English edition v1.3.3

#Zone Modification (區域變形, Topology Modification)

Contents

The GM's authority and guidelines for changing the shape of the battlefield.

Related: Zone Layout · Encounter Design


#Modification Types

ModificationEffectExample
Delete ZoneThat zone cannot be usedBack-to-the-river formation: delete allied Rear Zone → cannot retreat
Block PassageMovement between two zones becomes impossiblebarricade, cliff, flames
Capacity LimitLimits the maximum Domination inside the zone. When one faction reaches the cap, it creates a Blockade — the opposing faction cannot enter normally, and can force entry only through Blockade Breakthrough Target Number 15.Narrow bridge: Domination cap 3. Narrow Path §Blockade
Add ZoneCreate a new zoneunderground passage, 2nd floor of a tower, secret room
Merge ZonesTurn two zones into onewall collapse → Front Zone+Core Zone merge
Environmental EffectAdd a persistent gimmick to a zonepoison fog(1 Wound every round), swamp(movement +1 Energy), flames(1 Wound at lull)

#Modification During Combat

The GM can modify zones during the lull step or when a specific trigger occurs.

  • Example: "The enemy destroyed the bridge" → block the Front Zone↔Core Zone passage.
  • Example: "The fire spread" → add a fire environment to the Flank Zone.

#Modification Formula

Use the following formulas to unify the numeric effects of modifications. This makes it easier to predict how the "weight" of a modification affects the entire battlefield balance.

#Domination Cap After Merging Zones

When two zones are merged into one, the new zone's Domination cap = the smaller cap among the original two zones + 1. If a baseline zone with no cap(Front Zone, Rear Zone, and so on) is included, calculate from baseline value 10.

Original ZonesNew CapExample
Front Zone(10) + Core Zone(baseline 10)10 (baseline maintained)inner castle falls after wall collapse
Narrow bridge(3) + Front Zone(10)4 (smaller side +1)secure space beside the bridge
High Ground(Domination +1 modifier) + flat groundflat ground maintained + High Ground modifier disappearsflatten a captured high-ground position

#Environmental Effect Stacking Rules

When multiple environmental effects accumulate in one zone:

  • Same type (example: flames twice, poison fog twice): apply only the highest value (cannot stack).
  • Different types (example: flames + poison fog): apply all (each operates by round).
  • Type cap: one zone can have up to 3 simultaneous environmental effects. If exceeded, the GM declares the oldest one gone first.

#Conditions for Reopening a Blocked Passage

To reopen a blocked passage, make a check matching the cause of the zone gimmick. Baseline formula:

  • Physical obstacle (barricade/debris): 2d10 + Physique + Disable >= 13. 4 Energy, -1 with squad support.
  • Environment such as flames or poison fog: disappears naturally after 1~2 rounds, or is removed immediately by a feng shui master using [Spirit-Vein Twist] or a Pure Land monk using [Great Dharma Assembly].
  • Spiritual barrier: requires the Exorcism skill. 2d10 + Wisdom + Exorcism >= 15.

#Cost to Add a Zone (GM Side)

Adding a new zone during combat must be tied to a narrative event. Numerically:

  • Small added zone (underground passage/2nd floor of a tower): no cost; declare at the lull step.
  • Large added zone (a new battlefield joins): requires a scenario milestone. Enemy reinforcements usually enter with it.

The formulas above are the baseline. If the scenario needs a more dramatic modification, the GM may adjust freely.


The battlefield is not fixed.