Playing through the command cycle
  • 10 Mar 2023
  • 2 Minutes to read
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Playing through the command cycle

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Article summary

Video Content Correction

At the 3 minute and 30 second mark when talking about spending command points using the ratio die I say, " ... it can be spent on five actions and one movement OR on one movement and five actions..." This is oviously the same thing. I meant to say. " Five movements and one action OR one movement and five action." Sorry for the confusion.

Initiative Round

To begin a Command Cycle, each player rolls a Trait Die along with a Ratio Die to determine the player’s initiative as well as their helot’s movement point/action point ratio.

Each player rolls a Trait Die along with a Ratio Die (Black d6)

  • Looking at the Trait Die values, first order the player’s results using the following ranking system
  • INST > DEFT > CUNN > ALL OTHER VALUES
  • Now use the rolled d6 value (from highest to lowest) to resolve tiebreakers.
  • In the rare event that there is still a tie, tied players roll A PAIR OF DIFFERENT (Red or Blue) d6s to resolve initiative (again, ordered from highest to lowest value).

Players now lock in their helot’s Action/Movement Ratio

Ratio-Lock-IN.png

  • Place the rolled ratio die, keeping its original value, into the determined initiative number slot on each player’s Aerie Command Panel.

Players now update their helot’s Trait Advantage Counter

Trait-Counter.png

  • Refer to the value of the rolled trait die and increase the corresponding trait counter on your Aerie Command Panel by one (1).

Command Round

Now that initiative order has been determined, each player takes turns executing their Command Round one at a time in order of initiative. The Command Round order of operations is as follows…

Update your Turning Point Counter and execute any related actions

Turning-Point-Counter.png

  • Taking a Cred Coin from the Crowd Coin Pile, update your Turning Point Counter using your Ratio Die (Black d6) value.
  • Now resolve any Turning Point Events in their order of execution (pg.15).

Declare your helot’s Action/Movement Ratio

  • You have (6) Command Points to spend each action round that must be split between Movement Points and Action Points.
  • Using the locked in value of your Ratio Die, allocate those Command Points to your helot’s Movement Point Reserve or its Action Point Reserve.
  • The surplus Command Points are then allocated to the remaining reserve.

Spend your helot’s Action Points and Movement Points using Commands

  • Drawing from their reserve, spend your helot’s Action and Movement Points by executing movements and actions in any order combination you desire (e.g. move, attack, then move again).
  • Any unused Action or Movement Points at the end of your action round will cause you to forfeit (1) Cred per unused Point, adding the Cred to the Crowd Coin Pile.
  • If you have unspent points but have no cred, your helot will take (1) damage to their Overall Condition per unused point instead, adding the Cred Coin(s) to the Crowd Coin Pile.
IMPORTANT NOTE:

Command Points DO NOT carry over to the helot’s next Command Round. Any of their helot’s unused Action or Movement Points are forfeited at the end of a helot’s Command Round.


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