The combat rules are live!
The combat mechanics have been added to the WIP rulebook! The Everrain uses a dice based combat system, and in this update we'll be explaining how the same dice are used to resolve both Deck and Sea combat scenarios. Please note that all of these graphics are WIPs and the graphic designer will be having a good go at them before reaching the final rulebook ;) Also, all of this info can now be found in the updated WIP rulebook on the main campaign page
In the Everrain there are 3 distinct kinds of dice; Attack, Evasion and Enemy. Attack and Evasion dice are used by the player to attempt to damage the enemies and avoid their attacks, and Enemy dice allow the enemies to move, attack and activate their special abilities. There are 5 of each in the core game.
And they do this:
Deck combat is when Crew and enemies duke it out on the Above deck section of the Player dashboards. Players or enemies can initiate combat, but no matter who does combat in the Everrain plays out like small skirmishes, with each combatant able to deal damage and possibly avoid attacks.
When enemies appear on a Player’s Ship dashboard, they must use their crew to repel the invaders. Combat is initiated when:
• A Crew member is in a the same zone as the enemy it wishes to attack AND the player issues an Attack Order OR
• When an enemy attacks a Crew member
All attacks made by both Crew and enemies have 0 range, unless otherwise affected by an ability. When a Crew member is ordered to fight, they must roll Attack and/or Evasion dice equal to their Combat Dice value on their dashboard against the enemy’s dice to determine the outcome.
Creating Combat Dice pools
1. When Crew are attacking an enemy – The player takes Attack or Evasion dice equal to the Crew member’s combat value & Enemy dice equal to the enemy’s Enemy dice value.
2. When Enemies attack – The enemy rolls Enemy dice equal to their Enemy Dice value and spends the results accordingly. If they manage to reach a Crew member and can deal damage, that Crew member can attempt to Counter. All dice added to the pool are now rolled simultaneously to see the result of combat.
Crew attacking enemies
When a Crew member attacks an enemy, he must be in the enemy’s zone (unless a Trait changes this). The dice pool is created, and the dice are rolled. During this kind of attack, only Attack and Wild symbols count on the Enemy dice. Movement results are not counted.
Combat example #1
The Captain decides to attack the Drowned man, and may roll 3 dice, so she chooses 2 Attack and 1 Evasion die. The Drowned Man rolls 2 Enemy dice, so these are all rolled together and the results compared. The Evade result cancels the enemy’s Attack result and the Crew’s attack result deals 1 damage to the Drowned Man. Lastly the blank result and the Enemy movement result are ignored.
Combat example #2
Using the same scenario as above, the Captain’s results are the same but this time the Drowned Man rolled 2 symbols that activate its special ability Life Siphon. 1 damage is still dealt to the Drowned Man, but its special ability deals 1 damage to the Captain and any other Crew above deck. Damage from special abilities cannot be evaded using dice results.
Countering an enemy’s attacks
Each time an enemy scores an Attack result against a Crew member, they have the opportunity to counter by rolling an Attack or Evasion die. They may roll 1 die for every Attack result the enemy rolled, up to their Combat Dice value.
The Captain has been attacked by the Drowned Man, who has rolled 2 successful hits. She decides that she’s going to make a gambit and counter with 2 Attack dice, knowing that she will take both points of damage. She manages to roll 2 successes, dealing 3 damage and killing the Drowned Man! Though it was a risky strategy, it managed to pay off in the defeat of her enemy!
A player can choose to engage in combat with an enemy ship when they are in range of the ship with one of their weapons. To fire a Weapon, the enemy must be within its range, and a Crew member must be manning the relevant node.
Enemy ship activation
When an enemy ship activates, it will try to move to and attack the nearest Player Ship. Enemy ships always hunt the nearest Player Ship. If there are multiple targets the same distance from the enemy their targeting priority is:
1. The first player
2. The player with the most damaged ship
Whenever a ship is the target of a successful attack, whether it be from another ship or an enemy Above Deck, a Damage token is placed over the target node. Nodes with these tokens covering them are inoperable and lose any bonuses and colours attached to them. They may still be entered and passed through as zones. If all nodes have a damage token on them, then the ship is considered sunk. Nodes can be repaired whilst in town or by Special Crew.
Taking damage from enemy ships
If an enemy ship manages to successfully land an attack on the player’s Ship, then they may attempt to evade. To attempt and evade, a Movement Order must be issued. This generates 1 Evasion die for each successful hit the enemy ship has rolled. For each point of damage received a Damage token should be placed on a Node relative to the direction of the attack.
Node targeting priority
Nodes are targeted in the following order:
Nodes that exist in more than 1 zone are considered when either zone is attacked. If more damage is dealt than can be received by the target area, the next area on the ship is damaged, moving clockwise.
Ship combat example
It’s the Enemy Phase, and the Damned Frigate has activated. It rolls it’s 4 Enemy dice and scores 2 Movement results and 2 Attack Results. The Player decides to issue a Movement Order to attempt to evade the hits, rolls 2 Evasion dice and manages to evade 1 of the results. The second results lands however, and strikes the purple node on the starboard side. A Damage token is now placed onto this node.
One of the things we really wanted to convey in the Everrain was the sense of dynamic combat, with ships and crew dodging and countering in a more realistic manner then simply the enemy taking a swipe at you on their turn, then you taking a swipe at them on yours, and we feel this combat system really evokes that feeling. That's it for this update, I hope this has shown everyone just how exciting the combat in the Everrain will be!
Lay aloft and loose all sail!
The Grimlord Games team