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Another boardgame player aid by

Game: Warhammer Fantasy Roleplay 3rd Ed.


Pub: Fantasy Flight Games
Pages 1 Character Creation summary
Pages 2-5: Rules summary
Page 6: GM Reference sheet front
Page 7: GM Reference sheet back
Page 8: Dice reference cards front, x4
Page 9: Dice reference cards back, x4
Page 10: Misc reference cards front, x4
Page 11: Misc reference cards back, x4
Page 12: Monster combat reference sheets
Page 13: Range counters
v1
Feb 2010
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1. Select Race
Choose a race: Reikland Human, Karak Azgaraz Dwarf,
High Elf or Wood Elf. Alternatively, roll randomly.
Reiklanders
Adaptable: Carer transitions cost one less advance (may
reduce the cost to zero).
Diversit: Start with 25 creation points.
Favoured by Fate: Once per session, may add 2 fortune dice
to any single check.
Wound Treshold: 9 + Toughness.
Karak Az garaz Dwarfs
Children of Grungni: During creation, may train one of
these basic skills: Dicipline, Resilience, or Weapon Skill.
Grudge: Gain 1 to all Mele Atack and Ranged Atack
actions against Grenskins, and against any target who has
wounded you. Bonus lasts until the end of the encounter.
Sturdy: +5 to encumbrance limit.
Night Vision: 2 fewer added to dice pool for any efects
fom darkness or lack of sufcient light.
Wound Treshold: 10 + Toughness.
High Elves
Composure: During character creation, may choose one
Focus talent for fe (no creation point cost).
Erudite: During character creation, acquire (but do not
train) the advanced skill Education for fe.
Ishas Chosen: During character creation, may train one of
the following basic skills: Dicipline, Intuition, or Observation.
Night Vision: As above.
Wound Treshold: 8 + Toughness.
Wood Elves
Forest Walk: May ignore terrain-based manoeuvre and up to
2 penalties to movement and actions performed while in
woodland terrain.
Nature Bond: Gain 1 fortune die to combat initiative,
as well as to Observation and Stealth checks while you are in
woodland terrain.
Orions Favoured: During character creation, may train one
of these basic skills: Ballitics Skill, Nature Lore, Observation,
or Stealth.
Night Vision: As above.
Wound Treshold: 8 + Toughness.
2. Draw 3 Careers, Keep 1
Draw carers until you have 3 compatible with your race,
then select one fom the 3 available. Take the appropriate
carer shet and special abilit card.
3. Invest Creation Points
Start with your races default starting characteristic
values, then increase each of your starting carers Primary
Characteristics by 1.
Characteristic Human Dwarf High Elf Wood Elf
Strength 2 3 2 2
Toughness 2 3 2 2
Agility 2 2 3 3
Intelligence 2 2 3 2
Willpower 2 2 2 3
Fellowship 2 2 2 2
Creation Points 25 20 20 20
Now invest the number of creation points given by race to
customise your values. Each time a characteristic is increased
by 1, points must be spent equal to the new value.
No single characteristic may be increased to more than 5.
Investments made during character creation do not count
towards carer completion.
0-3 creation points may be spent in each of the following 4
categories: wealth, skills, talents, and actions.
Creation Points Wealth Skills Talents Actions
0 Broke 1 0 1
1 Poor 2 1 2
2 Comfortable 3* 2 3
3 Afuent 4** 3 4
* +1 specialisation ** +2 specialisations
Wealth
Characters do not start with a carers Typical Trappings;
they are guidelines only.
Broke: clothes on your back; and either a dagger or
quarterstaf. 5 brass coins.
Poor: durable, comfortable clothes and a cloth rucksack;
and either a dagger, quarterstaf, crossbow or hand weapon.
50 silver coins.
Comfortable: a set of travelling clothes; a bag with another
set of clothes and a few knick-knacks such as candles and
a tinderbox; and either a dagger, quarterstaf, crossbow or
hand weapon. 2 gold coins.
Afuent: an exceptional set of clothes; a sturdy bag or
backpack with another set of clothes, a healing draught,
a dagger, and a few knick-knacks such as candles and a
tinderbox; and either a rapier, longbow, great weapon, or
hand weapon. 5 gold coins.
Skill Training
Skills may be trained or assigned a specialisation fom the
list on your carer card. If a basic skill is trained, check the
box next to the skill. If an advanced skill is selected, it is
acquired but not trained; write it on the character shet. You
may only acquire specialisations for skills you have trained.
No skill can be trained more than once during character
creation. Skills trained (but not skills acquired) count towards
the limit of one rank of skill training per character rank.
Apprentice wizards start the game with the Channelling and
Spellcraf advanced skills already acquired.
Talents
If you have a character with a dedicated talent slot, take
the corresponding card for fe. Otherwise, talents may be
chosen fom any of the talent tpes as long as they match the
slots on your carer card.
Carers that can socket non-standard cards can acquire these
during character creation as though they were talents.
Action Cards
Actions beyond the basic ones can be acquired.
4. Acquire Action Cards
All characters start with one each of the following basic
action cards he mets the requirements for:
Assess the Situation Guarded Position
Mele Atack Block (Toughness 3+)
Ranged Atack Parry (Strength 3+)
Perform a Stunt Dodge (Agilit 3+)
Ten add additional action cards based on your creation
point investment.
Apprentice wizards start the game with the Cantrip, Channel
Power, Counterspell and Magic Dart actions cards.
Initiates start the game with the Curry Favour, Blessing of
Health, Minor Blessing, and Minor Ward action cards.
5. Determine Stances
Record your starting stance, as indicated on your carer card,
on your character shet.
Whichever stance (conservative or reckless) has more
spaces checked of is your dominant stance (and the side of
an action card referred to if you are in a neutral stance). If
equal, choose a dominant stance.
Take stance pieces and set up your stance meter, then take
an activation token and place it on the central neutral space.
6. The Party Selects a Party Sheet
FInIShIng TouCheS
Consider your characters and develop a sense for you they
are and how they ft into the seting.
What are the characters motivations? What drives him
to action? Who are the important people in his life? What
inspired him to take up a life of adventure? Does he have any
long-term goals or aspirations?
Where are you from?
Big cit, tiny hamlet, karak-born (dwarf) or outlying
communit?
What is your family like?
Only child, brothers and sisters, place in the family, parents
alive or dead, how did they die if the later?
What is your social class?
Some carers have an implied class, others dont.
Where does your family fall in the social strata, have you
moved up socially or fallen fom grace?
What did you do before you became an adventurer?
Your carer provides a basic answer, but try to refne this
further.
Why did you become an adventurer?
What made you choose this life of peril? A personal or
political crusade, out to get vengeance on thoise who ruined
or murdered your family, thrill seker or gold chaser?
How religious are you?
Are you aprticularly religious, is there a god you favour, are
you constantly seking answers or at peace?
Who are your friends and enemies?
Who are your fiends and where do they live, are you on good
terms or have you had a falling out, if so how did it happen?
What are your prized possessions?
Any items of sentimental value? How did you get them? What
things have you lost and would do anything to get back?
Who are you loyal to?
What people or organisations are you loyal to?
Who do you love/hate?
Are you in love with someone, who do you hate and why, do
you hate an individual or a whole class of people or creatures?
ChARACTeR CReATIon
ChARACTeRISTICS & AbIlITIeS
Physical Mental
Strength Intelligence
Toughness Willpower
Agility Fellowship
Each rating determines how many are used for checks
based on that characteristic. Characteristics may have
associated added to dice pools using that characteristic.
Fortune
At the beginning of a session each player receives 3 fortune
point tokens. Tese can be spent on a 1-for-1 basis to:
add to a dice pool.
remove tracking tokens fom a talent or action card to
sped up the recharging of an exhausted card
Te GM may reward the part by adding fortune tokens to
their part shet. When the number of tokens matches the
number in the part, fortune refeshes, and a character who
has less than or equal to his maximum number of fortune
points may claim a token fom the shet (it must be spent
immediately if he currently has his maximum number of
points). Any remaining tokens stay on the part shet.
Fortune points are an immediate GM resource to reward
good roleplaying, a clever idea, or a funny line of dialogue;
and to help confrm to players they are on the right track and
enhance their immersion in the world.
Skills & expertise
Basic skills are available to all and are listed on the character
shet.
Physical basic skills are Athletics, Ballistic Skill,
Coordination, Intimidate, Resilience, Ride, Skulduggery,
Stealth, and Weapon Skill.
Mental basic skills are Charm, Discipline, First Aid, Folklore,
Guile, Intuition, Leadership, Nature Lore, and Observation.
Advanced skills cannot be atempted untrained and are
writen on the character shet when acquired. Tey must frst
be acquired, then they can be trained like a basic skill.
When a skill is trained, check a box next to the skill. For each
box checked, the character may add 1 to relevant checks.
Basic and advanced skills can have any number of unique
specialisations, each of which adds 1 to relevant checks.
Multiple specialisations can provide bonuses to a task.
Talents
Focus: intellectual knack or dedicated knowledge of subject.
Reputation: socially-oriented, habits, stature, things the
character is known for.
Tactics: combat-oriented, training, strategy, cunning.
Characters can only have a number of talents active at one
time that will ft in the appropriate sockets on their character
shet. A talent not socketed is inactive.
Exchanging talents can be done fely during story mode or
by performing one manoeuvre during encounter mode. Only
active talents can be exchanged, not exhausted ones.
Talents may have a passive beneft, or may ned to be
exhausted (placed facedown) to be triggered. Exhausted
cards have 4 tracking tokens placed on them; one is removed
at the end of each of the characters turns. Once all tokens
have ben removed the card is turned faceup and is active.
Party Sheets
Part shet talent sockets can be flled by part members,
thus allowing the beneft to be used by the entire part.
Cards that ned to be exhausted for their beneft can be
triggered by any part member. Any part member can also
spend fortune points to sped up recharging.
Each part shet has a unique special abilit, a space to
place part fortune tokens, and a part tension meter. Te
GM moves a tracking token along this meter in response to
events that raise the parts tension, triggering efects when
certain spaces are reached. Te meter resets to zero once the
fnal space is reached.
exPeRIenCe & ADvAnCemenT
Experience points represent the characters lifetime
achievement and never decrease. One point is earnt by each
character at the end of every session (the GM may award an
extra bonus point to all characters for an exceptional session).
Advances purchase character improvements. One advance is
earned for each experience point.
Rank measures a characters overall power and prestige.
Some action cards have a rank listed. You may acquire a card
above your current rank by spending one additional advance
for each diference in rank.
A character may only train an individual skill once per rank.
Acquiring a skill does not count against this limit.
Experience Rank
0-9 1
10-19 2
20-29 3 etc
Advancement
On the back of the character shet, the Advancement
Workshet tracks advances.
General Carer Advances track individual advances for the
current carer.
Te frst 4 Fixed Advances are available to every carer: a
new Action Card, a new Talent that fts one of the eligible
slots on his carer card, Skill Training (or acquiring a
specialisation) in a skill listed on a characters carer card,
and an increase of one to his Wound Treshold. Tese
advances are not limited by the available advancement
options listed on the font of the carer card.
Te next 6 Open Carer Advances allow the player to choose
advances limited in number and tpe by the Advances
section on the font of his carer card. Tese are action and
talent cards, skills, wounds, fortune dice (a permanent
addition to a characteristics dice pool) and stance pieces
(that permanently upgrade the characters stance meter).
Carer Completion Advances track a Carer Transition and a
Dedication Bonus for completing the current carer.
When all 10 General Carer Advances are taken, the character
has completed that carer.
Moving to another carer usually costs 4 advances. Compare
the traits listed on the carer cards: for each trait the carers
have in common the transition costs one less advance. When
returning to a previous carer, only one advance is required.
A character entering a new carer fom a fully completed one
spends one fewer advance on the transition.
In any case the transition costs a minimum of one advance.
If a character completes a carer, he may spend an advance
to check the Dedication Bonus box. Te carers special
abilit becomes a permanent abilit, and the character learns
a specialisation for each of the carers key skills he trained
during his time in that carer.
Non-Carer Advances track advances spent on development
outside the current carer. Tese do not count toward
completing the current carer, and cost as follows:
2 Advances: Training a basic skill outside the current carer.
2 Advances: Acquiring a talent outside the current carer.
4 Advances: Acquiring an advanced skill outside the current
carer.
4 Advances: Training an advanced skill (it must be acquired
frst) outside the current carer.
Characteritic Advancement costs a number of advances equal
to the new rating if it is one of the current carers primary
characteristics, and one additional advance if it is not.
Advancing a carers primary characteristic counts as the
number of General Carer Advances (fxed or open) as the
increase cost. If not, they count as Non-Carer Advances.
managing a new Career
Take the new carer card and its special abilit, and lose
access to the old carers special abilit if you did not fully
complete the carer and take the Dedication Bonus.
Assemble the new carers stance meter, plus any permanent
stance pieces. Use a new character shet for each carer.
leaving a Casting Career
A character leaving a priest or wizard carer does not lose
the abilit to invoke blessings or cast spells, but he does
lose access to his Faith or Order card if his new carer does
not have the appropriate socket to hold it. Such a carer
transition is highly unusual.
The DICe Pool
General actions are the general application of a characteristic
or skill, with results determined by the GM and the situation.
Specifc actions are represented by an action card, which
specifes the skill or characteristic to use and specifc results.
Te player declares the action, then assembles a dice pool
based on the appropriate characteristic and associated
and any relevant skills, talents, or abilities.
Te GM then determines how many

are added to the pool.
In a normal check this is based on the Challenge Level of the
task. If the check is opposed, this is based on a comparison
beten the acting and opposing characteristics.
Each complication that makes the task less likely to succed
also adds 1 to the pool.
Te player must then convert some of his blue characteristic
dice into stance (conservative or reckless) dice, depending on
his position on his stance meter.
Roll the dice pool. Each challenge

cancels one success

.
If at least one

remains the task succeds.
If the task was based on an action card, the player may
choose any one success line requiring a number of successes
equal to or less than his fnal number of successes.
If the check was competitive, characters outperform other
characters with fewer successes. A character in a reckless
stance breaks a tie.
Assistance
If a character is providing assistance in some efective way
to a character performing a task, the GM may add 1 to the
dice pool.
If the assisting character has trained a related skill, another
fortune die is added.
In encounter mode, one or more characters can use the Assit
manoeuvre to give an unengaged ally a bonus each to his
next check.
banes and boons
Banes and boons

cancel each other out on a 1-for-1
basis. Any remaining fuel negative or positive side efects
(even if the action fails).
Each individual efect can only be triggered once during any
single task, though if enough banes or boons are generated,
several diferent efects may be fuelled.
Te GM decides the application of banes to PCs and NPCs,
and boons to NPCs; and the active player decides which the
application of boons during a task performed by his PC.
The Chaos Star and Sigmars Comet
Te Chaos Star and Sigmars Comet

trigger specifc
efects if listed.
If not listed, the Chaos Star counts as a bane.
Te rolling player can determine whether a Sigmars Comet
result counts as either its listed specifc efect, a success, or a
boon, and in combat they can trigger critical damage. If more
than one is rolled, each can be used for diferent efects.
universal effects
Regardless of the action or check, these efects are always
available to be triggered:
Sufer 1 fatigue if the check was based on a physical
characteristic. Sufer 1 stress if the check was based on a
mental characteristic.
Recover 1 fatigue if the check was based on a physical
characteristic. Recover 1 stress if the check was based on a
mental characteristic.
ACTIonS & mAnoeuvReS
Actions
Most action cards have diferent efects depending on
whether they are performed in a conservative (gren) or
reckless (red) stance.
A cards requirements must be met to use a card, or target a
card with an efect produced by another action.
Any number of cards with the Reaction trait can be used
immediately in response to a triggering event, and do not
count as a characters action.
Any dice shown below the cards action tpe are difcult
modifers added to the dice pool.
Te recharge rating indicates how longafer the card is
successfully usedit takes for the action to recharge. Tat
number of tracking tokens are immediately placed on the
card; they must all be removed before it can be used again.
Only cards in a players action deck are afected by a change
in stance, not those currently recharging.
manoeuvres
In Encounter mode, a character can perform 1 fe
manoeuvre during his turn before or afer an action card task.
Each additional manoeuvre costs 1 fatigue, paid before the
manoeuvre (NPCs must sufer 1 wound per 1 fatigue instead).
Assist: Engaged ally receives a bonus per assisting ally.
Exchange a Talent: May replace a talent fom your
character shet or the part shet.
Interact with the Environment: Open a door; climb into
a wagon; knock over a table; duck behind a counter; grab a
torch etc.
Manage Equipment: Draw/sheathe/ready a weapon; draw
something fom your pack; sling/unsling a shield.
Mount or Dismount From a Horse: No check required if
you are trained in Ride; otherwise an Easy (1 ) Ride check.
Movement:
Change your range increment:
Moving beten Extreme and Long range costs
3 manoeuvres;
Moving beten Long and Medium range costs
2 manoeuvres;
Moving beten Medium and Close range costs
1 manoeuvre.
Engage/disengage fom an opponent within Close range;
move within Close range if unengaged; stand up if prone.
Preparation: generally performed in conjunction with
another abilit.
Use a Skill: Use Athletics to climb a tre; Coordination to
balance on a ledge; Education to recall a fact; Observation to
spot a heraldic device on a shield; etc.
Range
Engaged: very close and directly interacting; in combat or
tending a wound; using an item.
Close: several paces; people can talk comfortably.
Medium: several dozen paces; people must talk loudly at
each other to be heard.
Long: further than a few dozen paces; people must yell loudly
at each other to be heard.
Extreme: farthest range for interaction; people may not be
able to hear each other even if shouting.
Standups or fgures are engaged if they are touching.
Track other ranges using tracking tokens: 1 for close range, 2
for medium, 3 for long and 4 for extreme.
CombAT
Initiative
In each round in Encounter mode, each participant acts in
order of initiative. Use a vertical progress track with at least
6 spaces to manage initiative, with a botom neutral piece as
the 0 space.
Each participant makes an Simple (0 ) initiative check
(the GM may adjust the difcult depending on the
situation). For social encounters, use Fellowship; for combat
encounters, use Agilit.
Most characters will perform this check in neutral stance,
though if the GM agres a player may convert one of their
characteristic dice into a stance dice based on their dominant
stance. NPCs are always in their default stance and will
convert dice accordingly.
Place a token on the track equal to the number of successes
rolled, fom highest (top) to lowest (botom) initiative.
Large NPC groups of similar tpe can check (and act) as
smaller groups equal to the size of the part. Hero markers
break ties for the same space on the track.
Te initiative order is set for the entire encounter unless
changed by some efect; though the order in which specifc
PCs/NPCs are activated can change. If a PC/NPC is
defeated, his token is not removed; the remaining participants
now have more options for when they take their turn.
During the Rally step, a character can choose to roll a new
initiative check; the lowest hero marker is placed on the
space indicated by the new roll.
A hero marker can represent any PC in the part, and a NPC
marker can represent any NPC. If the players cannot decide
for more than a few moments who takes the turn, advance
the part fiction meter one space; if the indecision continues,
afer a fnal warning advance the meter again and the spot in
Initiative is passed for that round.
Te PC/NPC who has ben chosen to take initiative is the
active player and goes through the entire turn sequence:
beginning of Turn Phase
You may adjust your stance one space in any direction for fe.
Additional spaces may by moved at a cost of 1 Stress each.
Combat Sequence
You may perform manoeuvres before or afer this sequence.
1. Select an Action card
Select the Action card for an atack, a spell efect that
atacks or impairs a target, or a specifc activit, and place it
current stance side faceup. All card requirements must be met.
2. Announce target
3. Generate starting dice pool
Check the action card for the tpe of check required.
Assemble your dice pool based on the related characteristic,
any skills, specialisations, talents, or other abilities, and
conditions such as critical wounds or environmental efects.
You may spend fortune points to add .
You must convert a number of characteristic dice into stance
dice equal to the number of spaces you are into your stance.
4. GM assigns Challenge or Misfortune dice
Te default difcult for Mele and Ranged atack actions is
Easy (1 ) but may be modifed by the GM.
Te targets Defence value equals how many are added to
the pool.
Unopposed Check: Te number of Challenge dice is based
on the difcult of the task; the number of misfortune dice is
based on special conditions or efects that would undermine
success.
Opposed Check: Te number of Challenge dice is based on
the targets opposing characteristic; the number of misfortune
dice based on targets skills and specialisations, as well as
special conditions or efects that would undermine success.
You then have another opportunit to spend fortune points
to add .
5. Roll and evaluate dice pool
Challenges

cancel out successes

. For the task to
succed, at least one success symbol must remain.
Resolve the success line matching the number of successes.
Banes cancel out boons

. Banes or boons remaining may
trigger additional efects.
6. Calculate damage if an attack action succeeds
Calculate the damage potential: the total value of the
atackers Strength (mele) or Agilit (ranged) plus the
NPCs or weapons damage rating (DR), plus any extra
damage added by the action card or other special efects.
Subtract the targets damage reduction: the total value of its
Toughness, the soak value of armour or equipment, and the
efects of special abilities or talents.
Te result is the number of wounds inficted.
A weapons critical rating (CR) indicates the number of

required to convert a wound inficted by this weapon into
a critical wound. For each critical damage efect triggered, a
wound is fipped faceup.
If the result is 0 or negative, 1 normal wound is still inficted.
If critical damage was triggered, a number of normal wounds
equal to the total number of critical wounds is inficted.
7. Resolve all remaining effects
end of Turn Phase
Remove 1 tracking token fom every brief condition afecting
you, and fom each of your currently recharging action cards.
Check to se if any dependent conditions still apply.
Spellcasters/priests above their equilibrium must perform
a manoeuvre to maintain the extra, or lose 1 power/
favour. Tey may also vent power/favour. Tose below their
equilibrium gain 1 power/favour.
Flip your Initiative marker on your stance meter to the grey
side. Your turn is now over.
enemIeS & ADveRSARIeS
Statistics
An adversarys Aggression, Cunning and Expertise ratings
indicate how the budget of bonus adversary dice the GM can
use during encounters.
Aggression (A): number of the GM can use for combat
actions or other physical tasks.
Cunning (C): number of the GM can use for social
actions or other mental tasks.
Expertise(E): number of the GM can apply to any
checks. No more than one die can be added to a check.
Te GM can also spend these dice to resist player actions.
In parentheses afer the thre physical characteristics are the
creatures Damage, Soak and Defence ratings.
Te wound threshold is the maximum number of wounds the
creature can withstand before being defeated. Tey do not
sufer fatigue or stress; any efect that causes these inficts an
equal number of wounds instead.
NPCs have a fxed stance position. Te threat rating gives a
rough idea of the threat posed by one creature of that tpe.
managing enemies
Track enemy wounds with a single wound card and tracking
tokens equal to the number of wounds sufered on top of it.
Critical wounds are faceup as usual.
Aggression, Cunning and Expertise allotments can be
tracked with tracking tokens. Multiple enemies of the same
tpe share a single allotment of these dice.
Rather than at the end of each individual enemy action, at
the end of each encounter round, as well as during each Rally
step, remove one token fom every enemy action that is
currently recharging.
Te special actions given are in addition to the normal basic
actions. Enemies of the same tpe that share access to an
action cannot use it until all the tokens have ben removed.
henchmen
Henchmen work together in groups equal to the size of the
player part. When they atack, only a single member of the
group makes the check; each additional henchman adds a
to the dice pool.
Only one collective wound is lost if a henchman group loses a
wound for performing an additional manoeuvre.
Each henchman can only withstand wounds equal to its
Toughness rating, and they share a pool of health equal to the
Toughness times the number of henchmen.
Each time enough wounds are inficted to kill one, those
tokens are removed fom the pool; there is no wasted
damage. Instead of sufering critical wounds, a critical wound
card is drawn, the henchmen sufer wounds equal to the its
severit rating, and the card is shufed back into the deck.
morale
If desired, create a Progress Tracker with spaces equal to the
average Willpower, then an event space, then spaces equal to
the highest Aggression, then another event space.
For each creature defeated, advance a token one space along
the track. Advance it another space or to if the heroes
successfully intimidate them in some way. Move the token
one space back for each hero defeated (to if defeated by a
particularly gruesome atack).
When the frst event space is reached, make an Average (2 )
Dicipline check based on the weakest creature remaining.
If the check succeds, the most heavily wounded creature
of that tpe fes. If the check fails, all wounded creatures of
that tpe fe.
If the token reaches the end of the track, either all enemies
fe, or, all enemies of the lowest rank fe as well as any
heavily injured enemies of higher ranks.
WounDS
Fatigue & Stress
Each time a character sufers fatigue or stress, the player
takes the appropriate tokens and places them on the
corresponding coloured section of his character shet.
When he sufers fatigue (gold tokens) greater than one of his
physical characteristics, he is fatigued and adds 1 for each
token greater than the characteristic to his dice pool when
making a check using that characteristic.
If he sufers fatigue than tice Toughness, he passes out.
When he sufers stress (blue tokens) greater than one of his
mental characteristics, he is ditressed and adds 1 for each
token greater than the characteristic to his dice pool when
making a check using that characteristic.
If he sufers stress than tice Willpower, he passes out.
If a character is both fatigued and distressed, he is strained.
Recovery
If a character passes out, he remains unconscious until he
recovers enough fatigue/stress to go below the given thresholds.
At the end of an episode or encounter, a character immediately
recovers a number of fatigue tokens equal to his Toughness,
and a number of stress tokens equal to his Willpower.
Afer a full nights rest, the same amounts of fatigue and
stress are recovered.
Wounds & Critical Wounds
Normal wounds are facedown wound cards. Critical wounds
are faceup wound cards with a specifc critical efect and a
severit. In both cases the card represents a single wound.
A weapons critical efect can be triggered once per atack
with a Sigmars Comet

result, and also once per atack
using results.
When an action inficts critical damage, one or more normal
wound cards are fipped faceup to indicate the critical(s).
An efect such as +1 damage modifes the atacks damage
potential, while critical damage or +1 critical damage only
infuences how many of the fnal wounds inficted become
critical wounds. Damage efects are cumulative.
Levels of Injury
Uninjured: no wound cards.
Lightly Wounded: wounds up to your maximum wound
threshold. Care difcult is Easy (1 ).
Critically Wounded: at least one faceup critical wound. Care
difcult is Average (2 ).
Knocked Unconscious: wounds over your maximum wound
threshold. Select a random wound and fip it faceup to critical.
Death: afer a character is knocked unconscious and one
of his wounds is critical, if the total number of his critical
wounds exceds his Toughness, he is killed.
heAlIng
Immediate Care
Immediate care requires a character with the First Aid skill
who is engaged with the patient.
Each character can only beneft fom one successful First
Aid check per Act during an encounter. Te difcult of the
check is based on the injury level.
If successful, the target recovers fom a number of normal
wounds equal to the number of successes, up to his
Toughness rating.
First Aid can temporarily ignore the efects of a critical
wound. Te check must generate a number of successes equal
to the wounds severit. Te efect of the critical wound is
then ignored for the rest of the day (place a tracking token
on it). If the character has not recovered fom that critical
wound afer a nights rest, it is active again.
If a First Aid check fails and results in 2 or more banes, the
target sufers 1 stress and 1 fatigue. If this was while tending
to a critical, the target also sufers 1 normal wound.
Medicine checks cannot be performed during combat. A
Medicine check only makes maters worse as above if the
check fails and results in 3 or more banes.
Rest & Recovery
For every full nights rest, a character recovers wounds
equal to his Toughness.
He may also atempt a Resilience check, with a challenge
level of Easy (1 ) if he is lightly wounded and Average
(2 ) if he is critically wounded. Te GM may modif this
depending on the surrounding conditions.
A lightly wounded character, if successful, recovers a number
of normal wounds equal to the number of .
A critically wounded character, if successful, recovers a
number of normal wounds equal to the number of . He
may also convert one critical wound with a severit less than
or equal to the number of
into a normal wound.
One character can assist this check with a First Aid check,
with a difcult based on the injury level (and possible
modifers). If successful, the target gains 1 to his
Resilience check for every success, plus an additional die if
the check resulted in 2 or more boons.
One character can assist this check with a Medicine check
in the same way. If successful, the target gains 1 to his
Resilience check, plus an additional die if the check resulted
in 2 or more boons.
A character providing First Aid or Medicine to himself adds
1

to the checks dice pool.
Long-Term Care
For each day of care a character receives fom a skilled
caregiver in a proper environment, the character may
atempt a Resilience check with a difcult of one level less
than normal.
If tended by someone Medicine trained, add 1 to the check.
Te character in these conditions may recover one additional
normal wound for each , or recover fom a critical wound
with a severit equal to or less than the number of .
Healing Draughts
A healing draught costs 20 silver coins. Each character may
only beneft fom one per day.
Te drinker is healed of normal wounds equal to successes
rolled on 4 . If boons are generated, the character
may convert a single critical wound with a severit equal to or
less than the number of boons to a normal wound.
Poorer qualit draughts roll 1 fewer , superior draughts roll
1 additional .
ConDITIonS & eFFeCTS
Fear & Terror
A character frst confonting a creature or situation with a
Fear rating must atempt a Dicipline check with a difcult
equal to the Fear rating.
If failed, the character sufers stress equal to the rating. If
he generates 2 or more banes, he also gains the Frightened
condition.
A character frst confonting a creature or situation with
a Terror rating must atempt a Dicipline check with a
difcult equal to the Terror rating.
If failed, the character sufers stress and fatigue equal to
the rating. If he generates 2 or more banes, he also gains the
Frightened condition.
Insanity
When a characters Willpower is ditressed (ie. his current
stress level is greater than his Willpower), any time he sufers
a level of stress, he immediately draws one card fom the
insanit deck if he has not already done so this encounter.
If one of the cards traits matches the situation that forced
him to draw the card (as determined by the GM) he places
it faceup and sufers the efects listed until the end of the
current Act.
If a strained character (ie. both fatigued and ditressed)
sufers one or more fatigue or stress fom the same source,
he immediately draws one card fom the insanit deck even
if he has already done so this encounter. He keps drawing
until he has drawn a card with a trait matching the situation.
He then places tracking tokens on the new insanit card
equal to the amount of fatigue/stress just sufered.
Permanent Insanity
At the end of the current Act, the character must atempt a
Simple (0 ) Willpower check for each temporary insanit
he acquired during that Act.
If he generates successes equal to or greater than the number
of tokens on an insanit card, the card is shufed back into
the insanit deck. Otherwise, it becomes permanent.
If a character ever accumulates more insanities than his
Willpower rating, his sanit is shatered and he is retired
fom the game.
Recovering from Insanity
A character can recover fom an insanit by succeding at a
number of Dicipline checks equal to its severit.
One such check can be atempted per month of game time.
If the check fails and generates 2 or more , remove one
success fom the characters atempts towards recovery.
Optionally, the GM may allow characters to buy of
insanities by spending non-carer advances equal to the
severit of the insanit.
A character can temporarily ignore the efects of a single
insanit by spending a number of fortune points equal to
its severit during an encounter. Te card is fipped and
is inactive for the current encounter. At the end of the
encounter the card becomes active again.
Conditions & Temporary effects
When a character is efected by a condition, the
corresponding card is placed faceup next to his shet.
Brief efects only last a few turns, recorded by tracking
tokens. During the End of Turn Phase, a character removes
one token fom each brief condition afecting him. When all
tokens are removed the efect expires.
Brief efects with the same name do not stack; the status
with the longer duration always applies.
Dependent efects lasts as long as the circumstances
causing the efect. During the End of Turn Phase, if the
circumstances no longer exist, the efect expires.
Lingering efects last until the next extended pause in the
action: the end of the encounter, the duration of the current
Act, or the next Rally Step, whichever occurs frst.
If a character is already subject to a lingering condition and
becomes subject again, it has no further efect.
envIRonmenT
Ususllly the environment can be easily modelled by adding
or to relevant checks. Some more specifc terrain efects
may manifest through or results.
Trivial (0 ) complications have no efect on characters,
though they can help establish the mood and seting. Eg: a
light mist, a gentle slope, a cloudy day, a puddle.
Easy (1 ) complications may impose a to relevant checks,
or require a manouevre to navigate. Eg: light rain, a short
drop, thigh-dep water.
Average (2 ) complications might make some actions
impossible or cause them to recharge more slowly, add
multiple , infict 1 fatigue, or force a character to choose
beten an action and a manoeuvre on his turn. Eg: heavy
rain, a drop about the height of a man, dep but still water,
rushing thigh-high water.
Hard (3 ) complications may infict wounds, fatigue,
or stress on a regular basis, possibly restrict actions, or add
multiple to checks. Eg: torrential rain, a drop of more than
several paces, dep rushing water, fre, smoke inhalation.
Daunting (4 ) complications may be instantly or
gradually fatal. Eg: lightning, gale-force winds, a drop fom a
dizzying height.
ARCAne mAgIC
Spellcasting characters generate power by channelling the
Winds of Magic, then spend that power to cast spells.
Unless indicated otherwise, the default difcult for casting a
spell is Simple (0 ) but may be modifed by the GM.
gaining Power (Channelling)
When a spellcaster is holding power equal to his Willpower,
he is at equilibrium. When his power is below his Willpower,
it slowly recharges; when higher, it slowly dissipates. During
story mode, or entering encounter mode, he is at equilibrium.
To generate power, the spellcaster selects the Channel Power
action, makes a Channelling check based on his Willpower,
and takes tracking tokens equal to the power generated.
A spellcaster holding an item atuned to his Wind of Magic
adds bonus to his check equal to its Atuned rating.
excess Power
During his End of Turn phase and his Rally step, a spellcaster
who is above his equilibrium must perform a manoeuvre or
lose 1 power. If he is below his equilibrium he gains 1 power.
If he is storing more than tice his Willpower in power, he
must spend a manoeuvre and sufer 1 stress, or his power
returns to equilibrium and he immediately sufers 1 fatigue
per point vented, and rolls 1 per point vented. For every

he sufers 1 wound, and for every

he sufers 1 stress.
Spellcasting
To cast a spell, a spellcaster must fulfll the requirements of
the appropriate action card, then (usually) make a Spellcraf
check based on his Intelligence. Te power is consumed frst,
whether or not the spell is successfully cast.
losing Power
If a spellcaster is forced to lose power, it is immediately
removed fom his current supply. If he does not have enough,
he is reduced to 0 power and sufers 1 stress.
If a spellcaster is forced to lose power and he is already at
zero power, make a Dicipline check, with equal to the
amount of power he is unable to lose. On a success, he sufers
1 stress. On a fail, he sufers 1 stress and a temporary insanit
with the Chaos or Trauma trait, placing tokens on the card
equal to the difcult of the check.
Quickcasting
Spellcasters may try to channel power and cast a spell on the
same turn. Add an extra to the Spellcraf check.
Reckless Casting
When a spellcaster in a reckless stance generates a on a
Spellcraf check, increase the Part Tension meter by one.
miscasts
When a spellcaster generates one or more on a Spellcraf
check, not only are any appropriate card efects triggered,
but he must draw a Miscast card and fnd the line matching
the number of rolled. If there are any symbols lef over,
he continues to draw cards until they are all used. Used cards
are returned to the deck and the deck shufed.
magic Sight
Detecting the presence or absence of magic in the immediate
vicinit or seing major magical efects in his line of sight is
automatically successfully for a character desiring to do so.
More information requires a skill check:
Easy (1 ) Determining the colour of a magical aura, locating
the only aura in a room.
Average (2 ) Determining the colour of an aura fom
blended colours, distinguishing beten multiple auras close
together, determining the strength of a magical efect or
aura, identifing a spell being cast that you already know.
Difcult (3 ) Determining the purpose or nature of an
enchantment or magic item, locating a particular aura in an
area crowded with magic, identifing a spell being cast you
dont know, gauging how much power another spellcaster is
currently maintaining.
Daunting (4 ) Detecting the presence of magic
through a physical obstruction, tracing a spell or efect back
to its source afer its ben cast, detecting the remnants of an
aura no longer present.
Obstructions that block line of sight block magical sight,
though magical sight is more efective in darkness. Te
Magical Sight skill can have specialisations.
Cantrips
Te Cantrip action card covers a myriad useful, minor spells.
Trivial (no roll required): Lighting a candle within arms
reach, making a coin-sized object vanish into a hand,
changing your hair or eye color, conjuring a light, swet-
smelling breze, pouring a glass of wine without touching,
opening a book to a desired page.
Easy (1 )

Light every candle in a room at once, making a
book-sized object vanish, conjure a small wind, shatering
a botle, causing someone to open a book to desired page,
predicting the outcome of a coin of a coin fip or other
random event.
Average (2 ) Lighting and maintaining a fre, pulling a
rabbit fom a hat, conjuring enough wind to move a small
boat, pulling a small object into your hand across a room,
predicting the weather.
DIvIne mAgIC
Divine characters invoke a blessing fom their god, then
pray to generate favour necessary to fulfll the blessing.
Unless indicated otherwise, the default difcult for invoking
a blessing is Simple (0 ) but may be modifed by the GM.
Invocation
To invoke a blessing, a priest must fulfll the requirements
of the appropriate action card, then (usually) make an
Invocation check based on his Fellowship.
A blessing resolves as soon as it has accumulated the required
amount of favour. If a blessing is successful and the priest
does not have enough favour, all of his favour is drawn out
and placed on the card. On his next turn during his Beginning
of Turn phase, a previously invoked blessing that still requires
favour will automatically draw any new favour generated
until it has satisfed the blessings requirement and the efect
goes of, or there is no more favour to draw.
If a priest aborts a blessing currently holding favour, all
favour is lost. If this amount is equal to or less than his
Willpower, he sufers 1 stress. If greater, he sufers 1 stress
and 1 fatigue.
gaining Favour (Currying Favour)
When a priest is holding favour equal to his Willpower, he is
at equilibrium. When his favour is below his Willpower, it
slowly recharges; when higher, it slowly dissipates. During
story mode, or entering encounter mode, he is at equilibrium.
To generate favour, the priest selects the Curry Favour
action, makes a Piet check based on his Willpower, and
takes tracking tokens equal to the favour generated.
excess Favour
During his End of Turn phase and his Rally step, a priest who
is above his equilibrium must perform a manoeuvre or lose 1
favour. If he is below his equilibrium he gains 1 favour.
If he is storing more than tice his Willpower in favour, he
must spend a manoeuvre and sufer 1 stress, or his favour
returns to equilibrium and he immediately sufers 1 fatigue
per point vented and rolls 1 per point vented. For every

he sufers 1 wound, and for every

he sufers 1 stress.
losing Favour
If a priest is forced to lose favour, it is immediately removed
fom his current supply. If he does not have enough, he is
reduced to 0 power and sufers 1 stress.
If a priest is forced to lose favour and he is already at zero
favour, make a Dicipline check, with equal to the amount
of favour he is unable to lose. On a success, he sufers 1
stress. On a fail, he sufers 1 stress and a temporary insanit
with the Enigma or Trauma trait, placing tokens on the card
equal to the difcult of the check.
In great need
Priests may try to invoke a blessing and curry favour on the
same turn. Add an extra to the Curry Favour check.
eConomy & eQuIPmenT
1 gold coin = 100 silver coins = 2500 brass coins
The Three economies
Te Tier of Gold (Te Wealthy and the Noble): Rich
merchants and noble houses. Tey are concerned far more with
status and appearance than function; reputation appears to
be everything, and this can be fustrating to practical men. To
trade within this tier, you must look and act as if you belong.
Te Tier of Silver (Te Tradesmen and the Burgher):
Practicalit and proft. Te tradesman cares not who you
are or where you came fom; all he wants to se is your
silver. Haggling and hard bargaining are the norm amongst
the newly emergent middle class. Te silver tier is on the
march. As towns and cities grow and prosper, trade is ever
expanding. Silver is the coin of social change.
Te Tier of Brass (Te Labourer and the Serf): Te lowest
tier is one of sustenance and survival. Peasants, labourers,
and bone pickers have litle time for noble pleasantries or
incessant haggling. But when a man owns nothing, nothing is
at risk, and these hard-working people are ofen thankful for
what litle they do have.
Approximate Incomes in the Reikland
Career A days A months A years
work take income
Peasant worker 12b 12s 1g, 25s
Labourer 1s 24s 3g
Innkeeper 4s 1g 12g
Skilled Artisan 5s 1g, 25s 15g
Mercenary 10s 2g, 50s 30g
Successful Merchant 1g 25g 300g
Landed Noble 4g 100g 1200g
The Right Tool for the Job
If a character can demonstrate he has the proper tools or
resources for a task, the GM should award him a or
to for a related skill check. If he has poor tools or lacks
resources, can be added to the pool, or the difcult of the
task can be increased.
Craftsmanship & Rarity
Using a poor qualit item adds 1 to all related dice pools.
Using a superior qualit item adds 1 to all related dice
pools in a relevant circumstance.
Craftsmanship Cost Rarity
Superior x10 +1 level
Average x1 as item
Poor x1/2 -1 level
Knowing where to look for an item requires a Folklore check
modifed by the items rarit. Charm or Guile may apply.
Rarity Difculty
Exotic Daunting (4 )
Rare Hard (3 )
Common Average (2 )
Plentiful Easy (1 )
Abundant Simple (0 )
haggling
Haggling for important purchases can be resolved with
a Charm (opposed with the merchants Charm) or Guile
(opposed by the merchants Intuition) skill check. If the
check is failed there is a 25% markup.
Customer Rating Cost Achieved With
Favoured 50% 4+ successes
Friendly 75% 2-3 successes
Normal Normal 1 success
Outsider 125% 0 successes, no banes
Disliked 150% 0 successes, banes
encumbrance
A characters encumbrance limit is his Strength x5, plus 1
additional point for each associated with his Strength.
Dwarfs add 5 to their limit.
When encumbered, a character gains 1 to all Strength,
Toughness, and Agilit checks for every point of
encumbrance over his limit. If he is encumbered by an
amount equal to or greater than his Strength, he no longer
receives a fe manoeuvre each turn (each costs 1 fatigue
instead).
When a character is atempting to lif, move, or manipulate
a single heavy object or perform other feats of strength, the
GM should call for a Strength check, adjusting the difcult
to suit the circumstances.
Wizards & Armour
Whenever making a Channelling (WP) or Spellcraf (Int)
check, an arcane caster must add 1 to his dice pool for
each point of soak value provided by any armour and shield
he has equipped. Soak values fom other sources, such as
magic spells, do not impede spellcasting.
Tis penalt applies to arcane magic users only; priests and
divine characters who invoke blessings are not afected.
DICe

d8 Challenge Dice 2 | 2 | | | | 1
Challenges facing a character taking an action.

d8 Characteristic Dice 4 | 2 | 2
A specifc characteristics importance in accomplishing a
task, and the basis of an action dice pool. Can be converted
into stance dice.
d10 Conservative Dice 4 | 2 | | 2 | 1
Low-risk, low-reward stance; measured, cautious, thoughtful.
d10 Reckless Dice 2 | | | 2 | 2 | 2
High-risk, high-reward stance; aggressive, fery, and brash.
d6 expertise Dice | | 2 | | 1
Dedicated training, exceptional skill or profciency.
d6 Fortune Dice 2 | | 3
Slight edge; tactical advantages, talents, abilities or the
expenditure of fortune points.
d6 misfortune Dice 2 | | 3
Slight complication; tactical disadvantages, talents,
conditions or debilitating efects or wounds.
DICe SymbolS
Success & Failure Symbols

Success: Each counts toward accomplishing the task.
If the net result of the check includes at leat 1 success,
the tak succeds.

Righteous Success: Counts as a success. Also roll an
additional die of the same tpe. Any results fom the
additional die are added to the results pool.

Challenge: Each cancels one success in the results
pool. If there are more challenge symbols than success
symbols, the task automatically fails.
Fortune & misfortune Symbols

Bane: Negative side efects. It is possible to succed
at a task and still trigger a bane.

Boon: Benefcial side efects. It is possible to fail at
a task and still trigger a boon efect. Banes and boons
cancel each other out.
Rare outcome Symbols

Delay: At least one symbol indicates the action causes
a delay. Encounter mode: afer the action is resolved,
the GM either places 2 recharge counters on one of
the PCs action cards, or moves the topmost Initiative
token for the PC down one space on the track. Story
mode: the GM may determine the action takes longer
to resolve than expected.

Exertion: Te task was more taxing than expected.
At least one symbol means the PC sufers 1 stress
(mental task) or 1 fatigue (physical task).

Chaos Star: May trigger serious negative side efects.
If there are no eligible efects, counts as a bane.

Sigmars Comet: May trigger powerful positive side
efects. Te active player may choose to have this
count as a success or a boon. Alternatively, may trigger
a Sigmars Comet symbol efect.
unIveRSAl eFFeCTS
Regardless of the action or check, these efects are always
available to be triggered:
Sufer 1 fatigue if the check was based on a physical
characteristic. Sufer 1 stress if the check was based on a
mental characteristic.
Recover 1 fatigue if the check was based on a physical
characteristic. Recover 1 stress if the check was based on a
mental characteristic.
ChAllenge levelS
Simple 0 dice

easy 1

Average 2

hard 3


Daunting 4

opposed Check Difficulty
If the Opposing Characteristic is:
Less than half of the acting characteritic: 0 dice

Less than the acting characteritic: 1

Equal to the acting characteritic: 2

Greater than the acting characteritic: 3



Twice a great a the acting characteritic: 4

Other Opposed Check modifiers:
Opposition ha a Relevant Skill: +1
Opposition ha a Relevant Specialiation: +1
GM Spends Aggression or Cunning: +1
FoRTune
Each player receives 3 fortune points at the beginning of a
session. Tese can be spent on a 1-for-1 basis to:
add to a dice pool.
remove tracking tokens fom a talent or action card to
sped up the recharging of an exhausted card
Fortune refeshes when the number of tokens on the part
shet matches the number in the part. A character with
less than or equal to his maximum number of fortune points
may then claim a token (to spend immediately if he is at his
fortune point maximum). Remaining tokens stay on the shet.
ADvAnTAgeS DISADvAnTAgeS
Superior Terrain Poor Footing
Outnumber the opponent Outnumbered by opponents
Strong tactics / strategy Inclement weather
Sneaking up on opponent Bright, dazzling light
Ambush or surprise Uter darkness
Creating a distraction Inebriation
Opponent prone Intimidated or fightened
Opponent incapacitated Target hidden / in cover
Creative use of scenery Groggy, exhausted
Great roleplaying / dialogue Movement / imbalance
RAlly STeP
Te Rally step is the link beten acts when the players take
a breath and the GM may award a or 2 to the part shet.
Adversaries refesh their A/C/E dice.
All participants in the encounter may:
Move their stance marker 1 step towards neutral.
Remove 1 recharge token fom each of their recharging cards.
Recover 1 stress and 1 fatigue.
Check and adjust their power / favour.
Each character may choose one of the following:
Perform 1 manoeuvre.
Atempt a First Aid check.
Atempt an Easy (1 ) Resilience check to recover fatigue.
Atempt an Easy (1 ) Dicipline check to recover stress.
Re-roll initiative for the parts lowest initiative token.
Perform an action with the Rally trait.
mAnoeuvReS
One fe manoeuvre per turn; each additional manoeuvre
costs 1 fatigue.
Assist (adds a )
Exchange a talent
Interact with the environment
Manage equipment
Mount or dismount fom a horse
Movement (including engaging/disengaging fom an
opponent, or moving within Close range)
Preparation
Use a skill
ACTIve PlAyeRS enCounTeR SeQuenCe
beginning of Turn Phase
Adjust stance 1 space for fe. Additional spaces 1 Stress each.
Combat Sequence
You may perform manoeuvres before or afer this sequence.
1. Select an Action card
Select the appropriate Action card and place it current
stance side faceup.
2. Announce target
3. Generate starting dice pool
Check the action card for the tpe of check and assemble
your dice pool. Spend fortune points to add if desired.
You must convert a number of characteristic dice into stance
dice equal to the depth of your stance.
4. GM assigns Challenge or Misfortune dice
Mele and Ranged default atack difcult is Easy (1 ).
Targets Defence value is how many are added to the pool.
Unopposed Check: Challenge dice based on difcult of the
task; misfortune dice based on special conditions or efects.
Opposed Check: Challenge dice based on targets opposing
characteristic; misfortune dice based on targets skills and
specialisations, as well as special conditions or efects.
May again spend fortune points to add .
5. Roll and evaluate dice pool
Challenges

cancel out successes

. For the task
to succed, at least one success symbol must remain.
Resolve the success line matching the number of successes.
Banes cancel out boons

. Banes or boons remaining may
trigger additional efects.
6. Calculate damage if an attack action succeeds
Damage potential: Strength (mele) or Agilit (ranged)
plus NPCs/weapons damage rating (DR), plus any extra
damage added by the action card or special efects.
Subtract targets damage reduction: Toughness plus any
soak value, plus the efects of any special abilities/talents.
Te result is the number of wounds. A weapons critical
rating (CR) indicates the number of

required to convert
a wound inficted into a critical wound. For each critical
damage efect triggered, fip a wound card faceup.
If the result is 0 or less, 1 normal wound is still inficted. If
critical damage was triggered, a number of normal wounds
equal to the total number of critical wounds is inficted.
7. Resolve all remaining effects
end of Turn Phase
Remove 1 tracking token fom every brief condition, and
fom each of your currently recharging action cards. Check
to se if any dependent conditions still apply.
Spellcasters/priests above their equilibrium must perform
a manoeuvre to maintain the extra, or lose 1 power/
favour. Tey may also vent power/favour. Tose below their
equilibrium gain 1 power/favour.
Flip your Initiative marker. Your turn is now over.
levelS oF InJuRy
Lightly Wounded: wounds up to maximum wound threshold.
Care difcult is Easy (1 ).
Critically Wounded: at least one faceup critical wound. Care
difcult is Average (2 ).
Knocked Unconscious: wounds over maximum wound
threshold. Select a random wound and fip it to critical.
Death: afer a KO and one critical wound, if the total number
of critical wounds exceds Toughness, character is killed.
Fatigue & Stress
Fatigue greater than a physical characteristic: fatigued.
Add 1 for each token greater than the characteristic to the
dice pool when making a check using that characteristic.
If he sufers fatigue than tice Toughness, he passes out.
Stress greater than a mental characteristics, ditressed.
Add 1 for each token greater than the characteristic to the
dice pool when making a check using that characteristic.
If he sufers stress than tice Willpower, he passes out.
If a character is both fatigued and ditressed, he is strained.
bASIC SKIllS & SPeCIAlISATIonS
Athletics (St) Climbing, Swimming, Jumping, Rowing,
Running, Lifing.
ballistic Skill (Ag) Bow, Crossbow, Trown Weapons,
Blackpowder Weapons.
Charm (Fel) Etiquete, Gossip, Diplomacy, Haggling,
Seduction.
Coordination (Ag) Dodge, Balance, Acrobatics, Juggling,
Dance, Knots & Ropework.
Discipline (WP) Resist Charm, Resist Guile, Resist
Intimidation, Resist Fear, Resist Terror, Resist Torture.
First Aid (Int) Combat Surgery, Long Term Care, Tending
Critical Wounds, Tending Normal Wounds.
Folklore (Int) Creature Lore, Reikland lore, Geography,
Superstitions, Local Customs.
guile (Fel) Deception, Blather, Con Games, Innuendo,
Appear Innocent.
Intimidate (St) Violence, Combat, Interrogation, Politics.
Intuition (Int) Detect lies, Estimate Sums, Evaluation,
Gauge Opponent.
leadership (Fel) Military leadership, Politician, Logistics,
Spiritual Leader.
nature lore (Int) Locate Shelter, Locate Food, Locate
Water, Identif Animal, Identif Plant.
observation (Int) Eavesdropping, Tracking, Ken Vision,
Minute Details.
Resilience (To) Block, Recover Fatigue, Resist Disease,
Resist Poison, Resist Starvation.
Ride (Ag) Horsemanship, Trick Riding, Wagons, Mounted
Combat, Long Distance Travel.
Skulduggery (Ag) Pick Pockets, Pick Locks, Set Traps,
Disable Traps, Palm Objects.
Stealth (Ag) Silent Movement: Rural/Urban, Hide,
Ambush
Weapon Skill (St) Hand Weapons, Great Weapons,
Polearms, Parry with Hand Weapon, Parry with Great
Weapon.
ADvAnCeD SKIllS & SPeCIAlISATIonS
Animal handling (Fel) Command, Train, Sense
Disposition, Calm Animal.
Channeling (WP) Below Capacit, Overchanneling,
Conservative, Reckless, by College Order.
education (Int) History, Geography, Reason, Language
Skills, Philosophy.
Invocation (Fel) Each deit has its own specialisation,
Traditions, Rituals, Tenets.
magical Sights (Int) Observe Specifc Wind, Identif Spell,
Locate Aura, Dark Magic, Gauge Strength.
medicine (Int) Critical Wounds, Poison, Disease, Long
Term Care,Surgery.
Piety (WP) Below Capacit, Conservative, Reckless,
Urgent Ned.
Spellcraft (Int) History of Magick, Colleges, Rank 1-5
spells.
Tradecraft (varies) Smithing, Carpentry, Jewelry Making,
Brewing, Enginering, Performance.
WeAPon ChARACTeRISTICS
DR/Damage Rating: Default damage output.
CR/Critical Rating: Number of required to convert an
inficted wound into a critical wounds.
Group: A character with this weapon skill specialisation
gains an additional when wielding this weapon.
Qualities: Specifc item qualities.
Cost: Cost in gold (g), silver (s) or brass (b) coins.
Range: Range the weapon may fre without penalt.
Weapons are inefective beyond this range.
Encumbrance: Encumbrance value of the weapon.
Rarit: How difcult the weapon is to fnd in the Empire.
ITem QuAlITIeS
Atuned X: Spellcaster adds X to Channelling checks.
Blast: Afects everyone in one engagement within range.
Cannot be parried or blocked, but may be dodged (each die
a defender would add to the dodging pool increases his soak
value by 1 instead of the normal dodge efect).
Defensive: Wielded in the of-hand, adds 1 to an incoming
mele atack when parrying.
Entangling: Successful hit removes targets fe manoeuvre
on next action (may still manoeuvre by sufering fatigue).
Fast:

Place one fewer recharge token on the action card.
Pierce X: Te targets soak value is reduced by X, to a
minimum of zero.
Reload: Must perform a special reload manoeuvre before
using or the atack sufers an additional .
Slow: When the atack action hits, add +1 recharge token to
the action card.
Trown: When used in a ranged atack, dice associated
with atackers Strength may used instead of those associated
with Agilit. Strength may also be used to determine damage.
Two Handed: Using only one hand results in an additional ,
inficts -2 damage, and adds +1 recharge token.
Unreliable X: A blackpowder weapon explodes if at least as
many are rolled as X, inficting wounds equal to X to the
wielder and bypassing his soak value and Toughness. If not
a blackpowder weapon, it breaks or jams. In any case, the
weapon is unusable until repaired.
Vicious: For each critical wound inficted, draw 2 cards and
select one with the highest severit (if a tie, atacker chooses).
SeleCTeD WeAPon noTeS
melee Weapons
Dagger: When thrown they incur a unless balanced.
Gauntlets: If worn by themselves, count as a light item.
Halberd: Usually used as a polearm, but the user can
perform a manoeuvre and use it as a spear, although it cannot
be thrown.
Improvised: Chairs, candle sticks, full tankards, a hat rack ...
Lance: If a mounted character with a lance is trained in Ride,
add to his atack rolls. A lance functions as an improvised
weapon if used on foot.
Main Gauche: Designed to be used in an of hand when
parrying, it can be used as an ordinary weapon but loses its
defensive qualit.
Morning Star: When using the Block or Parry action against
a morning star, place +1 recharge counter on the action card.
Sabre: If a mounted character with a sabre is trained in Ride,
add to his atack rolls. A sabre functions as a hand weapon
if used on foot.
Spear: May be wielded one-handed with a shield, or to-
handed, increasing its damage rating by +1. It may also be
thrown up to close range.
Ranged Weapons
Hochland Long Rife: May fre at a target at extreme range
by adding to the dice pool. A superior crafsmanship
version loses the Unreliable qualit.
Improvised Missile: Anything heavy enough to do damage
but not designed to be aerodynamic.
Javelin: Counts as an improvised weapon when used in mele
combat.
Lasso: Te wielder may force an ensnared enemy to be
dragged into an engagement with him by the Perform a Stunt
action and passing an opposed Strength check versus the
target. An ensnared character can escape if he spends a
manoeuvre and passes an Average (1 ) Agilit check.
Longbow: May fre at a target at extreme range by adding
to the dice pool.
Net/Bola: An ensnared characters only possible manoeuvre
is to remove the net (no check required).
Repeater Crossbow: While the magazine is loaded, it is a
fe action to cock another bolt into place. Once empt, it
takes 4 manoeuvres to reload the magazine.
Repeater Handgun/Pistol: Once all 6 barrels are expended,
it takes 6 manoeuvres to reload the magazine.
Sling: Gains no beneft fom being superior crafsmanship.
Te values given are based on the use of crafed bullets, but
stones may also be used.
Staf Sling: May fre at a target at extreme range by adding
to the dice pool. Gains no beneft fom being superior
crafsmanship. Can be used as a quarter staf in mele.
Trowing Dagger/Star: Any knife, dagger, shuriken, or dart
balanced for throwing. Count as improvised weapons if used
in mele.
Ammunition
Arrows/Bolts: If a character wants to retrieve these, roll
for each when fred; on a the ammunition is recovered
intact and usable.
Armour & Shields
Armour and shields add to the users defence rating and
soak value. Benefts stack.
Buckler: A spiked buckler can be used as a gauntlet in mele.
Round/Kite Shield: May be used as an improvised weapon.
miscellaneous
Where encumbrance is relevant, an incidental item has no
encumbrance value, a small item has a value of 1-2, a medium
item 3-4, and a large item 5-6.
mAgIC
When a spellcasters/priests power/favour equals his
Willpower he is at equilibrium.
Unless indicated otherwise, the default difcult for casting
a spell or invoking a blessing is Simple (0 ) but may be
modifed by the GM.
Arcane magic
Spellcasting characters generate power by channelling the
Winds of Magic, then spend that power to cast spells.
To generate power, the spellcaster selects the Channel Power
action, makes a Channelling check based on his Willpower,
and takes tracking tokens equal to the power generated.
To cast a spell, fulfll the requirements of the action card,
then make a Spellcraf check based on Intelligence.
To channel power and cast a spell on the same turn, add an
extra to the Spellcraf check.
An atuned item adds bonus equal to its Atuned rating.
If are generated on a Spellcraf check, any appropriate
card efects are triggered, plus draw a Miscast card.
A spellcaster in a reckless stance who generates a on a
Spellcraf check, increases the Part Tension meter by one.
Divine magic
Divine characters invoke a blessing fom their god, then
pray to generate favour necessary to fulfll the blessing.
To invoke a blessing, fulfll the requirements of the action
card, then make an Invocation check based on Fellowship.
A blessing resolves when it has the required favour. Blessings
automatically draw favour during the priests Beginning of
Turn phase until its requirement is satisfed.
If a priest aborts a blessing currently holding favour, all
favour is lost. If this is equal to or less than his Willpower, he
sufers 1 stress. If greater, he sufers 1 stress and 1 fatigue.
To generate favour, the priest selects the Curry Favour
action, makes a Piet check based on his Willpower, and
takes tracking tokens equal to the favour generated.
To invoke a blessing and curry favour on the same turn, add
an extra to the Curry Favour check.
excess Power/Favour
Check during the End of Turn phase and Rally step.
Power/Favour below WP: Gains 1 power/favour.
Power/Favour above WP and up to tice WP: Must spend
1 manoeuvre each turn, or lose -1 power/favour.
Power/Favour more than tice WP: Must spend 1
manoeuvre and 1 stress each turn, or excess is vented.
Venting Power/Favour: Sufer 1 fatigue per point vented,
and roll 1 per point vented: 1 wound per , 1 stress per

.
losing Power/Favour
If a spellcaster/priest is forced to lose power/favour and does
not have enough, he is reduced to 0 power and sufers 1 stress.
If forced to lose power/favour and at 0, make a Dicipline
check, equal to the amount of power/favour you are unable
to lose. On a success, sufer 1 stress. On a fail, sufer 1 stress
and a temporary insanit with the Chaos or Trauma traits
(Arcane), or the Enigma or Trauma traits (Divine). Ten
place tokens on the card equal to the difcult of the check.
DICe

d8 Challenge 2 | 2 | | | | 1
Challenges facing a character taking an action.

d8 Characteristic 4 | 2 | 2
Importance of a characteristic in fulflling a task.
Basis of a dice pool. Can convert into stance dice.
d10 Conservative 4 | 2 | | 2 | 1
Low-risk, low-reward stance; measured, cautious.
d10 Reckless 2 | | | 2 | 2 | 2
High-risk, high-reward stance; aggressive, brash.
d6 expertise | | 2 | | 1
Dedicated training, exceptional skill or profciency.
d6 Fortune 2 | | 3
Slight edge; tactical advantages, talents, abilities or
the expenditure of fortune points.
d6 misfortune Dice 2 | | 3
Slight complication; tactical disadvantages, talents,
conditions or debilitating efects or wounds.
DICe

d8 Challenge 2 | 2 | | | | 1
Challenges facing a character taking an action.

d8 Characteristic 4 | 2 | 2
Importance of a characteristic in fulflling a task.
Basis of a dice pool. Can convert into stance dice.
d10 Conservative 4 | 2 | | 2 | 1
Low-risk, low-reward stance; measured, cautious.
d10 Reckless 2 | | | 2 | 2 | 2
High-risk, high-reward stance; aggressive, brash.
d6 expertise | | 2 | | 1
Dedicated training, exceptional skill or profciency.
d6 Fortune 2 | | 3
Slight edge; tactical advantages, talents, abilities or
the expenditure of fortune points.
d6 misfortune Dice 2 | | 3
Slight complication; tactical disadvantages, talents,
conditions or debilitating efects or wounds.
DICe

d8 Challenge 2 | 2 | | | | 1
Challenges facing a character taking an action.

d8 Characteristic 4 | 2 | 2
Importance of a characteristic in fulflling a task.
Basis of a dice pool. Can convert into stance dice.
d10 Conservative 4 | 2 | | 2 | 1
Low-risk, low-reward stance; measured, cautious.
d10 Reckless 2 | | | 2 | 2 | 2
High-risk, high-reward stance; aggressive, brash.
d6 expertise | | 2 | | 1
Dedicated training, exceptional skill or profciency.
d6 Fortune 2 | | 3
Slight edge; tactical advantages, talents, abilities or
the expenditure of fortune points.
d6 misfortune Dice 2 | | 3
Slight complication; tactical disadvantages, talents,
conditions or debilitating efects or wounds.
DICe

d8 Challenge 2 | 2 | | | | 1
Challenges facing a character taking an action.

d8 Characteristic 4 | 2 | 2
Importance of a characteristic in fulflling a task.
Basis of a dice pool. Can convert into stance dice.
d10 Conservative 4 | 2 | | 2 | 1
Low-risk, low-reward stance; measured, cautious.
d10 Reckless 2 | | | 2 | 2 | 2
High-risk, high-reward stance; aggressive, brash.
d6 expertise | | 2 | | 1
Dedicated training, exceptional skill or profciency.
d6 Fortune 2 | | 3
Slight edge; tactical advantages, talents, abilities or
the expenditure of fortune points.
d6 misfortune Dice 2 | | 3
Slight complication; tactical disadvantages, talents,
conditions or debilitating efects or wounds.


Success: If the net result of the check includes
at least 1 success the task succeds.

Righteous Success: Success; plus add the results
fom an additional die of the same tpe.

Challenge: Each cancels one success. If there
are more challenges than successes the task
automatically fails.

Bane: Negative side efects.
You may succed at a task and still trigger a bane.

Boon: Benefcial side efects.
You may fail at a task and still trigger a boon.
Banes and boons cancel each other out.

Delay: Encounter mode: afer the action, the GM
either places 2 recharge tokens on one of your
actions, or moves the top PC initiative token down
a space. Story mode: the action may take longer.

Exertion: Sufer 1 fatigue (physical task) or
1 stress (mental task).

Chaos Star: Serious negative side efects.
If there are no eligible efects, counts as a bane.

Sigmars Comet: Powerful positive side efects.
You may count this as a success or a boon. Or, may
trigger a critical or a Sigmars Comet symbol efect.
Available Universal Effects

Sufer 1 fatigue on a physical characteristic check,
or 1 stress on a mental characteristic check.

Recover 1 fatigue on a physical characteristic
check, or 1 stress on a mental characteristic check.


Success: If the net result of the check includes
at least 1 success the task succeds.

Righteous Success: Success; plus add the results
fom an additional die of the same tpe.

Challenge: Each cancels one success. If there
are more challenges than successes the task
automatically fails.

Bane: Negative side efects.
You may succed at a task and still trigger a bane.

Boon: Benefcial side efects.
You may fail at a task and still trigger a boon.
Banes and boons cancel each other out.

Delay: Encounter mode: afer the action, the GM
either places 2 recharge tokens on one of your
actions, or moves the top PC initiative token down
a space. Story mode: the action may take longer.

Exertion: Sufer 1 fatigue (physical task) or
1 stress (mental task).

Chaos Star: Serious negative side efects.
If there are no eligible efects, counts as a bane.

Sigmars Comet: Powerful positive side efects.
You may count this as a success or a boon. Or, may
trigger a critical or a Sigmars Comet symbol efect.
Available Universal Effects

Sufer 1 fatigue on a physical characteristic check,
or 1 stress on a mental characteristic check.

Recover 1 fatigue on a physical characteristic
check, or 1 stress on a mental characteristic check.


Success: If the net result of the check includes
at least 1 success the task succeds.

Righteous Success: Success; plus add the results
fom an additional die of the same tpe.

Challenge: Each cancels one success. If there
are more challenges than successes the task
automatically fails.

Bane: Negative side efects.
You may succed at a task and still trigger a bane.

Boon: Benefcial side efects.
You may fail at a task and still trigger a boon.
Banes and boons cancel each other out.

Delay: Encounter mode: afer the action, the GM
either places 2 recharge tokens on one of your
actions, or moves the top PC initiative token down
a space. Story mode: the action may take longer.

Exertion: Sufer 1 fatigue (physical task) or
1 stress (mental task).

Chaos Star: Serious negative side efects.
If there are no eligible efects, counts as a bane.

Sigmars Comet: Powerful positive side efects.
You may count this as a success or a boon. Or, may
trigger a critical or a Sigmars Comet symbol efect.
Available Universal Effects

Sufer 1 fatigue on a physical characteristic check,
or 1 stress on a mental characteristic check.

Recover 1 fatigue on a physical characteristic
check, or 1 stress on a mental characteristic check.


Success: If the net result of the check includes
at least 1 success the task succeds.

Righteous Success: Success; plus add the results
fom an additional die of the same tpe.

Challenge: Each cancels one success. If there
are more challenges than successes the task
automatically fails.

Bane: Negative side efects.
You may succed at a task and still trigger a bane.

Boon: Benefcial side efects.
You may fail at a task and still trigger a boon.
Banes and boons cancel each other out.

Delay: Encounter mode: afer the action, the GM
either places 2 recharge tokens on one of your
actions, or moves the top PC initiative token down
a space. Story mode: the action may take longer.

Exertion: Sufer 1 fatigue (physical task) or
1 stress (mental task).

Chaos Star: Serious negative side efects.
If there are no eligible efects, counts as a bane.

Sigmars Comet: Powerful positive side efects.
You may count this as a success or a boon. Or, may
trigger a critical or a Sigmars Comet symbol efect.
Available Universal Effects

Sufer 1 fatigue on a physical characteristic check,
or 1 stress on a mental characteristic check.

Recover 1 fatigue on a physical characteristic
check, or 1 stress on a mental characteristic check.
mAnoeuvReS
One fe manoeuvre per turn before or afer an action
card tak. Each additional manoeuvre costs 1 fatigue
paid before the manoeuvre.
Assist (engaged ally receives bonus )
Exchange a talent
Interact with the environment
Manage equipment
Mount or dismount fom a horse
(if untrained in Ride make an Easy (1 ) Ride check)
Movement
Change your range increment:
Moving beten Extreme and Long range costs
3 manoeuvres;
Moving beten Long and Medium range costs
2 manoeuvres;
Moving beten Medium and Close range costs
1 manoeuvre.
Engage/disengage fom an opponent within Close
range; move within Close range if unengaged; stand
up if prone
Preparation
Use a skill
mAnoeuvReS
One fe manoeuvre per turn before or afer an action
card tak. Each additional manoeuvre costs 1 fatigue
paid before the manoeuvre.
Assist (engaged ally receives bonus )
Exchange a talent
Interact with the environment
Manage equipment
Mount or dismount fom a horse
(if untrained in Ride make an Easy (1 ) Ride check)
Movement
Change your range increment:
Moving beten Extreme and Long range costs
3 manoeuvres;
Moving beten Long and Medium range costs
2 manoeuvres;
Moving beten Medium and Close range costs
1 manoeuvre.
Engage/disengage fom an opponent within Close
range; move within Close range if unengaged; stand
up if prone
Preparation
Use a skill
mAnoeuvReS
One fe manoeuvre per turn before or afer an action
card tak. Each additional manoeuvre costs 1 fatigue
paid before the manoeuvre.
Assist (engaged ally receives bonus )
Exchange a talent
Interact with the environment
Manage equipment
Mount or dismount fom a horse
(if untrained in Ride make an Easy (1 ) Ride check)
Movement
Change your range increment:
Moving beten Extreme and Long range costs
3 manoeuvres;
Moving beten Long and Medium range costs
2 manoeuvres;
Moving beten Medium and Close range costs
1 manoeuvre.
Engage/disengage fom an opponent within Close
range; move within Close range if unengaged; stand
up if prone
Preparation
Use a skill
mAnoeuvReS
One fe manoeuvre per turn before or afer an action
card tak. Each additional manoeuvre costs 1 fatigue
paid before the manoeuvre.
Assist (engaged ally receives bonus )
Exchange a talent
Interact with the environment
Manage equipment
Mount or dismount fom a horse
(if untrained in Ride make an Easy (1 ) Ride check)
Movement
Change your range increment:
Moving beten Extreme and Long range costs
3 manoeuvres;
Moving beten Long and Medium range costs
2 manoeuvres;
Moving beten Medium and Close range costs
1 manoeuvre.
Engage/disengage fom an opponent within Close
range; move within Close range if unengaged; stand
up if prone
Preparation
Use a skill
FoRTune
Fortune point tokens can be spent on a one-for-one
basis to:
add to a dice pool
remove tracking tokens fom a talent or action
card to sped up recharging of an exhausted card
RAlly STeP
All participants in the encounter may:
Move their stance marker 1 step towards neutral.
Remove 1 recharge token fom each of their
recharging cards.
Recover 1 stress and 1 fatigue.
Check and adjust their power / favour.
Each character may choose one of the following:
Perform 1 manoeuvre.
Atempt a First Aid check.
Atempt an Easy (1 ) Resilience check to recover
fatigue.
Atempt an Easy (1 ) Dicipline check to recover
stress.
Re-roll initiative for parts lowest initiative token.
Perform an action with the Rally trait.
FoRTune
Fortune point tokens can be spent on a one-for-one
basis to:
add to a dice pool
remove tracking tokens fom a talent or action
card to sped up recharging of an exhausted card
RAlly STeP
All participants in the encounter may:
Move their stance marker 1 step towards neutral.
Remove 1 recharge token fom each of their
recharging cards.
Recover 1 stress and 1 fatigue.
Check and adjust their power / favour.
Each character may choose one of the following:
Perform 1 manoeuvre.
Atempt a First Aid check.
Atempt an Easy (1 ) Resilience check to recover
fatigue.
Atempt an Easy (1 ) Dicipline check to recover
stress.
Re-roll initiative for parts lowest initiative token.
Perform an action with the Rally trait.
FoRTune
Fortune point tokens can be spent on a one-for-one
basis to:
add to a dice pool
remove tracking tokens fom a talent or action
card to sped up recharging of an exhausted card
RAlly STeP
All participants in the encounter may:
Move their stance marker 1 step towards neutral.
Remove 1 recharge token fom each of their
recharging cards.
Recover 1 stress and 1 fatigue.
Check and adjust their power / favour.
Each character may choose one of the following:
Perform 1 manoeuvre.
Atempt a First Aid check.
Atempt an Easy (1 ) Resilience check to recover
fatigue.
Atempt an Easy (1 ) Dicipline check to recover
stress.
Re-roll initiative for parts lowest initiative token.
Perform an action with the Rally trait.
FoRTune
Fortune point tokens can be spent on a one-for-one
basis to:
add to a dice pool
remove tracking tokens fom a talent or action
card to sped up recharging of an exhausted card
RAlly STeP
All participants in the encounter may:
Move their stance marker 1 step towards neutral.
Remove 1 recharge token fom each of their
recharging cards.
Recover 1 stress and 1 fatigue.
Check and adjust their power / favour.
Each character may choose one of the following:
Perform 1 manoeuvre.
Atempt a First Aid check.
Atempt an Easy (1 ) Resilience check to recover
fatigue.
Atempt an Easy (1 ) Dicipline check to recover
stress.
Re-roll initiative for parts lowest initiative token.
Perform an action with the Rally trait.
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