Kane Combat Turn Card (1-Page)

10-Second Start

  1. Biggest threat this round?
  2. Weakest likely defense (AC/Fort/Ref/Will)?
  3. Plan: Control / Disable / Reposition / Ally Setup
  4. Keep one defensive fallback.

Default Openers

Elite/Boss

  • Open with control/debuff, not chip.
  • Deny best enemy line (movement/reaction/3-action routine).
  • Set striker window before their turn.

Multiple Enemies

  • AoE/control that taxes enemy actions.
  • Force bad movement and awkward spacing.
  • Don’t blow top slots unless tempo is collapsing.

Unknown Fight

  • Round 1: probe + conservative spend.
  • Round 2: commit after defense read.

Fast Value Rules

  • 2 of your actions for 2+ enemy actions = win.
  • Third attack is usually low value.
  • Effects with value on success > all-or-nothing.
  • Step/reposition often beats greedy damage.
  • A clean medium-value turn > risky zero-value turn.

Save Targeting Cheat

  • Brute: usually weaker Ref/Will.
  • Agile skirmisher: often weaker Fort.
  • Caster/controller: disrupt action flow, pressure Will/Fort.
  • Undead/construct: check immunity/trait traps first.

Priority Ladder

  1. Action denial/restriction
  2. Accuracy suppression / off-guard enable
  3. Action tax (forced move/stand/interact)
  4. Pure damage once control is established

Kane Turn Templates

Template A — Safe Control

  • Action 1: Reposition / line setup
  • Action 2–3: Reliable control/debuff

Template B — Team Enable

  • Action 1–2: Debuff/control target for striker
  • Action 3: Setup/defensive reposition

Template C — Overwhelmed Fallback

  • Action 1: Get safe angle/lane
  • Action 2: Broad utility control
  • Action 3: Defensive/setup (Aid/info/reposition)

Resource Discipline

  • Keep one emergency defensive answer online.
  • Save top slots for tempo flips, not vanity DPR.
  • If likely save success, pick effects with useful partial outcome.

Table Dispute Protocol (Fast)

  1. Provisional ruling now (keep game moving).
  2. Mark it.
  3. Verify post-session via core index.
  4. Log final standard in Session Rulings Log.

End-of-Turn Check

  • Did I reduce enemy options this round?
  • Did I improve ally next-turn output?
  • Am I positioned safely for incoming pressure?