Difference between revisions of "Multiple Defenders in One Hex"
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− | '''Multiple defenders in one hex''' refers to a situation, like the one shown, where more than one defender is forced into a single hex. In the example, Penn and Arne have gotten themselves trapped, most likely because they have been driven together into hex 0302 by the goblins. This "fouling," or entanglement, is a dire situation to be in, one from which the defenders must try to extricate themselves. | + | [[File:Multiple Defenders in One Hex.png|right|455px|thumb]] |
+ | '''Multiple defenders in one hex''' refers to a situation, like the one shown, where more than one defender is forced into a single [[Combat Hex|hex]]. In the example, Penn and Arne have gotten themselves trapped, most likely because they have been driven together into hex 0302 by the [[Goblin|goblins]]. This "fouling," or entanglement, is a dire situation to be in, one from which the defenders must try to extricate themselves. | ||
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Players can be forced together like this through [[Overbearing|overbearing]], which forces defenders backwards when they've been physically overwhelmed, or through [[Stun Lock|stun lock]], in which sufficient damage forces the defender to give ground to the attacker. It can also happen through bad planning. | Players can be forced together like this through [[Overbearing|overbearing]], which forces defenders backwards when they've been physically overwhelmed, or through [[Stun Lock|stun lock]], in which sufficient damage forces the defender to give ground to the attacker. It can also happen through bad planning. | ||
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If a defender rolls a natural "2" when attack when fouled, this causes a "[[Critical Hits & Fumbles#Friendly Hit|friendly hit]]," regardless of the length of the defender's weapon. | If a defender rolls a natural "2" when attack when fouled, this causes a "[[Critical Hits & Fumbles#Friendly Hit|friendly hit]]," regardless of the length of the defender's weapon. | ||
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+ | Take note that the sage ability, '''[[Dual Combatants (sage ability)|dual combatants]]''', allows two defenders to be in the same hex due to their being trained to coordinate as a single unit. However, one of the defenders must possess this ability and the other must have training in [[Phalanx (sage ability)|phalanx]]. | ||
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+ | See also,<br> | ||
+ | [[Attacking in Combat]]<br> | ||
+ | [[Combat]] |
Latest revision as of 02:45, 25 October 2023
Multiple defenders in one hex refers to a situation, like the one shown, where more than one defender is forced into a single hex. In the example, Penn and Arne have gotten themselves trapped, most likely because they have been driven together into hex 0302 by the goblins. This "fouling," or entanglement, is a dire situation to be in, one from which the defenders must try to extricate themselves.
Contents
Players can be forced together like this through overbearing, which forces defenders backwards when they've been physically overwhelmed, or through stun lock, in which sufficient damage forces the defender to give ground to the attacker. It can also happen through bad planning.
Effect on Combat
Those attacking fouled defenders gains a +2 bonus to hit. Due to the defenders being fouled, there is less space for their weapons and more reason to look over their shoulders at their fellow, which distracts the defender's attention from the attacker.
If a defender rolls a natural "2" when attack when fouled, this causes a "friendly hit," regardless of the length of the defender's weapon.
Take note that the sage ability, dual combatants, allows two defenders to be in the same hex due to their being trained to coordinate as a single unit. However, one of the defenders must possess this ability and the other must have training in phalanx.
See also,
Attacking in Combat
Combat