\section{Combat Action}

\RpgDropCapLine{C}{ombat} actions are the smallest unit of time in a combative situation. It represents a single cambative maneuver, such as an attack, an ability, or a skill usage. Combat actions resolve simultaniously. There are three types of combat actions: 

\begin{itemize}
\item \textbf{Standard Combat Action} -  This action is the most common action in melee combat. The standard action is an attack maneuver against targets a character is currently engaged with.
\item \textbf{Non-Offensive Combat Action} - This is a non attacking maneuver and can is a type of action taken by specific skills and abiltiies. It provides a combat roll for defense purposes and generally conveys some other utility.
\item \textbf{Unengaged action} - An unengaged action is a wide variety of actions that can be taken when not explicitly engaged with a target. This includes movement, casting spells, using noncombative abiltiies or skills.
\end{itemize}

\subsection{Standard Combat Action}
The |Standard Combat Action| represents the total precision of movement and tactical prowess throughout the combat interval. It encapsulates both the offensive and defensive performance against all enemies currently engaged with a character.

The standard combat action is a Fitness based action: 

\begin{align*}
Fitness + Combat Modifiers + Weapon Skill + 1d10
\end{align*}

All characters engaged in combat that choose to make a |Standard Combat Action| make this roll. These rolls are all contested against all other characters in the same engagement (physical proximity based on weapon range). Each character hits other characters whos roll is 5 less than theirs. This is limited by their |Maximum Targets|. If a character lands hits on more than their |Maximum Targets| the targets with the greatest difference are hit. In the event of a tie the attacker chooses.

\subparagraph{Armor \& Shields} Armor and shields provide a bonus to the combat roll. Armor provides a bonus equal to its armor rating, shields provide a bonus equal to their shield rating.
\subparagraph{Combat Mastery} Characters with the |Combat Mastery| ability can engage more targets in combat. The number of targets a character can engage is equal to their |Combat Mastery| score. They can also add their |Combat Mastery| score to their combat roll.
\subparagraph{Outnumbered} If a character is engaged by more targets than their |Target Maximum| they subtract the difference from their combat role.

\subsubsection{Combat Action Example}
For this example we will use a character named |Alden| who is a skilled warrior. He is engaged with two bandits. He has a fitness of 3, and a weapon skill of 3. He is wearing a chain shirt with an armor rating of 2. He is using a longsword with a shield with a shield rating of 1. He has a combat mastery of 2.

The bandits have a fitness of 2, and a weapon skill of 2. They are wearing leather armor with an armor rating of 1. They are using shortswords.

All three characters make a combat roll. |Alden| rolls a 1d10 and gets a 6. His total roll is 17. The bandits roll a 1d10 and get a 3. Their total roll is 8. |Alden| hits both bandits. The bandits do not hit |Alden|. |Alden| needed to exceed their roll by 5. Which means he needed 14 or higher.

\begin{align*}
  Alden(17) - Bandit(8) & = 9 \\
  9 & < 5 \\
  & \textbf{Hit!} \\
\end{align*}

\begin{RpgSidebar}[float=!b]{Target Maximum}
  All characters have a |Target Maxmium| of 1. This can be increased by various effects. For instance, points in |Combat Mastery| increase the |Target Maximum|.
\end{RpgSidebar}


