I've compiled this list for faster reference, for when you're sitting at the table trying to find the right page. *Note: Player Option™ is TSR Inc's work.

NEW MOVES IN SKILLS AND POWER ADDITION AND COMBAT AND TACTICS

No-Move Actions

Half-Move Actions

Half Normal move and one of following actions.

Full-Move Actions

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Attack: Monsters have all attacks in same Phase.
PC with multiple attack is slowed one Phase. Unless if fighting with 2 weapons.
See also Combat Status.

Cast a Spell:

Casting Time

Phase

1-3

Fast

4-6

Average

7-9

Slow

1 round-more

Very Slow
next round

No DEX to AC when casting.
Psionics occur in the End-Of-Round Phase

Charge:

Charging characters move 1˝ their move. Start in their base Phase and move up the ˝ base move and the rest in next round. Combat is resolved as soon as the attacker arrives.

+2 to hit and 2x damage if suited for Charging (Lances).
Lose DEX to AC and an -1 AC.

Guarding PC may attack first.

Cover:

    Attack is resolved in Fast (Very Fast if Specialist)
    +2 to hit.
    Handheld weapons has a +2 to hit and Critical hits is at 16+.

Fire/Throw Missiles:

    Generates a Attack of Opportunity If Threatened

Guard: Gain benefits. Attack first if faced with charging opponent.

Move: Move up ˝ in normal Phase and the other ˝ in next Phase.

Parry: Gain ˝ level in addition to AC, Warrior get ˝ level +1.

Run: 2x Move.

    Looses DEX to AC and -1 AC penalty.

Sprint: 3x Move.

    Looses DEX to AC and -2 AC penalty

Unarmed Combat:

    Generates Attack of Opportunity. (unless specialised or more)
    And Attacks is +4 to hit and +4 damage.

Use a Magical Item:

Item

Phase

Potion

Average

Scroll

Very Slow

Rod, Staff & Wand

Fast

Misc Items

Average

Withdraw:

    Backs out of danger. Does not provoke an Attack of Opportunity.

Movement and Footing:

Condition

Reduce Move By

Percentile of Base Move

Heavy Brush or Thicket

2/3

33%

Light Brush or Forest

1/3

66%

Ice or Slippery footing

1/3

66%

Steep Stone or Rough Ground

1/2

50%

Knee-Deep snow, water, or soft sand

1/3

33%

Waist-Deep snow or water

1/2

50%

Shoulder-Deep snow or water

2/3

66%

Cover and Concealment:

Target is:

Cover

Concealment

25% hidden

-2

-1

50% hidden

-4

-2

75% hidden

-7

-3

90% hidden

-10

-4

Mounts:

    PC get +1 to get from the higher ground.
    Monster / opponent get -1 to hit at the higher ground.

KnockDowns:

    Find the Knockdown die. Knockdowned save vs death or be knocked prone. Standing up takes a ˝move or an attack. Increase the die when Size L or larger uses them.
Houserule: For every +2 to hit do you get one higher die to knockdown.

Target Size Knockdown roll needed
T 3
S 5
M 7
L 9
H 11

 

Rear and Flank attacks:

    Flank is +1 to hit, and if shieldless side extra.
    Rear is +2, and shieldless and no DEX.

Special Attack Moves:

Block.

    Attempter roll against AC 4 (defender)
    Opponents against normal AC (attacker)

Called Shot.

    +1 to Ini
    -4 to hit. (-8 if special difficult task, i.e. attack right ear)

Disarm.

Defensive:

    Attempter roll against AC 0 (defender)
    Victim roll against AC 4. (attacker)
    Then victim roll to hit is disarm has failed
    2hd
weapons is a +4 AC to targets/victim AC

Offensive:

    Is a Called shot.

Grab.

    Generates an Attack of Opportunity with +4 to hit and damage.
    Attempter is against AC 0. (Attacker/grabber)
    Victim is against AC 4. (defender/holder)

Overbear.

    Gets Attack of Opportunity against one in a force.
    A Force one normal THAC0, +1 per extra person in Force.
    THAC0 is Vs natural AC 10 (?) adjusted only by DEX and Magic.

Opposed STR.

Modified by:

  • ± 4 point per size different attacker vs defender.
  • +1 per additional attacker
  • -4 if defender has more than four legs.

    STR is 3˝ per size (3 on tiny, 7 on small, 10 man-sized, 14 large, 17 huge)+ HD
    Alternatively Vs Paralyzation

Pin.

Pull/Trip.

    vs Paralyzation or STR vs DEX/STR

Sap.

    Called shot, -4 to hit, -8 if with helmet.
    5% per damage max 40%.

Shield-Punch

Shield-Rush

Unarmed Attack

    Attract Attack Of Opportunity: +4 to hit / +4 damage, unless specialist

Unhorse

    Called shot

Special weapon manoeuvre

    Variables

New Round times:

    5 Phases = 1 Combat Round (Very Fast, Fast, Average, Slow, Very Slow)
    1 Combat Round = 10-15secs
    5 Combat Round = 1 normal round (1min) (as per std AD&D rules)
    50 Combat Rounds = 1 turn (10min)
    6 turns = 1hour and so fourth.

Combat Status:

    All figures can be in 1 of 3 categories
    Clear – Being clear of direct contact with others
    Threatened – That is when you can be reached by others (weapon reach). It is possible to be Threatened without Threatening them.
    Ignoring Threatened Status attract Attack Of Opportunity:
    If - attempting missile attack
    If – Moving away. (Incl: Move, Charge, Run) - (Excl: withdraw)
    If – Moving so you turn your back on Threatening Creature.
    If – Attempting Unarmed Combat against Armed Foe, except Unarmed Humanlike foe.
            Grappled – Wrestling, Martial Holds, Pinning, Grabbing are the examples. Special Monster attacks:              A bear’s Hug, A Scorpion’s Pin, etc.

Options: Respond with Unarmed Combat,
                Respond with Size S weapons,
                Respond with - "Attempt to escape"

Attacks Of Opportunity .

    • One immediate Melee attack (or batch if Monsters have multiple attacks).
    • Max Limit of Attacks: Only One attack against One Creature.
    • Warrior and Monsters: Have only 3 attack + 1 attack / 5 levels(or HD) Per Combat Round.
    • All others: Have 1 attack + 1 attack / 5 Levels Per Combat Round.
    • Surprised character CANNOT make AOP in the round the were Surprised.

OverRuns

    • Defender gets one Attack Of Opportunity.
    • After this Defender Rolls a Save Vs Paralyzation or be knocked down.
      –4 per two-size difference (-8 if three size difference).
      I.e: A small creature has a –4 vs Large sized, and –8 vs a Huge. If success he is forced away from his current position.
    • Now the attacker now has a Attack Of Opportunity that deals 1d4 points of damage per size difference.
    • Rising defender are placed by the attacker.
    • Keeping OverRunned down demands an Overbearing. But treat the situation as if the attack roll to hit is AC (1)0 is automatically successful.
 
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