CHARACTERS
STANDARD TESTS HEALING
Action Test against Condition Definition Rest? On-Spot Treatment
Animosiy Cool Light 2Wormore Yes 1D3W on latest
Bargin Fellowship Charm, Haggle, Seduction Heay —1Worless, No. 1D3/1 Won tat test,
slut! Fellowship Acting, Charm, Clown, Jester, no erica ‘wound now Light
Public Speaking, Seduction, Wie Severe Critica hit(@) No See exitical description
Bribe 100% minus suffered
tage’ WP Rest: lightly wounded characters recover 1W per day of
Dusk Fellowship Acrobats, Acung, Artist, Beg, _complete rest, plus T Wounds per week of complete rest
Clown, Comedian, Contorion, (e.g. total T+8 Wounds per week).
Dance, Escapology,Fire Fates, ‘Healing: , hour a day treatment by a character with Heat
Jester, Juggle, Mime, Mimic Wounds skill will cecover W points equal to patient's Tif
Musician, Palmistry, Sing, Story healer makes an Int test at +20. Tif vsti fled
Telling Strongman Surgery: ", hour a day treatment by 2 character with
Construct Dexterity Boat Building, Carpentry, Surgery skill wiples recovered W points if surgeon makes a
Engineering, Mining Smithing, __sucvessful Int test, doubles if tes is failed
Stoneworking ———sSe
Disese ——Toughnessx10_Immusity 0 Disease
Employment See WARP, p68 Depends on career VISION RANGES IN DARKNESS.
Estimate Intelligence Evaluate, Follow Tral, Super ht Radins Structures Distance from which
Numerate (yards) (yards) radius can be seen
Fall see Movement Acrobatics Torch 10 30 20
Fear Cool Lantern 15 45 30
remy Cool = Candle 5 re 10
Gamble See WERP, p69 Gamble lamp 3 B 10
Gossip Felowship Acting, Bribery, Charm, Camp fire 15 6
Comedian, Public Speaking, Night Vision
Seduction, StoryTelling, Wit Halfling 20 20
Hated Coal ee Be 20 20
Hide snaave plus Wood Ef 30 30
Cool minus. Dwarf 30 30 -
‘cnciy Inaive Concealment, Shadowing
aay pe Sadie maamnaget
Ioverrogate = Will Power Torture AVAILABILITY OF ITEMS
= oo fany ew ew ey oe an
Listen Soft noise 30% vi = a — —_—
Scenic c= oe
loud 100% Acute Hearing, Silent Move beoatd * am biscf =
tonto Ser seatce 3 WR BN tox
Observe —__Inistive = 20% 39% NOON
pti Deed mous. Pleneiful 35% 70% 100%
Tock rating Pick Lock Rp ET
PickPocket Dexterty Pick Pocket
Poison Toughness x10 Immunity to Polson SUBSISTENCE
Reaction Iniaive a Hem Emcum Avail
Risk Base $0% Depends en_creumstances — Food per day Plentiful
sce WERP, p71 Iron rations (1 week) 50 Common
Search Iniatve = Ale (pint) 2 Plentiful
Search rapid Inkitive ~ House wine (bostle) Common
Sneak 30% Concealment, Silent Move Good wine (bottle) Average
Strengh Seng x10 Spisit (bottle) Average
Stupidity Inteligence Inn common roominight 2/(3i-with bed) Plentiul
‘Terror Coot Inn separate room 30/ 7 Common
Understand (sleeps 4)
Language Intelligence Stablinghorse‘night 16 Plentiful
Fodderhorse/day PlentifulCOMBAT
Hit
WEAPON MODIFIERS
1
Weapon
Hand Weapon -
Dagger
Spear"
Improvised
Bastard Sword
2-hand Weapon
Halberd*
Quarter Stat -
Flail 7 “10
hand Fail 2 “10
Rapier +
Buckler - 420
Left-hand dagger 10
‘Sword-breaker - 10
Lancet +10 "20
Net = 200 = 0
‘Whip 10 2 20
+ = 4201s. mounted opponent. Honus applies in
fest round, and in later rounds only when user is
winning.
ews, aerial opponents, +20, no penalty to hit.
‘++ — only when mounted and charging. Ocherwise,
burtend of lance counts as a hand weapon,
NOT ET
MODIFIERS TO HIT
Hand.to-Hand
Charging +10
Advantage of
ground, +10
Winning +10
Obstacle 10
Wronghanded — -10
Unarmed. "20
Large target +0
Moving mount 10
Running target 10
Evading target 20
Long Range 10
Extreme Range 20
Improvised Missile “10
Soft Cover 10
Hard Cover 20
Flying target range +1 step
Missile Five
‘Small target
SE
CRITICAL HIT AND
SUDDEN DEATH CHART
DIO «+1 +2 «43 +4 «45 46
and up
o1-10
11-20 Result
21-30,
31-40 7 o
4150 Nocfiect
51-60
61-70 Fee
71-80
81-90 vieum
91-00 is dead
MISSILE WEAPONS
Weapon Rangeiks
ope PUB Short Long Ext"** Reload
Short Bow 163 323 1503 1 round
Nontal Bow 24/3 48/3 2503 1 round
Long Bow = 328 6438 3003 1 round
IC Bow = 34 G44 3004 1 round
Crossbow = 3/4 G44 3004 2 rounds
Repeating Xbow = 32/1 = 1001
Sling. 243 363 1503 1 round
Staff sting 24/4 36/4 2004 2 rounds
Javelin. BF 16506 1 round.
Spear 46 BF 25 1 round
Dart 46 BF 20® LT round
Kaife 4 af 206 tL round
Axe ae BF 20 L round
Blowpipe ba 1 $q/1 1 cound
Lasso. 80 30/0" 3 rounds
Bolas Laat Sar® 1 round
Bomb 5/6 20/6 1 round
Incendiary Sf 20 1 round
Improvised 26 1Q* 1 round
Firearms
Arquebus 34 30/4 60/4 3003 2 rounds
Blunderbuss 3/5243 «48325022 3 rounds
Duckfoor 3 «BB. «163 $022 ounds
Duclling Pistol 34 = 3 «163 530/22 sounds
HenricusSalas 34 = 8M «164 503 2 ounds
Jezail 34 363-7273 40022 3 rounds
Pike Gun 3412-243 $02 2 rounds
Pistol 33 123-243 $02 2 sounds
Swivel Gun 36 24 48/3 1002 4 rounds
VolleyGune* 3/8 128-243 $3 2 rounds
. fires 2 shots per round, 10-shot magazine takes
SB rounds to refill
«8 perbarrel
add 1 round aiming,
C= weapon's ES = user's $
E— entangling weapon
F = causes fire damage
TORT A
FIREARM MISFIRES
D100 Result
01-20 Partial burn: range and ES halved
21-50 No ignition: try again next round
5 No ignition: reload and try again
Slow burn: gua fires next round
Flash in the pan: fe-prime (1 round), 10 10 bit
fon next shot
‘Burn-round: shot welded into barrel, 50%
chance weapon explodes if used again
‘Weapon explodes: user takes normal damage,
weapon destroyedCOMBAT
MOUNTED TARGETS
Attacker Horsesized mount
Under 10' tall Rider 01-20
Mount 21-00
More than 10° Rider 01.50
all Mount 51-00
Mounted rider Rider 01.50
51-00 51.00
Larger mount
Rider 01-40
Mount 4100
Rider 01.50
Mount. 5140
Rider 01.50
Mount 5140)
Slain mount (D100)
01-70 Dismounted ~ may continue t9 Aight on foot with
no ill effects
71.90. ‘Thrown ~caleulate damage as for fall of D4 yards
[Rider i thrown in a random direction
91.00 ‘Trapped under mount ~take one point of damage
for each Strength point of the mount. May attempt a
‘Strength test each round to craw! out from under
the mount. Trapped riders count as prone targets
ee een ane
WALLS, BUILDINGS AND DOORS
Structure TD Lock
Mudlstraw wall, 8yds 58
Light wood wal, 8 yds 6 20
‘Timber wall, 8 yds 7 30
Stone/brick wall, 8 yds 10
Thatch, 8 yds. 15
Wood fence, 8 yds 15
Wood floor, 8 yas 30
Clay/eaeth floor, 8 ye 20
‘Reedimat floor, 8 yds 15
Improvised barricade, 8 yds 15
Mudstraw hut 15
‘Wood shack 20
‘Timber building, 8x8 yds 30
Stone building, xs yds 50
Brick building. 8x3 yes se
Cupboard door D6 DEP x10,
Hiatctyicapdoor Dé Dé+1a10%
(padlock)
Dé-L x10%
Dé x10%
1x10%
Home, inside door D6
Home, entrance door 206
Strongroom door 306
Dungeon door 36
Fortress inside door 306
Fortress, strongpoint door 5D6
Fortress, entrance door 606
Di+2x10%
Dé+3 x10%
Notes
1 All structures count as prone targets ~ automatic hits,
double damage,
2, 10 DP makes a hole big enough fora character to squeeze
through (Halflings or characters with Contortionist sll can
get chrough 2 5-point hole.
3. A door which has lost halfits damage points has a hole
large enough to look and reach through (eg. to open a bolt
from the other side)
HIT LOCATIONS
Roll Location (humanoid)
0115 Head
1635 ight arm
3655 Leitarm
5680 Body
8190 Right leg
9100 Lett eg
Location (animal)
Head
Righ foreleg
Left foreleg
Body
Righ: rear leg,
Left rear leg
a
INSTABILITY
(Check for instability every 6 rounds (1 minute) on 1D6, On
6 the creatures have become unstable; rol) 1D6 again:
1, ‘The creatures’ natural plane of existence and the real
‘world become separated. The creatures slowly lose vitality
and become insubstantial These effects are permanent ~ do
not roll again. The creatures cannot cause any physical
‘damage in combat. They are affected by weapons and magic
1s normal for their kind. They still cause fear and other
psychological effects, They are also subject to snupidity
2. The creatures’ physical maniféscacion and power arc
<éraven back to their natural piane, leaving only theie image.
‘These effects are permanent ~ do not roll again, Creatures
‘cannot cause physical damage in combat, and are not
alfected by normal weapons, but are automatically dispelled
bby magical attacks or hits from magical weapons. They still
‘cause fear and other peychological effects.
3. The state of flux between the creatures’ plane and the
real world confuses them. They may not move for Dé
rounds. Ifin combat, they cause half as many wounds as
‘normal, and all hits zquinst them cause double damage.
4. Some of the creatures are drawn back inio their wn.
plane of existence, 106 creatures are drawn away ~ they do
5. The state of flux berween the creatures’ plane and the
real world strengshens them, For 1D6 rounds the creatures
‘ght with double their normal number of attacks.
6. The creatures gain great power as the two planes of |
existence move closer. For ID6 rounds they take no
éamage at all All theie hits slso cause +1 wound, oF +1)
+ 10¥ effect for creatures with non-sirking attack modes,
MONSTERS NIGHT VISION
All distances in yards
Basilisk 20 Hobhound 10 Rat 10
Bat, Giant 20 Hydra 20 Rat, 20
Cai, Wild 20 Jabberwock 20° Skaven 30
Dragon 20 Lizardman 30 Snake 20
Blementl As day Ore Snotling 10
Fimir 15 Orc, Black Spider, Giant 10
Fox 10 Troglodyte 30
Goblin 10 Undead As day
Gnome 30 Pack Wolf Wolf 5MOVEMENT
MOVE RATE
Cautious
22,
anan
“56,
wal,
30602,
iam,
4843
16963,
38:108/4
20712044,
221325
2404475"
261565",
281686",
3071806,
penser,
342047,
362168
Standard
4247
BART,
12722,
16963",
20/120/4,
24/1445,
28168764,
s2g2,
362168
902409
4472569%),
48238/10%,
5212/11,
56336712",
6073600134.
433414,
6408/15,
232/16
Running
16963,
sansa,
487288/10%,
647384/14,
£0:480/18
96'576:21,
aig67225
128768128,
14486432,
160960135,
17571056394,
192/115243
208/124 46,
224/134450
240144053,
2557133657",
272163260",
2897172864",
3R2288, 764567 404182468
402409" eo48018 32092071"
Bach figure is piven as: yards per round/10 seconds yard
per game tuen/minute, and miles per hour equivalents
TRANSPORT MOVEMENT
‘Type of Move
‘transport mate
Riding horse or
wirhorse 8 32 192
Ponymule 7 28 163
Draft horse 6 24 148
Cart @ wheels) 6 24 MAS
‘Wagon (4 wheels) 2 2 2,
Coach (4 wheels) 16 96 3Y
Rowing boat 2 2 2,
Smal sailing boat 16 96 34,
‘Commercial barge a 8 Pi
Sailing ship 20 mo
Yards Yards
per round per turn
Mites
hour
‘Water transport: curenss and wind will alter speed. Add
25% to a vessel's speed if moving downstream or with a
heavy current. Add a further 25% for sailing vessels sailing,
before the wind, Deduct the same amount for sailing
“upstream or against a current, of for a saling ship heading.
nwo the wind.
eal
SWIMMING
Characters who can swim move at of cautious rate, A Risk
{estat +20% is required in hazardous conditions, Any
armoured characters make the Risk test at-10 for each point
of armour; GM judges the effect of other encumbering items.
Balled test or no Swim skill means the character
automaticaly starts drowning; afer T rounds, lose 1 Wound
per round until they drown at 0 Wounds.
OBSTACLES
Movement is halved for an obstacle or difficult ground,
Moving at more than cautious speed over an obstacie
requires a Risk test (10 penalty ifrunning)
Obstactes are:
‘Opening & moving through doorswindow
Moving over a low wall, hedge or fence that is less than
sbc feet high
Jumping over ditch oF narrow crevasse
Getting on/off riding, animal
Difficult Ground is:
‘Woods or undergrowth
Steep or treacherous slopes
Fords or shallow streams
Soft sand or thick dust
Stairs, steps and ladders
Rubble, rocks or other debris
‘Marsh Or thick mucl
REINO CNT
JUMPING. LEAPING AND FALLING
Jumping: a controlled vercical descent. Damage: Take the
distance jumped in yards, and subtract D6. If results
‘greater than zero, subtract that many Wounds.
Leaping: 2 horizontal jump. Characters can jump twice
their Movement, minus D6 yards (minimum one yard),
With no run.up, leaps are twice Movement minus 206
yards (minimum one yard). 4 failed Leap results in a Fall
Falling: an uncronirolied descent. Damage: Double the
distance fallen in yards, and subtract D6, M result is greater
than zero, subtract that many Wounds, 50% chance of
dropping anything held in hands.
TET
FLYING SPEEDS
‘Type a Dive
‘Swooper 2456
Hoveree 134
Lander 28.32
All speeds given in yards per roundeee ene
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