Combat may start when two (or more) parties want to fight or when a predator successfully pursues a target.
Everybody act in Turns in a cycle of Rounds

1. At the beginning of a battle, If not Ambushed or Pursued each team may decide who enter the fight and don't attack all at once.

1.5 if you are playing in a standard B&B Battleboard (See Manual): Each animal position themself in one of the 6 positions, If the battle is initiate with an Ambush or Pursue, the Aggressor side choose a target character and get placed by throwing 1d6

2. Set the Initiative to \(SPD Rating\) ๐Ÿบ\(+(1d6)\) to determine the turn order. If tied, PCs always start before NPCs. ๐Ÿบ Also you can choose to swap initiative with your ally before combat begin. ๐Ÿบ If you tie with a PC you may perform your actions in the same turn.

4. The Combat start.

In Each Player's Turn can perform Two Action done in either order: Attack, Move
You can't "Partially" do partial action such as: Move attack and then move again

Movement_And_Foraging

It is suggested that A Tactic may be chosen at the start of each Round and marked in the character sheet it doesn't have to be used, but it can't be changed.
Tactics may be used to attack Combat Tactics

Once chosen, resolve the tactic against the target.

Some tactic may require an AS/DS Saving Throw
If the attacker don't have an Attack Score or the target don't have a Defense Dice
Roll 2d6: at player choice, One will be the Attack Dice, and the other Defense Dice for that Round

๐Ÿบ The choose must be done before rolling any dice by both parties (the turn player must be the first to choose):

  • Offensive Dice will put the highest roll to Attack
  • Defensive Dice will put the highest roll to Defense

Note:
if The Attacker already have a DS Roll only 1 dice for the AS and viceversa for the Target

The Attacker Must roll before the target.

Attack Dice:
This Dice will be a part of your:
Attack Score (AS): \(\text{AGI Rating }+\text{ Attack Die}\color{gray}\overset{\text{if Attacking from behind}}{+1}+nยท2,\ n=\text{Nยฐ of Vulnerable Marker on that target}\)
Note: the Gray bonuses need to be recalculated each time you attack
then reduce by 2 the Attack Score, you are not allowed to conduct a attack if the die is 0 (or lower)
๐Ÿบ Remove the Attack Score at the start of your own turn
Vanilla: Remove the Attack Score at the end of your Turn, So you may remove the AS after attacking if you do not have special abilities that let you attack twice

Defend Dice:
This Dice will a part of your:
Defense Score (DS): \(\text{SPD Rating }+\text{ Defend Die}\).
Each time you get attacked after the attack is resolved, reduce by 1 the Defense Score (if the score is 0, it will not decrement futher)
Remove the Defense Score at the start of your own turn

Unlike D&D or Pathfinder, only some tactics may generate critical hits
and while sometime critical hits may be only an attack boost sometime they may inflict Handicaps to the Enemy:
Refer to Critical Hits

๐Ÿบ This Section is about an Homebrew Mechanic

before moving or attacking (you can rotate on place) you can declare an Attack on charge. Once declared you will Run without doing pivots and conclude the move by using any attack that only target the hex directly ahead (Such as [Bite]) with AS+2 and DS-2.

You must be at least 2 hex distant to initiate an Attack on Charge

๐Ÿบ This Section is about an Homebrew Mechanic

Rotating / Pivoting while being adjacent or passing through an Hostile Animal while in combat may cause an "Attacks of Opportunity" from the Animal

  • An enemy may trigger an attack of opportunity if you are:
    • Rotating while being adjacent to an enemy ahead
    • Moving inside the hex of an enemy
  • An enemy may not trigger an "Attack of opportunity" if:
    • their AS is 0 (or lower)
    • Has already declared a target AND is about to roll to Hit (Tactic Conduction through Tactic Resolution) (Relevant for movement done in the opponent turn)

An Attack of Opportunity may only be done with [Claw]

An attack of opportunity follow the same rule of a normal tactic use except:
If Attacker and / or Attacked don't have AS or DS respectively, Roll only 1d6 for each to determine them.

Movement: (MP: Movement Point, obtained by SPD Rating+2)

  • You may only enter the Hex directly ahead of you by using at least 1 MP (may very depending on terrains)
  • Backing you may enter the Hex directly behind you if you didn't use any special tactic, then conclude your turn
  • Rotation: Pay 1 MP for each hexside rotation, you may rotate in place without paying, but if you didn't rotate in place, you may have one free hexside rotation
    • Pivot: only once Spend up to 2 MP while Moving to rotate that many hex-side
  • Running You may run by giving up your combat action and pivot. when running you may move two extra hexes without paying MP
    • Attack While Running: while you can't attack normally you may Attack while running with a tactic with that only target the hex directly ahead of you (Like Bite) also apply this to your roll. Apply this as your AS/DS Score: +2 AS, -2 DS.

Attack: (AS/DS: Attack Score/Defense Score: AS: 1d6+AGI Rating, DS: 1d6+SPD Rating)

  • Declare a tactitic and a target then resolve it, if the tactic has an AS/DS saving throw do this:
    • Use one of the two Ruleset:
      • Modified Persistent AS/DS:
        • If you don't have an AS score: Declare an Offensive or Defeinsive roll, Roll 2 die, apply the higher dice to either AS (Offensive) or DS (Defensive)
          • The oppoenent will do the same if they don have a DS
        • note that if you only have a DS as an attacker or only a AS as a target, you may only roll one dice
        • If ASโ‰ฅDS the attack will succeed
        • After every AS/DS attack decrese your AS by 2 and the target DS by 1
      • Non-Persistent AS/DS (Ideal for VTTRPG)
        • Attacker: Roll 1d6+AGI Rating-(Times the Attacker attacked until their next turnยท2)
        • Target: Roll 1d6+SPD Rating-(Times the target got attacked until their next turn without defending themself)
          • a target may choose to Defend themself by throwing 2 dices and choosing the higher one for defense but skipping his next turn or use Flee
      • You get to reroll either of those only once per turn. making AS/DS persistent only within one turn
  • Attack of oppurtunity: You may use an attack of oppurtunity if an animal rotate while being adjacent ahead of you. in this case, the attacker roll only for AS and the target only for DS

if a fighter fall (unconscious or dead) or leaves the battleboard,
another character may take his place (from outside the battleboard)

This action can be done at any time on any subsequent round, when entering the new fighter Initiative will be one less then the lowest initiative on the field
and on the first round of entering the new fighter may only move but not use tactics

Critical Hits
Combat Tactics
Underground Combat

Last Edit: 2025-07-21
This page was made with nvim by Nijkstral.
This page is not an official Bunnies & Burrrows website or guide