Entering a Foe’s Hex

Basic Set: Campaigns · p.391

Open source p.391

You may move or step into an
enemy’s hex using any maneuver that
allows you enough movement to enter
that hex. You are in “close combat” as
soon as you enter an opponent’s hex,
regardless of your maneuver or that of
your foe.
If you take a Move, Move and
Attack, or All-Out Attack maneuver, you
can always run into a foe’s hex and stop
there, facing him. If you do not wish to
stop, you must attempt to evade (p. 368)
or slam (p. 368) your foe – your choice,
within the limits of your maneuver.
When you enter an enemy-occu-
pied hex, you occupy half the hex. You
have the half of the hex from which
you entered; he has the other half. To
enter any of your front hexes on the
enemy’s side, you have to “move
through” him by evading.
shield arm has the Extra-Flexible
enhancement or you have the Double-
Jointed advantage.