Combat Sequence
A combat round is called a moment, lasting approximately five heartbeats. This period of time, for the sake of an organised play, is divided into phases of morale, movement, missile, magic, melee, and rally. The first and the last of these phase (morale, rally) are implemented only when required.
Morale: The morale phase is implemented only when a requirement for a morale test is present. Once a character succeeds in a morale test, no further morale test is required for the rest of the combat.
Movement: In this phase, all combatants move to their desired locations, starting with the party who has the inititative.
Missile: This phase includes all attacks with missile weapons. These actions include fire, marksman, etc. but does not include magical missile attacks.
Magic: All spells and magic related attacks (such as using a spellbound item) are cast/used at this phase of the combat.
Melee: This includes all swing attacks, and any other actions of engaged characters.
Rally: This phase is specific to party leaders. If the player character is leading a group of retainers, or if the enemy combatants have a leader among them, in this phase a CHA check is rolled to rally the combatants who failed the morale test in that specific combat round back into the fight.
Establish positions on the hex grid.
Roll for party inititative, taking surprise into consideration.
Go through all phases (morale, movement, missile, magic, melee, rally) in initiative order.
Repeat steps 2-4.
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