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Combat L5R 4th Edition Cheat Sheet Combat L5R 4th Edition Cheat Sheet

1. Roll Initiative (Ref + Insight) K (Ref) 5. Roll Initiative (Ref + Insight) K (Ref)
Ranks and Insight
2. Declare Posture (lowest Initiative first)
Ranks and Insight
6. Declare Posture (lowest Initiative first)
Rank Insight
3. Resolve Rank
Actions (highest first);Insight Rank Insight
Delay or take a Actions: 7.Rank Insight
Resolve Rank
Actions (highest first);Insight Rank Insight
Delay or take a Actions:
2 a. 1 Complex
150 – 174 Action+
4 Free Actions
200 – 224 6 250 – 274 2 a. 150
1 Complex
– 174 Action+
4 Free 200 Actions
– 224 6 250 – 274
b. 2 Simple Actions + Free Actions b. 2 Simple Actions + Free Actions
3 175 – 199 5 225 – 249 7 275 – 299 3 175 – 199 5 225 – 249 7 275 – 299
4. Handle Reactions, repeat 2 – 4 until complete 8. Handle Reactions, repeat 2 – 4 until complete
Dice Conversion
Postures Dice Conversion
Postures
10K10
Stance is max dice pool.
EffectFor every roll above 10, 2 dice rolled converts to 1 10K10
Stanceis max dice Effect
pool. For every roll above 10, 2 dice rolled converts to 1
kept dice. For every 1 kept dice over 10, 1 is converted to a +2 to the total. kept dice. For every 1 kept dice over 10, 1 is converted to a +2 to the total.
Attack No Action restrictions are imposed Attack No Action restrictions are imposed
Dice Rolls Dice Rolls
Center No Actions, next round gain TN+10 and +1k1 plus Void Center No Actions, next round gain TN+10 and +1k1 plus Void
Type What to roll Type What to roll
Ring on any single roll for that round only Ring on any single roll for that round only
Ring (Ring) K (Ring) Ring (Ring) K (Ring)
Defense +Air Ring plus Defense Skill Rank to Armor TN Defense +Air Ring plus Defense Skill Rank to Armor TN
Trait (Trait) K (Trait) Trait (Trait) K (Trait)
Full Attack +2k1 to Attack Rolls, move +5 feet beyond normal Full Attack +2k1 to Attack Rolls, move +5 feet beyond normal
Resist Fear Willpower
allowable Roll + Honor
amount, ArmorRank
TNTN-10Fear x5+5; Resist Fear Willpower
allowable Roll + Honor
amount, Rank
Armor TNTN-10 Fear x5+5;
Failure: Rolls -(Fear Rank)K0; fail by >=15 is cowered Failure: Rolls -(Fear Rank)K0; fail by >=15 is cowered
Full Defense Add ½ of the total of a Defense / Reflexes Skill Roll to Full Defense Add ½ of the total of a Defense / Reflexes Skill Roll to
Co-op Leader
ArmorSkill
TN.Roll + sum of
Restricted helper
to free Skill Ranks
Actions only. Co-op Leader
ArmorSkill
TN. Roll + sum to
Restricted of free
helper Skill Ranks
Actions only.
Or Skill Roll + Leader Skill Rank Or Skill Roll + Leader Skill Rank
Sample Actions Sample Actions
Cumulative Multiple Skill Rolls to TN, minimum TN for failure Cumulative Multiple Skill Rolls to TN, minimum TN for failure
Free: Draw a small weapon, speak, get item, drop item Free: Draw a small weapon, speak, get item, drop item
Honor Activate Kata,
Simple: (Honor Rank)
draw K (Honor
a medium Rank);
or large -10 honor
weapon, points on
dismount, andfail
stand up Honor Activate Kata,
Simple: (Honor Rank)
draw K (Honor
a medium Rank);
or large -10 honor
weapon, points on
dismount, andfail
stand up
Complex:
Skill Attack,(Trait
cast a+spell,
Skill)string a bow, mount a horse, and perform skill
K (Trait) Complex:
Skill Attack,(Trait
cast a+spell,
Skill)string a bow, mount a horse, and perform skill
K (Trait)
Void Points 1K1, no raises allowed or explodes
Unskilled Void Points 1K1, no raises allowed or explodes
Unskilled
Effect
Casting (Ring Raise
+ Rank) K (Ring) VS ( Mastery x5+5) Effect
Casting (Ring Raise
+ Rank) K (Ring) VS ( Mastery x5+5)
Activation
Importune Used(Importune)
Spell craft to activate aTN
special ability, see ability
15 +5xMastery level Activation
Importune Used(Importune)
Spell craft to activate aTN
special ability, see ability
15 +5xMastery level
As Skilled
Research +1 rank
Spell craft in a skillTN
(Research) for 10
a single
+10x Skill Rolllevel
Mastery As Skilled
Research +1 rank
Spell craft in a skillTN
(Research) for 10
a single
+10xSkill Rolllevel
Mastery
Armor TN
Interrupted +10 to Armor TN for
Willpower Roll TN 10, 5 + Woundsa single round Armor TN
Interrupted +10 to Armor TN for
Willpower Roll TN 10, 5 + Woundsa single round
Damage
Disrupted Wounds
Willpower Roll-10
TNfrom
15 ora20
single source of damage
+ 5xMastery Damage
Disrupted Wounds
Willpower Roll-10
TNfrom
15 ora20
single source of damage
+ 5xMastery
Dice Pool
Get Honor Lore: Bushido / Awareness TN 30 or Spell Casting Roll
+1k1 to a single Skill, Ring, Dice Pool
Get Honor Lore: Bushido / Awareness TN 30or Spell Casting Roll
+1k1 to a single Skill, Ring,
Initiative
Recognize +10 to initiative
Lore: Heraldry for theTN
/ Intelligence duration of the skirmish
50 – Target’s Glory Initiative
Recognize +10 to initiative
Lore: Heraldry for theTN
/ Intelligence duration of the skirmish
50 – Target’s Glory
Switch
Melee AtkInitiative Switch your initiative
(Agl + Skill) K (Agl) score with one willing target Switch
Melee AtkInitiative Switch your initiative
(Agl + Skill) K (Agl) score with one willing target
Raises
Ranged Atk (Ref + Skill) K (Ref), -1K0 per 50’ over max range Raises
Ranged Atk (Ref + Skill) K (Ref), -1K0 per 50’ over max range
Type
Melee Dmg (Str) Effect
+ (Weapon DR) Type
Melee Dmg (Str) Effect
+ (Weapon DR)
Raise
Ranged Dmg (WpnTN+5
Str) +for 1 EffectDR)
(Weapon or Maneuver
or (Str) + (Weapon Str) Raise
Ranged Dmg (WpnTN+5
Str) +for 1 EffectDR)
(Weapon or Maneuver
or (Str) + (Weapon Str)
Free Raise
Unarmed TN-5 K
(Strength) or(1)
give 1 Effect or Maneuver Free Raise
Unarmed TN-5 K
(Strength) or (1)
give 1 Effect or Maneuver
Maneuvers
Conditions Maneuvers
Conditions
Effect
Modifier Raise
Effect Effect
Modifier Raise
Effect
Called
BlindedShot Limb(1),
Attacks: -3K3 Appendage(2), Head(3);
ranged, -1K1 melee; BaseSmaller (4)
TN is Ref+5, Water Called
BlindedShot Limb(1),
Attacks: -3K3Appendage(2), Head(3);
ranged, -1K1 melee; Smaller
Base (4)
TN is Ref+5, Water
Disarm -2; Move requires Athletics/Agility
(3) Contested TN 20
Strength ; deals +2k1 or is prone
Dmg Disarm -2; Move requires Athletics/Agility
(3) Contested TN 20
Strength ; deals +2k1 or is prone
Dmg
Dazed
Extra Attack Actions-3K0, only
(5) Perform onDefense and Roll,
first Attack Full Defense Stances; Earth
1x per round DazedAttack
Extra Actions-3K0, only
(5) Perform onDefense and Roll,
first Attack Full Defense Stances; Earth
1x per round
Ring TN 20 during Reactions Stage, TN -5/round Ring TN 20 during Reactions Stage, TN -5/round
Feint (2) Add the (Excess of target’s TN)/2 to Dmg Feint (2) Add the (Excess of target’s TN)/2 to Dmg
Entangled No actions but only to break free, Strength Roll VS TN, Entangled No actions but only to break free, Strength Roll VS TN,
Guard (0) As a simple Action, their TN +10, your TN-5 Guard (0) As a simple Action, their TN +10, your TN-5
opponents can grapple target for free opponents can grapple target for free
Increase Dmg (1+) +1K0 per raise added to a single Dmg Roll Increase Dmg (1+) +1K0 per raise added to a single Dmg Roll
Fasting No Void regeneration, except for Meditation, Rolls Fasting No Void regeneration, except for Meditation, Rolls
Knockdown TN+5/day;
(1+) contested Strength
After days Roll
equal to to knock
Stamina, prone
-2k1 Wounds/day Knockdown (1+) contested
TN+5/day; Strength
After days equal Roll to knock
to Stamina, prone
-2k1 Wounds/day
Longshot
Fatigued Rolls(1+)
TN range +25’
+5/day; fordays
After bows, +5’ to
equal forStamina,
thrown, Willpower
limit 2x max Longshot
Fatigued Rolls(1+)
TN range +25’
+5/day; fordays
After bows, +5’ to
equal forStamina,
thrown, limit 2x max
Willpower
TN 20 every 2 hours or fall asleep. TN 20 every 2 hours or fall asleep.
Spell Casting Spell Casting
Grappled -5 TN and only perform: hit, throw, break, or pass. Grappled -5 TN and only perform: hit, throw, break, or pass.
Effect Raise Effect Raise
Contested Jiujutsu /Strength Roll to initiate/escape Contested Jiujutsu /Strength Roll to initiate/escape
Duration (1+) Duration of spell is increased, see spell Duration (1+) Duration of spell is increased, see spell
Elevated Attack Rolls+1K0 on lower targets Elevated Attack Rolls+1K0 on lower targets
Area of Effect (1+) AoE is increased, see spell Area of Effect (1+) AoE is increased, see spell
Prone Armor TN-10 w/melee; No Move Actions, only Attack or Prone Armor TN-10 w/melee; No Move Actions, only Attack or
Damage (1+)Stances;
Defense Increase-2K0
spell penalty
damage,tosee spell
medium/small weapons Damage (1+)Stances;
Defense Increase-2K0
spell penalty
damage,tosee spell
medium/small weapons
Range
Stunned (1+) Increase range, see spell
Armor TN of 5 + Armor, Earth Ring Roll VS TN 20 or Range
Stunned (1+) Increase range, see spell
Armor TN of 5 + Armor, Earth Ring Roll VS TN 20 or
Master Cast during
(3)next
TheReactions Stage,
spell is cast No Move;
without lastsa1spell
consuming roundslot Master Cast during
(3)next
TheReactions Stage,
spell is cast No consuming
without Move; lastsa1spell
round
slot
Terrain
Casting Time Moderate: Water-1; Difficult: Water-2, -5/10
(1+) Reduce number of rounds/raise, minimum to Rolls1 Terrain
Casting Time Moderate: Water-1; Difficult: Water-2, -5/10
(1+) Reduce number of rounds/raise, minimumto Rolls1
Special (1+) Attach a special effect, see spell Special (1+) Attach a special effect, see spell

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