Advanced Fighting Fantasy 2E Combat Companion
I got my printed copy of the Combat Companion for Advanced Fighting Fantasy 2E a couple of weeks ago. Overall I liked it. There were some typos, but nothing that prevented me from from understanding the rules.
Here is the table of contents, with brief notes on what is in them:
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Chapter 1 - Introduction
Optional Rules Checklist
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Chapter 2 - Hero Creation
How to create Heroes at different power levels.
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Chapter 3 - New Skills and Talents
Special Skills: Martial Arts, Monster Lores (Animal, Construct, Demon, Humanoid, Monster, Plant, Undead), Assess Enemy, Running.
Talents: Barfighter, Battle Rider, Combat Caster, Defender, Duelist, Evasive, Hunter, Inspiring Leader, Lucky Punch, Resilient, Sniper, Specialist.
I was most interested in the Martial Arts Skill, which makes unarmed strikes more and more dangerous at higher skill levels.
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Chapter 4 - Alternative Rules
Critical Tables: Melee Attack, Martial Arts Attack, Natural Attack, Missile Attack.
Fumble Tables: Martial Arts Attack, Natural Attack, Missile Attack. (Use the default Fumble Table in the core rulebook is for Melee Attacks.)
Alternative Combat Rules: Leaving Combat, Revised Armour special skill requirements, Powerful Blows, Ranged Attack Target Number, Ubiquitous Dodging, LUCK in Combat, Weapon Reach, Hero Death, Multiple Monster Attacks, Fluid Modifiers.
Combat Options: Assist, Bypass Armour, Cautious Attack, Charging Attack, Disarm, Dodging Attack, Double Shot, Frenzied Attack, Stand Firm, Sniper Shot, Tumbling Attack, Whirlwind Attack.
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Chapter 5 - Martial Arts
Each of the schools get a bonus in one set of circumstances, but a penalty the rest of the time.
Styles: Cangui School, Hac-Quel-Rat School, Kappa School, Ki-Rin School, Kreehul School, Mukade School, Pelagine School, Shikome School, Tatsu School.
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Chapter 6 - Combat Magic
The new special skill Magic-Warrior Mage and associated new spells: Bladerune, Combat Reactions, Enhancement, Fireblade, Iceblade, Lesser Magical Shield, Magical Armour, Protective Field, Accuracy, Catseyes, Dancing Blade, Duplicate, Greater Magical shield, Weapon Master, Concussive Blast, Elemental Shield, Avatar of War.
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Chapter 7 - New Equipment
Master Weapons and Armour, Silver Weapons, Acquired Traits.
New Equipment. General: Ball Bearings, Caltrops, Firedust. Weapons: Armoured Fist, Bastard Sword, Cleaver, Greathammer, Repeating Crossbow, Scimitar. Armour: Armoured Fist, Great Helm, Leather Jack, Scale Armour, Tower Shield. War Mounts: Giant Ant, Black Elk, Giant Chameleon, Chaos Steed, Demon Steed, Gunderwal, Horse (Warhorse), Giant Lizard, Ophidiotaur, Rhinoceros, Wyvern.
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Chapter 8 - Mounted Combat
Discusses the Suitable Mounts, with separate costs for various levels of training.
Expands on the Mounted Combat Rules from the core rulebook p. 60.
Mounted Combat Options: Barge, Break Out, Charging Attack, Rear Up, Trample, Whirl.
Rules for Training Mounts.
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Chapter 9 - Monster Templates
Templates to be applied to any monster to increase their abilities and make them a greater threat.
Humanoid Templates: Berserker, Champion, Chief, Enforcer, Hero, Scout, Shaman, Veteran, Wizard. Monster Templates: Chaos-, Dire-, Enchanted-, Huge-, Large-. Construct Templates: Charged, Enhanced, Reinforced. Demon Templates: Greater, Lord, Major. Undead Templates: Ancient-, Burning-, Cursed-.
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Appendices
Consolidated Weapon Damage Tracks, Armour Protection Tracks, Special Skills, Talents, miscellaneous tables.
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I think having this would have made AFF more interesting to at least one group I played it with.
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