Combat Order and Initiative
- Determine Distance, if unknown, between the parties.
- Each side declares actions.
- Determine Initiative for the round by rolling a d6 for each side.
- Actions begin:
- Movement (charges, closing, attempts to flee) begins
- Attempts to Parley
- Winners: Missiles, Magical Devices, and Casting Time 1 Spells Discharge
- Losers: Missiles, Magical Devices and Casting Time 1 Spells Discharge
- Charges and closing actions complete – resolve charge attacks in the order of longest weapon
- Fighters with multiple attacks resolve their initial melee and hard combat attacks.
- Winners: Melee and hand attacks occurs
- Losers: Melee and hand attacks occurs
- Grapples and unarmed combat occurs.
- Remaining missile and melee attacks (for those with multiple attacks) occur.
- Morale is checked.
- Return to Step #2.
No comments:
Post a Comment