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