Raid Rules

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1. General Raid Structure

A Raid consists of 1-4 players. Players bring their own factions (you can mix and match, or play the same factions). The raid rules supersede the normal game rules where they conflict.

Player Unit

A "Player Unit" is defined as any unit that is part of a player's faction participating in the raid.

Starting Position

The starting position dictating where your models can start relative to the boss (or bosses) will be found on each specific raid's definition page.

2. The Round & Activations

In raids, a round is split up into 3 parts (or phases). In each part, the raid group will select and activate a third of your collective model count.

  • Units selected for activation during a part can be activated in any order.
  • If the collective number of models is not perfectly divisible by 3, your first group should be your smallest group (e.g., if you have 8 total models, you could activate 2 models, then 3 models, then 3 models).

3. Global Rule Adjustments

Unless stated otherwise by a specific raid, the following rules apply during all raids:

  • Disengage: The Disengage action costs only 1 ALP.
  • Combat Support: No combat support is allowed in raids.
  • Shooting Misses: Missed shooting attacks do NOT hit any models that are currently within REACH of the boss.
  • Special Team Rules: Unique faction rules are only accessible to that team (e.g., a Werewolves Leader providing an Align buff only applies to that player's Werewolves).
  • Generic Abilities: Generic unit abilities and effects can be used on all friendly units in the raid, regardless of faction (e.g., a Medic's revive ability works on any player's unit).

Multi-Target Boss Damage

If a boss hits multiple units with a melee or ranged attack, damage is split among the units as evenly as possible.

Example: If a boss makes a physical attack hitting 3 units within REACH for 29 power, each unit will be hit by an attack of 9 melee power (and two of those units will take 10 power for the remainder).

Note: Be attentive to the type of attack! For example, a Blademaster always gets their extra 3 defense against any melee attack.

4. Difficulties

Raids are available in different difficulties:

  • Intro
  • Blighted
  • Night Fall: Features a +X scaling system, where aspects of the boss will grow with the number X (e.g., Nightfall +2 might grant +2 Power to the boss).

Boss Stats will scale based on the number of players participating, and these values are defined within each specific raid's rules.

Raid Boss Encounters