System
Action: 2d6
Enemy Flanked: +1d6
Supported Enemy: -1d6
Stats: Rated from 1 to 10, except armor
Move
Tackle
Throw
Toughness
Reflex
Armor
Combat:
Roll d26, +1 to the result if your Tackle is 2 or more higher than their Toughness, +2 if it's 4 or more.
Select one die for your result.
A flanked enemy is one who has an allied player on the opposide side from the tackler
A supported enemy is one who has an enemy player on the opposed side from the tackler
Damage:
Any hit can do damage. Roll 1d6. On a 1-4, you knock the enemy down. On a 5, you break their armor.
On a 6, you injure them.
If a player is injured, roll a d6. On a 1, they are stunned. On a 2 or 3, they are KO'd. On 5 they take an
injury. On a 6, roll another d6. If it comes up 6, the player is dead. On any other result, the player is
Injured.
An Injured player sits out the rest of the game. At the end of the game, roll a d6 to determine which stat
suffers a permanent -1.
KO'd players are out of the game until the half ends, or the game ends if in the second half.
Armor:
Armor serves as a savong throw, rolling higher than your armor value means you reduce the severity of a
hit by one step. Death is reduced to injury, injury is reduced to KO, KO is reduced to Stunned, Stunned is
reduced to pushed. An armor break reduces the effectiveness of armor by 1, stacking.
Dice:
1, push (no damage possible)
2, push (no damage possible)
3, Solid Hit, roll for damage
4, Risky Hit, see perks
5, Mutual hit, both players doll for damage, see perks
6, Counter, tackler takes damage
Human
Move 5
Tackle 3
Throw 3
Toughness 3
Reflex 3
Armor 5+
Special: All SPP costs reduced by 1 to a minumum of 1. All stats are capped at 5.
High Elf
Move 6
Tackle 3
Throw 4
Toughness 2
Reflex 4
Armor 6+
Special: Reflex counts as +1 for running checks. All stats capped at 6.
Skaven
Move 4
Tackle 2
Throw 4
Toughness 3
Reflex 4
Armor 6+
Special: Half price to recruit. All stats capped at 4.
Norscan
Move 5
Tackle 4
Throw 2
Toughness 4
Reflex 3
Armor 5+
Special: Can take Mutation perks. All stats capped at 7.
Beastman
Move 5
Tackle 4
Throw 1
Toughness 4
Reflex 2
Armor 6+
Special: Can take Mutation perks. All stats capped at 7.
Saurus
Move 4
Tackle 4
Throw 2
Toughness 4
Reflex 3
Armor 4+
Special:
Skink
Move 6
Tackle 3
Throw 4
Toughness 3
Reflex 3
Armor 5+
Special:
Wood Elf
Move 6
Tackle 3
Throw 5
Toughness 2
Reflex 4
Armor 6+
Special:
Dark Elf
Move 4
Tackle 4
Throw 4
Toughness 4
Reflex 4
Armor 5+
Special:
Minotaur
Move 3
Tackle 5
Throw 1
Toughness 6
Reflex 2
Armor 5+
Special:
Ogre
Move 3
Tackle 5
Throw 1
Toughness 5
Reflex 2
Armor 4+
Special:
Kroxigor
Move 3
Tackle 6
Throw 2
Toughness 5
Reflex 2
Armor 5+
Special:
Dwarf
Move 2
Tackle 4
Throw 2
Toughness 4
Reflex 2
Armor 4+
Special:
Slayer
Move 4
Tackle 5
Throw 1
Toughness 4
Reflex 4
Armor 6+
Special:
Treeant
Move 3
Tackle 5
Throw 3
Toughness 5
Reflex 2
Armor 5+
Special:
Orc
Move 4
Tackle 4
Throw 2
Toughness 5
Reflex 1
Armor 5+
Special:
Goblin
Move 5
Tackle 2
Throw 4
Toughness 2
Reflex 3
Armor 6+
Special:
Troll
Move 3
Tackle 5
Throw 2
Toughness 7
Reflex 2
Armor 6+
Special: