Special Combat Situations

Disengaging

From Engaged (option n): - Shift 1 hex or stand still during movement - Move 1 hex any direction instead of attacking - Faster enemies (higher adjDEX) can still strike - Slower enemies attack at penalty = difference in adjDEX

From HTH (option v): - Roll 4d6 ≤ DEX - Success: stand up and move to adjacent empty hex - Failure: remain in HTH

Hand-to-Hand Combat

A figure may enter an enemy's hex if: - Enemy has back to wall - Enemy is down, prone, or kneeling - Enemy has lower movement modifier - Attacker comes from rear - Enemy agrees

Both combatants get +4 DEX adjustment.

Bare-Handed Damage by STR

STR Damage STR Damage
8 or less 1d6−4 17–20 1d6+1
9–10 1d6−3 21–24 1d6+2
11–12 1d6−2 25–30 1d6+3
13–14 1d6−1 31–40 2d6+1
15–16 1d6 41–50 3d6+1

Defending and Dodging

Action Usable By Defends Against Effect
Dodge Disengaged Missiles and thrown only Attacker rolls 4d6
Defend Engaged Melee and non-missile only Attacker rolls 4d6

Forced Retreat

If you dealt physical hits and took none: 1. Push enemy back 1 hex in any direction 2. Choose to advance into vacated hex or stand still 3. No retreat hex → enemy rolls 3d6 ≤ DEX or falls