= Conflict - Rules Document
Working Draft 2022-06-09
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== Basic Rules

[.lead]
The rules on these pages contain everything you need to know in order to play games in the Conflict game engine.

The following rules explain how to play a game of Conflict.
First select a scenario.
Included in this rules document is the Skirmish scenario.
Many more scenarios can be made for Conflict.
The game is decided through rounds of engagement, in which players take turns initiating units until one of the scenario's game-ending conditions are met.

[discrete]
==== Core Rules Definitions and Concepts

This page contains various rules that are referred to elsewhere in this rulebook, and gives an overview of some key concepts that form the basis of the rules in general.

=== Scenario

To play a game of Conflict, you must first select a scenario.
The scenario will tell you how to build your forces, shape the battle map, and deploy your forces.
It will also tell you any special rules that apply to the battle, and, most importantly, what you need to do to win.
You can find out more about scenarios later in this document.

=== Forces

Each player in a game of Conflict controls many tokens, which are referred to as that player's force.
The scenario you have selected will guide you as to how you can set up your force.

Forces are measured primarily in its Force rating--this is determined by adding up the Unit Rating of every unit in your army.
A unit's Unit Rating can be found on its stat sheet.

Force:: Collection of units you control.

==== Stat Sheets

The rules that you will need to use the tokens in your army in a game are presented on stat sheets.
Each unit has a stat sheet; you will need the stat sheets for all units in your army.

==== Mods

Units can be upgraded with mods.
Mods include upgraded gear such as new weapons or better armor, as well as the ability to upgrade tokens within a unit to more powerful tokens.
Each mod has a cost associated as well as their own stat sheet. Many mods increase a unit's rating.

==== Traits

All stat sheets have a list of traits.
Traits appear as
[.keyword]#Trait Bold#
in the rules.
Traits are often linked to a rule.
For example, a rule might say that it applies to
[.keyword]#Infantry# units.
This means it only applies to units that have the
[.keyword]#Infantry#
trait on their stat sheet.
The pluralization (or not) of traits does not affect which units the rule in question applies to.

==== Units

Tokens move and fight in units.
A unit can have one or more mods.
All units in the same force are friendly units, and all tokens in the same force are friendly tokens.
All units in your opponent's force are enemy units, and all tokens in your opponent's force are enemy tokens.
If a rule affects '`units`' or '`tokens`' without specifying that they are friendly or enemy,
then it affects either '`all units`' or '`all tokens,`' regardless of whose force they are in.

===== Unit Leaders

Each unit has a unit leader.
When creating your unit, pick a token to be the unit leader.
This token must be visually identifiable by both players at any time during the game.
The best way to satisfy this is to replace the token entirely with a token meant for unit leaders.
For example, a unit of soldiers with helmets on may have their unit leader have a token with their helmet off.

Unit:: A group of tokens from the same stat sheet.
Unit leader:: The leader token of a unit.
Friendly tokens:: all models in your force.
Enemy tokens:: all models in your opponent's force.
Friendly units:: all units in your force.
Enemy units:: all units in your opponent's force.

.The Most Important Rule
****
In a game as detailed and wide-ranging as Conflict there may be times when you are not sure exactly how to resolve a situation that has come up during play.
When this happens, have a quick chat with your opponent and apply the solution that makes the most sense to both of you (or seems
the most fun!).
If no single solution presents itself, you and your opponent should roll off, and whoever rolls highest gets to choose what happens.
Then you can get on with the fighting!
****

==== Unit Coordination

Every token that is not the unit leader in a unit must coordinate with their leader.
Any time the unit leader takes an action with the
[.keyword]#movement#
trait, or is placed on the battle map, every token that is not the unit leader must be placed in coordination with the unit leader token.
A token is in coordination with its unit leader when the token is within legal movement speed of the unit leader.
This means the distance must account for conditions which slow down tokens, such as difficult terrain.
A token being placed in coordination cannot be placed in engagement range of an enemy unit unless the unit is in a melee with the enemy unit.

==== Engagement Range

Engagement Range represents the zone of threat that tokens present to their enemies.
While a token is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other.
While two enemy units' primary tokens are within Engagement Range of each other, those units are also within Engagement Range of each other.
Tokens cannot be set up within Engagement Range of enemy units.

=== Battle Map

All battles of Conflict are fought on battle maps.
This can be any surface upon which the tokens can stand--a dining table or the floor, for example.
Your mission will guide you as to the size of the battle map required, but it will be commensurate with the size of the forces you are using.
Battle maps are almost always populated with terrain features.

==== Terrain Features

The scenery on a battle map are represented by objects called terrain features.
Terrain features are set up on the battle map before the mission begins.

== Stat Sheets

[discrete]
=== Scout Troopers
[.lead]
These may be the coolest troopers known to man.

[%header,stripes=even,cols="1,1,1,1,1,2,2",grid=none]
|===
| AC | DT | Rating | MAB | RAB | Str / Dex / Int / Wis | Traits

| 5+
| 1
| 4
| +2
| +2
| +2 / +1 / +0 / +0
| Trooper, Marksman

7+a|
icon:one-action[width=20,alt=One Action] *My Name is Sean* Bah Gawd you instantly win the game.

'''
*Favored Terrain* Do not take speed penalties when moving through Urban terrain. +
*Calm* This unit reduces their suppression condition by 2 at the end of their initiative. +
*Sharpshooter* Automatically become Aiming 2 when taking the Aim action.
|===

Armor Class [AC]:: 
Damage Threshold [DT]:: The amount of damage a token in the unit can sustain.
Rating:: The unit Rating.
Melee Attack Bonus [MAB]:: Number you add to your roll when doing a melee attack check.
Ranged Attack Bonus [RAB]:: Number you add to your roll when doing a ranged attack check.
Strength [Str]:: Represents the physical strength a token in the unit has.
Dexterity [Dex]:: Represents the agile, finesse, and quickness a token in the unit has.
Intelligence [Int]:: Represents the smarts, knowledge, and intellect a token in the unit has.
Wisdom [Wis]:: Represents the mental fortitude, instincts, and willpower a token in the unit has.

== The Engagement Round

=== The Initiative Phase

=== The Control Phase

=== The End Phase

=== Moving Units

=== Making Attacks

=== Actions

=== Reinforcements

== Scenarios

=== Skirmish

<<<

[glossary]
== Conditions

[glossary]
Aiming::
  Your unit makes an effort to be more precise with their actions.
  The aiming condition always includes a value.
  You get to re-roll attack checks made by this unit when the result is less than or equal to this value.
  Unless otherwise specified, at the end of this unit's initiative, the value of your unit's aiming condition decreases by 1.

Fatigued::
  You are exhausted.
  You take a -1 status penalty to 

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[%notitle]
== Backmatter

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=== Credits

Created by Sean-Patrick Ortencio Clayton.

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[colophon]
=== Colophon

Built with Asciidoc on Arch Linux.

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[%notitle]
=== License

Permission to use, copy, modify, and/or distribute this work for any purpose with or without fee is hereby granted.

THE WORK IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS WORK INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS WORK.

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=== Quick Reference

==== Game Round

===== Leader Phase

===== Control Phase

===== End Phase

==== Attacking

==== Vehicles

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