Once a Tech is successfully used in an attack, and the attacker has one or more Techs left to use, they may opt to immediately attempt a second Tech, creating a combo. If they manage to roll a 4 or more on a 1d6, they can attempt a second Tech just as with the first, but this second Tech needs one higher on the roll than usual for its rank. For example, if a rank 2 Tech needs a 3 rolled, now it needs a 4.
However, should this second Tech fail, the attacker loses -1 Focus themselves! (No Focus is lost if the first roll fails, the one to determine if a second Tech can be done, but only on the roll to actually perform the second Tech.)
No more than two Techs can be in a combo.