In the combat phase, the players take turns activating their fighters. The player with initiative decides which player makes the first activation. When a player has activated all of their fighters, they must pass. The combat phase ends when both players have activated all their fighters.
When activated, a fighter must take 2 actions from the following list. The first action must be completed before taking the second. All actions on the list can be taken once per activation, except for the Move action which can be taken twice.
<aside> <img src="/icons/skull_gray.svg" alt="/icons/skull_gray.svg" width="40px" /> Bonus Actions Certain rules allows for a fighter to take a bonus action. There is no limit for how many bonus actions a fighter can take in its activation, but the same action can never be taken more than twice (for example, a fighter cannot take three move actions in a single activation).
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In addition to actions, a fighter may use 1 ability during their activation if the controlling player discards the corresponding ability dice. Fighters can use abilities unique to their warband (listed in their warband compendium) or from the list of universal abilities listed below.
<aside> <img src="/icons/skull_gray.svg" alt="/icons/skull_gray.svg" width="40px" /> Ability Dice
To use an ability you must first discard the corresponding ability dice. For example; to use Rampage, you must discard a [quad]. You can use a [triple] for an ability that requires a [double], or a [quad] for an ability that requires a [triple] or [double], but if you do so, all of those ability dice are discarded.
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<aside> <img src="/icons/skull_gray.svg" alt="/icons/skull_gray.svg" width="40px" /> Wait Actions and Abilities
If a fighter activates for a second time in the combat phase as a result of a wait action, they can use 1 ability in their second activation even if an ability was used the first time they activated. The ability can be used before or after the fighter’s action.
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<aside> <img src="/icons/skull_gray.svg" alt="/icons/skull_gray.svg" width="40px" /> Ability values
If a rule refers to the value of an ability, this refers to the score shown on the ability dice combination used for that ability. For example, if a player has a [double] consisting of 2 ability dice with the score of ‘5’ shown on each ability dice, the value of that ability is 5.
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Universal Abilities |
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[Double] Rush: Add 1 to the Move characteristic of this fighter until the end of their activation. |
[Double] Onslaught: Add 1 to the Attacks characteristic of melee attack actions made by this |
fighter until the end of their activation. |
[Triple] Respite: A fighter cannot use this ability if they are within 1" of any enemy fighters. |
Remove a number of damage points allocated to this fighter equal to the value of this ability. |
[Triple] Command: Pick a visible friendly fighter within 6" of this fighter that has not activated yet this battle round. You can activate that fighter immediately after this fighter’s activation ends. |
[Quad] Rampage: This fighter can make a bonus attack action. Until the end of the battle round, subtract 1 from the Defense characteristic of this fighter. |
When a fighter takes an action, enemy fighters may respond with a reaction by spending reaction dice. Each faction has it’s own unique reactions. There are also 3 universal reactions that can be made by any fighter, as shown below.
<aside> <img src="/icons/report_gray.svg" alt="/icons/report_gray.svg" width="40px" /> Timing
Each reaction states when the fighter can make the reaction. This is also the point when the controlling player must declare that the fighter will make the reaction. To make a reaction, the controlling player must spend a reaction dice (see the initiative phase). A fighter can never make more than 1 reaction for each action an enemy fighter makes.
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