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DOWN INTO DARKNESS

This game has been though as a solo


dungeon crawling using THW game
mechanics, thought you can play it
cooperative. The player or players are
represented by a figure with Star status,
who can be accompanied by some
grunts or followers, up to a maximum of
the number of the Reputation of the
star.

Stars and grunts may gain experience
as they accomplish quests or missions
in a dungeon, likewise any encounter in
other THW rules.

Stars should commence with Rep 4,
two followers and basic equipment, plus
one healing potion each. Also, the Star
should choose one attribute; Weapon
Proficiency is a good one to start with.

Until Legendary Heroes is released, Im
using turn sequence and activation
from 5150, as well as reaction tests,
combat, weapons and attributes from
Montjoie. Some manoeuvre concepts
from RSBS, plus some modifications
from my own. Also, the How bas is it
doc? table from CR 2.0, to give
characters more chances to survive in a
dungeon.

The normal distance of 12 in the
Enemy Threat Table from Montjoie, will
be modified according to the visibility in
a dungeon. For example, in a dark
dungeon visibility is of 1 and thus,
Enemy Threat test would be taken at
such distance.

INTO DARKNESS
Dungeons can be illuminated or not,
and its dark when its not, much darker
than at night. To reflect this LOS is 1
when it is dark. Using a handheld
illumination device like a torch, it
extends LOS out to 12. Creatures with
infra red vision like Drows, further
extends this to normal LOS.

Figures cannot run in unlit or
unexplored dungeons. Also, all
movement in lit dungeons count as
being slow, and reduced to 1/3 when
dark.

There is no need to roll for activation as
long as there are no monsters in sight.
Just move normally your figures and
generate dungeon until you have an
encounter, then start to roll for
activation until the battle is over.



All characters can be equipped with
torches as well as gear to light them.
Characters holding a torch are always
priority targets. Characters using two
handed weapons or using two one
handed weapons, cannot wear a torch.
A torch count as improvised weapon.
A character holding a torch in one hand
and a weapon in the other hand, counts
as fighting with two weapons.

A character wanting to light a torch
must spend a whole activation without
moving or doing anything else, roll 2D6
and check the following table:

Pass 2D6
The torch is lit.
Pass 1D6
Not yet but almost. Add +1 to Rep in
the next try.
Pass 0D6
No way. Try it again next turn.

Figures with a torch that runaway, will
drop it. A torch drop on the floor will
extinguish by rolling a 6 on the same
turn, 5 and 6 on the next, 4, 5 and 6 on
the next, and so on and so forth.
A torch can be thrown like a hand
hurled weapon, to illuminate distant
areas.

QUESTS
A quest is the final objective of the
adventurers and it always happens in a
quest room. You can settle your own
quests or use the table below. Roll 2D6
vs. the Rep of the Star.

Type of Quest Table
Pass 2D6
1-3, the explorer. 4-6, chase.
Pass 1D6
1-3, kill the monster. 4-6 hostages.
Pass 0D6
Jail break.

The explorer: An explorer hires you to
map a dungeon. He will pay you 10
gold crowns per room discovered plus
everything you can loot.

Chase: An important prisoner escapes
into a dungeon. You have to find and
bring him back to justice, for a reward
of 100 gold coins, dead or alive. Youll
find him in a Quest room.

Kill the monster: A monster is
terrorizing the area and you must put
him off. It is a boss monster that youll
find in a Quest Room. There is a
reward of 15 X Rep of the monster in
gold coins for the head of the monster.

Hostages: The object of the quest is
recovering a group of prisoners. The
monsters guarding them could kill them
if you are not aggressive enough. You
get 50 gold coins per each hostage
rescued plus 100 gold coins if you
rescue all of them alive. Roll in the
chart of How many of them to see how
many they are.

Jail break: You and your party are
prisoners inside a dungeon and must
get out. Quest Rooms should be stairs
leading up and there should be no other
stairs in the dungeon. Party will start
from a room in a level determined by
1D6 roll: 1-2 two levels, 3-4 three
levels, 5-6 four levels deep.



DUNGEON EXPLORATION
Advance Heroquest, Space Hulk or
hand made tiles can be used to play.
Dungeon generation is mainly borrowed
from the game Advanced Heroquest; if
you are not happy with that you can
always use the bug tunnel generation
from 5150.

When you start a new game only a part
of the dungeon is revealed according to
the current LOS of the leading
character. Part of the mystery is
exploring. Each expedition to the
dungeon will reveal more of its dark
secrets.

As you explore, you build up the
dungeon plan with the sections you
have. At the same time it should be
kept a full record of the dungeon on a
mapping sheet, including any special
features such as undefeated monsters
or unopened treasure chests.

There are many possible layouts for
dungeons. You can have a dungeon
that is only one level, with no stairs
going down. You can have a dungeon
that has many levels, descending deep
into the earth, with the Stars opponents
becoming ever more powerful the
deeper you go on. You can decide to
limit the size for a dungeon in advance,
or just let it go on for as long as it can.

Each dungeon, whatever the overall
layout, is made up of rooms and
passages. For most areas of the
dungeon, these are randomly chosen
using the dungeon generation tables.
The passages link the rooms together,
and may also contain wandering
monsters to threaten the Stars and
followers.

Rooms fall into four categories: Normal
Rooms which are small empty
chambers; Hazard Rooms which
contain some kind of special feature;
Lairs which are the homes of groups of
monsters; and Quest Rooms which are
the key locations of the dungeon.

DUNGEON GENERATION
The rooms and passages of the
dungeon come to life as the figures
move. They are randomly generated
using the passage and room generation
tables, so the figures wont know what
theyre going to find until the get there.

You should only place a new dungeon
section during a movement if the
leading figure can see a passage or
room that have not already been
placed, either when moving ahead or
when opening a door.



PASSAGES
Passages can be found leading off
junctions and behind some doors.
Passages are three figures wide.

Junctions: if the figures are exploring
from a junction, they will find passages
leading from each unexplored exit.

Room doors: if the figures open a
previously unopened door in a room,
there is an even chance that there will
be a passage or a room beyond it. Roll
a dice, evens mean its a passage,
odds a room.

Passage doors: all doors from
passages lead into rooms. Doors are
one figure wide.

Secret doors: rooms without exit doors
can be searched once to see if there is
any secret door in it. Roll as for an
opposed task of difficulty 2, if you fail is
because there are not any secret doors
in that room.

Whenever the figures explore a new
passage, whether it starts from a
junction or a door, the leading figure
rolls on the following four cases. First
he rolls 2D6 to see if the area is
illuminated or not. Secondly he rolls
1D6 to determine the passage length;
then two dice to see if there are any
passage features; and finally another
two dice to discover what lies at the end
of the passage.

Light or Darkness
If you get any double with 2D6 its dark.
The next time you get another double it
will be light again, and so on. You will
need some markers to differentiate
illuminated areas from the ones which
are not.

Passage Length Table
1D6 Passage Length
1 1 section
2-4 2 sections
5-6 3 sections

Passage Features Table
2D6 Feature
2-3 Wandering monsters
4-5 1 door
6-8 Nothing
9-10 2 doors
11-12 Wandering monsters

Doors: the leading figure decides in
which section of the passage the door
is to be placed, and on which side of
the passage; only one door may be
placed per wall or passage section.
They can be discovered in the walls of
passages and in rooms. They are
always closed when first encountered,
and you only generate what lies behind
them when a figure opens a door.
When opening a door from inside a
room, roll a dice. On an even number
the door opens into a passage (roll on
the passage generation table). On an
odd number it leads to another room
(roll on the room generation table).
When the door is opened from a
passage section it always leads to a
room.

Wandering monsters: the player rolls
for how many of them and after that, in
the appropriate monsters table.

Passage End Table

2D6 Passage End
2 Stairs down
3 Stairs out
4-5 Right turn
6 T-Junction
7 Dead end
8 T-Junction
9-10 Left turn
11 Stairs out
12 Stairs down

Junctions and turns: Place the
appropriate junction or corner place.
Only when a figure is actually standing
on the junction he will be able to see
what leads off it. Corner sections count
as junctions, so you cannot see round a
corner until you are standing on it.

Dead end: The passage ends in a pile
of fallen rocks where the ceiling has
caved in, there is no way for the figures
to pass this obstruction.

Stairs: Stairs out always lead up to the
surface, if the figures go any further this
way the expedition is over. Stairs down
lead to the next dungeon level, which
will begin with a stairway and two
lengths of passage leading from it.

ROOMS
Rooms will be discovered behind many
of the doorways. They may contain
monsters, traps and treasure.


When a room result is generated,
consult the Room Type Table to find
out what type of room it is. The table
also tells whether it is a small or large
room section.

Room Type Table
2D6 Room Type Room Section
2-3 Lair Large
4-5 Hazard Small
6-8 Normal Small
9-10 Normal Large
11-12 Quest Large

Normal: Empty rooms.

Lairs: Lairs are the home of groups of
monsters who have colonised the
dungeon and live in its dark chambers.
Roll on the Type of the Monsters Table
to find out what sort of monsters are
here, and then roll to see how many of
them there are. Lairs also contain a
treasure chest; if the figures open this,
consult the Treasure section to see
whats in it.

Quest: the key locations in a dungeon
level, Quest Rooms usually contain
something vital to the figures chances
of success or the final objective of the
quest or mission. Quest Rooms always
have monsters in them and one of them
its always a boss, a big creature such
as a troll or a minotaur, and generally of
Star status. Roll on the Type of the
Monsters Table to find out what sort of
monsters are here, and then roll to see
how many of them there are. Quest
Rooms also contain a treasure chest.

Hazard: These rooms contain some
type of special feature, such as a magic
fountain, an ancient sarcophagus, or a
gaping chasm. Consult the Hazard
section to discover what feature is in
the room.

Hazard Table
1D6 Hazard
1 Wandering Monsters
2 Non-Player Character
3 Chasm
4 Pool
5 Shrine
6 Crypt

Wandering Monsters: find out what type
they are and roll on how many of them.

Non-Player Character: There is a
hostage guarded by a group of
monsters. If the figures defeat the
hostages captors and escort him back
to surface, they will get a reward of 100
gold crowns.

Chasm: Generate a group of monsters
and place them on the opposite side of
the Chasm, as well as a door and a
treasure chest. Figures must make an
opposed task test if they want to cross
it, but if they fail they fall into the
Chasm, never to be seen again.

A safer way to cross the Chasm is one
figure jumping it with a rope and then
make some kind of rope ladder or
bridge for the others to pass safely and
without doing an opposed task test.
Obviously, this cannot be done as long
as there are monsters in the room.

Pool: Any figure may drink from the
pool. Magic Pools affect people in
different ways each time they take a
drink, so a separate roll must be made
for each figure:

1D6 Result
1-2 Poisonous
3-4 Antidote
5-6 Luck



Luck: it allows figures to re-roll once
any type of dice during an encounter.
E.g. an elf shoots his bow and rolls a 2
and misses, so he re-rolls that die again
and now scores a 6, hitting his enemy
and thus spending his point of luck.
Poison: if you result poisoned you must
immediately take an antidote or be
healed by a wizard or similar.
Otherwise, roll in the chart Shaky and
Feverish from LOA in page 21 that you
can also find in the Fallout folder, in
THW yahoo group. If you result dead
for poison effect, you can still use the
Cheat Death ability.

Antidote: it acts as an antidote against
poisoning.

Shrine: it can only be used once so only
one figure could beneficiate from it. Roll
in the following table:



1D6 Result
1 Blessed
2 Trap
3 Infra red vision
4 Warrior rage
5 Trap
6 Cursed

Blessed: The figure has +1 to his Rep
in his next opposed task or his next
round of combat.

Trap: Roll on the Trap Table.
Infra red vision: The figure gets infra
red vision until he exits the dungeon.

Warrior Rage: The figure becomes
Psycho for the whole encounter.

Cursed: The figures has -1 to his Rep in
his next opposed task or his next round
of combat.

Crypt: If a figure wants to open a crypt,
roll on the following table:

1D6 Result
1 Magic item
2-3 Nothing
4-5 Gold
6 Undead creature

Magic item: Roll on Magic Treasure
Table.

Empty: Hello?

Gold: roll as scavenging 1D3 corpses.



Undead creature: roll 1D6, 1-5 a
skeleton rises from the crypt, on a 6 it is
a spectre, wight, mommy or similar,
your choice.


ROOM DOORS
Immediately after generating the room
type and its contents, roll two dice and
consult the Room doors Table to find
out it there are any other exits. If there
are doors, put them in any wall at your
choice.


2D6 Number of doors
2-6 None
7-8 1 door
9-12 2 doors

TRAPS
Every time a seven is scored on the
dice activation, one of the figures of the
group at random, has stepped into a
trap. Such figure must immediately roll
vs. its Rep to see what happens:

Trap Table
Pass 2D6
The trap doesnt work.
Pass 1D6
If in melee the trap springs. If not,
figure tries to disarm it, roll for opposed
task.
Pass 0D6
The trap springs, roll for effect.

Types of traps: traps can be poisonous
if you score a six on 1D6. Also they can
be of difficulty level 1, 2 or 3. The
difficulty level of the trap is the factor to
apply for the opposed task roll when
trying to disarm it. It also determines
the impact of the trap when calculating
damage.

You can settle the level of the trap
according to the Rep of the figure. For
example Reps 3 only finds traps level 1
and Reps 4 traps level 2 and so on; or
just roll 1D6: 1-2 level 1, 3-4 level 2, 5-6
level 3.

MONSTERS
The type of monsters to be generated
in a dungeon must be worked before
starting to play. Fill a table like the one
below with appropriate monsters and
then roll 1D6 and add the Rep of your
Star, the total in the Type of Monster
Table is the type of monster you
encounter. Optionally, you can add a
further +1 to the final score for each
deep level you go down into a dungeon.

In a typical WHF dungeon, we may
encounter the following monsters:

Type of Monster Table
1D6 +
Rep
Type of Monster
4 Spiders
5 Bats or rats
6 Goblins
7 Goblins and orcs
8 Goblins and orcs
9 Orcs
10 Orcs
11 Orcs and one troll
12 Trolls

Boss monsters only appear in Quest
Rooms and are previously defined by
the player before starting to play. Boss
monsters are usually Stars and wear
some magical item with them.

Once you have worked out the type of
monsters, roll for how many of them,
then grid off the room in 1 increments
and roll 2D6 to plot their location.
Example: 3 and 5 would be 3 from the
wall that the figures entered and 5
away from the wall to their left towards
the centre of the room. Next roll for
Enemy Threat.



MONSTERS REASON TO FIGHT
Every time a group of monsters either
drops below its half or its leader dies,
roll on the Reason To Fight Table,
using the higher Rep in that group of
monsters:


Pass 2D6
Carry on
Pass 1D6
Runaway if casualties or casualties
plus the leader of the group. Otherwise
carry on.
Pass 0D6
Runaway

Monsters and characters that runaway,
will leave the room or passage in the
opposite direction of the fight, as fast as
possible. If they escape, monsters will
rally automatically in the next room or
dungeon level, and stay there until you
pay them a visit; Stars and followers will
need to be rallied normally.

If there is no physical way of escaping,
monsters will drop their weapons and
beg for mercy.

TREASURE
Second only to fame and glory, the
thing closest to any heros heart is the
discovery of vast hoards of treasure.
The dungeons and hallways burrowed
out beneath the surface are filled with
gold and magical treasures of awesome
power. Heroes can acquire magical
weapons, scrolls and potions to help
them in future battles, and gold to pay
for followers or buy equipment.

Treasure may be found in the treasure
chests and also looted from slain
monsters. Boss monsters may have
magical items that can also be looted.

Whenever you open a treasure chest
roll on the Treasure Chests Table:

1D6 Result
1 A rope and 30 gold crowns
2 50 gold crowns
3 100 gold crowns
4 150 gold crowns
5 1 potion and 50 gold crowns
6 Magic treasure (roll on the
Magic Treasure Table)




Magic Treasure Table
1D6 Result
1 Ring
2 Potion
3 Armour
4 Weapon
5 Scroll
6 Wand

Magic Ring of protection: raise in 1
the armour level of the user.
Magic Potion: roll 1D6 1-2 healing or
antidote, 3-4 infra red vision, 5-6
courage (+1D6 for Enemy Threat
Test/wanting to charge/being charged).

Magic Armour: 1-3 shield (it reduces in
-1 Rep of enemy shooters), 4-6 body
armour (user wins draws in melee).

Magic Weapon: +1 to Rep in melee.

Magic Scroll: It can only be used by
wizards.

Magic Wand: it can only be used by
wizards. Magic wands contain one spell
at random. Roll 1D6, the wand has that
many charges and each time it is used
to cast the spell, a charge is used up.

ITEMS MAXIMUM ALLOWANCE
For simplicity's sake, each playing
character and follower can carry up to
ten small items (purse, knives, torches,
potions, food, antidotes and other
objects of similar size). Five of medium
size (shields, quivers, weapons, etc.)
and one of large/heavy size (any type
of armour).

Only two handed and shooting
weapons cost one full activation to pick
or swap.

LOOTING CORPSES
You can loot people killed in a fight.
You can loot once per corpse. Corpses
will have the weapon they were using,
and 1D6 gold crowns. If you roll 6, roll
again and add the score to that 6 to see
how many gold crowns youve got in
total. You can do this again and again
as long as you get sixes on your roll.



BETWEEN EXPEDITIONS
An expedition begins when the figures
are placed on the first stairway section,
and ends when the last surviving one of
them ascends a stairway that leads out
of the dungeon.

Regarding experience, each level of a
dungeon is considered an encounter.

After going out, the first thing you have
to do is dividing the treasure equally
among the players, and then paying
your followers (their Rep x 5 gold
crowns). Only after that, you can spend
some gold buying some items and
hiring new followers. Once youve done
this youre ready for a new expedition.

Cost Table
Item Cost
Studying and training.
Gain an attribute 600
Followers
Rep of the figure X 20
Armour
Shield 10
Leather armour 25
Chain mail armour 50
Plate armour 200
Mithril armour 400
Weapons
Dagger, spear 10
Throwing weapons 10
Axe, war hammer, mace 25
Sword 35
Two handed axe, halberd 50
Two handed sword 60
Short bow and arrows 20
Bow and arrows 25
Long bow and arrows 50
Cross bow and bolts 40
Equipment
10 feet of rope 5
Torch 5
Potion 50
Scroll 100
wand 300

Whenever you buy new items or sell
those ones looted in a dungeon, roll
2D6 vs. your Rep in the Barter Table.

Barter table
Pass 2D6
Sell and buy at half.
Pass 1D6
Sell at half and buy at normal price.
Pass 0D6
Sell at and buy at double.

Any item from the table can be magic
for a price. To find out the price of a
magic item, multiply its normal price per
ten, but do this before rolling on the
barter table. For example, a magic
sword would cost 35x10 = 350 gold
crowns, but that price could vary from
175 or to 700 gold crowns!

NEW ATTRIBUTES
All attributes listed in Montjoie rules
plus:
Barter- Add +1 to your Rep when
bartering.
Expert thrower- Roll an extra die when
throwing anything and add 2 to the
maximum range distance.
Finesse Apply +1 to OD for any hit.
Heroic fighting Character allowed
using manoeuvre in melee.
Infra red vision- can normally see at
night and in dark places.
Living legend Famous or infamous
characters that strike terror in their
enemies.
Larger than life Its the normal
Larger than life skill available only for
Stars but with a new addition. When
killed by a lower Rep, the Star figure
can choose between leaving the game
in that moment normally, or stay in the
game wounded with a permanent
minus 1 to his Rep.
Magic lore 1 and 2 Skill needed to
handle magical artefacts.
Martial Arts Character will add +1D6
to manoeuvre test, keeping the two
best scores.
Mule Character can carry double
quantity of items normally allowed, and
plate armour does not hinder
movement.
Lock pick It allows doing opposed
tasks to lock/unlock any lock.
Sixth sense Character will add +1 to
his/her Rep when checking a surprise
and an awareness test.
Snake eater Immune to all poison
effects.
Stealth - It gives you a +1 to Rep when
doing sneak or stealth opposed tasks.
Trapper Roll one more dice for trap
tests and pick the two best results.
Weapon proficiency- For each level of
Weapon proficiency with a specific
weapon, the character rolls 1D6 more
in melee when using that weapon. For
example, if the character has weapon
proficiency level 2, he will roll 4 dices in
melee, thought he only keeps two of
them.

ABOUT WEAPONS. OPTIONAL
Weapons can hurt a maximum of
figures equal to their target rating. Good
one handed swords have target rating
2.

Some weapons can reach enemies
without base to base contact, the
advantage of this is that wearers of
such weapons are unaffected by a
negative melee result if the opponent is
out of reach.

Examples of some weapons: 1 handed
sword is R0, T2, I3. A 2HW is R1, T1,
I4. A bastard sword is R1, T1, I3. Pole
weapons and net have R2. Axes and
maces have bonus +1 to break shields.

Breaking shields: If a character
successfully parries a blow with his
shield, it is broken if the score of the
shield passing dice is lower than the
impact of the weapon that hit it. For
example: One follower Rep 3 in melee
against an orc rolls 3, 4 and a shield
dice of 2. The orc Rep 4 rolls 4 and 2,
passing the same dice than the follower
if we count his shield dice. As the score
of the shield dice is lower than the
impact of the weapon the orc is
wielding, a sword I3, the shield is
smashed and rendered useless. From
now on, the follower will fight without
shield.

Magic shields can only be broken by
magic weapons.

Throwing weapons: men armed with
throwing weapons are not considered
missile men in melee. They can recover
the thrown weapons only if they win the
melee and not if they runaway.

EXPERIMENTAL RULES FOR
HEROIC FIGHTING. OPTIONAL
Remember Conan slashing enemies
under the Mountain of Thulsa Doom,
right?

This special type of fighting can only be
done by Stars or by characters with the
attribute Heroic Fighting.

MANOEUVRE. OPTIONAL
This special type of fighting happens
just before melee, in order to gain some
advantage in melee before resolving
combat. Therefore, more dice than
usual are rolled, first to see who gets
some advantage (manoeuvre), and
then for the normal melee.

The attacker rolls 2 dice vs. his Rep,
modified by -1 if the adversary has a
higher Rep.

Manoeuvre Table
Pass 2D6
Manoeuvre.
Pass 1D6
Go to melee.
Pass 0D6
Bad stuff.

Only the active figure has the option to
try to do a manoeuvre before melee.

TYPES OF MANOEUVRE. OPTIONAL

- Bash attack (modified from
RSBS): If successful, attacker
strikes defender with his shield.
Defender must rolls 2D6 vs. his
Rep: pass 2D6 falls back 1,
pass 1D6 falls back 2, pass
0D6 knocked down. If failure
attacker stumbles and falls to
the ground.
Attacker must have a big shield
to do this manoeuvre.

- Net Attack (modified from
RSBS): If successful defender is
trapped in the net and must rolls
2D6 vs. his Rep. pass 2D6 he
frees himself, pass 1D6 he frees
next turn, pass 0D6 must try
next turn. A trapped figure
cannot do anything at all until
free. If attack fails, attacker
looses his net forever.

- Flank Attack (modified from
RSBS): If successful, attacker
flanks defender and gives -1 to
Defenders Rep in the next
melee round. Also, if the attack
is on the unshielded side,
defender wont get the shield
bonus. If the attack is failure, the
result is the other way round,
the defender flanks attacker.

- Sand attack (modified from
RSBS): If successful, attacker
throws sand in defenders eyes.
A figure with sand in his eyes
will roll 1D6 at the beginning of
every turn. First time sand goes
off rolling a 6, second turn by
rolling 5, 6, and so on and so
forth. While having sand in his
eyes, he will fight only with 1D6
and all his movement is halved.
If attack is a failure, defender
sees attackers intention and in
an anticipation movement abort
attackers manoeuvre and gives
-1 to attackers Rep.

- Frontal back attack: Also knows
as the Conan move ;-) If
successful, attacker moves
through defenders guard and
slashes defenders back and
defender counts unshielded. If
failure, it happens just the
opposite.

- Feign: Like FBA but the other
way round. This manoeuvre
could be seen as exactly the
same as FBA but it is not as in a
narrow tunnel or small room the
final position of fighters can be
very important. If success,
attacker fakes an opened guard
and let defender counter strike,
then moving aside and striking
at his back.

- One and Two attack: If success
attacker strikes first defender,
goes through his guard and
attack the next defender in a 2
radius. With this manoeuvre, a
character can attack two
separate figures in the same
activation. If failure, attacker
gets trapped between the two
defenders, the fist one at his
back, and then melee is
resolved.
- Whirl attack: When a figure
starts his activation surrendered
by enemies in melee range, he
can try this manoeuvre. If
success all enemies falls back
1. This can be really
advantageous if you are using a
two handed or pole weapon, as
you could attack in your
activation without risk. If failure,
resolve melee normally, with
one of them attacking at your
back.

- Thrust and parry: Some sort of
Feign. If success, thought
defender wins melee, he cannot
hurt attacker. If failure, thought
attacker wins melee, he doesnt
hurt defender.

- Delay: Automatic, no need to
roll for manoeuvre. Double
number of total D6 to roll in
melee, but dont hurt thought
you win. Ideal to hold a position
or delay, but note that as with all
the manoeuvres, it can only be
done in the figures activation.

- Break: If success, attacker can
break contact from melee and
move up to 4 in the opposite
direction to enemy in contact. If
failure, attacker is attacked at
his back during defenders
activation. A figure breaking
contact cannot enter in melee
with another figure in the same
activation.

- Combo: Right after attacker
doing a successful manoeuvre
and winning the melee, he can
try again another manoeuvre
but resting -1 to his Rep for the
manoeuvre test, a -2 if a second
time and so on. It cannot be
done a combo after a break.

Many thanks to the author of all these
fantastic pictures, Mr. Nikolas Lloyd,
who has kindly allowed me to use them
for this specific document.
You can see them in bigger size,
together with some more, as well as a
lot of interesting articles at his site:
http://www.LloydianAspects.co.uk/

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