Actions in Battle

A unit can take one of the following actions on its turn.

Attack

The most common action to take is the attack action. To attack, select a target, determine your modifiers, whether the roll is made with advantage or disadvantage, and make an attack roll.

To make an attack, roll a d20 and add your attack modifier plus your commander’s rating. If this total equals or exceeds the target’s AC, deal the damage listed in the unit’s description.

You can make a melee attack if your front side is orthogonally adjacent to an enemy.

Flanking

Melee attack rolls made against an enemy’s side or rear have advantage.

Rolling a 20

Rolling a 20 before modifiers on a d20 attack roll is considered a critical hit and adds +1 damage to the total. If you deal more than one type of damage on an attack, you can choose which type deals the additional +1.

Ranged Attacks

Units with ranged attacks can fire forward against targets within a specified range. There are conditions that may affect the attack:

*Ranged attack rolls made while adjacent to an enemy are made with disadvantage.

*A ranged attack roll from a higher altitude than the target is made with advantage.

Opportunity attacks

An unbroken unit can use its reaction to make a melee attack when an enemy chooses to move and is then no longer adjacent to your front side.

Defend

When you take the Defend action, all attack rolls made against you have disadvantage until the start of your next turn.

Disengage

If you take the Disengage action, your movement doesn’t provoke opportunity attacks for the rest of your turn.

Rally

If you are not adjacent to an enemy you can take the Rally action, which constitutes an effort to quickly reorganize, rest, tend wounds, and give inspiring speeches in order to return to combat readiness.

When you rally, make a Culture check (DC 20) and add:

*Your Morale modifier

*Your commander’s rating, and

*Your realm’s Culture modifier

If successful, you regain 1 HP and remove the broken status if currently afflicted. A natural 20 on a Rally action restores an additional 1 HP. You cannot gain more HP than your maximum.

Damage

Your hit points represent a combination of your capable, unwounded, or effective troops. When an effect (attack, spell, etc.) drops a unit to 0 HP, it gains the broken status. If the unit drops below 0 HP, it is destroyed and removed from the map.

Retreating

A broken unit starting its turn adjacent to an enemy must first take the Disengage action. Then, the DM retreats that unit by using all of its movement toward the closest, safest map edge without putting it in further danger.

If any part of a unit goes off the map’s edge, that unit is removed from the battle. If a broken unit does not start its turn adjacent to an enemy, the DM must first retreat it as described above, but the unit may then take the Rally action as per the rules above.

Broken units lose their reaction and bonus action.

Ready

You can take the Ready action to act later in the round by establishing a trigger for a conceivable circumstance. You can say, “ If another unit comes within range, my archers will fire on them. ” When the trigger occurs, you can use your reaction after the trigger finishes or ignore the trigger. Remember that units only get one reaction per round. You cannot ready the Rally action.

Support

When you take the Support action, choose an adjacent ally. This ally has advantage on the next melee attack roll or Rally saving throw it takes before the start of your next turn.


Articles under Actions in Battle


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