TEXT: Combat Wheel 
  game tool
  Darren Loudermilk (order #5266357)
  
  Introduction
  Congratulations! You are about to add one of the most useful
  GameMaster (GM) tools ever devised to your arsenal. Your players will
  soon quake with fear when they learn you are now able to resolve com-
  bat quicker and more efficiently than ever. With less table flipping and
  rule consulting, you will find your new HackMaster® Combat
  Wheel™ conflict resolution device allows you to deal out more hurt
  on your players. With less time spent computing base severity levels
  and to-hits, you can now concentrate on the important things — kick-
  ing player character ass.
  Getting Started
  Before you can deploy your new Combat Wheel tool, you must
  assemble it by following the step-by-step instructions included in this
  book. Chances are you’ll want to construct several.
  In fact, one of the reasons we decided to release this GM aid as a pdf
  was to allow the GM to do just that. Your Combat Wheel device, as
  with most useful tools, will be subjected to the constant wear and tear
  of rigorous use possibly requiring you to periodically replace it with a
  new one.
  You will also find that making multiple Combat Wheels allows
  you to tailor them for specific adventures, encounters and sessions —
  thereby making your job even easier during play.
  What You Need
  To successfully construct your HackMaster Combat Wheel game
  tool, you will need the following;
  • An inkjet printer: You need access to a color printer to print out
  the five full color disks which you will assemble into the final product.
  If you don’t have a printer surely a friend or, er, your MOM does.
  Printing your discs on quality paper (e.g.  Office Depot 24#
  “Premium inkjet paper”) yields better results than the
  cheap stuff that finds its way home from the office sup-
  ply closet. You may also want to consider printing
  them on card stock.
  Important Note: Adobe Acrobat may default to “fit to printer mar-
  gins” or “reduce to printer margins”. Be sure this is corrected before
  printing out the Combat wheel! You must print the wheels at 100% size.
  • A pair of good sharp scissors (crappy dull ones will work but why
  put yourself through such torment?)
  • A razor knife [think X-ACTO or a box cutter] (You could just use
  a scissors but the result is usually messy and unprofessional. Not the
  slovenly impression you want to leave with your peers…)  
  • One Paper Fastener (see fig 1). These can
  be found at most office supply stores and pos-
  sibly somewhere in that aforementioned sup-
  ply closet where you work. (A box of 100 is
  $1.29 at officemax.com)
  • Glue Stick (optional).  Use your glue stick
  to mount the printed disks onto cardboard if
  you want a rigid and truly formidible-looking
  Combat Wheel.
  • 
  Four 
  Grommets
  (optional).  If you do not use
  cardboard to mount your
  Combat Wheel disks you
  might consider using grom-
  mets on the center holes for
  a more durable Combat
  Wheel.  
  • One string or chain
  (optional).  The Combat
  Wheel game tool can be attached to a
  necklace so you can wear it around
  your neck for easy access during play. Flavor Flav ain’t got nothin’ on
  you!
  2
  Disk A
  Side 1
  Disk B
  Disk C
  Disk A
  Side 2
  Disk D
  Figure 1: Paper Fasteners
  Figure 2: Optional hole 
  punch and brass grommets
  Darren Loudermilk (order #5266357)
  
  3
  Assembly
  Step 1: After printing the five disks, carefully cut around the outer
  edge of each one (remember, first impressions count).  Then cut out
  the windows on disks B, C and D.  Disk B and Disk C each have three
  windows.  Disk D has two windows.  
  Two of the windows on Disk B are located to the left of the phrases
  “ITEM SAVING THROW”and “SAVING THROW”.  The other
  [largest] window is above the “0” in the listing of the victim’s level.
  The windows on Disk C are located below the phrase “ARMOR
  TYPE” and to the right of the words “HACKING:”, “PUNCT:” and
  “CRUSH:”.
  The windows on Disk D are located to the right of the boxes marked
  “To-Hit” and “Shield Hits”.    
  Step 2: (optional) If you are planning to mount the printed disks on
  cardboard you should do so now using your glue stick.  After allowing
  a few minutes for the glue to dry, carefully use a razor knife to cut out
  the windows from the cardboard sections. 
  Step 3: Glue Disk A side 1 and Disk A side 2 to each other back
  to back so that the protruding tabs align.  See Figure 3.
  Step 4: Cut, punch or drill holes in each of the disks in the cen-
  ter circle.  Be careful not to make the holes much larger than the
  width of your fasteners.  Also, try to make sure you cut the holes
  in as close to the same place (the center) as possible on each disk.
  Either of these issues may cause problems with disk alignment
  and affect your ability to read data from the disks. You have been
  warned!
  Step 5: (optional) If you are using plain paper for your Combat
  Wheel game tool, you might want to install grommets in the center
  hole of each disk.  This will enhance the durability of your disks.
  Another way to make the disks more durable is to laminate them prior
  to assembly. Lamintion has additional benefits as will become clear in
  the usage section.
  Step 6: Align the disks in sequence as shown in Figures 4 and 5.  On
  side 1, place Disk D over Disk C and over Disk A Side 1. On the other
  side, place Disk B over Disk A Side 2.  
  Step 7: Insert your paper fastener into the center hole of each disk so
  that it penetrates each disk.  Bend the wings of the paper fastener out-
  ward so that the disks are all held to one another.  The paper fastener
  should be tight enough so the disks do not become misaligned but
  loose enough so the disks may rotate freely.
  Step 8: (optional)  If you plan to wear the Combat Wheel game tool
  around your neck, you should cut, punch or drill a hole in the center
  of the protruding tab.  You may use a grommet on this hole for added
  durability.  run your
  string or neck chain
  through this hole and fasten the
  loose ends to each other.  Then you can wear the latest in GM fashion!  
  Figure 3: Disk A1 and A2 Assembly
  Glue these two wheels back to back being
  careful to align the center holes.
  Figure 4: Sequence of
  Wheels on Side 2
  Cut these areas
  out with a
  razor knife.
  Figure 5: Sequence of
  Wheels on Side 1.
  Cut these areas
  out with a
  razor knife.
  Darren Loudermilk (order #5266357)
  
  Using the Product
  Side 1 
  Side 1 of the Combat Wheel game tool has several useful features.
  On the outer edge of the circles on side 1, you can see a box marked
  “Initiative Notes”.  At the beginning of each battle, you can use a pen-
  cil to mark the initiative value for each character or for just the crea-
  tures under your control.  If you have laminated your Combat Wheel
  game tool, you can mark this area with an erasable marker.  
  To the right of the Initiative Notes box is a box labeled “Fatigue”.
  Use this area to keep track of rounds of fatigue.  Record the lowest
  fatigue factor for each party.  Then record a single line mark at the end
  of each round.  When the number of round markers equals the lowest
  fatigue factor, you should have the characters or monsters make their
  fatigue checks according to the rules in the GM’s Guide.
  To the right of the Fatigue box is an area that provides data for
  weapon type vs. armor to-hit modifiers.  In order to use this feature hold
  Disk A Side 1 in place and rotate Disk C until the armor type of the
  person being attacked is indicated in the window to the right of the
  words “Armor Type”.  The applicable to-hit modifiers for each weapon
  type are then shown in the three windows below the armor type win-
  dow as indicated in Figure 6.  You may notice that the outer circle in the
  armor type window contains a series of letters associated with each
  armor type.  For example, Banded Mail is designated as armor type A.
  You may use these codes later when you record data for individual char-
  acters  The codes are just an abbreviated way for you to record what type
  of armor a character is wearing.  If your players have only one character
  who is wearing a particular armor type, you can also modify the armor
  type window by recording the character name over the armor type code.
  This may make it even easier for you to find the appropriate armor type
  for a given character.  See the example in Figure 6.
  The series of boxes on the outer rim located to the right of the
  weapon type to-hit modifiers are intended for you to record the armor
  class associated with a specific creature.  Record the name of the
  defender(whether it is a player character or a monster in the box next
  to its armor class number.  For example, if an orc battlemage has a -10
  armor class, record “orc battle mage” in the box next to the number -
  10 in the outer edge of the circle as shown in Figure 7.  Likewise, you
  should record the name of the attacking character or creature in the
  box on the inner circle next to the letter code that represents that crea-
  ture’s character class and level or hit dice in the case of monsters.  In
  the example given in Figure 7, Sir Leopold’s name is recorded next to
  the letter R and Kaylee’s name is recorded next to the letter U.  If we
  look in the Fighter’s table on the inner circle, we see that the letter R
  corresponds to 16th level for sir Leopold and the letter U corresponds
  to 19th level for Kaylee.
  You can record additional information in these boxes by coming up
  with your own coding system.  For example, Joe the Fighter might be
  abbreviated as Joe FG02B-05As where FG = Fighter, 02 = level, D =
  Level Code, -05 = AC, Capitial A = Armor Type (from outside band of
  Disk A Side 1) and Small s = Shield being used.
  In order to determine the number required for a character to hit a
  particular armor class, match up that character’s name on the inner cir-
  cle with the armor class he is attempting to hit on the outer circle.  In
  the example in figure 7, Kaylee would be attempting to hit the orc bat-
  tlemage with the -10 armor class.  Once the character and the target
  armor class are aligned, read the number inside the “To-Hit” window.
  This is the number that Kaylee needs to roll on a d20 (including any
  of her applicable to-hit modifiers) to hit the orc battlemage.  For
  Kaylee, this number is 10.  If Sir Leopold attacks the orc battlemage,
  rotate the disks such that Sir Leopold’s name is aligned with the orc
  battlemage and read his number inside the “to-hit” window.  This is the
  number Sir Leopold needs to hit the orc battlemage.
  The window directly below the “To-hit” window indicates the num-
  ber required to hit a character’s shield if he is using one.  If the orc bat-
  tlemage is using a body shield, Kaylee would hit the shield on a modi-
  fied roll of 6-9 on her d20 attack roll.
  You can determine the number required for characters and creatures
  to hit each other without recording names on the Combat Wheel
  disks.  However, recording names can streamline the process.  In order
  to find the to-hit number for a character or creature whose name is not
  recorded on the disk, just look up the appropriate letter code on the
  inner disk for that creature’s class and level or number of hit dice in the
  case of monsters.  Then rotate the inner disk (Disk D) so that the let-
  ter code is aligned with the armor class that the attacker is trying to hit.
  The number displayed in the To-Hit window is the number that crea-
  ture needs to hit the given armor class.
  4
  Sir Leopold
  Figure 6: Weapon Type vs. Armor Modifiers 
  The GM has made an annotation indicating Sir Leopold’s
  armor type (Bronze Plate).
  Figure 7: Recording Armor Class and 
  Character Class Levels
  The GM has made an annotation indicating Sir Leopold’s and
  Kaylee’s character class levels.
  To-Hit Modifiers
  Kaylee
  Kaylee
  Leopold
  Orc BattleMage
  Darren Loudermilk (order #5266357)
  
  5
  The final feature we will describe on this side of the Combat Wheel
  disks is the Critical Hit Base Severity Level box, marked “Base Severity
  Level”.  When someone scores a critical hit, you can determine the base
  severity level by following the steps outlined in the Base Severity Level
  box.  Add the defender’s armor class, any modifiers to hit, the result of
  1d8 and the number in the “2HAC15” row associated with the crea-
  ture making the attack.  This row is located just above the row of let-
  ter codes for character class levels.  For example, for Kaylee, our 19th
  level fighter, this number would be 15.      
  Side 2
  Side 2 of the Combat Wheel game tool contains a couple of useful
  tables from the GameMaster’s Guide for quick and easy reference.  You
  should review these tables so you will know what information is con-
  tained there and you can avoid having to open the GameMaster’s
  Guide to extract the necessary information.
  This side of the Combat Wheel game tool also contains data for sav-
  ing throws for both items and creatures.  In order to find the required
  saving throw number, hold Disk A Side 2 in place and rotate Disk B
  until the appropriate character class for the person making the saving
  throw and the applicable hazard requiring the saving throw are shown
  in the outermost window.  In the long narrow window below this out-
  ermost window, read the saving throw number that is to the right of
  the appropriate victim’s level.
  The data for item saving throws can be retrieved in a similar manner.
  Hold Disk A Side 2 in place while rotating Disk B until the appropri-
  ate attack form is shown in the “Attack Form” notch.  In the long nar-
  row window below the Attack Form notch, read the saving throw num-
  ber that is to the right of the appropriate item description.  
  Conclusion
  That should be all you need to know in order to use your
  HackMaster Combat Wheel game tool.  Use it and enjoy your new-
  found easy GameMastering!
  Credits
  Designed By: Jolly R. Blackburn
  Edited By: Brian Jelke
  Instructions by: Jolly R. Blackburn, Brian Jelke and Steve Johansson
  © Copyright 2006 Kenzer and Company. All rights reserved.
  HackMaster is a registered trademark of Kenzer and Company.
  Combat Wheel is a trademark of Kenzer and Company.
  Darren Loudermilk (order #5266357)
  
  BANDED
  MAIL
  BRIGANDINE
  CHAIN MAIL
  BRONZE
  PLATE MAIL
  FIELD PLATE
  FULL PLATE
  LEATHER
  HIDES
  PADDED
  PLATE MAIL
  RING MAIL
  SCALE MAIL
  SPLINT MAIL
  STUDDED
  LEATHER
  -1
  0
  -2
  -1
  0
  0
  -2
  -1
  +2
  0
  -3
  +2
  -1
  -4
  0
  -3
  0
  0
  +2
  0
  0
  +2
  0
  0 +2
  -3
  0
  0 -1
  0
  -1 0
  0
  -1 0
  0
  -1 -2
  -2
  -1
  0
  -2
  A
  B
  C
  D
  E
  F
  G
  H
  I
  J
  K
  L
  M
  N
  DISK A
  Side 1
  Darren Loudermilk (order #5266357)
  
  Paralyzation
  Poison
  Death Magic
  Rod, Staff
  or Wand
  Petrification,
  HackFrenzy,
  HackLust,
  Polymorph
  Breath
  Weapon
  Apology
  Spells
  Paralyzation
  Poison
  Death Magic
  Rod, Staff
  or Wand
  Petrification,
  HackFrenzy,
  HackLust,
  Polymorph
  Breath
  Weapon
  Apology
  Spells
  Paralyzation
  Poison
  Death Magic
  Rod, Staff
  or Wand
  Petrification,
  HackFrenzy,
  HackLust,
  Polymorph
  Breath
  Weapon
  Apology
  Spells
  Paralyzation
  Poison
  Death Magic
  Rod, Staff
  or Wand
  Petrification,
  HackFrenzy,
  HackLust,
  Polymorph
  Breath
  Weapon
  Apology
  Spells
  --
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  15
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  17
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  6
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  2
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  1
  0
  2
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  0
  4
  2
  1
  17
  5
  20
  10
  11
  13
  15
  6
  18
  14
  25
  7
  15
  11
  9
  3
  16
  6
  7
  6
  14
  2
  13
  9
  21
  3
  11
  7
  3
  2
  13
  3
  4
  4
  13
  1
  5
  5
  18
  2
  9
  5
  2
  4
  1
  7
  6
  3
  12
  1
  1
  6
  2
  1
  1
  1
  8
  2
  18
  15
  17
  13
  15
  11
  16
  18
  20
  14
  10
  12
  1
  1
  5
  1
  1
  15
  1
  1
  1
  1
  2
  1
  1
  CLERIC
  CLERIC
  CLERIC
  CLERIC
  CLERIC
  CLERIC
  THIEVES
  THIEVES
  THIEVES
  A C I D
  BLOW,
  CRUSHING
  BLOW,
  NORMAL
  DISENTEGRATION
  F A L L
  FIREBALL
  or BREATH
  FIRE, MAGICAL
  F I R E
  NORMAL (OIL)
  FROST, MAGICAL
  LIGHTNING
  BOLT
  ELECTRICAL
  DISCHARGE/CURRENT
  THIEVES
  THIEVES
  THIEVES
  MAGIC-USER
  MAGIC-USER
  MAGIC-USER
  MAGIC-USER
  MAGIC-USER
  MAGIC-USER
  FIGHTERS &
  MONSTERS
  FIGHTERS &
  MONSTERS
  FIGHTERS &
  MONSTERS
  FIGHTERS &
  MONSTERS
  FIGHTERS &
  MONSTERS
  FIGHTERS &
  MONSTERS
  DISK A
  Side 2
  Darren Loudermilk (order #5266357)
  
  6
  5
  -2
  -1
  0
  1
  2
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  7
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  -9
  -10
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  -14
  -15
  -16
  -17
  -18
  -19
  -20
  D
  E
  F
  E
  N
  DE
  R’S
  AR
  MO
  R
  CL
  AS
  S:
  10
  9
  8
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  6
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  3
  2
  1
  0
  -1
  -2
  -3
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  11
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  32
  33
  34
  35
  -6
  -7
  -8
  -9
  -10
  -11
  -12
  -13
  -14
  -15
  -16
  -17
  -18
  9
  8
  7
  6
  9
  9
  8
  7
  6
  10
  9
  8
  7
  10
  10
  9
  8
  7
  11
  10
  9
  8
  11
  11
  10
  9
  8
  12
  11
  10
  9
  12
  12
  11
  10
  9
  13
  12
  11
  10
  13
  13
  12
  11
  10
  14
  13
  12
  11
  14
  14
  13
  12
  11
  15
  14
  13
  12
  15
  15
  14
  13
  12
  16
  15
  14
  13
  16
  16
  15
  14
  13
  17
  16
  15
  14
  17
  17
  16
  15
  14
  18
  17
  16
  15
  18
  18
  17
  16
  15
  19
  18
  17
  16
  19
  19
  18
  17
  16
  19
  18
  17
  16
  19
  19
  18
  17
  16
  19
  18
  17
  16
  19
  19
  18
  17
  16
  19
  18
  17
  16
  19
  19
  18
  17
  16
  19
  18
  17
  16
  19
  19
  18
  17
  16
  19
  18
  17
  16
  19
  19
  18
  17
  16
  20
  19
  18
  17
  20
  20
  19
  18
  17
  21
  20
  19
  18
  21
  21
  20
  19
  18
  22
  21
  20
  19
  22
  22
  21
  20
  19
  23
  22
  21
  20
  23
  23
  22
  21
  20
  24
  23
  22
  21
  24
  24
  23
  22
  21
  25
  24
  23
  22
  25
  25
  24
  23
  22
  26
  25
  24
  23
  26
  26
  25
  24
  23
  27
  26
  25
  24
  27
  27
  26
  25
  24
  28
  27
  26
  25
  28
  28
  27
  26
  25
  29
  28
  27
  26
  29
  29
  28
  27
  26
  30
  29
  28
  27
  30
  30
  29
  28
  27
  31
  30
  29
  28
  31
  31
  30
  29
  28
  32
  31
  30
  29
  32
  32
  31
  30
  29
  33
  32
  31
  30
  33
  33
  32
  31
  30
  34
  33
  32
  31
  34
  34
  33
  32
  31
  8
  7
  6
  5
  8
  8
  7
  6
  5
  7
  6
  5
  4
  7
  7
  6
  5
  4
  6
  5
  4
  3
  6
  6
  5
  4
  3
  5
  4
  3
  2
  5
  5
  4
  3
  2
  4
  3
  2
  1
  4
  4
  3
  2
  1
  3
  2
  1
  0
  3
  3
  2
  1
  0
  2
  1
  0
  -1
  2
  2
  1
  0
  -1
  1
  0
  -1
  -2
  1
  1
  0
  -1
  -2
  0
  -1
  -2
  -3
  0
  0
  -1
  -2
  -3
  -1
  -2
  -3
  -4
  -1
  -1
  -2
  -3
  -4
  -2
  -3
  -4
  -5
  -2
  0
  -1
  -5
  -3
  -4
  -5
  -6
  --1
  --1
  -0
  -6
  -4
  -5
  -6
  -7
  -2
  0
  +2
  -7
  -5
  -6
  -7
  -8
  -2
  0
  +2
  -8
  -6
  -7
  -8
  -9
  -3
  -1
  0
  -9
  -7
  -8
  -9
  -10
  -4
  -3
  0
  -10
  -8
  -9
  -10
  -11
  0
  +2
  0
  -11
  -9
  -10
  -11
  -12
  0
  +2
  0
  -12
  -10
  -11
  -12
  -13
  0
  +2
  0
  -13
  -11
  -12
  -13
  -14
  -3
  0
  0
  -14
  -12
  -13
  -14
  -15
  -1
  -1
  0
  -15
  -13
  -14
  -15
  -16
  0
  -1
  -0
  -16
  -14
  -15
  -16
  -17
  0
  -1
  -2
  -17
  -15
  -16
  -17
  -18
  -2
  -1
  0
  -18
  -16
  -17
  -18
  -19
  -16
  -16
  -17
  -18
  -19
  -17
  -18
  -19
  -20
  -17
  -17
  -18
  -19
  -20
  -18
  -19
  -20
  -21
  -18
  -18
  -19
  -20
  -21
  -19
  -20
  -21
  -22
  -19
  -19
  -20
  -21
  -22
  H A C K I N G :
  PUNCT:
  CRUSH:
  WE
  AP
  ON TYP
  E V
  S.ARM
  OR
  To-H
  it MOD
  IFIE
  RS
  DISK C
  HACKMASTER®
  COMBAT WHEEL
  © 2006 
  KENZER 
  AND COMPANY
  Disk D
  ARMOR
  TYPE
  W E A P
  O N
  T
  Y P
  E
  I N I T I AT I V E / N OT E S
  FATIGUE
  PLAYERS
  MONSTERS
  Darren Loudermilk (order #5266357)
  
  VICTIM’S LEVEL
  SAVING THROW
  Combat Wheel
  designed by Jolly R. Blackburn
  DISK B
  Bone/Ivory
  Ceramic
  Cloth
  Crystal or Vial
  Glass
  Leather or Book
  Liquid*
  Metal, Hard
  Metial, soft or Jewelry**
  Mirror***
  Parchment or Paper
  Stone, Small or Gem
  Wood or Rope,Thin
  Wood or Rope,Thick
  --
  15
  14
  14
  13
  13
  12
  12
  11
  11
  10
  10
  9
  9
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  ITEM SAVING THROW
  ITEM DESCRIPTION
  ATTACK
  FORM
  TRAUMA DAMAGE: (GameMaster’s Guide pg 105)
  Make a threshold of pain (ToP) check. Save vs.death
  (add Wisdom bonus) or fall to the ground incapaci-
  tated with pain for a number of rounds equal to the
  amount by which the saving throw fell short.Failure
  by 4 or more indicates shock.
  *Potions, magical oils, poisons, acids while
  container remains intact.
  ** Includes pearls of any sort
  ***Slivered glass.Treat silver mirror as
  “Metal, Soft”, steal mirror as “Metal, Hard.”
  THE COMBAT SEQUENCE (GameMaster’s Guide pg 90)
  1. Announce beginning of initiative. To cast a spell 
  during this round players must shout,“Spell!” 
  (name spell to be cast).
  2. Roll for initiative. Those using readied missile 
  weapons need not roll.
  3. Actions are made/taken in the order of 
  modified initiative.
  Repeat these steps until combat ends.
  HackMaster is a registered trademark of Kenzer and
  Company. GameMaster’s Guide, the HackMaster logo
  and the Kenzer and Company logo are trademarks of
  Kenzer and Company. © Copyright 2006 Kenzer
  and Company. All rights reserved.
  Darren Loudermilk (order #5266357)
  
  M
  K
  I
  G
  E
  C
  A
  O
  Q
  S
  U
  W
  L
  J
  H
  F
  D
  B
  N
  P
  R
  T
  V
  X
  -5
  -4
  -3
  -2
  -1
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  SHIELD HITS:
  A
  missed to-hit roll is
  a possible shield hit!  
  Buckler:
  Small:
  Medium:
  Body:
  Shield Hits
  BASE SEVERITY LEVEL
  Add the following;
  • Defender’s AC
  • Any modifiers to hit
  • The results of 1d8
  • 2H AC15 from below 
  MAGIC
  USER
  1  . . . . .A
  2-3  . . . .B
  4-5 . . . .C
  6  . . . . .D
  7-8  . . . .E
  9-10  . . .F
  11  . . . .G
  12-13 . .H
  14-15  . .I
  16-17  . .J
  18-19 . .K
  20-21  . .L
  FIGHTERS
  <0 . . .A
  0 . . . .B
  1 . . . .C
  2  . . .D
  3 . . . .E
  4  . . . .F
  5  . . .G
  6  . . .H
  7  . . . .I
  8  . . . .J
  9 . . . .K
  10  . . .L
  11  . .M
  12  . .N
  13  . .O
  14  . . .P
  15  . .Q
  16 . . .R
  17  . . .S
  18 . . .T
  19  . .U
  20 . . .V
  21  . .W
  CLERICS
  1 . . . . . .B
  2 . . . . . .C
  3  . . . . .D
  4  . . . . . .E
  5-6  . . . .F
  7 . . . . . .G
  8-9  . . . .H
  10  . . . . .I
  11-12  . . .J
  13 . . . . .K
  14-15  . .L
  16  . . . .M
  17 . . . . .N
  18-19  . .O
  20-21  . .P
  THIEVES
  1  . . . . .A
  2  . . . . .B
  3-4  . . .C
  5 . . . . .D
  6  . . . . .E
  7-8 . . . .F
  9-10  . .G
  11-12  .H
  13-14  . .I
  15-16  . .J
  17-18  .K
  19-20 . .L
  21  . . .M
  2H AC 15:
  MONSTERS
  <1-1  .B
  1-1  . .C
  1  . . .D
  1+ . . .E
  2 . . . .F
  3  . . .G
  4  . . .H
  5  . . . .I
  6  . . . .J
  7  . . .K
  8 . . . .L
  9  . . .M
  10  . .N
  11  . .O
  12 . . .P
  13  . .Q
  14 . . .R
  15  . . .S
  16 . . .T
  17  . .U
  18  . .V
  19  . .W
  20+ . .X
  To-Hit
  Disk D
  Darren Loudermilk (order #5266357)
  
SOURCE: textdata/thevault/Hackmaster/4th Edition/Accessories  (not uploaded)/Combat Wheel.pdf