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Game Rules
and ce= « Dark stone towers loom grimly in the predawn sky. A gateway
rattles, the great drawbridge groans and crashes down, and across it clatter
ranks of knights. In the lead is the Baron, his banner waving, armor gleaming
‘as it catches the first rays of the rising sun. Behind his iron riders walks the
castle wizard, resplendent in hs glittering robes and cloak. Then march the
‘waves of spearmen in mail, grim Bowmen in greens and browns, even a
scattering of farmers with scythes and staves . .
Now you can ride forth as the Baron, leading your small army to adven-
ture, fame and fortune. Subdue invading armies, conquer neighboring pro-
vinces, fight evil monsters; or you can use your skill in sorcery and dark
magick to outwit your opponents! You play the leader — Warlord, Sorcerer,
or Priest-king. You could be another Joan of Arc, leading bands of women
warriors and their retainers. You might even be a black sorcerer or Wraith-
king, commanding an army of ores and goblins, summoning dread demons
from the fiery pit to further your dark designs!
Knights and Magick is an adventure game that starts where role-playing
games end. You are the successful adventurer, in command of your own
kkingdom and castle. In this game you can fight small skirmishes with a loyal
‘band, duel and joust in a tournament, as well as using your army on the field
of battle, crushing the enemy forces, giving and withstanding sieges. You can
begin playing with just a dozen or so figures, and watch your army grow, bit
by bit, as your experience increases,
But now, it's time to don your armor, take up your sword, pack your
book of magick spells — a realm of Knights and Magick awaits!SP SES _ PP BES PE
CONTENTS — VOLUME!
esr ed
(Chapter 1 — INTRODUCTION
Introduction 3
How the Game is Played (3); Types of Games (3); Dice
Definitions (3;
Weapons, Armor & Morale ‘4
Misle Weapons (4); Melee Weapons (4); Monsters and
Weapons (4); Armor for Infantry Figures & Riders (S);
‘Atmor for Mounts (3); Cavalry Armor Value (5); Morale ~
Fighting Quality of Figures (5); Other Characteristics (5)
Terrain $
‘Types of Terrain (5); Terrain & Visibility (6);
(Chapter 2 ~ BASIC RULES
Playing Procedure 8
First Phase (8); Second Phase (8); Morale Checks (8)
Movement 8
General Movement Rules (8); Figures & Movement (9);
Leaving the Tabletop Battlefield (9); Mounted Infantry (9);
Terrain & Movement (9); Standard Terran Effects on Move:
ment (9)
[Normal Movement 10
Rearward Movement (10); Responding 10 a Charge (10);
Mounting & Dismounting (10); Long Distance Marches (11)
‘Command Controt un
Groups (11); Leader Control (11)
Missile Fite u
‘When to Fire (11); Ving Restrictions (11); Line of Fire (12);
Missle Direction & Range (12); How to Rewlve Missile
Fire (12); Missle Kill Number’ Modifiers (12); Multiple
‘Target Firing (12)
Melee Combat 2
When to Fight (12); How to Resolve a Strike (12); Melee Kill
Number Modifiers (13); Impetus (13); Weapon Length (13);
Melee Elevation (13); Weapon Reach (13); Multiple Strikes
a)
‘Weapon Use, Shields & Cover “
‘One- and Two-Handed Weapons (14); Shields, Cover & Pro-
tection (14); Covering Terrain (14)
Morate 1“
‘When to Check Morale (14); Group Morale Level (14);
How to Check Morale (15); Morale Modifiers (15); Multiple
Morale Results (16); Halt Charges (16)
Morale Movement 16
Mandatory Charge (16); Counter-Charge (16); Hesitate (16);
Rout (16); Pursuit (16); Rally ofa Rout (17); Surrender (17)
Small Adventure Games 7
‘Command Control (17); Normal Movement (17); Missile
ize (17); Morale (17)
Chapter 3 — ADVANCED RULES
‘Additional Rules 18
Daylight & Darkness (18); Carry Wounded & Unconscious
Figures (18); Heavy Throwing Weapons & Shields (18);
Missle Range Modifiers (18); Advance after Melee (19);
Samurai Quick-Draw (19); Voluntary Retreats from Melee
(19); Gruesome Death (19); Additional Morale Checks (19);
Melee th Two Weapons (19);
Buildings 19
Wings & Flying Movement 20
Basic Winged Costs & Speeds (20); Winged Movement Pro-
cedure (21); ying Missiles & Melee (21)
Heroes 2
Hero Movement Characteristics (21); Hero Combat Charace
teristics (21); Hero Armor & Constitution Characteristics
(21); Hero Morale Characteristics (22); Hero Cost (22);
Hiring Heroes (22); Surviving Heroes & Improvement (22)
Magie-Users 2
Characters with Magick (22); Hiring Magick Characters (23);
Survivors & Magick Improvement (23); Combined Magick
Powers (23); Magicusers at Home (23): Magician's Familiar
23)
Magick Powers & Spells 4
(Casting Magick Spells (24); Resolving a Spell Cast (28):
Spell Targets (24); Spells Before Battle (24); eres Invoking
Gods (25); Control of Conjurations (25)
Magick Devices & Artifacts 2%
Magick Devices (26); Magick Talisman (26); Magick Weapons
(26); Magick Armor & Protection (26); Availblity of
Devices & Artifacts (26); Availability Chatt (27); Religious
Relics & Objects (28)
Monsters 2»
Monster Characteristics (28); Herosized Monsters (28);
Poisonous Monsters (28); Animal Weapon Changes (29)
Monsters as Mounts (29)
Unintellgent Monsters »
Leaders & Command Control (30); Leaderless Unintlligent
Monsters (30); Monsters in a Lair (30); Non Hostlles (30);
Natural Enemies (30); Exceptional Senses (30); Monster
Deployment 31)
Chariots, Camels & Elephants 31
(Chariots (31); amels (32); Elephants (33)
(Chapter 4 ~ PERSONAL COMBAT
Personal Combat ao
Modified Playing Procedure (34); Parry (34); Weapon Length
(G3); Weapon Breakage (35); Constitution & Wounds (35)
‘The Joust 35
Mounted Jousting (35); The Barrier (35); Continuing Joust
on Foot (35); Jousting Morale (36); Weapon Choice &
Broken Weapons (36)
‘The Tournament 36
Preparing for 2 Tournament (36); Tournament Events (36):
The List (37): Conducting Round Tables & The Grand
Melee (37); Vitories & Spoils (37); Tournaments of Honor
28)
5 — FORTRESSES & SIEGES.
Fortrosses 9
“The Medieval Fortress (39); Fortress Design (39): Notes on
Fortress Components (39); Fortress Design Restrictions (40);
Fortress Location (40); Prepating the Land (41); Figures ina
Fortress (41); Roofing a Fortress (41)
Siege Assaults a
Moving & Operating Siege Equipment (42); Ropes & Ladders
(42); Battering Tools (42); Artilery Engines (43); Penthouse
(43); Siege Tower (44); Pavises & Mantlets (44); Fascines
(44); Destroying Siege Equipment (44); Fame as a Weapon
(44); Mining (45)
ChaptGENERAL INTRODUCTION TO
KNIGHTS & MAGICK
Knights & Magick is a new type of fantasy and medieval adventure
same. It starts where roleplaying games end. This set includes game
rules, painting guides, army lists, sample scenarios, aswell as a campaign
‘game systom, Iti @ complete package forall aspects of miniature am-
ing I is designed for gamers of all level, from novice to expert. How-
ever, If you have never seen a miniature game, adventure game, of
wargame before, you might wish to first try our introductory Paint‘
Play set The Knights of King Arthur of out introductory rues Heroes
& Wieards, both of which ate designed for fs-time gamers.
Knights & Magick isa game that uses 25mm metal miniatures of
any pregunpowder era, and all fantasy figures. Heritage has three
‘compatible 25mm figute lines for this game: Knights & Magick (1400's
series), Dungeon Dwellers (1200's sees), and the Lord of the Rings
(1700-1800 series). Heritage also makes Scenoramics castle parts and
Scenosquare terrain sections, while both figures and terrain can be
painted with Heritage Célors, specially formulated for use with metal
miniatures
Your Knights & Magick Rules Set includes the following
Volume 1
contains all ame rules, fr easy reference while you play
Volume I
‘contains painting and organization gues for fantasy and history
Volume tit
contains game scenarios and campaign game rules
Magick Spats index.
list of magick spells, how they operate, and their effects
Monsters Index
contains complete game data on all races and creatures
Don’t try to learn all of Knights & Magick at once, Just read the first
chapter or two in each volume, and glance through the rest. Start
play with a fow figures, the basic game rules, and one of the small
Scenarios. Once you master the basics, you can go further in the
volume(@) of your choice. Add more rules, more troops, or more
advanced scenarios and campaigns. There is great deal in your
Knights & Magick set ~ don’t try to doi alla once
VOLUME I
GAME RULES & SYSTEMS
All the game rules for Knights & Magick are concentrated in this
volume, This makes the game appear complex, while in reality it is
‘quite simple, provided you learn the basic game frst, then gradually
progres tothe advanced rules and beyond. This volume is your “game.
umpize.” Use itt resolv any questions or problems during play. Don’t
tay to memorize the rales. Read the rules with the summary sheet in
front of you, then immediately play the game. Soon you'll be an
expert, and ready to digest the next chapter of the rules.
Chapter 1 ~ Introduction
“This chapter provides general background information on the
play of the game, use of dice, how figures are clased and rated, and
how tabletop terrain is used inthe ame. Glance through this section to
seta working familiarity with the eonceptsin the game.
Chapter 2 — Basic Rules
Suart leaning the rules in this chapter, After reading it, play &
few games before you go further. Knights & Magick is actually a very
simple game. This ection seems lrge only because it covers every
detail, 9 eliminate any arguments and questions during play. tf you
Find these basic rules dificult, jnore the Morale and Morale Movement
rules sections. Then, after a few games, begin using those rules als.
Chapter 3 ~ Advanced Rules
‘Once you have mastered the basic rules in chapter two, you can
bogin using these rules. You can just use a few sections to sar, and
then add the res as you wish, Fantasy gamers will want to use the
Magick rules, and role-playing gamers will wish to add the Heroes
section. Some of these cules you might never use, such as chariots,
camels, or clephants.
Chapter 4 — Personal Combat
“This section is purely optional, and is mainly desiened for joustin
snd tournaments inthe “Age of Chivay.” layers are urged to not wie
these rules with standard yas, une the adventure or seenaio very
small. These rules can also be wsed to provide simple man-to-man
combat systems for any other role-playing fantasy game.
Chapter S ~ Siege Warfare
“This section i als optional, and describes how to design and ly
‘out a fortress, and How to conduct an assault aginst it. These ules are
anexpansion of the “Bullings” ules in chapter thee.
KNIGHTS AND MAGICK
‘An Adventure Game of Medieval and Fantasy Combat
Desiuned and developed by Arnold Hendrick
2012 Reprint Courtesy of The
jaming Gang Productions
Copyright @1980, Heritage USA, division of Heritage International
Development assistance and playtesting by Edward Andrews, Iloward Barasch, Steven Bissett, Max Car,
David Helber, Slvek Lesicck, Bruce, Duke, John
and Yvonne Selied, and Ronald Strickland
Graphies design by David Heber with Cynthia Sims Millan
Box art and graphics by David Helber, Box-back photography by Steve Yarbrough
ILLUSTRATIONS, VOLUME I: Howard Pyle—3,4, 6,7,
Hot. Ford=29, 31; David
14,17,20,21, 22, 25,26, 33, 38, 36,37, 38, 39Chapter 1
Introduction
INTRODUCTION
WEAPONS, ARMOR & MORALE
TERRAIN
INTRODUCTION
nights & Megick is « unique game that blends traditional miniature
zaming_with fantasy role-playing games. You have both individual
‘characters and bodies of troops, giant monsters and hordes of peasants,
as you wish. The game has many aspects, so examine all the booklets
provided before trying to read or play the game.
How the Game is Played
Knights & Magick is played in turns. Each turn is divided into
phases, each player has his own phase. If two or moze players are
playing together on the same sie, their entire side has the same phase,
Each phase has 'Wo sogments, a movement segment and a simultancous
‘combat segment. Figures fire missles during the enemy movement
segments, and all figures can strike in melee during each player's simul
taneous combat segment.
Movement is done by simply moving a figure across the tabletop
battlefield as many inches a its speed, Unless charging, a figure can
‘vist and turn during its move, travelling in curves, angles, ete. When
charging or similar, the figure must travel in stright line (but can
rolale to aim before the charg).
‘Command Control affects movement. Figures ate moved in
groups, with no more than I" between fiqures. Each group should
have 2 leader (a figure with special leadership ability). Figures out
of touch form their own groups, usually leaderles, and suffer various
‘movement and morale penalties.
Missile Fire is done while the enemy moves his figures ~ so you
can shoot at targets anytime during their move. To fire, you simply
‘compare the weapon of your Figure and the armor ofthe target on the
Combat Table. The result is a number, and you must roll that number
‘of less with the proper dice to hit the target. This number is sometimes
‘modified in special czcumstances
‘Melee Combat is revolved in strikes - when figure ae in contact.
gues strike at each other simultaneously To stike, you compare the
melee weapon of the striker (Your figure) to the armor of your target
‘Again, the Combat Table is used to find the numbered needed (or less)
‘ona dice roll for a kill.
Morale Checks can occur any time during a-turm, They are
required whenever you charge, are charged, or continue in melee
‘combat. Heavy casualties and other circumstances can aso cause morale
checks. The entire group of figures checks morale as one, and miht be
‘equited to charge forward, or hesitate in place fora while or perhaps
‘even turn around and run away (a rout). The special moves som
faused by morale checks are “morale movement,” and taken in
addition to normal movement.
Heroes & Monsters in the game have a special constitution which
can save them from death. Normal figures lck this, so missle or melee
hits are sure kills on thom. Heroes and monsters also may have special
bonuses to their “kill number’ when using certain missle or melee
weapons.
Magick in the game can only be used by special magie-user figures,
which are either magicians or clerics, Some monsters are also magic
users. Magicusers have a certain level of skill: one (1) of higher,
However, a mazicuser can attempt any spell in th list, But the cost
in magick power may be more or less than the masicusers skill. This
will increase of decrease the chance of successfully castine the spell
and will also increase or decrease the chance the magieuser himself
‘burns out" his abilities and powers, temporarily or permanently,
‘or pethaps even fall dead from the strain of casting the spell,
‘Types of Games
Historical Medioval: traditional “historical” battle gaming is
possible, by ignoring all hero, monster and magick rules (hero rules
fan be used at your option). Army lst for various actual medieval
armies, giving their typical troop types, are included for recreations
of aetual historical battles and campaigns.
Fantasy Medieval: various monsters and magick can be added
to standard historical armies, as extra toop types, or new enemies
for historical armies. The medieval fantasy army lists are used, and
can be supplemented by magick, monsters, ete.
High Fantasy: here you create your own kingdoms, oop types,
and armies, using anything from the ancient or medieval world, the
fantasy realms provided, or by creating your own fantasy characters
and races.
‘Adventures & Battles: you can play a small “skirmish” adventure
with just a few figures, or fight a large battle with many figures, using
these rules. Adventures can take many forms, including participation
ina tournament, complete with jousting, a8 desribed in chapter four
Dice Definitions
‘The following terms are used to describe various types of dice rolls
‘made in the game. Knights & Mapickrequites two types of dice. First a
regula six-sided die marked 1,2,3,4,5,6 is needed: second an icosahe-
Aron twenty-sided die is nesded, marked 0,1,2,34,5,67,8,9. This
second die is often called a “percentage” di.
14 die toll: roll one six-sided die and read the result
212 dice rol: roll two six-sided dice, add the results together, for
‘total between 2 and 12,
0.9 die rol: roll one twentysided die, and read the result. Always
read the “O” as 2er0, do not read it ste.
TAS dice roll. roll a sivsided and twenty-sided die, add the
results, for a total Between 1 and 15. Read ‘0 as zero on the 0-9 die.wpIZ
LAN
Knights & Magick uses three basic clasification systems: one for
‘weapons, one for armor on men (and mounts) and one for morale.
ach clasification is explained below, slong with its abbreviation. To
tse Figures in the game, examine each and decide what weapons and
armor it has, using these categories.
Missile Weapons
Missle weapons are those fied of thrown at a distance. They.
canaot be used in hand-to-hand (“melee") combat.
LB-long/composite bow: a powerful long-range bow, sich as
‘the English or Japanese longbow, or the Byzantine or Mongol com:
posite cavalry bow. These bows are rae, expensive, difficult to use,
and require exceptional training. Only veteran (morale A) or experi-
fenced (morale B) soldiers can use these bows
‘SB-short bow: the standard bow used in warfare, common,
‘throughout the world. It includes compound types, as well as eastern
recurved and standard “self” bows. Short bows are a common hunting
‘weapon, and can be used by men of any experience (or lack there)
(CB- crossbow: mechanical bow with stock, cocked by lever, hook,
stirrup, or crank, and firing metal quarrels or bolts. Introduced frst in
China, the crossbow became popular in Furope during the late part of
the dark ages. Crossbows can be used by any solder.
‘SL-sling: a sling thong can be used one-handed to throw stones
‘or east lead egg-shaped “bolt.” Slings ate a common peasant weapon,
especially among mountain shepherds, nomads, ete. Dart-throwing
evices, such asthe Aztec alah are normally considered a type of sling
also, Slings and similar can be used by any morale elas men,
3D- javelins, darts, etc: includes all light hand-hutled weapons,
among. which javelin and darts are the principal types. Moze exotic
weaponry, such as oriental throwingsstars, disc, balls, ete, are also
Included. These can be used by veteran (morale A), experienced (mor-
ale B), or trained (morale C) men, but not by untrained (morale D),
‘TS- throwing spear: includes all heavy hand-husled weapons of
great power but shorter range, including heavy throwing spears such as
the Roman Pilum or Frankish Anglon, heavy throwing-axes such a the
Frankish Francisca or Viking throwing-axes, as well as more exotic
Weaponry such as a throwing hammer, dylami spear, etc. Like JD,
these can be used by trained to veteran (C to A) morale men, but:
‘cannot be used by untrained (morale D) men.
IM improvised mistles: these represont the use of any mise
that comes to hand, such as rocks, bricks, boiling water, stones,
Deer mugs, etc. Improvised missles 'are normally prohibited, such
most are ineffective. However, in special cumstances they are effec-
tive, and can be used in the game. Primarily, IM are allowed to figures
‘on superior elevations where mises can be tossed downward on the
‘enemy, or when figures are trying to hurl some special weapon, such as
firepots, ete. Any figure can use improvised mises, in addition to
normal weapons, at no penalty, but only in situations allowed by the
rules
Melee Weapons
Melee weapons are those used in hand-to-hand combat. Melee
‘weapons cannot be used as mises.
'Pk- pike: a very long spea, at least 1S* long, with a pointed head.
used for thrusting. The head may’ also have a small blade or cutting
edge, but the primary purpose of the pike is thrusting, and is normally
‘used in multiple ranks of infantry. Pikes can be caried by eavalry-
men. Pikes require two hands to handle, and can be used by any morale
class of men,
Ln - lance: purely 2 cavalry weapon, about 12" Jong. It ean vary
in weight from the light Kontos, which can be used both overhand
and undechand, to the heary lance of the late medival Knight, which
was couched under the arm. The lance difers from the pike because
it can be Used onehanded while mounted. When a lancer dismounts
Ye NEE rewae meee ws
and becomes infantry, a lance is always classified as a spat
Sp spear: an infantry or cavalry weapon, infantry version are
‘up to 12” long, cavalry versions are normally 6-9 long. All havea point,
and are used a5 thrusting weapons primarily. Spears are more maneuver~
able than pikes or lances, but are weapons with less power behind
them.
'2s - tworhand sword: all two-hand cutting or slashing weapons,
including a tworhanded sword, axe, halberd, etc. A cavarxyman has
insufficient balance to swing such weapons, although he can carry
them slung for use when dismounted.
‘2m = two-handed mace: all two-handed smashing or crushing
weapons, including maces, hammers, clubs, etc. Again, these cam
not be used by cavalry, but can be carried slung for use when dit-
smounted
‘Sw ~ sword: all edged swords, with or without point, including
longswords, shortswords, scimitar, ete.
AX ~ axe: all fighting axes, including more exotic one-handed
blade weapons with a handle. However, some asiatic weapons called
an ‘axe’ lack a blade, and have ony a spike or similar. These are really a
type of mace or hammer (see below).
Me-mace: smashing and crushing weapons including the war
hammer, ciub, and similar weapons.
FL flal: cuting and slashing weapons, including whips, ‘morning
stars! (spiked or round balls on chains), military falls, and simil
Dg: dagger: small sabbing and cutting weapons, including large
hilted Knives, poniard, parrying weapons, etc
‘ub - armed body: hitting, shoving, strangling, kicking, ec.
Monsters and Weapons
When using the advanced rules for monsters, the following add
tional weapon types and classes are used. One isa misile weapon (AF),
the rest are melee. In addition to these special weapons, monster
‘weapons may be similar to normal weapons. For example, « monster
with defenses similar to a porcupine might be able to fie quils like
3D Gavelins-darts) weapons.
[AF -animal flame: animal breathes fie or similar, such 28 poison
5, a5 mistile weapon.
‘Ast animal stinger: snimal has stinger or similar speak striker.
‘Ain animal horn: animal has one or more horns straight enough
{or goring or impaling.
‘Act animal claws: animal has sharp claws for cutting or rending,
om its fet, hands, and/or paws
‘Ath animal thrasher: animal has tall, fings, wings, ete, strong
and heavy enough to beat and smash foes,
‘Ate animal teeth: animal has teeth big and sharp enough to rip,
tear and ultimatly devour foes.
‘Act - animal crusher: animal has tentacles, snakelike body or tall,
or similar that wraps and crushes foes.
Exotic Weaponry
Pecullar-and rare weapons should be categorized using an existing