[Un-break my heart] Fading Suns (Combat)- In darkest night...
Combat is broken down into strike exchanges (or exchanges, for short). Think of them as act-recover-models, where the characters do something and then try to get their bearings on the new situation, before they act again. Also note that exchanges are not turns and there is no fixed amount of time telling you how long each exchange takes. In other words exchanges can be as fast-paced and dramatic or as deliberate and calculated as you like (and as your GM finds reasonable).
1.) All players declare what their characters are going to do in this exchange (including saying they are going to do a flurry) and calculate their goal numbers.
2.) They roll their dice all at once.
3.) They add the VP of their roll (0 VP, if the action failed) to their initiative-modifier to get their initiative for this exchange.
B) Resolution: Their actions resolve in order of initiative (from highest to lowest). If the goal number of a player changes during this phase, this doesn’t affect his initiative slot.
During Declaration, any player can his character attempt a flurry. A flurry allows a character to perform up to three full actions (nearly simultaneously), with the same goal penalties given for multiple actions in the rulebook (p. 176). His first action is rolled during Declaration and determines his place in the initiative order, any subsequent ones are rolled during Resolution, immediately after the first action resolves (i.e. they all use the same initiative slot).
If during Resolution a player has met the goal number of his action, but can’t (or doesn’t want to) perform it when his initiative slot comes up (i.e. he wanted to make a melee attack, but his opponent acted first and moved away from him faster than the character can follow), he may immediately conduct a different action, at a -2 goal penalty. If he declared a flurry this penalty only applies to his first action.
Types of Actions:
Full action (A): most of the actions a character can take are full actions. Normally a character only has one full action per exchange, but certain conditions (such as a flurry) can change that.
Half action (1/2): A player may take one half action as part of a full action. No two half actions may occur immediately after each other (so with two full actions the player may distribute the A½A½ or ½A½A or ½AA½, but not ½½AA or AA½½ or A½½A).
Trigger action (T): This kind of action occurs, when a certain condition is met and don’t count towards the normal number of action a character can take (and the penalties for multiple actions).
Double (AA) and triple (AAA) actions are actually two (or three) full actions. These kinds of actions are explained in more detail in the combat actions section. Combat actions featuring these kinds of actions already have the goal penalties for multiple actions figured into their statistics.