<Cybercore>

In the heart of Cybercore's combat system, Rounds and Turns structure the flow of battle. Step out of combat and the clock zooms to Sweeps; the abstract beat used during exploration. Three clocks, one shared sheet.

Rounds: A Cycle of Combat

A round is the complete cycle through which every participant, from the stealthiest scout to the most formidable NPC adversary, takes their turn. Each round represents approximately 6-10 seconds of in-game time; enough to draw, aim, and fire; enough to sprint to cover; enough to make one decision that matters. Cybercore does not define an exact second-per-action. Combat is messy, adrenaline warps time, and the guy who insists on counting Mississippis mid-firefight is the guy who gets shot.

Actions vs Maneuvers: If something can be done in a single, decisive motion, shoot, move, activate, throw, it is an Action. If it takes sustained effort over multiple rounds, cutting through a blast door with a Fusion Cutter, welding a hull breach shut with a UniWelder, field-stripping a jammed weapon, it is a Maneuver with a multi-Action cost spread across rounds.

At the start of combat, each player chooses their Initiative slot; act before or after the NPC group. This choice locks in for the rest of the encounter and determines when your turn comes up each round. See Initiative for full details.

If the players miss, or fail a skill check in some way, the GM can step in and take an action for one of the combatants; this is especially encouraged if it makes thematic sense.

Turns: Time to Shine

During your turn, you step into the spotlight, with the opportunity to execute your planned actions. Your turn is your slice of the combat round, where you make decisions, perform actions, and influence the battlefield's state.

It starts when you initiate your first action and concludes after your final action or the end of your Maneuver.

This structure emphasizes the importance of strategic planning and the judicious use of actions. Whether it's moving to a more advantageous position, attacking an enemy, or executing a complex Maneuver, your actions during your turn can turn the tide of battle.

Additionally, the concept of Heroic Actions adds a layer of strategic depth to your turn. These special actions, reserved for moments of critical impact, can be used to extend a maneuver or to act at a pivotal moment, offering a way to achieve victory against the odds.

Understanding when to strike, when to maneuver, and when to deploy your Heroic Actions will set you apart as a tactician and a force to be reckoned with.

Sweeps: The Exploration Clock

Outside combat, the clock zooms out. A Sweep is one slice of exploration; long enough for everyone in the squad to take one Check-worthy action, short enough that the next ambush is never far off. Sweeps replace Rounds when there's no initiative order; they're how the GM keeps the table moving without bogging down in second-by-second resolution.

See Travel for the full Sweep rules.