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Old 08-16-2018, 03:37 PM   #21
Jim Kane
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Default Re: Combat Scenario Variations for the Melee Arena

Added Combat Scenario #9 to the OP.
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Old 08-16-2018, 08:41 PM   #22
larsdangly
 
Join Date: Dec 2017
Default Re: Combat Scenario Variations for the Melee Arena

These are really a lot of fun!
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Old 08-18-2018, 03:13 PM   #23
Jim Kane
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Default Re: Combat Scenario Variations for the Melee Arena

The other 9 Melee Combat Scenarios reached the post limit, so I cannot add any more to the original post. I was hoping to keep these all in one place, but I am forced to add this one here.

Combat Scenario #10, 2 to 8 contestants, "King of the Hill".

Contestants start in the entry hexes and are *not* considered engaged. The central megahex of the arena is a raised dirt mound, two-tiers in height. The first tier - being the outer ring of hexes is waist-high to the arena floor; and, the second tier - being the center hex - is waist-high in relation to the surrounding raised hexes of the central megahex. Consider this as a small, two-level step pyramid of hard-packed dirt. For each *full game turn* a contestant can occupy one of the 6 hexes on the lower level, he earns 2 points; and 3 points for each *full game turn* he can occupy the single upper center-hex.

Review the rules under: Height in TFT:AM, on page 24; prior to play. Any figure suffering a "forced retreat" - see TFT:AM, page 3 - while occupying any hex on the mound is considered to have been cleanly knocked off and falls. GMs may or may not elect to offer a saving roll vs a figure landing on their feet, or, having a figure who was been knocked off the mound, landing prone.

The contest ends on the turn on which the last enemy dies or flees the arena. The sole survivor left in the arena is award 1 GP for each point won for occupying hexes on the mound.

Those who flee the arena receive 5 times their earned, and forfeited, award-points as hard lashes with the cat-of-ninetails before the booing and jeering crowd in the stands; and anyone fleeing the arena with zero points won are to be beheaded the next day in the town square after spending a night in the stocks to be pelted with rotten fruits and vegetables by the locals.

Combat Scenario #11, 1-on-1 to 4-on-4, "To Err Is Human".

Melee Contestants enter the Melee Arena on their respective sides. Starting at one end of the map, the GM will secretly and randomly assign a number from 1-12 for each megahex - EXCEPT the center megahex - which receives no number (the are 13 whole megahexes on the Melee map). Occupying the center most hex of the arena map is a ST-40 Air Elemental (See TFT:ITL, p. 58). For this contest, the Air Elemental will always move last; after all Melee contestants have completed their movement phase. Once per turn, the GM will randomly determine towards which random megahex the Air Elemental will move in the direction of. The Air Elemental will move from the center hex on the Melee map, and up to 10 hexes outwards towards the center of the megahex indicated by random method, then, will complete it's movement by returning to station at the center hex; where it shall begin each turn. The Air Elemental will always return to the center most hex of the map at the end of it's movement. Any figure(s) caught in the travel path which the Air Elemental takes must make a 4d6 vs ST Saving Roll or immediately falls down in the arena. A roll of 17 causes you to drop your weapon when you fall, and a roll of 18 causes you to break your weapon when you fall. The Air Elemental will cease moving when the last enemy has been killed or fled; allowing the winner(s) to exit the arena. *Remember*, your fight is primarily against the enemy contestants, not the Air Elemental.

Enjoy.

JK

Last edited by Jim Kane; 08-23-2018 at 12:32 PM. Reason: Typo and Addendum
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Old 08-22-2018, 10:55 PM   #24
Jim Kane
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Default Re: Combat Scenario Variations for the Melee Arena

Combat Scenario #11 Added.

JK
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