4671 Universe

Combat

Warfronts supports multiple combat types. Use only what you need for the scenario.

Core Resolution (All Types)

  1. Roll ATK dice.
  2. Each 5–6 is a hit.
  3. Reduce hits by target ARM (minimum 0).
  4. 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.