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Act

Every step and every decision can lead to numerous possible outcomes and must be well thought out. A wrong move can trigger traps, and a miscalculation can attract the attention of dangerous critters and monsters.

Actions/Turns/Rounds

A turn represents a single unit’s opportunity to perform its actions. Once all actions assigned to that unit are completed, the turn passes to a unit from another player. The sequence and opportunity for each unit to act are dictated by command points.

Action Point: The resource a unit uses to perform actions.

Consumed action points are the amount used for one action.

Turn: A single unit’s chance to perform its actions. A player-controlled unit can only take its turn if it has a command point, while all Heroes and NPCs are allowed to take their turns.

Round: The complete set of different phases and turns for all units involved.

Update Phase

During the update phase, all cooldowns, durations, and ongoing effects are progressed by one round. This ensures that time-based mechanics, such as abilities, effects, and status changes, are accurately tracked and updated each round. Indirect actions, like parry or overwatch, end at the conclusion of the update phase.

There is no update phase in the first starting round.

Player Order

The initial order of play for each round is determined by a dice roll. The player with the highest result activates their unit first, followed by the other players in decreasing order of their dice rolls.

Movement

The arena and dungeons are perilous places where each step can trigger a trap or provoke an attack from lurking adversaries. Every movement must be calculated and well thought out to survive the dangers that lie in wait.

Movable units can change their position on the board by spending 1 action point to move to the next free adjacent tile. Movement cost increases to 2 action points per tile when navigating difficult terrain, which is marked with a red border on the terrain edge. Only crossing this edge will consume 2 action points. The next tile a unit moves to must be empty. Units move incrementally, advancing one tile at a time.
If a concealed tile is reached during movement, it is turned over and its contents are revealed. The effects of the tile are then applied to the unit; it could be empty, contain a trap, or hold a reward.

Non-movable tiles are impassable and must be circumvented by navigating through adjacent free tiles.

Holes/Chasms

Units can fall into chasms and holes, caused by explosions or revealed under a tile. Chasms are part of the static environment. NPCs and commanded troops are directly eliminated. Heroes may jump to any free tile beneath the hole to save themselves but lose all action points for that round as well as all equipped items, though they retain the contents of their inventory.

Fly/Jump/Retract

Units that jump, fly, or are thrown/retracted can pass over holes or chasms, if the target tile is empty and reachable within the action’s distance in tiles. Chasms may have no tile markings and need to be measured manually.

Walls and obstacles, such as columns, cannot be passed and will cause the unit to stop before them. Difficult terrain is not considered when performing these actions, allowing for uninterrupted movement over such areas.

Orientation

After units move or perform actions, they can be turned within their turn to face any direction without spending any action points, even at the end of their last action. NPCs, on the other hand, may only face the direction in which they last moved or performed an action.

The forward direction of a unit determines its attention range, influencing what the unit can perceive and react to when using special abilities. The orientation of units is important for flanking attacks (Flanking, p.19), as attacking an enemy from a direction outside their attention range can provide strategic advantages.

Occupation

Tiles are considered full when any unit occupies them, preventing further movement onto that tile. However, special Swarm units have the ability to flock onto one tile. A maximum of three swarm units can gather inside a single tile.

Command

Combatants are tested not only on their physical prowess but also on their leadership skills. Legion demands strong leaders capable of organizing and commanding armies in battles against one another.

Units are commanded across the map using a set of actions allocated to each unit per turn. These actions allow units to move, attack, interact with the environment, and execute special abilities. Each turn is an opportunity for a unit to use its assigned actions effectively. Rounds encompass the complete sequence of all players’ turns.

Command Points

Command points are numbered in ascending order. Starting with command point 1, the player assigns one command point per unit. Heroes do not need command points and are played at the beginning of each round. These points dictate the order of play, with each player taking turns according to the sequence of command points. Each time a unit is played, its command point is removed, and the next player selects their unit with the next command point, allowing for play to alternate between players.

Distribution Phase

After the update phase, at the beginning of each round, command points are distributed. Command points are placed on the unit’s card or board simultaneously. Players are allowed to adjust the allocation of these points among their units during the distribution phase. Once a player finalizes their distribution, any remaining command points in hand must be assigned within 30 seconds.

Unassigned/Died Units

If a player has more units than command points, the units not assigned a command point will not activate during that round. Each unit can only have one command point and can be played only once per round. If a unit dies, it and its command point will be removed from the map.

Total Command Points

The total number of available command points is determined by the player’s hero and any officers created within their faction. Officers can also be built and spawned within the battle and make their command points available during the next distribution phase. This emphasizes the strategic importance of these roles in commanding larger forces. If an officer falls, their command points will not be available in the next distribution phase, impacting the player’s ability to command their units effectively.

NPC

The battlegrounds are heated, with multiple factions clashing against each other. Heroes, troops, drones, and critters—everyone fights everyone! The chaos and intensity of the conflict know no bounds.

Factions

NPCs belong to factions not controlled by any player. Any kind of unit can be an NPC and belong to a specific non-player faction, although Critters and Drones are the most common types. Non-player factions can fight each other or be allied with certain players.

NPC Phase

After all players have completed their turns, all non-player units (NPCs) take their turns one by one. As the NPC phase is located at the end of the turn and spawning happens in the update phase, all spawned NPCs will act in the same round they were spawned.

Any player can take over the NPC phase and move them according to the rules.

Autonomy

NPC units move and act autonomously. While players control their own units via command points, NPCs operate based on their Rad value. The NPC moves according to its behavior, defined through common and special unit type-specific rules. This autonomous behavior ensures that NPCs act according to their own strategies and objectives.

Activation Order

The NPC with the highest Rad moves first.
If all NPCs have the same Rad value, one is chosen randomly to move.
If an NPC is blocked, it acts at the end of the NPC phase.
If an NPC is still blocked at the end of the NPC phase, it will skip the round.

Movement Behavior

In general, NPCs move toward the closest enemy unless otherwise specified. They take the shortest path; if multiple paths are available, one is selected randomly. The movement behavior is determined by the NPC type:

Melee: These enemies take the shortest path to the closest enemy and attack it in melee.

Ranged: These NPCs take the shortest path to the closest enemy. When they reach a clear line of sight, they stop and start attacking. They move again only if the target moves out of sight or is destroyed.

Event: Special events can change the movement and attack behavior (Events, p.34).

Attack

Both melee and ranged NPCs attack the closest enemy. If multiple targets are possible, they prioritize attacking the target with the lowest health; if all targets are equally strong, one is randomly selected. NPCs use their action points to approach the enemy and repetitively attack whenever an attack is possible.

Loot

When NPCs encounter loot tiles on their way, they immediately destroy them and they are removed from the map.

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