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Combat Summary

Initiative Act in Initiative order, from highest to lowest. If same Initiative, act in Agility order,
from highest to lowest. If same Agility, roll Opposed Agility Test, winner chooses
who goes first.
Surprise Hiding: Make a successful Stealth Test in appropriate cover. Characters may oppose
with a Perception Test if warranted.
Sneaky Tactics: Attacks from behind, in the dark, through heavy fog, from above, …
GM may allow a Perception Test if appropriate.
Distractions: Loud bangs, milling crowds, an especially engaging sermon, …
Unprepared Defenders: If enemy is unwary, attackers automatically surprise
victims.

If chance to spot ambushers, GM calls for Opposed Stealth vs Perception Test


(norm: character with worst Stealth opposing all potential spotters)
Turn 1 Move and 1 Action + Free Actions, can be taken in desired order or skipped.
Free Actions: shout warning, draw weapon, drink potion, …
Move Use Movement Characteristic as a guide to the ground you can cover. To reach
difficult places (climb, jump, …) you also use your Action if you need to Test a Skill to
get there.
Action Rule of thumb: If it requires a test, it’s an action.
Actions: Attack, jump over a chasm, take a moment to gauge the situation, …
Attack Opposed tests are Challenging (+0%) unless difficulty is expressly specified.
Melee: You must be adjacent your target with a weapon ready. Roll to hit: Opposed
Melee test, highest SL wins and gains 1 advantage. If succeeded, target is hit.
Otherwise, action finished.
Ranged: Weapon must be in range and target in line of sight. Roll to hit: Ranged
Test for the weapon you’re using. If succeeded, gain 1 Advantage and target is hit.
Otherwise, action finished.
Hit Location: If target is hit, reverse “Roll to hit” Test result to determine Hit
Location.
Determine Damage: Weapon Damage + “Roll to hit” SL.
Apply Damage: Wounds suffered = Damage – opponent’s (TB+ AP@Location). If
result is 1 or less, opponent only loses 1W. If Wounds lost exceed opponent’s
remaining total, opponent takes a Critical Wound (page 172) and gains Prone
Condition (page 169).
Engaged: If attacking an opponent (or are attacked) in melee combat, count as
Engaged. If you don’t attack each other for a full Round, you are no longer Engaged.
Criticals and Criticals: Any successful Melee or Ranged Test that also rolls a double is a Critical.
Fumbles Even happens if you are the defender in an opposed Test. Opponent receives an
immediate Critical Wound (page 172). SL is still calculated as normal, as is who wins
any Opposed Tests.
Fumbles: Any failed combat Test that also rolls a double is a Fumble. To determine
what happens, roll on the Oops! Table (page 160).
If using a Blackpowder, Engineering, or Explosive weapon and an even numbered
Fumble is rolled, your weapon explodes in your hand and is destroyed. Take full
Damage to your Primary Arm location using the units die as an effective SL for the
hit.
Deathblow If melee opponent is killed in a single blow, you may move into the space the
opponent occupied and attack another opponent if one is available. You may keep
doing this a number of times equal to your WSB, and may not attack the same
opponent more than once on the same Turn.

Combat Difficulty Table


Difficulty Modifier Example
Very Easy +60 Shoot a Monstrous Target (e.g.: Giant)
Shoot into crowd (13+ targets)
Easy +40 Shoot target point blank (page 297)
Shoot Enormous target (e.g.: Griffon)
Attack outnumbered target (3 to 1)
Shoot at Large group (7-12 targets)
Average +20 Shoot a Large target (e.g.: Ogre)
Shoot at Short Range (1/2 Weapon Range)
Shoot at small group (3–6 targets)
Shoot when you spent your last Action aiming
Attack engaged opponent in sides or rear
Attack outnumbered opponent (2 to 1)
Attack prone target (page 169)
Challenging +0 Standard Attack
Shoot an Average target (e.g.: Human)
Difficult -10 Attacking while Prone (page 169) or otherwise beneath target.
Attacking whilst in mud, heavy rain or difficult terrain.
Shoot at Long Range (up to 2x weapon Range)
Shooting on a Round where you also used your Move
Shooting a small target (Child size)
Target in soft cover (behind a hedge for example).
Hard -20 Called shot to specific Hit Location. If succeeded, location is hit
Fighting in an enclosed space with a weapon longer than average
Shooting targets concealed by fog, mist or shadow.
Attacking in extreme weather (monsoon, hurricane, blizzard, …)
Dodge when prone or mounted (page 163)
Close combat in darkness
Shoot a Little target (e.g.:Cat size)
Using a weapon in your off hand
Target in medium cover (e.g.: wooden fence)
Very Hard -30 Attack or dodge in deep snow, water or other arduous terrain.
Shoot a tiny target (e.g.:Mouse)
Shoot at Extreme range (up to 3x Weapon Range)
Shooting in darkness.
Target in hard cover (e.g.: stone wall)
Advantage Table
Cap: Advantage has an upper limit equal to each Character’s Initiative Bonus.

List
Gaining Advantage Losing Advantage
Advantage is secured each time you win an If you lose an Opposed Test during combat,
Opposed Test in combat, you assess the suffer any Conditions (page 167) or lose any
battlefield using your Skills, or when your Wounds, you automatically lose all
spirits are lifted. Advantage. Further, should the combat end,
all Advantage you’ve gained is lost.
Assess situation using Skills +1 Disengage using advantage (p.165) =0
(See chapter 4: Skills and Talents) If your advantage > opponent’s
Attacking Surprised enemies (p. 169) +1 Gaining no advantage for the round -1
Charge (p.165) +1 Lose opposed test during combat -1
Defeat an important NPC +1 Outnumbered at round’s end (p.162) -1
Defeat a party nemesis +2
Win opposed Test during combat +1
Wound opponent without engaging in an +1
Opposed Test
Note: See Movement during Combat - Fleeing and Disengaging for more

Movement Table
Movement Walk Run
0 0 0
1 2 4
2 4 8
3 6 12
4 8 16
5 10 20
6 12 24
7 14 28
8 16 32
9 18 26
10 20 40
Movement during Combat
Charging If not Engaged in combat already, you can use your Move to Charge. If you Charge,
your Action must be a Melee Test to attack an opponent. If your opponent is at
least your Move characteristic in meters away before you Charge, but within your
Run range (see Movement Table).
Climbing Climbing a ladder or similarly easy-to-climb surface does not require a Test but does
slow you down. You move at half rate up or down ladders or other easily climbed
surfaces. If you want to climb more quickly, spend your Action to make an Average
(+20) Climb Test. You will Climb an extra Movement + SL meters.
If both hands are free, you can climb a surface with suitable handholds with a Climb
Test using your Action for the turn. You ascend or descend at a rate of ½ Movement
+ SL in meters. Climbing difficulty is set by the GM. Some climbs will be beyond the
ability of most characters without the Scale Sheer Surface Talent (page 144).
Disengaging If Engaged in combat (page 159) and no longer wish to be trading blows with your
opponent, you have the following two options for leaving combat safely:
Advantage: Only if you have more Advantage than your opponents, you may
choose to drop your Advantage to 0. You can then disengage without penalty whilst
retaining your Move (which you can safely use afterwards).
Dodge: If you have lower or equal Advantage to your opponents or do not wish to
spend your Advantage, you are pinned in place. If you wish to escape, use your
Action to make an Opposed Dodge/Melee Test. If you succeed, you gain +1
Advantage and disengage whilst retaining your move. If you fail, each opponent
defeating you gains +1 Advantage and makes it impossible for you to escape
without a blow to your back.
Fleeing If you flee, engaged opponents immediately gain 1 Advantage and may attempt 1
free attack. The free attack is an unopposed Melee Test using whatever weapon is
currently held, using the SL scored to Damage you as normal. Your opponent gains
+20 to hit you. If you are hit, your opponent gains +1 Advantage, and you must
enact a Challenging (+0) Cool Test. If failed, gain a Broken Condition, and another
Broken condition per SL below 0. Once the free attack is concluded, you may move
up to your Run Movement (see Movement Table) directly away from your
opponent, assuming you still can.
Often, Fleeing is involuntary, caused by Terror (page 191) or magic.

Running You can use your Action to sprint. This requires an Average (+20) Athletics Test. The
distance covered is in addition to your Move this round. You sprint your Run
movement + SL in meters (See Movement table). E.g.: A character with Move 4 who
rolled –2 SL would sprint an additional 14 meters (16–2=14).
Pursuit
Determine The GM decides how far ahead the pursued are, and assigns a number to
Distance represent the size of the head start, called the Distance. Typically, this will range
from 1 for those almost in reach, to 4 for those with a good lead, to 8 for those
almost beyond reach when the pursuit begins.
Test Everyone actively moving in the pursuit rolls a Test for their movement: Either
Drive, Ride, or Athletics Test depending upon the circumstances.
Update New Distance = Distance + Pursued’s SL – Pursuer’s SL.
Distance E.g.: Distance = 4; Pursued’ SL = -2; Pursuer’s SL = 2 => Distance = 4+(-2)-2 = 0
Determine - If the Distance falls to 0 or less, the pursuers have caught their quarry! The
Outcome pursued can then sacrifice their slowest member that Round to delay the
pursuers as the rest continue to flee, or they can stop and confront their
pursuers. If the slowest of the pursued is abandoned, the pursuers decide
who stops to confront the unfortunate and who continues in pursuit. If the
poor abandoned runner is not a priority target it’s quite likely the pursuers
will continue their pursuit of their target.
- If Distance reaches 10+, the pursuers have lost their quarry and the pursuit
is over… for now!
- If the Distance is still 1–9, the pursuit continues, return to step 2.

Leaping and Falling


Leaping You can leap ⅓ of your Movement in meters without having to make a Test. If
you want to jump farther, this takes an Average (+20) Athletics Test if you have
a run up of at least your Movement in meters; if you do not, the Test is
Challenging (+0). On a success, each SL adds an extra 30cm to the leap. If you
succeeded with +0 SL, you manage an extra 15cm with your jump.
Falling When falling, you suffer 1d10 Damage, plus 3 Damage for every meter you fall.
Any suffered Damage is reduced by your Toughness Bonus, but not any Armour
Points you may be wearing.
If you are purposefully falling — or, if you prefer, jumping downwards — you
can attempt an Average (+20) Athletics Test to lessen the damage you may
sustain. If successful, you count as having fallen 1 less meter, plus an extra
meter less per SL scored. If you reduce the distance you count as having fallen
to 0 or less, you will suffer no Damage from the fall.
If more Wounds are suffered from a fall than your Toughness Bonus, you also
gain the Prone Condition.
Special Cases (Part 1)
Helpless Melee Tests made to hit a sleeping, unconscious, or otherwise helpless target
Target automatically succeed. Check the Unconscious Condition for more on this (page
169).
Mounted Mounted Combat uses the same rules as any other Combat, with the following
Combat additions:
- For movement purposes, riders count as having their mount’s movement.
Also, they take Ride tests for any tests to Run, Jump or similar, again using
their mount’s movement.
- Any melee attack from a Rider on a target smaller than their Mount gains a
bonus of +20 to hit.
- If rolling to hit a mounted character, choose whether to hit the rider or the
mount. If in close combat, you also suffer a penalty of –10 to your Melee Test
if you target the rider and are smaller than the mount (page 162).
- A Mount without the Skittish Trait (page 342) counts as another combatant
and may use its own Action to attack Engaged targets.
- When Charging, you may use the Strength and Size rules of your mount for the
purposes of calculating Damage.
- When riding, you suffer a penalty of –20 to any attempts to use the Dodge Skill
unless you have the Trick Riding Talent.
Most mounts are bigger than Characters, meaning they may cause Fear or Terror
and gain other combat advantages (page 341).
On The As your Action, choose a Skill to use defensively and you will get +20 to defensive
Defensive Tests using the Skill until the start of your next Turn.
Outnumbering If outnumbering an enemy 2 to 1, gain a +20 bonus to hit your opponent in melee.
If outnumbering an enemy 3 to 1, gain a +40 bonus to hit. Further, at the end of
every Round, all outnumbered opponents lose 1 Advantage. Outnumbering is
generally determined by how many Characters are Engaged with each other; if
there is any doubt, the GM decides who is outnumbering whom.
Scatter On a failed Ranged (Throwing) Test, roll 1d10. A roll of 1-8 provides a direction: roll
2d10 to determine the distance. It scatters no more than half the distance between
you and the target. On a roll of 9 the weapon lands at your feet. On a 10 it lands at
your target’s feet.
Size Size Height & Examples Modifier
Length
Tiny < 25 cm Butterfly, Mouse, Pigeon -30
Little < 50 cm Cat, Hawk, Human Baby -20
Small < 1.25 m Giant Rat, Halfling, Human Child -10
Average < 2.25 m Dwarf, Elf, Human +0
Large < 3.5 m Horse, Ogre, Troll +20
Enormous <6m Griffon, Wyvern, Manticore +40
Monstrous >6m Dragon, Giant, Daemon Prince +60
If larger: Weapons gain the Damaging Quality if one step larger, and Impact if two
steps larger or more. Multiply (after all modifiers are applied) any Damage caused
by the number of steps larger it is. All successful strikes against smaller targets
activate the Deathblow rule, even if the target survives(page 160).
If smaller: It gains a bonus of +10 to hit.
Special Cases (Part 2)
Shooting into Ballistic Skill Tests opponents engaged in melee are resolved as normal, If aiming at
Melee a specific target: take a–20 penalty to hit. If you would have hit the target were it
not for the penalty, you instead hit one of the target’s opponents, as determined
randomly by the GM.
If not aiming at a specific target, go to “Shooting into a Group”.
Shooting Ranged Tests made to hit a group of targets are Average (+20) if there are 3-6 of
into a Group them, Easy (+40) if there are 7-12 of them, and Very Easy (+60) if there is 13 or
more of them. Any successful hits are randomised between all likely targets as the
GM prefers.
Two-Weapon You may use any one-handed close combat weapon or any pistol when fighting with
Fighting two weapons. You may use either hand to make an attack. Attacks made (or
defended against) using your secondary hand suffer a –20 penalty to any applicable
Test. If you have the Dual Wielder Talent you may be able to attack with both
weapons. See Chapter 4: Skills and Talents for more on this.
Unarmed A successful Melee (Brawling) Test for unarmed combat is handled
Combat in the same way as any other combat Test, but you may also Grapple:
Declare Grapple before rolling to hit your opponent.
If you win the Opposed Test, you and your opponent are Grappling and your
opponent gains the Entangled Condition. If you begin your turn Grappling, you may
break the Grapple if you have a higher Advantage than your opponent and do not
count as being Engaged for your Move.
Otherwise, you must make an Opposed Strength Test for your Action. If you win,
you can do one of the following:
- Deal SB + SL Damage using your Strength roll to determine the Hit Location
affected. You ignore any Armour Points as you wrench arms and pull
muscles.
- Either:
1) Give your opponent an Entangled Condition, or
2) Remove an Entangled Condition from yourself, plus lose an extra one for
each SL by which you win.
If you lose the Opposed Test, you can do nothing but struggle as your opponent
gains +1 Advantage.
Those outside the Grapple gain a +20 bonus to hit the grapplers with the lowest
Advantage, and a +10 bonus to hit to the grappler with the highest Advantage.

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