Combat (Core Rules)

(Page under construction!)By default, combat takes place second-by-second. Each character actively involved in combat gets one opportunity to act, per second, referred to as that character's "turn". After everyone has taken a turn, a second has passed.Basic Set: Campaigns, p.362
The GM shouldn't feel constrained by always using the one-second time scale. When dramatically appropriate, combat might fall into a lull--such as characters taking cover behind something and talking to each other--or a single "turn" might seem to be as an entire scene, such as a character's dying actions being a dramatic monologue.
* Active Characters
* Turn Sequence
* Your Turn
== Maneuvers ==
* General explanations
* Attacks and PreparationsA Fanon mnemonic device that helps one memorize the two main types of maneuvers in combat
** Attacks
*** Attack
*** All-Out Attack
*** Move and Attack
** Preparations
*** Do Nothing
*** Move
*** Change Posture
*** Aim
*** Evaluate
*** Feint
*** All-Out Defense
*** Concentrate
*** Ready
*** Wait
== Movement and Combat ==
* Movement
* Step
* Spacing
* Moving through other Characters
** Evading
*Crouching
== Attacking ==
To attack something, you use an Attack maneuver, such as Attack, All-Out Attack, or Move and Attack.
* Attack Roll
** If you can make an attack (like a Melee or Ranged attack), you can roll for it
** If the foe can defend, they roll to defend (see Defenses below)
Critical misses can have interesting effects, although critical hits are often more satisfying--especially by player characters!
=== Melee Attacks ===
* To Hit
* Ready Weapons
* Reach
==== Melee Attack Options ====
* Hit Location
* Deceptive Attacks
* Rapid Strikes
==== Unarmed Combat ====
* Striking
* Grappling
* Grabbing
=== Ranged Attacks ===
* Range
* To Hit
* more stuff
== Defenses ==
* If they fail to defend (or cannot do so), you hit!
* On a hit, roll for damage! (see Damage, below)
== Damage and Damage Resistance ==
* Roll your damage, subtract the foe's applicable Damage Resistance
* If you did more than zero damage, do Wounding!
== Resolving Combat ==
* Logical morale: Most mundane living creatures like staying living! Only in extreme circumstances--such as a creature going Berserk, or one defending its offspring--will a foe be fighting to the death!
* That being said, see HP for how creatures are knocked out and/or slain!
== Notes ==
== References ==