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obsidian:officers-chess:rulebook [2023/01/27 13:55] willowlark |
obsidian:officers-chess:rulebook [2023/03/19 09:32] (current) willowlark |
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Units are a single combatant that a player controls on the battlefield. Players will control a small group of Units (referred to in the rules as their Army) while playing. | Units are a single combatant that a player controls on the battlefield. Players will control a small group of Units (referred to in the rules as their Army) while playing. | ||
- | ^Properties | + | ^Properties |
- | |**HP** | + | |**HP** |
- | |**Movement** |All Units have a default Movement | + | |**Movement** |
- | |**Inventory**|Units can carry up to 3 Items on them. Items are Weapons, Accessories, | + | |**Inventory** |
- | |**Class** | + | |**Class** |
- | |**Wields** | + | |**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** | + | |**Tags** |
+ | |||
+ | ==== Core Stats ==== | ||
Ratings describe how good a Unit is at certain things. Ratings are on a letter scale, with '' | Ratings describe how good a Unit is at certain things. Ratings are on a letter scale, with '' | ||
- | ^Rating | + | ^Rating |
- | |**Strength** | + | |**Strength** |
- | |**Magic** | + | |**Magic** |
- | |**Skill** | + | |**Dexterity** |Dexterity |
- | |**Speed** | + | |**Speed** |
- | |**Defense** | + | |**Defense** |
- | |**Resistance**|Resistance is a units magical defense. It reduces the amount of Damage taken from Magic attacks. | + | |**Resistance**|Resistance is a units magical defense. It reduces the amount of Damage taken from Magic attacks. |
+ | |||
+ | ==== Combat Stats ==== | ||
+ | |||
+ | 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. | ||
+ | |||
+ | ^Stat | ||
+ | |**Agility**|Agility is used when determining when who gets to follow up and contributes to Evasion. Agility is '' | ||
+ | |**Avoid** | ||
+ | |**Hit** | ||
===== Items ===== | ===== Items ===== | ||
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. | 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. | ||
- | |||
- | All Items share a **Weight** property. Weight ranges between '' | ||
==== Weapons ==== | ==== Weapons ==== | ||
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^Property | ^Property | ||
|**Weapon Type**|The Type of the Weapon. Each Class can only use certain types of Weapon. | |**Weapon Type**|The Type of the Weapon. Each Class can only use certain types of Weapon. | ||
+ | |**Level** | ||
|**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.| | |**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. | |**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** | ||
|**Tags** | |**Tags** | ||
+ | |**Range** | ||
===== Accessories ===== | ===== Accessories ===== | ||
===== Consumables ===== | ===== Consumables ===== | ||
- | |||
- | ====== Setting Up ====== | ||
- | |||
- | * Currently, the game is setup on a Foundry Module. | ||
- | * [[Rulebook# | ||
- | * A Scene should be created for the map the players will be using for the game. (If using maps from the [[Magvel Atlas]], set the grid size to 70.) | ||
- | |||
- | ===== Setting a Map and Scenario ===== | ||
- | |||
- | The first thing to set up is the map that will serve as the battlefield. Players can create their own maps, or use their favorite maps from Fire Emblem games they’ve played. 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 (and Foundry), as well as links to any scenarios written for that map. | ||
- | |||
- | Next players must agree on the Scenario. A Scenario defines setup, victory, and loss conditions for the players as well as any special rules required for the battle. Many Scenarios will give special “Scenario Tags” to Units that they can use. The [[Writing Scenarios]] page includes basic scenarios to adapt to any map. The Magvel Atlas also includes prewritten Scenarios for some maps. | ||
- | |||
- | ^Scenario | ||
- | |**Map Requirements** | ||
- | |**Army Requirements** |Unit requirements that must be met by one or more Armies involved in the battle | ||
- | |**Victory Conditions**|Different for the Attacking and Defending player in most scenarios, the Victory conditions determine how the players win.| | ||
- | |**Time Limits** | ||
- | |**War Chests** | ||
- | |**Deployment Zones** | ||
- | |||
- | ===== Buying an Army ===== | ||
- | |||
- | After choosing a Scenario each player should have a War Chest amount defined for them. The players each will build their Armies so that the total cost of the Army does not exceed the War Chest. Armies are built in three phases: Hiring, Scouting, and Outfitting. | ||
- | |||
- | * In the **Hiring** phase, | ||
- | * In the **Scouting** phase, | ||
- | * 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 ===== | ||
- | |||
- | The Scenario chosen will determine where each player is allowed to deploy, or place their units at the start of the battle. The Scenario will also determine which player will deploy their units first. | ||
- | |||
- | 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. | ||
====== Gameplay ====== | ====== Gameplay ====== | ||
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===== Rounds ===== | ===== Rounds ===== | ||
- | Gameplay | + | Game play takes place in rounds. In a round, every unit on the map moves once. All units on a side are not activated |
- | + | ||
- | The round ends when both players have activated all of their Units on the battlefield. The player who activated | + | |
===== Combat Turns ===== | ===== Combat Turns ===== | ||
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When a Unit is activated, it begins a Combat Turn. On a Combat Turn, a Unit can: | When a Unit is activated, it begins a Combat Turn. On a Combat Turn, a Unit can: | ||
- Move, | - Move, | ||
- | - use an Action, | + | - use an Action |
- and take any number of Free Actions. | - and take any number of Free Actions. | ||
==== Move ==== | ==== Move ==== | ||
- | 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. | + | All units can move up to their Movement during their turn. The **Fast(X)** and **Slow(X)** tags increase and decrease this amount respectively. Movement is also affected by the Terrain of each tile. |
- | The Terrain Table shows how much of a unit’s movement is required to enter a space of that type. Units with certain tags (Armored, Cavalry, Flying) use their respective columns | + | The Terrain Table lists different types of tiles a unit can encounter |
- | Tile types not listed cost 1 move to enter. These tiles include Plains, Sand, Buildings, Ruins, Floors, Stairs, Bridges, and Village Gates. | + | ^Column |
+ | |**Move** | ||
+ | |**DR** | ||
+ | |**Avo** | ||
+ | |**Vein** | ||
+ | |**Special**|Notes or additional mechanics related to the Tile. | | ||
+ | |||
+ | Tile types not listed cost 1 move to enter. These tiles include Plains, Sand, Buildings, Ruins, Floors, Stairs, Bridges, and Village Gates | ||
=== Terrain Table === | === Terrain Table === | ||
- | ^ | + | ^Tile Terrain |
- | |Sea/ | + | |Mountain |
- | |River | + | |Woods |
- | |Mountain | + | |Woods |2 |
- | |Desert | + | |Pillar |
- | |Forest | + | |Thicket |
- | |Pillars | + | |Fog |
- | |Snag |- |- |- | + | |Fort |2 |+2|+5 | |At start of turn on this tile, **Heal(10)** |
- | |Wall | + | |Protection Tile|1 |+2|+5 | |At start of turn on this tile, **Heal(10)** |
- | |Door |- | + | |Heal Tile |1 |- |- |Yes |
- | |Fort |+2 |2 | + | |Gate/Door |- |- |- | |Deal 15 Damage to destroy and make Floor, or use **Pick**.| |
- | |Castle Gate|+2 | + | |Water |
- | |Throne | + | |Stone Pillars |
+ | |Vines | ||
+ | |Flames | ||
+ | |Ice | ||
==== Actions ==== | ==== Actions ==== | ||
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== Hitting Targets == | == Hitting Targets == | ||
- | * First, confirm the Target is in range of the Attacker’s Weapon. | + | * First, |
- | * Some Staves have a Range of “Mag”. In this case, the maximum range of the staff is determined by the Unit’s current Mag Rating. See the Staff Range table to check what Range that is. | + | * Next, **Calculate |
- | * Before | + | * Hit is '' |
- | * [[Rulebook# | + | * Subtract |
- | * The Weight | + | * Tags on the Classes of either combatant or Tags on their Equipped weapons, such as the **Inaccurate(X)** tag. |
- | * Tags on the Classes of either combatant or Tags on their Equipped weapons, such as the **Inaccurate(X)** tag. (Don’t forget to check for tags that deal with Critical hits, such as **Lucky(X)**!) | + | |
- | | + | * A Critical Hit is scored when the result is 10 or less. This range is modified by Tags such as **Lucky(X)**. |
- | * A Critical Hit is scored when the result is 10 or less. This range is modified by Tags. | + | |
- | == To Hit Table == | + | ^Rating |
+ | |Dex / Speed|-5|0|5|10|15|20|25| | ||
- | ^Skl ^// | + | == Dealing Damage == |
- | |// | + | |
- | |E |//70// |60 | + | |
- | |D |//80// |70 | + | |
- | |C |//90// |80 | + | |
- | |B |// | + | |
- | |A |// | + | |
- | |// | + | |
- | //Italic Ratings are not standard | + | * First, **Get the Base Damage**. Base Damage |
+ | * Next, **Apply add any Damage modifiers that apply.** | ||
+ | * On a Critical hit, double the Damage. This should | ||
+ | * The [[Rulebook# | ||
+ | * 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# | ||
- | == Staff Range == | + | ^Rating |
+ | |Base Damage | ||
+ | |Damage Reduction|0|1|2|3|4|5|6| | ||
- | ^Rating^F^E^D^C^B^A^S^ | + | == Counter Attack and Follow Up == |
- | |Range |1|2|3|4|4|5|6| | + | |
- | == Dealing Damage == | + | * 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# | ||
+ | * 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. | ||
- | | + | ^Rating |
- | * [[Rulebook# | + | |Follows Up on:|-|-|F|F, E|F, E, D|F, E, D, C|F, E, D, C, B| |
- | * The [[Rulebook# | + | |
- | * Tags on the Classes of either combatant or Tags on their Equipped weapons, such as the **Inaccurate(X)** tag. | + | |
- | * The Attacker uses either Strength or Magic as their Attack Rating. Which is determined by the Damage Type of the Weapon they are using. (Physical Type uses Strength, Magic type uses Magic.) | + | |
- | * The Target uses Def as their Defense Rating when the Attacker is using Strength, and Resistance when the Attacker is using Magic. | + | |
- | * The amount of Damage dealt is found by cross referencing the Attack Rating of the Attacker by the Defense Rating of the Target on the Damage Table. | + | |
- | * On a Critical hit, this value is tripled! | + | |
- | * 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. Some victory conditions may require you to track how many Units have been routed on either side. | + | |
- | == Damage Table == | + | **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.** |
- | ^Atk/ | + | == The Weapon Triangle == |
- | |// | + | |
- | |E |// | + | |
- | |D |// | + | |
- | |C |// | + | |
- | |B |// | + | |
- | |A |// | + | |
- | |// | + | |
- | //Italic Ratings are not standard for any Class: they can only be reached via Modifiers.// | + | ^Weapon^Effective Against |
+ | |Swords|Axes | ||
+ | |Lances|Swords | ||
+ | |Axes |Lances | ||
+ | |Arts |Tomes, Daggers, Bows| | ||
- | == Counter Attack | + | When a unit attacks with advantage on the Weapon Triangle |
- | * If a Target is not routed at the end of the attack, the Target becomes the Attacker and gets to make a Counter Attack with it’s currently equipped Weapon. This follows the exact same procedure, simply with roles reversed. | + | The break status cures itself after a combat |
- | * After the Counter Attack, one of the two combatants may get to make a second attack, as a Follow Up. Follow Up attacks occur when one Unit’s Speed is 2 Ratings higher than the others. For example, A Unit with a Speed of B in combat | + | |
- | * Who started the combat | + | |
- | * If neither Unit is 2 Ratings higher than the other, neither Unit makes a Follow Up attack. | + | |
- | * Special note: Staves | + | |
- | + | ||
- | == 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. | + | === Use a Staff === |
- | 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 higher. Likewise, when using a disadvantageous Weapon, | + | 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 battle. The second will be a [[Rulebook# |
- | ^Weapon^+1 Damage/ | + | 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|Swords | + | |
- | |Axes |Lances | + | |
- | |Reason|Faith | + | |
- | |Dark |Reason | + | |
- | |Faith |Dark | + | |
=== 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 [[Original | + | 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# |
==== Free Actions ==== | ==== Free Actions ==== | ||
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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. | 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. | ||
- | ===== General | + | //Tags are grouped by the most likely place you’ll find them (Classes, Weapons, etc) but can be provided anywhere as needed.// |
- | ^**Tag** | + | ===== Class Tags ===== |
- | |**AoE** | + | |
- | |**Armored** | + | |
- | |**Assassinate** | + | |
- | |**Blessed(X)** | + | |
- | |**Bonus(Rating+X)** | + | |
- | |**Brave** | + | |
- | |**Canto** | + | |
- | |**Cavalry** | + | |
- | |**Complex** | + | |
- | |**Consumable(X)** | + | |
- | |**Countermeasure(Tag)**|Weapons with Effective against the listed tag do not get their effectiveness bonus against this Unit. | | + | |
- | |**Decimate** | + | |
- | |**Devastate** | + | |
- | |**Devil** | + | |
- | |**DistantCounter** | + | |
- | |**Dragon** | + | |
- | |**Drain** | + | |
- | |**Effective(tag)** | + | |
- | |**Exclusive(Class)** |Can only be used by the tagged Class | | + | |
- | |**Fast(X)** | + | |
- | |**Flying** | + | |
- | |**GreaterHeal(X)** | + | |
- | |**Guarded** | + | |
- | |**Inaccurate(X)** | + | |
- | |**Ineffective(tag)** | + | |
- | |**Inflict(Rating-X)** | + | |
- | |**Inverted** | + | |
- | |**Lucky(X)** | + | |
- | |**Magic(Type)** | + | |
- | |**Monster** | + | |
- | |**Piercing** | + | |
- | |**Punishing(X)** | + | |
- | |**Shifter** | + | |
- | |**Slow(X)** | + | |
- | |**SpellRange(X)** | + | |
- | |**Status(Effect)** | + | |
- | ===== Special Action Tags ===== | + | ^Tag |
+ | |**Armor** | ||
+ | |**Backup** | ||
+ | |**Canto** | ||
+ | |**Cavalry** |This unit gains one additional tile of movement. | ||
+ | |**Covert** | ||
+ | |**Dragon** | ||
+ | |**Flying** | ||
+ | |**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. | | ||
- | Special Action tags each give a Unit access to a Special Action they can use, as defined in [[Original Rulebook# | + | ===== Weapon Tags ===== |
- | ^**Tag** ^Description | + | ^Tag ^Description |
- | |**Dance** | + | |**AoE** |Hits all targets in range. |
- | |**Escape** |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 spaces. | + | |**Bonus(Rating+X)** |Increase |
- | |**Heal(X)** |Heal the Target for X Damage. | | + | |**Brave** |
- | |**Pick** |The Pick action | + | |**Complex** |When using this weapon |
- | |**Raze** |A unit Razing | + | |**Consumable(X)** |The item can be used X times before it is removed from the unit’s inventory |
- | |**Rescue** |Move Target to a space adjacent to User. | + | |**Cursed(Rating-X)** |When this weapon is equipped, reduce Rating by X. | |
- | |**Restore** |Remove any Status Effect tags from Unit. | + | |**Deadly(X)** |Unit scores |
- | |**Seize** | + | |**Drain** |
- | |**Torch(X)**|Reveal X spaces around | + | |**Effective(tag)** |
- | |**Warp** |Move Target to a space up to Str spaces away. | | + | |**Enchanted** |
+ | |**Exclusive(Class)** |Can only be used by the tagged Class. | | ||
+ | |**Heavy** |In combat, this unit may not follow up, and always attacks second. If this unit hits, move the enemy back one tile. | | ||
+ | |**Homing** | ||
+ | |**Inaccurate(X)** | ||
+ | |**Inflict(Rating-X)**|Target | ||
+ | |**Inverted** | ||
+ | |**Nimble(X)** |Reduce | ||
+ | |**Piercing** | ||
+ | |**Status(Effect)** | ||
- | ===== Scenario | + | ===== Special Action |
- | 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 a number of a Player’s Units and enable their Units to take a Special Action | + | Special Action |
- | ^**Tag** | + | //Special actions typical come as a benefit of a given Class or are granted by using a Staff.// |
- | |**Fleeing** |This unit can take the Escape action | + | |
- | |**Leader** |This unit can use the Seize action on specified tiles.| | + | ^**Tag** |
- | |**Saboteur**|This Unit can use the Raze Action on specified | + | |**Dance** |Targets an adjacent allied unit that has already been activated this round. That unit can be activated again.| |
+ | |**Entrap** | ||
+ | |**Freeze** | ||
+ | |**Heal(X)** |Heal the Target for X+Mag Damage. | | ||
+ | |**Rescue** | ||
+ | |**Restore** | ||
+ | |**Rewarp** | ||
+ | |**Torch(X)** | ||
+ | |**Vein(Terrain)**|Change the terrain of an unoccupied tile within range to the listed type for one round. | ||
+ | |**Warp** | ||
===== 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. | ||
- | ^**Tag** | + | ^**Tag** |
- | |**Barrier** | + | |**Barrier** |Unit gains **Bonus(Res+1**) until end of next round. |
- | |**Berserk** |Unit must attack | + | |**Broken** |Unit cannot counter |
- | |**Petrified**|Unit cannot move or attack and Attacks against | + | |**Poisoned**|All attacks against the Unit deal an additional 1 point of damage. |
- | |**Poisoned** |All attacks against the Unit deal an additional 1 point of damage. | + | |**Silenced**|Unit cannot use Tomes or Staves. Effect lasts one activation of the unit. | |
- | |**Silenced** |Unit cannot use Reason, Dark, Faith, | + | |
- | |**Sleep** | + | |
- | |**Slowed** | + | |
- | ===== Advanced Rules ===== | + | ===== Scenario Tags ===== |
- | ==== Shifting ==== | + | 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 a number of a Player’s Units and enable their Units to take a Special Action needed |
- | + | ||
- | Taguel and Manakete classes | + | |
- | 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 | + | ^**Tag** |
+ | |**Fleeing**|This unit can take the Escape action on certain tiles. | ||
+ | |**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.| | ||