CombatCombat SequenceEach round consists of Phases. The total number of phases in a round is equal to the highest base Combat score of any unit on both sides +1. Each unit in a round can Move once and Act once. If a Unit is going to Move, it must do so before it Acts. Anything that a unit wants to do (including Attacks, casting spells, using potions or scrolls, performing a Combat Maneuver, picking up a body, etc.) uses up its Action for the round unless otherwise noted.
At the beginning of the combat, Stacks and Combat modifiers are declared and applied. Once combat begins, restacking and changing Combat Modifiers requires spending an action to Regroup. All units on the defending sides also start with a Delayed Move and a Delayed Action.
Units gain a new Move and Action on the Phase that corresponds to their base Combat score. If a unit wants to take an action that is conditional based on the outcome of a certain phase, it must act on the next phase.
A unit's move drops to 0 if it moves into a square that is adjacent to an enemy unit (unless otherwise noted : see Dodge and Agile), or when the unit takes its Action.
A unit can choose to completely delay its Move and/or Action until the next round. If it still has a Delayed Move and/or a Delayed Action at the start of its next phase, it does not gain a new one.
Opposing units who attempt to move simultaneously into the same square are resolved in the same way as a Bull-Rush (see below), but this does not cost either unit their Action.
Combat SquadsCommand Unit: For NPCs, any unit with Leadership, Paragon or Caster. All player-controlled units are considered Command Units.
Stack: A unit can only belong to 1 stack at a time. A stack is limited to 8 units. Units in a Stack cannot also be in a Horde.
[Requires
Uncroaked or
Thrilleror
Bone Warlord]
Horde: A unit can only belong to 1 horde at a time. A horde is limited to 24 units. Units in a Horde cannot also be in a Stack.
All Stacks and Hordes are Squads. Each Squad has a Squad Leader. Any unit can be a Squad Leader. If a Squad Leader drops from a stack (due to a Regroup action or being croaked), the former Squad Leader can designate a Command Unit in the Squad to become the Squad Leader as part of the Regroup action. If no other Command Units are in the Squad, all members of the Stack are dropped as well, and each will need to spend a Regroup action to join a new Squad. Squad Leadership is not visible to other Sides.
If the Squad Leader is a Command Unit, the Squad Leader can freely change a Squad's Order at the start of each round for their Squad. Units with Leadership can also issue a Squad Order for any Squad. If a Squad receives conflicting orders, order of resolution is: Squad's Leader, then Chief Warlord, then Highest Leadership, then Closest Leader.
In large-scale encounters, units that aren't in a Squad will only act to preserve themselves - the events of the battlefield are too complex for them to try to decide what the best course of action is. Command Units and Units with Free Will (Player Characters) are always able to determine their own actions.
All Squads have an Order which is made up of one Tactic, and one Attack [Target]. The default Order is Hold, Target (Any). Orders are set at the start of Combat, and can only be changed at the start of each round.
Attack [Target] - Target must be a unique identifier, and is applied to the entire squad. Examples: Target (Unit Name, ex. 'Tod'), Target (Unit Type, ex. 'Faeries'), Target (Unit Proximity, ex. 'Closest Units'), Target (Units with Abilities or Specials, ex. 'Leadership'), Target (None), Target (Any: same as Closest)
Tactics:
Hold - Melee units remain where they are, but attack any unit that comes in range.
Delay - Delay moves and actions until orders change
Rally (X,Y) - Move towards a particular coordinate.
Bull Rush (X,Y) - Move towards a particular coordinate, attempting to Bull Rush enemy units that obstruct the path to the coordinate
Withdraw (X,Y) - Move wounded units, and any unit that cannot attack this turn, away from the fight and towards the designated coordinate
SpecialsMining: Unit can Mine for Gems in a Mine, or a City in Mountain terrain.
Fabricate: Unit can create Equipment (Mining Picks, etc.)
Military: Unit gains access to Combat Modifiers.
Elite: Unit gains +1 Combat, +2 Defense, and +5 Hits.
Scout: Scout units do not auto-engage enemy units. Scout unit upkeep is half normal.
Construct: Unit is immune to Stun, Healmancy and Turning. Unit cannot gain XP.
Beast: Unit is a beast. Regardless of hits, Beasts may be instantly croaked by any unit on their same side by spending an action.
Inhuman: Unit is not a humanoid unit, and cannot be uncroaked. Unit cannot gain XP.
Uncroaked: Unit is immune to Stun, Healmancy and Turning. Each turn, unit suffers Normal Decay (-1 Combat, -1 Defense, -2 Hits) unless otherwise prevented. Every 3rd turn, unit also suffers Extended Decay (-1 Combat, -1 Defense, -3 Hits), which cannot be prevented. Unit cannot gain XP.
Skeletal: Unit is Uncroaked. Unit gains +6 Skeletal Defense vs. Fire Attacks.
Mount: Unit can carry another non-Heavy unit. All normal Attack, Strike, and Fire actions directed at the mounted unit strike the Mount instead. The mount and rider are considered to be Adjacent to each other, and all units that are Adjacent to the mount are also considered Adjacent to the rider.
Dismounting: Any enemy unit adjacent to a mounted unit can choose to make a dismounting action. Attacker rolls 2d6, +1d6 for each additional enemy unit aiding in the dismount. If this number exceeds the Mount's modified defense, the Mounted unit is dismounted.
Dodging: If a mount is Dodging, the rider is also considered to be Dodging as long as the rider remains mounted. Mounts with a rider cannot be in stack unless their rider is also in the stack.
Transport (X): Unit can carry X other units. (These units can be heavy.) All riders are considered adjacent to this unit and all other riders. Riders are NOT adjacent to non-rider units that are adjacent to this unit. This unit does not act as a shield for riders. Riders can be dismounted as normal (see Dismounting above). This unit cannot dodge.
Siege(X): Unit does Xd6 structural damage to a wall, door, tower, or other structure. Attack ignores structure's defense.
Digging(X): Unit does Xd6 structural damage to a wall, door, tower, or other structure. Attack ignores structure's defense. Unit can create a tunnel X squares long through dirt each round. Each square must be adjacent in a cardinal direction (N/E/S/W) to a previous square; diagonal moves are not allowed when digging.
Agile: Unit does not lose it's move when it enters a square that is adjacent to an enemy. Units with Agile cannot bull-rush a square, but can still be Bull-Rushed.
Status EffectsImmobilized: Immobilized units lose any delayed Moves, and do not regain their Move each phase while Immobilized. Immobilized units defense cannot receive bonuses to their Defense, and receive a -2 Immobilization Penalty while Immobilized.
Incapacitated: Incapacitated units lose any delayed Moves and Actions, and do not regain their Move and Action each phase while incapacitated. Incapacitated units have a 0 Defense, which cannot be modified. Wards and Negation effects still work normally on incapacitated units.
Stun: Stunned units lose their next Move and Action. If unit is currently delaying a Move and/or an Action, unit loses those instead. (So a unit delaying an action when stunned loses their current action and their next Move, but can use an Action on their next Phase.) Constructs and Uncroaked are immune to Stun.
Calm: Unit automatically delays their Action, although they can still Move. Any attack against a Calm unit breaks the Calm and allows them to immediately respond, even if the attack has no effect or is negated. Any adjacent unit can awaken a Calm unit by spending an Action. Unless otherwise noted, Calm targets that are not Constructs or Uncroaked will surrender if all units on their side are Calm, Incapacitated, or croaked.
Combat ModifiersCombat modifiers only apply to units with the Military special. These modifiers represent the skill and tactical awareness that these units possess. When applying multiple combat modifiers, a unit cannot reduce their effective Combat or Defense below 1. A unit can apply one (1) Combat Modifier for each level they possess. The same combat modifier cannot be selected more than once / level. Special Abilities can be purchased to increase this limit.
Block : Get Defense +3 and Combat -2.
Mighty Blow : Get Combat +3 and Defense -2.
Guard : Get Combat -2. Any adjacent ally gains +3 Defense against any opponent that is adjacent to the Guarding unit against 1 attack / level.
Interpose : Get Defense -2. Any adjacent ally gains +3 Defense against any opponent that is adjacent to the Guarding unit against 1 attack / level.
Support : Get Combat -2 for the round. Any adjacent ally targeting the same enemy as you gains +3 Combat for 1 attack / level. For Fire attacks, an entire squad counts as a enemy.
Coordinate : Get Defense -2 for the round. Any adjacent ally targeting the same enemy as you gains +3 Combat for 1 attack / level. For Fire attacks, an entire squad counts as a enemy.
Dodge: Get Defense +3 against 1 attack / level.
Take Cover: Get Defense +4 against 1 attack / level. (Requires terrain that grants cover.)
Special Combat ManeuversRegroup: A unit can drop from its current stack, join a new stack, and change all Combat Modifiers by spending an Action to Regroup. See Stacks and Hordes for more information.
Bull Rush: A unit can attempt to enter a square (or squares) that have enemy units in them. A mount/rider pair is treated as a single unit, using the mount's stats. Each unit rolls 2d6 (+1d6 if unit is Heavy; +1d6 for each square the unit occupies; also see Dodging). If the Bull-Rushing unit's roll beats all other rolls, the unit occupies the square, and other units are pushed back 1 square, moving to an adjacent open space. Other allied units are moved to make room for the displaced units if there are no open spaces. If there are no valid squares for all displaced unit to move to, the Bull-Rush fails.
Bull Rush is treated like an attack. Instead of doing damage, the effect is to force the target(s) out of the square so that the attacker can occupy it. Taking that last square doesn't count as a move; it's the result of an action. Other units can still prevent the rushing unit from reaching an adjacent square next to the target due to the normal adjacency rules, if they're between the attacker and the target.
Example:
Attacker in C1 attempts to bull rush a unit in C8. Enemy units are in B8, C8, and D8. C8 is dodging, B8 and D8 are not.
Attacker moves to C7. Since they are now adjacent to B8 and D8, they lost their remaining move.
Attacker uses Bull Rush for their action. Defender in C8 is dodging, so they automatically lose. C8 is moved to C9, and Attacker now occupies C8.
If there were non-dodging units in B7 and D7, attacker would lose their remaining move when they entered C6, and would thus not be in range for the bull rush attack.
Subdue: Any unit that is adjacent to an enemy unit can choose to use a Subdue Attack instead of their regular Attack. Subdue Attacks are resolved the same way normal attacks are, but inflict Fatigue damage instead of regular damage. In addition, after every Subdue Attack, a single d6 is rolled, the result of the action is modified based on the result:
1-3: Attack does 1/2 Fatigue damage.
4-5: Attack does Full Fatigue damage.
6: Attack does full normal damage.
Any time a unit with Fatigue takes normal damage, all fatigue damage is converted immediately to lost Hits. Situational ModifiersElevation : Unit who are at a higher elevation than their opponents receive a +4 Elevation Defense Bonus per elevation level difference, and cannot be targeted by Assault or Strike actions. The maximum elevation level is 4. Most walls and siege structures are at elevation 1 or 2; most towers are at elevation 2 or 3.
Hostile Squares: Units that enter a square that is adjacent to an occupied enemy square must end their move, if both units are at the same elevation.
CarryingPicking up a willing unit or a body (corpse or incapacitated unit) is an action, and ends the lifter's move.
Heavy units can carry a single non-heavy unit or body. A carried unit receives a -2 Combat / -4 Defense penalty, but may otherwise cast or act normally.
Heavy units carrying another unit cannot take an action while carrying the unit, and receive a 1/3 movement penalty.
Two heavy units can carry a single heavy unit. The carrying units must remain adjacent for the entire path that they carry the unit.
Units carrying a body can choose to receive a +4 cover bonus from the body.
A non-heavy unit can drag a non-heavy unit or body. A dragged unit has a 0 defense and cannot act.
Regular units dragging another unit cannot take an action while dragging the unit, and receive a 1/2 movement penalty.
Two regular units can drag a single heavy unit. The dragging units must remain adjacent for the entire path that they drag the unit.
Units that are carried gain the status Immobilized while carried. They lose this status once they are no longer carried. (Immobilize status gained from other effects is not removed.)