Combat may start when two (or more) parties want to fight or when a predator successfully pursues a target.
Turns and Rounds: Every animals in a fight act in Turns in a cycle of Rounds
CTC Character Tactics Card: a card (or piece of paper really) used to note the tactic that someone want to use that round. This need to be private or only known by the GM.
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Decide who fight:
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Each team may decide who enter the fight and who may just stay for reserve outside the battleboard.
- this is used in π₯Vanilla rules to enforce the rule of: 'only three characters per party might fight at once'.
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Each team may decide who enter the fight and who may just stay for reserve outside the battleboard.
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π₯ Positioning: (Only for B&B battleboard)
- Standard B&B Battleboard will have 6 hexes numbered, each animal may position themself in one of those as they please.
- If the battle is initiate due to Ambush or Pursue, the Aggressor side choose a target character and get placed by throwing 1d6
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Initiative: Who should start?
- π₯ The animal with the highest \(\text{SPD Rating}\) start
- πΊ Each animal roll \(1d6+\text{SPD Rating}\)
- If tied, the players always start before NPCs
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πΊ Strategize:
- If the battle didn't initiate due to Ambush or Pursue, the parties can choose to swap initiative between themself
A Player can perform two actions in their turn in either order: Attack Action,Move Action
You can't "Partially" do partial action such as: Move attack and then move again
βΉοΈ See Movement_And_Foraging for more information
Each animal attack using Tactics.
There are two way to conduct the Attack Action, Your GM must choose one.
the CTC Method is the official way that the attack is managed in the B&B Manual.
The 'Dndfied' Method is the classic way an attack is managed in a normal TTRPG
After the tactic get revealed, a proper target need to be declared
Once declared the tactic, to determine if the tactic hit, the two animals must confront their Attack Score and Defense Score This is called and AS/DS Check
The Attacker must roll both AS/DS if they lack AS
The Target must roll both AS/DS if they lack DS
Attack Score (AS): \(\text{AGI Rating }+\overset{\text{Attack Die}}{1d6}\color{gray}\overset{\text{if Attacking target from behind}}{+1}+\overset{\text{NΒ° of Vulnerable Marker on that target}}{n}Β·2\)
Defense Score (DS): \(\text{SPD Rating }+\overset{\text{Defense Die}}{1d6}\).
A Defender DS must exceed the Attacker AS to defend themself.
Each time the attacker tactic resolve they need to reduce by 2 their AS, then the target need to reduce by 1 their DS, Another tactic may not be declared if AS become 0 (or lower)
AS and DS may not be negative
Unlike D&D or Pathfinder, only some tactics may generate critical hits
βΉοΈ See Critical Hits for more information
πΊ This Section is about an Homebrew Mechanic
Before Running you may declare the Attack Action as an Attack on charge. Once declared one may run and conclude the move by using any Tactic that only target the hex directly ahead (Such as Bite)
Then roll AS/DS adding these modifiers: AS+2, DS-2.
πΊ This Section is about an Homebrew Mechanic
Rotating / Pivoting while being adjacent or passing through an Hostile Animal may trigger an Attacks of Opportunity from them.


An attack of opportunity follow the same rules of a normal tactic use except:
Once declared an AS/DS check occur but each animal may only roll 1d6 for their AS or DS.
if a fighter fall (unconscious or dead) or leaves the battleboard another character may take his place (from outside the battleboard)
This action may be done at the start of a new round, when entering the new fighter Initiative will be one less then the lowest initiative on the field
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Pre-battle:
- Determine who battle
- Determine Initiative
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Round:
- (π₯) Write Tactics in CTC
- Timed effect progresses
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Begin Turn:
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Choose an Actions:
- Move Action: (Rotate, Forward, Pivot, etc...)
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Attack Action:
- Tactic Declaration
- Target Declaration
- AS/DS
- Damage Roll
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Choose an Actions:
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