Combat
Warfronts supports multiple combat types. Use only what you need for the scenario.
Core Resolution (All Types)
- Roll ATK dice.
- Each 5–6 is a hit.
- Reduce hits by target ARM (minimum 0).
- Remaining hits remove STR.
Ranged Fire
- Check range.
- Apply Cover: Light +1 ARM, Heavy +2 ARM.
- Volley units gain +1 ATK if they did not move.
Melee Assault
Adjacent units resolve melee.
- Charge: +1 ATK on first melee after moving.
- Breach: ignores Fortified cover on first melee round.
Suppression Fire
A unit may choose Suppression instead of damage:
- Roll ATK as normal.
- Each hit forces the target to take -1 SPD next round (max -2).
- Does not reduce STR.
Artillery Bombardment
- Artillery must Setup to fire.
- On a 1–2 (any die), hits scatter to an adjacent unit or empty ground.
- Bombard ignores one level of Cover once per battle.
Air Combat
Air Strike
- Airborne units choose a target zone within RNG.
- Roll ATK; hits apply as normal.
- Bombing units may split hits across two adjacent ground units.
Intercept
- If an Air unit attacks, an Intercept unit may roll ATK.
- Each hit cancels one hit from the incoming air strike.
Naval Combat
Broadside
Naval units fire across water zones at RNG.
- Broadside units may target two adjacent water zones once per battle.
Torpedoes
- Torpedo units ignore 1 ARM vs Naval targets.
- If the target is Submersible, Torpedo hits are +1.
Boarding Actions
When adjacent Naval units engage:
- Both sides roll ATK.
- Boarding units gain +1 ATK.
- The loser must test morale; if failed, the ship is captured.
Trench Warfare (Optional)
- Trenched units count as Light Cover at all times.
- Assaulting a trenched unit forces the attacker to take a morale test if they lose 2+ STR in the assault.
Guerrilla Tactics (Optional)
- Guerrilla units attacking from Rough/Forest/Urban gain +1 hit.
- If they destroy a unit, they may immediately move 1 (withdraw into cover).
Anti‑Armor & Anti‑Air
- Anti‑Armor: ignores 1 ARM on armored targets.
- Anti‑Air: +1 ATK vs Airborne targets.