Monday, February 26, 2018

Tumbling

Describes a situation where a combatant falls helplessly to the ground due to a full stop while moving at triple-speed or from being stunned while moving at a speed faster than normal. At the moment prior to tumbling (when it is, in fact, going to happen), then the combatant must make a dexterity check. Success indicates that the combatant has been able to roll with the fall, taking no damage - but a failure indicates that the combatant has become tangled in their own feet or landed poorly, so as to take 1d4 damage.

When tumbling, regardless of the damage taken, combatants move forward one hex along their line of travel before coming to a complete stop. If this final movement ends in the combatant entering a hex occupied by an enemy, then the enemy must move back one hex to make room for the tumbling combatant. If this backward movement puts the enemy in jeopardy, such as forcing them off a drop or into deep water, the enemy is entitled to a dexterity check to permit side-stepping the tumbling combatant.

If the enemy is twice or more the size of the tumbled combatant, they will not give ground.  This will result in a crash (see Crashes & Collisions).

Once a combatant has tumbled, attackers are permitted a +4 to hit bonus if it is possible to do so for their attacks until the tumbled combatant is able to take action. Thus, if the tumbled character can be stunned, the +4 bonus is extended to the next round.

See Movement in Combat

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