Combat Summary

Combat Summary
One Combat Round = (6 seconds per round)

  • Step One: Choose A Stance
    Choose your Combat Stance

Attack – Attack is the standard Stance. A character in the Attack Stance has no restrictions on the kind of Actions he may take.

Full Attack – A character in the Full Attack may take no Simple or Complex Actions other than those used to make attacks, and may only use Move Actions to get closer to his enemies. Characters may not use the Full Attack Stance to deliver ranged attacks or while mounted.

A character in the Full Attack Stances gains a bonus of +2k1 to attack rolls made that round, but his Armor TN is reduced by 10 to reflect the all-or-nothing nature of the attack.

A character in the Full Attack Stance who takes a Move Action during his turn may move an additional 5 feet beyond the normal amount allowed for the Move Action.

Defense – Characters in the Defense Stance add their Air Ring plus their Defense Skill Rank to their Armor TN. There are no restrictions on what kind of actions a character in the Defense Stance. It is useful for making oneself less vulnerable while making Skill Rolls or Spell Casting Rolls during skirmishes. (Must have the Defense Skill to take this Stance)

Full Defense – Upon declaring his Stance, a character in the Full Defense Stance makes a Defense / Reflexes roll and adds half of the total (rounding up) to his Armor TN until his following Turn. This Skill Roll is considered a Complex Action, so a character in this Stance may only take Free Actions. (Must have the Defense Skill to take this Stance)

Center – The principle function of Center Stance is related to the benefits it offers in iaijutsu dueling, but it has benefits in skirmishes as well. Characters in the Center Stance take no Actions, instead focusing their energy in preparation for action the following round. A character in the Center Stance forfeits all Actions while in that Stance. On the round following his adoption of the Center Stance, the character gains a bonus of 1k1 plus his Void Ring on any one roll made during his Turn. The character also adds 10 to the total of his Initiative Score for that Round only.

  • Step Two: Roll Initiative
    1. Roll Initiative on first round of combat
    2. Roll dice equal to Reflexes + Insight: Keep Air Ring (Modified by any abilities etc..)
    This Initiative is used for the entire duration of combat and proceeds from Highest to Lowest
    It may later be modified by character abilities, situational modifiers, and wound penalties; potentially changing the order of initiative during later rounds.
  • Step Three: Take Actions
    Take Actions or Choose to Delay Action until end of round:
    Per Round you can make:
    1 Complex Action + Free Actions
    2 Simple Actions + Free Actions

Free Actions: Draw a small weapon, speak up to five words, Move Water x 5 ft., prepare a spell scroll, or drop something
Simple Actions: Activate a Kata, draw a medium or large weapon, Move Water x 10 ft., dismount, pick up an item, put a scroll away, speak more than five words, or stand from prone position
Complex Actions: Make a melee or ranged attack, cast a spell, use a non-attack skill, string a bow for use, or mount a horse

  • Step Four: Resolve
    Resolve reaction effects (if any)

Combat Movement
Free Action = 5 x Water Ring in feet
Simple Action = 10 x Water Ring in feet
Complex Action = not a normal movement, sometimes required by specific tasks

Max Movement Per Round = 20 x Water Ring unless modified by an ability

Modifiers to Movement:
Basic = no modifier (streets, plains, sparse forest, etc..)
Moderate = factor Water Ring as if it were one lower (tall grass, foothills, beaches, etc..)
Difficult = factor Water Ring as if it were two lower (mountains, dense forest, water, etc..)
= Move Actions in Difficult terrain may also apply penalties to attack rolls

Combat Summary

Rokugan: Shadow Rising caeads