1. Morale Assessment
    • Any Unit suffering from more than '5' instances of the 'Dangerous Mission Penalty' must immediately check to see if they break nerve and flee before the fighting even begins.
    • This check is made at a -25% morale penalty.  If less than a 75 is rolled: the Unit 'bottles out' and must make a Loyalty Check.
    • Loyalty Check is made with a bonus equal to your Throne Room's loyalty bonus, plus any instances of the Napoleon Spell.  Less than a 50 is failure.  If the Unit partially fails; they disband, but leave-behind their equipment.  If 25 or less is rolled; they take their equipment with them.
    • Orcs NEVER check against this.

  2. Determine Attackers and Defenders.
    • This is usually fairly obvious, with a few exceptions.  If you are using the 'Harass', 'Raid' or 'Attack' action, you are an Attacker/Attacking Force.  This triggers all instances of 'When attacking' effects, such as the Mounted Bonus from having horses equipped.
    • If you are the target of an Attack in your own Lair, or were scouted in the open and attacked; you are the 'Defender'.  This triggers all instances of 'When Defending' effects, such as those from Defensive Structures.
    • If you issue a challenge to someone (such as a Legendary Foe), you are considered both Attacking and Defending.  This triggers both of the above situations.

  3. Total all bonuses.
    • Any effects that would cause Units/Extras/Leaders and their abilities to be nullified are determined.  Spells such as Mind Leech could cause Units to flee here, and are rolled here.
    • The number of Units present on each side are calculated.  The lower # is subtracted from the higher.  Whoever has the higher receives +4% * remainder as a bonus to all combat rolls.  This is known as the 'Overwhelm' bonus.
    • Any remaining bonuses from Units/Extras/Leaders are then tallied and counted along with each Unit's individual combat capabilities.  This determines their bonuses to rolls throughout combat.

  4. Begin Combat
    • Determine if any 'Per Round' or 'At the Beginning of Combat' spells/effects occur (outside of those which already happened in the 'Total All Bonuses' stage.
    • If yes - determine effects.
    • If no - skip to 'Ranged Combat'

  5. Ranged Combat
    • Determine if Ranged Combatants exist. (Only those with 'Ranged Weapons' equipped)
      [list]
    • If no, skip to 'Melee Combat'
    • Determine if at least one Unit is still present on both sides of the conflict.
    • If yes to both of the above, calculate speed and roll all Ranged Attacks in order of Speed.
    • Each Unit receives a single Ranged Attack, unless their Stat Sheet indicates otherwise.
    • Units with multiple Ranged attacks do so all at once, not in multiple rounds.

  6. Melee Combat
    • Determine if at least one Unit is still present on both sides of the conflict.
    • If yes, calculate speed and roll all Melee Attacks in order of Speed.

  7. Determine Winner
    • If no Units remain on a single opposing force, the other force/army is declared the winner.
    • Add all 'Recruitment Costs' + 'Upkeep Costs' of all Units defeated = Unit Value.  (You don't get free money for your own units dying.)
    • The following formula determines 'Total Value of Goods': For each 'completely killed' Unit add 100% of value.  For each Unit that 'fled' or 'bottled-out', use % of remaining PAX * Unit Value.
    • Items, Resources, and Gold are randomly generated from this value.