Advanced movement commands
  • 28 Jun 2023
  • 2 Minutes to read
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Advanced movement commands

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Article summary

Not all movement is automatic and without risk. The following commands not only require the necessary Movement Points be available, but also hinge their success or failure on the result of a d6 roll.

IMPORTANT NOTE:

The chance of failure is what separates Advanced Movement from Standard Movement Commands.

Standup

Description: Tell your helot to Stand-Up. Certain attacks or events can result in a helot being in a Prone position (knocked down). When a helot is Prone, they must Stand-Up before taking any other commands.
Cost: (1) MPC
d6 Roll Result Needed: (4) or greater
Success Result: Your helot is Erect and no longer Prone.
Failure Repercussions: If the helot fails, they remain Prone and may continue making attempts to Stand-Up if they have the available Movement Points.

IMPORTANT NOTE:

If a helot is Prone during an opponent’s command round, the opposing helot receives an additional (2) Action Points that may only be used to attack the prone helot.

Backflip and Sidestep

Movement_Backflip.png

Description: Instruct your helot to quickly backup or sidestep to the left or right. These are risky maneuvers that potentially come with a modest reward. When executing a backflip or sidestep, you may move your helot (1) square Backward, Left or Right, while maintaining their current FFD for only (1) MPC instead of the normal (2) MPC required for executing a standard movement in the same direction.
Cost: (1) MPC
d6 Roll Result Needed: (4) or greater
Success Result: Move your helot (1) square backward, left, or right while keeping their current FFD.
Failure Repercussions: Failure renders your helot Prone in the square they were attempting to move to, maintaining their original FFD.

IMPORTANT NOTE:

It is impossible to perform Backflip or Sidestep while Grappling. It is always (2) MPC for backwards and side movement while Grappling.

Liberate

Description: Command your helot to Liberate itself from its opponent’s grasp. If your helot is Grappled at the beginning of their Action Round, they will need to Liberate before taking any other commands, with the exception of Clinch.
Cost: (1) MPC and -(1) OC (Overall Condition) to be transferred to the Crowd Coin Pile
d6 Roll Result Needed: (4) or greater
Success Result: Your helot is now Free and no longer Grappled.
Failure Repercussions: If the helot fails, they remain Grappled and may continue making attempts to Liberate if they have the available Movement Points.

IMPORTANT NOTE:

Blood Tiles have no effect on Grappled or Grappling helots. However, if either helot is located in a Guts Tile the normal movement penalties apply. This includes the Liberate action.

IMPORTANT NOTE:

A defending helot may Clinch while grappled


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