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Version 1.1.

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The Tides of War

Tabletop Strategy Core Rulebook and


Player's Handbook
Fire Emblem: The Tides of War is a fan-made tabletop adaptation of the popular
video game series, Fire Emblem made by Johnathan Frey, also known as
Obelion13, a loser who browses 4chan’s /tg/ board and wanted to make a game
system for Fire Emblem. Fire Emblem: The Tides of War is in no way associated
with Nintendo and was not made for profit, although a little recognition for the
hard work I put into typing all of this is always nice to hear.

If you want to contact me, you can reach me at the "Comments" section of
www.obelion13.wordpress.com or Obelion13@yahoo.com if you're desperate.
Changelog
v1.0.0

October 24, 2014

 Fire Emblem: The Tides of War Core Rulebook and Player's Handbook is
released. Awaiting feedback.

V1.1

November 24, 2015

 A massive formatting renovation to make future updates less of a headache


than this one was. Includes revamped Table of Contents
 Core Rulebook now features more art in an attempt to look nicer
 Weapon Experience gain adjusted to a more reasonable scale
 Implementation of Support Bonuses and Affinity
 Implementation of Manakete and Manakete Dragonstones Needs testing
 Implementation of Laguz, Laguz Items, and Laguz Weaponry. Subject to
balance testing like the Manaketes
 New classes added (because I forgot to add them last time)
o Tactician base class, Grandmaster, Bride
 New skills added
o Boon, Charge, Eclipse, Great Shield, Proximity Shot, Rally Heart,
Solidarity, Vortex, Wildheart
 New weapons added
o Laguzslayer, Laguz Lance, Laguz Axe, Laguz Bow, Dragonstones
 Added a metric shit ton of new items
o Beorcguard, Crusader Scrolls, Demi Band, Laguz Band, Laguz Gem,
Laguzguard, Laguz Stone, Olivi Grass, Repair Hammer,, Mine Seed
of Trust, Dragonstones
 Wyvern Rider base HP buffed from 12+3d4 to 14+3d4
 Skeletons summoned by a Summoner now grant 1/2 experience to their
summoner instead of 1/3 experience
o Summon limit changed from 4 to (Current Skill/4)
Author Notes
Hey Fire Emblem Fans! Obelion here with an update to my system after
over a year of circulation. While not mind blowingly popular, Fire Emblem: The
Tides of War has been circulated around 4chan’s /tg/ board for some time.I busted
my balls trying to balance everything in this new update, so if anything sticks out
or concern you, please get in touch with me! I put a lot of love into this system so
the best thing is hearing about groups who play it, so if you like this, I’d love it if
you circulate it on your site of choice and help this gain attention! Thanks for
reading! Visit my blog sometime for updates and other video game stuff!
Table of Contents
The Tides of War .......................................................................................................0
Changelog ..................................................................................................................2
Author Notes ..............................................................................................................3
Character Generation .................................................................................................2
Determining Base Stats ...................................................................................3
Rolling for Stats ...............................................................................................5
Classes: Choosing a Combat Style ............................................................................7
Reading the Class Information Block ..............................................................8
Archer ..............................................................................................................9
Cavalier ...........................................................................................................9
Dancer/Bard ....................................................................................................9
Fighter ...........................................................................................................10
Knight.............................................................................................................10
Lord ................................................................................................................10
Mage ..............................................................................................................11
Mercenary ......................................................................................................11
Monk ..............................................................................................................11
Myrmidon .......................................................................................................12
Pegasus Knight ..............................................................................................12
Pirate .............................................................................................................12
Shaman...........................................................................................................13
Soldier ............................................................................................................13
Tactician ........................................................................................................14
Thief ...............................................................................................................14
Troubadour ....................................................................................................14
Wyvern Rider .................................................................................................15
Promotion .................................................................................................................17
Assassin..........................................................................................................18
Bride...............................................................................................................18
Berserker........................................................................................................18
Bishop ............................................................................................................19
Dark Flier ......................................................................................................19
Dread Fighter ................................................................................................19
Druid ..............................................................................................................20
Falcoknight ....................................................................................................20
General ..........................................................................................................20
Grandmaster ..................................................................................................21
Great Lord .....................................................................................................21
Great Knight ..................................................................................................21
Griffon Knight ................................................................................................22
Halberdier......................................................................................................22
Hero ...............................................................................................................22
Mage Knight ..................................................................................................23
Nomad ............................................................................................................23
Paladin ...........................................................................................................23
Rogue .............................................................................................................24
Sage................................................................................................................24
Sniper .............................................................................................................24
Summoner ......................................................................................................25
Swordmaster ..................................................................................................25
Valkyrie ..........................................................................................................25
War Monk/War Cleric ...................................................................................26
Warrior ..........................................................................................................26
Wyvern Lord ..................................................................................................26
Stat Caps...................................................................................................................28
Promoted Units Stat Caps Table ..............................................................................29
The Manaketes .........................................................................................................31
General Manakete Information ......................................................................32
Manakete Transformation Mechanics ...........................................................33
Making a Manakete .......................................................................................33
The Fire Tribe ................................................................................................35
The Ice Tribe..................................................................................................36
The Earth Tribe ..............................................................................................37
The Dark Tribe ..............................................................................................38
The Divine Tribe............................................................................................39
Manakete Stat Caps ..................................................................................................40
The Laguz.................................................................................................................41
Reading The Laguz Information Block .........................................................42
General Laguz Information ...........................................................................42
The Transformation Bar ................................................................................43
The Humanoid Form Mechanics ...................................................................43
The Laguz Form Mechanics ..........................................................................44
Making a Laguz .............................................................................................44
The Beast Tribes ......................................................................................................46
Tiger ...............................................................................................................46
Cat ..................................................................................................................47
Lion ................................................................................................................48
Wolf ...............................................................................................................49
The Bird Tribes ........................................................................................................50
Hawk ..............................................................................................................50
Raven .............................................................................................................51
Heron .............................................................................................................52
The Dragon Tribes ...................................................................................................53
Laguz Tribe Stat Caps ..............................................................................................55
Leveling Up..............................................................................................................57
Supports: The Bonds of Friendship .........................................................................59
Forging the Bond ...........................................................................................60
Utilizing the Bond..........................................................................................61
Rescue: ...........................................................................................................64
Hit: .................................................................................................................64
Avoid (Avo): ..................................................................................................64
Critical (Crit): ................................................................................................65
Crit Avoid (CrtAv) ........................................................................................65
Inventory ........................................................................................................65
Faceless Numbers: The Importance of Identity .......................................................66
The Flow of Combat ......................................................................................69
Objectives ......................................................................................................69
Lay of the Land: The Map .............................................................................69
Player and Enemy Phases ..............................................................................70
Aspects of Combat ...................................................................................................72
Movement (Movement Action) .....................................................................72
Attacking (Standard Action) ..........................................................................72
Using Items (Standard) ..................................................................................73
Visiting (Standard Action).............................................................................73
Talking (Minor Action) .................................................................................73
Trading (Minor Action) .................................................................................73
Wait (Free Action) .........................................................................................73
Weapon Ranks and Increasing Ranks ...........................................................78
The Weapon Trinities ....................................................................................79
Weapons List............................................................................................................81
Sword List ......................................................................................................83
Lance List ......................................................................................................84
Axe List..........................................................................................................85
Bow List.........................................................................................................87
Ballistae List ..................................................................................................87
Anima Tomes.................................................................................................88
Light Tomes ...................................................................................................88
Dark Tomes ...................................................................................................89
Dragonstones .................................................................................................90
Laguz Weapons .............................................................................................91
Staves List ......................................................................................................92
Items .........................................................................................................................93
Recovery Items ..............................................................................................94
Promotional Items ..........................................................................................94
Stat Boosting Items ........................................................................................95
Gems/Gold Bags ............................................................................................95
Other Items ...............................................................................................................96
Skills .......................................................................................................................100
Skill Activation ............................................................................................101
Skill List.......................................................................................................101
Manual Only Skills ......................................................................................107
Gamemaster Notes .................................................................................................110
Standard Character Sheets .....................................................................................113
Future Implementations .........................................................................................116
Credits ....................................................................................................................117
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Introduction

What is Fire Emblem: The Tides of War?

Fire Emblem: The Tides of War is an adaptation of the Fire Emblem video
game series for tabletop gaming. While knowledge of the Fire Emblem games will
make it easier to enjoy the game, no knowledge of the game is required in order to
play. This game focuses on a ragtag group of heroes completing their objectives
through tactical turn-based combat. Teamwork will be necessary, for once a
character dies, there's no coming back! The series signature threat of permanent
death is ever present!

In this tabletop strategy system, roleplaying is at a minimum in favor of focusing


on combat mechanics translated directly from the video games for the tabletop
gaming format.

What will I need to play?

A standard dice consisting of a four, six, eight, twelve, twenty, and two ten
sided dice are easy to get a hold of and come with every dice you'll need to play
the game. While twelve and twenty sided die are rarely used in Fire Emblem: The
Tides of War, they come in a standard tabletop dice set anyways, so it won't hurt to
have around. If you can't get your hands on a set for some reason, free dice rolling
programs are available online with a bit of Google magic.

Here are a few more things you'll need:

 A pencil
 Character sheet(s) and a generated character
 Easy access to this handbook
 Scratch paper (optional)
 People to play with (1 Gamemaster and 2-5 players)
 A game mat with square tiles to place miniatures
 Miniatures or tokens of some kind to place on the game mat

1
Character Generation
Before you can enter the Fire Emblem universe, you need a character! Your
personal character's combat prowess and fighting style can be seen as a reflection
of the person controlling then, making this character your means of inserting
yourself into the wondrous world of Fire Emblem.

Whether you choose to be the courageous cavalier who bravely charges into
battle to protect your comrades, the studious mage who strives to master the arcane
secrets of the world, or the cunning thief who lies in wait for the prime opportunity
to strike at your foe's gold pouches, your character's attributes and combat role are
your ticket into fame and fortune, or possibly even the grandiose halls of legend.

2
Determining Base Stats
Every Fire Emblem game has the common theme of assembling your army
with a colorful assortment of loveable and memorable individuals. Each of these
characters, or units as they're called, are all proficient in different things. For
example, Feena from Fire Emblem: Mystery of the Emblem is a very cheery girl
who happens to be a very skilled dancer; however, her cheery disposition and
energetic attitude gets on the nerves of Nabarl, a distant but highly skilled
swordsman who has the misfortune of being the target of Feena's romantic
advances.

While a chosen class determines your talents on the battlefield, the key in a
unit's efficacy in combat lies in their stats. The higher a stat is the more effective
the unit is in using the stat with their appropriate actions. A Fighter with high
Strength can hold heavier weapons and deal more damaging blows, while a
Myrmidon with high Speed can dance around a foe's offenses and possibly attack
twice in one turn. The following section will proceed to explain what each stat
does mechanically.

Health Points (HP)

Possibly the most important stat in the game, Health Points are what
keep your unit on their feet. You don't roll for HP like the following stats;
instead, you refer to your class' "Starting HP" section to determine how
much HP you start with. If your HP ever drops to zero, your unit is
considered dead, and since this is Fire Emblem, there are no second chances
on the battlefield! Play strategically or your units will be lost forever!

Level

When a unit participates in combat or uses a staff, they earn


experience points. When a unit gains 100 experience points, they level up
and get stronger! See page 22 on details on leveling up.

Strength (Str)

This stat represents your unit's physical ability to swing their preferred
weapon. Having a high Strength makes your physical attacks more powerful.

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Magic (Mag)

Your unit's control and affinity for the arcane arts is represented by
their Magic stat. Having a higher Magic makes your spells stronger and your
healing arts more efficient.

Skill (Skl)

Skill is the unit's culmination of proficiency and combat maneuvers.


Having a high Skill enables your unit's attacks to be more accurate and also
determines your chance to score a devastating Critical Hit.

Speed (Spd)

Your unit's agility and reflexes are represented by Speed. With a high
Speed, attacks are easier to evade. If you're attacking a slower target, you
may even be able to attack twice in a single turn!

Defense (Def)

Defense is your unit's ability to shrug off a physical attack. When


being attacked by a weapon, this stat will determine how much damage is
reduced per attack. When you get swarmed by a pack of Fighters and
Myrmidons and walk away from it alive, you'll be glad you had the Defense
to withstand the onslaught.

Resistance (Res)

Your Resistance functions as your Defense against magical attacks.


When being attacked by a spell, you'd use your Resistance as damage
reduction per attack just as Defense reduces physical damage. Given the
powerful nature of spell casting, having a high Resistance can pay off very
quickly.

Luck (Lck)

A person's mysterious affinity for good fortune is their luck. While no one
knows what luck really is or how it works, it plays a role in your evasion and your
critical hit rate. While not needed, having points in Luck can potentially save you

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from a nasty critical hit from an enemy. When distributing stats from leveling up,
you've got to ask yourself one question. "Do I feel lucky?" Well, do ya, punk?

Constitution (Con)

Constitution is simply your body size. This is the main factor for rescuing, as
you can only rescue units who have a smaller Constitution than you. Note that
Mounted units have a separate Constitution called "Aid" that is much higher than
theirs that is used for rescuing other units. Aid is calculated by (Conx2) +2.
Constitution CANNOT be increased through normal level ups, so roll well!

Affinity

The natural element your spiritual energy most aligns to. This is used in the
Support system and governs what passive bonuses you grant to your closest allies.

Rolling for Stats


Stats in the Fire Emblem games function off of hidden growth rates, class
growth rates, and random number selection, which can lead to a unit with abilities
to varying degrees. Anything ranging from a walking avatar of destruction to a
complete pushover is possible due to the erratic nature of random number
generation. To help with those balancing issues and to simplify stat growths, base
stats and stat gains upon a level up are determined by dice rolls.

For a level one character:

1. Roll 1d8 for each stat: Strength, Magic, Skill, Speed, Luck,
Defense, and Resistance. Rearrange as desired.
2. Roll 1d10 for Constitution.
3. Write these numbers off to the side somewhere. Now add in your
Class Stat Adjustments listed in your chosen class' class block
found in the next chapter to the appropriate stats.
4. Take these new values and plug them into a column labeled "Base
Stats." These values will determine your starting stats and your
stat growth rates, which are how often a stat receives a +1 upon
leveling.

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5. Make another column labeled "Current Stats". Your Current
Stats, while mechanically different, are equal to your Base Stats
since you are level 1.
6. Base Stats DO NOT increase through leveling unlike Current
Stats. Base Stats are only affected by Class Stat Adjustments at
character creation and are permanently locked into their values
(unless an item/situation alters it, such as using the item Metis's
Tome).
7. Roll 1d8 and consult the following table to determine your
Affinity. Affinity will never change after character creation.

Affinity Table
Result of 1d8 Roll Corresponding Affinity
1 Anima
2 Dark
3 Fire
4 Ice
5 Light
6 Thunder
7 Wind
8 Heaven

Note that you cannot have a negative number in a stat! The minimum value
you can have in a single stat is zero, so don't screw up and put negatives in or
you'll be in some serious trouble!

If you are aiming to make a character above level one, refer to the "Making
an Experienced Unit" section. If you're an aspiring level one character, then keep
reading to pick your class!

6
Classes: Choosing a Combat Style
Part of what makes Fire Emblem tactically engaging is the plethora of
classes that can potentially join you in your quest. Each class has a defining feature
that helps them craft an identity and specialization in your army. Maybe you're the
type of person that favors heavily armored Knights, powerful Fighters and stout
Cavaliers for a formidable melee offensive? Or maybe you prefer the swift spears
of Pegasus Knights? There are plenty of classes and one is bound to be your style.

While you can't always choose the class of the latest person to join your
ragtag army, having knowledge of their abilities and proficiencies will enable you
to take advantage of their strengths and ensure that your fellow soldiers live to see
another sunrise. The following section will alphabetically list every detail about the
classes featured in Fire Emblem: The Tides of War

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Reading the Class Information Block

Every class has different starting HP values, base stat modifications, and
weapon proficiencies. After you've rolled your stats for your character and selected
your desired class, roll your class' Starting HP value and add its Class Stat
Adjustment to both your base and current stats. Note that you only add your
Class Stat Adjustment AFTER you've rearranged your stats from the previous
step.

All starting classes (which may also be called first tier classes) and their
respective features are presented in the upcoming pages. To help you read the stat
blocks, we've provided a legend for you:

Class Name: The name of the Class

Description: Brief flavor text about the class

HP/Stats: The class' HP value at level one and any change in base stats caused by
class selection. The HP of the class comes before the forward slash, so don't get
mixed up on anything. Stat adjustments are applied to both a character’s Base and
Current stats as previously mentioned. Note that these only apply once at character
generation.

Move: How many spaces a unit may travel in one turn and any special movement
types they may possess, such as Flight or Waterwalk

Proficiencies: The weapon types the class can use. Proficiency for new characters
starts at Rank E.

Skills: Any special skills or class bonuses will be listed here. You do not lose your
previous class' skill when promoting; you simply gain the listed skill(s) on top of
what you have now. Skill effects are shown in the Skills chapter.

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Archer
Foot soldiers who wield bows. Can attack from one space away,
but are vulnerable at close range

HP/Stats: 12+2d6/ +2 Skill, +2 Luck, -2 Res, -2 Def

Move: 5

Proficiencies: Bows

Skills: Prescience

Cavalier
Mounted knights with well-rounded abilities. Utilizes two
weapon types and mounted combat training for versatility.

HP/Stats: 16+2d6/ +2 Def, +2 Skill, -2 Res

Move: Mounted 7

Proficiencies: Swords, Lances

Skills: Discipline

Dancer/Bard
Support units that use song and/or dance to revitalize allies. Do
not promote, but have high stat caps.

HP/Stats: 12+2d6/ +3 Luck, +3 Spd, -2 Str, -2 Skill

Move: 5

Proficiencies: Swords

Skills: Revitalize, Special Dance, Luck+4

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Fighter
Robust combatants specializing in high HP and Strength. Uses
axes to devastating effect. Males Only

HP/Stats: 16+2d8/ +2 Strength, +1 Con, -2 Skill, -2 Def

Move: 5

Proficiencies: Axes

Skills: Zeal

Knight
Heavily armored foot units. Excels at all melee combat, but
suffers from low Speed and resistance.

HP/Stats: 16+2d8/ +3 Str, +3 Def, -3 Speed, -3 Res

Move: 4

Proficiencies: Lances

Skills: Defense+2

Lord
A noble attached to a ruling house. Has great flexibility and
potential. Funny hat not required, but a nice touch.

HP/Stats: 14+2d8/ +2 Two Stats, -2 Two Stats

Move: 5

Proficiencies: Choose 1 weapon or magic type

Skills: Charm

10
Mage
Units who harness the power of anima magic to attack. Low
physical combat potential

HP/Stats: 10+2d8/ +3 Mag, +2 Skill, -3 Def, -3 Str

Move: 5

Proficiencies: Anima Tomes

Skills: Focus

Mercenary
Well rounded swordsmen with no prominent flaws. Can hold
their own in all fields of combat. Slower than Myrmidons

HP/Stats: 14+2d8/ +2 Skill, +2 Luck, -2 Res

Move: 5

Proficiencies: Swords

Skills: Patience

Monk
Holy wielders of light magic. Can utilize staves and possibly
Anima tomes upon promotion.

HP/Stats: 12+2d8/ +1 Mag, +3 Res, -2 Str, -2 Def

Move: 5

Proficiencies: Light Tomes

Skills: Res+2

11
Myrmidon
Swift swordsmen with high Skill and Speed. Tend to have
lower Defense than Heroes

HP/Stats: 14+2d8/ +2 Skill, +2 Speed, -2 Defense, -2 Res

Move: 5

Proficiencies: Swords

Skills: Vantage

Pegasus Knight
Beautiful warriors who fight on pegasi. Weak to bows and
wind magic, but have high Speed and Res. Females Only.

HP/Stats: 14+2d8/ +2 Speed, +2 Res, -2 Def, -2 Str

Move: Flight 8

Proficiencies: Lances

Skills: Relief

Pirate
Cutthroats who wield axes like their sibling class, the Fighter.
Can travel on water with their Waterwalk feature. Males Only

HP/Stats: 14+3d4/ +2 Str, +2 Skill, -2 Res, -2 Speed

Move: Waterwalk 5

Proficiencies: Axes

Skills: Gamble

12
Priest (M)/Cleric (F)
Full support unit that utilizes staves to heal and buff/debuff.
Has access to three promotional branches.

HP/Stats: 10+2d6/ +2 Mag, +2 Res, -2 Def, -2 Speed

Move: 5

Proficiencies: Staves

Skills: Miracle

Shaman
Spellcasters who utilize dark magic through forbidden rites.
Sturdier than a Mage, but slower.

HP/Stats: 14+2d8/ +2 Mag, +2 Def, -2 Skill, -2 Speed

Move: 5

Proficiencies: Dark Tomes

Skills: Anathema

Soldier
Standard infantry unit with no special talents save for slightly
higher Speed. A truly challenging class to play

HP/Stats: 14+2d6/ +2 Speed, -2 Str/Mag/Skill/Def/Res

Move: 5

Proficiencies: Lances

Skills: Aptitude

13
Tactician
Versatile unit able to utilize both swords and tomes. Can fight
well on the front lines or support from behind allies.

HP/Stats: 14+2d8/ +2 Two Stats, -2 Two Stats

Move: 5

Proficiencies: Swords, Anima Tomes

Skills: Solidarity

Thief
Organized rogues with poor combat skills but high Speed.
Talented at lockpicking doors and chests open.

HP/Stats: 10+2d6/ +2 Speed, +2 Skill, -2 Def, -2 Str

Move: 6

Proficiencies: Swords, Lockpicks

Skills: Steal

Troubadour
Support unit that utilizes mounts for high mobility. Uses staves
to heal and buff/debuff. Females Only

HP/Stats: 12+2d8/ +2 Mag, +2 Res, -2 Def, -2 Skill

Move: Mounted 7

Proficiencies: Staves

Skills: Demoiselle

14
Wyvern Rider
Fearsome warriors who ride into battle atop mighty wyverns.
Weak to bows and wind magic, but are very combat proficient.

HP/Stats: 14+3d4/ +2 Str, +2 Def, -2 Skill, -2 Res

Move: Flight 7

Proficiencies: Axes

Skills: Tantivy

15
16
Promotion
When a unit reaches level 20, a unit stops gaining EXP! A level 20 character
needs to promote in order to wiggle out of their first tier class, but in order to do
that, they need a special promotional item. This item depends on your class, but
upon using it, you become a level 1 second tier unit and gain stat boosts and more
skills! You can use these items any time above level 10, so keep a look out for
your promotion item or you'll be cramped in your first tier class till you find one!
You'll find a list of promotional items in the Items chapter. Note that you cannot
change classes once you promote! If you decide to be a Sage, you're a Sage
forever, so make sure to look over your options before making a decision such as
this!

To promote into a second tier unit:

1. Change your level back to one


2. Change your class into your chosen second tier class
3. Add your Promotion Bonuses onto your current stats
4. If a stat isn't listed in your Promotion Bonuses, it receives an automatic
+2. Constitution is included with this ruling.
5. Replace your move value with the Move value listed in Promotion Bonuses
6. Add any new weapon proficiencies you gain into your proficiencies list.
Your new proficiencies start out at Rank E.
7. Add any gained skills to your skills list. Note that you do not lose old skills;
your new skills are merely added onto your skill pool.

The following pages feature all class blocks for the promoted classes. The
layout is similar to first tier units and is meant to provide you as much information
as possible about your next potential class. Remember that in the Promotion Bonus
section, specific values are given to your stat bonuses. If it is not listed, it is an
automatic +2 to your current stats. Don't forget about this while leveling or
you'll miss out on a free +2 to your stats!

17
Assassin
Enigmatic masters of the killing arts. Can fell their target in a
single strike.

Promotes From: Myrmidon, Thief

Promotion Bonuses: +4HP, +3 Skill/Luck, Move 7

Proficiencies: Swords, Bows, Lockpicks

Skills: Silencer

Bride
A woman blessed by the god of love and fortune. Many weapon
proficiencies make for outrageous versatility.

Promotes From: Any Non Male class (use Wedding Bouquet)

Promotion Bonuses: +4HP, +3Skl/Spd/Luck

Proficiencies: Lance, Bow, Staff

Skills: Rally Heart

Berserker
Seasoned pirates who specialize in Critical Hits. Utilizes
Waterwalk and Mountainwalk to pursue foes.

Promotes From: Pirate

Promotion Bonuses: +8 HP, +3 Str, Move 6

Proficiencies: Axes

Skills: Mountainwalk, Critical +10%, Wrath

18
Bishop
Seasoned Priests/Clerics or Monks chosen to receive great
blessings. Wield Light tomes in addition to staves

Promotes From: Monk, Priest

Promotion Bonuses: +4HP, +3 Mag/Res, Move 6

Proficiencies: Light Tomes, Staves

Skills: Corona

Dark Flier
Pegasus Knights who haunt the battlefield atop jet black pegasi.
Can wield both lances and anima tomes

Promotes From: Pegasus Knight

Promotion Bonuses: +4HP, +3 Mag/Spd, Flight 9 Move

Proficiencies: Lances, Anima Tomes

Skills: Galeforce

Dread Fighter
Oriental warriors who make pacts to with demons to gain
dominance against magic. Uses weapons and tomes.

Promotes From: Any Non Female Class (use Dread Scroll)

Promotion Bonuses: +4 HP, +3 Str/Mag, +6 Res, -3 Luck,


Move 6

Proficiencies: Swords, Axes, Anima Tomes

Skills: Aggressor, Tomebreaker

19
Druid
The title given to masters of terrifyingly powerful dark magics.
Higher Res/Def, but lower Spd/Skill than Sages

Promotes From: Shaman

Promotion Bonuses: +4 HP, +3 Mag/Res, Move 6

Proficiencies: Dark Tomes, Anima Tomes, Staves

Skills: Lifetaker

Falcoknight
The highest echelon of Pegasus Knights. Can choose swords
for offense or staves for support.

Promotes From: Pegasus Knight

Promotion Bonuses: +4 HP, +3 Skill/Spd, Flight 9 Move

Proficiencies: Lances, Pick Swords or Staves

Skills: Canto, Adept

General
Knights whose combat prowess threatens to burst from their
thick suits of armor. Unmatched Str/Def, but low Spd/Res.

Promotes From: Knight

Promotion Bonuses: +6 HP, +3 Str/Def, Move 5, +2 Con

Proficiencies: Lance, Pick Axes or Swords

Skills: Pavise

20
Grandmaster
A gifted Tactician that uses their mastery of might and magic
to turn the tides of battle in their favor

Promotes From: Tactician

Promotion Bonuses: +4HP, +3 to two previously chosen Stats,


Move 6

Proficiencies: Swords, Anima Tomes

Skills: Ignis

Great Lord
Distinguished Lords of the highest caliber. Can opt for foot
combat or a mount along with flexible weapon choices.

Promotes From: Lord

Promotion Bonuses: +4HP, +3 to two previously chosen


Stats, Move 6 (Or Move 8 Mount)

Proficiencies: Previous choice, one additional type

Skills: Aether

Great Knight
An accomplished Knight or Cavalier who fights on an armored
mount. Mastery over all weapon types.

Promotes From: Knight, Cavalier

Promotion Bonuses: +4 HP, +3 Str/Def, Mounted 6 Move

Proficiencies: Swords, Axes, Lances

Skills: Luna

21
Griffon Knight
Wyvern Riders who trade their Wyverns for mythical Griffons.
A compromise between Falcoknights and Wyvern Lords.

Promotes From: Wyvern Rider

Promotion Bonuses: +4 HP, +3 Skill/Luck, Move 8

Proficiencies: Axes

Skills: Nihil

Halberdier
Skilled Soldiers who've survived against all odds. Can their
determination to live propel them further into fame?

Promotes From: Soldier

Promotion Bonuses: +4 HP, +3 Str/Def/Speed/Skill, Move 6

Proficiencies: Lances

Skills: Crit+ 10%

Hero
A season veteran of the battlefield. High Skill combined with
their well-roundedness makes for a formidable opponent.

Promotes From: Mercenary, Fighter

Promotion Bonuses: +4 HP, +3 Skill/Def, Move 6

Proficiencies: Axes, Swords

Skills: Sol

22
Mage Knight
Mages who choose to cast spells from horseback. Greater
mobility and Staff proficiency make for a solid class.

Promotes From: Mage, Troubadour

Promotion Bonuses: +4 HP, +3 Mag/Res, Mounted 8 Move

Proficiencies: Anima Tomes, Staves

Skills: Canto, Cancel

Nomad
Skilled warriors who specialized in mounted archery. Proficient
in Swords as well, making for an all range combatant.

Promotes From: Mercenary, Archer

Promotion Bonuses: +4 HP, +3 Str/Speed, Mounted 8 Move

Proficiencies: Bows, Swords

Skills: Canto, Adept

Paladin
Only the most skilled Cavaliers can become a Paladin. High
defenses and the Aegis skill make for a very sturdy warrior.

Promotes From: Cavalier

Promotion Bonuses: +4 HP, +3 Def/Res, Mounted 8 Move

Proficiencies: Swords, Lances

Skills: Aegis

23
Rogue
Adventure-thieves will such prowess that they can open doors
and locks without the need for tools

Promotes From: Thief

Promotion Bonuses: +4HP, +3 Speed/Skill, Move 7

Proficiencies: Swords

Skills: Pick, Pass

Sage
Undisputed masters of magic and arcane versatility. Extremely
high Mag and Res, but crippling low Def and Str.

Promotes From: Monk, Mage


Promotion Bonuses: +4 HP, +3 Mag/Skill, Move 6

Proficiencies: Anima Tomes, Light Tomes, Staves

Skills: Flare

Sniper
Masters of archery and ballistics. High skill and the ability to
operate Ballistae, but still vulnerable to melee attacks.

Promotes From: Archer

Promotion Bonuses: +4 HP, +3 Skill/Spd, Move 6

Proficiencies: Bows, Ballistae

Skills: Critical +10%, Deadeye

24
Summoner
Masters of conjuring and necromancy, a Summoner prefers to
let his minions fight. Can hold their own with Dark Magic.

Promotes From: Shaman

Promotion Bonuses: +4HP, +3 Skill/Res, Move 6

Proficiencies: Dark Tomes

Skills: Summon

Swordmaster
A storming typhoon of deadly sword strokes. Low Str offset
by blazingly high Speed and Skill.

Promotes From: Myrmidon

Promotion Bonuses: +4HP, +3 Skill/Spd, Move 6

Proficiencies: Swords

Skills: Critical +15%, Astra

Valkyrie
Clerics who support allies by horseback with Staves. Uses
Light Magic to soften enemies up for their allies' assault.

Promotes From: Cleric, Troubadour

Promotion Bonuses: +4 HP, +3 Mag/Res, Mounted 8 Move,

Proficiencies: Light Magic, Staves

Skills: Canto, Bond

25
War Monk/War Cleric
Seasoned Priests and Clerics who heal allies with Staves and
defend them with Axes. High survivability.

Promotes From: Priest/Cleric

Promotion Bonuses: +4 HP, +3 Str/Def, Move 6

Proficiencies: Axes, Staves


Skills: Renewal

Warrior
Fighters with unparalleled Strength. Gains Bow proficiency
and Counter, making for a deadly melee combatant.

Promotes From: Fighter, Pirate

Promotion Bonuses: +6HP, +3 Str/Spd, Move 6, +2 Con

Proficiencies: Axes, Bows

Skills: Counter

Wyvern Lord
Stern warriors who command savage wyverns. Has the ability
to crush an enemy in its place.

Promotes From: Wyvern Rider

Promotion Bonuses: +4 HP, +3 Str/Def, Flight 8 Move

Proficiencies: Axes, Lances

Skills: Canto, Stun

26
27
Stat Caps
Tier One classes are still young warriors with much knowledge and
experience not yet gained. Therefore, their stat caps, or their maximum value, are
always 20. The only exceptions are HP and Luck. HP caps at 60 and Luck caps
at 30 since they are values that can't be bound by such a small limitations.

Tier two classes are the cream of the crop. They are unrivaled warriors and
adept spell weavers who move to the rhythm of battle, the steps a familiar dance
that need no special attention. Conflict has conditioned them into unnaturally
talented individuals, with the most gifted ones having the honor of ascending into
immortality through legends and folklore.

Promoted units have varying stats caps across the board that reflects their
combat styles and any proficiencies/skills they gain upon promotion. After all, a
Sage will certainly be more adept at Magic than a Druid, but a Druid will also have
much better defenses. While their primary stats will all vary accordingly, HP will
always cap at 60 and Luck will always cap at 30. The following table lists the
stat caps for each second tier class.

*Grandmasters and Great Lords stat caps are as followed: 28 in 2 chosen increased
stats, 22 in chosen decreased stats, and 24 in all other stats.

*Dancers and Bards are first tier classes that DO NOT promote. However, they
have a maximum level of 30 and second tier class stat caps to make up for it. Their
stat caps are as follows:

Strength: 22
Magic: 24
Skill: 22
Speed: 26
Defense: 26
Resistance: 26

28
Promoted Units Stat Caps Table
Class Strength Magic Skill Speed Defense Resistance
Assassin 24 22 28 30 22 22
Bride 24 22 26 24 24 22
Berserker 28 20 24 26 22 22
Bishop 22 28 26 24 22 30
Dark Flier 26 26 26 26 24 28
Dancer/Bard **Special: See Footnote**
Dread
26 24 24 26 24 30
Fighter
Druid 22 28 22 24 26 28
Falcoknight 24 24 28 28 22 28
General 26 18 24 22 30 22
Grandmaster **Special: See Footnote**
Great Knight 28 20 24 24 26 22
Great Lord **Special. See Footnote**
Griffon
26 22 28 26 26 26
Knight
Halberdier 26 20 26 26 26 22
Hero 26 22 30 26 26 22
Mage
24 26 26 26 22 24
Knight
Nomad 26 24 26 26 24 22
Paladin 26 20 24 24 28 28
Rogue 26 20 26 28 24 24
Sage 20 30 28 26 18 26
Sniper 26 22 30 26 22 20
Summoner 22 26 24 26 24 24
Swordmaster 24 20 30 28 22 20
Valkyrie 20 26 24 24 22 28
War
Monk/War 24 26 26 24 24 26
Cleric
Warrior 30 18 26 26 26 20
Wyvern
28 18 26 24 28 24
Lord

29
30
The Manaketes
In the past, the Dragon Tribes roamed the lands alongside humanity. A
massive imbalance in the world’s energy caused the dragons to begin to erode,
losing their fertility and eventually their sanity. The Manakete elected to seal their
draconic essence into Dragonstones and live amongst men in humanoid forms,
drawing power from the Dragonstones when needed, in an effort to preserve their
bodies and minds. While restricted to lesser forms, the Manakete still held the
power of the apocalyptic dragons close, making them valuable allies and terrifying
foes.

Due to their dependency on their Dragonstones, Manakete are only effective


when wielding such rare and powerful items, yet are nearly insurmountable foes
when wielding one. Due to differentiations in settings over the series, a Game
Master may elect to use both Laguz and Manaketes freely but finding both races in
the same setting is rare. Unless intended, the Game Master should use one race
while excluding the other.

31
General Manakete Information
A Manakete is a Dragon who has elected to seal their draconic powers into a
large gem called their Dragonstone. A Manakete may only draw power from their
unique Dragonstone, yet may transfer the energies of a fallen Manakete’s
Dragonstone to theirs, extending their lie spans and the length of time their energy
is preserved for. A Manakete that goes a long period of time without drawing their
dragon energies may become restless or eventually erode entirely, making an
occasional exercise in their original forms a necessity. Conversely, Manaketes that
spend too much time in their true forms age faster, putting their overall stability at
risk.

The Manaketes are divided into Tribes, usually based on various elements
found in nature. Fire Dragons, Ice Dragons, and Earth Dragons are the most
common Tribes, although Manaketes as a whole are almost legendary in existence.
The rarest of Manaketes, however, are the Dark Dragons and Divine Dragons. Two
types of Manakete called Mage Dragons and War Dragons also exist, but these two
breeds are formed through reviled magics that pervert a Divine Dragon into a
soulless engine of destruction. Wind Dragons also exist, but have fully degraded
into feral beings, becoming the Wyverns utilized by Wyvern Riders and Wyvern
Lords.

When in humanoid form, a Manakete resembles a regular human with large,


draconic wings sprouting from their backs. These wings cannot be dismissed or
retracted in any way, making blending in to normal human society difficult. Many
Manakete prefer to live in smaller villages or amongst the few of their own tribe
who have survived as long as them without losing their sanity.

A Manakete is able to put themselves into a state of suspended animation,


remaining semi-aware of their surroundings but otherwise hibernating until they
feel it appropriate to remerge into the world. This suspended animation causes their
aging and mental degradation to halt, enabling a sleeping Manakete to live for
thousands of years longer.

A normal human and a Manakete can mate with a Manakete and produce
fertile, hybrid children with dragon and human blood. Even rarer than the
extremely rare Manaketes, A hybrid usually lives longer than their human parents

32
but not as long as their Manakete parent. They also exhibit the ability to keep their
destructive urges under more control than a pureblood Manakete. A hybrid usually
use normal human Classes as their diminished draconic energies leave them unable
to shape shift via Dragonstones; however, hybrids that retain the ability to channel
Dragonstones take the Manakete class and are unable to take normal Classes used
by regular humans.

Manakete Transformation Mechanics


A Manakete is unable to fight in their human form, rendering extremely
vulnerable if engaged without their Dragonstone. However, a Manakete in
possession of their Dragonstone may transform freely at the start of an attack or
counterattack. A Manakete may also elect to transform once at the beginning of a
skirmish and have their transformation last until the end of the battle as this has the
same effect as transforming before every attack.

A Manakete that has transformed has access to their devastating breath


weapons, which use the Might indicated on their particular Tribe’s Dragonstones.
Using a Dragonstone to transform also confers additional stat bonuses to the
Manakete, which offset their lower starting stats. Ever attack made with their
breath weapon uses Durability from their Dragonstone like a regular weapon;
however, if their Dragonstone reaches 0 Durability, it shatters, rendering a
Manakete unable to transform into their dragon form. A new Dragonstone must be
constructed using a gemstone of a minimum of 10,000 gold in value by
transferring their dragon essence into the new gemstone which acts as the new
vessel.

A Manakete that cannot construct a Dragonstone within one week begins to


slowly decay mentally, becoming mindless and feral in a month. A Manakete does
not suffer from this decay if separated from their Dragonstone for any length of
time but will experience their natural and growing desire for destruction until they
can be satiated.

Making a Manakete
A Manakete is generated similarly to a normal human character, but vary
greatly in two aspects. First, a Manakete does not roll 1d8 for each stat during

33
generation. Instead, they roll 1d4+1 for each base stat. Constitution is rolled as
normal. A Manakete’s stats are lower to account for their powerful passive bonuses
for having their Dragonstone in their possession.

Secondly, instead of choosing a Class, they take the Manakete class detailed
in this section. A Manakete may belong to a single Manakete Tribe and utilize their
Tribe’s indicated variation of Dragonstones. The Manakete class has a maximum
level of 25. All Tribes also acquire a class skill at level 15. The skill they obtain is
listed in their Tribe entry.

The following is a legend for use with the Manakete Tribe entries. Once
selected, a Manakete cannot change their Tribe, as this is the form they were born
with.

Tribe Name: The name of their Tribe and the form they take on upon
transformation

Description: Brief flavor text about the tribe

HP/Stats: The Tribe’s HP value at level one and any change in base stats caused
by tribe selection. The HP of the class comes before the forward slash, so don’t get
mixed up on anything. Stat adjustments are applied to both a character’s Base and
Current stats as previously mentioned in normal character creation. Note that these
only apply once at character generation

Move: How many spaces a unit may travel in one turn and any special movement
types they may possess, such as Flight or Waterwalk

Proficiencies: The type of Dragonstone your tribe may channel in combat and
what gemstone you must use as a vessel for your Dragonstone

Skills: Any special skills or Tribe bonuses will be listed here. A Laguz will start
with one or two skills and gain a new skill at Level 15 which is differentiated here
in parentheses. Skill effects are shown in the Skills chapter.

34
The Fire Tribe
Mostly resembling the archetypical dragon, the Fire Tribe consists of mighty
red dragon warriors, sometimes green, that can channel the powers of fire to
incinerate their foes. A Fire Dragon sports red hair and large dragon wings in their
human forms, but in their dragon forms, may or may not have wings made of pure
flame and fire burning through the cracks of their scales.

HP/Stats: 16+2d8 / +2 Constitution, +1 Strength, +1 Speed, -1 Skill, -1 Res

Move: 6

Proficiencies: Fire Dragonstone made with a large Ruby that, when imbued, shows
a burning inferno inside of the stone and is hot to the touch

Skills: Zeal, Counter (Level 15)

35
The Ice Tribe
Finned dragons covered in ice, the Ice Dragon Tribe is known for their
prismatic scales that can reflect magics. Adept with their breath weapons, their
frigid blasts of air bypass even the toughest armors, freezing opponents from
within. An Ice Dragon usually sports hair in a shade of blue and possesses cold, icy
eyes in their human forms and flowing fins or even whiskers in their draconic
forms.

HP/Stats: 14+2d8 / +2 Constitution, +1 Res, +1 Magic, -1 Def, -1 Speed

Move: 6

Proficiencies: Ice Dragonstones made with a large Sapphire that, when imbued,
possessed a blue glow and is cold to the touch

Skills: Relief, Aegis (Level 15)


36
The Earth Tribe
Possessing awe-inspiring strength, Earth Dragons easily shrug off the most
powerful blows from the mightiest blows. Earth Dragons may or may not possess
wings, which reflect in their human forms, but all Earth Dragons sport powerful
builds and hair of an earthen tone. Their draconic forms are extremely muscled and
utilize roars that shape the earth to assault their foes with shards of stone.

HP/Stats: 16+2d8 / +2 Constitution, +1 Defense, +1 Strength, -1 Speed, -1 Res

Move: 6

Proficiencies: Earth Dragonstones made with a large Topaz that, when imbued,
possesses a soft amber glow and becomes about 10 pounds in weight.

Skills: Defense +2, Pavise (Level 15)

37
The Dark Tribe
A Tribe not aligned to a worldly element, Dark Dragons are empowered by
the natural shadows of the world. Also called Shadow Dragons, the Dark Dragons
can vary greatly in physiology, ranging from black serpents to more traditional
dragons. A Dark Dragon’s humanoid form has jet black hair, deep, purple eyes,
and utilize dark flames to send their foes into the grasp of the abyss.

HP/Stats: 14+2d8 / +1 Constituton, +2 Strength, +1 Skill, -1 Speed, -1 Res

Move: 6

Proficiencies: Dark Dragonstones made with a large Onyx that, when imbued,
possesses a dark purple glow and extinguishes all light sources within 5feet of it.

Skills: Focus, Lifetaker (Level 15)

38
The Divine Tribe
Just as the Dark Tribe channels the darkness of the world, the Divine Tribe
harness the world’s light to assume their dragon forms. Their draconic forms vary
greatly as they may possess fur, feathers, or large, leafy wings alongside yellow,
white, or light green scales. Their humanoid forms have either green or purple eyes
and hair and attack by breathing holy light onto their foes.

HP/Stats: 14+2d8 / +2 Constitution, +1 Magic, +1 Magic, -1 Def, -1 Skill

Move: 6

Proficiencies: Divine Dragonstones made with a large Diamond that, when


imbued, possesses a shining white glow and heals minor injuries of the holder.

Skills: Charm, Corona (Level 15)

39
Manakete Stat Caps
As for normal characters, HP will always cap at 60 and Luck will always cap at
30. The following table lists the stat caps for each individual Manakete Tribe.

Tribe Strength Magic Skill Speed Defense Resistance


Fire 22 20 20 20 20 18
Ice 20 20 18 20 20 22
Earth 20 20 20 18 22 20
Dark 20 20 18 22 20 20
Divine 20 22 20 20 18 20

40
The Laguz
When the world was young, the Goddess of Dawn, Ashunera, made the first
people, the Zunanma. These beings split into two forms: the Beorc, blessed with
the gift of wisdom, and the Laguz, blessed with the gift of primal strength. While
Beorc wield weapons of all shapes into battle, Laguz channel their powers and
shift into fearsome animal forms to run like a swift wind, take to the skies, or even
breathe fire that melts steel and stone.

Being mighty beasts sealed within human forms, a Laguz unit must position
themselves carefully when untransformed, as they are very vulnerable in this state.
However, when they harness enough energy and transform into their bestial forms,
their combat prowess is terrifying and legendary. A Game Master may elect to use
both Laguz and Manaketes freely but finding both races in the same setting is rare.
Unless intended, the Game Master should use one race while excluding the other.

41
Reading The Laguz Information Block

General Laguz Information


A Laguz stays in a humanoid form when not in combat, turning into their
animal form when enough of their inner power has been stockpiled. This humanoid
form is similar to a normal human, yet possesses animalistic traits that reflect their
animal nature. These traits are ever-present and will always require some kind of
concealment if attempting to pass off as a Beorc. A Beast Tribe Laguz may have
feline ears or a large, bushy head of hair with a beard resembling a lion while a
Bird Tribe Laguz might have sharp eyes alongside their large, avian wings. A
player cannot opt to not have these features, as they are present on all Laguz.

By default, Laguz only appear in the Tellius series of Fire Emblem games,
and as such, your Game Master may opt to place the racial tension between Beorc
and Laguz found in the games onto you and other Laguz in the setting or disallow
the Laguz race entirely if the Game Master’s setting doesn’t support their presence.
On the other side, if a player wants to be a Laguz, try to work with them to include
Laguz in your setting if possible.

A normal human, formally known as a Beorc, can mate with a Laguz and
produce a child known as a Branded. A Branded always have a birthmark
somewhere on their body that labels them as a half-breed. Not quite human and
unable to harness energy into an animal form, Branded are usually social outcasts,
living in secret or in isolated Branded villages. If attempting to create a Branded
character, then refer back to the Class section as Branded are unable to transform
into their inherited Laguz Tribe, forcing them to take a Class instead of a Tribe.

Note that a Laguz lacks the ability to promote but has a maximum level cap
of 25. Laguz also acquire a class skill at level 15. The skill they obtain is listed in
their Tribe entry. A player may also wish to play a Laguz of a different breed of
animal or different color. Work with the Game Master to select the Tribe entry that
best matches what the player wants.

42
The Transformation Bar
In combat, a Laguz has what is called a Transformation Bar that represent
the energy a Laguz channels to shift into their true forms. This gauge has a
minimum of zero and has a maximum of 30 Laguz Points. When your Laguz
Points reaches or exceeds 30 points, you may immediately shift into your Laguz
form. If you choose not to shift when your Transformation Bar becomes full, your
Laguz Points begin to degrade normally as if you had shifted. A Laguz may shift
into their Laguz form any time before their Transformation Bar becomes empty as
a minor action, shifting back to their humanoid form when the bar empties as
normal.

At the beginning of your turn, you passively gain or lose Laguz Point
depending on your current form. In-battle events can also affect the gain of your
Laguz Points for the turn, such as being attacked or using special items. The points
you gain and lose per turn or event are different for every tribe and listed in their
own entries in the following section.

A Laguz gains weapon proficiency and proficiency ranks as normal. When


certain weapon ranks have been reached, a Laguz’s natural weapons upgrade from
repeated use. When a Laguz’s weapon rank increases, the Laguz’s natural weapons
are swapped out for the natural weapon with a higher rank. A Laguz cannot
possess more than one natural Laguz weapon and must always use the highest
ranking weapon available.

The Humanoid Form Mechanics


Listed below are the three main properties of a Laguz in their humanoid form.
Aside from these two rules, Laguz function as normal characters.

1. A humanoid Laguz may not use weapons or tomes


2. A humanoid Laguz may counterattack an adjacent attacker, but may not
initiate combat or counterattack a ranged attacker.
3. A humanoid Laguz gains a number of Laguz Points at the start of their turn
and after being attacked depending on their chosen Laguz Tribe.

43
The Laguz Form Mechanics
This section details the special mechanics that come from being in a Laguz form.

1. A transformed Laguz gain a bonus to their stats that persist until the Laguz
reverts to their humanoid form.
2. A transformed Laguz gains the ability to use their natural weapons, which
are determined by their selected Tribe. These weapons cannot be used in
humanoid form in any way.
3. A transformed Laguz loses a number of Laguz Points at the start of their turn
and after being attacked depending on their chosen Laguz Tribe.

Making a Laguz
Unlike a Beorc, or regular human, Laguz do not follow the same formula for
character creation. Instead, they roll their stats like a normal character and pick a
Laguz Tribe. They also roll for a stat called their Laguz Initiative. A character’s
Laguz Initiative determines the number of Laguz Points they naturally begin with
in a battle. To determine Laguz Initiative, roll 3d6. The result of this roll is a
character’s Laguz Initiative and cannot be changed upon leveling up. Laguz
Initiative can represent how much inner power a Laguz passively channels or how
quick to act they can be, so lower Initiatives may represent a level-headed or
cautious Laguz while a high Initiative may represent a much more hot-headed
Laguz.

The following is a legend for use with the Laguz Tribe entries. Once selected, a
Laguz cannot change their Tribe, as this is the form they were born with.

Tribe Name: The name of their Tribe and the form they take on upon
transformation

Description: Brief flavor text about the tribe

HP/Stats: The Tribe’s HP value at level one and any change in base stats caused
by tribe selection. The HP of the class comes before the forward slash, so don’t get
mixed up on anything. Stat adjustments are applied to both a character’s Base and
Current stats as previously mentioned in normal character creation. Note that these
only apply once at character generation

44
Move: How many spaces a unit may travel in one turn and any special movement
types they may possess, such as Flight or Waterwalk

Proficiencies: The animal weapon you use upon transformation. Note that your
animal weaponry cannot be used while in your humanoid form.

Laguz Form Bonuses: The stat bonuses you receive for transforming into your
Laguz form.

Laguz Point Influences: How many Laguz Points you passively gain or lose at the
beginning of a turn and how many you gain or lose after an attack.

Skills: Any special skills or Tribe bonuses will be listed here. A Laguz will start
with one or two skills and gain a new skill at Level 15 which is differentiated here
in parentheses. Skill effects are shown in the Skills chapter.

45
The Beast Tribes
Tiger
Capable of inhuman endurance, Tiger Laguz boast formidable Strength and
Defense, making them hardy warriors. Those of the Tiger Tribe usually sport
striped skin, large frames, and tails, which may reflect on their savage natures or
juxtapose with a gentler personality.

HP/Stats: 18+2d6/ +2 Defense, +1 Strength, -2 Speed, -1 Resistance

Move: 7

Proficiencies: Tiger Fangs Rank D

Laguz Form Bonuses: +5 Str/ Def, +3 Skl/Spd/Res, +15 Con, +2 Move

Laguz Point Influences:

Humanoid Form Laguz Form


Tiger Turn Battle Turn Battle
+8 +15 -4 -3

Skills: Miracle, Aegis (at Level 15)

46
Cat
Lithe and cunning, Cat Laguz boast unrivaled speed and easily weave
through the battlefield to strike their enemies. Those of the Cat Tribe sport fit,
athletic bodies, a pair of feline ears atop their heads, and a tail in their humanoid
form, making for an agile but sometimes hot-headed and close-minded Tribe.

HP/Stats: 16+2d6 / +2 Speed, +1 Skill, -2 Defense, -1 Resistance

Move: 7

Proficiencies: Cat Claws Rank D

Laguz Form Bonuses: +5 Skill/Speed, +3 Str/Def/Res, +15 Con, +2 Move

Laguz Point Influences:

Humanoid Form Laguz Form


Cat Turn Battle Turn Battle
+10 +15 -5 -4

Skills: Prescience, Stun (at Level 15)

47
Lion
The strongest of the Beast Tribe, Lion Laguz use their indomitable might to
tear through steel and command respect from their fallen foes. Those who
represent the Lion Tribe are extremely muscled and boast long, bushy hair
resembling a mane adorned with a thick beard and are naturally proud, sometimes
becoming arrogant.

HP/Stats: 16+2d6 / +2 Strength, +1 Skill, -1 Speed, -2 Resistance

Move: 7

Proficiencies: Lion Claws Rank D

Laguz Form Bonuses: +7 Str, +3 Def/Spd/Skl/Res, +15 Con, +2 Move

Laguz Point Influences:

Humanoid Form Laguz Form


Lion Turn Battle Turn Battle
+5 +10 -3 -2

Skills: Gamble, Luna (at Level 15)

48
Wolf
Toughened by harsh climates, the Wolf Tribe is a Tribe of swift, efficient
hunters that strike with precision and ferocity. The Wolf Tribe sports large, bushy
tails and canine ears atop their heads, their sharp fangs adorned with cold, hungry
eyes that never lose track of their prey.

HP/Stats: 14+2d6 / +2 Skill, +1 Speed, -1 Defense, -2 Resistance

Move: 7

Proficiencies: Wolf Fangs Rank D

Laguz Form Bonuses: +5 Strength/Skill, +3 Spd/Def/Res, +15 Con, +2 Move

Laguz Point Influences:

Humanoid Form Laguz Form


Wolf Turn Battle Turn Battle
+6 +10 -3 -4

Skills: Patience, Silencer (at Level 15)

49
The Bird Tribes
Hawk
The Hawk Tribe is a Tribe of Laguz blessed with the gift of flight. With
pointed ears and massive wings, these Laguz are confident and hardy foes that can
hold their own in battle and easily retreat when needed. A Hawk Laguz has a solid,
muscular body that proves useful in flying great distances.

HP/Stats: 16+2d8 / +2 Strength +1 Defense, -1 Skill, -2 Resistance

Move: Flight 7

Proficiencies: Hawk Talons Rank D

Laguz Form Bonuses: +4 Strength/Skill, +3 Spd/Def/Res, +10 Con, +2 Move

Laguz Point Influences:

Humanoid Form Laguz Form


Hawk Turn Battle Turn Battle
+8 +15 -4 -3

Skills: Canto, Tantivy, Cancel (at Level 15)

50
Raven
The Raven Tribe is one of treachery and deceit, swearing hollow vows
with honeyed tongues and exploiting weaknesses in their victims. Raven Laguz
bear sharp eyes, charming appearances, and swift, black wings on their backs,
which many travelers have come to fear. Not all Ravens thrive in chaos, but the
peace-loving Raven is a true rarity.

HP/Stats: 14+2d6 / +2 Speed, +1 Skill, -1 Strength, -2 Defense

Move: Flight 7

Proficiencies: Raven Talons Rank D

Laguz Form Bonuses: +4 Speed/Skill, +3 Str/Def/Res, +9 Con, +2 Move

Laguz Point Influences:

Humanoid Form Laguz Form


Raven Turn Battle Turn Battle
+6 +10 -4 -3

Skills: Canto, Steal, Galeforce (at Level 15)

51
Heron
The Heron Tribe are of the smallest population of Laguz. Their rarity
combined with their legendary beauty lead some who pass a Heron to believe
they’ve seen an angel. While the royal herons sport white wings, non-noble Herons
range from dark blue to brown. Herons utilize ancient songs called the Galdr to
revitalize allies in combat, yet lack any capacity for combat due to their sensitivity
to chaotic environments and their natural fragility.

HP/Stats: 12+2d6 / +2 Luck, +1 Speed, -1 Magic, -2 Strength

Move: Flight 7

Proficiencies: None

Laguz Form Bonuses: +5 Magic/Speed/Resistance, +2 Skl/Def, +6 Con, +2 Move

Laguz Point Influences:

Humanoid Form Laguz Form


Heron Turn Battle Turn Battle
+3 +6 -5 -6

Skills: Canto, Revitalize, Bond (at Level 15)

52
The Dragon Tribes
Laguz of world sundering might, those of the Dragon Tribe are few in
number and naturally recluses, preferring to stay neutral in world affairs. Their
longevity has numbed them to the affairs of man, with the oldest Dragons even
walking alongside the goddess who created the world. The Dragon Laguz are split
into three main Tribes: Red Dragons, White Dragons, and Black Dragons. These
rare tribes may crossbreed, producing even rarer Pink, Grey, and Burgundy
Dragons. Regardless of color, a Black Dragon always rules the Dragon Tribes. All
Dragons possess a sigil on their foreheads denoting their Tribe.

Red Dragons are the most numerous of the Dragon Tribes. These warriors
boast near impenetrable scales and superhuman endurance, making a Red Dragon a
terrifying opponent.

White Dragons are beings of immense magical power whose Dragonfire


manifests as searing rays of light, making even the toughest of metals melt when
exposed to their power.

Black Dragons are some of the most powerful creatures in the mortal realm,
capable of leveling entire castles with their powerful Dragonfire. Their undisputed
power is only held in check by their cautious nature and scarce numbers. Consult
with the Game Master before selecting this Dragon Tribe as a Black Dragon is

53
usually of a noble bloodline, making them much more powerful than the other
Tribes.

The three Dragon Tribes differ in some stat adjustments and transformation
bonuses and will be separately listed in the appropriate sections. Pink, Grey, and
Burgundy crossbred Dragons freely select a Tribe of either of their parents’ colors.

HP/Stats:

Red: 18+2d8 / +2 Defense, +1 Strength, -1 Resistance, -2 Speed

White: 16+2d6 / +2 Magic, +1 Skill, -1 Speed, -2 Defense

Black: 18+2d8 / +2 Strength, +1 Defense, -1 Speed, -2 Magic

Move: 5

Proficiencies: Red, White, or Black Dragonbreath Rank D

Laguz Form Bonuses:

Red: +6 Defense, +5 Strength, +4 Skl/Spd/Res, +26 Con, +1 Move

White: +6 Magic, +5 Skill, +4 Spd/Def/Res, +24 Con, +1 Move

Black: +7 Strength, +6 Defense, +5 Skl/Spd/Res, +30 Con, +1 Move

Laguz Point Influences:

Humanoid Form Laguz Form


Dragon Turn Battle Turn Battle
+5 +6 -2 -3

Skills: Anathema, Nihil (at Level 15)

54
Laguz Tribe Stat Caps
Laguz units do not promote like normal characters, but all Tribes have a
maximum level of 30. While their primary stats will all vary accordingly, HP will
always cap at 60 and Luck will always cap at 30 as a normal character. The
following table lists the stat caps for each Laguz Tribe, with each Dragon Tribe
listed separately due to their varied nature. Note that these tables only apply to a
unit’s Current Stats, meaning the Transformation Bonus from a unit’s Laguz Form
may push them over their indicated stat caps while in their true forms.

Tribe Strength Magic Skill Speed Defense Resistance


Tiger 22 16 22 20 24 22
Cat 20 16 24 24 20 16
Lion 24 16 20 22 22 18
Wolf 22 16 22 22 18 18
Hawk 24 16 20 20 22 18
Raven 22 16 24 24 18 20
Heron 16 22 22 20 16 24
Red
22 20 22 22 26 20
Dragon
White
24 26 22 24 22 24
Dragon
Black
26 20 22 20 24 22
Dragon

55
56
Leveling Up
Through fierce combat and intelligent strategies, you gain experience points,
or EXP. Whenever you gain over 100 EXP, your cumulative EXP resets back to
zero and you gain a level. Any excess EXP you gain rolls over to your next level.
Gaining levels is how you become grow and become stronger in the Fire Emblem
series. You gain EXP for various actions as shown by the following table.

Experience Gain Table


EXP
Action EXP Gained Action
Gained
Attacking an
15 Attacking a boss 25
enemy
Defeating an
25 Defeating a boss 80
enemy
Completing
50 Using a Staff Varies*
an objective
The experience you get from using a Staff varies on the type of staff you
use. The experience gain for each type of staff is listed In the Staves table in the
Item chapter.

So which stats increase and which stats don't? Well, in the games, stat gains
were determined by growth rates, and after much tinkering, the best possible
representation of starting level values and growth rates are presented here. When
you level up, your base stat determines your growth rate, which is simply how
likely that stat is to receive a +1 upon leveling up. Having a high base stat value
means that that stat will have an easier time growing into a larger value than a
small Base Stat value.

To begin leveling, add 1 to your current level to signify your level up.
Then, roll 1d10 for each stat and compare your result to the following table. If you
roll under your base stat's indicated number or match it, that stat gains +1 to
its Current Stat value.

57
Level Up Growth Rate Table
D10 Value to roll
Base Stat
under/match
0-1 1
2-3 2
4-5 3
6-7 4
8-9 5
10+ 6

The only stat that does not follow this table is Constitution. For Con, you
simply roll a d8 and either roll under or match the value you rolled for
Constitution. Since initially rolling your Constitution is a d10, unlike the d8 for
other stats, it's possible to have over 8 Con. If you happen to have over 8 Con, then
simply treat your Con like you would if you had originally rolled an 8. The reason
for this being is that with a possible Con score of 8, 9, or 10, it's much easier to
gain HP than other stats, making HP growth rates proportionally higher than other
stat growths as they are in the games.

This is why arranging a unit’s Base Stats upon character generation is very
important, as their beginning aptitude will affect your stat growth and performance
in the long run!

58
Supports: The Bonds of Friendship
One of the best assets to have on the battlefield is a skilled ally to watch
your back. Through grueling journeys, units have the ability to grow closer on a
personal level, forging loves and friendships in the process. These bonds manifest
as Support Bonuses in combat, representing an ally’s assistance on the battlefield.

Every unit has an Affinity described in the “Determining Base Stats”


chapter. Your Affinity is the natural element your spiritual energy most aligns to.
Your unit’s unique Affinity governs what passive bonuses you grant to your
closest allies and what bonuses they in turn grant to you.

To determine your character’s Affinity, roll 1d8 and consult the following table.
Once determined, a character’s Affinity cannot be changed in any way short of
direct Game Master Intervention.

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Affinity Table
Result of 1d8 Roll Corresponding Affinity
1 Earth
2 Dark
3 Fire
4 Ice
5 Light
6 Thunder
7 Wind
8 Heaven

Forging the Bond


A Support, once created, starts at Rank C and climbs to Rank A over time,
with the bonuses between units becoming more potent as the Support Rank rises.
To build a Support between two units, the two units must be adjacent to one
another for a certain amount of turns depending on their current Support Rank.
Every turn a unit spends next to another unit grants them a Support Point, which
upgrades their Support Rank. Consult the following table

Support Rank Progression


Rank To Next Rank Total Support Points
No Rank 15 15
Rank C 20 35
Rank B 25 50
Rank A - 50

A character may not have more than one A Rank and B Rank Support and
more than 3 Supports in total. An example Support list of A, B, and C or B, C, and
C is fine, yet A, A, and B or C, B, B, are prohibited.

A Support Bonus can only rise in rank once per battle. When improving a
Support Bonus’s rank, the two characters involved are highly encouraged to
roleplay the interaction, revealing character quirks, background information,
aspirations, or other character details through a two-way interaction.

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Utilizing the Bond
When two units with a Support Rank of C or higher are within 3 spaces of
one another, both units gain a bonus to their stats corresponding to their
partner’s Affinity, not their own. A unit may never benefit from their own
Affinity at any time.

The following tables detail each Affinity’s specific bonuses.

Earth Affinity
Rank - Avoid
Rank C - 5
Rank B - 10
Rank A - 15

Dark Affinity
Rank Attack Avoid
Rank C 2 5
Rank B 3 7
Rank A 4 10

Fire Affinity
Rank Hit Crit
Rank C 5 5
Rank B 7 7
Rank A 10 10

Ice Affinity
Rank Hit Avo
Rank C 5 5
Rank B 7 7
Rank A 10 10

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Light Affinity
Rank Defense Hit
Rank C 2 5
Rank B 3 7
Rank A 4 10

Thunder Affinity
Rank Defense Avoid
Rank C 1 5
Rank B 2 7
Rank A 3 10

62
Wind Affinity
Rank Attack Hit
Rank C 1 5
Rank B 2 7
Rank A 3 10

Heaven Affinity
Rank - Hit
Rank C - 5
Rank B - 10
Rank A - 15

63
Character Finalization

So, you've rolled your Base Stats, chose a class, and learned how to level up. You
must be itching to get on the battlefield already, eh? Well, before you get on the
battlefield, skim over this part for any final instructions applicable to your
character.

If you're aiming to make a character above level one, roll xd10 for each stat
with x equaling the number of levels past 1 you want. For example: if one were to
want to make a level 7 character, you would roll 6d10 for each stat with each roll
being compared to your Base Stats like a standard level up. An electronic dice
roller does wonders here, but feel free to do it manually if you like rolling dice.

Now on the character sheet, you might notice a few more stats that haven't been
mentioned yet. These are essential to combat, but aren't defined as stats. These
essential values are Rescue, Hit, Avoid, and Critical.

Rescue:
Equivalent to your Con score. Can be used to rescue units with a
smaller Con than yours. A Rescued unit can be carried by the Rescuer during their
movement and be placed back onto the field adjacent to the Rescuer as a standard
action. While holding a Rescued unit, the Rescuer’s Skill and Speed are halved.

Hit:
Your base attack accuracy with no weapon, terrain, or other bonuses
factored in. Calculated by (Skill x2) + Luck. . Your Hit is rounded to the nearest
number divisible by five (An Avo of 47 would round to 50 and so forth).

Avoid (Avo):
Your base agility and dodging capabilities. Calculated by
Speed+Luck. If you outspeed your opponent by having a Speed of four or
more, your Avoid is doubled! Like Hit, your Avo is rounded in the same
fashion.

64
Critical (Crit):
Your base chances of scoring a Critical Hit. When you score a Critical
Hit, your damage is TRIPLED. Yeah, you read that right. Your base Critical is
calculated by (Skill + Luck) / 2 plus any bonuses from weapons or other sources.

Crit Avoid (CrtAv)


Your passive defenses against a critical hit. This number is subtracted from
your opponent’s Critical during a fight. Your Crit Avoid is equal to your Luck
stat.

Inventory
A single character can hold five weapons or items. By default, you start with
one weapon of every proficiency you have. Laguz start with a Laguz weapon of
the highest rank their Tribe grants them proficiency in and Manaketes begin with a
Dragonstone of their Tribe. Depending on your proficiency rank, you may get a
different type of starting weapon than other ranks. These given weapons cannot
have any special properties. If there are no standard weapons that match a unit's
proficiency, they are given standard weapons of the next lowest proficiency.
Starting with a different weapon that the unit is able to wield is at the discretion of
the GM, but don't beg! No one likes beggars and whiners!

65
Faceless Numbers: The Importance of
Identity
Your unit is all ready to go. All of your stats and numbers are worked out,
your inventory is full of your trade tools, and you're anxious to get on the
battlefield.

But who are you? Why do you fight? Are you just a nameless rank and file
soldier living in the shadows of real heroes? Well don't be! Fire Emblem is famous
for a gargantuan selection of fun and loveable characters of all degrees, so giving
your unit some personality helps give them a defining feature. Maybe you're a
cunning noble who got swept up in elaborate schemes and ruthless warfare?
Maybe you're a small village kid who really likes traveling and meeting new
people? Or are you sticking around for the extra money to put food on the table?
Kids aren't cheap y'know!

Your personality and backstory help define your unit from the waves of
other soldiers and can create plenty of role-playing opportunities with your fellow
soldiers-at-arms. It may even help bring your character to life even more in the
midst of battle, where their backstories and preferences may determine your tactics
in combat. Don't be shy, be creative, and have fun with your character!

66
67
On the Battlefield
The sound of thunderous footsteps resonates from the hills. You look to your
squadron; some unable to cope with pressure, and some as steady as rock under the
impending waves of man and steel. The enemy comes into sight and your weapons
shakes violently. "Will this be my last battle? Am I going to...?" No, you mustn't
think like that. Your training will keep you safe. It has to. The thundering footsteps
turn into a fierce storm as the enemy charges you, weapons sharp and eyes blood
red. Your grip tightens. This is it; your moment of glory!

The following section will detail everything about the meat of Fire Emblem:
The Tides of War: combat and all associated battlefield mechanics and systems.
Stay attentive, as failure to master combat is a quick way to end up six feet under.

68
The Flow of Combat

Fire Emblem is a turn-based strategy series. The player (or in the case of
Fire Emblem: The Tides of War, the players) take turns maneuvering and
strategizing against one another in hopes of conquering the other side with as little
resources spent as possible. After all, what good is a victory when most of your
men die? And since there is no way to revive a lost character in Fire Emblem,
having a unit fall can turn the tide of battle in a flash.

Objectives
The most common objectives in the Fire Emblem series are usually the ones
that need the least explaining. Routing the enemy team means no survivors; for
whatever reason, the enemy team must fall, and fall hard. For when a less offensive
take on the battle is needed, Defending the designated target is optimal. This could
be an entrance into a sensitive area or a VIP of some sort. For when fighting is
unwise, a Reach Target objective is what you're most likely looking at. This could
be anything from sneaking into an encampment to escaping an unstable area.

If no one feels like being the Game Master, try pitting your armies against
one another! Two or more players can fight on a mutually agreed on battlefield to
see who has the sharpest tactical mind. While competitive and fun, keep in mind
that more players and larger armies make the game last longer!

Lay of the Land: The Map


Before learning about Phases, Actions, and Combat, you should familiarize
yourself with the terrain featured in Fire Emblem: The Tides of War. There are
many different types of terrain and each one grants different bonuses depending on
what terrain you position yourself onto. Note that flying units receive no
penalties or bonuses from all terrain as they can fly over all terrain with no
move penalties.

Plains/Floor
The basic terrain type. Offers no special bonuses

69
Forest/Pillar (+1 Defense, +20 Avo, x2 Move to traverse)
Thick forestry or sturdy support pillars.

Fort (+2 Defense, +40 Avo, HP Regen 10% per turn)


A small bunker or outpost. Offers healing by spending a turn on it.

Mountain (+2 Defense, +30 Avo, x2 move to traverse)


Large hills and steep inclines. Cannot be entered by Mounted units.

Peak (+2 Defense, +40 Avo, x2 Move to traverse)


The summit of a large mountain. Requires Mountainwalk to enter.

Lake/Sea (+10 Avo. x2 Move to Traverse)


Any body of water. Requires Waterwalk to traverse.

Desert (+5 Avo, x2 Move to traverse)


Harsh, sandy areas. Magical units are unaffected by the Move penalty.

Gate/Throne (+2 Defense, +40 Avo, Hp Regen 10% per turn)


A noble throne or a mighty gate. Usually guarded by a powerful enemy

Player and Enemy Phases


As Fire Emblem: The Tides of War aims to seamlessly transfer the world of
Fire Emblem into traditional pen and paper gaming, combat is not handled like
something along the lines of Dungeons and Dragons or Shadowrun. There's no
initiative for individual units and tracking turn orders. Combat is divided into
phases and shifts into the next phase when every unit on the selected team
completes their actions. The Player Phase is when the players get to act. Each unit
is able to take a Move Action, Standard Action, and Minor Action once per Player
Phase. These actions comprise a single set of actions for units. Some actions
discussed later are able to be performed freely within a unit's turn, but those will be
mentioned as they come along.

70
Once each unit either passes their actions or exhausts them, the next phase,
which is usually the Enemy Phase, begins. This is where any hostile units on the
map get to enact their turns using the same restrictions as every other unit. Players
must be careful of the enemy offensive or risk losing a teammate. After the Enemy
phase, the cycle returns to the Player Phase and the cycle continues. If an Objective
is sensitive to Turn count, like "Reach x in 6 turns", the beginning of the Player
Phase counts as adding one turn to the count.

Some other phases exist in the cycle, but might not be used depending on the
battle. The Ally Phase is when friendly units who aren't controlled by players get
to act. This phase follows the Player Phase. Unaligned units on the field act during
the Other Phase, which follows the Enemy Phase.

For an easy visual reference, the Phase Cycle goes as shown here:

Player Phase > Ally Phase > Enemy Phase > Other Phase > +1 Turn >Repeat

71
Aspects of Combat
As mentioned, a unit gets to take a certain amount of actions during their
turn. For simplicity's sake, actions have been classified as Movement, Standard, or
Minor actions. Movement Actions are used for moving a unit into position for
their next action. Standard Actions are most major actions, such as attacking or
visiting a shop. Minor Actions are actions that are not too engaging, such as
talking to another unit or trading an item, and as such can be completed within a
short amount of time.

Movement (Movement Action)


A unit is allowed to move as many spaces on the game mat as
designated by their Move found in their class information block. Movement cannot
be performed after a Standard or Minor Action unless under a special circumstance
by a skill, such as Canto. Movement is also affected by terrain types. There are
also different types of Movement actions depending on your class.

Normal/Unspecified: No special properties.

Mounted: Usually greater distances, but cannot enter Mountain/Peak tiles

Flight: Can fly over any terrain, but do not gain bonuses from them as well

Waterwalk: Enables foot units to walk on water tiles. Affected by terrain


penalties.

Mountainwalk: Enables foot units to walk on Peak tiles and with no penalty
on Mountain tiles. Affected by terrain penalties.

Note that unless the unit possesses the Pass skill, a unit cannot move through
the tile of a hostile unit.

Attacking (Standard Action)


Use the equipped weapon to attack the enemy. Details on combat are
detailed in the section labeled “Bearing Your Fangs: How to Fight.”

72
Using Items (Standard)
Actions such as using a lock pick on a locked chest, utilizing a Staff, or
using a healing item fall under Standard Actions. Note that you can't attack and use
an item in the same turn, so weigh the pros and cons of each option before
committing!

Visiting (Standard Action)


Visiting a local home to gather information or browsing the wares of the
nearby armory takes a bit of time, so it's classified as a standard action.

Talking (Minor Action)


If you wish to speak to a unit of interest, it can be done with a minor action.
Note that talking to a unit can possibly influence their behavior in battle. Some
may become angry at you, or some may join you in your fight, but you'll never
know unless you ask!

Trading (Minor Action)


Trading items to and from a comrade. This is only usable if the units are
adjacent to one another and unaffected by effects that prevent actions from being
taken (Sleep, Stun, etc).

Wait (Free Action)


Choosing to wait is manually ending your turn. You will automatically wait
after expending all other actions. For example, a unit could move its Movement,
talk to a teammate, and then proceed to attack a nearby enemy. After exhausting all
of their actions, they are forced to Wait until the next phase they are allowed to act.

73
74
Bearing Your Fangs: How to Fight

You've already chosen to attack your enemy, but how does one actually
attack? Well this is the section for showing how actual combat takes place in a neat
step-by-step process.

1) The Attacker moves into Range


You can't hit an opponent if you can't reach them! All weapons generally
follow these generalizations. Melee weapons can attack from one adjacent space,
bows attack from two spaces away (a gap between attacker and defender), and
tomes can attack from melee or range. There are always exceptions, like a Javelin
or the Bolting tome, so be sure to look at the weapon's range before charging in!

75
2) The Defender announces his Avoid
Just as it says, the defending unit announces his total Avoid (remembering to
round it as stated on page 37). This takes into account their base Avoid, terrain,
Weapon Trinity bonuses (pg 48), and any other kind of bonuses.

3) The Attacker reduces his total Hit by the Defender's total


Avoid.
The formula Total Hit-Total Avoid gives the attacker's accuracy. The
attacker rolls a d100, and if the rolled number is lower or equals it, the attack is
considered a success, or a Hit.

4) Check for a Critical Hit


The range of critical hits is smaller than your overall accuracy, but can be a
serious game changer when activated. When you roll a d100 for attacking, if your
roll falls under or matches (Your Critical - Defender's CrtAv), you score a
critical hit, or a crit. A critical hit does triple damage!

5) Check for a Skill activation


This applies to both units at once. If the Attacker has a battle skill, flip the
results of your d100 around. If you roll under or match the number set by
your skill's activation, it activates. For example, if one rolls a 49 on their attack
roll, their roll for skill activations would be a 94. If 94 fell under your activation
range, it'd activate. For more details on skill activations, see the Skills section on
page 62.

6) The Defender reduces damage by their Defense/Resistance


When receiving damage, take care to use the right defense stat to reduce
damage. Defense reduces physical damage from weapons and bows, and
Resistance reduces damage from magical attacks from tomes or magic weapons.

7) The Defender takes their Counterattack if possible


After receiving damage, the Defender makes an attack roll against the
Attacker. This does not happen if a unit is unable to counterattack. Such
76
situations include not being in range, having no weapons, or being under a Status
Effect.

8) A second attack is made if possible


If either the Attacker or the Defender has four or more Speed than the other
unit, they are allowed an additional attack! Roll an attack roll as normal.

9) Combat Ends
The combat cycle finishes and the attacker's turn ends.

77
And to compress combat into an easier to read list format for quick reference:

1. Move into range


2. Defender announces Avoid
3. Attacker's Hit is reduced by Defender's Avoid
4. Attacker makes a d100 attack roll and checks for a hit/critical hit
5. Check for any Skill activations
6. Defender reduces damage with Defense/Resistance
7. Defender initiates counterattack
8. Second attack by faster party is made
9. Combat Ends

Keep in mind that if either unit is reduced to 0 HP at any point in the cycle,
combat automatically ends and the unit is considered dead. The unit is removed
from the field and the current phase continues.

Weapon Ranks and Increasing Ranks


The more a unit fights with a particular weapon type, the more advanced
versions of that weapon they can utilize. If a unit successfully lands a hit in
combat, they gain 1 point for each hit that landed. These points, or weapon
experience (WEXP), go into the weapon proficiency of the weapon you used in
combat, and when you get enough points, your rank increases. Raising your
weapon rank is important in growing out of novice weapons and into more
effective armaments. The following table shows how many points are needed to
rank up at each level of proficiency.

Weapon Rank Required WEXP Total WEXP


E to D 15 15
D to C 25 40
C to B 35 75
B to A 45 120
A to S 55 175

78
The Weapon Trinities

When attacking units, your choice of weapons can give you a slight edge in
battle against your opponent. For example, a Cavalier using an unwieldy lance has
a disadvantage against a Fighter's axe, but when they switch to the more nimble
Sword, the Cavalier gains the advantage against the Fighter.

For weapons, the Weapon Trinity is:

Swords beat Axes

Axes beat Lances

Lances beat Swords

Bows and Ballistae sit in a neutral slot in the middle of the trinity. They
neither gain nor grant advantage to any weapon type, but still do their bonus
damage to flying units.

There also exists a trinity for magical tomes.

Anima beats Light

Light beats Dark

Dark beats Anima

Note that staves are not included in the magical trinity as they function more as
items than weapons, but are still closely associated with magic users.

When a unit attacks another unit and one has advantage due to the weapon
trinity, the unit with advantage gets a +10 to Hit and the unit with disadvantage
gets a -10 to their Hit. The Swordsman's swift blade outmaneuvers the Warrior's
axe, granting the Swordsman +10 to Hit and imposing a -10 Hit penalty to the
Warrior. Try attacking lance users next time, Warrior!

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80
Weapons List
Seeing as how Fire Emblem is primarily focused on combat, it'd be kind of
hard to fight back armies without a weapon. The following pages will detail every
weapon currently implemented into Fire Emblem: The Tides of War.

Name: Name of the weapon.

Rank: The weapon rank required to wield the weapon.

Range (Rng): The weapon's range. Ranges of 1 mean the unit must be adjacent to
the target

Might (Mt): The weapon's destructive power. Added to a unit's Str/Mag to


determine their total Attack.

Hit: The weapon's innate accuracy. Added to a unit's base Hit


81
Critical (Crt): A weapon's innate ability to score critical hits. Added to a unit's
base Crit

Use: How many times the weapon can be used before it breaks

Worth (Wrth): The price of buying this weapon from a vendor. Note that selling a
weapon nets you 1/2 of its Worth in gold.

Effect: Any additional effects a weapon might have.

If a weapon is listed as “effective” against something, the weapon is treated as


having the weapon trinity advantage against the target.

If a weapons is listed as “Bonus vs” against something, the weapons gains a


damage bonus equal to (2*Weapon's Mt) in addition to the normal damage of the
attack

82
Sword List

Name Rank Rng Mt Hit Crt Use Wrth Effect


Iron Sword E 1 5 90 - 40 460
Slim Sword E 1 3 100 - 30 480
Bonus vs
Armorslayer D 1 8 80 - 18 1260
Knights/Generals
Iron Blade D 1 9 70 - 35 980 +1 WEXP
Poison
D 1 3 70 - 40 - Poisons on a hit
Sword
Steel Sword D 1 8 75 - 30 600
Wo Dao D 1 8 75 35 20 1200
Bonus vs
Zanbato D 1 6 85 - 18 1260
Mounts
Killing
C 1 9 75 30 20 1300
Edge
Bonus vs all
Laguzslayer C 1 9 75 - 15 1800
Laguz Tribes
Effective vs
Lancereaver C 1 9 75 5 15 1800
Lances
Uses Mag and
Light Brand C 1-2 9 70 - 25 1250
targets Res
Steel Blade C 1 11 65 - 25 1250 +1 WEXP
Bonus vs Dragon
Wyrmslayer C 1 7 75 - 20 3000 Tribe Laguz and
Wyvern Riders
Grants
Brave immediate extra
B 1 9 75 - 30 3000
Sword attack after an
attack
Uses Mag and
Wind Edge B 1-2 9 70 - 40 3300
targets Res
Uses Mag and
Runesword A 1-2 12 65 - 12 8000
targets Res
Silver Blade A 1 14 60 - 15 1800 +1 WEXP
Silver
A 1 13 80 - 20 1500
Sword
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Name Rank Rng Mt Hit Crt Use Wrth Effect
Audhulma S 1 15 85 - 30 - Res + 5
Balmung S 1 13 90 10 20 - Speed + 3
Vague Katti S 1 12 80 35 25 - Def + 3

Lance List

Name Rank Rng Mt Hit Crt Use Wrth Effect


Iron Lance E 1 7 80 - 40 360
Javelin E 1-2 7 65 - 20 400
Poison
E 1 4 65 - 40 - Poisons on a hit
Lance
Slim Lance E 1 4 85 - 30 450
Steel Lance E 1 10 70 - 30 480
Heavy Bonus vs
D 1 10 70 - 18 1200
Spear Knights/Generals
Bonus vs
Horseslayer D 1 9 70 - 18 1040
Mounts
Effective vs
Axereaver C 1 10 70 -
Axes
Bonus vs Dragon
Dragonspear C 1 10 70 - 30 4500 Tribe Laguz and
Wyvern Riders
Iron
C 1 11 75 - 40 640 +1 WEXP
Greatlance
Killer Lance C 1 10 70 30 20 1200
Laguz Bonus vs all
C 1 12 70 - 15 1620
Lance Laguz Tribes
Uses Mag and
Shockstick C 1-2 11 85 - 20 2400
targets Res
Short Spear C 1-2 7 60 - 20 2000
Grants
immediate extra
Brave Lance B 1 10 70 - 10 5700
attack after an
attack

84
Name Rank Rng Mt Hit Crt Use Wrth Effect
Flame Uses Mag and
B 1-2 14 70 - 12 7500
Lance targets Res
Spear B 1-2 12 70 - 15 3000
Steel
B 1 14 70 - 35 1120 +1 WEXP
Greatlance
Silver
A 1 17 50 - 30 2880 +1 WEXP
Greatlance
Silver Lance A 1 14 75 - 25 1200
Gae Bolg S 1 14 75 10 25 - Speed + 5
Gungnir S 1 16 70 10 25 - Str + 5

Axe List

Name Rank Rng Mt Hit Crt Use Wrth Effect


Hand Axe E 1-2 7 60 - 20 300
Iron Axe E 1 8 75 - 40 270
(21-Luck)% to
Devil Axe E 1 18 55 - 20 900 dmg self instead
of target
Steel Axe D 1 11 65 - 30 360
Poison Axe D 1 4 60 - 40 - Poisons on a hit
Bonus vs
Halberd D 1 10 60 - 18 800
Mounts
Effective vs
Hammer D 1 10 55 - 20 800
Knights/Generals
Bonus vs Dragon
Dragon Axe C 1 10 60 - 30 6000 Tribe Laguz and
Wyvern Riders
Killer Axe C 1 11 65 30 20 1000
Bonus vs all
Laguz Axe C 1 13 65 - 15 5250
Laguz Tribes
Effective vs
Swordreaver C 1 11 65 - 15 2000
Swords

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Name Rank Rng Mt Hit Crt Use Wrth Effect
Iron Poleaxe C 1 12 65 - 40 800 +1 WEXP
Grants
immediate extra
Brave Axe B 1 10 65 - 30 2250
attack after an
attack
Tomahawk B 1-2 13 65 - 15 3000
Steel
B 1 15 60 - 35 1400 +1 WEXP
Poleaxe
Uses Mag and
Bolt Axe B 1-2 12 70 - 25 2500
targets Res
Silver Axe A 1 15 70 - 20 1700
Silver
A 1 18 60 - 30 3600 +1 WEXP
Poleaxe
Garm S 1 20 75 - 25 - Str + 5

86
Bow List

Note that all bows receive the effect of “Bonus vs flying units” but have
been omitted in the weapon descriptions in an effort to save space and to avoid
redundancy.

Name Rank Rng Mt Hit Crt Use Wrth Effect


Iron Bow E 2 6 85 - 40 540
Poison Bow D 2 4 65 - 40 - Poisons on a hit
Longbow D 2-3 6 65 5 20 2000
Shortbow D 2 5 85 15 22 1760
Steel Bow D 2 9 70 - 30 720
Killer Bow C 2 9 75 30 20 1400
Bonus vs all
Laguz Bow C 2 10 75 - 15 1950
Laguz Tribes
Grants immediate
Brave Bow B 2 9 70 - 30 7500 extra attack after
an attack
Silver Bow A 2 13 75 - 20 1600
Nidhogg S 2 16 80 - 30 - Luck + 5
Double
S 1-2 14 65 - 25 - Str + 3
Bow

Ballistae List
Name Rng Mt Hit Crt Use Effect

Ballista 3-10 7 50 - 5 Bonus vs flying units

Killer Ballista 3-10 12 55 30 5 Bonus vs flying units

Stonehoist 3-10 15 40 - 5 Bonus vs flying units

Pachyderm 3-10 18 50 - 5 Bonus vs flying units

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Anima Tomes
Name Rank Rng Mt Hit Crt Use Wrth Effect
Bonus vs Beast Tribe
Fire E 1-2 5 80 - 40 560
Laguz
Bonus vs Dragon Tribe
Thunder D 1-2 7 70 5 35 700
Laguz
Bonus vs Beast Tribe
Elfire C 1-2 9 75 - 30 1200
Laguz
Bonus vs flying units and
Aircalibur B 1-2 10 75 - 25 1600
Bird Tribe Laguz
3-
Bolting B 12 50 - 5 3000
10
Fimbulvetr A 1-2 13 70 - 20 4500
Rexbolt S 1-2 18 70 15 20 - Skl + 5

Light Tomes

Name Rank Rng Mt Hit Crt Use Wrth Effect


Lightning E 1-2 4 85 5 40 640
Shine D 1-2 6 80 8 30 900
Divine C 1-2 8 75 10 25 2500
Purge B 3-10 10 60 5 5 3500
Aura A 1-2 12 75 15 20 8000
Rexaura S 1-2 16 80 10 20 - Res + 5

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Dark Tomes
Name Rank Rng Mt Hit Crt Use Wrth Effect
Flux E 1-2 7 70 - 40 900
Worm D 1-2 9 60 - 30 1200
Converts dmg
Nosferatu C 1-2 10 55 - 20 3000
dealt into HP
Reduces target
Eclipse B 3-10 - 35 - 5 4000
HP to 1 on hit
Fenrir A 1-2 15 60 - 20 9000
Gleipnir S 1-2 23 65 - 20 - Mag + 3

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Dragonstones
A Manakete holding a Dragonstone corresponding their Tribe proficiency
gain passive stat bonuses that persist as long as the unit holds the Dragonstone.
Note that Dragonstones held by non Manaketes have no effect.

Name Rank Rng Mt Hit Crt Use Wrth Effect


Grants +7 Str, +6
Fire
- 1 13 85 - 30 10000 Spd, +4 Def, +3 Skl,
Dragonstone
+2 Res while held
Grants +7 Res, +6
Ice Mag, +4 Skl, +3
- 1 13 85 - 30 10000
Dragonstone Skl, +2 Def while
held
Grants +7 Def, +6
Earth
- 1 13 85 - 30 10000 Str, +4 Res, +3 Skl,
Dragonstone
+2 Spd while held
Grants +7 Str, +6
Dark
- 1 13 85 - 30 10000 Skl, +4 Def, +3 Spd,
Dragonstone
+2 Res while held
Grants +7 Mag, +6
Divine Spd, +4 Spd, +3
- 1 13 85 - 30 10000
Dragonstone Res, +2 Def while
held

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Laguz Weapons
Laguz weaponry can only be used when a Laguz unit has shifted into their
Laguz form and automatically wield the highest ranking weapon they can. Laguz
weapons cannot be unequipped, disarmed, or sold to vendors.

Name Rank Rng Mt Hit Crt Use Effect


Tiger Fangs E 1 10 90 - -
A 1 12 90 - -
S 1 16 90 - -
Cat Claws E 1 8 95 - -
A 1 10 95 - -
S 1 14 95 - -
Lion Claws E 1 11 85 - -
A 1 13 85 - -
S 1 17 85 - -
Wolf Fangs E 1 9 90 - -
A 1 11 90 - -
S 1 15 90 - -
Hawk Talon E 1 8 90 - -
A 1 10 90 - -
S 1 14 90 - -
Raven Talon E 1 7 90 - -
A 1 9 90 - -
S 1 13 90 - -
Red E
1-2 13 75 - -
Dragonbreath
A 1-2 16 85 - -
S 1-2 19 95 - -
White E
1-2 11 80 - - Uses Mag and targets Res
Dragonbreath
A 1-2 13 90 - - Uses Mag and targets Res
S 1-2 17 100 - - Uses Mag and targets Res
Black E
1-2 12 85 - -
Dragonbreath
A 1-2 14 95 - -
S 1-2 18 105 - -

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Staves List
All staves grant EXP upon use, but the amount varies on which staff you're
using. The amount of given EXP for each variety of staff is listed in the EXP
column.

Name Rank Rng EXP Dur Wrth Effect


Heal E 1 11 30 600 Restores (10+Mag) HP to target
Mend D 1 12 20 1000 Restores (20+Mag) HP to target
Increases Fog of War vision by
Torch D 1 15 10 1000
4 tiles (-1 rng per turn)
Unlock D 1-2 17 10 1500 Unlocks target Door
Grants Res+7 to target (-1 Res
Barrier C 1 17 15 2250
per turn)
Hammerne C 1 40 3 - Restores weapon Uses to max
Physic C Mag/2 22 15 3750 Restores (15+Mag) HP to target
Inflicts Berserk on target (Hit
Berserk B Mag/2 40 3 1800
70%, 5 turns)
Catharsis B Mag/2 5 4200 Restores (25+Mag) HP to target
Teleports any ally in rng to
Rescue B Mag/2 40 3 2800
adjacent tile
Inflicts Silence on target (Hit
Silence B Mag/2 30 3 1800
70%, 5 turns)
Inflicts Sleep on target (Hit
Sleep B Mag/2 35 3 1500
70%, 5 turns)
Fortify A 1 60 8 8000 Restores all HP to target
Teleports target to any tile
Warp A Mag/2 65 5 7500
within rng
Saint's Restores all HP and cures
S All 85 3 -
Staff ailments
Valkyrie
S - 100 1 - Revives one fallen ally
Staff

92
Items
This section is dedicated to all items found in Fire Emblem: The Tides of
War. There are a plethora of items that aren't directly used in chopping heads and
burning flesh that fall into separate categories. The following table will be your
legend for reading the incoming pages. The tables aren't anything complex, but for
the sake of being thorough, here's an extra two minutes of effort for you all.

Name: The name of the item

Uses: How many times the item can be used before it disappears

Effect: The item’s effect upon use or while it is in your possession

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Recovery Items
Name Uses Effect
Herb 8 Restores 5 HP
Vulnerary 3 Restores 10 HP
Concoction 3 Restores 20 HP
Elixir 3 Restores all HP
Antitoxin 3 Cures unit of status ailments

Promotional Items
Promotional items may be used to promote a unit into a second tier class any
time after the unit reaches Level 10 in their first tier class. Has no effect on Laguz.

Name Uses Effect


Dread Scroll 1 Promotes male units into Dread Fighters
Elysian Whip 1 Promotes Pegasus and Wyvern Riders
Guiding Ring 1 Promotes Mages, Priests/Clerics, Monks, Shamans, and
Heaven Seal 1 Promotes Lords
Troubadours
Hero Crest 1 Promotes Myrmidons, Fighters, and Mercenaries
Knight Crest 1 Promotes Cavaliers and Knights
Master Seal 1 Promotes any unit except Pirates, Thieves, and Lords
Ocean Seal 1 Promotes Pirates and Thieves
Orion's Bolt 1 Promotes Archers
Wedding 1 Promotes female units into Brides
Bouquet

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Stat Boosting Items
Name Uses Effect
Seraph Robe 1 Permanent +7 to maximum HP
Energy Drop 1 Permanent +2 to current Strength
Spirit Dust 1 Permanent +2 to current Magic
Secret Book 1 Permanent +2 to current Skill
Speedwing 1 Permanent +2 to current Speed
Goddess Icon 1 Permanent +2 to current Luck
Dracoshield 1 Permanent +2 to current Defense
Talisman 1 Permanent +2 to current Resistance
Statue Frag 1 Permanent +1 to current Con
Boots 1 Permanent +2 to Move
Metis's Tome 1 Permanent +1 to all base stats

Gems/Gold Bags
Name Uses Effect
Red Gem 1 Can be sold for 2,500 gold
Blue Gem 1 Can be sold for 5,000 gold
White Gem 1 Can be sold for 10,000 gold
Black Gem 1 Can be sold for 15,000 gold
Gold Gem 1 Can be sold for 20,000 gold
Bullion (S) 1 Can be sold for 1,000 gold
Bullion (M) 1 Can be sold for 5,000 gold
Bullion (L) 1 Can be sold for 10,000 gold

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Other Items
Items listed in this table with no Uses can be held in a unit’s inventory to
gain their passive bonuses.

Name Uses Effect


Beorcguard - Negates Bonus damage from Laguz weapons and tomes
Chest Key 2 Opens locked chests
Crusader - +1 to Base Skill, Speed, Luck, and Constitution when
Scroll: Baldur held
Crusader - +1 to Base Magic, +2 to Base Speed, -1 to Base Strength
Scroll: Blaggi when held
Crusader - +1 to Base Strength, +2 to Base Defense, +1 to Move
Scroll: Dain when held
Crusader - +1 to Base Strength, Magic, Skill, and Speed when held
Scroll: Fala

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Name Uses Effect
Crusader - +1 to Base Luck and Defense, +2 to Base Magic when
Scroll: Heim held
Crusader - +1 to Base Strength, +2 to Constitution, -1 to Base Luck
Scroll: Hezul when held
Crusader - +1 to Base Strength, Defense, and Constitution, -1 to Base
Scroll: Neir Skill when held
Crusader - +1 to Base Speed, Luck, and Defense, +2 to Base
Scroll: Noba Strength, -1 to Base Magic when held
Crusader - +1 to Constitution, +2 to Base Skill when held
Scroll: Odo
Crusader - +1 to Base Magic, +2 to Base Skill, -1 to Constitution
Scroll: Sety when held
Crusader - +1 to Base Strength, Magic, Skill, and Luck when held
Scroll: Tordo
Crusader - +1 to Base Skill, Speed, and Luck when held
Scroll: Ulir
Delphi Shield - Prevents extra damage from Bows/Aircalibur when held
Allows a Laguz tobystay
a flying unit
shifted while held but only
Demi Band - receives half of their Laguz Transformation Bonuses
(rounded down)
Door Key 2 Opens locked doors
Emblem Seal - Grants Hit/Avo+10 when held by unit
Prevents all extra damage from bonus effects when held
Full Guard - by unit (ex: will negate a Hawk Laguz’s vulnerability to
bows and Aircalibur)
Iote's Shield - Prevents Bonus damage to flying units
Iron Rune - Prevent enemy Critical Hits while held by unit
Knight Ward - Increases Def/Res by 2 when held by Knights, Cavaliers,
Laguz Band - Allows aSoldiers, andtotheir
Laguz unit staypromoted classes
shifted with no penalties
Laguz Gem 1 Enables a Laguz to stay shifted for one entire skirmish
Laguzguard - Halves all damage received from Laguz attacks
Laguz Stone 2 Fills a Laguz’s Transformation Bar to maximum
Light Rune 3 Permanently blocks adjacent space with a barrier of light

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Name Uses Effect
Lockpick 15 Unlocks any lock. Only usable by Thieves/Assassins
Olivi Grass 4 Adds 15 Laguz Points to a Laguz’s Transformation Bar
Repair 1 Repairs one selected weapon to maximum durability
Hammer
Master Key 3 Unlocks any lock
Member Card - Allows access to Secret Shops when held by unit
Mine 1 Places a traversable trap that deals 10 damage to the first
unit to walk or fly over it
Seed of Trust 1 Can be used to improve one Support Bonus to the next
Rank
Silver Card - Buy items for 1/2 price from all stores when held by unit
Torch 3 Increases Fog of War visibility by 4 (-1 Rng per turn)

98
99
Skills
Skills truly showcase how fearsome a single unit can be. Sages tap into the
depths of their arcane knowledge to split the skies and make the earth growl with
rage while Generals stand under the crashing waves of man and steel with
unwavering adamancy. Warriors display unmatched melee prowess through
powerful counterattacks and the crafty Summoners weave dark rituals to summon
the deceased to do their bidding. The swift Swordmaster's strokes can only be
described as a mighty cyclone of ravenous fangs tearing into flesh and stone alike.

Skill activation can turn the tide of battle in a flash, so knowing how skills
work and what they do can make or break a victory for you and your teammates.

100
Skill Activation

Skills fall under certain categories depending on their use.

Active/Combat Skills:

Effects that activate in combat, such as negating a defense or allowing


multiple attacks

Passive Skills

Skills that are always activated in and out of battle, such as a stat boosting
skill.

For a Passive skill, no rolls have to be made since they are always active. If
you have a Combat skill, however, your activation rate is dependent on your Skill
stat. Each combat skill has an activation rate; the higher the rate, the more often the
combat skill activates. Your activation rate varies by skill, but for this example,
we'll use a common activation rate of (Skill/2). If a unit with this skill were to
attack, each attack would have a (Skill/2) % chance of being skill activation.

To check when a skill activates, simply flip the results of your d100 attack
roll. If a unit rolled a 19 on their attack roll, their roll for activating their skill
would be 91. If the 91 fell under the unit's skill activation range. A unit's skill
activation rate is always counted backwards from 100, so if a skill has a 15%
chance to activate, one would need to roll an 85 or above to activate the skill. In
this case, 91 falls under the range of (100-15=85), so the skill would activate.

Skill List
While skills are normally learned through entering different classes, at the
GM's discretion, skills can be learned through manuals. These manuals would let a
unit learn a skill it doesn't normally have access to. There also a few skills that can
only be learned through manuals, as no class would learn them normally. Such
skills will be listed towards the end of the list in their own table.

101
The maximum amount of skills a unit can possess is four. Any skills learned
after that overwrites a chosen skill. Skill activation only occurs on a single
attack unless stated.

Name: Name of the skill

P/C/A: Whether the skill is a Passive (P) skill, Combat (C) skill, or an Activated
(A) skill you choose to use out of combat. Activated skills are classified as
Standard actions unless noted.

Class: Indicates classes that learn this skill naturally

%: The formula for the skill's activation percentage. Remember that skills are
rolled backwards from 100, so subtract the number you obtain through the formula
from 100 to learn the skill's range.

Effect: Anything from what the skill does in battle, the passive effect it grants, or
the effect it has once it is manually activated

102
Name P/C Class % Effect
(Stat)+x P Varies - Increases indicated Current stat by
the value of x (Ex Strength+2)
Adept C Nomad, Skill/2 Immediately grants another attack
Falcoknight
Aegis C Paladin, Skill Halves damage received from bows
Tiger Laguz and tomes
Aether C Great Lord Skill/2 Consecutively activate Sol and Luna
in a single attack
Aggressor C Dread - Attack+7 when unit initiates combat
Fighter
Shaman,
Anathema P Dragon - Avo-10 to all enemies within 3 tiles
Laguz
Aptitude P Soldier - Subtract 1 from your roll for each
stat when leveling up
Astra C Swordmaster Skill/2 Grants five consecutive attacks
(cannot be avoided)
Bond P Valkyrie, - Restores 10 HP to all allies within 3
Heron Laguz tiles at beginning of unit's turn
Mage Negates the enemy's next attack
Cancel C Knight, Skill/2
when activated
Hawk Laguz
Canto P Varies - Allows the unit to take actions in the
middle of their Move action
Charm P Lord - Hit/Avo+5 to all allies within 3 tiles
Corona C Bishop Skill/2 Negates enemy Res and reduces
enemy Hit by 50% until end of phase
Counter C Warrior - Returns 100% of damage when
attacked by an adjacent enemy
Crit+x P Varies - (unless damage
Increases Critreceived
by valueisoffatal)
x
Deadeye C Sniper Skill/2 Inflicts Sleep on target (5 turns)

103
Name P/C Class % Effect
Demoiselle P Troubadour - Avo+10 to all male allies within 3
tiles
Discipline P Cavalier - Doubles gained weapon EXP per hit
Flare C Sage Skill/2 Negates Enemy Res during an attack
Focus P Mage - Crit+10 when no allies within 3 tiles
Dark Flier, Grants an additional full turn after a
Galeforce P - successful kill. Only activates once
Raven Laguz
per turn.
Gamble A Pirate, Lion Active Halved Hit but x2 to Crit to next
Laguz round of attacks
Ignis C Grandmaster Skill/2 Adds (Str/2) to magical attacks or
(Mag/2) to physical attacks
Restores 1/2 of max HP after a
Lifetaker C Druid - successful kill during the Player
Phase
Great
Luna C Knight, Lion Skill/2 Negates enemy Def during an attack
Laguz
Miracle P Priest/Cleric, Luck Reduces lethal damage to 1/2
Tiger Laguz damage. Will not activate at 1HP
Griffon
Knight, Negates enemy skills during an
Nihil C -
Dragon attack
Laguz
Allows unit to move through any
Pass P Rogue - unit’s space. Cannot end their turn
sharing a space with another unit
Patience P Mercenary, - Hit/Avo+10 during Enemy Phase
Wolf Laguz
Pavise C General Skill Halves damage received from
swords, axes, and lances
Pick A Rogue Active Unlock adjacent chest or door
without the need of a Lockpick/Key

104
Name P/C Class % Effect
Prescience P Archer, Cat - Hit/Avo+10 during Player Phase
Laguz
Rally Heart A Bride - Grants +2 to all stats and +2 Move to
all units within 3 spaces
Pegasus Restore 1/10th of max HP at start of
Relief P - Player phase when no allies within 3
Rider
tiles
War Restores 1/4 of max HP at beginning
Renewal P Monk/War -
of unit's turn
Cleric
Dancer, Allows adjacent target have a full
Revitalize A Bard, Heron Active
extra turn
Laguz
Silencer C Assassin, Skill/4 Instantly kill the target. Does not
Wolf Laguz work on bosses
Sol C Hero Skill/2 Restores HP equal to damage dealt
Special Dancer, Gives Str/Mag/Def/Res+2 to
A Bard, Heron Active
Dance adjacent target for one turn
Laguz
Steal A Thief, Raven Active Steal one unequipped item from
Laguz adjacent target
Wyvern
Stun C Lord, Cat Skill/2 Inflicts Paralysis on target (2 turns)
Laguz
Solidarity P Tactician - Crit+10/CrtAv+10 to adjacent allies
Summon* A Summoner Active Summons a skeleton in adjacent tile
Wyvern (See footnote
Hit/Avo+10 whenatno
end of table)
allies within 3
Tantivy P Rider, Hawk -
tiles
Laguz
Tomebreaker C Dread - Hit/Avo+50 when target is wielding
Fighter a tome

105
Name P/C Class % Effect
Vantage P Myrmidon - Always attack first when unit is
below 1/2 of max HP
Wrath C Berserker - Crit+50 when unit is below 1/2 of
max HP
Zeal P Fighter - Crit+5
*Footnotes on Summon

Summon is a standard action that conjures a phantom skeleton under your


control. It acts like a regular unit, but does not gain EXP and lasts until destroyed
in battle or until combat ends. A Summoner can summon (Current Skill/4)
Phantoms per skirmish. Phantoms have 14 Str, 30 Base Hit, and wield different
weapons depending on a d4 roll. All Phantoms vanish once targeted for an attack.

1. Iron Sword (Mt 5, Hit 90)


2. Iron Lance (Mt 7, Hit 70)
3. Steel Axe (Mt 11, Hit 65)
4. Iron Bow (Mt 6, Hit 85)

A phantom that attacks or kills an enemy unit grants its Summoner 1/2 of the
EXP it would have normally gained from combat.

106
Manual Only Skills
Note that some of these skills are much more powerful than standard class
skills. As such, they are expected to be very rare, if any corresponding manual are
rewarded to players at all.

Name P/C Class % Effect


Acrobat P Any - All terrain one can enter normally
bestows no Move penalty
All Stats +2 P Any - Grants +2 Str/Mag/Skl/Spd/Luck/Def/Res
Boon P Any - Removes all status conditions at the
beginning of the Player Phase
Bargain P Any - Allows user to buy from stores at half
price. Does not stack with the Silver Card
If (User’s Speed+HP > Target’s
Charge C Any - Speed+HP) at the end of combat, the
combat round repeats itself
Conquest P Any - Unit does not take bonus damage from
weapon effectiveness
Darkness Rol1 a d4. Multiply damage dealt on this
C Any Skill/2 hit by number rolled. If a 1, take damage
Sword
equal to damage dealt
Demigod P Any - Increase skill activation rates by 30% in
addition to normal activation rates
Disarm C Any Skill/2 Immediately unequips target's weapon
Negates the target’s Def and multiplies
Eclipse C Any Skill the user’s Str by 5 for one attack. Will not
trigger on ranged attacks
Negates all damage for all incoming
Great Shield C Any Skill
attacks from an enemy when activated

Holy Sword C Any Skill/2 Add 20 to a single attack's damage


Imbue P Any - Regain HP at the beginning of your turn
equal to your Magic

107
Name P/C Class % Effect
Limit Breaker P Any - Increase all stat caps by 5
Paragon P Any - Doubles gained experience points
Provoke P Any - Increases chances of being attacked
Proximity Shot P Any - Allows bows to attack adjacent units
Resolve C Any - When under 1/2 of max HP, Str, Mag,
Skill, and Speed are doubled
Scion P Any - Increase skill activation rates by 10% in
addition to normal activation rates
Slayer P Any - Deal Bonus damage to monsters and
undead
Shade P Any - Decreases chances of being attacked
Shadowgift P Any - Gain proficiency with Dark Tomes
(starting at Rank E)
Allows the user to attack with razor
Vortex A Any - winds. Mt 5, Hit 80, Bonus vs flying units
and Bird Tribe Laguz
Enables a half-shift while in humanoid
Any form, adding half of a Laguz’s
Wildheart P - Transformation Bonus to the unit’s
Laguz
Humanoid stats. The Laguz may still
transform normally

108
109
Gamemaster Notes
This section is for the Gamemaster, the one who sets out the adventure and
controls the world around the heroes. Those uninterested in running the game can
ignore this section.

As the Gamemaster, it's your job to lay out the world and the people in it for
your players to explore and, of course, fight in. Having played a Fire Emblem
game before will greatly increase your insight as to how to balance encounters and
other aspects of the game, but you can make do without previous experience with
the games. Here are some tips for GMs of all experience levels to try out in their
games.

1) Keep the population under control!


Fire Emblem: The Tides of War is designed for the average group size of 5
players and so that every player controls a single unit and face off against 11-16
enemies on average. If your group wants a smaller scaled game, then one active
character per player with opportunities to switch to back up characters will be fine,
but for those craving large scale tactics, try giving control of two or three units per
players and bumping up the enemy count to an average of 16-25. Keep in mind
that the more enemies that are on the field, the individual strength of each unit
should be lessened. Fighting 25 boss leveled enemies just isn't fair! On the other
hand, 8 paper-thin enemies won't be a challenge. Find a balance!

2) Combat too much? Simplify!


The default mechanics in Fire Emblem: The Tides of War are set for those
who want to experience the Fire Emblem games' deadly mechanics for themselves
in pen and paper form, but that doesn't mean that combat can't be modified to suit
your needs. If combat seems a bit too bloated or long-winded for your tastes, try
ignoring mechanics like terrain and weapon ranks until relevant, reducing the
number of enemies, weaken existing enemies, or removing minor mechanics like
CrtAvid. Tweak and prod at the game until you and your group find something that
you all enjoy.

110
3) Keep it harsh but fair!
Players like to be challenged, but not unfairly. On average, a standard player
unit should be able to have a fairly high chance of survival against a single enemy,
but two units at a time should be something to keep an eye out for. Squad-based
tactics should be relied on by players, so lone wolves don't fair too well against a
group of two or three enemies at a time without a terrain advantage.

Keep the reinforcements under control as well. I've learned that it's easy to go
overboard with extra enemy units, so find the right balance between fair and
threatening..

4) Don't leave the players high and dry!


Item and equipment management should be a priority for the players, so give
them just enough to keep going for a few battles until they can find chests or
enemies to loot or a local armory to buy cheap weapons from.

5) Stumped on the storyline? Try bandits!


Seriously! Anyone who has played a Fire Emblem game before knows how
much the writers love throwing out bandits and stragglers from enemy armies
around like candy. At this point, bandits are a Fire Emblem staple, so don't be
afraid to throw them out when you need to stall for time on the storyline. If humans
aren't your thing in your setting, read the next tip.

6) Try out monsters!


For the fans of Awakening and Sacred Stones, monster classes can be easily
recreated either in great depth of on the fly. If you're interested in using monsters
for your campaign, here are some tips for quickly and easily reskinning enemy
units into monster units:

 Reskin Soldiers into Bonewalkers with different weapons for diversity!


 Make a Tarvos out of a Cavalier with an axe and beefed up Strength!
 Turn a Fighter into a Revenant and refluff his axe into deadly claws!
 Convert a Druid into a Gorgon with a long range Stone Gaze spell that
petrifies!

111
The stats of monsters should be a point or two higher than the standard enemy
you're basing the class off of to reflect their deadlier nature. For larger monsters
like dragons, starting from scratch would be better than converting an existing
class. Keep it harsh but fair!

7) Keep enemy stat blocks simple!


You're going to be keeping track of a small army worth of units and multiple
types of each unit every battle, so keep your stat blocks simple and easy to read.
For instance, here's an example stat block for a level 1 enemy Cavalier as an
example.

 Cavalier
 HP: 22
 Hit: 80
 Avo: 15
 Atk: Iron Sword 12 / Iron Lance 14
 Def/Res: 5/2
 Speed: 7

See? It's easy to refer to and easy to keep track of. I recommend using a single
stat block for each enemy of a single class, as making eight different blocks with
eight sets of numbers for your eight Cavaliers will get tiring after a while.
Speaking of numbers...

8) Don't be afraid to fudge numbers a little!


If your player's General would have left the enemy at 2 HP after an attack,
don't be afraid to just kill the enemy off in the interest of saving time. However, if
the General left him at 2 HP on purpose for a teammate to gain EXP, then don't
jump the gun there. Play it by ear and move around numbers if it means saving
time or making things more dramatic

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Standard Character Sheets
On the following pages are the standard character sheets for fire Emblem:
The Tides of War. The first sheet is used for regular human characters, or Beorc,
and the second sheet is used for Laguz characters.

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Name: Class: Lvl: Hit Points: /

Stat Base Current +/- Character Portrait


Strength Atk
Magic Move
Skill Resc
Speed Hit
Luck Avo
Defense Crit

Resistance CrtAv

Constitution

Supports Affinity: Proficiency Rank WEXP

Unit Name Rank Affinity Bonuses:

Weapon/Item Rank Uses Mt Crt Rng Effect and Worth

Skill Skill Activation Rate Effect

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Name: Tribe: Lvl: Hit Points: /

Stat Base Current +/- Character Portrait


Strength Atk
Magic Move
Skill Resc
Speed Hit
Luck Avo
Defense Crit
Resistance CrtAv
Constitution

Supports Affinity: Proficiency Rank WEXP


Unit Name Rank Affinity Bonuses:

Laguz Transformation Bar


Lagus Initiative: Current: Max Laguz Point Influences
Humanoid Form
Laguz Form Bonuses Turn Battle

Laguz Form
Turn Battle

Weapon/Item Rank Uses Mt Crt Rng Effect and Worth

Skill Skill Activation Rate Effect

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Future Implementations
 Possible Reclassing mechanics and trainee classes
o How to address balance issues
 Third Tier Classes (?)
o A worthwhile and possible inclusion but only if demand is there
 A possible Fire Emblem: Fates update featuring new classes and skills from
the newest title
o Not many new classes and skills (not accounting for Hoshidan class
and weapon renaming) so update would not be large

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Credits
Personal thanks go out to:

Nintendo and Intelligent Systems for making a great video game series

My group for helping me play test and for helping me flesh out concepts

4chan's /tg/ board for bringing up the idea of a Fire Emblem pen and paper game to
me. I know there's another system out there but multiple systems mean more ways
to enjoy Fire Emblem.

Random anon from 4chan's /tg/ board for suggesting Only War's method for skill
activations. Seriously, thank you.

And myself for actually finishing a project even though it took a few tries

Fire Emblem: The Tides of War was not meant for profit, so if you bought this
rulebook I suggest getting your money back.

If you have any experiences with the game you'd like to share or if you see any
errors within the rulebook, feel free to contact me at Obelion13@yahoo.com or on
my blog at www.obelion13.wordpress.com. I check my blog more often, so I'd
start there on the "Comments" page.

I hope you enjoy the game as much as I had making it.

-John "Obelion13" Frey

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