Following the movement phase in a unit command, the unit may either attack, use a special attack, cast a spell, or rearrange its inventory. This section will cover the attacking aspect of this phase.
An attack may only be initiated after a unit has completed its movement phase. In order to initiate an attack, the attacking figure must be within range of its target, able to see its target, and physically able to attack it.
A unit is in range if it is simply within the set number of neighboring spaces away from the attacking unit. For instance, a unit with a range of 4 can attack any unit that is within 4 spaces away from the attacking unit. When counting off spaces for a unit's range, do not count the space on which the attacking unit rests. If a unit has no range, it may only attack units that rest on adjacent spaces. Attack can be measured from any space that is in physical contact with the attacking figure. When determining whether a target is within range, any part of the target's body that is above a space in range of the attacker is considered to be in range.
Targets must also be in the attacker's line of sight. This is quite simply measured from the unit's eyes and decided if the unit could physically "see" its target. If the unit does not have eyes, this is measured in a straight line from the front of the attacking weapon. Heads that allow for rotation can be rotated up to 90 degrees to establish line of sight, and necks on large units can be bent in any way their range of motion allows.
Additionally, a figure must be capable of attacking its target. Unless stated otherwise, buildings and war machines may only be attacked by units with a siege attack type, beasts, other war machines, or deities. Also, certain units may have abilities that make them immune to others.
Once players agree that a figure is capable of attacking, it may begin its attack. It is at this phase that a player actually declares that he/she will be attacking, and once declared, at least one figure controlled by the player must follow through with the attack unless all players agree to cancel the attack.
To begin the attack, the player rolls the attack dice for the unit. These are the dice that correspond to the units weapon attack and base attack values (typically 2 dice are rolled per attack). If attacking at night, the unit's attack value is reduced by the value of its precision rating.
This reduction is performed before rolling and is applied to the highest die being rolled. If a unit's precision rating is higher than both dice values, then it will eliminate one die completely and subtract its remainder from whatever is left. If the attack would be reduced to 0 or less, then the unit cannot attack at night.
The number that is rolled is the damage being dealt to the target.
If the target figure has armor against the attack type, subtract the armor amount from the damage. If the armor is higher than the attack, the attack is nullified and deals no damage. Remember, both Siege and Universal Armor types are capable of blocking all attacks, while Martial Armor blocks all physical attack types.
After going through armor, the defending figure still has its defense stat. If the figure has a defense value, the defending player then rolls a single defense die that matches its defense value. The number rolled is subtracted from the damage. If this number is greater than the remaining damage, the attack is turned negative, and the attacking figure receives wounds from the defender's counterattack. Unless otherwise stated, attacks can only be turned negative when the attacking figure is adjacent to its target. All large units can always be injured by a counterattack unless they have the Ranged Unit ability.
Armor can never turn an attack negative on its own. However, if armor completely blocks an attack, and the target unit still has defense, it may still roll its defense. This would make every number rolled for defense a wound on the attacker.
At night, defenders reduce any damage their defense roll would deal to an attacker by their precision rating (to a minimum of 0).
Many abilities provide a pre-rolled effects to a unit's defense. Pre-rolled bonuses and penalties are added and subtracted respectively from the final roll for a unit's defense and—as their name implies—are not rolled. Multiple bonuses and penalties from different sources are added together, but a combined penalty can never reduce a roll below 0.
Units standing at a height advantage receive a pre-rolled defense bonus and impose a defense penalty on their targets. A unit has a height advantage if:
It is standing on a space higher than its target.
Its top is higher than the top of its target.
If both of these conditions apply, then the unit's target receives a -1 pre-rolled penalty to defense. Likewise, when a defending unit has a height advantage, it receives a +1 pre-rolled bonus to defense.
Instead of performing a normal unit command with an individual unit, a player may choose to have the unit fortify instead. When a unit fortifies, it spends its entire movement and its final action to gain a defensive bonus and some health. Immediately when a unit fortifies, it removes 1 wound. Furthermore, a fortified unit receives a +1 pre-rolled bonus to defense until the beginning of the player's next turn.
Like moving over rugged terrain, measuring range over elevation is not as simple as measuring range over flat terrain. Details needed to measure range over elevation are provided here.
When attacking with a range of 1 or lower, a unit can only attack another unit if the lower unit's height is greater than the elevation difference between the bases of the two units (i.e. the topmost part of the lower unit is higher than the bottommost part of the higher unit). Likewise, if an obstruction lying between both figures is higher than each of them, then the figures cannot attack each other. These rules do not apply when attacking through spaces linked by transit pads.
When attacking units with a ranged attack, elevated units benefit from additional range. When attacking a lower unit, for every full height of the attacking figure (5 pegs for infantry) that lies between the space of the attacker and the defender, add 1 to the attacker's range. For example, an infantry unit standing 10 pegs above its target has its range increased by 2 when attacking that target. A maximum of 3 spaces can be added to a unit's range when attacking in this way.
When measuring range in a straight line, players may still measure range between spaces that are not neighboring one another. If spaces are not neighboring one another and no other spaces lie between them, a player may measure the pegged distance between the 2 spaces and divide it by 6 to determine the spaced distance between the 2 spaces (Rounded Up). For instance, a space 8 pegs from another space (with no spaces lying between them) can be reached with a range of 2.
Instead of a standard attack, a unit may perform either a special attack or a spell. Spells consume a set amount of mana each time they are cast. Unless otherwise stated, all pre-rolled bonuses, stat modifications, and other normal combat perks also apply to special attacks (when possible). Spells, however, are not enhanced by such perks unless otherwise stated.
Some units are holding multiple weapons at once, and almost all infantry units can potentially duel wield from picking up items in the Circle of Realms. When duel wielding, a unit can perform 2 full, separate attacks in one unit command (one with each weapon). Alternatively, if a unit is duel wielding two items of the same attack type, they can perform a single stronger attack, rolling 3 dice: one for their base attack and one for each weapon.
If a unit has a free hand or a shield in their offhand, then the unit may also perform a 2nd attack as if it is unarmed. This attack only rolls base attack damage only, and thus it cannot be combined with another attack, even if the character is using a blunt weapon.