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Companion

A companion is a unitUnitUnits fall under 2 categories: party and enemy. These 2 categories, in relation to one another, are referred to as opposing units. that is under the ongoing control of either the entire partyPartyThe party can include both adventurer and companion units. or a specific adventurerAdventurerEach character created by a player is an Adventurer. Each adventurer is a party member.. Companion units can be gained through encounter text or adventurer abilities. It is possible for enemyEnemyAll opposing units to the party are considered enemies, regardless of their level. chips and quest unitsQuest UnitQuest units (white chips, brown border) are not mixed into draw bags at setup or after battles. Quest units cannot gain status effects from abilities or rules unless explicitly stated. to become companions.

While a companion unit is part of the party, it follows these rules:

  • The companion is a party memberPartyThe party can include both adventurer and companion units. but not an adventurerAdventurerEach character created by a player is an Adventurer. Each adventurer is a party member.. It is not affected by abilities that apply to adventurers, and is not counted toward the party's total number of adventurers for purposes of party size (Party Size Icon)Party SizeParty size is a variable that represents a number equal to the number of adventurers in the party (whether defeated or not).
  • The companion unit begins each battle at its maximum HP unless otherwise stated.
  • If a companion is defeated, it is removed from the party permanently. Otherwise, a companion remains with the adventurerAdventurerEach character created by a player is an Adventurer. Each adventurer is a party member. or partyPartyThe party can include both adventurer and companion units. unless it is removed by another effect.
  • A defeated companion's chip is placed with other undeployed chips of its type. For example, an enemy chip that has become a companion is placed back in the correct enemy bag when defeated.
  • If the companion's controlling adventurerAdventurerEach character created by a player is an Adventurer. Each adventurer is a party member. is defeated, the companion remains in play and that adventurer's player continues to control the companion.
  • If all adventurersAdventurerEach character created by a player is an Adventurer. Each adventurer is a party member. are defeated, the encounter ends and all remaining companions are removed from the battle map. These companions are not treated as defeated for determining if they are removed from the partyPartyThe party can include both adventurer and companion units..

Companion Turns

Companions take their turnsTurnDuring a battle round, each unit on the battle map takes a turn. Some abilities are limited to a certain number of uses per turn; that limit is reset at the start of each unit's turn. immediately after all of the adventurers have taken their turns. The partyPartyThe party can include both adventurer and companion units. decides the order in which companions take their turns. If a companion is described as being controlled by the party, the party decides which player controls that companion during its turn.

During its turn, a companion typically moves, resolves its skills, and engagesEngageAdventurers may engage multiple times per turn but are limited by the dice they can roll and fatigue they can gain. You may perform a move action before or after you perform an engage action, but not both. as described in the sequence below. Refer to the effect designating that unit as a companion for any additional rules.

Companion Turn Sequence

The player controlling a companion makes the decisions for that unit during each step below. Moving and engaging are optional.

  1. Start of Turn: Trigger any abilities with this timing, such as status effectsStatus EffectsAn overview of the different status effects. or skill dice on the companion.
  2. Move: You may move the companion up to 2 hexes. The companion can be moved as chosen and does not follow normal enemy movement priorities.
  3. Engage: The companion may engageEngageAdventurers may engage multiple times per turn but are limited by the dice they can roll and fatigue they can gain. You may perform a move action before or after you perform an engage action, but not both. opposing unitsUnitUnits fall under 2 categories: party and enemy. These 2 categories, in relation to one another, are referred to as opposing units., if able, following these substeps in the order below.
    • Determine Target(s): Refer to the companion's range and target icons, and choose which unit(s) the companion targets. Only targetableTargetableA unit is targetable by another unit if it is in range and sight of the unit that would target it and does not have an effect that prevents it from being targeted. units in sightSightA unit has sight to another unit (or hex) if both units are in hexes on the same tile or an adjacent tile. and in rangeRangeRange (or distance) from one hex to another is measured by counting the number of hexes between those hexes, including the destination hex, regardless of whether those hexes are occupied. can be chosen. A companion's targeting priority icon is ignored.
    • Gather and Roll Dice: Roll all of the companion's Combat dice. A companion rolls enemy Combat dice. If the companion can engage multiple targets in range, you roll its engage once and resolve the roll against each chosen target during the next substep.
    • Resolve the Roll: Resolve the total rolled Combat dice value against each of the companion's targets.
    • Units React: AdventurersAdventurerEach character created by a player is an Adventurer. Each adventurer is a party member., companions, or other enemiesEnemyAll opposing units to the party are considered enemies, regardless of their level. may resolve abilities that are triggered after this companion's engage. Enemies must resolve these abilities, if able.
  4. End of Turn: Trigger any abilities with this timing. Then, if there are other companions, the next companion takes its turn.

Companion Skills

Most companions have 1 or more skills from the Enemy SkillsEnemy SkillsAn overview of the enemy skills. Reference. Unlike moving and engaging, resolving a companion's skills is not optional; each skill must be resolved at its specified timing (if able). If a companion engages multiple targets, each target is affected by each of the companion's relevant skills.