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Avatar: Battles In The Four Kingdoms

The way of the sword doesn't belong to any one nation. Knowledge of the arts belongs to us all.” – Piandao, Fire Nation Sword Master

Once, the Four Kingdoms lived in peace. A time of prosperity and elemental harmony reigned in the land. However, all that
changed when the Fire Nation attacked. The Four Kingdoms are now in turmoil. The careful balance laid out by the
elements is in a state of flux. The Fire Nation has broken all bonds of loyalty and valor in its ruthless assault of its sister-
kingdoms, leading to despair and darkness.

The Avatar, the master of all four elements, has been called to put an end to the war, but he cannot hope to triumph alone.
Armies march in his name to take back what has been taken, whilst black and red banners cast shadows of despair
over the unsuspecting innocents. Heroic individuals lead their people in an epic struggle for freedom and conquest, and
every day epic sagas begin and end on the fields of battle.

The core of the earth quakes as the Earth Kingdom and The Fire Nation clash.

The sea’s themselves attempt to swallow the lands as the Water Tribes sail
from their polar homes.

And the skies howl mournfully at the loss of the Air Nomads, the grave injustice done by the Fire Nation
hanging heavy in the air.

Something must be done to correct the balance. Someone must step into the cold glare of destiny and take a stand.
Someone must win through, in The Battles in the Four Kingdoms.


Avatar: Battles in the Four Kingdoms is a tabletop skirmish game in which two (or more) players lead groups of heroes and
their followers in battles and confrontations set against the rich tapestry and lore of Avatar: The Last Airbender. Players
choose either to fight for or against the Avatar, and lead tailored groups known as Troupes against other groups in
scenarios and straight-up battles to see who shall succeed.

Players can create their own troupes from any of the Four Kingdoms, or use pre-made Troupes known as Heroic Troupes to
play the game. Several Troupes can be involved in one game, and there are several scenarios and mission to choose
from to make the game more challenging, and more importantly fun.

Eventually, you will be able to play larger and more intricate games involving multiple combinations of Troupes and missions,
eventually mimicking epic moments from Avatars history such as the Fire Nations purging of the Air Nomads, The
Grand Seige of Ba-Sing Sai, or The Day of Black Sun.


The Turn

Much like many other tabletop skirmish games, Avatar is split into turns with easily identifiable phases. Certain things happen each turn, and in a certain order to keep things flowing nicely. However, if you forget to do something at the right time don’t panic. Most opponents will understand, and if you both agree that it’s ok you can do things slightly out of sequence.

Avatars basic Turn Structure is as follows:- • Phase One: The Move Phase • Phase Two: The Combat Phase • Phase Three: The End Phase

Every turn consists of these three phases, and a turn is officially over after the end of the End Phase. Each turn begins with the Move Phase. Each turn is officially over when both players agree that everything that can be done that phase is done.

The individual phases allow players to take certain actions with their Troupes, with each action and ability having a very specific time to happen. As stated, so long as both players agree, the order can be quite lax, but if a tournament version of the game is ever created then the order must be adhered to. The Phases are split up as follows.

The Move Phase • Ability Point Bonus Roll • Standard Movement • Taking Cover

The Combat Phase • Projectiles and Ranged Combat • Removal of Ranged Casualties • Charges • Melee • Removal of Melee Casualties

The End Phase • Advances • Tallying of Turn Score (if playing scoring mission) • Turn Ends


The Move Phase – A Breakdown

• Ability Point Bonus Roll – All players roll a D3 at the very start of the Move Phase to determine how many extra AP their warriors will get for use during the turn. Every warrior will receive the extra amount indicated by the dice roll for use in that turn. Also, this roll happens every subsequent turn as well. E.g. Player One rolls a D3 and scores a 2, he has three warriors in his troupe, two of which naturally have 2AP and the third has 4AP. After the roll two of them will have 4AP to call on that turn, while the third will have 6AP to use. The next turn he only rolls a one, so two warriors would have 3AP and the third would have 5AP.

• Standard Movement – Each model has a Move characteristic in their profile, which represents how far the can move in inches per Move Phase. It is at this moment that each model can move up to his maximum Move limit. Movement is taken in turns, so both players move their troupes in one Move phase. Each troupe moves all its members before the other, and only after all troupes have moved (or chosen not to move) that the next part of the phase begins.

[note] I have always liked the idea of two groups moving within the same phase, so no shooting or combat can happen until after each player has moved their characters. This means that players can react more quickly to developing situations, as opposed to doing everything in one turn and then having to wait out your opponents turn. It also means that games can become quite tense as games of Cat & Mouse can develop with models flitting between cover, retreating and flowing round enemies. I am quite tempted as well to have a Priority Roll each move phase, so that the order of movement is never the same, however, we’ll just stick with regular turn order the now.

• Taking Cover – Any model that begins its Move Phase in Medium or Dense cover may choose not to move at all, and can instead Take Cover. If a model does this, it exhausts all it’s AP, but effectively counts as having a Wall Shield that is immune to Shield Breaking. Coupled with that, enemies need to take a Perception test before they can fire on that model with projectiles or charge the model. The model counts as Taking Cover till the beginning of the next Move Phase. Once this part of the Phase is officially over, then the Combat Phase begins. The model cannot move from its covering position until the next Move Phase, where it may move again, or choose to Take Cover for another turn.

[note] Because the game is played with such small amount of models, I tried to make them as survivable as possible, and I like the idea of units sheltering in whatever they can find in situations of need. The Wall Shield is one of the best shields in the game, conferring a 3+ Shield Save to the unit, which they get alongside their regular armour and any other shields they are already carrying. However, I will be introducing abilities that nullify such cover, so Taking Cover will become a very tactical decision.

The Combat Phase – A Breakdown

•Projectiles & Ranged Combat – The first part of this phase allows units armed with ranged weapons and abilities to use them. Individual projectile weapons have different strengths and ranges, but the process for firing them is the same.

1. Select the enemy unit you wish your unit to fire at. 2. Measure the distance to ensure they are within range, if they are not then they cannot be fired upon by that unit, and the units shooting ends. 3. If they are in range, the roll a D6 and add the total to your units Ranged Score, also taking into account any modifiers (i.e.: cover, firing from a hill, buffs and abilities) with the opponent rolling a D6 and adding it to their Dodge Score (plus or minus modifiers as well). If the firing model scores highest then he scores a hit, if the enemy model rolls highest then it dodges the blow. 4. If the firing model wins the roll off then the enemy unit may take their armour throws as applicable. 5. If the enemy unit fails its rolls to defend itself then it takes a hit off its Hit Points. Any unit that’s HP reaches zero is removed from the game as KO’d.

[note] Shooting in Avatar works quite differently from shooting in GW games. It borrows the range guessing, so you aren't allowed to measure the distance before shooting. This of course means you need to be pretty sharp with your guesses as a round of firing is wasted if you guess wrong. You still have a ‘roll to hit’, but it works similarly to the Melee combat in which each unit rolls a dice, modifies the roll depending on their situation and compares the rolls. I like this because it’s more dynamic than the whole ‘roll to hit, roll to wound, save’ system, plus both players are playing at the same time so it keeps the interaction constant.

The shooting and dodge rolls both have numerous modifiers, so players can maximize their chances to hit an opponent with careful planning, whilst models being shot at can also increase their chances of survival. The most commonly found modifiers are;

Shooting:- • Standing on Higher Ground +1 • Firing from medium/dense cover +1 • Friendly units within 5” +1 (not per model) • Target out in open ground +1 • Target in light cover -1 • Target in medium/dense cover -2

Dodge • Standing in medium/dense cover +1 • Firer in open ground +1 • Under Movement impairment -2

There are obviously other factors that can affect these like Line of Sight and Abilities. The simple rule is get to the models perspective, if you cannot see your target then it isn’t in line of sight. And some abilities improve or hinder both dodge and shooting, but they will be outlined in the Ability Description. If for any reason the shooting score hits zero, then the shot is labelled an Impossible Shot and cannot be taken. Same with the doge roll, if the score ever hits zero then the model cannot avoid the shot.

[note] In terms of modifiers, the positive modifiers should always be applied before the negative, this avoids confusion.

So for example Model A has a Ranged of 2 and Model B has a Dodge of 2.

Model A is standing on a Hill with a friendly model 2” away, but isn't near any cover.

Model B is standing in Dense Cover, but it has a status of Limping

Model A rolls a 3 for Shooting on D6

Model B rolls a 2 for Dodge on a D6

Model A’s Score is 5 – (Ranged 2 + 1 +1 + 3 = 7, -2 = 5)

Model B’s Score is 4 – (Dodge 2 +1 +1 +2 = 6, -2 = 4)

So in this instance, Model A successfully fires at, and hits Model B.

The shooting works similarly to the movement, one player does all his/her shooting, then the next player and so forth. After all the shooting has finished then the phase continues.

• Charges – This part of the phase allows players to launch their models into close combat with their foes. All units in the game can charge up to 6” (unless otherwise stated) to bring them in base-to-base contact with an enemy unit. Two units from opposing sides whose bases are touching count as being in melee. The correct process for charging is as follows:-

1. Select Unit you wish to charge with, and the unit they wish to charge at. 2. Measures the distance between both models, if it is within 6” then move your model into contact with the other. If it is over, then move the unit to the full 6”anyway, but not into base contact. 3. Move onto next charging model, until all have charged, then opponent runs through same process.

[note] This is one of my favourite parts of the rules made so far. In the games that I and Darren played charges were incredible game-changers, and even the slightest misreading of distance on our part could end in disaster. Charging models get a +1 bonus to their Combat Score, so if you charge someone only to find they are out of range, then the intended target can immediately charge you instead, robbing you of the +1 bonus, which sometimes is the only thing standing between a win and a loss.

• Melee – This part of the phase is were models who have charged this turn, and models still involved in melees from previous turns fight in close combat.

When two models enter melee, or are still in melee from a previous turn then both roll a dice and the highest roll wins the combat. However, there are various modifiers which will raise and lower this Combat Score. The most general modifiers are as follows

• Model successfully Charged this Turn +1 • Model is armed with 2-hand weapons +1 • Model is charging out of medium/dense cover +1 • Model is in medium/dense cover +1 • Friendly model also in same melee +1 per model • Enemy Model is armed with a shield -1 • Model is charging into medium/dense cover -1 • Model fired this Combat Phase -1 • Model lost HP this turn -1

Whoever scores the highest roll after all modifiers have been applied (positive then negative, just like shooting) is the winner of the combat, and inflicts a hit onto the enemy models HP. The model that loses the combat can of course take any armour & shield saves they are permitted to take. If they fail then they take a hit to their HP (or multiple depending on the weapons being used by their opponent). If either of the combatants HP hits zero then they are removed from play as KO’d. The model that is left after the KO is the winner of the melee. Models cannot leave Melee until all their melee opponents have been KO'd.

In a circumstance where multiple models are involved in one melee, then the rules remain the same, only a dice is rolled for each model in the combat, and modifiers are applied as normal.

[note] An example of this would be as follows. Player A has 2 warriors in open ground who both successfully charge a warrior belonging to Player B. Player B’s model is in medium cover. Both of Player A’s warriors have two hand weapons, while Player B’s has a shield and also fired this turn.

Player A rolls two D6 because he has two warriors in the melee, and player two rolls one.

Player A scores a 2 for one warrior and a 4 for the other. Player B also scores a 4.

Player A calculates his scores as follows: D6 Roll +2 Successful Charge +1 Duel Hand Weapons +1 Friendly model in same melee +1 Charging into Cover -1 Enemy has a shield -1 = The score is 3

His other warrior scores a 5 because of his higher roll on a D6.

Player B calculates his score: D6 Roll +4 Model in medium cover +1 Model Fired this turn -1 = The score is 4

So in this combat, Player A’s warrior who scored 3 takes a hit from Player B’s warrior because his Combat Score was higher (4>3). However, Player B’s warrior also takes a hit because the second warrior owned by Player A scored higher than him (5>4).

Armour Saves & Shields:

A completely separate note, but one to know for ranged and melee combat. Unit’s can wear different types of armour that denote a Saving Roll. A Saving Roll can be used to stop the unit taking damage from an attack. Essentially, whenever a Hit would deduct points from the models HP, they can make their Saving Roll.

The standard armours worn by the Four Nations are listed below:

• Robes - 6+ • Light Armour - 5+ • Medium Armour – 4+ • Imperial Armour - 3+

This is not an exhaustive list of armour, as there are many types that are unit or character specific. The number indicates the number needed on a D6 to deflect an attack, so Robes would need a roll of a 6 on a D6 to stop damage, whereas the far more effective Imperial Armour would deflect on anything over a 3.

Coupled with that, characters can carry shields. A shield gives the character a completely separate Saving Roll coupled with their regular roll, and characters that have shields are vastly more difficult to KO than non-shielded. In effect, a character with a shield has two separate Saving Rolls to stop attacks with.

The standard Shields used by the Four Nations are listed below:

• Wooden Shield - 6+ • Buckler - 5+ • Broad Shield - 4+ • Wall Shield - 3+

Again, this is not an exhaustive list, and there are various specialist shields in the game.

[note] I was always slightly annoyed by WHFB and its approach to shields. I appreciated the greater protection afforded by the shield, but felt that having it as a modifier didn't really reflect the effectiveness of shields.

In Avatar, a model with a shield and armour gets a saving roll for both, on separate coloured dice at the same time. This is to give the impression that the warrior is using his shield to stop an attack, and if that fails then realistically his armour must bear the brunt of the attack.

So for example, if a warrior equipped with Light Armour and a buckler is hit by an arrow, then he rolls a red dice to represent his armour (of which he needs 5 or more) and a black one to represent his shield (of which he also needs a 5). If either Saving Roll succeeds, then the arrow is deflected. If neither roll succeeds then the arrow strikes home and the warrior takes a hit to his HP. If both succeed then there is no bonus effect, just a smug feeling of satisfaction at how awesome your unit is.

Shield Breaker: An important note of interest is characters, weapons and powers that have the Shield Breaker ability. These weapons negate the use of any shields or armour, so the model would lose all its Saving Rolls. These weapons and attacks are rightly feared, and make a mockery of even the heaviest armour.


The End Phase – A Breakdown

• Advances: Advances are moves that models can make after they win in a melee, or actually move during the course of a melee.

If a friendly model is in melee combat with an enemy model, and the enemies HP is reduced to 0 then the friendly model is the winner of the combat and can immediately make an Advance during the end phase. Move the model 6” in any direction, but not into direct combat with an enemy (so no charging in the End Phase). Certain models can advance farther than others, and some cannot advance at all, but these will be outlined in the unit’s description.

Generally, once a unit is involved in melee, they cannot leave it until it or its enemy is KO’d. However, some models have the Combat Distraction ability, which means that they may willingly leave a melee in the end phase and immediately move 6” away from that enemy model (again not into combat with another model). These models are naturally slippery opponents, and are notoriously difficult to KO.

• Tallying of Score: In certain scenarios and missions, performing certain action during the turn generates Battle Points. These actions range from KO’ing enemy models, securing certain sections of the board, or protecting features and characters on the map. At the end of each turn, tally up the Battle Points for each player. At the end of the game (usually after an agreed number of turns) tally up the totals for every turn, and the player with the highest score wins.

• Turn Ends: This is the end of the turn. Once all players are happy that everything that can be done has been done, then the next turn begins. The new turn again begins with the Move Phase.

[note] The Order in which things are done each phase are constant, so if player A goes first in the Move Phase, then he/she will go first each subsequent Phase. Whether or not this order will be constant throughout the game is yet to be finalized, as I am thinking of introducing a Priority Roll system to make the game more dynamic. Right now, for ease of use however, I’ll stick with fixed turn order.



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