Hello All-

Its been a while since I dropped in, I've been busy on these rules.  I 
think its the best way to have large scale battles in PBB with other in 
a fair way, and I and siblings have worked out most of the kinks.

Remember, I made these because I read so many posts asking about "PBB 
rules" so don't bite my head off if you don't like them;  I did it as a 
service (and a little bit for the fun of it).

I think these make it that much more fun, and they aren't to complicated 
once you get them down; You don't need to keep stats on anybody (I tried 
that earlier, but it got to messed up when you have uniformed troops).

If you have any constructive comments or suggestions, please respond.

Chi dda-
Gordo 

gordthom@imap2.asu.edu
http://www.public.asu.edu/~gordthom/
davin@enet.net
http://www.cybermart.com/ ------------------------------------------------------------------------ Movement All figures may move approx. 1/2 foot each turn. Those on Horseback (Land) or Ship (Water) may move 1 feet each turn. Those on Dragons (Air) move 2 feet each turn. Wagons and seige engines move 1/4 foot if pulled by slaves, or 1/2 foot if pulled by animal. When turning approx. 45 degrees, cut the movement in half. If turning approx. 180 degrees, no movement. Physical Combat -Attacking- Using a single 6-sided die, you must roll less or equal to your weapons attack. If you miss, and are within 2 inches of your target, then the enemy you attack may counter. You cannot counter a counter. You cannot attack through walls. You cannot attack while wounded, poisoned, or paralyzed. Example: You attack an emeny with a sword. If you roll a 1,2,3 or 4, you have hit. If you roll a 5 or 6, you miss and they get a free attack on you. -Defending- If you have a shield, roll a single 6-sided die. If the value is less or equal the shield defense, then the hit is blocked. For Basic Defense, roll a single 6-sided die equal or less the sum of the body armor defense and the head armor defense. You cannot defend while wounded, poisoned, or paralyzed. Example: You are hit and are holding a small shield and are wearign studded leather armor and a helmet. First roll the Shield defense. If you roll a 1 or 2, you block the hit, else the hit proceeds to the basic defense. For basic defense, add the helmet and body armor together and you get a 3 defense. If you roll a 1,2 or 3, you have blocked the hit. If you roll a 4,5 or 6, then you have been wounded. Magic What spells you can cast are decided by the color of the cloak you wear. Capes provide no magic. All Wizards can cast any spell they choose. Magic is structured to be stronger the weaker you are physically, so giving cloaks to you weakest figures is a good way to make powerful Mages (Wizards do not need cloaks to cast magic). Since Magic requires intense concentration, you cannot attack (or move) and cast magic in the same turn. The cast values are determined by the relative difficulty of the spell. -Casting- When casting a spell, roll a 6-sided die equal or less the cast less the basic defense. All single attack spells have a range of 1 foot. (Area) spells attack all enemy with a 4 inch area up to 6 inches away. (Line) Spells attack all enemy within a direct line from the caster up to 8 inches away. All other spells have a range of 3 inches. Warning: Spells do not distinguish between friend and foe. -Defending- To defend a spell, roll a 6-sided die less or equal to the sum of all your armorsı magic defenses. If you are wounded When you have been hit, you must roll once to see if you are dead, or merely passed out. If you roll a 1,2 or 3, you are merely unconcious and can be revived by a cure spell or a night round a campfire. If you roll a 4,5 or 6, then you are dead and cannot be revived. Special Items All Black weapons are undead (Used by Skeletons primarily) and poison the wounded. All silver weapons are holy and can kill the undead. All silver armor protects from poison. All transparent red weapons or armor raise you magic defense by 2. Orbs raise theyıre element color magic cast by 2, and all others by 1. Weapons Attack Range Description Dagger 3 0-1 Small knife weapon Saber 3 0-2 Pirate Weapon Sword 4 0-2 Standard Sword Spear 4 0-3 Standard Spear Crossbow 3 4-12 Standard Crossbow Bow 4 4-16 Standard Bow Axe 3 2-3 Small Axe, usually brown or black Halberd 4 2-4 Favorite Weapon of the Dragon Army Wood Lance 3 1-4 Brown Lance Metal Lance 4 1-4 Grey Lance Staff 3 0-2 Any rod Wand 1 (+1 Cast) 0-1 Included w/ Wizard, glow in dark Orb 0 (+1 Cast) 0 Cylinder, approx 3 flats tall. Scroll 0 (+2 Cast) 0 Included w/ Wizard Whip 2 2-4 thin, snake-like, w/loop on 1 end Armor Defense MagicDf Description Leather 1 1 Small Dragon head on chest Studded Leather 2 1 Large Dragon head, metal shoulders Dragon Scale 3 1 Full dragon on chest Plate Mail 1 1 Any Shield on chest Scale Mail 2 1 Metal scales on chest Chain Mail 3 1 Chain Mail on chest Steel Breastplate 4 1 Removable grey armor Cape 0 1 Small plastic cape (red, blue or black) Cloak 0 2 Cloth cape, most often Dragon Hat 1 0 Forester hat Helmet 1 0 Any metal helmet (grey or black) Cap 0 1 Pirate bandana Hood 1 1 Wolfpack type hood Crown 1 2 Royal Lion Crown Wizard Hat 1 (+1 cast) 2 Comes with wizard Shields Defense MagicDf Description Small Shield 2 0 Small, traditional shape Round Shield 3 0 Round shield, w/a nob in the middle Large Shield 4 0 Large and elliptical Dragon Cloak Cast Effect Command 5 Sway a dragon to your side. Fire Ball 4 Single Magic Attack. Breath 3 Poison one enemy. Jump 2 Ability to jump to any height White Cloak Cast Effect Cure 5 Revive a wounded soldier. Heal 4 Cure Poison. Holy Blade 3 Kill undead. Bless 2 Kill Multiple undead (Area). Red Cloak Cast Effect Fire Ball 5 Single Magic Attack. Ember 4 Light a fire. Fire Spear 3 Multiple Magic Attack (Line) Magma 2 Multiple Magic Attack (Area) Blue Cloak Cast Effect Water Spout 5 Single Magic Attack. Swim 4 Cross a body of Water. Cure 3 Revive a wounded soldier. Blizzard 2 Multiple Magic Attack (Area) Green Cloak Cast Effect Camouflage 5 Invisible until you move. Entangle 4 Paralyse Enemy in vines. Sense 3 Locate distant or hidden objects. Lightning 2 Single Magic Attack. Black Cloak Cast Effect Poison 4 Poison one enemy. Raise Dead 3 Raise Dead soldiers as skeleton warriors. Mist 2 Multiple Magic Attack (Area). ------------------------------------------------------------------------ "That's the same as the Pirate King tune!"