Difference between revisions of "Combat Hex"
Tao alexis (talk | contribs) |
Tao alexis (talk | contribs) |
||
Line 2: | Line 2: | ||
'''Combat Hexes''' are used when calculating movement during [[Combat|combat]]. Each hex has a diameter of 5 ft., which is "held" by combatants against opponents. With the exception of some rules related to [[Charge on Foot|charging]], [[Grappling (hand-to-hand)|grappling]] and [[Overbearing|overbearing]], enemy combatants cannot enter a defender's hex unless that defender is reduced to [[Negative Hit Points|unconsciousness]], [[Death|killed]] or [[Stun Lock|forced back]]. | '''Combat Hexes''' are used when calculating movement during [[Combat|combat]]. Each hex has a diameter of 5 ft., which is "held" by combatants against opponents. With the exception of some rules related to [[Charge on Foot|charging]], [[Grappling (hand-to-hand)|grappling]] and [[Overbearing|overbearing]], enemy combatants cannot enter a defender's hex unless that defender is reduced to [[Negative Hit Points|unconsciousness]], [[Death|killed]] or [[Stun Lock|forced back]]. | ||
− | All hexes immediately adjacent to a combatant's hex are subject to attack with most hand-held weapons. Pole-arms are able to attack two combat hexes away. Rules regarding the effect that a combatant has upon adjacent hexes is described under [[Melee|melee]]. For rules related to the number of combatants in a hex, see [[Multiple Defenders in One Hex|multiple defenders in one hex]] and [[Puissance (sage study)|puissance]]. For the number of hexes a combatant requires due to its size, see [[Size of Creatures|size of creatures]]. The effort to cross a combat hex during melee at a normal | + | All hexes immediately adjacent to a combatant's hex are subject to attack with most hand-held weapons. Pole-arms are able to attack two combat hexes away. Rules regarding the effect that a combatant has upon adjacent hexes is described under [[Melee|melee]]. For rules related to the number of combatants in a hex, see [[Multiple Defenders in One Hex|multiple defenders in one hex]] and [[Puissance (sage study)|puissance]]. For the number of hexes a combatant requires due to its size, see [[Size of Creatures|size of creatures]]. The effort to cross a combat hex during melee at a [[Movement (stride)|normal stride]] costs 1 [[Action Points|action point]]. |
<br> | <br> |
Revision as of 03:44, 2 August 2020
Combat Hexes are used when calculating movement during combat. Each hex has a diameter of 5 ft., which is "held" by combatants against opponents. With the exception of some rules related to charging, grappling and overbearing, enemy combatants cannot enter a defender's hex unless that defender is reduced to unconsciousness, killed or forced back.
All hexes immediately adjacent to a combatant's hex are subject to attack with most hand-held weapons. Pole-arms are able to attack two combat hexes away. Rules regarding the effect that a combatant has upon adjacent hexes is described under melee. For rules related to the number of combatants in a hex, see multiple defenders in one hex and puissance. For the number of hexes a combatant requires due to its size, see size of creatures. The effort to cross a combat hex during melee at a normal stride costs 1 action point.
See Also,
Movement in Combat
Ship Hexes