Actions, engaged

A combatant is engaged if there is at least one enemy within its immediate surrounding attacking it. (i.e. if there is at least one enemy combatant in one of his six adjacent hexes.)

Action PhaseDescription

Disengage

Movement

To disengage from combat, receive one free hit and then move one hex away. A kneeling, prone, or fallen figure cannot disengage.

Draw

Movement

Sheath weapon in hand and ready another, or drop/ready shield, or pick up a dropped weapon.

Shift

Movement

Move to any of the adjacent hexes while still staying engaged.

Stand

Movement

Stand up from a kneeling position, or if already fell down.

Parry

Movement

A character can choose to act defensively on their turn, adding his REFL to his DEFENCE. While parrying, a character receives 1d6 damage maximum, regardless of the weapon. No further action is possible during the same combat round.

Spellcast

Magic

Cast a spell.

Bash

Melee

Available only if a character is wielding a shield. Roll for attack, if succeeds, the target rolls a FORT save; which, if fails, causes them to fall down. It takes one round for a character to get back on his feet.

Disarm

Melee

An attempt to attack the targetโ€™s weapon with the intention of making him drop it. Roll an attack, if succeeds, the foe rolls a REFL save; which, if fails, causes them to drop their weapon.

Grapple

Melee

Opposed checks. Both parties roll a STR check. If attacker fails, he falls down. If attacker succeeds, both characters fall down.

Swing (melee attack)

Melee

Can attack any combatant on the front sides of its hex.

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