Reactions
The six passive reactions, in the order they answer a hostile action — covers first, then pre-hit answers, then counters, then aid. Each firing spends its PP cost from the reactor's purse (never more than 4 for the whole battle). The sequence itself is explained in Reactions & PP.
Cover — before the blow finds its mark
Step in front of a threatened ally, taking half the blow. The blow resolves against the bodyguard instead — riders and all. One cover per blow; nobody covers themselves.
Pre-hit — as the blow arrives
Turn the incoming attack aside entirely. The attacker still spends their AP; the defender spends nothing but the PP. The costliest reaction, and the only one that erases a blow outright.
Harden against the incoming blow. The armor arrives before the blow resolves, so the hit that triggered it already lands softer.
Counter — after surviving
A counter answers only a blow that landed, hurt, and failed to kill. A miss draws no counter; neither does a parried blow, and the dead do not riposte. The counter is a full strike with the named skill — it rolls its own hit, crit, and guard, and its AP cost is waived.
Answer a survived blow with a heavy slash of your own.
Answer a survived hit with a snapped-off shot.
Aid — after an ally's wound
Answer an ally's fresh wound with a quick mend — before the enemy's next soldier moves.
Reactions are trained by class: Fighters learn Riposte and Brace, Knights add Bodyguard, Hunters learn Return Fire, Clerics learn Mender's Reflex, and the magely classes learn Parry. See the class reference.