Turn

==FAQ==
===3===
http://www.sjgames.com/gurps/faq/FAQ4-3.html#SS3.4.1.3
Your turn ends after you've chosen, executed, and ended a maneuver – Attack, Concentrate, etc. For the sole purpose of active defenses, your turn has consequences that extend past that period, until you choose your next maneuver. Thus, one could say your turn doesn't end until your next one begins. But everything that refers to turns in the Basic Set – with the sole exception of the active defense rules – hews to the more restricted usage above.
===10===
http://www.sjgames.com/gurps/faq/FAQ4-3.html#SS3.4.1.10
It's pretty clear that at least some confusion comes from the perception that there's a universal "turn" and that everyone acts during this "turn" in order of some "initiative number." Basically, that's wrong. Combat is a series of turns taken in order of Basic Speed, and each person's turn is unique to him. When a person gets his next turn . . . it simply means that a second has passed since he last acted. Effects that started on one of his previous turns mark another second, but there's no "universal turn clock" to which such things answer. If he did an All-Out Attack on his turn, then he's defenseless until his next turn, not until the slowest guy has his turn and the sequence starts over again with the fastest guy. If he casts a spell that lasts 10 seconds on another guy, it ends ten turns down the road for for him, the caster – not ten seconds from now on some "turn clock."
Turns flow in a continuous cycle: 1, 2, 3, 4, 1, 2, 3, 4, 1, 2, 3, 4, . . . The time from 1 to 1, from 2 to 2, from 3 to 3, or from 4 to 4 is always one second. All other pairs – from 1 to 2, from 1 to 3, etc. – have indeterminate lengths less than one second. Nothing special happens between 4 and 1, either; {1, 2, 3, 4} is no more or less important than {2, 3, 4, 1}, {3, 4, 1, 2}, or {4, 1, 2, 3}.
When people do assume that there's a universal turn during which each person acts, and that each cycle {1, 2, 3, 4} has a definite beginning and end for everyone, all at the same time, misconceptions arise. One misconception is that it's possible to reorder actions within the sequence. It isn't. If you decide via some house rule that next turn, {1, 2, 3, 4} will become {4, 2, 3, 1}, then you'll end up with 1, 2, 3, 4, 4, 2, 3, 1, and fighter 4 will get two actions without interruption while poor fighter 1 has to wait for all of his enemies pound on him twice before he can do a darn thing. Maneuvers such as All-Out Attack assume that all of your foes will get a turn during which they may attack you; defenses are set up so that foes won't get two turns in which to saturate your defenses before you can act again. Reordering is also unwise because it plays hob with effect durations. To use my reordering example, the time from 1 to 1 clearly isn't the same as the time from 4 to 4. In short, things break – badly.
Another misconception is that because there's a universal turn, fighters are required to declare their actions before it begins, and then perform their actions in some order. Then a new turn begins. This, too, is broken. Fighter 2 is acting a little bit after 1, and responding to him; 3 is acting a little bit after 2, and responding to 1 and 2; and so on. Fighters can't declare because they're in mid-action until their next turn. Only fighter 1 has fully resolved his action and started a new one when 1 comes up again. Fighter 2 is still doing something else.
==Discussion==
http://forums.sjgames.com/showthread.php?t=140676 has interesting exchange
Originally Posted by roguebfl
:You do realize that even if they roll to recover from the stun on their very next turn, they still have the -4 until the start of the turn after, so you yourself can still hit them without needing extra attack at -4
Mailanka:
No. The rules state that if you are stunned, you can roll to recover from stun at the end of your next turn, and if you succeed, you instantly recover from your stun. You do not get two turns to attack someone who is stunned, you get one. 
*EDIT: I take it back, you're right. If I stun you on my turn, you're at -4 until the end of your next turn, so I kiai, then you "do nothing," then I attack (you're at -4), and then your turn ends right before you act again and you recover and then you're fine (you can attack, move, pick your nose, whatever you like)
==Realms==
Since they are for larger units Realm turns represent a month of time.
Category:Rules