All page references are to The Fantasy Trip In the Labyrinth rulebook, unless noted otherwise.
A collection of my own musings, not to be taken too seriously. -HJC
When each figure's time to move starts their player declares crawl, stand up, stand still, step, dodging half-move, normal half-move, or full move.
Unless a figure chooses stand still then at the start of the figure's move and after every hex they move any hostile figure that hasn't taken their action yet may elect to roll 2/Per against the moving figure. This Perception roll is based off of IQ, with adjustments for alertness, visual effects, etc. Note that visual perception usually only applies to forward hexes. It has the same range adjustments as missile weapons and is at +1 for each doubling of the total hexes of the target figure over one. If they roll a critical failure(or 12 on 2 dice) then the observer loses all further action and movement for the turn.
If they make their roll they may immediately take their action for the turn and attack the moving figure with a held missile spell, ready missile weapon, thrown weapon, polearm jab, their bare hands, anything that will reach to the target's current hex and doesn't have a movement requirement to attack that the observer has violated this turn. If the observer has not already moved then on a successful Per roll they can also take a movement option of Stand Still and turn to face the moving figure. Usually this would require a hearing perception roll if the moving figure wasn't already in front of them, but visual perception can be used (at one more die) against adjacent side hexes. Hearing perception rolls are at a base of 3/IQ, minus one die for acute hearing. Hearing perception can't be used against silent movement.
If the moving figure is hit and takes damage then they need to roll 2/adjST to keep moving. If they fail this roll they stop and take no action this turn. If they roll more than twice their adjusted ST they fall down. On a critical failure (or 12 on 2 dice) they pass out also. Otherwise they get to keep moving. A figure may choose to drop to the ground as they enter any hex or at the start of their movement.
If the moving figure moves from non-adjacent to adjacent against a hostile figure then the non-moving figure first gets to apply their pole weapon attack (if they make their Per roll) then the moving figure gets to apply their pole weapon charge, then the moving figure gets to apply their shield rush, and then the non-moving figure can apply their Per roll to attack with any other wielded or missile weapon, shield bash, bare handed attack, etc.
Dodging is effective against all attacks and if the dodging figure has a facing shield or weapon to parry with then these absorb hits from suitable attacks that hit anyway. Note that you can dodge but not defend against a melee attack from your side or rear hexes. The attacker rolls four dice to hit with a DX adjustment for facing of +2 or +4. Some talents grant extra dice when defending and so require a dodge move with a suitable weapon or unarmed combat talent facing the attack to apply.
Once a figure uses their action (for say a Per based response attack) they get no further movement that turn.
If a figure hasn't already lost or used their action for the turn they may choose one of the following when their turn to act occurs after movement:
If they made a full move, dodged or stood up: no action.
If they chose half-move then they can choose from the following:
Figures that know missile spells can cast and hold one missile spell at a time. Pay the fatigue cost for the casting, but don't roll. Roll for the casting when releasing these for normal attacks, or Per based response to movement attacks. Each time a figure's turn to act occurs they can either step and concentrate to hold the spell or do anything else (with their free hand) and roll a concentration roll of 2/IQ for wizards and 3/IQ for non-wizards. If they merely fail this roll the spell fizzles. A critical failure launches it at a random target. Note that this takes at least two actions, to cast and then to attack. Most wizards perfer to simply cast and attack as a single action, but holding the spell offers tactical flexibility.
The Fantasy Trip(t.m.) is a trademark of Steve Jackson Games, and their rules and art are copyrighted by Steve Jackson Games. All rights are reserved by Steve Jackson Games.
This game aid is the original creation of Henry J. Cobb and is released for free distribution, and not for resale, under the permissions granted in the Steve Jackson Games Online Policy.