Core Rules · v1.1.2
Fighting a Battle
18.0 - Attacking
When a fighter attacks another fighter, the attacking fighter’s controlling player is the attacking player and the target fighter’s controlling player is the defending player.
When attacking, an attack profile (6.0) is required. You will also need to refer to the target fighter’s profile (4.1).
18.1 - Line of Attack #
An attack can only be made if there is a line of attack from the attacker to the target.
To determine a line of attack, trace a line from the closest point on the edge of the attacker’s base to any point on the edge of the target’s base without the line crossing any high obstacles or other fighters.
The line of attack may not be longer than the attack’s Maximum Range attribute, or shorter than its Minimum Range attribute.
18.2 - Cover #
If it is possible to trace a line of attack to all points on the edge of the target’s base without crossing an obstacle or another fighter, the target is in the open.
If the target is more than 1” away from the attacker, obstacles within 1” of the attacker are ignored when determining if the target is in the open. This allows the attacker to, for example, shoot over the top of a barrier without being impeded by it.
If the target is not in the open, they are in cover. Their Evasion attribute is increased by 1 for the duration of the attack.
18.3 - Attack Choice #
Some attacks have a split profile, with Light Attack on one side and Heavy Attack on the other.
If the attack does not have a split profile, skip this section.
When making an attack with a split profile, the attacking player must choose one of the attack’s profiles to use, or they may choose to Feint (18.3.1).
Once they have made their decision, the attacking player places the corresponding Attack Choice card (0.10) face down in front of themselves.
After the defending player has made their Defence Choice (18.4), the attacking player reveals their choice.
18.3.1 - Feint #
If the attacker chose to Feint the attack ends when their choice is revealed. If the target made a reaction, the attacker’s current Attack Action is free.
18.4 - Defence Choice #
The defending player may choose for the target fighter to make a Dodge Reaction or a Deflect Reaction if it possible for them to do so. Remember that Reactions are Actions and therefore a fighter with a double action counter may not use them (13.0).
The Dodge and Deflect reactions are available to all fighters.
Dodge Reaction #
A fighter may use this reaction when they are the target of an attack, and if it is possible for them to make a 1” step move that finishes further away from the source of the attack.
This fighter’s Evasion attribute is increased by the value of their Dodge bonus attribute for the duration of the attack.
This fighter must make a step move of at least 1”, which it may not end closer to the source of the attack.
Deflect Reaction #
A fighter may use this reaction when they are the target of an attack.
This fighter’s Armour attribute is increased by the value of their Deflect bonus attribute for the duration of the attack.
If this fighter makes a step move, they may not end it closer to the source of the attack.
18.5 - Attack Sequence #
Once any attack and defence choices have been made, follow the subsequent steps:
18.5.1 - Calculate Target Number #
The target number of an attack is determined by subtracting the target’s Evasion attribute from the attack’s Precision attribute.
18.5.2 - Determine Hits #
The attacker rolls a number of dice equal to the attack’s Power attribute.
Any die result equal to or less than the target number is a hit.
Example: The attack’s Precision is 4 and the target’s Evasion is 1, so the target number is 3. Results of 3 or less will be hits.
Any result that is not a hit is a miss.
The target number can be 0 or less than 0, making it impossible for any hits to be scored. Conversely the target number can be 6 or greater than 6, making it impossible to miss. In such cases, if you wish to skip pointlessly rolling dice, you may do so.
If there are any hits, they are received by the target fighter.
18.5.3 - Deal Damage #
When a fighter receives one or more hits, they are dealt a number of points of damage equal to the number of hits minus their Armour attribute. Hits that have been prevented from dealing damage by armour are said to have been blocked.
For example, a fighter with Armour 2 receives 5 hits. Their armour blocks 2 hits, so they receive 3 points of damage.
Damage is cumulative and is added onto any damage already received by the target earlier in the battle.
Use damage counters to keep track of the total amount of damage a fighter has suffered overall.
If, at any point in a battle, the total amount of damage dealt to a fighter equals or exceeds their Toughness attribute, they are taken down. Remove them from the battlefield. They are now out of action.
18.5.4 - Knockback #
If the target did not make a reaction in response to the attack, and one or more hits were scored, they may be knocked back by the attacking player, who may move them up to 1” directly away from the attacker.