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Maztica Campaign Set Gods & Battles by Douglas Niles Table of Contents Introduction .......................................................... 2 BATTLESYSTEM Rules for Maztica ..................................... .3 Typical Maztican Troop Rosters ............... ......................... .6 Scenario 1: The Early Days of Empire ..................................... .7 Scenario 2: The Golden Legion at Ulatos; First Triumph ...................... 10 Scenario 3: Humans United at Tukan ..................................... .14 Powers of Maztica .................................................. 19 Kukul: Ancient Father of the Gods ..................................... .22 Maztica: Mother of Life, the World ..................................... .23 Qotal: The Feathered Dragon ......................................... .24 Zaltec: Bringer of War and Eater of Hearts .............................. .25 Azul: Giver of Rain and Taker of Breath ................................. .26 Plutoq: Master of Earth and Stone ..................................... .27 Tezca: Ruler of Sun and Fire .......................................... .28 Kiltzi: Giver of Health, Growth, Nourishment, and Love ....................29 Eha: Wind Sprite .................................................... .30 Watil: Guardian of Plants ............................................. .31 Nula: Guardian of Animals ............................................ .32 Credits: Design: Douglas Niles Cartography: David Sutherland III Editing: Karen S. Boomgarden Typesetting: Tracey Zamagne Cover Art: Fred Fields and Gaye OKeefe Interior Art: Valerie Valusek Production: Paul Hanchette and Laurie Yockey This material is protected under the copyright law of the United States of America. Any unauthorized use of the material or artwork contained herein is expressly prohibited without the written consent of TSR, Inc. Copyright ©1991 TSR, Inc. All Rights Reserved. Printed in U.S.A. Distributed to the book trade in the United States by Random House, Inc., and in Canada by Random House of Canada, Ltd. Distributed to the toy and hobby trade by regional distributors. Distributed in the United Kingdom by Random Century Group and TSR Ltd. ADVANCED DUNGEONS & DRAGONS, AD&D, and FORGOTTEN REALMS are registered trademarks owned by TSR, Inc. BATTLESYSTEM and the TSR logo are trademarks owned by TSR, Inc. TSR, Inc. TSR Ltd. POB 756 120 Church End, Cherry Hinton Lake Geneva, Cambridge CB1 3LB WI 53147 U.S.A. United Kingdom 1066XXX1503 INTRODUCTION The information in the players armies, as well as several specific book A Journey to the True scenarios. World is enough to get a PC started The Maztica BATTLESYSTEM on a Maztican campaign. However, rules, incidentally, can be used by several types of play will require players who have armies of Aztec more information, specifically for figures, or other pre-Columbian characters who are priests or armies of Mexico, in creating warriors. historical scenarios. This book, on Gods and Battles of The section on Maztican gods Maztica, is intended to expand the explains some of the general playing opportunities for both types religious practices of the land. The of characters. In addition, it section goes on to list the major provides the DM (and any deities of the True World, together BATTLESYSTEM miniatures rules with information on alignment, player) with the information needed general descriptions, and what to create large battles. Included are spheres of influence their clerics some special rules for Maztican can master. 2 BATTLESYSTEM Rules for Maztica The general provisions of the Unit Type Min. Recommended BATTLESYSTEM Miniatures Rules (2nd Edition) apply to mass combat Irregular, melee in Maztica. However, several weapons 10 24-48 modifications can be made which Irregular, missile reflect the tactics, qualities, and weapons 8 20-40 equipment of the armies of Maztica. Regular, melee These are organized along the same weapons 6 24-36 outline as the BATTLESYSTEM rules Regular, missile themselves. weapons 6 16-32 Jaguar or Eagle Knights 2* 4-12 Basic Troop Information *Unless only one is present. Maztican armies are organized and Another difference to consider is converted from AD&D® game that Maztican warriors do not fight characteristics just like any other in quite so tightly packed fantasy army. A few specific formations as do some other forces. provisions apply, however. Consequently, the ideal base size for All native Maztican formations are a Maztican warrior is a full 25 mm infantry, obviously due to the lack (1") square per figure. If smaller of rideable creatures. This can be bases are already in use, those subject to modification depending figures must be designated as upon the time frame of the regular troops. campaign, and the degree of commerce between Maztica and the Morale Sword Coast. Even among the infantry, Several unique provisions apply to however, there is a great variety of morale checks for Maztican units in weaponry and levels of training. battle. Typical Maztican troop types include both regular (veteran) and Cumulative Penalties. The normal irregular (levee) formations armed rule requiring a unit to make no with the following weaponry: more than 1 Morale Check per step Macas, clubs, spears (with and applies. However, when a check is without casters), bows, and slings. made for one reason, every Jaguar and Eagle formations are additional reason that would cause also present in many armies. an additional Morale Check inflicts a -1 penalty to the units morale. All Unit And Base Sizes modifiers that apply, because of any of the morale triggers or for any Maztican units tend to be larger other reason, are applied than those employed by armies of cumulatively. (This, as an optional other cultures. The following are rule, can be employed for all guidelines: BATTLESYSTEM games.) For example, a unit suffers the 3 first casualties of a turn, losing five will cause Awe (range 12"), as soon figures to a non-Maztican wizards as the effects of the spell are visible cone of cold attack. This provides or otherwise felt. three reasons to check morale (first GUNPOWDER weapons force a casualty; more than 4 hits in a single morale check by any unit they are step; figures eliminated by magic). fired against, with no regard for hits Only one check is made, but a -2 or misses. Each hit inflicted is a -1 modifier (for the two extra morale modifier to the units morale rating, triggers) to the units morale applies for that check only. A unit must (in addition to all other modifiers check each time it is fired upon, that already apply). until it passes a check. It need not check thereafter. Special Morale Check Modifiers. Maztican formations apply special modifiers, for several Movement circumstances. These reflect the fact that, while the infantry is not so Normal movement rules for willing to grapple for long periods infantry apply to Maztican units. with opposing infantry, neither does They can assume column it willingly flee the battlefield while formation, and regular units can a fight still rages. assume regular or irregular DURING MELEE, when a Maztican formation. unit is in base-to-base contact with Irregular units, however, can only an enemy unit (not merely a hero), a assume irregular formation -1 modifier applies to the Morale of (whether in column or not). They the Maztican formation. cannot perform a march to the rear. DURING MOVEMENT, when a Maztican unit is attempting to rally Combat from Shaken to Good formation, a +1 modifier applies to the units morale. If a unit is attempting to Normal BATTLESYSTEM rules apply. rally from Routed to Shaken Some specific changes have been formation, a +2 modifier applies. noted on individual unit rosters. First Shock of Foreign Tactics. This Skirmishers: Any Maztican regular is designed as a scenario rule, or a formation can enter skirmish procedure to be adjudicated by a formation. Elite formations (Jaguar DM during a campaign. It reflects and Eagle Knights) can enter the effects on Maztican warriors of skirmish formation, and in addition first appearances of certain tactics, they enjoy some exceptions to formations, and equipment that are normal skimisher rules. They can very terrifying when they first move freely into contact with appear. enemy formations, even their CAVALRY causes Awe fronts, and they can initiate charges. (BATTLESYSTEM Rules, page 88) when it is first encountered by Special Formations: Maztican Maztican warriors. formations cannot employ the WIZARDS and CLERICS who Shield Wall or Pike Block employ a spell of Level 3 or higher formations. They can employ the Mixed Line formation. 4 Eagle and Jaguar Knights: 12 Hut Formations of Knights can function 22 Adobe House in regular, irregular, or skirmish 30 Small Temple Building formation, or they can be employed as Heroes (within the restrictions on Number of Heroes per Battle, Magic BATTLESYSTEM Rules page 57-58), Knights with four or more Hits The pluma and hishna magic of can use either their human or their Maztica is not so dominating on the animal forms (Jaguar or Eagle) on battlefield as are the sorceries the field. Two separate roster typical of a powerful wizard. notations should be made for these Nonetheless, the following spells units, one for each form. The can have notable effects: number of Hits, of course, remains constant. Pluma: The missileflight spells See Maztican Troop Rosters, page (arrowflight, spearflight, and 7, for full details of these troops. stoneflight) can benefit troops on a battlefield. It doubles the range