P125 "Each Combat Round begins with the participant (Adventurer, adversary or monster) with the
highest initiative acting first, spending one of his Combat Actions."
P126 "In a Combat Round, an Adventurer may move up to his standard Movement allowance. This
movement is divided across all of the Adventurer’s Combat Actions. Each Combat Action may
include all, some or none of the Adventurer’s remaining Movement in addition to an attack or
other action." see also the example here.
P127 List of things to do in a Combat Round.
In a Combat Round a participant chooses one activity from the list on page 127. They can choose Move if unengaged and move their full distance. If they are unengaged and wish to move to engage then they can use Change Distance to get into range or just move any proportion of their move less than a full move and attack as per p126. A GM could allow someone to move a proportion of their move to enable them to move into position to fire a missile weapon as an Attack CA for example.
My Getting Started with Legend
file including a suggested starting adventure.
My Romano-British Game