7. Combat
The combat flow is as follows:
- Resolve unexpected encounters, if any;
- Define combat order;
- Characters take circular turns to choose what to do until the battle ends.
On each turn of the step 3, the players can do the following actions in any order:
- Spend a Heroic Badge
- Overcome an impairment
- Move their characters
- Switch weapons
- Consume an item
- Perform an attack, use a skill or assist an ally¹
- Schedule a wearable gear switch²
- Defend³
Unless explicitly told otherwise by a skill, it’s forbidden to do the same action twice in a single turn.
¹Assisting an ally can only be accomplished by standing within 1 du from the target. On the target’s next roll, apply the Advantage modifier.
²Switching wearable gears during combat cannot be done in a single turn and requires the character to schedule a wearable gear switch. If character A does so, the other gear is removed from the inventory, the current gear is unequipped and sent to the inventory and the turn ends. In the beginning of the next character A’s turn, the new gear is equipped. Only one wearable gear switch is allowed per turn.
³Upon using the Defend action, the turn ends and the character’s Defense, Toughness and Resolve are increased by 1 point until its next turn. The Defend action can only be used in a turn if:
- No attack has been made and no skill has been used;
- The character hasn’t schedule a wearable gear switch.