--- melee-1.txt 2016-03-06 16:19:45.000000000 -0800 +++ melee-2.txt 2016-03-06 16:29:19.000000000 -0800 @@ -3,10 +3,9 @@ MELEE Man-to-Man Combat with Archaic Weapons - Game design by Steve Jackson -Illustrated by Liz Danforth +Illustrated by Liz Danforth and Pat Hidy Published by Metagaming Copyright (c) 1977 by Steve Jackson @@ -61,7 +60,7 @@ Successful fighters increase their strength and dexterity by gaining experience; losers die. -The narrative above was taken from an actual game. The COMBAT EXAMPLE (page 16) +The narrative above was taken from an actual game. The COMBAT EXAMPLE (page 20) takes the same fight and shows, using the Melee rules and dice rolls, how Flavius bested his adversary. @@ -87,9 +86,8 @@ (3) One counter sheet, which may be cut apart into 68 counters representing men, animals, monsters, and dropped weapons. -You will also need pencils, scratch paper, and a straightedge. - -Miniature figures are not necessary for play, but add interest. +You will also need pencils, dice, scratch paper, and a straightedge. Miniature +figures are not necessary, but add interest. III. CREATING A FIGURE @@ -112,12 +110,12 @@ and cannot fight, and when ST reaches zero, that figure is dead. (2) what weapons a figure can use. Each weapon (shown on the WEAPON TABLE, page -9) has a ST number. Only a figure whose ST begins at or above that number can -use that weapon. (The fact that ST is reduced during a fight does not affect -weapon use.) +13) has a ST number. Only a figure whose strength BEGINS at or above that number +can use that weapon. (Reduction of ST during a fight does NOT affect weapon +use.) (3) how well the figure does in unarmed combat (see HAND-TO-HAND COMBAT, page -12). +16). DEXTERITY governs: @@ -131,18 +129,17 @@ these rules refer to DX, the ADJUSTED DX is what is meant. A figure with a high basic DX may have a very small chance of hitting if its ADJUSTED DX is low -- and a clumsy figure can improve its chances by getting a positive DX adjustment. -A table of DX adjustments is given under ATTACKS (page 6). +A table of DX adjustments is given under ATTACKS. Once a figure's 24 beginning points are divided between ST and DX, they cannot be shifted. However, a figure who gains experience by surviving combat may gain -strength and dexterity, and in time become much more powerful -- see EXPERIENCE, -page 16. +strength and dexterity, and in time become much more powerful -- see EXPERIENCE. Once a figure's ST and DX have been determined, the player should decide what armor, if any, the figure will wear, and what weapons and/or shield he or she will carry. A figure may carry only two weapons (plus a dagger) at a time; a -shield counts as a weapon. ARMOR AND SHIELDS are covered on page 8. They offer a -figure protection, but reduce its DX and movement allowance (MA). The weapons a +shield counts as a weapon. ARMOR AND SHIELDS are covered on page 11. They can +provide protection, but reduce DX and movement allowance (MA). The weapons a figure chooses, of course, govern how much damage it can do. A figure's ST and DX must be considered carefully when weapons are chosen; a strong but clumsy fighter will use arms and tactics totally different from those of a dextrous but @@ -155,14 +152,14 @@ ST = 11 DX = 13 (11) (10) MA = 8 -Spear 1 + 2 +Spear 1 + 1 Dagger 1 - 1 Leather armor, stops 2 hits Lg. shield, stops 2 hits Experience Points = 50 Ragnar is a Viking. He wears leather, which takes 2 hits per attack. He also -carries a large shield which takes 1 hit per attack, although it is usually +carries a large shield which takes 2 hits per attack, although it is usually slung on his back because he needs both hands for his spear. His card is complicated because he has two adjusted DX (in parentheses after his basic DX). The first is 11, which is his adjusted DX without the shield; the second is 10, @@ -185,13 +182,13 @@ IV. TURN SEQUENCING AND OPTIONS -MELEE is played in turns, representing about 10 seconds each. During each turn, -each figure may execute one "option" from the list below. Each option may +MELEE is played in turns, representing about five seconds each. During each +turn, each figure may execute one "option" from the list below. Each option may include movement, attack, defense, or some combination. The options available to a figure will depend on whether or not it is "engaged," "disengaged," or in hand-to-hand combat. An engaged figure is one that is -adjacent to an enemy figure, in one of that figure's front hexes. See page 6 for +adjacent to an enemy figure, in one of that figure's front hexes. See page 9 for diagrams and more details. NOTHING in Melee happens simultaneously. Each movement or attack may affect the @@ -232,8 +229,10 @@ An OPTION is a set of actions. A figure may execute ONE option each turn, and MAY NOT mix actions from different options. The options available to a figure -depend on whether it is engaged, disengaged, or in hand-to-hand combat AT THE -MOMENT ITS TURN TO MOVE COMES. +depend on whether it is engaged, disengaged, or in HTH combat at the moment its +turn to MOVE comes. During a turn, a player may change his mind about a figure's +option, as long as (a) that figure has not yet acted, and (b) that figure did +not move too far to allow it to take the new option. OPTIONS FOR DISENGAGED FIGURES @@ -245,7 +244,7 @@ (b) CHARGE ATTACK. Move up to 1/2 its MA and attack with any weapon except a missile weapon. (A figure can never attack if it moved more than 1/2 its MA.) -(c) DODGE. Move up to 1/2 its MA while dodging (see p. 14). +(c) DODGE. Move up to 1/2 its MA while dodging (see p. 18). (d) DROP. Move up to 1/2 its MA and drop to a prone or kneeling position. @@ -261,13 +260,13 @@ OPTIONS FOR ENGAGED FIGURES -A figure which is engaged with an enemy (see definition, p. 6) WHEN ITS TURN TO -MOVE COMES may perform any ONE of the following options: +A figure which is engaged with an enemy (see definition, p. 9) WHEN ITS TURN +COMES TO MOVE may perform any ONE of the following options: (h) SHIFT AND ATTACK. Shift one hex (or stand still) and attack with any nonmissile weapon. -(i) SHIFT AND DEFEND. Shift one hex (or stand still) and defend (see page 14). +(i) SHIFT AND DEFEND. Shift one hex (or stand still) and defend (see page 18). (j) ONE-LAST-SHOT MISSILE ATTACK. If the figure had a missile weapon ready BEFORE it was engaged, it may get off one last shot. The missile weapon MUST be @@ -278,12 +277,12 @@ any), and ready a new NONMISSILE weapon. (An engaged figure cannot ready or reload a missile weapon.) -(l) DISENGAGE. See page 13 for an explanation of disengaging. +(l) DISENGAGE. See page 17 for an explanation of disengaging. (m) ATTEMPT HAND-TO-HAND ATTACK. During the movement phase, the figure stands still or shifts; when its turn to attack comes, it moves onto the hex of any adjacent enemy, and attempts to hit with bare hands or (if it was ready) its -dagger. See page 12. +dagger. (n) STAND UP. Same as (g) above. @@ -295,10 +294,10 @@ (p) HTH ATTACK. Attempt to hit an opponent in the same hex with bare hands or, if dagger is readied, with the dagger. -(q) ATTEMPT TO DRAW DAGGER. See page 13. +(q) ATTEMPT TO DRAW DAGGER. See page 16. (r) ATTEMPT TO DISENGAGE. Disengaging while in HTH combat is not automatic; it -requires a die roll. See page 14. +requires a die roll. See page 18. V. MOVEMENT @@ -307,8 +306,8 @@ Each figure has a movement allowance (MA) of a certain number of hexes. An unarmored human has an MA of 10 -- that is, he can move 10 hexes per turn. Armor -reduces MA; leather armor = MA 8, chainmail = MA 6, and plate armor = MA 4. MAs -for nonhumans are given under NONHUMAN FIGURES. +reduces MA; leather armor = MA 8, chainmail = MA 6, and plate armor also = MA 6. +MAs for nonhumans are given under NONHUMAN FIGURES (page 19). SHIFTING @@ -324,10 +323,10 @@ standing or kneeling figure. A figure may move into a hex with a fallen (unconscious or dead) figure and stop, or move into another figure's hex for HTH combat and stop. A figure may "jump over" an unconscious, dead, or prone figure -at a cost of 3 from its MA that turn. Whenever a figure jumps over another -figure, or ends its move in a hex with a fallen figure, it immediately rolls one -die. On a roll of 6, it stumbles and immediately falls down in the hex with the -other figure. +at a cost of 3 from its MA. Whenever a figure moves into a hex with another +figure (except for HTH), it immediately rolls 3 dice against its adjDX, as +though it were trying to hit something. If this "saving roll" is missed, the +figure falls down in that hex. A FIGURE MUST STOP ITS MOVEMENT when it enters any front hex of an enemy figure, thus becoming engaged. See FACING. @@ -399,7 +398,7 @@ Leather armor -2 Chainmail -3 -Plate armor -5 +Plate armor -6 Large shield (when ready) -1 Main-gauche as shield only -2 Main-gauche as 2nd weapon -4 @@ -412,7 +411,8 @@ WOUNDS -A figure which took 5 or more hits last turn is DX -2. +A figure that took 5 or more hits last turn is DX -2. A figure reduced to ST 3 +or less is DX -3. THROWN WEAPON RANGE @@ -429,6 +429,7 @@ Crossbowman lying prone +1 Pole weapon user standing still, against charging enemy +2 +Missile/thrown attack against figure sheltering behind body -4 Adjustments are figured before each attack. The adjDX represents the chance to hit the enemy, as stated above. Attacks come off in order of adjDX counting @@ -448,7 +449,7 @@ When an attacker rolls his DX or less on 3 dice, he hits the enemy. How much damage he does is determined by another dice roll. How many dice are rolled -depends on the attacker's weapon, as shown on the WEAPON TABLE (p. 9). For +depends on the attacker's weapon, as shown on the WEAPON TABLE (p. 13). For instance, a broadsword gets 2 dice. If a figure attacks with a broadsword and hits, he then rolls 2 dice. The result is the number of hits the enemy takes (although his armor will take some of those hits for him). Some weapons have @@ -493,10 +494,40 @@ A main-gauche gets 1 - 1 in HTH combat. A fighter may NOT use two daggers, or a main-gauche and dagger, in HTH combat. +SHIELD-RUSH ATTACKS + +The "shield-rush" (slamming your shield into your foe in order to knock him +over) is an important tactic in some kinds of combat. + +The shield-rush is considered an attack for all purposes; that is, you can +strike with the shield as a charge attack or regular attack. If you rush with +the shield, you may not also strike with a weapon. + +In order to make a shield-rush, you must have a shield (either large or small) +ready. Make your attack by rolling as usual. If you fail to make your "to hit" +roll, nothing happens. If you DO make your roll, your ENEMY must now make a +saving roll to stay afoot. + +To stay afoot after being hit with a shield rush, your foe must make a saving +roll against his adjDX. If the figure who hit him is AS STRONG or STRONGER, this +is a regular 3-die roll. However, if the figure who hit him is WEAKER, only TWO +dice are rolled. + +Since it is fairly easy to roll your adjDX or less on two dice, a shield rush by +a weaker figure is not too dangerous. (A roll of 12, though, is an automatic +fall. On 3 dice, a 16, 17, or 18 is an automatic fall.) A figure which fails to +roll its adjDX or less immediately falls down. + +When comparing strengths for a shield-rush, use original ST, not wounded ST. +Also, note that a rush against a figure more than twice your ST will have no +effect. Shield-rushing a giant is pointless... + +The shield-rush NEVER puts hits on a foe; it ONLY floors him. + THROWN WEAPONS -Some weapons may be thrown (see WEAPON TABLE, page 9). A thrown-weapon attack is -treated exactly like a regular attack, but there is a DX adjustment of -1 for +Some weapons may be thrown (see WEAPON TABLE, page 13). A thrown-weapon attack +is treated exactly like a regular attack, but there is a DX adjustment of -1 for every hex of distance to the target. A target 3 hexes away is attacked at -3 DX. It is possible for other figures to block the path of a thrown weapon. If a line @@ -566,11 +597,11 @@ SHELTERING DIRECTLY BEHIND FALLEN BODIES Any figure may lie prone or kneel in a hex directly behind a sheltering body. A -missile/thrown weapon attack then has a chance of hitting that body instead. If -the attacker makes his DX roll to hit, he must then roll one die. If the target -figure is prone, he needs a 1, 2, or 3 to hit it instead of the body in front. -If the target is kneeling, he needs a 1, 2, 3, or 4 to hit it. Only crossbowmen -and bowmen can attack while kneeling. Only crossbowmen can attack while prone. +missile/thrown weapon attack then has a chance of hitting that body instead. Any +figure making a missile or thrown weapon attack against a "sheltering" figure +suffers a -4 DX adjustment. In a situation where it matters (i.e., the "body" +was still alive), the archer must make a second roll -- rolling his adjDX to try +to MISS -- if and only if he misses his original target. HITTING YOUR FRIENDS @@ -646,7 +677,7 @@ Figures on the ground in HTH combat can ONLY attack the enemies they are in HTH combat with. They may attempt to disengage according to the disengagement rules -on page 14. +on page 18. If a standing figure attacks an enemy who is down in HTH combat with other figures, and misses, he then rolls for each other enemy in the HTH combat, and @@ -657,7 +688,7 @@ the ground, it counts as a rear attack), plus Bjorn's other DX adjustments, if any. If Bjorn misses the goblin, he rolls again -- same DX adjustments -- to see if he hit the other goblin. If he misses again, he rolls -- same adjustments -- -to see if he hit Ragnar. See HITTING YOUR FRIENDS, page 11. +to see if he hit Ragnar. See HITTING YOUR FRIENDS, page 15. If a missile or thrown weapon is aimed at a pile of figures in HTH combat, FIRST roll to see if it hit, and then roll RANDOMLY to see WHO it hit. It is not a @@ -668,8 +699,9 @@ Disengaging is the action of moving away from a figure(s) that has you engaged. A figure which selects the "disengage" option stands still or shifts during its -movement phase. When its turn to attack comes, INSTEAD of attacking, it moves -one hex in any direction except onto an enemy figure. +movement phase. When its turn to attack comes, instead of attacking, it moves +one hex in any direction. You MAY move onto another figure to attempt HTH combat +that same turn. Note that an enemy with a DX higher than yours will be able to strike at you on the turn you disengage, since his attack phase comes before yours. An enemy with @@ -695,32 +727,39 @@ The "dodge" option (for disengaged figures) and the "defend" option (for engaged figures) have exactly the same effect. A figure which dodges or defends will -never do any damage to the enemy. However, any enemy attempting to hit a dodging -or defending figure must roll its adjDX TWICE, rather than once, to hit it. If -it misses the "to-hit" roll either time, it failed to hit the dodging/defending -figure. +never do any damage to the enemy. However, a figure attempting to hit a dodging +figure (with a missile or thrown weapon) or a defending figure (with any other +type of attack) must roll its adjDX on FOUR dice, rather than three, to hit. +There are no automatic hits; a roll of 20 or better is a miss. -A figure may NOT defend (but may dodge) without a non-missile weapon ready, to -parry with. +A figure may NOT defend without a non-missile weapon ready, to parry with. Any +disengaged figure may dodge. FORCING RETREAT A figure which hit an enemy figure (missile or thrown weapon hits, or hits taken by the enemy's armor, don't count) and is NOT hit itself, may force the enemy to retreat one hex at the end of the turn. The victorious player moves the enemy -figure one hex in any direction. He then may choose EITHER to stay still OR to -move into the hex from which the enemy retreated. If the enemy has no adjacent, -vacant hex to retreat to, he trips and falls down instead. +figure one hex in any direction, into any hex which is vacant or contains only a +fallen figure. He may then choose EITHER to stay still OR to move into the hex +from which the enemy retreated. If there is no vacant or fallen-figure hex +adjacent to the foe, you cannot force a retreat. REACTIONS TO INJURY A figure which takes 5 or more hits in one turn has its DX adjusted -2 for the -NEXT turn (only). +NEXT turn ONLY. A figure which takes 8 or more hits in one turn IMMEDIATELY falls down. If it -has not already attacked, it may not attack that turn. It may do nothing next -turn except stand up (or stay down); if it is in HTH combat it may not do -anything at all next turn. +has not already attacked, it may not attack that turn. It may do nothing NEXT +turn except stand up (or stay down). If it is in HTH combat it may do NOTHING +next turn. + +A giant loses 2 DX for 9 hits in one turn, and falls down on 16. + +Any figure whose ST is reduced to 3 or less has an extra -3 DX for the remainder +of the game. Any figure whose ST is reduced to 1 falls unconscious, and any +figure whose ST is reduced to 0 dies. DROPPED WEAPONS @@ -756,7 +795,7 @@ Pole Weapons Javelin * 1 - 1 9 See Pole Weapon rules. -Spear * # 1 + 2 11 " +Spear * # 1 + 1 11 " Halberd # 2 - 1 13 " Pike axe # 2 + 2 15 " @@ -767,8 +806,8 @@ Small bow # 1 - 1 9 2 shots/turn if adjDX = 15+ Horse bow # 1 10 2 shots/turn if adjDX = 16+ Longbow # 1 + 2 11 2 shots/turn if adjDX = 18+ -Light crossbow # 2 12 Fires every other turn, or every turn - if adjDX = 14+ +Light crossbow # 2 12 Fires every other turn, or every turn if + adjDX = 14+ Heavy crossbow # 3 15 Fires every 3rd turn, or every other turn if adjDX = 16+ @@ -779,8 +818,8 @@ ARMOR -Plate armor takes 5 hits/attack; wearer's MA = 4; -6 to DX. -Chainmail takes 3 hits/attack; wearer's MA = 6; -4 to DX. +Plate armor takes 5 hits/attack; wearer's MA = 6; -6 to DX. +Chainmail takes 3 hits/attack; wearer's MA = 6; -3 to DX. Leather armor takes 2 hits/attack; wearer's MA = 8; -2 to DX. No armor: MA = 10, no hits stopped, no DX penalty. @@ -843,11 +882,11 @@ A DWARF is also like a man, except min DX = 6, min ST = 10; total = 24. Dwarves do an extra +1 damage when they hit with hammers or axes. -A HOBBIT has ST and DX adding to 20. Min ST = 4; min DX = 12. Hobbits get an +A HALFLING has ST and DX adding to 20. Min ST = 4; min DX = 12. Halflings get an extra +3 DX adjustment with missile or thrown weapons, and do an extra +1 damage when they hit with them. -IX. EXPERIENCE. +IX. EXPERIENCE Figures which survive combat gain experience, which can increase their strength and dexterity. The experience a fighter gains depends on the type of combat, and @@ -879,8 +918,8 @@ how it happened... Flavius -ST = 11 -DX = 13 (8) +ST = 12 +DX = 12 (8) MA = 6 Shortsword 2 - 1 Dagger 1 - 1 @@ -907,14 +946,13 @@ -- 6 hexes. Wulf moves up 1. Flavius cannot attack, but Wulf can fire, and does. He rolls 9 on 3 dice, which is less than his DX of 10, so he hits (Flavius was close enough that there was no DX adjustment for range). A longbow does 1 + 2 -damage; Wulf rolls 1 die, getting a 4, so Flavius takes 6 hits. His armor and -shield stop 5 -- so only one hit is marked against Flavius. +damage. Wulf rolls 1 die, getting a 5, so Flavius takes 7 hits. His armor and +shield stop 5 -- so only 2 hits are marked against Flavius. TURN 2. Wulf wins the initiative roll, and tells Flavius to go first. Flavius decides to move 1/2 his MA (3 hexes) and dodge. Wulf backs up 1. Flavius cannot -attack. Wulf can fire again. Since Flavius dodged, Wulf has to roll TWICE to see -if he hits. His first roll is 10, which would have been good, but his second -roll is 14, so he missed. +attack. Wulf can fire again. Since Flavius dodged, Wulf has to roll on FOUR dice +to see if he hits. He rolls a 16, which is not nearly good enough, so he misses. TURN 3. Wulf wins the initiative roll again, and tells Flavius to move first. This lets Flavius run the 5 hexes to where Wulf is standing -- so Wulf is @@ -947,7 +985,7 @@ TURN 7. The players don't bother with initiative. Wulf's DX is back up to 10, but Flavius' is -2...so it is only 6 this turn. Flavius knows his chance to hit is bad, so he picks option (i) and defends. This means Wulf must roll 10 or less -TWICE. He fails. Flavius, of course, has no chance to hit, since he is +on FOUR dice. He fails. Flavius, of course, has no chance to hit, since he is defending. TURN 8. Both figures now have their DX back to normal. They ignore initiative @@ -956,6 +994,6 @@ gets a 7 -- so he puts 6 more hits on Wulf. Wulf has now taken 12 hits. 13 will knock him out, and 14 will kill. Flavius retreats him one hex and follows. -TURN 9. The players ignore initiative. Wulf's injured DX is 8; Flavius' is also -8. Flavius wins the roll and hacks. He rolls a 7, which hits. Since his sword +TURN 9. Wulf's injured DX is only 5 (-2 for taking 5 hits last turn, and -3 more +because his ST is down to 2). Flavius rolls a 7, which hits; since his sword will do at least 1 damage, Wulf is a goner.