Combat/Combat Order

Combat is played out in **Rounds** broken down into **Turns** further divided into **Actions**. Ten rounds takes about one minute in *game time.* A round takes approximately 6 seconds, but this is not a hard rule. While creatures will seem to move one at a time for the sake of game play, in the game world, they are moving simultaneously. When a creature enters the battle, they make an Initiative roll to get an initiative score (D20 {{{2}}} + Init. Mod). Not all creatures on the battle field will be in the combat right away.

Combat does not have to always include attacks. Some "combat" scenarios may include opposed Hide and Spot checks, opposed Move Silently and Listen checks, Treat Injury checks, Pilot, Drive, Ride, Tumble (etc.) checks, Fortitude, Reflex, and Will Saves, or any number of scenarios a GM can imagine.

Combat ends when there are no more attacks, opposed rolls, and/or time (in terms of seconds) is no longer critical to the survival of any character. The GM may have other criteria.

### Rounds

Each round starts with the creature that rolls the highest Initiative score (D20 {{{2}}} + Init. Mod) so long as they are not helpless. Creatures must be close enough to make some kind of effect on the battle and be aware of the enemy to make an initiative roll. Rounds proceed with each creature taking their turn (as described below). Any creature that has not yet acted is consider Flat-Footed until the start of their turn. Some characters may act out of turn with Attacks of Opportunity (creatures that have not had a turn are Flat-Footed and may not make Attacks of Opportunity). Rounds end with the conclusion of the last action of the creature that scored the lowest initiative score. Any persistent special effects on the battle field that existed before battle started and alter as time goes on generally make their alterations between rounds.

Surprise Rounds
If the first round of combat does not include all the creatures, then a surprise round is initiated before a normal round. Only one surprise round can take place in a combat. Any creature acting in a surprise round may only make one Attack Action or Move Action. Any Creature in the battle area but not part of the surprise round is Flat-Footed as they have not yet had a turn.
Entering Combat Late
Creatures that enter combat late will not roll for initiative until they are either close enough for a ranged attack or just over twice their base movement from any other creatures. The GM may have other criteria. Once they are close enough, they will make an initiative roll and join in the turn order at the start of the next round.
### Turns

Each creature that is aware of combat will take their Turn in initiative order. Each creature may make a Move Action, Attack Action, and Free Action. If they initiate an effect or grant themselves a condition, it will generally end at the start of their own turn some number of rounds later (though there are other possible criteria).

Delaying Actions
Actions may be delayed until a trigger event or the end of the round. Whenever a trigger event occurs, that creature's turn is permanently changed to that place in the initiative order.
### Actions

Move Actions
If a creature wishes to move some distance across the battle field, or wants to perform some skill checks, or need to perform a task that does not involve other creatures, it is generally a move action. A list of move actions is below. A move action may be made before or after an attack action. A creature may choose to perform two move actions in a turn at the cost of their attack action. In a surprise round, only either a single move action can be taken, not two.
Attack Actions
If a creature wants to attack a creature, effect the actions of a character, or perform some skill checks, then they must use an Attack Action. Attacks, whether *Melee* (face to face) or *Ranged* (from a distance) require an Attack Roll. An attack action may be made before or after a move action. Attack actions may be traded for move actions, but move actions cannot be traded for attack actions. In a surprise round, only either an attack action or move action can be taken, not both.
Full-Round Actions
Some tasks are much more time consuming or complicated (or too powerful for game balance) and need the creature's entire turn to perform. Sprinting to the other side of a battle field, taking a totally defensive stance, making multiple attacks in a round, or performing some skill checks requires a full round action. Full Round Actions are not available in surprise rounds.
Free Actions
Some tasks are so simple and fast that they do not justify the use of a move action, or they may be done in combination with another action including a full-round action. Saying a short sentence, dropping an object, taking a 5-foot step, or spotting something are some examples. Feats and special abilities may expand the range of free actions such as the Quick Draw feat allows the creature to pull a weapon from a holster and make a full-round attack. There is no cap to the number of free actions except as the GM sees fit.
A 5-foot step may be taken by any creature for free if it does not make any other movement that round. Drawing a weapon may be done as part of a move action if the creature has at least a +1 BAB.