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Actions
Turn Order & Actions
CategoryCombat Rules
Round length6 seconds
Initiatived20 + Perception
Turn controlCurrent unit only

Turn Order & Actions

A battle unfolds in turns on a tactical grid. One round represents 6 seconds; initiative sets the order in which units act.

Rolling initiative

Each unit rolls a d20 and adds its Perception modifier. Heroes use their own Perception, including their class and level progression and applicable equipment. Creatures use their listed Perception. Settlement troops use their Wisdom modifier plus their troop level and a +2 trained allowance.

Both sides follow the same initiative order. Only the current unit may act. Selecting another friendly unit lets you inspect it, not spend its actions early.

Choosing actions

Use the current unit's action pool to move, strike, cast, defend or command. Items and breath weapons appear when the unit has those options. A spell's own scroll gives its casting cost, from 1 to 3 actions. End Turn finishes the unit's turn.

OptionPurpose
MoveChange position within the unit's movement allowance.
StrikeMake a melee or ranged attack.
CastUse a spell at its listed action cost.
DefendRaise a usable shield or Take Cover; ends the turn.
CommandDirect a linked mount during the hero's turn.
End TurnFinish acting with the current unit.

Enemy playback

Enemy turns can play at 1×, 2× or 4× speed, or be skipped in the interface. The default is 1×.

Related scrolls

Attacks & Armor Class · Terrain & Movement · Casting in Battle

See also

All Combat Rules scrolls

Scrolls of Ledgers of a Settlement · Spellhex Studios LLC