Attack roll
Defence roll
Attack Action Result
✗ Any Fails
✓ ✗ Succeeds
✓ ✓ Fails but drive back
✓ ✓✓ Fails
✓✓ ✓ Succeeds
✓✓ Fails
✓✓ Succeeds
Fails but drive back
✓ Fails
✓ Succeeds
✓ ✓ Fails but drive back
✓ Fails
Succeeds
Determining Success Activation options• Make a Move action
with a fighter.
• Make a Charge action with a fighter.
• Make a Guard action with a fighter.
• Make an action printed on a fighter card or upgrade (such as an Attack action) with a fighter.
• Draw a power card.
• Discard an objective card and draw an objective card.
• Pass (forfeit an activation).
Round sequenceAction phase• Roll-off to determine player order
• Resolve any ‘Start of the action phase’ abilities
• Play the following sequence four times:
- First player’s activation - Power step - Second player’s activation - Power step
End phaseFirst player, then second player do the following:
1. Score objective cards
2. Discard objective cards
3. Give fighters upgrades
4. Discard power cards
5. Draw objective cards
6. Draw power cards
40COMBAT SEQUENCE
1. Declare Attack action (choose an Attack action and a target)
Neither player has any successes
Attacker has fewer successes
Players have the same number of successes
Attacker has more successes
Is the target trapped?
They are not
Yes
They are
No
2. Attack roll
5. Deal damage
5. Deal damage
7. Drive back
7. Drive back 8. End sequence
6. Check if the target is taken out of action
6. Check if the target is taken out of action
3. Defence roll
4. Determine success (compare your successes to your opponent’s)
Attack action succeeds
Attack action succeeds
Attack action fails
Attack action fails
REFERENCE
✗ No successes✓ A success
Critical success
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