At the beginning of any combat, each character makes a Wits + Sergeant's Eye test. A successful roll of any magnitude allows a character to act during the very first round. Those that fail will have to wait until the second round to take action.
All events take place simultaneously in a round. Actions are declared first by the one with the greatest degree of failure and last by the one by the greatest degree of success. If there are any changes in the course of the combat (modifiers) these would apply to the original roll, the same roll/order otherwise continues throughout the combat. In a clear-cut ambush (all victims of the ambush fail a Wit + Sergeant's Eye separate from the intiative roll), the ambushers get one unopposed round of action.
A round takes about 5 seconds of time. During this time, a character may choose to do one (and only one) action from the following list:
- make one attack, invoke a pattern, charm or ephemera
- walk briskly (agility) yards or run (agility x3) yards. No active defense may be used when running
- ready a single piece of gear
- operate some feature of the world (close or open a door/window, throw an object)
- aim a firearm for a bonus to Barking Irons in the nxt round
- perceive surroundings in detail (Wit + Sergeant's Eye or Investigator's Eye)
- attempt to withdraw from melee (opposed agility+ duck and cover or close combat skill vs any attacks; free attack if failed test)
- attack and defend with a penalty of 2 to both actions
Free actions
- drop something to the ground
- make one short statement (something that can be said in five seconds or less)
- shift a few steps
- defend against one melee attack or any number of ranged attacks
Combat is ordinarily resolved with an opposed test.
An attacker rolls: Agility + appropriate skill with a + 2 modifier for familiarity if appropriate
The defender rolls:
Agility + Duck & Cover if taking cover against a ranged attack with a bonus for the cover rating, if any
Agility + Duck & Cover if dodging a melee attack
Agility + close combat skill if parrying a melee attack
If the attacker fails the test, the attack fails
If the defender's degree of success is greater than or equal to that of the attacker, the attack misses
If the attack succeeds, damage is calculated as follows:
Base weapon damage + net degrees of success minus defender's armor rating
Unarmed damage is stamina damage
Attacks completely absorbed by armor do no damage.