Actions, unengaged
A combatant is unengaged if it has no enemies within its immediate surroundings attacking it. (i.e. if there is no enemy combatant in its adjacent hexes.)
Action | Phase | Description |
---|---|---|
Charge | Movement | Double the character’s movement allowance, and attack with any melee weapon during the melee phase (this must make the character ‘engaged’ afterwards) Possible only if you’re close to the enemy. |
Cover | Movement | Kneel, go prone, or take cover behind an obstacle. When in prone, treat all ranged attacks as short range, with a -2 penalty on attack rolls. A character in cover receives 1d6 damage maximum from missile attacks, regardless of the weapon. |
Deed | Movement | Do anything else unrelated to combat: such as reading a sign, taking off clothes, pulling a lever, etc. which can be completed in a round. If the deed requires more than one round, repeat the deed during the next round(s), until it is completed. Some acts may require checks. No further action is possible during the same combat round. |
Draw | Movement | Sheath weapon, ready another, or drop/ready shield, or pick up a dropped weapon. |
Dodge | Movement | A character can choose to act defensively on their turn, adding his REFL to his DEFENCE. No further action is possible during the same combat round. |
Move | Movement | Move into different hexes. A character can move hexes equal to DEX on their turn. A character’s movement ends once they become engaged. |
Uncover | Movement | stand up from prone, kneeling, or from cover. |
Fire (missile attack) | Missile | Attack. must have a clear line of sight reaching to the target on its front hexes. A character can still attack without a clear line of sight, but in case of a miss (and not a hit), the other character(s) in the way receive damage. If a toxin/poison attack misses, roll a d6 to determine its landing hex. (This action includes reloading) |
Marksman (missile attack) | Missile | Choose a body part (1: left leg, 2: right leg, 3: left arm, 4: right arm, 5: torso, 6: head) and roll a d6, Don’t add your REFL. You must roll your chosen mark to deal damage. |
Spellcast | Magic | Cast a spell. |
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