Beruflich Dokumente
Kultur Dokumente
Volley 1
Volley 2
Move In
Stride Advantage
Longest Stride: +1D.
Stride +4 or more: +2D.
Volley 3
Move In
Move In
Range
Close (Speed)
Close (Speed)
Close (Speed)
Sneak In (Stealthy)
Sneak In (Stealthy)
Sneak In (Stealthy)
Flank (Tactics)
Flank (Tactics)
Flank (Tactics)
Charge (Steel)
Charge (Steel)
Charge (Steel)
Hold Ground
Hold Ground
Maintain Distance (Spd)
Move Out
Move Out
Withdraw (Speed+2D)
Withdraw (Speed+2D)
Withdraw (Speed+2D)
Retreat (Steel+1D)
Retreat (Steel+1D)
Retreat (Steel+1D)
Hesitation Actions
Hesitation Actions
Hesitation Actions
Spending Successes
Taking a Shot
Fall Prone
Fall Prone
Fall Prone
Run Screaming
Run Screaming
Run Screaming
Aiming Dice
Swoon
Swoon
Swoon
Ch
arg
e*
Ma
int
ain
Ho
ld
Wi
thd
raw
Sn
eak
Ou
t
Fa
ll B
ack
Re
tre
at *
vs
Stealthy
vs Tactics
vs Steel
vs Spd
vs Per
vs Spd
+2D
vs
Slealthy
vs Tactics
vs Steel
+1D
Sneak In
Stealthy
vs Spd
vs
Stealthy
vs Tactics
vs Steel
vs Spd
vs Observ
vs Spd
+2D
vs
Stealthy
vs Tactics
vs Steel
+1D
Flank
Tactics
vs Spd
vs
Stealthy
vs Tactics
vs Steel
vs Spd
vs Observ
vs Spd
+2D
vs
Stealthy
vs Tactics
vs Steel
+1D
Charge
Steel*
vs Spd
vs
Stealthy
vs Tactics
vs Steel
vs Spd
vs Per
vs Spd
+2D
vs
Stealthy
vs Tactics
vs Steel
+1D
Maintain
Speed
vs Spd
vs
Stealthy
vs Tactics
vs Steel
vs Spd
vs Per
vs Spd
+2D
vs
Stealthy
vs Tactics
vs Steel
+1D
Hold
Special
Per vs
Spd
Observ vs
Stealthy
Observ vs
Tactics
Per vs
Steel
Per vs
Spd
Per vs
Per
Per vs
Observ vs
Spd +2D Stealthy
Observ vs
Tactics
+2D vs
Spd
+2D vs
Stealthy
+2D vs
Tactics
+2D vs
Steel
+2D vs
Spd
+2D vs
Per
+2D vs
Spd +2D
+2D vs
Stealthy
vs Spd
vs
Stealthy
vs Observ
vs Spd
+2D
vs
Stealthy
vs Spd
vs
Stealthy
vs Tactics
vs Steel
vs Spd
vs Observ
vs Spd
+2D
+1D vs
Spd
+1D vs
Stealthy
+1D vs
Tactics
+1D vs
Steel
+1D vs
Spd
+1D vs
Per
+1D vs
Spd +2D
Withdraw
Speed
Sneak Out
Stealthy
Fall Back
Tactics
Retreat
Steel*
Sn
eak
In
vs Spd
Clo
se
Fla
nk
Taking a Position
Close
Speed
vs Tactics
vs Steel
vs Spd
Your opponent always gets a shot at you when you perform these maneuvers.
Cover
Hold Ground
Move Out
+2D vs
Tactics
Per vs
Steel
+1D
+2D
vs Steel
+1D
Other Actions
One success to cast spell, say prayer,
sing song, open a tomb door, or
otherwise make any other type of test
in Range and Cover.
Other action must be tested for as per
its normal rules.
Weapon
Opt
Extr/OOR MaxRange
vs Tactics
vs Steel
+1D
Melee or None
7 paces
Pistol
2D
1D
10 paces
vs
Stealthy
vs Tactics
vs Steel
+1D
Thrown Weapon
1D
1D
30 paces
Arquebus
1D
1D
50 paces
+1D vs
Stealthy
+1D vs
Tactics
+1D vs
Steel
+1D
Hunting Bow
2D
1D
100 paces
Crossbow
1D
3D
125 paces
Elven Bow
3D
3D
250 paces
Great Bow
2D
4D
300 paces
Heavy Crossbow
1D
5D
350 paces
us
is
Hu
Bo nting
wi
s
Cr
oss
bo
wi
s
Elf
Bo
wi
s
Gr
eat
Bo
wi
s
He
Cr avy
oss
bo
wi
s
Optimal ()
Opt
Opt
Opt
Opt
Opt
Opt
Opt
Opt
Opt
Extreme ()
Extr
Extr
Opt
Opt
Opt
Opt
Opt
Opt
Opt
Out of Range ()
Out
Extr
Opt
Opt
Opt
Opt
Opt
Opt
Opt
I: B4
Opt
Opt
Opt
Opt
Opt
Opt
Opt
Opt
Opt
Extreme (1D)
Extr
Extr
Opt
Opt
Opt
Opt
Opt
Opt
Opt
Out
Out
Extr
Extr
Opt
Opt
Opt
Opt
Opt
I: B4
Extr
Extr
Opt
Opt
Opt
Opt
Opt
Opt
I: B4
Actions: Fire
Extreme (1D)
Out
Out
Extr
Extr
Extr
Opt
Opt
Opt
Opt
Out
Out
Out
Extr
Extr
Opt
Opt
Opt
Opt
1-2
DoF:
S: B12
I: B4
DoF:
VA 2
and Draw: 7.
M: B8
S: B11
Actions: Fire
6
S: B11
VA *
Gun: 2.
1-4
Arquebus
5
6
I: B4
M: B8
Actions: Fire
S: B12
VA *
Gun: 2.
VA 2
Crossbow: 2.
M: B9
M: B8
DoF Modifiers
Exceed obstacle, +1 to the DoF
Double obstacle, +2
Heavy Crossbow
3-4
5-6
I: B5
Pistol
5
1-4
Actions: Fire
Crossbow
3-4
5-6
1-2
Opt
VA 1
and Draw: 5.
M: B8
Actions: Nock
DoF:
S: B10
DoF:
Great Bow
3-4
5-6
1-2
DoF:
Thrown Weapon at
Optimal (1D)
M: B7
Actions: Nock
Pistol at
Optimal (2D)
Hunting Bow
3-4
5-6
1-2
DoF:
ueb
ni
row
Arq
Melee or No Weapon at
Th
Me
We lee
ap
on
is
Pis
tol
is
S: B13
Triple obstacle, +3
VA 3
Crossbow: 2.
Arquebus at
Optimal (1D)
Out
Out
Extr
Opt
Opt
Opt
Opt
Opt
Opt
Extreme (1D)
Out
Out
Out
Extr
Opt
Opt
Opt
Opt
Opt
Out
Out
Out
Out
Extr
Extr
Opt
Opt
Opt
Optimal (2D)
Out
Out
Extr
Extr
Opt
Opt
Opt
Opt
Opt
Extreme (1D)
Out
Out
Out
Out
Extr
Opt
Opt
Opt
Opt
Out
Out
Out
Out
Out
Extr
Extr
Extr
Extr
Optimal (1D)
Out
Out
Extr
Extr
Opt
Opt
Opt
Opt
Opt
Extreme (3D)
Out
Out
Out
Out
Out
Extr
Extr
Opt
Opt
Out
Out
Out
Out
Out
Out
Extr
Extr
Extr
Optimal (3D)
Out
Out
Out
Out
Extr
Extr
Opt
Opt
Opt
Extreme (3D)
Out
Out
Out
Out
Out
Out
Extr
Extr
Extr
Out
Out
Out
Out
Out
Out
Out
Extr
Extr
Hunting Bow at
Helmeted
Mallet Head
Fisted Bolt
Spear Tip
Arrowheads
Crossbow at
Hunting Head
Bodkin Head
Leaf Head
Frog Crotch
Blunt Head
Barbed Tip
Elven Bow at
Great Bow at
Optimal (2D)
Out
Out
Out
Out
Extr
Extr
Opt
Opt
Opt
Extreme (4D)
Out
Out
Out
Out
Out
Out
Extr
Extr
Extr
Out
Out
Out
Out
Out
Out
Out
Out
Extr
Thrown Weapons
DoF:
Heavy Crossbow at
Optimal (1D)
Out
Out
Out
Out
Extr
Extr
Extr
Opt
Opt
Extreme (5D)
Out
Out
Out
Out
Out
Out
Out
Extr
Extr
Out
Out
Out
Out
Out
Out
Out
Out
Out
Weapon Power: +0
DoF:
Bombs
DoF:
1-2
I: B3
3-4
M: B6
5-6
S: B9
VA 4/2
DoF:
Weapon Power: +0
Extreme
1D
Max. Range
50 paces
*
DoF:
Ninja Only
S: 6
Weapon Power: +3
S: 6
VA
Weapon Power: +1
S: 6
S: 6
VA
Roden Knives
I: 1-2
M:3-4
DoF:
S: 6
VA
Thrown Axe
I: 1-4
M:5
DoF:
S: 5-6
VA 1
Thrown Hatchet
I: 1-4
M:5
DoF:
Weapon Power: +2
VA
Shuriken*
I: 1-2
M:3-5
Weapon Power: +1
S: 6
VA
Javelin
I: 1-2
M:3-4
DoF:
Weapon Power: +2
VA
Throwing Knife
I: 1-2
M:3-5
Weapon Power: +1
S: 6
VA
Weapon Power: +1
DoF:
Iron-Cased Bomb
Palm-sized Rock
I: 1-3
M:4-5
VA 1
Roden Only
DoF Modifiers
Exceed obstacle, +1 to the DoF
Double obstacle, +2 to DoF
Triple obstacle, +3
Extreme range, -1 to the DoF
S: 5-6