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player_s_guide_chapter_4 [2018/06/26 15:00]
triptycho [Swimming]
player_s_guide_chapter_4 [2019/04/30 09:55]
triptycho [Movement]
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 ===== The Battle Map ===== ===== The Battle Map =====
  
-Combat scenarios are distinguished by the use of a battle map illustrating the terrain layout and position of [[entity|entities]]. ​ Maps are divided into [[section|sections]],​ which are most easily described as delimited ​regions ​enclosed by borders. ​ These borders can be "​hard,"​ such as a solid wall, or "​soft"​ conceptual borders that divide a larger area into discrete parts.+Combat scenarios are distinguished by the use of a battle map illustrating the terrain layout and position of [[entity|entities]]. Maps are divided into [[section|sections]],​ which are most easily described as delimited ​areas enclosed by borders. These borders can be "​hard,"​ such as a solid wall, or "​soft"​ conceptual borders that divide a larger area into discrete parts.
  
 Sections denote positioning. ​ Each entity is located in one section on the map, often referred to as the "​occupied section"​ for that entity. ​ Particularly large entities may, at the DM's discretion, occupy multiple sections at a time. Sections denote positioning. ​ Each entity is located in one section on the map, often referred to as the "​occupied section"​ for that entity. ​ Particularly large entities may, at the DM's discretion, occupy multiple sections at a time.
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 Movement between sections is defined with a number denoting the number of soft section borders that can be crossed. ​ For instance, an ability that grants a [[Move|Move]] 3 allows you to cross three soft section borders. ​ Unless otherwise specified, every entity has the innate ability to Move 1 during their turn. Movement between sections is defined with a number denoting the number of soft section borders that can be crossed. ​ For instance, an ability that grants a [[Move|Move]] 3 allows you to cross three soft section borders. ​ Unless otherwise specified, every entity has the innate ability to Move 1 during their turn.
  
-You are permitted to Move once any time on your turn //after// drawing a card but //before// discarding a card Moving does not cost any phase of your turn.  You may be granted additional Moves as an effect from other cards played by you or other entities; these additional Moves do not count against your one Move per turn.+You are permitted to Move on your turn during either the Strategy Phase or the Action Phase. You may Move before ​playing any Strategy, so long as you have completed all elements of the Start of Turn, and you may Move after playing any Action, so long as you have not yet begun to resolve any End of Turn elements. Moving does not cost any phase of your turn. You may be granted additional Moves as an effect from other cards played by you or other entities; these additional Moves do not count against your one Move per turn.
  
 Normally, you can only cross soft section borders when moving. ​ Special movement types can break this rule.  For these special movements, the "​Move"​ text is replaced with the special movement keywords. ​ They are as follows: Normally, you can only cross soft section borders when moving. ​ Special movement types can break this rule.  For these special movements, the "​Move"​ text is replaced with the special movement keywords. ​ They are as follows:
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 Some sections may be filled with sufficient water that entities must swim if they occupy that section. ​ An entity that is swimming has dice levels reduced by 1 on all Hit, Miss, and Damage dice when using weapons, armor, and shields (this stacks with similar conditions such as [[Player'​s Guide Appendix A|Debilitated]]). ​ Any Move that grants more than one section of movement is reduced by 1 for each section entered that requires swimming. ​ The following exceptions apply to these rules: Some sections may be filled with sufficient water that entities must swim if they occupy that section. ​ An entity that is swimming has dice levels reduced by 1 on all Hit, Miss, and Damage dice when using weapons, armor, and shields (this stacks with similar conditions such as [[Player'​s Guide Appendix A|Debilitated]]). ​ Any Move that grants more than one section of movement is reduced by 1 for each section entered that requires swimming. ​ The following exceptions apply to these rules:
  
-  * An entity with the Aquatic keyword ignores these penalties. +  * An entity with the [[Aquatic|Aquatic]] ​keyword ignores these penalties. 
-  * An Action ​taken with a weapon having the Dagger or Spear type ignores the Hit and Damage penalties.+  * An Action ​played from a weapon having the Dagger or Spear type ignores the Hit and Damage penalties.
  
 Unless otherwise specified, ranged attacks cannot reach targets that are underwater. Unless otherwise specified, ranged attacks cannot reach targets that are underwater.
player_s_guide_chapter_4.txt · Last modified: 2019/07/20 20:40 by triptycho