Combat Cards Plus

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Combat Task Combat Task Combat Task Combat Option

— FORWARD — — OPEN — — DEFENSIVE — — ANY STANCE —


Intimidate Foe Rally Comrades Protect Companion Knockback
Forego attack roll. Forego attack roll. Announce the character you wish to protect You literally ‘roll with the punches,’ and
Roll Awe or Battle instead (TN 10 plus the Roll Inspire or Song instead (TN 14). right after choosing your stance (they must reduce the force of an attack by stepping
highest Attribute level among all foes). All fighting companions (including you) be in a forward or open stance). back or to the side or by kneeling under the
Enemy loses Hate points accordingly: recover Endurance lost this battle force of a blow.
accordingly: When the protected character is attacked,
• Ordinary success: 2 Hate points you may choose to spend 1 point of Hope Halve the Endurance loss caused by a
• Great success: 3 Hate points • Ordinary success: 2 Endurance points and become the target of the attack in his successful attack against you (rounding
• Extraordinary success: 4 Hate points, • Great success: 3 Endurance points place. The attack is resolved using your fractions up) by letting yourself be thrown
or a number of points equal to your • Extraordinary success: 4 Endurance stance (TN 12) to calculate the TN. off-balance.
character’s Valour rating, whichever is points, or a number of points equal to
higher. your character’s Heart rating, You may still attack this round. When you are knocked back, you cannot
whichever is higher. change your stance and you spend the
The Loremaster divides the Hate point loss following round recovering your fighting
in any way he sees fit. You cannot intimidate position, unable to take any further action
if you were just Wounded or Wounded that turn. If an adversary attacks you while
during the previous round. you are recovering from knockback, the
attack is resolved normally.

Combat Task Combat Task Combat Option Combat Option


— REARWARD — — ANY CLOSE — — ANY STANCE — — ANY STANCE —
Prepare Shot COMBAT STANCE
Remove Helm Called Shot
Forego attack roll.
Escape Combat If you are wearing a helm, you can remove it Announce a ‘called shot’ before rolling your
Spend an entire round preparing a ranged when your turn to act comes, as a free attack dice. If you succeed, a special attack
Forego attack roll.
attack instead, and get a clearer shot the action. result occurs, depending on the weapon
Roll Athletics instead (TN 10 plus highest
following round. used to attack.
Attribute level among all foes).
Removing a helm causes you to lower your
If you succeed in a ranged attack during the Fatigue score by 3 points (and, of course, to A called shot hits only when the roll
On a successful roll, you have escaped. A
following round, you are considered to have lose the helm’s Protection bonus). produces a Great or Extraordinary success.
great or extraordinary success is needed if
successfully achieved a Called shot. If not, the attack misses altogether.
you are engaged by multiple opponents. If
If you are already Weary, you do not gain
your escape attempt fails, you remain
anything from lowering your Fatigue score If the roll fails with an C, the attempt fails
engaged and cannot attack when your next
(as Weariness is normally removed only in a catastrophic way called a fumble.
turn to act comes.
after a prolonged rest).
Fumble: The next time you are attacked, the
If you were in a rearward stance the
difficulty to hit you will be equal to the basic
previous round, you may escape combat
combat TN of your stance (you lose any
feely at the top of the round. No roll is
bonuses from attributes, Virtues or
required to do so.
equipment).
Combat Task Combat Task Combat Task Combat Task
— FORWARD — — FORWARD — — OPEN — — OPEN —
Challenge Adversary Two-weapon Attack Enhearten Comrades Sudden Attack
Name one adversary you are engaged with You may declare an attack using a one- Forego attack roll. If you are unengaged at the start of your
at the beginning of the round after choosing handed close combat weapon in each hand. Make an Inspire or Song roll instead. If the turn, you may attempt a Sudden Attack
a forward stance. For the length of the fight, One hand must wield a primary weapon roll is successful, all fighting companions against a foe currently engaged with another
you roll the Feat die twice, keeping the best making use of your highest close combat who are not Wounded ignore the effects of companion. You must first succeed at a
result, when making close combat attack weapon skill, while your off-hand must hold being Weary for a number of rounds based Stealth roll (TN 10 + highest Attribute level
rolls against the challenged creature. The a secondary weapon making use of your on the quality of the success: among all enemies present). On a success,
challenged foe enjoys the same advantage second-best close combat weapon skill. If you engage the enemy and add a number of
against you. the two skills are tied, choose which weapon • Ordinary success: 2 rounds bonus Success dice to your attack:
is the primary one and which one is the • Great success: 3 rounds
secondary. • Extraordinary success: 4 rounds, or a
• Ordinary success: 1 bonus Success
number of rounds equal to your Valour die
Roll the primary attack first. If it succeeds, score, whichever is higher.
• Great success: 2 bonus Success dice
make the secondary attack. This roll must
target the same adversary hit by the first
• Extraordinary success: 3 bonus
Success dice
attack. You cannot attempt a Called Shot.
For this round, the TN to hit you is reduced On a failure, the opportunity for attack is lost
by the sum of your weapons’ Encumbrance. and your turn is over.

Combat Task Combat Task Combat Task Combat Task


— DEFENSIVE — — DEFENSIVE — — REARWARD — — REARWARD —
Full Defence Stand Ground Harry Foes Seek A Mark
Forego attack roll. If you are wielding a two-handed weapon, Using a bow, you may hinder enemies Forego attack roll.
If you are carrying a shield, or fighting with a you may profit from its superior reach to engaged with companions in a forward or Make an Awareness or Battle roll to
one-handed, close combat weapon in each keep multiple adversaries at bay. open stance. Make an attack roll against observe the enemies, looking for the best
hand, you may choose to devote your TN 12 + the highest Parry among potential opportunity to catch them when they lower
attention fully to your own defence. You may choose to Stand Ground by targets. The number of enemies hindered is their guard. On a successful roll, any foe you
spending 1 point of Hope. All close combat based on the result: attack with a ranged weapon is considered
Raise your Parry rating by an amount equal attacks targeting you must roll the Feat die to be severely hindered (TN -4) against
to the Encumbrance rating of your shield, or twice and keep the worse result until it is • Ordinary success: 2 foes those attacks, for a number of rounds based
the weapon with the highest Encumbrance your turn again. • Great success: 3 foes on the quality of your success:
score among the two you are wielding. If the • Extraordinary success: 4 foes
Encumbrance rating has been modified by a • Ordinary success: 2 rounds
Quality, use the original Encumbrance rating Your attack does not inflict damage, but • Great success: 3 rounds
of the weapon or shield type. reduces the difficulty to hit the affected • Extraordinary success: 4 rounds
enemies for the next close combat attack
aimed at them: the TN to hit them is simply
their Parry rating (combat stance TN is not
taken into account).
Called Shot Option Called Shot Option Called Shot Option Called Shot Option
— AXES, MATTOCK — — CLOSE COMBAT — — SWORDS — — CLOSE COMBAT —
Break Armour Holding Back Maiming Strikes Pummelling Attack
If you are armed with an axe of any type or If you do not wish to wound or kill your If you are wielding a sword of any type, you You may attempt to violently throw an
mattock, you may damage the armour of an opponents, you can hold back and refrain may aim to reduce the fighting capability of a opponent off-balance. If the called shot
enemy with a well-aimed swing, be it the from administering potentially deadly blows foe, slashing at its arms, hands, or even attempt is successful, the consequences of
black chainmail of Orcs or the close-fitting with your weapons. jaws. You must choose a weapon skill or the attack are resolved normally and the
scales of a Troll’s hide. attack form to target. adversary is considered severely hindered in
If the called shot attempt is successful, an attack until the end of the following round
If the called shot is successful, the target adversary hit by a Piercing Blow is If the called shot attempt is successful, the (TN +4 to any attack rolls it makes).
rolls one Success die less on Protection considered to automatically pass the adversary rolls one Success die less on
tests for the length of the fight. (This called Protection test. (Any Endurance loss is each roll made using the targeted ability for If the unbalanced foe is the only adversary
shot cannot affect the same adversary more administered normally, but the blow cannot the rest of the fight. (This called shot cannot facing you, then you may escape combat
than once). Wound the target). affect the same ability more than once). without the need for a roll of Athletics.

You may try this attack only against


creatures no greater than human-sized;
unless you are mounted on a horse.

Called Shot Option Called Shot Option Called Shot Option Called Shot Option
— BOWS — — CLOSE COMBAT — — CLOSE COMBAT — — AXES, MATTOCK —
Rain of Arrows Savage Blow Swift Strokes Break Shield
If you are using a bow (not a Great bow), You may attempt to inflict greater harm on If you are engaged by at least two If you are armed with an axe of any type or
you may attempt to hit any two foes on the an adversary. opponents, you may attempt to hit two of mattock, you may smash the shield of an
battlefield. The targets must be chosen and them. The targets of the attack must be enemy, be it the shield of a Great Orc or the
declared before the dice roll is made. If the called shot attempt is successful, you declared before rolling the dice. great shield of an Orc-Chieftain.
inflict an additional loss of Endurance equal
The attack roll result is compared first to the to your close combat Damage rating. This is The attack roll result is compared first to the If the called shot is successful, the target
TN of the first target. If successful, the target in addition to the bonus Damage resulting TN of the first target. If successful, the target loses the benefit of having the shield.
receives damage normally, and the roll result from achieving a great or extraordinary receives damage normally, and the roll result
is compared against the TN of the second success. is compared against the TN of the second
target. If successful, then the second target. If successful, then the second
opponent is hit too and suffers damage If any adversary succeeds at this called opponent is hit too and suffers damage
normally. If the attack fails against the first shot, use their Attribute level to determine normally. If the attack fails against the first
target, it also fails against the second target. additional Endurance loss. target, it also fails against the second target.
Called Shot Option Called Shot Option
— BOWS, SPEARS — — SWORDS —
Pierce Disarm
If you are using a bow or a spear, you may If you are armed with a sword of any type,
attempt to inflict a terrible wound on a foe by you may attempt to knock a weapon out of
piercing his armour or hide. an opponent’s grasp.

If the called shot is successful, the attack If the called shot is successful, the target
results in a Piercing blow, regardless of the drops his weapon.
outcome of the Feat die.

Taking Courage Earning Earning Invoking a Trait


At the beginning of each game session, if
Advancement Points Experience Points There are three main reasons to invoke the
you have fewer Experience points than the use of a Trait:
hero with the most, you gain a point of Advancement points are used to develop Experience points are used to buy ranks in
Courage for every full 10 total Experience
points difference. This amount cannot
your Common skill ratings during the
Fellowship phase. During the Adventuring
Valour and Wisdom, and to increase your
Weapon skills. Earn them as follows: • Automatic Action: Invoke a Trait when
using a Common skill to succeed
exceed your basic Heart rating. phase, you can earn up to 3 points in each automatically (an ordinary success).
Skill group as follows: • Earn 1 point at the end of each gaming
• Unforeseen Action: Invoke a Trait to be
Courage points may be spent as follows: session you attend. allowed a die roll in a situation normally
• Earn the first point by succeeding on any • Earn 1 supplemental point at the end of a out of your control.
• When about to spend 1 point of Hope,

Skill roll.
Earn the second point by rolling a great
session if you make substantial progress
toward your company objective. • Advancement Point: Invoke a Trait
you may spend 1 point of Courage when you succeed at something that
instead. success or higher OR by reinforcing a • Earn up to 1 supplemental point for every strongly reflects the feature described by
• At the end of a game session, spend 1

successful roll with a Trait invocation.
Earn the third point by rolling a great
2 gaming sessions played during the
Adventuring phase. This final award is for
the Trait to gain an Advancement point.
point (and 1 point only) of Courage to
gain 1 Experience point. success or higher AND reinforcing the exceptional roleplaying and is given as a You can invoke a Trait when you think it
• At the end of a game session, spend 1 result with a Trait invocation. bonus at the end of the Adventuring
phase.
applies to a situation. If no one at the table
point (and 1 point only) of Courage to objects, the Trait effect is applied; otherwise
gain 2 Advancement points. When the Adventuring phase is over, all the Loremaster adjudicates.
points are accounted for and the check
Unspent Courage is lost; it cannot be saved. marks are erased from your character sheet.
Combat Role Combat Role Combat Role
and Advantage and Advantage and Advantage
Captain Champion Ward
Spend 1 Fellowship point at the start of Spend 1 Fellowship point at the start of Spend 1 Fellowship point at the start of
close combat to assign roles. close combat to assign roles. close combat to assign roles.

As you lead your warriors, you are targeted You make a display of personal prowess and Your companions manoeuvre to safeguard
by at least half of all ranged enemies who are engaged by the adversary with the you so that you are only engaged by the
wish to see you dead. highest Attribute level in order to vanquish adversary with the lowest Attribute level and
them singlehandedly. avoid multiple opponents if possible.
Combat Role Advantage
If you attempt the Rally Comrades combat Combat Role Advantage Combat Role Advantage
task and succeed, you may spend and roll If you attempt the Intimidate Foe combat If you are fighting in an open or defensive
one Combat Advantage die to add the result task and succeed, you may spend and roll a stance, you may spend a Combat
to the number of Endurance points Combat Advantage die. The result is added Advantage die to carry out an attack AND
recovered by your companions. as bonus damage on any successful strike perform a significant action that requires a
plus the total Hate points your intimidation skill roll, like breaking down a door, freeing a
cost the enemy. The bonus lasts a number tied captive, carry a wounded friend to
of rounds equal to your Valour rating. safety, and so on, but does not include
combat tasks.

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