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Combat

Cheet Sheet for SIFRP (including houserules) By: DrixDZanth


Manuever Name Maneuver Description Requirements/Special Greater(G)/Lesser(L)
Offensive Basic Attack Fighting/Marksmanship + Bonuses vs Combat Defense None L
*Denotes Reckless Attack Add +1D to Fighting. -5 to Combat Defense None G
Houserule Charge Move up to 2xMovement; then Fighting -1D but +2 to weapon damage None G
Cautious Attack* Subtract -1D to Fighting, +5 Combat Defense None G
Divided attack Divide Fighting and Bonus dice vs multiple opponents at your discretion. Facing multiple opponents G
Two-Weapon Attack Add Off-Hand Damage to this attack. Lose weapon's Def. bonus. Weapon has Off-Hand quality G
Combined Attack Two-Weapon + Divided. Add Off-Hand damage to each divided attack Facing Multiple opponents and weapon has Off-Hand quality G
Knockout Athletics/Fighting (whichever is higher) vs. (Endurance)x4. Success=Stun, (-5) to Combat Req. Range 0 OR opponent unaware. Formidable (12) Endurance (+Resilience) test to shake L
Defence. 2 degrees success = Unconscious. . stun or wake up. Otherwise loses stun in 1d6 rounds or wakes 1d6 minutes
Attack Weapon Normal attack vs (whichever higher) Combat Defense or Weapon TN. Each success Weapon TN: 9-Poor,18-Common,21-Castle-Forged,Valyrian-Impossible. L
reduces difficulty by 5/degree. Success vs (0)=Broken.
Strategic Knockdown* Athletics vs Passive Agility/Athletics (Whichever is higher). Knockdown + Move to add +2 to result. +1D vs downed opponents. L
Distract Cunning vs Passive Will. Success= Opponent loses Awareness from CD Be cunning. L
Disarm Fighting vs Passive Fighting +5. Critical fail= you disarm yourself If you have free hand+ Fighting 4, catch weapon. Otherwise falls 1d6 yds. G
Maneuver Fighting vs Passive Fighting. Opponent is -1D on all tests and moves 1 yd. Opponent can make routine (6) awareness test to avoid lethal move. L
Counterattack End turn. Resolve basic attack to interrupt/cancel enemy attack. Set for Charge: If the opponent charges you, add +2 to weapon damage. G
Aim Add +1B to next Fighting/Marksmanship text. L
Battlefield Tactics Roll Warfare (+Tactics) vs TN 9 to grant +1B/degree on ally's initiative test. Multiple Replaces initiative roll. This moves character to bottom of initiative. N/A
bonus die can be split as you please.
Movement Basic Movement Move up to movement rating. Can do this twice in a round. Movement = 4 (+1/2B in Run) (-1/2 points of bulk, rounded down) [min=1] L
/Defensive Sprint Sprint (4xMove - Bulk) yards. Attacks vs you suffer -1D. [min sprint=4] G
Dodge Roll Agility (+Dodge) test. This (+Defensive weapons) replaces CD. You may also move half your movement in addition if you choose. G
Stand Up/Fall Down Standing from Prone. If your AV is 6 or greater this action is greater. L
Other Assist Add +X. X= half the rank in your ability rounded down. Counts as your attack if you assist Fighting/Marksmanship G
Catch Your Breath Endurance vs TN 0. Each degree of success restores 1 HP. G
Interact Picking something up, drawing a weapon, opening a door, etc. Drawing a weapon while moving = -1D on attacks following round L
Use Ability Picking locks, looking for an exit, catching a swinging rope, etc. Varies
Pass Forfeit action. Gain +2B on next test. This action is not cumulative G
Brawling Grab Fighting exceeds Passive athletics, you may grab. Weapon has Grab quality. Reach 0. L
Grabbing (Attacker) You may only attack with Grab, Pin, or Off Hand weapon. Cannot move. Grabbed opponent's combat defense is reduced by -5 N/A
Grabbing (Defender) Can not move. May only attack with Brawl or Shortblades. N/A
Break Grab (Defender)* Opposed Fighting/Athletics vs Fighting/Athletics (highest) Brawl and Strength apply L
Pin (Attacker)* Opposed Fighting/Athletics vs Fighting/Athletics (highest) (+Brawl/Str) Pinned opponents= Lose Agility from CD. Attacker gains +1D to fighting. G
Break Pin (Defender)* Opposed Fighting/Athletics vs Fighting/Athletics (highest) (+Brawl/Str) This is the only action you can take if you are pinned G
Mounted Ride Automatic if trained. Greater action if not wartrained or injured. Ride test vs unwilling mount's passive will. Varies
Combat Attack from Mount Use Mount's Movement. +1B Fighting against non-mounted. If mount didn't move, add +2 damage to swing. N/A
Trample Roll Animal Handling (+Ride) instead of fighting. Additional people trampled get Mount moves up to speed. Deals damage equal to horse athletics score. G
cumulative +5 to defense (e.g 3rd person has +10 defense)
Pull from Mount Fighting vs Passive Animal Handling. Success counts as knockdown. Requires Grab quality or Polearm. G
Attacking Mount Spend Destiny point to give steed injury or wound, per normal rules. This is considered highly dishonorable to deliberately do. Varies
Your Steed Dies Formidable (12) Animal Handling Test. Succeed and land 1 yard away. Fail and you are trapped beneath. Take damage = Steed Athletics (ignoring AR). You are considered helpless (-5 N/A
defense, +1D tests against you). Athletics/Agility (+ Str/Contortion) vs TN 9 to free yourself as a greater action.
Impaling Impale On 3deg of success, roll Athletics vs TN 9. Fail, you are disarmed. Succeed and you impale. You cannot atatck with the weapon. N/A
Rules Impaled (Defender) When you are impaled you cannot move N/A
Yank Free (Attacker) Roll athletics vs 3+Armor Rating. Deal weapon damage for each additional degree of Opponent is impaled. Failure of this test, opponent remains impaled. L
success.
Yank Free (Defender) Athletics test vs TN 9. Removing inflicts 1 injury (or wound if max injury) You are impaled. G
Yank Free (Assistant) Healing test vs TN 12. Fail inflicts 1 damage/5 points of failure. Your buddy is impaled G
Pin (Attacker) Athletics (+Str) vs Passive Endurance (+Resilience) to Pin. Opponent is impaled first. Opponent is helpless (-5 CD, +1D tests against) G
Combat Flow *Denotes House rule Destiny Point Effect
Step 1: Battlefield Features Describe the general battlefield features. Some important features are described below Spend destiny point to move over obstacles effortlessly, not impeding movement.
Cover Add+5 bonus to combat defense when behind cover. +10 as greater action (crouching) Spend destiny point to increase cover bonus by +5
Bystander Cover Add +5 to defense. Missed attacks kill the bystander instead (and eliminate the cover) Spend destiny point to re-direct attack to bystander
Objects Up to narrative, but will be a myriad of objects appropriate to setitng, per the GM Spend destiny point to find an item you need (shield, sword, rope etc)
Lightning: Well Lit No penalty
Lighting: Shadowy Subract -1D to Agility, Athletics, Awareness, Fighting, Theivery. -2D Marksmanship Spend destiny pt. to slip away and hide (stealth check) or remove negative effects for 3 rd.*
Lighting: Dark Double penalties of shadowy terrain. Terrain becomes trecherous (move costs doubled) Spend destiny to blind those when ignighting a light source (they receive no benefit from lit)
Trecherous Terrain Movement costs doubled Can ignore terrain for 3 rounds*
Higher Ground Posessing higher ground adds +1B to Fighting and Marksmanship* attacks
Step 2: Detection Skip unless one or more combatant attempts to hide.
Hide Roll Stealth vs Opponent's Passive Awareness (if characters are unaware) or Awareness test (if actively searching). Surprise grants +1D to marksmanship/fighting test for first round.
Step 3: Initiative Roll Agility (+Quickness). Break ties with highest quickness or (if equal) roll-off. (Repeat this step prior to each round of fighting)
Step 4: Action Choose action from list of actions and resolve in initiative order (Return to Step 3 until defeat or fighting stops)
Characters can mitigate damage the following two ways:
Injury: Reduce damage = Endurance Rank Suffer -1 to all tests. Max injury = Endurance. Additional Injuries count as wounds.
Wound: Reduce damage = Endurance Rank x 4* Suffer -1D to all tests. Max wounds = Endurance. If wounds exceed, you are defeated
Step 5: Resolve Defeat* Victor can choose the following fates or roll 1d6 and consult chart: Effect
1 Killed The wounds you sustained were too significant to survive. Your character perishes
2 Maimed Roll 1d6. 1-3: Lose a hand/arm. You cannot wield 2-handed weapons. -2D on tasks requiring
2 hands. 4-6: Lose a leg below the knee. Halve movement. -1D to all Athletic tests.

Your face is reduced to a gurgling mess. You'll recover, but look hideous. You must re-roll all
3 Marked 6's on persuasion tests.
Your opponent has hamstrung you. The tendons will never heal the same. -2 movement
4 Crippled (minimum of 1)
Your opponent left you for dead. You'll recover, but a soft tissue injury will forever hamper
5 Flaw (Marksmanship or Fighting) -1D your fighting ability. It'll never be the same.
Roll 1d6. 1-2: Your nerves have deadened slightly in a limb. -1D to Agility. 3-4: An infection
sets in to your wounds. Your body never quite recovers. -1D to Endurance. 5-6: Your retina
6 Flaw (Agility, Endurance, Awareness) -1D is knocked out, you suffer from tinnitus, or some other malady. -1D Awareness.
If the final blow was made from a non-lethal weapon (Fist/Shield) the victor can choose (or roll 1d6):
1,2 Ransom You are captured. Your posessions and status can be stripped.
3 Take the Black Your opponent demands you join the Night's Watch, often at the edge of his sword.
4,5 Unconcious You are knocked unconcious and presumed dead. 2d6 hours later, you wake.
6 Roll on original chart Despite the attempt at leniencey, your wounds are too grave.

Critical Hits If combat test roll is 2x combat defense or better, count 6's and consult following table
1 Add +2 to base weapon damage
2 Add +4 to base weapon damage OR free knockdown*
3 Add +2 to damage AND 1 wound OR free disarm*
4 Add +4 to base weapon damage AND roll on "defeat" table*
5 Add +4 to base weapon damage AND 1 wound AND roll on table*
6 Enemy Dies*
7 Enemy Dies and you gain 1 Glory for your spectacular defeat of him*
8 Enemy Dies and you gain 2 Glory for your spectacular defeat* (who rolls 8 dice?)
Fumbles** If your test FAILS (not rolling all 1's, but FAILS) roll 1d6+Number of 1's rolled
1-3 Nothing happens.
4 You leave yourself open to attack, stumbling forward. -3 to combat defense next round.
You injure an ally if adjacent (Fighting) or in visible range (Marksmanship). If this isn't
5 applicable, damage yourself.
6 Drop Weapon 1d6 yards away from yourself as it slips from your grasp
7 Minor break: -1 damage. Castle-forged or better are dropped instead.
8 Major break: Weapon useless. Castle-forged or better suffer minor break instead
9 Slippery grip: -1D on Fighting/Marksmanship tests next round
10+ Overbalanced: You leave a major opening to attack. -5 to combat defense next round

Fatigue and Destiny Points in Combat


Effect Penalty
Fatigue Can take Fatigue = Endurance for the following benefit (choose one): Suffer -1 to all tests while fatigued. Fatigue resolves per hour of rest*
Ignore Armor Penalty
Ignore 1 wound
Ignore all injuries
Gain lesser action
Destiny Point (Spend) Can spend Destiny Point for following benefit: Destiny points aren't regained until you achieve some fantastic goal or resolve the current
Gain +1B chronicle.
Remove -1D
Bestow -1D on opponent
Change +1B to +1D
Ignore Armor Penatly for 1 Round
Ignore many terrain effects (see combat flow chart)
Gain lesser action
Destiny Point (Burn) Can burn a Destiny point for following benefit: In my opinion, burning these other than to for the first few effects is a waste. 50xp a pop.
Remove all Damage and Injuries (Wounds Remain)
Avoid Certain Death (You are presumed dead until the Narrative is appropriate)
Decide how you are defeated (or, if you feel lucky, roll for yourself)
Transform a successful attack into a failure
Automatically succeed a task (only one degree of success)
Convert all +B to +D
Add +5 to test result
Permanently remove penalties associated with negative quality.

Reach General rules: Max range is Reach+1 (-1D). Attacking Reach-2 confers -1D penalty*. If you start in optimum reach and move 1yd, opponent rolls Fight vs Fight* if he wins, free attack
Class Weapon Reach
Axe Longaxe 2
Mattock, Woodsman's Axe 1
Blunt Maul, Ball & Chail, Warhammer 1
Flail 2
Brawling Whip 3
Fencing Braavosi Blade 1
Long Blade Greatsword 2
Warhammer Arakh, Longsword, Bastard Sword 1
Pole-arm Halberd, Pollax 3
Peasant Tool 1
Spear Pike 6
Tourney Lance 4
War Lance, Spear, Boar Spear 3
Trident, Frog Spear 2
All other weapons have 0 reach.

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