Quick Reference 3.0

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Move Action (1AP) Diving Action (2AP)

Move up to MOV in inches horizontally. If moving Success Receive 1 Underwater Counter.


vertically over 1, make a Basic DEX Roll:

Success Move up to remaining MOV. Fail No effect.

Stay in place and discard any remaining Critical Receive 2 Underwater counters.
Fail
MOV.

Add an additional 2 to MOV value for Fumble Lose 1 Life Point.


Critical
this action.

The character falls from its current Underwater Counter: +2 PRO and Fireproof.
Fumble
position, following the rules for falling. Remove counter at start of activation: Move 4.

Jump Action (1AP) Drown Action (1AP)


Pick a point no higher than 3 above characters base Make Opposed ATT Roll:
and make a Basic DEX Roll:
For each Ace, your opponent suffers -1
Success
Move up to 2 plus 1 for every Ace DEX for its Drowning roll.
Success
rolled.
Fail No effect.
Fail Move 2.
Your opponent loses 1 Life Point and
Critical for each Ace suffers -1 DEX for its
Move up to 4 plus 1 for every Ace
Critical Drowning roll.
rolled.
Your opponent immediately makes a
Fumble
Fumble Move 1. 0AP Move action.

Controlled Landing: 1 extra AP, reduce Life Points


from a fall by 2. Drowning
Jump onto obstacle or debris: Once per activation If character starts activation with Stunned Counter or
make additional 0AP Jump. suffers Drown action, make Basic DEX Roll:

Falling Success Character loses 2 Life Points.

If character isnt on solid ground after a jump or at Fail Character loses 4 Life Points.
the end of the round, they fall and lose Life Points
equal to the distance. make a Basic DEX Roll:
Critical No effect.
Reduce Life Points lost by 1 for each
Success
Ace rolled.
Fumble Character loses 6 Life Points.
The character suffers the full effects of
Fail
the fall.

Critical
Reduce Life Points lost by 2 plus 1 for
each Ace rolled.
Stunned
-1 MOV, ATT, DEX, & MIND until end
The character suffers the full effects of of next activation.
Fumble
the fall and gains a Stun counter.
Only one counter at a time.
Falling into water: reduce Life Points from a fall by 2.
If in water, test for drowning.
Combat Action (1AP) Cast Spell Action (1AP)
Make Attack Roll (vs DEX of opponent): Spend Will Points listed and make Magic Roll (vs.
Difficulty of spell):
Inflict 1 point of Damage on your
Success
opponent for every Ace rolled. Character casts the spell according to its
Success
Effect.
Fail No effect.
Character cannot attempt to cast any
Your opponent loses 1 Life Point, and Fail
other spells during this activation.
Critical inflict 1 point of Damage on your
opponent for every Ace rolled. Character replenishes 1 Will Point, and
Opponent makes an Attack of Critical casts the spell according to its Effect,
Fumble increasing any (x) amounts by +1.
Opportunity against the attacker.
Character receives a Stun counter and
Opponent in base contact with friendly character: -1 DEX. loses 1 additional Will Point. Character
Opponent in cover: +1 PRO. Fumble
cannot attempt to cast any other spells
Add weapon bonuses. during this activation.

Shove Action (1AP) Dispel Action


Make Opposed ATT Roll:
If within 3 of caster or target, spend Will Points of
spell, and make Magic Roll (vs. Difficulty of spell):
Success Move the target 1 for every Ace rolled.
Casting Mage must reduce the number
of Aces in its Magic Roll by the number
Fail No effect. Success of Aces in this Basic MIND Roll, up
to the Dispelling characters Mage (X)
Move the target 1 for every Ace rolled. amount.
Critical
Target loses 1 Life Point. Character cannot attempt to Dispel any
Fail
Opponent makes an Attack of other spells during this round.
Fumble
Opportunity against the attacker. Casting Mage must reduce the number
of Aces in its Magic Roll by the number
Opponent travels 3 into terrain or character: gain Critical of Aces in this Basic MIND Roll +1, up
Stun counter. to the Dispelling characters Mage (X)
amount +1.
Guard Action (1AP) Character receives a Stun counter and
loses 1 additional Will Point. Character
Guard counter: If enemy moves in line of sight, make Fumble
cannot attempt to Dispel any other
Attack of Opportunity after they move, but before spells during this round.
they make Attacks of Opportunity. Remove counter
afterwards.
Morale Test
Protection If Leader is killed, or 25% or less of starting numbers,
make Basic MIND Roll at end of the round, or if last
Against Damage, not against Life Points.
Morale Test is failed at start of activation:
For each Ace, reduce the Damage score
Success
by 1. Success No effect.

Fail No effect.
Character receives a Stun counter and
Fail
loses 1 Will Point.
Reduce the Damage score by 1. For each
Critical
Ace, reduce the Damage score by 1.
Critical Character replenishes 1 Will Point.
Fumble Increase the Damage score by 1.
Character is removed from play as a
Fumble
casualty.
Erratic movement (X)
Special Rules A character with this special rule always gains +(x)
Acrobatic (X) PRO when not in base contact with an enemy, but
cannot gain Protection benefits from being in cover.
A character with this special rule may re-roll (x) A character with the Erratic Movement (0) special
number of dice when making a DEX roll as part of rule gains no PRO and still cannot claim benefits
any Moving, Jumping, or Falling action. from being in cover.

Berserk Ethereal
When a character with this ability has four or fewer A character with this special rule may ignore all
Life Points remaining, it gains a +1 bonus to its terrain while moving, but must end its movement on
Action Points and +2 ATT. solid ground.

Brave Expert Defence (X)


A character with this special rule re-rolls unsuccessful When a character with this special rule becomes the
Morale tests. target of a Combat action while in base contact with
the attacker, you may force your opponent to re-roll
Brawler up to (x) Attack dice. Note that some attackers may
choose to re-roll their dice too. In this situation, dont
A character with this special rule gains +2 ATT when forget that you may never re-roll a die more than
in combat with two or more opponents. once.

Bodyguard (X) Expert Marksman (X)


A character with this special rule may swap positions When a character with this special rule makes a
with (x) if they are within 1 of that character Combat action while not in base contact with the
when an enemy character moves into base contact target, you may re-roll up to (x) Attack dice.
with (x). This swap happens immediately after the
movement has taken place, but before any Attacks
of Opportunity. For this special rule, (x) may be a Expert Offence (X)
character name or a keyword. When a character with this special rule makes a
Combat action while in base contact with the target,
Cautious you may re-roll up to (x) Attack dice.
While in cover a character with this special rule gains Expert Protection (X)
an additional +1 PRO. When a character with this special rule makes a
Protection Roll, you may re-roll up to (x) dice.
Companion (X)
A character with this special rule can re-roll all Expert Sorcerer (X)
Morale tests as long as (x) is on the board. In When a character with this special rule makes a
addition, you may always use the MIND value of (x) Magic Roll or attempts to Dispel a magic spell, you
as long as they are on the board. For this special rule, may re-roll up to (x) dice. In addition, a character
(x) may be a character name or a keyword. with this special rule knows (x) additional magic
spells.
Duellist
Once per activation, immediately after making a Fast Swimmer (X)
Combat action, a character with this special rule may A character with this special rule adds (x) number of
make an Attack of Opportunity against an enemy in inches to its MOV if it starts a movement action in
base contact. water.

Engage (X) Fear (X)


When a character disengages from a character with When attacking a character with this special rule, the
this special rule, it may re-roll up to (x) dice for the attacker must first make a basic Mind roll, with their
Opposed DEX Roll. Mind value modified by (x). If they fail the roll, all
Aces for the attack must be re-rolled.
Fearless Mindless
A character with this ability automatically passes all Characters with this special rule are ignored for the
Morale Tests and is unaffected by the Fear (x) special purposes of victory conditions, and cannot interact
rule. with objectives.

Fireproof Peerless
A character with this special rule receives its usual A character with this special rule does not earn any
PRO when hit by a weapon with the Flames special experience points.
rule.
Penetration (X)
First strike (X)
A character with this special rule or an attack with
A character with this special rule modifies its ATT this special rule modifies its targets PRO by (x) for
by (x) when making an Attack of Opportunity from that attack.
moving into base contact with an enemy.
Pickpocket
Flight
Once per activation, make an Opposed DEX Roll
A character with this special rule can fly. It may move with an enemy character in base contact. If you win,
vertically as well as horizontally in a Move action the target loses one Will Point and this character
without penalty but must end its movement on solid or one friendly character within 3 regains one Will
ground. Simply measure point to point and move the Point.
character.
Slippery (X)
Frenzied
When a character with this special rule disengages, it
A character with this special rule may use its Life may re-roll up to (x) dice for the Opposed DEX Roll.
Points as if they were Will Points.
Stun
Hunter
Any time a character with this special rule deals
A character with this special rule gains the damage to an opponent, the opponent also receives a
Penetration (-5) special rule when targeting an enemy Stun counter.
with a larger base size.
Universal shielding (X)
Infiltration
A character with this special rule always has a
A character with this special rule may be set up more minimum PRO of (x), even for attacks that ignore
than 3 above or below ground level (but not in water PRO.
unless specified) at the start of the game.
Vampiric attack (X)
Limited movement
A character with this special rule recovers (x) Life
A character with this special rule may only move Points each time it makes an enemy in base contact
vertically up to 1 in a single action. lose at least one Life Point.

Mage (X) Water creature


This character is a Mage and knows (x) number of Characters with this special rule may be set up in
magic spells. See the Magic section for more details. water at the start of the game. Additionally, they
A character with the Mage (0) special rule still knows move their full MOV when in water, may move up
a Cantrip. to 8 as part of a Dive action, ignore the Drowning
section of the rules when they are the target, and may
use weapons when in water. See the Water section for
Mighty blow (X)
more details.
When a character with this special rule deals
Damage, it modifies its Damage pool by (x).
Common Weapons
Weapon Range Damage Abilities

Bayonet 1 -
Club 0 - Stun
Crossbow 15 - Reload (1), Two-handed
Flamethrower 0 +2 Black Powder, Flames, Reload (1), Template, Two-handed
Grenade 6 +2 Accuracy (+1), Black Powder, Blast, Flames
Great Weapon 1 +1 Penetration (-2)
Hand Weapon 0 -
Musket 12 +1 Black Powder, Penetration (-2), Reload (1), Two-handed
Pistol 8 +1 Black Powder, Penetration (-1), Reload (1)
Polearm 2 +1 Two-handed
Smoke Bomb 6 - Blast, Harmless, Smoke
Sword 0 +1
Throwing Knife 6 -
Unarmed 0 -1
Whip 3 - Accuracy (+1)
Penetration (X)
Weapon Abilities A character using a weapon with this special rule
Accuracy (X) modifies (x) amount of the targets PRO for that
attack.
A character using a weapon with this special rule
modifies their opponents DEX by (x) for the purpose
of the attack. Reload
A weapon with this special rule can only be used
Black Powder for (x) number of Attack Rolls. After that number
is reached, the character must spend 1AP to make a
A character using a weapon with this special rule Reload action on the weapon before being able to use
loses 2 Life Points in addition to any other effects it again. A character cannot make a Reload action
when rolling a Fumble during an Attack Roll. In while in base contact.
addition, a character cannot use a weapon with this
special rule during their activation if they started that
activation in water. Smoke
Any character hit by a weapon with this special rule
Blast cannot have line of sight drawn to it by any other
character until the start of their next activation.
A weapon with this special rule uses the blast marker.
Place the blast marker centred over the target. Roll Stun
once for your Attack Roll and apply the roll to every
individual character under the template. Any character hit by a weapon with this special rule
receives a Stun counter.

Flames
Template
A weapon with this special rule ignores all PRO.
A weapon with this special rule uses the teardrop
shaped template. Trace a line between the attacker
Harmless and the target. Place the small end of the template in
A character using a weapon with this special rule range of the weapon (base contact with the attacker if
does no Damage, but still needs a single Ace to be the range is 0), and the large end further away from
successful, and will score Criticals and Fumbles as the attacker, still following the line. Any miniature
normal. partly touched by the template (friend or foe) is
affected by the attack. Roll once for your Attack Roll
and apply the roll to every individual character hit.

Two-handed
A character hit by a weapon with this special rule
during an Attack of Opportunity has +1 DEX for
that attack.

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