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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 features, whose attacking, or whose defending.

Units

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.

When preparing to play a game of Officer’s Chess, the first thing a player should do is familiarize themselves with the different classes. The 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 Armies.

Class

Classes provide the following attributes.

  • HP All base units have an HP of 20. A unit that takes 20+ Damage is Routed, or removed from play.
  • Strength Strength represents the units physical and/or magical strength. Strength contributes to Damage dealt by the Unit. It also contributes to the Range of some Staves.
  • Skill Skill represents a 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 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.
  • 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 mechanics, defined in the Tags section.

The following two stats are Derived Statistics: they are calculated based on how your Unit is equipped.

  • 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.
  • 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

Weapons are required for Units to attack. Only one can be equipped at a time. Weapons have the following attributes.

  • 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.
  • 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

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.

  • Defense The Defense bonus provided by the Accessory. This bonus is added to the Unit’s Defense.
  • Weight (Wt) Accessories have a Weight value like a Weapon does, which 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

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.

Cost

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.

  1. Each Class has a Gold value associated with it based on it’s combat stats and Tags.
  2. 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 Building an Army to use in a battle.

Setup

Choose Map and Scenario

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.

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.

A Scenario defines a number of things about the battle you’ll be playing.

  • 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.
  • Time Limits If there are a set number of Rounds for the battle, the number will be determined in the Scenario.
  • Deployment Zones The specific areas of the map the Attacker and Defender are allowed to deploy their units to
  • Special Requirements and Restrictions Any other things the scenario requires to be defined before the fighting begins.

Armies

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.

A Player may hire as many Units as they wish so long for a given battle, as long as the Cost of those Units doesn’t exceed their War Chest and their Army size meets any Scenario requirements.

Army Building Phases

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.

  • 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 will define locations, or Deployment Zones, where the Attacker and Defender are able to deploy their units at the start of the match. It will also define who is to deploy 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

Rounds

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. A Unit cannot be activated more than once in a Round.

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.)

Combat Turns

When a Unit is activated, it begins a Combat Turn. On a Combat Turn, a Unit can:
- Move,
- use an Action,
- and take any number of Free Actions.

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.

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.

Tile types not listed cost 1 move to enter. These tiles include Plains, Sand, Buildings, Ruins, Floors, Stairs, Bridges, and Village Gates.

Def/ResFootArmoredCavalryFlyingSpecial
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 Bridge, has 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

Attack

A Unit can attack a Target if the Target is within the Range of the Unit’s equipped weapon. The attack process is as follows:

  1. Confirm the Target is in range of the Unit’s Weapon.
  2. Check The Weapon Triangle to see if the Attacker’s Skil and Damage are modified by it.
  3. 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.
  4. 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.
  1. 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.
  2. 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 higher. Likewise, when using a disadvantageous Weapon, the Unit deals one less point of damage and their Skill is treated as one point lower.

Weapon+1 Damage/Skill-1 Damage/Skill
SwordsAxes Lances
LancesSwords Axes
Axes Lances Swords
ReasonFaith Dark
Dark Reason Faith
Faith Dark Reason

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 Special Action Tags.

Free Actions

Free actions can be taken at anytime on a Unit’s turn.

  • Equip Change which Weapon or Accessory the unit has equipped from it’s Inventory.
  • Discard Remove an item from the Unit’s Inventory permanently. This item is lost for the rest of the battle.
  • 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

Shifting

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 (Taguel, Dragon respectively) on your Army Sheet. In addition, you will need to mark down stats for the Unit’s Normal state.

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.)

Tags

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

  • AoE Hits all targets in range.
  • Armored
  • Assassinate When this unit crits a non promoted Unit, deal Damage equal to it’s remaining health.
  • Blessed(X) Heals X Damage when equipped unit is activated.
  • Bonus(Stat+X) While wielded, increase Stat by X.
  • Brave Attack an additional time any time this Unit attacks.
  • Canto After taking a non attack action, this unit can use the remainder of it’s move before ending it’s turn.
  • Cavalry
  • 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.
  • Countermeasure(Tag) Weapons with Effective against the listed tag do not get their effectiveness bonus against this Unit.
  • Decimate Deal damage equal to half target’s HP
  • Devastate Reduce target’s HP to 1
  • Devil On a roll of 9 or 10, deal damage to self instead of Target.
  • DistantCounter Unit can counter attack at any range, even one they could not normally attack at.
  • Dragon
  • Drain Recover HP equal to half of the damage dealt
  • Effective(tag) Attacks against units with the noted tag do 3 extra Damage.
  • Exclusive(Class) Can only be used by the tagged Class
  • Fast(X) Unit can move X more spaces in a turn.
  • 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 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 each give a Unit access to a Special Action they can use, as defined in Use a Special Action.

  • Dance Target adjacent allied unit that has already been activated this round, it can be activated again.
  • 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 a Door or standing on the same space as a 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 a space up to Str spaces away.

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.

  • Fleeing This unit can take the Escape action on certain tiles.
  • Leader This unit can use the Seize action on specified tiles.
  • Saboteur This Unit can use the Raze Action on specified tiles.

Status Effects

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.
  • 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.
  • 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.
  • 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.
  • Silenced Unit cannot use Reason, Dark, Faith, 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 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 a Crest.

Sacred Weapons are similar to Crests, but instead of being a danger to those without their Crest, they are a boon to those who do have the Crest.

Arts are a type of Special Action that acts as an attack.

  • Art(Action) Enables the unit to use the Combat Art Action listed.
  • Sacred(Crest) restores 2 HP every turn, restore 4 HP if unit has the listed Crest.
  • 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.