BONUS ATTACK–20+: Any time a fighter, cleric, thief or magic-user classed combatant rolls a modified 20 or above using a melee attack, hurled weapon (if another weapon is in ready reach) or bow (But not crossbow or sling) the character gains an Extra Attack against any target in reach. A character can gain only 1 extra attack per round for rolling 20+.
CHANGING WEAPONS AND PICKING UP OBJECTS: if an object is dropped onto the ground, a combatant must use both his Attack and his Move for the round to pick it up. If he wishes to change weapons or draw a weapon from his belt etc., he must forfeit either his Attack or his Move for the round. If he has the Quick Draw Skill, he can change or draw a weapon without giving up either move or attack on a successful skill roll. If the weapon is a Fast Draw Weapon (FD) like a sword, knife or dagger, he can drop what is in his hand and pull the FD weapn without spending his Move or Attack.
CHARGE: a combatant who is not currently in melee contact with an enemy can declare a Charge, if he is anywhere between 15' and double his maximum move allowance from his target. He then moves into contact with the declared target and makes an attack. A combatant may not charge 2 rounds in a row. Charging gains the attacker +1 to hit and +1 on damage rolls. If however he is using a lance from a medium or heavy warhorse, he will gain +1 to hit and double the number of rolled damage dice. If, on the round he charges, a combatant is hit by an enemy using s weapon rated as “RC” (spear, halberd, pike, Lucerne hammer), then the RC weapon will do double number of dice of weapon damage. Charging uphill gains no charging benefit to hit or damage, but charging down a slope grants an additional +1 damage and 5' movement.
DISMOUNT ATTACK When a combatant uses a glaive/bill, Lucerne hammer or lance against a target mounted on a horse (or similar mount) he can declare he intends to dismount the target. If he scores a hit, the target suffers no damage, but must make a Saving Throw, or he will be knocked prone to the ground, off his horse. He must make a second save or he will be stunned, missing his next round, and suffer 1d4 damage.
FIGHTER RAMPAGE ATTACK Any time a fighter-classed character drops an enemy to 0 hit points or below in hand-to-hand combat (not missile fire), he may make a Extra Attack against any opponent in reach. He may repeat this each time he drops an enemy to a maximum of 1 Extra Attack per experience level or 8, whichever is lower, in any given round. Ogres, Giants, Demons, Angels, Trolls and Vampires can also make such bonus attacks (HD equaling levels).
GANGING UP: If a group of 4 or more attackers in melee attack a single target, who is not adjacent to any of his own allies, then the attackers all gain a +2 on their hit rolls. This does not apply to attacking large creatures like dragons, purple worms, dinosaurs and giants.
GETTING UP FROM PRONE, MOUNTING AND DISMOUNTING: getting up from a prone position or mounting or dismounting from a horse requires a character to use his entire Movement phase. A thief or fighter can attempt to get up from prone or mount/dismount a horse and still move by rolling STR or less (Fighters) or DEX or less (thieves) on a d20. If they fail the roll, they forfeit all their actions until the next movement phase, if they pass they can make a full movement after standing up or mounting/dismounting. A prone character can make melee attacks but not with Heavy Weapons or 2-handed Normal weapons. He is at a -4 penalty on those attacks. Enemies get a +2 to hit him with melee weapons, but minus 2 with ranged attacks. Melee Weapons (not missile) rated a “P” -piercing– gain a +4 to hit against targets that are prone and wearing plate armor.
IMROVISED MANEUVERS: a combatant may try anything else he may think of not covered here. If it's reasonable it will probably need an Ability Check on 1d20, and then either a to hit roll, or an ability check on the target's part. If it's preposterous, make the combatant's ability roll on a d100. Example 1: “I throw a barrel at him”: Rocko wants to pick up a barrel, half filled with pickle brine, and throw it from a balcony onto a charging Ogre below. Judge decrees Rocko roll STR or less on 1d20 to pick it up and throw it, then a “to hit” roll to land it on the Ogre, at that point the Ogre takes 1d6 damage and must roll DEX on less on d20 or fall prone. Example 2: “Whirling Attack”: Dervish Tom decides to use his sword and swing around in a complete circle to try to hit all 6 enemies in contact with him at once. Judge declares he roll his DEX or less on 1d100 or he's wasted his turn. If he makes it, he can roll 6 to hit rolls, one against each enemy.
MOUNTED COMBAT:
MISSILES, SPELLS AND MELEE:
PARRY: Any combatant wielding a weapon or shield can give up his attacks to make a parry, giving the enemy a -2 to hit in melee attack, but Light Weapons cannot parry Heavy Weapons. The parrying combatant can apply this defense against a number of melee attacks in a round equal to his Level or HD. If the defender is using a shield, increase the parry to -3 (doubling shield’s normal effect).
PARRY–FIGHTERS Fighter-classed combatants, only, have several additional parry abilities. First, if they are currently using a shield, they can apply their parry bonus against missile attacks. Secondly, their parry defensive bonus increases with level, equaling their damage bonus on the Fighter Progression Table in the Blueholme Book. So, a level 10 fighter has a -4 Parry instead of a -2.
SHIELD SACRIFICE A combatant who is currently using a shield in his hand, and is allowed to use it, can sacrifice his shield in order to save himself from an attack. If an attack hits, the shield-user calls “shield sacrifice” in which case he suffers no damage from the attack, but his shield is destroyed, broken to bits.
WITHDRAW FROM MELEE: if an enemy moves out of melee contact with a combatant, that combatant is entitled to a Extra Attack, with a +2 to hit against the moving enemy. Most combatants only may make one such Extra Attack per round, which goes against the first enemy to withdraw during the round, but a Fighter-class combatant gets 2 such Extra Attacks, one each against the first 2 who leave.
A combatant can make Fighting Withdraw, moving half his movement rate without provoking a Extra Attack, but this costs the combatant both his Movement and his Attack Action for the round.