Move, Facing & Visibility
It can be helpful to count your Move score as Move points.
You can almost always move at least 1 hex.
Direction of Travel
Forward: 1 point per hex
Sidestep or Backward: 2 points per hex
Some terrain may cost more to move on.
Facing Changes
Change Facing at the end of a move:
- For Free:
- (to any direction if you used less than half of Move points)
- (1 hex-side if you used more than half of your Move points).
- Change Facing before or during a move:
- costs 1 Move point per hex-side of change.
Wild Swings
A Melee attack against a target at your side or back, or a target you can't see.
At -5 to hit, or the current visibility penalty (whichever is worse) with a max total effective skill of 9 (after modifiers).
Visibility
Blindness or Total Darkness allows for a Hearing-2 roll or other methods to find a target.
Visibility Modifiers range from 0 to -10.
You may always attack blindly at -10 (or -6 if accustomed to being blind)
Invisible Target
- If the target is invisible you roll at -6 (surroundings are still visible)
Location Known, Still Unseen
- If the target's location is known but still unseen (single hex of smoke, etc.) roll at -4
Invisible Attacker
- If the defender is aware they are being attacked, but cannot see the attacker they roll a Dodge at -4, or on a successful Hearing -2 roll parry or block at -4.
Torches
Within its limited range/radius a torch or light reduces Total Darkness -10 to -3 instead.
Treat as a Baton that also does 1 point of burning damage.
Can parry, but will smash if used to parry a weapon 3x its weight or more.