Actions

## Overview

Heroes can perform a variety of actions, as well as shift their position in the Initiative Tracker, deal with the results of a Darkness Tile or Event Card, and even control a minion called a Familiar.

When it is a hero’s turn, they may perform a variety of actions. At the beginning of a Scenario, all heroes start with two actions available per turn. A Hero may perform actions in any order or the same action multiple times. Below is a list of the actions you can take on your turn:

* Move Action
* Attack Action
* Interact
* Ready Equipment
* Trade Equipment
* Drop Items / Tokens
* Step Up / Fall Back
* Rally

Once a hero has used all of their actions or has decided to pass for their turn, it is then time for the next enemy or hero on the Initiative Tracker to activate.

## Move Action

You can move up to two spaces per Move Action. You may not perform another action until you have finished your Move Action. During your Move Action, you will be able to dodge through an enemy’s attack range, move into Darkness Tiles, find your way around walls and buildings, navigate through water spaces, and figure out another route around a space full of enemies.

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Heroes, as well as enemies, cannot move diagonally.

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### Dodge

If you want to move your hero while you are within an enemy's attack range, your hero will have to attempt to dodge out of the way of a quick attack from them. A dodge roll is only performed on the first space of movement of a Move Action. To dodge out of the way, you must perform a defense check against one incoming hit, regardless of how many enemies you are in attack range of.

## Attack Actions

An Attack Action uses your hero’s Weapon, Ability, or Spell with the applicable modifiers to attack enemies.

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Heroes, as well as enemies, cannot attack diagonally.

```

### Melee Attacks

Melee Weapons are noted with the “Melee” Keyword, as well as the "Axe" symbol located next to the number on the right side of the item card. To attack an enemy with a Melee Weapon, your hero must be close to the target.

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Close is one space away, as long as it is not diagonal. The attack cannot go through walls or obstacles (red dotted lines).

```

### Ranged Attacks

Ranged Attacks are noted with the "Ranged" Keyword, as well as the "Ranged" symbol located next to the number on the right side of the item card. Ranged Attacks can hit their target as long as the attacker has a Clearshot.

Clearshot represents an unobstructed view of an enemy in a straight line. The distance of a Ranged Attack is unlimited, as long as nothing blocks the field of view in the straight line. Full spaces, Red Lines, Wall Tokens, and Darkness Tiles block the field of view.

### Rolling for Attacks

Once the attacking hero determines that the target is within attack range, you will gather dice equal to the number listed on your Readied Weapon plus any bonuses from character abilities, other item cards, and any possible Initiative Tracker bonuses. Anything with “+(X) Attack/ATK” adds additional dice to your attack, with “(X)” representing the number of dice added. After all this has been determined, roll the dice and check your results.

First, determine if any of the dice rolled the “CRIT” symbol. The “CRIT” symbol represents a success but also “explodes,” which means you roll one additional die per “CRIT” symbol rolled. CRITS explode again and again until no other CRITS are rolled. Once all additional dice from CRITS have been rolled, check for successes. “AXE” and “CRIT” symbols count as successes for Melee Attacks. “RANGED” and “CRIT” symbols count as successes for Ranged Attacks.

The total number of successes equals the amount of HITS being dealt to the enemy. Most enemies have a Defense Stat that automatically blocks one incoming HIT from a hero per point in their Defense Stat. Any HIT that is not blocked by an enemy’s Defense causes a WOUND.

After dealing WOUNDS to an enemy, place WOUND Tokens next to the enemy’s model you are targeting equal to the amount of WOUNDS the hero dealt to the enemy. When there are WOUND Tokens equal to the enemy’s max HP, the enemy is defeated and their model is removed from the game board. After defeating enemies, heroes gain one XP for each enemy defeated, two XP for each Brute model defeated, and five XP for each Mega-Brute model defeated.

Rolling CRITS can also cause a Weapons Special Rules or an Ability to trigger. If you cause a single WOUND to an enemy on your Attack, all “CRIT” symbols rolled cause these Special Rules or Abilities trigger as well. For example, if you roll three CRITS and an enemy has two defense, you only cause one WOUND; however, you also trigger the Special Rules and Abilities for each CRIT you rolled.

#### Example

Kira attacks a Level 1 Grunt (stats: 1 ATK, 1 DEF, 3 HP) using Kira’s Katars, which are a MELEE Weapon. Kira rolls four dice and has a result of “AXE”, “CRIT”, “RANGED”, and “RANGED”.

Kira then rolls an additional die for the “CRIT” (since CRITS explode). That die rolls an “AXE”. So, the final result is then “AXE”, “CRIT”, “AXE”, “RANGED”, and “RANGED”, which equals two HITS for the two “AXE” rolls (which count as successful Melee Attack rolls) and one HIT for the “CRIT” roll (which counts as a successful roll in all checks), for a total of three HITS. The Level 1 Grunt has a Defense of one which automatically blocks one of the incoming HITS. Kira ends up dealing two WOUNDS to the Level 1 Grunt.

## Interact

A hero may spend one action to interact with Treasure Chest Tokens, Potion Tokens, and Objective Tokens. Objective Tokens are Scenario specific objectives that vary from activating a switch, rescuing a hostage, or carrying an ancient relic.

## Ready Equipment

A hero may spend one action to swap items from an item slot into one of their paw slots.

## Trade Equipment

A hero may spend one action to give or receive an item from another close hero. When trading items, you may freely swap your Readied items.

## Dropping an Item/Token

A hero may spend one Action to drop an item card from their inventory or an objective token they are carrying. When a hero drops an item or token, it goes onto the space that the hero is currently in.

To pick an item up, a hero must enter that space that the item is in and spend one Action to do so.

## Step Up & Fall Back

At the beginning of a hero’s turn, they may Step Up or Fall Back on the Initiative Tracker. by sacrificing all of their Actions.

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A hero may only Step Up or Fall Back while there are enemies engaged with the heroes.

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### Step Up

When a hero Steps Up, they move their Initiative Card to the number 1 slot on the Initiative Tracker. After doing so, push all the remaining Initiative Cards down one slot. This may result in a Hero going two turns in a row.

### Fall Back

When a hero Falls Back, they move their Initiative Card to the end of the Initiative Order on the Initiative Tracker. After doing so, push all the remaining Initiative Cards up one slot to fill the empty space.

## Rally

A hero may spend one action to attempt to rally a Downed hero in their space. When rallying, a hero will roll one die per hero in their space (Including the Downed hero). If a CRIT is rolled, the Downed hero is successfully rallied.