## Initiative & Turn Order
Battle rounds are approx three to six seconds long. During this time characters take turns resolving their actions until everyone has finished, at which point either the combat ends, or a new round begins. The **order of combat** is as follows:
1. **Surprise** The GM determines if one side or the other is entitled to a free round as a result of surprise (p.81, eg an ambush).
2. **One Player Rolls for Initiative** One PC makes an Initiative check to represent the whole party: **roll 1d20,** aiming for equal or under their Initiative score (p.11). If the PC **succeeds**, the party acts before the enemy. On a **Great Success** the PCs also act before any Bosses and Heavies. If the PC **fails**, the party acts after the enemy. In future rounds, PCs must **take turns** rolling for Initiative in **clockwise** order (or as the GM decides).
3. **Resolve Turn.** Each turn, characters take **one action** and **one move.** The player that rolled Initiative acts first for the PCs, then remaining players in **clockwise** order. Note PCs can delay their turn, which effectively means they can act in any order, but the default is clockwise to keep things moving. The GM decides the order of monsters.
4. **Make Morale checks** if required.
5. **Combat Ends or New Round** The round is complete. If the battle is not finished, begin a new round at **Step 2.** Optional: PCs must take turns being the first to roll Initiative at the start of a new combat.
<br>
### Delay & Ready Action
An adventurer may **delay their turn** until after other combatants have acted, or **ready an action** to respond to a specific event at the GM’s discretion. The player describes the trigger and the PC takes her action **simultaneously** with the trigger. If the two acts cannot occur simultaneously, an **Initiative check** (or contest) determines who acts first. If the triggering event does not occur, the character’s action is generally lost (GM’s call).
## Morale
Most combatants will not fight to the death; the vast majority will seek to flee or surrender if battle goes poorly for them. The GM always has the option to decide whether one or more monsters abandon the battlefield, based on the situation, but in most instances a **Will check** determines whether their mettle holds.
The **GM decides** when a Morale check is called for, and any **modifiers** that apply (eg a leader’s Cha modifier). A single check typically **covers all monsters of the same kind,** although the GM may rule that a Group check or individual checks are required. **Hirelings** and **pets** are subject to Morale, but PCs are not.
Possible **events to trigger Morale checks** include:
- When a **leader** is killed or incapacitated.
- When **half** of the NPC group are killed or incapacitated.
- When intimidating **sorcery** is successfully used against several allies.
If required, Morale checks are normally made at the **end** of a round. The GM may decide however that a check is to be made **immediately**.
### Finish Them!
When Morale breaks, the battle usually ends and surviving **NPCs immediately flee** the area if possible. PCs may be entitled to a free attack as enemies leave melee. At the GM’s option, the party may make a **Group *Luck* (Str or Perc) check** to automatically slay their foes, and/or take prisoners.
### Rallying NPC Allies
At the GM’s option, a PC may be able to rally one or more NPCs (eg hirelings) that have had their Morale broken. The adventurer must spend an **action** (or more, GM’s call) attempting to convince the NPCs to return to the fray. A **Cha (Leadership)** check is required. On a success the NPCs may make **another Morale check** to recover, or on a **Great Success** they automatically rally. Otherwise, NPC allies will not usually rally until the combat ends and it is safe to return.
## Move
Characters take **one move** each turn, or two if they spend their action to gain a second. Humanoids move at **Normal speed** which means they may travel to anywhere in **Melee** or **Close** range with one move, or to anywhere in **Far** range with **two moves.**
**Slow** creatures move at half normal, **Fast** creatures move at double, and **Very Fast** creatures move at triple normal speed (or greater, GM’s call).
The **Range Bands** are:
- **Melee** In hand to hand combat (or up to approx 5 ft or so).
- **Close** Current room (or up to approx 30 ft).
- **Far** Into the next room (or up to approx 60 ft).
- **Very Far** Beyond Far (or more than 60 ft). In some instances, the GM might indicate **how many moves** a PC would need to take to reach a target at Very Far range.
> ### Example
> A PC is in a kitchen with a *Giant Rat*, but not in melee with it **(Close)**. In an adjoining room is an *Ogre* **(Far)**. In a long corridor beyond the *Ogre’s* room is a *Sorcerer* **(Very Far)**. The GM indicates that, from the PC’s current location, it would take **four moves** to reach the *Sorcerer*.
Range bands are only **approximations**; a degree of flexibility and overlap between edges is expected. If the GM is unsure as to whether a target is at one range or another, either determine randomly (even chance, or *Consult the Bone*s), or a PC may make a *Luck* check to decide the distance (GM’s call). A move incorporates **minor necessary conduct** such as opening doors, climbing ladders, swinging from a rope, etc. **Moving silently,** or **hiding**, is also part of your movement, assuming suitable terrain is available (the GM decides whether hiding is possible). Being stealthy usually requires a Dex (Stealth) vs Perc (Detection) contest.
A move **cannot be broken up** with an action; an attack, casting a spell, etc ends the move. Flying creatures or mounted foes may make attacks part way through a move, if the movement continues in one direction. **Movement speed** may be **reduced** due to poor visibility, when climbing, negotiating difficult or hazardous terrain, etc (GM’s call).
## Charge
A charging character moves up to **twice as far** as normal (minimum Close distance) to engage a new foe in Melee. The charger makes a **melee attack** at a **+2 bonus** (including any Extra attack or second attack). Until their next turn however **enemies** gain **+2 to attack them.** Charging uses the character’s move and action.
## Intercept
If a character is (i) not surprised, (ii) not in melee, (iii) hasn’t moved this turn, and (iv) an enemy wishes to move within Close range, the character may attempt an intercept (GM’s call).
An **Initiative check** (or **Dex** check for Monsters) is required, in which case the interceptor moves himself into melee with the enemy (at some point before the enemy completes its intended move). If a character attempts to intercept before their first turn in a new combat, the check is made at disadvantage. An intercept uses the character’s move for that turn.
## Withdrawing & Free Attacks
If a character attempts to move out of melee with an active opponent, the opponent gains one **free melee attack** against the character.
## Stand Up from Prone
Standing up from *[[Prone]]* costs a character’s Move, unless they make a *Luck* (Dex) save, or other check as the GM determines (eg Dex (Acrobatics\*)).
## Blocking an Area
A man sized character effectively blocks a Melee area, and enemies cannot move through this space without first removing the defender in some way. Very large or small creatures might ignore blocking (GM’s call).
## Falling
A significant fall up to **Close** range inflicts **3d6 damage** and a **1d12 *[[Blunt Trauma]]*** roll (*Luck* (Dex) save or Dex (Acrobatics\*) check negates the trauma roll only).
Falls **greater** than Close range are adjudicated by the referee, but cannot be mitigated by Acrobatics.
## Party Retreat
At the **start of a round,** if the whole party wishes to flee from a battle, they must **first explain** to the GM how escape might be possible. If the GM agrees, a **group *Luck* check** is required. The GM decides any modifiers (eg dropping food, caltrops, loot, whether checks are needed to carry allies, etc).
If **successful** the PCs flee with incapacitated allies over their shoulders (or otherwise, as explained by the players). Depending on the circumstances, fleeing may lead to a **Chase**. If **unsuccessful**, the GM may permit individually successful PCs to flee, abandoning their hapless comrades. The party, or any remaining PCs, may attempt to flee again next round if desired.