[b]Name:[/b] [b]Description:[/b] [b]Species/Class/Personality/Height:[/b] [b]Life:[/b] [b]Move:[/b] [b]Range:[/b] [b]Attack:[/b] [b]Defense:[/b] [b]Special Abilities[/b] (list) The Round Starts off by placing Order Markers, but we're not going to worry about those right now. This is the basic, bare-bones structure of a round: 1. Roll the d20 for Initiative. Highest roller goes first, second-highest goes second, and so on; re-roll all ties. 2. Choose Army Card. 3. Move Army Card. 4. Attack with Army Card. [u][b]Movement Rules[/b][/u] 1. A character may move in any direction equal to the number of his Move value. For example, if a character has 5 Move they may move 1, 2, 3, 4, or 5 spaces in any direction. 2. When moving into water, the character MUST stop moving. 3. A character may only move up elevation if it is less than the character's height. A character with 5 Height can climb up elevation that is 1, 2, 3, or 4 levels high, but cannot climb up elevation that is 5 of more levels high. 4. When moving down elevation, if the fall is equal to or greater than the character's height, roll 1 attack die to determine fall damage. If it is 10 or more levels higher, roll 3 attack dice. If it is 20 or more levels higher, roll the d20; if you roll 19 or 20 the character is fine; if you roll anything else the character is destroyed. 5. When climbing up elevation, each level costs 1 movement point. So an elevation of 3 costs 3 points to move there. [u][b]Engagement Rules[/b][/u] 1. Whenever a character is adjacent to another (opposing) figure it is considered engaged. Engaged characters can only attack the engaged character(s). If this character tries to move, roll 1 attack dice to determine disengagement damage. [u][b]Attack Rules[/b][/u] [b][u]Special Abilities[/u][/b] Flying/Leaping: These characters ignore elevations and water, can fly over figures without becoming engaged, and do not take fall damage. Counterstrike: When rolling defense, all excess shields count as direct hits to the target's life. Water Ignore: When moving over water, this figure does not have to stop and may continue moving.