Где видно из структуры, что одним правилам, даётся приоритет над другими
Each character’s turn normally gives him one opportunity to act per second. After everyone takes his turn, one second has passed. The one-second time scale breaks the battle into manageable chunks. A GM can drop out of combat time whenever dramatically appropriate, and resume combat time when noncombat action gives way to more fighting. The turn sequence is the order in which active characters take their turns. It is set at the start of the fight and does not change during combat. The combatant with the highest Basic Speed goes first, followed by the nexthighest Basic Speed, and so on. The GM decides the order of multiple NPCs on the same side with the same Basic Speed. If PCs are involved, precedence goes to the highest DX. If there’s still a tie, the GM should roll at the start of combat to determine who acts first.
If your attack roll succeeds and your target fails his defense roll (if any), you may make a damage roll. This tells you how much basic damage you dealt to your target.