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obsidian:officers-chess:rulebook [2023/02/26 14:00]
willowlark
obsidian:officers-chess:rulebook [2023/03/19 09:32] (current)
willowlark
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 ^Properties       ^Description                                                                                                                                                                                                                                                  ^ ^Properties       ^Description                                                                                                                                                                                                                                                  ^
-|**HP**           |All base units have an HP of 20. A unit that takes 20+ Damage is Routedor removed from play                                                                                                                                                              +|**HP**           |Units range from 14 to 22 point of HP, or health points. A unit that loses all it’s HP is defeatedand possibly killed                                                                                                                                    
-|**Movement**     |Unpromoted units have a movement of 4, and promoted units have a movement of 5 spaces. Some tags can increase or decrease these                                                                                                                            |+|**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.                                                                                                                                   | |**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.                                                                                                                                                          |+|**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.| |**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.                                                                                                                                                          | |**Tags**         |Classes may provide a Unit with tags that given them unique mechanics, defined in the Tags section.                                                                                                                                                          |
 +
 +==== Core Stats ====
  
 Ratings describe how good a Unit is at certain things. Ratings are on a letter scale, with ''%%E%%'' being the worst and ''%%A%%'' being the best. (Some tables with go above or below this scale, but no Class can provide a default higher or lower than these values.) There are 6 Ratings a Unit gets from their Class, detailed in this table: Ratings describe how good a Unit is at certain things. Ratings are on a letter scale, with ''%%E%%'' being the worst and ''%%A%%'' being the best. (Some tables with go above or below this scale, but no Class can provide a default higher or lower than these values.) There are 6 Ratings a Unit gets from their Class, detailed in this table:
  
-^Rating        ^Description                                                                                                                                                                              +^Rating        ^Description                                                                                                                                                                                                                       
-|**Strength**  |Strength represents the units physical strength. Strength contributes to Damage dealt by the Unit.                                                                                       +|**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. It also contributes to the range of some Staves.+|**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.    +|**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 is reduced by the weight of the Unit’s Weapon/Accessories.      +|**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.                                                                                         +|**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.                                                                                         |+|**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       ^Description                                                                                                                                    ^ 
 +|**Agility**|Agility is used when determining when who gets to follow up and contributes to Evasion. Agility is ''%%Speed + Weight%%'' of the current weapon| 
 +|**Avoid**  |Avoid is ''%%Agility + Terrain Bonuses%%'' if the unit has any. A 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.   |
  
 ===== 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 ''%%-2%%'' and ''%%2%%'', and decreases or increases the Speed rating of a Unit while using that weapon by that amount. 
  
 ==== Weapons ==== ==== Weapons ====
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 ^Property       ^Description                                                                                                                                     ^ ^Property       ^Description                                                                                                                                     ^
 |**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**      |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.| |**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**        |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.                                              | |**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 spaces. Some weapons have fixed number, others have a range.                                             |+|**Range**      |Weapons will list a range in number of tiles. Some weapons have fixed number, others have a range.                                              |
  
 ===== Accessories ===== ===== Accessories =====
  
 ===== Consumables ===== ===== Consumables =====
- 
-====== Setting Up ====== 
- 
-  * Currently, the game is setup on a Foundry Module. 
-  * [[Rulebook#Units|Units]] and [[Rulebook#Items|Items]] are available in the Compendium tab. Drag a Unit from the compendium onto the map to create a Unit of that type. Drag Items from the compendium onto the Unit’s character sheet to give that Unit the item. 
-  * 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              ^Defines                                                                                                                  ^ 
-|**Map Requirements**  |Areas on the battlefield that need to be labeled on the battlefield before play.                                         | 
-|**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**       |Most Scenarios have a Time Limit defined in Rounds after which the Scenario ends if other objectives have not been met.  | 
-|**War Chests**        |Both the Attacker and Defender in a scenario will have a War Chest, an amount of Gold they use to build their Army with. | 
-|**Deployment Zones**  |The specific areas of the map the Attacker and Defender are allowed to deploy their units to at the start of the battle. | 
- 
-===== 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, 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.  
-  * 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 ===== 
- 
-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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 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 (AttackStaff, Special Action)
 - and take any number of Free Actions. - and take any number of Free Actions.
  
 ==== Move ==== ==== Move ====
  
-All Classes have a base movement of 4 spaces when unpromoted and 5 when promoted. 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 on the table, while all other units use the “Foot” column.+The Terrain Table lists different types of tiles a unit can encounter on the Map.
  
-Tile types not listed cost 1 move to enter. These tiles include Plains, Sand, Buildings, Ruins, Floors, Stairs, Bridges, and Village Gates.+^Column     ^Description                                                                                                                                                    ^ 
 +|**Move**   |The amount of Movement required to enter this tile.                                                                                                            | 
 +|**DR**     |When standing on this tile, add this value to a Unit’s Damage Reduction when it’s attacked.                                                                    | 
 +|**Avo**    |When standing on this tile, add this value to a Unit’s Avo when determining the target number to hit this Unit. This 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.                                                                                                             | 
 + 
 +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 ===
  
-          ^Def/Res^Foot^Armored^Cavalry^Flying^Special                                  +^Tile Terrain   ^Move^DR^Avo^Vein?^Special                                                   
-|Sea/Lake   |-      |-   |-      |-      |    |                                         +|Mountain       |  |+1|-  |                                                              
-|River      |-      |5   |-      |-      |    |                                         +|Woods          |  |- |+5 |                                                              
-|Mountain   |+    |  |-      |-      |    |                                         +|Woods          |2   |- |+5 |     |                                                          | 
-|Desert     |-      |2   |3      |2      |    |                                         +|Pillar         |2   |- |+5 |                                                              
-|Forest     |+1     |2   |2      |3      |1                                             +|Thicket        |2   ||+5 |                                                              
-|Pillars    |+1     |2   |2      |3      |    |                                         +|Fog            |2   ||+5 |Yes                                                           
-|Snag       |-      |-   |-      |-      |    |Destroy & becomes Bridgehas 30 HP      +|Fort           |2   |+2|+5 |     |At start of turn on this tile, **Heal(10)**               
-|Wall       |-      |  |-      |-      |-     |Destroy & becomes Floorhas HP 30       +|Protection Tile|  |+2|+5 |     |At start of turn on this tile**Heal(10)**               
-|Door       |-      |-   |-      |-      |    |Becomes Floor with Master Key or **Pick**| +|Heal Tile      |  |- |-  |Yes  |At start of turn on this tile**Heal(10)**               
-|Fort       |+    |2   |2      |2      |1     |Heal 2 End of Turn                       +|Gate/Door      |-   |- |-  |     |Deal 15 Damage to destroy and make Flooror use **Pick**.
-|Castle Gate|+1     |1   |1      |1      |1     |Heal 2 End of Turn                       +|Water          |1   |- |-5 |Yes  |                                                          | 
-|Throne     |+1     |1   |1      |1      |1     |Heal 2 End of Turn                       +|Stone Pillars  |2   |+2|-  |Yes                                                           
-|Ice        |-      |-   |-      |-      |-                                             |+|Vines          |  ||-  |Yes                                                           
 +|Flames         |1   ||-  |Yes  |At start of turn on this tile, take 5 Damage **Piercing**.
 +|Ice            |-   |- |-  |Yes  |Deal 15 Damage to destroy                                 |
  
 ==== Actions ==== ==== Actions ====
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 == Hitting Targets == == Hitting Targets ==
  
-  * First, confirm the Target is in range of the Attacker’s Weapon. +  * First, **confirm the Target is in range** of the Attacker’s Weapon. 
-    Some Staves have a Range of “Mag”. In this case, the maximum range of the staff is determined by the Unit’current Mag RatingSee the Staff Range table to check what Range that is+  Next**Calculate the Hit Target number for the Weapon**. 
-  Before the Attacker rolls to hit, they must check for any modifiers to their RatingsWhen a Rating is modified, postive numbers increase the Rating (B->A) while Negative numbers decrease the Rating (B->C). +    * Hit is ''%%70 + Dex + Weapon'Hit%%''Dex ratings are converted to to a numeric bonus per the below table. 
-    * [[Rulebook#The Weapon Triangle|The Weapon Triangle]] +    Subtract the target’s AvoidAvoid is ''%%Speed + Weapon Weight%%''. Speed is converted to a numeric value per the same table as Dex
-    * The Weight of the Defenders Weapon applied to their Speed Rating+    * 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)**!) +  The Target Number is **Hit - Avoid**. The attackers rolls 1d100 which must be equal or less than the target number to hit. 
-  To hit a Target, the Attacker must roll on the To Hit Table. In a simple combat, the Attacker will cross reference their Skl with the Target’s Spd Rating to determine what number they must roll under on a d100 to hit. +  * 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 == +
- +
-^Skl  ^//F//  ^E      ^D     ^C     ^B     ^A     ^//S//+
-|//F//|//60// |//50// |//40//|//30//|//20//|//10//|//10//+
-|E    |//70// |60     |50    |50    |40    |30    |//20//| +
-|D    |//80// |70     |60    |60    |50    |40    |//30//| +
-|C    |//90// |80     |80    |60    |50    |50    |//40//| +
-|B    |//100//|90     |80    |70    |60    |50    |//40//| +
-|A    |//100//|100    |90    |80    |70    |60    |//50//| +
-|//S//|//100//|//100//|//90//|//90//|//80//|//70//|//60//+
- +
-//Italic Ratings are not standard for any Class: they can only be reached via Modifiers.// +
- +
-== Staff Range ==+
  
-^Rating^F^E^D^C^B^A^S^ +^Rating     ^F ^E^D^B ^C ^A ^S ^ 
-|Range |1|2|3|4|4|5|6|+|Dex / Speed|-5|0|5|10|15|20|25|
  
 == Dealing Damage == == Dealing Damage ==
  
-  * Before Damage can be applied, the combatants must check for any modifiers to their RatingsWhen Rating is modifiedpostive numbers increase the Rating (B->A) while Negative numbers decrease the Rating (B->C). +  * First**Get the Base Damage**. Base Damage for Martial weapons is listed under Str, and Base Damage for Magic weapons is listed under Mag. 
-    * [[Rulebook#The Weapon Triangle|The Weapon Triangle]] +  * Next, **Apply add any Damage modifiers that apply.** 
-    * The [[Rulebook#Terrain Table|Terrain Table]] modifies the Defense and Resistance of a Unit +    * On Critical hitdouble the Damage. This should be applied last
-    * Tags on the Classes of either combatant or Tags on their Equipped weapons, such as the **Inaccurate(X)** tag. +    * The [[Rulebook#Terrain Table|Terrain Table]] modifies the Defense and Resistance of a Unit standing on certain tiles. 
-  * 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.) +    * Tags on the Classes of either combatant or Tags on their Equipped weapons, such as the **Effective(X)** tag. 
-  The Target uses Def as their Defense Rating when the Attacker is using Strength, and Resistance when the Attacker is using Magic+  * Then, **The defender applies Damage Reduction**Damage Reduction for Martial weapons is listed under Defand Damage Reduction for Magic weapons is listed under Res
-  * 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+    Damage Reduction can from Tags as well
-    * On a Critical hit, this value is tripled! +  * **The Defender reduces their HP by the Damage Total - Damage Reduction.** 
-  * 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. +    * If the Defender’s HP is reduced to 0 after taking damage, the Target is Routed. 
-  * If the attacker had advantage from the [[Rulebook#The Weapon Triangle|The Weapon Triangle]], the enemy unit will gain the [[Rulebook#Breaking|Broken Status.]]+      * 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.]]
  
-== Damage Table ==+^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|
  
-^Atk/Def^//F//^E    ^D    ^C    ^B    ^A    ^//S//^ +== Counter Attack and Follow Up ==
-|//F//  |//3//|//2//|//1//|//1//|//0//|//0//|//0//+
-|E      |//3//|3    |2    |1    |0    |0    |//0//| +
-|D      |//4//|3    |3    |2    |1    |0    |//0//| +
-|C      |//5//|4    |3    |3    |2    |1    |//1//| +
-|B      |//6//|5    |4    |3    |3    |2    |//1//| +
-|A      |//6//|6    |5    |4    |3    |3    |//2//| +
-|//S//  |//7//|//7//|//6//|//5//|//4//|//3//|//3//|+
  
-//Italic Ratings are not standard for any Class: they can only be reached via Modifiers.//+  * 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.
  
-== Counter Attack and Follow Up ==+^Rating        ^F^E^D^C   ^B      ^A         ^S            ^ 
 +|Follows Up on:|-|-|F|F, E|F, E, D|F, E, D, C|F, E, D, C, B|
  
-  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. +**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.**
-  * 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 with a second Unit that has a Speed of D will get to make a Follow Up attack. The Follow Up attack follows the same procedure as before. +
-    * Who started the combat is irrelevant to who gets to make a Follow Up attack! +
-    * If neither Unit is 2 Ratings higher than the other, neither Unit makes a Follow Up attack. +
-  * 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.+
  
 == The Weapon Triangle == == 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.+^Weapon^Effective Against   ^ 
 +|Swords|Axes                | 
 +|Lances|Swords              | 
 +|Axes  |Lances              | 
 +|Arts  |Tomes, Daggers, Bows|
  
-When using an advantageous weapon against Targeta Unit will deal one extra point of damage and their Dexterity is treated as one point higherLikewise, when using a disadvantageous Weapon, the Unit deals one less point of damage and their Dexterity is treated as one point lower.+When a unit attacks with advantage on the Weapon Triangle and deals damagethe [[Rulebook#Status Effects|Break Status Effect]] is applied to the targetThey immediately lose their ability to counter attack in the current combatand cannot counter attack in the next one they’re involved in.
  
-^Weapon^+1 Damage/Dexterity ^-1 Damage/Dexterity^ +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.
-|Swords|Axes                |Lances             | +
-|Lances|Swords              |Axes               | +
-|Axes  |Lances              |Swords             | +
-|Arts  |TomesDaggers, Bows|                   |+
  
-== Breaking ==+=== Use a Staff ===
  
-When unit attacks with advantage on the Weapon Triangle and deals damage, the [[Rulebook#Status Effects|Break Status Effect]] is applied to the target. They immediately lose their ability to counter attack in the current combat, and cannot counter attack in the next one they’re involved in.+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#Special Action Tags|Special Action Tags]] that covers what happens when you use the Staff.
  
-The break status cures itself after combat where the unit started broken or if the unit is activated to take a turnA broken unit cannot be further broken, it must cure the status before it can be broken again.+Staff actions that target allies (such as **Heal(X)**) do not require 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 hitsEnemies may never counter attack a staff actioneven if it otherwise would be able to. However, Staff Actions never follow up.
  
 === 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 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 ====
Line 223: Line 195:
 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 =====+//Tags are grouped by the most likely place you’ll find them (Classes, Weapons, etc) but can be provided anywhere as needed.//
  
-^**Tag**              ^Description                                                                                                                   ^ +===== Class Tags =====
-|**AoE**              |Hits all targets in range.                                                                                                    | +
-|**Armor**            |This unit cannot be Broken.                                                                                                   | +
-|**Backup**           |If an allied unit attacks a unit this unit could attack, that ally deals 1 extra damage.                                      | +
-|**Bonus(Rating+X)**  |While wielded, increase Rating by X.                                                                                          | +
-|**Brave**            |Attack an additional time any time this Unit attacks. (This applies to both the Attack, and potential Follow Up.)             | +
-|**Built**            |Reduce the Weight of any weapon this unit uses by 1. (Cannot go below -2.)                                                    | +
-|**Canto**            |After taking a non attack action, this unit can use the remainder of it’s move before ending it’s turn.                       | +
-|**Cavalry**          |This unit gains one additional space of movement.                                                                             | +
-|**Complex**          |When using this weapon the unit will never get a Follow Up attack, even if it is faster.                                      | +
-|**Consumable(X)**    |The item can be used X times before it is removed from the unit’s inventory for the rest of the battle.                       | +
-|**Covert**           |Double Terrain bonuses for this unit                                                                                          | +
-|**Deadly(X)**        |Unit scores a critical hit when their roll to Hit is less than 10+X. This effect stacks if a Class and Weapon both provide it.| +
-|**Dragon**                                                                                                                                        | +
-|**Drain**            |Recover HP equal to half of the damage dealt                                                                                  | +
-|**Effective(tag)**   |Attacks against units with the noted tag do 3 extra Damage.                                                                   | +
-|**Enchanted**        |Attacks with this Weapon are considered Magic attacks rather than Martial.                                                    | +
-|**Exclusive(Class)** |Can only be used by the tagged Class                                                                                          | +
-|**Flying**           |Unit ignores all Terrain Bonus and Penalties.                                                                                 | +
-|**Heavy**            |In combat, this unit may not follow up, and always goes last. If this unit hits, move the enemy back one space.               | +
-|**Inaccurate(X)**    |When using this weapon, reduce the Unit’s Dexterity Rating by X                                                               | +
-|**Inflict(Rating-X)**|Target unit has their Rating reduced by X on their next turn. This effect does not stack.                                     | +
-|**Inverted**         |Reverse the Weapon Triangle when using this weapon.                                                                           | +
-|**Mystical**         |This unit ignore terrain bonuses when attacking                                                                               | +
-|**Nimble(X)**        |Reduce the crit range of enemies attacking this unit by X                                                                     | +
-|**Piercing**         |Treat a Target’s Defense or Resistance as E when using this Weapon.                                                           | +
-|**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.          | +
-|**Slow(X)**          |Unit can move X less spaces in a turn.                                                                                        | +
-|**Status(Effect)**   |On hit, apply the Effect tag to Target.                                                                                       |+
  
-===== Special Action Tags =====+^Tag         ^Description                                                                                                                                         ^ 
 +|**Armor**   |This unit cannot be Broken.                                                                                                                         | 
 +|**Backup**  |If an allied unit attacks a unit this unit could attack, that ally deals 3 extra damage. This only applies once per combat.                         | 
 +|**Canto**   |After taking it’s action, this 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.                                                                                                               |
  
-Special Action tags each give a Unit access to a Special Action they can use, as defined in [[Original Rulebook#Use a Special Action]].+===== Weapon Tags =====
  
-^**Tag**          ^Description                                                                                                                                            +^Tag                  ^Description                                                                                                                                
-|**Dance**        |Targets an adjacent allied unit that has already been activated this round. That unit can be activated again                                         +|**AoE**              |Hits all targets in range                                                                                                                
-|**Entrap**       |Move target enemy to an adjacent space                                                                                                               +|**Bonus(Rating+X)**  |Increase the listed Rating by X                                                                                                          
-|**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. | +|**Brave**            |Attack an additional time any time this weapon is used during an Attack action(This applies to both the Attack, and potential Follow Up.)| 
-|**Freeze**       |Target cannot move on it’s next turn. It may take any other actions                                                                                  +|**Complex**          |When using this weapon the unit will never get a Follow Up attack, even if it is faster                                                  
-|**Heal(X)**      |Heal the Target for Damage                                                                                                                         +|**Consumable(X)**    |The item can be used X times before it is removed from the unit’s inventory for the rest of the battle                                   
-|**Raze**         |A unit Razing tile turns the tile into Ruins tile and removes all special effects of that tile. This action can only be taken on predefined spaces.| +|**Cursed(Rating-X)** |When this weapon is equipped, reduce Rating by X.                                                                                          
-|**Rescue**       |Move Target to a space adjacent to User                                                                                                              +|**Deadly(X)**        |Unit scores critical hit when their roll to Hit is less than X. This effect stacks if Class and Weapon both provide it               
-|**Restore**      |Remove any Status Effect tags from Unit                                                                                                              +|**Drain**            |Recover HP equal to half of the damage dealt                                                                                             
-|**Rewarp**       |Move the user to an unoccupied space within range                                                                                                    +|**Effective(tag)**   |Attacks against units with the noted tag do 5 extra Damage                                                                               
-|**Seize**        |unit Seizing a tile ends the battle. This action can only be taken on predefined spaces                                                            +|**Enchanted**        |Attacks with this Weapon are considered Magic attacks rather than Martial.                                                                 | 
-|**Torch(X)**     |Reveal X spaces around the User in Fog of War                                                                                                        +|**Exclusive(Class)** |Can only be used by the tagged Class                                                                                                     
-|**Vein(Terrain)**|Change the terrain of an unoccupied tile within range to the listed type for one round                                                               +|**Heavy**            |In combat, this unit may not follow up, and always attacks second. If this unit hits, move the enemy back one tile                       | 
-|**Warp**         |Move target allied unit to an unoccupied space within range                                                                                          |+|**Homing**           |This weapon always hitsIt cannot score critical hits.                                                                                    
 +|**Inaccurate(X)**    |When using this weapon, reduce the Unit’s Dexterity Rating by X                                                                          
 +|**Inflict(Rating-X)**|Target unit has their Rating reduced by X until end of their turn. This effect does not stack                                            
 +|**Inverted**         |Reverse the Weapon Triangle when using this weapon.                                                                                        | 
 +|**Nimble(X)**        |Reduce the crit range of enemies attacking this unit by X                                                                                  | 
 +|**Piercing**         |Treat a Target’s Defense or Resistance as E when using this Weapon.                                                                        | 
 +|**Status(Effect)**   |On hit, apply the Effect tag to Target                                                                                                   |
  
-===== Scenario Tags =====+===== Special Action Tags =====
  
-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.+Special Action tags each give Unit access to a Special Action they can use, as defined in [[Rulebook#Use a Special Action]]. 
 + 
 +//Special actions typical come as a benefit of a given Class or are granted by using a Staff.//
  
-^**Tag**     ^Description                                           +^**Tag**          ^Description                                                                                                  
-|**Fleeing** |This unit can take the Escape action on certain tiles.| +|**Dance**        |Targets an adjacent allied unit that has already been activated this round. That unit can be activated again.| 
-|**Leader**  |This unit can use the Seize action on specified tiles.| +|**Entrap**       |Move target enemy to an adjacent tile.                                                                       | 
-|**Saboteur**|This Unit can use the Raze Action on specified tiles. |+|**Freeze**       |Target cannot move on it’s next turnIt may take any other actions.                                         
 +|**Heal(X)**      |Heal the Target for X+Mag Damage                                                                           
 +|**Rescue**       |Move Target to a tile adjacent to User.                                                                      | 
 +|**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 =====
Line 292: Line 261:
 |**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 Tomes or Staves. Effect lasts one activation of the unit.                              |
 +
 +===== Scenario Tags =====
 +
 +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 for the Scenario.
 +
 +^**Tag**    ^Description                                                                                                                                                                                                 ^
 +|**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.|
 +|**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.|