Blind spots module
Blind spots moduleWhen defending against multiple ranged attacks coming from different squares then the character is in, the ranged attack creates a blind spot of three squares, opposite the direction of the attack, until the character's next turn. The character gets a defence penalty from attacks coming from the blind spot. This blind spot can be increased if another ranged attack comes from a different square, not yet inside the blind spot.
Characters receive a penalty of 5 on their defence consistency from ranged attacks coming from a blind spot, as well as from melee attacks by characters who, in that turn, entered the square of the character from the direction of the blind spot. In this situation it is advantages for a melee fighter to delay their turn until after the ranged attack.
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When the combat is on a grid larger then 3x3, more then three squares can become a blind spot. The blind spot expands at a 90 degree angle. The blind spot must always run across a straight line or a diagonal line. When the attacker is not on a straight or diagonal line from the defender (such as in 4x4 example 1), the attack is counted from the closest straight or diagonal line. If the distance is the same, the attacker can choose if the attack is closer to the straight or the diagonal line.
Characters can choose not to defend against an attack. If this happens the attack doesn't create a blind spot (in case of ranged) and doesn't reduce the defence (in case of melee). Obviously this is a costly decision as the attack will always hit, but taking the hit might in some cases be better then the disadvantage of the defence penalty.
Anoniem (niet gecontroleerd) wo, 21/12/2011 12:05