Quick Reference
Round Flow
- Command
- Movement
- Ranged
- Melee
- Morale
Core Resolution
- Roll ATK dice.
- 5–6 = hit.
- Reduce hits by ARM.
- Remaining hits reduce STR.
Morale
- Test on heavy losses, flank, or destroyed neighbor.
- 2d6 + MOR vs 8.
- Fail 1–2: Shaken. Fail 3+: Routed.
Orders
Advance, Hold, Assault, Skirmish, Entrench, Withdraw, Rally.
Command Points
- 3 CP per round + commander bonus.
- Spend on special orders, rally, re‑rolls, support.
Combat Types
Ranged, Melee, Suppression, Artillery, Air Strike, Naval Broadside, Boarding, Trench Assault, Guerrilla Ambush.
Common Tags
Line, Volley, Skirmish, Guerrilla, Trenched, Charge, Shock, Bombard, Setup, Armor, Anti‑Armor, Anti‑Air, Airborne, Naval, Submersible, Boarding.