**EDIT**
I have formated the document in a tabled layout and exported it to a PDF for printing.
New versions will be posted here.
javascript:void(0);/*1258483695181*/ - Version 1.0 in PDF Format
Includes the latest community errata items.
**EDIT**
I've made a cheat sheet. As soon as the box is released, I'll post it here.
Edit: Aight, maybe it won't be a problem then. Just remember, much of this won't make sense without some sort of context.
Initiative: Agility for encounter, Fellowship for social
Beginning Phase: 1 free stance. +1 stress for each additional
Check for any card effects and conditions
Combat Phase:
1. Select an action card
2. Announce target
3. Generate dice pool
4. Assign challenge and misfortune dice
5. Roll and evaluate
6. Calculate damage (if applicable)
7. Resolve any remaining effects
End Phase: Remove recharge and condition counters
Check for any card effects and conditions
Hit: On card. <P> standard difficulty.
Attribute (Str or Ag) <B>, Trade for ® or (G) Stance +
Maybe [W] for fortune or an award, and [Y] for training
Defense, environment + ACE and <P> for difficulty + any difficulty on the card
Damage:
(Str or Agil) + Weapon CR + Card effects vs.
Soak + Toughness +Card effects
Minimum Damage: 1 wound
If the result is zero wounds, and crits are generated, all crits are converted to normal wounds
Chaos Star: Triggers effect if available, otherwise is a bane
Sigmar's Comet: Player may trigger effect, or count as boon, success, or in combat trigger a crit
{BB} = Suffer one stress or fatigue
*BB* = Recover one stress or fatigue
*B+* may also trigger weapon crits
Fortune Points: Refreshed by the GM or off the party sheet when it = (X) players
1. Add a fortune die to a roll
2. Remove a recharge token from a card
Strength: Melee Damage (Weapon adds to damage)
Toughness: Soak (Some armor adds to Soak)
Agility: Defense and Ranged Damage (Some armor adds to Defense, Weapon adds to damage)
ACE: Aggression, Cunning, and Expertise (ToA-45)
Challenges:
Simple: <0>
Easy: <P>
Average: <PP>
Hard: <PPP>
Daunting: <PPPP>
Opposed Checks:
< half = <0>
< = <P>
= = <PP>
> = <PPP>
> x2 = <PPPP>
+ for Skill
+ for Specialization
+ for Spent Aggression or Cunning budget
Arcane: Channel and Spellcraft
Divine: Piety and Invocation
Perception: Intuition (RB-17) or Observation (RB-18)
Engage or disengage = 1 Manoeuvre
Move between close and medium range = 1 Manoeuvre
Move between medium and long range = 2 Manoeuvres
Move between long and extreme range = 3 Manoeuvres
1g = 100s
1s = 25b(rass)
1g = 2500b
Distress: Stress or Fatigue > WP or Toughness + for each token above stat
Stress: > 2x WP = Passout
Fatigue: > 2x Toughness = Passout
Strained: T and WP are both distressed, may trigger effects, see Insanity
Recover from Stress/Fatigue with Fortune Points, resting, act ending, with boons, or in rally phase
Recover T and WP Stress and Fatigue at the end of encounters
Night's rest recovers T and WP Stress and Fatigue
Insanity, Mental Stress: Any time wP is distressed, and another stress added, draw Insanity card
Check traits (RB:68), ignore if they don't match discard
Insanity, Strained: Draw a new card any time you are fatigued or stressed (you could have 2 Ins)
Keep drawing till you get one that works for the situation
If you already have one from your strained state, add tokens
Rally:
1. Move stance one toward neutral
2. Remove one recharge from each card
3. Recover 1 stress and 1 fatigue
4. Adjust power/favor
5. Refresh ACE
-Characters may-
1. Perform a manoeuvre
2. Attempt firstaid check
3. Attempt a <P> Resilience check to recover fatigue
4. Attempt a <P> Discipline check to recover stress
5. Reroll init for lowest party init
6. Perform an action with the 'Rally' trait
Henchmen:
Broken up into groups the size of the party
They roll for initiative together
Only 1 attacks, others add fortune dice
Use T instead of WT for wound threshold
The group shares a pool of wounds = Number henchmen x T
The don't take crits, but suffer additional wounds = to crit severity
Monster actions and ACE:
Each type of monster shares 1 ace pool
When a skill is on cool, it's on cool for everyone, but
Cool tokens are removed from every skill for every monsters turn




