[4.1.3] Performing Actions
Now that all characters have declared, the actions are brought into play.
The first actions enacted are those of the character with the highest
initiative roll. All actions are considered to happen simultaneously, with
regards to game play. After the actions of that character are completed, the
next highest initiative roll goes, making the necessary rolls, etc.
If a player so decides, they can yield their turn in the round to the next
player in line (next highest initiative). After that person has gone, the
person who yielded may decide to complete their actions or yield again. If
a player yields to a character who also yields, the next person after
both of them may go, afterwhich the first player to yield can go (or yield),
followed by the next person who yielded. Please note, though, that the player
with the lowest initiative of the players who have not yet gone for that round
cannot yield their turn. This means that the characters cannot get into an
endless loop of yielding to one another.
Alternatively, a character can decide to cancel their declared actions and
do nothing at all. This may be done to save ammo by not shooting an already
dead opponent, not entering a vehicle that is now on fire, or for any other
reason. Passing a turn has no penalties, and it is possible to cancel one
or more actions while still performing the others that were declared.