Professional Documents
Culture Documents
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.
Tables revised.
Flowcharts revised.
Accredita on offered.
Expanded descrip on of Cri cal Wounds to include how they are removed.
+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 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.
Defender reduced
to Zero Wounds?
A,ack Hits. Lose all
No yes No
Advantage. Tied SLs?
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).