Dice and Combat
Attack Roll: 1 D20 Die
Damage Roll: 1D6 Die. Natural 20 = add 1D6 die to damage roll.
Modifiers:
Focus = -2 to Hit and Damage Rolls
Full Cover = -2 to Defense
Partial Cover = -1 to Defense
Range Attacks: Units must be withing “range” and “line of site” of the unit it wants to attack.
Melee Attacks: Unit must be within base-to-base contact to use.
Combat Timing
1. Attacker declares target and checks for range and line of sight.
2. Roll 1D20 + weapon bonus (if any).
3. Apply any attack or defense modifiers.
4. If total equal or greater than target’s Defense, attack hits.
5. Roll for damage (1D6)
6. Apply any extra effects:
- Critical Hit (natural 20): +1D6 bonus damage
- Burning, Bleeding, or status effects apply now
7. Apply defense modifiers.
- Full Cover = -2 to Defense Rolls
- Partial = -1 to Defense Rolls
- Hunker = -3 to Defense Tools
- Hidden = Cannot be targeted by ranged attacks (takes 2 actions)
Aether Attack Role: If a unit is attacking with Aether influence (has an Aether token), add a 1D3 die to attack role.
Resolve Check: If a unit is directed to make a Resolve a check, roll 1D20. If the number is equal to or greater than the units Resolve number, the test passes and nothing happens. If it fails. Roll a 1D6 die and assign the number rolled as damage to that unit.