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Range and Cover Stride Advantage

• Longest Stride: +1D.


Volley 1 Volley 2 Volley 3 • Stride +4 or more: +2D.

Move In Move In Move In


Close (Speed) Close (Speed) Close (Speed)
Range
• Out of Range: Cannot shoot/target.
Sneak In (Stealthy) Sneak In (Stealthy) Sneak In (Stealthy)
• Extreme Range: Ob 3.
Flank (Tactics) Flank (Tactics) Flank (Tactics) • Optimal Range: Ob 2.
Charge (Steel) Charge (Steel) Charge (Steel)
Cover
Hold Ground Hold Ground Hold Ground • Trees, wall, barricade, hedge: +1 Ob.
Maintain Distance (Spd) Maintain Distance (Spd) Maintain Distance (Spd) • Fortification, forest, or other dense
Hold Position (Per) Hold Position (Per) Hold Position (Per) cover: +2 Ob.
• Shields: Increase cover level by 1.
Move Out Move Out Move Out Great shields add +1D to Steel-based
maneuvers.
Withdraw (Speed+2D) Withdraw (Speed+2D) Withdraw (Speed+2D)
Sneak Out (Stealthy) Sneak Out (Stealthy) Sneak Out (Stealthy)
Fall Back (Tactics) Fall Back (Tactics) Fall Back (Tactics)
Spending Successes
Taking a Shot
Retreat (Steel+1D) Retreat (Steel+1D) Retreat (Steel+1D)
• One success per shot at the range
determined by the positioning test.
Hesitation Actions Hesitation Actions Hesitation Actions • Each character may only shoot once
Fall Prone Fall Prone Fall Prone per volley.
Run Screaming Run Screaming Run Screaming Aiming Dice
• +1D to skill per success up to half
Stand & Drool Stand & Drool Stand & Drool
Perception rounded up.
Swoon Swoon Swoon Taking a Position
• One success per +1D to next
positioning test. Max two dice bonus.
raw

ack
Ou
ain
In

• Dice lost if any other action except


at *
e*

thd
eak

eak
ld †
arg

int

ll B
nk

tre
se

Hold is used. If Hold is used, dice


Clo

Ma
Fla

Ho

Wi
Ch

Re
Sn

Sn

Fa

Close vs vs Spd vs vs Steel


persist.
vs Spd vs Tactics vs Steel vs Spd vs Per vs Tactics
Speed Stealthy +2D Slealthy +1D Other Actions
• One success to cast spell, say prayer,
Sneak In vs vs Spd vs vs Steel
vs Spd vs Tactics vs Steel vs Spd vs Observ vs Tactics sing song, open a tomb door, or
Stealthy Stealthy +2D Stealthy +1D
otherwise make any other type of test
Flank vs vs Spd vs vs Steel in Range and Cover.
vs Spd vs Tactics vs Steel vs Spd vs Observ vs Tactics
Tactics Stealthy +2D Stealthy +1D
• Other action must be tested for as per
Charge vs vs Spd vs vs Steel its normal rules.
vs Spd vs Tactics vs Steel vs Spd vs Per vs Tactics
Steel* Stealthy +2D Stealthy +1D

Maintain vs vs Spd vs vs Steel


vs Spd vs Tactics vs Steel vs Spd vs Per vs Tactics
Speed Stealthy +2D Stealthy +1D
Per vs
Hold Per vs Observ vs Observ vs Per vs Per vs Per vs Per vs Observ vs Observ vs
Steel
Special† Spd Stealthy Tactics Steel Spd Per Spd +2D Stealthy Tactics
+1D
+2D
Withdraw +2D vs +2D vs +2D vs +2D vs +2D vs +2D vs +2D vs +2D vs +2D vs
vs Steel
Speed Spd Stealthy Tactics Steel Spd Per Spd +2D Stealthy Tactics
+1D Weapon Opt Extr/OOR MaxRange
Sneak Out vs vs Spd vs vs Steel Melee or None — — 7 paces
vs Spd vs Tactics vs Steel vs Spd vs Observ vs Tactics
Stealthy Stealthy +2D Stealthy +1D
Pistol 2D 1D 10 paces
Fall Back vs vs Spd vs vs Steel Thrown Weapon 1D 1D 30 paces
vs Spd vs Tactics vs Steel vs Spd vs Observ vs Tactics
Tactics Stealthy +2D Stealthy +1D
Arquebus 1D 1D 50 paces
+1D vs
Retreat +1D vs +1D vs +1D vs +1D vs +1D vs +1D vs +1D vs +1D vs +1D vs Hunting Bow 2D 1D 100 paces
Steel
Steel* Spd Stealthy Tactics Steel Spd Per Spd +2D Stealthy Tactics
+1D Crossbow 1D 3D 125 paces
*
Your opponent always gets a shot at you when you perform these maneuvers. Elven Bow 3D 3D 250 paces

You always get to shoot when you perform this maneuver.
Great Bow 2D 4D 300 paces
Heavy Crossbow 1D 5D 350 paces
Weapon Ranges and Dice Missile Weapons IMS and DoF
Hunting Bow Pistol

s
is

s
wi
wi

wi
is

s
Bo nting
us
1-2 3-4 5-6 1-4 5 6

ni

wi
DoF: DoF:

Bo
on

bo

bo
Cr avy
is
We lee

ueb
row

Bo
ap

wi
tol
I: B4 M: B7 S: B10 VA 1 I: B4 M: B8 S: B11 VA *

oss

eat

oss
Me

Hu

He
Arq
Pis

Th

Elf

Gr
Cr
Melee or No Weapon at Actions: Nock and Draw: 5. Actions: Fire Gun: 2.
Optimal (–) Opt Opt Opt Opt Opt Opt Opt Opt Opt
Great Bow Arquebus
Extreme (–) Extr Extr Opt Opt Opt Opt Opt Opt Opt
DoF: 1-2 3-4 5-6 DoF: 1-4 5 6
Out of Range (–) Out Extr Opt Opt Opt Opt Opt Opt Opt I: B4 M: B8 S: B12 VA 2 I: B4 M: B8 S: B12 VA *
Actions: Nock and Draw: 7. Actions: Fire Gun: 2.
Pistol at
Optimal (2D) Opt Opt Opt Opt Opt Opt Opt Opt Opt
*
VA by Range: Too close to shoot VA 4, optimal VA 3,
Crossbow extreme VA 1
Extreme (1D) Extr Extr Opt Opt Opt Opt Opt Opt Opt DoF: 1-2 3-4 5-6
I: B4 M: B8 S: B11 VA 2
Out of Range (1D) Out Out Extr Extr Opt Opt Opt Opt Opt
Actions: Fire Crossbow: 2.
DoF Modifiers
Thrown Weapon at • Exceed obstacle, +1 to the DoF
Heavy Crossbow • Double obstacle, +2
Optimal (1D) Extr Extr Opt Opt Opt Opt Opt Opt Opt
DoF: 1-2 3-4 5-6 • Triple obstacle, +3
Extreme (1D) Out Out Extr Extr Extr Opt Opt Opt Opt
I: B5 M: B9 S: B13 VA 3 • Extreme range, -1 to the DoF
Out of Range (1D) Out Out Out Extr Extr Opt Opt Opt Opt Actions: Fire Crossbow: 2.
Arquebus at
Optimal (1D) Out Out Extr Opt Opt Opt Opt Opt Opt
Extreme (1D) Out Out Out Extr Opt Opt Opt Opt Opt
Out of Range (1D) Out Out Out Out Extr Extr Opt Opt Opt Specialty Bolt and Arrowheads
Hunting Bow at Crossbow Bolt Heads
Optimal (2D) Out Out Extr Extr Opt Opt Opt Opt Opt Helmeted Standard IMS, VA, and DoF.
Mallet Head +1 DoF, reduce ranges by 10 paces per category
Extreme (1D) Out Out Out Out Extr Opt Opt Opt Opt
Fisted Bolt +1 IMS, +1 DoF, +1 Ob to hit
Out of Range (1D) Out Out Out Out Out Extr Extr Extr Extr Spear Tip +1 VA, -1 IMS
Crossbow at Arrowheads
Optimal (1D) Out Out Extr Extr Opt Opt Opt Opt Opt Hunting Head Standard IMS, VA and DoF
Bodkin Head -1 IMS, +1 VA
Extreme (3D) Out Out Out Out Out Extr Extr Opt Opt
Leaf Head +1 IMS, -1 VA
Out of Range (3D) Out Out Out Out Out Out Extr Extr Extr Frog Crotch +1 IMS, +1 DoF, +1 Ob to hit, -1 VA
Blunt Head -1 IMS, -1 VA, -1 DoF
Elven Bow at Barbed Tip Same stats as hunting arrow, but the character takes an
Optimal (3D) Out Out Out Out Extr Extr Opt Opt Opt additional Mark result wound if the barbed arrow is
improperly removed. It is an Ob 4 Field Dressing or Ob 3
Extreme (3D) Out Out Out Out Out Out Extr Extr Extr
Surgery test to remove a barbed arrow properly.
Out of Range (3D) Out Out Out Out Out Out Out Extr Extr

Great Bow at
Optimal (2D) Out Out Out Out Extr Extr Opt Opt Opt
Extreme (4D) Out Out Out Out Out Out Extr Extr Extr
Thrown Weapons
Out of Range (4D) Out Out Out Out Out Out Out Out Extr Palm-sized Rock Javelin
Heavy Crossbow at DoF: I: 1-3 M:4-5 S: 6 DoF: I: 1-2 M:3-4 S: 5-6
Weapon Power: +0 VA – Weapon Power: +2 VA 1
Optimal (1D) Out Out Out Out Extr Extr Extr Opt Opt
Extreme (5D) Out Out Out Out Out Out Out Extr Extr Large Rock, Brick Thrown Hatchet
Out of Range (5D) Out Out Out Out Out Out Out Out Out DoF: I: 1-3 M:4-5 S: 6 DoF: I: 1-4 M:5 S: 6
Weapon Power: +1 VA – Weapon Power: +2 VA –

Throwing Knife Thrown Axe


DoF: I: 1-2 M:3-5 S: 6 DoF: I: 1-4 M:5 S: 6
Weapon Power: +1 VA – Weapon Power: +3 VA –
Bombs
DoF§: 1-2 3-4 5-6 Darts, Barbs, Spikes Roden Knives†
Iron-Cased Bomb
I: B3 M: B6 S: B9 VA 4/2 * DoF: I: 1-2 M:3-5 S: 6 DoF: I: 1-2 M:3-4 S: 5-6
Weapon Power: +0 VA – Weapon Power: +1 VA 1
Fight Actions: Physical Action (light fuse), Throw Object. †
Roden Only
Shuriken*
Ranges Dice Optimal Extreme Max. Range
1D 1D 50 paces DoF: I: 1-2 M:3-5 S: 6 DoF Modifiers
Weapon Power: +1 VA – • Exceed obstacle, +1 to the DoF
§
-1 to the DoF when thrown at extreme range. *
VA for indirect hits from failed tests.
• Double obstacle, +2 to DoF
*
Ninja Only
• Triple obstacle, +3
• Extreme range, -1 to the DoF

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