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obsidian:officers-chess:rulebook [2023/01/27 10:13]
willowlark
obsidian:officers-chess:rulebook [2023/03/19 09:32] (current)
willowlark
Line 9: Line 9:
 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   ^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** |All Units have a default Movement of 5 spacesThis can be modified by some tags.                                             +|**Movement**     |Unpromoted units have a movement of 4, and promoted units have a movement of 5 tilesSome 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.                                                     
-|**Wields**   |A list of the Weapon Types a Unit can use. A Unit cannot equip a weapon not on the list. 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.                                                                                          
-|**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.                +|**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 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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 ===== Rounds ===== ===== Rounds =====
  
-Gameplay takes place in RoundsEach Round, players alternate activating Unit in their controlissuing it orders in what’s called a Combat Turn. A Unit cannot be activated more than once in a Round. +Game play takes place in roundsIn roundevery unit on the map moves once. All units on a side are not activated at the same timePlayers begin and activate one unit each that is under their control. Once they have moved those units, the GM will move three enemy units. This alternates until all units have moves and the round ends.
- +
-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 7ththen the round ends, player 1 will activate their 1st Unit first in the next round.)+
  
 ===== 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 (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 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 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      |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     |Heal 2 End of Turn                       +|Water          |1   |- |-5 |Yes  |                                                          | 
-|Throne     |+2     |1   |1      |1      |1     |Heal 2 End of Turn                       |+|Stone Pillars  |2   |+2|-  |Yes                                                           
 +|Vines          |2   |- |-  |Yes  |                                                          | 
 +|Flames         |1   ||-  |Yes  |At start of turn on this tile, take 5 Damage **Piercing**.
 +|Ice            |  ||-  |Yes  |Deal 15 Damage to destroy                                 |
  
 ==== 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 ==+^Rating     ^F ^E^D^B ^C ^A ^S ^ 
 +|Dex / Speed|-5|0|5|10|15|20|25|
  
-^Skl  ^//F//  ^E      ^D     ^C     ^B     ^A     ^//S//+== Dealing Damage ==
-|//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.//+  * First, **Get the Base Damage**. Base Damage for Martial weapons is listed under Str, and Base Damage for Magic weapons is listed under Mag. 
 +  * Next, **Apply add any Damage modifiers that apply.** 
 +    * On a Critical hit, double the Damage. This should be applied last. 
 +    * The [[Rulebook#Terrain Table|Terrain Table]] modifies the Defense and Resistance of a Unit standing on certain tiles. 
 +    * Tags on the Classes of either combatant or Tags on their Equipped weapons, such as the **Effective(X)** tag. 
 +  * Then, **The defender applies Damage Reduction**. Damage Reduction for Martial weapons is listed under Def, and Damage Reduction for Magic weapons is listed under Res. 
 +    * Damage Reduction can from Tags as well. 
 +  * **The Defender reduces their HP by the Damage Total - Damage Reduction.** 
 +    * If the Defender’s HP is reduced to 0 after taking damage, the Target is Routed. 
 +      * An Routed unit is removed from the map and unable to return to the battle. 
 +      * Some victory conditions may require you to track how many Units have been routed on either side. 
 +    * If the attacker had advantage from the [[Rulebook#The Weapon Triangle|The Weapon Triangle]], the enemy unit will gain the [[Rulebook#Breaking|Broken Status.]]
  
-== Staff Range ==+^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|
  
-^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#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.
  
-  * Before Damage can be applied, the combatants must check for any modifiers to their Ratings. When a Rating is modified, postive numbers increase the Rating (B->A) while Negative numbers decrease the Rating (B->C). +^Rating        ^F^E^D^C   ^     ^        ^S            ^ 
-    * [[Rulebook#The Weapon Triangle|The Weapon Triangle]] +|Follows Up on:|-|-|F|FE|FED|FED, C|F, E, D, C, B|
-    * The [[Rulebook#Terrain Table|Terrain Table]] modifies the Defense and Resistance of a Unit +
-    * Tags on the Classes of either combatant or Tags on their Equipped weaponssuch 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 StrengthMagic type uses Magic.) +
-  * The Target uses Def as their Defense Rating when the Attacker is using Strengthand 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 hitthis value is tripled! +
-  * If the Target’s hit points are reduced to 0 after taking damagethe 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/Def^//F//^E    ^D    ^C    ^B    ^A    ^//S//^ +== The Weapon Triangle ==
-|//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.//+^Weapon^Effective Against   ^ 
 +|Swords|Axes                | 
 +|Lances|Swords              | 
 +|Axes  |Lances              | 
 +|Arts  |Tomes, Daggers, Bows|
  
-== Counter Attack and Follow Up ==+When a 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.
  
-  * 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 where the unit started broken or if the unit is activated to take turnA broken unit cannot be further brokenit must cure the status before it can be broken again.
-  * 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 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 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 unitthey 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 triangle for melee weapons as well as types of magic.+=== Use 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 higherLikewise, when using disadvantageous Weapon, the Unit deals one less point of damage and their Skill is treated as one point lower.+Staves always have at least two tags. The first is **Consumable(X)** which lists how many times the Staff may be used in a given battleThe second will be [[Rulebook#Special Action Tags|Special Action Tags]] that covers what happens when you use the Staff.
  
-^Weapon^+1 Damage/Skill^-1 Damage/Skill^ +Staff actions that target allies (such as **Heal(X)**) do not require a roll to hit, they automatically succeed. When targeting an enemy unit, roll to as per an attack action. The effect of the Tag takes place if the unit hits. Enemies may never counter attack a staff action, even if it otherwise would be able to. However, Staff Actions never follow up.
-|Swords|Axes           |Lances         | +
-|Lances|Swords         |Axes           | +
-|Axes  |Lances         |Swords         | +
-|Reason|Faith          |Dark           | +
-|Dark  |Reason         |Faith          | +
-|Faith |Dark           |Reason         |+
  
 === Use a Special Action === === Use a Special Action ===
  
-Some tags give a Unit access to Special Actions, they can take on their turn. These actions don’t require an accuracy roll when the Target is an allied Unit. Find out more in [[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 ====
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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 =====+//Tags are grouped by the most likely place you’ll find them (Classes, Weapons, etc) but can be provided anywhere as needed.//
  
-**AoE** Hits all targets in range. +===== Class Tags =====
-**Armored** +
-**Assassinate** When this unit scores a critical hit on a non promoted Unit, deal Damage equal to it’s remaining health. +
-**Blessed(X)** Heals X Damage when equipped unit is activated. +
-**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.) +
-**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 80+ to hit, deal damage to self instead of Target. +
-**DistantCounter** Unit can counter attack at any range, even one they could not normally attack at with their equipped Weapon. +
-**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 all Terrain Bonus and Penalties. +
-**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 Rating by X +
-**Ineffective(tag)** Units with the listed tag take no damage from this weapon. +
-**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. +
-**Lucky(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. +
-**Magic(Type)** Attacks with this Weapon are considered Magic attacks of the Type listed. +
-**Monster** +
-**Piercing** Treat a Target’s Defense or Resistance as E when using this Weapon. +
-**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 [[Original Rulebook#Shifting|Shifting]] rules. +
-**Slow(X)** Unit can move X less spaces in a turn. +
-**SpellRange(X)** Increase the range of Reason, Dark, and Faith weapons used by this unit by X. +
-**Status(Effect)** On hit, apply the Effect tag to Target.+
  
-===== Special Action Tags =====+^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 =====
  
-  * **Dance** Targets an adjacent allied unit that has already been activated this round. That unit can be activated again+^Tag                  ^Description                                                                                                                                ^ 
-  * **Escape** A unit that takes the escape action is removed from the boardThis unit is not counted as Routed. This action can only be taken on predefined spaces+|**AoE**              |Hits all targets in range                                                                                                                | 
-  * **Heal(X)** Heal the Target for X Damage+|**Bonus(Rating+X)**  |Increase the listed Rating by X                                                                                                          | 
-  * **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 battle, while the Unit will be given the item contained in the Chest if it has space in it’s Inventory for it. +|**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.)| 
-  * **Raze** A unit Razing a tile turns the tile into a Ruins tile and removes all special effects of that tileThis action can only be taken on predefined spaces+|**Complex**          |When using this weapon the unit will never get a Follow Up attack, even if it is faster                                                  | 
-  * **Rescue** Move Target to a space adjacent to User+|**Consumable(X)**    |The item can be used X times before it is removed from the unit’s inventory for the rest of the battle.                                    | 
-  * **Restore** Remove any Status Effect tags from Unit. +|**Cursed(Rating-X)** |When this weapon is equippedreduce Rating by X.                                                                                          | 
-  * **Seize** A unit Seizing a tile ends the battle. This action can only be taken on predefined spaces+|**Deadly(X)**        |Unit scores a critical hit when their roll to Hit is less than X. This effect stacks if a Class and Weapon both provide it.                | 
-  * **Torch(X)** Reveal X spaces around the User in Fog of War. +|**Drain**            |Recover HP equal to half of the damage dealt.                                                                                              | 
-  * **Warp** Move Target to a space up to Str spaces away.+|**Effective(tag)**   |Attacks against units with the noted tag do 5 extra Damage                                                                               | 
 +|**Enchanted**        |Attacks with this Weapon are considered Magic attacks rather than Martial.                                                                 | 
 +|**Exclusive(Class)** |Can only be used by the tagged Class                                                                                                     | 
 +|**Heavy**            |In combat, this unit may not follow up, and always attacks secondIf this unit hits, move the enemy back one tile.                        | 
 +|**Homing**           |This weapon always hits. It 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]].
  
-  * **Fleeing** This unit can take the Escape action on certain tiles+//Special actions typical come as a benefit of a given Class or are granted by using a Staff.// 
-  * **Leader** This unit can use the Seize action on specified tiles+ 
-  * **Saboteur** This Unit can use the Raze Action on specified tiles.+^**Tag**          ^Description                                                                                                  ^ 
 +|**Dance**        |Targets an adjacent allied unit that has already been activated this round. That unit can be activated again.| 
 +|**Entrap**       |Move target enemy to an adjacent tile.                                                                       | 
 +|**Freeze**       |Target cannot move on it’s next turn. It 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 284: Line 256:
 Certain Tags (such as **Effect(Tag)**) can temporarily bestow a Tag onto another Unit. These Status Effect tags are typically given in battle rather than found on a Unit at the start of the battle. Each includes a way that the Tag will be removed from the Unit. Certain Tags (such as **Effect(Tag)**) can temporarily bestow a Tag onto another Unit. These Status Effect tags are typically given in battle rather than found on a Unit at the start of the battle. Each includes a way that the Tag will be removed from the Unit.
  
-  * **Barrier** Unit gains **Bonus(Res+1**) until end of next round. +^**Tag**     ^Description                                                                                            ^ 
-  * **Berserk** Unit must attack the unit in range with the lowest Hp. At the start of a new round, roll a D10. On 1~5, Unit loses Berserk, on 6~10, No Change. +|**Barrier** |Unit gains **Bonus(Res+1**) until end of next round.                                                   | 
-  * **Petrified** Unit cannot move or attack and Attacks against it have Lucky(20)At the start of a new round, roll a D10. On 1~5, Unit loses Petrified, on 6~10, No Change+|**Broken**  |Unit cannot counter attack in the next combat it’s involved inActivating the unit clears this effect.| 
-  **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 Reason, Dark, Faith, or Staves. Effect lasts one activation of the unit. +|**Silenced**|Unit cannot use Tomes or Staves. Effect lasts one activation of the unit.                              |
-  * **Sleep** Unit cannot move or attack. At the start of a new round, roll a D10. On 1~5, Unit loses sleep, on 6~10, No Change. +
-  * **Slowed** Unit gains the tag **Slow(1)**. Effect lasts one activation of the unit.+
  
-===== Advanced Rules =====+===== Scenario Tags =====
  
-==== Shifting ==== +Scenario Tags are tags that should only be used if the scenario calls for themThese tags are often applied at the start of the game to a number of a Player’s Units and enable their Units to take a Special Action needed for the Scenario.
- +
-Taguel and Manakete classes are able to change their form using magic stonesThey 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.+
  
-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 turnAt the end of it’s turn, if it took any action or free action, it transforms back into it’s Normal stateUntil 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.)+^**Tag**    ^Description                                                                                                                                                                                                 ^ 
 +|**Fleeing**|This unit can take the Escape action on certain tiles. unit that takes the escape action is removed from the boardThis 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 tilesA 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.|