SEIZE THE INITIATIVE
Before beginning the first turn of the battle, the reactive player may roll a d20. On a 6+, that player takes the first player turn instead.
REACTIONS
Based on Alignment (usually one Reaction per game turn).
Defensive reactions cost bonus points or resources.
5000 gp / Reaction Point (or equivalent narrative resource)
35000 gp / Master of the Legion (elite commander ability)
CORE & ADVANCED REACTIONS
Movement Reaction – Reposition (Cost: 1)
Trigger: After an enemy unit ends its move within 12" of this unit.
Movement Reaction – Death or Glory (Cost: 1)
Trigger: Enemy vehicle/model moves through, stops in base contact.
Movement Reaction – Intercept (Cost: 1)
Trigger: When an enemy unit destroys from vehicles: Defensive weapons.
Shooting Reaction – Return Fire (Cost: 1)
Trigger: After an enemy unit performs a shooting attack against this unit.
Assault Phase – Heroic Intervention (Cost: 1)
Trigger: The active player does not declare a challenge.
Assault Phase – Overwatch (Cost: 1)
Trigger: When an enemy unit performs a Charge against a Volley unit.
RANGED – HIT TEST TABLE
(Use standard 5e attack rolls where possible; this table can guide modifiers for large skirmishes.)
VEHICLE DAMAGE TABLE (adapt to Constructs, Siege Engines, or Mounts)
TACTICAL STATUSES
Pinned – Can’t move or Charge.
Suppressed – Must roll all attacks with disadvantage.
Stunned – Can’t take Reactions.
Routed – Must fall back; may be removed if it reaches table edge.
THE TURN SEQUENCE – SIDE B
4.1 – ASSAULT
Units that are in combat, rushed, pinned, or routed may not charge.
Stunned, Suppressed, or disembarked units make Disordered Charges.
Assault Sequence:
Declare Target
Make Set-Up Move
Make Volley Attacks
Make Charge Move
Resolve Assaults
4.2 – CHALLENGES
Available to non-routed Commanders/Champions/Paragon sub-models.
4.3 – FIGHT
Determine Combat
Declare Weapons
Combat Initiative
Declare Engaged
Set Strike Order
Roll to Wound
Saving Throws
Remove Casualties
Final Pile-in Moves
4.4 – RESOLUTION
If a Combat is not occurring, resolve combat as described below.
5. END PHASE
5.1 – EFFECTS
Any effects that start or end at the “End of the Turn” happen here.
5.2 – STATUSES
Perform checks (Cool / Leadership) to remove ongoing statuses.
5.3 – VICTORY POINTS
Score Mission Objectives and gain Victory points if applicable.