REVISED INITIATIVE SYSTEM

We’re going to scrap the Blueholme/Holmes Basic Initiative Sequence for most purposes, keeping it for larger-scale miniatures battles for which it is better suited. Instead we are going to use a simpler traditional 1d6 side/side initiative.

Surprise

Before the first round, each side rolls 1d6 for surprise when 2 sides meet each other.

Initiative

At the beginning of each round, each side rolls 1d6, with the side with the higher roll gaining the initiative and acting first. The winning side may choose to give up the initiative and let the other side go first, who in turn can refuse and then there must be a re-roll. If the result is a tie, then each individual combatant will go in order of decreasing Dexterity Score; the Judge may divide groups of enemies (especially large ones) assigning 1/3 of them a DEX order 3 points higher than indicated, and another 1/3 a DEX order 3 points lower than indicated.

Special Features

Action Economy

Each combatant has 1 Attack Action and 1 Movement Action to use each round.

The following actions spend the Attack Action for the round:

The following actions spend the Movement Action for the round:

The following actions spend BOTH the Movement and the Attack actions for the round:

Extra Actions

There are extra actions that can be taken as a result of circumstance that do not spend the Attack or Movement for the round: