Combat begins when time, positioning, and immediate danger need to be resolved precisely. Participants act in a structured order, spending Action Points to move, attack, use equipment, activate abilities, and perform other actions. AP may also be kept in reserve for Interrupt Actions outside a character’s turn.
Combat uses the normal rules for Tests, Hits, Bonus Dice, modifiers, and Complications. Attacks are resolved against a target’s defenses, and successful attacks may inflict damage and Wounds.
Combat continues until the conflict is resolved or the situation no longer requires moment-by-moment resolution. This may happen because one side is defeated or escapes, an objective is secured, or circumstances otherwise bring the immediate conflict to an end.
Combat Basics explains rounds, passes, and turns, while Movement and Positioning covers tactical movement. Specific rules for Melee Combat, Ranged Combat, Firearms, and Combat Maneuvers expand the basic exchange, and Objects, Sneak Attacks, and Surprise covers attacks against objects, barriers, unaware targets, and surprise.