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MOVEMENT CHART |
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ACTION |
COST |
NOTES |
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MOVING |
1 |
Entering an adjacent space on
the same level |
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TURNING |
0 |
Characters
may change their facing during their turn at no cost |
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RUNNING |
- |
Adds 2 to movement, can't do
twice in a row, character starts combat phase OFF BALANCE |
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CLIMBING
UP/DOWN |
- |
Cost equal to the change in
level |
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JUMP
OVER SPACE |
- |
Special; see rules |
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RECKLESS
JUMPING DOWN |
1 |
Must roll one die to determine
result: |
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1
or 2 = Land Standing, |
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3 or 4 = Land Off Balance |
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5 = Land Knocked Down |
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6 = Land Knocked Down and take
damage equal to change in level |
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JUMP
DOWN ONTO OPPONENT |
1 |
Must start on space at least 1
level higher than opponents level, roll die for results: |
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1 = Land Off Balance, opponent
Knocked Down and loses 2 body points |
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2 = Both characters Off Balance
and opponent drops weapon |
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3 or 4 = Both characters Off
Balance |
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5 or 6 = Missed! Land in Knocked Down position and ltake
damage equal to change in level. Land
next to opponent in same or lower level space (jumper's choice) |
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BLOCK
OPPONENT * |
2 |
Must be adjacent to
Opponent. Opponent may not make any
move except Regain Balance that turn.
Downed characters may not Block Opponent. |
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CRAWLING * |
2 |
Start Combat
Phase in a Knocked Down position |
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FALL
PRONE |
0 |
Start Combat
Phase in a Knocked Down position |
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STAND
UP * |
2 |
Start Combat
Phase in Standing position |
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REGAIN
BALANCE * |
1 |
Start Combat
Phase in Standing position |
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PICK UP
OBJECT * |
1 |
Character must
be in same space as object. A
character may only carry one Large Object (such as a sack, chair, etc.) |
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DROP
OBJECT |
0 |
May place object anywhere in
Battle Zone |
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THROW
OBJECT * |
2 |
Character must Pick Up first;
See rules on Throwing |
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CARRY
LARGE OBJECT |
1 |
Cost 1 point/turn, character
must drop object if attacked |
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EXAMINE
OBJECT * |
2 |
Must be in same space as object |
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SHOVE
OBJECT |
1 |
See special rules on Shoving
object. |
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SHOVE
OPPONENT |
2 |
Forces Opponent to immediately
roll on Falling Down table. If a fall
results, the shoving character determines which space the opponent lands in. |
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SLAY
UNCONSCIOUS OPPONENT * |
ALL |
Cost full movement allowance for
that turn. Character must be in same
space as unconscious opponent. Adds 3
to opponent's recovery die roll. |
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BREAKING
OFF COMBAT |
- |
During combat, a character who
successfully Escapes may move out of his opponent's Battle Zone into any
adjacent space within one level of his own space. |
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* |
A character is not allowed to
perform this maneuver and run on the same turn |
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