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ToR Combat Cheat Playmat

This document outlines different combat stances and actions that can be taken during combat. It describes the target numbers and effects of taking a Forward, Open, Defensive, or Rearward stance, as well as other combat actions like intimidating foes, rallying comrades, protecting companions, and preparing ranged shots. It also provides rules for dealing damage, starting combat, combat advantage, opening volleys, and performing called shots with different weapons.

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Alexander Gambon
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0% found this document useful (0 votes)
143 views1 page

ToR Combat Cheat Playmat

This document outlines different combat stances and actions that can be taken during combat. It describes the target numbers and effects of taking a Forward, Open, Defensive, or Rearward stance, as well as other combat actions like intimidating foes, rallying comrades, protecting companions, and preparing ranged shots. It also provides rules for dealing damage, starting combat, combat advantage, opening volleys, and performing called shots with different weapons.

Uploaded by

Alexander Gambon
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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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)

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