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Herman Von Liepshidzt’s most illustrious guide to living in the Old

World - being a treatise on quick referencing actions and


information most useful as pertaining to adventures.

Welcome adventurers. This scribe is most humble that you have sought this guide to aid you.
What is contained within is here to aid you in navigating the old world. This page includes this
introduction and a version change log. As it gets updated, this will be added to.

Player’s Cheat Sheet created by Ryan Graham. Flowcharts originally created by James McGowan. All copyright and trademarks belong to their respec ve owners: Games Workshop
and Cubicle 7. This is a fan made product designed as an accessory to aid in playing the game as originally published by Cubicle 7. It is not intended as a replacement for the
rulebook.

Version 2.1 - Release: 12/8/18


Small layout tweak which allows for:

Advantage descrip on included.

Capitalised men on of Cool Test to ensure consistent style.

Capitalised LOWER men on in flow charts to ensure consistent style.

Corrected errors in flowcharts to be%er reflect the rules.

Revised explana on of removing Cri cal Wounds.

Fixed typo on healing.

Version 2 - Release: 12/8/18


Copyright friendly art put in.

Space consolidated from forma(ng changes.

Tables revised.

Flowcharts revised.

Accredita on offered.

Endeavours list example expanded.

Expanded descrip on of Cri cal Wounds to include how they are removed.

Free ac ons descrip on added.

Corrup on points descrip on added.

Version 1 - Release : 10/8/18


Herman Von Liepshidzt’s most illustrious guide to living in the Old
World - being a treatise on quick referencing actions and
information most useful as pertaining to adventures.

On Success Levels On para perambulation On Fate and fortune


Your star ng Fate points determine your
Success levels (SL) are used to judge the Climbing
effec veness of a test made. star ng fortune points.
You may climb your movement without a test.
SL = characteris c/skill 10s - rolled 10s.
Climbing a ladder quickly uses an ac on in combat. Fortune may be spent on:
Eg: Dieter has stealth of 34. He rolls a 15.
3 - 1 = 2 SL. Dieter has succeeded!
It is an average Climb test. You climb an extra  Rerolling a failed test
Movement + SL yards.
Some tests may be opposed. Compare SL results to  Add +1SL to a role a@er it is resolved.
A suitable surface is 1/2 Movement + SL Yards.
see who wins!  At the start of a Round, choose when to act,
You may also assist another if you have the same Leaping ignoring ini a ve order.
skill. You confer a +10 bonus if you pass (there are
condi ons a%ached to this). Jumping beyond Movement range: Fate may be spent on:
Average Athle cs test if run up of Movement  Avoiding death. You are made safe.
Difficulty Table
Challenging test if no run up.
Some tests may be modified:
 Avoiding damage.
Falling Regain
Difficulty Test Modifier 3 Damage + 1D10 for every yard fallen.
At the beginning of every session, fortune is
Very easy +60 This is reduced by Toughness Bonus (TB) but not
armour. gained up to your current fate points.
Easy +40
Fate points are only regained by acts of heroism
Average +20 On Endeavours
or significance - spend them wisely!
Challenging No modifier Whilst not adventuring, you may undertake
endeavours in your down me. You may take one If you are out of fate points and desperately
Difficult -10 endeavour ac on per week up to a maximum of
three, no ma%er how much me passes. need one, your GM may offer you a deal.
Hard -20
Below are some examples of endeavours you may Beware - nothing is given freely and such a deal
Very Hard -30 undertake. Ask your GM for more details or for what
else you may do. Some events in the area may will stain your soul!
impact upon the endeavours you may undertake.
 Earn your keep On Resilience and Resolve
SL Result Succeeded?
 Get in touch with your elf roots
Your star ng resolve points determine your
+ 6 ++ Astounding Yes, perfectly. Maybe extra luck  Banking star ng resilience points.
success comes your way  Change Career
Resolve may be spent on:
 Commission a piece
+4 to + 5 Impressive Yes and… you exceed
 Cra@  Becoming immune to psychology un l the
success expecta ons end of the next round.
 Consult an expert
+2 to +3 Success Yes  Ignore all modifiers from all Cri cal Wounds
 Invent un l the end of the next round.

+0 to + 1 Marginal Yes but… possible side effect.  Train  Remove one Condi on.
success  Unusual Learning Resilience may be spent on:
-1 to - 0 Marginal No but...maybe you achieve a  Forment Dissent
 Deny a rolled muta on.
Failure por on of your goal?  Research
 You may choose the number of a test. You
-2 to - 3 Failure No. always win by at least 1 SL.

On matters of money Regain


-4 to –5 Impressive No and...it gets worse
failure 1 gold crown (1GC) = 20 silver shillings Resolve is regained by ac ng in accordance
(20/-) = 240 pennies (240d) with your mo va on. Ask your GM!
-6 -- Astounding Oh dear….
1/- = 12d.
Failure Resilience may be granted by an act of extreme
Tier Amount Earned per
importance to your mo va on. This is very
Standing
On general constitution and well rare!
Brass 2d10 Brass Pennies
being
Silver 1D10 Silver Shillings
On Corruption
Without medical a%en on, a@er a good sleep you can Gold 1Gold Crown
a%empt an Average Endurance test. If you are exposed to dark deals or sources of
On Advantage chaos, you may gain Corrup on Points.
You heal :
Advantage can be gained a number of ways (most
in combat), see pg. 164 for details. If you gain more Corrup on points than your
Wounds = TB + SL. WPB + TB, take a Challenging Endurance Test,
Each advantage adds +10 to any appropriate
For each day of rest, you also heal wounds == TB. combat or psychology Test. if you fail, dire consequences await!
Herman Von Liepshidzt’s most illustrious guide to living in the Old
World - being a treatise on quick referencing actions and
information most useful as pertaining to adventures.
This part in being an examination of the glorious martial pursuits in the Emperor Karl Franz’s name

On the nature of combat Flee: Your opponent gains +1 Called Shots: Allow you to a%ack a Run: You may spend your ac on to
advantage and may a%empt a free specific body part at a hard (-20) test. double your movement.
In combat, you may do two things. Move a%ack unopposed at +20. If you are
and Ac on. Dodge: You may spend an ac on to do On Injury and death
hit, opponent gets +1 advantage. You
an Opposed Dodge/Melee Test. If you
Each character takes turns in combat in must take a Challenging Cool Test or When you reach 0 Wounds, you gain
succeed, you get +1 advantage and
accordance with their ini a ve gain a Broken condi on and a further
can use your move to leave. If you fail, the Prone condi on. You cannot lose
characteris c. Broken per SL below 0.
your opponent gets +1 advantage and this un l you are healed at least 1
If you are surprised, you gain the Actions in combat prevents you moving safely. Wound. If you are not healed within
surprised condi on a number of rounds equal to your
A,ack: (refer to flow chart) Grapple: Opposed Strength Test. If
TB, you gain the Unconscious
On Free Actions you win you may:
Condi on.
When a%acking, a double on a
 Deal SL + SB Damage
Some ac ons, like shou ng a warning or success is a cri cal, a double on a If you suffer enough damage that
drinking a po on are free ac ons. These failure is a fumble.  Give your opponent the would take you to nega ve Wounds,
are at the GM’s discre on however. Entangled condi on (or you receive a Cri cal Wound.
Ranged a%acks cannot be opposed
by melee skills without a shield. remove it from yourself).
On Moving Cri cal Wounds do not count as
Infigh ng: Your ac on can be spent healed un l all condi ons inflicted
You cannot make ranged a%acks
You may move your Move distance. with an Opposed Melee Test to step are resolved and all non permanent
whilst engaged unless it has the
Your speed in yards is double your inside your opponents weapon reach. nega ve modifiers are removed.
pistol quality.
Movement. Any weapons with range longer than Death: If you have the Unconscious
Your target must be visible. short now counts as an improvised
Charge: If not engaged with someone, Condi on and have 0 Wounds,
you may charge your move distance, Your a%ack may be modified by weapon. compare the number of Cri cal
gaining +1 advantage. difficulty. Parry: Any one handed weapon with wounds you have with your TB.

Disengage: To leave combat safely, you Two weapons: A%acks using your off the defensive quality can be used with If Cri cal Wounds > TB, you will die.
have two op ons: hand weapon have a –20 penalty Melee(Parry). It opposes an a%ack
at the end of the round!
(two weapon wielder talent lets you without the –20 off hand penalty.
 If you have more advantage
a%ack with both in the same ac on).
than your opponent, spend it all
to move away without penalty.

 Dodge (See Ac ons in Combat)


Double
Attack and defence flowcharts rolled?
Melee attacker Roll 01 - 05. Cri cal
yes
Success. Teat SLs as the
HIGHER of the SLs rolled
Roll D100, compare and +1. More SLs than yes No
Start with Melee to calculate the defender?
SLs. Factor any
Advantage you have.
Roll 96 - 00. Cri cal
Failure. Teat SLs as the Cri cal Hit - Reverse
LOWER of the SLs rolled A,ack Hits. Reverse dice to determine hit
dice to determine
and -1. loca on and calculate Damage.
loca on and roll on
No
the Cri cal Table. Damage = (A%acker SLs + SB + Weapon) -
(Defender SLs + TB + Armour).

A,ack misses. Lose all No


Double
Advantage. yes
rolled?
Tied SLs? Defender
reduced to Zero
Defender gains Prone Wounds?
yes
Condi on.
yes No
Unconscious a@er TB No
Cri cal Hit - Reverse rounds unless healed.
dice to determine
loca on and roll on
Fumble - Roll on the yes
the Cri cal Table.
OOPs ! table
Finish
Defender reduced
to nega ve
Wounds?
No
Gain 1 Advantage
Defender loses all Advantage.
Herman Von Liepshidzt’s most illustrious guide to living in the Old
World - being a treatise on quick referencing actions and
information most useful as pertaining to adventures.

Melee Defender Roll 01 - 05. Cri cal


yes
Success. Teat SLs as the
HIGHER of the SLs rolled
Roll D100, compare and +1.
Start with Melee to calculate A,ack Misses.
More SLs than
SLs. Factor any the a%acker? Gain 1 Advantage
Advantage you have.
Roll 96 - 00. Cri cal
Failure. Teat SLs as the
LOWER of the SLs rolled
and -1.
No
Double
rolled?

Defender reduced
to Zero Wounds?
A,ack Hits. Lose all
No yes No
Advantage. Tied SLs?

Cri cal Hit - Reverse


yes dice to determine
No yes loca on and roll on
the Cri cal Table.

Finish
No
Defender gains Prone
Condi on.
Double
Unconscious a@er TB rolled?
rounds unless healed.
Fumble - Roll on the
yes
OOPs ! table

Ranged attacker No
Success?
Roll 01 - 05. Cri cal
Success. Teat SLs as the
HIGHER of the SLs rolled
and +1.
Double
Roll D100, compare Apply any modifiers (pg.
rolled?
Start with Ranged to 161)
calculate SLs. Factor
any Advantage you yes
have. Roll 96 - 00. Cri cal
Failure. Teat SLs as the
yes No
LOWER of the SLs rolled
Defender gains Prone and -1.
Condi on.
Double
Unconscious a@er TB rolled?
rounds unless healed.
yes Fumble - Roll on the
Defender OOPs ! table
yes No
reduced to Zero
Wounds?
No
Defender reduced Cri cal Hit - Reverse
to nega ve A,ack misses.
dice to determine
Wounds? loca on and roll on
A,ack Hits. Reverse dice to determine hit the Cri cal Table.
loca on and calculate Damage.
yes No
Damage = (A%acker SLs + SB + Weapon) -
(Defender SLs + TB + Armour).

Cri cal Hit - Reverse


dice to determine
loca on and roll on
the Cri cal Table. Gain 1 Advantage Defender loses all Advantage.
Finish

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