| Turn Order & Actions | |
|---|---|
| Category | Combat Rules |
| Round length | 6 seconds |
| Initiative | d20 + Perception |
| Turn control | Current 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.
| Option | Purpose |
|---|---|
| Move | Change position within the unit's movement allowance. |
| Strike | Make a melee or ranged attack. |
| Cast | Use a spell at its listed action cost. |
| Defend | Raise a usable shield or Take Cover; ends the turn. |
| Command | Direct a linked mount during the hero's turn. |
| End Turn | Finish 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
