BG: Combat

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Combat follows the steps listed below:
1. Determine Initiative-typically roll on a characteristic (Cool, Perception, Stealth).
2. Participants Take Turns—each character takes one turn; PCs choose the order in which they act.
3. The Round Ends; a New Round Begins—return to step 2 until the encounter is over.

At the beginning of the first round of combat, the GM and the hero players need to determine in what order the characters (both PCs and NPCs) will take their turns. This is called the Initiative order. Note that each Initiative slot is claimed by a team (PCs or NPCs), not by an individual character. The hero players choose the order in which their characters use their team’s slots. The GM does the same if the NPCs occupy multiple slots—although in this encounter, all NPCs act simultaneously.

Each round of combat consists of a series of turns. In Initiative order, each character participating in the battle takes one turn. Beginning with the first result in the Initiative order, one member of that team (PC or NPC) takes his or her entire turn, then the round progresses to the next entry on the Initiative order. Each PC can use any remaining PC Initiative slot, but each PC can only take one turn per round. PCs can choose who acts as each Initiative slot is reached in the Initiative order; they don’t have to choose beforehand. They can also act in one order during one round and in a different order during the next round—there is no permanent connection between a given PC and a given Initiative slot.
In the case of NPCs, it is normal for groups of similar NPCs (such as the sentries) to act at the same time. Just like PCs, NPCs can act in any order and can change their order from round to round. Once each character has taken a turn, the round ends and a new round begins.
On each character’s turn, that character can perform a single action and a single maneuver (in any order). Actions are not maneuvers; maneuvers are not actions. • Performing an attack with an available weapon. – Using a skill. • Performing a second maneuver.

• Moving to a new location within short range, or moving between range bands (from engaged range to short range, short range to medium range, etc).
• Readying or stowing a weapon or other item (such as a stimpack).
• Using a stimpack.
• Opening or closing a door, flipping a table over for cover, or otherwise interacting with the environment.
• Aiming to gain a Boost die (◻) on your next attack.
• Taking cover to give attackers a Setback die (◼) on attacks against you until you leave cover or the situation changes such that you are no longer protected by cover.

After all characters have taken a turn, the round is over. If the battle is now done (one team has been defeated or has fled), then the encounter is over and it is no longer necessary to track Initiative. If there is more fighting to do, a new round begins and the process returns to the “Participants Take Turns” step. During this new round of combat, the order of Initiative slots remains the same, but the characters may act in a different order (they are not obligated to use the same Initiative slot as they did in the first round)

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