QUOTE (CountingGardens @ Apr 16 2010, 09:24 AM)

Okay this is making things worlds easier for me, really appreciate it.
How long can a player delay his action? Let's say... he decides to go full defense during the first initiative phase. Does that mean, for the rest of the combat round he's locked in full defense mode, or can he switch out, using the next IP and attack, or run/close-in to his opponent.
Also, if you delay your action are you basically just a sitting duck? Or does it go something like, "Elf ducks behind a crate and delays his action" in order to cover himself. In terms of like, how melee characters close in on people, I'm guessing the rules allow sprinting + full defense?
You can delay your action until your next action comes up. Actually, you can continue to delay, but then you would have lost the previous action anyway. You can't delay 4 actions in one turn and just shoot 8 times with SA when everyone else have finished acting (sounds stupid but combined with total cover it could be worthwhile.
You can move even when you have no actions. However, to change your mode of movement you'd need an action, and anything above running requires at least one free action (which you normally have one of per Pass). The rules seem to indicate that you can, even if you have only 1 pass in a turn, spend a free action to run, and then continue running each pass until you reach your target or you run out movement, and then do a complex action (for example, a charge).
Thus a character with 1 initative pass can charge a character who has 4. Problem is, until the charger can close with the enemy, he is at the mercy of ranged combat attacks... which is pretty much the same in RL and the reason why guns beat knives.
In my example, if the attacker went on full defense, he would have spent his complex action for the round and would be unable to take another until the next round.
Sprinting (as opposed to mere running) requires a simple action, so if you do a sprint, get shot at, and then chose do do a full defense action, you will have lost your complex action for the next turn.
If however you have multiple passes yourself, you can of course take full defense action each pass until you reach your destination. If you have 25 meters of movement during a turn, and the enemy is 20 meters away and you both have 2 actions, then you can run 1 pass (going 12.25 meters), use your first complex action to make a full dodge, and then charge the enemy on your second pass (melee is also a complex action).
Clear? Ok, maybe not, but is it vaguely understandable?