Rules Overview - Enemy Activation
As promised, here is the second "chapter" of the OrcQuest WarPath game rules. We will unveil them to you little by little during the next days and we will focus on the most original and most representative mechanics of what you will feel by embodying orcs Heroes on a mission to save their kin.
In the Enemy Phase, once the Patrol Management step is complete, we move on to the Enemy Activation. In this phase, the Enemies will have their chance to bring misery onto you, or to at least try to drive you out of their homes.
In OrcQuest WarPath, it is the game itself that manages the behavior of your enemies for you. There is no need for any player to control them separately and you will see that they are far from predictable and that their behavior will really depend on their role.
In fact, the Heroes of OrcQuest WarPath don't fight a horde of Zombies hungry for fresh meat, but many different types of enemies, and just as a Knight will not hesitate to risk his life by going into battle, the Peasant will prioritize saving his, by fleeing.
In Orquest WarPath, each enemy race, and each enemy type within that race behave differently. We don't fight a group of Louzy Rats the same way as we would a Chevalier accompanied by a few Guards, and that, even a little orc who´s still learning to throw stones knows...
To resolve the Enemy Behavior, you will need to create Enemy Groups, then determine the Behavior of each of them.
All enemies in the same room are considered an Enemy Group. For enemies who are not in a room ( enemies in a corridor, or outside for example), consider as an Enemy Group enemy figures up to 3 squares apart.
- if two rooms communicate through an open door, the Enemies present in the two rooms are considered as two different groups.
- a group can be relatively spread out, regardless of the distance between the two most distant members of the group
- once the groups are formed, no miniatures will change groups during this phase, even if they move.
In this phase, you will activate all enemy groups one by one. You are free to activate the groups in the order you choose, but once you have started activating an Enemy group, you must finish it before proceeding to the next group.
Determining the Activation die of the group
In the Enemy Group being activated, look for the figure with the darkest Enemy Behavior die (in white-grey-black order).
Then, roll a single Attack die of that color for all the miniatures in the group, and apply the result to each miniature, in order of their activation priority. Once the activation of a miniature has began, you must finish it before proceeding to the next one.
- The result of the die can be changed by the Alert level. On an Orange Alert level, the die will be at least orange, and on a Red Alert Level it willbe always Red
Enemy Activation Order
Enemies that can be activated must be activated in the following order:
- Fleeing Enemies
- Enemies with the Authority skill
- Enemies engaged in melee with a hero
- Enemies within range of shooting or spell casting
- All other enemies
- it will often be possible to activate several enemies with the same priority, in which case the players are free to choose their activation order
- after activating a miniature in the group, an Activated marker is placed on its base to remember that it has already taken action, but also to indicate that it can no longer act as support on an Allied attack
Flee / Frenetic Flee
The miniature moves towards the bell to sound the alarm, using its full movement value and taking the shortest path.
If the path is blocked by a hero, the miniature moves away from any enemy, towards the nearest wall, and places itself with its back against the wall. In the case of a Frenetic Flight the enemy forces his way and inflicts an automatic wound.
- whatever happens, the enemy cannot finish his move on an occupied square, so he will go as far as he can possibly go - to the square as close as possible to the bell - and he will stop.
Charge (Melee, Ranged, Magic)
An enemy with "Charge" behavior, must always make a Movement first (if necessary), then a Combat. If there is no Movement before the Combat action, it will not be done after it.
If a miniature is not within Combat range, it must take the shortest route to get within range of the nearest Visible Hero. If no enemy is within range of a Movement action, the activated enemy moves his entire movement value towards the nearest Visible Hero.
- if no specific target is defined by an enemy action, always choose the Hero closest to the enemy and then the one in his line of sight.
- if there are several choices available, the players choose the target themselves. If an enemy has two types of attacks, with different ranges, it will carry out the one which has the longest range in priority. However, if the Hero is already engaged in melee with an enemy, the melee attack will be prioritary, if possible.
- if an enemy has ranged attack he will always try, if possible, to move as far away as possible from the Heroes before attacking. If this movement approaches him to another Hero he will then stay put.
If the enemy is engaged in melee, the Combat is resolved with the Hero with whom the enemy is engaged. Roll the enemy's Attack against your Hero's Defense and apply the result.
Otherwise, if he has a ranged attack, he shoots or casts his spell at the nearest Visible Hero.
You now master the behavior of enemies. You will be able to train your orcs to anticipate their movements and attacks in order to develop the best tactics to smash your enemies´ skulls in the most Badass way possible.
In our next update on gameplay, we will discuss the Stuff Kraft system. Because I don't know if you know, but an Orc doesn´t buy things, he prefers to craft them himself. All it takes is two to three pieces of metal, a rusty sword and a bit of wire and an Orc will craft a Badass Brutality Sword that will cut through the enemy like a hot knife through butter!
Be Bad, Be Tough, Be Orc!