Rules in Age Of Dawn | World Anvil
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Rules

Rules

 

In Combat Rules

 

Engagement Range

 

A unit is considered within engagement range when they are within 5ft of another enemy, while they are within engagement range they cannot overwatch and they cannot shoot anything other than the closest enemy

 

Falling Back

 

If a unit falls back from engagement range they give the closest enemy before falling back the chance for an opertune attack, this allows the closest enemy to attack them with a melee attack as if it was their combat phase before they fell back

The opertune attack can be avoided if the unit consumes their action as well as their movement

A unit that has fallen back cannot overwatch on that turn

 

Critical Failure

 

If a unit criticaly fails a melee hit roll (rolls a Natural 1), they allow the enemy they were attacking an opertune melee attack as if it was their combat phase

The enemy with an opertune attack still must roll to hit like a regular attack, this rule still applies to an opertune attack and thus can result in another opertune attack

If there is an instance where a charcter rolls a Critical Failure but the attack still hits, the opertune attack is resolved before the damage is delt from the origional attack, if the unit dies before they get to deal their damage then the damage is considered not to have happened and the origional unit doesnt have to take the origional attack

 

Overwatch

 

A unit can overwatch a specific charcter in combat, an overwatch can only be completed by ranged units that arnt in melee combat and charcters with shields as long as the charcter with the shield is within 5ft of the charcter they are overwatching and are infront of the incomming attack

 

If a charcter with a shield overwatches another charcter that charcter can not be targeted by melee and ranged attacks, all melee and ranged attacks made against that charcter will be interviened by the overwatching charcter, overwatch doesnt stop spells from targeting the charcter or from hitting them and spells cannot be interviened by overwatch

 

If a ranged charcter overwatches another charcter they must be in range to fire their weapon and must not be currently engaged in melee combat, this means they must be atleast 5ft from any enemy, only melee attacks trigger overwatch and this allows the overwatching unit to make 1 main action attack as if it was their fighting phase, they dont get a movement phase and they dont get a bonus action and the only action they can complete is firing their weapon, this happens before an attack is rolled to hit, overwatch thus triggers whether the melee attack hits

 

Once overwatch has been consumed it is no longer in effect and only one overwatch can be triggered per melee attack, this means that if 2 charcters overwatch, the overwatch that triggers is the unit that had their combat phase first, though the second overwatch can trigger on subsequent melee attacks during the fight phase. Overwatch is no longer in effect at the start of your combat turn, even if it didnt get consumed

 

Overwatch can be set-up as a main action when this is done their is no penality for overwatching, if overwatch is set-up as a bonus action then it also consumes the bonus action of the next combat phase, thus a unit overwatching as their bonus action would not have a bonus action on their next turn to fight

 

A unit cannot overwatch itself at anypoint

 

Fast Attackers

 

A charcter who has the Fast Attack ability goes first in combat and doesnt need to roll for initiative

If more than one charcter has the Fast Attack ability they each roll a D20 and sort based on high to low, Fast attackers always attack before charcters that roll for initiative

 

Heavy Weapons

 

Heavy weapons are not easy to lug round and thus if you moved on your turn you recieve -2 to Hit when attacking with Heavy weapons

Heavy weapons cannot be fired while you are within engagement range, even at the closest enemy and if they are fired at a unit that has a friendly target within engagement range the friendly target must roll a D10 + armour class and if their value is less than the hit roll they take half damage from the shot, All friendly targets within engagment range must roll

 

Rapid Fire

 

Rapid Fire weapons allow you to fire twice as many shots if you are within half distance of the range of the weapon, so a Rapid Fire 2 Weapon with a range of 30ft would allow 4 shots between 5-15ft and 2 shots between 15-30ft, Rapid fire weapons cannot be fired while within engagement range even at the closest enemy

   

Pistol

 

A Pistol doesnt follow the normal rules for engagement and can be fired at anyone within range of the weapon while the user is within engagement range

For the purpose of Critical Failure, Pistols count as a melee weapon when the user is within engagment range and on a critical failure hit they cause an opertune attack as described in the critical failure rule and they can be used as the opertune attack, though they must be fired at the attacker for an opertune attack

   

Spell Rules

 

Spells To Hit

 

All spells must roll to hit(roll the D20 and add any modifiers to it), instead of comparing the roll to the targets armour class, the roll is compared to the spells casting requirement, if the roll is equal or greater than the requirement the spell is cast else the spell fails

On a spell fail the caster does not consume to cost for the spell

 

Ive only got so much power

 

Spells can only be cast once per fight phase this means that a unit cannot try to recast a spell that has failed in their fight phase

 

Deny the Witch

 

If a unit can deny a spell cast they must make a (D20 + modifers) roll that is greater than the value rolled to hit by the caster, on sucessful roll the spell is countered and not cast but still consumes any resources

 

A spell can only be attempted to deny once per cast


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