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Combat
Danny Reagan edited this page Oct 20, 2017
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Unit initiative is determined by their commander's initiative roll. Cool or Vigilance as applicable. If a unit does not have a commander, they roll a single Ability die instead.
A Unit, much like a character, has an Action and a Maneuver on their turn. A unit can take an additional maneuver at the cost of two Morale.
- Attack
- The unit assembles a dice pool as per usual Mass Combat rules, with their strength upgraded by their commander's Leadership skill. The opposing unit determines the difficulty dice in the pool, including upgrades from their commander's Leadership. Uncancelled Successes and Failures represent Losses inflicted on the enemy and Losses suffered respectively. See chart below for Advantages, Threats, Triumphs, and Despairs.
- Move
- The unit moves a number of range bands appropriate to its speed. Speed is normally 1 for infantry. Mechanized unit speeds will vary based on their vehicles.
- Prepare
- The unit prepares for an attack, granting a boost to their next Attack action.
- Support
- The unit assists an allied unit in some way, granting them a boost on their next roll.