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Ready or pick up an item or weapon, drink a draught +10% to Standard attack after aiming
actions time Varies
One spell/round max. If the caster spends a half action before casting, may make a Channeling Test to augment roll.
Guarded Attack Swift Attack
-10% WS but +10% to dodges or parries this turn All allowed melee or ranged attacks (equal to A)
Reload a missile weapon; loading time varies by weapon/talents.
Standard Attack Parrying Stance
Single ranged or melee attack Any time before next turn, parry one successful melee attack (once per round). Ends at the start of your next turn. If you have a weapon in your secondary hand, may parry once per round as a free action.
All Out Attack Charge Attack
Melee only +20% WS but cannot parry or dodge this round Move Mx2 in squares for 2+ squares (last 2 squares must be in a straight line) and attack with +10% WS
Use a Skill
Time required varies by Skill.
combat modifiers: melee
Unaware opponent Stunned opponent, or 3 vs. 1 Knocked down, or 2 vs. 1 +30% +20% +10%
Defensive Stance Disengage
Opposed WS Test. If successful, foe moved 1 square in the direction of your choice. You may advance 1 square as well.
Foe’s melee attacks are at -20% WS until his next turn. You cannot attack this turn. Make a normal Move without being subject to a Free Attack.
You are knocked down, in hvy rain or mud -10% Called shot, dodging while knocked down -20% Attacking in deep snow, parry giant’s club -30%
Opposed WS test. If successful, your following Standard attack cannot be dodged or parried.
Jumping down or leaping across a distance. Run at full speed (Mx3 in squares). Attacks against you until your next turn: ranged -20% BS, melee +20% WS. Cannot run in difficult terrain.
combat modifiers: ranged
You must have line of sight to the target. Targets may not dodge or parry ranged attacks. You cannot make ranged attacks in melee unless using a pistol or hand crossbow.
Your turn ends immediately and a half action is reserved for use any time before your next turn. If two characters try to use a delayed action simultaneously, opposed Agility test.
Target has shield Long Range Extreme Range May fire up to long range x2, but must Aim first Shooting into Melee
-10% -20% -30% -20%
Stand from prone position or mount a horse. Normal move (M in squares). Difficult terrain halves move.
Attacks or Parries from a secondary hand are -20% WS (except weapons with the Balanced quality); -10% for shields and weapons with the Defensive quality.