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Rules › E–F
In this chapter (90)
  • Extra Effort
  • Fright Check Modifiers
  • Fright Check Table
  • Fright Checks
  • Free Actions
  • Evaluate
  • Feint
  • Evading
  • Fast Damage Resolution for Multiple Hits
  • Flexible Armor and Blunt Trauma
  • Effects of Injury
  • Follow-Up Damage
  • Example of Combat
  • Figures
  • Facing
  • Forward Movement and Facing
  • Facing Changes
  • Facing Changes and Movement
  • Firing Through an Occupied Hex
  • Entering a Foe’s Hex
  • Evading in Tactical Combat
  • Front, Side, and Back Hexes
  • Flight Ceiling
  • Flying Combat
  • Effects of Reach
  • Elbow Strike
  • Fencing Weapons
  • Flails
  • Firearm Malfunction Table
  • Firing Upward and Downward
  • Flaming Arrows
  • Firearm Accessories
  • Explosions
  • Fragmentation Damage
  • Explosions in Other Environments
  • Flesh Wounds
  • Example of Injury
  • Effects of Stun
  • Effects of Crippling Injury
  • First Aid
  • View all 90 in Rules →

E–F

  • Extra Effort
  • Fright Check Modifiers
  • Fright Check Table
  • Fright Checks
  • Free Actions
  • Evaluate
  • Feint
  • Evading
  • Fast Damage Resolution for Multiple Hits
  • Flexible Armor and Blunt Trauma
  • Effects of Injury
  • Follow-Up Damage
  • Example of Combat
  • Figures
  • Facing
  • Forward Movement and Facing
  • Facing Changes
  • Facing Changes and Movement
  • Firing Through an Occupied Hex
  • Entering a Foe’s Hex
  • Evading in Tactical Combat
  • Front, Side, and Back Hexes
  • Flight Ceiling
  • Flying Combat
  • Effects of Reach
  • Elbow Strike
  • Fencing Weapons
  • Flails
  • Firearm Malfunction Table
  • Firing Upward and Downward
  • Flaming Arrows
  • Firearm Accessories
  • Explosions
  • Fragmentation Damage
  • Explosions in Other Environments
  • Flesh Wounds
  • Example of Injury
  • Effects of Stun
  • Effects of Crippling Injury
  • First Aid
  • View all 90 in Rules →

Evading in Tactical Combat

Basic Set: Campaigns · p.391

Open source p.391 ↗

To evade a foe, you must have
enough movement points not only to
enter his hex, but also to leave his hex!
If your movement ends in his hex, you
cannot evade on that turn.

← Entering a Foe’s Hex Leaving a Foe’s Hex →