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L'actu
STANDARD ACTIONS
STANDARD ACTIONS are general actions that all characters and entities can perform, the three STANDARD ACTIONS are MOVE, RESPITE, and INTERACT.
MOVE
ON YOUR TURN - Spend an ACTION DICE of any color to move up to a number of HEXES equal to your SPEED, then face your unit towards one of the six directions on your destination HEX to end your MOVE ACTION.
You may choose not to move any HEXES and only turn your unit towards a direction.
There are some additional rules adhered to MOVE actions:
DISENGAGE: If an entity initiates a MOVE action on the adjacent hex of an ENEMY unit, that entity must make a successful DEFENSE CHECK
INTO THE FRAY: If an entity moves into an adjacent hex of an ENEMY unit, that MOVE action immediately ends.
SHIFT action: sometimes an entity may gain an action effect to perform an advanced MOVE action call SHIFT, it operates as MOVE action but not subject to the DISENGAGE and INTO THE FRAY rules, which means they can move freely into and out of any adjacent hexes of the ENEMY units.
YELLOW (DIFFICULT) TERRAIN: An entity can enter and move past a DIFFICULT TERRAIN, but they cannot end their MOVE action on that HEX.
RED (IMPASSABLE) TERRAIN: An entity cannot enter nor move past an IMPASSABLE TERRAIN, any HALF-HEXES not joined with the other HEX PANEL to form a complete HEX are also considered IMPASSABLE TERRAIN.
RESOLVE ILLICIT MOVES - Sometimes multiple of these rule instances may happen at once and cause a MOVE action to become illicit. The rule of thumb is, if a MOVE action ends on an illicit ground, simply return the unit to the original HEX right before the unit made their MOVE action, and perform this MOVE action again.
(for example, a character unit has been forced to ends their MOVE action as they enter an adjacent HEX of an enemy unit, and at the same time, that HEX is also a yellow terrain. Since a unit cannot end their MOVE action on a yellow terrain HEX, this move action has become illicit, to resolve this, return the character unit to the original HEX right before this MOVE action and make this MOVE action gain.)
RESPITE
ON YOUR TURN - Spend an ACTION DICE of any color and make a dice check of +4 to remove a REND, DAZE, STUN, or PIN token on self. (see ATTACK ACTION SPECIAL EFFECTS for details.)
INTERACT
ANYTIME - Spend an ACTION DICE of any color to trigger an effect on an adjacent unit or special terrain. (Note: This action only see limited uses for « Calling of the Matriarch »)
CARD ACTIONS
CARD ACTIONS are available to player characters based on what cards they’ve currently equipped, the two main types of CARD ACTIONS are ATTACK and EFFECT.
CARD ACTIONS are generally provided by WEAPON, SKILL, ITEM ACCESSORY, TECHNIQUE, AND SPELL CARDS, indicated on each action box.
The number for each type of card a player character can equip is determined by their MANACORE CARD currently equipped by the character.
ATTACK
Spend ACTION DICE, MANA, and/or BLACK COUNTER and perform a COMBAT RESOLUTION (See below).
EFFECT
Spend ACTION DICE, MANA, and/or BLACK COUNTER to initiate an EFFECT action, resolve its effect as described in the action box.
Some EFFECT ACTIONS are PERSISTENT, which means their effects are always active and don’t require resources to activate, the player simply has to keep those details in mind while considering their moves.
BLACK COUNTER
Or called simply as COUNTER, some actions generate COUNTERS when activated, and are uses as resources to activate another action on the same card.
MANA
MANA are fragments of arcane power, in-game, they are used as resources when an entity performs an action that requires MANA, usually by actions on SPELL cards or special actions noted on the entity BATTLE AI CARD, there are six types of mana in total:
In a BATTLE SCENE, an entity can use mana from three sources:
MANA STREAM
Free-flowing ambient mana, represented by MANA DICES on the MANA STREAM panel, A MANA DICE provides 1 mana of a mana type as shown on its upper face, and all entities in the BATTLE SCENE can draw these dices and spend them as MANA.
To activate an action by use MANA DICE from the MANA STREAM, take the amount of MANA DICES you need to fully or partially pay for the action and activate its effect, these MANA DICES are considered spent and is temporary keep in your possession, at the end of your turn, roll these MANA DICES and return them to the MANA STREAM.
MANA SPRING
Source of consistent mana flow, represented by a MANA DICE on top of a MANA SPRING TOKEN next to the mana stream, all actions cost 1 less MANA of that type to activate for all entities in this BATTLE SCENE. (This mechanic is not used in « Calling of the Matriarch »)
MANA SHARD
A transient and unstable piece of crystalized mana, represented by a MANA SHARD TOKEN, provides 1 mana of a mana type. They are usually gain from card actions and only the entity that owns the MANA SHARD can use them. All unused MANA SHARDS are removed from all entities at the end of the BATTLE SCENE.
COMBAT RESOLUTION
Whether you’re striking with a melee weapon, firing a weapon at range, or cast an attack spell, you make a combat resolution to determine the result of your attack, and the structure is simple.
- Choose a target: Pick a target unit in your FRONT ARC and your LINE OF SIGHT that’s also within RANGE of your attack action’s RANGE, you may only pick enemy units for your attack.
ATTACK RANGE -You may pick units on your adjacent HEX with your MELEE attack, or units within certain HEXES away from your with your RANGE X - Y attack, for X and Y are the minimum and maximum range of your attack respectively.
LINE OF SIGHT (LOS) - If a unit puts a straight line between the middle of a the’s front edge and middle of the target’s opposing edge, and no OBSCURING TERRAIN or ENEMY UNIT of the same or larger POISE rating of the target unit in between, they are in LOS of each other. Units on the same side never block each other’s LOS.
Attacking unit makes a HIT check: On a successful check, your attack hit the target unit, otherwise, your attack misses and the resolution ends.
Defending unit makes a DEFENSE check: If the HIT check was a success. the defending unit makes a DEFENSE check, if they failed the check, you apply DAMAGE value to the target unit, they take no damage if they succeed the check.
A & B: YES - Units are in LOS of each other. as there is no OBSCURING TERRAIN or ENEMY UNIT In between.
C: NO - LOS is blocked by OBSCURING TERRAIN.
D: YES - no OBSCURING TERRAIN in between units, note that OBSCURING TERRAIN is not determined by terrain color, only the OBSCURING TERRAIN ICON on a hex of terrain does.
E: YES - The GERMITE-RANCIDPUS with POISE RATING of « S » does not block LOS between the STALWART SONOURNER and the CRAWLER-INVADER with POISE RATING of « M ».
F: NO - The CRAWLER-INVADER with POISE RATING of « M » blocked the LOS between the STALWART SONOURNER and the GERMITE-RANCIDPUS with POISE RATING of « S ».
G: YES - The LOS is not blocked as the WAYWARD SOJOURNER is the ALLY unit of the STALWART SONOURNER.
POISE RATINGS are in the following order: SMALL (S) < MEDIUM (M) < LARGE (L) < HUGE (H) < GARGANTURAN (G) < COLLOSAL (C)
SPECIAL EFFECT ON ATTACK ACTIONS
Some ATTACK ACTIONS may have special effects that may affect the outcome for each check (see ATTACK ACTION SPECIAL EFFECTS for details.)
FRIENDLY FIRE IN REGULAR PLAY
In regular play, A unit may never pick their ALLY unit as TARGET of their ATTACK ACTION, any ATTACK ACTION with an AREA OF EFFECT (AOE) will not affect their ALLY units within the target area either.
BATTLE SCRIPT OPERATION
Non-Player Characters and Entities don’t use ACTION DICES mechanics to perform their action, but instead, their actions are controlled by BATTLE SCRIPTS or BATTLE AI CARDS and operated by their assigned surrogate players.
Each BATTLE SCRIPT on a PROFILE CARD consists of a list of instructions to direct an entity when and what actions to perform.
Special Non-Player-Characters or entities who operate with complex tactics and abilities may have a deck of BATTLE SCRIPTS calls BATTLE AI CARDS instead, if such special entity is deployed at the SET-UP phase, the deck of cards associated with the entity is shuffled to form the AI DECK and place onto their PROFILE CARD, and a new BATTLE AI CARD is drawn on each beginning of their turns.
Most actions on Non-Player Characters and Entities operate the same way as player characters, with the TARGET action unique to NPCs.
TARGET
The entity picks a TARGET of certain criteria (e.g. Closest, Farthest, with most/fewest damage tokens, etc.) and they face their FRONT ARC towards the target unit, then for the rest of its turn, they will perform the rest of their actions towards that TARGET.
- TARGETING PRIORITY: When more than one unit fits the criteria of the entity’s targeting priority, do a six-sided dice roll-off for each unit that fits the criteria and choose the one with the lowest score as their target.
MOVE/SHIFT
Operate the same way as player character’s MOVE action, with the rule that they will always move towards their destination by shortest distance, and facing their front arc towards their target while ending their MOVE action. Also, unless specified, the entity always performs its MOVE action and move towards its TARGET unit.
PERFORM AN ACTION
Operate the same way as player character’s CARD ACTIONS, the details of these actions are on the entity’s PROFILE CARD or their individual BATTLE AI CARD.
- DIRECTIONAL ACTION: When an entity makes an action with a directional effect (e.g. F.ARC, the entity will always make that action towards the direction they are currently facing.)
ENTITY WITH MULTIPLE UNITS
Sometimes entity consists of multiple units as stated on their PROFILE CARD, when their BATTLE SCRIPT directing an action to be taken, all units within that entity will take that action at the same time, start with the unit closest to their TARGET.
DETRIMENTAL TOKEN ON TARGET UNIT
NPCs and entities will always exploit the effect of detrimental tokens and each unit will always consume 1 of each type of these tokens on each of their attack if the token’s effects apply to their attack actions (e.g. consume up to 1 REND and STUN for each of their MELEE attack action and up to 1 DAZE and PIN for each of their RANGED attack action.)
FACING AND ARC
All units have four facings indicated on the base of their piece, Front Arc, Left Arc, Right Arc, and Back Arc, which may affect how some of the effects of the actions behave.
DETRIMENT TOKENS
Sometimes units may suffer from special conditions that weaken them and make them vulnerable to exploitation, they receive respective tokens to represents which detrimental effect they currently suffer.
Some DETRIMENT TOKENS can be removed by RESPITE action, others can only be removed by card actions, or through effect outside BATTLE SCENES and services provided by keepers and merchants at HOMEBASE SCENE.
REND: When a MELEE attack action deals at least 1 DAMAGE to the target unit, the attacker may consume 1 or more REND tokens on the target unit to increase its damage by 1. all REND tokens on a player character are removed at the end of the BATTLE SCENE.
DAZE: When a RANGED attack action deals at least 1 DAMAGE to the target unit, the attacker may consume 1 or more DAZE tokens on the target unit to increase its damage by 1. all DAZE tokens on a player character are removed at the end of the BATTLE SCENE.
STUN: If an attacker failed their HIT check for their MELEE attack action, the attacker may consume 1 STUN token on the target unit to reroll that HIT check. all STUN tokens on a player character are removed at the end of the BATTLE SCENE.
PIN: If an attacker failed their HIT check for their RANGED attack action, the attacker may consume 1 PIN token on the target unit to reroll that HIT check. all PIN tokens on a player character are removed at the end of the BATTLE SCENE.
POISON: Each POISON token on a unit reduces its FATIGUE capacity by one until that POISON token is discarded, POISON tokens stay with character even after the BATTLE SCENE ended.
DISEASE: Each DISEASE token on a unit reduces its WOUND capacity by one until that DISEASE token is discarded, DISEASE tokens stay with character even after the BATTLE SCENE ended.
ATTACK ACTION SPECIAL EFFECTS
Some ATTACK ACTIONS are augmented with special effects that provide many forms of powers in combat, or even alter how the actions behave.
These special effects are either apply straight to the attack action or can only be triggered when certain conditions are met. (e.g. On HIT roll of 6, From target’s B. ARC, etc.)
REND X: When this attack action deals at least 1 DAMAGE to the target unit, that target receives X number of REND tokens.
DAZE X: When this attack action deals at least 1 DAMAGE to the target unit, that target receives X number of DAZE tokens.
STUN X: When this attack action deals at least 1 DAMAGE to the target unit, that target receives X number of STUN tokens.
PIN X: When this attack action deals at least 1 DAMAGE to the target unit, that target receives X number of STUN tokens.
POISON X: When this attack action deals at least 1 DAMAGE to the target unit, that target receives X number of POISON tokens.
DISEASE X: When this attack action deals at least 1 DAMAGE to the target unit, that target receives X number of DISEASE tokens.
BLAST X: Resolve this attack action against all units within the TARGET’S X HEXES.
BURST X: Resolve this attack action against all units within the ATTACKER’S X HEXES.
KNOCKBACK X: When this attack action deals at least 1 DAMAGE to a target unit, the attacker moves the target unit in any way that increases the distance between two units for X number of HEXES, and further increase 1 HEX for each POISE rating the attacker exceeded the target unit, the movement stops as soon as the no further move can be made to increase the distance between the attacker and the target unit.
DRAW-IN X: When this attack action deals at least 1 DAMAGE to a target unit, the attacker moves the target unit towards them on the shortest path in any way that decreases the distance between two units for X number of HEXES, and further increase 1 HEX for each POISE rating the attacker exceeded the target unit, the movement stops as soon as no further move can be made to decrease the distance between the attacker and the target unit.
F.ARC X / B.ARC X / L. ARC X/ R.ARC X: Resolve this attack action against all units within the attacker’s ARC up to X HEXES away.
DEADLY XY: Multiply the amount of damage by Y, when the total amount of damage from an attack action is X.
PIERCE +X: When the attacker made a successful HIT check for this attack action and the defender’s DEFENSE rating is equal or weaker than +X, the defender’s DEFENSE CHECK automatically fails.
IMPALE X: When the attacker made a successful HIT check for this attack action and the defender made a successful defense check, the defender will still at least suffer X number of damage. Note that this doesn’t increase the damage of this attack action if the defender failed their defense check.
DRAIN X: When this attack action deals at least 1 DAMAGE to the target unit, remove X number of fatigue on yourself.
LEECH X: When this attack action deals at least 1 DAMAGE to the target unit, retrieve X number of mana shards, roll an unused MANA DICE to determine their type.
FLAMETONGUE X / FROSTBRAND X/ IMPACT X / REAP X / SMITE X / PROFANE X: When this attack action deals at least 1 DAMAGE to a target unit and if any respective mana is available for you, you may spend up to X number of that mana and furtherly increase DAMAGE by 1 for each mana spent, the respective mana for each effect is as follows:
- FLAMETONGUE: ELEMENTAL MANA
- FROSTBRAND: PRIMAL MANA
- IMPACT: MYSTIC MANA
- REAP: SPIRITUAL MANA
- SMITE: THEURGIC MANA
- PROFANE: OCCULTIC MANA
That’s it for the BATTLE SCENE rules!
In the next update we’ll be continuing on the rules explainers, we have a list of content to be released but if there is anything you want to see first please feel free to let us know!