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=Combat= The combat book is by far the shortest and most complex text of the series. The key to understanding combat are two points: Action point management and interrupts. This text will likely be revised only for clarity and organizational purposes, while the mechanics contained within will remain the same. '''Actions in Combat''' Combat is run using two types of actions: Offensive and Defensive. A character gets one offensive and one defensive action on their turn. In addition, they get a number of Speed actions equal to their speed modifier. A speed action may be used in place of an offensive or defensive action. However, many abilities are much stronger when used with an offensive or defensive action instead of a speed action. '''Interrupts''' Just because it's your turn, doesn't mean you're safe. Almost any action can be interrupted (unless otherwise stated) with a counter action. Actions are broken into two categories: Offensive actions and Defensive actions. You may use one to interrupt the other but not one to interrupt itself. Meaning, you may use a defensive action to interrupt an offensive action (interrupt being attacked with defending yourself against the incoming attack). Or, you may use an offensive action to interrupt a defensive action (an opponent is defending themselves, this is the perfect time to call an attack on them). You may only interrupt once per action. So, if you attack an opponent, they may interrupt and defend, then an ally interrupts and attacks them. The opponent cannot defend because they have already called an interrupt on this action. Interrupts may be used more creatively as well. for example, an enemy calls an attack on one of your allies. you are in no way involved in this exchange, but you can still interrupt the action to move behind cover. Tactical decisions like these will make or break the day.
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