If you get caught out in the open without armor when some guy is attacking you with a Broadsword (which does 4D damage, by the way).
Waaaahhhh! I guess I was looking at the line above Broadsword on the table, at the Sword, that does do 2D damage. Or, I was mixing up my swords as I wrote.
It tis a mistake! Thanks for catching it. :rofl:
[*]Run to Open Range... get out of range. An enemy can't run and strike in the same turn, so you have dodge the risk of death for at least one round
My turn to correct you!
Each character in a combat round is allowed to move and attack. That's from page 34, TTB, under The Combat Round.
Remember the rounds are 15 seconds long. That's quite an amount of time. And, the combat round is partly abstract, too.
A character can move one range band per combat round if walking, which is 25 meters. A character can run 50 meters, or two range bands, in a round.
Before each combat round, a player should state his character's movement status. Then, when the character's turn comes up, the character will complete movement before his turn is over.
There is no initiative in CT, and the during the combat round, all combatants are considered to move simultaneously. Thus, a character with a sword cannot first attack his close enemy and then run 50 meters without being attacked himself.
The Ref must go through the round, allowing actions, as he sees fit, using logic to decide when one character attacks and another moves.
Any damage suffered in the round does not take effect until the end of the round once all characters have moved. So, even if a character shoots an enemy and kills him, the enemy still gets his turn this round.
Simultaneous action.
The only real way to run away from an enemy is to use the Escape and Avoidance rules, or to start the round at 51+ meters (which is Long range, or Rifle range) so that, even if running, a character can't reach his target to hit him with the sword.
MOVEMENT
Page 34 of TTB, under The Combat Round, the last sentence is very useful.
"Generally, all individuals perform movement first, followed by attacks."
I've found this to be true. When you start a new round, take care of all the movement first, then do attacks.
The word, "Generally," indicates that this is not a hard rule written in stone, because it isn't. Sometimes, a character may want to swing his sword first and then move away from his foe. That should be allowed, because it is necessary for the character to be close to his foe in able to hit him. With a gun, a character may fire first and then duck back behind a wall. The Ref needs to judge these types of situations to the best of his ability.
It moves combat along without having 25 minute (or longer) fights where combatants are constantly whittling each other down
That's 100 combat rounds! Remember, the CT combat round is
15 seconds long.
You might be thinking of Starship combat rounds, which are 1000 seconds long.