TEXT: The Combat Round 
  (1 ROUND = 10 SECONDS) 
  Roll Initiative
  A character using a weapon with a long reach may
  choose to attack a closing opponent on the closing
  opponent's  number  and  thus  attack  simultaneously
  with the opponent, even if the character rolled lower
  for Initiative.
  Act On Initiative
  Delay  : The  character or monster may  delay  their
  action until later in the round, acting before characters
  and monsters with a lower initiative. 
  Run :  The  character or monster may move  up to
  double encounter movement but cannot do anything
  else.  If  retreating,  they  lose  any  benefit  from  their
  shield and grant a +2 bonus to all opponents attacking
  them this round as well as become vulnerable to sneak
  attacks. 
  Charge : The character or monster moves at least 10'
  and up to double encounter movement in a straight
  line across reasonably clear terrain. They take an AC
  penalty of -2 for the round. They then make a melee
  attack with +2 to their attack, dealing double damage.
  The character or monster may: 
  •
  Move  up  to  their  encounter  movement,
  attempting to overrun as desired;
  •
  Set  themselves  to  receive  a  charge  with  a
  spear or polearm; this is a delay action and
  does double damage versus a charge.
  •
  Make a fighting withdrawal
  •
  Take a miscellaneous action
  In addition, the character or monster may also: 
  •
  Make a missile attack; 
  •
  Make  a  melee  attack  or  perform  a  special
  maneuver; 
  •
  Cast a spell; if a spellcaster is attacked (even if
  not hit) or must make a saving throw (whether
  successful or not) on the Initiative number on
  which he or she is casting a spell, the spell is
  spoiled and lost.
  Attacking
  To make  an attack,  roll  1d20 for the  character or
  monster. If  using  a  melee  weapon,  add  their  STR
  bonus to the roll. If using a missile weapon, add their
  DEX bonus to the roll. If the modified roll is greater
  than or equal to the character or monster’s AC, they
  hit. Roll damage against the target. A natural “1” on
  the die roll is always a failure. A natural “20” is always
  a hit, if the opponent can be hit at all.
  Attack Bonus / Penalty 
  Attacking from behind or if 
  defender is prone
  +2 (do not 
  combine with the 
  Sneak Attack 
  bonus) 
  Flat of the blade attack   
  -4 (do half 
  damage as 
  subduing) 
  Kick 
  -2 (1d4 subduing 
  damage) 
  Attacker is blinded or Defender is 
  invisible
  -4 
  Defender is pinned        
  +4
  Missile Fire 
  Target distance 
  Attack bonus / penalty 
  5' or less 
  -5* 
  Up to short range 
  +1 
  Up to medium range 
  +0 
  Up to long range 
  -2 
  Beyond long range 
  Cannot be attacked
  *  If  the  attacker is  behind the  target  creature  and
  undetected,  or  that  creature  is  distracted  apply  +1
  bonus  instead  (+3  total  bonus  if  attacking  from
  behind) 
  Cover and Concealment Penalty 
  Target is 
  Covered 
  Concealed 
  25% 
  -2 
  -1 
  50% 
  -4 
  -2 
  75% 
  -6 
  -3 
  90% 
  -8 
  -4
  Special Maneuvers
  Wrestling
  save versus Death Ray to escape
  
  Grenade-Like Missiles Miss Table
  (behind)
  0
  7
  8
  9
  5
  Target
  6
  2
  3
  4
  1
  (in front)
  Roll  1d10,  and  consult  the  diagram  to  determine
  where the missile hit. Each number represents a 10'
  square area.
  Oil Grenade-Like Missiles 
  •
  Direct hit: 1d8 points of fire damage, plus in
  the next round an additional 1d8 points of
  damage,  unless  the  character  spends  the
  round extinguishing the flames 
  •
  Splash Hit: 1d6 points of fire damage within 5
  feet of the point of impact. A save vs. Death
  Ray is allowed to avoid this damage 
  •
  A burning  puddle  of oil  is effective  for 10
  rounds. Those attempting to cross the burning
  oil will receive 1d6 points of fire damage each
  round they are in it.
  Holy Water vs. Undead 
  •
  Direct hit: 1d8 points damage. 
  •
  Splash Hit: 1d6 points of fire damage within 5
  feet of the point of impact. 
  •
  Effective for 1 round 
  Missiles That Miss 
  With  the  exception  of  grenade-like  missiles,  missile
  weapons which miss the intended target are normally
  considered lost. However, if the weapon is fired into a
  melee where allies of the shooter are involved, and the
  attack misses, it may hit one of the allied creatures.
  The GM should decide which allies may be hit, and
  roll  attacks  against  each  until  a  hit  is  made  or  all
  possible targets are exhausted. These attack rolls are
  made with the shooter's normal attack bonus, just as if
  he or she intended to attack the allied creature. 
  Subduing Damage
  Attacks made with the “flat of the blade” for non-lethal
  damage are made at a -4 attack penalty and do half
  damage. Most weapons can be used this way; only
  those with penetration or slashing features on all sides
  cannot. 
  Subduing damage is subtracted from a creature’s hit
  points like normal damage. A creature reduced to 0 hit
  points  or  fewer  by  subduing  damage,  or  any
  combination  of  normal  or  subduing  damage,  is
  unconscious rather than dead. (Any further subduing
  damage is then considered killing damage, allowing
  the  possibility  that  someone  might  be  beaten  to
  death.) A character knocked out in this way, but not
  subsequently killed, will wake up with 1 hit point in
  1d4 turns, or can be awakened (with 1 hit point) by
  someone else after 2d10 rounds.
  Brawling 
  Sometimes a character will attack without a weapon,
  striking  with  a  fist  or  foot.  This  is  called brawling.
  Normal characters do 1d3 points of subduing damage
  with a punch, 1d4 with a kick; kicks are rolled at a -2
  attack  penalty. A character in no  armor  or leather
  armor cannot successfully punch or kick a character in
  metal  armor, and  in  fact,  if  this  is  attempted  the
  damage  is  applied  to  the  attacker  instead  of  the
  defender. The GM must decide which monsters can be
  successfully  attacked  this  way. All  character  classes
  may  engage  in  brawling;  there  is  no  “weapon”
  restriction in this case.
  Wrestling 
  A wrestling attack requires a successful melee attack
  roll, where success indicates the attacker has grabbed
  his or her opponent. This hold is maintained until the
  attacker releases it or the defender makes a save vs.
  Death Ray, which is attempted at the defender's next
  action (according to Initiative). A successful wrestling
  attack  causes  the  attacker  to  move  into  the  same
  “space” as the defender (if miniature figures are used).
  After achieving a hold on an opponent, the attacker
  can automatically inflict unarmed damage (as if striking
  with a fist), prevent a held opponent from speaking,
  use simple magic items such as rings, or take any other
  action the GM allows. The attacker may also attempt
  to acquire an item the opponent is holding (such as a
  weapon)  or  attempt  to  move  the  opponent  (as
  described below). A held character may be voluntarily
  released whenever the attacker so desires.
  
  The attacker can’t draw or use a weapon or use a
  wand, staff, scroll or potion, escape another’s wrestling
  attack, cast  a spell,  or pin another character while
  holding an opponent.
  Moving the Opponent: The attacker can move up to
  one-half speed (bringing the defender along) with a
  successful attack roll, if the attacker is strong enough to
  carry or drag the defender.
  Acquiring an Object:  The attacker may attempt to
  take an item away from the defender. This requires an
  additional attack roll; if the roll fails, the defender may
  immediately attempt an attack roll (even if he or she
  has already attacked this round) which, if successful,
  results in the defender pinning the attacker; or, the
  defender may choose to escape instead of reversing
  the hold.
  Actions Allowed to the Defender: The target of a
  successful hold is usually immobile (but not helpless)
  at least until his or her next action, as determined by
  Initiative. Such characters suffer a penalty of -4 to AC
  against opponents other than the attacker. 
  If the defender is significantly stronger and/or larger
  than the attacker, he or she may move at up to one-
  half speed, dragging the attacker along.
  On the defender's next action, he or she can try to
  escape the pin with a saving throw vs. Death Ray; the
  defender must apply the better of his or her Strength
  or Dexterity bonuses (or penalties) on this roll. If the
  escape roll succeeds, the defender finishes the action
  by moving into any space adjacent to the attacker. 
  If more than one attacker has a hold on a particular
  defender, a successful escape roll frees the defender
  from just one of those attackers. 
  Held characters may also use simple magic items such
  as rings. A character being held may not normally cast
  a spell, even if he or she has not been silenced by the
  attacker.
  Multiple  Opponents:  Several  combatants  can  be
  involved in a wrestling match. Up to four combatants
  can wrestle a single opponent of normal size in a given
  round. Creatures that are smaller than the attacker
  count for half, while creatures that are larger count at
  least double (as determined by the GM). Note that,
  after an opponent is pinned, other attackers benefit
  from  the  -4  AC  penalty  applied  to  the  defender.
  However, this AC penalty is not cumulative (that is,
  each successful attack does not lower the defender's
  AC further). 
  It is also possible for another character to attack the
  attacker in an ongoing wrestling bout. In this case, a
  successful  hold  on  the  attacker  grants  the  original
  defender a +4 bonus on subsequent escape rolls.
  Wrestling With Monsters: In general, the rules above
  can be used not only when character races wrestle but
  also when humanoid monsters are involved. The GM
  will decide whether or not to allow wrestling involving
  non- humanoid creatures on a case-by-case basis; if
  this is allowed, the following adjustments apply: 
  Creatures with extra grasping appendages (more than
  the usual two) gain a +1 bonus on attack rolls or
  saving throws for each such appendage. This includes
  creatures  with  feet  capable  of  grasping  (such  as
  monkeys or apes, giant spiders, etc.)
  Large creatures able to fly may attempt to carry off
  their  opponents  (even  if  the  flying  creature  is  the
  defender).
  Wrestling attacks against creatures with touch attacks
  (such as wights) will cause the attacker to suffer one
  such attack automatically every round.
  Healing
  Characters recover 1 hit point of damage every day,
  provided that normal sleep is possible. Characters who
  choose full bedrest regain an additional hit point each
  evening. 
  Normal characters require 6 hours sleep out of every
  24. Subtract from this number of hours the character's
  Constitution  bonus;  so  a  character  with  18
  Constitution needs only 3 hours sleep per night (and a
  character with 3 Constitution needs 9 hours). Note
  that these figures are minimums; given a choice, most
  characters would prefer to sleep two or more hours
  longer.
  Characters who get less than the required amount of
  sleep suffer a -1 penalty on all attack rolls and saving
  throws  (as  well  as  not  receiving  any  hit  points  of
  healing).  For  each  additional  night  where  sufficient
  sleep is not received, the penalty becomes one point
  worse. Regardless of how long the character has gone
  without adequate sleep, the normal amount of sleep
  will remove these penalties.
  
  Open Game License
  INTRODUCTION
  Combat Reference (hereinafter “the Supplement”) is based on the System
  Reference Document v3.5 ("SRD"), which is Open Game Content.    The text
  of the Open Game License itself is not Open Game Content. Instructions on
  using the License are provided within the License itself.
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000-2003, Wizards of the Coast,
  Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy
  Collins,  David  Noonan,  Rich  Redman,  Bruce R.  Cordell,  John  D.  Rateliff,
  Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and
  Dave Arneson. 
  Basic Fantasy Role-Playing Game Copyright © 2006-2014 Chris Gonnerman.
  Combat Reference Copyright © 2016 quozl.
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SOURCE: textdata/thevault/Basic Fantasy/Basic Fantasy Supplements/Basic Fantasy Combat/Basic Fantasy Combat Reference [r4].pdf