The Fantasy Trip Melee Rules
The Fantasy Trip Melee Rules
TheFantasy Trip
Fantasy Trip
TM
thefantasytrip.game
I. INTRODUCTION
Flavius Marcellus, youngest centurion of the Legion, was angry.
They had been in this forest for three days. The German barbarians
weren’t showing themselves, except to pick off an occasional scout.
And now Honorius was overdue from sentry duty. If that old fool was
dozing off again, there’d be trouble.
As he stepped into the little glade, Flavius saw movement at the
other end. Honorius? No! He sensed, rather than saw, the shaggy
clothing – and the ready bow. His soldier’s reflexes launched him into
a charge. Burdened as he was by his armor, he could still probably get
that barbarian before . . .
An arrow snapped. Flavius felt pain, but not much; thank the gods
for that armor. He moved in, weaving to spoil the archer’s aim. A
second arrow missed. As Flavius neared, the barbarian moved to put
his back to a tree. His third arrow went off as the Roman swung his
sword. It glanced off Flavius’ armor. His own swing went wild, but his
opponent was forced to abandon his bow.
Now the German tribesman had come up with an enormous
broadsword, and the two were trading hacks. Slowed by his armor and
shield, Flavius despaired of striking his agile opponent. Somehow, he
did, wounding the barbarian badly.
The bleeding German tried to sidestep, but Flavius cut him off. Then
the tribesman’s desperate stroke hit home. Glancing off the shield and
through armor, the broadsword bit into Flavius’ side. Giddy from the
shock, he abandoned the attack for a few seconds, content to parry and
wait. The swords clashed and sparked.
Then, suddenly, it ended. Flavius’ shortsword went under the German’s
wild slash and bit deeply. The unarmored savage staggered back; Flavius
followed quickly and struck again. The barbarian collapsed, either dead
or too badly wounded to stand. Flavius was hurt, but well able to walk.
In the bushes he saw what was left of Honorius – but he was all right.
He had revenge for his man, and maybe a prisoner. He bent over the
savage . . .
II. COMPONENTS
This Melee game contains:
• This rule booklet.
• One arena map, divided into hexagons (“hexes”) to govern
movement, and larger dark-bordered “megahexes” to govern missile
weapon fire.
• Over 70 counters representing men, animals, monsters, and
dropped weapons.
• Three six-sided dice.
You will also need pencils, scratch paper, and a straightedge.
Miniature figures are not necessary, but add interest.
DEXTERITY governs:
(1) how likely a figure is to hit an enemy it attacks.
(2) how easily a figure can disengage from an enemy.
(3) how quickly a figure can strike.
Dexterity is adjusted for several factors, such as armor, wounds, etc.
When these rules call for a roll against DX, the adjusted DX (adjDX)
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.
To hit, you must roll 3 dice and get your adjDX or less. This is a “3/
DX” roll.
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 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 10. 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 dexterous but weak one.
A record sheet or card should be made up for each figure, as in the
example below:
•4•
Ragnar is a Viking. He wears
leather, which takes 2 hits per
attack. He also carries a large
shield which takes another 2
hits from any frontal attack,
although it is usually slung on
his back because he needs both
hands for his spear.
His card has two adjusted
DX stats (in parentheses after
his basic DX). The first is
11, which is his adjusted DX
without the shield; the second is
10, which is his DX when he uses the shield. He can withstand 2 hits
per attack without loss of ST due to his leather armor; when he uses
the shield he can take 4 hits/attack. His ST is 11, which is just enough
to let him carry the spear.
When Ragnar goes into combat, the hits he takes should be shown as
tally marks next to his ST; if he survives, the hits can be erased, since
he will take time to recover before another fight.
A figure may not put on or take off armor during a combat, but it
may pick up or drop weapons as long as it never carries more than two
(plus a dagger) at once. Between combats, a figure may freely change
weapons and armor.
Giving each figure a name and background adds interest, especially
when miniature figures are being used as counters.
Once each player’s figures are ready, you may begin the combat.
V. MOVEMENT
Figures begin the game in any of the four entrance hexes (starred) at
opposite ends of the arena.
Each figure has a movement allowance (MA) of a certain number
of hexes. An unarmored human has an MA of 10 – that is, he/she can
move 10 hexes per turn. Armor reduces MA: leather armor = MA 8,
chainmail = MA 6, and plate armor also = MA 6. Movement allowances
for nonhumans are given under Nonhuman Figures (page 21).
SHIFTING
Only disengaged figures have options which let them move their full
MA. An engaged figure may move only one hex during movement,
and must stay adjacent to all figures to which it is engaged; this is
called a “shift” in the list of options. Figures in HTH combat may not
move at all until they successfully disengage.
MOVING ONTO OTHER FIGURES
Normally, only one figure occupies a hex; a figure may never move
through a standing or kneeling figure, friend or foe.
A figure may move into another figure’s
hex for HTH combat and stop.
If someone dies, flip their counter to the
skull side. Fallen bodies are obstacles. To
leap over one, spend 3 MA and move
into the hex beyond it.
To move into the hex with a body,
either spend 3 MA to move cautiously, or
E
take a move-one-hex option, or follow a
Y
retreat, or, if you insist on moving quickly
V
onto the body, spend only one MA but
The Fa
make a nt
3/DX
asy Trroll
ip: Mto
elestay afoot. If you fail,
e Counter Sheet 2 B
you fall in that hex.
A figure must stop its movement when it enters any front hex of an
enemy figure, thus becoming engaged. See Facing, below. M
•8•
Copyright
VI. FACING
Each figure faces one side of its hex, as shown by the direction the
counter is turned. A player may change the facing of a figure whenever
it moves, and may always change its facing at the end of its movement
turn, even if it stayed in the same hex.
A figure on the ground, or one bending over to pick up a weapon, is
considered to face “rear” in all six directions; it has no front. However,
a prone or kneeling archer has normal “front” hexes for purposes of
determining where he/she may fire.
Example: Astrid is facing the hex
directly “above” her in the diagram. The
three hexes marked “f” are her front hexes. A
The “s” hexes are her side hexes. The “r”
hex is her rear hex.
Facing determines which figures are
engaged. A figure is engaged if it is in an
enemy’s front hex. If a figure is behind an
enemy, the front figure is engaged, but the
rear one is not.
Facing also determines which figures may be attacked. Only an
enemy in one of your three front hexes may be attacked. For missile
and thrown weapons, only figures “in front” of you may be attacked,
as shown below.
• 10 •
MISSILE WEAPON RANGE
No penalty if target is in same megahex or 1 or 2 MH distant.
-1 if target is 3 or 4 MH distant.
-2 if target is 5 or 6 MH distant – and so on, in bigger arenas.
OTHER ADJUSTMENTS
Crossbowman lying prone: +1
Pole weapon user standing still, against charging enemy: +2
Missile/thrown attack against figure sheltering behind fallen body: -4
Standing in a hex with a fallen body: -2
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 everything BUT missile and thrown weapon range;
a distant target makes you less accurate but no slower.
The roll to hit is adjDX or less on 3 dice, as stated above. BUT:
A roll of 3 always hits, regardless of DX, and does triple damage.
A roll of 4 always hits, regardless of DX, and does double damage.
A roll of 5 always hits, regardless of DX.
A roll of 16 always misses, regardless of DX.
A roll of 17 always misses, and the attacker drops that weapon in its
own hex. (A thrown weapon drops in the target hex instead.)
A roll of 18 always misses, and the attacker’s weapon is broken.
ROLLING FOR DAMAGE
When an attacker rolls his DX or less on 3 dice, it hits the enemy.
How much damage it 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. 14). For instance,
a broadsword gets 2 dice. If a figure
attacks with a broadsword and hits,
it rolls 2 dice. The result is the
number of hits the enemy takes
(although armor can stop some of
those hits). Some weapons have
pluses and minuses. A small ax
gets 1d+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 1d-1; if you roll a 3,
the enemy only takes 2 hits.
• 11 •
ARMOR AND SHIELDS
Armor and shields take hits for you. For instance, plate armor takes
5 hits/attack. If your enemy attacks with a broadsword (2 dice) and
rolls 7, you should take 7 hits – but your armor stops 5 of these, and
you only check off 2 hits. If a figure in plate is hit by three different
attacks in one turn, the armor takes 5 from each attack.
Shields work the same way, except that if a shield is “ready” it
protects against attacks from the three front hexes. If it is not ready, it
protects against attacks from the rear hex (and does not subtract from
your DX).
POLE WEAPONS
Pole weapons can strike an enemy not in an adjacent hex, and they are
especially good against a charging foe – or when being used in a charge.
A charge attack is defined as an attack in which the attacker moves
from a non-adjacent hex to a hex adjacent to his target.
On any turn when a pole weapon is being used in a charge attack or
against a charge attack (or both), roll all the pole-weapon results first,
in order of adjDX, before resolving any other attacks. Thus, a polearm
user has a chance to kill (or knock down) a figure with a shorter weapon
before the other can strike – even if the other figure has a higher DX.
A figure who stands still (or simply changes facing) and uses a pole
weapon against a charge attacker gets a +2 DX.
If a pole weapon is being
used in a charge attack, and
the attacker moved three hexes
or more in a straight line (see
diagram), the polearm does
one extra die of damage if it
hits. If a pole weapon is used
against a charge attack, it also
gets the extra die of damage, Straight line Straight line
whether or not the enemy “with the grain” “against the grain”
moved in a straight line.
When one polearm user charges another, both results will be rolled
before any other combats are resolved. The one with the higher adjDX
will strike first – then (if he lives), the other one.
Jabbing with a Pole Weapon
A pole weapon can strike at a figure two hexes away. This is a “jab.”
There is no DX penalty. A polearm user has a “jab” area as shown.
Javelins are too short to jab.
• 12 •
The polearm user (Ragnar again) may jab at a foe
in hex Y only if there is no one in hex X. He may Y
jab at a figure in either of the Z hexes, regardless of Z Z
X
intervening figures, because he is jabbing along a line
between hexes. A spearmanR working from between R
and behind two swordsmen is a dangerous foe.
A jab is a regular attack. A polearm user may not “charge” to a hex 2
hexes away from his victim and jab for extra damage; a jab only does
normal damage, no matter how anyone had moved.
THE LEFT-HAND DAGGER
The left-hand dagger, or main-gauche, acts as a shield to parry 1
hit per attack, from non-missile, one-handed weapons only, from your
front hexes. If you take an attack option, you can also make a separate
dagger attack against the same enemy. It is rolled at -4 DX.
A main-gauche gets 1d-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 against adjDX to stay standing. If your
figure is as strong as or stronger than the enemy, this is a regular 3-die
roll. However, if your figure 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 them.
• 13 •
WEAPON TABLE
Weapon Dice ST Notes
Dagger* 1d-1 – 1d+2 in HTH combat
Main-Gauche 1d-1 – See main-gauche rules, p. 13
Rapier 1d 9
Club* 1d 9
Hammer* 1d+1 10
Saber 2d-2 10
Shortsword 2d-1 11
Mace* 2d-1 11
Small ax* 1d+2 11
Broadsword 2d 12
Morningstar 2d+1 13
2-handed sword † 3d-1 14
Z
Battleaxe † 3d 15
Pole Weapons
Javelin* 1d-1 9 See Pole Weapon rules, p. 12
Spear* † 1d+1 11 ”
Halberd † 2d 13 ”
Pike axe † 2d+2 15 ”
Missile Weapons
Thrown rock* 1d-4 – You can always pick up a rock!
Sling † 1d-2 –
Small bow † 1d-1 9 2 shots/turn if adjDX = 15+
Horse bow † 1d 10 2 shots/turn if adjDX = 16+
Longbow † 1d+2 11 2 shots/turn if adjDX = 18+
Light crossbow † 2d 12 Fires every other turn, or every
turn if adjDX = 14+
Heavy crossbow † 3d 15 Fires every 3rd turn, or every
other turn if adjDX = 14+
* This weapon may be thrown – see Thrown Weapons.
† This is a two-handed weapon. If the fighter has a shield, it must be
slung on his/her back while the weapon is ready.
ARMOR
Plate armor takes 5 hits/attack; wearer’s MA = 6; -5 to DX.
Half-plate takes 4 hits/attack; wearer’s MA = 6; -4 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.
Cloth armor takes 1 hit/attack; wearer’s MA = 10; -1 to DX
No armor: MA = 10, no hits stopped, no DX penalty.
• 14 •
SHIELDS
Large shield takes 2 hits/attack (to front); -1 to DX.
Small shield takes 1 hit/attack (to front); no DX penalty.
Main-gauche parries 1 hit/attack (to front); see p. 13.
Remember: A figure may carry one dagger or main-gauche, and
two other weapons. A shield counts as a weapon.
THROWN WEAPONS
Some weapons may be thrown (see Weapon Table, page 14). A
thrown-weapon attack is treated exactly like a regular attack, but there
is a DX penalty 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 passes through any hex containing a standing figure,
that figure is “in the way.” A line passing along the edge of a hex does
not go through that hex. When a weapon is thrown, the attacker must
first “roll to miss” each figure between him and his target. The attacker
makes a DX roll as usual, but on a roll of adjDX or below, the weapon
misses and flies past; otherwise, it hits.
When you are “rolling to miss,” a 14 becomes an automatic hit, a 15
is a double-damage hit, and a 16 is a triple-damage hit. 17 means the
weapon drops in that hex; 18 means it breaks.
When a thrown weapon hits, it falls to the ground in that hex.
If a thrown weapon misses its intended target, it continues along
the line drawn between the attacker’s hex and the target hex for 10
hexes past the target hex. Roll for each standing figure whose hex the
line passes through (rolling to hit or to miss, as appropriate), until the
weapon hits, goes 10 hexes, or
strikes a wall and stops.
Exception: If you roll to
miss an enemy (for instance, Q
to hit a more important foe)
and fail the roll, you do not hit
the enemy you tried to miss . . .
instead, the weapon falls to the
ground in his hex, unless you
roll a 14 or above. (This keeps
a clumsy figure from “trying
to miss” and hitting easily.)
• 15 •
Whether the attacker is trying to hit or to miss, his DX is always
adjusted by -1 for each hex distance to the figure rolled for.
A may throw a weapon
at B (DX-2) or C (DX-3).
To throw at D, he must roll
C
to miss B (DX-2) before D G
rolling to hit D (DX-3). He B F
may throw at E (DX-2), but
E
if he misses, must then roll A
to hit (or miss) F (DX-3). If
he misses F, he must roll for H
G (DX-4). If he wanted to
hit G, he would have to roll and miss both E and F. He cannot throw at
H, who is in the shaded area behind him.
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 l). 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
distant, there is no DX adjustment. If the target is 3 or 4 MH distant,
DX is -1. If the target is 5 or 6 MH distant, DX is -2.
Otherwise, missile weapons follow the same line-of-flight rules as
do thrown weapons. The target must be in front of the attacker, and
the attacker must roll to miss any standing figure in the way. A missile
which misses its target continues until it hits a wall or a figure; roll
as above to hit (or miss) each figure its line of flight passes through,
making new DX adjustments as necessary. A roll of 17 or 18 on any
target but the first breaks the arrow but does not affect the bow.
Missile weapons never get a bonus for the target’s facing.
The DX adjustments for missile and thrown weapon distance are
not considered when determining which figure attacks first. Crossbows
normally fire every 2nd or 3rd turn (depending on user’s DX and type
of bow – see Weapons Table). Reloading a crossbow comes under the
“ready a weapon” option for all purposes.
Prone and Kneeling Fire
Crossbows may be fired from a prone position. Any bow may be
fired from a kneeling position. A crossbow may be reloaded by a prone
or kneeling figure; no other weapon may be readied by a prone or
kneeling figure. A crossbowman lying prone gets a +l DX adjustment.
• 16 •
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.
HITTING YOUR FRIENDS
An attacker must “roll to miss” when his missile or thrown weapon
passes through the hex of a figure he does not want to hit (see Thrown
Weapons). In the same way, he must “roll to miss” a friendly figure
when he strikes at an enemy in the 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. 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.
• 17 •
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 (o), stands still or shifts, and
enters an enemy hex and attacks during combat.
If the attacking figure had a dagger ready already, it may use it in
HTH combat. Otherwise, it drops any ready weapon and shield in the
hex it started from and attacks bare-handed.
When a figure is attacked HTH, it immediately rolls one die to
determine its defense against the HTH attack, as follows:
1 or 2 – the defender drops any ready weapon and/or shield (unless
ready weapon is a dagger) and fights bare-handed. Both figures fall to
the ground in the defender’s hex.
3 or 4 – the defender drops any ready weapon and/or shield, but has
time to ready a dagger. It can be used in the next attack. Both figures
fall to the ground in the defender’s hex.
5 – the defender does not drop its weapon, and the attacker
immediately backs up to the hex from which it entered the defender’s
hex. HTH combat does not take place.
6 – the defender does not drop his weapon, and automatically gets a
hit on the attacker (even if the defender had already attacked that turn!)
The attacker must retreat one hex as above. HTH combat does not take
place. (If the attack was from behind, ignore a 6 and roll again.)
• 19 •
DISENGAGING FROM HTH COMBAT
A figure in HTH combat may not automatically disengage, but must
pick option (v), 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 a 1, 2, or 3; if its DX is the same or
less, or if there are more than one enemies, it needs a 1. A figure which
disengages from HTH combat immediately stands up and moves to
any adjacent, empty hex.
DEFENDING AND DODGING
The “dodge” option (for disengaged figures) and the “defend” option
(for engaged figures) have the same effect. A figure which dodges or
defends cannot attack. 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. 4 and 5 are automatic hits with triple and double damage;
20 and above are automatic misses; 21 and 22 are dropped weapons,
and 23 and 24 are broken weapons.
A figure may only defend with a
non-missile weapon ready, to parry.
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 farther from the
attacker, into any hex which is vacant or contains only a fallen figure.
The victor 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 its next attack only.
A figure which takes 8 or more hits in one turn immediately falls
down. Place a PRONE marker on it. If it has not already attacked, it
may not attack that turn. On the next turn it may use option (g) to stand
or crawl. 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 rest of the game. Any figure whose ST is reduced to 0 falls
• 20 •
unconscious, and any figure whose ST is reduced below 0 dies. Flip the
counter over; it is now an obstacle.
DROPPED WEAPONS
A dropped weapon counter should be placed in a hex where a weapon
falls for any reason such as (a) a thrown weapon lands, (b) a figure is
standing when it drops its weapon to ready a new one (engaged figures
must drop their ready weapon to ready a new one; disengaged figures
may re-sling their ready weapon as they ready a new one), or (c) a
figure drops its weapon when it rolls a 17 on the “to hit” roll.
The counter for a dead or unconscious figure is assumed to include a
dropped weapon counter for each weapon it was carrying when it fell.
When a dropped weapon is picked up, the counter is removed.
VIII. NONHUMANS
To simulate fantasy combat or gladiatorial contests, you may use
nonhuman figures in Melee.
MONSTERS AND BEASTS
A BEAR has a MA of 8. It normally does 2d+2 damage, or 3 dice in
HTH combat. Its fur acts as armor, taking 2 hits/attack. Suggested ST
30 (this is a big bear). Suggested DX 11.
A WOLF has a MA of 12. Its bite does 1d+1; its fur stops 1 hit/
attack. Suggested ST 10 (more for dire wolves); suggested DX 14.
A GIANT SNAKE has MA 6. Its bite does 1d+1 damage. It is very
hard to hit; -3 off your DX for any attack on it. Suggested ST 12;
suggested DX 12. Its side hexes are considered front hexes for all
purposes, because it can strike so quickly.
Other animal figures can be set up along similar lines.
A GIANT (say, 9-12 feet tall) occupies 3 hexes; see diagram for
which sides are “front.” His MA is 10 unless he is in armor; count the
number of hexes his front moves. His ST will be at least 24; it might
be 40 or 50 if he’s a tough one. His DX will be low – rarely more than
9, even without armor. A giant uses f f
big weapons, like a spiked club worth
1d+1 for every 10 ST he starts with.
f
A giant gets 2d-1 in HTH combat. A f
giant must be in the front hexes of two
foes to be “engaged.”
A GARGOYLE has DX 11, ST 20. s C s
s
Its stony flesh stops 3 hits/attack, and
r r r
• 21 •
its rocklike hands do 2 dice damage in regular or HTH combat. It uses
no weapons. Its MA is 8 on the ground, 16 if flying. It lands to attack,
but may land on you for HTH.
FANTASY FIGHTERS
An ELF is like a man,
except his MA with cloth or
no armor is 12. In leather, he
moves 10. His movement in
other armor is the same as a
man’s. Min ST 6; min DX
10; total 24.
A DWARF is also like a
man, except min DX 6, min
ST 10; total 24.
A HALFLING has min
ST 4, min DX 12, with only
6 points added; total 22.
A Halfling gets a +2 DX
bonus whenever he throws
something. He may also
throw any weapon on the same turn he readies it.
An ORC is just like a human figure – but most are evil.
A GOBLIN has min ST 6, min DX 8; total 22.
A HOBGOBLIN has min ST 7, min DX 6, totaling 20.
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 whether the enemy was superior or inferior in
total combined attributes (ST+DX).
Combat to the Death. Continues until all on one side are slain. 50
experience points (XP) to each survivor, or 100 if the enemy averaged
more than 3 superior in ST+DX.
Arena Combat. Continues until all on one side are dead or escape
from the “door” from which they entered. Unconscious figures may
not be slain. Winners get 30 XP; defeated survivors get 20 XP (unless
they ran away unhurt, in which case they lose 10 XP). If one side
averaged 3 or more weaker in total attributes, survivors on that side
get 10 extra XP each.
• 22 •
Practice Combat. No missile weapons. All weapons are blunted and
do half damage (round down). A figure drops out when its ST goes to
3 or less. (It is possible to get killed in practice – but difficult.) Those
still on their feet when one side is eliminated get 10 XP each. Others
get nothing but bruises.
A figure with 100 XP may “trade them in” for one additional point
added to either basic ST or basic DX. Up to 8 attribute points may be
added. After that . . . see In The Labyrinth.
X. COMBAT EXAMPLE
The combat described in the introduction actually took place – in
Melee. Here’s how it happened . . .
Both Flavius and Wulf are beginning figures, with ST and DX totaling
24 each. Flavius is a legionary; he carries a gladius (shortsword) and
shield; his Roman armor counts as chainmail. The armor and large
shield adjust his DX to 8, and stop 5 hits/attack. Wulf is a Germanic
tribesman; he wears no armor, so his basic and adjusted DX are the
same.
Turn 1. The two enter from opposite sides of the board. Flavius wins
the initiative roll. Seeing that his enemy has a bow, he runs his full
MA toward him – 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 1d+2 damage. Wulf rolls one
die, getting a 5, so Flavius takes 7 hits. His armor and shield stop 5 – so
only 2 hits are marked against the Roman.
Turn 2. Wulf wins the initiative roll, and tells Flavius to go first.
Flavius decides to move half 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.
• 23 •
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 engaged when his chance to move comes. Wulf shifts one hex
so his back will be to the wall. Flavius can’t attack; he moved more
than half his MA. Wulf can fire his bow one last time, since he wasn’t
engaged at the start of the turn. He rolls an 8 on 3 dice, which hits – but
when he rolls for damage, he only rolls a 2, for 4 hits. Flavius’ armor
stops that much, so he is unhurt.
Turn 4. Wulf wins the initiative. He tells Flavius to go first. Flavius
chooses not to move; Wulf shifts again, drops the bow (he has to) and
readies his two-handed sword. This time Wulf cannot attack – but
Flavius can. He needs an 8 or under on 3 dice. He rolls a 16, which
misses. (A 17 would have meant he dropped his sword.)
Turn 5. The players agree to forget about initiative; they simply
want to hack at each other. Since Wulf’s adjusted DX is higher, he
normally gets first hack. He rolls a 13, which misses. Flavius rolls an
8, which hits. His shortsword does 2d-1 damage. He rolls 2 dice and
gets a 7, so Wulf takes 6 hits. Since Wulf has no armor, all 6 hits count.
Wulf is badly hurt. Flavius doesn’t bother to force 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;
Flavius wins, but his strike misses. Wulf attacks and rolls a 4, which
is a hit with double damage. His sword is a 3d-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 badly hurt.
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 (k) 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.
Turn 8. Both figures now have their DX back to normal. They ignore
initiative and hack at each other. Wulf, with the better DX, goes first;
he rolls a 13, which misses. Flavius rolls a 6 to
hit. He rolls two dice and gets 8 – so he puts 7
more hits on Wulf. The German has now taken
13 hits. 14 will knock him out, and 15 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 will do at least 1 damage, Wulf is a goner.
• 24 •









