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obsidian:officers-chess:rulebook [2022/07/20 18:35]
willowlark
obsidian:officers-chess:rulebook [2023/03/19 09:32] (current)
willowlark
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-Version v0.6 
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 ====== Introduction ====== ====== Introduction ======
  
-Officer’s Chess is a game where players are tacticians practicing battle tactics against each other in skirmish battles. Each tactician hires a number of Units and pays to equip them with Gold defined either by the scenario or campaign to fight the battle for them. Battles can have different victory scenarios depending on map featureswhose attacking, or whose defending.+**This is a working document! Things may changebe moved, or be incomplete!**
  
-====== Units ======+====== Game Pieces ======
  
-Players build an Army of Units before they begin a Scenario that serves as their fighting force in the battle. Each Unit in the game is made up of a Class that defines their basic statistics, defined below, and the Inventory they carry. They have 3 slots in their Inventory, each of which can hold either a Weapon, an Accessory, or a Consumable item. A Unit can equip one Weapon and one Accessory at a time, while Consumables are used on their turn.+===== Units =====
  
-When preparing to play game of Officer’s Chess, the first thing a player should do is familiarize themselves with the different classesThe rest of this section details the various components of a Unit and what they mean. To learn more about how Units are selected for a player’s Army in a scenario, see [[Rulebook#Armies]].+Units are single combatant that a player controls on the battlefieldPlayers will control a small group of Units (referred to in the rules as their Army) while playing.
  
-===== Class =====+^Properties       ^Description                                                                                                                                                                                                                                                  ^ 
 +|**HP**           |Units range from 14 to 22 point of HP, or health points. A unit that loses all it’s HP is defeated, and possibly killed.                                                                                                                                     | 
 +|**Movement**     |Unpromoted units have a movement of 4, and promoted units have a movement of 5 tiles. Some tags can increase or decrease a unit’s Movement.                                                                                                                  | 
 +|**Inventory**    |Units can carry up to 3 Items on them. Items are Weapons, Accessories, or Consumables that a Unit can start a battle with.                                                                                                                                   | 
 +|**Class**        |Each Unit has a single Class which provides it’s Ratings, it’s Weapon Proficiencies, and it’s Tags. Classes are either Base or Promoted, promoted classes are stronger classes that units can grow into.                                                     | 
 +|**Proficiencies**|A list of the Weapon Types a Unit can use. A Unit cannot equip a weapon not on the list, or a weapon that is a Level higher than rating listed in brackets. Ratings with a + can be increased in the Roleplaying rules. This is provided by the Unit’s Class.| 
 +|**Tags**         |Classes may provide a Unit with tags that given them unique mechanics, defined in the Tags section.                                                                                                                                                          |
  
-Classes provide the following attributes.+==== Core Stats ====
  
-  * **HP** All base units have an HP of 20A unit that takes 20+ Damage is Routedor removed from play. +Ratings describe how good a Unit is at certain thingsRatings are on a letter scalewith ''%%E%%'' being the worst and ''%%A%%'' being the best(Some tables with go above or below this scale, but no Class can provide default higher or lower than these values.) There are 6 Ratings a Unit gets from their Classdetailed in this table:
-  * **Strength** Strength represents the units physical and/or magical strength. Strength contributes to Damage dealt by the UnitIt also contributes to the Range of some Staves. +
-  * **Skill** Skill represents Unit’s combat talent. Skill is used to determine if a Unit hits with an attack. A Unit must roll less than equal to it’s Skill value to hit in combat. +
-  * **Speed** Speed represents Unit’s swiftness in combat. Speed is used to determine which Unit gets to make a Follow Up attack and is reduced by the weight of the Unit’s Weapon/Accessories. +
-  * **Defense** Defense is a unit’s physical resistance. It reduces the amount of Martial Damage the unit takes. +
-  * **Resistance** Resistance is a units magical defense. It reduces the amount of Damage taken from Magic attacks. +
-  * **Wields** A list of the Weapon Types a Unit can use. A Unit cannot equip a weapon from a Type not listed here +
-  * **Tags** Classes can provide a Unit with tags that given them unique mechanicsdefined in the Tags section.+
  
-The following two stats are Derived Statistics: they are calculated based on how your Unit is equipped.+^Rating        ^Description                                                                                                                                                                                                                       ^ 
 +|**Strength**  |Strength represents the units physical strength. Strength contributes to Damage dealt by the Unit.                                                                                                                                | 
 +|**Magic**     |Magic represents the Unit’s proficiency with the Arcane arts. Magic contributes to the Damage dealt by magical attacks made by the Unit.                                                                                          | 
 +|**Dexterity** |Dexterity represents a Unit’s combat talent. Dexterity is used to determine if a Unit hits with an attack. A Unit must roll less than equal to it’s Dexterity value to hit in combat.                                             | 
 +|**Speed**     |Speed represents a Unit’s swiftness in combat. Speed is used to determine which Unit gets to make a Follow Up attack and how evasive the unit is. Speed is reduced by the weight of the Unit’s Weapon/Accessories (labeled Avoid).| 
 +|**Defense**   |Defense is a unit’s physical resistance. It reduces the amount of Martial Damage the unit takes.                                                                                                                                  | 
 +|**Resistance**|Resistance is a units magical defense. It reduces the amount of Damage taken from Magic attacks                                                                                                                                 |
  
-  * **Damage** Damage is equal to the Unit’s Strength plus their equipped weapon’s Might stat. This value is used whenever the Unit hits a target and is reduced by the defenders Defense or Resistance. +==== Combat Stats ====
-  * **Attack Speed (AS)** Attack speed is equal to the Unit’s Speed minus their Weapon’s weight, as well as the weight of any accessories they have equipped. In combat, a Unit with a higher AS than their opponent will get to make a second attack against that Unit.+
  
-===== Weapons =====+These are derived statistics that come from classes, weapons, and sometimes even the Terrain. On Foundry these values can be found on the weapon entry.
  
-Weapons are required for Units to attackOnly one can be equipped at a timeWeapons have the following attributes.+^Stat       ^Description                                                                                                                                    ^ 
 +|**Agility**|Agility is used when determining when who gets to follow up and contributes to EvasionAgility is ''%%Speed + Weight%%'' of the current weapon| 
 +|**Avoid**  |Avoid is ''%%Agility + Terrain Bonuses%%'' if the unit has anyA unit attacking this unit has it’s Hit reduced by this unit’s Evasion.        | 
 +|**Hit**    |Hit is calculated as ''%%70 + Dex + Weapon Hit - Target's Evasion%%''. This is the number a unit must roll under to hit with a given weapon  |
  
-  * **Damage Type** Weapons do either Martial or Magic damage when used. Which type determines which of the Target’s stats reduces the Damage taken from the weapon. +===== Items =====
-  * **Type** The Type of the Weapon. Each Class can only use certain types of Weapon. +
-  * **Might (Mt)** Might is effectiveness of the weapon in combat. It is added to a Unit’s strength to calculate Damage. +
-  * **Weight (Wt)** Weight is how heavy a weapon is. The Weight of a weapon reduces the Unit’s Speed in combat. +
-  * **Tags** Weapons can provide a Unit with tags that give them unique mechanics, defined in the Tags section.+
  
-===== Accessories =====+Units can carry multiple types of item in their Inventory. Weapons allow a Unit to fight enemies or assist allied Units. Accessories are Items that provide a benefit to the Unit as long as the Unit carries them in their Inventory. Consumables are Items that can be used in some way for a limited number of times.
  
-Accessories are equipment a Unit can use that provide them bonuses in combat, such as magic rings and shields. Only one can be equipped at a time. Accessories have the follow values.+==== Weapons ====
  
-  * **Defense** The Defense bonus provided by the AccessoryThis bonus is added to the Unit’s Defense. +Weapons are required for Units to attackUnit may only equip one Weapon at timeand will use it’s equipped weapon when attacking or being attackedWeapons have the following attributes.
-  * **Weight (Wt)** Accessories have Weight value like a Weapon doeswhich reduces a Unit’s speed while the Accessory is in use. +
-  * **Tags** Accessories can provide a Unit with tags that give them unique mechanics, defined in the Tags section.+
  
-===== Consumables =====+^Property       ^Description                                                                                                                                     ^ 
 +|**Weapon Type**|The Type of the Weapon. Each Class can only use certain types of Weapon.                                                                        | 
 +|**Level**      |A Unit can only use this weapon if it has proficiency in the type of Weapon at or above this Rating.                                            | 
 +|**Damage Type**|Weapons do either Martial or Magic damage when used. Which type determines which of the Target’s stats reduces the Damage taken from the weapon.| 
 +|**Might (Mt)** |Might is effectiveness of the weapon in combat. It is added to a Unit’s strength to calculate Damage.                                           | 
 +|**Weight (Wt)**|Weight reduces a unit’s Agility while wielding the weapon, and by proxy their Evasion. Weight is either 0, -5, or -10.                          | 
 +|**Hit**        |A Weapon’s hit is typically a penalty to a Unit’s Hit when using the weapon. It’s a multiple of 5 and typically negative.                       | 
 +|**Tags**       |Weapons can provide a Unit with tags that give them unique mechanics, defined in the Tags section.                                              | 
 +|**Range**      |Weapons will list a range in number of tiles. Some weapons have fixed number, others have a range.                                              |
  
-Consumables are healing elixirs, torches, and other useful items for a Unit to carry. They can be used on that Unit’s turn, and usually have the Consumable Tag, meaning it can only be used a certain number of times. Consumables only have **Tags** which define what they can do when used.+===== Accessories =====
  
-===== Cost =====+===== Consumables =====
  
-Units represent hired mercenaries that are paid for each battle they fight for you. A Unit has two factors that determine how much it will cost to hire and use in a battle.+====== Gameplay ======
  
-  - Each Class has a Gold value associated with it based on it’s combat stats and Tags. +===== Rounds =====
-  - Each Weapon or Item in the Unit’s Inventory when deployed will have a Gold cost as well. Similar to Classes, the combat stats and Tags a weapon provides a Unit determine how much it will cost.+
  
-The Sum of the Class’s cost and the total cost of the Inventory it’s deployed with is the **Unit’s Cost**. This cost is used when [[Rulebook#Armies|Building an Army]] to use in a battle.+Game play takes place in rounds. In a round, every unit on the map moves once. All units on a side are not activated at the same time. Players begin and activate one unit each that is under their control. Once they have moved those units, the GM will move three enemy units. This alternates until all units have moves and the round ends.
  
-====== Setup ======+===== Combat Turns =====
  
-===== Choose Map and Scenario =====+When a Unit is activated, it begins a Combat Turn. On a Combat Turn, a Unit can: 
 +- Move, 
 +- use an Action (Attack, Staff, Special Action) 
 +and take any number of Free Actions.
  
-The first thing players must do to play a game of Officer’s Chess is choose a Map and Scenario. Players can design their own maps or scenarios (see [[Writing Scenarios]]), or use a prewritten one.+==== Move ====
  
-This wiki includes the [[Magvel Atlas]], a list of maps from //Fire Emblem Sacred Stones.// Included in the Atlas are images for maps sized for Tabletop Simulator, as well as links to any scenarios written for that map.+All units can move up to their Movement during their turnThe **Fast(X)** and **Slow(X)** tags increase and decrease this amount respectively. Movement is also affected by the Terrain of each tile.
  
-A Scenario defines a number of things about the battle you’ll be playing.+The Terrain Table lists different types of tiles a unit can encounter on the Map.
  
-  * **War Chests** both the Attacker and Defender in a scenario will have a War Chest, an amount of Gold they can build their Army with+^Column     ^Description                                                                                                                                                    ^ 
-  * **Time Limits** If there are set number of Rounds for the battle, the number will be determined in the Scenario+|**Move**   |The amount of Movement required to enter this tile                                                                                                           | 
-  * **Deployment Zones** The specific areas of the map the Attacker and Defender are allowed to deploy their units to +|**DR**     |When standing on this tile, add this value to Unit’s Damage Reduction when it’s attacked.                                                                    | 
-  **Special Requirements and Restrictions** Any other things the scenario requires to be defined before the fighting begins.+|**Avo**    |When standing on this tileadd this value to a Unit’s Avo when determining the target number to hit this UnitThis does NOT apply when determining follow up!| 
 +|**Vein**   |Terrain with “Yes” can be created via the **Vein** Tag. Terrain modified via **Vein** remains modified until the end of the round.                             | 
 +|**Special**|Notes or additional mechanics related to the Tile                                                                                                            |
  
-===== Armies =====+Tile types not listed cost 1 move to enter. These tiles include Plains, Sand, Buildings, Ruins, Floors, Stairs, Bridges, and Village Gates
  
-Battles in Officer’s Chess are fought between Armies, which are made of a number of Units. The scenario you choose to play will decide the War Chest each player has to spend on Hiring units to their army.+=== Terrain Table ===
  
-A Player may hire as many Units as they wish so long for a given battleas long as the Cost of those Units doesn’t exceed their War Chest and their Army size meets any Scenario requirements.+^Tile Terrain   ^Move^DR^Avo^Vein?^Special                                                   ^ 
 +|Mountain       |2   |+1|-  |                                                              | 
 +|Woods          |2   |- |+5 |                                                              | 
 +|Woods          |2   |- |+5 |                                                              | 
 +|Pillar         |2   |- |+5 |                                                              | 
 +|Thicket        |2   |- |+5 |                                                              | 
 +|Fog            |2   |- |+5 |Yes  |                                                          | 
 +|Fort           |2   |+2|+5 |     |At start of turn on this tile**Heal(10)**               | 
 +|Protection Tile|1   |+2|+5 |     |At start of turn on this tile, **Heal(10)**               | 
 +|Heal Tile      |1   |- |-  |Yes  |At start of turn on this tile, **Heal(10)**               | 
 +|Gate/Door      |-   |- |-  |     |Deal 15 Damage to destroy and make Floor, or use **Pick**.| 
 +|Water          |1   |- |-5 |Yes  |                                                          | 
 +|Stone Pillars  |2   |+2|-  |Yes  |                                                          | 
 +|Vines          |2   |- |-  |Yes  |                                                          | 
 +|Flames         |1   |- |-  |Yes  |At start of turn on this tile, take 5 Damage **Piercing**.
 +|Ice            |-   |- |-  |Yes  |Deal 15 Damage to destroy                                 |
  
-==== Army Building Phases ====+==== Actions ====
  
-After choosing a Scenario and finding out how much Gold each player has to hire Units, their Armies are built in three phases: Hiring, Scouting, and Outfitting.+=== Attack ===
  
-  * In the **Hiring** phase, each player builds their Army as they see fit, hiring Units in any Class the scenario allows for, equipping them with any Weapons and Items the scenario allows. +A Unit can attack a Target if the Target is within the Range of the Unit’s equipped weaponThe attack process is as follows:
-  * In the **Scouting** phase, the players then share the Classes that they are bringing to battle with each other. Inventory is NOT shared, only the types of Classes. +
-  * In the **Outfitting** phase each player may change the Inventory of their Units however they so choose. They may NOT change the Class of those Units, nor add or remove from the Classes they chose in the Hiring phase.+
  
-===== Deployment =====+== Hitting Targets ==
  
-The scenario will define locationsor Deployment Zones, where the Attacker and Defender are able to deploy their units at the start of the matchIt will also define who is to deploy first.+  * First**confirm the Target is in range** of the Attacker’s Weapon. 
 +  * Next, **Calculate the Hit Target number for the Weapon**. 
 +    * Hit is ''%%70 + Dex + Weapon's Hit%%''. Dex ratings are converted to to a numeric bonus per the below table. 
 +    * Subtract the target’s Avoid. Avoid is ''%%Speed + Weapon Weight%%''. Speed is converted to a numeric value per the same table as Dex. 
 +    * Tags on the Classes of either combatant or Tags on their Equipped weapons, such as the **Inaccurate(X)** tag. 
 +  * The Target Number is **Hit - Avoid**. The attackers rolls 1d100 which must be equal or less than the target number to hit. 
 +  * A Critical Hit is scored when the result is 10 or less. This range is modified by Tags such as **Lucky(X)**.
  
-The first player to deploy will place all of their Units into their Deployment Zone. Once that player had decided the starting locations of their Units, the other player will deploy their units to their Deployment Zone. The first player cannot move their Units after the second player begins deploying theirs.+^Rating     ^F ^E^D^B ^C ^A ^S ^ 
 +|Dex / Speed|-5|0|5|10|15|20|25|
  
-====== Gameplay ======+== Dealing Damage ==
  
-===== Rounds =====+  * First, **Get the Base Damage**. Base Damage for Martial weapons is listed under Str, and Base Damage for Magic weapons is listed under Mag. 
 +  * Next, **Apply add any Damage modifiers that apply.** 
 +    * On a Critical hit, double the Damage. This should be applied last. 
 +    * The [[Rulebook#Terrain Table|Terrain Table]] modifies the Defense and Resistance of a Unit standing on certain tiles. 
 +    * Tags on the Classes of either combatant or Tags on their Equipped weapons, such as the **Effective(X)** tag. 
 +  * Then, **The defender applies Damage Reduction**. Damage Reduction for Martial weapons is listed under Def, and Damage Reduction for Magic weapons is listed under Res. 
 +    * Damage Reduction can from Tags as well. 
 +  * **The Defender reduces their HP by the Damage Total - Damage Reduction.** 
 +    * If the Defender’s HP is reduced to 0 after taking damage, the Target is Routed. 
 +      * An Routed unit is removed from the map and unable to return to the battle. 
 +      * Some victory conditions may require you to track how many Units have been routed on either side. 
 +    * If the attacker had advantage from the [[Rulebook#The Weapon Triangle|The Weapon Triangle]], the enemy unit will gain the [[Rulebook#Breaking|Broken Status.]]
  
-Gameplay takes place in Rounds. Each Round, players alternate activating a Unit in their control, issuing it orders in what’s called a Combat Turn. Unit cannot be activated more than once in a Round.+^Rating          ^F^D^E^C^B^A^S^ 
 +|Base Damage     |3|4|5|6|7|8|9| 
 +|Damage Reduction|0|1|2|3|4|5|6|
  
-The round ends when both players have activated all of their Units on the battlefield. The player who activated all their Units first in the round goes first in the next round. (IE, If player 1 activates their 5th and final unit, player 2 activates their 6th and 7th, then the round ends, player 1 will activate their 1st Unit first in the next round.)+== Counter Attack and Follow Up ==
  
-===== Combat Turns =====+  * After an Attack, **The Defender performs a Counter Attack if able.** 
 +    * The unit’s currently equipped weapon must be able to hit it’s Attacker for it to counter. 
 +    * A unit cannot switch weapons, it must use the one it last used, even if that weapon cannot counter attack. 
 +    * Counter Attacks follow the [[Rulebook#Attack]] processes, but swap Attacker and Defender. 
 +  * After Counter Attack, **Determine if a Unit can Follow Up.** 
 +    * A Follow Up is a second attack (made in the same process) a Unit gets to make after the Counter Attack. 
 +    * **A Unit can only follow up if it’s Avo (Speed - Weapon Weight) is 2 Ratings higher than it’s opponent.** 
 +    * A follow up does not occur if neither Unit meets the Avo condition.
  
-When a Unit is activated, it begins a Combat Turn. On a Combat Turn, a Unit can: +^Rating        ^F^E^D^C   ^B      ^A         ^S            ^ 
-Move, +|Follows Up on:|-|-|F|FE|F, E, D|F, E, D, C|F, E, D, C, B|
-use an Action, +
-- and take any number of Free Actions.+
  
-==== Move ====+**Special note: Staves cannot counter attack or follow up. Staves also do not need to roll to hit when targeting an allied unit, they always hit.**
  
-All Classes have a base movement of 5 spaces. The **Fast(X)** and **Slow(X)** tags increase and decrease this amount respectively. Movement is also affected by the Terrain of each space.+== The Weapon Triangle ==
  
-The Terrain Table shows how much of a unit’s movement is required to enter a space of that type. Units with certain tags (ArmoredCavalryFlying) use their respective columns on the table, while all other units use the “Foot” column.+^Weapon^Effective Against   ^ 
 +|Swords|Axes                | 
 +|Lances|Swords              | 
 +|Axes  |Lances              | 
 +|Arts  |TomesDaggersBows|
  
-Tile types not listed cost 1 move to enterThese tiles include Plains, Sand, Buildings, Ruins, Floors, Stairs, Bridges, and Village Gates.+When a unit attacks with advantage on the Weapon Triangle and deals damage, the [[Rulebook#Status Effects|Break Status Effect]] is applied to the targetThey immediately lose their ability to counter attack in the current combat, and cannot counter attack in the next one they’re involved in.
  
-^           ^Def/Res^Foot^Armored^Cavalry^Flying^Special                                  ^ +The break status cures itself after a combat where the unit started broken or if the unit is activated to take a turn. A broken unit cannot be further brokenit must cure the status before it can be broken again.
-|Sea/Lake   |-      |-   |-      |-      |1                                             | +
-|River      |-      |5   |-      |-      |1                                             | +
-|Mountain   |+1     |4   |-      |-      |1                                             | +
-|Desert     |-      |2   |3      |2      |1                                             | +
-|Forest     |+1     |2   |2      |3      |1                                             | +
-|Pillars    |+1     |2   |2      |3      |1                                             | +
-|Snag       |-      |-   |-      |-      |-     |Destroy & becomes Bridgehas 30 HP      | +
-|Wall       |-      |-   |-      |-      |-     |Destroy & becomes Floor, has HP 30       | +
-|Door       |-      |-   |-      |-      |-     |Becomes Floor with Master Key or **Pick**| +
-|Fort       |+2     |2   |2      |2      |1     |Heal 2 End of Turn                       | +
-|Castle Gate|+2     |1   |1      |1      |1     |Heal 2 End of Turn                       | +
-|Throne     |+2     |1   |1      |1      |1     |Heal 2 End of Turn                       |+
  
-==== Actions ==== +=== Use Staff ===
- +
-=== Attack === +
- +
-A Unit can attack Target if the Target is within the Range of the Unit’s equipped weapon. The attack process is as follows: +
- +
-  - Confirm the Target is in range of the Unit’s Weapon. +
-  - Check [[Rulebook#The Weapon Triangle|The Weapon Triangle]] to see if the Attacker’s Skil and Damage are modified by it. +
-  - Roll 1d20, if the number is under the Unit’s Skill value, the Unit has hit the Target. +
-    * Note: The **Inaccurate(X)** tag reduces a Unit’s Skill when make this roll. +
-    * On the roll of a 1 on the die, the Unit has scored a critical hit. +
-  - When a Unit hits a Target, Damage is calculated and dealt to the Target. +
-    * Damage is equal to Unit’s Strength + Weapon Might. +
-    * Check the Damage Type of the Attacker’s Weapon. For Martial damage, the Damage is reduced by the Target’s Defense. For Magic, it’s reduced by Resistance. +
-    * Damage is doubled when the Unit scored a critical. This is applied after Defense and Resistance. (IE, a Critical hit with Damage 10 and Defense of 4 would be 12, not 16. ''%%((Str+Mt)-Def)*2%%''+
-    * If the Target’s hit points are reduced to 0 after taking damage, the Target is Routed. An Routed unit is removed from the map and unable to return to the battle.\\ +
- +
-  - After the Unit has attacked, the Target gets a chance to counter attack. Repeat steps 2, 3, and 4 with the Unit and Target swapped. +
-  - Finally, the Unit with the higher Attack Speed value can make one more attack. +
-    * Attack Speed is equal to Unit’s Speed - Weapon Wt. +
-    * in the case of a tie, neither Unit counter attacks. +
- +
-Special note: Staves cannot counter attack or follow up. Staves also do not need to roll Skill when targeting an allied unit, they always hit. +
- +
-== The Weapon Triangle =+
- +
-The Weapon triangle represents how certain weapon types have combat advantages or disadvantages when used against certain other weapon types. There is a triangle for melee weapons as well as types of magic.+
  
-When using an advantageous weapon against a Target, a Unit will deal one extra point of damage and their Skill is treated as one point higherLikewise, when using disadvantageous Weapon, the Unit deals one less point of damage and their Skill is treated as one point lower.+Staves always have at least two tags. The first is **Consumable(X)** which lists how many times the Staff may be used in a given battleThe second will be [[Rulebook#Special Action Tags|Special Action Tags]] that covers what happens when you use the Staff.
  
-^Weapon^+1 Damage/Skill^-1 Damage/Skill^ +Staff actions that target allies (such as **Heal(X)**) do not require a roll to hit, they automatically succeed. When targeting an enemy unit, roll to as per an attack action. The effect of the Tag takes place if the unit hits. Enemies may never counter attack a staff action, even if it otherwise would be able to. However, Staff Actions never follow up.
-|Swords|Axes           |Lances         | +
-|Lances|Swords         |Axes           | +
-|Axes  |Lances         |Swords         | +
-|Reason|Faith          |Dark           | +
-|Dark  |Reason         |Faith          | +
-|Faith |Dark           |Reason         |+
  
 === Use a Special Action === === Use a Special Action ===
  
-Some tags give a Unit access to Special Actions, they can take on their turn. These actions don’t require an accuracy roll when the Target is an allied Unit. Find out more in [[Rulebook#Special Action Tags|Special Action Tags]].+Some tags give a Unit access to Special Actions, they can take on their turn. These actions don’t require an accuracy roll when the Target is an allied Unit. Find out more in [[Rulebook#Special Action Tags|Special Action Tags]]. Using these actions functions identically to a Staff.
  
 ==== Free Actions ==== ==== Free Actions ====
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   * **Trade** When a unit is adjacent to an allied unit, it can Trade any number of items between their Inventories. A Unit can only Trade with one Unit in a single Combat Turn.   * **Trade** When a unit is adjacent to an allied unit, it can Trade any number of items between their Inventories. A Unit can only Trade with one Unit in a single Combat Turn.
  
-===== Advanced Rules =====+====== Tags ======
  
-==== Shifting ====+Tags are keyword that represent features of a Class, Weapon, Accessory, or Consumable. These keywords can be referenced by other Tags, can provide the Unit with it special rules or other mechanical benefits. Tags on a Weapon or Accessory only apply while that Weapon or Accessory is equipped.
  
-Taguel and Manakete classes are able to change their form using magic stones. They cannot equip any kind of weapon. When building a Unit with the Taguel or Manakete class, You will need to build using the appropriate Transformed state (TaguelDragon respectivelyon your Army Sheet. In addition, you will need to mark down stats for the Unit’s Normal state.+//Tags are grouped by the most likely place you’ll find them (ClassesWeapons, etcbut can be provided anywhere as needed.//
  
-A Shifter Class shifts into it’s transformed state when it is activated. The Shifter uses the transformed stat block for any actions it takes that turn. At the end of it’s turn, if it took any action or free action, it transforms back into it’s Normal state. Until the next Round, the Unit will exclusively use it’s Normal state stats. (IE, if the Unit is able to activate again thanks to **Dance**, it remains in Normal state.)+===== Class Tags =====
  
-====== Tags ====== +^Tag         ^Description                                                                                                                                         ^ 
- +|**Armor**   |This unit cannot be Broken.                                                                                                                         | 
-Tags are keyword that represent features of ClassWeapon, Accessory, or ConsumableThese keywords can be referenced by other Tags, can provide the Unit with it special rules or other mechanical benefitsTags on a Weapon or Accessory only apply while that Weapon or Accessory is equipped.+|**Backup**  |If an allied unit attacks unit this unit could attackthat ally deals 3 extra damageThis only applies once per combat.                         | 
 +|**Canto**   |After taking it’s actionthis unit can move up to 2 tiles before ending it’s turn. (Terrain still applies.)                                        | 
 +|**Cavalry** |This unit gains one additional tile of movement.                                                                                                    | 
 +|**Covert**  |Double Terrain bonuses for this unit.                                                                                                               | 
 +|**Dragon**  |                                                                                                                                                    | 
 +|**Flying**  |Unit ignores all Terrain Bonus and Penalties.                                                                                                       | 
 +|**Mystical**|This unit ignore terrain bonuses when attacking.                                                                                                    | 
 +|**Qi Adept**|When this unit is at full health, it may choose to take the first attack made against an allied unit adjacent to it. This attack’s damage is halved.| 
 +|**Slow(X)** |Unit can move X less tiles in a turn                                                                                                              |
  
-===== General Tags =====+===== Weapon Tags =====
  
-  * **AoE** Hits all targets in range. +^Tag                  ^Description                                                                                                                                ^ 
-  * **Armored** +|**AoE**              |Hits all targets in range.                                                                                                                 | 
-  * **Assassinate** When this unit crits a non promoted Unit, deal Damage equal to it’s remaining health. +|**Bonus(Rating+X)**  |Increase the listed Rating by X.                                                                                                           | 
-  * **Blessed(X)** Heals X Damage when equipped unit is activated. +|**Brave**            |Attack an additional time any time this weapon is used during an Attack action(This applies to both the Attackand potential Follow Up.)| 
-  * **Bonus(Stat+X)** While wielded, increase Stat by X. +|**Complex**          |When using this weapon the unit will never get a Follow Up attack, even if it is faster.                                                   | 
-  **Brave** Attack an additional time any time this Unit attacks. +|**Consumable(X)**    |The item can be used X times before it is removed from the unit’s inventory for the rest of the battle.                                    | 
-  * **Canto** After taking a non attack actionthis unit can use the remainder of it’s move before ending it’s turn+|**Cursed(Rating-X)** |When this weapon is equipped, reduce Rating by X                                                                                         | 
-  * **Cavalry** +|**Deadly(X)**        |Unit scores critical hit when their roll to Hit is less than XThis effect stacks if a Class and Weapon both provide it               | 
-  * **Complex** When using this weapon the unit will never get a follow up attack, even if it is faster. +|**Drain**            |Recover HP equal to half of the damage dealt.                                                                                              | 
-  **Consumable(X)** The item can be used X times before it is removed from the unit’s inventory for the rest of the battle. +|**Effective(tag)**   |Attacks against units with the noted tag do extra Damage.                                                                                | 
-  * **Countermeasure(Tag)** Weapons with Effective against the listed tag do not get their effectiveness bonus against this Unit+|**Enchanted**        |Attacks with this Weapon are considered Magic attacks rather than Martial.                                                                 | 
-  * **Decimate** Deal damage equal to half target’s HP +|**Exclusive(Class)** |Can only be used by the tagged Class.                                                                                                      | 
-  * **Devastate** Reduce target’s HP to 1 +|**Heavy**            |In combat, this unit may not follow up, and always attacks second. If this unit hits, move the enemy back one tile                       | 
-  * **Devil** On a roll of 9 or 10, deal damage to self instead of Target. +|**Homing**           |This weapon always hits. It cannot score critical hits.                                                                                    | 
-  * **DistantCounter** Unit can counter attack at any range, even one they could not normally attack at+|**Inaccurate(X)**    |When using this weapon, reduce the Unit’s Dexterity Rating by X.                                                                           | 
-  * **Dragon** +|**Inflict(Rating-X)**|Target unit has their Rating reduced by X until end of their turn. This effect does not stack.                                             | 
-  * **Drain** Recover HP equal to half of the damage dealt +|**Inverted**         |Reverse the Weapon Triangle when using this weapon.                                                                                        | 
-  **Effective(tag)** Attacks against units with the noted tag do extra Damage. +|**Nimble(X)**        |Reduce the crit range of enemies attacking this unit by                                                                                  | 
-  * **Exclusive(Class)** Can only be used by the tagged Class +|**Piercing**         |Treat a Target’s Defense or Resistance as E when using this Weapon                                                                       | 
-  * **Fast(X)** Unit can move X more spaces in a turn. +|**Status(Effect)**   |On hit, apply the Effect tag to Target.                                                                                                    |
-  * **Flying** Unit ignores Terrain +
-  * **GreaterHeal(X)** Increase the amount healed when using Heal actions by X+
-  * **Guarded** This unit does not take extra damage from critical hits. +
-  **Inaccurate(X)** When using this weapon, reduce the Unit’s Skill by X +
-  * **Ineffective(tag)** Units with the listed tag take no damage from this weapon+
-  **Inflict(Stat-X)** Target unit has their stat reduced by X on their next turn. This effect does not stack. +
-  **Inverted** Reverse the Weapon Triangle when using this weapon +
-  **Lucky(X)** Unit crits on 1 through 1+X. This effect stacks if a Class and Weapon both provide it. +
-  * **Magic(Type)** Attacks with this Weapon are considered Magic attacks of the Type listed. +
-  * **Monster** +
-  * **Piercing** Ignore Target’s Defense+
-  * **Punishing(X)** At the end of a turn where this weapon was used to attack, the Unit that attacked takes X points of Damage+
-  * **Shifter** This unit follows the [[Rulebook#Shifting|Shifting]] rules. +
-  * **Slow(X)** Unit can move X less spaces in a turn. +
-  * **SpellRange(X)** Increase the range of Reason, Dark, and Faith weapons used by this unit by X. +
-  * **Status(Effect)** On hit, apply the Effect tag to Target.+
  
 ===== Special Action Tags ===== ===== Special Action Tags =====
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 Special Action tags each give a Unit access to a Special Action they can use, as defined in [[Rulebook#Use a Special Action]]. Special Action tags each give a Unit access to a Special Action they can use, as defined in [[Rulebook#Use a Special Action]].
  
-  * **Dance** Target adjacent allied unit that has already been activated this round, it can be activated again. +//Special actions typical come as a benefit of a given Class or are granted by using Staff.//
-  * **Escape** A unit that takes the escape action is removed from the board. This unit is not counted as Routed. +
-  * **Heal(X)** Heal the Target for X Damage +
-  * **Pick** The Pick action can be used when adjacent to Door or standing on the same space as Chest. The Door will be changed to a Floor tile for the rest of the match, while the Unit will be given the item contained in the Chest if it has space in it’s Inventory for it. +
-  * **Raze** A unit Razing a tile turns the tile into a Ruins tile and removes all special effects of that tile. +
-  * **Rescue** Move Target to a space adjacent to User. +
-  * **Restore** Remove any Status Effect tags from Unit. +
-  * **Seize** A unit Seizing a tile ends the battle. +
-  * **Torch(X)** Reveal X spaces around the User in Fog of War. +
-  * **Warp** Move Target to space up to Str spaces away.+
  
-===== Scenario Tags ===== +^**Tag**          ^Description                                                                                                  ^ 
- +|**Dance**        |Targets an adjacent allied unit that has already been activated this round. That unit can be activated again.
-Scenario Tags are tags that should only be used if the scenario calls for themThese tags are often applied at the start of the game to a number of a Player’s Units and enable their Units to take a Special Action needed for the Scenario+|**Entrap**       |Move target enemy to an adjacent tile.                                                                       | 
- +|**Freeze**       |Target cannot move on it’s next turn. It may take any other actions.                                         | 
-  * **Fleeing** This unit can take the Escape action on certain tiles+|**Heal(X)**      |Heal the Target for X+Mag Damage                                                                           | 
-  * **Leader** This unit can use the Seize action on specified tiles. +|**Rescue**       |Move Target to a tile adjacent to User.                                                                      | 
-  * **Saboteur** This Unit can use the Raze Action on specified tiles.+|**Restore**      |Remove any Status Effect tags from Unit.                                                                     | 
 +|**Rewarp**       |Move the user to an unoccupied tile within range                                                           | 
 +|**Torch(X)**     |Reveal X tiles around the User in Fog of War                                                               | 
 +|**Vein(Terrain)**|Change the terrain of an unoccupied tile within range to the listed type for one round.                      | 
 +|**Warp**         |Move target adjacent allied unit to an unoccupied tile within range                                        |
  
 ===== Status Effects ===== ===== Status Effects =====
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 Certain Tags (such as **Effect(Tag)**) can temporarily bestow a Tag onto another Unit. These Status Effect tags are typically given in battle rather than found on a Unit at the start of the battle. Each includes a way that the Tag will be removed from the Unit. Certain Tags (such as **Effect(Tag)**) can temporarily bestow a Tag onto another Unit. These Status Effect tags are typically given in battle rather than found on a Unit at the start of the battle. Each includes a way that the Tag will be removed from the Unit.
  
-  * **Barrier** Unit gains Bonus(Res+2) until end of next round. +^**Tag**     ^Description                                                                                            ^ 
-  * **Berserk** Unit must attack weakest unit in range. At the start of a new round, roll a D20. On 1~10, Unit loses Berserk, on 11~20, No Change. +|**Barrier** |Unit gains **Bonus(Res+1**) until end of next round.                                                   | 
-  * **Petrified** Unit cannot move or attack and Attacks against it have Lucky(2)At the start of a new round, roll a D20. On 1~10, Unit loses Petrified, on 11~20, No Change+|**Broken**  |Unit cannot counter attack in the next combat it’s involved inActivating the unit clears this effect.| 
-  **Poisoned** At the start of a new round, roll a D20. On 1~10, Unit loses Poisoned, on 11~20, take 2 points of damage. +|**Poisoned**|All attacks against the Unit deal an additional point of damage.                                     | 
-  **Silenced** Unit cannot use Reason, Dark, Faith, or Staves. Effect lasts one activation of the unit. +|**Silenced**|Unit cannot use Tomes or Staves. Effect lasts one activation of the unit.                              |
-  * **Sleep** Unit cannot move or attack. At the start of a new round, roll a D20. On 1~10, Unit loses sleep, on 11~20, No Change. +
-  * **Slowed** Unit gains the tag Slow(1). Effect lasts one activation of the unit.+
  
-===== Crest Related =====+===== Scenario Tags =====
  
-Crest Weapons are powerful weapons from Fodlan, passed down from the Ten Elites of Legend. These Weapons are dangerous when used by those who do not have the blood of the Elite who once wielded the weapon flowing through them. Having this ancestry is called having Crest. +Scenario Tags are tags that should only be used if the scenario calls for them. These tags are often applied at the start of the game to number of a Player’s Units and enable their Units to take a Special Action needed for the Scenario.
- +
-Sacred Weapons are similar to Crests, but instead of being danger to those without their Crest, they are a boon to those who do have the Crest. +
- +
-Arts are type of Special Action that acts as an attack.+
  
-  * **Art(Action)** Enables the unit to use the Combat Art Action listed+^**Tag**    ^Description                                                                                                                                                                                                 ^ 
-  * **Sacred(Crest)** restores 2 HP every turn, restore 4 HP if unit has the listed Crest+|**Fleeing**|This unit can take the Escape action on certain tiles. A unit that takes the escape action is removed from the board. This unit is not counted as Routed. This action can only be taken on predefined tiles.| 
-  * **Relic(Crest)** All other tags are ignored if the Unit does not have the Crest listed. A unit without the listed Crest takes 2 damage at the end of each of it’s turns.+|**Leader** |This unit can use the Seize action on specified tiles. A unit Seizing a tile ends the battle. This action can only be taken on predefined tiles                                                           | 
 +|**Raider** |This Unit can use the Raze Action on specified tiles. A unit Razing a tile turns the tile into a Ruins tile and removes all special effects of that tile. This action can only be taken on predefined tiles.|