


Armellian Dice
Armellian Dice are six-sided dice, with each side having a different function in combat.
⚔ Swords resolve as +1 Hit.
🛡 Shields resolve as +1 Defend, blocking an opponent's Hit.
☀ Suns resolve as +1 Hit if it is day.
☪ Moons resolve as +1 Hit if it is night.
☘ Wylds resolve as +1 Hit, and may Explode (awarding a bonus die)!
⥁ Rots resolve as misses.
Dice Modifiers
Pierce: Penetrates a Defence, dealing damage even when blocked.
Reflect: Blocks a Hit, and reflects it back at your opponent.
Poison: Poisons your opponent if this Attack deals damage.
When a Pierce meets a Reflect, they cancel each other out and neither die has any effect.
Combat Mode
When combat mode initiates, all players go first, and in any order, unless the players have been ambushed. Players have an Action, 3AP, and a Reaction, which all replenish at the start of their turn.
Turn starts: Unless you are down, your AP, Standard Action and Reaction replenish.
Movement: Players can spend any of their AP as they wish (see Quick Actions).
Actions: Players specify their standard actions or full actions. Cards are resolved first, then combat manoeuvres, then combats.
a) Burn Phase: Players may burn cards in this phase. Reactions may no longer be taken until combat is resolved.
b) Roll phase: Combat dice are rolled.
Note: Attacker dice always resolve first. Defender dice still resolve afterwards, even if they would go down or die.
Movement: Players can spend any of their remaining AP as they wish.
Turn ends. Control is given to the next party. Reactions may be taken as a response to a turn ending.
Standard Actions
You have one Standard Action on your turn.
⚔ Attack
Enter combat with a creature, rolling an amount of dice equal to your Fight (or another stat if a feat you have allows it). Opponents defend with their own combat roll; this does not cost a reaction.
When attacking at a range, you suffer -2 Dice and your rolled 🛡Shields always count as misses.
♟ Dash
You may move up to 2 spaces without spending AP.
⚔ Combat Manoeuvre (Melee)
Declare your combat manoeuvre on an adjacent target. They must succeed on a Peril against your Combat Manoeuvre DR (base 2). The check type is displayed next to the combat manoeuvre in parenthesis.
Grapple (♡Body/🗡Fight)
Target creature becomes grappled by you.
Bull Rush (♡Body/🗡Fight)
Target creature is pushed 1 tile away from you for each unmatched symbol. Large creatures are pushed 1 less tile, small creatures are pushed 1 more, tiny creatures are pushed 3 more.
Disarm (🗡Fight)
Target creature cannot benefit from the targetted item or weapon until the end of their next turn. On critical fail: Creature also drops the item or weapon.
Trip (♡Body/🗡Fight)
Target creature is knocked prone.
Knockout Blow (♡Body/🗡Fight)
Knocks a downed creature unconscious.
⏵ Use a Card
Spells, trickeries and one-time use items.
☄ Focus
Refill your Explode Pool and Magic.
♟Hide
Make a simple stealth check to become stealthed until the start of your next turn. Whilst stealthed, creatures must make a simple perception in an attempt to spot you. In battle, if you are Stealthed, your opponent is considered Ambushed.
Quick Actions
These are actions which allow you to use AP, which you (normally) have 3 of each turn.
⏵Movement
Move 1 tile (or 5m) per AP spent.
⏵Fall Prone
Fall prone.
⏵Stand Up
End your Prone condition.
⏵Swap Weapon
Swap your currently equipped weapon.
Full Actions
These actions cost all of your AP, and your action. You cannot have spent any AP during your current turn to carry out a full action. Your current AP must be 2 or higher to carry out a full action. Your Reaction is not consumed.
⥁ Coup de Grace
Can be used on an adjacent downed creature. A coup de grace requires you to enter combat with the downed creature; they may defend however they wish. So much as one damage will immediately kill that downed creature. Unlike during Combat Manoeuvres, the creature may deal damage to you during a Coup de Grace.
⚔ Snipe Shot (nonmagical ranged weapons only)
Make a ranged attack. Ranged penalties no longer apply.
Reactions
Replenish at the start of your turn. Reactions may be used at any point out of combat, even on other turns. Reactions can be used as a reaction to combat initiating, but not during combat.
♟ Evade
May be triggered upon entering combat, unless you are ambushed. You may evade with Wits or Fight. Whilst evading, all of your successful Hits become Defends, and you may move 1 tile at the end of the combat, without provoking attacks of opportunity.
⚡ Reaction Card
Cards with the ⚡ symbol may be used as a reaction.
Combat Mechanics
⚔ Flanking
When a creature is fought by two creatures at once, they are considered flanked. Combat continues as normal, but the flanked creature must fight both creatures at once. Whilst flanking, every three rolled misses count as a hit on an ally adjacent to the flanked creature. The flanked creature can choose who to attack after dice have been rolled, and they may split their hits between attackers.
⚔ Pierce
If a hit has Pierce, it will deal damage and remove a shield. If that shield has Reflect, Pierce deals no damage. Pierce does not work on evading creatures. Hits with pierce always resolve first.
🛡 Reflect
If a Defend has Reflect, it will immediately count as a hit back on the attacker, and also negates Pierce. Defences with Reflect always resolve first.
🔥 Burning
Cards may be burned before combat just like in skill checks; see Burning.