Combat Order (p.61 revised)

Each round  6 seconds
  • Declare actions
  • Evade
  • Parlay
  • Everyone rolls initiative (calculated as follows)
    • Modifiers for initiative
      • Roll d10
        • Missile weapons 
        • Casting Spell Begins (Spell goes off d10 + CT)
        • Turn undead
        • Magic Devices
        • Charge  Attacks go off (set to charge weapons go first)
      • Roll d10 +WS
        • Melee weapon
  • Grappling
  • Subsequent missile attack
  • Subsequent melee attack
  • End of round

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