Combat has 4 Phases
1) Initiative Phase
2) Action Declaration Phase
Any declared actions that alter the character's DT will have that adjustment apply for the entire round. This includes alterations from Fighting Defensively or the use of Talents such as Adrenal Defense or Agile Defense, or even one of the Universal Combat Moves, such as Dodging or Full Parry.
Players may not declare actions that will resolve in another round, unless that action also requires the majority or all of his activity for this round. Thus a player cannot declare both a Dodge and a standard Melee Attack in a round, since the Melee Attack could not resolve until the following round and it is an action that can be resolved in a single round.
Once player declares the Actions for his character, those Actions cannot be changed, except through Cancelling an Action (p. xx) during the Resolution Phase.
Note 1: Characters are limited to declaring no more than a single Attack Action per round, regardless of whether that Action is a Full, Half, Snap or AbortAction. Attack Actions may be comprised of more than 1 attack roll, but it is still considered a single action for all intents and purposes.
Note 2: Casting a Spell or a Counterspell is considered to be a Casting Action. Like Attack Actions, no more than a single Casting Action may be performed in a round. It is possible to perform both a Casting Action and an Attack Action in the same round. However, certain spells, specifically spells that directly attack a foe, such as the various "Bolt" spells, are considered to be both a Casting Action and an Attack Action and so cover both types of Actions.
Note 3: Magically Hasted characters may be able to perform more than one Attack or Casting action per round, provided that they can use at least a Full Action for one of the Actions intended to be performed.
3) Resolution Phase
Snap Actions, Counterspells, and Fast Cast spells are resolved first, regardless of the Initiative Point (IP) of the characters involved. If more than one of these happens in a round, then resolve them in IP order.
Next, all other actions are then resolved, in initiative order, from the highest IP to the lowest IP. All of a character's remaining Actions are resolved at his Initiative Point.
Any non-bleeding Hit Damage that a character receives is applied immediately. However, any rounds of Dazed, Stun, and/or Stagger are not applied until the following round.
4) Upkeep Phase
If the character was Dazed, Stunned or Staggered for the duration of this round, this is when the total number is reduced by one.
Once this phase of the round is complete, then the new round begins. The Initiative Phase should be skipped unless there is a character or monster joining the melee that needs to make an initiative roll or a character is Rerolling Initiative (p. xx).
Note: Bleeding damage is always subtracted at the end of the round, even in the round in which the damage is given.