← CombatSteel Age · Core Rules, 1st Edition · at a glance

The Combat Round

Opening to Aftermath

Command & Tactics Skill Mod. is the best number in your group. Every roll adds any situational modifiers.

Opening Order

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.

Opening Phase

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.

Melee Resolution Phase

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.

Closing Phase

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.

Aftermath

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.