Combat is broken down into short turns. Every turn, each character involved is allowed to take one combat action. If one side in a conflict surprises the other, for example in an ambush, that side gets to act first, in whatever order they like. When they're done, those on the other side take one action each, after which the turn ends and a new one begins. Should there be any doubt which side is more surprised, roll the highest Perception on each side. The side with the highest result acts first.
Attacks, movement. or just stuff that takes time, like pulling out a new weapon, or unlocking a door. Talking doesn't require an action, but keep it short - only a handful of syllables fit in a single turn.
After an attack roll, do not immediately pick up the dice again. That same roll is used for armor- and damage checks. With a bit of training, you’ll read the whole outcome instantly.
For melee attacks, the roll must not only succeed but also do better than your opponent's efforts to not get hit. This requires a Success higher than the Defense of the defender’s melee weapons. Note that Defense isn’t rolled. It is a passive number for the attacker to overcome. If the target is unaware of the attack, or chooses to ignore it, disregard Defense.
A defender who hasn’t already acted this turn may use an action to immediately make a counterattack. This is simultaneous with the attack it counters. Both attacks are to be resolved, even if one is fatal.
Ranged attacks hit if the Attack roll is successful. Consider the difficulty of the shot, and apply bonuses or penalties as required. For example, a fast-moving or small target (prone or partially concealed) could result in a -3 penalty.
If the target is further away than the next room or across the street, apply a -3. When you’re wondering if the weapon shoots that far, make that a -6.
Ranged weapons also have a Defense value. It’s used instead of Attack when you need to move the weapon around before firing, for example when surprised from the side, or when the target is currently trying to stab you. Short, light firearms have better Defense.
Defense is also used when firing while moving, as described below.
If you spend an action aiming a ranged weapon at something, you get a +3 bonus to Attack against that target next turn. Firing from a successful ambush, the first attack is always aimed.
One move action covers your Agility in meters, after which you may also attack in melee. Alternatively, you could move up to half of your Agility, and make a ranged attack using your weapon’s Defense value.