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  AN ONGOING NEWSLETTER September 2006


Fantasy Combat Zone
by Glen Hayward

Fantasy Combat Zone pits a number of players against various creatures controlled by a Dungeon Master. You'll miss your assault rifle pretty quickly.

Fantasy CZ Turn Sequence

Players always have first turn (unless otherwise stated)
1 - Perform Hero movement first (Rolling for movement, etc)
2 - Hero may then perform actions (using action points)

Dungeon Master moves next
3 - DM may then move monsters (normally a fixed value)
4 - DM may then have monsters perform actions (using action points)
The cycle repeats...

These rules are not used in Fantasy Combat Zone: Panic, Reaction, Rout, Coherency or Initiative.

ACTION POINTS TABLE

Movement: To ease play, movement is randomised to a number of D6`s for the heroes and fixed (in most cases) for the dungeon inhabitants. This value can be of the following units depending on your choice (Square/Hex/Inch/Cm).

AP Combat Actions
1 Initiate close combat
1 Fire a shot/throw weapon
5 Fire an aimed shot/throw aimed weapon
5 Opportunity fire
AP General Actions
1 Open/close door
1 Pick up/drop item/use item
1 Drop down
2 Perform a search (object must be declared:
Treasure/Secret doors or Traps)
5 Cast a magic spell

THE HEROES

    The Warrior
  • Move: 2D6
  • Elite (Quality Bonus +2)
  • Toughness 9+
  • 5 wounds
  • 6 Action Points
  • 2 Re-rolls per quest
  • ˇAttack Die: 2D8+D6
  • Wound Die: 2D8
  • Leather armour -1
  • Broadsword
  • Dagger
    The Dwarf
  • Move: 1D6+1
  • Elite (Quality Bonus +2)
  • Toughness 10+
  • 4 wounds
  • 6 Action Points
  • 2 re-rolls per quest
  • Attack Die: 2D8+D6
  • Wound Die: 2D8
  • Chain mail armour -2
  • Broadsword, axe or hammer
  • Dagger
  • Night vision and can automatically disarm traps (as with toolkit)
    The Elf
  • Move: 2D6
  • Elite (Quality Bonus +2)
  • Toughness 8+
  • 4 wounds
  • 6 Action Points
  • 2 re-rolls per quest
  • Attack Die: 3D6
  • Wound Die: 2D8
  • Leather armour -1
  • Broadsword
  • Dagger
  • Knowledge of up to three spells (from one element)
    The Wizard
  • Move: 1D6
  • Elite (Quality Bonus +2)
  • Toughness 7+
  • 3 wounds
  • 2 re-rolls per quest
  • 6 Action Points
  • Attack Die: 2D6
  • Wound Die: 2D6
  • No armour
  • Staff (Club)
  • Knowledge of up to nine spells (from three elements)

    The Elf
  • Move: 2D6
  • Elite (Quality Bonus +2)
  • Toughness 8+
  • 4 wounds
  • 6 Action Points
  • 2 re-rolls per quest
  • Attack Die: 3D6
  • Wound Die: 2D8
  • Leather armour -1
  • Broadsword
  • Dagger
  • Knowledge of up to three spells (from one element)
    The Wizard
  • Move: 1D6
  • Elite (Quality Bonus +2)
  • Toughness 7+
  • 3 wounds
  • 2 re-rolls per quest
  • 6 Action Points
  • Attack Die: 2D6
  • Wound Die: 2D6
  • No armour
  • Staff (Club)
  • Knowledge of up to nine spells (from three elements)

HEROES: ARMOUR, WEAPONS, EQUIPMENT AND MAGIC SPELLS

Armour

-1 Leather armour
-2 Chain mail
-3 Plate armour (Very heavy, wearer only rolls 1D6 movement per turn)
-1 Shield (additional to other armour types, may not use additional hand weapon)

Ranged Weapons

WeaponRoFDAMPointShortLongNotes

Dagger/knife

1D6 1D6 1 4 8 Lost when thrown

Throwing star/knife

1D6 1D6 1 4 8 Lost when thrown

Thrown axe

1D6 2D6 1 4 6 Lost when thrown

Bow

1D6 2D6 1 8 24 1AP to reload

Crossbow

1D6 2D8 1 6 20 3AP to reload

Crossbow Pistol

1D6 2D4 1 5 12 2AP to reload

Spear

1D6 2D6 1 4 12 Lost when thrown

Dragon Fire

1D6 3D8 5 15 30 Fills entire room/corridor
OPTIONAL WEAPONS - Can be used as clubs in close combat

Flintlock pistol

1D6 2D8 1 6 14 4AP to reload

Flintlock musket

1D6 3D8 1 8 24 4AP to reload

All close combat weapon modifiers remain the same

Equipment

Equipment may be purchased between quests or discovered during quests etc

Equipment (GC = Gold Coins)

  • Battle axe (400gc): (D8 attack modifier, +4 wound modifier),
    2 handed may not use shield or second hand weapon.
  • Bracers (200gc): -1 extra armour in close combat
  • Broadsword (250gc): Sword
  • Crossbow (350gc): See above (not close combat)
  • Dagger (25gc): See above
  • Hand axe (150gc): See above
  • Longsword (350gc): As sword but may attack from 2 squares/hexes
  • Short Sword (150gc): As dagger
  • Spear (150gc): As above
  • Staff (100gc): As spear
  • Chain Mail (450gc): As above
  • Cloak of Protection (350gc): +1 toughness
  • Plate Armour (850gc): As above
  • Shield (100gc): As above
  • Tool Kit (250gc): Enables bearer to remove any trap found. Roll a D6 on a roll of 5+ you loose one wound. Once you have rolled the die the trap is removed.

    HERO MAGIC SPELLS (To be used by the Wizard and the Elf)

    Fire Elemental Spells

    Ball of Flame: The spell may be cast at any one monster/player. It will inflict 2 wounds. The victim may roll two defence D6, for each 4+ rolled a wound is saved. The spell is then exhausted.

    Courage: The spell may be cast on one player. The player has an extra 2D6 close assault bonus the next time he attacks. The spell is then exhausted.

    Fire of Wrath: The spell may be cast on any one monster/player anywhere on the board. It will seek out and inflict 1 wound The target saves on a 4+ roll on a D6..The spell is then exhausted.

    Earth Elemental Spells

    Heal Body: The spell may be cast on any one player. It will restore up to 4 wounds that have been lost. The spell is then exhausted.

    Rock Skin: The spell may be cast on any one player. The player gains an extra -1 to armour rating for the following turn. The spell is then exhausted.

    Pass through Rock: The spell may be cast on any one player. That player may then move through walls when he next moves. The player may move through as many walls as his APs will allow. The spell is then exhausted.

    Water Elemental Spells

    Sleep: The spell will put any one monster/player to sleep. They may roll one saving dice per AP expended. The spell fails if a 4+ is rolled. Once put to sleep they must roll a six at the start of their turn before they can move again. This spell can only be cast once per game.

    Veil of Mist: The spell may be cast on any one player. That player may be then move unseen through spaces that are occupied by other monsters/players the next time he moves. The spell is then exhausted.

    Water of Healing: The spell may be cast on any one player. It will restore up to four body points that have been lost. The spell is then exhausted.

    Air Elemental Spells

    Wraith: The spell conjures up a wraith who will do one of the following: open any door on the board (the rooms contents should be put out) or attack anyone on the board with (5APs, 2D8+2D6 attack dice, 2D8+3 wound dice). The spell is then exhausted.

    Swift Wind: The spell may be cast on any one player. That player may then move 4 squares/hexes per AP expended the next time he moves. The spell is then exhausted.

    Tempest: A small tempest is created which envelops one monster/player of your choice. That monster/player will then miss his next turn (AP0). The spell is then exhausted.

    DUNGEON DWELLERS

    For creatures, please see the Bestiary

    Chaos Magic Spells

    Ball of Flame: The spell can be cast on any one hero, it will inflict 2 wounds, the hero rolls 2D6s and saves a point of damage for eack 5+ rolled (per dice, scores do not add).

    Cloud of Chaos: The spell paralyses all heroes located in the same room/corridor. A paralysed hero is unable to move, attack or defend himself. The spell can be broken at once or on a future turn by each victim rolling a die for each AP expended. On a 6 the hero frees himself and may act normally. (per dice, scores do not add).

    Command: This spell puts one hero under the caster's control. The spell can be broken immediately or on a future turn by the hero rolling a die for each AP expended. If a 6 is rolled the spell is broken. (per dice, scores do not add).Until the spell is broken the caster may move and attack with the hero as if he was another model under his control.

    Escape: This spell enables the caster to vanish and reappear to a secret destination shown on the quest map.

    Firestorm: This spell creates a roomful of fire that inflicts 3 wounds of damage on all heroes/monsters in the same room with the caster. The caster is unaffected. All victims roll 2D6 and save a point of damage for eack 5+ rolled (per dice, scores do not add).

    Lightning Bolt: The bolt will travel in a straight line until it strikes a wall or closed door, inflicting 2 wounds on all heroes/monsters in its path.

    Rust: This spell causes any one metal weapon to rust and become useless (not effective against magical artifacts)

    Sleep: The spell will put any one monster/player to sleep. They may roll one saving dice per AP expended. The spell fails if a 4+ is rolled. Once put to sleep they must roll a six at the start of their turn before they can move again. This spell can only be cast once per game.

    Summon Orcs: The spell conjures up a group of orcs to surround and protect the caster. Roll 1D6: 1-3: 4 orcs, 4-5: 5 orcs and 6: 6 orcs.

    Summon Undead: The spell conjures up a group of undead to surround and protect the caster. Roll 1D6:l 1-2: 2 skeletons, 3-4: 3 skeletons & 2 zombies and 5-6: 2 zombies & 2 mummies.

    Tempest: A small tempest is created which envelops one monster/player of your choice. That monster/player will then miss his next turn (AP0). The spell is then exhausted.

    MAGICAL ITEMS OR QUEST ITEMS

    These quest items are for specific locations (for the heroes to discover) in the dungeon

    Mithril Armour: -3 Armour, no movement penalties

    Wand of Recall: Costs 3APs to cast a spell instead of 5AP.

    Orc's Bane: +4 wound modifier when fighting Orcs/Goblins.

    Frost Blade: +4 wound modifier against undead creatures and can kill the following (Vampires, skeletons, zombies or mummies)

    Ring of Return: When invoked, this magical ring will return all Heroes that the ring wearer can see to the starting point of the quest, it can be only used once per adventure.

    Elixir of Life: Will bring a dead hero back to life, restoring all of his wounds. This potion may only be used once.

    DUNGEON TRAPS

    Place wherever you feel like increasing the heroes tension (and pain!)

    Pit trap: Remains on the board, player looses 1 wound, players may attack and defend but with only basic attack dice. Pit traps can be jumped, roll a D6 a 1-2 youit fall in, lose 1 wound and finish your turn.

    Falling block: Roll 3D6, lose 1 wound for each 1-2 rolled.

    Spear trap: Roll 1D6, lose 1 wound if a 1-2 is rolled. Trap is automatically removed.

    Treasure chest trap: Set as desired.

    TREASURE

    To be found (possibly) whenever a hero searches for Treasure/secret doors, some monsters may also have valuables hidden on their dead bodies.

    Gold Coins/Jewels: Value as desired

    Holy Water: You may use holy water instead of attacking it will kill any undead creature: vampire, Skeleton, zombie, or mummy. Discard after use.

    Potion of Healing: Will restore up to four wounds that have been lost. Discard after use.

    Potion of Resilience: When taken the player has a Toughness of +2. The card is then discarded.

    QUESTS

    It is suggested that each adventure be broken down into a series of quests. Each quest should be of a manageable size and have a definite goal: Slay the orc warlord, rescue the prince or damsel etc, etc.

    At then end of each quest the heroes should be able to heal their wounds (unless you are feeling very nasty), and buy new equipment with their hard earned treasure, that they have found (swiped).

    Notes:

    The rules are inspired by several sources such as MB Games Heroquest and the Gauntlet computer game (very old school).

    While these rules have been play tested (once), it has not been done so extensively. Care should be taken especially with the very powerful monsters and bosses.

    Good luck, and go and give those orcs a bloody nose!

    Click here to download
    The Playsheet
    Click here to download
    The Bestiary


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