Zone based movement

These rules are partially derived from the STRGS in Denizens of the North and partially from 13th age and the Conan RPG by Modiphius

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Rule 0

  • The base unit is the zone - these are not subdivided.

  • Everything within the zone is Adjacent to each other

  • There is no engagement as with many systems that use zones. You can lay a Contingency if someone leaves the zone

  • An area cannot contain more models than actually fit inside the zone without their base overlapping into another area.

    • When a zone is saturated in this manner, it cannot be moved through and models cannot be placed in it.

    • However, when a zone is saturated, melee attacks can be made into it from adjacent, viable areas.

Attacks

    • all adjacent powers stay adjacent (they can attack things in the same zone)

    • all one handed melee attacks and unarmed attacks for human sized are adjacent

    • all two handed melee for human size can extend one zone adjacent to the current one

    • Reach for size is treated as per normal (+1 zone for size 6, +2 zones for size 10, etc)

    • Reach bonuses are treated as +1 zone

      • These can stack with reach for size (Raging bear is a good example)

    • Thrown weapons can be thrown to a zone adjacent to the current one (essentially, anything with a range of 5 in the core book)

    • ranged weapons and spells can extend 2 zones

    • range metas add +1 zone (making thrown weapons with one range meta effectively the same as a ranged weapon)

Behind

    • Since positioning is abstracted in this, anything that references being behind a target changes to mean “have been attacked by an ally”.

    • A defender may pay 1 rune as per normal to counter this situation per change in attacker similar to the Spin action

Movement

    • Weak move actions allow you to move to an adjacent zone.

    • Move actions allow you to move 2 zones

    • any bonus allows +1 zone of movement

      • weak move actions effectively become move actions

    • any penalty is treated as -1 zone of movement. armor movement penalties are ignored

      • Impeded at max effect still reduces 100%

    • amplified moves are +1 zone per amplify

    • pushes and pulls allow for a 1 zone shift. amplification adds +1 zone per amplify

    • Sometimes there may be things that hinder movement between two zones. These may increase the cost by 1 or more zones.

    • Larger and quadruped creatures may have movements that allow them to go more than 1 zone.

      • Treat as a bonus onto their movement.

      • Because everyone will want to know, Blood-Wolves get +2 zones (1 for being large, 1 for being quadruped)

      • Generally consider their (size/4)-1 as their movement bonus. very large creatures may be looking at 3 and 4 bonus points of movement. Consider a level 50 borghild with Titanic size and giant size has +10 size onto his already large size of 6, giving him a size of 16. He’s also a quadruped. At this point, you are probably looking at at least 4 points of bonus movement just by these metrics, maybe 5 depending on how you want to rule it.

Alkas

    • Alkas cover one zone adjacent to the casters zone or the caster’s zone (caster’s choice)

    • Amplified alkas add one zone. zones still much be contiguous (Except for Stutter)

    • Ranged alkas may start up to two zones away and continue from there.

    • First person in the zone gets the alka

    • Alka tossed in a space with someone already there, caster gets the choice.

Movement, combat and area saturation

An area cannot contain more models than actually fit inside the zone without their base overlapping into another area. When a zone is saturated in this manner, it cannot be moved through and models cannot be placed in it. However, when a zone is saturated, melee attacks can be made into it from adjacent, viable areas.