Overview
Surprise turn
A Turn is roughly equal to 10 seconds of in-game time.
If one of the sides is unable to react momentarily, a Surprise Turn starts.
Those having the advantage roll an additional Fury Die when determining Total Damage.
Those surprised cannot use Reactions to defend themselves (they don’t have AP yet).
Once everyone on the ambushing side acted, combat proceeds as normal.
Initiative ladder
Participants roll 1D10 + Initiative; they are placed on the Initiative Ladder from highest to lowest. Ties are broken by Perception Bonus, new ties by a re-roll.For environmental events or other special occurrences, the GM rolls 2D10+2 to determine their place in the Initiative Ladder.
Take turns
At the beginning of
one’s Turn, they discard all their remaining Action Points (AP) and
gain 3 anew.
Condition | Effect |
BLINDED | Cannot use Counterspell, Dodge or Parry |
CHOKED | Cannot use any Action in combat, unless attempting to Resist to escape |
DEFENSELESS | Cannot use any Reactions whatsoever |
DISARMED | Lose weapon from primary hand 3 yards away and cannot use hand until next Turn |
HELPLESS | Conscious but Defenseless and unable to act, may be Slain! with an automatically successful attack |
INCAPACITATED! | Cannot succeed at Skill Tests and gain 6 points of Corruption |
INSPIRED | Temporarily add +1 to Damage and Peril Thresholds until end of combat |
INTIMIDATED | Temporarily suffer a -1 to Damage and Peril Thresholds until end of combat |
INTOXICATED! | Gain +3 Damage Threshold, suffer 3D10+3 physical Peril and 1 point of Corruption |
KNOCKED OUT | Left unconscious and Helpless until awakening |
PRONE | On the ground, and suffers an additional 1D6 Fury Die in Damage |
SLAIN! | That’s it, you’re dead, unless you spent 1 Fate Point |
STUNNED | Begin Turn with one less AP; cannot suffer from multiple Stuns at once |
SURPRISED | Suffer additional 1D6 Fury Die in Damage and cannot use Reactions |
Actions in combat
Movements | AP | Attacks | AP | Perilous stunts | AP | Specials | AP | Reactions | AP |
Charge | 2 | Called shot | 2 | Chokehold maintain | 1 3 | All-out | 0 | Counterspell | 1 |
Get up w/coordination | 2 1 | Cast magick | 1-3 | Dirty tricks | 1 | Channel power | 1 | Dodge | 1 |
Maneuver | 2 | Melee attack | 1 | Disarm | 1 | Inspiring words | 1 | Opportunity attack | 0 |
Run | 3 | Ranged attack | 1 | Knockout! | 1 | Litany of hatred | 1 | Parry | 1 |
Step aside | 1 | Push | 1 | Load | varies | Resist | 0 | ||
Take cover | 1 | Splinter shield | 1 | Subdue | 1 | ||||
Walk | 1 | Stunning blow | 1 | Swapping | 0 | ||||
Takedown | 1 | Take aim | 1-2 | ||||||
Wait | 0 |
Movement actions
Charge (2 AP)
-
Distance up to Movement x 2 yards
-
If distance is at least 3 yards, a successful Melee Attack yields an additional Fury Die
-
If you leave an Engagement, you’re subject to an Opportunity Attack
Get up (2 AP, 1 AP if Coordination trained)
-
Standing up from Prone or crouched and move up to 1 yard, or get into a carriage or on saddle, or pull an ally on its feet
-
If you leave an Engagement, you’re subject to an Opportunity Attack
Maneuver (2 AP)
-
Move 1 yard and avoid Opportunity Attacks if leaving an Engagement.
Run (3 AP)
-
Distance up to Movement x 3 yards
-
Add 3 to Damage Threshold until start of your next turn
-
If you leave an Engagement, you’re subject to an Opportunity Attack
Step aside (1 AP)
- Move 1 yard and let engaged foes immediately follow you if they want, avoiding Opportunity Attack
Take cover (1 AP)
-
Move 1 yard and take cover (at least half of your body behind a solid protections, brushes aren’t enough) against ranged weapons
-
Low cover (crate or barrel): add 3 to Damage Threshold
-
Medium cover (waist-high stone wall): add 6 to Damage Threshold
-
High cover (pillar): add 9 to Damage Threshold
-
Full cover: cannot be targeted
Walk (1 AP)
-
Distance up to Movement x 1 yards
-
If you leave an Engagement, you’re subject to an Opportunity Attack
-
If crawling, distance up to Agility Bonus and treated as Prone
Modifiers
Jump & leap
Must
Run at least 6 yards
and make an Athletics Test
to jump 1 yard for every 3 points of Brawn Bonus
or leap 1 yard for every 6 points of Brawn Bonus.
Hard terrain
You
cannot Charge,
Maneuver or Run
through hard terrain.
Movement
sub-types
Sub-types are pairing with standard movement actions and increase the
AP cost by 1.
In
order to uses a sub-type, a relevant Skill Test
(Athletics, Ride, Stealth…) must be made, once (unless
circumstances change), at the start of your movement (even if spread
on multiple turns).
Sub-type
|
Distance
|
Climbing
|
[BB] – 3, minimum 1
|
Sneaking
|
[AB] – 1, minimum 1
|
Swimming
|
[BB] – 1, minimum 1
|
On dog sled
|
[AB] + 4
|
On dray horse
|
[AB] + 5
|
On stagecoach or wagon
|
[BB] + 5
|
On palfrey horse
|
[AB] + 6
|
On fancy coach
|
[BB] + 6
|
On rouncey horse
|
[AB] + 7
|
On carriage
|
[BB] + 7
|
On courser horse
|
[AB] + 8
|
On chariot
|
[BB] + 8
|
On destrier horse
|
[AB] + 9
|
Flying
|
[AB] + 9
|
Attack actions
Called shot (2 AP)
-
Aim a specific body part, increasing the Difficulty Rating assigned by the GM
-
The foe cannot Dodge or Parry
Cast magick (varies)
-
Petty magick: 1 AP; Lesser magick: 2 AP; Greater Magick: 3 AP
-
Incantation Test
Melee attack (1 AP)
-
Relevant Combat-based Skill Test to hit a foe
Ranged attack (1 AP)
-
Relevant Combat-based Skill Test to hit a foe
-
Larger or Smaller foe may change the Difficulty Rating
-
This attack cannot be made while Engaged, unless with a Gunpowder Weapon
-
Thrown weapons: cannot only be launched at Short Distance
-
Medium Distance: increase by one step the Difficulty Rating
-
Long Distance: increase by two steps the Difficulty Rating
-
Extreme Distance: increase by three steps the Difficulty Rating and no Fury Die
Attack modifiersCritical FailureThe attacker suffers 2d10 + 2 physical Peril.
Roll a Chaos Die, on a "6", roll on the Fumble table instead.When firing into an engagement, an ally is hit.Critical SuccessThe defender is left DefenselessSizeLarger or smaller foes may change the Difficulty Rating to succeed at Attack, Perilous Stunts, Dodge and Parry Tests, depending on size factor. They inflict more damage (+1 Fury Die when twice as large as an ogre, +2 Fury Dice when thrice as large)Mounted combatIf the attacker mounted or driving a vehicles hits a foe, he gains an additional Fury Die.If a mount Bleed or suffers an Injury, a Handle Animal Test must be succeeded to control it, else the animal cannot use a Movement action on the next turn. If critically failed, you are bucked off (1d10+1 Damage and become Prone) and the animal flees and cannot be calmed until an hour has passed.TrampleIt’s a Melee Attack action associated with a Drive Skill Test. the damage is 1d10 + the mount’s [BB]. The victim is also Prone on a Critical Success. This attack can only be Dodged.OutnumberingWhen outnumbered by 6:1 or more, add a Fury Die to damage with Melee Weapons. Exceptions may occur if the outnumbered foe is larger than his attackers.
Standard attack modifiers
Modifier type | Situation | Modifier |
Called shot | Arms | -10% |
Body | no modifier | |
Legs | -20% | |
Head | -30% | |
Position | Cornered foe | +10% |
Cover | see Take cover Action | |
Fire from horseback | -10% | |
Fire into engagement with ally | -20% | |
Flanking outnumbered foe | +10% | |
Higher ground | +10% | |
Range | Short range | no modifier |
Medium range | -10% | |
Long range | -20% | |
Extreme range | -30% | |
Situation | Fleeing foe | +20% |
Opportunity attack | +20% | |
Surprised foe | +20% | |
Prone foe | +30% | |
Helpless foe | Slain! | |
Visibility | Bad visibility (fog, mist, fog...) | -10% |
Darkness | -30% | |
Weapon size | Cramped space | -10% for Regular and larger |
Ally in the engagement | -10% for Long and larger | |
Adjacent space is cramped | -10% for Reach |
Hit locations
Location
|
D10
|
Head
|
1
|
Arms
|
2-4
|
Body
|
5-8
|
Legs
|
9-10
|
Weapon and armor qualities
Quality
|
Effect
|
Adaptable
|
+1 to Damage when the weapon is held in two hands
|
Arming
|
cannot be Disarmed from their wielder
|
Artillery
|
- can be fired while Engaged
- flip the result to fail in order to Dodge or Parry |
Binding
|
-10 Base Chance to resist a Disarm attempt made with this weapon
|
Breaker
|
a Finesse weapon may break when parried by a Breaker weapon. With a succesful Parry and 1 AP the attacking foe must resist with a Warfare Test or its weapon is Runied!
|
Brace
|
cannot charge, maneuver or run while wielding this weapon
|
Castle-forged
|
- cannot be Ruined! under normal circumstances
- base cost x3 |
Dangerous
|
causes bleeding after suffering an Injury
|
Defensive
|
+10 Base Chance to Parry
|
Detonate
|
- affects multiple target (burst template)
- those taking damage gain a Grievous Injury |
Distraction
|
An Engaged foe must resist Dirty Tricks when the wielder Takes Aim
|
Entangling
|
after an attack, the foe must Resist a Chokehold or Takedown (attacker’s choice), flipping the result to fail
|
Fast
|
-10 Base Chance to Dodge or Parry
|
Fiery
|
the foe and one engaged with him must succeed a Coordination Test or be set On Fire
|
Finesse
|
refer [AB] instead of [CB] for damage
|
Flexible
|
may dodge using Athletics
|
Free-standing
|
- useless is unfixed
- 1AP to fix on the ground - provides medium cover - a single persons engaged with the shield gain the Protective quality |
Gas
|
- affect multiple targets (burst template)
- without heavy winds, remains 1D10+1 minutes |
Gunpowder
|
- can be loaded and fired when engaged
- cannot be Dodged or Parried |
Fiery
|
hit foe and those Engaged must succeed Coordination or be set On Fire
|
Heavy
|
prohibits the use of Incantation to cast magick and Coordination to Dodge
|
Immolate
|
- the foe must succeed a Coordination Test or be set On Fire
- the weapon is extinguished after a successful attack |
Ineffective
|
cannot deal Damage or inflict Injuries
|
Light
|
when held off-hand with a melee weapon in primary hand, add +1 to Damage
|
Long | - Same as Regular - Attack Actions are Challenging if an ally is engaged in an adjacent space - Difficulty may be ignored for the cost of 1 Chaos Die - A "6" on a Chaos Dice triggers a Fumble |
Maker’s mark
|
- weapon: +5% Base Chance to strike
- armor: reduces Encumbrance value by 2 (minimum 1) - shield: adds a passive +1 to Damage Threshold Modifier - base cost x6 |
Natural
|
+10 Base Chance to Dodge
|
Personal | may be used in cramped spaces with no maluses |
Powerful
|
must Resist with a Toughness Test or be shoved out of the Engagement
|
Protective
|
can be used to Parry ranged weapons
|
Pummeling
|
- refer [BB] instead of [CB] for damage
- can only inflict Moderate Injuries - cannot cause Bleeding |
Punishing
|
- adds 1 Fury Die to Damage for 1 additional AP
|
- can strike Engaged or 1 yard away foes
- may use Opportunity Attack when a foe Charge or Run toward you - same as Long - Attack Actions are Challenging if an adjacent space is cramped (e.g. 50% of the space or more is used) - Difficulty may be ignored for the cost of 1 Chaos Die - A "6" on a Chaos Dice triggers a Fumble |
|
Recoil
|
- the wielder must resist Toughnes or shoved out of the Engagement
- If Critically failed, suffer un Injury based on the current Damage Level (Moderately = Hyperextended elbow, Seriously = Stress fracture, Grievously = Splintered elbow - requires 3 ammunitions to Load |
Regular | - Attack Actions are Challenging if the space is cramped (e.g. 50% of the space or more is used) - Difficulty may be ignored for the cost of 1 Chaos Die - A "6" on a Chaos Dice triggers a Fumble |
Repeating
|
can be used 3 times without spending AP to reload
|
Ruined!
|
until fixed:
- weapon: suffers -3 penalty to Total Damage - armor: does not add to Damage Threshold - shield: cannot be used to Parry fixing requires 6 days and a successful Tradecraft Test |
Shrapnel
|
- affects multiple foes in a Cone Template
- cone: 16 yards long, 1 yard large at start, 5 yards at the end |
Siege
|
- affect targets in the Explosion Template (a 10-yard circle)
- when damage is dealt, it inflicts a Grievous Injury |
Slow
|
+10 Base Chance to Dodge or Parry
|
Smoke
|
- affects multiple foes in a Burst Template (a 6-yard circle)
- remains 1D10+1 minutes - cannot fire at Medium or longer ranges from inside - penalties from outside, as the GM sees fit |
Splintered
|
may spend a Fortune Point to ignore damage made by melee or ranged weapon, but the destroys the shield
|
Throwing
|
cannot be used for Medium or Long range
|
Vicious
|
adds an additional Chaos Dice to determine if an Injury is inflicted
|
Volatile
|
after a Critical Failure with this weapon, roll a Chaos Die; on 1 to 5, it misfires and must be repaired for 1 hour; on a 6, it explodes dealing 2D10+2 Damage from fire that cannot be Dodged, Parried or Resisted
|
Volley
|
can be fired up to 9 times without having to reload
|
Weak
|
cannot inflict Grievous Injuries
|
Wytchfyre
|
- loaded with powder, shot and a pyreshot of wytchfyre
- a struck foe lust succeed a Coordination Test or be set on fire - a damaged foe suffers also 3 Corruption |
Perilous stunts
Chokehold (1 AP, 3 AP to maintain)
-
Athletics Test while Engaged, Resist by succeeding an Athletics Test, Choked if Failed
-
The foe immediately inflicts 1d10 + [BB] physical Peril and at the start of each of your turn if you maintain the Chokehold
-
If Incapacitated! the foe falls unconscious for attacker’s [BB] Turns
-
No check to maintain, only the victim may Resist (and can do nothing else)
-
If the attacker drops one step negatively or more, the Chokehold is relinquished
Dirty tricks (1 AP)
-
Guile Test while Engaged, Resist by succeeding an Awareness Test, Blinded if Failed
Disarm (1 AP)
-
Coordination Test while Engaged, Resist by succeeding a Coordination Test, Disarmed if Failed
Knockout! (1 AP)
-
The target must already be Defenseless or Helpless
-
Athletics Test while Engaged, unconscious and Helpless for the attacker’s [BB] Turns, and suffers 2d10 + attacker’s [BB] physical Peril
Push (1 AP)
- Push back a foe 2 yards behind, or 1 yard to the side
- May be combined with a Takedown for 1 AP more
- Athletics Test while Engaged, Resist by succeeding a Coordination Test
- Critical success: foe may also suffer a Takedown or attacker can't follow for free
Splinter shield (1 AP)
-
Combat based Skill Test while Engaged and with a two-handed melee weapon or an Adaptable weapon hold in two hands
-
Resist by succeeding a Toughness Test
-
Shield Ruined! if Failed
Stunning blow (1 AP)
-
Athletics Test while Engaged, Resist by succeeding a Toughness Test, Stunned if Failed
Takedown (1 AP)
-
Coordination Test while Engaged (or Coordination if at the end of a Charge), Resist by succeeding a Coordination Test, Prone if Failed
Critical FailureThe attacker suffers 2d10 + 2 physical PerilCritical SuccessThe defender is left Defenseless
Special actions
All-out (0 AP)
-
Before or after the Difficulty Rating is announced, you may modify your Difficulty Rating to make your attack
-
You must roll a Chaos Die for each degree (to a maximu of +30%) you wish to add. If you roll a "6", your attack, succesful or not, is also a Fumble
Channel power (1 AP)
-
Before or after the Difficulty Rating is announced, you may modify your Difficulty Rating to cast your Magick
-
You must have your Arcane Tome or Prayer Book in-hand
Inspiring word (1 AP)
-
Leadership test once by combat to influence [FB] allies who can clearly see and hear you
-
Difficulty Rating depends on your Damage Condition: Unharmed +20%; Lightly Wounded +10%; Seriously Wounded -10%; Grievously Wounded -20%
-
Allies are Inspired if succeeded; move one step up their Peril Condition Track upon a Critical Success
-
Effect lasts to the end of the combat or until victim of a successful Litany of Hatred or Stress, Fear or Terror
-
Allies can only be Inspired this way once per combat
-
Cannot be used while under the effects of a Litany of Hatred, Stress, Fear or Terror
Litany of hatred (1 AP)
-
Intimidate test once by combat to influence [FB] foes who can clearly see and hear you
-
Difficulty Rating depends on your Damage Condition: Unharmed +20%; Lightly Wounded +10%; Seriously Wounded -10%; Grievously Wounded -20%
-
Allies are Intimidated if succeeded; move one step down their Peril Condition Track upon a Critical Success
-
Effect lasts to the end of the combat or until Inspired by Inspiring Words
-
Allies can only be Inspired this way once per combat
-
Cannot be used while under the effects of Stress, Fear or Terror
Load (varies)
-
To load a ranged weapon, spend AP as indicated in the weapons listing
-
Defenseless if the Load action spread from across multiple Turns
Subdue (1 AP)
- No injuries and bleeding are inflicted
- When a foe should be Slained! they are only Grievously Wounded instead and Incapacited! and Helpless for your [CB] Turns
Swapping weapons (0 AP)
-
For picking up, drawing or handing a weapon
-
1 AP if more than once on your turn
Take aim (1 or 2 AP)
-
1 AP to gain +10 Base Chance to you next Attack Action or Perilous Stunt on this Turn
-
2 AP to gain +20 Base Chance instead
Wait (0 AP)
-
Hold your APs and act later in the Turn; you keep the new position in the Initiative Ladder
-
Scrutinize Test to interrupt a foe’s Turn
Reactions
Missed reactions
cannot be re-attempted against the same cause, even if the defender
has enough AP left.
Counterspell (1 AP)
-
Instead of Resisting a Magickal effect, you may attempt to cast a Counterspell in reaction to entirely dispel it, provided you know Counterspell
Dodge (1 AP)
-
Difficulty Rating: opposite of the foe attack’s Difficulty Rating
Dodge
(1 AP)
|
Relevant
Combat-based Skill Test when armed and hit be a Ranged Attack
|
Success
|
all
damage is avoided
|
Critical Success
|
as
above, and to do not have to spend AP
|
Opportunity attack (0 AP)
-
Melee attack allowed when you’re able to attack and a foe moves away from you while Engaged
-
The foe cannot Dodge or Parry the attack
Parry (1 AP)
-
Difficulty Rating: opposite of the foe attack’s Difficulty Rating
-
Difference of weapon size may modify the Difficulty Rating
Parry
(1 AP)
|
Relevant
Combat-based Skill Test when armed and hit be a Melee Attack
|
Success
|
all
damage is avoided
|
Critical Success
|
as
above, and to do not have to spend AP
|
Resist (0 AP)
Resist
(0 AP)
|
An
action that requires a defender to withstand the effects, in
reaction or when your Turn starts for ongoing effects that can
be resisted by a relevant Skill Test
|
Success
|
you
entirely nullify the effects
|
Critical Success
|
as
above, and you move one step up the Peril Condition Track
|
Using attack actions
When an Attack
Action succeeds, the following happens.
-
The target may use a Reaction to defend themselves, if they have at least 1 AP available.
-
If no Reaction is available or it is unsuccessful, the attacker rolls Damage. It is calculated as Combat Bonus + Weapon Damage (optional) + Fury Die. Compare the total to the target’s Damage Threshold.
Fumbles
Poids | Fumble | Effect |
6 | Relâchement | Test de Coordination pour ne pas lâcher l'objet tenu dans une de vos mains (test plus aisé pour un objet tenu à 2 mains) |
6 | Chute | Un mouvement malheureux. Test de Coordination ou Prone. |
6 | Groupe | Vos agissements stressent tout le monde. Vous et vos alliés subissez 1D10+1 points de Peril. |
6 | Déséquilibré | Votre prochain AP est perdu. |
5 | Fatigue | Subissez 2D10+2 points de Peril physique |
5 | Blessure | Vous subissez 1D10+1 Damage |
5 | Terrain | Pour une raison quelconque, le terrain autour de vous devient plus difficile. |
5 | Objet | Une de vos armes ou de vos objets subit 3d10+3 points de dommages (cf. page 394) |
5 | Honte | Vous réalisez votre action de manière ridicule. Subissez 2D10+2 points de Peril mental |
4 | Relâchement | Vous lâcher l'un des objets que vous tenez |
4 | Chute | Prone |
4 | Dommages altérés | Si l'attaque touche, les dommages sont réduits de 1D6. Sinon, retirer sur cette table. |
4 | Malchance | Vous perdez un Fortune Point. S'il ne vous en restait plus, retirer sur cette table. |
4 | Ralenti | Vous perdez une place sur l'Initiative Ladder. |
3 | Condition | Vous gagnez au hasard une Condition. |
3 | Gêne | Vous gênez un allié engagé avec vous. Les tests effectués jusqu'à la fin de son prochain tour se feront en Flip to Fail. Cela s'applique à vous si aucun allié n'est engagé. |
3 | Ouverture | Vous ouvrez toutes vos défenses. Votre adversaire a droit à une Opportunity Attack simultanée à la votre. |
3 | Chaos | Un événement inattendu, potentiellement issu d'une vague de Dhar se manifeste. |
3 | Fatigue | Subissez 3D10+3 points de Peril physique |
2 | Blessure | Si votre attaque manque, c'est vous-même qui vous touchez. Si elle touche, vous subissez tout de même 1d10+1 points de blessures. |
2 | Ouverture | Vous ouvrez toutes vos défenses. Votre adversaire vous touche automatiquement en retour, simultanément. |
2 | Maladie | Faites un jet de Toughness pour ne pas être touché par une maladie qui traîne. |
2 | Objet | Un des objets que vous portez est Ruined! |
2 | Blessure | La prochaine attaque vous touchant lors de la rencontre vous causera automatiquement une Injury. |
1 | Allié | Si votre attaque manque, elle touche un allié engagé. Si elle touche, un faux mouvement le touche aussi (mais son Damage Threshold est augmenté de 3). Cela s'applique à vous si aucun allié n'est engagé. |
1 | Corruption | Subissez 1 point de Corruption |
1 | Environnement | Contretemps sévère lié à l'environnement (chute de grande hauteur, la glace qui cède...) |
1 | Chaos | Des méfaits passés vous rattrapent. Vous gagnez 1d10+1 points de Corruption. |
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