--- melee-1.txt 2016-03-06 21:48:10.000000000 -0800 +++ melee-4.txt 2016-03-06 21:48:10.000000000 -0800 @@ -1,21 +1,26 @@ The Fantasy Trip -MELEE +Melee -Man-to-Man Combat with Archaic Weapons +MAN-TO-MAN COMBAT WITH ARCHAIC WEAPONS -Game design by Steve Jackson -Illustrated by Liz Danforth +Fourth Edition edited by Guy McLimore, Jr. and Howard Thompson +Cover by Roger Stine +Illustrations by Pat Hidy and Liz Danforth +Revised Edition Copyright (c) 1980 by Metagaming +Copyright (c) 1977 & 1979 by Steve Jackson + +MELEE is the basic tactical combat system for Metagaming's THE FANTASY TRIP +role-playing game. MELEE regularizes tactical movement and combat actions in a +realistic and playable manner. + +MELEE is a two player game that stands alone. It may be played with no other +game modules. It may be played solitaire or by several players. For more +elaborate combats involving magic MELEE may be combined with Microgame no. 6, +THE FANTASY TRIP: WIZARD. -Published by Metagaming -Copyright (c) 1977 by Steve Jackson - -Credit for this game must be shared (in general) with everyone who has ever -designed or played a fantasy game, written about other and stranger days, or -simply dreamed...and (specifically) with a number of excellent playtesters -- -namely Howard Thompson, Robert Taylor, Ben Ostrander, Kenneth Schultz, Robert -Schultz, Patrick McLaughlin, Ed Hack, Jay Rudin, Michael Sienkiewicz, Richard -Boriskie, Buell Jannuzi, and Drew Pritsker. +Major rule changes in this fourth edition of MELEE have been indicated by gray +shading. Minor corrections are unmarked. I. INTRODUCTION @@ -61,20 +66,10 @@ 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. -MELEE can also be used as a tactical aid to the various fantasy role-playing -games. Players will find that the Melee system meshes easily with most rules, -allowing tactical combat to be worked out in a logical manner. The Melee system -lets gamemasters regularize movement and attacks on a small scale, taking one of -the biggest headaches out of fantasy gaming. - -MELEE is basically a two-player game, but solitaire and multi-player games are -possible. Each player may control any number of figures; the only limit to the -possible scenarios is your imagination. - II. COMPONENTS This MELEE game should contain the following components: @@ -87,9 +82,10 @@ (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. +(4) One die. -Miniature figures are not necessary for play, but add interest. +You will also need pencils, scratch paper, and a straightedge. Miniature figures +are not necessary, but add interest. III. CREATING A FIGURE @@ -112,12 +108,11 @@ 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 +13) 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.) +weapon use. -(3) how well the figure does in unarmed combat (see HAND-TO-HAND COMBAT, page -12). +(3) how well the figure does in unarmed combat (see HAND-TO-HAND COMBAT. DEXTERITY governs: @@ -131,19 +126,18 @@ 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 +Once a figure's ST and DX has 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 -figure chooses, of course, govern how much damage it can do. A figure's ST and +will carry. A figure may only carry two weapons (plus a dagger) at a time; a +shield counts as a weapon. ARMOR AND SHIELDS are covered on page 11. They offer +a figure protection, but reduce its 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 weak one. @@ -183,122 +177,125 @@ Once each player's figures are ready, you may begin the combat. -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 -include movement, attack, defense, or some combination. +IV. TURN SEQUENCING -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 -diagrams and more details. +MELEE is played out in a series of turns, each representing about five seconds +of action. Each turn is divided into several phases. Generally, each figure may +move only during the Movement Phase and perform Actions, including Attacks, only +during the Action Phase. + +The Actions a figure may take will depend on how far it moved, whether or not it +is Engaged or Disengaged, or in hand-to-hand combat. An Engaged figure is one +that is adjacent to an enemy figure and in one of that figure's front hexes (see +VI. FACING). -NOTHING in Melee happens simultaneously. Each movement or attack may affect the -next one. Each turn goes through these stages: +Nothing in MELEE happens simultaneously. Each Movement and Action may affect the +next one. Each turn goes through the following phases. -(1) Roll for initiative. Each player rolls a die. The winner may choose either +1. INITIATIVE ROLL. Each player rolls a die. The high roller may choose either to move his figure(s) first that turn, or to have the other player(s) move their figure(s) first. -(2) Movement. The first player to move chooses ONE option for EACH of his/her -figures, and executes the MOVEMENT part (if any) of that option for each figure. -How far each figure may move depends on its movement allowance (MA) and the -option chosen. - -(3) The second player then chooses options and moves all his figures the same -way. (If there are more than two players, the third, fourth, and so on then pick -options and move.) - -(4) All attacks are carried out. No figure may attack unless it chose an option -including the word "attack." Figures attack in the order of their ADJUSTED DX, -highest first; ties are resolved each turn by a die roll. When figures are -firing two arrows per turn, they fire their second arrows (again in order of -adjDX) AFTER all figures have made their first attack. If a figure is killed or -takes 8 or more hits in one turn BEFORE its time to attack comes, it does not -get to attack that turn. - -(5) If any figure inflicted hits (except with a missile or thrown weapon) on an -enemy, and took no hits itself, it may retreat that enemy one hex in any -direction and EITHER advance to the hex vacated by the enemy OR stand still -(thus possibly becoming disengaged). - -(6) Counters for thrown or dropped weapons are placed in the appropriate hexes, -and counters for slain or unconscious figures are flipped upside down. - -If both sides still have figures able to fight, begin the next turn. - -OPTIONS - -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. - -OPTIONS FOR DISENGAGED FIGURES - -A figure which is NOT engaged with an enemy when its turn to move comes may -perform any ONE of the following options: - -(a) MOVE up to its full MA. - -(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). - -(d) DROP. Move up to 1/2 its MA and drop to a prone or kneeling position. - -(e) READY NEW WEAPON. Move up to 2 hexes, re-sling (NOT drop) its ready weapon -and/or shield, and ready a new weapon and/or shield, OR pick up and ready a -dropped weapon and/or shield in the hex where movement ends. - -(f) MISSILE WEAPON ATTACK. Move up to 1 hex and fire a missile weapon. - -(g) STAND UP. Rise from prone, kneeling, or knocked-down position during -movement phase; take NO other action. A figure MUST take a turn to stand up -before attacking, running, etc. - -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: - -(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). - -(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 -dropped next turn. (This option reflects the fact that you can almost always -release an arrow at a charging enemy.) - -(k) CHANGE WEAPONS. Shift one hex (or stand still) and drop ready weapon (if -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. - -(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. - -(n) STAND UP. Same as (g) above. - -(o) PICK UP DROPPED WEAPON. "Bend over" (not moving), drop your ready weapon -and/or shield (if any), and pick up and ready a dropped weapon in your hex. - -OPTIONS FOR FIGURES IN HAND-TO-HAND COMBAT - -(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. - -(r) ATTEMPT TO DISENGAGE. Disengaging while in HTH combat is not automatic; it -requires a die roll. See page 14. +2. MOVEMENT. The first player to move executes MOVEMENT only for his figures. +How far each figure moves depends upon its Movement Allowance (MA) and the +Action that the figure intends to perform. (see V. MOVEMENT) + +3. SECOND PLAYER MOVEMENT. The second player may then move his figure(s) in the +same manner. If there are more than two players competing on separate sides the +third and fourth highest Initiative roller and so on will execute Movement until +all players have moved. + +4. ACTION. All Actions, including Attacks, are carried out. Figures act in the +order of their Adjusted Dexterity (adjDX), highest first to lowest last. Ties on +adjDX are resolved each turn by die roll. When figures are firing two arrows per +turn, they fire their second arrow in adjDX order after all figures have made +their first Actions. If a figure is killed, or takes 8 or more hits and falls +down before its time to act occurs it does not get to act that turn. A figure +that is knocked down must wait until next turn's action phase to get up. + +5. FORCED RETREAT. If any figure inflicted hits, except by missile or thrown +weapon, on an enemy figure and took no hits itself, it may retreat the hit enemy +figure one hex in any direction and either advance to the hex vacated by the +enemy or stand still, thus possibly becoming disengaged. + +6. COUNTER PLACEMENTS. Counters for thrown or dropped weapons are placed in the +appropriate hexes and counters for slain or unconscious figures are flipped +upside down. If there are still two competing sides with figures able to fight +in the arena then begin a new turn of combat. + +ACTIONS + +Actions take place during the Action phase of a turn, after all Movement is +completed. Actions are performed in the order of Adjusted Dexterity (adjDX), the +highest adjDX figure acting first and the lowest last, with adjDX ties resolved +by die roll. A figure may perform only one Action per Action phase of a turn. + +Actions a player may perform are constrained by how far the figure moved that +turn and whether or not it is Engaged, Disengaged or in Hand-to-Hand/HTH Combat. +A figure may select any Action in the turn's Action phase that would be allowed +by his movement that turn and his Engaged or HTH status. Actions are listed +below, organized by Engaged, Disengaged or HTH status and distance moved. A +figure may move less than the maximum distance allowable for an Action and still +be able to perform that Action. + +ACTIONS FOR DISENGAGED FIGURES + +1. A Disengaged figure may move more than half its MA and: +a) Take no other action. + +2. A Disengaged figure may move up to half its MA and: +b) CHARGE AND ATTACK with any weapon except a Missile Weapon. (See ATTACK and +POLE WEAPONS) +c) DODGE (See Dodging and Defending). +d) DROP to a prone or kneeling position. + +3. Move two hexes and: +e) READY NEW WEAPON. The figure reslings any ready weapon(s) and may ready a new +weapon(s), or pick-up a dropped weapon(s) in the hex he occupies. The ready and +resling process covers one weapon or shield for each hand. + +4. Move only one hex and: +f) MISSILE WEAPON ATTACK. Fire a ready missile weapon at a target. + +5. Stand still, not moving and: +g) STAND UP. Rise from prone, kneeling or knocked-down position during the +Movement phase of the turn and take no other actions. This is all the figure may +do for the turn. + +ACTIONS FOR ENGAGED FIGURES + +1. Shift one hex while remaining engaged and: +h) ATTACK with any ready, non-missile weapon. +i) DEFEND. (See DODGING and DEFENDING) +j) CHANGE WEAPONS. Drop a ready weapon and a new non-missile weapon. +k) ATTEMPT HTH COMBAT. Move into the hex of any adjacent enemy and attempt to +hit with bare hands or ready dagger. Any non-dagger ready weapons are dropped. +(See HAND-TO-HAND COMBAT) +l) DISENGAGE. Attempt to move away from an opponent's front hex. (See +DISENGAGING) + +2. Stand still and: +m) LAST MISSILE SHOT/ATTACK. A figure with a ready, loaded missile weapon may +get off a last shot if it became Engaged during the Movement phase. The missile +weapon MUST be dropped next turn. You can almost always release an arrow at a +charging enemy. +n) STAND UP Same as (g) above. +o) PICK-UP WEAPON. Drop ready weapon(s) and/or shield and pick-up and ready a +dropped weapon in the occupied hex. + +ACTIONS FOR FIGURES IN HAND-TO-HAND COMBAT + +p) HTH ATTACK. Attempt to hit an opponent IN THE SAME HEX ONLY with bare hands +or ready dagger. (See HAND-TO-HAND COMBAT) +q) ATTEMPT TO DRAW SLUNG DAGGER. (See HAND-TO-HAND COMBAT) +r) ATTEMPT TO DISENGAGE. (See HAND-TO-HAND COMBAT) + +EXAMPLE: Ragnar the Impetuous is disengaged and has an MA of 8, and moves 4 +hexes during the movement phase of the turn. He is not engaged at the start of +the movement phase, so he may perform any of the actions (a) through (d). He may +not perform any other actions because he has moved too far. If he had moved only +two hexes, he could have performed any action (a) through (f). A figure may +perform only ONE action per turn. V. MOVEMENT @@ -381,7 +378,7 @@ or not. An unready shield is slung on the figure's back. REMEMBER: A figure may not attack during a given turn unless it chose one of the -options whose title includes the word "attack." Figures which change weapons, +actions whose title includes the word "attack." Figures which change weapons, stand up, move more than 1/2 their MA, disengage, etc., CANNOT attack that turn. Only one figure may be attacked per turn (exception: a figure which fires two @@ -412,7 +409,8 @@ 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 +427,7 @@ 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 @@ -448,13 +447,13 @@ 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 -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 -pluses and minuses. A small ax gets 1 + 2, which means you roll 1 die and add 2 -to the result. If you hit with a small ax and roll 3, the enemy takes 5 hits. A -dagger gets 1 - 1; if you roll a 3, the enemy only takes 2 hits. +depends on the attacker's weapon, as shown on the WEAPON TABLE. 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 pluses and +minuses. A small ax gets 1 + 2, which means you roll 1 die and add 2 to the +result. If you hit with a small ax and roll 3, the enemy takes 5 hits. A dagger +gets 1 - 1; if you roll a 3, the enemy only takes 2 hits. ARMOR AND SHIELDS @@ -473,12 +472,13 @@ POLE WEAPONS -The javelin, spear, halberd, and pike axe are "pole weapons." A figure which -charge-attacks (option b) with a pole weapon does double damage if it hits. A -figure which uses a pole weapon against a charge-attacking enemy also does -double damage if it hits. If a figure with a pole weapon stays in the same hex -on the turn an enemy charges him, he gets +2 DX with his pole weapon against -that enemy. If he changed facing, he does not lose the +2 DX. +A figure which charge attacks, Action b) for Disengaged figures, with a pole +weapon does double damage if the target is hit. The figure's last three hexes of +movement must be in a straight line and without a facing change or the double +damage bonus does not apply. If a figure with a pole weapon stays in the same +hex, with or without a facing change, on the turn an enemy figure charge attacks +him, then the pole weapon figure gets +2 DX against that enemy on his to hit +roll as well as the double damage bonus if he hits. THE LEFT-HAND DAGGER @@ -495,9 +495,9 @@ 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 -every hex of distance to the target. A target 3 hexes away is attacked at -3 DX. +Some weapons may be thrown (see WEAPON TABLE). 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 drawn from the center of the attacker's hex to the center of the target hex @@ -531,9 +531,9 @@ MISSILE WEAPONS -Generally, only a disengaged figure may attack with a missile weapon (option f). -However, a figure with a missile weapon ready can get off one shot if suddenly -engaged (option j), but must then drop the missile weapon on the next turn. +Generally, only a disengaged figure may attack with a missile weapon. However, a +figure with a missile weapon ready can get off one shot if suddenly engaged, but +must then drop the missile weapon on the next turn. Missile weapon fire calls for a DX adjustment based on the number of MEGAHEXES (MH) distance to the target. If the target is in the same MH or is 1 or 2 MH @@ -580,23 +580,22 @@ friendly figure's hex and misses. This can happen when a standing figure tries to hit an enemy on the ground in HTH combat, and misses. He may then roll, one by one, to see if he hits other enemies in that hex. If he misses them all, he -must roll, one by one, to MISS each friendly figure in that hex. He stops -rolling when he hits one figure, or misses them all. +must roll, one by one to MISS each friendly figure in that hex. He stops rolling +when he hits one figure or misses them all. Figures in HTH combat never hit their friends in the same HTH combat. Only standing figures striking "into the pile" must roll. HAND-TO-HAND COMBAT -A figure may move ONTO an enemy figure's hex, initiating HTH combat, if (a) the -enemy has his back to the wall, or is lying down, prone, or kneeling, or (b) the -enemy has a lower MA, or (c) the attacker comes in from the rear, or (d) the -enemy agrees to HTH combat. Initiating HTH combat is considered an attack. - -A disengaged figure picks option (b) to initiate HTH combat; he moves onto the -enemy's hex during movement and attacks during combat. An engaged figure picks -option (m), stands still or shifts, and enters an enemy hex and attacks during -COMBAT. +A figure may move onto an enemy figure's hex, initiating HTH combat, if the +enemy has his back to a wall, is lying down, is prone, is kneeling, has a lower +MA, agrees to HTH combat or is attacked through his side or rear hex. Initiating +HTH combat is considered an attack. + +A Disengaged figure picks action (a) to initiate HTH combat, moving onto the +enemy's hex during movement and attacking during combat. An Engaged figure picks +action (k), entering the enemy's hex AND attacking during combat. If the attacker had his dagger ready already, he may use it in HTH combat. Otherwise, he drops his ready weapon and shield in the hex he started from and @@ -631,13 +630,13 @@ hands against a weaker enemy get 1 - 2. A figure engaged in HTH combat may try to draw and ready its dagger (if it has -one) by picking option (q). On a roll of 1, 2, or 3, the dagger was drawn and +one) by picking action (q). On a roll of 1, 2, or 3, the dagger was drawn and readied; otherwise, nothing happened. MULTIPLE HTH COMBAT When two figures are rolling around fighting, any other figure can move onto -that hex and join the brawl, using option (b) or (m), without rolling to see if +that hex and join the brawl, using action (b) or (k), without rolling to see if the attempt is successful. If two or more figures are fighting one enemy, the lone fighter's strength is compared to the total enemy strengths to see how many dice he gets. If he is stronger than all put together, he gets 1 - 2, etc... @@ -657,7 +656,7 @@ 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. 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 @@ -665,25 +664,27 @@ DISENGAGING -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. +A figure selects the DISENGAGE action to move away from a figure which has him +engaged. Instead of attacking, the disengaging figure moves one hex in any +direction when its turn to attack comes. A kneeling, prone or fallen figure may +not disengage; it must first stand up. + +A figure engaged with more than one enemy figure may disengage from some while +remaining engaged with others. A figure may never attack on the turn it +disengages, except in Hand-to-Hand combat (see MELEE rules). + +Note that an enemy figure with a adjDX greater than your figure's adjDX will be +able to strike at your figure during the turn in which you disengage. An enemy +figure with an adjDX less than or equal to your figure's adjDX must add the +difference between the figures' adjDXs (if any) to his "To Hit Roll" in order to +hit your figure. -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 -a lower DX will not have a chance to strike at you if you disengage away from -him. - -A figure engaged with more than one enemy may disengage from some while -remaining engaged with others, but may NEVER attack on the turn it disengages. - -A kneeling, prone, or fallen figure cannot disengage; it must first stand up. +For example, if your engaging figure's adjDX is 13 and your opponent's adjDX is +10, then his To Hit Roll will be at -3 DX to hit you. DISENGAGING FROM HTH COMBAT -A figure in HTH combat may not automatically disengage, but must pick option +A figure in HTH combat may not automatically disengage, but must pick action (r), the attempt to disengage. During the movement phase it does not move, since figures in HTH remain in the same hex. During its attack phase, it does not attack, but rolls 1 die instead. If its DX is superior to the enemy's, it needs @@ -693,24 +694,32 @@ DEFENDING AND DODGING -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. - -A figure may NOT defend (but may dodge) without a non-missile weapon ready, to -parry with. +The Defend action, for engaged figures, and Dodge action, for disengaged +figures, have similar effects. Dodging is effective ONLY against thrown weapons +and missile weapons. Defending is effective ONLY against non-missile or +non-thrown attacks. + +The Defend action, for engaged figures, and Dodge action, for disengaged +figures, have similar effects. Dodging is effective ONLY against missile spells, +thrown weapons and missile weapons. Defending is effective ONLY against +non-missile or non-thrown spells and attacks. A figure must have a ready +physical weapon for parrying in order to Defend. + +To hit a dodging or defending figure, you must make your To Hit Roll on four +dice, instead of three dice. Four and five are automatic hits. Twenty and above +are automatic misses. Twenty-one and 22 are dropped weapon; and 23 and 24 are +broken weapon. 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 the enemy has no adjacent, vacant hex to +retreat to, it must make a saving roll (3 dice against DX) to avoid falling in +its original hex. REACTIONS TO INJURY @@ -767,8 +776,8 @@ 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+ @@ -790,14 +799,8 @@ Small shield takes 1 hit/attack (to front); no DX penalty. Main-gauche parries 1 hit/attack; -2 DX, or -4 if used as weapon. -REMEMBER: A FIGURE MAY CARRY ONE DAGGER OR MAIN-GAUCHE, AND TWO OTHER WEAPONS. A -SHIELD COUNTS AS A WEAPON. - VIII. NONHUMAN FIGURES -In order to simulate fantasy combat or gladiatorial contests, you may wish to -use nonhuman figures in Melee. - MONSTERS AND BEASTS A BEAR has a MA of 8. It normally does 2 + 2 damage, or 3 dice in HTH combat. @@ -840,14 +843,28 @@ 10. His movement in other armor is the same as a man's. Minimum ST = 6; minimum DX = 10; total = 24. -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 DWARF is also like a man, except minimum DX = 6; minimum 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 -extra +3 DX adjustment with missile or thrown weapons, and do an extra +1 damage -when they hit with them. +A HOBBIT has ST and DX adding to 20. Minimum ST = 4; minimum DX = 12. Hobbits +get an extra +3 DX adjustment with missile or thrown weapons, and do an extra +1 +damage when they hit with them. + +CREATURE ST DX MA ARMOR NORMAL DAMAGE HTH DAMAGE +BEAR 30 11 8 2 hits 2+2 3 +WOLF 10 14 12 1 hit 1+1 1+1 +GIANT SNAKE 12 12 6 --- 1+1 1+1 +GIANT 25-50 9 10 --- by weapon 2-1 +GARGOYLE 20 11 8/16 3 hits 2 2 +ORC Min. 8 Min. 8 10 --- by weapon as human +HOBGOBLIN Min. 6 Min. 6 10 --- by weapon as human +GOBLIN Min. 4 Min. 4 10 --- by weapon as human +ELF Min. 6 Min. 10 12 --- by weapon as human +DWARF Min. 10 Min. 6 10 --- by weapon as human +HALFLING Min. 4 Min. 12 10 --- by weapon as human +HUMAN Min. 8 Min. 8 10 --- by weapon See HTH COMBAT -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 @@ -885,7 +902,7 @@ Shortsword 2 - 1 Dagger 1 - 1 Chainmail, stops 3 hits -Lg. shield, stops 2 hits +Lg. Shield, stops 2 hits Wulf ST = 14 @@ -938,7 +955,7 @@ a retreat. TURN 6. Wulf's DX is -2 this turn, because of the injury last turn, so his adjDX -is 8 -- the same as Flavius'. They roll to see who strikes first; Wulf wins. He +is 8 -- the same as Flavius' They roll to see who strikes first; Wulf wins. He rolls a 4, which is a hit with double damage. His sword is a 3 - 1 weapon; he rolls 3 dice, and gets a 6. 6 minus 1 is 5, which is doubled: 10 hits on Flavius. The armor and shield take 5; Flavius takes the other 5. Now he, too, is @@ -946,9 +963,8 @@ 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 -defending. +is bad, so he picks action (i) and defends. This means Wulf must roll 10 or less +on FOUR dice. He fails. course, has no chance to hit, since he is defending. TURN 8. Both figures now have their DX back to normal. They ignore initiative and hack at each other. Wulf, with the better DX, hacks first; he rolls a 13, @@ -959,3 +975,42 @@ 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 will do at least 1 damage, Wulf is a goner. + +DX ADJUSTMENTS FOR PHYSICAL ATTACKS + +Striking from enemy's side +2 +Striking from enemy's rear +4 +Crossbowman firing from prone position +1 +Pole-weapon user standing still, against opponent who moved into him and/or +charge-attacked +2 +Hobbit using missile spell OR thrown or missile weapon +3 +Wizard using any weapon except his staff or a dagger -4 +Fighter using a weapon in each hand and striking with both in the same turn -4 +on both attacks + +DX ADJUSTMENTS DUE TO TYPE OF TARGET (FOR EITHER CASTING OF SPELLS OR PHYSICAL +ATTACKS) + +Target is invisible -6 +Target is Blurred -4 +Target is in a Shadow hex -4 +Target is a one-hex figure in flight -4 +Target is a Giant Snake -3 +Target is a multi-hex figure in flight -1 + +DX ADJUSTMENTS FOR YOUR ARMOR & SHIELD + +Small shield 0 +Large shield -1 +Leather armor -2 +Chainmail -3 +Plate armor -5 +Main-gauche used as defense only -2 +Wizard whose weapon or armor is iron or steel, instead of silver -4 + +DX ADJUSTMENTS FOR MISSILE WEAPON RANGE + +If target is 0, 1, or 2 MEGAHEXES away no DX subtraction +If target is 3 or 4 MH away -1 +If target is 5 or 6 MH away -2 +and so on.