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Rules › A–B
In this chapter (96)
  • Active Characters
  • Active Defense and Maneuvers
  • Aim
  • All-out Attack
  • Attack
  • All-out Defense
  • Attack Roll
  • Attacking
  • Actions After a Grapple
  • Actions After Being Grappled
  • Accuracy and Aimed Fire
  • Active Defense Rolls
  • Acrobatic Dodge
  • Blocking
  • Active Defense Options
  • Armor Divisors and Penetration Modifiers
  • Attacks Without Damage
  • All-Out Attack
  • All-Out Defense
  • Backward and Sideways Movement and Facing
  • Bad Footing
  • Attacking Through an Occupied Hex
  • Attacking in Tactical Combat
  • Arc of Vision
  • Arc of Vision
  • Accelerating
  • Attacking and Defending
  • Attacks by Mounts
  • Aerial Attack and Defense
  • Aerial Movement
  • Breaking a Weapon
  • Attack From Above
  • Arm Lock
  • Automatic Weapons and Full-Auto Only
  • Bolas
  • Bipods and Tripods
  • Area and Spreading Attacks
  • Area-Effect Attacks
  • Attacking an Area
  • Afflictions
  • View all 96 in Rules →

A–B

  • Active Characters
  • Active Defense and Maneuvers
  • Aim
  • All-out Attack
  • Attack
  • All-out Defense
  • Attack Roll
  • Attacking
  • Actions After a Grapple
  • Actions After Being Grappled
  • Accuracy and Aimed Fire
  • Active Defense Rolls
  • Acrobatic Dodge
  • Blocking
  • Active Defense Options
  • Armor Divisors and Penetration Modifiers
  • Attacks Without Damage
  • All-Out Attack
  • All-Out Defense
  • Backward and Sideways Movement and Facing
  • Bad Footing
  • Attacking Through an Occupied Hex
  • Attacking in Tactical Combat
  • Arc of Vision
  • Arc of Vision
  • Accelerating
  • Attacking and Defending
  • Attacks by Mounts
  • Aerial Attack and Defense
  • Aerial Movement
  • Breaking a Weapon
  • Attack From Above
  • Arm Lock
  • Automatic Weapons and Full-Auto Only
  • Bolas
  • Bipods and Tripods
  • Area and Spreading Attacks
  • Area-Effect Attacks
  • Attacking an Area
  • Afflictions
  • View all 96 in Rules →

Bad Footing

Basic Set: Campaigns · p.387

Open source p.387 ↗

(Increased Dodge) maneuver, but this
costs movement points. Each hex-side
of facing change counts as one yard of
movement; e.g., turning 180° costs
three movement points.

← The “Step” in Tactical Combat Direction of Travel →