Unit Combat

Unit Combat comes in many flavors and varieties.

Unit Cards
Unit Combat relies on Unit Cards, which are based on Gwent Cards. Unit Cards describe the capabilities of a given unit type, and then a series of Counters are used to keep track of the unit status.

Unit Factions
The Unit Factions are used to describe Unit Types.

Neutral
The Neutral Faction represents all "Elite" units.

Monster
The Monster Faction represents all supernatural enemies, regardless of type.

Northern Realms
The Northern Realms faction represents Cavalry Units.

Scoiatael
The Scoiatael faction represents Irregular Units.

Skellige
The Skellige faction represents Naval Units.

Nilfgaard
The Nilfgaard faction represents Regular Units.

Unit Color
The Unit Colors are used to describe the Unit's level of experience.

Bronze
This is a "Green" unit.

Silver
This is an "Average" unit.

Gold
This is an "Veteran" unit.

Unit Placement
The Unit Placement is used to describe the function of the unit. Any time a Unit has the "Red Eye" they are considered as less than white in equipment rating.

Melee
This is a "Melee" unit.

Ranged
This is a "Ranged" unit.

Artillery
This is an "Artillery" unit.

Any
This is a "Versatile" unit.

Unit Strength
The Unit Strength is used to describe the "AC" of a unit.

Unit Rarity
The Unit Rarity is used to describe the equipment of the unit.

White
This unit has one Piece of Special Equipment, unless the unit has a "Red Eye" in which case you should assume it either doesn't have special equipment, or has exactly the necessary equipment to fulfill its role.

Blue
This unit has two pieces of Special Equipment.

Purple
This unit has three pieces of Special Equipment.

Yellow
This unit has four pieces of Special Equipment.

Unit Statistics
Units use Statistics that determine what they can do.

Type
The most important thing to know about a unit, is what type it is.

Monster
Monster Units do not follow the rules. See cards for details.

Elite Units
Elite Units can act as Cavalry, Irregular and Regular, and as a rule of thumb, have the Versatile Function, meaning they can be either Ranged or Melee. For an elite unit to change their type and/or function, they need to be at a friendly location.
 * No Upkeep Cost

Cavalry Units
Cavalry Units roll attack with advantage against Ranged Units, and have disadvantage when attacking units armed with the special equipment "Polearms".
 * Cavalry Units can move twice as far as other non-naval units (two hexes).
 * Cavalry Units cannot charge through difficult terrain.
 * Cavalry Units move at half speed in difficult terrain.
 * When attempting to disengage, and while not flanked, a cavalry unit may add a bonus to its AC equal to: AC-10.
 * Costs 2 upkeep points per unit.

Regular Units
Regular Units can form a formation, making them more unassailable and denying other units an advantage from charging.
 * A unit in formation can exit their formation instead of being routed, and instead of a have a 75% chance of casualties only being wounded.

Irregular Units
Irregular Units can hide in difficult terrain, but move at half-speed in difficult terrain when doing so.
 * When a hiding irregular unit reveals itself, it attacks with advantage in the first round of combat.
 * When an irregular unit is fighting a unit in formation, they may, upon disengaging, add a bonus to their AC equal to: AC-10.
 * Costs 0.5 upkeep points per unit.

Naval Unit
A Naval Unit obviously cannot leave the waterways. Naval Units that have the artillery or ranged function function like normal, but melee Naval Units are transport units and cannot attack anything on their own.
 * Costs 10 upkeep points per unit.

Function
All units have a function.

Melee
Melee Units cannot, without special equipment, attack at range. They must be adjacent to a unit in order to attack it.

Ranged
Ranged Units can generally attack another unit up to three hexes away. If engaged in melee combat, they attack with disadvantage. Ranged Units have a basic amount of ammunition equal to 20.
 * Must be of Average Experience Level

Artillery
Artillery Units can move one hex every other round, unless they are cavalry artillery, in which case they can move every round. Artillery Units can fire up to 6 hexes. Artillery units have a basic amount of ammunition equal to 10.
 * Must be of Average Experience Level.

Versatile
A Versatile Unit may enter the battle as either a Melee or Ranged Unit.
 * Must be of Veteran Experience Level.

Experience
The Experience of a Unit describes it's ability to withstand losses and to attack.

Green
A Green Unit has a +5 bonus to attack and to resist routing.
 * Price: 25 GP

Average
An Average Unit has a +10 bonus to attack and to resist routing.
 * Price: 50 GP

Veteran
A Veteran Unit has a +15 bonus to attack and to resist routing.
 * Price: 100 GP.

Equipment
Units always has a minimum of Light Armor (AC 15) and Regular Weapons.

Medium Armor
Medium Armor is a type of Special Equipment that Increases the Unit AC to 20. Irregular Units cannot use Medium Armor.
 * Price: 50 GP

Heavy Armor
Increases the Unit AC to 25. Irregular Units cannot use Heavy Armor.
 * Price: 100 GP

Polearms
Polearms are a type of Special Equipment that only a non-cavalry and non-naval Melee Unit can use. With Polearms, a Melee Unit has advantage against Cavalry and grants a single attack of opportunity against a charging unit.
 * Price: 10 GP

Shields
Shields are a type of Special Equipment that any unit can use. It gives Ranged Units disadvantage on their rolls, and offers a +2 Bonus to AC against a charging enemy.
 * Price: 10 GP.

Mounts
Mounts are a type of Special Equipment that can only be used by Cavalry Units, which they must have - thus increasing the base price of Cavalry Units.
 * Price: 50 GP

Artillery Platform
Artillery Platforms are a type of Special Equipment that can only be used by Artillery Units, which they must have - thus increasing the base price of Artillery Units.
 * Requires at least 6 units to move, and at least 2 units to operate.


 * Price: 100 GP.

Ammunition
Ammunition is a type of Special Equipment that can only be used by Ranged and Artillery Units, which they must have - thus increasing the base price of both unit types. This piece of Special Equipment grants 20 ammunition for a Ranged Unit or 10 ammunition for an Artillery Unit, but can be bought multiple times.
 * Price: 10 GP