
These are revised AI rules that have been merged from the AI reference cards and the General Behavior rules of the rule book. They are optimized in such a way that they can be read and implemented quickly while playing, without knowing all General Behaviors by heart.
How to Use
Instructions are always carried out from top to bottom. In the case of lists, only the first point is carried out, which can also be dealt with.
Setup
Once a character of this AI type is placed on the board, these instructions must be followed.
Attack Type
Perform the first action that is applicable.
Disengagement
If a character is engaged in combat, you can find out if he is trying to disengage.
Target Priority
The target the character is going to attack. This can be overridden by the Quest's rules.
Activation
These instructions are telling how a character will act when he is activated. Usually this means how far he will move towards his target and if he will retreat after attacking.
Defense
If a character has the option to defend in a special way (e.g. Defensive Shots, Dispelling) this is described here.
Pushing
Information if a character will try to push after attacking or defending (with shield) and if he will take the previous position of his enemy.
Melee
Setup | - |
Attack Type
(skip to next if not applicable) |
1. Non-Offensive Action (1D6 4+)
2. Spells 3. Ranged (also by Skill) 4. Melee (also by Skill) |
Disengagement | Never disengages from Enemy |
Target Priority
(skip to next if not applicable) |
1. Engaged enemy / Quest target
2. Enemy engaged with Leader (only Grunt/Champion) 3. Enemy easiest to hit 4. Enemy with lowest armor 5. Nearest enemy |
Activation | Move towards target, if not reachable use Running to move as closest as possible (see Moving ADP's Characters ![]() |
Defense | - |
Pushing | Always (as attacker), take enemy's previous position (Long Ranged weapon: not when ending in an enemy's Melee Range) |
Ranged
Sorcerer
Setup | - |
Attack Type
(skip to next if not applicable) |
1. Non-Offensive Action (1D6 4+)
2. Spells 3. Ranged (also by Skill) 4. Melee (also by Skill) |
Disengagement | Always
Failure: Attack in melee |
Target Priority
(skip to next if not applicable) |
1. Engaged enemy / Quest target
2. Enemy easiest to hit 3. Enemy with lowest armor 4. Nearest enemy |
Activation | 1D6 (skip to next result if not applicable):
1: Random skill 2: Cast Protecting, Enhancing or Healing spell if suitable target 3+: Cast Magic Projectile, Control or Damage
Target not in LoS: Move until LoS, cast
|
Defense | Dispel all enemies' spells |
Pushing | Always (as attacker), don't take enemy's previous position |
Battle Sorcerer
Animals Vermin
Flying
Setup | - |
Attack Type
(skip to next if not applicable) |
1. Non-Offensive Action (1D6 4+)
2. Spells 3. Ranged (also by Skill) 4. Melee (also by Skill) |
Disengagement | s. Activation |
Target Priority
(skip to next if not applicable) |
1. Engaged enemy / Quest target
2. Enemy easiest to hit 3. Enemy with lowest armor 4. Nearest enemy |
Activation | If not engaged: Fly (height 4) |
Defense | - |
Pushing | Always (as attacker), don't take enemy's previous position but is considered as flying if not engaged by another enemy |
Undead
Setup | - |
Attack Type
(skip to next if not applicable) |
1. Non-Offensive Action (1D6 4+)
2. Spells 3. Ranged (also by Skill) 4. Melee (also by Skill) |
Disengagement | Never |
Target Priority
(skip to next if not applicable) |
1. Engaged enemy / Quest target
2. Enemy engaged with Leader (only Grunt/Champion) 3. Enemy easiest to hit 4. Enemy with lowest armor 5. Nearest enemy |
Activation | Move towards target, if not reachable use Running to move as closest as possible (see Moving ADP's Characters ![]() |
Defense | - |
Pushing | Always (as attacker), take enemy's previous position |
Berserker
Large/Huge
Setup | 3D6 (per result X):
1 Upgrade of X VP paid by RP (highest VP paid first) |
Attack Type
(skip to next if not applicable) |
1. Non-Offensive action (1D6 4+)
2. Spells 3. Ranged (also by Skill) 4. Melee (also by Skill, "Onslaught" & "Sweep" never against enemies with |
Disengagement | Never from smaller enemies |
Target Priority
(skip to next if not applicable) |
1. Engaged enemy / Quest target
2. Enemy easiest to hit 3. Enemy with lowest armor 4. Nearest enemy |
Activation | Move towards target, if not reachable use Running to move as closest as possible (see Moving ADP's Characters ![]() |
Defense | - |
Pushing | Always (as attacker), take enemy's previous position |
Leader
Missing