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 narrator 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:
- A class sheet & cooldown sheet or the class picker.
- A legend sheet with filled in core stats, abilities and battle stats
- Keep in mind that a legend needs at least 1 current health to be conscious. The current health of the legend is higher than 0.
- A position on the battle map
Turn order
The turn order per round can be handled in one of two ways, chosen by the narrator:
- Grouped turns - the narrator 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 narrator will change the rounds and give the players another turn when he/she sees fit.
- Narrated turns - the narrator focuses more on narrating the actions of the other characters. After this, the narrator will give a number of turns to all the players. If the narrator 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 narrator, it can be very interesting for a longer story.
Actions in battle
As stated in the Cooldowns, a legend gains two actions, two specials, two ability and two reactions each round. A legend can use these to do various things.
Action
Actions are big moves in your turn:
- Attack - use your current equipment to deal damage to a target within you range. In short, the target of the attack may dodge or block the attack and the attacker may roll for critical, see Attack and defend.
- Move - use your
movement
to move that many tiles. Keep in mind that you cannot move through enemies and that you have to land on a free tile. - Skill - use a learned action skill from one of your classes, also requires a skill cooldown based on rarity.
- Aid - Protect an ally within 1m with a Shield (Level + 3).
- Brace - Grant an advantage to an ally within 1m. Advantage allows for the next dice roll to be attempted twice, keeping the highest result.
- Switch equipment - use this to switch either your weapon(s) or armor.
- Interact - use this to do something situation specific. May also be combined with
ability
to determine its success, like quickly grab a gold coin from the ground (nimbleness).
Special
Specials are small additions in your turn:
- Skill - use a learned special skill from one of your classes, also requires a skill cooldown based on rarity.
- Dash - move one tile.
- Interact - use this to do something small and situation specific. May also be combined with
ability
to determine its success, like pulling a rusty switch (alteration).
Ability
Ability rolls can also be performed stand-alone, this allows them to be done outside of your turn as well, though the use is often limited to observing related abilities.
- Current Health Indication - Get an indication from the narrator of a specific target’s Health (empathy).
Reaction
A reaction allows you to act outside of your turn. You may use a reaction to:
- Use a skill - from a class or artifact. Also requires skill cooldown of a specific rarity. Reactions have a specific situation where they can be used, so read the skill carefully.
- Dodge - use two reactions to attempt a dodge roll.
- Block - use one reaction to attempt a block roll. Only works on physical or magical attacks.
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 narrator can easily let your legend skip a turn if you stand there chatting idly for too long.