E Scale Combat Rules

E-Scale Maps

E-Scale Combat maps are considered to be the default for AdEva. All talents, actions, abilities etc, unless they are exclusive to P-Scale, will be written from the perspective of E-Scale Combat Maps.
These maps are abstractions designed to represent combat over huge distances; they might take place over several cities, including the rivers and mountains between and around them.
To this end, all squares on an E-Scale Combat Map is considered to be a cubic kilometre (1km wide, 1km long, 1km high). Whether the actual space represents a true kilometre by the map scale is irrelevant- regardless, the distances are considered to be huge.

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Space and Movement

Because of the sizes involved, allied Independent Characters are permitted to share spaces with each other, or even with an allied Horde.
There is a limit of one Horde per square, however.
'Adjacent' for this purpose is treated as being up to 1km away and everything in between. Essentially, adjacent can affect your square and all the squares touching it.
Movement is calculated in the following way: a Half Move moves you AB, a Full Move moves you AB*1.5, a Charge AB*2, a Run AB*3. (all speeds rounded up) If you are using a different movement type at the time, such as Flight or Hoverer, use that trait's value in place of AB. A Speed Reference Guide is below.
Agility Bonus Half Move Full Move Charge Run
1 1 2 2 3
2 2 3 4 6
3 3 5 6 9
4 4 6 8 12
5 5 8 10 15
6 6 9 12 18
7 7 11 14 21
8 8 12 16 24
9 9 14 18 27
10 10 15 20 30

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Instead of tracking altitude through complex equations, we use five broad altitude bands for flying creatures and vehicles. The altitudes, in ascending are Ground, Low, Medium, High and Orbit. Units may only make melee attacks to enemies on the same altitude band as their own. Attacks at units in altitudes above you take a -10 penalty per band (so Ground to Low is -10, Ground to Medium is -20) to a maximum of -20.

  • Ground Altitude counts as being at ground level (or less than 1km above it). It is the altitude used by hoverers and ground units.
  • Low Altitude counts as being 3km high.
  • Medium altitude counts as being 6km high.
  • High altitude counts as being 9km high.
  • Orbital counts as being 15km high, but Orbital units may not make attacks against, or be attacked by, non-Orbital units, unless the attack has 'Orbital' range. Units may not move into the Orbital band unless they have Void capabilities.

Units who can fly may move one band up or down as part of a half move action, or two bands up or down as part of a Full Move, Charge or Run action.

  • If a unit's movement AB is equal or higher than 7, then they may move one extra altitude band as part of the above movements.
  • If a unit's movement AB is equal or higher than 10, then they may move another extra altitude band (ie two extra) as part of the above movements.

If a unit in the air begins to fall (either due to its flight systems being knocked out etc) it falls one band at the end of each round; once it moves from Low to Ground, it crashes and takes falling damage.


Maps are often littered with varied terrain, such as thick forests, craggy mountains or thick running rivers. Terrain helps give a map character and often defines how battles on it evolve.
Terrain types have the following qualities: AP, DTV, Hit Penalty, Hit Bonus, Elevation, Stealth, Special.
AP represents how much Cover AP this terrain possesses. This cover works the same as usual cover, with the exception that it never degrades. If this terrain offers no bonus, then it will be left blank and does not count as cover.
Non-AoE ranged attacks against units in cover ignore cover if the hit result is treated as being against the head or arms. Although Hordes don't usually have to-hit locations, roll anyway if they're in cover for this purpose.
DTV stands for Difficult Terrain Value. This is recorded as a number. Independent Characters in DTV terrain take a -5 Difficult Terrain penalty to Agility, Parry and WS Attack tests per point of DTV.
Hordes, however, must expend a number of MP equal to the DTV to move onto that square. If they do not have enough MP, they may not move onto it.
Hit Penalty
Ranged attacks that travel through (or at a target on) this terrain, that do not benefit from Indirect, take the noted penalty.
Note that in many cases, height is a factor; to bypass complicated height measurements, we will work off the assumption that for every km of altitude you possess above zero, your ranged attacks against ground targets 'ignore' a single square of penalty-giving terrain.
Flying targets never benefit from Hit Penalties.
Hit Bonus
ALL attacks against units in these squares take the listed bonus to hit.
Elevation is simple. It is measured as 'High', 'Middle' or 'Low'.
Units on terrain take a Higher Ground bonus to hit (+10) against enemies in lower elevation terrain. So units in High Elevation take a bonus to hit units in Middle or Low.
Units on terrain take a -10 penalty to hit against enemies in higher elevation terrain. So units in Low Elevation take a penalty to hit units in Middle or High.
This says whether or nor a unit can use the Stealth skill to hide in this terrain and, if so, what bonus they receive to Stealth tests.
If the terrain cannot be hidden in, then this entry will be listed as 'N/A'.
This lists any special rules the terrain has.

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