Go down the left-hand column to the last Encounter
ARE THEY FRIENDS OR FOES?                                                           then across to the column if you succeeded or failed.
Now that you resolved a PEF as Characters, (1) determined                     •     This is you your next Encounter.
how many of them there are, and who they are, we need to see                  •     You will always face the same NPCs that you faced
how they act. Here’s how we do it:                                                  on the Explore Encounter.
                                                                              •     When you return to the Explore Encounter, re-roll to
    •    Start with the number of Characters in each group.                         determine the NPCs.
    •    Roll 1d6 for each group and add it to the number of
         Characters in that group.                                                                NEXT ENCOUNTER
    •    Compare the totals scored by each group. If one total
         twice or more than the other, they will fight. Go to             LAST ENCOUNTER                SUCCESS                FAILURE
         the Action Table (page 24) and resolve normally.                 Explore                  Raid                    Defend
    •    If one total is not twice or more than the other then            Defend                   Explore                 Defend
         it’s time to Interact (page 13) with Characters.                 Raid                     Raid                    Explore
(1) Remember, you cannot interact with Creatures – they are always
the enemy!
                                                                          ½+1                     WHO ARE THEY
                                                                                                  (Taken vs. normal Rep)
STOP!                                                                     #
                                                                          1
                                                                                     1, 2, OR 3
                                                                                  Dwarves              Ghouls
                                                                                                             4 OR 5                  6
                                                                                                                            Feral Vampires
PEFs are used to limit the information the player has before
                                                                          2       Elves                Ogre                 Skeletal Undead
contact as well as insuring that no two games play out the
                                                                          3       Goblins              Orcs                 Troll
same.
You can resolve one or more PEFs depending upon the                       Example – Haldor starts his adventures with an Explore
Encounter.                                                                Encounter. I go to the Who Are They Table and roll 1/2d6,
You are on an Explore and score a 2 on a 1/2d6 roll and then a            scoring a 2. I now roll 1d6 and score a 4. Going across the 2
4. What have you run into? Roll 1/2d6 twice to see how many               row to the 4 or 5 column I see that Haldor has run into Ogres.
NPCs you have met. Add the first score to the number of                   Haldor’s Band fails on the Explore Encounter. The next
Characters in your Band and subtract the second result.                   Encounter is Defend with the Ogres attacking. Haldor wins
You have 5 Characters in your Band and score a 1 and 3. How               this time!
many NPCs have you met? Roll to see if they are Friends or                Back to the Next Encounter and it’s an Explore. Who’s the
Foes.                                                                     enemy? I roll a 1 and 2 – Dwarves. As they are Characters, I
                                                                          roll to see if they are Friends or Foes. They are not Foes so
                                                                          Haldor can Interact (page 13) with them!
                                                                     20
                                                      SWORDPLAY 2018
EXPLORE                                                                 DEFEND
In this Encounter you are exploring the area and must resolve           In this Encounter the enemy is out to destroy or drive you from
multiple contacts with Characters and Creatures.                        your camp.
OBJECTIVE                                                               OBJECTIVE
    •    To be successful you must resolve all the PEFs that                •    To be successful you must defeat and drive off the
         are generated.                                                          attackers.
FORCES                                                                  FORCES
    •    You can go alone or with members of your Band.                     •    You can be alone or with members of your Band.
    •    The PEFs will be generated as per the Special                      •    The PEFs will be generated as per the Special
         Instructions.                                                           Instructions.
DEPLOYMENT                                                              DEPLOYMENT
    •    No Battle Board is needed. If combat occurs move to                •    The Battle Board is needed.
         the Battle Board.
                                                                        SPECIAL INSTRUCTIONS
SPECIAL INSTRUCTIONS                                                        •    There will be one PEF. You should already know
    •    There will be 2+1/2d6 PEFs in the Encounter. You                        who the NPCs are. If not, use the Who Are They
         can choose to resolve as many of them as desired.                       Table.
         When resolving the PEFs use the Who Are They                       •    Play continues until the player has accomplished the
         Table – this could lead to you meeting different                        objective, been incapacitated, or leaves the
         NPCs.                                                                   Encounter.
    •    Play continues until the player has accomplished the
         objectives, been incapacitated, or leaves the
         Encounter.
                                                                   21
                                                       SWORDPLAY 2018
In this Encounter you are raiding an enemy camp or other                  #D6                              RESULT
location.                                                                PASSED
                                                                             2       Success! Loot has been found.
OBJECTIVE                                                                            Gain 1 Increasing Rep d6.
                                                                             1       Immediately retake the test, counting a result of
    •    Your objective is to raid, loot or destroy the location,
                                                                                     pass 1d6 as pass 0d6.
         disperse the enemy, and rescue any hostages.
                                                                             0       No loot to be found, but you have attracted
                                                                                     attention to the group. Immediately resolve 1 PEF.
FORCES
    •    You can go alone or with members of your Band.                  ARE THEY FRIENDS OR FOES?
    •    The PEFs will be generated as per the Special
                                                                         After you resolved a PEF as NPCs, determined Who Are They
         Instructions.
                                                                         (page 19) and How Many of Them (page 20) we need to see
                                                                         how they act. Here’s how we do it:
DEPLOYMENT                                                                   •    Start with the number of Characters in each group.
    •    Characters are placed on the Battle Board normally.                 •    Roll 1d6 for each group and add it to the number of
                                                                                  Characters in that group.
                                                                             •    Compare the totals scored by each group. If one total
SPECIAL INSTRUCTIONS                                                              is twice or more than the other group, they will fight.
    •    There will be one PEF. You should already know                           Go to the Action Table (page 24).
         who the NPCs are. If not, use the Who Are They                      •    If one total is not twice or more than the other then
         Table.                                                                   it’s time to Interact (page 13).
    •    There is a chance (1 – 2) of there being hostages from              •    Remember, Creatures are always the enemy!
         the area you are in, but not of the same Race as the
         enemy.
    •    Play continues until the player has accomplished the
                                                                         RESCUING THE HOSTAGES
         objective, been incapacitated, or leaves the                    Once the enemy is driven off the Battle Board, you have
         Encounter.                                                      rescued the hostages, if there were any. Here’s how we do it:
                                                                             •    If there are hostages there will be of 1/2d6 of them.
LOOT AND DESTROY                                                             •    Roll 2d6 and add the results together for each
Once the enemy is driven off the Battle Board it’s time to loot                   hostage. If “12” is rolled, you have rescued a Prince
and destroy the place. Here’s how we do it:                                       (1) or Princess (2 – 6).
                                                                             •    You collect 5 Increasing Rep d6 for a Prince or
    •    Consult the Loot and Destroy Table.                                      Princess, 1 for any other.
    •    Each Band member, including the Star, can roll on
         the Loot and Destroy Table only once.
    •    Roll 2d6 versus the Character’s Rep, determining
         how many d6 are passed.
    •    Go down the left-hand column to the appropriate row
         and across to see the results.
                                                                    22
                                                      SWORDPLAY 2018
CHARACTER JOURNAL                                                CHARACTER JOURNAL
           NAME                           REPUTATION                   NAME              REPUTATION
                                                            23
                                                           SWORDPLAY 2018
2                           ACTION                                     1                     SHOOTING DAMAGE
                     (Taken versus Leader Rep)                                               (Read the result as rolled)
                 Score of “6” is always a failure.                                                 ATTRIBUTE
        1, 2 or 3 you gain the Advantage, 4, 5, or 6 they do.
                                                                       RESILIENT: Once during each Encounter will treat its first Out
                           ATTRIBUTE                                   of the Fight result as a Carry On result instead.
                                                                  24
                                                       SWORDPLAY 2018
2                             MELEE                                   2                    WILL TO FIGHT
                          (Taken versus Rep)                                           (Taken versus Rep of the Leader)
                  Score of “6” is always a failure.                                   Score of “6” is always a failure.
                           ATTRIBUTE                                                           ATTRIBUTE
LIGHTWEIGHT: Counts opponents AC at 1 point higher when               COWARD: Will always be the first to Leave the Battle Board
winning on the Melee Table.                                           regardless of Rep or situation. BORN LEADER: Rolls 3d6
RAGE: Counts a +1d6 bonus when in melee.                              counting the lowest 2d6 results on the Will to Fight Table.
RESILIENT: Once during each Encounter will treat its first Out
of the Fight result as a Carry On result instead.                       # D6                             RESULT
SLIGHT: Counts opponents AC at 1 point higher when                     PASSED
winning on the Melee Table.                                               2        IF 50% OR MORE Out of the Fight, Obviously
SLIPPERY: Counts AC at 1 point higher when losing on the                           Dead, or Left the Battle Board, count as passing
Melee Table.                                                                       1d6.
SWORDSMAN: Ignores the first -1 to Rep suffered when                               OTHERWISE: Continue the fight.
fighting on the Melee Table.                                              1        CIVILIANS – Count as passing 0d6.
                                                                                   ALL – One Character Leaves the Table.
               CIRCUMSTANCE                           MODIFIER                     Duck Backs will go first.
                                                                                   Lowest Rep will leave next in this order:
REP 7+ = Each point of Rep over 6.                      +1d6
                                                                                   • Caster.
                                                                                   • Shooter.
    #D6                             RESULTS
                                                                                   • Healer.
 PASSED                                                                            • Others.
 Pass 2d6     Opponent Obviously Dead.                                             If tied, roll randomly.
  more                                                                    0        ALL – Leave the Battle Board. If both sides
                                                                                   reach this result at the same time, both sides
 Pass 1d6     SHOOTER OR CASTER WINNER:
                                                                                   leave!
  more        •    Fight another round of melee with both
                   Characters counting a -1 to Rep.
              ALL OTHER WINNERS:                                      2           AFTER THE ENCOUNTER RECOVERY
               Rolls 1d6:
              • If score is higher than loser’s AC = Out of                               (Taken vs. normal Rep)
                  the Fight.                                            # D6                             RESULT
              • If score is equal or less than loser’s AC =            PASSED
                  Fight another round of melee with loser
                  counting a -1 to Rep.                                   2         After the Encounter – All Characters recover
Pass same     ALL will fight another round of melee with both                      back to original Rep and return to the Band.
              Characters counting a -1 to Rep.                            1        After the Encounter – Out of the Fights and
                                                                                   reduced Reps recover back to original Rep and
                                                                                   return to the Band. Those not ordered to, but
                                                                                   Left the Battle Board, do not return to the Band
                                                                          0        After the Encounter – Out of the Fights do not
                                                                                   return to the Band. Those not ordered to, but
                                                                                   Left the Battle Board, do not return to the Band
                                                                 25
                 WELCOME TO THE WORLD OF
                  TWO HOUR WARGAMES!
SWORDPLAY 2015 IS AN INTRODUCTION TO TWO HOUR WARGAMES. IT’S A COMPLETE GAME – NOT A
TEASER – AND IS FREE. SWORDPLAY 2015 IS A SET OF MAN-TO-MAN COMBAT RULES THAT CAN BE
PLAYED IN A VARIETY OF PERIODS AND WITH ANY FIGURES YOU MAY ALREADY HAVE.
SWORDPLAY 2015, LIKE ALL THW GAMES, CAN BE PLAYED SOLO, COOPERATIVELY – ALL PLAYERS ON
THE SAME SIDE – OR COMPETITIVELY – HEAD TO HEAD. INSIDE YOU’LL FIND:
      • THE CURRENT REACTION SYSTEM, USED IN ALL TWO HOUR WARGAMES, THAT ALLOWS
        YOU TO LEARN ONE SET OF MECHANICS TO PLAY A VARIETY OF PERIODS.
      • QUICK GAME MECHANICS THAT YIELD REALISTIC SHOOTING AND MELEE RESULTS.
      • THREE SCENARIOS THAT CAN BE PLAYED OVER AND OVER WITH NO TWO GAMES EVER
        BEING THE SAME.
      • CHARACTER ADVANCEMENT BASED ON YOUR SUCCESS IN EACH GAME.
      • AN EASY TO USE CAMPAIGN SYSTEM THAT GENERATES YOUR NEXT GAME BASED ON HOW
        WELL YOU’VE DONE.
      • WAYS TO GENERATE YOUR CHARACTERS AND YOUR OPPONENTS – WHETHER FANTASY OR
        HISTORICAL IN NATURE.
      • ALL THIS AND MORE…
SWORDPLAY 2015 LETS YOU TO LEARN THE CURRENT VERSION OF THE REACTION SYSTEM USED BY
THW WITHOUT SPENDING A DIME. WHILE OUR COUNTERPART CHAIN REACTION IS ABOUT MODERN
FIREARMS, SWORDPLAY 2015 IS ALL ABOUT HAND-TO-HAND COMBAT WITH SWORD AND SHIELD.
SWORDPLAY 2015 GIVES YOU A CHANCE TO SEE IF YOU LIKE THE REACTION SYSTEM, BEFORE TRYING
ONE OF OUR PERIOD SPECIFIC GAMES. THINK OF SWORDPLAY 2015 AS A PREVIEW OF OUR OTHER
PERIOD SPECIFIC GAMES LIKE WARRIOR HEROES LEGENDS, CAPTAINS AND KINGS, AND 2 HOUR
DUNGEON CRAWL.
***************************************************
                                     2HW – SP
                                       FREE
             WRITTEN BY ED TEIXEIRA
            COVER ART BY KIM ALLMAN
COVER LAYOUT AND DIGITAL EDITING BY CRAIG ANDREWS
                                                   SWORDPLAY 2015
                                                              7.0    RULES OF WAR                           11
TABLE OF CONTENTS                                             7.1    Turn Sequence
                                                                     7.1.1    Many Turns into One
                                                                                                            11
                                                                                                            12
1.0      PROLOGUE                                    3        7.2    Actions                                12
                                                                     7.2.1    Other Actions                 12
                                                              7.3    Firing                                 12
2.0      INTRODUCTION                                4
                                                              7.4    Movement                               12
                                                                     7.4.1    Normal Movement               12
3.0      YOUR ROLE                                   4               7.4.2    Fast Move                     12
                                                                     7.4.3    Going Prone                   13
4.0      NEEDED TO PLAY                              4               7.4.4    Mounting and Dismounting      13
4.1      The Dice                                    4               7.4.5    Involuntary Movement          13
         4.1.1    Passing Dice                       4        7.5    The Reaction System                    13
         4.1.2    Counting Successes                 5        7.6    In Sight                               14
         4.1.3    Possibilities                      5               7.6.1    In Sight or Out of Sight      14
         4.1.4    Reading and Adding the Dice        5               7.6.2    Triggering an In Sight Test   14
         4.1.5    1/2d6                              5               7.6.3    Taking the In Sight Test      14
         4.1.6    How Many d6                        5               7.6.4    Resolving In Sight Actions    15
4.2      Figures and Terrain                         5               7.6.5    Adding to Ongoing In Sights   15
         4.2.1    Basing Figures                     5               7.6.6    Completed In Sights           15
         4.2.2    Defining Facing                    5        7.7    Reaction Tests                         15
4.3      Tables                                      5               7.7.1    How to Take a Reaction Test   15
                                                                     7.7.2    Multiple Results              16
5.0      DEFINING THE FIGURES                        6               7.7.3    Completing Reactions          16
5.1      Stars and Grunts                            6        7.8    Status and Actions                     16
         5.1.1    Stars                              6        7.9    Ranged Combat                          17
         5.1.2    Grunts                             6               7.9.1    Reloading                     17
         5.1.3    Why Use Stars?                     6               7.9.2    Shooting                      17
5.2      Star Advantages                             6               7.9.3    Line of Sight                 17
         5.2.1    Star Power                         6               7.9.4    Cover or Concealment          17
         5.2.2    Larger Than Life (LTL)             7               7.9.5    Target Selection              18
         5.2.3    Cheating Death                     7               7.9.6    Shooting a Weapon             18
         5.2.4    Free Will                          7               7.9.7    Determining Damage            18
5.3      Reputation                                  7               7.9.8    Auto-Kill or Capture          18
5.4      Class                                       8               7.9.9    Pitiful Shot                  18
         5.4.1    Missile                            8        7.10   Melee                                  19
         5.4.2    Melee                              8               7.10.1 Melee Weapons                   19
5.5      Weapons                                     8               7.10.2 Charge into Melee Test          19
5.6      Armor                                       8               7.10.3 How to Charge into Melee        19
         5.6.1    Armor Class 2 (AC 2)               8               7.10.4 Melee Combat                    19
         5.6.2    Armor Class 4 (AC 4)               8               7.10.5 Melee Damage                    20
         5.6.3    Armor Class 6 (AC 6)               8               7.10.6 Multiple Figure Melees          20
5.7      Shield                                      9        7.11   Retrieving Wounded                     20
                                                              7.12   After the Battle                       20
6.0      GETTING STARTED                             9        7.13   Challenge                              21
6.1      What Army?                                  9
6.2      Forming Your Band                           9        8.0    BUILDINGS                              21
         6.2.1   Recruiting Your First Band          9        8.1    Building Size and Area                 21
6.3      Groups                                      10       8.2    Entering and Exiting                   22
         6.3.1   Forming and Splitting Groups        10       8.3    Cover or Concealment                   22
         6.3.2   Group Cohesion                      10       8.4    Burning Buildings                      22
         6.3.3   Large Groups                        10       8.5    Firing from Buildings                  22
6.4      Leaders                                     11
         6.4.1   Leader Functions                    11       9.0    TERRAIN                                22
         6.4.2   Using Leader Die                    11       9.1    Setting Up the Table                   22
         6.4.3   Multiple Leaders                    11       9.2    Generating Terrain                     22
                                                          1
                                                   SWORDPLAY 2015
                                                              INDEX OF TABLES
9.3      Types of Terrain                            23
         9.3.1    How Many Pieces of Terrain?        23
9.4      Terrain & Scenery                           23       After the Battle Recovery, 7.12                  20/33
         9.4.1    Clear                              23       Army Lists, 6.1                                     30
         9.4.2    Hill                               23       Army List – Feudal, 6.1.1                           30
         9.4.3    Impassable                         23       Army List – Northmen, 6.1.2                         30
         9.4.4    Woods                              23       Army List – Elves, 6.1.3                            30
         9.4.5    Buildings                          23       Army List – Gobbos and Orcs, 6.1.4                  30
9.5      Types of Buildings                          24       Building Type, 9.5                                  24
                                                              Challenge Test, 7.13                                21
10.0     PLAYING THE GAME                            24       Charge into Melee, 7.10.2                           32
                                                              Cover or Concealment, 7.9.4                      18/31
11.0     PEFS                                        24       In Sight, 7.6.3                                     31
11.1     PEFs and Buildings                          24       Melee Combat, 7.10.4                                33
11.2     PEF Movement                                25       Melee Damage, 7.10.5                                33
         11.2.1 Special PEF Movement                 25       New Recruits, 13.1                                  28
11.3     Resolving PEFs                              25       NP Force Movement, 11.6                          26/34
11.4     Who Are They?                               25       PEF Movement, 11.2                                  34
11.5     Loading Up PEFs                             25       PEF Resolution, 11.3                                34
11.6     How the Enemy Moves                         25       Ranged Combat, 7.9.6                                32
                                                              Ranged Combat Damage, 7.9.7                         32
12.0     ENCOUNTERS                                  26       Reaction Tests, 7.7.1                               31
12.1     Explore                                     26       Ranged Weapons, 7.9                              17/32
         12.1.1    Objective                         26       Recruiting, 6.2.1                                   10
         12.1.2    Forces                            26       Terrain Generator, 9.3.1                            23
         12.1.3    Terrain                           26
         12.1.4    Deployment                        26
         12.1.5    Special Instructions              26
12.2     Raid                                        27
         12.2.1    Objective                         27
         12.2.2    Forces                            27
         12.2.3    Terrain                           27
         12.2.4    Deployment                        27
         12.2.5    Special Instructions              27
         12.2.6    Finding the Objective             27
12.3     Defend                                      27
         12.3.1    Objective                         27
         12.3.2    Forces                            27
         12.3.3    Terrain                           27
         12.3.4    Deployment                        27
         12.3.5    Special Instructions              28
         12.3.6    What is their Objective?          28
13.0     AFTERWARDS                                  28
13.1     New Grunts                                  28
13.2     Increasing Rep                              28
13.3     Decreasing Rep                              28
                                                                       SPECIAL THANKS TO:
14.0     STEP-BY-STEP                                29                Kim Allman: For a great picture for the cover.
14.1     At the Start                                29                Ken Hafer, Bob Minadeo and Ron "Baddawg"
14.2     During the Encounter                        29                Strickland: For insisting that, "It's not just a gang
14.3     After the Encounter                         29                warfare game."
                                                                       The THW Guys on the Group and Forum: For the
15.0     DESIGNER NOTES                              30                constant support.
15.1     My Game, Your Game                          30                And Lil…
                                                          2
                                                   SWORDPLAY 2015
1.0 PROLOGUE
                                                                    that it became apparent to me that CR 2.0 needed a
                                                                    facelift.
Before we get into Swordplay 2015 let’s give you a little           So after five years I upgraded to CR 3.0. What Chain
history. Many of you have probably heard of Chain                   Reaction had become is an introduction to the Reaction
Reaction, but for those of you that haven’t, this is for you.       System and all the other mechanics used in current THW
                                                                    products. CR 3.0 was a THW lite version given to the
                                                                    gamer at no cost.
2002
Two Hour Wargames makes its first foray into providing              2012
rules for man-to-man skirmish games. The rules are called
Guns and Girls and they debut with a News Item on The               The past three years had seen the company explode to
Miniatures Page. The cover of the rules (two young ladies           over thirty titles and a Yahoo Group of over 5000
in bikinis, high heels, and automatic weapons) is taken as          members. As THW gained more exposure one of the
a sign of the Apocalypse, by some, causing a change of              biggest comments I’ve heard is that it’s nice to have one
title to Chain Reaction for the US market and a new cover           common set of mechanics to play a variety of periods.
depicting a target riddled with bullet holes.                       This has led me to do the next update to Chain Reaction.
                                                                    With a variety of periods there are still some basic
                                                                    mechanics that give a really good game. The last three
2004                                                                years, with the help of input from the Yahoo group, THW
As word spread via the Internet, battle reports began               mechanics have become pretty standard between the
coming in about the games that people were playing with             games. Like one player told me, “If you can play one set
Chain Reaction. World War 2, Dark Future, and police                you can play about 90% of them as they share common
actions were common, but there were also American Civil             mechanics.”
War games, Star Wars (you all understand I didn’t write             Chain Reaction 3.0 – The Final Version are these
Star Wars, right?), hard core Sci-Fi, Gangsters of the              mechanics.
‘20s, and much more. It quickly became apparent that you
could adapt Chain Reaction for almost any period where              Anyway, thanks for the interest, give the game a read,
modern firearms were used.                                          play the game a few times. If you have questions come
                                                                    over to the THW Forum and ask. You’ll usually get an
What also became equally apparent was that gamers                   answer within 24 hours.
wanted bigger battles with more and more figures. That
was the main reason for Chain Reaction 2.0: Fully
Loaded. With bigger battles came the need for smoother              “WHAT A LONG STRANGE TRIP IT’S BEEN.”
mechanics and less bookkeeping. Seeing how there was
                                                                         ******************************************
minimal book keeping in Chain Reaction it was obvious
that the mechanics would be where the ease of play would
                                                                        ALERT! ALERT! WE’RE AT IT AGAIN!
come from. Chain Reaction 2.0 delivered.
2008                                                                2015
By now Two Hour Wargames was up to twenty plus titles               NUTS! – Final Version, Larger Than Life – Director’s
from a variety of authors covering a variety of periods             Cut and 2 Hour Dungeon Crawl has caused a dilemma.
from Ancient Warfare to the conflict in Vietnam, as well            There are a few things in them that really make the THW
as Fantasy and Sci-Fi titles. While CR 2.0 was a generic            mechanics work even better. Not big changes, just a few
set of rules that covered many periods in a light way, the          minor ones. We’ve folded some of the mechanics into a
other titles are detailed and focused specifically to bring         simpler format, resulting in fewer tables. I’m not about to
the flavor of that period to life.                                  issue new editions of the current books, the ones with the
                                                                    CR 3 mechanics, but I want to get the changes to
So I decided to make CR 2.0 free to the masses.                     everyone and get it to them for free. That’s what this book
                                                                    is doing.
2009                                                                Here’s the beauty of the THW system. You can use these
                                                                    tweaks with any of the THW rule sets if you want to, just
With all the exposure and questions generated by CR 2.0             bring them over; it’s your game.
it became obvious that the rules were reaching a much
larger audience than before. But the jump in mechanics
from CR 2.0 to current THW products was so dramatic
© 2015 ED TEIXEIRA – TWO HOUR WARGAMES 7/30/2015
                                                                3
                                                   SWORDPLAY 2015
                                                               4
                                                   SWORDPLAY 2015
4.1.2 COUNTING SUCCESSES                                          4.2 FIGURES AND TERRAIN
Another way to use the dice is by rolling them and
                                                                  As mentioned earlier you can play Swordplay 2015 with
counting successes.
                                                                  any kind of figures. You can even play with cardboard
        A score of 1, 2, or 3 is a success.                      counters.
        A score of 4, 5, or 6 is a failure.                      Terrain can be as simple as using books or as elaborate as
                                                                  finely detailed models, it’s up to you.
Example: The Soldier enters melee and rolls 4d6. He
scores a 1, 3, 3, and 4. He has scored three successes (1,
3, and 3).                                                        4.2.1 BASING FIGURES
                                                                  Each figure represents one man. The easiest way to base
                                                                  your figures for Swordplay 2015 is one figure on a round
4.1.3 POSSIBILITIES                                               or square base as either style will work.
When you see numbers in parenthesis, such as (1 – 2),
this means there is a chance of that event happening,
based on a 1d6 roll.
                                                                  4.2.2 DEFINING FACING
                                                                  Charging or shooting to the rear of an enemy depends
Example – The Knight has a One Hand (1 – 3) or Two                upon the physical location of the attacker. To qualify as a
Hand Melee Weapon (4 – 6). I roll 1d6 and score a 5, the          rear attack the attacker must begin and end its movement
Knight has a Two Hand Melee Weapon.                               behind the front facing of the target.
                                                                          The front facing is defined as 180 degrees to the
4.1.4 READING AND ADDING THE DICE                                          front of the figure.
                                                                          The rear facing is defined as 180 degrees to the
Sometimes you simply read the result as rolled. When
                                                                           back of the figure.
rolling 2d6 in this manner you add the scores together to
get a total.                                                      The following illustration defines the front and rear
                                                                  facings. See the section on Shields (5.7) for more
                                                                  information.
4.1.5 1/2D6
When asked to roll a 1/2d6, here’s how we do it:
        Roll 1d6.
        (1 – 2) = 1.
        (3 – 4) = 2.
        (5 – 6) = 3.
Later he must take a Reaction Test versus his Rep. There          Swordplay 2015 may seem to have a lot of tables, but in
is a 2 in the upper left-hand corner so I roll 2d6.               reality you will be using two or three of them 95% of the
                                                                  time and those that you do use are easily memorized.
                                                                  Other THW titles will have more tables, mostly covering
                                                                  designing your Encounters and for determining the
                                                                  actions of your enemy when playing solo.
                                                              5
                                                    SWORDPLAY 2015
Swordplay 2015 is like a toolbox. You may not need all              5.1.2 GRUNTS
the tools, but they are there if you do!
                                                                    These are the figures that do not represent a player. They
                                                                    may be friends or foes and will come and go as the game
                                                                    progresses. Grunts are controlled by the game mechanics.
STOP!
Swordplay 2015 can be played in three ways:                         5.1.3 WHY USE STARS?
                                                                    One question that may be asked is why do we use Stars in
   Solo, against the game mechanics.                               THW? It's to give the player personal control of his
   Cooperatively, with everyone on the same side                   character.
    against the game mechanics.
   Head to head, against your friends.                             Remember that all Grunts are controlled by the Reaction
                                                                    Tests.
Swordplay 2015 is played with six-sided dice called d6.
                                                                    Grunts will behave in a realistic manner that balances a
You can play in any scale, with figures or counters. You            desire to stay alive with the desire to do their job.
can play with as many or as few figures as desired.
                                                                    But Stars? That's you. You will see that you have much
Passing dice is when you roll a d6 and compare it to a              more freedom, as in real life, to do what you want, as well
Target Number like Rep. Score equal or less and you have            as some distinct advantages that separate you from the
passed; score greater than the Target Number and you                Grunts.
have not. You can pass 2d6, 1d6 or 0d6.
A success is a score of 1, 2 or 3.
Possibilities are the numbers in parenthesis next to an
                                                                    5.2 STAR ADVANTAGES
event. Scoring that number means the event has                      As a Star in Swordplay 2015 you have four important
happened.                                                           advantages. These are:
Rolling a 1/2d6 is easy. Just roll 1d6 and divide the score                 Star Power.
in half, then round up. What is a 5?                                        Larger Than Life.
                                                                            Cheating Death.
                                                                            Free Will.
5.0 DEFINING THE
                                                                    5.2.1 STAR POWER
FIGURES                                                             Usually reserved for Stars, but sometimes found in some
Note that the words figure and character are interchangeable.       Grunts, Star Power is the ability of a character to ignore
                                                                    normally disabling damage. Here’s how we do it:
Swordplay 2015 – 2015 is played with individual figures
that are defined in the following ways.                                     Stars start each Encounter (game) with 1d6 of
                                                                             Star Power for each point of Rep. So a Rep 5
        Is it a Star or a Grunt?                                            Star starts with 5d6 Star Power.
        What is its Reputation?                                            Whenever a Star takes damage it rolls its current
        What is its Class?                                                  Star Power d6. Read each d6 as rolled.
        What type of Weapon does it have?                                    Any result of 1, 2, or 3 reduces the damage
        What type of Armor does it have?                                         by one level.
        Is it carrying a Shield?                                             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
5.1 STARS AND GRUNTS                                                              the d6 is removed from the character’s Star
                                                                                  Power for the rest of the Encounter.
There are two types of figures, called Stars and Grunts.
                                                                    Damage is reduced in the following ways:
                                                                        
5.1.1 STARS
                                                                             An Obviously Dead result becomes an Out of the
                                                                             Fight result.
This figure represents you, the player. We suggest your                     An Out of the Fight result becomes a -1 to Rep if
Star begins with a Reputation of 5.                                          in Melee or a Duck Back if fired on.
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                                                   SWORDPLAY 2015
It is possible to reduce damage by multiple levels if you        Example - Otto (Rep 5) is shot by an English Archer (Rep
roll several results of 1, 2, or 3.                              5). The archer scores an Obviously Dead result. Otto uses
                                                                 his Star Power, but to no avail. He then declares he is
                                                                 Cheating Death and is whisked from the table to safety.
Example: A Star with a Rep of 5 is hit by missile fire. He
                                                                 He is still alive, but is now reduced to Rep 4.
takes one Out of the Fight and one Obviously Dead result.
The player rolls one d6 per point of the Star’s Rep or 5d6       Note that Cheating Death is applied after Star Power.
in this case.
   The results are 2, 2, 4, 5, and 6.
                                                                 5.2.4 FREE WILL
   One “2” reduces the Obviously Dead result to an Out
    of the Fight result.                                         The last Star Advantage is Free Will. Here’s how we do
   The other “2” reduces one Out of the Fight result to a       it:
    Duck Back result.                                                    Stars will take Reaction Tests just like Grunts.
   The 4 and 5 have no effect but are retained.                         Instead of rolling any d6 the Star can choose to
   The 6 has no effect, but is discarded for the                         pass 2, 1, or 0d6.
    remainder of the Encounter.                                          This applies when taking the Received Fire and
However, this won’t do the Star much good since he is                     Man Down Tests (7.7). It does not apply to the
still Out of the Fight. It’s time to try another Star                     In Sight Test (7.6).
Advantage, Larger Than Life.
                                                                 Example - Otto (Rep 5) is shot at by the enemy. He is a
                                                                 Star so can choose his reaction on the Received Fire
5.2.2 LARGER THAN LIFE (LTL)                                     Reaction Test. He chooses to pass 2d6 and returns fire.
Swordplay 2015 can be used to capture the cinematic
                                                                 Later Otto must take an In Sight Test. He cannot use his
flavor of heroic fantasy and medieval movies where the
                                                                 Free Will, but must roll 5d6 instead.
Star is a larger than life character. Here’s how we do it:
        Stars cannot be killed by anyone with a Rep
         lower than the Star.                                    5.3 REPUTATION
        The worst result a Star could receive would be
         Out of the Fight.                                       Reputation or Rep represents a combination of
                                                                 experience, morale and motivation. Rep is an expression
                                                                 of a figure’s overall fighting quality. Both Stars and
Example- Otto, the Captain of the Guard (Rep 5) is shot          Grunts use Rep. There are three possible starting levels of
by an enemy crossbowman (Rep 4). The enemy scores an             Reputation:
Obviously Dead result. Otto uses his Star Power, but to
no avail. He declares he is using his Larger Than Life                   REP 5 – These are veterans of numerous
advantage and is Out of the Fight instead.                                successful encounters. Knights and veteran
                                                                          Warriors would have a Reputation of 5.
Note that Larger Than Life is applied after Star Power.                  REP 4 – These are reliable men and women of
                                                                          some experience that usually make up the bulk
                                                                          of an army. Soldiers and Warriors are examples
5.2.3 CHEATING DEATH                                                      of Rep 4.
Another Star Advantage is Cheating Death. Here’s how                     REP 3 – These are troops with limited combat
we do it:                                                                 experience or desire to fight. Peasants and some
                                                                          Goblins would have a Reputation of 3.
        A Star can be killed by anyone with an equal or
         higher Reputation.                                      Remember, Stars always start with a Rep of 5.
        When this occurs, the Star may declare that he is
         cheating death. He is immediately removed from
         the table and whisked to safety.
        When a player chooses to cheat death his Rep is
         immediately reduced by one level until he
         qualifies to increase his Rep (13.2).
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5.4 CLASS                                                        5.6.1 ARMOR CLASS 2 (AC 2)
                                                                 The character is lightly armored or completely
All characters are one of the two following Classes.
                                                                 unarmored. Leather would be an example of AC 2.
Melee characters are those armed with melee weapons              Later he is beaten in melee. The winner scored one
who strive to charge into combat and deliver damage to           success more than the Warrior which is increased to two
their foes in hand to hand combat. Melee armed troops            successes more.
can be mounted on horses or similar beasts. Regardless of
what they are armed and armored with they share one
common trait, bravery.                                           5.6.2 ARMOR CLASS 4 (AC 4)
                                                                 The character is heavily armored. Chainmail would be an
                                                                 example of AC 4.
5.5 WEAPONS
                                                                         Figures hitting targets wearing AC 4 with missile
Most characters are assumed to have a weapon of some
                                                                          fire will count +1 when rolling on the Ranged
sort whether a ranged one or one used in melee. Some
                                                                          Combat Damage Table (Table 7.9.7).
characters such as peasants, hostages, and children often
                                                                         Figures wearing AC 4 will count a -1 to their
do not.
                                                                          Rep when taking a physical related Challenge
It is possible for a character to have more than one                      (Table 7.13).
weapon such as a lance and sword. Missile Class figures
always count as having a One Hand Melee Weapon when              5.6.3 ARMOR CLASS 6 (AC 6)
in melee. Players are encouraged to count the figure to be
armed with the weapon it has.                                    The character is very heavily armored. Full plate mail
                                                                 would be an example of AC 6.
Weapons are covered in more detail in the appropriate
sections entitled Ranged Combat (7.9) and Melee (7.10).
                                                                         Figures wearing AC 6 will count a -2 to their
                                                                          Rep when taking a physical related Challenge
Example – I choose three figures. One has a sword, one a                  (Table 7.13).
two handed axe, and the third a bow. I decide to play the                Figures winning a melee against targets wearing
figures with the weapons that they have.                                  AC 6 will count as scoring one success less on
                                                                          the Melee Damage Table (Table 7.10.5).
5.6 ARMOR                                                        Example – The Vampire Lord (AC 6) loses a melee by one
                                                                 success. This is reduced to 0 due to the AC of 6, so the
It is easy to get carried away with arguing the merits of        melee result is immediately refought with neither figure
the different armor types used in ancient and medieval           suffering any loss in Rep (7.8).
times, let alone in fantasy games. In Swordplay 2015 we
have simplified it to three types mirroring those in Rally
Round the King, our big battle unit based set of rules and
Warrior Heroes – Legends, our fantasy RPG set of rules.
They are:
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5.7 SHIELD                                                         6.0 GETTING STARTED
In Swordplay 2015 some figures will carry a shield to
protect themselves from injury. Here’s how we do it:               This section will explain some of the games that
                                                                   Swordplay 2015 can be used for and some of the basics of
                                                                   the game. Whether it’s an Orc or English Longbow man
        A figure counts his shield only when attacked to
                                                                   shooting the arrow you’ll be just as dead!
         the front and not to the rear.
        Shields are treated the same regardless of size
STOP!
Your personal figure is a Star and should start at Rep 5.
                                                                   6.2 FORMING YOUR BAND
All the other figures, friend or foe, are Grunts. Stars have       In Swordplay 2015 the game revolves around you, the
four Star Advantages.                                              other characters that make up your Band, and those of
                                                                   your opponents. Let's define the Band:
Star Power can reduce damage. If you roll your Star
Power d6 and score a “6”, what happens? When fired at                      Every Band has one Leader.
Star Power reduces an Out of the Fight result to Duck                      The rest of the members are non-Leader Grunts.
Back. How is this different than losing a melee?
What is the difference between Cheating Death and                  6.2.1 RECRUITING YOUR FIRST BAND
Larger Than Life?
                                                                   You will start the game alone, but you can recruit Grunts
Free Will lets you choose to pass 2d6, 1d6 or 0d6 on your          to join you. Here's how we do it:
Received Fire and Man Down Reaction Tests.
                                                                           Your Band can be as large as your Rep,
What are the two types of Classes?                                          including yourself. This means you can recruit
There are three classes of armor each with a number. The                    your Rep, less one, Grunts. As your Rep goes up
higher the number the better you are protected.                             or down (13.2) so will the number of Grunts in
                                                                            your Band.
Shields protect from missile fire and when in melee, but                   Consult the Recruiting Table (Table 6.2.1).
only if you are attacked to your front facing.                             Roll 1d6 and read the result as rolled.
                                                                           Go down the left-hand column to the appropriate
                                                                            row and across to the appropriate column for the
                                                                            type of Grunt you’re recruiting. This will give
                                                                            you its Rep.
                                                                           Grunts are always assumed to have the weapon
                                                                            represented on the figure.
                                                                           You cannot have Grunts with a higher Rep than
                                                                            yours. If your Rep goes down, any Grunt with a
                                                                            higher Rep than yours leaves your group!
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                                                      SWORDPLAY 2015
6.2.1 RECRUITING TABLE
1                         RECRUITING
                    (Read the result as rolled)
STOP!
You start the game as a Rep 5 Star.                                 In this picture one member of the group has been hit and is out
                                                                   of the fight or obviously dead. The link between figures is now
You can recruit up to one Grunt per point of Rep, less             broken. There are now two groups that will activate separately.
one. As your Rep changes you can add or must subtract
Grunts.
You can never have Grunts with a higher Rep than your              6.3.3 LARGE GROUPS
own.                                                               You can make large groups of multiple groups just as you
                                                                   do with multiple figures. This could also occur when two
                                                                   Non-Player groups decide to band together under one
6.3 GROUPS                                                         Leader.
6.3.1 FORMING AND SPLITTING GROUPS                                 In the picture above we see three groups. Groups A and B are
Groups are not permanent. You can form up or break                 grouped together as they are within 4” and LOS so will activate
                                                                   at the same time. Group C is more than 4" from A and B so will
apart your group into larger or smaller groups at any time
                                                                   activate separately.
during the turn when you are active or when forced to do
so by a Reaction Test.
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                                                      SWORDPLAY 2015
                                                                        Example - Bulah (Rep 4) is the leader of a group
                                                                        composed of three Rep 3 Orcs. Two members of the group
                                                                        come under fire and they must take the Received Fire
                                                                        Test.
                                                                        I roll 2d6 for the two Orcs under fire and score a 5 and a
                                                                        3. This means that they have passed 1d6.
                                                                         I now roll 1d6 for the Leader Die Bulah is with the
In this picture the groups from the previous example activate at        group. I score a 4 so have passed 1d6. This is added to
the same time and groups A and B move away. As none of the
                                                                        the group result so they have passed 2d6.
groups are within 4" of each other the figures are now in three
groups and will activate separately.                                    Reaction dice are rolled for the group, but applied
                                                                        individually to only the figures taking the test.
6.4 LEADERS
                                                                        6.4.3 MULTIPLE LEADERS
Groups will always have a Leader. Here’s how we do it:
                                                                        In situations where more than one Leader is present only
         The Star is always the Leader when in a group.                the Rep of the highest Leader is used for Activation.
         A Temporary Leader is the figure in the group
          with the highest Rep and only acts as a Leader
          when the Star is not with the group.                          Example – A Star Leader joins a group in his army. The
                                                                        group will use his Leader Die and Rep as long as he is
                                                                        carrying on (7.8) with the group. Once he leaves or is
6.4.1 LEADER FUNCTIONS                                                  disabled, the group Leader will use his Rep to activate.
Star Leaders have two specific functions they will use to
affect their group. Here’s how we do it:
         All Leaders allow for all figures in their group to           STOP!
          activate when it does.
                                                                        Groups are formed and disbanded as needed and consist
         The Star Leader is allowed to use Leader Die to
                                                                        of multiple figures. The smallest group is one figure.
          inspire his group when taking Reaction Tests.
                                                                        There is no limit on the maximum as long as they qualify
Temporary Leaders do not use Leader Die, but allow for                  as a group. What two requirements must be met to be part
all figures in his group to activate when he does.                      of a multi-figure group?
                                                                        Leader Die is used by rolling 1d6 versus the Rep of the
6.4.2 USING LEADER DIE                                                  Star Leader.
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                                                   SWORDPLAY 2015
        At the start of each turn both dice are rolled. This        Now that you know the turn sequence we will explain the
         is called rolling for Activation.                           rules in the order that they will occur during the game
        If the die scores are the same (doubles) re-roll            turn. This may be different than traditional rules, but is
         them.                                                       much more effective.
        The higher score determines which side will                 Let’s start with actions.
         activate its groups first.
Example - The two dice are rolled and a Blue 5 and a
Yellow 4 are rolled. I scored higher so I can activate my            7.2 ACTIONS
groups first.
                                                                     When a figure is active it can voluntarily do one of the
        Only groups with a Leader whose Rep is equal to             following actions.
         or higher than its Activation die score can be                      Move up to the normal 8” or a successful Fast
         activated.                                                           Move, ending its move facing as desired.
        Groups are activated from highest to lowest Reps                    Charge into Melee (Table 7.10.2).
         with ties activating in the order the player
         desires.
Example: A Blue 5 and a Yellow 4 were rolled. My side                7.2.1 OTHER ACTIONS
scored higher so I activate first. I can activate only               When active, figures can do the following actions in
groups that are led by a Rep 5 or higher Leader.                     addition to those previously listed and still make a normal
                                                                     move.
        After the first group has completed all its actions
         and any reactions it may have caused have been                      Pick up dropped weapons or other items.
         resolved, the active side is allowed to proceed to                  Reload a weapon.
         its next group.
        After all of the active side’s groups have been
         activated the other side can activate one group at          7.3 FIRING
         a time based on the result of its activation die
         roll.                                                       In addition to the previous actions, figures can fire during
                                                                     the turn at the following times:
Example: A Blue 5 and a Yellow 4 were rolled. I went
first and have finished activating all the groups I wanted                   Once when active, if loaded.
to. It is now Jim Bob Joe’s turn. He can activate only                       When called upon by any Reaction or Charge
groups that are led by a Rep 4 or higher Leader.                              into Melee Test, if loaded.
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                                                   SWORDPLAY 2015
        For each d6 passed, the figure is allowed to add                  It may not fire until active or directed to by a
         4” to its move.                                                    subsequent Reaction Test.
        Figures declaring a Fast Move will count as                       Figures in Duck Back behind cover cannot see or
         moving fast regardless of the actual distance                      be seen by the cause of the test.
         moved.
                                                                   LEAVE THE BATTLEFIELD – Remove the figure from the
                                                                   table.
Example – A group of three figures want to Fast Move. I            RETURN FIRE – The figure immediately returns fire at the
roll 2d6 and score a 4 and 5. Here's how the group will            cause of the test.
move.
                                                                   RUSH SHOT - The figure immediately returns fire at the
The Rep 5 passes 2d6 and can move 16”.                             cause of the test, but takes the Rush Shot penalty.
The Rep 4 passes 1d6 and can move 12”.
                                                                   STOP!
The Rep 3 passes 0d6 and can move 8”. All count as Fast
Moving.
                                                              13
                                                      SWORDPLAY 2015
7.6 IN SIGHT
Let's explain the difference between being In Sight and
Out of Sight.
                                                               14
                                                    SWORDPLAY 2015
        Only one side can win the In Sight Test. The
         moving side wins the In Sight only if they score
         more successes.
                                                                      STOP!
        If the number of successes is equal, the non-                Take two figures and place them on the table, out of sight
         moving side wins the In Sight.                               of each other. Both are Rep 4.
        With multiple In Sights at the same time, it’s not           Roll 2d6 for Activation. Move the active figure into sight.
         if you win, but if you lose. So if you beat one              Once the In Sight is triggered the figure can move 2”
         group, but lose to another, you lost the In Sight            more before the In Sight is taken.
         and can only react. After all In Sight actions are
         done, you react.                                             Take the In Sight Test for both sides. Did you modify the
                                                                      number of d6 rolled any the applicable Circumstance?
Example – Groups A and B come into sight of group 1.                  Just to recap. The In Sight is taken by the Leader in the
Group A scores 4 successes, group 1 scores 3 successes,               group with a qualifying LOS. This means that a
and group B scores 1 success.                                         Temporary Leader could take the test. What is a
                                                                      Temporary Leader?
Group A wins the In Sight as it scored more successes
than group 1. Group 1 reacts. Group B cannot act as it
scored fewer successes than group 1, but it could active
fire if it were active. If it had scored more successes than          7.7 REACTION TESTS
group 1 it could have acted along with group A. After                 There are two additional Reaction Tests the In Sight.
both groups had finished their In Sight actions, group 1              They are:
would have reacted.
                                                                              RECEIVED FIRE TEST – The figure was shot at
                                                                               and did not get hit.
7.6.4 RESOLVING IN SIGHT ACTIONS                                              MAN DOWN TEST – The figure is within 4” and
                                                                               LOS of a friendly figure that was hit by fire.
Each figure in the winning group can now act. Here’s
how we do it:
        Missile figures that are loaded will fire.                   7.7.1 HOW TO TAKE A REACTION TEST
        Melee figures in charge reach will take the                  Here's how these Reaction Tests are taken.
         Charge into Melee Test (Table 7.10.2).
                                                                              Consult the Reaction Tests Table (Table 7.7.1)
        If a figure cannot fire or Charge into Melee it
         will Duck Back if in enemy ranged weapons                            Determine what is causing the test; Fired On,
         range.                                                                Man Down or a combination of both. If more
                                                                               than one cause, you still roll 2d6, but apply the
        Otherwise the figure will Carry On.
                                                                               worse result.
                                                                              Determine which figures in the group must take
7.6.5 ADDING TO ONGOING IN SIGHTS                                              the test. Note that there will be times when some
                                                                               figures will take the test and others will not, as
There may be a time where a character that was not                             when figures are shot at while others are not.
involved in an In Sight, becomes involved in it. The                          Start with 2d6 for the group taking the test.
newly involved character makes an In Sight Test. If it                        Modify the number of d6 by any applicable
beats the opponent’s original In Sight result, it takes its In                 Circumstance.
Sight Action
                                                                              Roll the modified total of d6.
                                                                              Determine how many d6 were passed based on
7.6.6 COMPLETED IN SIGHTS                                                      the individual Rep of each figure taking the test.
                                                                               This may result in figures in the same group
Once all figures in the winning group have completed                           behaving in different ways.
their actions and appropriate Reaction Tests are taken, the                   Go down the left-hand column to the appropriate
active side continues its part of the turn. This could be                      row and across to the appropriate column.
additional movement and/or active fire.                                       Immediately carry out the result.
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                                                        SWORDPLAY 2015
                                                                           7.8 STATUS AND ACTIONS
                                                                           The Reaction Tests and Melee can change the status of a
                                                                           figure or force it to act in a certain way. Here we will
                                                                           explain the terms found on the Reaction Tests.
                                                                           CARRY ON – The figure is in good order and can act and
                                                                           react as desired. This is the best status the figure can have.
                                                                           A figure is considered to be carrying on if it is not doing
                                                                           any of the following. We have ranked them from best to
                                                                           worst.
In the picture above we see the white group come into sight of                     Return Fire.
three enemy figures. After the white group has moved 2                             Rush Shot.
additional inches, only 7 and 8 are involved in the In Sight Test.                 Duck Back.
After taking an In Sight Test, figures “A", "B" and "C" fire at                    Leave the Battlefield.
"7" and "8". Note that the white Leader was not involved in the
test and the higher Rep between 7 and 8 was used instead.                          -1 to Rep.
                                                                                   Out of the Fight.
Both 7 and 8 are missed and they take a Received Fire Test for                     Obviously Dead.
being fired on. 2d6 are rolled and a 5 and a 3 are scored. As the
Leader is within 4" and part of the group that was fired on he is
allowed to roll one Leader Die. He rolls a 4 and passes 1d6.               -1 TO REP – The character has its Reputation reduced by 1
Adding the pass 1d6 result means soldier 7 passes 2d6, so                  point by losing a round of Melee. After the melee is over,
returns fire while soldier 8, due to a lower Rep, returns fire, but        the character’s Rep returns to what it was prior to the
counts the Rush Shot penalty.
                                                                           melee, even if it went Out of the Fight.
                                                                           DUCK BACK – Figures that Duck Back are seeking cover
7.7.2 MULTIPLE RESULTS                                                     and safety. Here’s how we do it:
There may be times when a figure qualifies for more than                           Move to the nearest cover within 6”, ending its
one Reaction Test and scores more than one result,                                  turn. This can be in any direction, even forward.
sometimes conflicting. Here’s how we do it:                                        If no cover is available within 6” the figure will
         One set of d6 are rolled.                                                 halt in place, ending its turn.
         Apply the results to each cause of the test.                             It may not fire until active or directed to by a
         Take the worse result.                                                    subsequent Reaction Test.
                                                                                   Figures in Duck Back behind cover cannot see or
See the Status and Actions section (7.8) for more details.                          be seen by the cause of the test.
                                                                           LEAVE THE BATTLEFIELD - Remove the figure from the
7.7.3 COMPLETING REACTIONS                                                 table.
There may be times when a figure is carrying out a                         OBVIOUSLY DEAD – The figure has taken damage that is
Reaction Test and may be forced to take another test prior                 so severe it is obvious that the figure is dead.
to completion of the first. When called for, the figure
                                                                           OUT OF THE FIGHT – The figure has taken serious
immediately takes the new Reaction Test, cannot score
                                                                           damage and cannot continue the battle. He cannot move
better than the first result, but can score worse.
                                                                           on his own and must be retrieved by others. If contacted
                                                                           by an enemy he is considered to be captured or dispatched
Example - A figure takes a Received Fire Test and scores                   as desired.
a result of Duck Back. The figure moves towards cover                      RETURN FIRE – The figure immediately returns fire at the
and into the sight of another enemy figure triggering an                   cause of the test.
In Sight Test. The enemy fires and misses the ducking
back figure before it has completed its move. The ducking                  RUSH SHOT - The figure immediately returns fire at the
back figure takes a new Received Fire Test and passes                      cause of the test, but takes the Rush Shot penalty.
2d6 which would allow him to return fire. However, he
cannot score better than the Duck Back result, so
continues on towards cover.
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                                                     SWORDPLAY 2015
                                                                            
STOP!
                                                                                 Thrown weapons must be recovered.
                                                                                Bows can fire when active and in reaction, even
                                                                                 more than once in the same turn.
One set of d6 are rolled for each group taking the                              Crossbows and slings must reload.
Reaction Tests, but the results are applied to the Reps of                        The figure fires its weapon.
each figure separately. This means that figures in the                            The next time it activates the figure can
group may behave differently.                                                        reload the weapon. He cannot do anything
Take three figures and place them on the table. They are a                           else.
Rep 5 Leader, a Rep 4 Soldier, and a Rep 3 Soldier. All
three are fired on. The dice are rolled and a 4 is scored for           Example – The active French Crossbowman fires his
the Leader Die. The other d6 result in a 4 and 6. Look on               crossbow as directed by a Charge into Melee result. After
the Received Fire Test and see how the three Soldiers                   melee is over, the French Crossbowman is active but
react.                                                                  cannot reload. He can when next active.
How many d6 did each pass?                                              The active English archer fires his longbow as directed by
                                                                        a Charge into Melee result. After the melee he can also
                                                                        active fire.
7.9 RANGED COMBAT
There are two ways to inflict damage in Swordplay 2015.                 7.9.2 SHOOTING
The first is by ranged weapons fire and the other is by                 Shooting a weapon and hand-to-hand combat are
melee (hand-to-hand combat).                                            distinctly different ways of inflicting damage. This is
Each weapon is defined by type and in some cases                        reflected by the different game mechanics used in
weapons have been lumped into broader categories.                       Swordplay 2015.
Weapons are defined by three characteristics.
TYPE – What it is.                                                      7.9.3 LINE OF SIGHT
RANGE – The range listed for every weapon is its effective              To shoot something you must first be able to see it. A
range, which is the range that the shooter feels he has a               straight line from the shooter to the target is called a Line
reasonable chance of hitting the target. This range is                  of Sight or LOS. Here’s how we do it:
considerably shorter than most weapons’ maximum
ranges.                                                                         Line of Sight extends across the whole table and
                                                                                 is blocked by friendly figures, terrain, buildings
2H – Weapons with a “Y” in this column on the Weapons                            and sometimes weather.
Table require two hands to be used. Otherwise one hand                          LOS is to the front of the figure up to a 180
is all that is needed.                                                           degree arc.
RELOAD – Weapons with a “Y” in this column must be                              In nighttime LOS is reduced to 12”. However,
reloaded after each time it is fired. Otherwise it is a                          targets in a well-lit area will count LOS as
thrown weapon and must be recovered to use again.                                normal for those firing at them.
                                                                                LOS between figures inside woods is reduced to
                                                                                 12” in the daytime and 6” at night. If at the edge
7.9 RANGED WEAPONS TABLE                                                         of the woods the figure can see and be seen from
                                                                                 outside the woods as normal.
        TYPE               RANGE          2H        RELOAD
                                                                                LOS in inclement weather such as fog, rain or
                                  (1)
Bow.                       24/12           Y            -                        snow, is reduced to 12” in the daytime and 6” at
Crossbow.                  24/12 (1)       Y            Y                        night.
Sling.                        12           -            Y
                                                        (2)
Throwing axe or               6            -
spear.                                                                  7.9.4 COVER OR CONCEALMENT
(1) Shorter listed range for crossbow and bow is for when firing        There will be times when a character will be in cover,
while mounted. (2) Must be retrieved to be thrown again.                concealment or both. Cover and concealment are
                                                                        different.
7.9.1 RELOADING                                                                 Concealment makes you harder to see, but does
Some weapons are required to reload or recover after each                        not stop an arrow. Concealment comes into play
shot. Here’s how we do it:                                                       when taking the In Sight Test.
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        Cover stops an arrow from hitting parts of your                     Go down the left-hand column to the appropriate
         body, so it makes you harder to be hit. Cover                        row then across to see the result.
         comes into play on the Ranged Combat Table
         (Table 7.9.6).                                              Example – Sir Billy Pink (Rep 5) fires his crossbow at
                                                                     Jacque who is in cover. Billy rolls a 3. The die is added to
So how do you tell which is which? Consult the Cover or              the Rep of Billy (5), which results in an 8; a miss as
Concealment Table (Table 7.9.4). Players should match                Jacque is carrying a shield and being fired to the front.
the terrain on the table with the type that best resembles it
on the Cover or Concealment List before the game begins.
                                                                     7.9.7 DETERMINING DAMAGE
7.9.4 COVER OR CONCEALMENT TABLE                                     Each time a figure is hit the shooter rolls on the Ranged
                                                                     Combat Damage Table (Table 7.9.7). Here’s how we do
#             COVER OR CONCEALMENT                                   it:
                                                                             Consult the Ranged Combat Damage Table
    TYPE                           RESULT                                     (7.9.7).
Buildings,        Stationary figures inside of buildings are                 Roll 1d6. Modify the result by any applicable
Inside.           in cover and concealment.                                   Circumstance and go down the left-hand column
                  Moving figures inside buildings are                         to the appropriate row and across to see the
                  concealed.                                                  result.
Cart or           Figures inside are in concealment.
Wagon,
                                                                     Example – Robin has hit an AC 2 Rep 4 Soldier with his
Inside.
                                                                     Longbow. Robin rolls 1d6 and scores a 4. As the Soldier
Cart or           Figures behind are in cover.
                                                                     is wearing AC 2 this is modified into a 6. The Soldier is
Wagon,
                                                                     Obviously Dead.
Behind.
Woods or          Stationary figures inside woods or rocky           However, he is a Star so can roll his 4d6 Star Power d6.
Rocky.            areas are in cover and concealment.                He scores a 1, 2, 5 and 6. The 1 and 2 reduces the
                  Moving figures inside woods or rocky               Obviously Dead result to a Duck Back. The 6 is lost for
                  areas are concealed.                               the remainder of the Encounter.
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STOP!
                                                                     Example – A Roman slinger comes into sight of two
                                                                     Germans. The Germans win the In Sight and decide to
                                                                     Charge the Roman. All three roll the Charge into Melee
Ranged weapons are defined by the distance they can fire             Test and the Roman results are applied separately to each
out to (Range), whether it must be used with two hands,              German.
and if it needs to be reloaded.
To shoot you need a clear LOS the target.
                                                                     7.10.3 HOW TO CHARGE INTO MELEE
Roll 1d6 and add the result to the Rep of the shooter.
                                                                     Once the charger is moved to within 6” of the target the
Take out two figures. One is a Rep 3 AC 4 with a                     Charge into Melee Test is taken. Here’s how we do it:
crossbow the other a Rep 4 AC 2 with a bow. Place them
                                                                             Consult the Charge into Melee Table (Table
out of sight of each other.
                                                                              7.10.2).
Roll activation and move the active figure into sight. Take                  Each figure starts with 2d6.
the In Sight Test. Resolve any fire and damage. Repeat                       Modify the number of d6 by any applicable
with the other figure to see how AC affects damage.                           Circumstance.
                                                                             Roll the modified number of d6 versus the Rep
                                                                              of the figure.
7.10MELEE                                                                    Determine how many d6 each figure has passed.
                                                                             Go down the left-hand column to the appropriate
When figures come into contact they can enter into melee                      column then across to the appropriate column.
(hand-to-hand combat).
                                                                             Immediately carry out the results.
                                                                             If charged by more than one figure, the target
7.10.1 MELEE WEAPONS                                                          will apply its result against all of the figures
                                                                              separately. This may mean the target could fire
There are two types of hand to hand weapons.                                  but only at one target.
        One Hand Weapon – Those used with one hand.
         A spear with a shield is used with one hand.                Example – The two Germans charge the Roman. The
         Using a one hand weapon gives the user +1d6 in              Roman passes 2d6; one German passes 2d6, and the
         melee.                                                      other 1d6. According to the test he is allowed to fire at
        Two Hand Weapon – Those used with two                       both, but can only fire at one. He fires at the German that
         hands. A spear used without a shield is used with           passed 1d6. If he fired at the other he would count the
         two hands. Using a two hand weapon gives the                Rush Shot penalty.
         user +2d6 in melee.
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7.10.5 MELEE DAMAGE                                               7.11 RETRIEVING WOUNDED
The figure that scores more successes than his opponent
                                                                  Characters can attempt to recover their wounded during
has won the melee and can inflict damage. Here’s how we
                                                                  the Encounter. Here's how we do it:
do it:
                                                                              When active or when Ducking Back in reaction,
        Consult the Melee Damage Table (Table 7.10.5)
                                                                               a Grunt will roll 1d6 versus its Rep.
        Roll 1d6 and add the number of successes the
                                                                                If pass 1d6 it will attempt to retrieve
         winner rolled more than the loser.
                                                                                    wounded friends.
        Go down the left-hand column to the appropriate
                                                                                If pass 0d6 they will not.
         row and across to see the result.
                                                                              Stars can always choose to retrieve wounded.
        Immediately carry out the result.
                                                                              Now move the figure into contact with the
                                                                               wounded figure.
Example –Sir Billy Pink (Rep 5) is in melee with an Orc                       Pick up the wounded figure, reduce the
(Rep 4).                                                                       remaining movement by 2", and move the
                                                                               remaining distance.
Pink starts with 5d6 for Rep and adds the following
                                                                              Figures carrying wounded can take the Fast
modifiers: +1d6 for using a One Hand Weapon. He rolls
                                                                               Move Test, but can only pass 1d6.
6d6 and scores a 1, 2, 2, 3, 4 and 5 for four successes.
                                                                              Figures cannot fire weapons when retrieving
The Orc starts with 4d6 for Rep and adds the following                         wounded figures, but will count the Rush Shot
modifiers: +2d6 for a Two Hand Melee Weapon. He rolls                          penalty.
6d6 and scores a 1, 2, 4, 4, 4 and 6 for 2 successes.                         Figures charged while retrieving wounded will
Pink scores two more successes than the Orc. He adds 1                         drop the wounded.
success as the Orc has AC 2. He rolls 1d6, scoring a 3.                       Figures fired on while retrieving wounded will
Adding the 2 more successes he scored over the Orc and                         count as if in cover, with any result of miss due
the +1 success for the Orc wearing AC 2 gives Billy a                          to cover counting as a hit on the wounded figure.
result of 6. Looking on the Melee Damage Table we see
that the Orc is Obviously Dead.
If Billy had scored lower than the Orc’s Rep of 4, another
                                                                  7.12 AFTER THE BATTLE
round of melee would immediately be fought with the Orc           If you are keeping the same characters to use in multiple
counting a -1 to his current Rep.                                 Encounters you must see if the wounded and those that
                                                                  left the battlefield return. Here’s how we do it:
                                                                              Consult the After the Battle Recovery Table
7.10.6 MULTIPLE FIGURE MELEES                                                  (Table 7.12).
A figure may be meleed by more than one figure at the                         Roll 2d6, read each result as rolled and compare
same time. Here’s how we do it:                                                it to the Rep of the figure.
        Up to three figures can melee one figure.                            Determine how many d6 are passed.
        The side with more figures decides in what order                     Go down the left-hand column to the appropriate
         its figures will attack.                                              row, then across and immediately carry out the
                                                                               result.
        Attacks are carried out one on one.
                                                                      # DICE                           RESULT
                                                                      PASSED
                                                                           2         Figure returns to the Band
                                                                           1         Out of the Fight returns to the Band.
                                                                                     Those that left the battlefield do not return.
                                                                           0         Figure does not return.
© 2015 ED TEIXEIRA – TWO HOUR WARGAMES 7/30/2015
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                                                                   7.13 CHALLENGE
STOP!
Before going any farther take two figures (Rep 4) and do
                                                                   2                    CHALLENGE TEST
the following.                                                                                (Taken vs. Rep)
Place them 6" from each other. A score of “6” is always a failure
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8.2 ENTERING AND EXITING                                             9.0 TERRAIN
Figures may enter or exit a building when active or
inactive. Here’s how we do it:                                       Encounters may specify what the terrain will look like,
                                                                     but in general just populate the board with appropriate
        Entering or exiting through a door reduces                  scenery.
         movement by 2”.
                                                                     We recommend using whatever you already have.
        Entering or exiting through a window reduces
         movement by 4”.
    
                                                                     9.1 SETTING UP THE TABLE
         Moving between floors takes one turn of
         activation or reaction.
                                                                     Now that you know all the rules it’s time to set up and
                                                                     play your first game. First start with a flat space at least
8.3 COVER OR CONCEALMENT                                             3’x3’.
Buildings can provide cover and concealment to those
8.5 FIRING FROM BUILDINGS                                            2 – Determine the overall terrain type of the battlefield.
Figures inside a building can fire at targets outside. Here’s        You can base this on the actual terrain that the forces
how we do it:                                                        fought over or simply roll 1d6 and read the result as
                                                                     rolled.
        Up to two figures can fire from a door or
         window.                                                             1 – 3 = Clear.
                                                                             4 = Settlement.
                                                                             5 = Wooded.
                                                                             6 = Mountainous.
                                                                     Example – I have divided the table into nine sections, but
                                                                     do not know what type of terrain it will have. I roll 1d6
                                                                     and score a 4. I will use the Settlement area column to
                                                                     determine the actual terrain in each section.
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9.3 TYPES OF TERRAIN                                                   9.4 TERRAIN & SCENERY
There are four types of terrain. They are-                             This section describes terrain and what effects it may
                                                                       have on your figures. Each area of terrain must cover at
Clear: This terrain is flat and does not conceal or provide
                                                                       least 75% of the section that it is in. The boundary of the
cover.
                                                                       terrain area should be easy to distinguish.
Settlement: This represents areas with buildings.
Wooded: This represents dense wooded or jungle areas                   9.4.1 CLEAR
that slow travel and obscure vision.
                                                                       These are open areas that do not provide cover or
Mountain: These are legitimate mountains that hinder or                concealment.
prevent movement through them.
                                                                       9.4.2 HILL
9.3.1 HOW MANY PIECES OF TERRAIN?
                                                                       These are elevations that slope down in two directions
After you have determined the overall type of terrain on               and blocks Line of Sight between figures on opposite
the battlefield it’s time to see what the table will look like.        sides of its crest or ridgeline.
Here’s how we do it:
                                                                               Figures within 1" of the crest or ridgeline of the
         Start from section number one and work your                           hill are considered to be in cover to those on the
          way to section number nine.                                           opposite side. They can see and be seen from the
         Roll 1d6, read the result as rolled and consult the                   other side.
          Terrain Generator Table (Table 9.3.1).
         Go down the left-hand column to the appropriate
          row and across to the appropriate column for the             9.4.3 IMPASSABLE
          overall type of terrain.                                     These are the bases of inaccessible mountains or sheer
         This tells you the type of terrain that occupies at          cliff sides.
          least 75% of that section.
                                                                               Movement through Impassable terrain is not
                                                                                allowed.
9.3.1 TERRAIN GENERATOR TABLE
1                TERRAIN GENERATOR                                     9.4.4 WOODS
                    (Read the result as rolled)                        These include woods, marshes and areas of rough terrain
                                                                       providing cover and concealment.
#    CLEAR SETTLEMENT              WOODED          MOUNTAIN
                                                                               Movement is reduced to half speed.
1   Clear       Clear           Clear             Impassable                   Visibility between figures inside these terrain
2   Clear       Clear           Clear             Clear                         features is limited to 12” in the daytime and 6” at
3   Clear       Clear (B)       Woods             Impassable                    night.
4   Clear (B)   Clear (B)       Woods             Woods                        Those inside one inch of the edge of these terrain
                                                                                features count as concealed and in cover. They
5   Hill        Hill            Woods (B)         Woods                         can see out and be seen from outside the area.
6   Woods       Woods           Wooded Hill       Impassable                   Those farther inside from the edge cannot be
(B) See the Building section (9.4.3)                                            seen from anyone outside of the terrain.
Example – I have determined that the overall terrain type
of the board will be clear. I roll 1d6 on the Terrain
Generator Table for section one and score a 3, clear                   9.4.5 BUILDINGS
terrain. I roll a 4 for section two, clear with a chance of            When a result of (B) is rolled on the Terrain Generator
buildings. I continue to roll until all nine sections are              Table there will be buildings in the section. Here’s how
full.                                                                  we do it:
                                                                               There will be 3 + 1/2d6 buildings if a Settlement
                                                                                section, 1/2d6 if not.
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          overall terrain type.
          Place that type of building in the center of the
                                                                    11.0 PEFS
          section, if it is the first one placed. Otherwise         PEF stands for Possible Enemy Force. We use PEFs to
          place it 1/2d6” from another in any direction.            limit the intelligence the player has before and during the
         Taller buildings are placed towards the center of         Encounter. By using PEFs we create an uncertainty as to
          the section.                                              the size of the enemy force, its composition and location.
         Buildings with an * are wooden (1 – 5) or stone           PEFs are used in every Encounter. Here's how we do it:
          (6).
                                                                            Roll 1d6. The score indicates which numbered
                                                                             section of the table will contain a Possible
9.5 BUILDING TYPE TABLE                                                      Enemy Force or (PEF).
                                                                            Place a marker of any type in this section of the
1                   BUILDING TYPE                                            board to represent the PEF.
                                                                            If a terrain feature could block the LOS from
                  (Read the result as rolled)                                your force to the PEF be sure to place the PEF in
 #       CLEAR OR WOODED                 SETTLEMENT                          a manner that does so.
                                                                            If no feature is present, place the PEF in the
 1   One area – one floor. *     One area – one floor. *                     center of that section.
 2   One area – one floor.       One area – one floor.                      Repeat this process until you have three PEFs
 3   One area – one floor.       Two areas – one floor.                      placed on the board.
 4   Two areas – one floor.      Two areas – one floor.                     It is possible to have more than one PEF in the
                                                                             same section.
 5   Two areas – one floor.      Two areas – two floors. *
                                                                            PEFs have a Rep of 4.
 6   Two areas – two floors. *   Two areas – two floors. *
                                                                            Once the PEF has been resolved it is removed
                                                                             from the table.
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11.2 PEF MOVEMENT                                                  11.5 LOADING UP PEFS
PEFs move just like they were groups of enemy figures.             Here’s a shortcut we highly recommend. It’s called
Here's how we do it:                                               loading Up PEFs and will save you a lot of time. Here’s
                                                                   how we do it:
        When the enemy is active, start with the PEF
         farthest from any player group.                                   Use the Army Lists (Tables 6.1) as a template for
        Consult the PEF Movement Table (Table 11.2).                       your own figures. Maybe use the Feudal List
        Roll 2d6 and compare the scores versus its Rep                     (Table 6.1.1) for Normans or Medieval English.
         of 4.                                                             Before the game generate your Non-Player
        Determine how many d6 were passed.                                 enemies. That includes Rep, weapon, armor, etc.
        Go down the left-hand column to the appropriate                   Do this for about six figures. Be sure to assign
         row and across to see the result.                                  each figure a number from one to six.
        Immediately carry out the result.                                 When you meet enemies just roll 1d6, that many
        Any contact that the PEF causes must be                            times, to see which of the pre-generated enemy
         resolved prior to moving the next PEF, the next                    figures you have met.
         one farthest from any player group.                               Save the info on all PEFs you use as they can be
                                                                            used over and over. Here’s an example of a
                                                                            Feudal army like Normans.
11.2.1 SPECIAL PEF MOVEMENT
PEFs do not suffer any terrain movement penalties.                  # REP        CLASS            WEAPON             ARMOR
                                                                    1   3       Melee             Spear          AC 2 w/Shield
11.3 RESOLVING PEFS                                                 2   4      Missile          Crossbow             AC 4
                                                                    3   4      Missile             Bow               AC 2
When a player group and a PEF have a LOS it's time to               4   4       Melee             Spear          AC 4 w/Shield
resolve the PEF. Here's how PEFs are resolved:
                                                                    5   4       Melee             Sword          AC 4 w/Shield
        Consult the PEF Resolution Table (Table 11.3).             6   5     Mtd. Melee      Lance & Sword      AC 4 w/Shield
        Be sure that there is a valid LOS to the PEF.
         PEFs in cover can be seen while those with
         cover between the tester and the PEF cannot.              Example – I resolve a PEF as two more than the
        Roll 2d6 versus the PEF Rep of 4.                         triggering group. I have 3 figures so will roll 1d6 five
                                                                   times. I score a 6, 5, 5, 3, 2, and 1. I pull those figures out
        Determine how many d6 are passed.
                                                                   to use. In addition, I write them down on an index card
        Go down the left-hand column to the appropriate
                                                                   and in future games pull them out when needed instead of
         row and across to see the result.
                                                                   rolling.
        Immediately carry out the result.
        Remove the PEF marker.
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                                                   SWORDPLAY 2015
        Go down the left-hand column to the appropriate
         row, then across to the appropriate column.              12.1EXPLORE
        Immediately carry out the result.                        You are traveling the area looking for opportunities that
                                                                  may arise.
11.6 NP MOVEMENT
                                                                  12.1.1 OBJECTIVE
1              NP FORCE MOVEMENT                                          Your objective is to recon the table.
                                                                          To be successful you must spend one turn of
                     (Taken versus Rep)
                                                                           activation within in the center of each section on
              CIRCUMSTANCE                         RESULT                  the table. Once you have accomplished this you
                                                                           must return by exiting the table from the edge
Mounted Melee                                       +1d6                   that you entered.
Outnumber enemy by 2:1 or greater.                  +1d6
Example – Activation dice are rolled and the enemy                12.1.4 DEPLOYMENT
activates first with a score of 4. This means that only
                                                                          Your Band will enter the board from the edge
enemy groups with a Rep 4 or higher Leader can activate.
                                                                           bordering sections 7, 8, and 9.
I start from high to low and the Rep 5 group goes first. I
roll a 5, passing 1d6. The Melee figures will move to                     PEFs are generated and deployed as outlined in
charge while the Missile figures will fire first.                          the PEF section (11.0).
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12.2 RAID                                                          12.2.6 FINDING THE OBJECTIVE
                                                                   In this Encounter there will be a specific objective. This
In the Raid Encounter you are attacking the enemy for a
                                                                   could be an enemy to take as a prisoner, a hostage or
specific reason.
                                                                   maybe a treasure. Here’s how we do it:
        If you win your next Encounter is a Raid.
                                                                           When a PEF is resolved as enemy figures, roll
        If you lose your next Encounter is an Explore.
                                                                            1d6 and read the result as rolled.
                                                                           If the score is equal or less than the number of
12.2.1 OBJECTIVE:                                                           PEFs resolved, the objective is with these
                                                                            enemies.
        You can raid for a variety of reasons; rescue,                    If the score is greater than the number of PEFs
         capture an enemy, search a deserted village for                    resolved, treat it normally.
         wine, the reasons are endless. Feel free to                        If you resolve all PEFs and have not found your
         provide the reasons why!                                           objective, it will be with the last one. Remember
        You must accomplish what you set out to do if                      that buildings generate PEFs (11.1).
         you are raiding.
                                                                   12.3.1 OBJECTIVE
12.2.3 TERRAIN
                                                                           Your objective is to prevent the enemy from
        The board is divided into nine sections and                        achieving their objective.
         terrain generated normally (9.2). There will be
         1/2d6 buildings in section 2.
                                                                   12.3.2 FORCES
12.2.4 DEPLOYMENT                                                          You can use up to your whole Band.
                                                                           Decide who the enemy are, based upon the type
        You enter the table through sections 7, 8 or 9.                    of game you are playing. Do not worry about
        PEFs are generated and deployed as outlined in                     gathering their force as all enemy forces, if any,
         the PEF section (11.0).                                            are determined in the Special Instructions
                                                                            section.
12.2.5 SPECIAL INSTRUCTIONS
        Set up your force in sections 7, 8, or 9, or any          12.3.3 TERRAIN
         combination of those sections if you choose to                    The board is divided into nine sections and
         split your force.                                                  terrain generated normally (9.2). There will be
        After you have set up your force, place the PEFs.                  1/2d6 buildings in section 8.
        Roll activation.
        When the enemy activates go to the PEF
         Movement Table (Table 11.2).                              12.3.4 DEPLOYMENT
        Resolve PEFs as needed (Table 11.3).                              You can set up anywhere you want in sections 7,
        Use the NP Movement Table when needed                              8 or 9.
         (Table 11.6).                                                     PEFs are generated and deployed as outlined in
        Play continues normally until the player has                       the PEF section (11.0).
         accomplished his objective, been destroyed, or
         leaves the table.
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12.3.5 SPECIAL INSTRUCTIONS                                       13.1 NEW RECRUITS TABLE
        Set up your force in sections 7, 8, or 9, or any
         combination of those sections if you choose to           2                     NEW RECRUITS
         split your force.                                                                (Taken vs. Rep)
        After you have set up your force, place the PEFs.
                                                                                 A result of "6" is always a failure.
        Roll activation.
        When the enemy activates go to the PEF                        # D6                           RESULT
         Movement Table (Table 11.2).                                 PASSED
        Resolve PEFs as needed (Table 11.3).
                                                                        2        You can recruit new Grunts to bring your
        Use the Non-Player Movement Tables when
                                                                                 Band up to full strength.
         needed (Table 11.6).
                                                                        1        You can recruit one new Grunt.
        Play continues normally until the player has
                                                                        0        No new recruits available.
         accomplished his objective, been destroyed, or
         leaves the table.
                                                                  13.2 INCREASING REP
12.3.6 WHAT IS THEIR OBJECTIVE?                                   The Reps of you and your Band members could improve
                                                                  after an Encounter. After each successful Encounter it is
In this Encounter there will be a Non-Player objective.
                                                                  possible that the Rep of a character could increase. All of
This could be to kill or capture your Grunts or recover
                                                                  the following requirements must be met for the Encounter
something or rescue someone. Here’s how we do it:
                                                                  to be considered a success for that character. It is possible
        When the first PEF is resolved as enemy figures,         that an Encounter may be a success for one character and
         roll 1d6 and read the result as rolled.                  not another! Here’s how you were successful – you must
          If a success (score of 1, 2 or 3) is rolled the        have all of the following:
              Non-Player objective is to kill or capture
                                                                           Fired at the enemy and scored a hit or engaged in
              your Grunts.
                                                                            melee.
          If a failure (score of 4, 5 or 6) is rolled the
                                                                           Did not receive a result of Out of the Fight.
              Non-Player objective is to rescue or recover
                                                                           Did not receive a result of Leave the Battlefield.
              someone or something from the buildings;
                                                                           Did not leave any Out of the Fight Band
              your choice.
                                                                            members behind.
          Use the Finding the Objective procedure
              previously outlined when this is the                If the Encounter was a success the character rolls 1d6.
              objective (12.2.6).
                                                                           If the score is higher than the current Rep the
13.0 AFTERWARDS
                                                                            Rep will go up one level.
                                                                           If the score is a “6” the Rep will go up one level
                                                                            regardless of the current level.
Use this section only if you choose to use the same                        Any other result and the Rep remains the same.
characters for multiple Encounters.                                        Your character can grow to as high a Rep as
After the Encounter is over it’s time to see what happens                   desired as there isn't a maximum. There is,
to you and your Band members after the After the Battle                     however, Obviously Dead.
Recovery Test has been taken.
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                                                                    15.0 DESIGNER NOTES
         If the score is a “1” the Rep will go down one
         level regardless of the current level. This can be
         attributed to stress, illness, or anything else you
         decide it to be.                                           SWORDPLAY 2015 is an introduction to the Reaction
        You can never have a Rep lower than “2”.                   System used by Two Hour Wargames. That is why it is so
        Any other result and you are fine.                         basic in nature. The other THW games provide much
                                                                    more detail and period specific flavor. If you liked
STOP!
                                                                    Swordplay 2015, then Warrior Heroes – Legends or Rally
                                                                    Round the King might be for you.
After the Encounter you could recruit new Grunts.                   The Reaction System is not for everyone. You'll find that
                                                                    you do not have total control of your forces; this isn't
If you do well you and your group members could                     chess. You will often not know what you're facing and
increase in Rep.                                                    this can lead to unwinnable situations. But you will be
If you do poorly you and your group members could                   presented with challenges every Encounter and the
decrease in Rep.                                                    tension that comes from uncertainty. But like I said, not
                                                                    everyone is going to like it.
14.0 STEP-BY-STEP And that’s why we decided to make Swordplay 2015 free.
14.2 DURING THE                                                     Take care and just play the game!
                                                                                                                    Ed 8/10/2015
ENCOUNTER
    1.   Choose the Encounter you want to play (12.0).
    2.   Follow the Encounter instructions and play the
         game.
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                                                   SWORDPLAY 2015
6.1 ARMY LISTS
6.1.1 FEUDAL
     #                 TYPE                    CLASS       REP      ARMOR             WEAPON
     2             Knights               Mounted Melee      5    AC 4 + Shield    Lance and Sword
     3         Mounted Crossbow          Mounted Missile    4       AC 2         Crossbow and Sword
     4         Mounted Sergeants         Mounted Melee      4    AC 4 + Shield    Lance and Sword
     5          Heavy Infantry               Melee          4    AC 4 + Shield          Spear
   6 to 9          Infantry                  Melee          3    AC 2 + Shield          Spear
  10 to 12      Crossbowmen                 Missile         4       AC 2         Crossbow and Sword
6.1.2 NORTHMEN
     #                TYPE                     CLASS       REP      ARMOR            WEAPON
  2 or 3             Fanatics                 Melee         6       AC 2          Two-Handed Axe
  4 to 7             Warriors                 Melee         4    AC 2 + Shield     Spear or Sword
    8                Veterans                 Melee         5    AC 4 + Shield         Spear
    9                 Nobles                  Melee         5       AC 4          Two-Handed Axe
 10 to 12            Archers                  Missile       4       AC 2           Bow and Sword
6.1.3 ELVES
    #                 TYPE                     CLASS       REP      ARMOR            WEAPON
  2 or 3              Scouts                   Missile      5       AC 2           Bow and Sword
  4 to 6             Archers                   Missile      5       AC 2           Bow and Sword
  7 to 9             Soldiers                  Melee        5    AC 4 + Shield         Spear
    10                Guard                    Melee        6    AC 4 + Shield         Spear
 11 or 12            Fanatics                  Melee        6       AC 2          Two-Handed Axe
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                                                   SWORDPLAY 2015
7.6.3 IN SIGHT                                                      7.7.1 REACTION TESTS
REP                    IN SIGHT                                     2                 REACTION TESTS
                   (Looking for successes)                                               (Taken versus Rep)
        Missile figures that are loaded will fire.                     #D6        RECEIVED FIRE               MAN DOWN
        Melee figures in charge reach will take the                                  (LDR)
         Charge into Melee Test (Table 7.10.2).                     PASSED
        If a figure cannot fire or Charge into Melee it                 2     Mounted Melee that         All will Carry On.
         will Duck Back if in enemy ranged weapons                             can, will charge.
         range.
                                                                               Missile that can, will
        Otherwise the figure will Carry On.
                                                                               Return Fire.
                                                                               Others will Carry On.
7.9.5 COVER                                                              1     Missile that can, will     All – If twice more
                                                                               Rush Shot.                 friends Out of the
#             COVER OR CONCEALMENT                                                                        Fight or Obviously
                                                                               Missile that can’t, will
                                                                                                          Dead:
    TYPE                           RESULT                                      Duck Back. Roll to
                                                                                                           Leave the
                                                                               retrieve wounded.
Buildings,        Stationary figures inside of buildings are                                                   Battlefield.
Inside.           in cover and concealment.                                    Others will Carry On.      Otherwise:
                  Moving figures inside buildings are                                                      Duck Back. Roll
                  concealed.                                                                                   to retrieve
Cart or           Figures inside are in concealment.                                                           wounded.
Wagon,                                                                   0     Missile will Leave the     All will Leave the
Inside.                                                                        Battlefield.               Battlefield
Cart or           Figures behind are in cover.
Wagon,                                                                         Melee will Duck
Behind.                                                                        Back. Roll to retrieve
Woods or          Stationary figures inside woods or rocky                     wounded.
Rocky.            areas are in cover and concealment.
                  Moving figures inside woods or rocky
                  areas are concealed.
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                                                      SWORDPLAY 2015
7.9 RANGED WEAPONS                                                      7.10.2 CHARGE
        TYPE                RANGE          2H         RELOAD
                                   (1)
                                                                        2               CHARGE INTO MELEE
Bow.                        24/12           Y            -
                                                                                            (Taken versus Rep)
Crossbow.                   24/12 (1)       Y            Y
Sling.                         12           -            Y                            CIRCUMSTANCE                       MODIFIER
                                                         (2)
Throwing axe or                6            -
spear.                                                                  Target in cover.                                    +1d6
(1) Shorter listed range if mounted. (2) Must be retrieved to be        Target charged to flank.                            -1d6
thrown again.                                                           Target charged to rear.                             -2d6
                                                                        Mounted charging unmounted.                         +1d6
               CIRCUMSTANCE                            MOD
AC 2 Target                                              +2
AC 4 Target                                              +1
       SCORE                              RESULT
        "6"                          Obviously Dead.
 Rep or higher, but                  Out of the Fight.
    not a “6”.
 Lower than Rep.                         Duck Back.
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                                                       SWORDPLAY 2015
7.10.4 MELEE COMBAT                                                    7.12 AFTER THE BATTLE
REP                 MELEE COMBAT                                       RECOVERY
                    (Looking for successes)
                                                                       2            AFTER THE BATTLE RECOVERY
             MELEE WEAPON                              MOD                                   (Taken vs. Rep)
One Hand Melee Weapon                                  +1d6                # DICE                       RESULT
Two Hand Melee Weapon.                                 +2d6                PASSED
              CIRCUMSTANCE                             MOD
                                                                             2        Figure returns to the Band.
Bigger – Usually a Troll, Ogre or                      +1d6                  1        Out of the Fight returns to the Band.
similarly significantly bigger figure.                                                Those that left the battlefield do not return.
Fanatic – Berserker troops or similar                  +2d6                  0        Figure does not return.
Missile Class – Missile Class figure in                -1d6
melee.
Mounted Charging – Figure is mounted                   +1d6
and charging.
Prone – Attacking a prone opponent.                    +1d6
Shielded - If being attacked to the front              +1d6
while using a shield. (1)
(1) Using two One Hand Weapons counts as using a shield.
             CIRCUMSTANCE                          MODIFIER
Each success scored more than the                      +1
opponent.
AC 2 Loser                                        +1 success
AC 6 Loser                                       -1 success (1)
(1) If reduced to same number of successes as loser,
immediately refight a round of melee.
       SCORE                            RESULT
    6 or higher          Obviously Dead.
 Rep or higher, but      Out of the Fight.
  not 6 or higher.
  Lower than Rep         Loser -1 to Rep. Immediately fight
                         another round of melee.
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                                                   SWORDPLAY 2015
11.2 PEF MOVEMENT                                                  11.6 NP MOVEMENT
2                 PEF MOVEMENT                                     1             NP FORCE MOVEMENT
                 (Taken versus the Rep of 4)                                          (Taken versus Rep)
34