|Skeletons||4||6||4 ||1 ||Fearless |
|Skeletons, Archers||7 ||6||4 ||1 ||Fearless, shortbows |
|Zombies (1HD) ||4||6||4 ||1 ||Fearless |
|Zombies (2HD) ||6 ||6||4 ||2 ||Fearless |
|Ghouls ||9 ||9 ||5 ||2 ||Fearless, paralysis, −1 in sun |
Undead, General Notes: We assume that all undead are fearless (no morale checks ever), and also immune to death spells.
Skeletons and Zombies: Note that skeletons and zombies are indistinguishable at this scale! (Assuming stats of HD 1/2 and 1 respectively.)
Ghouls: These hideous creatures are likely to paralyze and consume their targets. On hits against mass creatures, check 1d6 ≥ HD/2 to convert any hit to a full figure kill. Against 1HD heroes, attacks roll 3 dice; against HD2+ heroes, attack rolls are as normal, but any such hit is a hero-kill. Elf targets are immune to this effect.
Commentary: Note that skeletons and zombies actually have different hit dice in OD&D (½ and 1 respectively) versus anything that came after that (1 and 2 respectively). Now, for skeletons, it turns out that there's no statistical difference at BOW scale between their having ½ or 1 Hit Dice, so the numbers above are applicable in either case (more on that in the future). But zombies will present a difference, so I've included both types above, appropriate for whichever variety you prefer. Another thing: Advanced D&D bumped the skeleton move up to 12", whereas Basic D&D instead accelerated zombies up to 12", so pay attention and modify for whichever edition you're playing under. (Myself, I prefer them both to be slow as in OD&D.) I don't think that the zombies-attack-last qualifier in those later editions makes any statistical difference in sustained mass combat; and I've also included and priced skeleton archers above, because a lot of people have miniatures of that type.
Ghouls are a uniquely odd (and dangerous) unit type; the mechanic above took quite some time to nail down. The thing is, the chance for paralysis (and subsequent auto-hits or however you play it) is almost totally inconsequential against basic 1HD troops -- a single hit usually kills them anyway, so succumbing to paralysis on top of that is just academic. What the ability is really deadly against is higher-HD types, who might get paralyzed from one hit, effectively lose the benefit of all their higher HD, and wind up horribly consumed. So against mass troops at BOW scale there's a die-roll to turn any hit into a full figure kill, regardless of HD. And against hero troops there are either additional dice, or an automatic figure-kill, depending on how strong they are. Damnation! That's pretty scary, if you think about it, and accurate to how D&D would play out against a whole slavering army of ghouls in melee; in some sense, ghouls have the special ability to dissolve the value of opponents' higher hit dice.
Finally: I include the −1 to hit in sunny weather for ghouls in the tradition of OD&D and Chainmail saying that they, and other types, are weaker in sunlight (e.g., "... must subtract 1 from any die roll they roll when in full light" [CM, p. 37]). I think that's a nice segue into the higher-level undead who are totally incapacitated in light (spectres, vampires), but you might disagree and wish to strike that out. Also, if you want to include the possibility of victims killed by ghouls rising again later as undead themselves (OD&D/AD&D), then you should do that yourself in post-hoc fashion (and outside the scope of an active battle, I would recommend).
[Photo by zen under CC2.]