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Game: Warhammer Fantasy Roleplay 3rd Ed.


Pub:

Pages 1
Fantasy Flight Games

Character Creation summary


v1
Feb 2010
Pages 2-5: Rules summary
Page 6: GM Reference sheet front
Page 7: GM Reference sheet back
Page 8: Dice reference cards front, x4
Page 9: Dice reference cards back, x4
Page 10: Misc reference cards front, x4
Page 11: Misc reference cards back, x4
Page 12: Monster combat reference sheets
Page 13: Range counters

For best results, print on card, laminate and trim to size.


CHARACTER CREATION

1. Select Race Now invest the number of creation points given by race to Then add additional action cards based on your creation
Choose a race: Reikland Human, Karak Azgaraz Dwarf, customise your values. Each time a characteristic is increased point investment.
High Elf or Wood Elf. Alternatively, roll randomly. by 1, points must be spent equal to the new value.
Apprentice wizards start the game with the Cantrip, Channel
No single characteristic may be increased to more than 5. Power, Counterspell and Magic Dart actions cards.
Reiklanders Investments made during character creation do not count
Initiates start the game with the Curry Favour, Blessing of
Adaptable: Career transitions cost one less advance (may towards career completion.
Health, Minor Blessing, and Minor Ward action cards.
reduce the cost to zero).
0-3 creation points may be spent in each of the following 4
Diversity: Start with 25 creation points. categories: wealth, skills, talents, and actions. 5. Determine Stances
Favoured by Fate: Once per session, may add 2 fortune dice Record your starting stance, as indicated on your career card,
to any single check. Creation Points Wealth Skills Talents Actions on your character sheet.
Wound Threshold: 9 + Toughness. 0 Broke 1 0 1 Whichever stance (conservative or reckless) has more
spaces checked off is your dominant stance (and the side of
Karak Az garaz Dwarfs 1 Poor 2 1 2
an action card referred to if you are in a neutral stance). If
Children of Grungni: During creation, may train one of 2 Comfortable 3* 2 3 equal, choose a dominant stance.
these basic skills: Discipline, Resilience, or Weapon Skill. 3 Affluent 4** 3 4
Take stance pieces and set up your stance meter, then take
Grudge: Gain 1 to all Melee Attack and Ranged Attack an activation token and place it on the central neutral space.
* +1 specialisation ** +2 specialisations
actions against Greenskins, and against any target who has
wounded you. Bonus lasts until the end of the encounter. Wealth 6. The Party Selects a Party Sheet
Sturdy: +5 to encumbrance limit. Characters do not start with a career’s Typical Trappings;
Night Vision: 2 fewer added to dice pool for any effects they are guidelines only. Finishing Touches
from darkness or lack of sufficient light. Broke: clothes on your back; and either a dagger or Consider your characters and develop a sense for you they
Wound Threshold: 10 + Toughness. quarterstaff. 5 brass coins. are and how they fit into the setting.
Poor: durable, comfortable clothes and a cloth rucksack; What are the character’s motivations? What drives him
High Elves
and either a dagger, quarterstaff, crossbow or hand weapon. to action? Who are the important people in his life? What
Composure: During character creation, may choose one 50 silver coins.
Focus talent for free (no creation point cost). inspired him to take up a life of adventure? Does he have any
Comfortable: a set of travelling clothes; a bag with another long-term goals or aspirations?
Erudite: During character creation, acquire (but do not
set of clothes and a few knick-knacks such as candles and
train) the advanced skill Education for free.
a tinderbox; and either a dagger, quarterstaff, crossbow or Where are you from?
Isha’s Chosen: During character creation, may train one of hand weapon. 2 gold coins. Big city, tiny hamlet, karak-born (dwarf) or outlying
the following basic skills: Discipline, Intuition, or Observation. community?
Affluent: an exceptional set of clothes; a sturdy bag or
Night Vision: As above. backpack with another set of clothes, a healing draught,
Wound Threshold: 8 + Toughness. a dagger, and a few knick-knacks such as candles and a What is your family like?
tinderbox; and either a rapier, longbow, great weapon, or Only child, brothers and sisters, place in the family, parents
Wood Elves hand weapon. 5 gold coins. alive or dead, how did they die if the latter?
Forest Walk: May ignore terrain-based manoeuvre and up to
2 penalties to movement and actions performed while in Skill Training What is your social class?
woodland terrain. Skills may be trained or assigned a specialisation from the Some careers have an implied class, others don’t.
list on your career card. If a basic skill is trained, check the Where does your family fall in the social strata, have you
Nature Bond: Gain 1 fortune die to combat initiative,
box next to the skill. If an advanced skill is selected, it is moved up socially or fallen from grace?
as well as to Observation and Stealth checks while you are in
acquired but not trained; write it on the character sheet. You
woodland terrain.
may only acquire specialisations for skills you have trained. What did you do before you became an adventurer?
Orion’s Favoured: During character creation, may train one
of these basic skills: Ballistics Skill, Nature Lore, Observation, No skill can be trained more than once during character Your career provides a basic answer, but try to refine this
or Stealth. creation. Skills trained (but not skills acquired) count towards further.
the limit of one rank of skill training per character rank.
Night Vision: As above. Why did you become an adventurer?
Apprentice wizards start the game with the Channelling and
Wound Threshold: 8 + Toughness. Spellcraft advanced skills already acquired. What made you choose this life of peril? A personal or
political crusade, out to get vengeance on thoise who ruined
2. Draw 3 Careers, Keep 1 Talents or murdered your family, thrill seeker or gold chaser?
Draw careers until you have 3 compatible with your race, If you have a character with a dedicated talent slot, take
then select one from the 3 available. Take the appropriate the corresponding card for free. Otherwise, talents may be How religious are you?
career sheet and special ability card. chosen from any of the talent types as long as they match the Are you aprticularly religious, is there a god you favour, are
slots on your career card. you constantly seeking answers or at peace?
3. Invest Creation Points
Careers that can socket non-standard cards can acquire these
Start with your race’s default starting characteristic Who are your friends and enemies?
during character creation as though they were talents.
values, then increase each of your starting career’s Primary Who are your friends and where do they live, are you on good
Characteristics by 1. Action Cards terms or have you had a falling out, if so how did it happen?
Actions beyond the basic ones can be acquired.
Characteristic Human Dwarf High Elf Wood Elf What are your prized possessions?
4. Acquire Action Cards Any items of sentimental value? How did you get them? What
Strength 2 3 2 2
things have you lost and would do anything to get back?
Toughness 2 3 2 2 All characters start with one each of the following basic
action cards he meets the requirements for:
Agility 2 2 3 3 Who are you loyal to?
Intelligence 2 2 3 2 Assess the Situation Guarded Position What people or organisations are you loyal to?
Willpower 2 2 2 3 Melee Attack Block (Toughness 3+)
Who do you love/hate?
Fellowship 2 2 2 2 Ranged Attack Parry (Strength 3+) Are you in love with someone, who do you hate and why, do
Creation Points 25 20 20 20 Perform a Stunt Dodge (Agility 3+) you hate an individual or a whole class of people or creatures?
CHARACTERISTICS & Abilities Experience & Advancement Assemble the new career’s stance meter, plus any permanent
stance pieces. Use a new character sheet for each career.
Physical Mental Experience points represent the character’s lifetime
achievement and never decrease. One point is earnt by each Leaving a Casting Career
Strength Intelligence character at the end of every session (the GM may award an A character leaving a priest or wizard career does not lose
Toughness Willpower extra bonus point to all characters for an exceptional session). the ability to invoke blessings or cast spells, but he does
Agility Fellowship Advances purchase character improvements. One advance is lose access to his Faith or Order card if his new career does
earned for each experience point. not have the appropriate socket to hold it. Such a career
Each rating determines how many are used for checks transition is highly unusual.
based on that characteristic. Characteristics may have Rank measures a character’s overall power and prestige.
associated added to dice pools using that characteristic. Some action cards have a rank listed. You may acquire a card
The Dice Pool
above your current rank by spending one additional advance
Fortune for each difference in rank. General actions are the general application of a characteristic
At the beginning of a session each player receives 3 fortune A character may only train an individual skill once per rank. or skill, with results determined by the GM and the situation.
point tokens. These can be spent on a 1-for-1 basis to: Acquiring a skill does not count against this limit. Specific actions are represented by an action card, which
– add to a dice pool. specifies the skill or characteristic to use and specific results.
Experience Rank
– remove tracking tokens from a talent or action card to The player declares the action, then assembles a dice pool
speed up the recharging of an exhausted card 0-9 1 based on the appropriate characteristic and associated
10-19 2 and any relevant skills, talents, or abilities.
The GM may reward the party by adding fortune tokens to
their party sheet. When the number of tokens matches the 20-29 3 etc The GM then determines how many are added to the pool.
number in the party, fortune refreshes, and a character who In a normal check this is based on the Challenge Level of the
has less than or equal to his maximum number of fortune Advancement task. If the check is opposed, this is based on a comparison
points may claim a token from the sheet (it must be spent On the back of the character sheet, the Advancement between the acting and opposing characteristics.
immediately if he currently has his maximum number of Worksheet tracks advances.
Each complication that makes the task less likely to succeed
points). Any remaining tokens stay on the party sheet. General Career Advances track individual advances for the also adds 1 to the pool.
Fortune points are an immediate GM resource to reward current career.
The player must then convert some of his blue characteristic
good roleplaying, a clever idea, or a funny line of dialogue; The first 4 Fixed Advances are available to every career: a dice into stance (conservative or reckless) dice, depending on
and to help confirm to players they are on the right track and new Action Card, a new Talent that fits one of the eligible his position on his stance meter.
enhance their immersion in the world. slots on his career card, Skill Training (or acquiring a
Roll the dice pool. Each challenge cancels one success .
specialisation) in a skill listed on a character’s career card,
Skills & Expertise If at least one remains the task succeeds.
and an increase of one to his Wound Threshold. These
Basic skills are available to all and are listed on the character advances are not limited by the available advancement If the task was based on an action card, the player may
sheet. options listed on the front of the career card. choose any one success line requiring a number of successes
Physical basic skills are Athletics, Ballistic Skill, equal to or less than his final number of successes.
The next 6 Open Career Advances allow the player to choose
Coordination, Intimidate, Resilience, Ride, Skulduggery, advances limited in number and type by the Advances If the check was competitive, characters outperform other
Stealth, and Weapon Skill. section on the front of his career card. These are action and characters with fewer successes. A character in a reckless
Mental basic skills are Charm, Discipline, First Aid, Folklore, talent cards, skills, wounds, fortune dice (a permanent stance breaks a tie.
Guile, Intuition, Leadership, Nature Lore, and Observation. addition to a characteristic’s dice pool) and stance pieces
(that permanently upgrade the character’s stance meter). Assistance
Advanced skills cannot be attempted untrained and are If a character is providing assistance in some effective way
written on the character sheet when acquired. They must first Career Completion Advances track a Career Transition and a
Dedication Bonus for completing the current career. to a character performing a task, the GM may add 1 to the
be acquired, then they can be trained like a basic skill. dice pool.
When a skill is trained, check a box next to the skill. For each When all 10 General Career Advances are taken, the character
has completed that career. If the assisting character has trained a related skill, another
box checked, the character may add 1 to relevant checks. fortune die is added.
Basic and advanced skills can have any number of unique Moving to another career usually costs 4 advances. Compare
the traits listed on the career cards: for each trait the careers In encounter mode, one or more characters can use the Assist
specialisations, each of which adds 1 to relevant checks. manoeuvre to give an unengaged ally a bonus each to his
Multiple specialisations can provide bonuses to a task. have in common the transition costs one less advance. When
returning to a previous career, only one advance is required. next check.
Talents A character entering a new career from a fully completed one Banes and Boons
Focus: intellectual knack or dedicated knowledge of subject. spends one fewer advance on the transition. Banes and boons cancel each other out on a 1-for-1
Reputation: socially-oriented, habits, stature, things the In any case the transition costs a minimum of one advance. basis. Any remaining fuel negative or positive side effects
character is known for. (even if the action fails).
If a character completes a career, he may spend an advance
Tactics: combat-oriented, training, strategy, cunning. to check the Dedication Bonus box. The career’s special Each individual effect can only be triggered once during any
ability becomes a permanent ability, and the character learns single task, though if enough banes or boons are generated,
Characters can only have a number of talents active at one
a specialisation for each of the career’s key skills he trained several different effects may be fuelled.
time that will fit in the appropriate sockets on their character
sheet. A talent not socketed is inactive. during his time in that career. The GM decides the application of banes to PCs and NPCs,
Non-Career Advances track advances spent on development and boons to NPCs; and the active player decides which the
Exchanging talents can be done freely during story mode or
outside the current career. These do not count toward application of boons during a task performed by his PC.
by performing one manoeuvre during encounter mode. Only
active talents can be exchanged, not exhausted ones. completing the current career, and cost as follows:
The Chaos Star and Sigmar’s Comet
Talents may have a passive benefit, or may need to be 2 Advances: Training a basic skill outside the current career.
The Chaos Star and Sigmar’s Comet trigger specific
exhausted (placed facedown) to be triggered. Exhausted 2 Advances: Acquiring a talent outside the current career. effects if listed.
cards have 4 tracking tokens placed on them; one is removed
4 Advances: Acquiring an advanced skill outside the current If not listed, the Chaos Star counts as a bane.
at the end of each of the character’s turns. Once all tokens
career.
have been removed the card is turned faceup and is active. The rolling player can determine whether a Sigmar’s Comet
4 Advances: Training an advanced skill (it must be acquired result counts as either its listed specific effect, a success, or a
Party Sheets first) outside the current career. boon, and in combat they can trigger critical damage. If more
Party sheet talent sockets can be filled by party members, than one is rolled, each can be used for different effects.
Characteristic Advancement costs a number of advances equal
thus allowing the benefit to be used by the entire party. to the new rating if it is one of the current career’s primary
characteristics, and one additional advance if it is not.
Universal Effects
Cards that need to be exhausted for their benefit can be
Regardless of the action or check, these effects are always
triggered by any party member. Any party member can also Advancing a career’s primary characteristic counts as the available to be triggered:
spend fortune points to speed up recharging. number of General Career Advances (fixed or open) as the
increase cost. If not, they count as Non-Career Advances. Suffer 1 fatigue if the check was based on a physical
Each party sheet has a unique special ability, a space to
characteristic. Suffer 1 stress if the check was based on a
place part fortune tokens, and a party tension meter. The
Managing a New Career mental characteristic.
GM moves a tracking token along this meter in response to
events that raise the party’s tension, triggering effects when Take the new career card and its special ability, and lose Recover 1 fatigue if the check was based on a physical
certain spaces are reached. The meter resets to zero once the access to the old career’s special ability if you did not fully characteristic. Recover 1 stress if the check was based on a
final space is reached. complete the career and take the Dedication Bonus. mental characteristic.
Actions & Manoeuvres Place a token on the track equal to the number of successes 7. Resolve all remaining effects
rolled, from highest (top) to lowest (bottom) initiative.
Actions Large NPC groups of similar type can check (and act) as End of Turn Phase
Most action cards have different effects depending on smaller groups equal to the size of the party. Hero markers Remove 1 tracking token from every brief condition affecting
whether they are performed in a conservative (green) or break ties for the same space on the track. you, and from each of your currently recharging action cards.
reckless (red) stance.
The initiative order is set for the entire encounter unless Check to see if any dependent conditions still apply.
A card’s requirements must be met to use a card, or target a changed by some effect; though the order in which specific Spellcasters/priests above their equilibrium must perform
card with an effect produced by another action. PCs/NPCs are activated can change. If a PC/NPC is a manoeuvre to maintain the extra, or lose 1 power/
Any number of cards with the Reaction trait can be used defeated, his token is not removed; the remaining participants favour. They may also vent power/favour. Those below their
immediately in response to a triggering event, and do not now have more options for when they take their turn. equilibrium gain 1 power/favour.
count as a character’s action. During the Rally step, a character can choose to roll a new Flip your Initiative marker on your stance meter to the grey
Any dice shown below the card’s action type are difficulty initiative check; the lowest hero marker is placed on the side. Your turn is now over.
modifiers added to the dice pool. space indicated by the new roll.
The recharge rating indicates how long—after the card is A hero marker can represent any PC in the party, and a NPC Enemies & Adversaries
successfully used—it takes for the action to recharge. That marker can represent any NPC. If the players cannot decide
number of tracking tokens are immediately placed on the for more than a few moments who takes the turn, advance Statistics
card; they must all be removed before it can be used again. the part friction meter one space; if the indecision continues, An adversary’s Aggression, Cunning and Expertise ratings
after a final warning advance the meter again and the spot in indicate how the budget of bonus adversary dice the GM can
Only cards in a player’s action deck are affected by a change use during encounters.
Initiative is passed for that round.
in stance, not those currently recharging.
The PC/NPC who has been chosen to take initiative is the Aggression (A): number of the GM can use for combat
Manoeuvres active player and goes through the entire turn sequence: actions or other physical tasks.
In Encounter mode, a character can perform 1 free Cunning (C): number of the GM can use for social
manoeuvre during his turn before or after an action card task. Beginning of Turn Phase actions or other mental tasks.
You may adjust your stance one space in any direction for free.
Each additional manoeuvre costs 1 fatigue, paid before the Expertise(E): number of the GM can apply to any
Additional spaces may by moved at a cost of 1 Stress each.
manoeuvre (NPCs must suffer 1 wound per 1 fatigue instead). checks. No more than one die can be added to a check.
Assist: Engaged ally receives a bonus per assisting ally. Combat Sequence The GM can also spend these dice to resist player actions.
Exchange a Talent: May replace a talent from your You may perform manoeuvres before or after this sequence. In parentheses after the three physical characteristics are the
character sheet or the party sheet. creature’s Damage, Soak and Defence ratings.
1. Select an Action card
Interact with the Environment: Open a door; climb into Select the Action card for an attack, a spell effect that The wound threshold is the maximum number of wounds the
a wagon; knock over a table; duck behind a counter; grab a attacks or impairs a target, or a specific activity, and place it creature can withstand before being defeated. They do not
torch etc. current stance side faceup. All card requirements must be met. suffer fatigue or stress; any effect that causes these inflicts an
Manage Equipment: Draw/sheathe/ready a weapon; draw equal number of wounds instead.
something from your pack; sling/unsling a shield. 2. Announce target NPCs have a fixed stance position. The threat rating gives a
Mount or Dismount From a Horse: No check required if 3. Generate starting dice pool rough idea of the threat posed by one creature of that type.
you are trained in Ride; otherwise an Easy (1 ) Ride check. Check the action card for the type of check required.
Managing Enemies
Movement: Assemble your dice pool based on the related characteristic, Track enemy wounds with a single wound card and tracking
Change your range increment: any skills, specialisations, talents, or other abilities, and tokens equal to the number of wounds suffered on top of it.
Moving between Extreme and Long range costs conditions such as critical wounds or environmental effects. Critical wounds are faceup as usual.
3 manoeuvres; You may spend fortune points to add . Aggression, Cunning and Expertise allotments can be
Moving between Long and Medium range costs tracked with tracking tokens. Multiple enemies of the same
You must convert a number of characteristic dice into stance
2 manoeuvres; type share a single allotment of these dice.
dice equal to the number of spaces you are into your stance.
Moving between Medium and Close range costs
Rather than at the end of each individual enemy action, at
1 manoeuvre. 4. GM assigns Challenge or Misfortune dice the end of each encounter round, as well as during each Rally
Engage/disengage from an opponent within Close range; The default difficulty for Melee and Ranged attack actions is step, remove one token from every enemy action that is
move within Close range if unengaged; stand up if prone. Easy (1 ) but may be modified by the GM. currently recharging.
Preparation: generally performed in conjunction with The target’s Defence value equals how many are added to The special actions given are in addition to the normal basic
another ability. the pool. actions. Enemies of the same type that share access to an
Use a Skill: Use Athletics to climb a tree; Coordination to Unopposed Check: The number of Challenge dice is based action cannot use it until all the tokens have been removed.
balance on a ledge; Education to recall a fact; Observation to on the difficulty of the task; the number of misfortune dice is
spot a heraldic device on a shield; etc. based on special conditions or effects that would undermine Henchmen
success. Henchmen work together in groups equal to the size of the
Range player party. When they attack, only a single member of the
Opposed Check: The number of Challenge dice is based on
Engaged: very close and directly interacting; in combat or group makes the check; each additional henchman adds a
the target’s opposing characteristic; the number of misfortune
tending a wound; using an item. to the dice pool.
dice based on target’s skills and specialisations, as well as
Close: several paces; people can talk comfortably. special conditions or effects that would undermine success. Only one collective wound is lost if a henchman group loses a
wound for performing an additional manoeuvre.
Medium: several dozen paces; people must talk loudly at You then have another opportunity to spend fortune points
each other to be heard. to add . Each henchman can only withstand wounds equal to its
Toughness rating, and they share a pool of health equal to the
Long: further than a few dozen paces; people must yell loudly
5. Roll and evaluate dice pool Toughness times the number of henchmen.
at each other to be heard.
Challenges cancel out successes . For the task to Each time enough wounds are inflicted to kill one, those
Extreme: farthest range for interaction; people may not be succeed, at least one success symbol must remain. tokens are removed from the pool; there is no wasted
able to hear each other even if shouting.
Resolve the success line matching the number of successes. damage. Instead of suffering critical wounds, a critical wound
Standups or figures are engaged if they are touching. card is drawn, the henchmen suffer wounds equal to the its
Banes cancel out boons . Banes or boons remaining may
severity rating, and the card is shuffled back into the deck.
Track other ranges using tracking tokens: 1 for close range, 2 trigger additional effects.
for medium, 3 for long and 4 for extreme.
6. Calculate damage if an attack action succeeds Morale
Combat If desired, create a Progress Tracker with spaces equal to the
Calculate the damage potential: the total value of the
average Willpower, then an event space, then spaces equal to
attacker’s Strength (melee) or Agility (ranged) plus the
Initiative the highest Aggression, then another event space.
NPC’s or weapon’s damage rating (DR), plus any extra
In each round in Encounter mode, each participant acts in damage added by the action card or other special effects. For each creature defeated, advance a token one space along
order of initiative. Use a vertical progress track with at least the track. Advance it another space or two if the heroes
Subtract the target’s damage reduction: the total value of its
6 spaces to manage initiative, with a bottom neutral piece as successfully intimidate them in some way. Move the token
Toughness, the soak value of armour or equipment, and the
the 0 space. one space back for each hero defeated (two if defeated by a
effects of special abilities or talents.
Each participant makes an Simple (0 ) initiative check particularly gruesome attack).
The result is the number of wounds inflicted.
(the GM may adjust the difficulty depending on the When the first event space is reached, make an Average (2 )
situation). For social encounters, use Fellowship; for combat A weapon’s critical rating (CR) indicates the number of Discipline check based on the weakest creature remaining.
encounters, use Agility. required to convert a wound inflicted by this weapon into If the check succeeds, the most heavily wounded creature
a critical wound. For each critical damage effect triggered, a of that type flees. If the check fails, all wounded creatures of
Most characters will perform this check in neutral stance,
wound is flipped faceup. that type flee.
though if the GM agrees a player may convert one of their
characteristic dice into a stance dice based on their dominant If the result is 0 or negative, 1 normal wound is still inflicted. If the token reaches the end of the track, either all enemies
stance. NPCs are always in their default stance and will If critical damage was triggered, a number of normal wounds flee, or, all enemies of the lowest rank flee as well as any
convert dice accordingly. equal to the total number of critical wounds is inflicted. heavily injured enemies of higher ranks.
Wounds A lightly wounded character, if successful, recovers a number One such check can be attempted per month of game time.
of normal wounds equal to the number of .
If the check fails and generates 2 or more , remove one
Fatigue & Stress A critically wounded character, if successful, recovers a success from the character’s attempts towards recovery.
Each time a character suffers fatigue or stress, the player number of normal wounds equal to the number of . He
takes the appropriate tokens and places them on the Optionally, the GM may allow characters to ‘buy off’
may also convert one critical wound with a severity less than
corresponding coloured section of his character sheet. insanities by spending non-career advances equal to the
or equal to the number of into a normal wound.
severity of the insanity.
When he suffers fatigue (gold tokens) greater than one of his One character can assist this check with a First Aid check,
physical characteristics, he is fatigued and adds 1 for each A character can temporarily ignore the effects of a single
with a difficulty based on the injury level (and possible
token greater than the characteristic to his dice pool when insanity by spending a number of fortune points equal to
modifiers). If successful, the target gains 1 to his
making a check using that characteristic. its severity during an encounter. The card is flipped and
Resilience check for every success, plus an additional die if
is inactive for the current encounter. At the end of the
If he suffers fatigue than twice Toughness, he passes out. the check resulted in 2 or more boons.
encounter the card becomes active again.
When he suffers stress (blue tokens) greater than one of his One character can assist this check with a Medicine check
mental characteristics, he is distressed and adds 1 for each in the same way. If successful, the target gains 1 to his Conditions & Temporary Effects
token greater than the characteristic to his dice pool when Resilience check, plus an additional die if the check resulted When a character is effected by a condition, the
making a check using that characteristic. in 2 or more boons. corresponding card is placed faceup next to his sheet.
If he suffers stress than twice Willpower, he passes out. A character providing First Aid or Medicine to himself adds Brief effects only last a few turns, recorded by tracking
1 to the check’s dice pool. tokens. During the End of Turn Phase, a character removes
If a character is both fatigued and distressed, he is strained.
one token from each brief condition affecting him. When all
Recovery Long-Term Care tokens are removed the effect expires.
If a character passes out, he remains unconscious until he For each day of care a character receives from a skilled
Brief effects with the same name do not stack; the status
recovers enough fatigue/stress to go below the given thresholds. caregiver in a proper environment, the character may
with the longer duration always applies.
attempt a Resilience check with a difficulty of one level less
At the end of an episode or encounter, a character immediately than normal. Dependent effects lasts as long as the circumstances
recovers a number of fatigue tokens equal to his Toughness, causing the effect. During the End of Turn Phase, if the
and a number of stress tokens equal to his Willpower. If tended by someone Medicine trained, add 1 to the check.
circumstances no longer exist, the effect expires.
After a full night’s rest, the same amounts of fatigue and The character in these conditions may recover one additional
Lingering effects last until the next extended pause in the
stress are recovered. normal wound for each , or recover from a critical wound
action: the end of the encounter, the duration of the current
with a severity equal to or less than the number of .
Act, or the next Rally Step, whichever occurs first.
Wounds & Critical Wounds
Normal wounds are facedown wound cards. Critical wounds Healing Draughts If a character is already subject to a lingering condition and
are faceup wound cards with a specific critical effect and a A healing draught costs 20 silver coins. Each character may becomes subject again, it has no further effect.
severity. In both cases the card represents a single wound. only benefit from one per day.
environmenT
A weapon’s critical effect can be triggered once per attack The drinker is healed of normal wounds equal to successes
with a Sigmar’s Comet result, and also once per attack rolled on 4 . If boons are generated, the character Ususllly the environment can be easily modelled by adding
using results. may convert a single critical wound with a severity equal to or or to relevant checks. Some more specific terrain effects
less than the number of boons to a normal wound. may manifest through or results.
When an action inflicts critical damage, one or more normal
wound cards are flipped faceup to indicate the critical(s). Poorer quality draughts roll 1 fewer , superior draughts roll Trivial (0 ) complications have no effect on characters,
1 additional . though they can help establish the mood and setting. Eg: a
An effect such as +1 damage modifies the attack’s damage
light mist, a gentle slope, a cloudy day, a puddle.
potential, while critical damage or +1 critical damage only
influences how many of the final wounds inflicted become Conditions & Effects Easy (1 ) complications may impose a to relevant checks,
critical wounds. Damage effects are cumulative. or require a manouevre to navigate. Eg: light rain, a short
Fear & Terror drop, thigh-deep water.
Levels of Injury A character first confronting a creature or situation with a
Uninjured: no wound cards. Fear rating must attempt a Discipline check with a difficulty Average (2 ) complications might make some actions
equal to the Fear rating. impossible or cause them to recharge more slowly, add
Lightly Wounded: wounds up to your maximum wound multiple , inflict 1 fatigue, or force a character to choose
threshold. Care difficulty is Easy (1 ). If failed, the character suffers stress equal to the rating. If between an action and a manoeuvre on his turn. Eg: heavy
Critically Wounded: at least one faceup critical wound. Care he generates 2 or more banes, he also gains the Frightened rain, a drop about the height of a man, deep but still water,
difficulty is Average (2 ). condition. rushing thigh-high water.

Knocked Unconscious: wounds over your maximum wound A character first confronting a creature or situation with Hard (3 ) complications may inflict wounds, fatigue,
threshold. Select a random wound and flip it faceup to critical. a Terror rating must attempt a Discipline check with a or stress on a regular basis, possibly restrict actions, or add
difficulty equal to the Terror rating. multiple to checks. Eg: torrential rain, a drop of more than
Death: after a character is knocked unconscious and one several paces, deep rushing water, fire, smoke inhalation.
of his wounds is critical, if the total number of his critical If failed, the character suffers stress and fatigue equal to
wounds exceeds his Toughness, he is killed. the rating. If he generates 2 or more banes, he also gains the Daunting (4 ) complications may be instantly or
Frightened condition. gradually fatal. Eg: lightning, gale-force winds, a drop from a
HEALING dizzying height.
Insanity
Immediate Care When a character’s Willpower is distressed (ie. his current
stress level is greater than his Willpower), any time he suffers
Immediate care requires a character with the First Aid skill
a level of stress, he immediately draws one card from the
who is engaged with the patient.
insanity deck if he has not already done so this encounter.
Each character can only benefit from one successful First
If one of the card’s traits matches the situation that forced
Aid check per Act during an encounter. The difficulty of the
him to draw the card (as determined by the GM) he places
check is based on the injury level.
it faceup and suffers the effects listed until the end of the
If successful, the target recovers from a number of normal current Act.
wounds equal to the number of successes, up to his
If a strained character (ie. both fatigued and distressed)
Toughness rating.
suffers one or more fatigue or stress from the same source,
First Aid can temporarily ignore the effects of a critical he immediately draws one card from the insanity deck even
wound. The check must generate a number of successes equal if he has already done so this encounter. He keeps drawing
to the wounds severity. The effect of the critical wound is until he has drawn a card with a trait matching the situation.
then ignored for the rest of the day (place a tracking token
He then places tracking tokens on the new insanity card
on it). If the character has not recovered from that critical
equal to the amount of fatigue/stress just suffered.
wound after a night’s rest, it is active again.
If a First Aid check fails and results in 2 or more banes, the Permanent Insanity
target suffers 1 stress and 1 fatigue. If this was while tending At the end of the current Act, the character must attempt a
to a critical, the target also suffers 1 normal wound. Simple (0 ) Willpower check for each temporary insanity
Medicine checks cannot be performed during combat. A he acquired during that Act.
Medicine check only makes matters worse as above if the If he generates successes equal to or greater than the number
check fails and results in 3 or more banes. of tokens on an insanity card, the card is shuffled back into
the insanity deck. Otherwise, it becomes permanent.
Rest & Recovery
If a character ever accumulates more insanities than his
For every full night’s rest, a character recovers wounds
Willpower rating, his sanity is shattered and he is ‘retired’
equal to his Toughness.
from the game.
He may also attempt a Resilience check, with a challenge
level of Easy (1 ) if he is lightly wounded and Average Recovering from Insanity
(2 ) if he is critically wounded. The GM may modify this A character can recover from an insanity by succeeding at a
depending on the surrounding conditions. number of Discipline checks equal to its severity.
Arcane Magic Trivial (no roll required): Lighting a candle within arms march. As towns and cities grow and prosper, trade is ever
reach, making a coin-sized object vanish into a hand, expanding. Silver is the coin of social change.
Spellcasting characters generate power by channelling the changing your hair or eye color, conjuring a light, sweet-
Winds of Magic, then spend that power to cast spells. The Tier of Brass (The Labourer and the Serf): The lowest
smelling breeze, pouring a glass of wine without touching,
tier is one of sustenance and survival. Peasants, labourers,
Unless indicated otherwise, the default difficulty for casting a opening a book to a desired page.
and bone pickers have little time for noble pleasantries or
spell is Simple (0 ) but may be modified by the GM. Easy (1 ) Light every candle in a room at once, making a incessant haggling. But when a man owns nothing, nothing is
book-sized object vanish, conjure a small wind, shattering at risk, and these hard-working people are often thankful for
Gaining Power (Channelling) a bottle, causing someone to open a book to desired page, what little they do have.
When a spellcaster is holding power equal to his Willpower, predicting the outcome of a coin of a coin flip or other
he is at equilibrium. When his power is below his Willpower, random event. Approximate Incomes in the Reikland
it slowly recharges; when higher, it slowly dissipates. During
story mode, or entering encounter mode, he is at equilibrium. Average (2 ) Lighting and maintaining a fire, pulling a Career A day’s A month’s A year’s
rabbit from a hat, conjuring enough wind to move a small work take income
To generate power, the spellcaster selects the Channel Power boat, pulling a small object into your hand across a room,
action, makes a Channelling check based on his Willpower, Peasant worker 12b 12s 1g, 25s
predicting the weather.
and takes tracking tokens equal to the power generated. Labourer 1s 24s 3g

A spellcaster holding an item attuned to his Wind of Magic DIVINE Magic Innkeeper 4s 1g 12g
adds bonus to his check equal to its Attuned rating. Skilled Artisan 5s 1g, 25s 15g
Divine characters invoke a blessing from their god, then
pray to generate favour necessary to fulfill the blessing. Mercenary 10s 2g, 50s 30g
Excess Power Successful Merchant 1g 25g 300g
During his End of Turn phase and his Rally step, a spellcaster Unless indicated otherwise, the default difficulty for invoking
a blessing is Simple (0 ) but may be modified by the GM. Landed Noble 4g 100g 1200g
who is above his equilibrium must perform a manoeuvre or
lose 1 power. If he is below his equilibrium he gains 1 power.
Invocation The Right Tool for the Job
If he is storing more than twice his Willpower in power, he To invoke a blessing, a priest must fulfill the requirements If a character can demonstrate he has the proper tools or
must spend a manoeuvre and suffer 1 stress, or his power of the appropriate action card, then (usually) make an resources for a task, the GM should award him a or
returns to equilibrium and he immediately suffers 1 fatigue Invocation check based on his Fellowship. two for a related skill check. If he has poor tools or lacks
per point vented, and rolls 1 per point vented. For every
A blessing resolves as soon as it has accumulated the required resources, can be added to the pool, or the difficulty of the
he suffers 1 wound, and for every he suffers 1 stress.
amount of favour. If a blessing is successful and the priest task can be increased.
Spellcasting does not have enough favour, all of his favour is drawn out
and placed on the card. On his next turn during his Beginning
Craftsmanship & Rarity
To cast a spell, a spellcaster must fulfill the requirements of
of Turn phase, a previously invoked blessing that still requires Using a poor quality item adds 1 to all related dice pools.
the appropriate action card, then (usually) make a Spellcraft
check based on his Intelligence. The power is consumed first, favour will automatically draw any new favour generated Using a superior quality item adds 1 to all related dice
whether or not the spell is successfully cast. until it has satisfied the blessing’s requirement and the effect pools in a relevant circumstance.
goes off, or there is no more favour to draw.
Losing Power If a priest aborts a blessing currently holding favour, all Craftsmanship Cost Rarity
If a spellcaster is forced to lose power, it is immediately favour is lost. If this amount is equal to or less than his Superior x10 +1 level
removed from his current supply. If he does not have enough, Willpower, he suffers 1 stress. If greater, he suffers 1 stress
Average x1 as item
he is reduced to 0 power and suffers 1 stress. and 1 fatigue.
Poor x1/2 -1 level
If a spellcaster is forced to lose power and he is already at
zero power, make a Discipline check, with equal to the
Gaining Favour (Currying Favour) Knowing where to look for an item requires a Folklore check
amount of power he is unable to lose. On a success, he suffers When a priest is holding favour equal to his Willpower, he is modified by the item’s rarity. Charm or Guile may apply.
1 stress. On a fail, he suffers 1 stress and a temporary insanity at equilibrium. When his favour is below his Willpower, it
with the Chaos or Trauma trait, placing tokens on the card slowly recharges; when higher, it slowly dissipates. During Rarity Difficulty
equal to the difficulty of the check. story mode, or entering encounter mode, he is at equilibrium.
Exotic Daunting (4 )
To generate favour, the priest selects the Curry Favour
Quickcasting Rare Hard (3 )
action, makes a Piety check based on his Willpower, and
Spellcasters may try to channel power and cast a spell on the takes tracking tokens equal to the favour generated. Common Average (2 )
same turn. Add an extra to the Spellcraft check. Plentiful Easy (1 )
Excess Favour Abundant Simple (0 )
Reckless Casting During his End of Turn phase and his Rally step, a priest who
When a spellcaster in a reckless stance generates a on a is above his equilibrium must perform a manoeuvre or lose 1 Haggling
Spellcraft check, increase the Party Tension meter by one. favour. If he is below his equilibrium he gains 1 favour.
Haggling for important purchases can be resolved with
If he is storing more than twice his Willpower in favour, he a Charm (opposed with the merchant’s Charm) or Guile
Miscasts must spend a manoeuvre and suffer 1 stress, or his favour (opposed by the merchant’s Intuition) skill check. If the
When a spellcaster generates one or more on a Spellcraft returns to equilibrium and he immediately suffers 1 fatigue check is failed there is a 25% markup.
check, not only are any appropriate card effects triggered, per point vented and rolls 1 per point vented. For every
but he must draw a Miscast card and find the line matching he suffers 1 wound, and for every he suffers 1 stress. Customer Rating Cost Achieved With
the number of rolled. If there are any symbols left over,
he continues to draw cards until they are all used. Used cards Favoured 50% 4+ successes
Losing Favour
are returned to the deck and the deck shuffled. Friendly 75% 2-3 successes
If a priest is forced to lose favour, it is immediately removed
from his current supply. If he does not have enough, he is Normal Normal 1 success
Magic Sight reduced to 0 power and suffers 1 stress. Outsider 125% 0 successes, no banes
Detecting the presence or absence of magic in the immediate
If a priest is forced to lose favour and he is already at zero Disliked 150% 0 successes, banes
vicinity or seeing major magical effects in his line of sight is
automatically successfully for a character desiring to do so. favour, make a Discipline check, with equal to the amount
More information requires a skill check: of favour he is unable to lose. On a success, he suffers 1 Encumbrance
stress. On a fail, he suffers 1 stress and a temporary insanity A character’s encumbrance limit is his Strength x5, plus 1
Easy (1 ) Determining the colour of a magical aura, locating with the Enigma or Trauma trait, placing tokens on the card additional point for each associated with his Strength.
the only aura in a room. equal to the difficulty of the check. Dwarfs add 5 to their limit.
Average (2 ) Determining the colour of an aura from
In Great Need When encumbered, a character gains 1 to all Strength,
blended colours, distinguishing between multiple auras close
Toughness, and Agility checks for every point of
together, determining the strength of a magical effect or Priests may try to invoke a blessing and curry favour on the
encumbrance over his limit. If he is encumbered by an
aura, identifying a spell being cast that you already know. same turn. Add an extra to the Curry Favour check.
amount equal to or greater than his Strength, he no longer
Difficult (3 ) Determining the purpose or nature of an receives a free manoeuvre each turn (each costs 1 fatigue
enchantment or magic item, locating a particular aura in an
Economy & Equipment instead).
area crowded with magic, identifying a spell being cast you
1 gold coin = 100 silver coins = 2500 brass coins When a character is attempting to lift, move, or manipulate
don’t know, gauging how much power another spellcaster is
a single heavy object or perform other feats of strength, the
currently maintaining.
The Three Economies GM should call for a Strength check, adjusting the difficulty
Daunting (4 ) Detecting the presence of magic The Tier of Gold (The Wealthy and the Noble): Rich to suit the circumstances.
through a physical obstruction, tracing a spell or effect back merchants and noble houses. They are concerned far more with
to its source after it’s been cast, detecting the remnants of an status and appearance than function; reputation appears to Wizards & Armour
aura no longer present. be everything, and this can be frustrating to practical men. To Whenever making a Channelling (WP) or Spellcraft (Int)
Obstructions that block line of sight block magical sight, trade within this tier, you must look and act as if you belong. check, an arcane caster must add 1 to his dice pool for
though magical sight is more effective in darkness. The each point of soak value provided by any armour and shield
The Tier of Silver (The Tradesmen and the Burgher):
Magical Sight skill can have specialisations. he has equipped. Soak values from other sources, such as
Practicality and profit. The tradesman cares not who you
magic spells, do not impede spellcasting.
are or where you came from; all he wants to see is your
Cantrips silver. Haggling and hard bargaining are the norm amongst This penalty applies to arcane magic users only; priests and
The Cantrip action card covers a myriad useful, minor spells. the newly emergent middle class. The silver tier is on the divine characters who invoke blessings are not affected.
CHALLENGE LEVELS ACTIVE PLAYER’S Encounter SEQUENCE

Simple 0 dice Beginning of Turn Phase


Adjust stance 1 space for free. Additional spaces 1 Stress each.
Easy 1

Average 2 Combat Sequence


You may perform manoeuvres before or after this sequence.
Hard 3

Daunting 4
1. Select an Action card
DICE Select the appropriate Action card and place it current
stance side faceup.
d8 Challenge Dice 2 |2 | | | |1 Opposed Check Difficulty
Challenges facing a character taking an action. If the Opposing Characteristic is: 2. Announce target
Less than half of the acting characteristic: 0 dice 3. Generate starting dice pool
d8 Characteristic Dice 4 |2 |2 Less than the acting characteristic: 1 Check the action card for the type of check and assemble
A specific characteristic’s importance in accomplishing a Equal to the acting characteristic: 2 your dice pool. Spend fortune points to add if desired.
task, and the basis of an action dice pool. Can be converted You must convert a number of characteristic dice into stance
Greater than the acting characteristic: 3
into stance dice. dice equal to the depth of your stance.
Twice as great as the acting characteristic: 4

d10 Conservative Dice 4 | 2 | |2 | 1 Other Opposed Check modifiers: 4. GM assigns Challenge or Misfortune dice
Low-risk, low-reward stance; measured, cautious, thoughtful. Opposition has a Relevant Skill: +1 Melee and Ranged default attack difficulty is Easy (1 ).
Opposition has a Relevant Specialisation: +1 Target’s Defence value is how many are added to the pool.
d10 Reckless Dice 2 | | |2 |2 | 2 GM Spends Aggression or Cunning: +1 Unopposed Check: Challenge dice based on difficulty of the
High-risk, high-reward stance; aggressive, fiery, and brash. task; misfortune dice based on special conditions or effects.
Fortune Opposed Check: Challenge dice based on target’s opposing
d6 Expertise Dice | |2 | |1 Each player receives 3 fortune points at the beginning of a characteristic; misfortune dice based on target’s skills and
Dedicated training, exceptional skill or proficiency. session. These can be spent on a 1-for-1 basis to: specialisations, as well as special conditions or effects.
– add to a dice pool. May again spend fortune points to add .
d6 Fortune Dice 2 | |3
– remove tracking tokens from a talent or action card to 5. Roll and evaluate dice pool
Slight edge; tactical advantages, talents, abilities or the speed up the recharging of an exhausted card
expenditure of fortune points. Challenges cancel out successes . For the task
Fortune refreshes when the number of tokens on the party to succeed, at least one success symbol must remain.
d6 Misfortune Dice 2 | |3 sheet matches the number in the party. A character with Resolve the success line matching the number of successes.
less than or equal to his maximum number of fortune points Banes cancel out boons . Banes or boons remaining may
Slight complication; tactical disadvantages, talents,
may then claim a token (to spend immediately if he is at his trigger additional effects.
conditions or debilitating effects or wounds.
fortune point maximum). Remaining tokens stay on the sheet.
6. Calculate damage if an attack action succeeds
DICE SYMBOLS
Advantages Disadvantages Damage potential: Strength (melee) or Agility (ranged)
plus NPC’s/weapon’s damage rating (DR), plus any extra
Success & Failure Symbols Superior Terrain Poor Footing damage added by the action card or special effects.
Success: Each counts toward accomplishing the task. Outnumber the opponent Outnumbered by opponents
If the net result of the check includes at least 1 success, Subtract target’s damage reduction: Toughness plus any
Strong tactics / strategy Inclement weather soak value, plus the effects of any special abilities/talents.
the task succeeds.
Sneaking up on opponent Bright, dazzling light
Righteous Success: Counts as a success. Also roll an The result is the number of wounds. A weapon’s critical
Ambush or surprise Utter darkness rating (CR) indicates the number of required to convert
additional die of the same type. Any results from the
additional die are added to the results pool. Creating a distraction Inebriation a wound inflicted into a critical wound. For each critical
damage effect triggered, flip a wound card faceup.
Challenge: Each cancels one success in the results Opponent prone Intimidated or frightened
pool. If there are more challenge symbols than success Opponent incapacitated Target hidden / in cover If the result is 0 or less, 1 normal wound is still inflicted. If
symbols, the task automatically fails. critical damage was triggered, a number of normal wounds
Creative use of scenery Groggy, exhausted
equal to the total number of critical wounds is inflicted.
Great roleplaying / dialogue Movement / imbalance
Fortune & Misfortune Symbols
7. Resolve all remaining effects
Bane: Negative side effects. It is possible to succeed
Rally Step
at a task and still trigger a bane.
End of Turn Phase
Boon: Beneficial side effects. It is possible to fail at The Rally step is the link between acts when the players take
Remove 1 tracking token from every brief condition, and
a task and still trigger a boon effect. Banes and boons a breath and the GM may award a or 2 to the party sheet.
from each of your currently recharging action cards. Check
cancel each other out. Adversaries refresh their A/C/E dice. to see if any dependent conditions still apply.
All participants in the encounter may: Spellcasters/priests above their equilibrium must perform
Rare Outcome Symbols
Move their stance marker 1 step towards neutral. a manoeuvre to maintain the extra, or lose 1 power/
Delay: At least one symbol indicates the action causes
Remove 1 recharge token from each of their recharging cards. favour. They may also vent power/favour. Those below their
a delay. Encounter mode: after the action is resolved,
Recover 1 stress and 1 fatigue. equilibrium gain 1 power/favour.
the GM either places 2 recharge counters on one of
the PC’s action cards, or moves the topmost Initiative Check and adjust their power / favour. Flip your Initiative marker. Your turn is now over.
token for the PC down one space on the track. Story
Each character may choose one of the following:
mode: the GM may determine the action takes longer LEVELS OF INJURY
to resolve than expected. Perform 1 manoeuvre.
Attempt a First Aid check. Lightly Wounded: wounds up to maximum wound threshold.
Exertion: The task was more taxing than expected. Care difficulty is Easy (1 ).
At least one symbol means the PC suffers 1 stress Attempt an Easy (1 ) Resilience check to recover fatigue.
(mental task) or 1 fatigue (physical task). Attempt an Easy (1 ) Discipline check to recover stress. Critically Wounded: at least one faceup critical wound. Care
difficulty is Average (2 ).
Chaos Star: May trigger serious negative side effects. Re-roll initiative for the party’s lowest initiative token.
Perform an action with the Rally trait. Knocked Unconscious: wounds over maximum wound
If there are no eligible effects, counts as a bane.
threshold. Select a random wound and flip it to critical.
Sigmar’s Comet: May trigger powerful positive side
Manoeuvres Death: after a KO and one critical wound, if the total number
effects. The active player may choose to have this
count as a success or a boon. Alternatively, may trigger One free manoeuvre per turn; each additional manoeuvre of critical wounds exceeds Toughness, character is killed.
a Sigmar’s Comet symbol effect. costs 1 fatigue.
Fatigue & Stress
Assist (adds a ) Fatigue greater than a physical characteristic: fatigued.
UNIVERSAL EFFECTS
Exchange a talent Add 1 for each token greater than the characteristic to the
Regardless of the action or check, these effects are always dice pool when making a check using that characteristic.
Interact with the environment
available to be triggered:
Manage equipment If he suffers fatigue than twice Toughness, he passes out.
Suffer 1 fatigue if the check was based on a physical
Mount or dismount from a horse Stress greater than a mental characteristics, distressed.
characteristic. Suffer 1 stress if the check was based on a
Movement (including engaging/disengaging from an Add 1 for each token greater than the characteristic to the
mental characteristic.
opponent, or moving within Close range) dice pool when making a check using that characteristic.
Recover 1 fatigue if the check was based on a physical
Preparation If he suffers stress than twice Willpower, he passes out.
characteristic. Recover 1 stress if the check was based on a
mental characteristic. Use a skill If a character is both fatigued and distressed, he is strained.
BASIC SKILLS & Specialisations Item Qualities Staff Sling: May fire at a target at extreme range by adding
to the dice pool. Gains no benefit from being ‘superior
Athletics (St) Climbing, Swimming, Jumping, Rowing, Attuned X: Spellcaster adds X to Channelling checks. craftsmanship’. Can be used as a quarter staff in melee.
Running, Lifting. Blast: Affects everyone in one engagement within range. Throwing Dagger/Star: Any knife, dagger, shuriken, or dart
Ballistic Skill (Ag) Bow, Crossbow, Thrown Weapons, Cannot be parried or blocked, but may be dodged (each die balanced for throwing. Count as improvised weapons if used
Blackpowder Weapons. a defender would add to the dodging pool increases his soak in melee.
value by 1 instead of the normal dodge effect).
Charm (Fel) Etiquette, Gossip, Diplomacy, Haggling, Defensive: Wielded in the off-hand, adds 1 to an incoming Ammunition
Seduction. Arrows/Bolts: If a character wants to retrieve these, roll
melee attack when parrying.
Coordination (Ag) Dodge, Balance, Acrobatics, Juggling, for each when fired; on a the ammunition is recovered
Entangling: Successful hit removes target’s free manoeuvre
Dance, Knots & Ropework. intact and usable.
on next action (may still manoeuvre by suffering fatigue).
Discipline (WP) Resist Charm, Resist Guile, Resist Fast: Place one fewer recharge token on the action card. Armour & Shields
Intimidation, Resist Fear, Resist Terror, Resist Torture. Armour and shields add to the user’s defence rating and
Pierce X: The target’s soak value is reduced by X, to a
minimum of zero. soak value. Benefits stack.
First Aid (Int) Combat Surgery, Long Term Care, Tending
Critical Wounds, Tending Normal Wounds. Reload: Must perform a special reload manoeuvre before Buckler: A spiked buckler can be used as a gauntlet in melee.

Folklore (Int) Creature Lore, Reikland lore, Geography, using or the attack suffers an additional . Round/Kite Shield: May be used as an improvised weapon.
Superstitions, Local Customs. Slow: When the attack action hits, add +1 recharge token to
the action card.
Miscellaneous
Guile (Fel) Deception, Blather, Con Games, Innuendo, Where encumbrance is relevant, an incidental item has no
Appear Innocent. Thrown: When used in a ranged attack, dice associated encumbrance value, a small item has a value of 1-2, a medium
with attacker’s Strength may used instead of those associated item 3-4, and a large item 5-6.
Intimidate (St) Violence, Combat, Interrogation, Politics. with Agility. Strength may also be used to determine damage.
Intuition (Int) Detect lies, Estimate Sums, Evaluation, Two Handed: Using only one hand results in an additional , Magic
Gauge Opponent. inflicts -2 damage, and adds +1 recharge token.
When a spellcaster’s/priest’s power/favour equals his
Leadership (Fel) Military leadership, Politician, Logistics, Unreliable X: A blackpowder weapon explodes if at least as Willpower he is at equilibrium.
Spiritual Leader. many are rolled as X, inflicting wounds equal to X to the
Unless indicated otherwise, the default difficulty for casting
wielder and bypassing his soak value and Toughness. If not
Nature Lore (Int) Locate Shelter, Locate Food, Locate a spell or invoking a blessing is Simple (0 ) but may be
a blackpowder weapon, it breaks or jams. In any case, the
Water, Identify Animal, Identify Plant. modified by the GM.
weapon is unusable until repaired.
Observation (Int) Eavesdropping, Tracking, Keen Vision, Vicious: For each critical wound inflicted, draw 2 cards and Arcane Magic
Minute Details. select one with the highest severity (if a tie, attacker chooses). Spellcasting characters generate power by channelling the
Resilience (To) Block, Recover Fatigue, Resist Disease, Winds of Magic, then spend that power to cast spells.
Selected Weapon Notes
Resist Poison, Resist Starvation. To generate power, the spellcaster selects the Channel Power
Melee Weapons action, makes a Channelling check based on his Willpower,
Ride (Ag) Horsemanship, Trick Riding, Wagons, Mounted and takes tracking tokens equal to the power generated.
Combat, Long Distance Travel. Dagger: When thrown they incur a unless balanced.
To cast a spell, fulfill the requirements of the action card,
Skulduggery (Ag) Pick Pockets, Pick Locks, Set Traps, Gauntlets: If worn by themselves, count as a light item.
then make a Spellcraft check based on Intelligence.
Disable Traps, Palm Objects. Halberd: Usually used as a polearm, but the user can
To channel power and cast a spell on the same turn, add an
perform a manoeuvre and use it as a spear, although it cannot
Stealth (Ag) Silent Movement: Rural/Urban, Hide, extra to the Spellcraft check.
be thrown.
Ambush An attuned item adds bonus equal to its Attuned rating.
Improvised: Chairs, candle sticks, full tankards, a hat rack ...
Weapon Skill (St) Hand Weapons, Great Weapons, If are generated on a Spellcraft check, any appropriate
Polearms, Parry with Hand Weapon, Parry with Great Lance: If a mounted character with a lance is trained in Ride,
card effects are triggered, plus draw a Miscast card.
Weapon. add to his attack rolls. A lance functions as an improvised
weapon if used on foot. A spellcaster in a reckless stance who generates a on a
Spellcraft check, increases the Party Tension meter by one.
Advanced Skills & Specialisations Main Gauche: Designed to be used in an off hand when
parrying, it can be used as an ordinary weapon but loses its Divine Magic
Animal Handling (Fel) Command, Train, Sense defensive quality.
Disposition, Calm Animal. Divine characters invoke a blessing from their god, then
Morning Star: When using the Block or Parry action against pray to generate favour necessary to fulfill the blessing.
Channeling (WP) Below Capacity, Overchanneling, a morning star, place +1 recharge counter on the action card.
To invoke a blessing, fulfill the requirements of the action
Conservative, Reckless, by College Order. Sabre: If a mounted character with a sabre is trained in Ride, card, then make an Invocation check based on Fellowship.
Education (Int) History, Geography, Reason, Language add to his attack rolls. A sabre functions as a hand weapon
A blessing resolves when it has the required favour. Blessings
Skills, Philosophy. if used on foot.
automatically draw favour during the priest’s Beginning of
Spear: May be wielded one-handed with a shield, or two- Turn phase until its requirement is satisfied.
Invocation (Fel) Each deity has its own specialisation, handed, increasing its damage rating by +1. It may also be
Traditions, Rituals, Tenets. If a priest aborts a blessing currently holding favour, all
thrown up to close range.
favour is lost. If this is equal to or less than his Willpower, he
Magical Sights (Int) Observe Specific Wind, Identify Spell, suffers 1 stress. If greater, he suffers 1 stress and 1 fatigue.
Locate Aura, Dark Magic, Gauge Strength. Ranged Weapons
Hochland Long Rifle: May fire at a target at extreme range To generate favour, the priest selects the Curry Favour
Medicine (Int) Critical Wounds, Poison, Disease, Long by adding to the dice pool. A superior craftsmanship action, makes a Piety check based on his Willpower, and
Term Care,Surgery. version loses the Unreliable quality. takes tracking tokens equal to the favour generated.
Piety (WP) Below Capacity, Conservative, Reckless, Improvised Missile: Anything heavy enough to do damage To invoke a blessing and curry favour on the same turn, add
Urgent Need. but not designed to be aerodynamic. an extra to the Curry Favour check.

Spellcraft (Int) History of Magick, Colleges, Rank 1-5 Javelin: Counts as an improvised weapon when used in melee Excess Power/Favour
spells. combat.
Check during the End of Turn phase and Rally step.
Tradecraft (Varies) Smithing, Carpentry, Jewelry Making, Lasso: The wielder may force an ensnared enemy to be
Power/Favour below WP: Gains 1 power/favour.
Brewing, Engineering, Performance. dragged into an engagement with him by the Perform a Stunt
action and passing an opposed Strength check versus the Power/Favour above WP and up to twice WP: Must spend
target. An ensnared character can escape if he spends a 1 manoeuvre each turn, or lose -1 power/favour.
WEAPON Characteristics
manoeuvre and passes an Average (1 ) Agility check. Power/Favour more than twice WP: Must spend 1
DR/Damage Rating: Default damage output. Longbow: May fire at a target at extreme range by adding manoeuvre and 1 stress each turn, or excess is vented.
CR/Critical Rating: Number of required to convert an to the dice pool. Venting Power/Favour: Suffer 1 fatigue per point vented,
inflicted wound into a critical wounds. Net/Bola: An ensnared character’s only possible manoeuvre and roll 1 per point vented: 1 wound per , 1 stress per .
Group: A character with this weapon skill specialisation is to remove the net (no check required).
gains an additional when wielding this weapon.
Losing Power/Favour
Repeater Crossbow: While the magazine is loaded, it is a
If a spellcaster/priest is forced to lose power/favour and does
Qualities: Specific item qualities. free action to cock another bolt into place. Once empty, it
not have enough, he is reduced to 0 power and suffers 1 stress.
takes 4 manoeuvres to reload the magazine.
Cost: Cost in gold (g), silver (s) or brass (b) coins. If forced to lose power/favour and at 0, make a Discipline
Repeater Handgun/Pistol: Once all 6 barrels are expended,
Range: Range the weapon may fire without penalty. check, equal to the amount of power/favour you are unable
it takes 6 manoeuvres to reload the magazine.
Weapons are ineffective beyond this range. to lose. On a success, suffer 1 stress. On a fail, suffer 1 stress
Sling: Gains no benefit from being ‘superior craftsmanship’. and a temporary insanity with the Chaos or Trauma traits
Encumbrance: Encumbrance value of the weapon. (Arcane), or the Enigma or Trauma traits (Divine). Then
The values given are based on the use of crafted bullets, but
Rarity: How difficult the weapon is to find in the Empire. stones may also be used. place tokens on the card equal to the difficulty of the check.
DICE DICE

d8 Challenge 2 |2 | | | |1 d8 Challenge 2 |2 | | | |1
Challenges facing a character taking an action. Challenges facing a character taking an action.

d8 Characteristic 4 |2 |2 d8 Characteristic 4 |2 |2
Importance of a characteristic in fulfilling a task. Importance of a characteristic in fulfilling a task.
Basis of a dice pool. Can convert into stance dice. Basis of a dice pool. Can convert into stance dice.

d10 Conservative 4 | 2 | |2 | 1 d10 Conservative 4 | 2 | |2 | 1


Low-risk, low-reward stance; measured, cautious. Low-risk, low-reward stance; measured, cautious.

d10 Reckless 2 | | |2 |2 | 2 d10 Reckless 2 | | |2 |2 | 2


High-risk, high-reward stance; aggressive, brash. High-risk, high-reward stance; aggressive, brash.

d6 Expertise | |2 | |1 d6 Expertise | |2 | |1
Dedicated training, exceptional skill or proficiency. Dedicated training, exceptional skill or proficiency.

d6 Fortune 2 | |3 d6 Fortune 2 | |3
Slight edge; tactical advantages, talents, abilities or Slight edge; tactical advantages, talents, abilities or
the expenditure of fortune points. the expenditure of fortune points.

d6 Misfortune Dice 2 | |3 d6 Misfortune Dice 2 | |3


Slight complication; tactical disadvantages, talents, Slight complication; tactical disadvantages, talents,
conditions or debilitating effects or wounds. conditions or debilitating effects or wounds.

DICE DICE

d8 Challenge 2 |2 | | | |1 d8 Challenge 2 |2 | | | |1
Challenges facing a character taking an action. Challenges facing a character taking an action.

d8 Characteristic 4 |2 |2 d8 Characteristic 4 |2 |2
Importance of a characteristic in fulfilling a task. Importance of a characteristic in fulfilling a task.
Basis of a dice pool. Can convert into stance dice. Basis of a dice pool. Can convert into stance dice.

d10 Conservative 4 | 2 | |2 | 1 d10 Conservative 4 | 2 | |2 | 1


Low-risk, low-reward stance; measured, cautious. Low-risk, low-reward stance; measured, cautious.

d10 Reckless 2 | | |2 |2 | 2 d10 Reckless 2 | | |2 |2 | 2


High-risk, high-reward stance; aggressive, brash. High-risk, high-reward stance; aggressive, brash.

d6 Expertise | |2 | |1 d6 Expertise | |2 | |1
Dedicated training, exceptional skill or proficiency. Dedicated training, exceptional skill or proficiency.

d6 Fortune 2 | |3 d6 Fortune 2 | |3
Slight edge; tactical advantages, talents, abilities or Slight edge; tactical advantages, talents, abilities or
the expenditure of fortune points. the expenditure of fortune points.

d6 Misfortune Dice 2 | |3 d6 Misfortune Dice 2 | |3


Slight complication; tactical disadvantages, talents, Slight complication; tactical disadvantages, talents,
conditions or debilitating effects or wounds. conditions or debilitating effects or wounds.
Success: If the net result of the check includes Success: If the net result of the check includes
at least 1 success the task succeeds. at least 1 success the task succeeds.
Righteous Success: Success; plus add the results Righteous Success: Success; plus add the results
from an additional die of the same type. from an additional die of the same type.
Challenge: Each cancels one success. If there Challenge: Each cancels one success. If there
are more challenges than successes the task are more challenges than successes the task
automatically fails. automatically fails.
Bane: Negative side effects. Bane: Negative side effects.
You may succeed at a task and still trigger a bane. You may succeed at a task and still trigger a bane.
Boon: Beneficial side effects. Boon: Beneficial side effects.
You may fail at a task and still trigger a boon. You may fail at a task and still trigger a boon.
Banes and boons cancel each other out. Banes and boons cancel each other out.
Delay: Encounter mode: after the action, the GM Delay: Encounter mode: after the action, the GM
either places 2 recharge tokens on one of your either places 2 recharge tokens on one of your
actions, or moves the top PC initiative token down actions, or moves the top PC initiative token down
a space. Story mode: the action may take longer. a space. Story mode: the action may take longer.
Exertion: Suffer 1 fatigue (physical task) or Exertion: Suffer 1 fatigue (physical task) or
1 stress (mental task). 1 stress (mental task).
Chaos Star: Serious negative side effects. Chaos Star: Serious negative side effects.
If there are no eligible effects, counts as a bane. If there are no eligible effects, counts as a bane.
Sigmar’s Comet: Powerful positive side effects. Sigmar’s Comet: Powerful positive side effects.
You may count this as a success or a boon. Or, may You may count this as a success or a boon. Or, may
trigger a critical or a Sigmar’s Comet symbol effect. trigger a critical or a Sigmar’s Comet symbol effect.

Available Universal Effects Available Universal Effects


Suffer 1 fatigue on a physical characteristic check, Suffer 1 fatigue on a physical characteristic check,
or 1 stress on a mental characteristic check. or 1 stress on a mental characteristic check.

Recover 1 fatigue on a physical characteristic Recover 1 fatigue on a physical characteristic


check, or 1 stress on a mental characteristic check. check, or 1 stress on a mental characteristic check.

Success: If the net result of the check includes Success: If the net result of the check includes
at least 1 success the task succeeds. at least 1 success the task succeeds.
Righteous Success: Success; plus add the results Righteous Success: Success; plus add the results
from an additional die of the same type. from an additional die of the same type.
Challenge: Each cancels one success. If there Challenge: Each cancels one success. If there
are more challenges than successes the task are more challenges than successes the task
automatically fails. automatically fails.
Bane: Negative side effects. Bane: Negative side effects.
You may succeed at a task and still trigger a bane. You may succeed at a task and still trigger a bane.
Boon: Beneficial side effects. Boon: Beneficial side effects.
You may fail at a task and still trigger a boon. You may fail at a task and still trigger a boon.
Banes and boons cancel each other out. Banes and boons cancel each other out.
Delay: Encounter mode: after the action, the GM Delay: Encounter mode: after the action, the GM
either places 2 recharge tokens on one of your either places 2 recharge tokens on one of your
actions, or moves the top PC initiative token down actions, or moves the top PC initiative token down
a space. Story mode: the action may take longer. a space. Story mode: the action may take longer.
Exertion: Suffer 1 fatigue (physical task) or Exertion: Suffer 1 fatigue (physical task) or
1 stress (mental task). 1 stress (mental task).
Chaos Star: Serious negative side effects. Chaos Star: Serious negative side effects.
If there are no eligible effects, counts as a bane. If there are no eligible effects, counts as a bane.
Sigmar’s Comet: Powerful positive side effects. Sigmar’s Comet: Powerful positive side effects.
You may count this as a success or a boon. Or, may You may count this as a success or a boon. Or, may
trigger a critical or a Sigmar’s Comet symbol effect. trigger a critical or a Sigmar’s Comet symbol effect.

Available Universal Effects Available Universal Effects


Suffer 1 fatigue on a physical characteristic check, Suffer 1 fatigue on a physical characteristic check,
or 1 stress on a mental characteristic check. or 1 stress on a mental characteristic check.

Recover 1 fatigue on a physical characteristic Recover 1 fatigue on a physical characteristic


check, or 1 stress on a mental characteristic check. check, or 1 stress on a mental characteristic check.
Manoeuvres Manoeuvres
One free manoeuvre per turn before or after an action One free manoeuvre per turn before or after an action
card task. Each additional manoeuvre costs 1 fatigue card task. Each additional manoeuvre costs 1 fatigue
paid before the manoeuvre. paid before the manoeuvre.
Assist (engaged ally receives bonus ) Assist (engaged ally receives bonus )
Exchange a talent Exchange a talent
Interact with the environment Interact with the environment
Manage equipment Manage equipment
Mount or dismount from a horse Mount or dismount from a horse
(if untrained in Ride make an Easy (1 ) Ride check) (if untrained in Ride make an Easy (1 ) Ride check)
Movement Movement
Change your range increment: Change your range increment:
Moving between Extreme and Long range costs Moving between Extreme and Long range costs
3 manoeuvres; 3 manoeuvres;
Moving between Long and Medium range costs Moving between Long and Medium range costs
2 manoeuvres; 2 manoeuvres;
Moving between Medium and Close range costs Moving between Medium and Close range costs
1 manoeuvre. 1 manoeuvre.
Engage/disengage from an opponent within Close Engage/disengage from an opponent within Close
range; move within Close range if unengaged; stand range; move within Close range if unengaged; stand
up if prone up if prone
Preparation Preparation
Use a skill Use a skill

Manoeuvres Manoeuvres
One free manoeuvre per turn before or after an action One free manoeuvre per turn before or after an action
card task. Each additional manoeuvre costs 1 fatigue card task. Each additional manoeuvre costs 1 fatigue
paid before the manoeuvre. paid before the manoeuvre.
Assist (engaged ally receives bonus ) Assist (engaged ally receives bonus )
Exchange a talent Exchange a talent
Interact with the environment Interact with the environment
Manage equipment Manage equipment
Mount or dismount from a horse Mount or dismount from a horse
(if untrained in Ride make an Easy (1 ) Ride check) (if untrained in Ride make an Easy (1 ) Ride check)
Movement Movement
Change your range increment: Change your range increment:
Moving between Extreme and Long range costs Moving between Extreme and Long range costs
3 manoeuvres; 3 manoeuvres;
Moving between Long and Medium range costs Moving between Long and Medium range costs
2 manoeuvres; 2 manoeuvres;
Moving between Medium and Close range costs Moving between Medium and Close range costs
1 manoeuvre. 1 manoeuvre.
Engage/disengage from an opponent within Close Engage/disengage from an opponent within Close
range; move within Close range if unengaged; stand range; move within Close range if unengaged; stand
up if prone up if prone
Preparation Preparation
Use a skill Use a skill
Fortune Fortune
Fortune point tokens can be spent on a one-for-one Fortune point tokens can be spent on a one-for-one
basis to: basis to:
– add to a dice pool – add to a dice pool
– remove tracking tokens from a talent or action – remove tracking tokens from a talent or action
card to speed up recharging of an exhausted card card to speed up recharging of an exhausted card

Rally Step Rally Step


All participants in the encounter may: All participants in the encounter may:
Move their stance marker 1 step towards neutral. Move their stance marker 1 step towards neutral.
Remove 1 recharge token from each of their Remove 1 recharge token from each of their
recharging cards. recharging cards.
Recover 1 stress and 1 fatigue. Recover 1 stress and 1 fatigue.
Check and adjust their power / favour. Check and adjust their power / favour.

Each character may choose one of the following: Each character may choose one of the following:
Perform 1 manoeuvre. Perform 1 manoeuvre.
Attempt a First Aid check. Attempt a First Aid check.
Attempt an Easy (1 ) Resilience check to recover Attempt an Easy (1 ) Resilience check to recover
fatigue. fatigue.
Attempt an Easy (1 ) Discipline check to recover Attempt an Easy (1 ) Discipline check to recover
stress. stress.
Re-roll initiative for party’s lowest initiative token. Re-roll initiative for party’s lowest initiative token.
Perform an action with the Rally trait. Perform an action with the Rally trait.

Fortune Fortune
Fortune point tokens can be spent on a one-for-one Fortune point tokens can be spent on a one-for-one
basis to: basis to:
– add to a dice pool – add to a dice pool
– remove tracking tokens from a talent or action – remove tracking tokens from a talent or action
card to speed up recharging of an exhausted card card to speed up recharging of an exhausted card

Rally Step Rally Step


All participants in the encounter may: All participants in the encounter may:
Move their stance marker 1 step towards neutral. Move their stance marker 1 step towards neutral.
Remove 1 recharge token from each of their Remove 1 recharge token from each of their
recharging cards. recharging cards.
Recover 1 stress and 1 fatigue. Recover 1 stress and 1 fatigue.
Check and adjust their power / favour. Check and adjust their power / favour.

Each character may choose one of the following: Each character may choose one of the following:
Perform 1 manoeuvre. Perform 1 manoeuvre.
Attempt a First Aid check. Attempt a First Aid check.
Attempt an Easy (1 ) Resilience check to recover Attempt an Easy (1 ) Resilience check to recover
fatigue. fatigue.
Attempt an Easy (1 ) Discipline check to recover Attempt an Easy (1 ) Discipline check to recover
stress. stress.
Re-roll initiative for party’s lowest initiative token. Re-roll initiative for party’s lowest initiative token.
Perform an action with the Rally trait. Perform an action with the Rally trait.
# #

Name Name

Henchmen Henchmen
Dr Dr

To+Sk Wounds To+Sk Wounds


Notes Notes

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