--- melee-3.txt 2016-03-06 16:27:22.000000000 -0800 +++ melee-4.txt 2016-03-06 21:31:09.000000000 -0800 @@ -4,18 +4,23 @@ MAN-TO-MAN COMBAT WITH ARCHAIC WEAPONS -Game Design by Steve Jackson +Fourth Edition edited by Guy McLimore, Jr. and Howard Thompson Cover by Roger Stine -Illustrated by Pat Hidy & Liz Danforth -Published by Metagaming -(c) 1979 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. +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. + +Major rule changes in this fourth edition of MELEE have been indicated by gray +shading. Minor corrections are unmarked. I. INTRODUCTION @@ -65,16 +70,6 @@ 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: @@ -87,8 +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, dice, scratch paper, and a straightedge. Miniature -figures are not necessary, but add interest. +(4) One die. + +You will also need pencils, scratch paper, and a straightedge. Miniature figures +are not necessary, but add interest. III. CREATING A FIGURE @@ -111,12 +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 -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.) +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. -(3) how well the figure does in unarmed combat (see HAND-TO-HAND COMBAT, page -16). +(3) how well the figure does in unarmed combat (see HAND-TO-HAND COMBAT. DEXTERITY governs: @@ -130,18 +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. +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. -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 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 +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. @@ -153,14 +149,14 @@ ST = 11 DX = 13 (11) (10) MA = 8 -Spear 1 + 1 +Spear 1 + 2 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 2 hits per attack, although it is usually +carries a large shield which takes 1 hit 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, @@ -181,124 +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 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. +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 9 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 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 - -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. 18). - -(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. 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 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 -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 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. - -(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 16. - -(r) ATTEMPT TO DISENGAGE. Disengaging while in HTH combat is not automatic; it -requires a die roll. See page 18. +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 @@ -307,8 +304,8 @@ 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 also = MA 6. -MAs for nonhumans are given under NONHUMAN FIGURES (page 19). +reduces MA; leather armor = MA 8, chainmail = MA 6, and plate armor = MA 4. MAs +for nonhumans are given under NONHUMAN FIGURES. SHIFTING @@ -324,10 +321,10 @@ 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. 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. +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. A FIGURE MUST STOP ITS MOVEMENT when it enters any front hex of an enemy figure, thus becoming engaged. See FACING. @@ -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 @@ -399,7 +396,7 @@ Leather armor -2 Chainmail -3 -Plate armor -6 +Plate armor -5 Large shield (when ready) -1 Main-gauche as shield only -2 Main-gauche as 2nd weapon -4 @@ -450,13 +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. 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 -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 @@ -475,12 +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 @@ -495,41 +493,11 @@ 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 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. +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 @@ -563,9 +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 @@ -598,11 +566,11 @@ 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. 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. +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. HITTING YOUR FRIENDS @@ -612,23 +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 @@ -663,13 +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... @@ -678,7 +645,7 @@ 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 18. +on page 14. 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 @@ -689,7 +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 15. +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 @@ -697,26 +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. 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 -a lower DX will not have a chance to strike at you if you disengage away from -him. +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. -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 @@ -726,15 +694,21 @@ 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, 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 without a non-missile weapon ready, to parry with. Any -disengaged figure may dodge. +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 @@ -742,25 +716,20 @@ 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, 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. +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 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 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. +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. DROPPED WEAPONS @@ -796,7 +765,7 @@ Pole Weapons Javelin * 1 - 1 9 See Pole Weapon rules. -Spear * # 1 + 1 11 " +Spear * # 1 + 2 11 " Halberd # 2 - 1 13 " Pike axe # 2 + 2 15 " @@ -819,8 +788,8 @@ ARMOR -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. +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. Leather armor takes 2 hits/attack; wearer's MA = 8; -2 to DX. No armor: MA = 10, no hits stopped, no DX penalty. @@ -830,14 +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. @@ -880,12 +843,26 @@ 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 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. +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 @@ -919,13 +896,13 @@ how it happened... Flavius -ST = 12 -DX = 12 (8) +ST = 11 +DX = 13 (8) MA = 6 Shortsword 2 - 1 Dagger 1 - 1 Chainmail, stops 3 hits -Lg. shield, stops 2 hits +Lg. Shield, stops 2 hits Wulf ST = 14 @@ -947,13 +924,14 @@ -- 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 5, so Flavius takes 7 hits. His armor and -shield stop 5 -- so only 2 hits are marked against Flavius. +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. 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 on FOUR dice -to see if he hits. He rolls a 16, which is not nearly good enough, so he misses. +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. 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 @@ -977,7 +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 @@ -985,9 +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 -on FOUR dice. 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, @@ -995,6 +972,45 @@ 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. 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 +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.