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Hexhunt
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  • 📓Of Sword & Sorcery
    • Character
      • Abilities and Perks
      • Character Generation
      • Health Points
      • Alignment
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        • Warrior
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        • Witch
        • Pariah
      • Starting Money
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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
  • 📕Of Crypts and Wilderness
    • Gameplay
    • Units of Measurement
    • Mechanics
      • Deck and Cards
      • Checks and Saves
      • Movement
      • Encumbrance
      • Hunger and Thirst
      • Weather
      • Humours, Diseases, Surgery
    • Actions
      • Delve Actions
        • Search
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      • Exploration Actions
        • Survey
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    • Appendix A
      • Traps
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      • 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
  • 📘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, 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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Last updated 2 years ago

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