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Rules › C–D
In this chapter (159)
  • Default Rolls
  • Critical Success
  • Degree of Success or Failure
  • Contests
  • Critical Failure
  • Climbing
  • Different Gravity
  • Digging
  • Catching
  • Damage From Thrown Objects
  • Combat Turn
  • Change Posture
  • Do Nothing
  • Concentrate
  • Crouching
  • Deceptive Attack
  • Dodging
  • Damage and Injury
  • Dodge and Drop
  • Damage Resistance and Penetration
  • Damage Roll
  • Corrosion
  • Critical Hits
  • Critical Hits and Misses
  • Critical Success on Defense Rolls
  • Critical Misses
  • Change Posture
  • Direction of Travel
  • Defending Against Attacks from the Side
  • Defending in Tactical Combat
  • Close Combat
  • Defending Against Attacks from the Back
  • Defense in Close Combat
  • Direction and Turning Radius
  • Decelerating
  • Cavalry Weapons
  • Deciding Where to Attack
  • Defending Your Weapon
  • Combat At Different Levels
  • Choke Hold
  • View all 159 in Rules →

C–D

  • Default Rolls
  • Critical Success
  • Degree of Success or Failure
  • Contests
  • Critical Failure
  • Climbing
  • Different Gravity
  • Digging
  • Catching
  • Damage From Thrown Objects
  • Combat Turn
  • Change Posture
  • Do Nothing
  • Concentrate
  • Crouching
  • Deceptive Attack
  • Dodging
  • Damage and Injury
  • Dodge and Drop
  • Damage Resistance and Penetration
  • Damage Roll
  • Corrosion
  • Critical Hits
  • Critical Hits and Misses
  • Critical Success on Defense Rolls
  • Critical Misses
  • Change Posture
  • Direction of Travel
  • Defending Against Attacks from the Side
  • Defending in Tactical Combat
  • Close Combat
  • Defending Against Attacks from the Back
  • Defense in Close Combat
  • Direction and Turning Radius
  • Decelerating
  • Cavalry Weapons
  • Deciding Where to Attack
  • Defending Your Weapon
  • Combat At Different Levels
  • Choke Hold
  • View all 159 in Rules →

Combat Turn

Basic Set: Campaigns · p.362

Open source p.362 ↗

Combat takes place second by second.
The GM shouldn’t feel constrained by

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