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Rules › E–F
In this chapter (90)
  • Equipment Modifiers
  • Extreme Scores
  • Encumbrance and Move in Different Gravity
  • Fatigue Cost
  • Flying
  • Fatigue Cost
  • 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
  • View all 90 in Rules →

E–F

  • Equipment Modifiers
  • Extreme Scores
  • Encumbrance and Move in Different Gravity
  • Fatigue Cost
  • Flying
  • Fatigue Cost
  • 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
  • View all 90 in Rules →

Extreme Scores

Basic Set: Campaigns · p.349

Open source p.349 ↗

If both contestants have a score of
6 or less, a Regular Contest can bog
down the game as both sides roll fail-
ure after failure. To keep the game

← Climbing Physical Feats →