TEXT:  
  USING  
  CHAINMAIL  
  TO RESOLVE OD&D COMBATS 
   
   
   
   
   
   
  
   
   
   
  USING CHAINMAIL TO RESOLVE OD&D 
  COMBATS 
   
   
  The basic system is that from Chainmail, with one figure representing 
  one man or creature. Melee … scores equalling (sic) a drive back or a 
  kill equal only to a hit. 
  – Underworld and Wilderness Adventures, Page 24 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Pieces of text by: Coffee, Finarvyn, Radagast the Brown, Rabbit, Stormcrow, 
  The Grey Elf and others; as edited by Aldarron, spring 2010.  
  Revised summer 2010. 
   
  
  There are several options for using CHAINMAIL to resolve combats in 
  OD&D. CHAINMAIL is NOT one combat system. It is, at a minimum, three:  
  • There is the Mass Combat (heavy horse vs. light foot, etc.)  
  • There is the Man-to-man rules (sword vs. Chain + Shield, etc.) 
  • There is the Fantasy Combat Table, on p. 44 (Dragon vs. Elemental, etc.) 
   
  FIGHTING CAPABILITY 
  This statistic lists the number of ordinary men a character or monster 
  represents in CHAINMAIL. 
  The default Fighting Capability of any creature is equivalent to their Hit Dice 
  unless otherwise noted. Some individuals or subtypes of individuals will have 
  a greater or lesser than normal Fighting Capability, which may or may not 
  match their Hit Dice as noted in the individuals description. This is notably true 
  of player characters. Humans, for example are 1 HD creatures, but player 
  characters can gain significantly more HD and, to a somewhat lesser extent, 
  more FC too. 
  The Fighting Capability of Fighting Men, Wizards, Clerics and Thieves is as 
  listed in the tables. 
  Fighting Man Fighting Capability Table  
  Level 
  Mass Combat 
  Tables 
  Man to Man 
  # of Attacks 
  Fantasy Combat 
  Table 
  1 
  Man (+1) 
  1 (+1) 
  Not Allowed 
  2 
  2 Men (+1) 
  2 (+1) 
  NA 
  3 
  3 Men 
  3 
  Hero (-1) 
  4 
  4 Men 
  4 
  Hero 
  5 
  5 Men 
  5 
  Hero (+1) 
  6 
  6 Men 
  6 
  Hero (+1) 
  7 
  7 Men 
  7 
  Superhero (-1) 
  8 
  8 Men 
  8 
  Superhero 
  9 -12 
  9 Men 
  9 
  Superhero (+1) 
  13+ 
  10 Men 
  10 
  Superhero (+2) 
  
  Thief Fighting Capability Table 
  Level 
  Mass Combat 
  Tables 
  Man to Man 
  # of Attacks 
  Fantasy Combat 
  Table 
  1 
  Man 
  1 
  Not Allowed 
  2 
  Man (+1) 
  1 (+1) 
  NA 
  3 
  2 Men 
  2 
  NA 
  4 
  2 Men (+1) 
  2 (+1) 
  NA 
  5 
  3 Men 
  3 
  NA 
  6 
  3 Men (+1) 
  3 (+1) 
  NA 
  7 
  4 Men (-1) 
  4 (-1) 
  Hero (-1) 
  8 
  4 Men 
  4 
  Hero 
  9 
  5 Men 
  5 
  Hero (+1) 
  10-12 
  7 Men 
  7 
  Superhero (-1) 
  13 + 
  8 Men 
  8 
  Superhero 
   
  Cleric Fighting Capability Table  
  Level 
  Mass Combat 
  Tables 
  Man to Man 
  # of Attacks 
  Fantasy Combat 
  Table 
  1 
  Man (+1) 
  1 (+1) 
  Not Allowed 
  2 
  2 Men 
  2 
  NA 
  3 
  3 Men 
  3 
  NA 
  4 
  3 Men (+1) 
  3 (+1) 
  NA 
  5 
  4 Men (-1) 
  4 (-1) 
  Hero (-1) 
  6 
  4 Men 
  4 
  Hero 
  7 
  5 Men 
  5 
  Hero (+1) 
  8-12 
  7 Men 
  7 
  Superhero (-1) 
  13-16 
  8 Men 
  8 
  Superhero 
  17+ 
  9 Men 
  9 
  Superhero (+1) 
   
  ELEMENTALS/OUTSIDERS/CONSTRUCTS - fights as Elemental 
  Creatures of raw force and power which embody the very essence they 
  are composed of. 
  Invisible Stalkers  
   
   
   
  Elementals   
   
   
   
   
  Djinn 
  Efreet  
   
   
   
   
   
   
  Salamanders#  
   
   
   
  Golems# 
   
   
   
  Dungeons & Dragons, Strategic Review, Dragon magazine, Swords and Spells, Blackmoor, 
  Temple of the Frog and CHAINMAIL are properties and Registered Trademarks® of Wizards 
  of the Coast, Inc. No challenge or claim to the ownership of these trademarks is intended 
  or implied. This is a not-for-profit fan work and is believed to reside within Fair Use.  
  
   
  INCOPOREAL UNDEAD - fights as Wraith 
  Undead which possess no physical shape 
  Wraiths  
   
   
   
   
   
   
  Spectres  
   
   
   
   
   
  Shadows# 
   
  MAGICAL BEAST - fights as Roc 
  Of better than animal intelligence; or having qualities which raise them 
  above mere animal status
  Cockatrices  
   
   
   
   
  Basilisks  
   
   
   
   
   
   
  Unicorns 
  Pegasi  
   
   
   
   
   
   
  Hippogriffs  
   
   
   
   
   
  Rocs 
  Griffons  
   
   
   
   
   
   
  Displacer Beasts#  
   
   
  Blink Dogs# 
  Hell Hounds#  
   
   
   
   
  Phase Spiders#  
   
   
   
  Carrion Crawler# 
  Owl Bears#
   
  FANTASTIC CREATURES - fights as Treant 
  Creatures of myth and legend, nightmare and fantasy
  Medusae  
   
   
   
   
   
  Gorgons  
   
   
   
   
   
  Manticoras 
  Gargoyles  
   
   
   
   
   
  Minotaurs  
   
   
   
   
   
  Centaurs 
  Treants  
   
   
   
   
   
   
  Will O'Wisp#  
   
   
   
   
  Harpies# 
  Lammasu#  
   
   
   
   
  Beholders#
   
  DRAGONS (fights as Dragon) 
  Dragons or that which in physiology and combat style is similar to a 
  dragon 
  Dragons 
   
   
   
   
   
   
  Hydras  
   
   
   
   
   
   
  Chimeras 
  Wyverns 
   
   
   
   
   
   
  Purple Worms 
   
   
   
   
  Sea Monsters 
   
  LYCANTHROPES (fights as Lycanthrope) 
  Animalistic Shapeshifters 
   
   
  Magic User Fighting Capability Table  
  Level 
  Mass Combat 
  Tables 
  Man to Man 
  # of Attacks 
  Fantasy Combat 
  Table 
  1 
  Man 
  1 
  Not Allowed 
  2 
  Man +1 
  1 (+1) 
  NA 
  3 
  2 Men 
  2 
  NA 
  4 
  2 Men +1 
  2 (+1) 
  NA 
  5 
  3 Men 
  3 
  NA 
  6 
  3 Men +1 
  3 (+1) 
  NA 
  7 
  4 Men 
  4 
  Hero 
  8 
  4 Men (+1) 
  4 (+1) 
  Hero +1 
  9 
  5 Men 
  5 
  Wizard 
  10 
  5 Men 
  5 
  Wizard 
  11 
  5 Men 
  5 
  Wizard 
  12 
  5 Men 
  5 
  Wizard 
  13 
  5 Men 
  5 
  Wizard 
  14-15 
  5 Men (+1) 
  5 (+1) 
  Wizard (+1) 
  16-20 
  5 Men (+1) 
  5 (+1) 
  Wizard (+1) 
  21+ 
  5 Men (+2) 
  5 (+2) 
  Wizard (+2) 
  As entries on the Fantasy Combat Table, Hero, Superhero, and Wizard are for 
  use only on the Fantasy Combat Table. Thus, entries like "3 Men or Hero - 1", 
  indicate the 3rd level Fighting Man (Swordsman), fights off mundane foes 
  with three attacks, but also has the grit to assail a fantastic enemy as a sub-
  hero (with a -1 to his roll on the Fantasy Combat Table) in an all-out attack. A 
  Magic-User doesn't have such a category until 7th level (Enchanter), at 
  which point he can finally fight on the Fantasy Combat Table. 
  A (-1), or (+1) after Hero or Superhero is a -1, or +1 added to the 2d6 dice roll 
  on the Fantasy Combat Table Appendix E. Likewise added to the dice roll 
  are the (+/-1) from the # of attacks column when using the Man to Man 
  Melee Table Appendix B. 
  A (+/-1) after Man, or Men in the Mass Combat column is a (+/-1) to one die 
  roll on the Combat Table Appendix A. These +/- are added to a single die, 
  
  called before it is thrown (Best Practice - have one die of a different color or 
  otherwise marked to always represent the modified die). 
  A creature using the Man to Man or Mass Combat tables may get multiple 
  attacks, but not on the Fantasy Combat table. “A super hero, for example, 
  would attack eight times only if he were fighting normal men (or creatures of 
  basically that strength, i.e., kobolds, goblins, gnomes, dwarves, and so on).” 
  More powerful creatures or their equivalents are handled with a single 
  attack on the Fantasy Combat table.  
  “When fantastic combat is taking place there is normally only one 
  exchange of attacks per round, and unless the rules state otherwise, a six-
  sided die is used to determine how many hit points damage is sustained 
  when an attack succeeds. Weapon type is not considered, save where 
  magical weapons are concerned.“  
  – Gary Gygax, Strategic Review 1975, Frequently Asked Questions 
  As we shall see, the tables will dictate when more than one attack per round 
  is called for. 
   
   
  Space and Time 
  Melee range is 30 yards and combat rounds are 1 minute long. Melee 
  attacks may be initiated on any target within this range and time frame 
  provided the attacker is able to close within 10 feet (Melee distance).  
    
   
  APPENDIX PART THREE 
  Raithe has created a list of equivalents for use with the Fantasy Combat 
  tables on Appendix E. The approach taken here is to use the Fantasy 
  Combat creatures as a massive abstraction representing basic toughness 
  and combat prowess/tactics of the creature listed. Going from that 
  assumption you can use them as groups rather than specific creatures. 
   
  MAN TYPES
  Black Pudding  
   
   
   
  Dopplegangers#  
   
   
  Dryads 
  Dwarves  
   
   
   
   
   
  Elves  
   
   
   
   
   
   
   
  Gelatinous Cubes#  
  Giant Slug#   
   
   
   
   
  Giant Tick#  
   
   
   
   
  Gnomes 
  Goblins/Kobolds 
   
   
   
  Gray Ooze 
   
   
   
   
   
  Green Slime 
  Hobgoblins/Gnolls Horse 
  Horse 
   
   
   
   
   
   
   
  Large Insects/Animals  
  Mule  
   
   
   
   
   
   
   
  Nixies 
   
   
   
   
   
   
   
  Ochre Jelly  
  Orcs  
   
   
   
   
   
   
   
  Pixies  
   
   
   
   
   
   
   
  Rust Monster# 
  Stirges#  
   
   
   
   
   
   
  Skeletons/Zombies  
   
   
  Tritons# 
  Yellow Mold
   
  LARGE HUMANOID - fights as Troll/Ogre 
  Too powerful massive or savage to be "men" but nonetheless manlike in 
  basic form. 
  Ogres  
   
   
   
   
   
   
  Trolls  
   
   
   
   
   
   
   
  Bugbears# 
  Ogre Magi#  
   
   
   
   
  Umber Hulks# 
   
   
   
   
  Lizard Men# 
   
  GIANTS (fights as Giant) 
  Giants  
   
   
   
   
   
   
  Giants, Storm#  
   
   
   
  Titans# 
   
  COPOREAL UNDEAD - fights as Ghoul/Wight 
  The undead which have a physical form 
  Ghouls  
   
   
   
   
   
   
  Wights  
   
   
   
   
   
   
  Mummies 
  Vampires  
   
   
   
   
   
  Liches#(optionally as wizard?) 
   
  
  Vampires 
  HC 
  HC 
  7 to 9 
  Wights 
  LC 
  HC 
  3 
  Wraiths 
  MC 
  HC 
  4 
  Wyverns 
  HC 
  HC 
  7 
  Yellow Mold 
  None 
  None 
  None 
  Zombies 
  MF 
  MF 
  2 
  Monster Type 
  Attack 
  Capability 
  Defense 
  Capability 
  HD or 
  FC 
  Apt (furry arctic hippo) 
  MH 
  LH 
  8 
  Banth (10-legged carnivore) 
  HH 
  MH 
  14 
  Calot (large dog) 
  MH 
  MH 
  10 
  Darseen (giant lizard) 
  HF 
  HF 
  8 
  Malagar (roc or tarn) 
  LH 
  HH 
  6 to 18 
  Martian – Black/Red/White/Yellow 
  male 
  HF 
  LF 
  2-10 
  Martian – Black/Red/White/Yellow 
  female 
  LF 
  U 
  1-5 
  Martian – Green male 
  AF 
  LF 
  6-10 
  Martian – Green female 
  HF 
  LF 
  5-7 
  Orluk (striped arctic jaguar) 
  MH 
  MH 
  8 
  Plant Man 
  HF 
  LF 
  16 
  Sith (giant hornet) 
  HF 
  MH 
  20 
  Thoat (reptile beast of burden) 
  MH 
  HH 
  10 
  White Ape 
  AF 
  HF 
  12 
  Zitidar (mastodon) 
  MH 
  MH 
  18 
   
   
  Morale 
  “Morale is to be checked when 33 1/3% of an army has been killed. Use 
  the standard morale tables, check by type of troop, and allow any 
  bonuses to dice.”  
  – Chainmail, p26 
  Morale is a factor which is often not a concern. The players, basically 
  representing only their own character and a few others, will have the 
  characters react as they imagine best. Unintelligent monsters fight until 
  death. However if the referee feels a morale check is called for, two 
  methods adapted from CHAINMAIL are provided here and either or both 
  may be used as desired. 
  Method 1 
  When a simple morale check is desired the referee can throw two dice – a 2 
  being very bad morale, a 12 being very good morale. With situational 
  adjustments this score will serve as a guideline for what action will be taken 
  by the party checked. The table below may be used as a more specific 
  guide.  
  Types 
  Score to Remain 
  In Combat 
  Light Foot or Inexperienced Combatants 
  8 or better 
  Heavy Foot 
  7 or better 
  Armored Foot and Hardened Veterans of any Type 
  6 or better 
  Elite of any Type 
  5 or better 
  Heroes and Superheroes 
  4 or better 
  Method 2 
  Roll 2d6. Add together all the player characters levels. Add together all the 
  monsters hit dice. Add the sum of the characters levels and the result of the 
  2d6. Subtract the sum of the monsters hit dice from the total and check the 
  result on the following table.  
  7 and less 
  Combat continues 
  8-12 
  Retreat in order, or negotiate if there’s no possible escape 
  13 and more 
  Rout in disorder, or surrender if there’s no possible escape 
  
  Example: a group of 4 characters, with a sum of 8 levels, fight with a band of 
  6 gnolls. When the first gnoll is killed by a hurled axe, the gnolls check morale. 
  The referee rolls a 4, plus 8 for levels and less 10 for gnolls (5 remaining gnolls 
  with 2HD) hit dice, for a total of 0. The combat continues. At the end of first 
  round, one first level character and a second gnoll have been killed. The 
  referee rolls with the new total, gets a 10, plus 7, less 8 (4 remaining gnolls), 
  for a total of 9. The gnolls begin to think it’s time to withdraw toward a place 
  more easily defended. - Using this system also has the advantage of 
  simulating the effect of CHAINMAIL Morale Ratings wherein most monsters 
  had huge morale impacts on normal men. Checks should be performed 
  before a battle where there seems a significant likelihood one of the sides 
  would cut and run.  
  • Heroes and above add +1 to the morale die or dice rolled by any unit 
  they are attached to. Also, Superheroes and above force the enemy to 
  check morale. This is just an ability they have and is not part of the Fighting 
  Capability modifiers 
  • Fighting men at level 8, clerics at level 9, and magic-users at level 10 
  automatically make their opponents check their morale before the fight. 
  • Some classes and creatures have a bonus to the roll: clerics (+1), 
  hobgoblins (+1), gnolls (+2) 
  • Some creatures never check for morale, as stated in their description.  
  • In the case of allied monsters, such as goblins accompanied by ogres, the 
  different monster types should check morale separately – that is, the 
  goblins respond only to goblin casualties and ogres to ogre casualties. The 
  entire loss of the more powerful monster type might cause the lesser 
  monsters to take a penalty. Leader death could cause a penalty also, or 
  alternately expressed, leaders could give a bonus while they’re alive. 
  Monsters could also take a penalty for low commitment (chance 
  encounter in the wilderness) or a bonus for high commitment (defending 
  ancestral homeland or religious site). 
  Mounted Combat 
  “When fighting men afoot, mounted men add +1 to their dice for melees 
  and the men afoot must subtract -1 from their melee dice.  
  Men may be unhorsed by footmen if they specifically state this is their 
  intent before dice are rolled. A score equal to a kill, with no subtraction for 
  their being afoot, indicates a successful unhorsing. An unhorsed man is 
  possibly stunned: 
  Men - Bandits 
  By Weapon 
  By Armor 
  1 
  Men - Berserkers 
  By Weapon 
  By Armor 
  3 
  Men - Brigands 
  By Weapon 
  By Armor 
  1 
  Men - Buccaneers 
  By Weapon 
  By Armor 
  1 
  Men - Cavemen 
  MF 
  None 
  2 
  Men - Dervishes 
  By Weapon 
  By Armor 
  2 
  Men - Merman 
  Weapon 
  LF 
  3 
  Men - Nomads 
  By Weapon 
  By Armor 
  1 
  Men - Pirates 
  By Weapon 
  By Armor 
  1 
  Minotaurs 
  MF 
  HF 
  6 
  Mummies 
  HF 
  HF 
  5+1 
  Nixies 
  LF 
  LF 
  1 
  Ochre Jelly 
  None 
  None 
  5 
  Ogres 
  MF 
  MF 
  4+1 
  Orcs 
  MF 
  MF 
  1 
  Pegasus 
  HC 
  HC 
  2+2 
  Pixies 
  LF 
  LF 
  1 
  Purple Worm 
  HC 
  HC 
  15 
  Roc or Tarn 
  LC 
  HC 
  6 to 18 
  Sea Monsters 
  HC 
  HC 
  15 to 45 
  Skeletons 
  LF 
  MF 
  1 
  Spectres 
  HC 
  HC 
  6 
  Sprites 
  LF 
  LF 
  1 
  Trolls 
  MF 
  MF 
  4+1 
  Trolls, True 
  HF 
  HF 
  6+3 
  Unicorns 
  HC 
  MC 
  4 
  
  Gnolls 
  AF 
  HF 
  2 
  Gnomes 
  LF 
  LF 
  1 
  Goblins 
  LF 
  HF 
  1 
  Goblin King 
  AF 
  HF 
  3 
  Gorgons 
  HF 
  AF 
  8 
  Gray Ooze 
  None 
  None 
  3 
  Green Slime 
  None 
  None 
  2 
  Griffons 
  MH 
  HH 
  7 
  Hippogriffs 
  HC 
  HC 
  3+1 
  Hobbits 
  LF 
  LF 
  1 
  Hobgoblins 
  HF 
  MF 
  2 
  Hobgoblin King 
  HF 
  HF 
  3 
  Horses - Draft 
  MC 
  MC 
  2+1 
  Horses - Heavy 
  HC 
  HC 
  3 
  Horses - Light 
  LC 
  LC 
  2 
  Horses - Medium 
  MC 
  MC 
  2+1 
  Horses - Mules 
  LC 
  LC 
  2+1 
  Hydras, 5 to 12 Heads 
  MC 
  HC 
  5 to 12 
  Invisible Stalkers 
  HF 
  HF 
  8 
  Kobolds 
  LF 
  MF 
  1 
  Lycanthropes - Werebear 
  HF 
  MF 
  6 
  Lycanthropes - Wereboar 
  HF 
  MF 
  4+1 
  Lycanthropes - Weretiger 
  HF 
  MF 
  5 
  Lycanthropes - Werewolf 
  HF 
  MF 
  4 
  Manticoras 
  MF 
  MF 
  6+1 
  Medusae 
  MF 
  MF 
  4 
  Die Score 
  Result 
  1-2 
  Not stunned 
  3-5 
  Stunned 1 turn 
  6 
  Stunned 3 turns 
  Remounting requires one-half turn, as does voluntary dismounting.” 
  – Chainmail, selections from pages 25 and 26 
   
  Offensive Bonuses 
  Offensive bonuses, such as the plus rating of a magic sword are added to 
  the die total in the Man to Man and Fantasy Combat Tables. For mass 
  combat, each point of bonus grants an additional d6 to Hit Dice or Fighting 
  Capability.  
  Defensive Bonuses 
  Defense bonuses, such as magic armor are about removing a number of 
  d6’s. 
  “Armor proper subtracts its bonus from the hit dice of the opponents of its 
  wearer. If the shield's bonus is greater than that of the armor, there is a 
  one-third chance that the blow will be caught by the shield, thus giving 
  the additional subtraction.” 
  – Monsters and Treasure, page 31 
  Thus, whole d6's are removed from the attackers Hit Dice or Fighting 
  Capability for characters. For example, +3 armor could only be hit by an 
  opponent having 4 or more Hit Dice or a Fighting Capability of 4 or more. 
   
  
  Attack/Defense Multiples 
  Some situations and some creatures may call for a doubling, tripling, etc. of 
  attack and/or defense values. This means the appropriate multiplier (i.e. 
  tripling = x3) is applied to the Fighting Capability (player characters, mostly) 
  or Hit Dice (creatures) and/or Hit Points (the defense value) for the particular 
  creature or situation only.  
  In some cases it may be specified, (or undertaken at the referee’s 
  discretion), to also add the corresponding integer (+2 for doubling, +3 for 
  tripling, etc.) to Armor Class and saving throws. (determined from monster 
  descriptions by Dave Arneson, Supplement II Blackmoor: Temple of the Frog, 
  1975, and First Fantasy Campaign, 1977)  
  These bonuses to the defensive capabilities represented by armor class are 
  treated in the same manner as a magical armor bonus, meaning they 
  remove damage dice from the opponent as in this quote from Monsters and 
  Treasure: ”Protection: A ring which serves as +1 armor would, giving this 
  bonus to defensive capabilities and to saving throws.” 
  (page 35) 
  Grappling 
  The players or the DM must declare they are attempting to grapple the 
  opponent prior to rolling attack dice at the beginning of a combat round. If 
  the attackers’ hit is successful, no damage is dealt. Instead, both the 
  attacker and defender must roll their number of Fighting Capability dice (or 
  Hit Dice for most monsters), add any strength, dexterity and other bonuses, 
  and compare the totals. If it is a tie, the combatants are struggling, with the 
  defender still standing but in the grip of the attackers and unable to use a 
  weapon in the next round. If the defender scores higher than the attackers, 
  the attackers are thrown off and stunned for a number of s equal to the 
  positive difference between the attackers’ and defenders’ dice rolls. 
  Likewise if the attackers win the dice roll, the defender is thrown to the 
  ground recumbent and stunned for a number of rounds equal to the positive 
  difference between the attackers’ and defenders’ dice rolls. (Gary Gygax, 
  The Strategic Review Vol. 1, No. 2, Summer 1975) 
   
   
   
    
  Chimeras 
  HH 
  MH 
  9 
  Cockatrice 
  AF 
  HF 
  5 
  Djinn 
  HF 
  HF 
  7+1 
  Dragons - Black 
  HH 
  HH 
  6 to 8 
  Dragons – Blue 
  HH 
  HH 
  8 to 10 
  Dragons - Golden 
  HH 
  HH 
  10 to 12 
  Dragons - Green 
  HH 
  HH 
  7 to 9 
  Dragons - Mottled (Purple) 
  HH 
  HH 
  10 to 12 
  Dragons - Red 
  HH 
  HH 
  9 to 11 
  Dragons - White 
  HH 
  HH 
  5 to 7 
  Dryads 
  LF 
  LF 
  2 
  Dwarves 
  By Weapon 
  By Armor 
  2 
  Efreet 
  HF 
  HF 
  10 
  Elementals - Air 
  AF 
  AF 
  8 to 16 
  Elementals - Earth 
  AF 
  AF 
  8 to 16 
  Elementals - Fire 
  AF 
  AF 
  8 to 16 
  Elementals - Water 
  AF 
  AF 
  8 to 16 
  Elves 
  By Weapon 
  By Armor 
  1 
  Ents 
  AF 
  AF 
  6 to 10 
  Gargoyles 
  AF 
  AF 
  4 
  Ghouls 
  LH 
  HH 
  2 
  Giants - Cloud 
  AF 
  AF 
  12 +2 
  Giants - Fire 
  HF 
  AF 
  11+3 
  Giants - Frost 
  HF 
  AF 
  10+1 
  Giants - Hill 
  HF 
  HF 
  8 
  Giants - Stone 
  HF 
  HF 
  9 
  
  Lycanthropes 
  4 
  Armd Foot 
  Hvy Foot 
   
   
  Ogres 
  4* 
  (Mornard) 
  Hvy Ft 
  Hvy Ft 
  5 
  4+1 
  Orc, Giant 
   
  Armd Foot 
  Armd Foot 
   
  1 1/2 
  Orc, tribal 
   
  Hvy Ft 
  Hvy Ft 
  6 
  ½ - ½ 
  +1 
  Roc 
   
  Lt Horse 
  Hvy Horse 
  4 
  3+1 
  Tarn, Cargo 
   
  Lt Horse 
  Hvy Horse 
   
  >4 
  Tarn, Racing 
   
  Lt Horse 
  Hvy Horse 
   
  >4 
  Tarn, War, 
   
  4 Lt Horse 
  8 Hvy Horse 
   
  >4 
  Troll 
   
  Hvy Foot 
  Hvy Foot 
  4 
  6+3 
  True Troll 
  3 
  Armd Foot 
  Armd Foot 
   
  12 
  Wargs 
   
  Hvy Foot 
  Hvy foot 
   
  1 
  Unicorn 
   
  Hvy Horse 
  Hvy Horse 
  2 
  4 
  Wights 
   
  Lt Horse 
  Hvy Horse 
  5 
  3 
  Wraiths 
   
  Armd Foot 
  Armd Foot 
  3 
  4 
  Zombies 
   
  Hvy Ft 
  Hvy Ft 
  8 
  1 
   
  APPENDIX PART TWO 
  Marv Breig (Finarvyn) has created and compiled his own list containing 
  many additional creatures as follows below.  
  Monster Type 
  Attack 
  Capability 
  Defense 
  Capability 
  HD or 
  FC 
  Balrog 
  HH 
  HH 
  10 to 16 
  Basilisk 
  AF 
  HF 
  6+1 
  Black (or Gray) Pudding 
  None 
  None 
  10 
  Centaurs 
  MH 
  MH 
  4 
  The OD&D with CHAINMAIL Attack Sequence 
  (derived from CHAINMAIL, OD&D, and Gary Gygax, Swords and Spells, 1976) 
  1. Reaction Phase – Determination of Surprise, Initiative, and any other 
  encounter reaction. Characters may attempt to communicate with the 
  opponents. Retreats, routs, and fighting withdrawals begin. Spell effects 
  carried over from earlier rounds take place. 
  2. First Shooting Phase – The side moving first looses projectiles, casts 
  ready spells, and/or discharges breath weapons in the order of highest 
  Dexterity (or the initiative roll if preferred) to lowest unless there is some 
  reason to alter the order. Ties mean the actions are simultaneous. Elves 
  and mounted archers may “split move”, that is, begin their movement (up 
  to ½ move distance as in step 4) and then loose. 
  Restrictions:  
  Magic-users cannot move under their own power or actively direct a 
  mount and cast a spell in the same round. Casting magic-users struck 
  by projectiles or engaged in melee lose their spell. Anyone hit by a 
  projectile weapon and receiving damage such that their Hit Points are 
  reduced to zero (0) or less are dead or unconscious and may take no 
  further action in the round.  
  During a Player’s turn in the combat round they may choose to delay their 
  PCs action until the end of the round. PCs that elect to delay will 
  effectively go last in the round. If more than one PC delays, ALL delaying 
  PCs’ actions will be considered to be simultaneous.  
  The side moving second (or later) looses projectiles, and casts spells. Same 
  restrictions as above. 
  3. Action phase – Both sides move or take some action. Charging 
  characters on either side may charge their full distance. 
  Restrictions: 
  Characters on either side can only move ½ their movement distance 
  and engage in melee or other activities in the same round unless they 
  charge.  
  4. Melee Phase – Characters within melee distance fight 1 round of melee.  
  Restrictions: 
  Pole weapons (spear, halberd, polearm, lance, and pike) get a free 
  attack first when readied against an onrushing attacker with a shorter 
  
  weapon. Magic-users engaged in melee before their spells have been 
  cast have their spell disrupted.  
  5. Second Shooting Phase – Spells that were started in steps 2-3 take 
  effect. Shooters, except crossbowmen, who didn't move and haven't 
  been engaged in melee may loose again. 
  Restrictions: 
  Projectile weapon shooters (archers, slingers, javelin throwers, etc.), can 
  not move and fire twice. They must either move 1/2 movement 
  distance and fire once, or move full distance and not fire.  
  Crossbowmen can never shoot twice in one round. They move 1/2 
  movement distance and either shoot or reload but not both; or if they 
  choose to not move at all during the round, they may both fire and 
  reload. A crossbowman who moves and then fires during the second 
  shooting phase must then reload during the first shooting phase of the 
  next round. 
  The side moving second (or later) shoots second round of projectiles. 
  Same restrictions as above.  
  7. New round begins 
   
  The number of combatants really doesn't make a difference, though the 
  Troop Type combat generally runs a lot faster. Particularly, multiple 
  opponents may be handled fastest with the Mass Combat rules.  
  Example: A 4th level Fighting Man in Chain and Bastard Sword (DM 
  declares him Heavy Foot) kicks down the door to find a room full of 8 orcs 
  (also Heavy Foot). The Fighting Man rolls his 4 dice, looking for 6's, and the 
  group of orcs rolls 8 dice, also looking for 6's. Each 6, on either side, 
  represents 1 die of damage. This is much quicker than rolling 4 attacks for 
  the fighter, then 8 attacks total for the orcs and adjudicating each attack 
  individually on the Man to Man tables. 
  You can REALLY speed things up in this system just by having all your players 
  throw their dice simultaneously. So if the 4th level Fighting Man is 
  accompanied by a 3rd level cleric (2 Men), armed with a heavy mace and 
  chain (also scored as Heavy Foot), and a 5th level Wizard (2 men, Light Foot) 
  who chooses not to cast a spell this round, have them all throw their dice 
  simultaneously and count total hits.  
  But back to our example: When the fighter finishes, the door opposite him 
  gets blown in, and Grog, the orc leader strides in. Grog is a special case: 
  APPENDIX PART ONE 
  Below is a complete list of creatures from OD&D, CHAINMAIL™, The Dragon 
  #1 (magazine) and First Fantasy Campaign™, that have published troop 
  type ratings. Combats with these creatures should always use these ratings, 
  regardless of arms and armor. 
  Name 
  FC 
  Attack 
  Defend 
  AC 
  HD 
  Basilisks 
   
  Hvy Foot 
  Hvy Foot 
  4 
  6+1 
  Centaur 
  2* 
  1 by man type, 1 by 
  Md Hrse 
   
  5 
  4 
  Cockatrices 
   
  Hvy Foot 
  Hvy Foot 
  6 
  5 
  Dragon 
  4 
  Hvy Horse 
  Hvy Horse 
   
  1-12 
  Dwarves 
   
  Hvy Ft 
  Lt Ft 
  4 
  1 
  Giant Eagle 
   
  4 Lt Horse 
  8 Hvy Horse 
   
   
  Elemental, Air 
  4 
  Lt Horse 
  Lt Horse 
  2 
  8 
  Elemental, 
  Earth 
  4 
  Md Horse 
  Md Horse 
  2 
  8 
  Elemental, Fire 
  4 
  Hvy Horse 
  Hvy Horse 
  2 
  8 
  Elemental, 
  Water 
  4 
  Lt Horse/land - Hvy 
  Horse/water 
  Lt Horse/land - Hvy 
  Horse/water 
  2 
  8 
  Elves 
   
  Hvy Foot 
  Hvy Foot 
   
  1+1 
  Ent 
  6 
  Armd Ft 
  Armd Ft 
  2 
  8 
  Ghoul 
   
  Lt Horse 
  Hvy Horse 
  6 
  3 
  Giant 
  12 
  Armd Ft 
  Hvy Foot 
  4 
  12 
  Giant Wolves 
   
  Lt Horse 
  Lt Horse 
   
   
  Goblins 
   
  Hvy Ft 
  Lt Ft 
  6 
  1 
  Halfling 
   
  Lt Foot 
  By armor 
   
  1 
  Hobgoblins 
   
  Armd Ft 
  Hvy Ft 
  5 
  1 1/2 
  Kobolds 
   
  Hvy Ft 
  Lt Ft 
  7 
  1 1/2 
  
  remain on the field). In the next round, initiative order will switch to faster, 
  lighter weaponry, giving the Bishop the first blow over his opponents.  
   
   
  3.0 USING CHAINMAIL WITH FANTASY 
  COMBAT 
  Characters with Hero, Superhero, and Wizard Fighting Capabilities and 
  creatures listed on the fantasy combat table (or deemed equivalent) may 
  use this table to resolve combats quickly.  
  Roll 2d6, apply any modifiers and consult the table. A result equal or above 
  the number indicates a hit. 
  “When fantastic combat is taking place there is normally only one 
  exchange of attacks per round, and unless the rules state otherwise, a six-
  sided die is used to determine how many hit points damage is sustained 
  when an attack succeeds. Weapon type is not considered, save where 
  magical weapons are concerned.” 
  – Strategic Review 1975, Frequently Asked Questions 
   
  Alternatively, players may use the table as originally intended with the 
  understanding that it may result in the instant death of the character. 
  • Score EQUAL or UNDER total shown on the table means NO EFFECT. 
  • Score OVER the total shown above indicates that the DEFENDER IS KILLED 
  – CHAINMAIL Appendix E 
   
  an orc to whom the DM has assigned 4 hit dice. To run this combat with a 
  more cinematic flair, the DM switches to Man-to-Man, giving the class 
  abilities, arms and armor more importance (though if he really wants to, 
  he can stick with Troop Type).  
  That's all done, now, and the Fighting Man moves on to the next room. There 
  an ogre waits for him. Time to move onto the Fantasy Combat table. 
   
  1.0 USING THE MASS COMBAT RULES: (a.k.a. 
  the “normal” rules) 
  In CHAINMAIL there are six relevant classifications of troops for D&D combat; 
  three categories for foot soldiers, and a similar grouping for cavalry. Some 
  monsters (Dragons, for example) will be rated as cavalry rather than foot 
  when determining attack and defense capabilities. 
  INFANTRY 
  CAVALRY 
  • Light Foot 
  • Light Horse 
  • Heavy Foot 
  • Medium Horse 
  • Armored Foot 
  • Heavy Horse 
  ALL creatures must be rated as equivalent to a number of Men of a certain 
  Foot or Cavalry “Troop type”. A "Man" is equivalent to "Either Heavy Foot, 
  Armored Foot, Light Horse, etc., depending on arms and situations..." This 
  means that there is some leeway for interpretation on the part of the players 
  and the final determination may be influenced by fighting styles, training, 
  culture and so forth. 
  “As far as how do monsters attack normal men in CHAINMAIL - they were 
  given a normal equivalent. Ogres, for instance, were considered (I think) 
  equivalent to 4  Heavy Foot. You would simply use the normal combat 
  tables. Of course, most  monsters had huge morale impacts on normal 
  men.” 
  – Mike Mornard - webpost 
   
   
   
   
   
  
  1.1 DETERMINING TROOP TYPE  
  "First level of the Dungeon 
  Barracks Room  
  ...All men are as heavy infantry with either leather and shield and/or 
  studded leather and shield with either swords or spears.”  
  – Supplement II, Blackmoor, p. 40:Temple of the Frog, 1975 
  Each character and creature will have a separate troop type rating for 
  defense and for attack. For Player Characters and most humanoid creatures 
  this will depend on “arms and situations”, (CHAINMAIL, Appendix A) and be 
  based on Armor Class for defense and weapons for attack as detailed 
  below.  
  Attack Rating (determined by weapon class): 
  Light Foot 
  Arrow, Dagger, Hand Axe, Javelin, Pick, Quarter Staff, Short Sword, Sling, 
  Spear/Thrown 
  Heavy Foot 
  Battle Axe, Bolt, Flail, Mace, Morning Star, Spear/Thrust, Broad Sword, War 
  Hammer 
  Armored Foot 
  2 Handed Sword, Halberd, Lance, Pike, Pole Arms 
  Defense Rating (Based on Armor Class) 
  Light Foot 
  AC 9-7 (No Armor through Leather or Leather & Shield) 
  Heavy Foot 
  AC 7-4 (Leather & Shield through Chain Mail & Shield) 
  Armored Foot 
  AC 4-2 (Chain Mail & Shield through Plate & Shield) 
   
  • Armor Class 7 can be classed as either Light or Heavy and AC 4 can be 
  either Heavy or Armored, taking into account the nature, training, 
  background, and fighting style of the combatant. For player characters, 
  fighting-men and clerics always get the heavier rating and for thieves its 
  always the lighter rating.  
  sword (4), while the longest weapons in the fight are the flail (7) and spear 
  (8). The mace is ill-suited to combat leather armour and shield (requiring a 9+ 
  on two dice to hit), while the sword, flail and spear are of varying use against 
  chain and shield (9+, 7+ and 10+ respectively). 
  After enduring a surprising and withering barrage of insults, Eustace charges 
  the scalawags (he won initiative and chose to move first). The bandits with 
  flail and spear get the first defensive strike (for reach), followed by Eustace 
  (as attacker) and then finally the swordsman brigand (as defender). 
  As a Bishop, Eustace fights with four attacks (one with a -1 penalty), and as 
  long as he diverts some of his attacks against the flail and spearman, the 
  speed of his mace will grant him a bonus attack against those opponents as 
  well. While the Brigands declare their single attacks on Eustace, the 
  clergyman plans to engage all of his foes (if he does so, he will gain a bonus 
  attack for speed against the spear and flail thugs). Further, Eustace declares 
  his intent to parry the bandits' attacks - a minor parry against the lightning 
  fast sword (costing one attack, in this case the penalized one) and a midi 
  parry against the other two combatants (costing one attack each, but with 
  the possibility of disarming or riposting the enemy). 
  Now it is time to resolve the action. The spearman strikes first, needing a 10+ 
  on two dice to pierce the Bishop's chain mail and shield, and taking a -2 
  penalty for the parry attempt. An attack roll of 8-2 proves insufficient, and 
  Eustace will regain his lost attack with a riposte. The bandit armed with the 
  flail needs a 7+ on two dice with a -2 penalty, and connects with a roll of 10-
  2 (Eustace takes 2 hit points of damage and loses his chance to riposte). 
  Eustace would levy his initial strike here, but by parrying he defers the action 
  to the swordsman, who promptly misses his swing (the Bishop does not regain 
  his spent attack in a riposte, as the sword is not significantly slower than the 
  mace). Now Eustace may foist his initial blow, directed towards the 
  swordsman, smashing him with a roll of 11 for 2 points - enough to kill him 
  outright. 
  Eustace may now take his remaining strikes - of his initial four, he has lost two 
  in parry attempts and spent another to dispatch the swordsman. The one 
  basic attack that remains is owed to the spearman (the riposte). However, 
  as he has engaged both the spearman and the flail thug with attacks (albeit 
  ones spent on parry attempts), he gains a bonus strike against each for 
  weapon speed. The spearman is clubbed once for 3 points of damage (not 
  enough to fell him) and the brigand with the flail goes unharmed. 
  As one third of the enemy force has been slain, the bandits must now check 
  their morale (likely testing as light foot, needing an 8 or better on two dice to 
  
  • For any defender whose weapon is four to seven classes lower than the 
  attacker, the defender has the option to give the first blow OR parry the 
  attacker's blow, by subtracting 2 from the attacker's roll. If the attacker 
  equals the original requirement for a kill the higher weapon breaks the 
  defender's weapon. If the parry is successful, the defender gets one 
  counter blow. 
  • For any weapon whose class is eight or more classes lower than the 
  attacker, the defender gets the first blow and may parry the second or 
  strike the second. He subtracts one for the parry and a roll equal to the 
  original kill requirement breaks the weapon. (Pikes, spears or lances of the 
  attacker do get the first blow over lower class weapons if there is a 
  charge. Here the length of the weapon prevents the defender, even with 
  his lighter weapon, the ability to get the first blow.)  
  – Chainmail, page 25-26 
  Two Weapon Combat and Shield Bashes 
  Although it will negate a shields defensive bonus, a character may gain 1 
  additional attack using their shield offensively or with a weapon held in 
  the second hand in place of the shield. Such attacks do half normal 
  damage. The character wielding two weapons may elect to attempt to 
  parry with the offhand weapon or both weapons, as desired.  
  – Arneson and Snider, Adventures in Fantasy, p.52, 1979 
  Mounted Combat 
  “On the 2nd round of melee the horse as well as its rider attack, the horse 
  counting as the following weapon(s), and able to attack a different 
  opponent than its rider, but only footmen:  
  Light 1 Mace 
  Medium 2 Maces 
  Heavy 2 Flails” 
  – CHAINMAIL, selections from p25 and 26 
   
  Combat Example: In this mock battle, three highwaymen accost Bishop 
  Eustace the Useless (a 6th level cleric of St. Marr, armed with chain mail, 
  shield, mace and 20 hits). The brigands are three normal men with leather 
  armour and a shield, armed with a spear (5 hits), sword (2 hits) and flail (3 
  hits) respectively. The fastest weapons in the fight are the mace (3) and 
  For example, the temple guards referred to in the Blackmoor quote 
  above, protected with leather and shield (AC7) are classified as Heavy 
  Foot. Whereas in this example of bandits from page 5 of Monsters and 
  Treasure:  
  “Composition of Force: Light Foot (Leather Armor & Shield) = 40%; Short 
  Bow (Leather Armor) or Light Crossbow (same) = 25%; Light Horse (Leather 
  Armor & Shield) = 25%; Medium Horse (Chain Mail & Shield, no horse 
  barding) = 20%. All super-normal individuals with the force will be riding 
  Heavy, barded horses.” 
  Here we see the bandits are classified as Light Foot despite armor identical 
  to that of the guards. 
  • Some monsters are given special attack and defense ratings regardless of 
  their weapons and armor and may have a specified Fighting Capability. 
  Dwarves, for instance, are considered equivalent to 4 Heavy Foot on the 
  normal combat tables. See the Appendix part 1 for a list of such creatures.  
  • Players should note their attack and defense classes on their character 
  sheet. Larger and/or deadlier monsters may defend and attack as a 
  Cavalry 
  type, 
  as 
  determined 
  in 
  the 
  monsters 
  description. 
  The 
  differentiation between Light and Medium Horse is dependent upon 
  whether or not the horse is barded. Heavy Horse indicates full armor for 
  both horse and rider.  
   
  1.2 COMBAT PROCEDURE 
  Attack/Defense capabilities versus normal men are simply a matter of 
  allowing one roll as a man-type for every hit die, with any bonuses being 
  given to only one of the attacks, i.e. a Troll would attack six times, once 
  with a +3 added to the die roll.  
  – Monsters & Treasure, page 5 
  Characters throw dice based upon their Fighting Capacity and Troop Type 
  (attacker rating) vs. a defender's Troop Type (defense rating) as shown in 
  Appendix A, page 40 of CHAINMAIL or as summarized on the following table 
   
   
   
  .  
  
  Determining Hits 
   
  Defender 
  Attacker 
  Unarmed 
  LF 
  HF 
  AF 
  LC 
  MC 
  HC 
  Unarmed 
  1/1 (6) 
  1/2 (6) 
  1/3 (6) 
  1/4 (6) 
  1/4 (6) 
  1/5 (6) 
  1/6 (6) 
  LF 
  1/1 (5+) 
  1/1 (6) 
  1/2 (6) 
  1/3 (6) 
  1/2 (6) 
  1/3 (6) 
  1/4 (6) 
  HF 
  1/1 (4+) 
  1/1 (5+) 
  1/1 (6) 
  1/2 (6) 
  1/2 (6) 
  1/3 (6) 
  1/4 (6) 
  AF 
  2/1 (4+) 
  1/1 (4+) 
  1/1 (5+) 
  1/1 (6) 
  1/1 (6) 
  1/2 (6) 
  1/3 (6) 
  LC 
  2/1 (4+) 
  2/1 (5+) 
  2/1 (6) 
  1/1 (6) 
  1/1 (6) 
  1/2 (6) 
  1/3 (6) 
  MC 
  3/1 (4+) 
  2/1 (4+) 
  2/1 (5+) 
  2/1 (6) 
  1/1 (5+) 
  1/1 (6) 
  1/1 (6) 
  HC 
  4/1 (4+) 
  4/1 (5+) 
  3/1 (5+) 
  2/1 (5+) 
  2/1 (5+) 
  1/1 (5+) 
  1/1 (5+) 
  The numbers indicate dice thrown per “man”, i.e. Fighting Capability, with 
  the number in parentheses being the target number needed to register a 
  damaging hit. For example a Light Foot attacking a Light Foot gets 1 die per 
  Fighting Capability with 6 needed to wound. 
  Determining # of rolls in Mass Combat 
  The Mass Combat Tables of CHAINMAIL give the number of die you can roll 
  per the number of men represented in each situation. In some cases the 
  math may not work out evenly, for example:  
  A 7th level Fighting-man (Champion), typed as Light Foot, attacking a single 
  Heavy Horse: 1 die per four men, a 6 hits. The Champion would get one roll, 
  a 6 = 1 Hit. (using 4 “Men” of the Fighting Capacity of 7 Men leaving 3 men).  
  In this case there are two options: 
  Option 1 
  Players may simply round up, always allowing the character with “left over” 
  Fighting Capability to add one more die to the roll. Thus the 7th level fighting-
  man above, having 3 “men” of his FC left would roll another attack die – two 
  dice in total. If players choose this option they may use the table below to 
  determine the number of dice they may roll to attempt to get hits. The table 
  cross references their Fighting Capability with the “dice per man” ratio 
  determined on the preceding table.  
   
   
  Melee Table 
  It may occur that a combatant will get more than one roll for each of 
  their attacks. “Note that each weapon listed has a number designating its 
  class. The shorter and lighter the weapon, the lower its class. A man 
  wielding a weapon four classes lower (1 vs. 5, 2 vs. 6, and so on) strikes 
  two blows during every melee round. If a man has a weapon eight classes 
  lower, he will strike three blows during every melee round. (See Appendix 
  B.)  
  For any man attacking from the rear in melee (after accepting all pass-
  through and split fire): add one to the die roll of the attacker and give the 
  defender no counter attack”.  
  – Selections from Chainmail, page 25 
   
  Parry 
  • For any weapon 2 or more classes higher than the attacker the ability to 
  parry does not exist. 
  • For any weapon 1 class higher to three classes lower than the attacker the 
  defender may parry the blow by subtracting 2 from the attacker's roll, but 
  he has no counter blow. 
  
  would take 8 hits to kill. Player characters may continue to track hit point 
  damage, if they choose. 
   
  2.0 USING CHAINMAIL WITH MAN TO MAN 
  The Man to Man system allows combat to become more detailed and 
  tactical to whatever degree the players desire. When combatants enter 
  the melee phase of the combat round, 2d6 are rolled for each attack the 
  combatants posses. “The order of striking depends upon several factors. 
  The man striking the first blow receives a return blow only if he fails to kill 
  his opponent. 
  1st Round: 
  First blow is struck by — 
  a) the attacker, unless 
  b) the defender has a weapon which is two classes higher, or 
  c) the defender is fighting from above (castle wall, rampart, etc.). 
  2nd Round and thereafter: 
  First blow is struck by — 
  a) the side which struck first blow previously, unless 
  b) the opponent has a weapon which is two classes lower, or 
  c) the opponent is fighting from above. 
  Men attacked from the rear do not return a blow on the 1st round...” 
  – Chainmail, page 25 
  When the melee involves combatants with a Fighting Capability or Hit Die 
  greater than 1, and or multiple combatants engaging each other, the 
  melee phase of the round is best carried out in alternating order such that 
  the attacker then defender roll their attacks/counterattacks. In the case 
  of a 5th level fighter attacking either a 3rd level fighter or three 1HD 
  monsters, the rolls would be Attacker then Defender, A then D, A then D, 
  A, A, - so the 5th level attacker gets two "free" attack rolls at the end with 
  no chance of parry or counter attack. If both survive the sequence starts 
  over in the next round.  
   
   
   
  # of Dice to Roll 
  FC 
  4/1 
  3/1 
  2/1 
  1/1 
  1/2 
  1/3 
  1/4 
  1/5 
  1/6 
  1 
  4 
  3 
  2 
  1 
  1 
  0 
  0 
  0 
  0 
  2 
  8 
  6 
  4 
  2 
  1 
  1 
  1 
  0 
  0 
  3 
  12 
  9 
  6 
  3 
  2 
  1 
  1 
  1 
  1 
  4 
  16 
  12 
  8 
  4 
  2 
  1 
  1 
  1 
  1 
  5 
  20 
  15 
  10 
  5 
  3 
  2 
  1 
  1 
  1 
  6 
  24 
  18 
  12 
  6 
  3 
  2 
  2 
  1 
  1 
  7 
  28 
  21 
  14 
  7 
  4 
  2 
  2 
  1 
  1 
  8 
  32 
  24 
  16 
  8 
  4 
  3 
  2 
  2 
  1 
  9 
  36 
  37 
  18 
  9 
  5 
  3 
  2 
  2 
  2 
  10 
  40 
  30 
  20 
  10 
  5 
  3 
  3 
  2 
  2 
  11 
  44 
  33 
  22 
  11 
  6 
  4 
  3 
  2 
  2 
  12 
  48 
  36 
  24 
  12 
  6 
  4 
  3 
  2 
  2 
  13 
  52 
  39 
  26 
  13 
  7 
  4 
  3 
  3 
  2 
  14 
  56 
  42 
  28 
  14 
  7 
  5 
  4 
  3 
  2 
  15 
  60 
  45 
  30 
  15 
  8 
  5 
  4 
  3 
  3 
  16 
  64 
  48 
  32 
  16 
  8 
  5 
  4 
  3 
  3 
  17 
  68 
  51 
  34 
  17 
  9 
  6 
  4 
  3 
  3 
  18 
  72 
  54 
  36 
  18 
  9 
  6 
  5 
  4 
  3 
  19 
  76 
  57 
  38 
  19 
  10 
  6 
  5 
  4 
  3 
  20 
  80 
  60 
  40 
  20 
  10 
  7 
  5 
  4 
  3 
  Option II 
  Players who desire a more nuanced system than always rounding up the 
  number of dice thrown, may instead refer to the chart below for the 
  remaining “3 Men” of the Champions Fighting Capability: 
  For Chainmail Combat Table 
  • 1 die per 2 men and you have only 1 man then allow two rolls with both 
  rolls needing to succeed in order for a single hit to be scored. (5-6 and 5-6 
  = 1 Hit). 
  
  • 3 men per hit, you have 1 man = roll 3, 3 need to hit. 
  • 3 men per hit, you have 2 men = roll 3, 2 need to hit. 
  • 4 men per hit, you have 1 man = roll 4, 4 need to hit. 
  • 4 men per hit, you have 2 men = roll 4, 3 need to hit. 
  • 4 men per hit, you have 3 men = roll 4, 2 need to hit. 
  So to return to our example, the Champion’s player would roll 4 more die (4 
  men per hit, you have 3 men = roll 4, 2 need to hit). If two of those die 
  indicates hits, then the player may roll one more die for additional damage. 
   
  Projectiles 
  An adaptation of the Mass Combat projectile (“missile”) tables from 
  CHAINMAIL is provided below and can be used if desired. Some DM’s find 
  the finer grained Man to Man rules more suitable, and either system can be 
  used with the other. 
  Use the table appropriate to the targets troop type and roll 1d6. Check 
  attackers Fighting Capability against the results of the die roll to determine 
  hits, if any and the number of damage die to roll.  
   
  Armor Class 9 
  Armor Class 8-5 
   
  Armor Class 4-2 
  FC 
  1-3 
  4-6 
  1-3 
  4-6 
  FC 
  1-3 
  4-6 
  1-2 
  0 
  1 
  0 
  0 
  1-3 
  0 
  0 
  3-4 
  1 
  2 
  0 
  1 
  4-8 
  0 
  1 
  5-6 
  2 
  3 
  1 
  2 
  9-12 
  2 
  3 
  7-8 
  3 
  4 
  2 
  3 
  17-20 
  3 
  3 
  9-10+ 
  4 
  5 
  3 
  3 
   
   
   
  Apply any + or – attack modifiers, such as that for magic weapons, to the 
  Fighting Capability of the attacker. Further, it is recommended that a +3 and 
  -3 be applied to the attackers Fighting Capability for short and long ranges, 
  respectively. Subtract any defensive bonus from the number of damage 
  dice to be rolled, as usual.  
   
  More Examples 
  If you have a Hero rated as Light Foot fighting a single Heavy Horse the 
  Combat Tables of Chainmail gives you 1 die per four men 6 Kills. The Hero 
  would get one roll, a 6 = 1 Hit. 
  Six Men (as Heavy Foot) are attacked by a Dragon. The Men cannot harm 
  the dragon; the Dragon counts as four Heavy Horse and makes twelve (!) 
  rolls, each 5 or 6 hits one Man.  
  A Warrior (as Heavy Foot) fights three Men (as Armored Foot). The Warrior 
  rolls on the Combat Tables as 1/2(6 hits), so a maximum of two dice (if you 
  round up), with a bonus of +1 on one of the dice. Thus, he rolls two dice, with 
  a +1 bonus to one of them. The Men, meanwhile, attack on a straight 1/1 (5 
  or 6 hits).  
   
  1.3 DAMAGE 
  Apply any modifiers and roll appropriate damage dice (usually a d6) for 
  each successful hit.  
  When more than one opponent is struck for damage but it is not clear which 
  ones, roll randomly to see which opponents are hit. 
  Damage Option: instead of tracking hit points for monsters and non-player 
  characters, simply have any hits remove a hit die. An 8 HD monster, then, 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/Original D&D/Using Chainmail to Resolve ODD Combats.pdf