You are on page 1of 33

BATTLECON: DEVASTATION OF INDINES Guide to duels against AI opponents

Before the fight, put the numbered Style and Base cards from the AI fighter's hand into the discard
piles.
"Ante Finishers" -variant may be used. If used, first choose your own finisher, then randomly
decide which Finisher will be readied for the AI fighter.

1) Select attack pairs


Select your own attack pair normally and place it face up on the table. The opponent will not select
their attack pair here it will be done after the Ante-phase.

2) Ante
Anteing is done normally. Follow the instructions in the enemy fighter's AI instructions to ante for
them. With some fighters, it is necessary to first determine their attack pair, and this will happen
after the Ante-phase.

If the Ante Finishers -variant is used, remember that no more antes may be placed after anteing a
Finisher. Try to take this into account when determining who gets to ante and how many times. If
multiple ante possibilities are open for the opponent, they always ante the Finisher last.
The usage of the opponents Finisher is not determined until the next phase, so if the Finisher is
used, you might have anted more than what was possible to ante. In this case, reclaim any antes that
were not possible.

3) Reveal attack pairs


First, determine the distance from you to the opponent this is referred to as the Range. Then,
roll a d20 and consult the chart corresponding to the range in the enemy fighter's AI to see which
Base they will use. If the rolled Base is currently in discard (and the Finisher can't activate), roll
again until an available Base is selected. Burst-base cannot be selected if the AI fighter is adjacent
to the edge of the arena and your fighter (cornered).
Sometimes the AI instructions refer to a *special chart*. This means that you should use the
fighter's special chart (**) instead of a basic chart, as long as the range is correct.

Finally, randomly draw a Style for the AI fighter and put their attack pair face up on the table.
Then continue this step normally.

In case of a Clash, first choose a new Base for yourself, then roll again to come up with another
Base card for the AI fighter.

4) Execute attacks
Execute attacks normally.
Often the AI fighter has a choice related to their movement. For these situations, check the AI
fighter's positioning-rules, as well as their card-related instructions. However, the following
priorities always take precedence over any other instructions:
1st PRIORITY: If the AI has not yet attacked this beat, they try to hit you.
2nd PRIORITY: The AI tries to avoid your attack if you haven't attacked yet.

Use these two rules (sometimes both can be achieved), combined with the fighter-specific
instructions to find the exact way the AI fighter will behave. If multiple choices still remain, use the
die to decide randomly.

5) Recycle
Recycling is done as per normal rules.
BATTLECON: DEVASTATION OF INDINES AI duels; exceptions and notes
FOR A SLIGHTLY SIMPLER VARIANT, DISREGARD THIS PAGE!

DASHING: When Dash is used, style is not necessarily chosen randomly instead, many fighters
have a prioritized list of styles mentioned in their positioning rules that they will use when dashing.

AI fighters always try to change sides when dashing.


If this is possible, they follow their positioning rules on the other side of the opponent.
If not possible, they follow their positioning rules on the current side of the opponent.

FINISHER: When AI fighter's life is at 7 or below, they may decide to use their Finisher instead of
choosing their attack pair normally (if Finisher-variant is in use).
Finisher is chosen if the row in the appropriate range chart is colored:
____ for finisher ____ for finisher

The Finisher is activated even if a *special chart* would otherwise be used for a roll.
(Special charts don't have colored rows)

MULTIPLE EFFECTS WITH THE SAME TRIGGER: In case the AI fighter has multiple
effects that have the same trigger, resolve them one at a time, and try to do it in an order where the
AI fighter seems to benefit most from the effects (if the order matters at all).

The following are exceptions to AI behavior based on the fighter you are using. If these rules
contradict with the AI fighter's own rules, roll the die to randomly decide which one is prioritized.
IF YOUR FIGHTER IS...
...Adjenna Callista, AI fighter prefers not to end their movement adjacent to her.
This takes the priority over fighter-specific positioning rules.
...Arec Russel Zane, AI fighter will randomly decide whether to count the range to Arec's Clone
Marker or to his standee when choosing the attack pair (roll the die: 1-10 = Marker, 11-20 Standee).
...Aria, AI fighter prefers to end their movement to at least range 2 from all of Aria's droids.
...Gaspar Geddon, AI fighter tries to move into spaces with clones that haven't activated yet.
...Iaxus the Shattered, AI fighter reclaims cards in the following order when Rifting grows:
Base from discard 1, Style from discard 1, Base from discard 2, Style from discard 2.
If the AI fighter gets to choose a new Plane Card, it is chosen randomly
...Kaitlyn Van Sorrel, AI fighter will take wormholes into account when determining ranges.
...Karin & Jager Brandtford, AI fighter prefers not to end their movement in Jager's space, or
move into Jagers space if the Coordinated-style is used.
...King Alexian XXXVII, AI fighter will roll the die on each ante step when they have at least 2
Chivalry Tokens, anteing them all on 8-20. Dashing will not be used when anteing them.
...Pendros Schalla, AI fighter prefers to end their movement in spaces with positive Environment
Markers (priority), as well as face down Environment markers, while avoiding the Lightning Storm.
Vice versa when they get to move you.
...Runika Zenanen, AI fighter randomly decides which artifacts get deactivated. If deactivating a
certain artifact would prevent Runika from hitting them back, then these artifacts have the priority.
...Oriana Vellopholetta, AI fighter always discards a token rather than takes life loss (Calamity).
With the Unstable-base, the effects are chosen randomly, however, the 2nd effect has the priority if
getting stunned would have no ill effects. Also the 3rd effect is always chosen before the 4th effect.
...Overlord Cairngort Rexan, AI fighter will roll the die on each ante step when they have any
Curse Tokens, anteing them all on 6-20. Dashing will not be used when anteing them.
Fighter tables for randomizing your enemy + Deathmatch game mode

The tables below can be used for randomly choosing enemies for you to fight.

Try the following game mode, where an endless (well, up to 29...) horde of opponents will attack
you, one after another. These opponents are not as smart as you are, so you can expect to gain upper
hand rather easily but every mistake will cost you, and sooner or later you will fall...

1) Choose a fighter for yourself.

2) Choose the level of complexity you would like your next opponent to have. This level will
not necessarily refer to the actual effectiveness of the opponent, but rather to the amount of
maintenance you should expect to be doing to make the opponent's AI work properly.
Roll the d20 to see who will be your next opponent, re-rolling the already defeated fighters.

3) Fight! Only one duel is fought against each opponent.

4) If you won, your fighter gets to have a short break before the next fight: Regain 4 life.
Then go back to 2) and choose the next fighter.
See how many opponents you can take down before some of them defeats you!

If you are using Ante Finishers -variant, your Finisher can only be used once during the
whole series fights.

Roll SIMPLE AVERAGE COMPLEX


19-20 Voco Astrum Pendros Schalla Tanis Trilives
17-18 Shekhtur Lenmorre Ottavia Six Runika Zenanen
15-16 Overlord Cairngort Rexan Marmelee Greyheart Oriana Vellopholetta
13-14 Mikhail Isen Karin & Jager Brandtford Malandrax Mecchi
11-12 Lymn Gerard Matranga Lesandra Machan
9-10 King Alexian XXXVII Clive Melmont Kaitlyn Van Sorrel
7-8 Kajia Septie Salix Clinhyde Eight Iaxus the Shattered
5-6 Joal Kalmor Csar Grist Gaspar Geddon
3-4 Eligor Larington Byron Krane Endrbyt
1-2 Adjenna Callista Aria Arec Russel Zane
ADJENNA CALLISTA

POSITIONING: Adjenna tries to keep the range to her opponent to a minimum (priority).
She also tries to stay as close to the center of the arena as possible.

Finishers are used only if the opponent has at least 2 Petrification Counters.

Alluring-style is only used if the range to the opponent is 1.


Beckoning-style is not used if the range to the opponent is 1-2 (1-3 with drive).

Dashing styles: Pacifying > Beckoning > Arresting

RANGE 1 ! RANGE 2-3 RANGE 4+


16-20 Strike 16-20 Gaze 13-20 Gaze
12-15 Grasp 11-15 Drive 8-12 Shot
8-11 Burst 6-10 Shot 4-7 Drive
4-7 Drive 4-5 Burst 2-3 Strike
2-3 Shot 2-3 Dash 1 Burst
1 Dash 1 Strike

xxx Burst: Retreats two, unless the second step would move her out of range.
Irresistible: Pulls the opponent adjacent to herself, and on the side where the nearest edge space is
closer.
AREC RUSSEL ZANE

ANTE: If Arec has 3 or 4 Influence Tokens, he will ante one of them at random.
If 1 or 2 tokens remain, roll the die: A token is anted on 11-20.

POSITIONING: Arec tries to keep the range to his opponent at 2 (priority).


He also tries to stay as close to the center of the arena as possible.

INFLUENCE TOKENS: The anted Influence Token affects on which bases and styles Arec can use:
Fear: Returning-style is not used. Burst-base is not used if the range to the opponent is 1-2.
Hesitation: Dash-base is not used. Also, use the *special chart*.
Mercy: Manipulative-style is not used. Uncanny Oblivion is not used.
Recklessness: This token has no effects of Arec.

Dominate Person cannot be chosen as AI Arecs Finisher.


Uncanny Oblivion is used only if the range to the opponent is exactly 2.
Mirrored- & Perceptional-styles are not used if the range to the opponent is 1 (1-2 with drive).

Dashing styles: Mirrored > Phantom > Perceptional

RANGE 1 ! RANGE 2-3 RANGE 4+ *RANGE 3+*


16-20 Strike 16-20 Drive 14-20 Shot 15-20 Shot
12-15 Grasp 11-15 Shot 9-13 Hex 11-14 Hex
8-11 Burst 7-10 Strike 5-8 Drive 7-10 Strike
4-7 Drive 4-6 Hex 3-4 Burst 5-6 Drive
2-3 Hex 2-3 Burst 2 Strike 3-4 Burst
1 Dash 1 Grasp 1 Dash 1-2 Grasp

xxx Burst: Retreats two, unless the second step would move him out of range.
xxx Grasp: Pushes the opponent.
xxx Hex: Pushes the opponent. Regains a random Influence Token.

Manipulative: OH; From range 1 he declares; Burst > Shot > Random
from range 2 he declares; Shot > Burst > Random
from ranges 3+ he declares; Grasp > Strike > Random
Next ante-phase, roll the die on 11-20 he does not ante a token, and chooses the Returning-style
and the same base as what was declared. (This is done only if both of these cards are available)
OD; Regains a random Influence Token.

Mirrored: If he is currently at range 1-2, he places the clone at range 4 from the opponent (3, if the
opponent is on the middle space). If he is currently at range 3+, he places the clone adjacent to the
opponent, on the side that closer to the middle of the arena.
At the start of the next ante step, roll the die: Arec moves to the clone's position on 11-20.

Perceptional: SoB; An Influence Token is spent if that will allow Arec to fulfill the movement
priorities better. Also, if the opponent will be able to hit Arec, a token will be spent if that would
make the attack less effective.
OH; He will not pull the opponent.
Phantom: Regains a random Influence Token.
ARIA

Aria begins the duel with a random droid in her starting space.

POSITIONING: Aria moves around as little as possible. If she has to choose between advancing
and retreating, she prefers to retreat.

Laser Lattice is used only if at least two attackers seem capable of hitting the opponent
(the On Hit -movement effect is taken into account when determining this).

Catalyst- & Dimensional -styles are not used if the range to the opponent is 1-2 (1-3 with drive).

Dashing styles: Photovoltaic > Laser > Dimensional

If the opponent is in a space with a droid and the Reconfiguration-base is available,


use the *special chart*.

RANGE 1-2 ! RANGE 3 RANGE 4+ *ANY*


16-20 Strike 16-20 Drive 14-20 Shot 14-20 Reconfiguration
12-15 Grasp 11-15 Shot 9-13 Drive 10-13 Shot
8-11 Burst 7-10 Strike 5-8 Strike 6-9 Drive
4-7 Drive 4-6 Burst 3-4 Burst 3-5 Strike
2-3 Shot 2-3 Grasp 1-2 Reconfiguration 1-2 Burst
1 Dash 1 Dash

xxx Burst: Retreats two, unless the second step would move her out of range.
xxx Grasp: Pushes the opponent, unless pulling them would allow more droids to affect them.
Dimensional: EoB; 1: Aria moves to the Magnetron Droid's space
2: She moves behind the Dampening Droid (from the opponent's perspective)
3: She moves to the middle of the arena.
xxx Grasp: Pushes the opponent.
Laser Lattice: OH; Moves the opponent in a way where as many droids as possible can hit them.
Otherwise, the opponent is pushed.
Photovoltaic: OH; Removes all droids, except for those that are within range 1 from the opponent.
AA; Places a random droid. With Dash, the droid is placed as close to the opponent
as possible.
xxx Reconfiguration: Moves to range 3 from the opponent, then places a random droid adjacent to
the opponent, on Aria's side of the arena.
Synchro Merge: Removes all droids.
BYRON KRANE

POSITIONING: Byron moves around as little as possible. If he has to choose between advancing
and retreating, he prefers to retreat.

Byron's Base-charts are not based on range, but on the number of remaining Mask-counters.

4-5 MASKS 2-3 MASKS 0-1 MASKS


15-20 Strike 15-20 Grasp 15-20 Grasp
11-14 Drive 11-14 Strike 10-14 Drive
7-10 Shot 7-10 Drive 7-9 Dash
4-6 Burst 4-6 Smoke 5-6 Strike
2-3 Smoke 2-3 Burst 3-4 Smoke
1 Grasp 1 Shot 1-2 Burst
Range to the opponent still needs to be calculated it is used to choose the Style-card.

Byron chooses his styles at random, but the current range and the chosen base limit the valid
choices down 1-3. Only if these styles are not available, the others can be used.
Soulless can only be chosen if the instructions below mention it.
For Dash, the style is drawn at random (but never Soulless).

Range 1: Faceless / Soulless OR Soul Trap if the roll was 1-10


With Burst; Heartless / Faceless / Soulless OR Soul Trap if the roll was 1-10
Range 1 (cornered): Breathless / Faceless / Soulless OR Soul Trap if the roll was 1-10

Range 2: Faceless / Heartless OR Soul Trap if the roll was 1-10


With Burst; Deathless / Heartless OR Soul Trap if the roll was 1-10
With Drive; Faceless / Soulless OR Soul Trap if the roll was 1-10

Range 3: Deathless / Heartless OR Finisher if the roll was 1-10


With Burst; Breathless / Deathless OR Finisher if the roll was 1-10
With Drive; Faceless / Heartless OR Finisher if the roll was 1-10

Range 4: Breathless / Deathless OR Soulgate if the roll was 1-10


With Drive; Faceless / Heartless OR Soulgate if the roll was 1-10

Range 5: Breathless
With Burst; Breathless / Deathless
With Drive; Deathless / Heartless

Range 6: Breathless
With Drive; Breathless / Deathless

Breathless: SoB; If Byron is cornered, he will move to the opposite edge of the arena.
Otherwise he moves only if needed to fulfill the two main priorities.
xxx Burst: Tries to get to the range where the range-specific effect of the Style-card can trigger.
Deathless: Moves the opponent as close to himself as possible, towards the nearest edge space.
xxx Grasp / xxx Smoke: Tries to move the opponent to the range where the range-specific effect of
the Style-card can trigger. Otherwise he pushes the opponent.
CSAR GRIST

POSITIONING: Csar tries to keep the range to his opponent to a minimum (priority).
He also tries to stay as close to the center of the arena as possible.

FUELED-STYLE: Fueled-style is not included to the stack of cards when randomly selecting a
style. Instead, when Csar has 3 Threat Counters, roll the die before determining his attack pair.
On 1-7 the Fueled-style is chosen instead of a random selection. Then, in either case, roll again to
determine the Base-card to be used.
If Fueled is not chosen like this, then it will be chosen during the next beat (when Csar has
4 Threat Counters). However, if Level 4 Protocol is ready to be used and the opponent is at range
1, the Finisher will be used instead of a Fueled -attack pair.

Endless Vigil is used immediately when Csars life is low enough, and he has 3-4 Threat Counters.
Like the other Finisher, this will also take priority over the special rules for the Fueled-style.

Dashing styles: Randomly drawn (Fueled not included).

When the Fueled-style is used, use the *special chart*.

RANGE 1 RANGE 2 RANGE 3+ *ANY*


16-20 Strike 15-20 Drive 13-20 Shot 13-20 Suppression
12-15 Grasp 10-14 Shot 8-12 Drive 7-12 Burst
8-11 Suppression 7-9 Strike 5-7 Suppression 1-6 Dash
5-7 Burst 4-6 Burst 3-4 Dash
2-4 Drive 2-3 Dash 2 Strike
1 Shot 1 Grasp 1 Burst

Bulwark: Moves as far away from the opponent as possible if he is the active fighter, stays still if
he is the reactive.
xxx Burst: Retreats two, unless the second step would move him out of range.
CLINHYDE EIGHT

ANTE: Clinhyde antes a Stim on every beat. The stim to be activated depends on the base he is
using (so the anteing actually happens after the Ante-phase, don't forget to apply the life loss!):
Grasp or Drive Crizma > Hylatine > Ehrlite
Strike Ehrlite > Crizma > Hylatine
Frenzy, Burst or Shot Hylatine > Crizma > Ehrlite
Dash No new stims activate.
Finishers No new stims activate.

POSITIONING: Clinhyde tries to keep the range to his opponent to a minimum (priority).
He also tries to stay as close to the center of the arena as possible.

Ritherwhyte Infusion: When this Finisher activates, Clinhyde changes his positioning preferences to
the following:
POSITIONING: Clinhyde tries to keep the range to his opponent at 4 (priority).
He also tries to stay as close to the center of the arena as possible.

Also, with Ritherwhyte Infusion, when determining the table to be used while rolling for a Base,
subtract 2 from the range.

Gravity-style is not used if the range to the opponent is 1 (1-2 with drive).

Dashing styles: Randomly drawn (Gravity can be used regardless of range).

If Clinhyde has 2 or more stims active and the Frenzy-base is available, use the *special chart*.

RANGE 1-2 RANGE 3 RANGE 4+ *RANGE 1-3*


16-20 Strike 16-20 Drive 13-20 Shot 14-20 Frenzy
12-15 Grasp 11-15 Shot 8-12 Drive 10-13 Drive
8-11 Burst 7-10 Strike 5-7 Strike 7-9 Strike
4-7 Drive 4-6 Grasp 3-4 Burst 4-6 Shot
2-3 Shot 2-3 Burst 2 Grasp 2-3 Burst
1 Dash 1 Dash 1 Dash 1 Grasp

xxx Burst: Retreats two, unless the second step would move him out of range.
Diffusion: OH; Pushes two spaces.
OD; Deactivates a random stim.
xxx Frenzy: Deactivates all stims.
CLIVE MELMONT

ANTE: Clive activates one random Module Card on each ante-phase.


Auto-Repair cannot be chosen if Clive is at full life during the ante-phase.

POSITIONING: Clive moves around as little as possible. If he has to choose between advancing
and retreating, he prefers to retreat.

System Reset is used only if at least 5 of Clive's modules have been removed from the game.
System Shock is used only if all of Clive's modules have been removed from the game.

Burnout- & Rocket -styles are not used if the range to the opponent is 1 (1-2 with drive).

Dashing styles: Randomly drawn (the two exceptions above can always be used with Dash).

If Extending Arms -module or Rocket Boots -module is active, subtract 1 from the range when
determining Clive's attack pair. If both of the above are active, subtract 2.

RANGE 1 ! RANGE 2 RANGE 3 RANGE 4+


16-20 Strike 16-20 Drive 16-20 Shot 14-20 Shot
12-15 Wrench 11-15 Wrench 11-15 Drive 10-13 Drive
8-11 Grasp 6-10 Strike 7-10 Strike 6-9 Wrench
4-7 Burst 4-5 Shot 4-6 Wrench 3-5 Strike
2-3 Drive 2-3 Grasp 2-3 Burst 1-2 Burst
1 Dash 1 Dash 1 Grasp

Burnout: Randomly removes one of the following, if possible:


Afterburner, Auto-Repair, Extending Arms, Force Gloves, Rocket Boots
xxx Burst: Retreats two, unless the second step would move him out of range.
xxx Grasp: Pushes the opponent.
Leaping: If a hit can be scored after advancing 3 spaces, Clive will do so.
Rocket: SoB; Retreats, unless that would move him out of range.
OH; Moves the opponent two spaces towards the nearest edge space.
System Reset: Activates 3 random modules.
xxx Wrench: Won't return any modules, unless he is the active fighter and the opponent is about to
hit Clive and stun him. In this case, he returns all modules.
ELIGOR LARINGTON

ANTE: If Eligor has 2 or more Vengeance Tokens, roll the die.


On 1-10 he antes up to 3 tokens.
On 11-20 he antes all of his tokens.
If any Vengeance Tokens were anted, Eligor will not use Dash.

POSITIONING: Eligor tries to keep the range to his opponent to a minimum (priority).
He also tries to stay as close to the center of the arena as possible.

Dashing styles: Chained > Counter > Retribution

If any tokens were anted and the Aegis-base is available, use the *special chart*.

RANGE 1 RANGE 2 RANGE 3+ *RANGE 1-3*


16-20 Strike 15-20 Drive 13-20 Shot 14-20 Aegis
12-15 Grasp 10-14 Shot 8-12 Drive 10-13 Shot
8-11 Burst 7-9 Strike 5-7 Strike 6-9 Drive
4-7 Drive 4-6 Burst 3-4 Burst 3-5 Strike
2-3 Shot 2-3 Dash 2 Grasp 1-2 Grasp
1 Dash 1 Grasp 1 Dash

xxx Burst: Retreats two, unless the second step would move him out of range.
Chained: Pulls only if needed to hit successfully, and no more than is necessary.
ENDRBYT

Choose Endrbyt's Mode at random. Neither fighter uses Finishers in a duel against AI Endrbyt!
Choose 5 styles for Endrbyt in the following way:
Randomly choose either Collection, Dispersal or Forceful. Then, randomly pick 4 of the
other 7 styles. If Analysis Mode is used, one of them has to be the Terrifying-style.
Endrbyt uses all of his 4 unique bases, plus Burst, Drive and Strike from the standard bases.
Endrbyt places Burst in discard [2], and Vent in discard [1], along with two random styles.

ANTE: Roll the die. Endrbyt antes on 8-20, if he has enough energy for it.
Use *special charts* if he doesn't ante and he has at least three energy.
When anteing in Reactor Mode he antes down to one energy, and uses *special charts* always
when he doesn't ante.

POSITIONING: Endrbyt moves around as little as possible. If he has to choose between advancing
and retreating, he prefers to retreat.

Collection- & Dispersal -styles are not used if the range to the opponent is 1 (1-2 with drive,
1-3 with grapple).
Forceful-style is not used if the range to the opponent is 1-2 (1-3 with drive, 1-4 with grapple).
Slice-base is not used if the opponent is an edge space.

RANGE 1-2 ! RANGE 3+ *RANGE 1-2* ! *RANGE 3+*


16-20 Strike 16-20 Grapple 15-20 Vent 15-20 Buster
12-15 Burst 11-15 Drive 9-14 Buster 9-14 Grapple
8-11 Buster 8-10 Slice 5-8 Slice 5-8 Slice
4-7 Slice 5-7 Burst 3-4 Strike 3-4 Drive
2-3 Drive 3-4 Strike 2 Burst 1-2 Burst
1 Vent 1-2 Buster 1 Drive

xxx Burst: Retreats two, unless the second step would move him out of range.
xxx Buster: BA; Spends as much energy as needed to hit the opponent OR down to 1 in Reactor
Mode, and down to 3 in Balance Mode (not if Gripping-style's OH could be used).
OH; Pushes the opponent.
xxx Grapple: OH; Spends down to 1 in Reactor Mode, and down to 3 in Balance Mode
(not if Gripping-style's OH could be used).
xxx Slice: SoB; Spends energy if it helps to avoid the opponent's attack OR
down to 1 in Reactor Mode, and down to 3 in Balance Mode.
BA; Moves to the farthest away space from which it is possible to hit the opponent.
xxx Vent: EoB; Discards down to 1 in Reactor Mode, and down to 3 in Balance Mode.
Capturing: SoB; Spends as much energy as needed to hit the opponent.
OH; Spends down to 1 in Reactor Mode, and down to 3 in Balance Mode (not if Vent-base is used).
Dispersal: Ignores effects if that would help him to fulfill the positioning priorities better.
Gripping: OH; Spends the energy if he can (not if Vent-base is used).
Levitation: SoB; Spends as much energy as needed to hit the opponent OR down to 1 in Reactor
Mode, and down to 3 in Balance Mode (not if Vent-base is used).
Sonic: Range 1-2; Strike > Grasp > Burst > Random Range 3+; Drive > Shot > Special > Random
Unbreakable: SoB; Spends the energy if he is about to get hit by the opponent.
GASPAR GEDDON

ANTE: First, determine Gaspar's own base. If Gaspar uses Dash, randomly draw him a style and
skip the following list. Otherwise, do not draw him a style yet.
Then roll the die: On 7-20 go through the following instructions and do the first one that is possible.
1) RANGE 2-3 and Gaspar uses Drive or Shot and Cascading-style is available:
Gaspar antes two of the following; Strike > Burst > Grasp > Bladestorm,
and places clones as close to the opponent as possible. The Cascading-style is used.
2) RANGE 3+ and Gaspar's Base leaves his attack 2 spaces too short
and Gordian-style is available:
Gaspar antes one of the following; Drive > Shot > Strike > Grasp > Bladestorm, and places
a clone in front of himself. The Gordian-style is used.
3) RANGE 1-3 and Drive-base is available and Replicated-style is available:
Gaspar antes Drive and places a clone at range 3 from the opponent, or if not possible, 2.
The Replicated-style is used..
4) RANGE 1-4 and Shot-base is available and Replicated-style is available:
Gaspar antes Shot and places a clone as far as possible from the opponent, range 4 at most.
The Replicated-style is used.
5) RANGE 1-2:
Gaspar antes one of the following; Strike > Burst > Grasp > Bladestorm, and places a clone
adjacent to the opponent.
Then, if possible, he antes; Drive > Shot, and places another clone behind the first one.
6) RANGE 1-4:
Gaspar antes one of the following; Drive > Shot, and places a clone at the maximum range
where it can still hit the opponent.
7) If none of the above can be followed through, no additional bases will be anted.
If Gaspar's style has not yet been determined, draw one randomly. Re-draw Replicated.

POSITIONING: Gaspar tries to keep the range to his opponent to a minimum (priority).
He also tries to stay as close to the center of the arena as possible.

Finishers are used only if there are at least 4 bases in Gaspar's discard piles.

RANGE 1 RANGE 2 RANGE 3+


17-20 Strike 16-20 Drive 14-20 Shot
13-16 Grasp 11-15 Shot 9-13 Drive
9-12 Bladestorm 6-10 Burst 6-8 Burst
5-8 Burst 4-5 Strike 3-5 Strike
2-4 Drive 2-3 Bladestorm 2 Grasp
1 Dash 1 Dash 1 Dash

xxx Burst: Retreats two, unless the second step would move him out of range. Clones retreat one.
Cascading: Clones are moved only if needed to make them hit.
Gordian: BA; Switches only if that would allow Gaspar to hit successfully.
EoB; Returns the base that is higher in the range chart corresponding to Gaspar's current range.
xxx Grasp: Pulls, unless pushing would help Gaspar and his clones to score more hits.
Recursive: Pulls the opponent unless that would cause Gaspar and his clones to miss hits.
Replicated: The second clone is placed in front of the first one.
GERARD MATRANGA

ANTE: On the first ante-phase, Gerard hires one of the following Mercenaries at random:
Archer, Bookie, Brawler.
The next time Gerard has 2 or more gold, he hires one of the cost 2 Mercenaries at random.
From that point on, if Gerard has 7 gold or more, he will hire one random Mercenary.

POSITIONING: Gerard tries to keep the range to his opponent to a minimum (priority).
He also tries to stay as close to the center of the arena as possible.

SPENDING GOLD: Every ante-phase when Gerard has at least 3 gold and one or more of the cost
2 Mercenaries, roll the die. On 11-20 Gerard activates one of the Mercenaries. If he has more than
one, choose the one at random. If a new Merc is hired, it is hired before spending gold like this.
The Heavy Knight is not activated if the range to the opponent is 4 or more OR if Gerard is at an
edge of the arena.

Windfall is used only if Gerard has at least 4 gold.

Hooked-style is used only is the opponent is in the middle space, or if Gerard is on that side
of the opponent where there are more unoccupied spaces.

Dashing styles: Randomly drawn (Hooked not included).


Dash is not used if Gerard hired the Lackey this beat.

RANGE 1 RANGE 2 RANGE 3+


16-20 Strike 16-20 Larceny 15-20 Drive
12-15 Larceny 12-15 Drive 10-14 Shot
8-11 Grasp 8-11 Strike 7-9 Strike
4-7 Burst 4-7 Shot 4-6 Larceny
2-3 Drive 2-3 Grasp 2-3 Burst
1 Dash 1 Dash 1 Dash

xxx Burst: Retreats two, unless the second step would move him out of range.
Gilded: Pulls only if needed to get the opponent closer to himself.
Hooked: Pulls until the opponent is as close to himself as possible.
Initiation: OH; Hires a random Mercenary. The Lackey will only be hired if Gerard has less than
10 life left (and at least 5 gold).
Ultra Beatdown: Dismisses all Mercenaries.
Villainous: OH; Pushes two spaces.
IAXUS THE SHATTERED

PLANES: Iaxus chooses new Plane Cards at random.


When Rifting plane grows, Iaxus reclaims cards in the following order:
Base from discard 1, Style from discard 1, Base from discard 2, Style from discard 2.
When Rifting plane collapses, Iaxus chooses the cards from your hand at random.
When Tidal plane grows or collapses, follow Iaxus' positioning rules. (Remember that during ante
phase Iaxus can't take your attack pair into account when making decisions)

POSITIONING: Iaxus tries to keep the range to his opponent at 2 (priority).


He also tries to stay as close to the center of the arena as possible.

Zone Eater is used only if the current Plane has at least 3 Growth Counters on it.
Seize Control is used only if the current Plane has 4 Growth Counters on it.

Diffuse-style may be randomly drawn only if Iaxus is in the middle space of the arena.
If the middle space of the arena is in between the fighters, the opponent is in spaces 1, 2, 6 or 7,
and Iaxus uses Grasp or Strike, Diffuse is automatically chosen, if it is available.

Exemplary- & Minimized -styles are not used if the range to the opponent is 1 (1-2 with drive).

Dashing styles: Randomly drawn (the three exceptions above can always be used with Dash).

If Singularity plane grew this beat, subtract one from the range when choosing Iaxus' attack pair.
If Singularity plane collapsed this beat, use RANGE 1 chart regardless of the actual range.

RANGE 1 ! RANGE 2 RANGE 3+


16-20 Strike 16-20 Strike 15-20 Drive
12-15 Grasp 11-15 Grasp 10-14 Shot
8-11 Plane Step 6-10 Burst 7-9 Plane Step
4-7 Burst 4-5 Drive 4-6 Strike
2-3 Drive 2-3 Shot 2-3 Burst
1 Dash 1 Dash 1 Grasp

xxx Burst: Retreats two, unless the second step would move him out of range.
Diffuse: Pushes the opponent as far as possible.
xxx Grasp: Pushes the opponent.
xxx Plane Step: Moves to range 2 from the opponent, or if that is not possible, to range 3.
Seize Control: Returns collapsed planes to his supply.
Zone Eater: Removes all Growth Counters.
JOAL KALMOR

Joal uses all of his 5 unique bases, plus Drive and Shot from the standard bases.
Joal places Knuckle in discard [2], and Ironstar in discard [1].

POSITIONING: Joal moves around as little as possible. If he has to choose between advancing and
retreating, he prefers to retreat.

RANGE 1 RANGE 2 RANGE 3+


16-20 Runeblade 16-20 Runeblade 14-20 Hand Cannon
11-15 Ironstar 12-15 Binding Knife 9-13 Shot
6-10 Knuckle 9-11 Drive 6-8 Binding Knife
2-5 Binding Knife 6-8 Shot 4-5 Drive
1 Shot 3-5 Ironstar 1-3 Runeblade
1-2 Hand Cannon

Annihilator: The three bases are chosen according to the following priorities:
Runeblade > Knuckle > Ironstar > Hand Cannon > Shot > Drive > Binding Knife
Cutthroat: Advances only if the special hit would become possible, or if moving is needed for a
successful normal hit.
Dual Wield: Chooses the highest available base in the chart corresponding to the current range.
Hand Cannon: Moves the opponent 2 spaces.
Slayer's: Won't add new bases.
KAITLYN VAN SORREL

WORMHOLES: Kaitlyn places a Wormhole Marker at the end of each beat, as long as an unplaced
marker is available.
A new wormhole is placed between Kaitlyn and her opponent, as close to the opponent as possible.
If there are no available spaces between the fighters, then the wormhole is placed adjacent to either
one of the fighters (adjacent to Kailyn, if both adjacent spaces are available).
If no spaces in between, and no adjacent spaces are available, Kaitlyn won't place a new wormhole.

When Kaitlyn interacts with her wormholes, she ignores them unless she could fulfill the
positioning priorites better by not ignoring them.

POSITIONING: Kaitlyn tries to keep the range to her opponent to a maximum.

Divide by Zero cannot be chosen as AI Kaitlyns Finisher.

Illimitable-style is not used if the range to the opponent is 1 (1-2 with drive).

Dashing styles: Illimitable > Paradox > Telepresent

Select a chart according to the actual range Wormhole Markers don't count.
RANGE 1 ! RANGE 2-3 RANGE 4 RANGE 5-6
15-20 Transposition 15-20 Strike 16-20 Drive 14-20 Shot
9-14 Burst 10-14 Grasp 12-15 Shot 10-13 Drive
5-8 Drive 7-9 Transposition 9-11 Strike 6-9 Burst
1-4 Dash 4-6 Burst 6-8 Transposition 3-5 Strike
2-3 Dash 3-5 Grasp 1-2 Grasp
1 Drive 1-2 Burst

Axiomatic: Moves the opponent to the wormhole that is at the longest distance from her, if that
movement will increase the range between them.

Illimitable: SoB; Places a wormhole as close to the opponent as possible. If all three have already
been placed, she removes the one that is closest to herself.
EoB; Advances if the current range to her opponent is 4+, otherwise retreats.

Mobius: AA; Moves to the wormhole that is at the longest distance from her opponent, if that
movement will increase the range between them.

Telepresent: OH; Removes all markers from behind the opponent. Also removes those between
the fighters, as long as that will not enable the opponent to hit Kaitlyn.
EoB; Places the wormhole following her normal rules for placing them. If all three
have already been placed, she removes the one that is closest to herself.
KAJIA SEPTIE SALIX

POSITIONING: Kajia tries to keep the range to her opponent to a minimum (priority).
She also tries to stay as close to the center of the arena as possible.
When she gets to move her opponent, she always tries to pull the opponent past her.

Wormwood is used only if the opponent has Insect Counters equal to the range from them to
Kajia, or one less.

Dashing styles: Parasitic > Swarming > Burrowing

RANGE 1 RANGE 2-3 RANGE 4+


16-20 Mandibles 16-20 Mandibles 14-20 Shot
12-15 Strike 11-15 Drive 9-13 Drive
8-11 Grasp 6-10 Shot 5-8 Mandibles
4-7 Burst 4-5 Strike 3-4 Strike
2-3 Drive 2-3 Burst 2 Burst
1 Dash 1 Dash 1 Dash

xxx Burst: Retreats two, unless the second step would move her out of range.
KARIN & JAGER BRANDTFORD

POSITIONING: Karin moves around as little as possible. If she has to choose between advancing
and retreating, she prefers to retreat.
Jager always tries to move to the same space as the opponent. When forced to move out from the
opponent's space, roll the die:
1-10 = Jager moves towards Karin, 11-20 = Jager moves away from Karin.

Lunar Cross is used only if Jager is behind the opponent.


Red Mood Rage is used only if the "range" is met.

Dashing styles: Dual > Coordinated > Feral

If Jager shares the space with the opponent and Claw-base is not in discard, use the *special chart*.

RANGE 1 RANGE 2 RANGE 3+ *RANGE 1-4*


16-20 Strike 15-20 Drive 13-20 Shot 14-20 Claw
12-15 Grasp 10-14 Shot 8-12 Drive 10-13 Shot
8-11 Burst 7-9 Strike 5-7 Strike 6-9 Drive
4-7 Drive 4-6 Burst 3-4 Burst 3-5 Strike
2-3 Shot 2-3 Dash 2 Grasp 2 Grasp
1 Dash 1 Grasp 1 Dash 1 Burst

xxx Burst: Retreats two, unless the second step would move her out of range.
Dual: If Jager is in the same space as the opponent, move them to the maximum range where Karin
can still score a hit, or to the middle of the arena if Dash-base is used.
If not in the same space as the opponent, he moves as close to them as possible. Roll the die:
1-10 = Jager moves in front of the opponent, 11-20 = Jager moves in behind the opponent.
Feral: EoB; Retreats if the range to the opponent is 1.
Full Moon: Swaps places if Karin is the active fighter and this maneuver is needed for a successful
hit OR if Karin is the reactive fighter and Jager is not between Karin and the opponent.
xxx Grasp: Pushes the opponent.
KING ALEXIAN XXXVII

POSITIONING: Alexian tries to keep the range to his opponent to a minimum (priority).
He also tries to stay as close to the center of the arena as possible.

Dashing styles: Randomly drawn.

If Alexian's opponent has all 3 Chivalry tokens, use the *special chart*.

RANGE 1 RANGE 2 RANGE 3+ *ANY*


16-20 Divider 16-20 Divider 13-20 Shot 16-20 Divider
12-15 Strike 11-15 Drive 8-12 Drive 11-15 Burst
8-11 Grasp 6-10 Shot 5-7 Divider 6-10 Dash
4-7 Burst 4-5 Burst 2-4 Strike 3-5 Strike
2-3 Drive 2-3 Dash 1 Burst 1-2 Shot
1 Dash 1 Strike

xxx Burst: Retreats two, unless the second step would move him out of range.
LESANDRA MACHAN

ANTE: Lesandras anteing is done after her Style-card has been determined. This is an exception
to the normal way of handling AI fighters. Each Style is described below, and the ANTE-sections
should be treated as if they were Reveal-effects.
When resolving the anteing, do not take your own attack pair into account when checking ranges
Lesandra couldn't see it.

POSITIONING: Lesandra tries to keep the range to her opponent at 2 (priority).


She also tries to stay as close to the center of the arena as possible.

SUMMONING: If Lesanda dealt any damage to her opponent, she will summon the familiar with
the highest cost that she can afford with that damage. This is done at the end of every beat, unless
she already has an active familiar with an even higher cost.
If she didn't deal any damage, and she hasn't got an active familiar, then she will use her own life to
summon the lowest cost familiar available.

Invocation-style is not used if the range to the opponent is 1-2 (1-3 with drive).

Dashing styles: Binding > Window > Invocation


Familiars are not anted when Dash is used.

RANGE 1-2 ! RANGE 3 RANGE 4+


16-20 Strike 16-20 Drive 14-20 Shot
12-15 Grasp 11-15 Shot 9-13 Summons
8-11 Summons 7-10 Summons 6-8 Strike
4-7 Burst 4-6 Strike 3-5 Drive
2-3 Drive 2-3 Burst 1-2 Burst
1 Dash 1 Dash

Borneo is always anted, unless Lesandra uses Dash.


Binding: ANTE; Wyvern is anted, if Lesandra couldn't otherwise hit her opponent.
Guardian: ANTE; Raven Knight is anted if landing a hit seems possible
Wyvern is anted, if Lesandra couldn't otherwise hit her opponent.
Invocation: ANTE; Raven Knight is anted if landing a hit seems possible.
Wyvern is anted, if Lesandra couldn't otherwise hit her opponent.
Any familiar is banished for Soak 2.
Invoke Duskstalker: ANTE; Any familiar is anted.
Mazzaroth: ANTE; Any familiar is anted, except for Wyvern if Lesandra is at range 4.
Next beat Lesandra uses Dash, if it's available. Any familiar is anted.
Pactbreaker: ANTE; Any familiar is anted, but only if landing a hit seems possible.
Window: ANTE; Any familiar is anted, but only if landing a hit with +0 range seems possible.
OH; Pulls two spaces.

xxx Burst: Retreats two, unless the second step would move her out of range.
xxx Grasp: Pushes the opponent.
xxx Summons: Moves the opponent to the space that is closer to the edge of the arena, or
determines the space randomly if she is exactly in the middle.
LYMN

POSITIONING: Lymn tries to keep the range to her opponent at 2 (priority).


She also tries to stay as close to the center of the arena as possible.

RANGE 1-2 RANGE 3 RANGE 4+


16-20 Strike 16-20 Visions 15-20 Shot
12-15 Visions 11-15 Drive 9-14 Visions
8-11 Grasp 7-10 Shot 5-8 Drive
4-7 Burst 4-6 Grasp 2-4 Strike
2-3 Drive 2-3 Strike 1 Burst
1 Dash 1 Dash

If the range to the opponent is 1, Reverie- & Surreal -styles are never used.

Lymn doesn't choose her styles at random. Instead, she uses the following prioritized lists:
Burst & Shot: Fathomless > Maddening > Surreal > Reverie > Chimeric
Dash: Random draw, but Reverie is re-drawn.
Drive & Grasp: Chimeric > Reverie > Maddening > Surreal > Fathomless
Strike & Visions: Reverie > Chimeric > Surreal > Fathomless > Maddening

xxx Burst: Retreats two, unless the second step would move her out of range.
xxx Grasp: Pushes the opponent.
xxx Visions: OH; Pushes the opponent two spaces.
MALANDRAX MECCHI

ANTE: Choose a trap for Malandrax by randomly drawing one. Don't look at it yet. If more than
one trap is allowed, randomly pick as many as allowed.

TRIGGERING TRAPS: Traps can trigger in the following spaces: Edges of the arena, middle of the
arena, and spaces adjacent to Malandrax.
During each beat, the first time you enter one of these spaces, reveal the active trap card(s) and
determine if you triggered one or more of them. If your movement (all effects combined, if you
have more than one that would trigger directly one after another) would take you through more than
one possible trap spaces, first move all the way, then reveal and trigger the trap cards.
If you didn't move during your attack, reveal the traps afterward to see if the Smasher Trap
activates.

POSITIONING: Malandrax tries to position himself into spaces 2, 3, 5 or 6 whichever is


reachable and farthest away from his opponent.

Leading-style is not used if the range to the opponent is 1-2 (1-3 with drive).

Precision-style is not used if the range to the opponent is 1 (1-2 with drive).

Dashing styles: Plotting > Precision > Leading

RANGE 1 ! RANGE 1, CORNERED RANGE 2-3 RANGE 4+


17-20 Strike 13-20 Dash 16-20 Master Plan 15-20 Master Plan
13-16 Grasp 8-12 Grasp 12-15 Strike 10-14 Shot
9-12 Burst 4-7 Drive 8-11 Shot 7-9 Drive
5-8 Drive 1-3 Strike 4-7 Grasp 5-6 Strike
1-4 Dash 1-3 Burst 3-4 Burst
1-2 Dash

Alarm Trap: Attempts to retreat so that he is at range 3 from his opponent. If the opponent still has
movement left, this is taken into account when determining the amount of spaces to retreat. If the
edge of the arena blocks Malandrax's retreat, he moves to the edge.

xxx Grasp / Ingenious: Pushes the opponent, unless pulling them would take them into a possible
trap location. In this case, reveal the trap(s) and see if a trap could be triggered this way. If yes, then
pull, otherwise push.

Precision: Reveal the trap(s) if they are not yet revealed. Malandrax attempts to move the opponent
into the active traps, prioritized as follows:
1, Smasher: Opponent is not moved at all. This is not chosen if the range to the opponent is one.
2, Wall Spike
3, Electroshock
4, Alarm: This is done only if Malandrax can then execute a full retreat, as described above.
If none of the traps can be reached, or if there is movement left after reaching all possible traps,
then Malandrax tries to keep the opponent at range 4.
MARMELEE GREYHEART

POSITIONING: Marmelee tries to position herself into spaces 2, 3, 5 or 6 whichever is reachable


and farthest away from her opponent.

Astral Trance is used only if Marmelee currently has 0-2 Concentration Counters.
Astral Cannon is used only if Marmelee currently has 3-5 Concentration Counters.

Magnificent-style is not used if the range to the opponent is 1 (1-2 with drive).

Dashing styles: Nullifying > Barrier > Magnificent

RANGE 1 RANGE 2-3 RANGE 4+


16-20 Meditation 17-20 Meditation 14-20 Shot
12-15 Strike 13-16 Drive 9-13 Drive
8-11 Grasp 9-12 Shot 5-8 Strike
4-7 Burst 6-8 Burst 3-4 Burst
2-3 Drive 3-5 Strike 2 Grasp
1 Dash 1-2 Dash 1 Meditation

Barrier: SoB; Spends the counters if she is in danger of getting hit.


BA; Doesn't spend any counters.
xxx Burst: Retreats two, unless the second step would move her out of range.
xxx Grasp: Pushes the opponent.
Magnificent: OH; Spends as many counters as possible.
AA; Doesn't spend any counters.
xxx Meditation: Spends counters up to the opponent's Power if she is in danger of getting hit.
Nullifying: Spends counters up to the opponent's Power if she is in danger of getting hit.
Petrifying: SoB; Spends the counters if needed to become the active fighter AND if the opponent is
in range.
OH; Spends the counters if needed to stun the opponent AND the stun would somehow
affect the opponent.
Sorceress: BA; Spends a counter if needed to hit successfully.
EoB; Spends a counter to retreat if range is 1.
MIKHAIL ISEN

ANTE: Mikhail antes according to the following prioritized list:


1) Mikhail does not ante a Seal Token if he is using the Dash-base or the Magnus Malleus Finisher.
2) He antes a Seal Token if he is using The Fourth Seal Finisher, or if he has 2-3 tokens.
If he has a single token, roll the die: On 6-20 Mikhail antes the token.
(Token is anted after determining the attack pair)

POSITIONING: Mikhail tries to position himself into spaces 2, 3, 5 or 6 whichever is reachable


and farthest away from his opponent.

The Fourth Seal is used only if Mikhail has 0-1 Seal Tokens.
Magnus Malleus is used only if Mikhail has at least 1 Seal Token.

Dashing styles: Randomly drawn (Apocalyptic can always be used with Dash).

Apocalyptic-style is automatically chosen if the charts below show [* Style]. If Apocalyptic


is not available, choose the style randomly.
Apocalyptic-style cannot be randomly chosen if the range to the opponent is 1-3.

RANGE 1-2 ! RANGE 3 ! RANGE 4+


16-20 Scroll 17-20 Scroll 15-20 Shot
12-15 Strike 13-16 Drive 10-14 Drive
8-11 Grasp 9-12 Shot 6-9 * Grasp / Strike
4-7 Burst 6-8 * Burst 2-5 Scroll
2-3 Drive 3-5 * Grasp / Strike 1 Dash
1 Dash 1-2 Dash

xxx Burst: Retreats two, unless the second step would move him out of range.
xxx Grasp: Pushes the opponent.
Hallowed: OD; Pushes the maximum amount.
Magnus Malleus: Discards all tokens.
ORIANA VELLOPHOLETTA

POSITIONING: Oriana moves around as little as possible. If she has to choose between advancing
and retreating, she prefers to retreat.

ANTE: Orianas anteing is done after her Style-card has been determined. This is an exception to
the normal way of handling AI fighters.
Each Style is described below, and the MP-sections should be treated as if they were Reveal-effects.

Galaxy Conduit is used only if Oriana has at least 4 MP.


Nihil Eraser cannot be chosen as AI Orianas Finisher.

Dashing styles: Randomly drawn (Stellar can always be used with Dash).
Oriana will not ante any MP when dashing, regardless of Style.

RANGE 1-2: Stellar-style is not used, unless Oriana has at least 5 MP!

RANGE 1 ! RANGE 2 ! RANGE 3 RANGE 4+


16-20 Strike 16-20 Drive 14-20 Shot 14-20 Shot
12-15 Grasp 11-15 Shot 9-13 Drive 8-13 Meteor
8-11 Burst 8-10 Meteor 5-8 Meteor 4-7 Drive
4-7 Drive 5-7 Strike 3-4 Strike 2-3 Strike
2-3 Shot 3-4 Grasp 1-2 Dash 1 Burst
1 Dash 1-2 Burst

Calamity: MP; Antes up to 6 MP, but only if landing a hit seems possible (not considering the
opponents attack pair she can't see it).

Celestial: MP; Antes exactly 7 MP.


AA; Takes life loss if she has less than 5 MP.

Galaxy Conduit: MP; Antes all of her MP.

Metamagical: MP; Antes 1 MP, or as many as is needed to gain enough range to hit the opponent.

Stellar: MP; Antes exactly 5 MP if the range to her opponent is 1-3.


BA; Moves as far from her opponent as possible.
OH; Moves the opponent as far from herself as possible.

Unstable: MP; Antes an even number of MP, up to 10, but only if landing a hit seems possible
(not considering the opponents attack pair she can't see it).
OH; Moves the opponent as far from herself as possible.
The Bases to be discarded are chosen according to the following prioritized list:
[Any unique Bases] > Shot > Drive > Dash > Strike > Burst > Grasp

xxx Burst: Retreats two, unless the second step would move her out of range.
xxx Grasp: Pushes the opponent.
OTTAVIA SIX

ANTE: Roll the die to determine Ottavias Target Lock number:


1 = -1 2-3 = 0 4-6 = 1 7-9 = 2 10-13 = 3 14-16 = 4 17-18 = 5 19-20 = 6
First, modify this die roll according to what bases the opponent has in their discard;
Burst & Shot both add one, while Grasp & Drive both subtract one.

Then, modify the Target Lock number according to all tokens and revealed cards that affect the
opponents priority (everything that Ottavia is able to see).

POSITIONING: Ottavia moves around as little as possible. If she has to choose between advancing
and retreating, she prefers to retreat.

Dashing styles: Randomly drawn.

RANGE 1-2 RANGE 3 RANGE 4+


16-20 Strike 16-20 Shooter 15-20 Shooter
12-15 Shooter 11-15 Shot 9-14 Shot
8-11 Grasp 6-10 Strike 5-8 Drive
5-7 Burst 4-5 Burst 3-4 Strike
2-4 Drive 2-3 Drive 2 Burst
1 Dash 1 Dash 1 Dash

Ottavia chooses styles randomly, but only three options are valid for any given range.
With Drive-base, subtract 1 from your range when determining the styles.
RANGE 1 uses the following styles: Cover, Cybernetic, Demolition
RANGES 2-3 uses the following styles: Cover, Cybernetic, Snapback
RANGES 4+ uses the following styles: Anti-personnel, Cover, Snapback

Anti-personnel: Moves as close to the opponent as possible.


xxx Burst: Retreats two, unless the second step would move her out of range.
Cybernetic: OD; Moves the opponent the maximum number of spaces.
Demolition: AA; Advances the maximum number of spaces.
Double Barrel: The second target lock number is one lower if the die roll is 11-20, and one higher
if it is 1-10. {ie. 15 Target lock 3-4}
xxx Grasp: Pushes the opponent.
Snapback: AA; Retreats two spaces.
OVERLORD CAIRNGORT REXAN

POSITIONING: Rexan moves around as little as possible. If he has to choose between advancing
and retreating, he prefers to retreat.

Zero Hour is used only if the opponent has at least 2 Curse Tokens before anteing.
NOTE: If Rexan was the active fighter last beat, you cannot ante any Curse Tokens! If Rexan was
the reactive fighter, you may ante only one.

Dashing styles: Randomly drawn.

RANGE 1 RANGE 2-3 RANGE 4+


16-20 Strike 16-20 Malediction 13-20 Malediction
11-15 Grasp 11-15 Drive 9-12 Shot
8-10 Malediction 6-10 Shot 6-8 Drive
5-7 Burst 4-5 Burst 4-5 Burst
2-4 Drive 2-3 Strike 2-3 Strike
1 Dash 1 Dash 1 Dash

xxx Burst: Retreats two, unless the second step would move him out of range.
xxx Grasp: Pushes the opponent.
xxx Malediction: EoB; Keeps the opponent as far as possible.
Overlords: Pulls only if needed to hit successfully, and no more than is necessary.
Vainglorious: Pulls if the opponent is at range 2.
PENDROS SCHALLA

ANTE: Pendros places an Environment Marker on each beat. Choose the marker at random and
place it between the two fighters, if possible (priority).
Also, the markers are placed as close to Pendros' opponent as possible, but only one marker
in each space.

POSITIONING: Pendros tries to keep the range to his opponent to a minimum (priority).
He also tries to stay as close to the center of the arena as possible.

MARKERS & MOVEMENT: When Pendros moves, or when he moves his opponent, he always
takes environment markers into consideration:
Pendros tries to stay in spaces with "positive" markers that are face up (priority), as well as face
down markers, while trying to avoid the Lightning Storm. Vice versa for his opponent.
These rules take precedence over the Positioning rules above, as well as the card-rules below, but
landing hits and avoiding attacks are still the top priorities.

Landslide Punch is used only if the range to the opponent is exactly 4.

Dashing styles: Ecomantic > Arboreal > Wandering

RANGE 1 RANGE 2 RANGE 3+


16-20 Haymaker 15-20 Haymaker 13-20 Shot
11-15 Strike 10-14 Drive 8-12 Drive
7-10 Grasp 6-9 Strike 4-7 Haymaker
4-6 Burst 4-5 Shot 2-3 Strike
2-3 Drive 2-3 Dash 1 Burst
1 Dash 1 Burst

Arboreal: If he is the reactive fighter, Pendros tries to move out of opponent's range EVEN IF that
would cause Pendros to miss his attack too.
xxx Burst: Retreats two, unless the second step would move him out of range.
Continental Divide: Won't push, unless Markers & Movement rules are valid.
Ecomantic: AA; Advances enough spaces to reach a marker, unless it is the lightning storm.
Wandering: OD; Places another marker as per the Ante-instructions above.
RUNIKA ZENANEN

POSITIONING: Runika tries to keep the range to her opponent at 2 if Phase Goggles are active.
Otherwise, she tries to keep the range to a minimum.

Udstad Beam is used only if the middle space of the arena is between the two fighters.

Overcharged-style cannot be chosen if Runika has more than 10 life left.

Dashing styles: Impact > Explosive > Maintenance

While the Phase Goggles are active, subtract 1 from your range when choosing the table below.

RANGE 1 RANGE 2 RANGE 3+


17-20 Tinker 15-20 Drive 13-20 Shot
13-16 Strike 10-14 Shot 8-12 Drive
9-12 Grasp 7-9 Burst 4-7 Tinker
5-8 Burst 5-6 Tinker 2-3 Strike
2-4 Drive 3-4 Strike 1 Burst
1 Shot 1-2 Dash

Artifice Avarice / Overcharged: Uses the following prioritized list to choose the artifact:
1) Battlefist, if she is the active fighter and about to hit the opponent.
2) Phase Goggles, if she is the active fighter and hitting is possible with the goggles.
3) Hover Boots, is she is the reactive fighter and about to hit.
Otherwise; Autodeflector > Shield Amulet > Battlefist > Phase Goggles > Hover Boots

xxx Burst: Retreats two, unless the second step would move her out of range.

Channeled: SoB; Uses the following prioritized list to choose the artifact:
1) Battlefist, if she is the active fighter and about to hit the opponent.
2) Phase Goggles, if she is the active fighter and the goggles are needed to hit.
Otherwise; Autodeflector > Shield Amulet > Battlefist > Phase Goggles > Hover Boots
EoB; Chooses the artifact randomly.

Explosive: OH; Chooses the artifact randomly, but never the Battlefist.

xxx Tinker: Activates an artifact according to the following priorities:


Autodeflector > Shield Amulet > Hover Boots > Phase Goggles > Battlefist.

Udstad Beam: Tries to position herself at range 5.


SHEKHTUR LENMORRE

ANTE: Roll the die. On 1-10, Shekhtur antes up to 3 Malice Tokens.


On 11-20 she antes all of her tokens.
If 2 or more Malice Tokens were anted, Shekhtur will not use Dash.

POSITIONING: Shekhtur tries to keep the range to her opponent to a minimum (priority).
She also tries to stay as close to the center of the arena as possible.

Dashing styles: Unleashed > Jugular > Reaver

RANGE 1 RANGE 2-3 RANGE 4+


16-20 Brand 16-20 Brand 13-20 Shot
12-15 Strike 11-15 Drive 8-12 Drive
8-11 Grasp 6-10 Shot 4-7 Strike
4-7 Burst 4-5 Burst 2-3 Burst
2-3 Drive 2-3 Dash 1 Grasp
1 Shot 1 Strike

xxx Brand: Spends as many tokens as possible.


xxx Burst: Retreats two, unless the second step would move her out of range.
Spiral: Advances only if needed to hit successfully, and no more than is necessary.
TANIS TRILIVES

PUPPETS: In the beginning of the duel, the Puppet Markers are placed so that Loki is closest to the
opponent and Eris is in an edge space.
Tanis possesses a random puppet each beat (from the two that were not possessed last beat).

POSITIONING: Tanis tries to keep the range to her opponent to a minimum (priority).
She also tries to stay as close to the center of the arena as possible.

Curtain Call is used only if at least one puppet is adjacent to Tanis.


Scene Shift -base is not used if the opponent is in an edge space.
Valiant-style is used only if Loki is between Tanis and her opponent.
Dashing styles: Randomly drawn.

RANGE 1 RANGE 2-3 RANGE 4+


16-20 Strike 16-20 Drive 13-20 Shot
12-15 Grasp 11-15 Scene Shift 8-12 Drive
8-11 Scene Shift 6-10 Shot 4-7 Strike
4-7 Burst 4-5 Strike 2-3 Burst
2-3 Drive 2-3 Dash 1 Grasp
1 Dash 1 Burst

xxx Burst: Retreats two, unless the second step would move her out of range.

Distressed: EoB; Moves puppets according to the following instructions. She will not move the
puppets in a way where they end up sharing spaces with each other.
1) Moves Loki to a space between the opponent and the other puppet, if it's not there already. If
Loki is moved this way, it is moved adjacent to the opponent.
2) Moves Eris to an edge space of the arena, on the side that is farther away from the opponent
(chooses side randomly if the enemy is in the middle space).
3) Moves Mephisto to range 2 from the opponent, on the side where the edge space is farther
away (chooses side randomly if the enemy is in the middle space).
4) Moves a random puppet 1 space towards the opponent.

Empathy Strings: Tries to get the opponent to attack her while a puppet is between them. She tries
to position the opponent as close to herself as possible.

Playful: EoB;
If she is possessing Eris, she moves to range 3 from the opponent. If the opponent is in the middle
space, she chooses the side where Loki is (or at random, if Loki is in the middle space).
If she is possessing Loki, she moves adjacent to the opponent, on the side where the edge space is
farther away (chooses side randomly if the enemy is in the middle space).
If she is possessing Mephisto, she moves to range 2 from the opponent, on the side where the edge
space is farther away (chooses side randomly if the enemy is in the middle space).

xxx Scene Shift: BA; Advances until she is adjacent to the opponent on the other side of them.
OH; Attempts to move both of her puppets through (or out of) the opponent's space.
Loki is left adjacent to the opponent, Mephisto and Eris as far away from the opponent
as possible.
VOCO ASTRUM

ZOMBIE LIFE LOSS: During recycle, roll the die if there is a Zombie Marker in the space the
opponent is occupying. On 11-20 Voco removes the Zombie Marker to cause life loss, unless the
opponent has only 1 life left.

POSITIONING: Voco tries to position himself into spaces 2, 3, 5 or 6 whichever is reachable and
farthest away from his opponent.

The Wave is used only if there is a zombie in the opponent's space AND in at least one of the
adjacent spaces.
Z-Mosh is used only if there are at least 3 zombies within range 2 from the opponent.

Abyssal-style is not used if the range to the opponent is 1-2 (1-3 with drive).

Dashing styles: Metal > Hellraising > Thunderous

If the opponent is in a space with a zombie and the Shred-base is available, use the *special chart*.

RANGE 1-2 ! RANGE 3 RANGE 4+ *ANY*


16-20 Strike 15-20 Drive 13-20 Shot 14-20 Shred
12-15 Grasp 10-14 Shot 8-12 Drive 10-13 Drive
8-11 Burst 7-9 Strike 5-7 Strike 6-9 Shot
4-7 Drive 4-6 Burst 3-4 Burst 3-5 Strike
2-3 Dash 2-3 Dash 2 Grasp 1-2 Dash
1 Shot 1 Grasp 1 Dash

xxx Burst: Retreats two, unless the second step would move him out of range.
xxx Grasp: Pushes the opponent.
Monster: Repeats the advance effect only if needed to hit.
Thunderous: OD; Pushes two spaces.

You might also like