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Finarvyns Chainmail Combat System [FCCS]

Last summer we ran an OD&D game using the Chainmail mass-combat system. While it wasnt a disaster, it was very frustrating in many ways because of the wacky fractions. Well, youre 3rd level but you get one attack die per 2 levels so you roll um 3/2 dice. Round up and roll 2 dice. The solution was to program an Excel spreadsheet to generate dice totals corresponding to the odds. (This can be found in Table 4, below.) The plan was to simplify the process of determining how many dice to roll, and what numbers on the dice were needed in order to score a hit on another figure. This combat system starts off by determination of how to rate each figure. 1. Determine each figures Unit Classification (Attack) rating. This is usually based on the weapon used by the figure, but may be modified by the Referee. Table Unit Classification (Attack) Melee Weapon Dagger, Staff, Hand Axe Sword, Battleaxe Two-Handed Sword, Pole Arm Missile Weapon Sling Short Bow, Light Crossbow Longbow, Heavy Crossbow Infantry Light Foot (LF) Heavy Foot (HF) Armored Foot (AF) Cavalry Light Horse (LH) Medium Horse (MH) Heavy Horse (HH)

2. Determine each figures Unit Classification (Defense) rating. This is usually based on the armor worn by the figure, but may be modified by the Referee Also keep in mind that a character or monster does not have to have identical ratings for attack and defense. For example, a berserker in Chain Mail might defend as HF but attack as AF because of his berserk attack. Table 2 Unit Classification (Defense) Armor Class 9 8 7 6 5 4 3 Reverse AC 10 11 12 13 14 15 16 Armor Type None Shield Leather Armor Leather & Shield Chain Mail Chain & Shield Plate Mail Armored Foot (AF) Heavy Horse (HH) Heavy Foot (HF) Medium Horse (MH) Light Foot (LF) Light Horse (LH) Infantry Cavalry

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Plate & Shield

The next thing to consider is how well one Unit Class fights against another. Consult Table 3 below to determine how various types of units compare to one another. The notation below is similar to that of Chainmail, but with slight modification in format. For example LF attacking HH in Chainmail would be designated as 1/4 dice which implies 1 attack die per 4 figures, but my notion is simply 1/4. In Chainmail there is an addition note as to what rolls on the d6 result in kills and is noted as 5-6 kills (using HF attacking LF as an example) and I have indicated a (5+) in parenthesis to mark that. Table 3 Finding the Odds Defender Attacker LF HF AF LH MH HH LF 1/1 (6) 1/1 (5+) 1/1 (4+) 2/1 (5+) 2/1 (4+) 4/1 (5+) HF 1/2 (6) 1/1 (6) 1/1 (5+) 2/1 (6) 2/1 (5+) 3/1 (5+) AF 1/3 (6) 1/2 (6) 1/1 (6) 1/1 (6) 2/1 (6) 2/1 (5+) LH 1/2 (6) 1/2 (6) 1/1 (6) 1/1 (6) 1/1 (5+) 2/1 (5+) MH 1/3 (6) 1/3 (6) 1/2 (6) 1/2 (6) 1/1 (6) 1/1 (5+) HH 1/4 (6) 1/4 (6) 1/3 (6) 1/3 (6) 1/1 (6) 1/1 (5+)

Once we have figured out the x/x number, use Table 4 below and match up the attackers HD or Fighting Capacity against the x/x number to see how many dice to roll. Table 4 Dice to Roll HD 1 2 3 4 5 6 7 8 4/1 4 8 12 16 20 24 28 32 3/1 3 6 9 12 15 18 21 24 2/1 2 4 6 8 10 12 14 16 1/1 1 2 3 4 5 6 7 8 1/2 1 1 2 2 3 3 4 4 1/3 1 1 1 1 2 2 2 3 1/4 1 1 1 1 1 2 2 2 1/5 1 1 1 1 1 1 1 2 1/6 1 1 1 1 1 1 1 1

9 10 11 12 13 14 15 16 17 18 19 20

36 40 44 48 52 56 60 64 68 72 76 80

27 30 33 36 39 42 45 48 51 54 57 60

18 20 22 24 26 28 30 32 34 36 38 40

9 10 11 12 13 14 15 16 17 18 19 20

5 5 6 6 7 7 8 8 9 9 10 10

3 3 4 4 4 5 5 5 6 6 6 7

2 3 3 3 3 4 4 4 4 5 5 5

2 2 2 2 3 3 3 3 3 4 4 4

2 2 2 2 2 2 3 3 3 3 3 3

EXAMPLES: An ogre has 4+1 HD and fights as heavy for both attack and defense. Suppose that ogre is trying to battle against a host of goblins who attack light and defend heavy. 1. For the ogre to attack, we match heavy (foot) against heavy (foot) and the chart says 1/1 (6) which means he attacks on the 1/1 column and it takes a 6 to hit the goblins. 2. A 4 HD figure fighting on the 1/1 column gets to roll 4 dice, so a 4+1 HD ogre gets to roll 4+1 or 5 dice. 3. So the ogre gets to roll 5d6, and scores a hit on a 6. Goblins are 1 HD creatures so each hit becomes a kill. Same situation, only lets track the goblins attacking the ogre. 1. For the goblins to attack, we match light (foot) against heavy (foot) and the chart says 1/2 (6) which means they attack on the 1/2 column and it takes a 6 to hit the ogre. 2. A 1 HD figure fighting on the 1/2 column gets to roll 1 die. 3. So each goblin gets to roll 1d6, and scores a hit on a 6. Ogres are 4+1 HD creatures, so it takes more than 4 hits (which would be 5 hits) to kill the ogre. Same situation, only the Ogre is mounted and acts as cavalry. 1. For the ogre to attack, we match medium* (horse) against heavy (foot) and the chart says 2/1 (4+) which means he attacks on the 2/1 column and it takes a 4-6 to hit the goblins. * This is a function of the wacky labels. Light-medium-heavy horse versus Light-heavy-armored foot. Maybe Ill redo the labels, which could be confusing short-term but nice long-term. 2. A 4 HD figure fighting on the 2/1 column gets to roll 8 dice, so a 4+1 HD ogre gets to roll 9 dice.

3. So the ogre on horse gets to roll 9d6, and scores a hit on a 4-6. This guy is going to plow through a lot of goblins.

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