wiki / system / player / combat / combat-phases.html

Combat Phases

These phases are the table procedure for a battle. Each phase points to the page that owns its detailed rules; this page does not redefine those rules.

1. Establish Stamina

Set each combatant's starting Stamina and record explicit pre-combat effects.

2. Pre-Combat and Initiative

Determine initiators, Perception results, and entry ticks using Initiative and Pre-Combat.

3. Enter the Combat Clock

Start the one-second Combat Clock. Advance every transition, action, hold, cooldown, and recovery when its tick arrives.

4. Choose Simultaneously

Every actor eligible to choose declares simultaneously. Apply the declaration through Character States; only information established before the declaration may coordinate those choices.

5. Act, Hold, and Resolve

Advance each action through Character States. Resolve checks with Roll Checks, resolve pools with Dice-Pool Resolution, and apply damage using the selected Individual or Unit combat scale.

6. Idle and Recover Stamina

Apply recovery to eligible Idle combatants using Stamina.

7. Communicate

Apply the communication limit defined by the Combat Clock. Communication cannot become unrestricted planning between simultaneous declarations.

8. Continue or End the Battle

Continue advancing ticks while the conflict remains active. When it ends, record health, Stamina, conditions, and every other persistent state.

Back to the Combat Index