Combat

== Turns ==
=== Initiative ===
At the start of combat, all those participating roll 3D6 + Initiative Score (Dex+Per) to determine turn order. In the case of a tie, the character with the higher Initiative Score goes first. If those are also equal, then the tied characters must roll another "tiebreaker" D6 and whoever has the better result will go before the other. Should this tiebreaker die roll also result in a tie, then they are to repeat the roll up to no more than eleven additional times until a winner is clear. If the twelfth tiebreaker also results in a tie, then all characters involved in the combat must reroll for initiative and all previous results are moot.
== Actions ==
Characters have a set number of actions they may complete each turn as is dictated by their Action Points (AP), which are gained from their Class Levels and Dynamism (End+Heh). Typically, a starting level character will have 6 AP to utilize during their turn.
=== Standard Movement Action ===
A Movement Action uses AP to allow a character to reposition themselves on the battlefield. When taking a Movement Action, the first AP they spend will only allow them to move 2 Hexes. Subsequent AP spent as part of the Movement Action will allow them to move a number of Hexes determined by their Class's Base movement and Swiftness (Str+Dex), typically 3 Hexes per AP for starting characters. If a character has used 4 or more AP as part of a Movement Action in their turn, they are considered to be in the Running State.
=== Sprinting Action ===
A Sprinting Action is another option for allowing a character to reposition themselves, but with more limitations.