Ability Resolution Procedure (ARP)

1

Step ARP.10 → Declaration

The player chooses one of their units that has not yet resolved an ability this phase and declares which specific 🎯Ability from its profile it will use.

  • If the ability requires a target (a unit or a hex), the target must be nominated now.

2

Step ARP.20 → Check Conditions

Verify that the ability can be used.

  • Are all conditions listed in the ability's tags (e.g., [Unengaged Only]) met?

  • Is the target within legal range and Line of Sight (if applicable)?

If any condition is not met, the ability cannot be used. The player may return to Step ARP.10 and declare a different ability or choose a different unit.

3

Step ARP.30 → Commit to Use

If all conditions are met, the player commits to using the ability. This is the point of no return; the action cannot be taken back after this step.

  • Mark Usage: If the ability has a usage limit (e.g., the [Per Game] tag), mark it as used (e.g., by placing a 'Used' token on the unit's card).

  • Pay Costs: Pay any additional resource costs the ability may have (e.g., ⚜️Command Seals), if applicable.

4

Step ARP.40 → Resolve Effect

Follow the instructions written in the ability's description.

  • If the ability instructs you to use another named procedure (e.g., a 🎯Ranged Attack ability instructs you to use the Attack Test Procedure (ATC)), resolve that procedure now.

  • Otherwise, apply the effect: place tokens, move a unit, inflict Morale loss, etc.

5

Step ARP.50 → Completion

The ability is now fully resolved. The player may continue their ABS.20 step by selecting another unit with an unused 🎯Ability.

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