Combat Basics
Combat in Symbaroum is tactical and deadly. Each character gets one Combat Action and one Movement Action per turn.
Initiative: Determined by Quick attribute. Higher Quick acts first. If tied, compare Vigilant. If still tied, roll 1D20.
Combat Actions:
- Attack with weapons or abilities
- Use active abilities
- Cast spells
- Provide first aid
- Can be replaced with additional Movement Action
Movement Actions:
- Move up to 10 paces (10 meters)
- Engage enemies in melee
- Take flanking positions
- Withdraw from combat (triggers Free Attack)
- Switch weapons
- Stand up from prone position
Reactive Actions:
- Free Attacks (when enemies move past)
- Defense tests (dodge, parry)
- Counter-attacks
Surprise: Requires successful [Discreet←Vigilant] test. Surprised characters cannot act in first round and must draw weapons.