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TT QRS Starter

The document provides a quick reference guide for a game, detailing various actions, attack mechanics, and interactions available to players. It includes rules for movement, attacks, and the effects of different actions such as sneaking, fleeing, and engaging in combat. Additionally, it outlines the use of tokens and the consequences of blood loss during gameplay.

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0% found this document useful (0 votes)
6 views2 pages

TT QRS Starter

The document provides a quick reference guide for a game, detailing various actions, attack mechanics, and interactions available to players. It includes rules for movement, attacks, and the effects of different actions such as sneaking, fleeing, and engaging in combat. Additionally, it outlines the use of tokens and the consequences of blood loss during gameplay.

Uploaded by

imachegoule
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Quick Reference Starter Version

Actions

Roving Action Sneak Action


WITS (Awareness) Move: 4" Foot: +1" WITS (Awareness) Move: 4" Foot: +1"
Door (page 72), Halt!, Spot Suspect Steal*, Door (page 72)
AIM AGILITY BRAWN WITS HEART

⇾ Choose direction that passes closest to a


Token Drawn Barging Past ⇾ Choose direction from swords
(no swords = forward). civilian (no swords = forward).
Plot token - draw Plot card. Flee or Close action and moved at least 4", D6: ⇾ Gain Sneak marker.
Halt! May stay still or move less than the
For a new suspect, give a Suspect 1,2 or 3 . . . . . . . . . . . . . . . . . Pushed aside. distance rolled. ⇾ Once spotted, flee.
Action token and make an action.
4+ Knocked to the ground (not friends). Spot Suspect: Remove Sneak marker.

Guard Action token - make action


Close Action
with a ready guard. Knocked to the Ground Flee Action AGILITY (Haste) Move: 4" Foot: +2"
⇾ Dodge reactions only. AGILITY (Haste) Move: 4" Foot: +2" Door, Climb, Jump (page 72)
Suspect Action token - make action ⇾ No coin effects.
Door, Climb, Jump (page 72), Faster
with a ready suspect.
Getting Up ⇾ Towards target OR direction from swords.
⇾ Main action only. ⇾ Choose direction furthest away from ⇾ If target reached, attack or interaction.
Time token - Roving action with
⇾ Sneak and Cautious actions not allowed. nearest enemy (no swords = forward).
civilian, 2nd civilian responds.
Faster: +2"
Final Time token - end of turn. ⇾ Foot results and coin effects do not apply. Ranged Action
⇾ No Sword results = stumbled.
WITS (Awareness) Move: 2" Foot: +1"
Door (page 72)
End of Turn Steps Reload Interactions
1. Return all Action, Plot and Time ⇾ Main action only. Question ⇾ Towards target OR direction from swords.
tokens to the container. Other placed ⇾ Sneak, Cautious, Close actions not allowed. ⇾ Close action, WITS (Charm). ⇾ If target in range, attack or Command.
markers, such as Cautious, Sneak,
Prisoner or Blood, stay in place. ⇾ Foot results and coin effects do not apply. If failed, spend 1 Gold coin to pass the test.
2. The player that drew the final Time ⇾ No Sword results = fumbled.
token goes first the next turn. Barter Using Intimidation
⇾ Close action, WITS (Charm). ⇾ Re-test failed Question, Barter or Command
Page 74
Targeting Range If failed, spend 1 Gold coin to pass the test.
interaction using BRAWN instead.

Line of sight not required at start of action. ⇾ Add 1 Personal DISCONTENT.


Discontent Investigate
Normal . . . . . . . . . . . . . . . . . . . . . . . . . . . 6"
Civilian Knocked Down . . . . . . . . . . . . . 1 ⇾ Close action, WITS (Intellect).
Civilian Blood Drop . . . . . . . . . . . . . . . . . 1
Target fighting or fleeing . . . . . . . . . . +6" Assistance
Suspect (not dangerous) Cut Down . . . 3
If line of sight at the start of action: Extinguish ⇾ Within 2" of the target.
Clear view . . . . . . . . . . . . . . . . . . . . . . . +6" ⇾ Close action, BRAWN (Strength). ⇾ Friends and allies assist automatically.
+1 dice if there is a water source within 6".
Higher ground OR large . . . . . . . . . . . +6" ⇾ Guards assist other guards automatically.
Terrain with Fire marker . . . . . . . . . +12" Command ⇾ Civilians (not strike): DISCONTENT test.
⇾ Ranged action (12"), HEART (Command). ⇾ Each adds +1 dice (max +3).
Attacks Weapons & Equipment
Attack: Reaction:

Close AIM (strike) AIM (Defend) or AGILITY (Dodge) Weapon/Item Hands Roll Result
+1 dice per assist (not civilians) Unarmoured:
Sword 1 Lunge (Close Strike) +1 Dice
+1 dice target on ground Fallen? Cannot defend Duck & Dive: +1 dice

0-2 Fail = end action Fail = attacker Wound roll Fail = attacker Wound roll
Mace/Cudgel/Flail
/Hammer/Pickaxe 1 Bash (Subdue) 4+ Blood
3-5 Pass = target reacts Pass = end action Pass = end action
6+ Critical = +1 dice on Wound roll Critical = Wound roll vs attacker Critical = free action Axe/Cleaver 1 Chop (Wound roll) +1 Dice

Spear (1-handed) 1 Long (Defend) +1 Dice


Attack: Reaction:
Halberd (1-handed) 1 Chop (Wound roll) +1 Dice
Ranged AIM (strike) AGILITY (Dodge)
Dagger 1 Fast (Close Strike) 4+ Blood
+1 dice for clear view Unarmoured:
+1 dice large target Duck & Dive: +1 dice Greatsword 2 Lunge (Close Strike) +1 Dice
Chop (Wound roll) +1 Dice
0-2 Fail = figures in the way, end action Fail = attacker Wound roll
3-5 Pass = target reacts Pass = end action Spear (2-handed) 2 Long (Defend) +1 Dice
Lunge (Close Strike) +1 Dice
6+ Critical = +1 dice on Wound roll Critical = free action
Halberd (2-handed) 2 Chop (Wound roll) +1 Dice
Long (Defend) +1 Dice
Attack: Reaction:
Warhammer 2 Bash (Subdue) 4+ Blood
Seize AGILITY (Seize) AIM (Defend) or AGILITY (Dodge)
/Heavy Flail Heavy (Wound roll) 4+ Blood
+1 dice per assist Unarmoured:
+1 dice target on ground Fallen? Cannot defend Duck & Dive: +1 dice Staff 2 Long (Defend) +1 Dice
Bash (Subdue) 4+ blood
0-2 Fail = end action Fail = attacker Subdue roll Fail = attacker Subdue roll
3-5 Pass = target reacts Pass = end action Pass = end action
Shield 1 Block (Defend, Dodge) +1 Dice

6+ Critical = +1 dice on Subdue roll Critical = Subdue roll vs attacker Critical = free action Empty Hand 1 Wrestle (Seize) +1 Dice
(Wound roll if dangerous) Gesture (Interactions, Magic) +1 Dice
Unarmoured - Duck & Dive (Dodge) +1 Dice
Outcome Rope/Chain
/Shackles/Net 1 Restrain (Subdue) +1 Dice
Wound BRAWN (Strength) / POWER Subdue BRAWN (Strength)
-1 dice target armoured +1 dice target on ground Lantern/Torch 1 Illuminate (Roving, Investigate) +1 Dice
+1 dice per blood drop +1 dice per blood drop
+1 dice for critical strike +1 dice for critical seize

0-2 Fail = end action 0-2 Fail = end action


3… Pass = target 1 blood drop 3… Pass = target knocked down*
Weapon Hands Range Power Special Roll Result
6+ Critical = cut down 6+ Critical = subdued
Bow 2 18" 3 - Take Aim (Ranged Strike) No move, +1 Dice
*Already down, then 1 blood drop. Crossbow/Musket 2 12" 4 Reload Take Aim (Ranged Strike) No move, +1 Dice
Blood Loss Throwing Knives 1 8" 2 - Silent (Ranged Strike) Keep Sneak
⇾ If Blood exceeds BRAWN then cut down.
Slingshot 1 12" 2 - Stun (Wound roll) Pass, 4+ knock down

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