Combat

Parry & Riposte
All melee attacks can be parried and riposted. "Parry" includes any melee defense roll, with or without a weapon. "Riposte" refers to any counterattack which takes advantage of a bungled attack. Bob scores a riposte If his melee parry achieves 3 or more Victories (before any Second Roll). Bob's riposte inflicts damage on the attacker as if he had achieved 2 fewer Victories in an attack. The attacker gets no Defense Roll against Bob's riposte. (Bob can also dodge (Reflex Save) a melee attack, but he then gets no riposte.)

Flanking
Melee attackers on different sides of a target (>89º on a grid map) gives the 2nd attack both Hit and Damage Advantage.

Surprise
Surprise gives the PCs these advantages.

In the first round (the surprise round):
 * 1) The foe may not act or move, but may defend normally
 * 2) The PCs get double movement during the maneuver phase.

In the second round:
 * 1) The foe may not move during the maneuver phase
 * 2) The PCs get initiative advantage.

Missiles
Missiles can be dodged (Reflex Save) but not parried. All missiles have 4 possible ranges:

Missed Shots: A missile shot which fails to hit its target might hit someone or something else. The number of negative Victories determine whether the missile hits in the 1st, 2nd, or 3rd circle of hexes around the original target. Among those in the chosen circle, the closest to the original target is hit. Break ties by choosing the candidate closer to the missile's source. (If it's still a tie look at the Magic number and go left for odd and right for even.)

Notes:
 * These directions may sound complex to learn, but they are designed to be simple to use during play. Please give them a chance
 * These directions assume a hex map; for a grid map use squares instead of circles.
 * There is a chance that you will hit your allies if you fire into melee combat.

Coup de Grace
Attacks against a bound or unconscious target do 3 wounds for each victory. The target defends with 3 dice.

Attack of Opportunity
Conditions for an Attack of Opportunity: If these conditions are met, Bob may make a free melee attack as the foe passes. A successful attack will stop the foe's movement. Note that merely stopping next to Bob does not trigger a response.
 * Bob is holding a melee weapon, and
 * A foe enters a square or hex adjacent to Bob, and
 * The foe continues his move by exiting that same adjacent space, and
 * Both entry and exit take place during a single Action phase.

Heroic Action
This is a way to not lose your action when you are damaged. If Bob takes a hit but has a good Action Roll that he doesn't want to lose, he can choose an alternate Defense Roll. So long as Bob would otherwise defend with at least 6 dice, he can roll ½ his normal Defense Roll, but take his (later) action normally if he is still up (ie. even if he took damage).

Defense and Retreat
Defense gives Bob a +4 bonus parry and dodge rolls. He makes no Action Roll and cannot attack, but can riposte. Defense allows no movement in any phase.

Retreat requires Bob to back away from the enemy with his Maneuver Phase movement, and so must be chosen in that phase. Retreat gives a +6 dice bonus and allows Bob to back away an additional 15' at the end of the round if he has not taken damage (or otherwise lost his action). Retreat is otherwise identical to Defense. Retreat allows a riposte.

Multi-Target Attack (pushing-through)
Bob can target multiple foes in a single melee attack. Bob must be adjacent to all targeted foes, and targeted foes must form a line unbroken by other characters or gaps of more than 5'. To be successful Bob's roll must beat all targeted foes' defense rolls. Success inflicts damage against all targeted foes. Success will also allow Bob to move between two targeted foes into an empty space behind them. If any foe successfully defends, all of Bob's attack fail.

Delay or Cancel
On his initiative Bob may
 * 1) Delay his action until the end of the round, or
 * 2) Cancel his action before a defense roll is made.

Changing Weapons
Changing weapons requires Bob to subtract dice from either the last Action Roll with the old weapon or the first Action Roll with the new weapon. He subtracts 2 dice for a quick change (eg. drop bow and draw sword), or 4 dice for a more difficult change.

Charging
If he charges, Bob may add 1 Wound and 1 Stun to melee damage he inflicts in his Phase 3 (Action) attack, but suffers Initiative Disadvantage (the foe can see him coming). Bob only gains the extra damage if:


 * 1) He announced the charge and rolled for movement in Phase 2 (Roll the Dice) of the previous round,
 * 2) He has moved at least 40 feet, in a more or less straight line toward his target. This 40' can include movement in both in the previous round's Phase 3 (Action) and the current round's Phase 1 (Maneuver),
 * 3) He ended his movement adjacent to his target, and
 * 4) He is equipped with a spear, shield, or other appropriate weapon.

Setting a weapon against a charge: Bob's foe may set a polearm against Bob's charge as the foe's action. This gives the foe Initiative Advantage and if the foe hits, Bob takes the additional 1 Wound and 1 Stun. A foe with his weapon set against a charge is unable to attack anyone not charging at him.