Chapter 5: Combat

Combat:

When any of the following combat actions are declared the following steps are taken:


[Standard Attack]

The player attacking rolls two dice.  If the number rolled is equal or lower than the characters CRT score, damage is equal to that of the attacker's ATK score x2.  If not, damage is equal to that of the character’s ATK value.


[Guaranteed Crit]

The player attacking player does not need to roll for CRT check.  This attack automatically does damage equal to the character’s ATK score x2.


[Double Attack]

The player attacking rolls two dice.  If the number rolled is equal or lower than the characters CRT score, damage is equal to that of the attacker's ATK score x2.  If not, damage is equal to that of the character’s ATK value.  The player then repeats this action for the second attack, each attack’s damage is applied separately and not as a total.


There are 3 types of damage on the battlefield.

Physical Damage

 

Physical damage is noted by a P on the ability card.  This damage is applied to the defending characters PD score.  Classes that attack with physical damage (P) are the – Marauder, Vanguard, Tactician, and the Watchman.  There are exceptions to this rule if specific abilities allow a class to attack with an alternate damage type. 

Spirit Damage

 

Spirit Damage is noted by a S on the ability card.  This damage is applied to the defending characters SD score.  Classes that attack with Spirit damage (S) are the – Prophet, Remnant, and the Sentinel.  There are exceptions to this rule if specific abilities allow a class to attack with an alternate damage type. 

HP Damage

 

HP Damage is noted on the attack type being used.  Some abilities allow damage to be applied directly to the HP score while ignoring PD/SD values. (Physical Defense and Spirit Defense)


Evasion and Negation:

After any combat action make any additional rolls and note the effects that the ability includes.  These effects will apply if they are not evaded or negated. If the defending character has any evasion or negation rolls that apply to this type of damage these rolls are made now.

There are three types of evasion.  'Physical', 'Spirit', and 'All'.

Evasion stacks.  For example, if you have 10 evasion to physical attacks from one ability, 15 evasion to physical attacks from another ability, and 15 evasion to 'all' from another ability; your physical evasion would be 40 and you would make an [On 1-40] roll to evade physical attacks or abilities, and your Spirit evasion would be 15 and you would make an [On 1-15] roll to evade Spirit attacks and abilities.

Negation rolls do not stack but you can have more than one.

Example:  You have an [On 1-20] roll to negate damage from one ability, and an [On 1-25] roll to negate damage from another ability; you would make two rolls to negate the damage.  If either succeed, all damage is negated. Evasion and negation rolls can apply to damage, abilities, or both.  

If the evasion/negation roll states that it evades/negates damage; only the damage from the attack is removed.  All other effects happen as the ability states. This could include status effects, or discarding cards as examples.

If the evasion/negation roll states that it evades/negates effects; the damage is still taken, but the additional effects from the attack are not applied. Example: a [Standard Attack] adds [Burn]; damage would be taken from the [Standard Attack], but [Burn] would not be applied.

If the evasion/negation roll states that it evades or negates all; damage and effects are completely negated.


Finally, there are reactionary rolls/conditions.  These are conditional abilities that happen when different types of damage are taken.

Example: Player 1 attacks Player 2.  The defender has a fused ability that provides a roll of [On 1-25], [Counter] when he/she takes HP damage.  Player 1 has successfully done HP damage to the defending character.  Player 2 rolls two dice, if the roll is 25 or lower (Note: With 2 D10 dice that a roll of 0-0 is equal to 100).  The defender is granted a [Counter].

There are a number of reactionary rolls that can be made depending on the character’s abilities.  Once these are all resolved you calculate the damage.
 


Calculating and Applying Damage:

 

Take the damage of the attack and subtract the PD or SD of the defending character. The remaining damage is then subtracted from the HP score of the defender.

(Attack Damage – Physical Defense or Spirit Defense = HP Damage)

(Attack Damage – Physical Defense or Spirit Defense = HP Damage)

 

If the attack was a critical attack.  Subtract 2 from the defending players PD/SD depending on the type of attack.  PD/SD may not be reduced below 0.

If the attack was not a critical attack, and the target’s HP was damaged.  Subtract 1 from the defending character's PD/SD depending on the type of attack.  PD/SD may not be reduced below 0.

If the attack was not higher than the PD/SD value of the defending character the attack does 0 HP damage, but any additional effects still apply if successfully rolled.

 

If any of the character’s HP reaches 0 that character is incapacitated.  This character is then flipped over on its current location on the playmat.  All fuses and status effects associated with the character are removed immediately.

Any reactionary rolls that are triggered due to a character being incapacitated are then rolled and resolved. This ends the combat phase.

All damage calculation is recorded on the player's character stat cards throughout the game. Values for the various stats will change often as the battle progresses.