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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