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Melee
MAN-TO-MAN COMBA T
WITH ARCHAIC WEAPONS
Revised Edition Edited by Guy W. McLimore, Jr.
and Howard
Thompson
Cover by Roger StineIllustrations by Pat Hidy,
Liz
Danforthand Trace Hallowell
Fifth Edition Copyright 0 1981 by Metagaming
MELEE is the basic tactical combat system for Metagaming's THE
FANTASY TRIP role-playing game. MELEE regularizes tactical mevement and combat
actions in a realistic and playable manner.
MELEE is a two player
gwne 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.
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 helmet and
greaves, he could probably get that barbarian before...
An arrow
snapped. Flavius felt pain, but not much; thank the Gods for his armor. He moved
in, weaving to spoff 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 struck, but the armor stopped it. Flavius' 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. Nevertheless, he did, wounding the barbarian
badly.
The bleeding German tried to sidestep, but Flavius cut him
off. Somehow, 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...
MELEE is a game of man-to-man combat with archaic weapons.
It can be used to simulate combat between single opponents or small groups in
any period.
Players create figures and send them into combat
against a variety of opponents. Selection of weapons and armor, the strength and
dexterity of the fighters, and the tactics the players choose will combine to
tell which figures will survive. Successful fighters increase their strength and
dexterity by gaining experience; losers die.
The narrative above
was taken from art actual game. The COMBAT EXAMPLE (page 20) takes the
same fight and shows, using the Melee rules and dice tells, how Flavius bested
his adversary.

3
I. INTRODUCTION.........................inside
front
II.
COMPONENTS............................3
III. CREATING A
FIGURE.................4
Strength.........................................4
Dexterity........................................4
IV. TURN
SEQUENCING..................5
List
of Actions...............................5
V. MOVEMENT
AND SHIFTING.....8
VI.
FACING........................................9
VII.
ATTACKS.....................................9
Rolling for a
Hit.............................10
DX
Adjustments............................10
Rolling for
Damage........................11
Armor
and Shields.........................11
Pole
Weapons...............................11
The
Left-Hand Dagger...................11
Thrown
Weapons..........................12
Missile
Weapons...........................12
Weapon
Table...............................13
Hitting Your
Friends.......................14
Hand-to-Hand
Combat..................15
Multiple HTH
Combat...................16
Disengaging...................................16
Disengaging from HTH
Combat.....17
Defending
and Dodging..................17
Forcing
Retreat..............................17
Reactions
to Injury.........................17
Dropped
Weapons........................17
VIII.NONHUMAN
FIGURES..............18
Monsters and
Beasts.............................18
Fantasy
Fighters....................................18
Quick reference
chart............................19
IX.
EXPERIENCE................................20
X. COMBAT
EXAMPLE.....................20
II Components
This MELEE game
should contain the following components:
(1) This rule booklet.
(2) One
81/4" x 14" arena map, divided into hexagons ("hexes") to govern movement, and
larger black-bordered "megahexes" to govern missile weapon fire.
(3) One
counter sheet, which may be cut apart into 68 counters representing men,
animals, monsters, and dropped weapons.
(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
MELEE is a game of man-to-man
combat, in which one of the most important factors is the ability of the
individual fighters. Each counter in Melee represents a "figure" with its own
capabilities, determined by the player before the game begins. A fighter's basic
attributes are Strength (ST) and Dexterity (DX).
When a figure is
first created, the player determines its ST and DX as follows: A human figure
starts with 8 ST, 8 DX, and 8 extra points to be allotted as the player chooses.
Thus, each figure begins with a total of 24 points - 13 to ST and 11 to DX, or
any other combination adding to 24. Neither ST nor DX may begin at less than 8
for a human figure. (Animals and monsters go by other rules, which will be
discussed later.)
STRENGTH governs:
(1) how many hits a figure can take.
"Hits" represent combat damage. The hits a figure takes are subtracted from its
ST; when ST reaches 1 a figure collapses 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 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.)
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 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
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 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 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.
A record sheet or card should be made up for each figure, as in the example below:
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 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, 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. Wis ST is
11, which is just enough to let him carry the spear.
When Ragnar
goes into combat, the hits he takes should t)e shown as tally marks next to his
ST; if he survives, the hits he took 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.
IV. TURN SEQUENCING
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 in enemy figure and in one of that
figure's front hexes (see VI. FACING).
Nothing in
MELEE happens simultaneously. Each Movement and Action may affect the
next one. Each turn goes through the following phases.
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 executes MOVEMENT
only for his figures. How far each figure moves depends upon its Movement
Allowance (MA) and the Action which the figure intends to perform. (see V.
MOVEMENT)
6
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 tum.
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 missle or thrown weapon, on an enemy figure add 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 figues 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 tum'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.

7
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, kneelling 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
ready 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-T0-HAND
COMBAT)
q) ATTEMPT TO DRAW SLUNG DAGGER. (See HAND-TO-HAND
COMBAT)
r) ATTEMPT TO DISENGAGE. (See HAND-TOHAND
COMBAT)
EXAMPLE: Ragnar the Impetuos 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
Figures begin the game in any of the 4
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 can move 10 hexes per turn. Armor reduces
MA; leather armor = MA 8, chainmail = MA 6, and plate armor = MA 4. MAs for
nonhumans are given under NONHUMAN
FIGURES.
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. A figure may move into a hex with a fallen (unconscious or dead) figure
and stop, or move into another figure's hex for HTH combat and stop. A figure
may "jump over" an unconscious, dead, or prone figure at a cost of 3 from its MA
that turn. Whenever a figure jumps over another figure, or ends its move in a
hex with a fallen figure, it immediately rolls one die. On a roll of 6, it
stumbles and immediately falls down in the hex with the other
figure.
A FIGURE MUST STOP ITS MOVEMENT when it enters any front
hex of an enemy figure, thus becoming engaged. See FACING.

VI. FACING
Each figure faces one side of his 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; 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.
In this diagram, Tark is not engaged. Bjorn is
engaged (he is in Rolf's front hex), but Rolf is not engaged (he is in Bjorn's
rear hex). Karl and Astaroth are both engaged; each is in one of the other's
front hexes. Jon and Grath are not engaged; they are not enemies.
The unshaded hexes are "in front of" Tark. He can fire missile weapons, or throw weapons, only at figures in these hexes. Attacking from an enemy's side hex adds +2 to your DX; attacking from his rear adds +4. See ATTACKS, below.
VII. ATTACKS.
An "attack" is an attempt to hit an
enemy. There are several types of attacks: regular, thrown-weapon,
missile-weapon, and HTH.
In order to attack (except HTH), a
figure must have a READY WEAPON. A figure has one weapon and/or shield
(specified by the player) ready when it enters the arena. A weapon stays ready
after an attack, unless it is thrown or dropped (except a crossbow, which takes
time to reload). In order to change weapons, a figure chooses option (e) or (k)
to ready a new weapon. This takes up a turn; the new weapon can be used on the
NEXT turn. A shield, like a weapon, is "ready" or not. An unready shield is
slung on the figure's back.
REMEMBER: A figure many not attack during a given turn unless it
chose one of the 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 arrows can fire at two different
targets).
ROLLING FOR A HIT
When an attack is made, the attacker
rolls three dice to see whether he hit the enemy. To hit, a figure must roll its
ADJUSTED DX or LESS on 3 dice. Thus, a figure with adjDX 8 must roll 8 or
less.
Adjustments to DX are as follows:
ATTACKER'S ARMOR, SHIELD, ETC.
Leather armor -2
Chainmail -3
Plate armor -5
Large
shield (when ready) -1
Main-gauche as shield only -2
Main-gauche as 2nd
weapon -4
FACING
Attacking from enemy's side +2
Attacking from enemy's
rear +4
NOTE: Missile weapon attacks don't get DX adds for facing!
WOUNDS
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
-1 DX for every HEX distance to the
target.<
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 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 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 his 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, 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. 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
Armor and shields take hits for you,
thus protecting 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 3 different attacks in one turn, the armor takes 5 from each
attack.
Shields work just the same way, except that if a shield
is "ready" it protects against attacks from the 3 front hexes, and if it is not
ready, it protects against attacks from the rear hex (and does not subtract from
your DX).
A left-hand dagger, or main-gauche, acts as a shield to
parry 1 hit/attack (non-missile weapons only) from your front hexes.
POLE WEAPONS
A figure which charge attacks, Action b) for
Disengaged figures, with a pole weapon does double damage if the target
is hit. The figures last three hexes of movement must be in a staight
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 as well as the double damage bonus
if he hits.
THE LEFT-HAND DAGGER
A fighter may use a main-gauche,
or left-hand dagger, with any other one-handed weapon. It may be used in two
ways: (1) On any
turn the fighter uses it only as a shield, it stops one hit from any non-missile attack, and adjusts his DX by -2. (2) On any turn he uses it as a shield AND weapon, it still stops one hit from any non-missile weapon. It also lets him make TWO attacks that turn (against the same enemy); one with the main-gauche and one with the other weapon. BOTH attacks are at DX -4. 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.
THROWN WEAPONS
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 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 his DX roll as usual, but if he rolls his adjDX or below, he
MISSES, and the weapon flies past; otherwise, it hits. You may not "roll to
miss" an enemy.
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 1O hexes past the target hex.
Roll for each standing figure whose hex the line passes through (roiling to hit
or to miss, as appropriate), until the weapon hits, goes 10 hexes, or strikes a
wall and stops.
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 to miss
B (DX -2) before roiling to hit D (DX -3). He may throw at E (DX -2), but if he
misses, must then roll to hit (or miss) F (DX -3). If he misses F, he must roll
for 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. 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.
WEAPON TABLE
Weapon
Dice
ST
Notes
Dagger*
1
- 1
- 1
+ 2 in HTH combat.
Main-Gauche
1
- 1
-
See
main-gauche rules, p. 8.
Rapier
1
9
Club*
1
9
Hammer*
1
+ 1
10
Cutlass
2
- 2
10
Shortsword
2
- 1
11
Mace*
2
- 1
11
Small
ax*
1
+ 2
11
Broadsword
2
12
Morningstar
2
+ 1
13
2-handed
sword t
3
- 1
14
Battleaxe
t
3
15
Pole
Weapons
Javelin*
1
- 1
9
See Pole
Weapon rules.
Spear* t
1
+ 2 11
Halberd t
2
- 1 13
Pike
axe t
2
+ 2 15
Missile
Weapons
Thrown rock
1
- 4 -
A figure can always
pick
Sling
1
- 2 -
up
a rock.
Small bow t
1
- 1 9
2 shots/turn if adjDX =
15+
Horse bow t
1
10
2 shots/turn if adjDX =
16+
Longbow t
1
+ 2 11
2 shots/turn if adjDX =
18+
Light crossbow t
2
12
Fires every other turn,
or
every
turn if adjDX = 14+
Heavy crossbow t
3
15
Fires every 3rd turn, or
every
other turn
if
adjDX
= 16+
*This weapon may be thrown - see THROWN WEAPONS.
t 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 = 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.
SHIELDS
Large
shield takes 2 hits/attack (to ftont); -1 to DX.
Small shield takes 1
hit/attack (to ftont); no DX penalty.
Main-gauche parries 1 hit/attack; -2
DX, or -4 if used as weapon.
Missle 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
adds 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 +1
DX adjustment.
Sheltering directly behind fallen
bodies.
Any figure may lie prone Or kneel in a hex directly
behind a sheltering body. A missile/thrown weapon attack then has a chance of
hitting that body instead. If the attacker makes his DX roll to hit, he must
then roll one die. If the target figure is prone, he needs a 1, 2, or 3 to hit
it instead of the body in front. If the target is kneeling, he needs a 1, 2, 3,
or 4 to hit it. Only crossbowmen and bowmen can attack while kneeling. Only
crossbowmen can attack while prone.
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 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 attacks bare-handed.
When a figure is attacked HTH, it
immediately rolls one die to determine its defense against the HTH attack, as
follows:
On a roll of 1 or 2, the defender drops his ready weapon
and/or shield (unless ready weapon is a dagger) and fights bare-handed. Both
figures fail to the ground in the defender's hex.
On a roll of 3
or 4, the defender drops his ready weapon and/or shield, but has time to ready
his dagger if he has one. He will be able to use it in his next attack. Both
figures fall to the ground in the defender's hex.
On a roll of 5,
the defender does not drop his weapon, and the attacker immediately backs up to
the hex from which he entered the defender's hex. HTH combat does not take
place.
On a roll of 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 attacker jumped the defender from behind, ignore a 6 and
roll again.)
Since figures in HTH combat are on the ground
and/or grappling with their foe(s), they always get the +4 "rear hex" DX
adjustment.
During the combat phase, HTH combat is rolled for like any other
combat. A dagger gets 1 + 2, a main-gauche gets 1 - 1, bare hands against a
stronger enemy get 1 - 4, bare hands against an enemy of the same strength get 1
- 3, and bare 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 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
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... When there are two or more figures
on the same side in a HTH brawl, all figures on a side get 1 -
3.
Figures on the ground in HTH combat can ONLY attack the
enemies they are in HTH combat with. They may attempt to disengage according to
the disengagement rules on page 14.
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 then for each friend, until he hits
someone. Example: Two goblins have engaged Ragnar in HTH combat. He can only
attack them (he must pick one or the other) and they can both only attack him.
Bjorn comes up with his sword and hacks at one of the goblins. His DX for that
attack will be +4 (because the goblin is on 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.
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 good idea to fire arrows into a brawl...
DISENGAGING
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 an 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.
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 -3DX to hit
you.
DISENGAGING FROM HTH COMBAT
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 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
Defend action, for engaged figures, and Dodge action, for disengaged figures,
have similar effects. Dodging is effective ONLY against thrown weapons, thrown
spells, missile weapons, and missile spells.. 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 you 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, 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
A figure which takes 5 or more hits in one turn has
its DX adjusted -2 for the NEXT turn (only).
A figure which takes
8 or more hits in one turn IMMEDIATELY falls down. If it has not already
attacked, it may not attack that turn. It may do nothing next turn except stand
up (or stay down); if it is in HTH combat it may not do anything at all next
turn.
DROPPED WEAPONS
A dropped weapon counter should
be placed in a hex where (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 coundter 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. NONHUMAN FIGURES
MONSTERS AND BEASTS
A BEAR
has a MA of 8. It normally does 2 + 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 1 + 1
damage, and 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 1 + 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 aniinal
figures can be set up along similar lines.
A GIANT (say, 9-12 feet tafl) occupies 3 hexes; see sketch 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 big weapons, like a spiked club worth (1 + 1) for every 10 ST he starts
with. A giant gets 2 - 1 in HTH combat.
A GARGOYLE has DX 11, ST
20. Its stony flesh stops 3 hits/attack, and 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...
An ORC
is just like a human figure - except evil.
A HOBGOBLIN fights
like a man, but its ST and DX total to only 20, with a minimum of only 6
each.
A GOBLIN also fights like a man, but is even smaller;
minimum ST and DX 4 each, totaling only 18.
FANTASY FIGHTERS
An ELF is like a man, except his MA
without armor is 12. In leather, he moves 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 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. 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 Min12 10
--- by
weapon
as
human
HUMAN
Min.
8 Min.8 10
--- by
weapon
See
HTH Combat

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 attributes (ST + DX). In multi-figure combats, the AVERAGE
superiority is considered.
COMBAT TO THE DEATH. Continues
until all on one side are slain. 50 experience points (EP) to each survivor, or
70 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 EP; defeated survivors get 20 EP (unless they ran away
unhurt, in which case they lose 1 0 EP). If one side averaged 3 or more weaker
in total attributes, survivors on that side get 10 extra EP
each.
PRACTICE COMBAT. No missile weapons. All weapons are
blunted and do I/z damage. 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 EP each. Others get nothing but
bruises.
When a figure gets 1 00 EP, he/she may "trade them in"
for one additional point added to EITHER basic ST OR basic DX. There is no limit
to how high a fighter can raise his or her attributes, with enough
experience.
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 toward him his full MA - 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 I die, getting a 4, so Flavius takes 6 hits. His
21
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 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 engaged when his chance to move comes. Wulf shifts one hex
so his back won't be to the wall. Flavius can't attack; he moved more than 1/2
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 roils 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 2 - 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; Wulf wins. He rolls a 4, which is a hit with double damage. His sword is
a 3 - 1 weapon; he roils 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 action (i) and
defends. This means Wulf must roll 10 or less on FOUR dice. He fails. Of course,
Flavius 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, which misses.
Flavius rolls a 6 to hit. He roils two dice for his shortsword and gets a 7 - so
he puts 6 more hits on Wulf. Wulf has now taken 12 hits. 13 will knock him out,
and 14 will kill. Flavius retreats him one hex and follows.
TURN
9. The players ignore initiative. Wulf a injured DX is 8; Flavius' is also 8.
Flavius wins the roll and hacks. He roils a 7, which hits. Since his sword will
do at least 1 damage, Wulf is a goner.
22
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
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.
23

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Boxed MicroGame. Basic fantasy combat. Fierce arena duels among
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WIZARD $3.95
Boxed MicroGarne. Basic magical combat. Compatible with
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IN THE LABYRINTH $4.95
Game Masters' module. Hero Talents,
adventure guide and play aids. Requires basic or ADVANCED WIZARD and MELEE for
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ADVANCED MELEE $4.95
Expanded combat system. New materials
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ADVANCED WIZARD $4.95
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TOLLENKAR'S LAIR $2.95
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DEATH TEST $3.95
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MELEE CHARACTER SHEET
ST:
DX: adjDX:
IQ:
Ready
Weapon(s):
Slung
Weapon(s):
Experience
Points:
Notes:
MELEE CHARACTER SHEET
ST:
DX: adjDX:
IQ:
Ready
Weapon(s):
Slung
Weapon(s):
Experience
Points:
Notes:
*Intelligence is used for characters ftom the MicroGame WIZARD. WIZARD, fully compatible with MELEE, adds the intriguing dimension of magic to arena combat.
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