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Fire Emblem Tabletop combat rules

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Fire Emblem Tabletop game combat rule draft.
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Content Preview
Battle
-Briefing
At the beginning of a battle, all players should be told about special terrain, objectives
and such. This is to avoid confusion during play which could disrupt the flow of the
game. Other topics covered in the briefing are things like victory condition and defeat
conditions, weather, and anything plot related.

-Set Up
Battle is the core of the game. In a battle, one or more player armies will be fighting
against the DM army or at least one other player if it is a PvP game. Each battle is made
up of many combats, which are initiated through moving units and engaging other
units.

At the beginning of a battle, each player must lay out their units (The number of units
depends on the scenario, but each player must pick a number of units from his/her pool
which does not exceed the scenario limit). These units are then arranged in a
designated area (DMs choice or agreed by the players beforehand.) Lords must always
start in a specific tile (again, decided before the battle begins), and cannot be switched.
They also must always be present in the battle.

Each side will generally have around 10-15 units, divided up between the number of
players. Which units each player controls is up to the players to control, although it may
be advantages to pair certain units up (see “Support Rules”). The unit count is subject
to change though, as a scenario may allow more or less units depending on the
situation at hand.

When this is done, a coin is flipped to determine who goes first, or it is arbitrarily
decided by the players and/or the DM. Sometimes, the scenario may call for one side to
go first, such as an ambush.

-Movement
At the very beginning of the players turn, the first thing he or she must do is move a
unit. A unit’s movement speed can be found on that unit’s character card. For foot units
(unless stated otherwise), this value will usually be 5. This means that the unit can move
5 tiles in one turn. Mounted units will almost always have a higher movement, as they
can move faster, whereas heavily armoured units may be slower. Units will often get a
movement boost upon promoting. This will typically be an extra 1 movement, but it
varies between classes.


Terrain affects movement in that it may be slowed down or sped up. Traversing a forest
in your path of movement may require an extra point of movement, slowing your
progress. Full details of terrain can be found in the “Terrain” section.



-Combat
Close combat occurs when a unit moves next to another unit and engages it. First, a
player must choose a foe to attack if there are multiple enemies around them. The
player then must choose which weapon they wish to use to attack the enemy unit.
Some weapons types may have an advantage, which will be explained in the “Weapon
Type” section. The defender will always use the weapon which was last used, without
being able to change it. For instance, if they used an Iron Sword to attack in their last
turn, they will still be using that sword.

A defending unit will counterattack if possible. This always takes place after the
attacker has completed his hit/damage calculations. If the attacker is double attacking,
the counter will take place after the first attack, but before the second. Counterattack
accuracy is worked out in the same fashion as regular attack accuracy.

If a unit reaches 0HP in combat, they die, and cannot be resurrected in any way barring
a miracle or a particularly kind DM, or, if in PvP, they may simply become unusable for a
set time.

Attack Speed
The first thing which must be determined is weapon speed. The following formula is
applied to work out attack speed.


The minimum value for both the subvalue (Weapon Weight – Con), as well as the
overall result, is 0.

The following formula is used to determine whether the unit will attack twice.

If a double attack is confirmed, then the unit will attack twice; Once to begin the
combat, and again after the enemies counterattack (Or twice in a row if the enemy is
unable to counterattack). There are several methods to gain further attacks, though
they are generally item or skill related.









Weapon Triangle
The Weapon Triangle is used in determining accuracy and damage. Its magical
counterpart is the Arcane Triangle. It is as follows:


Swords are superior to Axes; Axes are superior to Lances; Lances are superior to
Swords. Bows are not weak or strong against any weapon.

The arcane triangle is similar. Anima is strong against Light, Light is strong against
Darkness, and Darkness is strong against Anima.


Accuracy
Accuracy is the chance for your attack to connect and deal damage. A D% (Or D100) die
is used in this calculation.

The following formula is used to determine your attack accuracy.



The weapon triangle bonus is +15 if you are using a superior weapon type compared to
the enemy, -15 if you are using an inferior weapon type.

The S rank bonus is +5, unless otherwise stated.
The enemies avoid is then subtracted from this to determine the chance of hitting.
Avoid is calculated like so.

Avoid =
You must then determine the chance to hit by taking the enemies avoid from your units
accuracy. If the result is over 100, you automatically hit, otherwise, roll a d%. If the
number is lower than your chance to hit, then the attack connects.

A critical failure on this roll (The number required for it to be a failure is determined by
the weapon), you must make a break check. If the break check fails as well, the weapon
is rendered useless and is removed from the units inventory.

Critical Rate
A critical hit is an attack which has hit a vital point, or a gap in the enemies armour, or
gained some other major advantage in combat. Whether an attack is critical or not is
worked out after an attack has hit. You must roll a d% and get lower than your critical
rate. If successful, the attack inflicts three times more damage.

Critical Accuracy is determined by various factors, as displayed below.


Critical bonus is class related. Some classes gain a natural critical bonus, such as
Myrmidons and Berserkers. The S rank Bonus is +5, unless otherwise stated.

Some weapons always have a critical rate of 0.
The enemy has a critical avoid chance, as well. To determine the total critical rate, the
enemies critical avoid chance must be subtracted from the attacking units critical
accuracy. Critical avoid is calculated as such.


-Damage
Once you have confirmed a hit/critical hit, you need to work out damage. Damage is the
number you subtract from a units HP after combat calculations. If damage reduces a
units HP to zero, that unit is considered dead for all intents and purposes.


Attack is calculated using strength or magic depending on class or weapon.


Weapon Triangle bonus is +1 if you are using a superior weapon or magic type, -1 if you
are using an inferior weapon or magic type.

Effective Bonus will be explained in the “Weapon Types” section.
After that has been worked out, subtract your opponent’s defensive ability from it.

And then you have the total damage dealt. Subtract it from the units HP, and then move
on.

-Ranged Combat
Ranged combat is whenever a unit attacks from one or more tile away from their
enemy. Several units have this ability, notably bow users and magic users. Most magic
tomes have a range of 1-2, which means they can attack from melee range and at a
distance as well; however, bows do not share this property, and unless noted
otherwise, cannot attack at close range. If a unit’s equipped weapon cannot hit at range
and it is under attacked from a unit using a ranged weapon, the defending unit cannot
counterattack. Some weapons can strike from even farther away, sometimes even up
to or over 10 spaces.

Ranged accuracy and avoid, as well as damaged, is calculated in exactly the same way as
melee combat is.

-Offensive Staves
Offensive staves (Status inflicting staves, generally) have their own accuracy and avoid
formulae.

Stave accuracy is as follows.

Stave avoid is worked out as below.

Where distance is the number of tiles between you and your foe.
-Skills

Skills are abilities which may be possessed naturally by a class or bestowed upon them
by an item or scroll. Skills may be activated by command, or randomly. Some skills are
always active, and are referred to as “Passive skills”. For more information, refer to the
full skills section.

Terrain
Using and abusing the terrain is an integral part of combat; Good use of forts, forests,
mountains and rivers could mean the difference between victory and defeat, or the life
of one of your units. Unusual terrain should be pointed out in the battle briefing, and it
should be displayed on the table clearly. This terrain list is not absolute, and new terrain
can be agreed on by the players and the DM at any point.

Moving cost is how much movement speed it takes to cross that terrain. If it is 1, then
the unit can move at full speed across it.

Some terrain provides HP recovery. This recovery is applied at the beginning of the unit
owners turn.

The terrain cost for flying units is always 1 unless otherwise stated.
The terrain list is as follows:
Terrain Name
Defense Boost
Avoid Boost
Movement Cost
Notes
Bridge
-
-
1
-
Caltrops
-
-
1
Unit takes 5 damage
each turn it is on
caltrops
Cliff
-
-
1
Only fliers can cross
Desert
-
+5
2
3 cost for armoured
units and fighter
units, 4 cost for
horse mounted units.
1 cost for magic
users.
Door
-
-
-
Cannot be crossed.
Can be opened to
form floor.
Fence
-
-
1
Only fliers can cross
Floor
-
-
1
-
Forest
+1
+20
2
3 cost for horse
mounted units
Fort
+2
+20
2
20% HP recovery
Gate
+3
+30
1
10% HP recovery
Gate (Castle)
+3
+20
1
10% HP recovery,
restores status
Gravel
-
-5
2
-
House
-
+10
1
-
Ice
-
-15
1
For each space the
unit moves over ice,
the unit must move
another in the same
direction.

Jungle
+2
+25
3
4 cost for horse
mounted units and
armoured units.
50% chance of poison
per turn spent in
jungle.
Lake
-
+10
3
Only waterwalking
units and fliers can
cross.
Lava
-
-
5
Unit takes 30
damage each turn
they are in lava.
Maelstrom
-
+15
2
5 cost for fliers. Units
take 5 damage per
turn they spend on
maelstrom.
Mountain
+1
+30
4
Armoured units and
horse mounted units
cannot cross. 3 Cost
for fighter units.
Mud
-
-
2
-
Peak
+2
+40
4
Only fighter units
and fliers can cross.
Pillar
+1
+20
2
3 cost for horse
mounted units and
armoured units
Plain
-
-
1
-
Quicksand
-
-15
3
4 cost for horse
mounted units, 5
cost for armoured
units. If a unit spends
3 turns in a single tile
of quicksand, that
unit takes 40
damage.
River
-
-
5
Horse mounted units
cannot cross.
Road
-
-
1
-
Rubble
+1
-10
3
5 cost for horse
mounted units
Ruins
-
-
2
-
Sand
-
+5
1
-
Sea
-
+10
2
Only waterwalking
units can cross.
Slippery Floor
-
-5
1
For each space the
unit moves over
slippery floor, it must
move another in the
same direction
Snag
-
-
-
Cannot be crossed.
Can be knocked
down to form a
bridge.
Snow
+1
-
1
2 cost for Armoured
units.
Spikes
-
-
2
Unit takes 10 damage
each turn they are on
spikes

Stairs
-
+5
1
-
Swamp
+1
-
4
2 cost for
Waterwalking units,
3 cost for fighter, 5
cost for horse
mounted units
Thicket
-
+10
5
Only fliers can cross
Throne
+3
+30
1
10% HP recovery,
status restoring, +5
resistance
Tornado
-
+5
3
Fliers cannot cross
Tunnel (narrow)
+2
-25
1
Fliers cannot cross
Tunnel (wide)
+1
-10
1
-
Village
-
+10
1
-
Wall (Unstable)
-
-
-
Cannot be crossed.
Can be attacked to
become floor.
Wall
-

-
-
Cannot be crossed









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