Combat is one of the primary activities in the Fire Emblem Tabletop RPG. Though it can seem somewhat daunting at first, the basic math and calculations that determine what a player needs to roll under for any given attack or other action is quite simple.

Section A: Combat Stats

There are 5 combat stats that determine a character’s chance and degree of success on the battlefield: Attack (ATK), Hit Rate (HIT), Critical Hit Chance (CRIT), Avoid Rate (AVOID), and Accuracy (ACC). These stats are all based on some pretty basic math and make combat a relatively quick and simple.

Subsection 1: Attack

Attack determines how much damage your character dishes out. When your character hits, the damage it deals is equal to this stat minus the defender’s DEF or RES stat based on the nature of the attack.

Calculating Attack:

Strength (or Magic) + Weapon Damage + Luck/10

Subsection 2: Hit Rate

Hit Rate is a representation of your character’s chance to land a strike where she intends to.

Calculating Hit Rate:
Weapon Hit + Skill + Luck

Subsection 3: Critical Hit Chance

When a character scores a hit, there is a chance that the strike lands in an enemy’s vital area. When this happens, it is a critical hit and the attack deals three times the normal amount of damage after reducing it by the enemy’s DEF or RES as applicable. A player must roll a d100 equal to or under this value after landing a hit to score a critical hit.

Calculating critical hit chance:

— skill/2 + the weapon critical chance + the support bonus (if any) + the class critical bonus (if any) + character’s skills (if any) – the enemy’s Luck.
Subsection 4: Avoid Rate
Avoid Rate is a measure of a character’s ability to dodge out of the way of an oncoming attack.

Calculating Avoid Rate:

Speed + Luck

Subsection 5: Accuracy

A character’s accuracy for a given attack is the percentage change that the character will land the blow she is attempting. In order to score a hit, the player for the character must roll a d100 equal to or under this value.

Calculating accuracy:

Attacker’s Hit Rate minus the defender’s Avoid

Subsection 6: Weapon Level

Every character has a grade from E to S (E, D, C, B, A, S) in the weapons he is proficient in. This grade improves every time the character gains 100 weapon experience. Weapon experience is gained every time the character successfully uses a weapon he is proficient with, and the amount is based on the individual weapon. As a general rule: the more powerful the weapon, the more weapon experience it gives.

Section B: The Combat Turn.

In Fire Emblem Tabletop RPG, the combat turn (or simply turn) is separated into several phases, one for each party represented on the battlefield. Most commonly, this will be only two phases, the Player Phase and the Enemy Phase. A Phase is completed when every character in the acting party has ended their action. When one Party’s phase ends, the next begins and the combat continues until the scenario’s objective has been completed (i.e. the players have achieved their goal for the scenario or the enemy side has successfully prevented them from doing so).

Subsection 1: Character Actions

During their phase, all of the characters in the acting party are allowed to move up to their movement score, take as many minor actions as they want or find necessary, and take one major action. Once their major action is taken, the character can neither move nor take any other actions without the benefit of a special ability.

Major actions include:

Attack: The character attacks an enemy within its threatened range.

Shove: The character pushes an adjacent character one square in the opposite direction.

Use: The character uses an item from his inventory.

Rescue: The character picks up an adjacent ally, reducing movement by 1 and Speed and Skill by 5 (or 10). The rescued ally cannot be targeted or take damage while still rescued.

In addition to major actions, characters may also perform minor actions that will prevent them from taking any movement actions thereafter, but otherwise do not end their turn.
Minor actions include:

Trade: The character trades items with an adjacent ally. Items do not have to actually be traded; they may be given away freely as long as the receiving character has room in her inventory.

Convoy: Much like trade, the Convoy action allows a character to access the party convoy and take, swap, or store items as he sees fit. Depending on the Gamemaster, this action may be limited to only certain characters or may only be accessed when adjacent to a merchant or quartermaster character (making the action even more like a trade).

Drop: Place a rescued character in an adjacent square.

Section C: Weapon Relations

In Fire Emblem Tabletop RPG, the usable weapons are interrelated in how effective they are at being used against enemies wielding different weapons in a manner very similar to a game of Rock, Paper, Scissors. There are two primary sets of weapons that interrelate in this way, referred to as the Weapon Triangle and the Trinity of Magic.

Subsection 1: The Weapon Triangle

The primary physical weapons (lances, swords, and axes) are related, each doing better and poorer against one of the other two. Swords do better against axes, axes do better against lances, and lances do better against swords. When attacking an enemy who wields a different weapon, a character gets a +/- 1 to the weapon’s Might and a +/- 10 to accuracy for that combat.

Some weapons subvert this order, such as Axereavers, which are lances that do better against axes (as the name implies) but poorer against swords.

Subsection 2: The Trinity of Magic

The Trinity of Magic works in exactly the same way as the Weapon Triangle, providing all the same bonuses and penalties for using differing types of magic between two opponents. In this case, Anima magic performs better against those wielding Light magic, Light magic is superior against Dark magic, and Dark magic bests Anima magic.


Fire Emblem: The Forgotten Empire Mattascended