Action Options

Disengaged Figures

Option Name Move Action
a MOVE Run/Sprint None (movement only). Fatigue per gait
b CHARGE ATTACK Jog or less Melee attack or HTH
c DODGE Jog or less +1 die to be hit (missiles/thrown/missile spells)
d DROP Jog or less Go prone or kneeling
e READY WEAPON Walk Re-sling current, ready new weapon/shield
f MISSILE ATTACK Walk (slow) Fire bow, crossbow, or thrown weapon
g STAND UP 0 Rise from prone/kneeling (entire turn)
CRAWL 2 hex Move while prone (stay prone)
h CAST SPELL Walk (slow) Attempt any spell
i DISBELIEVE Walk (slow) See through one illusion

Engaged Figures

Option Name Move Action
j ATTACK Shift/still Melee attack (non-missile)
k DEFEND Shift/still +1 die to be hit (melee/thrown)
l ONE LAST SHOT Still Fire missile (if ready before engaged)
m CHANGE WEAPON Shift/still Drop current, ready new non-missile
n DISENGAGE Shift/still Move 1 hex any direction instead of attack
o ATTEMPT HTH Shift/still Move INTO enemy hex, bare hands/dagger
p STAND UP Still Rise from prone/kneeling (entire turn)
q PICK UP WEAPON Still Drop yours, grab from hex/adjacent
r CAST SPELL Shift/still Attempt any spell
s DISBELIEVE Shift/still See through one illusion

Hand-to-Hand Combat

Option Name Action
t HTH ATTACK Bare hands or dagger. Both get +4 DEX
u DRAW DAGGER Roll 3d6 ≤ DEX to ready dagger
v DISENGAGE Roll 4d6 ≤ DEX → stand, move to adjacent
CAST SPELL If hands free or no-gesture spell