Basic Gameplay mechanics

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Here is a brief overview of the gameplay mechanics to get you started in your first few games of Ex illis.

Turns

  • In Ex illis, units are activated in a specific order based on their own notion of speed.
  • The turn order varies based on each unit’s Fatigue and on how fast it performs its actions compared to the average. For example, moving into a forest takes longer than moving into a normal zone.

More details: Turns

Movement

  • Infantry can move one zone per turn.
  • Cavalry and flyers can move two.
  • Moving reduces the chances of being hit by enemy shots.
  • Moving in diagonal is possible, but takes longer and is more tiring.

More details: Moving

Charge

  • When a unit charges, it creates a "Fight Direction" which determines the Front, Flank and Rear angles. Turn all miniatures in the zone towards the Fight Direction to reflect each new orientation.
  • Charging into a flank or rear increases the chances to hit and hurts enemy morale.
  • Every new unit charging into the zone changes the Fight Direction. When the melee ends, the Fight Direction no longer affects the units left and they regain an orientation of 360°.

More details: Charging

Attack

  • When a unit attacks, each miniature randomly finds an enemy to hit. Highly aggressive units are more likely to be targeted than others.
  • Attacks can be blocked, evaded or deflected. Blocking absorbs part of the damage while evading and deflecting completely avoid it.
  • Fatigue reduces the chances to hit or defend (Block, Evade, Deflect) properly.

More details: Melee

Shooting

  • Most shots can reach two zones away. Diagonals are also allowed.
  • You can shoot in a melee, but risk hitting your own troops.
  • A shot can hit its target accurately, fall randomly on someone, hit cover, or miss.
  • Fatigue and poor visibility between the shooter and his/her target reduce Accuracy.
  • Units carrying shields have chances to block enemy fire, thus avoiding any damage.

More details: Range

Magic

  • Magical effects vary greatly from one spell to another. Read their description carefully.
  • Victims use the Elemental Resistance instead of Armour to protect themselves.

More details: Spell Casting

Morale

  • Each unit has an overall willingness to fight. If it drops below 0, the unit routs.
  • The General’s Leadership, the casualties and the balance of power in the melee are the main factors driving morale. Special actions can also influence morale.

More details: Morale

Fatigue and Veil

  • Units accumulate Fatigue when they move or fight. They accumulate Veil (a sort of mental fatigue) when they cast spells.
  • Tired units play less often, are less accurate and more sensitive to morale.

More details: Fatigue and Veil

Heroes

  • Heroes are always attached to a unit called ‘’Retinue’’.
  • One Hero in the army can be promoted to the rank of General, thus granting his/her faction to the whole army.

More details: Heroes

Rule Keeper Software Interface


BASIC ACTIONS
Move

Allows the unit to move into an unengaged zone.

Fight

Each miniature performs an attack in the zone.

Charge

Allows the unit to move into a zone containing enemies and attack.

Shoot

Each miniature performs a ranged attack in a zone.

Wait

The unit gains 50% in Defences and heals half of the Fatigue and Veil.

Defend

The unit gains 50% in Defences and receives a 50% bonus on counterattacks.


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