TEXT: Audhumla (oud'hoom-lä, -hum-) noun, Scand. Myth.
  1. Norse Cow God.  2. A cow, owned by Ymir and born like him
  from drops of the melting primeval ice: its licking of a mass of salty
  ice exposed the first god, Buri.  3. The man you’re going to visit
  through the golden arches after getting a Cattle Prod Bolt of
  Lightning up your rear.
  Quest for the Holy Pail
  BATTLE CATTLE: SECOND EDITION
  Miniatures Rules Expansion Book
  A Plague Upon You From
  GAME CONCEPT & DESIGN BY:
  Matt Stipicevich
  Aldo Ghiozzi
  WRITTEN BY:
  Aldo Ghiozzi
  CONTRIBUTING WRITER:
  Tyler Sigman
  Mythrole Games
  www.mythrole.com
  COVER & ILLUSTRATIONS:
  Mike Simon
  www.hypnothetical.com
  SPECIAL THANKS TO:  Alexandra Ghiozzi, Andy Volokitin, Rodger
  Bright, Mark Pentek and Andres Noriega
  Tho art welcome to send questions forsooth to:
  Wingnut Games • 704 Thompsons Drive • Brentwood, CA 94513
  www.wingnutgames.com • wingnut@wingnutgames.com
  Stupid questions will be thrown to the lions.
  Copyright © 2000 Wingnut Games.  All rights reserved.  Any similarity between historical
  bovine and ones portrayed in this game, are without satirical intent, and purely coinci-
  dental.
  
  Introduction 
  2
  Setting 
  2
  Battle Cattle Creation 
  4
  Cow Classes 
  4
  Fighter 
  5
  Cowvalier 
  6
  Pailadin 
  9
  Moo-gic User 
  10
  Barbarian 
  12
  Bard 
  13
  Free Range-er 
  15
  Cleric 
  16
  Rogue 
  18
  Assassin 
  20
  Moo-nk 
  21
  Necowmancer 
  23
  Scroll Packs 
  24
  Equipment Descriptions 
  25
  Weapons 
  25
  Armor 
  28
  Accessories 
  30
  Modifications 
  31
  Spells 
  33
  Arcane Spells 
  34
  Divine Spells 
  41
  Necowmancer Spells 
  45
  Moo-gic Items 
  48
  Amoo-lets 
  48
  Hoof Boots 
  49
  Hoof Bracelets 
  50
  Horns 
  51
  Moo-Moos 
  51
  Nose Rings 
  52
  Combat 
  53
  Cattle-log of Items (Appendixes) 
  54
  Quest for the Holy Pail Record Sheet 
  Back of Book
  INTRODUCTION
  The Battle Cattle: Second Edition rules quickly pass over the Middle
  Ages.  As they should not seem insignificant, this period was the basis
  for Battle Cattle of the future.  We know that the Middle Ages were the
  time when crude forms of Battle Cattle pasture combat began.  The fol-
  lowing timeline gives the true history of cows and their ever-so-impor-
  tant role in the society that oppressed them.
  Early Middle Ages:  A battle began…"If you do not agree to my com-
  mands, then I shall-- [twang] [mooooooooooooooooooooooooo]* Jesus
  Christ! Right! Charge!"
  Late Middle Ages:  A battle ended…"Run away! Run away! Run
  away!"**
  *As to avoid a lawsuit, the author has intentionally misspelled this word, following the "m" with only 25 "o"s, not 26.
  **As to avoid a lawsuit, the author has intentionally left out the 4th set of the two-word repeating phrase.
  SETTING
  Little do people know, but Battle Cattle truly made their mark in the
  Middle Ages.  For peasants, cows were both a food staple and a respect-
  ed companion.  While these peasants were ridiculed and ordered to clean
  up for the upper class, little did the aristocrats know of the events far
  away from the lords and ladies.
  Jousting was by far the sport for the rich.  Peasants watched jousting
  from afar with the only goal to fill the aristocrats with the illusion of
  jealousy and envy.  After a day of jousting was complete, the peasants
  were sent home to wallow in their sorrows.  But sorrow they did not
  have.  They had cowsting.  An underground world of early Battle Cattle
  events where the fittest cow would fill its owner's coffers with glory and
  gold!
  2
  
  Sneaking off in the middle of the night, peasants from all over would
  make their way to a secluded piece of farmland.  Here, they would meet
  to watch their favorite cow make patties of others.  The cheers from
  upon the fences would echo through the hills, though never making it to
  the ears of the rich sleeping on their soft beds.  The frantic chants of
  "Bessie!  Bessie!  Bessie!" would only be equally muddled with bellow-
  ing chants of "Norman!  Norman!  Norman!"  The peasants reveled in
  the bloodshed, only hoping one day that their cowsting cattle could one-
  day drive out the poisonous aristocrats.
  Though the peasants felt the opportunity was there, cowsting never
  caught on to the peasant mass-market.  For the time being, they reveled
  in their little niche, hailing such noted warriors as Moo-lin, Robin Herd
  and Arthur (you know, the one who pulled Excowlibur from the stone).
  3
  And just like any fad, it soon faded, leaving only jousting to make its
  way to the history books.
  BATTLE CATTLE CREATION
  In Battle Cattle: Second Edition, you pick a cow type among other
  things.  Follow the same steps and process explained on page 13 in
  Battle Cattle: Second Edition to start.  Beyond choosing your cow type
  as a normal run-of-the-barn cow, you will add a character class after
  your cow type. Individual character classes are explained in the next sec-
  tion.  Some examples could include an "American Brahman Pailadin" or
  a "Corriente Cleric".  The Battle Cattle you create will now become a
  fantasy-based cow.  Adding a cow class to your chosen cow type is
  required.
  Also explained on page 13 in Battle Cattle: Second Edition is the
  amount of money to begin the game.  Now, Quest for the Holy Pail
  money is in Gold Pieces.  We suggest creating Battle Cattle between the
  range of 10,000 gold pieces and 15,000 gold pieces.  When referring to
  cow types and items from Battle Cattle: Second Edition in Quest for the
  Holy Pail, their costs are now adjusted to gold pieces on a one-to-one
  ration.  For example, a Fifth Leg is $1,500 in Second Edition and is con-
  sidered 1,500gps in Quest for the Holy Pail; a Watusi cow is $400 in
  Second Edition and is considered 400gps in Quest for the Holy Pail.
  COW CLASSES
  As explained in the previous section, adding a class to your cow type is
  necessary to truly bring Battle Cattle into the world of fantasy.  Each
  class will possibly have advantages, disadvantages and innate abilities.
  4
  
  Fighter
  Advantages:
  +1d6 damage and +1 to hit for all harness weapon and 
  tail weapon modification attacks
  Disadvantages: No Arcane, Divine or Necowmancer spell resistance.
  Innate Abilities: None
  Fighters are the quintessential Battle Cattle.  Skilled with horn and steel,
  they are masters of all things combat, the true knights of the cow world.
  Fighters often use many different types of weapons, and have even been
  known to wear armor, although they tend to shun leather.
  Fighter's skills in other areas are, well, nonexistent, but when it comes to
  battling, it's best to have the Fighters on your side of the pasture because
  in direct melee combat, most other Battle Cattle pail in comparison.
  5
  Fighter Battle Cattle have been employed throughout hoof-story in the
  roles of heavy shock cowvalry, mercenary, bodyguard, tax collector, and
  anything else that might require them to gore somebody now and again.
  Fighters are best used in situations where not much thought is required,
  just brute force.
  Most Fighters are cattle that are not satisfied with the daily humdrum
  life of grazing, mooing, grazing, pooping, grazing, mating, and so on.
  They are consumed by an inner fire to be more than just an everyday
  cow, but usually aren't smart enough to take up anything more compli-
  cated than attacking things.
  Cowvalier
  Advantages:
  +2d6 damage with a lance.  +2 to hit with a lance.
  Disadvantages: No Arcane, Divine or Necowmancer spell resistance.
  -1 to hit and -1 damage with all harness and udder 
  weapons except a lance.
  Innate Abilities: Can deny two tips per pasture combat game even after 
  failing your TDN roll.
  The Cowvalier is a rare form of martial cattle that is truly a breed apart
  from the rest of its kind.  Dedicated to honor, valor, and the pursuit of
  excellence in lance combat, the Cowvalier can be a valuable ally and a
  devastating foe on the pasture of battle.
  Cowvaliers are masters of the hoof and lance and are well known for the
  effect massed ranks of cowvalry have had in udderly dominating impor-
  tant historical battles.  However, an equally great contribution is the bru-
  tal but thrilling sport of cowsting.
  Life does not get any easier as full-fledged Cowvaliers must dedicate
  their existence to the betterment of their combat skills and the proof of
  their honor on the grassy field of battle.  Each day, from sunup to sun-
  6
  
  down, is spent in training for tournaments and war.
  Sadly, only verbal records of the Cowvalier in battle have been passed
  down through the centuries.  When it came right down to it, no self-
  respecting scribe could be convinced to put down on parchment accounts
  of the Cowvaliers in battle (for fear that he would be locked up on
  account of insanity).  To make matters worse, the nobility turned up
  their noses on the subject of Cowvaliers (possibly due to the stink) and
  refused to acknowledge the existence of such "ludicrous ideas".  Thus, to
  this day far too much credit has been given to armored knights, and far
  too little to the true heroic warrior of the day: the Cowvalier.
  7
  8
  
  Pailadin
  Advantages:
  -1d6 damage and -1 to for harness weapon and modifi-
  cation melee attacks against them. 
  Disadvantages: Cannot trample other Battle Cattle (its just too mali-
  cious for them). Cleric spells at 2X cost.  No Arcane, 
  Divine or Necowmancer spell resistance.
  Innate Abilities: Lay on Hooves once per turn (the ability to heal 1d6 
  health damage each turn).  Not to exceed maximum 
  health, and cannot be used if a spell is cast within turn 
  (not including Moo-gical Items).
  Pailadins have very close ties to Clerics.  Like Clerics, they are holy
  cows, devoted to Audhumla, the Norse cow god.  Unlike Clerics,
  Pailadins are not especially adept at channeling moo-racles from the
  Pastures in the Sky.  This does not reduce their religious fervor, howev-
  er, for they are perhaps more zealous than the Clerics themselves.
  Pailadins are hopelessly virtuous and nearly incapable of any deed that
  isn't saintly.  Ironically, they are great fighters, but rarely engage in com-
  bat due to their peaceful nature.  Their main purpose in life is to travel
  the world, working moo-racles with their own actions.  They hope to
  please Audhumla and achieve inner peace and bovinity.
  Pailadins came about when the Viking cow Clerics began infiltrating
  society, spreading the cud of Audhumla.  Some cows saw the light and
  became Clerics themselves, but there were other cattle that, for one rea-
  son or another, wanted to accept the faith but weren't really butchered
  out to be Clerics.  Sometimes it was because they were not able to chan-
  nel moo-racles, and other times it was because they believed in
  Audhumla but disagreed with some of the less-virtuous tactics that the
  Cleric Battle Cattle employed (such as bonking cows on the head until
  they converted).
  9
  Moo-gic User
  Advantages:
  Purchase Moo-gic User spells at cost
  Disadvantages: Can only use Bola, Cattle-pult, Club, Dagger, Dart, 
  Flask, Net, Onager, Staff, Thundermoo Stone and 
  Trebuchet weapons and the like for tail modifications.  
  Can only use Padded, Leather or Hide armor.  Cannot 
  use Mantelets.
  Innate Abilities: Arcane spell resistance 1-3 on a roll of 1d6; Divine 
  spell resistance 1; Necowmancer spell resistance 1.
  10
  
  Moo-gic Users are in a whole different pasture from other Battle Cattle.
  By nature, they are usually weak cows with little combat skills, but this
  is more than made up for by the fact that they can store and wield
  incredible arcane powers.
  Moo-gic Users harness the arts of sorcery to perform offensive, defen-
  sive, and informational spells, such as Magic Moo-ssile, Melf's Acid
  Cud, Methane Sphere, and the all-powerful Power Word, Moo.  An
  experienced Moo-gic User can wreak udder havoc on the battle pasture,
  and even the toughest Battle Cattle must beware.
  Many human wizards had familiars, which were generally small animals
  who were magically linked to their masters.  The familiar would some-
  times give the wizard some extra abilities, like allowing the mage to see
  through the animal's eyes.  In addition, familiars could sometimes store
  small amounts of magical energy that the wizard could draw upon in
  times of need.
  Most wizards had cats, rats, owls, and the like for their familiars.  One
  wizard, though, shed convention and made his cow (who was named
  Moo-lin) a familiar.  The wizard quickly became the laughing stock at
  the monthly Wizard's Councils.  Many of the old-guard sorcerers could
  be heard muttering wisecracks such as:
  "I'll bet that familiar is a cut above the rest."
  "Someone should steer him back into the herd-give him a toad 
  or something."
  and, of course:
  "That bull-headed wizard is going to get himself butchered!"
  11
  Barbarian
  Advantages:
  +1 to hit and +1d6 damage with Battle Axe, Battle Axe 
  Thrower and Battle Axe tail modification.  +2d6 dmg. 
  to rams.  -2 to opponents TDN when ramming.
  Disadvantages: Cannot use Moo-gical Items.  No Arcane, Divine or 
  Necowmancer spell resistance.  Forced to attack spell-
  casting cows before ones that are non-spell casting.
  Innate Abilities: Can rage twice per single pasture game; doubles moo-
  vement...psst...it's best used when attempting a ram...
  12
  
  Barbarian cattle are a sub-class of Fighter.  Whereas Fighters use armor
  and occasionally even fancy weapons, Barbarians tend to focus more on
  primitive fighting techniques. They believe that the hoof and horn is all a
  cow needs to solve most problems, and most of the time they are correct.
  Barbarians are adept at channeling their rage and primal, savage fury.
  Many are known to work themselves into a blood frenzy during combat,
  propelling them to incredible feats of strength and courage. An angry
  stampeding Barbarian cow is something frightening to behold.
  Barbarians have a fierce dislike and superstitious fear for moo-gical
  forces. When confronted with Moo-gic Users, Clerics and
  Necowmancers, these savages generally attempt to destroy these threats
  as fast as possible. Woe to the cow that stands in their way.
  Bard
  Advantages:
  Due to your charm, the enemy cannot attack your Battle
  Cattle during their turn if you roll a "1" on 1d6.  If a "1"
  is rolled they must decide to attack another cow.  If no 
  other cow is available, they must wait to try and attack 
  your Battle Cattle during their next turn.
  Disadvantages: Moo-gic User spells at 2X cost.  No Arcane, Divine or 
  Necowmancer spell resistance.  Can only use Bola, 
  Cattle-pult, Club, Crossbows, Dagger, Dart, Flail, Flask,
  Mace, Net, Onager, Sling, Staff, Swords, Thundermoo 
  Stone, Trebuchet weapons and the like for tail modifica-
  tions.  Can only use Padded, Leather, Hide or Scale 
  armor.
  Innate Abilities: Command Cow once per cycle of turns for all Battle 
  Cattle in play.
  Bard Battle Cattle are not exceptionally tough, fast, or sneaky.  Nor are
  they experts at combat, harnessing the arcane arts, or channeling powers
  13
  from the Pastures in the Sky.  Nevertheless, Bard cattle are opponents to
  be feared for they are decent at all things, the true Beef-of-all-Trades.  In
  addition, they have a secret weapon: moo-sic.
  Bards are able to accomplish a great many things with their enchanting
  moos and unmatched skill at the cowbell.  They can sooth savage ene-
  mies, embolden friendly cattle, temporarily grant themselves special
  abilities, or just plain bore the enemy to tears…Woe to the Battle Cattle
  that underestimates the deceptively dangerous Bard.
  A Bard's favorite thing in life, though, is to moo-ve from herd to herd,
  spreading little known pasture lore and tales of mighty, famous Battle
  Cattle.
  14
  
  Bard Battle Cattle come from moo-sical backgrounds where they devel-
  op an affinity and ambition for the performing arts.  Such was certainly
  the case with two of the most famous Bard cows of the medieval ages:
  Gustav Holstein and William Shake-steer.  Shake-steer is remembered
  for the most accomplishments, not least of which was his ability to moo
  in iambic pentameter.
  Free Range-er
  Advantages:
  +2d6 damage and +2 to hit for missile attacks.
  Disadvantages: -1d6 damage for melee attacks.  -1 to hit for melee 
  attacks.  Cleric Spells at 2X cost.
  Innate Abilities: Negative range modifiers do not affect Free Range-er 
  Battle Cattle except at Home on the Range (which is -1)
  15
  Free Range-ers are cows that are beholden to no man or field.  They are
  fiercely independent, and value nothing more than liberty and the free-
  dom to graze when and where they choose.  Most also have a great
  desire to see the world, and enjoy forests, mountains, and other places
  just as much if not more than the traditional pasture.
  Oddly enough, because of their differences, Free Range-ers are some-
  times shunned by other cows, which consider them far too energetic and
  antsy for their own good.  This doesn't bother Free Range-ers in the
  least, however, for they see it as a tragedy that most cows have to spend
  so darn much time penned in and herded around.  It becomes a Free
  Range-er's personal duty to liberate as many other cows as they can from
  their prisoner-like lives, even when the said cows would be much happi-
  er just remaining where they are and chewing their cud.  Free Range-ers
  fight to the death to avoid captivity and branding.
  The first and most famous group of Free Range-ers were Robin Herd
  and his Merry Moos.  The only odd-animal-out was Little Fawn...
  Cleric
  Advantages:
  Cleric spells at cost.
  Disadvantages: Can only use Bola, Cattle-pult, Club, Dagger, Dart, 
  Flail, Flask, Mace, Net, Onager, Staff, Thundermoo 
  Stone, Trebuchet and Warhammer weapons and the like
  for tail modifications.  Can only use Padded, Leather, 
  Hide, Scale or Chain armor.
  Innate Abilities: Divine spell resistance 1-3 on a roll of 1d6; Arcane 
  spell resistance 1; Necowmancer spell resistance 1.  
  Ability to turn undead cows created by Animate Dead 
  spell (this will not destroy them, but prevent them from 
  attacking your Battle Cattle.)  Can cast Animate Dead 
  once per turn.  Cannot be used if a spell is cast within 
  turn (not including Moo-gical Items).
  16
  
  Cleric Battle Cattle are earthly representatives of Audhumla.  Their mis-
  sion in life is to meander the world as agents of their deity, converting
  other cows to the faith when they can, and also taking part in worldly
  events in efforts to steer hoof-story in ways that please Audhumla. 
  Through the favor of their god, Clerics are able to channel powers from
  the Pastures in the Sky, which allows them to do many wondrous things,
  including Cure Light Cow Wounds, Holy Cow Aura and Moo of
  Warding.
  Cleric Battle Cattle have a colorful and interesting history consisting of
  events that to this day are denied emphatically by the Pope (just ask
  him).  Nonetheless, legend holds that even today, if you whisper
  "Audhumla" to cows, there might be a slight lifting of the ears or swish-
  ing of the tail...of course, that could just be the flies.
  17
  Rogue
  Advantages:
  +2 moo-vement.
  Disadvantages: No Arcane, Divine or Necowmancer spell resistance. 
  Same weapon, modification and armor restrictions as a 
  Bard.
  Innate Abilities: Roam Silently - Roll 1-3 on 1d6 and your Battle Cattle 
  sneaks up on your enemy, giving them a -2 to their 
  TDN roll on a left, right or rear ram in the same turn.  
  Pick Udder - Roll 1-2 on 1d6 when in the adjacent 
  space of your intended target and your Battle Cattle 
  steals a random Udder item (if applicable) and places it 
  within its own Udder.  If the Rogue does not have an 
  18
  
  Udder, the item can be saved and cashed in if Range 
  rules are in play.  A Rogue Battle Cattle can only 
  choose Roam Silently or Pick Udder once per turn.
  Rogues (or Thieves, for the old-timers) are shady cows that have a knack
  for subterfuge and trickery.  They are experts at deception, stealth, and
  thieving, preferring to moo-ve through life at the expense of other cows.
  All Rogues are not by definition evil, although a great many are because
  it takes a special disregard to be willing to steal cud from other cattle.  In
  any case, Rogues thrive on the misfortune of other cow’s misfortunes --
  which is usually helped along by a well-placed hoof.
  During the Medieval Ages, Rogues formed some of the first organized
  Thieves' Herds.  Thieves' Herds were essentially organized crime and
  they had a definite power structure, codes, laws, and agendas.
  To help protect their secretive existence, Thieves' Herds developed a lan-
  guage called Cows' Cant, enabling the Rogue members to communicate
  without the non-rogue cows around them catching a whiff of the foul
  deeds that might be planned.  Unfortunately, the Cows' Cant was very
  simple and limited because cows lack opposable thumbs, independent
  digits, and any real hoof dexterity.  This made it tough for the Rogue
  Battle Cattle to sign anything complicated or interesting.  In fact, popu-
  lar theory today claims that the entire vocabulary of most Cows' Cant
  included "yes", "no", and "moo".
  Truly, the implications of Rogues' effects on hoof-story are staggering.
  Even today many believe that there are operating Thieves' Herds and
  they have a special affinity for single socks and car keys.
  19
  Assassin
  Advantages:
  +2d6 damage +2 to hit when attacking the rear of a 
  Battle Cattle with melee harness or udder weapons.  
  +2d6 damage when ramming the rear of a Battle Cattle 
  (half-damage to self does not apply).
  Disadvantages: No Arcane, Divine or Necowmancer spell resistance. 
  Same weapon, modification and armor restrictions as a 
  Bard.
  20
  
  Innate Abilities:Rear Stab - Can rear attack another Battle Cattle twice 
  per single pasture game at twice damage with a harness 
  or udder melee weapon.
  Assassins are a special sub-class of Rogues.  Whereas Rogues tend to
  specialize in the stealthy arts with the intent of thieving cud or milk,
  Assassins have bloodier goals: the butchering of their target.
  Assassins sometimes kill because they want something or they have
  been paid off in blood-hay.  Some even kill just because they enjoy it.
  Like Rogues, Assassins are sometimes no match for Fighter cattle and
  the like on the open pasture.  As such, they employ their subterfuge arts
  to give them any advantage that they can muster.  Assassins are not
  below hoofing in the back, ganging up, or any other dishonorable tactic
  that they can get their pea-sized brains to think of.
  Moo-nk
  Advantages:
  +2d6 damage when trampling
  Disadvantages: Cleric spells at 2X cost.  No Arcane, Divine or 
  Necowmancer spell resistance.  Cannot use any 
  weapons in a harness or udder; with Flasks in an udder 
  being the exception.  Can use Padded, Leather or Hide 
  armor. 
  Innate Abilities: Flying Trample - Why wait until they are tipped?  
  Twice per single pasture game your Moo-nk can fly on 
  top of an adjacent enemy Battle Cattle and trample 
  them while they are still standing.  Applicable trample 
  damage applies as if the enemy was tipped (except 
  underside armor if applicable), in addition to the advan
  tage above of +2d6 damage when trampling.  Moo-nk 
  can drop udder weapons while performing the Flying 
  Trample.
  21
  Moo-nks are generally peaceful cattle, content with dedicating their life
  to more enlightening pursuits, such as prayer, creating illuminated manu-
  scripts, and raising plants.  However, their meek nature belies the expert
  cow-batant within, for Moo-nks are experts in hoof-to-hoof melee.  They
  have uncanny dexterity and agility (especially for cows) unmatched by
  any other Battle Cattle.
  Moo-nks shun most armor, and generally avoid weapons as well, as they
  are much deadlier with a simple hoof.  Their days are devoted to rigor-
  ous physical and mental training and activities, with only small periods
  of time set aside for grazing and relaxation.
  During the Medieval Ages, monasteries were centers of higher learning
  and were famous for producing beautiful, holy, hand-drawn illustrated
  versions of religious books called illuminated manuscripts.  Naturally,
  22
  
  throughout history, it has been assumed that the monks were the ones
  that produced all of these amazing manuscripts.  Wrong.
  As the monk’s productivity dropped drastically due to their discovery of
  champagne, they did jack else than drink like fish for hundreds of years.
  One might then wonder how the illustrated manuscripts were ever made.
  It was obviously the work of trained Moo-nk Battle Cattle.
  Necowmancer
  Advantages:
  Can store two additional Necowmancer spells at normal
  cost within your bones.  These do not require a scroll 
  pack to carry, but still cost money.
  Disadvantages: None.
  Innate Abilities: Back from the Slaughter - Each time a Necowmancer 
  loses all its Health Points and dies, roll 1-2 on a 1d6 to 
  be raised from the dead with 2d6 Health Points on your 
  next turn.  If successful, your Necowmancer continues 
  play on your turn with its remaining weapons, armor, 
  accessories, modifications, spells and moo-gic items (all
  minions from cast spells disappear).  Necowmancer 
  spell resistance 1-3 on a roll of 1d6; Arcane spell resist-
  ance 1; Divine spell resistance 1.  
  Necowmancers are the black sheep...er...cows of the medieval cattle
  community.  They are consumed by a hatred of all things living, and
  strive only to harness the powers of death to serve their evil, nefarious
  purposes.  Of course, that mission statement is paraphrased from verbal
  records passed down through the centuries that state:  "Moo. Moo.
  Moo."
  Necowmancers specialize in the magic of Necowmancy, which deals
  specifically with raising and enslaving the dead.  Because
  Necowmancers are just so darn evil and not much fun to be around, they
  23
  pretty much have to raise the dead if they hope to have any friends.
  Plus, raising the dead provides them with armies of unthinking servants
  that are ready and obliged to do their bidding.
  All other Battle Cattle shun Necowmancers; even Assassins and Rogues
  think they are just plain mean.
  SCROLL PACKS
  Scroll packs contain multiple cylinders for the sole purpose of carrying
  spells for casting.  Each scroll pack takes up one slot on a harness or
  udder.  The size of the scroll pack determines the number of scrolls that
  24
  
  can be carried.  Moo-gic Users, Clerics and Necowmancers can purchase
  multiple scroll packs.  All other classes are limited to a maximum of one
  scroll pack.  As with weapons, scroll packs are lost if armor is complete-
  ly destroyed on a side that carries this item.
  Size
  Weight
  Cost # of Spells
  Small
  10
  400
  1 spell
  Medium
  20
  700
  2 spells
  Large 
  40
  1,000 
  3 spells
  EQUIPMENT DESCRIPTIONS
  As you read through this section, you may stop and ask, "Why is a Cud-
  gel 750gps when a Heavy Mace in some popular fantasy RPGs is only
  12gp?"  Well, our costs include an unusual form of labor, special materi-
  al and equipment to make these items fit and work on our stalwart
  bovine.  You try replacing a cow's tail with a short sword and come back
  to us with the story…
  Weapons
  Each weapon is fixed to a slot on your Battle Cattle's harness or udder.
  Most of the weapons in Appendix 1 are not listed under Weapon
  Descriptions, as there are many common items that do not need explain-
  ing.  We think we said it best in our caveman RPG LAND OF OG (ooh,
  a plug…); "Is there anyone reading this right now that cannot tell us
  what a club is?  If so, then we definitely think you need to stop reading,
  put the book down now, and get a life."  All missile, or firing weapons
  have unlimited range and unlimited ammunition unless otherwise noted
  in the following descriptions.
  Axe Thrower - Special device that can load and fire up to three Battle
  Axes.  Axes not included.
  25
  Ballista - A big-ass version of a crossbow that fires big-ass versions of
  crossbow bolts.
  Bola - This ball and string weapon can only be used in a Bola Launcher.
  The Bola causes no damage, but has the chance to tip if it wraps around
  a Battle Cattle's legs.  This is determined by a single to hit roll.  From
  here, the enemy must roll their TDN at -2 or be tipped.
  Bola Launcher - The launcher comes complete with two bolas.
  Cattle-pult - See page 22 in Battle Cattle: Second Edition.  In this
  expansion, the Cattle-pult comes equipped with a three space self-
  launcher that loads Flasks, Nets and Thundermoo Stones (you get to pick
  26
  
  up the dead cows along the way!).  So, not only can you load it up with,
  say, two flasks of Holy Cow Water and one flask of acid, but you can
  chuck dead cows at your leisure!
  Crossbow, Light - A very tiny version of a Ballista.
  Crossbow, Heavy - Here's an easy description…It's bigger than a
  Light Crossbow, but smaller than a Ballista…Ha!
  Dagger Thrower - Similar to an Axe Thrower, but holds three dag-
  gers.
  Dart Thrower - Similar to a Dagger Thrower, but holds six darts.
  Flasks - Each flask can be loaded in a Cattle-pult, Onager or Trebuchet,
  or in your Udder slots.  The only use for these items in your udder is
  when your cow releases them while trampling over a tipped Battle
  Cattle.  When used as an Udder attack you only miss on a roll of "2".
  Acid - Adds 2d6 damage to all sides.
  Alchemist's Fire - Adds 2d6 damage to all sides of all Battle 
  Cattle within a one space radius.
  Burning Oil - Adds 1d6 damage to all sides of a Battle Cattle.
  Cow Patties - Same effect as Cow Patties on page 22 in 
  Battle Cattle: Second Edition rules.
  Holy Cow Water - Adds 3d6 damage to all sides of a 
  Necowmancer Battle Cattle.
  Methane - Same effect as Methane Implant on page 36 in 
  Battle Cattle: Second Edition
  Lance - Can only be placed on a harness or udder facing towards the
  front direction.  Due to the length of a lance, it provides the opportunity
  of attack from two spaces out (one space in between you and an enemy). 
  27
  Net - Launched from a Cattle-pult, Onager or Trebuchet.  A net causes
  no damage, but with a successful to hit roll, causes to be prone until the
  beginning of your next turn.
  Onager - Though similar to a Cattle-pult in terms of its use, an Onager
  comes equipped with a five space launcher that loads Flasks, Nets and
  Thundermoo Stones.
  Sling - Specially designed, self-loading, self-launching missile weapon
  that fires common stones strewn throughout the pasture.
  Thundermoo Stone - Fired from a Cattle-pult, Onager or Trebuchet,
  this unusual stone bursts forth an echoing moo that disrupts a Battle
  Cattle's equilibrium.  The hit cow will suffer a -1 to hit for the duration
  of the game with a chance to tip.  Thundermoo Stones are cumulative,
  thus a Battle Cattle hit by three Thundermoo Stones anytime during the
  game will now have a permanent -3 to hit.
  Trebuchet - This thing puts a Cattle-pult to shame.  Though similar to
  a Cattle-pult in terms of its use, a Trebuchet comes equipped with a six
  shot launcher that loads any combination of Flasks, Nets and
  Thundermoo Stones you desire.  The Trebuchet can then fire two items
  together at one single enemy, counting as one weapon action.  Better yet,
  you can pick up a second dead cow and fire two in one single shot.
  Armor
  In the Middle Ages armor was a little cruder and took a lot more time to
  make.   Though Plate Pail appears in Battle Cattle: Second Edition and
  Quest for the Holy Pail, the difference between the two obviously stems
  from the process.  In the future, Plate Pail is lighter and more efficient
  than the Plate Pail of this time.
  28
  
  See Appendix 2 in the back of the book for information on the common
  medieval forms of armor: Padded, Leather, Hide (har har, in addition to
  their natural hide), Scale Pail, Chain Pail, Splint Pail, Banded Pail and
  Plate Pail.
  Mantelet - A large, heavy and cumbersome wicker shield covered
  with hide that can only be used as an additional canopy-type defense on
  your left, right or rear sides.
  Moo-gic Armor +1 - Similar to Camoo-flauge on page 28 of Battle
  Cattle: Second Edition, except this armor also enchants one side of your
  cow with additional points of protection.  All attacks to the enchanted
  armor's side suffer a -1 to hit.  Can be combined with Spiked Armor.
  Moo-gic Armor +2 - Similar to Moo-gic Armor +1 except more
  armor points and all attacks to the enchanted armor's side suffer a -2 to
  hit.
  29
  Moo-gic Armor +3 - Similar to Moo-gic Armor +2 except more
  armor points and all attacks to the enchanted armor's side suffer a -3 to
  hit.
  Spiked Armor - Used as defense, Spiked Armor causes 1d6 damage to
  a ramming Battle Cattle upon impact.  Can be combined with Moo-gic
  Armor and Palisades.
  Accessories
  Battering Cow - Similar to a battering ram, this accessory takes up 2
  slots, adds 1d6 to your ram damage and gives your enemy a -3 to their
  TDN roll.
  Cowtrops - Do not cause any damage, but when this package is
  dropped, they spread out all around the enemy Battle Cattle.  If the
  enemy decides to make a moo-vement in the future, they MUST walk
  over the Cowtrops and suffer their remaining moo-vement points to be
  cut in half.
  30
  
  Palisades - High fence of stakes attached to your Battle Cattle's armor
  to prevent other cows from ramming!  This permanent accessory is
  attached to only your left, right or rear, and causes 2d6 damage to each
  Battle Cattle that rams into the side where the Palisades are slotted.  Can
  be combined with Spiked Armor.
  Smokestick - Envelopes your Battle Cattle with a crude smokescreen
  making all attacks against your Battle Cattle at -2 to hit, plus the benefit
  of your enemy not being able to target spells or Moo-gic Items.  The
  effects last until the beginning of your next turn.
  Modifications
  Modifications, for the most part in Quest for the Holy Pail are weapons
  replacing the tail of your Battle Cattle.  All tail modification weapons
  can only attack at point-blank range and have a base to hit of 6 (includ-
  ing the +3 point-blank range modifier).
  Some modifications in Battle Cattle: Second Edition were conceived
  during the middle ages.  Though in a crude form, the following modifi-
  cations apply in Quest for the Holy Pail as they are listed in Battle
  Cattle: Second Edition:
  Cleaver - Same as page 33 in Battle Cattle: Second Edition except a
  Cleaver only effects Hide armor or less.
  Cud-gel Tail - Same as page 34 in Battle Cattle: Second Edition 
  Fifth Leg - Same as page 35 in Battle Cattle: Second Edition
  Serrated Horns - The bonus from Serrated Horns or Metal Horns
  does not apply if your Battle Cattle is equipped with Moo-gical Horns
  from the Moo-gical Items list.  Only natural horn damage will apply.
  Can be combined with Helm, Normal or Helm, Spiked.
  31
  Spiked Hooves - Cannot be combined with Gauntlet Hooves, Spiked
  Gauntlet Hooves or Moo-gic Hoof Boots.
  Steak Knife - Same as page 36 in Battle Cattle: Second Edition except
  a Steak Knife only effects Hide armor or less.
  Steer-ing Wheel - Same as page 37 in Battle Cattle: Second Edition
  Trigger Horns - Only applies if the attached front weapon is a missile
  weapon)
  Tail Weapons
  The following weapons can replace the tail of your Battle Cattle.  They
  are the same items described in the Weapons List and have the same
  damage and weight.  See Appendix 4.
  Battle Axe Tail
  Club Tail
  Flail Tail 
  Mace Tail
  Sickle Tail
  Sword Tail, Short
  Sword Tail, Long
  Warhammer Tail
  Additional Modifications
  Gauntlet Hooves - Wonderfully designed coverings for the hooves of
  your Battle Cattle.  These items add 2d6 to your trample damage.
  Cannot be combined with Moo-gic Hoof Boots or Spiked Hooves.
  Gauntlet Hooves, Spiked - Similar to normal Gauntlet Hooves, these
  spiked gauntlets add 3d6 to your trample damage. Cannot be combined
  with Moo-gic Hoof Boots or Spiked Hooves.
  Helm, Normal - +1d6 to ram. Combined with ram damage from horns.
  Helm, Spiked - +2d6 to ram. Combined with ram damage from horns.
  32
  
  Metal Horns - Similar to Serrated Horns, but only add 1d6 damage
  to your ram damage. Can be combined with Helm, Normal or Helm,
  Spiked.
  SPELLS
  In the world of Battle Cattle, spells are treated as single use items.  Just
  as if an Axe Thrower has three axes to shoot, a Battle Cattle that pur-
  chases three Magic Moo-ssiles, has exactly three weapons to employ at
  the appropriate times. 
  As Battle Cattle concentration is unmatched by any other animal, spells
  cast by cows are instantaneous (unless otherwise noted in the individual
  spell description), do not need ingredients, major hoof motion or a book
  to read from.  The most effort in any case is the quick lift of a front hoof
  to target the victim or invoke the power from the scroll. 
  Spells that infer or explain an effect that lasts a certain period of time
  occur for the duration of a turn.  So, if an Alter Cow spell is cast to
  increase ram damage, the additional horns (effect of the spell) will end
  when your Battle Cattle's turn is over.  Also, unless spells indicate they
  can be cast in defense or during another cow's turn, all spells are cast
  during your normal turn.
  In the case of spells described as defensive to foil or protect against an
  attack, they are instantaneous.  For example, if a Barbarian Sussex is
  charging a Jersey Moo-gic User, once the Barbarian Sussex says he is
  going to ram the Jersey Moo-gic User's left side, the Jersey Moo-gic
  User can cast a Levitate Cow spell to avoid the ram.  If the Barbarian
  Sussex has enough moo-vement points to attempt another ram, he can,
  and the Moo-gic User would need to cast another Levitate Cow spell to
  avoid the next ram.
  33
  Since spells are not placed in harnesses or udders as physical weapons in
  a specific LOS direction, they are only cast at targets in front view of a
  Battle Cattle's eyes.  Their stored locations in a harness and/or udder are
  only effected if armor on that side is destroyed, as with any harness or
  udder weapon.
  In combat, Spells are treated as an additional category to Weapons,
  Armor, Accessories and Modifications.  This means that a Watusi Cleric
  could use one weapon from its harness then follow up with a Spell or
  vice versa.  Just as it is stated on page 33 in Battle Cattle: Second
  Edition about Modifications, "Modifications can be used in addition to a
  weapon each turn if applicable", spells can be used in addition to a har-
  ness weapon, an udder weapon, an accessory and modifications each
  turn.  For example, your Battle Cattle can fire its crossbow from its
  udder, moo-ve, take a slice with its harnessed sword, whack them with
  their Cud-gel modification, moo-ve away, then cast a spell…OUCH,
  OUCH and more OUCH!
  Unless otherwise noted, distance or range of any sort does not alter a
  spell's effectiveness.  
  Arcane Spells (Moo-gic User and Bard)
  Alter Cow - You are able to alter the appearance of your cow by shift-
  ing existing mass to other areas.  This spell is used to add two additional
  horns for an extra 2d6 ram damage. 
  Antimoo-gic Shield - Reduces any one offensive spell targeted on one
  side of your Battle Cattle by 2d6 damage.  If an Antimoo-gic Shield is
  used to defend against a spell on your right side in one turn, another
  Antimoo-gic Shield will need to be cast to protect against the same
  Battle Cattle attempting another attack on a different side.
  34
  
  Audhumla's Clenched Hoof - OK. Har Har.  Tell me this; how can a
  cow clench a hoof?  They can't; but two hooves can come crashing
  together with another Battle Cattle in between them!  The clenched
  hooves cause 2d6 damage to the left and right side of the attacked Battle
  Cattle.
  Audhumla's Crushing Hoof - Similar to Audhumla's Clenched Hoof,
  this spell is only one hoof that crushes down upon another Battle Cattle
  for 1d6 damage to each side of the attacked cow.
  Audhumla's Forceful Hoof - Used as a defense mechanism to a ram-
  ming cow, its like them hitting a brick wall before getting to your Battle
  Cattle.  The ramming Battle Cattle suffers half ram damage to its front
  and its moo-vement is stopped immediately.  So, if a Highland Fighter
  takes 6 moo-vement points to build up a ram, Audhumla's Forceful Hoof
  stops them in the space right before the casting cow and they suffer half
  35
  of 6d6 damage to their front.  This does not prevent the attacking Battle
  Cattle from using a weapon (if possible) or modification.
  Audhumla's Grasping Hoof - OK. Har Har.  Tell me this; how can a
  cow grasp with a hoof?  They can't; but this magical hoof can grapple its
  victim and prone them for the duration of your turn, which acts as if the
  cow is tipped for a +4 to hit on your attack rolls.  Once the spell has
  ended, the grappled cow is standing up and does not need to roll their
  TDN.
  Audhumla's Interposing Hoof - Similar to Audhumla's Forceful
  Hoof, but the Interposing Hoof only blocks a ramming cow from getting
  to your Battle Cattle.  The rammer takes no damage, but must take extra
  moo-vement to go around the barrier blocking the path to your cow!
  Burning Hooves - A stream of fire for 2d6 damage to one side that can
  only attack its victim from Point Blank Range.
  Cattle Prod Bolt of Lightning - Lightning bolt that causes 2d6
  damage to all side of the attacked Battle Cattle.
  Cow Growth - Simulates an increased size by one (Light cows are
  now seen as Medium, Medium cows as Heavy and Heavy cows as Extra
  Heavy.  Extra Heavy cows are big enough as is; no size increase for
  them!)  This spell can be used offensively to increase your size to help
  your ram and trample, or it can be used defensively to reduce a ram and
  trample against your Battle Cattle.
  Evard's Black Hooves - Four hooves appear underneath its victim
  and each has a separate attack.  "5" or better to hit.  Each successful hit
  is 1d6 damage to the cow's underside (if applicable).
  36
  
  Feather Tip - Does not prevent a tip from a ram or a weapon, but
  lightens the hurt by 2d6 damage.
  Ferdinand's Freezing Sphere - This globe of ice forms in front of
  your Battle Cattle then shoots off to its intended victim.  Your enemy
  receives 2d6 cold damage to one side immediately.  In addition, if the
  armor on the targeted side is Padded, Leather or Hide, it becomes brittle,
  resulting in its destruction with the next successful point of damage.
  Ferdinand's Irresistible Dance - The targeted Battle Cattle has an
  undying urge to do the Hokey-Cow-Pokey when trying to attack you.
  Your attacker's to hit roll is now made at -4 for the duration of the one
  attack.
  Ferdinand's Resilient Sphere - This sphere encompasses its victim
  with a force that causes resistance when the target attempts its next moo-
  vement.  Though moo-vement is now reduced to 2, all weapons, acces-
  sories, modifications, moo-gic items and spells are not affected.
  Ferdinand's Telekinetic Sphere - Use another Battle Cattle to ram
  into another!  This sphere encompasses its victim to make them almost
  weightless where they are then hurled towards another Battle Cattle
  where a ram takes effect.  The moo-ved Battle Cattle can only be hurled
  up to a distance of short range (6 spaces).
  Hold Cow - Similar to Audhumla's Interposing Hoof, Hold Cow stops
  a Battle Cattle from ramming and does not cause the rammer any dam-
  age.  The difference here is the ramming cow is held for the remainder
  of its moo-vement points, thus cannot change direction or go around
  anything.  The held cow can still take other actions as long as they do
  not involve moo-vement.
  37
  Invisibility - Turn your cow invisible!  All attacks against your cow are
  now at -4.  The spell must be cast before the end of your turn and lasts
  until the beginning of your next.
  Levitate Cow - Raises your cow up high enough for a ramming or
  trampling cow to go underneath your Battle Cattle once.  If used to
  avoid a trample, your cow automatically gets up without a TDN roll.  If
  a ramming cow’s last moo-vement ends up sharing the same space
  underneath the levitated cow, they are moo-ved forward one more space.
  Magic Moo-ssile - Do we really need to explain this spell?  Don't
  you get the jokes yet?  Each Magic Moo-ssile does 3d6 damage to the
  side of its intended victim.
  Melf's Acid Cud - A corrosive substance that does 1d6 damage
  immediately then eats away at a cow's armor, cutting its points in half.
  38
  
  Methane Sphere - This globe of fuming death encompasses the
  attacked cow and all within a radius of one delivering 1d6 points of
  health damage.
  Methane Spray - Similar to Methane Sphere, but shoots forth a
  straight line of methane delivering 1d6 points of health damage to all in
  its trail.
  Moo of the Banshee - Disrupts the equilibrium of all Battle Cattle
  (except yourself) until the beginning of your next turn.  Each effected
  cow will make their next attacks at -2 to hit.
  39
  Mordenkainen's Faithful Calf - This little helper wants nothing
  more than to save your hide.  Your faithful servant will use its own hide
  to jump in front of you to absorb the blow from a melee or missile
  attack, preventing all damage to your cow.  Cast after a successful to hit
  roll but before damage is rolled.
  Power Word, Moo - The most fearful moo of them all.  This pow-
  erful jolt delivers 3d6 health point damage to all Battle Cattle (except
  yourself) within short range.
  Prismatic Cud - A glimmering protective wall of regurgitated food
  that negates any spell missile attack.
  Sepia Cow Sigil - This spell brands it victim with a symbol, hopefully
  marking them for an early demise.  All attacks against the marked Battle
  Cattle are now +2 to hit.  The glowing brand lasts until the beginning of
  the caster's next turn.
  Shocking Hoof - Similar to Burning Hooves, this spell can only be
  dealt to its victim at Point Blank Range and delivers 1d6 electrical dam-
  age to all sides of your enemy.
  Sleep - (Standing up, of course).  Your enemy falls asleep, giving you a
  +4 to hit and a -2 to their TDN roll (if applicable).  This lasts until the
  end of the spell caster's turn or the targeted cow receives a successful hit,
  whether by weapon, modification, accessory, spell, moo-gic item or ram.
  Slow - Cast at the beginning of the intended targets turn before they
  moo-ve.  Their moo-vement points are now reduced by one-half (round-
  ed down).
  40
  
  Tasha's Hideous Moo - Cast at the beginning of your enemy’s turn.
  The targeted cow is compelled to moo...constantly.  The moo-ing
  becomes so uncontrollable that all attacks for their current turn are at -2
  to hit.
  Teleport - Moo-ve to any space on the playing field instantly.  This
  spell can only be cast during your turn and cannot be used to evade a
  ram like Levitate Cow.
  Tenser's Floating Cud - This disk carries a single weapon taken
  from your harness (up to 2 slots) to be used as an extra weapon attack.
  The weapon and cud appear together when summoned and can be used
  immediately.  Conjured right next to your Battle Cattle and sharing your
  same space always, the spell and weapon will be usable until 15 points
  of damage (magical or otherwise - ramming included!) are inflicted to
  the floating cud.  From there, the weapon is destroyed.
  Wall of Patties - Puts up a wall of cow patties in the moo-vement
  path of a Battle Cattle.  The cow that travels through this wall becomes
  covered with dung and immediately has its progress slowed by 4 moo-
  vement points.  The effected Battle Cattle stops immediately if their
  moo-vement goes to zero or below.
  Divine Spells (Cleric, Free Range-er, Pailadin and Moo-nk)
  Animate Dead Cow - Raises a dead Battle Cattle to fight alongside
  of you.  The carcass must be from a dead player’s Battle Cattle for this
  spell to take effect.  The raised cow skeleton has 20 Hit Points and is
  treated as the same size cow when it was alive, with a moo-vement of 6
  that can ram and trample.  Natural horns, accessories, modifications and
  moo-gic items for ramming and trampling from the animated carcass are
  still applicable.
  41
  Bless Cow - All weapon and modification attacks are made against you
  at -1 to hit and -1d6 damage until the beginning of your next turn.  Can
  be cast anytime.
  Bless Weapon - Embues your harness or udder weapon of choice with
  a +2 to hit and +2d6 damage for the duration of your turn.
  Blind Cow - Your victim is unable to target a cow and make any offen-
  sive attacks for the duration of their turn.  The effected cow could still
  ram if a straight path was already set prior to the spell being cast at the
  beginning of the victim's turn.
  Bull's Strength - Now, let us ask...Can we get sued for this?  I mean,
  yeah, it's the exact same wording of a spell in a highly popular fantasy
  role-playing game, but this is a cow game!  Oh well...This gives your
  cow an additional 2d6 ram damage and a -2 to the rammee's TDN roll.
  Calm Cow - Calms a ramming cow's moo-vement down where the
  damage from the ram is 1d6 with no chance of tipping.
  Cattlequake - All cows within a 2 space area of effect (targeted space
  and one more out from there) must roll their TDN at -4 immediately.
  Charm Cow - Enemy cow is compelled not to attack you.  Must be
  cast at the beginning of the targeted Battle Cattle's turn.  Lasts until the
  end of their current turn.
  Command Cow - Caster forces the enemy’s current turn to attack
  another enemy cow with a harness weapon of their choice.  The targeted
  cow must be able to make the attack as if they were choosing to do it
  themselves.  So, if the cow does not have enough moo-vement points to
  42
  
  attack another cow with a sword, then too bad.  From there, the enemy
  can take their turn as normal.
  Cow Trance - Your enemy becomes mesmerized by you, swaying left
  to right, rolling their TDN at -4 or tipping over. 
  Cure Light Cow Wounds - Cure 2d6 health points.
  Cure Serious Cow Wounds - Cure 4d6 health points.
  Hideskin - Protects an exposed side a little bit longer.  When attacked
  on an exposed side, Hideskin absorbs 2d6 points of damage from one
  single attack or ram.
  Hold Cow - See Hold Cow under Arcane Spells.
  Holy Cow Aura - Increases Moo-gic Resistance by one until the
  beginning of your next turn.  So, if you are a Cleric Battle Cattle, instead
  of resisting Arcane spells on a roll of 1 on 1d6, you now resist Arcane
  spells on a roll of 1-2 on 1d6.  Your resistance to Necowmancer spells
  are increased to 1-2, and your Divine spells are now increased to 1-4 on
  1d6.
  Holy Cow Smite - Your prayers are answered as 1d6 health points of
  damage are dealt to each enemy on the field.
  Holy Cow Sword - Adds a +2 to hit and doubles the damage for a
  Short or Long Sword for one turn.
  Holy Cow Word, Moo - Similar to Holy Cow Smite, but more
  deadly, this moo bellows with force dealing 3d6 health points of damage
  to each enemy on the field.
  43
  Mend - Repairs 2d6 points to damaged armor.
  Methane Mist - Same effect as Methane Sphere under Arcane
  Spells.
  Moo of Warding - A constant moo is placed around its intended vic-
  tim at the beginning of their turn.  Though direct damage is not dealt, if
  the targeted Battle Cattle takes a single moo-vement out of its space,
  they break the flow of the moo and suffer 3d6 damage to the side that
  crossed the barrier (either the front or rear, depending on moo-vement).
  Moo Moo of Chaos - This ornately enchanted garment mesmerizes
  opponents until the beginning of your next turn.  In addition to looking
  good, your Battle Cattle increases its Moo-gic resistance by 1 die and all
  missile weapons that hit are deflected on a roll of 6 or better on 2d6.
  44
  
  Prayer - All weapon and modification attacks are made against you at
  -2 to hit and -2d6 damage until the beginning of your next turn.  Can be
  cast anytime.
  Rusting Hoof - Similar to Melf's Acid Cud, but is only effective at
  Point Blank Range.  Causes targeted sides armor points to be reduced by
  half.
  Transmute Hooves to Gelatin - Prevents your tipped cow from
  being trampled to death.  Reduces an enemy's trample to only 1d6 dam-
  age to each side.  
  Transmute Hide to Stone - Help deter enemies from ramming you
  in the future.  By changing your hide to stone, the ramming cow receives
  2d6 damage to their front for running into a hard surface.  In addition to
  that, your TDN roll is made at +2 to help your chances of standing.
  Necowmancer Spells (Necowmancer Only) 
  Animate Dead Cow - See Animate Dead Cow under Divine Spells.
  Chill Hoof - This attack must be made at Point Blank Range.  The tar-
  geted Battle Cattle is drained of 2d6 health points that get absorbed by
  the spell caster.  The spell caster's health points can go above its base
  rolled during creation.
  Control Undead Cows - Can take control of one undead cow raised
  by Animate Dead Cow or Raise Undead Cows.
  Cow Bone Shield - Used against non-moo-gical attacks.  Absorbs 2d6
  damage to the side being attacked by enemy.
  Cow Clone - An exact duplicate of your Battle Cattle is created for the
  45
  duration of the spell caster's turn.  This clone is another cow that is treat-
  ed as a separate turn that is taken directly after your original Battle
  Cattle is finished. 
  Cow Energy Drain - Same as Chill Hoof, but does not require Point
  Blank Range.
  Cud of Enfeeblement - Spray of cud that weakens its victim's moo-
  vement by half (rounded down) during their next turn.  Can only be fired
  to Short Range.
  Ghoul Hoof - Scares the living ground round out of your enemy, forc-
  ing the touched cow to take its next turn's moo-vement points in a
  straight direction away from your Battle Cattle. 
  Halt Undead Cow - Stops one cow raised by Animate Dead Cow or
  Raise Undead Cows from ramming you for their one turn.  The halted
  cow is paralyzed in the area right before the spell caster's space.
  Hoof of Death - The caster must be at point blank range and able to
  attack an exposed side of a Battle Cattle (a side without armor).  The
  touch delivers your enemy a staggering jolt of pain for 6d6 damage.
  Moo-gic Pail - This magical receptacle holds the soul of your Battle
  Cattle and a targeted Battle Cattle, giving you the ability to take over
  your enemy's Battle Cattle for the duration of your turn.  This spell is
  cast at the beginning of your turn and replaces any actions taken by your
  Battle Cattle.  Basically, you're using someone else's cow to play with,
  so look on over at their sheet and have fun!
  Raise Non-Fat Milk Golem - The energy put out through this spell
  binds and holds together your own milk to create one milk golem to do
  46
  
  your bidding.  The Non-Fat Milk Golem has a moo-vement of four, 10
  health points, can perform a Point-Blank Range milk punch of 1d6 plus
  an enemy TDN roll, or a milk blast missile attack causing 1d6.  The
  Golem is cast in an adjacent space.
  Raise Low-Fat Milk Golem - Similar to Raise Non-Fat Milk
  Golem except the Low-Fat Milk Golem has a moo-vement of four, 15
  health points, can perform a Point-Blank Range milk punch of 2d6 plus
  an enemy TDN roll at -1, or a milk blast missile attack causing 2d6.  
  Raise Vitamin D Milk Golem - Similar to Raise Non-Fat Milk
  Golem except the Vitamin D Milk Golem has a moo-vement of four, 20
  health points, can perform a Point-Blank Range milk punch of 3d6 plus
  an enemy TDN roll at -2, or a milk blast missile attack causing 3d6.
  Raise Buttermilk Golem - Similar to Raise Non-Fat Milk Golem
  except the Low-Fat Milk Golem has a moo-vement of four, 25 health
  points, can perform a Point-Blank Range milk punch of 4d6 plus an
  enemy TDN roll at-3, or a milk blast missile attack causing 4d6.
  Raise Undead Cows - Similar to Animate Dead Cow except no car-
  casses are necessary.  Pulls forth the remains and remnants of some once
  brave cow souls to fight alongside of you until destroyed.  Each cow
  skeleton has a moo-vement of six, eight health points and play as light
  cows.  Roll 1d6 to determine the number of cow skeletons raised. The
  cows are cast in adjacent spaces.
  Spectral Hoof - Used to tip an enemy Battle Cattle over.  Targeted
  cow takes no damage and makes a normal TDN roll.
  Vampiric Hoof - Same as Chill Hoof, but the targeted Battle Cattle is
  drained of 3d6 health points.
  47
  MOO-GIC ITEMS
  As with weapons, accessories, modifications and spells, Moo-gic Items
  can be used once per turn.  Only one Moo-gic Item can be used during
  your turn within your entire set of moo-gical items.  This means that, if
  you have boots, an amoo-let and a nose ring, you are only able to choose
  one of those items to use during your turn, unless the item has a perma-
  nent effect.  If the number of charges is listed, this is the amount of
  times the item can be used within a single pasture combat game.  The
  moo-gic item will recharge for future battles.
  Amoo-lets
  Each Battle Cattle can have only one Amoo-let placed around their neck.
  Amoo-let of Levitation - Same as the Arcane Spell Levitate Cow.  3
  charges.
  Amoo-let of Moo-gic Resistance - Similar to Divine Spell Holy
  Cow Aura.  Increases spell resistance by one.  So, if your Battle Cattle
  does not have any spell resistance, you now resist all spells against you
  on a roll of "1" on 1d6.  Similarly, if you already have spell resistance
  against certain types of spells, it is increased by one.  If you resist
  Arcane Spells on a 1 on 1d6, your Battle Cattle now resists spells on a 1-
  2 on 1d6.  This is only applicable to spells cast directly at your Battle
  Cattle.  This does not affect spells cast by another cow that create a min-
  ion or are used as defense.  Cannot be combined with a Nose Ring of
  Moo-gic Resistance.
  Amoo-let of Moo-ssiles - Casts a Moo-gic Missile for 1d6 damage.
  5 charges.
  48
  
  Amoo-let of Prayer - All weapon and modification attacks are made
  against you at -1 to hit and -1d6 damage.
  Amoo-let of Wizardry (Moo-gic User Only) - Gives your Moo-gic
  User the ability to cast two spells in one turn.
  Hoof Boots
  Each Battle Cattle can have only one set of boots.  Each set of boots
  comes with two pairs to be secured on each of the four hooves of your
  cow.  Cannot be combined with Gauntlets.
  Hoof Boots of Blink - Moo-ves your Battle Cattle 10 spaces away in
  a random direction to avoid an attack, spell, ram or trample.  If playing
  on a hex map, roll 1d6 for a random direction.  If playing on a square
  map or flat surface with rulers, assign 2-9 for each of the eight directions
  and roll 2d6 until a 2-9 is rolled.  If ten spaces puts you off the playing
  surface you are placed at the edge of the playing field, not off of it.  3
  charges.
  Hoof Boots of Dodging - All enemies suffer a -1 to their to hit roll
  against your Battle Cattle.
  Hoof Boots of Levitation - Same as Arcane Spell Levitate Cow.  3
  charges.
  Hoof Boots of Might - Increases your ram damage by 1d6 and
  gives your enemy a -2 to their TDN roll.
  Hoof Boots of Speed - Increases your moo-vement by 2.
  Hoof Boots of Trampling - Increases your trample damage by 2d6.
  49
  Hoof Bracelets
  Each Battle Cattle can have up to two sets of Hoof Bracelets.  The pair
  of two bracelets is placed on two wrist locations of your cow's legs.
  Hoof Bracelets of Feather Tipping - Gives your Battle Cattle a +2
  to its TDN roll.
  Hoof Bracelets of Fire - Creates a ring of fire one space out around
  your Battle Cattle.  All cows in the adjoining spaces receive 1d6 damage
  to all sides.
  Hoof Bracelets of Frost - Similar to Hoof Bracelets of Fire, but the
  ring of frost causes 1d6 damage to all cows in adjoining spaces in addi-
  tion to the effected cow(s) take their next turn's moo-vement at half
  (rounded down).
  Hoof Bracelets of Healing - Heals 2d6 health points at the begin-
  ning of your turn.  Health points cannot go beyond the amount started
  with at the beginning of the game.  3 charges.
  Hoof Bracelets of Moo-larro - Completely immobilizes another
  Battle Cattle's moo-vement until their TDN roll is made at a -2.  Enemy
  does not make their TDN roll until the beginning of their turn.  This item
  has one use as once the TDN roll is made, the Hoof Bracelets break.
  While immobilized, your enemy must make their TDN at a -2 for all tip-
  ping rolls.  So, your Battle Cattle throws the Hoof Bracelets on its turn,
  immediately immobilizes its target, then makes a ram, forcing the enemy
  to take normal ram damage, but now rolling their TDN at -2.  If the
  enemy makes their TDN roll, they do not tip over, but their Hoof
  Bracelets are still binding them until they succeed on their TDN roll at 
  -2 on their next turn.
  50
  
  Horns
  Horns come in a set of two.  Each Battle Cattle can have only one set of
  horns.  These items cannot be combined with Serrated or Metal horns,
  and replace a cow’s natural horns if applicable.
  Horns of Audhumla - Same as the Arcane Spell Audhumla's Crushing
  Hoof.  3 charges.
  Horns of Blasting - Puts forth an ear-deafening moo that causes 2d6
  health points of damage to ALL Battle Cattle on the field.  2 charges. 
  Horns of the Eagle - Adds a +1 to all your to hit rolls.
  Horns of Fog - The fog conceals your Battle Cattle in a mist that caus-
  es all attacks against you at a -4 to hit until the beginning of your next
  turn.  3 charges.
  Horns of Methane - Same as the Arcane Spell Methane Sphere.  3
  charges.
  Horns of Moo-ing - Similar to the Horns of Blasting, but puts forth
  an ear-deafening moo that causes 2d6 health points of damage to one
  enemy Battle Cattle.  3 charges.
  Horns of Pain - Some funky type of moo-gical light causes 3d6 dam-
  age to one side of an enemy Battle Cattle.  3 charges.
  Moo-Moos
  A cow's version of a cloak.  Each Battle Cattle can have only one moo-
  moo.  The Moo-Moo covers the entire body of a cow, does not provide
  any additional bonuses to armor, but provides the moo-gical properties
  within the item.
  51
  Moo-Moo of Blending - All enemies suffer a -2 to their to hit roll
  against your Battle Cattle as you blend into all the cow patties strewn
  throughout the playing field.
  Moo-Moo of Displacement - Your Battle Cattle is actually not
  where he seems to be!  Causes missile attacks (via weapons, modifica-
  tions, accessories, spells or moo-gic items) to miss.  3 charges.
  Moo-Moo of Eyes - Adds a +2 to all your to hit rolls.
  Moo-Moo of the Moo-gi - Gives your Battle Cattle the ability to
  cast two spells in one turn.
  Moo-Moo of Protection - All weapon and modification attacks
  are made against you at -1 to hit and -1d6 damage.
  Nose Ring
  Each Battle Cattle can have only one nose ring.
  Nose Ring of Absorption - Absorbs the moo-gical energy of a spell
  cast against you.  If the spell falls into your realm (i.e. Moo-gic User and
  Arcane Spells, Clerics and Divine Spells, etc.), you turn the spell back at
  the caster.  If the spell is not useable by your class, the nose ring nulli-
  fies its effect.  2 charges.
  Nose Ring of Invisibility - You gotta love it, an invisible cow.  All
  weapon and modification attacks are made at -6 to hit until the begin-
  ning of your next turn.  Spells cannot be cast directly at an invisible cow
  (i.e. Moo-gic Missile), but spells like Cattlequake could still effect the
  invisible cow.  3 charges.
  52
  
  Nose Ring of Luck - Roll your weapon and modification to hits a sec-
  ond time if you fail!  Roll your TDN a second time if you fail!
  Nose Ring of Moo-gic Resistance - Same as Amoo-let of Moo-gic
  Resistance.  Cannot be combined with a Amoo-let of Moo-gic
  Resistance.
  Nose Ring of Regeneration - Heals 1d6 of health points at the begin-
  ning of your turn.  Health points cannot go beyond the amount started
  with at the beginning of the game.
  COMBAT
  See page 38 in Battle Cattle: Second Edition.  With the additions from
  Quest for the Holy Pail, your Battle Cattle now has the opportunity to:
  1) Fire one weapon from your harness
  2) Fire one weapon from your udder
  3) Use as many modifications allowed by moo-vement 
  and position
  4) Use one accessory
  5) Cast one spell
  6) Command one or more minions (if applicable)
  7) Invoke a Moo-gic Item (if applicable)
  8) Ram and possibly tip other Battle Cattle (or maybe 
  two or three Battle Cattle!)
  9) Trample other Battle Cattle (or maybe one Battle 
  Cattle two or three times!)
  This, of course, does not take into consideration that some items may
  modify the above options…That's a wealth of possible destruction in one
  turn!
  53
  CATTLE-LOG OF ITEMS
  (APPENDIXES)
  APPENDIX 1
  WEAPONS
  Weapon
  Slots
  Weight
  Damage
  To Hit
  Tipping
  Cost
  Axe Thrower
  3
  450
  -
  6
  -
  650 
  Ballista
  3
  250
  3d6
  7
  -
  950 
  Battle Axe
  1
  60
  3d6
  7
  -
  1,200
  Bola
  -
  15
  -
  -
  +2
  200 
  Bola Launcher
  1
  50
  -
  7
  -
  650 
  Cattle-pult
  1
  550
  -
  8
  -
  1,100
  Club
  1
  25
  1/2d6
  6
  -
  150 
  Crossbow, Heavy
  2
  120
  2d6
  6
  -
  700 
  Crossbow, Light
  1
  80
  1d6+1
  6
  -
  450 
  Dagger
  1
  5
  1d6
  6
  -
  250 
  Dagger Thrower
  1
  35
  -
  7
  -
  200 
  Dart
  -
  5
  1/2d6
  -
  -
  25 
  Dart Thrower
  1
  25
  -
  6
  -
  150 
  Flail
  1
  160
  2d6+2
  6
  -
  1,050
  Flask, Acid
  1
  5 see pg.27
  -
  -
  400 
  Flask, Alchemist's Fire
  1
  5 see pg.27
  -
  -
  600 
  Flask, Burning Oil
  1
  5 see pg.27
  -
  -
  250 
  Flask, Cow Patties
  1
  5 see pg.27
  -
  -
  75 
  Flask, Holy Cow Water
  1
  5 see pg.27
  -
  -
  300 
  Flask, Methane
  1
  0 see pg.27
  -
  -
  50 
  Lance, Heavy
  3
  200
  3d6
  7
  +3
  1,600
  Lance, Light
  2
  120
  2d6
  7
  +2
  1,000
  Mace
  1
  80
  2d6+1
  6
  -
  950 
  Net
  -
  15 see pg.28
  -
  -
  50 
  Onager
  2
  650
  -
  8
  -
  1,500
  Sickle
  1
  25
  1d6+2
  6
  -
  550 
  Sling
  1
  10
  1d6+1
  7
  -
  350 
  Staff
  1
  25
  1d6
  6
  -
  200 
  54
  
  Sword, Long
  1
  40
  3d6+3
  6
  -
  1,450
  Sword, Short
  1
  30
  2d6+1
  6
  -
  900 
  Thundermoo Stone
  -
  50
  -
  -
  +1
  150 
  Trebuchet
  3
  800
  -
  9
  -
  2,000
  Warhammer
  1
  80
  3d6+1
  6
  +1
  1,350
  APPENDIX 2
  ARMOR
  Weight
  Damage
  Cost Per
  Armor Type
  Per Side
  Points
   Side
  Banded Pail
  85
  85
  1,800
  Chain Pail
  95
  50
  800
  Hide
  60
  30
  300
  Leather
  40
  15
  100
  Mantelet
  200
  30
  500
  Moo-gic Armor +1
  0
  +10
  300
  Moo-gic Armor +2
  0
  +20
  500
  Moo-gic Armor +3
  0
  +30
  800
  Padded
  25
  5
  60
  Plate Pail
  125
  120
  2,500
  Scale Pail
  75
  40
  500
  Spiked Armor
  0
  -
  200
  Splint Pail
  110
  70
  1,200
  APPENDIX 3
  ACCESSORIES
  Accessory
  Slots
  Weight
   Cost
  Battering Cow
  2
  100
  1,200
  Cowtrops
  1
  25
  100
  Palisades 
  2
  40
  500
  Smokestick
  1
  5
  400
  55
  APPENDIX 4
  MODIFICATIONS
  Dmg.
  Modification
  (d6)
  Weight
   Cost
  Battle Axe Tail
  3d6
  60
  1,200
  Cleaver
  2d6 or 3d6
  20
  850 
  Club Tail
  1/2d6
  25
  150 
  Cud-gel Tail
  2d6
  50
  750
  Dagger
  1d6+1
  5
  250 
  Fifth Leg
  -
  50
  1,500
  Flail Tail
  2d6+2
  160
  1,050
  Gauntlet Hooves
  +2d6 Tramp.
  20
  550 
  Gauntlet Hooves, Spiked
  +3d6 Tramp.
  20
  800 
  Helm, Normal
  +1d6 Ram
  30
  600 
  Helm, Spiked
  +2d6 Ram
  30
  900 
  Mace Tail
  2d6+1
  80
  950 
  Metal Horns 
  +1d6 Ram
  20
  500 
  Serrated Horns
  +2d6 Ram
  0
  800 
  Sickle Tail
  1d6+2
  25
  550 
  Spiked Hooves
  +1d6 Tramp.
  0
  350 
  Steak Knife
  1d6 or 2d6
  20
  600 
  Steer-ing Wheel
  -
  15
  950 
  Sword Tail, Long
  3d6+3
  40
  1,450
  Sword Tail, Short
  2d6+1
  30
  900 
  Trigger Horns
  -
  25
  800 
  Warhammer Tail
  3d6+1
  80
  1350
  APPENDIX 5
  SPELLS
  Arcane Spell
  Cost
  Alter Cow
  250
  Antimoo-gic Shield 
  200
  Audhumla's Clenched Hoof 
  400
  56
  
  Audhumla's Crushing Hoof 
  400
  Audhumla's Forceful Hoof 
  800
  Audhumla's Grasping Hoof 
  250
  Audhumla's Interposing Hoof 
  300
  Burning Hooves 
  175
  Cattle Prod Bolt of Lightning 
  1,200
  Cow Growth
  750 
  Evard's Black Hooves 
  500 
  Feather Tip 
  300 
  Ferdinand's Freezing Sphere 
  600 
  Ferdinand's Irresistible Dance 
  250 
  Ferdinand's Resilient Sphere 
  300 
  Ferdinand's Telekinetic Sphere 
  1,000
  Hold Cow 
  650 
  Invisibility 
  600 
  Levitate Cow 
  850 
  Magic Moo-ssile 
  350 
  Melf's Acid Cud 
  500 
  Methane Sphere 
  550 
  Methane Spray 
  700 
  Moo of the Banshee 
  550 
  Mordenkainen's Faithful Calf 
  450 
  Power Word, Moo
  1,800
  Prismatic Cud 
  650 
  Sepia Cow Sigil 
  350 
  Shocking Hoof 
  300 
  Sleep 
  500 
  Slow
  150 
  Tasha's Hideous Moo 
  150 
  Teleport 
  425 
  Tenser's Floating Cud 
  600 
  Wall of Patties 
  100 
  57
  Divine Spell
   Cost
  Animate Dead Cow
  1,200
  Bless Cow
  650 
  Bless Weapon
  250 
  Blind Cow
  800 
  Bull's Strength
  350 
  Calm Cow
  500 
  Cattlequake 
  1,100
  Charm Cow
  800 
  Command Cow
  450 
  Cow Trance 
  700 
  Cure Light Cow Wounds 
  400 
  Cure Serious Cow Wounds 
  900 
  Hideskin 
  200 
  Hold Cow 
  650 
  Holy Cow Aura 
  300 
  Holy Cow Smite 
  900 
  Holy Cow Sword 
  1,200
  Holy Cow Word, Moo
  2,200
  Mend 
  300 
  Methane Mist 
  550 
  Moo of Warding 
  300 
  Moo Moo of Chaos 
  500 
  Prayer 
  850 
  Rusting Hoof 
  300 
  Transmute Hide to Stone 
  600 
  Transmute Hooves to Gelatin 
  450 
  Necowmancer Spell
   Cost
  Animate Dead Cow 
  1,200
  Chill Hoof 
  800 
  Control Undead Cows 
  700 
  Cow Bone Shield 
  300 
  Cow Clone 
  1,800
  Cow Energy Drain 
  1,200
  Cud of Enfeeblement 
  150 
  58
  
  Ghoul Hoof 
  250 
  Halt Undead Cow 
  200 
  Hoof of Death 
  1,800
  Moo-gic Pail 
  700 
  Raise Non-Fat Milk Golem 
  450 
  Raise Low-Fat Milk Golem 
  650 
  Raise Vitamin D Milk Golem
  950 
  Raise Buttermilk Golem 
  1,300
  Raise Undead Cows 
  1,600
  Spectral Hoof 
  350 
  Vampiric Hoof 
  1,100
  APPENDIX 6
  MOO-GIC ITEMS
  Moo-gic Item
  Cost
  Amoo-let of Levitation
  1,200
  Amoo-let of Moo-gic Resistance
  600 
  Amoo-let of Moo-ssiles
  500 
  Amoo-let of Prayer
  1,200
  Amoo-let of Wizardry
  700 
  Hoof Boots of Blink
  1,500 
  Hoof Boots of Dodging
  1,200
  Hoof Boots of Levitation
  1,600
  Hoof Boots of Might
  750 
  Hoof Boots of Speed
  1,200
  Hoof Boots of Trampling
  900 
  Hoof Bracelets of Feather Tipping
  1,350
  Hoof Bracelets of Fire
  900 
  Hoof Bracelets of Frost
  1,100
  Hoof Bracelets of Healing
  1,000
  Hoof Bracelets of Moo-larro
  550 
  59
  Horns of Audhumla
  1,100
  Horns of Blasting
  2,400
  Horns of the Eagle
  1,000
  Horns of the Fog
  1,400
  Horns of Methane
  1,200
  Horns of Moo-ing
  1,300
  Horns of Pain
  1,800
  Moo-Moo of Blending
  2,000
  Moo-Moo of Displacement
  1,100
  Moo-Moo of Eyes
  1,750
  Moo-Moo of the Moo-gi
  900 
  Moo-Moo of Protection
  1,200
  Nose Ring of Absorption
  900 
  Nose Ring of Invisibility
  1,500
  Nose Ring of Luck
  2,200
  Nose Ring of Moo-gic Resistance
  600 
  Nose Ring of Regeneration
  1,200
  60
  
  COW NAME
  TYPE & CLASS
  MOO-VEMENT
  SIZE
  TDN
  MAXIMUM WEIGHT
  REMAINING WEIGHT
  BEGINNING FUNDS
  REMAINING FUNDS
  HARNESS
  SLOTS
  UDDER
  SLOTS
  WEAPON
  DAMAGE
  SLOTS
  TOHIT
  TIPPING
  POSITION
  ARMOR
  POINTS
  POSITION
  Front
  Left
  Right
  Rear
  Underside
  ACCESSORIES/MODIFICATIONS
  SPELLS/MOO-GIC ITEMS
  Quest for the Holy Pail
  BOVINE RECORD SHEET
  HPS:
  Officially Licensed Miniatures For
  Available From
  
SOURCE: textdata/thevault/Battle Cattle/Battle Cattle Quest for the Holy Pail.pdf