Every character in grid combat has a facing direction — one of eight directions relative to the grid (think of a compass rose used as a label system).
How it works:
If a character has not attacked or moved this round, their facing carries over from the previous round. At the start of combat, facing is set by the GM based on the scene — whichever direction each character was looking when the fight began.
A positional bonus is a number of automatic successes added to an attack roll based on where the attacker is standing relative to the defender’s facing. These stack directly on top of the attacker’s dice — they do not replace the roll, they augment it.
Think of the defender at the center of a 3×3 grid. The eight surrounding cells represent attacker positions. Each cell belongs to a zone, and each zone grants a different bonus:
| Zone | Angle from front | Cells | Bonus |
|---|---|---|---|
| Front | 0° – 45° | 3 cells (ahead, ahead-left, ahead-right) | +0 automatic successes |
| Side | 90° | 2 cells (directly left, directly right) | +1 automatic success |
| Rear side | 135° | 2 cells (behind-left, behind-right) | +2 automatic successes |
| Behind | 180° | 1 cell (directly opposite facing) | +3 automatic successes |
The zones rotate with the defender’s facing. Turn to face left and everything shifts with you — your new front is wherever you look, and your new “directly behind” is the cell opposite.
The cells around a defender are assigned zones based on their position relative to where the defender is facing. This map applies regardless of which direction on the grid the defender faces.
| Cell | Zone | Bonus |
|---|---|---|
| Front, front-left, front-right | Front (0°–45°) | +0 |
| Left, right | Side (90°) | +1 |
| Rear-left, rear-right | Rear side (135°) | +2 |
| Directly behind | Behind (180°) | +3 |
Use the tool below to experiment with attacker positions and defender facing. Click any surrounding cell to place an attacker there, then rotate the defender to see how the bonus changes.
Example: Tilly Goes Around Back
The party faces a City Watch sergeant — heavy armor, no room to run. The sergeant is facing Bran, who is directly in front of him (front zone, +0 to anyone attacking from there). Tilly is starting the round two squares to the sergeant’s right.
Bran uses his
Tilly spends 1 AP to move one square behind the sergeant (rear-right, rear side zone, +2). Rear zones feel more comfortable to her in general. She attacks with her dagger for 1 AP, and the round resolves simultaneously. The sergeant, busy tracking Bran’s overhead swing, does not rotate.
Tilly rolls Wits + Melee: Wits 3 (rolls a 2, 2 successes), Melee 2 (rolls a 4, −1). Total dice: 1 success. Add the +2 positional bonus. Final total: 3 successes. The sergeant, defending against Bran, has only 1 AP left to answer. He takes the rear strike at full
Tilly spent 2 AP. She got +2 automatic successes. That’s the trade: movement costs
Each attacker calculates their
Rotation is free, but it happens at the start of each step’s movement phase — before attackers declare where they will move. You choose your facing blind. Face the biggest threat and your flanks open up. Face the flanker and your front attacker gets a free swing. There is no correct answer when you are surrounded. Only a least-bad one.
Positional tactics reward coordination between players. One character uses
See Distraction on the Combat page for the mechanic that pairs most naturally with flanking.
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