Combat Options/Procedures: Each 12 second combat round is divided into 5 basic steps: STEP 1: Opponent Action Determination. DM Secretly determines action of NPCÕs. STEP 2: PC Action Declaration. Player characters state what actions they will be taking this turn. Declarations need not be specific. But must at least fall into one of the categories listed below. (Sometimes this is not possible. And then the player must be more specific.) STEP 3: Initiative. A random player rolls for the party. 1 player rolls for the party, this roll determines which side goes first in each of the 5 action phases. STEP 4: Resoultion of Actions. Players and DM make all die rolls, and rules consultations necessary to resolve each characters/NPCÕs action(s). STEP 5: End-of-Round Resolution. Adjusting Fatigue points. Determining status of characters and NPCÕs ¥ Initiative roll of 1 Accelerates action phase of that side by one. Roll of 10 slows the action phase by one. A Tie results in a critical event (see C&T pg18). ¥ Initiative phases: tiny or small/very fast, man-sized/fast, large/average, huge/ slow, gargantuan/very slow ¥ Combat Actions: attack, cast a spell (psionics), charge, cover, fire missiles, guard, move, parry, run, sprint, use a magical item ¥ NoÊmove actions: (no initiative penalty/delay) attack, cast a spell (use psionics), cover, fire/throw missiles (normal rof), guard, parry, unarmed combat, use a magical item ¥ Half-move actions: (one-phase initiative penalty/delay) attack, charge, fire/throw missiles (half the normal rof), guard, unarmed combat, withdraw ¥ Full-move actions: (two-phase initiative penalty/delay) charge, move, run, sprint Attack Options: strike/thrust, block, called shot, disarm, grab, overbear, pin, pull/trip, sap, shield-punch, shield-rush, unarmed attack, unhorse, special weapon maneuver.