The basics of combat follow this simple turn based resolution system:
1. Calculate Turn Values and determine Turn Order
2. Calculate Combat Pool
3. First combatant declares attack
4. Defender applies relevant Defence
5. Determine damage
6. Move to second combatant

1. Combat turn order is determined in a strict hierarchy of descending Turn Value. Turn Value is calculated as Co-ordination – Status + Misc where Misc are any miscellaneous modifiers that apply from Talents, Abilities, Resources or just plain ST fiat. The character with the highest Turn Value acts first, second highest goes next and so on until the lowest Turn Value is reached. In the event of a tie, compare statistics in the following order:
1. highest Co-ordination;
2. highest Combat value;
3. lowest Status.

In the event that all of these are still equal, the ST should rule who goes first.

2. To represent the fact that combat is not always one-sided (though usually the better equipped and higher Status character should win), every character involved in combat gains a Combat Pool which provides a limited degree of variance. This Combat Pool is equal to (Co-ordination + Intellect) divided by 2 (rounded down). By subtracting a number from this pool, you can add a similar value to any check you have to make during combat. You may split the pool however you like but once the Combat Pool equals zero, that’s it. Combat Pools do not refresh until the next combat.

3. The first character to act should then declare what they are doing and the ST will determine if it is appropriate and how that action is to be resolved. Usually, this will be an attack declared against another character in which case the appropriate check is Co-ordination + [Combat ability] + Misc where the ability used is usually the catch-all Combat but may vary depending on your setting and the decisions of the ST.

4. Defence in combat is usually Fortitude + [Combat ability] + Misc and the attacker must beat this score in order to score a successful hit. If the hit is successful then move to the Strike Resolution phase, otherwise, proceed to resolving the actions of the next combatant.

5. Strike resolution will usually involve damage being meted out by the attacker. If no armour is worn then the weapon’s damage (if any) should be subtracted directly from the defender’s Wound Points total. If armour is being worn then subtract the damage from the armour’s Wound Points total with any extra or any overflow damage being applied to the defender. Damage is fixed by weapon type but you also add a modifier for strength that is equal to Co-ordination / 3 (rounded down).

Note! Depending on the setting and the wishes of the ST, the margin of success or failure may have repercussions on strike resolution but these should be discussed between the group before play commences.