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COMBAT SEQUENCE The order in which all actions are attempted in a Pulse is called the combat sequence. This sequence should be adhered to by the players and the referee as this will greatly speed play. Each Pulse, the following events occur in order: 1. Initiative is determined for all non-engaged figures. 2. If any Melee or Close combat is possible, the GM groups the engaged figures into engagements, determines Initiative for each engagement, and resolves combat for each engagement separately prior to proceeding to the next engagement. Each engaged figure may choose one action from the list of actions allowed of engaged figures on the Action Summary. 3. The side that won Initiative in Step 1 now has the option to take action or let the other side take action. All actions of the figures on one side must be resolved before any figures on the opposing side may take action. Note: It is entirely possible for Ranged, Melee, or Close attacks to occur in this step as non-engaged figures move and attack. Each non-engaged figure may choose one action from the list of actions allowed of non-engaged figures on the Action Summary.
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At the beginning of a Pulse, Initiative must be determined for all non-engaged figures. To determine Initiative, the Leader for each side rolls D10. To the result is added the Leader's Perception plus his Military Scientist Rank. The side with the highest total has the Initiative for the Pulse (any ties are rerolled). When it becomes that side's turn to take action, it may choose to act first or last, as it desires. That decision is made after all engaged actions have been taken. If the Leader is involved in Melee or Close combat, Stunned or unconscious, or otherwise incapacitated, some other non-engaged figure must roll for Initiative. His Perception (only) is added to the D10 roll for Initiative. A non-leader may not add his Military Scientist Rank to the roll. The Leader for a party is appointed prior to an adventure. An alternate may be designated, but this alternate may not add his Military Scientist Rank. If there is any doubt as to who is the current leader of a party, the GM resolves the dispute. For engaged figures, Initiative is determined by comparing each figure's Initiative Value. A figure's Initiative Value is equal to his modified Agility+Perception+Rank with any prepared weapon. If the figure has no prepared weapon, it is equal to his modified Agility+ Perception. In each engagement, the figure with the highest Initiative Value may act either first or last, at his option. All others must act in order of their Initiative Value, from highest to lowest. If a figure is stunned, or has any rear hex toward his opponent, the opponent automatically receives the Initiative. Every character, NPC, and monster should have its Initiative Value for all the weapons or attack forms determined prior to the adventure and recorded (for characters, on their Character Record). An engagement is defined as any number of figures occupying adjacent hexes, occupying the same hex, or any combination thereof. Further judgment must be made by the GM as to the intent of each figure. For purposes of determining Initiative Values, each figure should be compared only to other figures who are involved in the same combat, or who mutually mean each other harm . Engagements are defined to allow swift, unambiguous resolution of combat situations. The GM resolves each engagement's combat separately, and deals with the individual engagements in any order he finds convenient. When a figure chooses an action, it is assumed to be performing that action until it may choose again. Thus, if a figure chose to move during the last Pulse, it is assumed to be moving for all purposes of determining combat modifiers, affects, etc.
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ACTIONS OF ENGAGED FIGURES Being engaged imposes certain limitations on the actions which a figure may attempt. A figure who is engaged is defined as one who is adjacent to a hostile figure on the display, and may have his movement and choice of action restricted. The order in which the actions of engaged figures are resolved is determined by each figure's Initiative Value, and any actions taken by engaged figures are not simultaneous. Two or more hostile figures who occupy the same hex are in Close combat and are considered engaged. An engaged figure may Melee attack any figure within his Melee Zone. If the figure who wishes to make the attack is within the defender's Melee Zone, he may move only one hex within that Zone, and change facing prior to attempting the attack. He may not move or change facing after the attack. If the figure who wishes to attack is not within the defender's Melee Zone, he may move up to 1/2 of his TMR either before or after executing the attack. Any facing changes may be made only after the attack. An engaged figure may Evade. If the figure who wishes to Evade is within the defender's Melee Zone, he may move only one hex within that Zone and change facing one hexside while executing the Evade. If the figure who wishes to Evade is not within the defender's Melee Zone, he may move up to 1/2 his TMR and change facing as he sees fit (within the GM's discretion) while executing the Evade. An engaged figure may Withdraw. If the figure who wishes to Withdraw is within the opponent's Melee Zone and the opponent also occupies at least one hex of the figure's Melee Zone, the figure may Withdraw by backing directly into any of his rear hexes but may not change facing. While Withdrawing, the figure may adopt one of two postures, Offensive Withdrawal or Defensive Withdrawal. If he chooses the offensive posture, he may strike at his opponent (at a -20 modifier to his Strike Chance) before executing the Withdrawal. To adopt a defensive posture, a figure must have a prepared shield (ranked or unranked). While in this posture, he may interpose the shield between himself and any attack. This adds 20% to his Defense, in addition to any other modifiers already in his favor. If the figure who wishes to Withdraw is within the opponent's Melee Zone but the opponent does not occupy any hexes of the figure's Melee Zone, he may move and change facing normally. An engaged figure may take any Pass action. If the figure wishing to pass is within a hostile figure's Melee Zone, he may move one hex within that Zone and change facing while passing. If the figure wishing to Pass is not within a hostile figure's Melee Zone, he may move up to two hexes and change facing while Passing. A Pass action is a generic term for any non-attacking action a figure may do. Typical Pass actions include: preparing an item; preparing a weapon; putting an item or weapon away; picking up a dropped weapon or item; mounting or dismounting a riding beast; loading a missile; dropping to one knee or prone; rising up, etc. All of these actions are mutually exclusive; that is no two can be attempted during the same Pass action unless the character has some special training or ability.
An Adept who is engaged may attempt to cast a spell. If the Adept wishing to cast a spell is within a hostile figure's Melee Zone, he may not move or change facing, and if attacked, will have to perform a Concentration Check, 4 X WP. If the adept wishing to cast a spell is not within a hostile figure's Melee Zone, he may change facing after the Cast Check is per-formed. An Adept who is in Close combat may not cast a spell, but may activate Talent Magic. An engaged figure may attempt to Close and Grapple. If the figure who wishes to Close and Grapple is within the Melee Zone of the defender, the defender may attempt to Repulse the attacker's Close attempt. If the defender wishes to Repulse, he rolls D10 and compares the result to his Rank with any Prepared weapon. If the result is less than or equal to his Rank, the attacker may not enter the defender's hex and must cease all action for that Pulse. If the result is above the Rank, the attacker may enter the defender's hex and execute a Grapple attack immediately. If the figure who wishes to Close and Grapple is not within the Melee Zone of the defender, the defender may not attempt to repulse the Close attempt and the attacker may immediately enter and Grapple. Figures that are larger than one hex treat this action differently. Note: Any figure that enters Close Combat must immediately drop any prepared shield and any prepared weapon not rated for Close combat. A figure engaged in Close combat may attempt to Grapple, Pass or Withdraw. A Grapple is an attack in Close combat against any figure who occupies the same hex as the attacker. It is assumed any figures engaged in Close combat are rolling around on the ground, struggling with each other. Grappling may only be attempted with a weapon rated for Close combat. The figure who wishes to Pass while in Close combat may take any Pass action he wishes (at the GM's discretion). The figure who wishes to Withdraw while in Close combat must first attempt to "break contact." The figure rolls D10, and adds his (and any other friendly figures in the hex) Physical Strength and subtracts the total Physical Strength of any hostile figures in the hex. If the modified result is 10 or above, the figure may withdraw into any adjacent hex and is assumed to be prone. In addition, an unmodified roll of 10 always allows Withdrawal.
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