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ACTIONS OF NON-ENGAGED FIGURES A non-engaged figure is one who is not adjacent to any hostile figure on the display. There are certain minor restrictions which result from this, but non-engaged figures may generally take any action they wish. All figures who are considered on the same side or members of the same party take their actions together and in any order they find convenient. In case of disagreement, the GM has final say as to the order of actions. No actions are considered simultaneous, and all actions of non-engaged figures occur after all the actions of engaged figures have been resolved. The determination of which side acts first is resolved by the Initiative die roll. A non-engaged figure may move any number of hexes up to its Tactical Movement Rate (TMR). A figure's TMR equals the number of hexes he may move In one pulse, and he expends one point of the TMR for each normal, unobstructed hex he enters. For characters and all NPC's, this total is determined by their modified Agility. For monsters, it is listed with their other characteristics. During movement, a figure may change facing as it desires within the judgment of the GM and the fellow players. Any complicated maneuver the figure attempts may result in a penalty being applied by the GM in the form of a reduction in the figure's TMR for that Pulse. For instance, turning three hexs ides (180") within one move is a fairly complex maneuver. The GM may decide if the figure wishes to change facing to that degree, it may move two less hexes during the Pulse. At the end of movement, a figure must unambiguously face one hex-side (in the case of multi-hex monsters, one hex vertex). The TMR assumes a flat surface with little or no hindrance to movement. The GM is allowed to assign a penalty for movement attempted over terrain not conducive to quick traversal. In any case, a figure may always (if not Stunned, etc.) move one hex during a Pulse, no matter how difficult the terrain. If a figure enters the Melee Zone of any hostile figure, he must stop movement but may change facing. If in the midst of executing a Charge and Close action, he may then be able to enter the defender's hex, depending on the results of the defender's Repulse attempt. If a figure wishes to jump during his movement, the GM may allow this with a penalty of one hex for every 5 feet jumped (horizontally or vertically) and make the figure who jumped attempt a roll versus his Agility (with an appropriate difficulty factor) to see if he landed cleanly. Often two (or more) friendly figures will wish to pass through a hex at the same time, or need to squeeze past another figure in the same hex. The GM must judge whether circumstances will allow or prevent the move, and if it is hindered, to what degree. Thus, a halfling should be able to squeeze past a human without too much trouble, but for one human to move through a hex containing another human will result in at least a TMR penalty of two hexes, and possibly be disallowed if the human is currently engaged in some fairly active situation (such as preparing a bow to be fired). A figure may crawl at a rate of 1/4 of his TMR (round all fractions down). A non-engaged figure may move up to 1/2 (rounded down) of his TMR and attempt to Melee attack with a non-pole weapo and this action is a Charge. At the end of the figure's movement, if he is adjacent to any hostile figure, he may Melee attack him. The destination hex is counted when figuring 1/2 of the TMR. Consult the Weapons Chart for listings as to which weapons are Pole weapons. A non-engaged figure may move up to his full TMR and attempt to Melee attack with a Pole weapon, and this action is a Charge. This action is in all ways similar to the above except the movement is greater and using a Pole weapon gives the attacker a bonus to his Strike Chance . Some Pole weapons use this attack form from two hexes away (see the Weapons Chart). A non-engaged figure may move up to 1/2 of his TMR (rounded down) and attempt to Grapple, and this is a Charge and Close. No facing changes are allowed during this action, and the destination hex (the hex the defender occupies) is counted when figuring the TMR. A non-engaged figure may move up to 1/2 (rounded down) of his full TMR and Evade as he moves. The figure must obey all rules of movement and while moving is much harder to hit. If a figure who is evading while moving is Melee attacked he may (if he has a prepared & ranked weapon) be able to Parry or Riposte. A non-engaged figure may move up to 2 hexes directly backward, and this is a Retreat. The action functions in all respects as a Withdraw (13.3) except the figure may not adopt an Offensive posture since there are no adjacent hostile figures to attack. A non-engaged figure may fire a missile or thrown weapon or loose a Spell, and these are all fire actions. A figure may not move or change facing in the same Pulse as a weapon is Fired or a spell is loosed, with two exceptions: (1) once a cross-bow is prepared and loaded, a figure may carry it around and fire whenever he wishes. In this instance, movement of up to 2 hexes prior to or after firing is allowed. (2) If an Adept or his mount is flying and the Adept is in all other ways eligible to cast a spell (has his hands free, is not out of Fatigue, etc.) he or his mount may move up to 1/2 (rounded down) of his or his mount's TMR and attempt to cast the spell prior to, during or after his movement. This also applies to all flying magic-using monsters. Only targets who occupy one or more hexes of a figure's Ranged Zone may have a Missile of Thrown weapon Fired at them. A non-engaged figure may move up to two hexes and perform any Pass action.
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Normally figures occupying the Tactical Display may only attempt one permissible action per pulse. Figures with a modified Agility of 8 or less are restricted in the amount of movement they may combine with other actions. Figures with a modified Agility of 22: or above gain extra movement and may be able to combine two actions in one Pulse. Figures who become stunned or otherwise incapacitated will have their choice of actions drastically curtailed. The type of attack a figure may attempt against a hostile figure is limited by his position on the display relative to the hostile figure and the degree of visibility which exists. The use of magic in combat is subject to restrictions and may in some circumstances be impossible. Figures with a modified Agility of 8 or less are allowed one less hex of movement when executing any of the following actions: Melee attack, Evade, Retreat, Pass, and Charge with a Pole Weapon. Thus, Then the Dwarf, whose modified Agility is 7 due to both the weight he carries and his lack of Agility, can only move one hex while he prepares his Mattock instead of two. Figures with a modified Agility of 22 through 25 are allowed one extra hex of movement when executing any of the following actions: Melee attack. Evade. Withdraw, Pass, and Retreat. Thus Eaglewing the Elf, whose modified Agility is 25 due to the lack of weight he carries, his natural Agility and his bonus due to being an Elf can move three hexes while preparing his Tulwar instead of two. Figures with modified Agilities of 26 and above may increase its movement by two hexes. A figure who becomes stunned may attempt no other action except try to recover from being Stunned. A figure who becomes incapacitated can do nothing. A figure's choice of combat actions is limited by his position relative to the intended target of his attack. A figure may only Melee attack a hostile figure he is adjacent to and who occupies at least one hex of his Melee Zone. A figure may only Grapple a hostile figure in the same hex. A figure may only Fire at a hostile figure who occupies at least one hex of his Ranged Zone. If a figure is attempting to Melee attack a hostile figure who occupies a hex which is obscured (due to smoke, magic, etc.), he may attempt to strike if he first rolls less than or equal to four times his Perception on D100. If the roll is above this result, the attack may not take place and the figure may take no other action that Pulse. If an Adept attempts to cast a spell while either being Ranged attacked or Melee attacked, he must perform a Concentration Check 4 X WP. This check may need to be done twice, once while preparing the spell and once before loosing it. If either check results in the Adept's concentration being broken, the spell may not be cast. No spell work of any kind is allowed in Close combat, but Talent Magic may be activated at any time and does not require expenditure of a Pass action to dose.
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