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
Between Animal, either side may initiate combat.
That side is known as the agressor, the other is the target
Combat Proceeds:
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.
2. Skip this passage if you are not playing in a standard B&B Battleboard:
B&B Battleboard: A Standard B&B map has 6 positions, each animal position in one of those, also If the battle is initiate with an Ambush or Pursue, the Aggressor side choose a target character and get placed by throwing 1d6
3. Set the Initiative to \(SPD Rating\) ๐บ\(+(1d6)\) to determine the turn order. PCs always start before NPCs. ๐บ Also you can choose to swap initiative with your ally before combat begin. ๐บ If you tie with a PC you may perform your actions in the same turn.
4. The Combat start.
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
In Each Player's Turn can perform Two Action done in either order: Attack, Move
And You can't "Partially" Move attack and then move again
Movement_And_Foraging#Movement of Animals
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
๐บ The choose must be done before rolling any dice by both parties (the turn player must be the first to choose):
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)
๐บ 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
๐บ 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
๐บ 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 Attack of Opportunity may only be done with [Bite] or [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.