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GM Screen - Inside (200703)

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GM Screen - Inside (200703)

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Julian
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WEAPON & ARMOUR TRAITS CONDITIONS THE FLOW OF BATTLE THE LADDER ATTACK DN M or A Vs D ACTIONS IN COMBAT LAST STAND

THE FLOW OF BATTLE THE LADDER ATTACK DN M or A Vs D ACTIONS IN COMBAT LAST STAND RESTING DIFFICULTY BY DICE POOL
Total Rating Total Rating Two or more steps higher DN: 2
Aetheric: Aetheric equipment requires aether-gold. BLINDED Surprise: If you have surprise, you can take a single Action. Attack: You make an attack with your weapon. Help: An ally adds 1d6 to their dice pool for • You are no longer Stunned and remove Take a Breather: When you Take a Breather DN 1d6 2d6 3d6 4d6 5d6 6d6 7d6 8d6 9d6 10d6
5–6 Good 11–12 Extraordinary One step higher DN: 3 the next Test they make, plus an additional any other Conditions you may have. you spend ten minutes resting. Your
• A Blinded creature cannot see. You can not use Mettle to take additional Actions, but you Charge: +1d6 for the attack. Defence is 3:1 Easy V. Easy V. Easy V. Easy V. Easy V. Easy V. Easy V. Easy V. Easy V. Easy
Blast: Blast weapons damage all creatures in a Zone. The • The Difficulty of Mind (Awareness) Tests that rely on sight 3–4 Average 9–10 Superb Equal DN: 4 1d6 per level of Training you have in the Skill • Your Mettle refills to its maximum. Toughness returns to its maximum.
can spend Mettle for Talents or other abilities as part of your reduced one step until your next turn.
Damage dealt is listed in parentheses. are increased by 2. Opposed Mind (Awareness) Tests are used for the Test. • You are immune to all Damage, including 4:1 Average Easy V. Easy V. Easy V. Easy V. Easy V. Easy V. Easy V. Easy V. Easy
Action. You can not spend Mettle to double your Training or 1–2 Poor 7–8 Great One step lower DN: 5 Rest: A Rest lasts for 8 hours. At the end
Cleave: Each result of 6 deals 1 Damage to all other enemies made at Greater Disadvantage. Focus. Once the surprise round is over, combat follows the Called Shot: The target’s Defence increases environmental effects and hazards. 5:1
Two or more steps lower DN: 6 Hide: Make a Body (Stealth) Test to hide. of a Rest, your Toughness returns to its Hard Easy V. Easy V. Easy V. Easy V. Easy V. Easy V. Easy V. Easy V. Easy
within Close Range. • Melee, Accuracy, and Defence decrease one step. Initiative order as usual. determined by the hit location. • Your Melee and Accuracy increase one
maximum and your Wounds heal slightly. 6:1 V. Hard Hard Average Average Average Easy Easy Easy V. Easy V. Easy
Improvise: Tell your GM what you want to do, step.
Close: No penalty to Accuracy at Close Range. CHARMED Determine Initiative: Combatants act in order of Initiative, USING SOULFIRE USING METTLE • Head: Defence increases two steps. If the You clear one space on the Wound Track.
and they will tell you if it’s possible. • Your Damage (including from spells and 3:2 — Average Easy V. Easy V. Easy V. Easy V. Easy V. Easy V. Easy V. Easy
• Cannot attack the source of the charm, or target it with from highest to lowest. If Initiative is tied, players act first. attack deals Damage, the target is Stunned
Crushing: Crushing weapons are solid and blunt. Maximise Successes: You can spend 1 Take an Extra Action: You can spend a Miracles) ignores Armour.
abilities or spells that would affect it negatively. until the end of its next turn. Parley: You make an Opposed Test to try 4:2 — Hard Average Easy V. Easy V. Easy V. Easy V. Easy V. Easy V. Easy
• The charmer has Advantage in social interactions with the Your Turn: On your turn, you can Move and take an Action. Soulfire before making a Test to give yourself Mettle to take an additional Action. • Arms: Defence increases one step. If the to talk your way out of conflict and end the RANGE
Defensive: Your Defence increases one step. 5:2 — V. Hard Hard Average Average Easy Easy V. Easy V. Easy V. Easy
Charmed target, and the target has Disadvantage. You can use Mettle to take additional Actions. the maximum successes possible. Each die in attack deals Damage, the target drops an combat peacefully.
Use a Talent or Miracle: A number of SPEED
Ineffective: The target’s Armour is doubled. Additionally, your pool is considered a 6. item they are carrying. Close Range is anything within arms reach. 6:2 — V. Hard V. Hard V. Hard V. Hard Hard Hard Hard Average Average
DEAFENED Free Action: Some things don’t require an Action, such as Talents and Miracles have a Mettle cost you React: Prepare yourself to act when a specific
you can only deal Minor Wounds. • Legs: Defence increases one step. If the Normal: Free Action to move anywhere
• A Deafened creature cannot hear. drawing a weapon, reloading most guns, opening a door, Reroll Dice: You can spend 1 Soulfire after must spend in order to use that Talent. event happens. If the trigger for your reaction Short Range is anything within your Zone. 3:3 — — Hard Average V. Easy V. Easy V. Easy V. Easy V. Easy V. Easy
Loud: Attacks with Loud weapons alert everyone within drinking an elixir, or moving within Short Range. rolling to reroll as many dice as you like. attack deals Damage, the target is Prone. within your Zone, and you can use your Moving to Short Range is a Free Action.
• The dice pool for any Tests a Deafened creature makes that doesn’t happen, you can choose to proceed to
Double Your Training: In combat, you can Move to move to an adjacent Zone. 4:3 — — V. Hard Hard Average Easy V. Easy V. Easy V. Easy V. Easy
Long Range. Armour with the Loud Trait gives Disadvantage require hearing is reduced by 1. Defend: Choose an ally within Close Range. the next round without taking an Action, or
Regain Mettle: You can spend 1 Soulfire to spend a point of Mettle to double the dice Medium Range is anything in your Zone
on Body (Stealth) Tests. ENVIRONMENTAL TRAITS Until the start of your next turn, attacks or you can take a different Action but act last in Fast: Free Action to move anywhere within 5:3 — — V. Hard V. Hard Hard Hard Average Average Easy V. Easy
FRIGHTENED immediately regain all spent Mettle. gained from Training before making a Test. or an adjacent Zone. Moving to Medium
• While the source of a Frightened creature’s fear is in line of spells that target the ally target you instead. the Initiative order for the rest of the combat. your Zone, and you can use your Move to Range requires a Move. 6:3
Magical: Can’t be transmuted by spells or other effects. Cover (Partial): Defence increases one step when targeted — — V. Hard V. Hard V. Hard V. Hard V. Hard V. Hard V. Hard Hard
Recover Toughness: As an Action, you can Double Your Focus: In combat, you can You can also Defend a Zone. A creature trying move up to two Zones away.
sight, they roll one less die for all Tests. The creature can by ranged attacks. Creatures hiding in the Zone have Retreat: Call for a retreat. If your allies agree, 3:4 — — — V. Hard Average Easy V. Easy V. Easy V. Easy V. Easy
Penetrating: Ignores 1 point of Armour. spend 1 Soulfire to recover all Toughness. spend a point of Mettle to double the bonus to enter the Zone must use an Action to make Long Range is a location or target up to
not willingly move closer to the source of its fear. Advantage on Opposed Tests to be spotted. you all safely flee the conflict. Slow: Requires a Move to move anywhere
gained from Focus after making a Test. a Body (Might or Reflexes) Test opposed two Zones away. To move to a point within 4:4 — — — V. Hard V. Hard Hard Average Easy Easy V. Easy
Piercing: Piercing weapons have a sharp point. INCAPACITATED Cheat Death: As an Action, choose a within your Zone. To move to an adjacent
Cover (Total): Defence increases two steps when targeted by your Body (Might). If you are wielding a Run: Move to an adjacent Zone. Long Range, you must use your Move and
• Can’t Move, take Actions, or spend Mettle. Mortally Wounded ally within Close Range, You recover 1 Mettle on your turn Zone you must use the Run Action. 5:4 — — — V. Hard V. Hard V. Hard V. Hard Hard Hard Average
Range: Can be used to make ranged attacks using Body by ranged attacks. Creatures hiding in a Zone have Greater shield, you have Advantage on this Test. take an additional Action to Run.
• Can’t defend themselves. The DN to hit an Incapacitated including yourself, and spend 1 Soulfire. Search: Make a Mind (Awareness) Test.
(Ballistic Skill). The weapon’s range is listed in parentheses. Advantage on Opposed Tests to be spotted. The ally is no longer Mortally Wounded 6:4 — — — V. Hard V. Hard V. Hard V. Hard V. Hard V. Hard V. Hard
creature is always 2. DEALING DAMAGE Dodge: Until the start of your next turn, your Extreme Range is anything outside Long
Reach: Can be used to attack any target in your Zone. and recovers half their total Toughness, but Seize the Initiative: Move to the top of the OTHER MOVEMENT Range, and is three or more Zones away.
Difficult Terrain: Beginning your turn in Difficult Terrain Defence increases by one step and you add
POISONED retains any Wounds they have suffered. 1. The attack or effect deals Damage. Initiative order for the rest of the combat.
reduces your Speed one step, to a minimum of Slow. Moving 1d6 to your dice pool for Body (Reflex) Tests.
Being Prone and Standing Up: Falling Attacking a target beyond your weapon’s COMMON SKILL COMBINATIONS ADVANTAGE & DISADVANTAGE
Reload: Requires an Action to reload. • Creature’s dice pool is reduced by 1 for all Tests. 2. The target reduces their Toughness by the
into Difficult Terrain uses any remaining movement you Shove: Make a Body (Might) roll, resisted by Prone is a Free Action. Standing from range decreases your Accuracy by one step
total Damage minus their Armour. Flee: You flee the battle. You are removed from Sometimes during an Opposed Test one side
Rend: Can destroy nonmagical armour. Each result of 6 on PRONE have. You must use the Run Action to move further. The MAKING AN ATTACK the target’s Body (Might) or Body (Reflexes). If Prone requires a Move. per Zone outside the weapon’s range. Arcana (Mind) Guile (Mind)
3. If an attack reduces Toughness to 0, the Initiative and Doom increases by 1. may have a benefit or hindrance that the
your attack roll removes 1 point of Armour. The armour is • Can only move by crawling, the creature uses use their Difficulty of Body (Reflexes) Test increases by 1. you succeed, the target is shoved away. Athletics (Body) Intimidation (Soul)
destroyed after the attack, so the target gets its usual Armour Move to stand up to end the Condition. remaining Damage is dealt as Wounds. Grapple: Make a Body (Might) Test, resisted Climbing, Crawling, Swimming, and Awareness (Mind) Intuition (Mind) other doesn’t. Such scenarios are called having
bonus when determining Damage. Hazard (Minor): When a creature enters the Hazard for the 1. Using The Ladder, determine the DN for 4. While at 0 Toughness, any further Damage Use an Object: Use an object in Close Range. Squeezing: Your speed is reduced one step, Ballistic Skill (Body) Lore (Mind) Advantage or Disadvantage. If a character has
• Melee and Accuracy are decreased one step. by the target’s Body (Might or Reflexes). If you SIZE
first time or starts its turn there, it takes 1 Damage. the attack by comparing your Melee or is dealt as Wounds. to a minimum of Slow. Beast Handling (Soul) Advantage in an Opposed Test, the Difficulty
• A creature attacking a Prone target from Close Range succeed, the target is Restrained. Use a Talent: Use a Talent or Miracle. Medicine (Mind)
Restraining: Inflicts the Restrained Condition. A creature Accuracy to the target’s Defence. 5. If there is no more space to note Wounds, Tiny: Up to 2 feet tall or long. No effect. for the Test is reduced by 1 to DN 3:1. If a
increases their Melee or Accuracy one step. Hazard (Major): When a creature enters the Hazard for the Channelling (Mind) Might (Body)
can use an Action on its turn to free itself from its bindings. 2. If you are making a melee attack, make the target is Mortally Wounded. Falling: A creature suffers 1 Damage per character has Disadvantage, the Difficulty is
• A creature attacking a Prone target from outside Close first time or starts its turn there, it takes 3 Damage. MORTALLY WOUNDED & DEATH TESTS Small: Up to 4 feet tall or long. No effect. Crafting (Mind) Nature (Mind)
a Body (Weapon Skill) Test. If you are 10 feet fallen and is knocked Prone. increased by 1 to DN 5:1.
Sigmarite: Not affected by spells and effects that could Range decreases their Accuracy one step per Zone. Determination (Soul) Reflexes (Body)
Hazard (Deadly): When a creature enters the Hazard for the making a ranged attack, make a Body WOUNDS When you become Mortally Wounded: increases by 1. Instead of making a Death Test, Flying: Normal movement rules apply Medium: Up to 8 feet tall or long. No effect. Devotion (Soul)
transmute it, and cannot be broken by nonmagical weapons. Stealth (Body) Extreme circumstances may increase or
RESTRAINED first time or starts its turn there, it takes 5 Damage. (Ballistic Skill) Test. you can choose to make a Last Stand.
Minor Wound: If your Toughness is 0 and • Fill in any remaining Wounds and mark the when flying, but use a Speed determined Large: Up to 15 feet tall or long. No effect. Dexterity (Body) Survival (Mind) decrease the Difficulty by 2, but this is rare.
Slashing: Slashing weapons are sharp and bladed. • A Restrained creature cannot move. 3. Add the weapon Damage plus all of
Interactive Objects: Interactive objects are anything a you suffer 1 Damage, you take a Minor Mortally Wounded box on your sheet. • Minor Wound: DN 4:1 by the mode of flight. Entertain (Soul) Theology (Mind) This is known as Greater Advantage and
• Melee, Accuracy, and Defence decrease one step. your successes together to determine the Enormous: Up to 30 feet tall or long. The
Spread: Any creature within Close Range of the target takes creature can interact with, such as doors, levers, or torches. Wound. This fills one space on the track. • You gain the Stunned Condition. • Serious Wound: DN 4:2 Fortitude (Body) Weapon Skill (Body) Greater Disadvantage.
Damage of the attack. Jumping: You can make a standing vertical creature occupies an entire Zone. Enemies
half Damage. If they have a higher Defence than the target STUNNED They provide colour to the scene but may also affect the • You can not recover Toughness. • Deadly Wound: DN 4:3
• Can take either an Action or Move, but not both. 4. Subtract the target’s Armour from the Serious Wound: If your Toughness is 0 leap up to a number of feet equal to your can not end their turn in the same Zone
of the attack, they can make DN 4:1 Body (Reflexes) Test environment. • At the beginning of your next turn, you
• The creature can’t spend Mettle to take additional Actions. Damage. The target suffers any remaining and and you suffer 2–4 Damage, you take a Success: You are no longer Mortally Wounded Body. You can make a standing long jump as the creature unless mounted on it or
opposed by your attack roll to avoid taking Damage. must make a Death Test.
Obscured (Lightly): The Difficulty of Mind (Awareness) Damage. Serious Wound. A Serious Wound fills two and remove the Stunned Condition. Your a number of feet equal to your Body × 2. climbing atop it. Enormous creatures can AQUA GHYRANIS
• The creature’s Speed becomes Slow (see page 140). Death Test: You make a Death Test at the start Toughness remains at 0 and your Wound
Subtle: Subtle equipment is easily concealed. • The Stunned creature’s Defence decreases one step. Tests that rely on sight are increased by 1, and opposed spaces on the Wound Track. These are doubled with a short run up. make melee attacks into adjacent Zones, and 100 drops = 10 phials = 1 sphere
Attacks While Hidden: When you attack of your turn using your highest Attribute. Track is still full.
Mind (Awareness) Tests are made at Disadvantage. Any Mounts: A willing creature of one size creatures in adjacent Zones can make melee
Thrown: Thrown weapons can be used to make a ranged UNCONSCIOUS an enemy who is unaware of your presence, Deadly Wound: If your Toughness is 0 and The Complexity is determined by the severity 1 drop of Aqua Ghyranis restores 1 Toughness; a phial of Aqua
creature making an Opposed Test to see a creature in the Failure: The DN of the Death Test increases by larger than you and with the appropriate attacks against the Enormous creature.
attack. The range is listed in parentheses. • The creature immediately drops anything they are their Defence is considered Poor. After you and you suffer 5 or more Damage, you take a of the Wound that caused you to become Ghyranis restores 10 Toughness and removes one Condition; and
Zone has Disadvantage on the Test. attack (revealing yourself), the opponent’s 1 but can never go above 6. If the DN would anatomy can serve as a mount. See page 141 Monstrous: Over 30 feet tall or long. As
Cubicle 7 Entertainment Ltd.
holding, falls Prone, and is Incapacitated. Can’t move or Deadly Wound. A Deadly Wound fills three Mortally Wounded. If you suffer Damage a sphere of Aqua Ghyranis restores all Toughness, removes all © Games Workshop 2020
Two-handed: Requires two hands to wield. go above 6, you die. for more details.
speak, and is unaware of their surroundings. Obscured (Heavily): Creatures are Blinded. Defence returns to normal. spaces on the Wound Track. while Mortally Wounded, the Complexity Enormous, but occupies two or more Zones. Conditions, and reduces the severity of a Wound.

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