Ok if no further comment I will go with the following
Every one acts in initiative order.
Melee every one gets one attack action & a number of combat responses equal to the current combat actions these can be move, parry, dodge,
Ranged every one can have a number of combat actions equal to the current combat actions, missile weapons need to be reloaded bows take one action to lose and one to reload crossbows light, Two medium Four heavy Eight. Thrown weapons take one to reload if in hand (off hand) or two if scabbarded or similar. If some one brings you into Mellee combat range before your turn then you can not shoot.
Spell casting works like ranged combat exempt that the number of casting actions is based on
Power for basic and Divine magic &
Intelligence for Sorcery, you can use casting actions to cast spells, counter spell & dodge. If some one brings you into Mellee combat range before your turn then you can not cast a spell.
Ginger