Metamorphosis Alpha: In Search of Adventure
Assuming the possibility of surprise exists, the first step in a combat encounter is to determine if anyone is surprised. Surprise checks may be rolled for individual players or the party as a whole. Generally, a surprise check is only rolled once for creatures controlled by the referee. A character is surprised on a result of 1-2 on 1d6. A surprised character cannot take any actions during the first turn of combat (i.e., the surprise turn). Note that mutations such as heightened hearing and intuition prevent a mutant from being surprised. Additionally, if a surprised character has a dexterity score greater than the dexterity score of his opponent plus 3, then the surprised character may act at the same moment as his opponent during the surprise turn.
A turn of combat represents roughly 10 seconds of time. During a combat turn, a character may draw a weapon and attack or move, move and attack with an already drawn weapon or mutation, flee, or some other equivalent action. The order of action for the characters in combat is determined by their dexterity scores. The character with the highest dexterity performs his action for the turn, the character with the second-highest dexterity performs his action, and so on. For characters with equal dexterity scores, the controlling players should roll 1d10, rerolling ties, and then declare their characters’ actions in the order of highest result to lowest.
Generally, a character may move at his normal movement rate and perform one action per turn. However, there are occasions when he may wish to retreat from combat or move closer to a combat without attacking or performing another action, yet stay alert and prepared to defend himself. In such a situation, the character may move at his evasive movement rate. If he wishes to throw caution to the wind and race to a location as quickly as possible, he may run at twice his normal movement, but his reckless flight grants opponents a +2 bonus to combat rolls to hit him until his next turn and any opponent he passes who has not yet attacked during the turn and has a melee weapon may immediately attack the running character.
Another maneuver in combat is the charge. When charging, a character moves at his charging movement rate and attacks an opponent with a melee weapon, dealing double the normal amount of damage if successful. To charge an opponent, there must be at least 6 yards (3 map spaces) between the opponent and the charging character. The path to the opponent must be an unobstructed straight line. Additionally, his charge grants opponents a +2 bonus to combat rolls to hit him until his next turn and any opponent he passes who has not yet attacked during the turn and has a melee weapon may immediately attack the charging character.