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FANGS: Normal Combat
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==Initiative== Each combatant moves through the following phases in AG order, highest first. A combatant can always Hold an action to see what slower combatants are doing. The held action can be taken any time later in the combat round, pre-empting or even interrupting (such as attacking someone in the middle of a move) the action of a slower AG combatant. Once the intention to break the Hold has been stated, the character must act. To pre-empt or interrupt a faster AG who has also held and is now acting, each combatant must make an AG roll and the highest result acts first. But both must still act or lose their turn entirely. A Held action cannot be one that would take the entire round to perform, such as Change Weapons, Retreat, Run, or Charge. ''Example: Fast Eddy, with an AG of 17, is the highest AG in the combat. His player Holds. Dagmar the Deadly at AG 15 is the next highest AG, her player also Holds. Later in the round, Fast Eddy decides to attack Pirate Jenny as Jenny moves past him. Dagmar attempts to intervene. Both players roll d20 and add it to their AG. As it happens, they both roll 8, making Eddy's roll a 25 and Dagmar's a 23. Fast Eddy gets to attack Jenny without Dagmar stopping him. Dagmar must still attack Eddy, since the intention to intervene was stated. '' To add variety to the rounds when there are only a few participants, the players can roll a d20 and add it to their AG at the start of each round (or perhaps just once per combat) to determine the initiative for that round (or combat). GM and players must agree to use this option. The possible maneuvers in a combat round are Draw Weapon, Change Weapon, Move, Engage, All-out-Attack, Attack, Dodge, Melee Dodge, Disengage, and Retreat.
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