COMBAT

Whenever a character enters physical conflict with another character or NPC, the Combat Phase begins. Each round of combat covers a short period of time from the characters' perspectives, depending on the characters' actions and the circumstances.

THE COMBAT ROUND

Each round represents just a few seconds in the game world. A round presents an opportunity for each character involved in a combat situation to take actions.

Combat is cyclical; everybody acts in turn in a regular cycle of rounds. Combat follows this sequence:

  • Determine which characters are aware of their opponents at the start of the battle. If some but not all of the combatants are aware of their opponents, a surprise round happens before regular rounds of combat begin. The combatants who are aware of the opponents can act in the surprise round, so they roll for Sequence. In Sequence (highest to lowest), aware combatants each take one action during the surprise round. Combatants who were unaware do not get to act in the surprise round. If no one or everyone starts the battle aware, there is no surprise round.
  • Combatants who have not yet rolled Sequence do so. All combatants are now ready to begin their first regular round of combat.
  • Choose the Combat stance the character will use.
  • Combatants act in Sequence order (highest to lowest). Combatants are permitted to take two actions (attack or non-combat action) each round. If the conflict is not resolved at the end of the first combat round, subsequent rounds of combat will follow.

SEQUENCE

Sequence determines the order in which characters act and is checked at the beginning of each combat to determine the character’s Sequence in the battle. Each player involved in the fracas checks their Sequence and adds any bonuses. The GM does the same for any NPCs engaged in the conflict. The GM may also grant bonuses or penalties if he or she believes the situations calls for it.

The character with the highest total acts first, followed by others in descending order. Should two or more characters or NPCs get the same result for the check, the character with the lowest Sequence acts first. If the characters have the same Sequence as well, make another unmodified roll (3d6) to break the tie, repeating if needed.

A character may delay his or her action until any time later in the round to see what the other characters intend to do. If all his or her opponents also delay their actions waiting for something to happen, the combat ends in a dramatic stand-off and a new one begins.

If a character holds one or more actions and has not used them by his next turn, those actions are lost.

NON-COMBAT ACTIONS

Rather than taking an offensive action during any combat round, a character may use a non-combat action on his or her Sequence. Such actions include untying a rescued captive, running, changing weapons, climbing into or out of a vehicle, writing a note, changing clothes, etc. Players may also use non-combat actions to withdraw from armed or melee combat safely, provided the opposition does not attack at a later Sequence number in the same round. Note that speaking a few words during combat or making a short dramatic speech does not constitute an action.

A non-combat action may succeed automatically, or the GM can require an Ability check or Skill check to determine whether it succeeds. Some non-combat actions may require several rounds to perform at the GM’s option.

SHIFT

Shifting moves your character one square. Shifting does not count as an action. You cannot shift and take another move action in the same turn.

STANDARD MOVE

You can move 5 squares as a move action, or move the speed of your vehicle, if you’re driving or piloting.

CRAWL

You can crawl 2 squares as a move action, or move one third the speed of your vehicle, if you’re driving or piloting, if your vehicle can crawl.

STAND UP

You can stand up from a prone position as a move action, or if you own a vehicle that can accomplish this, your vehicle may take the action in the same amount of time.

MOUNT/DISMOUNT A STEED

Mounting or dismounting from a steed requires an action.

MANIPULATE AN ITEM

In most cases, moving or manipulating an item requires just one action. This includes retrieving or putting away a stored item, picking up an item, moving a heavy object, and opening a door.

OTHER ACTIVITIES

Some activities do not count as attack or non-combat actions. A character can perform either of the following activities in addition to an attack or non-combat action:

  • Move a short distance or manoeuvre his or her vehicle.
  • Say anything that fits within the span of a few seconds.
  • Perform Defensive Actions in response to any attacks against him or her.