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     ombat Actions

    • Attack: The Adventurer can attempt to strike with ahand-to-hand weapon or fire a missile at an opponent.

    • Cast Spell: The Adventurer can attempt to cast a spell.

    • Change Distance: The Adventurer can attempt to changethe range at which he is fighting, either closing with hisopponent or putting distance between them (see Closingand Disengaging on page !"#.

    • Change Stance: The Adventurer can shift from standingto prone or vice versa and an$thing in between.

    • Delay: The Adventurer ma$ pause to assess the tacticalsituation. This changes his %trike &ank to the numberwhen he finall$ does act. 'f no action is taken before%trike &ank reaches ero, then the Combat Action is lost.

    • Do Nothing: An Adventurer can decide to simpl$ spendhis Combat Action doing nothing useful.

    • Evade: Adventurers can attempt to dive or roll clear ofmissiles or a charging attack. This action can also bedeclared in advance of an anticipated attack (see )arr$#.The CA available on the character*s ne+t %trike &ankfollowing an vade attempt cannot be used to make anAttack. This penalt$ carries over to a new round if the

    Adventurer uses his last available CA in a round tovade.

    • Mount/Dismount: The Adventurer can mount ordismount a riding beast.

    • Move: 'f unengaged, the Adventurer ma$ move his fullmovement rate.

    • Outmanoeuvre: The Adventurer can engage multipleopponents in a group pposed Test of vade skills.Those who fail to beat his roll cannot attack him thatCombat &ound. %ee the section on utmanoeuvre onpage !.

    • Parry: The Adventurer can attempt to deflect anincoming attack. As well as being a reactive response,this action can also be declared in advance of an e+pectedattack b$ adopting a defensive stance. /owever, oncecommitted, the CA cannot be converted back to an$ othert$pe of action and is lost if not used before his ne+t %trike&ank occurs.

    • Ready eapon: The Adventurer ma$ draw, sheath orreload a weapon. Dropping a weapon costs no CA./owever retrieving a dropped weapon within reach coststwo CA: one to retrieve the weapon and a second toreturn to a readied stance.

    Offensive ombat Manoeuvres

    • !ash opponent  - Attacks can be used to deliberatel$

    bash the opponent off balance. The recipient is forcedbackwards b$ one metre for ever$ five points (or fractionthereof # of damage rolled. 0ashing works onl$ oncreatures up to twice the attacker*s %'1. The calculationuses the damage value originall$ rolled b$ the attacker,

    ombat Manoeuvres Summary

    Table

    O""ensive Manoeuvres De"ensive Manoeuvres

    Bash Opponent Blind Opponent2

    Bleed Change Range1

    Bypass Armour2 Damage Weapon1

    Bypass Parry3 Disarm Opponent1Change Range1 Enhance Parry3

    Choose Location Oere!tend Opponent3

    Damage Weapon1 Pin Weapon2

    Disarm Opponent1 Redirect Blo"

    #rip Regain $ooting

    %mpale Riposte

    &a!imise Damage2' 3 (lip $ree

    (tun Location (tand $ast

    (under )a*e Weapon

    )angle )rip Opponent1

    )rip Opponent1 +

    0oth an ffensive and Defensive 2anoeuvre.3 This manoeuvre can onl$ be selected if the winner of the

    outcome has rolled a critical success.! This manoeuvre is stackable.

    before an$ subtractions due to armour, parries and soforth. 'f the bash forces the opponent into an obstaclethen the recipient must make a Difficult (-345# Athletics%kill Test to avoid falling prone.

    • !leed #Cutting eapons$ - Causes a wound that beginsto bleed criticall$, if the attack overcomes Armour )ointsand in6ures the target. The defender must make an

    opposed roll of &esilience vs. the attacker*s originalattack roll. 'f the defender fails, then a ma6or arter$ orvein is cut and the wound inflicts a level of 7atigue at thestart of each new Combat &ound. 0leeding wounds canbe stopped b$ the successful use of the 7irst Aid skill butthe recipient can no longer participate in an$ strenuous orviolent action without opening the wound up again.7atigue levels gained b$ blood loss remain untilsufficient time has passed for the bod$ to recover.

    • !ypass armour (Critical %uccess nl$# - The blow findsa gap in the defender*s protection. This counts againstworn armour or the natural skin8fur8shell of creatures. 'fstriking a target that has both natural protection andwearing armour, then the attacker must decide which oneis b$passed. )h$sical protection gained from magic is

    considered as being worn armour.• !ypass parry  - The defender*s parr$ing weapon is

    treated as being one sie level less.

    • Change range - Allows the Adventurer to freel$ change

    the engagement range between himself and the opponent.This can be used to select a more favourable distance fora particular weapon, or even to disengage from the fightcompletel$ if desired (see 9eapon &each#.

    • Choose location  - The attacker ma$ freel$ select thelocation where the blow lands, as long as that location isnormall$ within reach.

    • Damage %eapon #Attack and De"ence$  - Theopponent*s weapon is damaged. The winner rolls thedamage for his weapon and applies it to his opponent*s.The opponent*s weapon uses its own Armour )oints forresisting the damage. 'f reduced to ero /it )oints theweapon breaks.

    • Disarm opponent #Attack and De"ence$ - The opponentmust roll an opposed test of his Combat %kill vs. theoriginal attack roll (if the attacker won# or the originalparr$ roll (if the defender won#. 'f the recipient of thedisarm fails, he loses his weapon. Two handed orentangling weapon wielders ma$ add a bonus of 345 totheir skill for this check. Disarming works onl$ oncreatures of up to twice the attacker*s %T&. 'f the attackerhas a hand free, he can grab the opponent*s weapon on asuccessful Disarm.

    • Entangle #Entangling eapons Only$ - 9eapons suchas whips or nets immobilise the location struck. 'f anarm, the target cannot use whatever he is holding if a leg;  the target cannot manoeuvre if the head, chest or;  abdomen the target suffers a -345 penalt$ to all activit$.n his ne+t action the wielder ma$ spend a CombatAction to make an automatic Trip pponent attempt. Anentangled opponent can attempt to break free b$ eitherpulling the entangling weapon awa$ from the wielderwith Disarm pponent, escaping with %lip 7ree, or cuthimself free using Damage weapon.

    • &rip #'narmed$ - As for )in 9eapon but re;uires thatthe limb used is not holding an$thing. 0eing grippedprevents an opponent from disengaging b$ use of thevade skill. 0reaking free re;uires the spending of a CAand winning an pposed Test of the damage,would instead be treated as an > whereas a greatswordwith 3D> damage would inflict D>> damage. This

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    does not affect the Damage 2odifier of the attacker,which must be rolled separatel$.

    • Stun +ocation #!ludgeon eapons, Attacker Only$   -9eapons such as maces, hammers and so on, cantemporaril$ numb the location struck. The defender mustroll an opposed test of his &esilience vs. the originalattack roll. 'f the defender fails, then a limb is rendereduseless, a torso blow causes the foe to stagger winded(ma$ onl$ defend#, or a head shot renders the foeunconscious. The duration of incapacitation is e;ual, inCombat Actions, to the damage that penetrated thearmour. 'f no damage penetrated, then the impact wasinsufficient to stun.

    • Sunder #)%o-handed eapons, Attacker Only$  -Damages armour worn b$ the opponent. Appl$ theweapon damage (after reductions for parr$ing or magic#against the A) value of the armour. An$ surplus damagein e+cess of the A) is then used to reduce the A) value ofthat armour location. 'f an$ damage remains after thearmour has been reduced to ero A), it carries over ontothe /it )oints of the location struck. This effect ma$ alsobe used on the natural armour of creatures, as the blowopens up a horrific gash in their hide, smashes chitin andso forth.

    • )rip opponent #Attack and De"ence$ - The opponentmust roll an pposed Test of vade vs.the original attackroll (if the attacker won# or the original parr$ roll (if thedefender won#. 'f the opponent fails, he falls prone.?uadruped opponents ma$ substitute their Athletics skillfor vade and gain a 345 bonus to their skill for thistest.

    Other Rules

    • Aim - add critical range5 to ranged skill per CA spentaiming.

    • .iring on Move  -

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    Asphyxiation / Suffocation /

    Drowning

    )repared: hold breath for CH +B seconds.

    ChainHshac*le ? ?

    Clu 6 6Dagger 7 6

    ,ut "all 2m section5 3 18

    %ron door 12