Here are the surprise guidelines in
bold from Underworld & Wilderness Adventures and some observations.
Surprise: A Condition of surprise can only exist when one or both parties are unaware of the presence of the other. Such things as ESP'ing, light, and noise will negate surprise. ESP is basically a
detect sentient monsters spell precisely to negate surprise. And parties with light sources, or that try to force open a door and fail, never surprise. This is confirmed in a paragraph just before that on surprise: "Torches, lanterns and magic swords will illuminate the way, but they also allow monsters to "see" the users so that monsters will never be surprised unless coming through a door."
If the possibility for surprise exists roll a six-sided die for each party concerned. Referees will be rolling this mostly to see if monsters surprise the players.
A roll of 1 or 2 indicates the party is surprised. Distance is then 10-30 feet. Interesting, as melee range in Chainmail is explicitly stated this way:
"Melee: When two figures are within melee range (3")..."
and in the Aerial Combat section of Underworld & Wilderness Adventures:
"MELEE:When opponents are within the range indicated for melee (3") then combat takes place."
This would be 30 yards outside or 30 feet inside. Similarly, note this section "Missile Troops: Missile troops interspaced with other footmen forming a defensive line may "refuse" combat and move back 3" out of melee range," and this section, "3. Units within 3"of a melee may be drawn into it if the player to whom they belong so desires." So it seems fairly clear from a Chainmail perspective that 30 yards, and thus 30 feet in D&D, is melee range.
(As an aside, also note in Chainmail that "2. All types of troops are considered to control the space 1" on either side of themselves to stop infiltration," which is 10 yards outside or 10 feet indoors.)
Surprise gives the advantage of a free move segment, whether to flee, cast a spell or engage in combat. If monsters gain surprise they will either close the distance between themselves and the character(s) (unless they are intelligent and their prey is obviously too strong to attack) or attack.This is a bit confusing. If being within 30 feet of a foe already indicates melee engagement, how is it that a "free move segment" is needed to "engage in combat?" Why would a combatant need to "close the distance?"
I'm also interpreting "segment" to mean something like "phase" of the combat turn; that is, "segment" refers to one of the five stages (in simultaneous move system, or 6 stages in move/counter-move system) of a combat turn noted in Chainmail.
THE SIMULTANEOUS MOVEMENT SYSTEM
1. Both sides declare intentions
2. Members of both sides move according to declared intentions (with first half-moves, checks for melee engagement, split-moves, and pass-through fire, and then second half-moves)
3. Artillery fire and magic spells are resolved
4. Missile fire is resolved (again, if possible)
5. Melees are resolved.
Each of the above is a segment or phase.
Surprise gives the surprising side a chance to act in either phase 2, phase 3, or phase 5.
But again, why a need to move to engage in melee?
Presumably the option to use missile fire in phase 2 or phase 4 isn't listed, perhaps because missile fire is impossible when engaged in melee, and being within 30 feet (inclusive) is melee range.
For example a Wyvern surprises a party of four characters when they round a corner into a large open area. It attacks as it is within striking distance as indicated by the surprise distance determination which was a 2, indicating distance between them was but 10 feet. Implied is the mechanic mentioned prior: roll 1d6 for surprise distance, 1-2 = 10 feet, 3-4 = 20 feet, 5-6 = 30 feet.
But wouldn't any distance between 10-30 feet be "within striking distance?"
The referee rolls a pair of six-sided dice for the Wyvern and scores a 6, so it will not sting. Fascinating. Reference to the Wyvern not stinging but biting because the referee rolled a "pair of six-sided dice" and scored a 6 may be a typo.
The entry for Wyverns notes, "...they are equipped with a poisonous sting in their tail and poison enough to use it repeatedly. It is their primary defense, and they will use it two-thirds of the time (biting otherwise, die 5 or 6 indicates the latter)." Clearly the entry refers to rolling only one d6
But does this have anything to do with the below, because we continue ...
It bites and hits. The referee resolves one strike/blow/attack, and it's a hit.
The Wyvern may attack once again before the adventurers strike back.Why is the Wyvern allowed a second resolution of blows before the players can strike back? Is there an assumption that this second effort is actually a new round/turn, with the procedural to give the first blows in the second round to the attacker who resolved first blows in the first round?
Or are there two strikes happening in the same/first surprise round?
Does this reference have anything to do with the fact the referee rolled two d6 to determine if an attack was a bite or a stringer? Or was that reference a typo?
All said and done, I adjudicate that combatants that surprise foes can act in phase 2 with a half move (only) to get away or around the foes, OR act in phase 3 by firing artillery or using a magic spell, OR strike in melee (no need to move; or more aptly, according to Chainmail, those within 30 are able to be "be drawn into [melee] if the player to whom they belong so desires;" in which monsters in nearly every case will want to be drawn into melee to feast on some delightful party flesh.
A relevant thread
here.