Combat

Parry & Riposte
All melee attacks can be parried and riposted. If Bob's melee parry achieves 3 or more Victories (before any Second Roll), Bob inflicts damage on the attacker as if he had achieved 2 fewer Victories in an attack. Bob's foe gets no Defense Roll against his 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
Ordinary surprise gives Bob both Superior surprise additionally gives Bob +4 to his Action Roll in the first round. A successful use of Stealth before combat will usually grant surprise.
 * 1) 1 round in which his foe may not maneuver nor act but may defend normally, and
 * 2) Initiative advantage on the next round.

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

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

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 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.

Heroic Action
If Bob has a good Action Roll that he doesn't want to lose (by being hit), he can choose an alternate Defense Roll. So long as Bob would otherwise defend with at least 4 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).

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.