Noctvale
Core Rules

Actions

Distances are measured in inches ("), between the closest points of the bases you are measuring to and from. Something is within a distance if the measurement is equal to or less than that distance. A fighter is wholly within a distance only if every part of their base is within range.

Measuring Distances

Distances are measured in inches ("), between the closest points of the bases you are measuring to and from. Something is within a distance if the measurement is equal to or less than that distance. A fighter is wholly within a distance only if every part of their base is within range.

Unless a rule says otherwise, measure both horizontal and vertical distance together.

You may measure distances whenever you wish.

When a fighter moves, they may pivot freely so long as the total distance they travel does not exceed that action's allowance — and no part of the fighter ends further from their starting position than that allowance permits.

Whenever a rule tells a fighter to move at half Movement, round any fraction up to the next whole ".

Movement Actions

During Move, Charge, Scramble, and Retreat, a fighter moves horizontally or follows stairs and ladders. These actions do not otherwise allow vertical movement. Crawl allows horizontal movement only. A fighter may cross terrain 1" tall or lower freely, except during Crawl. To change elevation by more than 1" without stairs or a ladder, use Climb.

Move

Cost: 1 action

Move up to this fighter's Movement. The fighter may move horizontally or up and down stairs and ladders, but cannot otherwise move vertically.

  • May cross terrain 1" tall or lower freely
  • May move through friendly fighters
  • Cannot end on another fighter's base

(See Intervening Fighters.)

Crawl

Cost: 1 action

Downed fighters only. Move at half Movement. Movement is horizontal — no vertical movement.

  • May move through friendly fighters
  • Cannot end on another fighter's base

Charge

Cost: 1 action

Move up to this fighter's Movement. Must end within engagement range of an enemy. The fighter may move horizontally or up and down stairs and ladders, but cannot otherwise move vertically.

  • May cross terrain 1" tall or lower freely
  • May move through friendly fighters during the charge
  • Cannot end on another fighter's base

(See Intervening Fighters.)

Climb

Cost: 1 action

Move up to half Movement. Climb may change elevation by more than 1"; other movement actions may not.

  • Cannot end within engagement range

A fighter may spend both actions in the same activation on Climb, one after the other, to scale taller terrain. When chaining two Climb actions, the fighter does not need a legal standing position between them — place them at the end of the second Climb only.

Scramble

Cost: 1 action

Move at half Movement through difficult terrain (see Difficult Terrain).

  • Cannot end within engagement range

Jump

Cost: 1 action

Move horizontally across open space up to this fighter's Movement. Make a Skill check.

  • Cannot end within engagement range

Retreat

Cost: 1 action

Attempt to leave engagement range. Make a Skill check.

  • Fail: The opponent may make a free Melee attack using the full Attack Sequence — but only if they are not currently engaged with another enemy. This does not cost the opponent any actions.

Falling

Resolve Falling after another rule or failed movement causes a fighter to fall. Do not make an additional check to avoid the fall.

For every full 2" in height the fighter falls, add 2 Might dice to a fall Strike Pool.

The fall attacks at Close Combat 4+. Roll each die in the fall Strike Pool; each result of 4+ is a hit. The fallen fighter rolls defense as normal against any hits.

Combat Actions

Engagement

Engagement range is 1".

Fighters are aware in all directions.

Melee

Cost: 1 action

Attack an enemy within engagement range using a melee weapon.

Resolve the attack using the Attack Sequence (below).

Ranged

Cost: 1 action

Attack with a ranged weapon — bows, crossbows, firearms, and other weapons that use this action.

  • Target must be within the weapon's minimum and maximum range
  • Target must be within line of sight

Resolving one weapon's Primer Roll (if any) and Attack Sequence is a Ranged Attack Action. A Ranged action normally resolves 1 Ranged Attack Action. A rule that lets a fighter fire more than one weapon during a single Ranged action (such as Gunslinger) resolves 1 Ranged Attack Action per weapon fired.

Bow or crossbow: Resolve the attack using the Attack Sequence (below).

Firearm: Roll the Primer Roll (below). If the gun fires, resolve the attack using the Attack Sequence.

Cast

Cost: 1 action

Only fighters with the Caster keyword know spells. Casting a spell is a single Cast action. Roll the Casting Roll (below).

  • Spells can be cast while in melee
  • Cast actions do not trigger Ranged Reactions

Casting Roll (2d6 + Casting Attribute)

Roll 2d6 + the spell's Casting attribute against the spell's Casting Difficulty.

Result Effect
Double 1s Mishap — the spell fails and the spell's backlash occurs
Below difficulty The spell fizzles. The action is spent
Meets or exceeds difficulty The spell goes off. Resolve the Attack Sequence

(See Magic Domains.)

Mercy Kill

Cost: 1 action

Finish a Downed or Stunned enemy within 1".

  • May not be performed if any other Active or Downed enemy fighter is within engagement range of this fighter

If the target is Stunned, they are immediately Out of Action.

If the target is Downed, resolve a Melee attack against them. If the attack inflicts one or more unblocked hits, the target goes Out of Action instead of applying Wounds.

(See Conditions.)

Hurl

Cost: 1 action

Choose an enemy fighter within engagement range of this fighter.

Make an opposed check — the attacker selects Might or Skill. If the target is Stunned, the attacker wins automatically without rolling. Against a Downed target, the attacker wins tied totals.

Opposed Check

Each fighter rolls 1d6 and adds their value in the selected attribute. The fighter with the higher total wins. On a tied total, the defender wins.

  • Attacker wins: Move the selected fighter up to this fighter's Might in inches in a direction you select.
    • If the target's move stops because their base contacts terrain or an Active fighter's base, they suffer 1 hit at 2 Might / 1 Skill. If the collision involves another fighter's base, that fighter also suffers the same hit.
  • Defender wins: No effect.

Resolve each hit using the Attack Sequence.

Hurl does not change either fighter's wound state by itself. Apply wound-state changes only when required by an unblocked collision hit, Falling, or another rule.

Multiple Engagement

When a fighter is attacking multiple enemies:

  • If the enemies are standing, the attacker splits their Strike Pool among those enemies however they like before rolling to hit.
  • If one enemy is standing and another is Downed or Stunned, the standing enemy must be prioritized.

Gang Up

If a friendly fighter is also engaged with the same enemy, add +1 die to the Strike Pool (attacker's choice of Might or Skill).

Tactical Actions

Brace

Cost: 1 action

Hunker down and absorb incoming attacks.

Gain +1 Might defense die (rolled with Might) until this fighter's next activation.

Aim

Cost: 1 action

Prepare a careful shot for this fighter's next Ranged Attack Action this activation.

  • Gain +1 die of the weapon's dominant die type
  • Natural 6 results are critical hits on that Ranged Attack Action. If that Ranged weapon already had a critical hit on 6, increase it to 5+

The dominant die type is whichever attribute the weapon adds more of (Might or Skill). If tied, select Might dice or Skill dice.

Hide

Cost: 1 action

Become Hidden.

  • Must be within 1" of terrain
  • Cannot be performed if this fighter performed a Ranged action earlier this activation

Miniatures hold a single static pose, while a battle represents movement unfolding over seconds. A fighter may therefore be within 1" of terrain and use Hide even when the miniature's pose appears completely exposed. The fighter's position and actions determine whether they are Hidden, not whether the miniature itself looks concealed.

While Hidden:

  • Cannot be targeted by Ranged or Cast actions beyond 6"
  • Lose Hidden when performing any Combat action (Melee, Ranged, Cast, or Mercy Kill), Charge, Climb, Jump, or moving within 6" of an enemy
  • May still Move, Scramble, Brace, Aim, Interact, Loot, Recover, or Help without losing Hidden — as long as they remain within 1" of terrain

Interaction Actions

Interact

Cost: 1 action

Open doors, operate scenario objects, or pick up items.

Loot

Cost: 1 action

Search a building for valuables.

(See Scenarios.)

Recover

Cost: 1 action

A Downed fighter may spend an action to attempt recovery.

Roll 1d6:

Roll Result
1 Become Stunned
2–3 Remain Downed
4–5 Stand up with 1 Wound
6 Stand up with 1 Wound + perform one additional action

(See Conditions.)

Help

Cost: 1 action

Assist a Downed or Stunned friendly fighter within 1".

Roll 1d6:

Roll Result
1 Fighter goes Out of Action
2–3 No effect
4–5 Fighter becomes Downed (if Stunned)
6 Fighter stands with 1 Wound

(See Conditions.)