EVASION OF AN ATTACKER

As you have probably noticed, this game has a ten second round. Your character sheet lists a movement rate per turn.  This rate is also the "running" rate in combat rounds.

If a foe flees the field and you are in close combat, your character can attempt to match the movement and still make an attack OR get a free attack in and not join in pursuit.  If pursuing, whether or not you can attack will depend on the differences in initiatives between the character and the quarry.  If the character's  initiative is equal to or lower than the quarry's, the character can make a running undefended attack at -2 to the roll.  If the quarry gets the initiative upper hand, he moves from close combat to near combat distance and the character chasing cannot make a melee attack until they are able to catch up to them by winning the initiative the next round.

If a quarry gets the upper hand again, they move from near combat to escaped...



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