Forward Stance Intimidate Foe (Action)
TN: 6 + Parry + Shield Awe / Battle vs TN 10 + highest enemy Attribute
Enemy loses Hate: 2, 3, 4 (or Valour)
Only if not wounded this or last round
Open Stance Rally Comrades (Action)
TN: 9 + Parry + Shield You & all allies recover Endurance: 2,
Inspire / Song vs TN 14
3, 4 (or Heart)
Only if Endurance was lost in the current combat
Defensive Stance Protect Companion
TN: 12 + Parry + Shield May spend 1 Hope to become target in place of ally in Forward / Open Stance
You may also attack as this is not an action
Protectee is named immediately after choosing stances
Rearward Stance Prepare Shot (Action)
TN: 12 + Parry + Shield A successful ranged attack next round is an automatic Called Shot
Must have 2 allies in other stances and not outnumbered > 2:1
Other Actions Start of Combat
Escape Combat (Action): Combat Advantage:
Athletics vs TN + highest faced-enemy Attribute Battle vs TN 14 if Company has Initiative
to escape multiple enemies Battle vs TN 18 if Enemy has Initiative
(At round start: Automatic if in
Rearward stance last round) Opening Volleys:
TN 12 + Parry + Shield (Shield x2 if aware)
Knockback: Choose to be stuck in stance &
Attacks are simultaneous
lose next action to half Endurance loss (Round up)
1 Volley w/ thrown weapons
2 volleys w/ bow (if distant)
Dealing Damage (Surprised combatants cannot perform opening volleys)
Success: Weapon Damage Rating
: Add attackers Damage Rating
: Add attackers Damage Rating x 2
Called Shots
Axes / Mattock: Targets shield smashed
Bows / Spears: Successful attack is a Piercing Blow
Improvised Weapon: 1 Damage
Swords: Target drops weapon
/ : Add attackers damage rating
(Called Shots require or they miss. Miss + = Fumble
(Cannot result in Piercing Blow)