First Edition's combat round is a work of simple art. The GM just asks what everybody is going to do, and then he says what the NPCs are going to attempt to do. There's no initiative throw. It doesn't matter who declares first, because the dice are going to decide the order.
GM: Two Stormtroopers burst into the room, blasters held level! What are you going to do????
Albert: I'm running for the ship! How long will it take me to get there?
GM: If you run, about two rounds, which is 10 seconds.
Albert: OK, I'm running!
Bob: Not me! I'm going to draw my blaster and blow those Imperials away!
Chris: Yeah, that sounds good. I'm taking three shots! Blam! Blam! Blam!
GM: OK, the trooper on the left will fire at Albert. Two shots. The trooper on the right will take one shot at Chris.
Now, we all just roll dice. Albert is -1D on this throw, because that's the penalty for running. He throws his DEX -1D. I've got a contest between him and Lefty Trooper. If the trooper beats hiim (trooper rolls Blaster skill at -1D because he's taking two shots), then Albert goes nowhere. He'll be hit, and even if stunned, he loses his actions for the round and is knocked to the ground. That's the least amount of damage he'd take.
If Albert wins, then he completes his run for the round. And, if the trooper missed the first time, he's got a second shot at Albert now.
Albert can use a Reaction skill, Dodge, to make himself harder to hit, and doing this won't effect Ablert's skill rolls for the round since the character is only attempting one skill check and has already made it.
Bob is taking just one attack, and he can pick Lefty or Righty. If his blaster roll is higher than the first roll of his target, then Bob could hit the stormtrooper and keep them from doing their intended actions for the round. Bob goes for Lefty in order to protect Albert.
The same thing for Chris. His first roll at his target (and he'll shoot at Righty), if higher than his target, could stop the trooper's actions that round.
HERE'S HOW IT WORKS OUT
Lefty Trooper rolls 14 on his shot at Albert.
Righty Trooper rolls 7 on his shot at Chris.
Albert decides to roll Dodge (before he sees the trooper's roll) because he doesn't want to get hit. He rolls a 12, which makes Left's target number a 22. Lefty will miss Albert on the first shot. Albert will complete his run (adding 10 meters to range).
Bob fires at Lefty, rolling a 13. Bob hits Lefty AFTER Lefty fires. The trooper is Wounded, and thus is knocked down by the blow. Lefty does not get to attempt his second attack on Albert.
Chris rolls a 9 with his first shot at Righty. Chris' shot happens first, but it's a miss. Righty's shot also misses Chris. Chris takes two more shots at Righty. The second one misses, but he rolls well and hits with the third shot. Righty is stunned and falls to the ground.
So, we end the round with Bob and Chris in place, and Albert 10 meters away, running towards the ship. The two troopers are on the ground, one with a smoking hole in his armor. But both are still moving and starting to stand up.
Round two....