At the start of every turn, Creatures usually have assigned 2 action points (APs) that they can use in their turn. Additionally, you can use free actions and reactions. Creatures can use actions that cost 2 AP even if they only have 1 AP left. Thus, a unit can do a move action (1 AP), and then an attack action (2 AP), before having their turn ended.

Free Actions

Free actions are actions that can be done during your turn that do not waste any action points.


A Reaction is an instant response to a trigger of some kind, which can occur on Your Turn or on someone else’s. An Opportunity Attack is the most Common type of Reaction. When you take a Reaction, you can’t take another one until the start of your next turn. If the Reaction interrupts another creature’s turn, that creature can continue its turn right after the Reaction.
Opportunity attack
To make the opportunity Attack, you use your Reaction to make one melee Attack against a creature when it attempts to leave your reach. You don’t provoke an opportunity Attack when you Teleport or when someone or something moves you without using your movement.

General Combat Actions


Cost: 2 AP

The most common action to take in combat is the Attack action, whether you are swinging a sword, firing an arrow from a bow, casting a spell or brawling with your fists.
Unarmed Attack
An Unarmed Attack is a Melee Attack that involves you using your body to damage. You make an attack roll against the target (you're always proficient with unarmed attacks). On a hit, the target takes bludgeoning damage equal to 1 + your Strength.
Whenever you want to grapple, you must use your attack action or an opportunity attack against someone that is within a 1-unit square of you, the target must succeed on a Fortitude or Reflex saving throw (it chooses which), or it has the Grappled condition. The DC for the saving throw and any escape attempts equals 8 + your Strength + your Proficiency Bonus. This grapple is possible only if the target is no more than one size larger than you and if you have a hand free to grab it. The target then must use an action to attempt to escape.
You can use your attack action to attempt to shove someone. The target must succeed on a Fortitude or Reflex saving throw (it chooses which), or you either push the target 1 unit away or cause it to have the Prone condition. The DC for the saving throw equals 8 + your Strength + your Proficiency Bonus. This shove is possible only if the target is no more than one size larger than you.


Cost: 1 AP

With this action, On your turn, you can move a distance up to your movement. You can use as much or as little of your movement as you like on your turn, following the rules here.
Your movement can include jumping, climbing, and swimming. These different modes of movement can be combined with walking, or they can constitute your entire move. However you’re moving, you deduct the distance of each part of your move from your movement until it is used up or until you are done moving.
If you have more than one movement, such as your walking movement and a flying movement, you can switch back and forth between your movements during your move. Whenever you switch, subtract the distance you’ve already moved from the new movement. The result determines how much farther you can move. If the result is 0 or less, you can’t use the new movement during the current move.
For example, if you have a movement of 6 and a flying movement of 12 because a wizard cast the fly spell on you, you could fly 4 units, then walk 2 units, and then leap into the air to fly 6 units more.

Use an Object

You can use an object, for example a potion, rope, pushing or pulling objects or throwing ball bearings, require one action point. Interacting with objects, such as pulling levers, pressing buttons, opening doors, etc. require a free action.


Cost: 1 AP

If you take the Disengage Action, your Movement doesn’t provoke opportunity Attacks for the rest of the turn.


Cost: 2 AP

You can attempt to hide.

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