Before the first blowFive seconds of forever
A combat round in Guardians is 5 seconds long. That's it. Five seconds in which Jane can shield herself, cross the ash, and put a rapier through a gap in a greatsword's guard.
Three ideas run the whole show:
- AP fuels everything. Action Points are your budget of moments. Every action costs AP.
- Initiative is per action — not rolled once at the top of the fight. Every action gets its own initiative, and it's dynamic.
- Lowest acts first. Quick, cheap actions land early. Heavy, expensive ones land late. Naturally.
The old hands used to teach the round as five beats; the book walks it in six — Setup & Spotlight → Choose & Cost → Roll → Reactions & Effects → Resolve → Advance & Pass. The roll decides when; the world answers; only then does the blow land. We'll walk each beat, then you'll fight a round yourself.
Why this matters: Most games make you wait for “your turn.” Guardians makes the clock itself the battlefield: choosing a slow action is a real cost, because everyone faster slips in ahead of you.
🕷 Tela whispers: Five seconds. You'd be amazed what Jane fits into five seconds. Caiden once timed her. He regretted it.
📖 Core Rule Book — Combat v1.2, p. 15 (“Fast, readable, tactical. A round is 5 seconds. Initiative is dynamic and re-evaluated per action. AP fuels everything.”)
Beat 01Setup & Spotlight
At the top of the round, everyone fills their pool:
AP per round = 10 + Chosen Speed Attribute + Action SkillYour Chosen Speed Attribute is one of Dex / Int / Per, fixed at character creation (by Path or GM). It doesn't change mid-campaign unless a Path says so.
Then the table takes stock — the running time track:
- Banked AP from last round? It's subtracted from the first action you take this round.
- Clock ongoing effects, committed Mana, conditions, cover and position.
- Everyone declares intent: move, attack, invoke, operate, assist, defend.
Meet our sparring partners, straight from the book's example:
| Guardian | Dex | Per | Action Skill | AP / round |
|---|---|---|---|---|
| Jane (rapier, Aether Shield) | 5 | 9 | 5 | 10 + 5 + 5 = 20 |
| Mylo (greatsword) | 8 | 6 | 5 | 10 + 8 + 5 = 23 |
Why this matters: AP is rebuilt every round, but banking links the rounds together: spend light today, strike cheap tomorrow. The pool is a rhythm, not a wall.
🕷 Tela whispers: Watch the quiet ones who end a round with AP still in hand. They're not hesitating. They're loading.
📖 Core Rule Book — Combat v1.2, p. 15 (Core Loop of a Round); worked stats p. 17–18, 21.
Beat 02Choose & Cost
Pick your action and note its AP cost. The core menu:
And you are not limited to one action. As long as AP remains in your pool, you keep acting — each action paying its cost and rolling its own initiative. With 18 AP and a light blade (weapon speed 1, so 6 AP a swing), you can strike three times — or strike once, drink a vial (10), and step 2 meters. The pool is the only limit.
| Action | AP Cost |
|---|---|
| Unarmed attack | 6 |
| Armed attack | 5 + weapon speed |
| Ranged attack | 5 + weapon speed |
| Spell | 5 + cast time (Snap 0 · Quick 1 · Standard 2 · Lengthy 3 · Ritual 4–5) |
| Move | 1 m per AP |
| Defense stance | 2 AP → +1 Defense (ends if you take any other action) |
| Drink vial | 10 |
| Use device | device speed |
Feeling lucky? At the start of your turn you may declare the optional AP Roll — a d20 that modifies your action costs for this round. Once per round, declared before your first action. The GG may call a Tempo Shift that makes everyone roll for one round.
The AP Roll never modifies movement-by-meter or per-AP investments (like Defense stance). Reactions use your current round's AP Roll, if any.
🎲 At the table: Try the AP Roll and read the bands:
| 1 | +3 AP — The cog grinds — every action costs 3 more this round. Rough. |
| 2–4 | +1 AP — A little friction — actions cost 1 more this round. |
| 5–16 | As listed — The round runs true. Costs exactly as the table says. |
| 17–19 | −1 AP — The gears catch — every action costs 1 less this round. |
| 20 | −3 AP — Perfect tempo! Every action costs 3 less this round. Spend it well. |
Why this matters: Costs are the language of intent. A greatsword (weapon speed 3) swings at 8 AP; a rapier (speed 2) at 7. That single point is why the duelist keeps cutting in ahead of the brute.
🕷 Tela whispers: Textus rolls the AP Roll every single round. Archi never does. They've argued about it for two hundred years.
📖 Core Rule Book — Combat v1.2, p. 15–16 (AP Roll; Actions & AP Cost). AP Roll bands match the Quickstart card exactly.
Beat 03Roll
When you're ready to act, the action gets its own initiative:
Action Initiative = d20 + Action AP (final) − Speed Bonus · lowest acts first Speed Bonus = floor((Dex + Per) / 2) + Action SkillAction AP (final) includes every modifier: AP Roll, banked AP, cast time, weapon speed. Heavier actions land later; faster characters cut in earlier — naturally. Ties: lower Speed Bonus, then higher Per, then roll-off.
Mark the order — but nothing has landed yet. Between this roll and the blow, the whole world gets a say. That's the next beat.
Try it: Jane readies her rapier (7 AP) while Mylo heaves the greatsword (8 AP). Both have Speed Bonus 12.
🎲 At the table: roll a d20 for each — Jane: d20 + 7 − 12 · Mylo: d20 + 8 − 12. Lowest total acts first.
Why this matters: This roll decides WHEN, and only when. Because AP feeds initiative, every choice you made in Beat 02 echoes here — the round's clock is built out of your intentions.
🕷 Tela whispers: Lowest first. It feels backwards for exactly one round, and then it feels like the only sane way anyone ever did it.
📖 Core Rule Book — Combat v1.2, p. 15–16 (Initiative per action; Speed Bonus).
Beat 04Reactions & Effects
Between the roll and the landing, the world answers — and this is the layer no handout printed.
- Reactions: some abilities let you act between turns. Reactions spend AP immediately and use your current round's AP Roll (if any).
- Effects tick: ongoing spells, committed Mana, hazards and conditions apply now — Shaken −1 AP · Staggered −2 AP · Stunned lose all AP · Prone (stand 4 AP).
- Saves: where effects call for them — Body (Str + Sta) · Reflex (Dex) · Mind (best of Int/Wis/Chr) → d20 + Save vs DC.
And the wall rises. Defense is a single target number, but it's built, not given — your defensive rolls add into it:
Dodge = (Dex + Martial skill) / 2 − armor bonus + Martial Dodge skill Parry = (Dex + Weapon skill + weapon bonus) / 2 − armor bonus + Weapon Parry skillDodge and Parry add to the Defense TN. Notice armor subtracts here — plate is hard to dance in. It pays you back in the next beat. In play you raise the finished number only via Defense stance or abilities.
Why this matters: One number keeps the table fast — but it's an earned number. Your Dodge and Parry are baked into the TN before the blow lands, and reactions mean the space between initiative and impact is alive.
🕷 Tela whispers: Archi treats “Reactions spend AP immediately” as a personal philosophy. Something is always left in reserve. Always.
📖 Core Rule Book — Rolls, p. 12 (Defensive Rolls); Combat v1.2, p. 16 (Defense & Saves); conditions quick list p. 20.
Beat 05Resolve
Now — and only now — the blow lands. An attack is:
d20 + Dex + Martial/Weapon Skill + specialties + mods vs DefenseBeat the wall and it's a hit. Then damage — and the formula follows the weapon, while armor (if stated) carves it down:
| Attack | Damage |
|---|---|
| Melee | Weapon + Strength − armor |
| Martial (unarmed) | Weapon + Strength − armor |
| Ranged | Weapon − armor (no Strength behind a bolt) |
The damage roll has moods of its own:
- Natural 1–4: half damage
- 5–19: normal damage
- Natural 20: roll your damage dice one additional time and add — do not double modifiers.
Watch it land — Mylo's greatsword falls on Jane. His attack is d20 + Dex 8 + Weapon Skill 4 against Jane's Defense 15 — a number her Dodge and Parry already built:
🎲 At the table: roll d20 + 12 against Jane's Defense 15. Beat it and it's a hit.
Why this matters: The same sword hits a bare duelist and an armored knight very differently — weapon, Strength, and armor all speak in the damage line. Resolution is where every earlier beat cashes out.
🕷 Tela whispers: The dice say hit or miss. The table says what it looked like. Both are true — Mylo remembers every scar and narrates them all.
📖 Core Rule Book — Rolls, p. 12 (Damage formulas); Combat v1.2, p. 16 (Damage Outcomes); Attacks & Defense, p. 19; example values p. 21.
Beat 06Advance & Pass
Your action resolved — now pay its time:
- Add the action's AP to your initiative clock. Next to act is whoever now sits lowest on the track.
- When your AP runs dry, your round is done — but unspent AP isn't wasted: bank it. Banked AP is subtracted from the first action you take next round (minimum 1 AP after reductions).
- Defense stance persists into next round if you invested and then did nothing else — the bonus holds until you take an action. Stance bonus is capped by Dex.
- End-of-round checks: ongoing effects, hazards, morale, scene clocks — then the round turns, and AP refills.
From the book's own table: Jane banks 4 AP in Round 1. In Round 2 her rapier attack (7 AP) costs just 7 − 4 = 3 AP — she strikes almost before Mylo's guard is up.
Why this matters: Banking is the round's memory. Discipline now becomes tempo later — the fight rewards Guardians who think one round ahead.
🕷 Tela whispers: And then it all begins again. The round is a wheel. You'll hear Textus say the whole portal is.
📖 Core Rule Book — Combat v1.2, p. 15–16 (Banking AP; Defense stance persistence); Round 1→2 banking shown in the example, p. 21–22.
Your first roundYou are Jane. The greatsword rises.
Round One, straight from the book. Jane: 20 AP · Defense 15 · AR 2 · rapier (weapon speed 2) · Aether Shield (cast time 1, +3 Defense for 1 round). Mylo: 23 AP · Defense 13 · AR 1 · greatsword (weapon speed 3). No AP Roll this round.
Mylo is already committing to an armed attack — 8 AP, so his initiative is d20 + 8 − 12. What do you do?
Choose Jane's first action:
▸ Cast Aether Shield (6 AP)
The book's own opening move. Cast time 1 → AP 5 + 1 = 6. Your initiative is d20 + 6 − 12 against Mylo's d20 + 8 − 12 — the lighter action tends to land first, and if it does, his greatsword meets Defense 18 (15 + 3 shield) instead of 15.
🎲 At the table: roll a d20 for each — Jane (cast, 6 AP): d20 + 6 − 12 · Mylo (attack, 8 AP): d20 + 8 − 12. Lowest total acts first.
▸ Rapier attack (7 AP)
Steel answers steel. Weapon speed 2 → AP 5 + 2 = 7. Your attack is d20 + Dex 5 + Weapon Skill 4 = d20 + 9 against Mylo's Defense 13. On a hit: 1d6+2 damage, minus his armor 1 — melee damage is Weapon + Strength − armor.
🎲 At the table: roll d20 + 9 against Mylo's Defense 13. Beat it and it's a hit.
▸ Defense stance (invest 10 AP)
You plant your feet and read his shoulders. Every 2 AP buys +1 Defense — 10 AP buys +5, capped by your Dex 5: exactly at the cap. Mylo now needs to beat Defense 20. If you do nothing else this round, the bonus persists into the next — and your remaining AP banks toward a lightning-fast first strike.
🎲 At the table: roll d20 + 12 against Jane's Defense 20 (15 + 5 stance). Beat it and it's a hit.
Why this matters: There is no wrong door here — that's the lesson. Shield, strike, or stance all obey the same three ideas: AP is the budget, initiative is per action, lowest acts first.
🕷 Tela whispers: The first time Jane fought Mylo, she picked the shield. The second time, she didn't need to. That's what training grounds are for.
📖 Core Rule Book — Example Combat: Three Rounds (Jane vs Mylo), p. 21–23. All numbers as printed.
The wheel turnsYou know the Round
That's the whole engine of a Guardians fight:
- Round: 5 seconds. AP per round = 10 + Chosen Speed Attribute + Action Skill.
- Per-action initiative: d20 + Action AP − Speed Bonus, lowest acts first.
- AP Roll (optional): 1: +3 · 2–4: +1 · 5–16: as listed · 17–19: −1 · 20: −3. Never touches movement or per-AP investments.
- Act while you can: as long as AP remains, you keep acting — three strikes, or strike + vial + step; every action rolls its own initiative.
- Bank AP: subtract from your first action next round.
- Damage: nat 1–4 half · 5–19 normal · nat 20 rolls extra damage dice (no doubled modifiers).
- The wall: Dodge and Parry add to your Defense TN (armor bonus subtracts from them); armor reduces damage — melee/martial deal Weapon + Strength − armor, ranged deal Weapon − armor.
Next on the track: AP & Tempo — a live calculator that mirrors the printed Quickstart card, number for number. Build your own Guardian's action economy and see the round from the inside.
Take the paper with you: the one-page Quickstart card (PDF) is this lesson folded for the table.
🕷 Tela whispers: You did well. I watched the whole time. I always do.
📖 Quick Reference — Core Rule Book, p. 17; One-Page Combat Reference (Player Handout), p. 19–20.