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Initiative

Initiative determines "who acts first" in combat


(the player characters or the GM controlled
creatures and NPCs).
The GM rolls 1d6 for the creatures or NPCs.
The player with the highest SKILL rolls 1d6.
If one or more players has the same SKILL
value, they must choose who will roll the dice
between them.
The group (players, monsters, or NPCs) with the
highest roll, wins initiative first for the combat
round
If both dice rolls are equal, simply roll again.
For reasons of simplicity in this explanation,
group A will be the one who won the initiative,
as opposed to group B who lost.

The above images show the position of a


miniature on a square and the 8 squares to
which he is adjacent. The 'peak' indicates the
direction the miniature is facing. Each square
can be occupied by only one miniature. Some
larger creatures may occupy several squares.
Attacks to the back receive +4 as indicated in
the rule book: Rear attack p.59.
A shield held in the right hand absorbs the
damage from the squares to the front and right
side. A shield held in the left hand absorbs the
damage from the squares to the front and left
side. Shields cannot absorb attacks from the
Back squares.
Each square represents a one meter by one meter
area

Surprise automatically wins you the initiative


and there is no need to roll.

Movement
Order of Events
The effects of Group A's Missile Weapons
The effects of Group B's Missile Weapons
The effects of Group A's Spells and Magic
Items
The effects of Group B's Spells and Magic Items
Group A's Movement (2 metres max)
Group B's Movement (2 metres max)
Hand-to-hand attacks.

The facing of a miniature on


the floor plan

Fr = Front Si = Side Ba = Back

A miniature can move vertically, horizontally or


diagonally from one square to another.
Movement to a vertical or horizontal square
costs 1 meter Movement.
A move to a diagonally square costs 1.5 meters
Movement.
Running takes the whole round and doubles the
maximum number of meters a miniature can
move in a turn to 4 meters.
Rotation :
A miniature can use movement to turn in any
direction of his choice while standing the same
in a square. To turn 45 costs no movement, to
turn 90 costs 1 meter of movement and to turn
180 costs 1.5 meters
Shift Stance :
We distinguish between three positions:
standing, kneeling and lying down.
To switch between these positions costs
movement, the amount of movement depends
on what armour a character is wearing. A
character wearing light-armour can switch
between standing and kneeling or kneeling and
lying down (or vice-versa) at a cost of 1 meter of
movement. The light-armoured character can

also switch directly between standing and lying


down at cost of 1 meter of movement.
A character wearing heavy-armour can also
switch between standing and kneeling or
kneeling and lying down (or vice-versa) at a cost
of 1 meter of movement. However if a heavyarmoured character wishes to switch between
standing and lying down they must first switch
to kneeling must first switch to the kneeling
position and then to the lying position (or the
reverse if they are standing up) costing a total of
2 meters of movement.
Draw a weapon:
There is no penalty for drawing a weapon if you
are standing still. You can also draw a weapon
while performing a movement at no cost.
However a hero who runs, cannot draw his
weapon at the same time.
To put away one weapon and change to another
costs 2 meters of movement.
If the character drops the weapon he is holding
to draw another it costs him 1 meter of
movement. To pick up a dropped weapon from
the ground a character must first kneel using the
Shift Stance rules.

Actions in combat

Blocking : A character fighting alone against


multiple opponents can not disengage from the
fight as he is out numbered by his opponents.
The fighters that outnumber their opponent can
disengage from them on condition that one of
them remains in contact with the character. An
exception is made if the character makes a
dodge test (see Dodge below). A character that
does not have the Dodge special skill can in no
way disengage from combat if out numbered.

Example : The Adventurer (represented by the A


on the drawing) can not withdraw because he is
alone against two opponents (unless you have
the special skill Dodge). The Goblin 1 (G1) can
disengage from him because the Goblin 2 (G2)
remains in contact. The two Goblins cannot
both break from the fight together.
Facing and Rear attacks :
A miniature can only choose to attack an
opponent that is in their 'front' squares. They
cannot attack an opponent that is behind them
in their 'back' squares. However an opponent in
a 'back' square may attack as long as the
miniature they are attacking is already in combat
with another opponent they are facing.

Example : The Adventurer (A) is in contact with


3 Goblins (G1, G2 and G3). Because the
Adventurer is facing Goblin 1 and Goblin 2
they can attack him and he can attack either of
them. However the 3rd Goblin can attack from
behind but the Adventurer cannot attack the
goblin back.

Example 2

Visibility

Line of sight is obtained when no obstacle (wall


corner, furniture other character) comes in a
straight line between the centre of the
character's square and its target's square.
Example 1
Example 2 : The Adventurer can shoot Goblin 1,
but not Goblin 2 because the angle of the wall
cuts off his line of sight.

Dodge

When a successful Dodge test is made a


character can move 1 meter to the right, left or
back. This does not count as movement.

Example 1 : Adventurer can shoot Goblins 1


and 2 with its missile weapon, but cannot shoot
Goblin 3 because it is hidden by the Goblin in
front of it.

Critical Hit

A critical hit pushes the target 2 meters into the


squares behind them (see 'back squares'). It may
be that an object (door, wall, furniture) prevents
moving back 2 meters. In this situation the
target which is cornered suffers a penalty (see
narrow corridor p. 59).

Other rules

Weapons with Reach: the following weapons


can hit a target 1 square away: Spear, Polearm,
Lance and Javelin.

Creatures with Reach: some monsters are very


large or very long such as the sand worm or
dragons. These monsters can hit more than 1
meter.
Size category Space Occupied

Reach

Minuscule, Tiny, 1m x 1m (1 Square)


Small, Medium
or Average

1m

Large

2m x 2m (4 Squares)

2m

Huge

3m x 3m (9 Squares)

2m

Gigantic

4m x 4m (16 Squares) 3m

Gargantuan

5m x 5m (25 Squares) 3m

Colossal

6m x 6m (36 Squares) 4m

Vast

7m x 7m (49 Squares) 4m

You can find the size of many Advanced


Fighting Fantasy creatures here:
h t t p : / / fi g h t i n g f a n t a s y . c o m / i n d e x . p h p ?
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