Combat Round

When combat occurs in Dystopia, rounds are handled on a mass, rather than turn-based, system. As such, events happen in waves, depending on their priorities.

Priority

1 - Rapid Actions. This section includes any action described as Rapid, such as throwing levers, shouting, snapshots, or certain acrobatic maneuvers.

2a - Standard Actions. This section includes throwing of projectiles, quick firing, reloading/calibrating and any other standard action, such as shoving light cover aside.

2b - First Movement. Players move up to half their maximum speed towards their destination, as specified before the round occurs. A player targeted and hit in 2a may be interrupted in their first movement.

3a - Full Actions. This section includes aimed shots, quick firing after reloading, firing after calibrating, and any other full-round action, such as pushing a large object, or operating a control panel.

3b - Second Movement. Players move up to their maximum remaining speed towards their destination, as specified before the round occurs. A player targeted and hit in 2a or 3a may be interrupted in their second movement.

Any Immediate Actions may be inserted at any time a player or NPC wills, outside of another currently resolving immediate action. If used when a target PC or NPC is moving, the agent of the immediate action chooses where in the target's movement they are when the action resolves.