+ (Die Roll or +X). Combat resolution is similar to an opposed skill check. If a character's Stat + Skill already meets or exceeds the DV, it is usually considered an automatic success without making a die roll. There is also the optional rule of Critical Successes and Critical Failures. If using a d10, rolling a 10 is a Critical Success, and allows a second roll. The result of the second roll is added to the first to calculate the result. Further 10's may be rerolled. A roll of 1 is a critical failure and you subtract 1d10 from your total. When using 3d6; a roll of all sixes, (an 18), is a Critical Success, and two additional dice can be rolled and added to the result. A roll of three ones, (a 3), is a Critical Failure, (even if all you only needed to roll was a 3 to succeed the check), and subtract 2d6 from the total. A Critical Failure may represent something more disastrous happening to the character as the Referee sees fit. A Critical Failure on a Lockpicking task, for example, could trigger a silent alarm the character wasn't aware of. Combat actions Fuzion uses rounds, (called Phases), to time actions taken in combat. A typical Phase in Fuzion represents 3 seconds of real time, and 20 Phases = 1 minute. During a Phase, a character can perform one of several Basic Actions, such as Attack, Block (Parry), or Move. Advanced Actions usually take more time and additional phases to perform, like casting a spell, or performing another complex task. Free Actions take such little time that can be performed immediately and do not use up time, such as dropping an item, standing up, or calling to an ally. The character in a party with the highest Reflexes stat acts first, or they can hold the action and wait to see what someone else is doing. There are no Initiative checks unless the Referee decides to randomly see who goes first. In such a case, the Reflexes Stat can be added to the 3d6 die roll. Usually a party of several NPC's act on one Initiative. Initiative is rolled again for each combat Phase, or to save time, the GM can opt to use the same initiative for the rest of the combat scene. When making an opposed roll against another character, (or NPC), the resolution