Any conflict in Late Legends can be described as a battle. A battle is the moment when all players have to be on edge and ready to fight (or role-play) their Legends out of the battle to stay alive. There are some rules for battles to make the turn order and action order clearer.

At the start of a battle

This is the moment all players place their tokens on actions cooldowns and skill cooldowns (the starting numbers are underlined). Use a hexagonal battle map. The storyteller will place everyone on that map and might allow minor changes from the players. A legend is ready for battle if the player can confirm the following:

Turn order

The turn order per round can be handled in one of two ways, chosen by the storyteller: Grouped turns - the storyteller separates the turns of the players from the rest. This means that if a player gets a turn, all of the players may act. The players still have the freedom to decide the turn order each turn. After all the players have got their turn, the storyteller will change the rounds and give the players another turn when he/she sees fit. Narrated turns - the Storyteller focuses more on narrating the actions of the other characters. After this, the storyteller will give a number of turns to all the players. If the storyteller gives two turns, that means that only two players make take a turn, even if the party consists of eight legends. In this situation, it is possible to create more tense moments, where four legends are in danger, but only two get an opportunity to act. The players will have to think a bit more strategically in narrated turns. It can make a battle way more difficult to predict, but it also makes it more of a team effort and a more engaging battle overall. Though it is pretty hard to pull off the first time for the Storyteller, it can be very interesting for a longer story.

Actions in battle

As stated in the Cooldowns, a legend gains two actions, one special, one ability roll, one reaction and one dodge attempt each round. A legend can use these to do various things.

Actions are used to perform the majority of a legend’s turn:

Specials are small additions in a legend’s turn. Specials can be performed at any moment in a legends turn (before, in between or after the two actions. Specials can be used to:

Abilities can also be performed in battle. Each time you attempt this it will require an ability roll. This can be used for things like:

A reaction is used for everything outside of the legends turn. Since these throw the turn order off it is the storyteller’s decision on when these can be used exactly. A reaction is used to:

Chat lets the legend freely communicate within and outside of turns. This is mainly used for role-playing and discussing tactics. Since one round represents roughly six in-game seconds, it is in everyone’s best interest to keep the communication short and to the point. The storyteller can easily let your legend skip a turn if you stand there chatting idly for too long.