Combat
The GM decides when to start using the combat rules. This will generally be when fighting seems likely and combatants begin maneuvering for tactical advantage. The GM may also use these rules to resolve "action" situations such as chases and tournaments.
Combat Turn Sequence
Combat takes place second by second. Each character actively involved in the combat gets one opportunity to act per second, referred to as his "turn." After everyone has taken his turn, one second has passed.
The GM shouldn't feel constrained by the one-second time scale. This is just a way of breaking a battle into manageable chunks! He should feel free to drop out of combat time whenever dramatically appropriate, and to resume combat time when noncombat action gives way to more fighting. Consider a running gunfight in which the combatants leap across rooftops and chase each other up and down rickety fire escapes: the GM could resolve this through roleplaying and DX or skill rolls (against Jumping, etc.), interspersed with a few seconds of combat whenever he feels the opponents have a clear shot at each other.
Active Characters
An "active character" is involved in the combat and able to take action. A character who is knocked out, asleep, etc. is not active. But someone who chooses to do nothing is still active – "Do Nothing" is a valid combat maneuver.
Turn Sequence
The "turn sequence" is the order in which active characters take their turns. It is set at the start of the fight and does not change during combat. The combatant with the highest Basic Speed goes first and takes his turn, then the one with the next-highest Basic Speed, and so on, in descending order by Basic Speed. Once every active character has taken his turn, one second has passed and another second begins.
Tied Speeds: If multiple NPCs on the same side have the same Basic Speed, the GM simply decides who goes first – it isn't really important. If PCs are involved, ties go to the highest DX. If there's still a tie, GM should roll randomly at the start of the combat to determine who acts first, and use that order throughout the combat.
Sequence Chart: If a combat has many participants, the GM may find it useful to make a quick list of the order in which the combatants take their turns.
"Your Turn"
A given participant's turn is the one-second period that stretches from when he chooses a maneuver until his next opportunity to select a maneuver. This overlaps the turns of other characters.
See Also
- Maneuvers
- Attacking:
- Defending
- Damage and Injury, Special Damage
- Critical Hits and Misses
- Other Actions in Combat
- Special Combat Situations
- Hit Location
- Explosions
- Cinematic Combat
- Injuries, Recovery, Fatigue
- Hazards, Poison, Illness, Age and Aging