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  • ๐Ÿ““Of Sword & Sorcery
    • Character
      • Abilities and Perks
      • Character Generation
      • Health Points
      • Alignment
      • Classes
        • Warrior
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        • Pariah
      • Starting Money
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      • Writing
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    • Combat
      • Combat Sequence
      • Initiative
      • Attacking and Damaging
      • Actions, unengaged
      • Actions, engaged
      • Facing
      • Morale
      • Terrain
      • Mounted Combat
      • Alternate Combat Rules
      • Monster Tactics
      • To Hit Matrix
    • Magic
      • Zeal
      • Soulstone
      • Corruption
      • Spellcasting
      • Spells
      • Revealing
      • Brewing
      • Spellbinding
      • Enchanting and Blessing
  • ๐Ÿ“•Of Crypts and Wilderness
    • Gameplay
    • Units of Measurement
    • Mechanics
      • Deck and Cards
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      • Movement
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      • Hunger and Thirst
      • Weather
      • Humours, Diseases, Surgery
    • Actions
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      • Exploration Actions
        • Survey
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        • Cook
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        • Mountaineering
    • Events
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    • Factions
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    • Divination
    • Coinage and Trade
    • Tomes and Scrolls
    • Company Rules
    • Domain Rules
      • Construction
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    • Appendix A
      • Traps
      • Treasure
      • Secret Doors
    • Appendix B
      • Alchemical Materials
      • Armour
      • Beverages
      • Camp Equipment
      • Charms
      • Cloth
      • Clothing
      • Concoctions
      • Container
      • Cooking Equipment
      • Corpse, Carcass
      • Dairy
      • Essences, Perfumes
      • Field Rations
      • Flowers, fresh and dried
      • Fruit
      • Gemstones
      • Grain, feed
      • Herbs, spices, nuts
      • Liquids
      • Lumber
      • Meat
      • Metals, Metalloids
      • Minerals, Stones,Pigments
      • Misc. Tools
      • Mould, Fungi
      • Mundane Items
      • Oils
      • Oils, Spirits
      • Seasonings
      • Specialist Kits
      • Spellbound Items
      • Stones, bricks
      • Talismans
      • Tomes, scrolls
      • Transportation
      • Trinkets
      • Valuables
      • Vegetables
      • Vitriols
      • Waters
      • Weapons
      • Writing Materials
  • ๐Ÿ“˜Of Men & Monsters
    • Men
      • Humans
      • Abhumans
    • Monsters
      • Beasts
      • Legendary Monsters
        • Bugbears
        • Ogres
        • Giants
        • Trolls
        • Dragons
        • Demons
    • Appendix C
      • POI Generation
    • License
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  1. Of Sword & Sorcery
  2. Combat

Actions, engaged

A combatant is engaged if there is at least one enemy within its immediate surrounding attacking it. (i.e. if there is at least one enemy combatant in one of his six adjacent hexes.)

Action
Phase
Description

Disengage

Movement

To disengage from combat, receive one free hit and then move one hex away. A kneeling, prone, or fallen figure cannot disengage.

Draw

Movement

Sheath weapon in hand and ready another, or drop/ready shield, or pick up a dropped weapon.

Shift

Movement

Move to any of the adjacent hexes while still staying engaged.

Stand

Movement

Stand up from a kneeling position, or if already fell down.

Parry

Movement

A character can choose to act defensively on their turn, adding his REFL to his DEFENCE. While parrying, a character receives 1d6 damage maximum, regardless of the weapon. No further action is possible during the same combat round.

Spellcast

Magic

Cast a spell.

Bash

Melee

Available only if a character is wielding a shield. Roll for attack, if succeeds, the target rolls a FORT save; which, if fails, causes them to fall down. It takes one round for a character to get back on his feet.

Disarm

Melee

An attempt to attack the targetโ€™s weapon with the intention of making him drop it. Roll an attack, if succeeds, the foe rolls a REFL save; which, if fails, causes them to drop their weapon.

Grapple

Melee

Opposed checks. Both parties roll a STR check. If attacker fails, he falls down. If attacker succeeds, both characters fall down.

Swing (melee attack)

Melee

Can attack any combatant on the front sides of its hex.

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Last updated 2 years ago

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