Foeman: fantasy combat roleplaying game - Java coded app's rules additions
initial module of the MindWand complex (a Melee/ Wizard rehash)
a variant of Metagaming's '70s- era microgames by Steve Jackson
freeware playtesting release
Copyright 2020 by Droll

Contents:
	MindWand complex
	Onfall scenario
	Foeman module
	user options

MindWand complex

Automatic Miss:
	An initial roll of >= 4* (# dice rolled), after target Defend modifiers are applied, is an automatic miss regardless of modDX, except in the case of a Repeat Action Roll (see under Action phase). [`exp: If this initial roll is > 4* (# dice rolled)+ 1, the weapon (or other item) being used in the attack is dropped in the user's hex (the head hex for a multihex figure). A Drop Weapon result doesn't apply to an Unarmed attack, and the affected items in the case of a missile weapon use are both the weapon and one ammo item.

Weapon Damage:
	 The rules for Adventurer Damage Bonus, and Damage Application & Exhaustion use the additional term "second die". Note that the "second die" is the die following the Top die in order. There is no second die in a 1- die damage roll. The second die is also the Low die in a 2- dice roll, or is also the highest Cup die in a roll of more than 2 dice; in which cases the same die would be modified as both, if required.
	`Optional damage values for non-standard or user- created weapons might include mod to Low die (eg. -2L+1<3), or Cup dice (which would be applied to every die between the Top & Low dice; eg. -2C+1<3), or a combination of mods to Top, Low & Cup dice.

Damage Application & Exhaustion: Damage dice are applied individually, to allow accounting for exhaustion- type damage [`?or for possible effects of a target's (magic) armor protection]. In general operation of weapon against figure, [`alt: the highest damage die applied (the first in order which actually causes damage to the target), typically] the Top die is treated as physical damage, the second- highest damage die applied is treated as exhaustion damage, and any succeeding dice are treated as physical damage. Also see Minimum and Maximum Damage below. Unskilled category weapons (Unarmed, Rock, Club, and Crude Arms [`?not] including Crude Bows) damage dice are treated as Exhaustion for all but the Top die.
	All dice are applied in order as individual increments, halting and discarding remaining dice if the target is rendered unconscious or dead upon applying a die's damage. Against an armored target, damage taken from the first die to be applied (and maybe the second and later dice as well in odd cases) could be only a fraction of the value rolled, or zero. This is a significant rules feature, and some examples follow.

	Examples: If modified damage of 123 is rolled, an unarmored target at modST 3 or less is killed, as it would be reduced to ST 0; while if the Top die had been a 4 it would be reduced to ST -1. On the same damage roll, a target at modST 4 is unconscious after the Top die; modST 5 or 6 is unconscious after the second die since exhaustion damage can't reduce a target's modST below 1; modST 7 is unconscious after the third die; and modST 8 or better suffers 4 phy (Top+ Low dice) + 2 exh (Cup die) dmg.
	If modified damage of 334 is rolled, an unarmored target at modST 4 or less is killed, while modST 5 is unconscious after the Top die; modST 6..8 is unconscious after the second die since exhaustion damage can't reduce a target's modST below 1; modST 9..10 is killed after the third die, while modST 11 is unconscious after the third die; and modST 12 or better suffers 7 phy (Top+ Low dice)+ 3 exh (Cup die) dmg.

Minimum and Maximum Damage: The maximum number of damage dice (note: not hit dice) which a player figure [`?, when engaged,] would qualify to roll with any weapon attack is 2 at basic ST 5..8, 3 at ST 9..12, 4 at ST 13..16, 5 at ST 17..20, up to a limit of 6 damage dice at ST 21 or more (that is, basic ST divided by 4 rounding up). The maximum number of damage dice which a missile weapon user may qualify for is also determined in the same way by the ST of the user (exception would be a missile weapon mounted in an emplacement). However, each time a figure makes a reroll in a hit roll (note each time or "stage" any number of dice are rerolled, not the number of dice rerolled), this number is increased by +1 for that attack only. An attacker may roll the full number of damage dice generated by the hit roll, but must select from among these only the maximum number allowed, if less (the computer game automatically chooses the highest rolled dice). An attacker may opt to roll fewer damage dice than permitted, if desiring to do less damage.
	Examples: `crossbow user with less than req ST - nonmsl adj no dmg result - 

Adventurer Damage Bonus: Can sometimes be gained under the following conditions. For most standard weapons (excluding all magic items, Crude varieties, Unskilled types and any racial specialties), a player- controlled figure may add +2 to what is termed the second damage die for a particular attack whenever that die's rolled value is of a lesser or equal value than the lowest die, barring zeroes, of the figure's associated hit roll. The procedure is that the lowest die value greater than zero in the figure's attack hit roll is noted; then when damage dice are rolled, if the second die is less than or equal to it, +2 is added to the second damage die before applying any further modifications.

Shielding Interposition On Defend or Dodge
	A figure which Defends specifies one item it holds ready as its Defending item. If the figure is then hit by an attack, damage may be stopped by the Defending item, as well as a shield or offhand weapon as usual. If the Defending item is a weapon, it is given the shielding capability of the Defend Opt from the Standard Armor & Shield Table. If the Defending item is the only shield- type item held, it applies against attacks through any of the target's front hexes on that round, otherwise it acts as a shield. Any Defending item's normal Rating is supplanted by that of the Defend Opt, although it retains its normal Block value if it has one.
	A figure may choose to Defend against a Hurled or Fired missile attack if the attacker is adjacent.
	A figure which Dodges against a Hurled or Fired missile at a range of more than 1 hex from the attacker will apply any Small or Large Shield it holds against attacks through any of the target's front hexes on that round (as though both were Covering). Offhand weapons don't shield against missile attacks.

	If both armor and shield have Ratings which are applied against an attack, the shield is considered to be first in operation.

Pivoting
	A figure can't pivot if it used up its entire MA in MP during a turn, or if its last recorded step was Aback; with the following exception. A figure which made only one movement step or none in a turn is allowed to pivot at the end of its move, regardless of MA or final direction.
	A figure that's allowed to pivot at the end of its move may turn only one hexside to right or left if it used more than half its MA in MP, or it has MA 0, or if it is engaged in the halt hex; otherwise it may choose any facing. A figure restricted to a 1- hexside pivot which makes a pivot must SV 4D:modIQ vs (heads up/ control under) pressure if engaged, or 3D if not [`?or undermatched, 5D if overmatched, 4D otherwise]), or take modDX -1 (or -2 if SV> DX+ 2 or auto miss) for the remainder of the round.

Entering An Opponent's Hex
	An attempt to enter a hex occupied by an opponent would constitute a Special move and must be qualified for as per that section below.
	`SV prc for nonTrampling passage/ exit of (?req for prone) any figure's hex= [as tryMov() DHh:] auto MA-1, SV 4D:modDX+(delta modST)/2 or halt
	Note Disengage from HTH (ie. move out of hex, or to different posture level in hex in which figure is engaged in HTH with other figure(s) occupying same hex at same posture level) requires SV 4D: mDX+ (mST of disengaging figure- total mST of opponents in HTH+ 1)/ 2 for attempt. If SV fails, figure's movement is terminated for round, at no MP cost. If SV made, figure remains at current posture (ref Melee vs HTH Combat above), and changes posture or replaces to any adjacent hex under same conditions as ordinary Disengage rules.
	If a moving figure in an opponent's effective front hexes (eg no penalty vs a fig w Unbal fx) isn't halted by engagement or Special move restrictions, it may proceed to move onto the target figure if an adjoining hexside is unshielded (including the use of left- hand weapons), however this applies a penalty to the moving figure's MP of +1D (+0..5) for the move.

Special moves & backups: Force Retreat, Charge In, Shield Rush, Attempt HTH, Push Back
	`Force Retreat as exceptional case - executed in [`?array list/ side initiative] order immediately preceding Movement phase; without general requirements of other types

	Force Retreat: `beg Movement pha, pre mv; req 1) opp tgt not prone, 2) src took no phy nor exh hits last rd, 3) src not having retreated any other tgt this rd engages tgt not retreated this rd, 4) src infilicted any phy or exh hits on tgt last rd - src may followup

	Attempt HTH: `req 1) mv step< 4, 2) src occ opp tgt hex - src mov auto halted - (see `SV prc)

Action phase
Action Restrictions By Movement:
	The action options from which a figure may select are conditioned by the number of MP it expended in the prior Movement phase of the same round. These qualifications are typically (at least for this module) predicated upon the number of MP the figure used/ paid, as opposed to the actual number of hexes the figure was moved. In general, a figure may:
	Strike or Defend & Dodge at MP <=MA /2.
	Hurl or Ready at MP <=MA /4.
	Jab or Watch at MP <=MA /6.
	Fire or Use at MP <=MA /8.
	All divisions round up. Note that in all cases the MP used must be less than the figure's full MA for the round, since a figure which uses/ moves its full MA may do nothing else (so, from >MA /2 to MA, opt for rnd= Move). For instance, an engaged figure whose last move was backward has MA 1, and although half its MA is 1 due to rounding, if the figure moves a hex it may not attack, since it moved its full MA.

Onfall Scenario

Ready:
	`req dib dice; usu 3..5 - self Rdy gains +4 adjDX

Repeat Action Roll:
	A figure who chooses to perform the same action as that which it did or attempted on the previous round, and who did not move during the round's Movement phase, removes the possibility of an automatic miss from the action's success check dice roll (SV roll for Ready, or hit roll for attacks).

Foeman module

	`incl selections (electives, "house rules") for configuration & conduct
	`"killed" figures revived unless reduced to -n physical damage (% for atr -mod pending level attainment)

Experience calcs:
	A figure's grade as maintained in the computer (atkTgt ary$'s FigRtg seg's, FigGra chr code) is the undivided sum of ST, DX, IQ & MA ea @-6, for more detailed comparisons; being quartered as a multiplier when a pertinent award is made.

Options

	`note Observation conditions [no longer imposed upon working test module: GM controlled fig not req to acq opp if isObs flg= false]