HT roll to resist fatigue loss

This is mentioned on page 56 of GURPS Martial Arts 2nd ed, under Protected Full Contact in relation to a -1 penalty, and refers to page 63.
If a match (or a number of matches on the same day) lasts more than three minutes, Fatigue will start building up.
*Each fighter will automatically lose 1 point of Fatigue after 10 seconds.
*After 3 minutes, each contestant will roll against their HT; if they succeed there is no effect. On a failed roll, they lose another Fatigue point; on a Critical Failure, they lose two points.
*Modifiers: -1 for every previous two-minute bout of fighting.
*These rolls assume that there is a rest period of at least 30 seconds between rounds; otherwise, fighters must roll every minute, at -1 for every minute they have already fought.
*If the rounds of a particular competition are shorter than three minutes (most are), make the rolls whenever the total fighting time reaches three minutes.
==See also==
*Action Points
*DX roll to resist control loss (would be a great idea for technical grappling so you don't necessarily have to spend the AP when inflicitng damage)
*Fatigue Points
*Using DR at default (effectively HT roll to resist hit point loss)
Category:Rules