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Combat Cheat Sheet
Combat Cheat Sheet
Ensure you have the following stats for each combatant. I find it easier to make a
spreadsheet with all of this info for each player; that way it only needs to be calculated
once and any changes can be quickly updated. Note: reference page 38 for explanation
of difficulty grade.
❏ Current Fatigue Level (p. 78)
❏ Encumbrance Status (p. 77)
❏ unencumbered: ENC ≤ 2xSTR;
❏ burdened: ENC > 2xSTR ≤ 3xSTR;
❏ Overloaded: ENC > 3xSTR
❏ Encumbrance Status may change if combatants remove or drop packs/
bags/etc.
❏ Worn armour’s ENC total is halved.
❏ Armour Penalty
❏ ENC of all armor worn divided by 5
❏ Movement: Walking = 6m - Fatigue Penalty
❏ Movement: Running = (6m + (0.5 for every 25 points of Athletics Skill) - Fatigue
Penalty) * 3) - Armour Penalty
❏ Movement: Sprinting = (6m + (1 for every 25 points of Athletics Skill) - Fatigue
Penalty) * 5) - Armour Penalty
❏ Number of Fatigue-Check Free Combat Rounds = CON / 5 [rounded up]
❏ Weapon and Shield stats (you’ll need all of them except Milieu and Cost)
❏ HP and Armour Points per body part
❏ Combat Style skill (per style)
❏ Combat Style traits
❏ Combat Style penalties from weapons not covered (rare, see p. 88)
❏ Evade skill
❏ Endurance skill
❏ Athletics skill
❏ Brawn skill
❏ Unarmed skill
❏ Willpower skill
❏ Initiative Bonus
❏ Luck Points
❏ Action Points
❏ Damage Bonus
❏ Healing Rate
❏ SIZ
Initiative:
Each participant in combat rolls for initiative, calculated as:
1d10 + Initiative Bonus - Armour Penalty
Participants are then ranked by their resulting scores and take their turns in order of
that rank. Tied scores act at the same time. During their turn, they can only perform one
Proactive Action at the expense of an Action Point.
Reactive Actions:
These actions can be taken in response to an imminent danger or threat at the expense
of an Action Point. In order of anecdotal popularity:
1) Parry - Defend against an attack by parrying, blocking, leaning, ducking, side-
stepping, etc. to minimize the blow.
2) Evade - Attempt to dive or roll clear of threats, leaving the character prone.
Typically the next turn would be use to Regain Footing.
3) Interrupt - After delaying, halt an opponents turn after his/her declaration to
take your own turn. Opponent takes his/her turn after the interrupt, but loses the
action point if he/she cannot achieve his/her original declaration. Can also be
used against anyone within weapon reach.
4) Counter Spell - Attempt to dismiss or counter an incoming spell, miracle, etc.
Free Actions:
These actions can be taken at any time without using an Action Point. In order of
anecdotal popularity:
1) Assess Situation - Make a Perception roll to see any relevant changes to the
tactical situation.
2) Speak - Anything that can be said within 5 seconds, clearly.
3) Ward Location - Use a weapon to guard a particular area against attack. The
ward continues until the weapon is used to attack or parry.
4) Use Luck Point - Various uses, like re-rolling bad results.
5) Drop Weapon - Weapon is dropped.
6) Signal - Gesturing or signaling.
Special Effects for Attackers:
Successful Roll
Choose Location Attacker chooses the hit location of his/her attack, so long as it is in reach.
Close Range Allows the character to get closer to his/her opponent, to the favorable range of
the shorter weapon.
Compel Surrender Force an opponent to surrender, assuming they are helpless or disadvantaged.
Requires willpower vs. original attack or parry roll.
Disarm Opponent Cause the opponent to lose his weapon by knocking, twisting, or yanking it out
of his hand. Opposed Combat Style vs. Attack Roll.
Press Advantage Attacker continues to pressure his/her opponent so that they cannot attack on
their next turn.
Scar Foe Character intentionally gives his/her opponent a scar that will disfigure them for
life.
Spoil Spell Ruins any spell being cast or held assuming the caster is injured by the attack.
Trip Opponent Character attempts to trip his/her opponent, making him/her fall prone. Brawn,
evade, or acrobatics vs. original attack roll.
Maximize Damage Stackable. Attack can substitute one of his damage dice for the full value.
Pin Weapon Pins an opponent’s weapon in place. The opponent cannot use that weapon until
he/she frees it.
Defender Fumbles
Force Failure Combined with any other special effect that has an opposed skill check causes the
opponent to automatically fail that check.
Specific Melee Weapons
Bleed Cutting Weapons Attacker attempts to cut open a major blood vessel. Opposed
Endurance vs. Attack roll.
Impale Impaling Weapons Drives a weapon deep into the attacker. (p. 97)
Bash Shields, Bludgeoning Bashes shield or bludgeoning weapon into the attacker,
knocking them back.
Stun Bludgeoning Temporarily stun the body part struck. Endurance vs. original
Location attack roll.
Remise Small Weapons Attacker performs a follow up attack on his/her opponents next
turn, forcing the opponent to turn their proactive action into a
reactive one.
Kill Silently Small Weapons Can only be used by those with the assassin trait.
Entangle Entangling Weapons Immobilizes the location struck, with effects varying based on
the location and weapon.
Grip Unarmed Character grabs his/her opponent with one hand, preventing
him/her from changing range or disengaging from combat.
Take Unarmed Takes the opponents weapon from them. Opposed combat sytle
Weapon vs. Original Unarmed roll.
Ranged Weapons
Choose Location Attacker chooses the hit location of his attack, so long as it is in reach. (Critical
Only, or at close range, and unaware or stationary)
Circumvent Cover Bypasses cover. Not used in our campaign, but there it is. (Specialized
ammunition)
Duck Back Allows the shooter to immediately duck back into cover without using the take
cover action on their turn.
Marksman Allows the shooter to move the hit location struck by one step.
Overpenetration The only weapon that can really do this is a heavy crossbow. Allows projectile to
(Critical Only) go through one opponent completely and potentially hit something on the other
side.
Pin Down Stackable. Opposed check Willpower vs. attack. On failure, the opponent
hunkers down behind available cover, unable to return fire.
Drop Foe (Siege Only for siege weapons, firearms, or similar, if a minor wound is given, the
Weapons, Firearms) opponent become incapacitated unless saved in opposed skill check of
Endurance vs. attack roll.
Special Effects for Defenders:
Successful Roll
Close Range Allows the character to get closer to his/her opponent, to the favorable range
of the shorter weapon.
Compel Surrender Force an opponent to surrender, assuming they are helpless or disadvantaged.
Requires willpower vs. original attack or parry roll.
Disarm Opponent Cause the opponent to lose his weapon by knocking, twisting, or yanking it out
of his hand. Opposed Combat Style vs. Attack Roll.
Open Range Allows the defender to open range so that they end up at a reach favorable to
the longer weapon.
Prepare Counter Stackable. Counters a specific special effect. See page 98.
Scar Foe Character intentionally gives his/her opponent a scar that will disfigure them
for life.
Stand Fast Allows the defender to brace and avoid knockback effects.
Trip Opponent Character attempts to trip his/her opponent, making him/her fall prone.
Brawn, evade, or acrobatics vs. original attack roll.
Blind Opponent Temporarily blinds opponent, as with dirt, sunlight, etc. Opposed evade (or
Combat Style if using a shield) vs. parry roll
Enhance Parry The defender manages to deflect the entirety of his/her opponent’s attack,
regardless of weapon size.
Pin Weapon Pins an opponent’s weapon in place. The opponent cannot use that weapon
until he/she frees it.
Slip Free Automatically escape being entangled, gripped, or pinned.
Attacker Fumbles
Accidental Injury Deflects an attack in such a way that the attacker injuries himself.
Force Failure Combined with any other special effect that has an opposed skill
check causes the opponent to automatically fail that check.
Select Target The defender diverts the attacker’s weapon so that it hits a
bystander automatically.
Weapon Malfunction (Attacker The attacker’s weapon malfunctions and cannot be used until
Using Ranged Weapon) repaired.
Entangle Entangling Weapons Immobilizes the location struck, with effects varying based
on the location and weapon.
Take Weapon Unarmed Takes the opponents weapon from them. Opposed combat
style vs. Original Unarmed roll.
Name: Mac
STR: 8 Action Points: 3
CON: 13 Damage Modifier: -1d2
SIZ: 10 Healing Rate: 3
DEX: 13 Initiative Bonus: 13
INT: 13 Luck Points: 1
POW: 6 CRBFC: 3
CHA: 11
Location HP AP
Base: Bonus: Total: Head 5
Name: Bulgar
STR: 13 Action Points: 2
CON: 8 Damage Modifier: +1d2
SIZ: 15 Healing Rate: 2
DEX: 8 Initiative Bonus: 11
INT: 13 Luck Points: 1
POW: 6 CRBFC: 2
CHA: 11
Location HP AP
Base: Bonus: Total: Head 5
Name: Shifu
STR: 9 Action Points: 3
CON: 16 Damage Modifier: -1d2
SIZ: 8 Healing Rate: 3
DEX: 16 Initiative Bonus: 15
INT: 13 Luck Points: 3
POW: 18 CRBFC: 4
CHA: 11
Location HP AP
Base: Bonus: Total: Head 5