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Reactions

Reactions are things a fighter can do during an enemy fighter’s activation. There are 3 universal reactions that can be made by any fighter, as shown below. In addition, a fighter’s runemarks may grant them access to other reactions.

Each reaction states when the fighter can make the reaction. This is also the point when the fighter’s player must declare that the fighter will make the reaction. For a fighter to be able to make a reaction, at least one of the following must be true:

  1. The fighter has not activated yet in the battle round.
  2. The fighter has activated but they are waiting.

No more than 1 reaction can be made for each action an enemy fighter makes. Each time a fighter makes a reaction, they forfeit one of their actions in that battle round. If a fighter has not yet activated in a battle round, they can make up to 2 reactions. If they make 1 reaction, when they later activate in that battle round, they can make only 1 action and cannot use the wait action to begin waiting. If they make 2 reactions, they are treated as a fighter that has already activated and cannot be picked to activate in that battle round.

If a fighter is waiting, they can make a reaction, but doing so means that they cannot be picked to activate a second time later in that battle round.

In addition, if the battle is a campaign battle and the fighter has 1 or more levels of renown, they can spend 1 level of renown to make a reaction instead of forfeiting one of their actions in that battle round. For example, a fighter with 3 levels of renown could make up to 3 reactions before their activation, and still make 2 actions as normal when they activate in that battle round.

You must decide whether your fighter will spend a level of renown to make a reaction after you declare they will make the reaction but before resolving that reaction.

Universal Reactions
Counter: A fighter can make this reaction after they are targeted by a melee attack action but before the hit rolls are made. For each hit roll from that attack action that misses, allocate 1 damage point to the attacking fighter. For each hit roll of 1, allocate 2 damage points to the attacking fighter instead.
Take Cover: A fighter that is in cover can make this reaction after they are targeted by a missile attack action but before the hit rolls are made. After the hit rolls have been made, roll a dice for each critical hit. On a 4+, that critical hit becomes a hit instead. Fighters with the Mount runemark (Mount) cannot make this reaction.
Strike Them Down: A fighter can make this reaction when a visible enemy fighter within 1" of them makes a disengage action but before that fighter moves away. Roll a dice. On a 4+, allocate D6 damage points to that enemy fighter.