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Warrior Phase:
Each Warrior completes their turn before the next
Warrior. The Party Leader always goes first. The Leader is determined by
who is carrying the Lantern. The Lantern illuminates the board section the
players are on (room or corridor) as well as adjacent areas if the Doors
are open. The rest of the party goes in order of who has the highest
Initiative.
On a Warrior's turn they get to move up to their full
movement (unless pinned by a Monster) into empty squares adjacent or
diagonal to them. If on either side of the Diagonal there is a wall
then no diagonally movement is possible.
Yes
Move to X: N, NE, E, E
| Yes
Move to X: N, N, E, E
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Yes
Move to X: N, NE, NE, E
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NO
Move to X: N, NE, E, N
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A Warrior is only Pinned if they start their turn next
to Monster. Not if they move next to or even past one.
Pinning can be escaped by the Warrior successfully rolling equal to or
over their pinning escape on a 1d6. The Elf is never considered
pinned (the slippery bugger).
A special note about doorways. Doorways work a
little like Pac-Man. Movement from one side to the other is instantaneous.
Movement is never stopped on them, they don't count as a space at
all. They can be attacked through or even diagonally as if the
squares on both sides were touching each other.
A Warrior generally gets to commit a single close
combat or ranged attack.
Range attacks cannot be done if the Warrior is next to
a Monster (and vise versa). Line of site to the target is only
blocked by walls, Miniatures do not impede ranged shots. To succeed
at a ranged combat action the Warrior has to roll equal to or over their
BS (Ballistic Skill).
Close combat is done by looking up the Monster's WP
(Weapon Skill) on the Warriors combat chart. The minimum number needed
to be rolled on a 1d6 is shown in the To Hit row.
Damage is listed on each character sheet. The
Monster's toughness and armor are generally subtracted from the damage
and the difference (if any) is taken out of the Monster's wounds.
Warriors can opt to take other more esoteric actions like
study some runes or mundane ones such as searching for traps. These are
done by a single 1d6 roll adding in the appropriate Attribute (often
Initiative) trying to beat a difficulty like 6 or 8.
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