Work in progress: numbers are still being tuned. Messalith is in development. This wiki is generated from the game's current build, so every figure here can change.

Rules

Turns and actions

Rounds and action points in Messalith: moving, dashing, what ends an exile's turn, moving past mates and into hidden enemies, and when pods wake.

Rounds

A mission runs in rounds. In each round the squad acts first, in any order the player likes, then the enemy acts. Every enemy on the map acts in one enemy phase, whichever power it serves. When the enemy phase ends a new round starts.

Action points

Each exile gets 2 action points (AP) at the start of the squad's turn.

  • Move: a move within the exile's Mobility costs one AP. A dash, up to twice their Mobility, costs both.
  • Path cost: a straight step costs 1, a diagonal step 1.5. A diagonal step can't cut a corner round a cliff, a wall, a boulder or a tree.
  • Attacking ends the turn. A shot or a strike uses whatever AP is left, so move first and shoot second.
  • Overwatch also takes the rest of the turn. See overwatch.
  • Psychic powers either cost one AP or end the turn. Each power card says which. See the disciplines.
  • Freeing a captive and a medic's Field Dressing cost one AP. Kit items vary.

When every exile is done, end the turn. An exile who is panicked loses their next turn, and if panic leaves nobody able to act, the whole squad turn is lost.

Moving through the board

Exiles can pass through a mate's tile but can't stop on it. Nobody walks through an enemy. If a move runs into an enemy the squad couldn't see, the exile stops short and the enemy is found.

Moving can wake the enemy. If an exile steps into sight of a pod that hasn't noticed the squad yet, the move stops on that tile and the pod reacts. Enemies on overwatch fire as an exile enters a tile they can see.

Board size

Generated battlefields are 48 tiles square, and siege maps 56. The squad always enters from one edge. See height and terrain for what the ground does.