The Combat Round
Opening to Aftermath
Command & Tactics Skill Mod. is the best number in your group. Every roll adds any situational modifiers.
determine who reads the battle fastest and acts first
Each combatant rolls once, when they enter the battle.
Roll2d6 + Mind Mod. + Command & Tactics Skill Mod.
Highest acts first. The order holds every round.
the round’s first beats
Unengaged combatants take one action in sequence determined by Opening Order.
ActionsMove 20′ · Aim · Release · Ready · Begin or Complete Casting · Take Cover · Prone or Stand · Brace · Use Item · Stabilize · Wait.
If a combatant is in an Engaged state when their turn arrives, they may take no action.
blades bind and the fury of the press
Every Engaged combatant resolves melee: see Melee Resolution.
Unengaged combatants take no part.
Damage lands when it is dealt. Fatigue waits for the Aftermath.
the round’s retort to the opening
Unengaged combatants take one action in sequence determined by Opening Order.
ActionsMove 20′ · Aim · Release · Ready · Begin or Complete Casting · Take Cover · Prone or Stand · Brace · Use Item · Stabilize · Wait.
If a combatant is in an Engaged state when their turn arrives, they may take no action.
Disengagementresolves last, after everything else: a combatant who declared it and won every Clash this round moves 10′ away.
an accounting of the round’s breaths
Fatiguecounted now, capped at +1 per round. Each point is −1 to every roll for the rest of the fight.
Also nowmorale, Bleeding Out, end-of-round effects, Workings sustained.
Next roundbegins at the Opening Phase. Momentum held carries over.