TEXT:  
   
   
  
   
   
  LEGAL INFORMATION 
  Permission to copy, modify and distribute the Open Gaming 
  Content of this document, known as Animalball Melee is granted 
  solely through the use of the Open Gaming License, Version 
  1.0a.  
  This material is being released using the Open Gaming License 
  Version 1.0a and you should read and understand the terms of 
  that license before using this material.  
  The following items are designated Product Identity, as defined in 
  Section 1(e) of the Open Game License Version 1.0a, and are subject to 
  the conditions set forth in Section 7 of the OGL, and are not Open 
  Content: Animalball, Animalball Melee, Bloodthorn the Elf, Elfbane the 
  Hobgoblin, Foreman the Minotaur, Kermit the Kobold, Marlee the 
  Human, Olrak the Ogre, Thordra the Halfling, Sanderson the Dwarf, the 
  Bonecrushers, the Merciless Angels, any and all shaded text that is not 
  part of a table, all artwork and graphics. 
  The remainder of the Animalball Melee document is Open Game 
  Content as described in Section 1(d) of the License. 
  This document created with MS Word (www.microsoft.com) 
  and Adobe Acrobat (www.adobe.com) with additional clipart 
  and 
  graphics 
  provided 
  by 
  Broderbund’s 
  Print 
  Shop 
  (www.broderbund.com). 
  Playtesting and development by the following members of the 
  Animalball crew: Ampere, Cazmoster, Eliahad, FlameBlade, 
  Thorn. 
  Editing by Kyle Jones.  
  Original cover illustration by Jeff Preston. 
   
   
   
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  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich baker, 
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  2 
  Table of Contents 
  INTRODUCTION................................................................................................................3 
  THE BASICS .........................................................................................................................4 
  THE COMBATANTS .........................................................................................................5 
  CREATING COMBATANTS..................................................................................................5 
  RACES ..................................................................................................................................5 
  STATS...................................................................................................................................6 
  Core Stats.......................................................................................................................6 
  Derived Stats..................................................................................................................6 
  FEATS...................................................................................................................................7 
  Specific Feats.................................................................................................................7 
  RATING..............................................................................................................................10 
  Sample Combatant Creation.....................................................................................11 
  THE ARMORY ..................................................................................................................12 
  WEAPONS..........................................................................................................................12 
  Weapon Sizes...............................................................................................................12 
  Encumbrance...............................................................................................................12 
  Weapon Categories and Properties.........................................................................15 
  Weapon Descriptions.................................................................................................16 
  ARMOR...............................................................................................................................17 
  Armor Properties........................................................................................................17 
  THE MELEE.......................................................................................................................18 
  SETTING UP.......................................................................................................................18 
  Scenarios......................................................................................................................18 
  INITIATIVE.........................................................................................................................19 
  ACTIONS............................................................................................................................19 
  ATTACK ACTIONS............................................................................................................20 
  Attack ............................................................................................................................20 
  Bull Rush ......................................................................................................................20 
  Disarm ..........................................................................................................................20 
  Feint..............................................................................................................................21 
  Fight Defensively........................................................................................................21 
  Help Ally.......................................................................................................................21 
  Overrun.........................................................................................................................21 
  Total Defense...............................................................................................................21 
  Trip................................................................................................................................22 
  MOVE ACTIONS................................................................................................................22 
  Move..............................................................................................................................22 
  Draw or Sheathe a Weapon......................................................................................22 
  Give Item ......................................................................................................................22 
  Pick Up Item................................................................................................................23 
  Ready or Loose a Shield ............................................................................................23 
  Stand Up .......................................................................................................................23 
  FULL-TURN ACTIONS......................................................................................................23 
  Charge..........................................................................................................................23 
  Run.................................................................................................................................23 
  Two weapon Fighting.................................................................................................23 
  Withdraw......................................................................................................................23 
  FREE ACTIONS..................................................................................................................23 
  Take 1-hex Step ...........................................................................................................23 
  Drop an Item................................................................................................................23 
  Drop Prone ..................................................................................................................24 
  SPECIAL ACTIONS............................................................................................................24 
  Attacks of Opportunity...............................................................................................24 
  Delay.............................................................................................................................24 
  Ready.............................................................................................................................24 
  MODIFIERS........................................................................................................................25 
  Friends in Combat......................................................................................................25 
  Flanking........................................................................................................................25 
  High Ground................................................................................................................25 
  Concealment................................................................................................................26 
  Cover.............................................................................................................................26 
  Firing into Melee........................................................................................................26 
  Defender Incapacitated..............................................................................................26 
  INJURY AND DEATH.........................................................................................................26 
  THE AFTERMATH ..........................................................................................................27 
  AWARDS............................................................................................................................27 
  ADVANCEMENT................................................................................................................27 
  RECOVERY.........................................................................................................................27 
  RE-EQUIPPING...................................................................................................................27 
  APPENDIX I: SAMPLE COMBATANTS .................................................................28 
  APPENDIX II: COMBATANT RECORD SHEET .................................................30 
  APPENDIX III: WEAPONS IN ORDER OF ST MIN............................................31 
  
   
  Introduction 
  I killed a man today. At least, as much as a goblin can be considered a man. 
  I am no stranger to death in my line of work, but would it surprise you to 
  learn that after two months in the arena, this is the first death by my own 
  hand? 
  The sun was high—the first contest of the afternoon. Beside me, Marcus fell 
  immediately before the onslaught of goblin arrows, but not before his 
  crossbow reduced their number by one, leaving me and my axe to face two 
  goblins alone. 
  I closed rapidly while they split up and fumbled to draw their curved 
  hobgoblin-forged blades. I made quick work of the first, leaving him 
  bleeding in the blue-gray dust of the arena, while his opponent flanked me 
  and opened up the flesh of my thigh. 
  My reaction was lightning fast and automatic. My head was filled by a 
  whistling whine as my broadaxe cut the air, and I felt the slight tug of 
  resistance just before the little goblin’s head completely separated from his 
  body. 
  The power of the follow through took my axe one way as the head—to my 
  great surprise—went the other. The goblin’s face hit the dust only half a 
  moment before his body. 
  As I brought my weapon to rest, I felt the familiar mix of relief at being 
  alive and disappointment at having no further enemies upon which to vent 
  my battle rage. 
  And that’s when I heard it. The crowd. They were all on their feet now, 
  stomping and screaming. Cheering. All for me. The sound was a palpable 
  force, a rumbling roar I could feel in the pit of my heart and gut. I’d seen the 
  crowd in a frenzy before, but never with me as its focus. 
  It was glorious. 
  Welcome to Animalball Melee 
  Animalball Melee is a game of gladiatorial style combat. Small squads of 
  fantasy combatants face each other in the Animalball arena or in larger 
  groups over difficult terrain. Dwarven warriors, battle-hardened elves, 
  fearsome bugbears, devious goblins and gruesome trolls, all compete in this 
  game of tactical combat. 
  Author’s Note 
  Animalball Melee was written as an homage to the original Melee minigame 
  which was part of The Fantasy Trip line, written by Steve Jackson and 
  originally published by Metagaming in 1978. Melee was published in more 
  than one edition, and The Fantasy Trip also included Wizard and then later 
  Advanced Melee and Advanced Wizard, among other offerings. 
  As a teen, the author played the original Melee extensively, never using it 
  with other products or as part of a roleplaying campaign. Instead it was used 
  to play head to head matches of pure gladiatorial combat. 
  It was glorious. 
  With only two simple stats, heroes went out to prove themselves in the 
  arena. They earned their scars, and occasionally, mighty legends grew out of 
  the basest of combatants. 
  Thus, while Animalball Melee uses a completely different set of rules, 
  adapted from the Open Game Content provided by Wizards of the Coast, it 
  is hoped that this game can capture the feel and spirit of The Fantasy Trip’s 
  Melee. 
  For players who are familiar with other d20-based Open Gaming products, 
  Animalball Melee will likely be an experience that is simultaneously unique 
  and familiar. The well-known Open Game elements are there, but 
  everything superfluous has been stripped away until there is nothing left but 
  pure physical combat. 
  Enjoy. 
   
  Animalball Melee is purely a product of Animalball Games. Mention of 
  Melee, Wizard, The Fantasy Trip, Metagaming, Wizards of the Coast, and 
  Steve Jackson is only for historical reference and in no way implies any sort 
  of direct connection to or endorsement by these entities. 
  
   
  4 
  The Basics 
  This section provides an overview of the entire game as well as some of the more common 
  terms and concepts. 
  What you need: This book is merely the rules to the game, and players will need to have the 
  following in order to play: 
  • 
  Hexmap – literally a map marked off with hexes. One-inch hexes tend to work best, 
  and many hobby stores sell wipe-off maps that allow players to mark off 
  boundaries and terrain features. 
  • 
  Miniatures – small figures or other markers to represent the combatants’ positions 
  on the map. 
  • 
  Dice – Animalball Melee uses several types of dice, including four-, six-, eight-, 
  ten-, twelve-, and twenty-sided dice. It is useful to have a full set available for each 
  player, and players may want multiples of some of them for convenience. 
  • 
  Pencil & paper – for recording and tracking combatant information. 
  Dice Notation: Dice are listed by their number of sides. d4 (pronounced “die-four”) means a 
  four-sided die; d8 for eight-sided; etc. A number before the “d” indicates how many dice of 
  that size are to be rolled, and a modifier at the end is a number to add or subtract from the 
  total. Examples: 
  • 
  d12 (or 1d12): roll one twelve-sided die. 
  • 
  3d6: roll three six-sided dice. 
  • 
  2d4-1: roll two four-sided dice and subtract 1 from the total. 
  Some smaller weapons require the player to roll a d2 or d3. In those cases, roll a d4 or d6 
  respectively, and divide by two, rounding up. 
  The Combatants: Each player controls one or more combatants—typically a squad of three 
  or four. Combatants are described by Race, Stats, Feats, and Equipment. 
  Race: Determines a combatant’s size, base stats and starting feats. There are sixteen races to 
  choose from, including Humans, Ogres, Elves and Goblins. 
  Stats: The numbers that describe the combatant’s abilities and characteristics. There are four 
  basic stats: Size (SZ), Strength (ST), Dexterity (DX), and Movement (MV); and four derived 
  stats: Hit Points (HP), Defense Rating (DR), Initiative (IN), and Armor Value (AV). 
  Feats: These are the combatant’s specialized abilities, skills, tricks, or maneuvers. Feats can 
  enhance stats, provide situational bonuses, or even let combatants bend the rules in certain 
  situations. 
  Equipment: The weapons and armor each combatant brings to the melee.  
  Rounds and Turns: Melee time is divided into rounds, and depending on Initiative, 
  combatants get to take one or more turns each round. 
  Initiative: At the beginning of each round, all combatants make an initiative roll (1d20 + IN) 
  and then take turns from highest to lowest. High enough initiative results may garner multiple 
  turns in one round. Initiative results of 15 or higher get a second turn in the same round, and 
  results of 30 or more get a third turn. 
  Taking a Turn: On a turn, a combatant can typically move once and attack once in either 
  order. Certain complex actions (full-turn actions) require the whole turn and do not allow the 
  combatant to also take a move. 
  Moving: A combatant can typically move up to his or her MV on a turn and still attack. 
  Engaging Opponents: Two combatants are said to be engaged in melee combat (or simply 
  “engaged”) if they are opponents, and if at least one of them is in a hex threatened by the 
  other with no barrier between them. Typically this means adjacent hexes, but if one or both 
  combatants has a weapon with reach (see Weapons), then they can be engaged while having 
  an empty hex between them. 
  Attack Rolls: When making an attack, the attacking combatant rolls 1d20 and adds his or her 
  DX, plus any modifiers for feats or conditions. If the attack roll meets or exceeds the 
  defender’s DR, then the attack is successful. 
  Attack rolls are also referred to as “to hit.” Thus a +2 to hit means a +2 on that combatant’s 
  attack roll. 
  Stat Rolls: Occasionally, a situation will call for a stat roll (i.e. a DX roll or ST roll). In these 
  cases, the player rolls 1d20 and adds the result to the indicated stat. 
  Damage: Damage is measured in HP and is determined by weapon. A shortsword, for 
  instance, deals 1d6 points of damage on a successful hit. Thus 1d6 is rolled and that amount 
  subtracted from the defender’s current HP total. 
  Armor: If the defender has an AV score due to armor or feats, then that value is subtracted 
  from the damage total before damage is applied to HP. So if a combatant with a broadsword 
  hits an opponent with chainmail for 5 points of damage, the chainmail’s AV of 3 reduces the 
  damage to only 2. 
  Threatened Hex: A combatant threatens any hex he can currently reach with a melee 
  weapon. 
  Attacks of Opportunity: Certain maneuvers in combat can leave a combatant open to extra 
  attacks from opponents, or attacks of opportunity. The most common actions that provoke 
  Attacks of Opportunity are moving past or away from an armed opponent or attempting to 
  use a ranged weapon near an opponent with a melee weapon. 
  Critical Hits: On a natural roll of 20, a hit scores a threat. If a second roll shows a successful 
  hit, then the attack is a critical hit and scores additional damage, depending on the weapon. 
  Injury and Death: Damage inflicted reduces a combatant’s HP. A combatant reduced to 0 
  HP or less is Incapacitated. They fall to the ground unconscious and are out for the remainder 
  of the melee. At -10 HP, a combatant is dead. 
  
   
  5 
  The Combatants 
  Each player controls one or more combatants on the field. They are armed 
  and armored warriors squaring off in contests of strength and skill that may 
  end in defeat, humiliation or even death. Combatants are measured with a 
  Rating score, and each side may have as many combatants as the players 
  agree upon, but it is recommended that the total Ratings for each side be 
  about equal. 
  For fast games, Animalball Melee works best with 6 to 12 combatants on 
  the field at a time, and the feats and tactics included are most effective when 
  combatants have allies in combat. Thus it is recommended for each player to 
  run a squad of three or four combatants. We suggest that each player create 
  a squad with a total rating of 75-80. If there are more than two or three 
  players, then each player could control only one or two combatants. With 
  many players involved, they can play in teams or as a giant free-for-all. For 
  longer tactical battles, each side may amass battalions of 10, 15 or more 
  combatants. 
  Creating Combatants 
  To create a combatant:  
  1) Select a race. This will determine the combatant’s base stats and bonus 
  feats 
  2) Add 6 total points between the DX and ST stats. 
  3) Select 2 more feats. 
  4) Select weapons and armor. 
  Races 
  There are 16 standard races to choose from:  
  Bugbear – large (over 8 feet tall) goblinoids with thick skin and 
  thick fur. Bugbears are vicious and straightforward, and they tend 
  to be overconfident in their ability to crush smaller foes. 
  Dwarf – short, squat and bearded, dwarves are formidable with 
  axes of all sorts (their favored weapons), as well as being master 
  armorers. 
  Elf – tall and willowy, elves are swift and agile hunters. Their 
  proficiency with bows makes them excellent ranged combatants, 
  and they prefer to pick off enemies from a distance. 
  Gargoyle – looking like statues brought to life, gargoyles have 
  amazingly tough stone-like skin. Despite their appearance, they 
  are surprisingly swift. 
  Gnoll – not as furry as the bugbear, these hyena-headed 
  humanoids are masters of the dire flail—a two-headed spiked 
  weapon that is designed to inspire fear as much as to inflict 
  damage. 
  Gnome – at only three feet tall, gnomes are smaller cousins to the 
  dwarves. Living in dangerous areas, they have made a specialty 
  of warding off the larger races that would invade their lands. 
  Table 1: Races 
  Race 
      SZ 
  ST 
  DX 
  MV 
  Bonus Feat(s) 
  Rating 
  Bugbear 
  2 
  Large 
  3 
  -2 
  6 
  Toughness, Thick Hide 
  28 
  Dwarf 
  1 
  Medium 
  2 
  -1 
  4 
  Weapon Mastery (1 axe), Armor Proficiency 
  24 
  Elf 
  1 
  Medium 
  -1 
  1 
  7 
  Weapon Mastery (1 bow) 
  24 
  Gargoyle 
  1 
  Medium 
  2 
  1 
  7 
  Thick Hide 2 
  31 
  Gnoll 
  1 
  Medium 
  1 
  0 
  7 
  Weapon Mastery (dire flail) 
  26 
  Gnome 
  0 
  Small 
  -2 
  1 
  6 
  Sneak Attack, Giant Killer 
  20 
  Goblin 
  1 
  Medium 
  -1 
  -1 
  5 
  Evasion 
  18 
  Halfling 
  0 
  Small 
  -3 
  2 
  5 
  Weapon Mastery (1 thrown weapon), Evasion 
  19 
  Hobgoblin 
  1 
  Medium 
  0 
  2 
  6 
  Multi-Attack, Power Attack 
  28 
  Human 
  1 
  Medium 
  0 
  0 
  6 
  1 extra point to ST or DX & 1 bonus feat 
  25 
  Kobold 
  0 
  Small 
  -3 
  3 
  6 
  Improved Initiative, Camaraderie 
  22 
  Lizardman 
  1 
  Medium 
  1 
  1 
  6 
  Thick Hide, Wary 
  28 
  Minotaur 
  2 
  Large 
  4 
  -2 
  8 
  Bull Rush 2 
  32 
  Ogre 
  2 
  Large 
  5 
  -3 
  7 
  Toughness 
  30 
  Orc 
  1 
  Medium 
  1 
  0 
  6 
  Camaraderie 
  25 
  Troll 
  2 
  Large 
  3 
  -1 
  6 
  Regeneration 
  29 
  SZ, ST, DX, and MV give the combatant’s starting values for these stats. Note that the combatant will also have six extra 
  points to apply to ST and DX (See next section, Stats, for more detail.). 
  Bonus feats – each race starts with one or more feats. 
  Rating – this is the combat rating for any starting combatant of that race. 
  
   
  6 
  Goblin – in general, goblins are frail and cowardly, the weakest of the races. 
  However, they are clever and tenacious, and a goblin who survives more 
  than a handful of encounters in the arena can become a force to be reckoned 
  with. 
  Halfling – standing just under three feet tall, halflings, quite literally, look 
  like half-sized versions of humans. Halflings like ambushes and prefer to 
  attack from a distance. Most halflings will flee before engaging directly in 
  melee combat. 
  Hobgoblin – larger, meaner versions of their cousins the goblins. 
  Hobgoblins are highly disciplined and militaristic, relishing combat of any 
  sort. 
  Human – humans stand 5½ to 6 feet in height. They are the dominant race 
  of the world and the standard by which others are measured. What humans 
  lack in specialized talents, they make up for in their flexibility and wide 
  range of options. 
  Kobold – under four feet tall, these yappy lizard-like humanoids are easy to 
  underestimate. They are very quick and kobold society focuses on teamwork 
  and cooperation. Several kobolds working together can make quick work of 
  most foes. 
  Lizardman – tall and covered in thick green scales, lizardman communities 
  are normally very reclusive. However, every now and then, one is coerced 
  into the arena, where they make great all-around combatants. 
  Minotaur – giant nine foot tall bull-headed creatures, minotaurs are the 
  epitome of action before thought. They favor giant melee weapons and their 
  favorite tactic is the bull rush—often charging rapidly from opponent to 
  opponent for the duration of the combat. 
  Ogre – at ten feet tall, ogres are the largest combatants regularly seen in the 
  arena. Far from subtle, ogres specialize in smashing things with big 
  weapons. 
  Orc – with their brutal society and almost piglike features, orcs are shunned 
  by most other races, but they enjoy the arena, and like kobolds, they are 
  masters of teamwork. 
  Troll – huge green rubbery-skinned beasts, trolls are most feared for their 
  ability to regenerate fully in minutes (or even seconds) from the most life-
  threatening injuries. 
  Stats 
  There are eight stats that define every combatant, four core stats and four 
  derived stats: 
  Core Stats  
  Size (SZ) –The three size categories are Small (0), Medium (1), and Large 
  (2). The numeric values are used to calculate the combatant’s rating. 
  Small (0): Small combatants are typically between 2 and 4 feet tall. 
  They tend to have higher DX scores and lower ST scores than 
  larger opponents. Small combatants have a starting HP total of 7 + 
  ST (see Hit Points below). 
  Medium (1): Medium combatants are between 4 and 8 feet tall. They 
  have a starting HP total of 10 + ST. 
  Large (2): Large combatants range from 8 to 16 feet tall. Large 
  characters start with 13 + ST for HP. 
  Strength (ST) – overall physical strength and health. Determines how big a 
  weapon the combatant can effectively wield and is also the base for hit 
  points (see below). An average untrained human has a strength score of 0. 
  For some races, ST can be a negative number. 
  Dexterity (DX) – quickness and skill in combat. Determines how often and 
  well a combatant hits. Is also the base for the combatant’s defense rating and 
  initiative values (see below). An average untrained human has a dexterity 
  score of 0. For some races, DX can be a negative number. 
  Move (MV) – the distance, in hexes, a combatant can move in one action. 
  Derived Stats 
  Hit Points (HP) [equal to ST + 7 + (3 x SZ)] – a measure of how much 
  damage or punishment a combatant can take in melee. 
  Defense Rating (DR) [equal to DX + 10] – determines how easy or difficult 
  it is for others to hit the combatant. 
  Initiative (IN) [equal to DX + 10] – determines how quickly and how often 
  the combatant gets to take turns in combat. 
  Armor Value (AV) – how many points of damage the combatant can ignore 
  due to armor from each successful hit. 
  
   
  7 
  Feats 
  Feats are specialized abilities, skills, tricks or maneuvers. Each combatant 
  starts with one or more bonus feats determined by race and then may select 
  two additional feats.  
  Many feats come in multiple levels, such as Disarm, Disarm 2, and Disarm 
  3. A combatant who has a feat at level 1 may expend one more feat to raise 
  that to level 2. Thus, for purposes of calculating ratings (see Ratings, pg 10), 
  a level 2 feat is equivalent to 2 feats, and a level 3 feat is equivalent to 3 
  feats, etc. 
  Specific Feats 
  Armor Proficiency: The combatant reduces DX and MV penalties for 
  armor by 1 for each level of Armor Proficiency. Maximum level: 3. 
  Assess Opponent: If the combatant is not engaged and spends a full-turn 
  action assessing an opponent who is 5 hexes away or less, the combatant 
  gains a +1 bonus to hit and +1 DR per level of Assess Opponent versus that 
  foe for the remainder of the combat. Maximum level: 3. 
  Block Movement: If an opponent who is engaged with the combatant 
  attempts to make a 1-hex step, the combatant with the Block Movement feat 
  may immediately attempt to prevent the step. The combatants make opposed 
  attack rolls. If the combatant with Block Movement’s roll is equal to or 
  greater than her opponent’s, then the opponent must remain in his current 
  hex. Otherwise, he may take the 1-hex step normally. The combatant gains a 
  +2 to this roll for every level of block step. 
  Regardless of success or failure, this special action may only be tried once 
  per turn and counts as a move action on the combatant’s next turn. Thus, if a 
  combatant uses the Block Movement feat, then on her next turn, she is 
  considered to have already taken a move action and can now take only one 
  attack action or one more move action. Maximum level: 3. 
  Broad Shoulders: The combatant reduces encumbrance penalties by 1 for 
  each level of Broad Shoulders. Maximum level: 3. 
  Bull Rush Mastery: A combatant with the Bull Rush Mastery feat may 
  make bull rush attempts (see Bull Rush, pg 20) without provoking Attacks 
   
   
  Table 2: Feats 
   
   
   
  Feat 
  Maximum 
  Level 
  Feat 
  Maximum 
  Level 
  Armor Proficiency 
  3 
  Overrun Mastery 
  3 
  Assess Opponent 
  3 
  Pierce Armor 
  3 
  Block Movement 
  3 
  Point Blank Shot 
  2 
  Broad Shoulders 
  3 
  Power Attack 
  1 
  Bull Rush Mastery 
  3 
  Precise Shot 
  1 
  Camaraderie 
  2 
  Quick Draw 
  1 
  Charge Mastery 
  3 
  Quick Grab 
  1 
  Cleave 
  1 
  Rapid Reload 
  1 
  Combat Expertise 
  1 
  Rapid Shot 
  3 
  Disarm Mastery 
  3 
  Regeneration 
  3 
  Dodge Missiles 
  2 
  Shield Mastery 
  1 
  Evasion 
  3 
  Shot on the Run 
  1 
  Far Shot 
  1 
  Sneak Attack 
  2 
  Feint Mastery 
  3 
  Spring Attack 
  1 
  Force Step 
  3 
  Sturdy 
  1 
  Giant Killer 
  3 
  Swift Run 
  1 
  Heal 
  2 
  Thick Hide 
  2 
  Improved Critical 
  2 
  Toughness 
  5 
  Improved Initiative 
  3 
  Trip Mastery 
  3 
  Improved Reaction 
  3 
  Tumbling 
  3 
  Instant Stand 
  1 
  Two Weapon Defense 
  1 
  Iron Grip 
  1 
  Two Weapon Fighting 
  3 
  Mobility 
  1 
  Wary 
  1 
  Multi-Attack 
  3 
  Weapon Mastery 
  3 
  
   
  8 
  of Opportunity. Additionally, the combatant gains a +2 bonus to the bull 
  rush attempt for each level of Bull Rush Mastery. Maximum level: 3. 
  Camaraderie: Whenever the combatant is within 2 hexes of an ally, the 
  combatant and all allies within 2 hexes receive a +1 bonus on attack rolls for 
  each level of Camaraderie. This bonus stacks with bonuses (if any) for 
  multiple combatants engaging the same foe. If multiple allies all have the 
  Camaraderie feat, only the one with the highest level applies. Maximum 
  level: 2. 
  Charge Mastery: The combatant gains +1 to attack rolls, +1 to damage and 
  increases her weapon’s threat range by 1 for each level of Charge Mastery 
  when making a charge attack (see Charge, pg 23). If the charge instead ends 
  in a bull rush or overrun 
  maneuver, 
  then 
  the 
  combatant gains +1 per 
  level of Charge Mastery to 
  that 
  attempt. 
  Maximum 
  level: 3. 
  Cleave: Once per turn, if a 
  combatant makes an attack 
  that 
  successfully 
  incapacitates an opponent 
  (reduces them to 0 or fewer 
  HP), the combatant may 
  immediately take one extra 
  attack 
  with 
  the 
  same 
  weapon at another opponent 
  within reach. A 1-hex step 
  is not allowed between 
  attacks. Maximum level: 1. 
  Combat Expertise: The 
  combatant may subtract up 
  to 5 points from her attack roll and add a like amount to her DR. This effect 
  will last until the beginning of her next turn. Maximum level: 1. 
  Disarm Mastery: A combatant with the Disarm Mastery feat may attempt 
  to disarm (see Disarm, pg 20) without provoking an Attack of Opportunity 
  and also gains +2 bonus to all disarm rolls for each level of Disarm Mastery. 
  Maximum level: 3. 
  Dodge Missiles: For each level of Dodge Missiles, the combatant gains a +2 
  to DR versus all ranged attacks. Maximum level: 2. 
  Evasion: The combatant gains +1 to DR for each level of Evasion. 
  Maximum level: 3. 
  Far Shot: When using a ranged weapon, the combatant increases range 
  increments by 50% (rounded down). Maximum level: 1. 
  Feint Mastery: The combatant may perform the feint maneuver (see Feint, 
  pg 18) as a move-equivalent action, and gains a +2 to the opposed DX roll 
  for each level of Feint. Maximum level: 3. 
  Force Step: As a move equivalent action, the combatant may attempt to 
  force an opponent whom he is engaged in melee combat with to take a 1-hex 
  step. The combatants make opposed attack rolls. If the combatant trying to 
  force a step meets or exceeds his opponent’s roll, then the opponent is 
  forced to immediately take a 1-hex step. If the combatant exceeds his 
  opponent’s roll by 5 or more, then he may choose the direction of the forced 
  step. The combatant gains a +2 bonus to this roll for each level of the Force 
  Step feat. Maximum level: 2. 
  Giant Killer: The combatant gains a bonus of +1 to hit and +1 damage 
  versus Large opponents for each level of Giant Killer. NOTE: Giant Killer 
  feats may be taken by Small combatants only. Maximum level: 3. 
  Heal: The combatant is skilled in first aid and the healing arts. After a 
  combatant has taken a wound of any sort, the combatant with the Heal feat 
  may restore 1d4-2 points of damage (minimum result of 0 HP). This 
  requires that the combatant to be healed delays action until the healer's turn, 
  and then BOTH combatants use a full-turn action for the process (or the 
  healer delays action until the other one's turn). A combatant may only be 
  healed once per injury, no matter how many HP are restored. After that, that 
  particular combatant may not be healed again until after being wounded 
  again. A combatant with the Heal feat may use the feat on himself. 
  Heal 2 functions exactly the same except that 1d4-1 HP are restored. 
  Heal 3 restores 1d4 HP. Maximum level: 3. 
  Improved Critical: The combatant increases the critical threat range of her 
  chosen weapon by 1 for each level of Improved Critical. Combatants may 
  take multiple instances of Improved Critical, each time applying the benefit 
  to a different chosen weapon. Maximum level (for any one weapon): 2. 
  
   
  9 
  Improved Initiative: The combatant gains +3 to IN for each level of 
  Improved Initiative. Maximum level: 3. 
  Improved Reaction: For each level of Improved Reaction, the combatant 
  may make 1 extra Attack of Opportunity per turn. Maximum level: 3. 
  Instant Stand: The combatant may stand up from prone as a free action 
  without proving an Attack of Opportunity. Maximum level: 1. 
  Iron Grip: The combatant gains +4 on rolls to resist disarm attempts. This 
  stacks with bonuses gained from the Disarm feats when resisting a counter-
  disarm attempt (see Disarm, pg 20). Maximum level: 1. 
  Mobility: The combatant gains +3 DR vs. Attacks of Opportunity. 
  Maximum level: 1. 
  Multi-Attack: The combatant may take two attack actions in the same turn 
  (instead of one Move action and one Attack action) as long as both are made 
  with the same melee weapon. Each attack is at -4 to hit. After making the 
  first attack (at the -4 penalty) and seeing the results, the combatant may 
  choose to take a move action instead of the second attack. A 1-hex step may 
  be taken as a free action before, after or between the two attacks. 
  Multi-Attack 2 functions exactly as Multi-Attack 1, except that each attack 
  is at -2. 
  Multi-Attack 3 functions exactly as Multi-Attack 1, except there is no 
  penalty to the attack rolls. Maximum level: 3. 
  Overrun Mastery: The combatant may attempt to overrun an opponent (see 
  Overrun, pg 19) without provoking Attacks of Opportunity and also gains a 
  +2 bonus to the overrun attempt for each level of the Overrun Mastery feat. 
  Maximum level: 3. 
  Pierce Armor: The combatant’s attacks may ignore 1 point of AV per hit 
  for each level of Pierce Armor. This applies to melee attacks and ranged 
  attacks made within two range increments only. Maximum level: 3. 
  Point Blank Shot: The combatant gains a +1 bonus to hit and damage for 
  each level of Point Blank Shot with all ranged attacks taken within 4 hexes 
  for projectile weapons or 2 hexes for thrown weapons. Maximum level: 2. 
  Power Attack: The combatant may reduce her attack bonus by up to 5 and 
  add that amount to damage inflicted. Maximum level: 1. 
  Precise Shot: The combatant may fire into melee without penalty. 
  Maximum level: 1. 
  Quick Draw: The combatant may draw weapons as a free action. Maximum 
  level: 1. 
  Quick Grab: The combatant may pick up items on the ground as a free 
  action. Maximum level: 1. 
  Rapid Reload: The combatant may 
  reload a hand or light crossbow as 
  free action or a heavy crossbow as 
  move action. Maximum level: 1. 
  Rapid Shot: The combatant may 
  attack twice with the same ranged 
  weapon in one turn as a full turn 
  action, at -4 to each attack. After 
  making the first attack (at the -4 
  penalty) and seeing the results, the 
  combatant may choose to take a 
  move action instead of the second 
  attack. A 1-hex step may be taken 
  as a free action before, after or 
  between the two attacks. Note that 
  the rapid shot feat may only be 
  used with hand and light crossbows 
  if the combatant also has the rapid 
  reload feat. It may not be used with 
  heavy crossbows. 
  Rapid Shot 2 functions exactly as 
  Rapid Shot 1, except that each 
  attack is at -2. 
  Rapid Shot 3 functions exactly as 
  Rapid Shot 1, except there is no 
  penalty 
  to 
  the 
  attack 
  rolls. 
  Maximum level: 3. 
  Regeneration: AVAILABLE TO TROLLS ONLY: the combatant regains 1 
  lost HP at the beginning of each round for each level of Regeneration. This 
  happens automatically immediately after initiative is rolled and before 
  anyone takes any action. This feat continues to function until the combatant 
  
   
  10 
  is reduced to -5 HP or less. The combatant’s HP total may not rise above its 
  starting total. Maximum level: 3. 
  Shield Mastery: The combatant may use his shield as a weapon and still 
  gain DR bonuses for it. Normal off-hand and/or two weapon fighting 
  penalties still apply, as well as DX penalties from the shield itself. Maximum 
  level: 1. 
  Shot on the Run: The combatant may move both before and after a ranged 
  attack, providing the total hexes do not exceed the combatant's MV score. 
  Maximum level: 1. 
  Sneak Attack: The combatant gains +2 to damage when flanking an 
  opponent for each level of Sneak Attack. Maximum level: 2. 
  Spring Attack: The combatant may move both before and after a melee 
  attack, providing the total hexes do not exceed the combatant's MV score. 
  Maximum level: 1. 
  Sturdy: The combatant gains +3 to resist bull rush, overrun, and trip 
  attempts. This bonus stacks with any bonuses from the Trip feats (see 
  below) when resisting counter-trip attempts (see Trip, pg 22). Maximum 
  level: 1. 
  Swift Run: The combatant’s running multiplier equals 6x base MV (see 
  Run, pg 23). Maximum level: 1. 
  Thick Hide: This feat grants the combatant an AV of 1 for each level of 
  Thick Hide. This is reduced by 1 if the combatant wears any armor. Thus a 
  combatant with Thick Hide 2 and chainmail would have a total AV of 4 (3 
  from the armor, and +1 for the Thick Hide). Maximum level: 2. 
  Toughness: The combatant gains +3 to HP for each level of Toughness. 
  Maximum level: 5. 
  Trip Mastery: The combatant may make trip attempts without provoking 
  Attacks of Opportunity and also gains +2 on all trip rolls for the attempt 
  (including resisting a counter-trip—see Trip, pg 22) for each level of the 
  Trip Mastery feat. Maximum level: 3. 
  Tumbling: The combatant may make an opposed DX roll to move through 
  a threatened hex without provoking Attacks of Opportunity. The combatant 
  gains +2 to this roll for each level of Tumbling. If multiple opponents 
  threaten multiple hexes along the combatant’s path of movement, a separate 
  Tumbling roll must be made versus each potential Attack of Opportunity. 
  Maximum level: 3. 
  Two Weapon Defense: When fighting with two weapons, the combatant 
  adds +2 to DR. A shield does not count as a weapon in this instance. 
  Maximum level: 1. 
  Two Weapon Fighting: The combatant reduces two weapon fighting 
  penalties by 2 for each level of Two Weapon Fighting. Maximum level: 3. 
  Wary: The combatant cannot be flanked. So opponents can gain no flanking 
  bonuses against her and cannot apply the Sneak Attack feat. Maximum level: 
  1. 
  Weapon Mastery: This feat adds +1 to the combatant’s attack bonus and 
  +1 damage with the chosen weapon for each level of Weapon Mastery. 
  Weapon Mastery feats may be taken multiple times with different weapons. 
  Maximum level (for each chosen weapon): 3. 
  Rating 
  Every combatant has a Rating score that is a measure of that combatant’s 
  power level in relation to other combatants. 
  Rating is determined by the following formula:  
   
  (2 x SZ) + (2 x ST) + (2 x DX) + MV + (# of feats) 
  A conflict is considered roughly equal when the total ratings for all 
  combatants on both sides are the same. 
  Example: In the arena combat described in the introduction, the Narrator 
  and Marcus are both humans with just a little experience in the arena. 
  Humans start with a rating of 25, and with their experience (see 
  Advancement, pg 27), the Narrator and Marcus actually have ratings of 27 
  and 26 respectively, for a total of 53 for their squad. 
  The goblins, on the other hand, are new to the Arena, and all three have no 
  experience yet. Goblins start with a rating of 18, so the squad of three 
  goblins has a total rating of 54. The two sides are nearly equal. 
  
   
  11 
  Sample Combatant Creation 
  Here we follow two players as they create brand new combatants: 
  Race: To start out, Kira and Seth set out to make an evenly matched pair of 
  characters to pit against each other in the Animalball Arena. Seth favors 
  speed and grace and chooses to make an Elf. Kira, on the other hand, prefers 
  something more solid and chooses a Dwarf. Both have a rating of 24, so 
  they are a good match. 
  Stats: Kira’s dwarf is automatically SZ: Medium (1), with a MV of 4. She 
  starts with ST 2 and DX -1, and has 6 points to spend to raise those. She 
  chooses to raise those to ST 4 and DX 3. A fairly even split she thinks. 
  Seth, on the other hand, wants to go 
  completely with speed over power. His elf 
  begins with SZ Medium (1) and MV 7. ST 
  and DX are -1 and 1, respectively, and Seth 
  spends his six points to make them ST 1 
  and DX 5. 
  As for derived stats, Kira’s dwarf has HP 
  14, DR 13, IN 13, and AV 0. Likewise, 
  Seth’s elf has HP 11, DR 15, IN 15, and 
  AV 0. These will be subject to change 
  based on feats and equipment in the next 
  sections. 
  Feats: This is where Seth and Kira really 
  get to personalize their new combatants. In 
  addition to their base feats based on race, 
  each one gets to select two additional feats 
  for their combatant. 
  As a dwarf, Kira’s combatant starts with 
  Armor Proficiency and Weapon Mastery 
  (in one axe). Kira chooses the waraxe for 
  her Weapon Mastery (which is why she 
  made sure her ST was at least 4). To go 
  with these, she also chooses Broad 
  Shoulders, so that her dwarf can carry extra 
  equipment, and Quick Draw so that he is 
  not caught short when trying to change 
  weapons. 
  Seth does not wish to be nearly so well rounded, and decides to focus 
  everything on ranged combat. He starts with Weapon Mastery in any one 
  bow, and he selects the shortbow to match his low ST. Then he uses his two 
  extra feats to take the Rapid Shot feat twice. With Rapid Shot 2, Seth’s elf 
  will be firing at double speed in most combats. 
  Equipment: All that’s left now is to equip and name these two new 
  combatants. Seth keeps it simple, he arms up his elf with the all-important 
  shortbow, and then gives her a rapier as well, just as a backup weapon. That 
  uses 2 of Seth’s 3 weapon slots (see encumbrance in the next section), so he 
  uses up the remainder just loading up with extra ammunition. The newly 
  christened Bloodthorn the Elf now has a bow and a blade and 24 arrows 
  available. 
  Kira’s dwarf on the other hand is built for 
  armor and for extra equipment, so she really 
  loads him up. She knows she wants the waraxe 
  (her favored weapon) and also a heavy shield, 
  since the axe is only a one-handed weapon. 
  That’s 2 weapon slots down, and since her 
  dwarf has the Broad Shoulders feat, she has 
  two to go. Kira uses both of them to get a 
  heavy crossbow with 8 bolts. As a two handed 
  weapon, it uses two slots, but its range and 
  power will be well worth it. 
  Lastly, as a dwarf, this combatant has Armor 
  Proficiency, so Kira can pick up some decent 
  armor with only minor penalties. Her main 
  concern is to not hamper her movement, which 
  is already pretty low. So she takes banded mail, 
  the heaviest armor she can wear without 
  incurring a MV penalty. Banded mail typically 
  causes a -3 DX penalty, but her feat turns it into 
  only a -2. Excellent. Sanderson the Dwarf is 
  now complete. 
  Equipment causes some modifications to Stats, 
  and the final combatant sheets for both of these 
  are included in Appendix I (pgs 28 & 29) 
  
   
  12 
  The Armory 
  Before each battle, combatants may select what armor and weapons they 
  will carry. These choices may be switched out at will between combats. 
  Weapons 
  Depending on their size, a typical combatant will carry 2 or 3 weapons onto 
  the field at a time, but certainly more or less are possible. 
  Weapon Sizes 
  Like combatants, every weapon has a size category. In addition to Small, 
  Medium, and Large, there are also Tiny weapons (smaller than Small) and 
  Huge weapons (larger than Large). 
  Combatants may use any weapon that is no more than two sizes smaller than 
  themselves up to one size larger. So Small combatants can handle Tiny, 
  Small and Medium weapons. Medium combatants can wield anything up to 
  a Large weapon. Only Large combatants can make use of the Huge 
  weapons, but they cannot handle Tiny weapons. 
  The size of a weapon in relation to the combatant tells how easy or difficult 
  it is for that combatant to wield. 
  Light weapons can be wielded one-handed, and are also small enough to use 
  in a combatant’s off-hand as a secondary weapon, incurring less penalties 
  for fighting with two weapons at once (see pg 23). 
  One-Handed weapons require only one hand to wield, leaving the other 
  hand open for a shield or a secondary weapon. 
  Two-Handed weapons require two hands to use. Note also that some 
  weapons always require two hands to wield properly, regardless of size. 
  Encumbrance 
  Each combatant has three weapon slots which may be filled with weapons 
  and/or shields. Unless otherwise noted, Light weapons take up half of a 
  weapon slot, so a combatant may select two light weapons to fill one slot. 
  One-handed weapons take up one weapon slot, and two-handed weapons 
  require two weapon slots. 
  Ranged weapons marked on the Weapons Table with a P are projectile 
  weapons that use ammunition: arrows for bows, bolts for crossbows, and 
  bullets for slings. Projectile weapons automatically come with 8 units of 
  ammunition without taking up any extra weapon slots. Additional 
  ammunition may be carried, with every 8 units taking up another half of a 
  slot. Example: a bowman uses two weapon slots to take a longbow (two-
  handed weapon), which comes with eight arrows. By using up his extra 
  weapon slot, he can carry an additional sixteen arrows, for a total of 24. 
  For small or large combatants, their weapon slots apply to weapons of their 
  own size category. Thus, if a kobold (a small combatant) wanted to carry a 
  medium sized scimitar (a one handed weapon), the size difference would 
  make the scimitar a two-handed weapon for the kobold (see Weapon Scaling 
  and Inappropriately Sized Weapons, below), and thus it would take up two 
  of the kobold’s weapon slots. 
  A combatant may carry more than the allotted three weapon slots worth of 
  equipment, but suffers a -1 penalty to both DX and MV for every slot over 
  three. So a combatant who carries 3½ or 4 slots worth of equipment is at -1 
  DX and -1 MV. A combatant carrying 4½ or 5 slots worth of equipment is at 
  -2 DX and -2 MV. Etc. These penalties may be offset with the Broad 
  Shoulders feat. 
   
  Table 3: Weapon Sizes 
   
   
   
  Weapon Size 
  Designation 
  Slots 
  3 categories smaller than combatant 
  N/A – Unusable 
  N/A 
  2 categories smaller than combatant 
  Light 
  ¼ 
  1 category smaller than combatant 
  Light 
  ½ 
  Same as combatant 
  One-handed 
  1 
  1 category larger than combatant 
  Two-handed 
  2 
  2 (or more) categories larger than combatant N/A – Unusable 
  N/A 
  
   
  13 
   
  Weapon
  ST Min
  Damage
  Critical
  Range 
  Weapon
  ST Min
  Damage
  Critical
  Range 
  Dagger
  -1
  1d4
  19-20/x2
  2
  Battleaxe
  5
  2d6-1
  20/x3
  Gauntlet, small ‡
  -1
  1d4
  20/x2
  Broadsword
  3
  2d4
  19-20/x2
  Gauntlet, spiked small ‡
  -1
  1d4
  20/x2
  Club
  1
  2d4-1
  20/x2
  1
  Hammer, ultralight
  -3
  1d2
  20/x2
  2
  Club, spiked
  3
  2d4
  20/x2
  1
  Hatchet
  -2
  1d3
  20/x2
  2
  Flail [TD]
  4
  1d10
  20/x2
  Knife
  -3
  1d2
  19-20/x2
  2
  Gauntlet, large ‡
  1
  1d8
  20/x2
  Mace, tiny
  -3
  1d3
  20/x2
  Gauntlet, spiked large ‡
  2
  2d4
  20/x2
  Pick, ultralight
  -3
  1d2
  20/x4
  Glaive, short [R]
  0
  2d4-1
  20/x3
  Shield, buckler
  -1
  1d2-1
  20/x2
  Guisarme, short [RT]
  2
  1d8
  20/x3
  Shield, spiked buckler
  0
  1d3-1
  20/x2
  Hammer, heavy
  3
  2d4
  20/x3
  Sickle, light [T]
  -2
  1d3
  20/x2
  Lance, light [RC]
  3
  2d4
  20/x3
  Unarmed strike, small
  -5
  1d2-1
  20/x2
  Longsword
  4
  1d10
  19-20/x2
  Mace
  5
  1d12
  20/x2
  Morningstar
  6
  2d6
  20/x2
  Weapon
  ST Min
  Damage
  Critical
  Range 
  Pick, heavy
  4
  1d10
  20/x4
  Axe, throwing
  0
  1d6
  20/x2
  2
  Quarterstaff
  2
  1d6/1d6
  20/x2
  Club, small
  -2
  1d3
  20/x2
  1
  Ranseur, short [RD]
  2
  1d8
  20/x3
  Club, spiked small
  0
  1d3+1
  20/x2
  1
  Sabre
  2
  1d8
  18-20/x2
  Flail, small [TD]
  1
  1d6
  20/x2
  Scimitar
  4
  1d10
  18-20/x2
  Gauntlet ‡
  -2
  1d3
  20/x2
  Scythe, light [T]
  0
  1d6
  20/x4
  Gauntlet, spiked ‡
  -1
  1d4
  20/x2
  Shield, heavy
  4
  1d6
  20/x2
  Hammer, light
  0
  1d6
  20/x2
  2
  Shield, spiked heavy
  5
  2d4-1
  20/x2
  Handaxe
  0
  1d6
  20/x3
  Shortspear
  1
  2d4-1
  20/x2
  2
  Mace, small
  0
  1d6
  20/x2
  Shortsword, two-bladed
  2
  1d6/1d6
  19-20/x2
  Morningstar, small
  3
  2d4
  20/x2
  Spetum, short [RC]
  -2
  1d3+1
  20/x2
  Pick, light
  -1
  1d4
  20/x4
  Trident [C]
  5
  2d6-1
  20/x2
  2
  Quarterstaff, small
  0
  1d3/1d3
  20/x2
  Unarmed strike, large
  -2
  1d4
  20/x2
  Rapier
  1
  1d6
  18-20/x2
  Waraxe
  4
  1d10
  20/x3
  Shield, light
  1
  1d2
  20/x2
  Warhammer
  6
  1d12
  20/x3
  Shield, spiked light
  2
  1d3
  20/x2
  Shortsword
  0
  1d6
  19-20/x2
  Sickle [T]
  0
  1d6
  20/x2
  Unarmed strike, medium
  -3
  1d2
  20/x2
  Waraxe, small
  2
  1d8
  20/x3
  R – Weapon with reach
  T – This weapon can be used in a trip attack
  D – This weapon gains a bonus to disarm attempts
  C – This weapon can be set to receive a charge
  ‡ More information is 
  provided for this weapon 
  under Weapon Descriptions 
  next section.
  Melee Weapons (Tiny, Small & Medium)
  Tiny Melee Weapons
  Small Melee Weapons
  Medium Melee Weapons
  
   
  14 
   
   
  Weapon
  ST Min
  Damage
  Critical
  Range 
  Weapon
  ST Min
  Damage
  Critical
  Range 
  Axe, orc double
  6
  2d6-1/ 2d6-1
  20/x3
  Bardiche, huge
  9
  3d4+1
  20/x3
  Bardiche
  6
  2d6
  20/x3
  Falchion, huge
  9
  3d4+1
  18-20/x2
  Falchion
  6
  1d12
  18-20/x2
  Flail, huge [TD]
  10
  3d4+1
  19-20/x2
  Flail, dire [TD]
  5
  2d4/2d4
  20/x2
  Glaive, long [R]
  6
  3d4
  20/x3
  Flail, large [TD]
  7
  2d6
  19-20/x2
  Greataxe, huge
  12
  2d8+1
  20/x3
  Glaive [R]
  3
  1d10
  20/x3
  Greatclub, huge
  8
  2d8-1
  20/x2
  Greataxe
  9
  3d4+1
  20/x3
  Greatclub, spiked huge
  10
  2d8
  20/x2
  Greatclub
  4
  1d10
  20/x2
  1
  Greatspear [C]
  5
  2d6-1
  20/x3
  2
  Greatclub, spiked
  6
  1d12
  20/x2
  1
  Greatsword, huge
  13
  3d6
  19-20/x2
  Greathammer
  9
  3d4+1
  20/x3
  Guisarme, long [RT]
  7
  3d4
  20/x3
  Greatsword
  10
  2d8
  19-20/x2
  Halberd, huge [TC]
  11
  3d6-1
  20/x3
  Guisarme [RT]
  4
  2d6-1
  20/x3
  Lance, heavy [RC]
  9
  3d4+1
  20/x3
  Halberd [TC]
  8
  3d4
  20/x3
  Pike, huge [RC]
  7
  3d4
  20/x3
  Lance, medium [RC]
  6
  1d12
  20/x3
  Pole Hammer, huge
  10
  2d8
  20/x4
  Longspear [RC]
  1
  2d4-1
  20/x3
  Ranseur, long [RD]
  7
  3d4
  20/x3
  Longsword, two-bladed
  5
  1d10/ 1d10
  19-20/x2
  Scythe, huge [T]
  5
  1d12
  20/x4
  Mace, large
  8
  2d8-1
  20/x2
  Spetum, long [RC]
  4
  1d12
  20/x2
  Morningstar, large
  9
  3d4+1
  20/x2
  Sword, two-bladed huge
  8
  2d6/2d6
  19-20/x2
  Pick, huge
  6
  1d12
  20/x4
  Pike [RC]
  4
  1d10
  20/x3
  Pole Hammer
  7
  2d6
  20/x4
  Quarterstaff, large
  5
  2d4/2d4
  20/x2
  Ranseur [RD]
  5
  1d12
  20/x3
  Scythe, heavy [T]
  3
  2d4
  20/x4
  Shield, huge
  7
  2d4
  20/x2
  Shield, spiked huge
  8
  1d10
  20/x2
  Spear [C]
  2
  1d8
  20/x3
  2
  Spetum [RC]
  1
  1d8
  20/x2
  Sword, hand-and-a-half
  7
  3d4
  19-20/x2
  Trident, huge [C]
  8
  3d4
  20/x2
  2
  R – Weapon with reach
  T – This weapon can be used in a trip attack
  D – This weapon gains a bonus to disarm attempts
  C – This weapon can be set to receive a charge
  Melee Weapons (Large & Huge)
  Large Melee Weapons
  Huge Melee Weapons
  
   
  15 
   
  Weapon
  ST Min
  Damage
  Critical
  Range 
  Crossbow, mini [P] ‡
  -3
  1d2
  19-20/x2
  3
  Dart 
  -2
  1d2
  20/x2
  2
  Rock, small ‡
  -4
  1d2-1
  20/x2
  2
  Crossbow, hand [P] ‡
  0
  1d3+1
  19-20/x2
  4
  Javelin‡
  0
  1d6
  20/x2
  3
  Rock, medium ‡
  0
  1d6
  20/x2
  2
  Shortbow, small [P]‡
  -1
  1d4
  20/x3
  4
  Sling, small [P] ‡
  -1
  1d3+1
  20/x2
  3
  Crossbow, light [P] ‡
  2
  2d4-1
  19-20/x2
  6
  Rock, large ‡
  3
  2d4
  20/x2
  2
  Shortbow [P]‡
  1
  1d6
  20/x3
  5
  Sling [P] ‡
  -1
  1d3+1
  20/x2
  4
  Crossbow, heavy [P]‡
  5
  1d10
  19-20/x2
  8
  Greatbow [P]‡
  6
  2d6-1
  20/x3
  8
  Longbow [P]‡
  3
  1d8
  20/x3
  7
  Rock, huge ‡
  6
  2d6
  20/x2
  2
  Sling, large [P] ‡
  2
  1d8
  20/x2
  5
  Crossbow, huge [P]‡
  8
  2d6
  19-20/x2
  10
  Greatbow, mighty [P]‡
  9
  3d4
  20/x3
  10
  ‡ More information is provided for this weapon under Weapon Descriptions next 
  section.
  P – Projectile weapon
  Large Ranged Weapons
  Huge Ranged Weapons
  Medium Ranged Weapons
  Ranged Weapons
  Tiny Ranged Weapons
  Small Ranged Weapons
   
   
  Weapon Categories and Properties 
  ST Min: this is the minimum strength score required to use the weapon 
  effectively. Any time a combatant uses a weapon that is too heavy, he takes 
  a penalty of –1 to hit AND damage for every point of ST by which he falls 
  short. So a combatant with ST 1 trying to use a glaive (ST Min 4) would be 
  at –3 to hit and –3 damage with that weapon. 
  Damage: The Damage columns give the damage dealt by the weapon on a 
  successful hit. 
  If two damage ranges are given, then the weapon is a double weapon. Use 
  the second damage figure given for the double weapon’s extra attack. 
  1d2-1 and 1d3-1: Both of these have the potential of a zero result. If a zero 
  result is rolled, then the attack still hits, but no damage is inflicted. 
  Range Increment: Any attack at this distance or less (as a number of hexes) 
  is not penalized for range. However, each full range increment imposes a 
  cumulative –1 penalty on the attack roll. A thrown weapon has a maximum 
  range of five range increments. A projectile weapon can shoot out to ten 
  range increments. 
  Melee weapons with an entry in this column may also be thrown. 
  Example: Thordra the Halfling wields a small shortbow. Its range increment 
  is 6. Attacks at a range of 6 hexes or less impose no penalty. Attacks from 7 
  to 12 hexes away have a -1 to hit. At 13-18 hexes distant, the penalty is -2. 
  Etc. 
  Critical: The entry in this column notes how the weapon is used with the 
  rules for critical hits. The number(s) before the slash indicates the critical 
  threat range for the weapon, and the number after is the critical multiplier 
  (how many times to roll for damage on a critical hit). (See Critical Hits, pgs 
  15 & 18). 
  Melee and Ranged Weapons: Melee weapons are used for making melee 
  attacks, though some of them can be thrown as well. Ranged weapons are 
  thrown weapons or projectile weapons that are not effective in melee. 
  Thrown Weapons: Melee weapons with range increments and ranged 
  weapons not designated Projectile are all thrown weapons.  
  It is possible to throw a weapon that isn’t designed to be thrown, but a 
  combatant who does so takes a –4 penalty on the attack roll. Throwing a 
  
   
  16 
  light or one-handed weapon is an attack action, and throwing a two-handed 
  weapon is a full-turn action. The range increment is 1 hex, and such attacks 
  score a threat only on a natural roll of 20 and deal double damage on a 
  critical hit. 
  Double Weapons: Weapons with two damage ratings are double weapons. 
  A combatant can fight with both ends of a double weapon as if fighting with 
  two weapons, but incurs all the normal attack penalties associated with two 
  weapon combat as though wielding a one-handed weapon and a light 
  weapon. Naturally a combatant may choose to only use one end of a double 
  weapon on any given turn. 
  Projectile 
  Weapons: 
  Ranged 
  weapons 
  designated with a P are projectile weapons. 
  Most projectile weapons require two hands to 
  use 
  (see 
  specific 
  weapon 
  descriptions). 
  Projectile weapons automatically come with 8 
  units of ammunition without taking up any extra 
  weapon slots (bolts for crossbows, arrows for 
  bows, and bullets for slings). Ammunition that 
  has been fired, whether it finds its target or not 
  is considered lost or destroyed and is not 
  recoverable. 
  Reach Weapons: Denoted with an R on the 
  weapons table, a reach weapon is a melee 
  weapon that allows its wielder to strike at 
  targets that aren’t adjacent to him or her. Unless 
  otherwise noted, reach for Medium weapons 
  allows the wielder to attack opponents 2 hexes 
  away, but not opponents in adjacent hexes.  
  Small weapons do not have reach. However, 
  small characters with small weapons designated 
  as reach weapons may ONLY attack adjacent 
  hexes and may not attack an opponent who 
  occupies the same hex as the combatant (due to 
  a charge, bull rush, etc). 
  Large reach weapons add one hex to the reach 
  values for medium weapons. A large reach 
  weapon may be used against opponents 2 or 3 
  hexes away, but not adjacent foes. 
  Weapons Used to Trip: Designated with a T on the weapons table, these 
  weapons offer a +2 bonus to all rolls related to trip attempts (see Tripping, 
  pg 19) by the wielder. 
  Weapons Used to Disarm: Designated with a D on the weapons table, 
  these weapons offer a +2 bonus to all rolls related to disarm attempts (see 
  Disarm, pg 18) by the wielder. 
  Weapons that can be Set to Receive Charge: A combatant who chooses to 
  ready such a weapon to set it against a charge deals double damage on a 
  successful hit against a charging opponent. 
  Weapon Descriptions 
  Bows (All): Regardless of the size category of a 
  bow for encumbrance purposes, all bows require 
  two hands to load and fire. 
  Crossbows (All): If a combatant chooses to start a 
  battle with a crossbow in hand, it is assumed the 
  weapon was loaded prior to the start of combat. 
  Additionally, the behavior of the crossbow in 
  terms of loading and firing, varies based on the 
  size of the bow relative to the combatant. 
  Crossbows smaller than the combatant: the 
  combatant can shoot, but not load, a crossbow 
  smaller than his own size category with one hand 
  at no penalty. A combatant can shoot such a  
  crossbow with each hand, but takes a penalty on 
  attack rolls as if attacking with two light weapons. 
  Loading is a move equivalent action. 
  Crossbows of the combatant’s size: Normally, 
  operating a crossbow of the combatant’s own size 
  category 
  requires 
  two 
  hands. 
  However, 
  a 
  combatant can shoot, but not load, such a crossbow 
  with one hand at a –2 penalty on attack rolls. One 
  could conceivably shoot a crossbow with each 
  hand (assuming they were previously loaded), but 
  this would incur penalties to attack rolls as if 
  attacking with one-handed weapons. This penalty 
  is cumulative with the penalty for one-handed 
  
   
  17 
  firing. Loading is a move equivalent action. 
  Crossbows larger than the combatant: A crossbow that is a size category 
  larger than the combatant always requires two hands to load and fire. 
  Loading is a full turn action. 
  Gauntlet: A strike with a gauntlet is considered an unarmed attack and 
  provokes Attacks of Opportunity. If the combatant is wearing armor, then 
  gauntlets do not take up a weapon slot. Otherwise, two gauntlets equal one 
  light weapon (1/2 of a weapon slot). 
  Gauntlet, spiked: A strike with a spiked gauntlet is considered an unarmed 
  attack and provokes Attacks of Opportunity. A pair of spiked gauntlets uses 
  up 1/2 of a weapon slot. 
  Javelin: A javelin may be used as an improvised melee weapon, but since it 
  is not designed for melee, the combatant takes a -4 penalty to hit. Javelins 
  are small enough that they only require half the normal number of weapon 
  slots. 
  Rock: Rocks are improvised weapons, but ones that don’t require any 
  special training. Typically, a combatant can use a move action to pick up a 
  rock at any time during combat. A full-turn action allows the combatant to 
  collect 1d6 rocks of any chosen size. Rock collecting is an action that 
  provokes attacks of opportunity. Rocks are small enough that they take up 
  only half the usual number of weapon slots for a weapon of their size. 
  Sling: A combatant can fire, but not load, a sling with one hand. Loading a 
  sling is a move action that requires two hands and provokes attacks of 
  opportunity. However, once loaded, the sling can be held and fired with one 
  hand and the actual attack may be delayed as long as needed. If a combatant 
  starts combat with a sling in hand, it is assumed to be already loaded. 
  A combatant can hurl ordinary rocks with a sling, but rocks are not as dense 
  or as round as bullets. Damage is as a rock of the same size category (small 
  rocks for small slings, medium rocks for regular slings, large rocks for large 
  slings), and the combatant is at -1 to hit. (See the entry for Rock above for 
  finding and collecting rocks.) 
   
  Armor 
  Any combatant may use any armor they choose. Armor provides an AV 
  score that will negate damage every time the combatant is hit, but armor 
  also reduces DX and MV, thus making armored combatants slower and 
  clumsier in combat. 
  A combatant may only wear one type of armor at a time. 
  Table 5: Armor 
  Armor Type 
  AV 
  DX 
  Penalty 
  MV 
  Penalty 
  Leather Armor 1 
  -1 
  -- 
  Scale Mail 
  2 
  -1 
  -1 
  Chain Mail 
  3 
  -2 
  -1 
  Banded Mail 
  4 
  -3 
  -1 
  Plate Mail 
  5 
  -3 
  -2 
  Shield (any) 
  -- 
  -1* 
  -- 
  Armor Properties 
  AV (Armor Value): the number of HP the 
  armor negates per hit. If the AV reduces damage 
  to zero or less, then no damage is incurred. 
  DX 
  Penalty: 
  the 
  amount 
  by 
  which 
  a 
  combatant’s DX is reduced while wearing the given armor. Yes, the reduced 
  DX also reduces the combatant’s DR and IN scores. 
  MV Penalty: the number of hexes by which the combatant’s MV is reduced 
  while wearing the given armor. 
  *Shields: unlike other types of protection, shields do not reduce damage. 
  Instead, carrying a shield increases the combatant’s DR by +2, while 
  applying a –1 DX penalty for attack and initiative purposes only. The DX 
  penalty for a shield is cumulative with the DX penalty for any armor worn. 
  
   
  18 
  The Melee 
  Setting Up 
  Prior to combat, all the players must choose sides and decide on how 
  many combatants each player will control. Working together, the 
  players must decide what sort of playing field they will be using, 
  what sort of obstacles and terrain to include and where the 
  combatants will start. 
  Each player will control a number of points worth of combatants. For 
  most typical combats with 2-4 players, we recommend that each 
  player have a squad of combatants worth roughly 70-80 points. The 
  players may bring previously used combatants or may create new 
  ones. Newly created combatants must be at the base rating for their 
  race, but previously used combatants may have improvements to 
  abilities and ratings from previous experience (see Advancement, pg 
  27). 
  Differences in total points per team will be accounted for in the 
  awards following combat (see Awards, pg 24). 
  Drafting Combatants: Typically, each player will have a number of 
  combatants of her own and will choose from these for each match. 
  However, another option is for all of the players to simply share a 
  pool of combatants. New combatants can be created and added as 
  needed, and experienced combatants will gain XP and advance 
  normally, but no single player has exclusive rights to any combatant. 
  Therefore, before each match, players take turns drafting available 
  combatants from the pool until everyone has the predetermined 
  number of points. 
  Scenarios 
  The standard Animalball Melee match is simply head to head 
  combat. If there are more than two players, they can decide to play in 
  teams, or it can be every combatant for himself. In these matches, the 
  last player (or team) with combatants still standing is declared the 
  winner. However, there are a number of scenarios that the players 
  can choose from as well, or they can even create their own. 
  Death Match: Normally, while combatants may die, most live to fight 
  another day, even if they are defeated. However, all parties in a combat can 
  agree ahead of time to engage in a death match. After a death match, all 
  incapacitated combatants are considered dead, and may never be used again. 
  The rewards for a death match are greater, but so is the risk. 
  Capture the Flag: Two teams face each other on the field of combat. Each 
  side designates a hex on their side of the field as their base and places a 
  marker on that hex to represent their flag. The objective then is to grab the 
  other team’s flag and return it to base. The first team to have both flags on 
  their own base hex is declared the winner. 
  Remember that a combatant must have at least one free hand to carry a flag 
  and use up half of a weapon slot for purposes of encumbrance. (If used as a 
  weapon, a flag counts as a medium sized light weapon with no ST 
  minimum, deals 1d3 points of damage, scores a threat only on a roll of 20 
  and deals double damage on a critical hit.) 
  Scavenger Hunt: Divide the arena roughly into thirds. Place seven markers 
  in scattered hexes in the middle third of the field to represent rings that must 
  be collected (both sides should generally agree on the placement). Two 
  teams start at far opposite ends of the field. The first team to control five of 
  the rings is declared the winner. A combatant must have a free hand to pick 
  up and carry a ring, but can use that hand to carry as many rings as desired. 
  Rings do not take up any weapon slots for purposes of encumbrance. 
  Prison Break: This is a larger scenario designed for two teams. Each side 
  needs at least five combatants. Each team then selects half of the other 
  team’s combatants (round down) to hold as prisoners. Each team may place 
  their captured prisoners as desired anywhere on their half of the field. 
  Prisoners may not take any action, nor may they be harmed in any way until 
  they are freed. 
  To free a prisoner, a combatant must stand in an adjacent hex and spend a 
  full-turn action to free the prisoner. Once freed, the prisoner is now a normal 
  combatant who may be attacked and will start rolling for initiative and 
  taking actions on the following round. Assume freed prisoners to be armed, 
  unless players agree otherwise beforehand. 
  The first team to eliminate all of their opposition (prisoners who have never 
  been freed do not count) is declared the winner. Prisoners who are never 
  freed do not gain any XP awards for the conflict, however, their ratings still 
  count in the team’s total for determining XP bonuses or penalties. 
  
   
  19 
  Initiative 
  Time in Melee is divided into rounds. Each round represents 10 seconds in 
  the game world. A round is the basic unit of time in which every combatant 
  may take at least one action. Depending on initiative scores, each combatant 
  will have one or more turns to take actions each round. 
  At the beginning of every round, each combatant rolls for initiative. 
  Initiative count for each combatant equals 1d20 + IN. Combatants then 
  proceed to take turns making actions in order of initiative count, with the 
  highest scores going first. If two combatants get turns on the same initiative 
  count, the one with the higher DX goes first. If there is still a tie, settle it 
  with a second die roll. 
  After all combatants have taken a turn, those with an initiative count of 15 
  or higher get to take a second turn, again in order from highest to lowest. 
  Finally, combatants with an initiative count of 30 or more get to take a third 
  turn. 
  Example: Three combatants roll for initiative, and their initiative scores are: 
  Bloodthorn 34, Marlee 28, and Olrak 14. After all three have had turns in 
  order, Bloodthorn and Marlee each get a second turn, and then Bloodthorn, 
  with an initiative count over 30 gets a third turn. 
  Actions 
  There are four types of actions: attack actions, move actions, full-turn 
  actions, and free actions. In a normal turn, a combatant can perform an 
  attack action and a move action in either order or instead can perform a full-
  turn action. 
  A move action can always be substituted for an attack, but not vice versa. So 
  a combatant could choose to move twice on a turn and not attack at all. 
  Full-turn Action: A full-turn action consumes all of a combatant’s effort 
  during a turn. The only movement one can take during a full-turn action is a 
  1-hex step before, during, or after the action. 
  Free Action: Free actions can be performed at any time on a combatant’s 
  own turn and may be combined with other actions. 
  Table 6: Actions 
   
   
   
   
   
   
  Attack actions 
  Provokes 
  Attack of 
  Opportunity? 
  Move Actions 
  Provokes 
  Attack of 
  Opportunity? 
  Full-Turn Actions 
  Provokes 
  Attack of 
  Opportunity? 
  Free Actions 
  Provokes 
  Attack of 
  Opportunity? 
  Special 
  Actions 
  Provokes 
  Attack of 
  Opportunity? 
  Attack (melee) 
  No 
  Move 
  Yes 
  Charge 
  No 
  1-hex step 
  No 
  Attack of 
    
  Attack (ranged) 
  Yes 
  Crawl 
  Yes 
  Crawl from an 
    
  1-hex step from 
    
     Opportunity 
  No 
  Bull rush 
  No 
  Draw a weapon 
  No 
     impeded hex 
  Yes 
     an impeded hex 
  Yes 
  Delay 
  No 
  Disarm 
  Yes 
  Give item 
  Yes 
  Load a 2-handed 
   
  Drop an item 
  No 
  Ready 
  No 
  Feint 
  No 
  Load a 1-handed 
    
     crossbow 
  Yes 
  Drop to the floor 
  No 
    
    
  Fight defensively 
  No 
     crossbow 
  Yes 
  Rock collecting 
  Yes 
  Receive given item 
  No 
    
    
  Help Ally 
  No 
  Pick up an item 
  Yes 
  Run 
  Yes 
    
    
    
    
  Overrun 
  No 
  Ready or loose a shield 
  No 
  Two weapon fighting 
  No 
    
    
    
    
  Total defense 
  No 
  Sheathe a weapon 
  Yes 
  Withdraw 
  No 
    
    
    
    
  Trip 
  Yes 
  Stand up from prone 
  Yes 
    
    
    
    
    
    
  
   
  20 
  Attack Actions 
  Attack 
  Melee Attacks: With a normal melee weapon, a small or medium 
  combatant can strike any opponent within 1 hex, including opponents 
  occupying the same hex. Large combatants have longer reach and may 
  strike any opponent within 2 hexes. Weapons with additional reach are 
  exceptions to this and are detailed in the weapons section. 
  Ranged Attacks: With a ranged weapon, a combatant can shoot or throw at 
  any target that is within the weapon’s maximum range and in line of sight. 
  Attack Rolls: An attack roll is 1d20 + attacker’s DX + any bonuses with the 
  weapon the combatant is using from feats such as Weapon Mastery. If the 
  result is at least as high as the target’s DR, the weapon hits and deals 
  damage. 
  Automatic Misses and Hits: A natural 1 (the d20 comes up 1) on the attack 
  roll is always a miss. A natural 20 (the d20 comes up 20) is always a hit. A 
  natural 20 is also a threat—a possible critical hit. 
  Damage Rolls: On a successful hit, the attacker rolls the appropriate 
  damage for his or her weapon. Damage, less the target’s AV, is deducted 
  from the target’s current HP. 
  Critical Hits: Any attack roll that comes up a natural 20 is not only an 
  automatic hit, but also scores a threat, which means it may also be a 
  potential critical hit. On a threat, the combatant rerolls the attack roll with 
  the same modifiers and target, and if this second attack roll is successful, 
  then the attack is a critical hit. If the second roll misses, then the attack is 
  just a normal hit and damage is rolled and applied normally. 
  Some weapons, as indicated on the weapons table, have expanded threat 
  ranges and score threats on 19 or even 18 as well as 20. Feats can expand 
  these further. Regardless of the weapon’s threat range, only a 20 is an 
  automatic hit, and an attack roll that does not meet or exceed the target DR 
  is not a threat even if the dice are in the weapon’s threat range. 
  Critical damage: On a critical hit, the attacker rolls twice for damage 
  instead of just once, applying all damage bonuses normally to each roll. 
  Some weapons, as indicated on the weapons table, may roll three or even 
  four times for damage on a critical hit. If the defender has an AV score from 
  armor or feats, that value is subtracted once from the total critical damage, 
  even though there may be multiple damage rolls. 
  Bull Rush 
  A bull rush is an attack action that attempts to push an opponent backwards. 
  A bull rush can be a regular attack action or may be part of a charge 
  maneuver. 
  At the start of the bull rush, the attacker first moves into the defender’s hex.  
  Next, both opponents make opposed ST checks. Large combatants get a +4 
  to this check. Small combatants, -4. Charging provides a +2 bonus. 
  If the attacker’s ST roll is less than the defender’s, the attacker moves back 
  to the hex he or she just came from. 
  If the attacker’s ST roll meets or exceeds that of the defender, then the 
  defender is pushed back 1 hex. If the attacker wishes to move with the 
  defender, the defender can be pushed back one additional hex in a straight 
  line for every 5 points by which the attacker’s ST roll exceeded the 
  defenders, up to the attacker’s MV limit for the turn. 
  All movement during a bull rush provokes attacks of opportunity for both 
  the attacker and defender. However, any attack against either combatant has 
  a 25% chance (1-5 on 1d20) of accidentally targeting the other. 
  Disarm 
  A disarm maneuver is an attack action that attempts to knock an opponent’s 
  weapon from his hands. 
  A disarm attempt immediately provokes an attack of opportunity from the 
  defender. If the attack of opportunity inflicts any damage, then the disarm 
  attempt has failed. 
  Otherwise, both combatants make opposed attack rolls. Combatants with 
  two-handed weapons gain a +4 bonus on this roll. Combatants with light 
  weapons take a -4 penalty. Large opponents are at +2. Small opponents are 
  at -2. 
  If the attacker’s roll meets or exceeds the defender’s, then the defender is 
  disarmed, and the weapon is now laying on the ground in the defender’s 
  hex. 
  
   
  21 
  If the defender wins, then the disarm attempt has failed, and the defender 
  may now attempt to disarm the attacker as a special free action using the 
  same type of opposed attack rolls as above. This attempt does not provoke 
  an attack of opportunity, nor can the attacker try to disarm again if the 
  attempt fails. 
  Feint 
  Feinting is an attack action that tries to throw an opponent off balance to 
  gain advantage on a later attack. To feint, the combatant makes an opposed 
  DX check with the target. If the attacker’s DX check result meets or exceeds 
  that of the defender, then the attacker’s next melee attack on the target will 
  be at +4 to hit. This attack must be made on or before the attacker’s next 
  turn. 
  Fight Defensively  
  A combatant can choose to fight defensively when attacking. A combatant 
  who is fighting defensively takes -4 penalty on all attack rolls until the start 
  of its next turn, but also gains a +2 bonus to DR. Fight defensively may also 
  be selected as a Full Turn action with two weapon fighting, but may not be 
  combined with any other special attack maneuvers. 
  Help Ally 
  In melee combat, a combatant can help an ally attack or defend in melee 
  combat by distracting or interfering with an opponent. The ally must be 
  engaged in melee combat with an opponent, and the helping combatant must 
  be in a position to engage the opponent as well. The helping combatant then 
  makes an attack roll against DR 10. If successful, the ally gains either a +3 
  bonus to her next attack on that opponent or +3 DR versus the opponent’s 
  next attack. The helping ally chooses which of these effects to apply at the 
  time of the help attempt. 
  Overrun 
  Overrun is an attempt to move through a hex occupied by an opponent. 
  Unlike other attack actions, overrun can be attempted in the middle of a 
  move action, and the combatant can then complete the move maneuver if the 
  overrun is successful. Overrun can also be the attack portion of a charge. 
  To begin the overrun, the combatant moves into the defender’s hex, 
  provoking an attack of opportunity from the defender. At this point, the 
  defender may simply choose to avoid the overrun, in which case, the 
  attacker may simply keep moving normally, and no attack action has been 
  taken yet. 
  However, if the defender chooses to block, the attacker makes a ST check 
  against either a DX or ST check from the defender (whichever is higher). 
  Large combatants gain a +4 bonus. Small combatants take a -4 penalty. 
  Charging adds +2. 
  If the attacker’s roll meets or exceeds the defender’s, then the defender is 
  knocked prone, and the attacker may continue moving. 
  If the attacker fails, then he moves 1 hex back the way he came from, and 
  the combatants make opposed ST checks to see if the attacker is knocked 
  prone. If the defender fails this check, then both combatants remain 
  standing. 
  Total Defense 
  A combatant who chooses total defense forgoes attacking for this turn in 
  exchange for +4 to DR until the start of his next turn. If the combatant 
  chooses to execute an attack of opportunity before his next turn, then the 
  total defense bonus is lost and the attack of opportunity is at -4 to hit. 
  
   
  22 
  Trip 
  Tripping is an attempt to knock an opponent prone.  
  To make a trip attack, a combatant must first make a successful melee attack 
  against the target. If using a weapon designated as a trip weapon on the 
  weapons table, the attacker may use any appropriate bonuses. Otherwise, the 
  trip attack is considered an unarmed attack (even if the attacker is holding 
  another weapon). 
  If the attack succeeds, then no damage is inflicted. Instead, the attacker 
  makes a ST check opposed by a ST check or DX check from the defender 
  (whichever ability is higher). Large combatants get 
  +4 to this roll. Small combatants have a penalty of 
  -4. An attacker not using a trip weapon is at -2. 
  If the attacker’s check meets or exceeds the 
  defender’s, then the defender is tripped and 
  immediately falls prone. 
  If the trip attempt is unsuccessful, then the 
  defender may immediately choose to attempt a ST 
  check versus the attacker’s DX or ST to trip him in 
  return. 
  If an attacker is using a weapon to make a trip 
  attack and is tripped in return, the attacker may 
  choose to simply drop the weapon to avoid being 
  tripped.  
  Move Actions 
  Move 
  A combatant who chooses move as an action may 
  move a number of hexes equal to his MV rate. 
  Impeded Hexes: Anything in a hex that slows 
  down movement is an impediment. An impediment 
  can be anything: rocky ground, a low wall, thick foliage, a fallen combatant, 
  uneven terrain, shallow water. Moving out of an impeded hex counts as a 2 
  hex move. If a combatant does not have 2 hexes left, then movement ends in 
  the impeded hex. If a combatant makes no other movement during a turn, a 
  1 hex step can be used to move out of an impeded hex, but doing so 
  provokes attacks of opportunity. 
  Elevation: Changes in elevation are marked on Animalball Melee maps 
  with contour lines. Each contour line represents 2½ feet of elevation (½ 
  hex). A hex with a contour line counts as an impeded hex only if the 
  combatant moves out of it into a hex of higher elevation. If moving out to a 
  hex of lower elevation or a hex containing the same contour line, then it can 
  be treated as a clear hex. 
  Crawling: A combatant can crawl 1 hex as a move action while prone. 
  Crawling incurs attacks of opportunity from any attackers who threaten any 
  hex of the crawl. Crawling out of an impeded hex is a 
  full turn action. 
  Straight Line Movement: Straight line movement, for 
  example as required by the Charge maneuver (next 
  page), means moving along the shortest possible path to 
  the destination. If there is ever a dispute over exactly 
  which path is the shortest, lay down a straight edge that 
  runs from the center of the starting hex to the center of 
  the destination hex. The shortest straight-line path then 
  is all of the hexes through which the straight edge 
  passes. Occasionally, the straight edge will fall exactly 
  on the line between two hexes, in which case the 
  combatant can choose either hex to move through and 
  still call it a straight line. 
  Draw or Sheathe a Weapon 
  Drawing a weapon or putting it away constitutes a 
  move action. A combatant can draw a weapon with 
  each hand on the same move action if desired. Drawing 
  a weapon does not provoke attacks of opportunity, but 
  sheathing a weapon does. 
  Give Item 
  As a move action, a combatant may give an item she is 
  holding to a friendly combatant in an adjacent hex. As long as the recipient 
  has a free hand, receiving the item is a free action. 
  
   
  23 
  Pick Up Item 
  A combatant may pick up items lying on the ground in their own hex or 
  adjacent hexes as a move equivalent action. This includes picking up a rock 
  either to throw or use with a sling. 
  Ready or Loose a Shield 
  Strapping on a shield for use in combat or unstrapping it to put it away 
  constitutes a move action. Dropping a shield once it is unstrapped is a free 
  action. 
  Stand Up 
  Standing up from a prone position requires a move action and provokes 
  attacks of opportunity. 
  Full-Turn Actions 
  A full-turn action requires an entire round to complete. Thus, it can’t be 
  coupled with a standard or a move action, though if it does not involve 
  moving any distance, a 1-hex step may be taken as a free action. 
  Charge 
  Charging is a full-turn action that allows a combatant to move up to twice 
  his or her MV and attack during the action. The movement must come 
  before the attack and must be in a straight line towards the chosen target. 
  The combatant must move a minimum of 2 hexes to charge. There must be a 
  clear path to the target with no impeded hexes, other combatants or 
  obstacles. 
  After moving, the combatant makes a single melee attack at +2 to hit, but 
  suffers a -2 penalty to DR until the start of the combatant’s next turn. If the 
  attack is a Bull Rush or Overrun maneuver, the charging combatant gains a 
  +2 bonus on all related rolls. 
  Run 
  A running combatant is allowed to move up to four times his MV in a 
  straight line. A combatant cannot run through impeded hexes. While 
  running, a combatant takes a –2 penalty to DR. 
  Two weapon Fighting 
  A combatant with a weapon in each hand may take two attacks on a turn as 
  a Full-Turn action. The only allowed movement while fighting with two 
  weapons is the 1-hex step which may be taken before, after or between the 
  two attacks. After making the first attack (at normal two weapon fighting 
  penalties) and seeing the results, the combatant may choose to forgo the 
  second attack in favor of a move action. 
  Two weapon fighting penalties: When fighting with two weapons, the 
  combatant is at -6 with the primary weapon and -8 with the offhand weapon. 
  Both of these are reduced by 2 if the offhand weapon is light. Two Weapon 
  Fighting feats may reduce these penalties further. 
  Withdraw 
  A combatant may withdraw from melee combat as a full-turn action. A 
  withdrawing combatant may move a number of hexes equal to 1.5 x MV 
  (round up), and the combatant’s starting hex is not considered threatened for 
  purposes of attacks of opportunity. Moving out of other threatened hexes 
  after the first, though, incurs attacks of opportunity as usual.  
  Note that despite the name of this action, a combatant does not actually have 
  to leave the combat entirely, she merely disengages from current foes.  
  Free Actions 
  Take 1-hex Step 
  A combatant can move one hex on any turn as a free action ONLY IF that is 
  the only hex movement he makes that turn. Thus, a one hex step can be 
  combined with drawing a weapon or standing up from prone, (move actions 
  which don’t involve moving any distance), but not with moving, running, 
  charging, or crawling. A 1-hex step through clear hexes does not provoke 
  attacks of opportunity, even if one is moving out of a threatened hex. 
  1-hex steps out of impeded hexes provoke attacks of opportunity. 
  Drop an Item 
  Dropping an item in one’s own hex or into an adjacent hex is a free action. 
  
   
  24 
  Drop Prone 
  Dropping to a prone position in one’s own hex is a free action. 
  Special Actions 
  Attacks of Opportunity 
  Certain maneuvers in combat can leave a combatant open to extra attacks 
  from opponents, or attacks of opportunity. The most common actions that 
  provoke attacks of opportunity are moving past or away from an armed 
  opponent or attempting to use a ranged weapon near an opponent with a 
  melee weapon. 
  Threatened Hexes: A combatant threatens all hexes into which he or she 
  can currently make a melee attack. If a combatant takes certain actions in a 
  threatened hex, then they provoke attacks of opportunity, and any opponents 
  who threaten that hex make a free melee attack, known as an attack of 
  opportunity. 
  Provoking an Attack of Opportunity: Two types of actions typically 
  provoke attacks of opportunity: moving out of a threatened hex and 
  performing a distracting action within a threatened hex. 
  Moving: Moving out of a threatened hex usually provokes an attack of 
  opportunity from the threatening opponent. The two exceptions are the 1-
  hex step and the withdraw maneuver. 
  Performing a Distracting Action: These are detailed in the Actions Table, 
  but typical actions that provoke attacks of opportunity are: loading or firing 
  a ranged weapon, crawling, standing up from prone, picking up an item, and 
  sheathing a weapon. 
  Making an Attack of Opportunity: An attack of opportunity is a single 
  melee attack, and each combatant may only make one attack of opportunity 
  per turn. A combatant may also choose not to take an attack of opportunity. 
  An attack of opportunity interrupts the normal flow of actions in a turn. If an 
  attack of opportunity is provoked, it is immediately resolved, and then 
  combat continues from where it was interrupted, whether it was between 
  turns or in the middle of a combatant’s action. 
  Delay 
  A combatant may choose to simply delay and take no immediate action. 
  Then, the combatant may choose to take the turn immediately following any 
  other combatant’s turn. If the combatant fails to take an action before his 
  next turn comes up, then the delayed turn is lost. 
  Ready 
  Readying an action is similar to delay, except that where delay puts off the 
  entire turn, readying an action delays a single attack action or move action, 
  and the readied action then occurs at a pre-specified trigger. The readied 
  action can occur before or after the specified trigger, at the combatant’s 
  discretion. 
  
   
  25 
  The most common use of this is to ready a weapon to receive a charge. In 
  such a case, the readied action is an attack, and the specified trigger is the 
  charge attack, thus allowing the combatant with the readied attack to strike 
  before the charging foe. 
  Modifiers 
  There are many things that can apply modifiers to an attack roll: combatant 
  stats, feats, maneuvers, etc. Following is a list of the most common 
  environmental and situational modifiers to attack rolls: 
   
  Table 7: Melee Modifiers 
   
   
  Condition 
  Melee 
  Ranged 
  Friends engaging same foe 
  +1 
   
  Flanking 
  +2 
   
  Attacker has higher ground 
  +1 
  +1 
  Defender on higher ground 
  -1 
  -1 
  Attacker prone 
  -4 
  -4 
  Defender prone 
  +3 
  -3 
  Defender has concealment 
  -2 
  -2 
  Defender has soft cover 
  -3 
  -3 
  Defender has hard cover 
  -4 
  -4 
  Firing into melee 
  N/A 
  -3 
  Defender is incapacitated 
  special* 
  special* 
  *Incapacitated combatants have a DR of 7. 
  Friends in Combat 
  If two (or more) allies are engaging the same foe and neither is also engaged 
  with any other combatant, then they both gain a +1 bonus on melee attack 
  rolls versus that shared foe. 
  A single combatant may never have more than a +1 bonus for friends in 
  combat no matter how many allies are engaging a single foe. 
  Flanking 
  When two allies are engaging the same foe from opposite sides, they both 
  gain a +1 flanking bonus to melee attack rolls. This stacks with the Friends 
  in Combat bonus, if one applies. 
  To determine if two combatants flank an opponent, draw imaginary lines 
  from the centers of the two attackers’ hexes to the center of the defender’s 
  hex. If those lines pass through opposite sides of the defender’s hex, then 
  they are flanking. 
  As with friends in combat, a single combatant may never have more than a 
  +1 bonus for flanking, even if there are multiple allies in place to qualify for 
  the bonus. 
  NOTE on Friends in Combat and Flanking: To gain a flanking bonus 
  only requires that two allies be engaged with a single opponent from 
  opposite sides, whereas the friends in combat bonus requires they not also 
  be otherwise engaged. Thus it is possible to gain only one of these bonuses 
  or both depending on the arrangement of the combatants. 
  High Ground 
  If varying elevations are being used, then a combatant has the high ground if 
  there is a contour line between him and his opponent. A combatant making a 
  melee attack from higher ground gains a +1 attack bonus. Melee attacks 
  from lower ground incur a –1 penalty. 
  If a combatant occupies a hex containing a contour line, opponents in hexes 
  entirely above that contour line have higher ground and hexes entirely below 
  that line are lower ground. 
  
   
  26 
  Concealment 
  Concealment is anything that makes a target more difficult to see without 
  obstructing the line of attack to the target, such as darkness or foliage. Melee 
  and ranged attacks against a target with concealment suffer a –2 penalty. 
  Cover 
  Cover is any obstacle between an attacker and defender that not only 
  obstructs line of sight, but also has the potential to block or absorb attacks. 
  This can be walls or ruins, trees, or even other combatants. To determine if a 
  target has cover, draw an imaginary line from the center of the attacker’s 
  hex to the center of the target’s hex. If the line passes through any portion of 
  a hex that could provide cover, then the target is considered to have cover. 
  Soft Cover: Combatants, whether friend or foe, who are in the way of an 
  attack are considered soft cover and apply a –3 penalty to attacks. 
  Hard Cover: Solid objects like trees, rocks, and walls are hard cover and 
  incur a –4 penalty to attacks. 
  Attacks of Opportunity and Cover: Attacks of opportunity cannot be 
  made against targets with cover. 
  Firing into Melee 
  When using a ranged weapon against a foe who is engaged with an ally of 
  the attacker, the attacker suffers a -3 penalty as a result of trying not to hit 
  her own ally. 
  Defender Incapacitated 
  If the defender is incapacitated, then his or her DR is 7. Additionally, 
  incapacitated combatants are usually prone, so the Defender Prone modifiers 
  apply as well. 
  Injury and Death 
  Damage inflicted reduces a combatant’s HP. A combatant reduced to 0 HP 
  or less is Incapacitated. They fall to the ground unconscious and are out for 
  the remainder of the melee. An incapacitated combatant is an obstacle. 
  Other combatants may move through its hex, but it constitutes an impeded 
  hex. Incapacitated combatants may still be attacked and wounded further. 
  A combatant who reaches –10 HP or less is dead, and there is no recovery. 
  Hexes containing dead combatants are still considered impeded hexes. 
   
  
   
  27 
  The Aftermath 
  After the combat, all that’s left is cleaning up the dead and wounded and 
  sorting out the awards. 
  Awards 
  After any combat, survivors are awarded Experience Points (XP). 
  For any scenario or combat (except Death Matches, see below), the base 
  awards are: 
  On winning team 
  200 XP 
  On winning team but incapacitated 100 XP 
  On losing team but survived 
  50 XP 
  Death Matches: For winning and surviving a death match, combatants 
  receive a base award of 300 XP. 
  XP Bonus or Penalty: When there are only two teams in a match, the 
  winning combatants gain an extra +20 XP for each point by which their 
  opponents’ total rating exceeds theirs. This bonus is divided among all 
  combatants on the winning side (even if dead or incapacitated), with 
  fractions being rounded up. 
  Conversely, if the winning team was more powerful, then they reduce their 
  awards by –20 XP for each point of rating they have in excess of the 
  opposition. Penalties are divided among winning combatants in the same 
  way bonuses are. Fractions round down. No penalty may reduce a 
  combatant’s total rewards for a combat to less than 100. 
  Example: The following two squads face each other. All are starting 
  combatants with no previous experience. 
  Bonecrushers 
  Rating 
  Merciless Angels 
  Rating 
  Olrak the Ogre 
  30 
  Bloodthorn the Elf 
  24 
  Foreman the Minotaur 
  32 
  Sanderson the Dwarf 
  24 
  Elfbane the Hobgoblin 
  28 
  Marlee the Human 
  25 
   
   
  Kermit the Kobold 
  22 
  Total Rating 
  90 
  Total Rating 
  95 
  When the dust settles, the Bonecrushers are victorious, but Foreman the 
  Minotaur has been incapacitated, and on the losing team, Kermit the Kobold 
  is dead. 
  The three surviving Merciless Angels receive 50 XP. Foreman gets 100 XP, 
  and Olrak and Elfbane both walk away with 200 XP. Additionally, since the 
  Merciless Angels had 5 rating points over the Bonecrushers, the winners get 
  to split a 100 XP bonus (5 x 20). Rounding up, that means each Bonecrusher 
  gets an extra 34 XP. 
  Had the Angels won, that 100 XP would have been a penalty. Divided four 
  ways, each Angel still on his or her feet would have received 175 XP total. 
  Advancement 
  Earned XP may be saved up and used to improve the combatant’s stats and 
  feats: 
  Gaining a new feat or upgrading an existing feat by one level costs 500 XP. 
  Increasing ST or DX by 1 costs 1,000 XP. There is no maximum rating for 
  ST and DX. 
  Increasing MV by 1 costs 500 XP. Maximum MV for any combatant is 
  equal to twice her race’s starting MV score.  
  There is no limit to total advancement over time, but eventually, combatants 
  who have become extremely powerful, with ratings of 40 or 50 or even 
  more, become less challenging and less fun to play. Combatants who have 
  become extremely powerful should respectfully retire whenever the group 
  feels it is appropriate. These Legends of the Arena can provide patronage 
  and inspiration to young up-and-coming warriors. 
  Recovery 
  After combat ends, dead combatants are permanently retired, but all 
  combatants who live, even the incapacitated ones, get to erase all damage 
  and are considered fully healed for their next combat. 
  Re-equipping 
  Combatants may change weapons and armor freely between combats. 
  
   
  28 
  Appendix I: Sample Combatants 
  Bloodthorn the Elf 
  Rating: 24 
    
  Stat 
   
  SZ 
  1 - Medium 
  ST 
  1 
  DX 
  5 
  MV 
  7 
   
  HP 
  11 
  DR 
  15 
  IN 
  15 
  AV 
  0 
   
  Feats 
  Weapon Mastery (shortbow) 
  Rapid Shot 2 
   
   
   
   
   
  Equipment 
  Shortbow 1d6 (20/x3) range-5 
   
  24 arrows 
  Rapier 1d6 (18-20/x2) 
   
   
   
   
   
   
   
  Elfbane the Hobgoblin 
  Rating: 28 
   
  Stat 
   
  SZ 
  1 - Medium 
  ST 
  2 
  DX 
  6 (6/5) 
  MV 
  6 
   
  HP 
  12 
  DR 
  16 (16/18) 
  IN 
  19 (19/18) 
  AV 
  0 
   
  Feats 
  Multi-Attack 2 
  Power Attack 
  Improved Initiative 
   
   
   
   
  Equipment 
  Scimitar 2d4-1 (18-20/x2) 
  Light Spiked Shield 1d4 (20/x2) 
  Shortbow 1d6 (20/x3) range-6 
   
  8 arrows 
   
   
   
   
   
   
  Foreman the Minotaur 
  Rating: 32 
   
  Stat 
   
  SZ 
  2 - Large 
  ST 
  8 
  DX 
  0 
  MV 
  8 
   
  HP 
  21 
  DR 
  10 
  IN 
  10 
  AV 
  1 
   
  Feats 
  Bull Rush Mastery 2 
  Quick Draw 
  Thick Hide 
   
   
   
   
  Equipment 
  Halberd 3d4 (20/x3) 
  Huge Crossbow 3d4 
       (19-20/x2) range-10 
       8 bolts 
   
   
   
   
   
   
  Kermit the Kobold 
  Rating: 22 
   
  Stat 
   
  SZ 
  0 - Small 
  ST 
  -2 
  DX 
  8 (7) 
  MV 
  6 
   
  HP 
  5 
  DR 
  18 (17) 
  IN 
  21 (20) 
  AV 
  0 (1) 
   
  Feats 
  Improved Initiative 
  Camaraderie 
  Rapid Reload 
  Weapon Mastery (Lt Crossbow) 
   
   
   
  Equipment 
  Mini Crossbow 1d2 (19-20/x2) 
   
  range-3, 32 bolts 
  Light Sickle 1d3 (20/x2) 
  Leather Armor 
   
   
   
   
   
   
  with 
  armor 
  stat ( armor / & shield ) 
  with 
  armor 
  stat ( armor / & shield ) 
  with 
  armor 
  stat ( armor / & shield ) 
  with 
  armor 
  stat ( armor / & shield ) 
  
   
  29 
   
  Marlee the Human 
  Rating: 25 
   
  Stat 
   
  SZ 
  1 - Medium 
  ST 
  4 
  DX 
  3 (2/1) 
  MV 
  6 (5/5) 
   
  HP 
  14 
  DR 
  13 (12/14) 
  IN 
  13 (12/11) 
  AV 
  0 (2/2) 
   
  Feats 
  Feint Mastery 2 
  Weapon Mastery (Longsword) 
   
   
   
   
   
  Equipment 
  Longsword 1d10 (19-20/x2) 
  Shortbow 1d6 (20/x3)  
   
  range-5, 8 arrows 
  Light Spiked Shield 1d3 (20/x2) 
  Shortsword 1d6 (19-20/x2) 
  Scale Mail 
   
   
   
   
  Olrak the Ogre 
  Rating: 30 
   
  Stat 
   
  SZ 
  2 - Large 
  ST 
  9 
  DX 
  -1 
  MV 
  7 
   
  HP 
  25 
  DR 
  9 
  IN 
  9 
  AV 
  1 
   
  Feats 
  Toughness 
  Thick Hide 
  Improved Critical (Bardiche) 
   
   
   
   
  Equipment 
  Huge Bardiche 3d4+1 (20/x3) 
  Heavy Crossbow 
   
  1d10 (19-20/x2) 
   
  range-8, 8 bolts 
   
   
   
   
   
  Thordra the Halfling 
  Rating: 19 
   
  Stat 
   
  SZ 
  0 - Small 
  ST 
  -1 
  DX 
  6 
  MV 
  5 
   
  HP 
  5 
  DR 
  17 
  IN 
  17 
  AV 
  0 
   
  Feats 
  Weapon Mastery (Shortbow) 
  Rapid Shot 
  Pierce Armor 
   
   
   
   
  Equipment 
  Small Shortbow 1d4 (20/x3) 
   
  range-4, 40 arrows 
   
   
   
   
   
   
   
  Sanderson the Dwarf 
  Rating: 24 
   
  Stat 
   
  SZ 
  1 - Medium 
  ST 
  4 
  DX 
  3 (1/0) 
  MV 
  4 
   
  HP 
  14 
  DR 
  12 (10/12) 
  IN 
  12 (10/9) 
  AV 
  0 (4/4) 
   
  Feats 
  Weapon Mastery (Waraxe) 
  Armor Proficiency 
  Broad Shoulders 
  Quick Draw 
   
   
   
  Equipment 
  Banded Mail 
  Waraxe 1d10 (20/x3) 
  Heavy Shield 1d6 (20/x2) 
  Heavy Crossbow 
   
  1d10 (19-20/x2) 
   
  range-8, 8 bolts 
   
   
   
   
  with 
  armor 
  stat ( armor / & shield ) 
  with 
  armor 
  stat ( armor / & shield ) 
  with 
  armor 
  stat ( armor / & shield ) 
  with 
  armor 
  stat ( armor / & shield ) 
  
   
  30 
  Appendix II: Combatant Record Sheet 
  Name: 
  Race: 
  Rating:  
   
  Stat 
   
  SZ  
  ST  
  DX  
  MV 
   
  HP  
  DR  
  IN  
  AV  
   
  Feats 
   
   
   
   
   
   
  Equipment 
   
   
   
   
   
   
   
   
   
   
  Name: 
  Race: 
  Rating:  
   
  Stat 
   
  SZ  
  ST  
  DX  
  MV 
   
  HP  
  DR  
  IN  
  AV  
   
  Feats 
   
   
   
   
   
   
  Equipment 
   
   
   
   
   
   
   
   
   
  Name: 
  Race: 
  Rating:  
   
  Stat 
   
  SZ  
  ST  
  DX  
  MV 
   
  HP  
  DR  
  IN  
  AV  
   
  Feats 
   
   
   
   
   
   
  Equipment 
   
   
   
   
   
   
   
   
   
  Name: 
  Race: 
  Rating:  
   
  Stat 
   
  SZ  
  ST  
  DX  
  MV 
   
  HP  
  DR  
  IN  
  AV  
   
  Feats 
   
   
   
   
   
   
  Equipment 
   
   
   
   
   
   
   
   
   
  with 
  armor 
  stat ( armor / & shield ) 
  with 
  armor 
  stat ( armor / & shield ) 
  with 
  armor 
  stat ( armor / & shield ) 
  with 
  armor 
  stat ( armor / & shield ) 
  
  Appendix III: Weapons in order of ST Min 
  Weapon
  Size
  ST Min
  Damage
  Critical
  Range 
  Weapon
  Size
  ST Min
  Damage
  Critical
  Range 
  Unarmed strike, small
  Tiny
  -5
  1d2-1
  20/x2
  Gauntlet, large ‡
  Medium
  1
  1d8
  20/x2
  Hammer, ultralight
  Tiny
  -3
  1d2
  20/x2
  2
  Longspear [RC]
  Large
  1
  2d4-1
  20/x3
  Knife
  Tiny
  -3
  1d2
  19-20/x2
  2
  Rapier
  Small
  1
  1d6
  18-20/x2
  Mace, tiny
  Tiny
  -3
  1d3
  20/x2
  Shield, light
  Small
  1
  1d2
  20/x2
  Pick, ultralight
  Tiny
  -3
  1d2
  20/x4
  Shortspear
  Medium
  1
  2d4-1
  20/x2
  2
  Unarmed strike, medium
  Small
  -3
  1d2
  20/x2
  Spetum [RC]
  Large
  1
  1d8
  20/x2
  Club, small
  Small
  -2
  1d3
  20/x2
  1
  Gauntlet, spiked large ‡
  Medium
  2
  2d4
  20/x2
  Gauntlet ‡
  Small
  -2
  1d3
  20/x2
  Guisarme, short [RT]
  Medium
  2
  1d8
  20/x3
  Hatchet
  Tiny
  -2
  1d3
  20/x2
  2
  Quarterstaff
  Medium
  2
  1d6/1d6
  20/x2
  Sickle, light [T]
  Tiny
  -2
  1d3
  20/x2
  Ranseur, short [RD]
  Medium
  2
  1d8
  20/x3
  Spetum, short [RC]
  Medium
  -2
  1d3+1
  20/x2
  Sabre
  Medium
  2
  1d8
  18-20/x2
  Unarmed strike, large
  Medium
  -2
  1d4
  20/x2
  Shield, spiked light
  Small
  2
  1d3
  20/x2
  Dagger
  Tiny
  -1
  1d4
  19-20/x2
  2
  Shortsword, two-bladed
  Medium
  2
  1d6/1d6
  19-20/x2
  Gauntlet, small ‡
  Tiny
  -1
  1d4
  20/x2
  Spear [C]
  Large
  2
  1d8
  20/x3
  2
  Gauntlet, spiked ‡
  Small
  -1
  1d4
  20/x2
  Waraxe, small
  Small
  2
  1d8
  20/x3
  Gauntlet, spiked small ‡
  Tiny
  -1
  1d4
  20/x2
  Broadsword
  Medium
  3
  2d4
  19-20/x2
  Pick, light
  Small
  -1
  1d4
  20/x4
  Club, spiked
  Medium
  3
  2d4
  20/x2
  1
  Shield, buckler
  Tiny
  -1
  1d2-1
  20/x2
  Glaive [R]
  Large
  3
  1d10
  20/x3
  Axe, throwing
  Small
  0
  1d6
  20/x2
  2
  Hammer, heavy
  Medium
  3
  2d4
  20/x3
  Club, spiked small
  Small
  0
  1d3+1
  20/x2
  1
  Lance, light [RC]
  Medium
  3
  2d4
  20/x3
  Glaive, short [R]
  Medium
  0
  2d4-1
  20/x3
  Morningstar, small
  Small
  3
  2d4
  20/x2
  Hammer, light
  Small
  0
  1d6
  20/x2
  2
  Scythe, heavy [T]
  Large
  3
  2d4
  20/x4
  Handaxe
  Small
  0
  1d6
  20/x3
  Flail [TD]
  Medium
  4
  1d10
  20/x2
  Mace, small
  Small
  0
  1d6
  20/x2
  Greatclub
  Large
  4
  1d10
  20/x2
  1
  Quarterstaff, small
  Small
  0
  1d3/1d3
  20/x2
  Guisarme [RT]
  Large
  4
  2d6-1
  20/x3
  Scythe, light [T]
  Medium
  0
  1d6
  20/x4
  Longsword
  Medium
  4
  1d10
  19-20/x2
  Shield, spiked buckler
  Tiny
  0
  1d3-1
  20/x2
  Pick, heavy
  Medium
  4
  1d10
  20/x4
  Shortsword
  Small
  0
  1d6
  19-20/x2
  Pike [RC]
  Large
  4
  1d10
  20/x3
  Sickle [T]
  Small
  0
  1d6
  20/x2
  Scimitar
  Medium
  4
  1d10
  18-20/x2
  Club
  Medium
  1
  2d4-1
  20/x2
  1
  Shield, heavy
  Medium
  4
  1d6
  20/x2
  Flail, small [TD]
  Small
  1
  1d6
  20/x2
  Spetum, long [RC]
  Huge
  4
  1d12
  20/x2
  Melee Weapons (ST Min -5 to 4)
  
   
  32 
  Weapon
  Size
  ST Min
  Damage
  Critical
  Range 
  Weapon
  Size
  ST Min
  Damage
  Critical
  Range 
  Waraxe
  Medium
  4
  1d10
  20/x3
  Greataxe
  Large
  9
  3d4+1
  20/x3
  Battleaxe
  Medium
  5
  2d6-1
  20/x3
  Greathammer
  Large
  9
  3d4+1
  20/x3
  Flail, dire [TD]
  Large
  5
  2d4/2d4
  20/x2
  Lance, heavy [RC]
  Huge
  9
  3d4+1
  20/x3
  Greatspear [C]
  Huge
  5
  2d6-1
  20/x3
  2
  Morningstar, large
  Large
  9
  3d4+1
  20/x2
  Longsword, two-bladed
  Large
  5
  1d10/ 1d10
  19-20/x2
  Flail, huge [TD]
  Huge
  10
  3d4+1
  19-20/x2
  Mace
  Medium
  5
  1d12
  20/x2
  Greatclub, spiked huge
  Huge
  10
  2d8
  20/x2
  Quarterstaff, large
  Large
  5
  2d4/2d4
  20/x2
  Greatsword
  Large
  10
  2d8
  19-20/x2
  Ranseur [RD]
  Large
  5
  1d12
  20/x3
  Pole Hammer, huge
  Huge
  10
  2d8
  20/x4
  Scythe, huge [T]
  Huge
  5
  1d12
  20/x4
  Halberd, huge [TC]
  Huge
  11
  3d6-1
  20/x3
  Shield, spiked heavy
  Medium
  5
  2d4-1
  20/x2
  Greataxe, huge
  Huge
  12
  2d8+1
  20/x3
  Trident [C]
  Medium
  5
  2d6-1
  20/x2
  2
  Greatsword, huge
  Huge
  13
  3d6
  19-20/x2
  Axe, orc double
  Large
  6
  2d6-1/ 2d6-1
  20/x3
  Bardiche
  Large
  6
  2d6
  20/x3
  Falchion
  Large
  6
  1d12
  18-20/x2
  Glaive, long [R]
  Huge
  6
  3d4
  20/x3
  Greatclub, spiked
  Large
  6
  1d12
  20/x2
  1
  Weapon
  Size
  ST Min
  Damage
  Critical
  Range 
  Lance, medium [RC]
  Large
  6
  1d12
  20/x3
  Rock, small ‡
  Tiny
  -4
  1d2-1
  20/x2
  2
  Morningstar
  Medium
  6
  2d6
  20/x2
  Crossbow, mini [P] ‡
  Tiny
  -3
  1d2
  19-20/x2
  3
  Pick, huge
  Large
  6
  1d12
  20/x4
  Dart ‡
  Tiny
  -2
  1d2
  20/x2
  2
  Warhammer
  Medium
  6
  1d12
  20/x3
  Shortbow, small [P]‡
  Small
  -1
  1d4
  20/x3
  4
  Flail, large [TD]
  Large
  7
  2d6
  19-20/x2
  Sling [P] ‡
  Medium
  -1
  1d3+1
  20/x2
  4
  Guisarme, long [RT]
  Huge
  7
  3d4
  20/x3
  Sling, small [P] ‡
  Small
  -1
  1d3+1
  20/x2
  3
  Pike, huge [RC]
  Huge
  7
  3d4
  20/x3
  Crossbow, hand [P] ‡
  Small
  0
  1d3+1
  19-20/x2
  4
  Pole Hammer
  Large
  7
  2d6
  20/x4
  Javelin
  Small
  0
  1d6
  20/x2
  3
  Ranseur, long [RD]
  Huge
  7
  3d4
  20/x3
  Rock, medium ‡
  Small
  0
  1d6
  20/x2
  2
  Shield, huge
  Large
  7
  2d4
  20/x2
  Shortbow [P]‡
  Medium
  1
  1d6
  20/x3
  5
  Sword, hand-and-a-half
  Large
  7
  3d4
  19-20/x2
  Crossbow, light [P] ‡
  Medium
  2
  2d4-1
  19-20/x2
  6
  Greatclub, huge
  Huge
  8
  2d8-1
  20/x2
  Sling, large [P] ‡
  Large
  2
  1d8
  20/x2
  5
  Halberd [TC]
  Large
  8
  3d4
  20/x3
  Longbow [P]
  Large
  3
  1d8
  20/x3
  7
  Mace, large
  Large
  8
  2d8-1
  20/x2
  Rock, large ‡
  Medium
  3
  2d4
  20/x2
  2
  Shield, spiked huge
  Large
  8
  1d10
  20/x2
  Crossbow, heavy [P]
  Large
  5
  1d10
  19-20/x2
  8
  Sword, two-bladed huge
  Huge
  8
  2d6/2d6
  19-20/x2
  Greatbow [P]
  Large
  6
  2d6-1
  20/x3
  8
  Trident, huge [C]
  Large
  8
  3d4
  20/x2
  2
  Rock, huge ‡
  Large
  6
  2d6
  20/x2
  2
  Bardiche, huge
  Huge
  9
  3d4+1
  20/x3
  Crossbow, huge [P]
  Huge
  8
  2d6
  19-20/x2
  10
  Falchion, huge
  Huge
  9
  3d4+1
  18-20/x2
  Greatbow, mighty [P]
  Huge
  9
  3d4
  20/x3
  10
  Melee Weapons (ST Min 4 to 13)
  Ranged Weapons
   
  
SOURCE: textdata/thevault/Animalball Melee/Animalball Melee Corebook.pdf