TEXT: Fight
  for what
  you believe
  Burning Wheel Gold © 2011 Luke Crane       Burning Wheel is a Registered Trademark of Luke Crane.       www.burningwheel.com
  the
  Burning Wheel
  Gold
  Game Master
  Reference Book
  Burning Wheel Gold © 2011 Luke Crane       Burning Wheel is a Registered Trademark of Luke Crane.       www.burningwheel.com
  
  Task Difficulty by Obstacle
   
   
   
  Ob 1 
     Easy, requires little thought
   
   
   
  Ob 2 
     Routine, everyday tasks at your job
   
   
   
  Ob 3 
     Difficult, requires concentration
   
   
   
  Ob 4 
     Extremely difficult, risky
   
   
   
  Ob 5 
     Master-level, requires expertise
   
   
   
  Ob 6 
     Requires heroic effort
   
   
   
  Ob 7 
     Ludicrously difficult, an improbable feat
   
   
   
  Ob 8 
     Requires preternatural ability or lots of help
   
   
   
  Ob 9 
     Nearly impossible
   
   
   
  Ob 10 
     A miracle
  Failure:    Put intent or story in the crosshairs and try to hit a BIT.
                          If this is not possible, complicate the situation or break gear.
  Significant Rules Exceptions
  Test
  Wound 
  Penalties Apply
  Open-ended
  6’s
  Special Failure 
  Conditions
  All Skills
  ✔
  Magical Skills
  ✔
  ✔
  Astrology
  ✔
  ✔
  1’s Open-end
  All Stats
  ✔
  Perception
  ✔
  No Test
  Circles
  Faith
  ✔
  No Test
  Health
  Reflexes
  ✔
  Resources
  No Test
  Steel
  ✔
  ✔
  Working Carefully: +1D advantage, + 50% time
  +1D advantage, + 50% time
  Working Patiently: Allocate successes to increase quality.
  Allocate successes to increase quality.
  Allocate successes to increase quality.
  Working Quickly: Decrease time by 10% per success allocated
   Decrease time by 10% per success allocated
   Decrease time by 10% per success allocated
  Helping and FoRKing: Helping adds +2D if exponent 5 or higher. FoRKing adds +2D if 
  exponent 7 or higher.
  Skills may help skills and stats. Stats may help stats. Stats may not help skills. Circles may 
  help Circles (if appropriate). Resources may help Resources.
  Helping adds +2D if exponent 5 or higher. FoRKing adds +2D if 
  Skills may help skills and stats. Stats may help stats. Stats may not help skills. Circles may 
  help Circles (if appropriate). Resources may help Resources.
  Helping adds +2D if exponent 5 or higher. FoRKing adds +2D if 
  Skills may help skills and stats. Stats may help stats. Stats may not help skills. Circles may 
  help Circles (if appropriate). Resources may help Resources.
  Helping adds +2D if exponent 5 or higher. FoRKing adds +2D if 
  Skills may help skills and stats. Stats may help stats. Stats may not help skills. Circles may 
  Double Obstacle Penalty: When testing a stat in place of a skill (for Beginner’s Luck), or 
  versus a skill.
  When testing a stat in place of a skill (for Beginner’s Luck), or 
  When testing a stat in place of a skill (for Beginner’s Luck), or 
  When testing a stat in place of a skill (for Beginner’s Luck), or 
  Advancement: For skill exponents 1-4, you need to fulfill the routine and either the 
  difficult or the challenging test requirements. In all other cases for skills and stats, routine 
  tests do not count, and both difficult and challenging tests must be met. Greed and 
  Ancestral Taint have special rules.
   For skill exponents 1-4, you need to fulfill the routine and either the 
  difficult or the challenging test requirements. In all other cases for skills and stats, routine 
  tests do not count, and both difficult and challenging tests must be met. Greed and 
   For skill exponents 1-4, you need to fulfill the routine and either the 
  difficult or the challenging test requirements. In all other cases for skills and stats, routine 
  tests do not count, and both difficult and challenging tests must be met. Greed and 
   For skill exponents 1-4, you need to fulfill the routine and either the 
  difficult or the challenging test requirements. In all other cases for skills and stats, routine 
  tests do not count, and both difficult and challenging tests must be met. Greed and 
  Formulae
  Mortal Wound
  Average of Power and Forte, rounded down plus 6.
  If Po and Fo are black shade, MW shade is black. If one of the stats is gray shade, add two before 
  averaging. If both stats are gray shade, MW is gray shade.
  Superficial
  Half Forte rounded down, plus 1.
  Light, Midi, Severe and Traumatic
  Set apart at intervals up to half Forte rounded up.
  Reflexes
  Average of Perception, Agility and Speed, rounded down.
  If all three stats are gray, Reflexes is gray. If any of the stats are black shade, Reflexes is black. However 
  for each gray-shaded stat, add two to the total before averaging.
  Health
  Average of Will and Forte, rounded down, modified by questions on p. 91.
  Steel
  B3 plus modifiers based on questions found on pp. 91-92.
  Hesitation
  10 - Will
  Circles
  Half of Will rounded down, minimum of 1. Circles +1 if a character has more than 50 resource points 
  in property and relationships.
  Resources
  Total RP spent on property, reputations and affiliations, divided by 15, rounded down.
  Aptitudes
  10 - Root Stat
  Stride
  Dwarves: Stride 6.                Human, Orcs, Trolls, Great Spiders: Stride 7.
  Elves and Roden: Stride 8.         Wolves: Stride 11.         Horses: Stride 12. 
  Burning Wheel Gold © 2011 Luke Crane                   Burning Wheel is a Registered Trademark of Luke Crane.                Permission granted to make copies for personal use.              www.burningwheel.com
  Burning Wheel Gold © 2011 Luke Crane                   Burning Wheel is a Registered Trademark of Luke Crane.                Permission granted to make copies for personal use.              www.burningwheel.com
  Inside fold, page 1
  Reference booklet design by Dean Baker, who has no affiliation whatsoever with Burning Wheel.  All actual content copyright and courtesy of Luke Crane.
  
  Simple NPCs
  Skills
  Regular folks:  
   
  B3 in all skills.
  Trained professionals: 
  B4 in trained skills, B3 in others.
  Experts:  
   
  B5 for specialty skills, B4 for other trained skills, B3 for the rest.
  Use the lifepaths in the Character Burner as a quick reference for what skills various character types 
  have available to them.
  Stats
  Regular folks: 
   
  B4 in all stats.
  The elderly or children: 
  B3 in applicable stats, B4 for the rest.
  Experienced or talented: 
  B5 for specialty stats, B4’s for the rest.
  PTGS
  B3 stats:  
  Su B3, Li B5, Mi B6, Se B7, Tr B8, MW B9
  B4 stats:  
  Su B3, Li B5, Mi B7, Se B8, Tr B9, MW B10
  B5 stats:  
  Su B3, Li B6, Mi B8, Se B10, Tr B11, MW B12
  B6 stats:  
  Su B4, Li B7, Mi B9, Se B10, Tr B11, MW B12
  BITs
  Write 1 simple Belief.
  Optional: 1 Instinct and 1 Trait.
  Gear
  NPCs have whatever gear and weapons are appropriate to their station. Be conservative!
  Deeper NPCs
  All NPCs start from the above guidelines. Recurring characters build off this base, adding traits and 
  skills as needed. Only NPCs that represent crucial opposition get a full burn.
  The Die of Fate
  If ever in doubt, throw a single d6. A roll of 1 indicates “success”. The Die of Fate may be rolled:
  • if there is a dispute between the GM and the players
  • for weird, random events
  • to determine if a PC walks away from a long fall
  • if a player or the GM wants to bring in a new, slightly
  out of place embellishment or detail in a scene
  • etc.
  Test Difficulty by Obstacle
  Ob
  Routine Test
  Difficult Test
  Challenging Test
  1
  1 D
  1 D
  -
  2
  3+ D
  2 D
  1 D
  3
  5+ D
  3-4 D
  1-2 D
  4
  6+ D
  4-5 D
  1-3 D
  5
  8+ D
  5-7 D
  1-4 D
  6
  9+ D
  6-8 D
  1-5 D
  7
  10+ D
  7-9 D
  1-6 D
  8
  11+ D
  8-10 D
  1-7 D
  9
  12+ D
  9-11 D
  1-8 D
  10
  13+ D
  10-12 D
  1-9 D
  11
  14+ D
  11-13 D
  1-10 D
  12
  15+ D
  12-14 D
  1-11 D
  13
  16+ D
  13-15 D
  1-12 D
  14
  17+ D
  14-16 D
  1-13 D
  15
  18+ D
  15-17 D
  1-14 D
  16
  19+ D
  16-18 D
  1-15 D
  17
  20+ D
  17-19 D
  1-16 D
  18
  21+ D
  18-20 D
  1-17 D
  19
  22+ D
  19-21 D
  1-18 D
  Number of dice rolled for the test.
  Number of dice rolled for the test.
  Number of dice rolled for the test.
  Advancement
  Exponent:
  1
  2
  3
  4
  5
  6
  7
  8
  9
  Routine tests:
  1
  2
  3
  4
  -
  -
  -
  -
  -
  Difficult tests:
  1
  1
  2
  2
  3
  3
  4
  4
  5
  Challenging tests:
  1
  1
  1
  1
  1
  2
  2
  3
  3
  Number of tests required
  Number of tests required
  Number of tests required
  Number of tests required
  Number of tests required
  Burning Wheel Gold © 2011 Luke Crane                   Burning Wheel is a Registered Trademark of Luke Crane.                Permission granted to make copies for personal use.              www.burningwheel.com
  Burning Wheel Gold © 2011 Luke Crane                   Burning Wheel is a Registered Trademark of Luke Crane.                Permission granted to make copies for personal use.              www.burningwheel.com
  
  Practice Times
  Skill Category
  Skill Category
  Cycle
  R
  D
  C
  Academic
  6 months
  2
  4
  8
  Artisan
  1 year
  4
  8
  12
  Artist
  6 months
  3
  6
  12
  Craftsman
  1 year
  3
  8
  12
  Forester
  6 months
  3
  6
  12
  Martial
  1 month
  2
  4
  8
  Medicinal
  1 year
  4
  8
  12
  Military
  6 months
  2
  4
  8
  Musical
  1 month
  2
  4
  8
  Peasant
  3 months
  1
  4
  12
  Physical
  1 month
  2
  4
  8
  School of Thought
  School of Thought
  6 months
  3
  6
  12
  Seafaring
  3 months
  2
  4
  8
  Social
  1 month
  2
  4
  8
  Sorcerous
  1 year
  5
  10
  15
  Special/Misc
  3 months
  3
  6
  12
  Will
  (Stat)
  1 year
  4
  8
  16
  Perception
  (Stat)
  6 months
  3
  6
  12
  Agility
  (Stat)
  3 months
  2
  4
  8
  Speed
  (Stat)
  3 months
  3
  6
  9
  Power
  (Stat)
  1 month
  2
  4
  8
  Forte
  (Stat)
  2 months
  4
  8
  16
  Faith
  (Attribute)
  1 year
  5
  10
  20
  Steel
  (Attribute)
  2 months
  1
  3
  9
  hours per day to earn 
  hours per day to earn 
  a test
  hours per day to earn 
  Serious Wounds: First Aid and Medical Treatment
  Severe
  Severe
  Traumatic
  Traumatic
  Mortal
  Mortal
  Ob for
  First Aid
  Ob to
  Treat
  Ob for
  First Aid
  Ob to
  Treat
  Ob for
  First Aid
  Ob to
  Treat
  Ob 3
  Ob 6
  Ob 4
  Ob 8
  Ob 6
  Ob 12
  Ob 2
  Ob 8
  Ob 3
  Ob 12
  Ob 4
  Ob 16
  Ob 4
  Ob 8
  Ob 6
  Ob 12
  Ob 10
  Ob 16
  Ob 3
  Ob 8
  Ob 6
  Ob 12
  Ob 8
  Ob 16
  Ob 4
  Ob 5
  Ob 5
  Ob 6
  Ob 7
  Ob 10
  Ob 3
  Ob 4
  Ob 4
  Ob 5
  Ob 5
  Ob 7
  Ob 4
  Ob 8
  Ob 6
  Ob 12
  Ob 10
  Ob 16
  Ob 2
  Ob 5
  Ob 3
  Ob 6
  Ob 4
  Ob 10
  Ob 3
  Ob 4
  Ob 3
  Ob 5
  Ob 5
  Ob 7
  First Aid: First aid stops the bleeding of midi through mortal wounds. If first aid is not delivered, these 
  wounds will progress to the next wound level. Midi wounds will stop bleeding once they progress to 
  severe, but other wounds will continue to bleed until tended to. Superficial and light wounds do not 
  bleed out.
  Recovery
  Traumatic Wounds   
  Ob 5 Health Test
  This test may not be taken until and unless the character receives medical treatment using one of the 
  skills listed above. 2-6 months of rest are required to heal from a Traumatic Wound. The first die is 
  recovered as soon as a successful medical test is made. The second die is recovered in one-third of the 
  healing time, the third die heals in two-thirds of the total time and the fourth die comes back once the 
  wound is completely closed.
  Mortal Wounds  
   
  Ob 6 Health Test
  Recovering from a mortal wound most definitely requires medical treatment using one of the skills listed 
  above. The player must also explicitly state his character has the Will to Live and pay a persona point of 
  artha.
  Mortal wounds heal differently than other wounds. The character must heal from each type of wound 
  in succession from mortal down to superficial. Healing time is divided into 6 unequal parts. For the 
  duration of the mortal stage, the character is incapacitated and unconscious for 4-24 months, -10% per 
  extra success on the Health test (90% maximum reduction). After the mortal stage is passed, the 
  character makes another Health test for the traumatic stage, and heals following the rules for traumatic 
  wounds. Roll a new Health test for each wound, all the way down to superficial, until the character has 
  completely healed and recovered all lost dice.
  Failed Treatment or Recovery see pages 495-497, BWG.
  Bleeding Out and Recovery Times
  Midi wounds bleed out at the end of the session. Severe wounds bleed out at the end of the second scene 
  after its issue. Traumatic wounds bleed out at the end of the next scene. Mortal wounds bleed out at the 
  end of this scene.
  Inside fold, page 2
  Burning Wheel Gold © 2011 Luke Crane                   Burning Wheel is a Registered Trademark of Luke Crane.                Permission granted to make copies for personal use.              www.burningwheel.com
  Burning Wheel Gold © 2011 Luke Crane                   Burning Wheel is a Registered Trademark of Luke Crane.                Permission granted to make copies for personal use.              www.burningwheel.com
  
  Minor Wounds: First Aid and Medical Treatment
     Skill
  Superficial
  Light
  Midi
  Midi
     Used
  Ob to
  Treat
  Ob to
  Treat
  Ob for 
  First Aid
  Ob to 
  Treat
  Apothecary
  Ob 1
  Ob 2
  Ob 2
  Ob 4
  Bloodletting
  Ob 1
  Ob 2
  Ob 1
  Ob 4
  Child Rearing
  Ob 1
  Ob 2
  Ob 3
  Ob 4
  Field Dressing
  Ob 1
  Ob 2
  Ob 2
  Ob 4
  Herbalism
  Ob 1
  Ob 2
  Ob 3
  Ob 4
  Khirurgy
  Ob 1
  Ob 2
  Ob 2
  Ob 3
  Nursing
  Ob 1
  Ob 2
  Ob 3
  Ob 4
  Song of Soothing
  Ob 1
  Ob 2
  Ob 1
  Ob 4
  Surgery
  Ob 1
  Ob 2
  Ob 2
  Ob 3
  Shrugging Off the Pain
  Clearing the Cobwebs:
  Reduce Superficial Ob penalty by 1. Requires Ob 2 Health test 
  and 2 actions in Fight.
  Gritting Your Teeth:
  Shrug off -1D of wound penalties. Requires Ob 4 Health test and 
  4 actions in Fight, or 1 volley in R&C.
  Recovery
  Superficial Wounds   
  Ob 1 Health Test
  If successful, the pain fades immediately. If failed, it remains throbbing for 10 minus Forte in hours.
  Light Wounds  
   
  Ob 2 Health Test
  If successful, the pain fades immediately. If failed, the penalty remains for 24 hours minus the Forte 
  exponent.
  Midi Wounds   
   
  Ob 3 Health Test
  This test may not be taken until and unless the character receives medical treatment using one of the 
  skills listed above. Midi wounds that bleed out become severe wounds, but then stop bleeding. A midi 
  wound takes 2-12 weeks to recover from. The first die is recovered as soon as a successful medical skill 
  test is made. The second die is recovered when the wound closes completely.
  Severe Wounds  
   
  Ob 4 Health Test
  This test may not be taken until and unless the character receives medical treatment using one of the 
  skills listed above. A Severe Wound needs 1-3 months to heal completely. The first die is recovered as 
  soon as a successful medical skill test is made. The second die is recovered at the halfway point in the 
  healing time. The third die is recovered when the wound closes completely.
  Artha
  Spending
  Name
  Cost
  Effect
  Luck
  Shrug it Off
  Boon
  Focus
  Grit Your Teeth
  Complication
  Will to Live
  Divine Inspiration
  Saving Grace
  Aristeia
  1 Fate
  1 Fate
  1 Persona
  1 Persona
  1 Persona
  1 Persona
  1 Persona
  1 Deeds
  1 Deeds
  5 F, 3 P, 1 D
  Open-end 6s
  Temporary negation of Sup. wound penalty
  +1D to stat or skill test, max +3D
  Counter a time complication
  Temp negation of Light Wound penalty
  Negate a failed roll with a consequence
  Test Health to recover from a MW
  Double dice for one test
  Re-roll failed dice from one test
  Grey skill/stat, or ignore wound penalties
  Earning
  Name
  Reward
  Description
  Belief
  Instinct
  Trait
  Humor
  Right Skill,
    Right Time
  Embodiment
  Moldbreaker
  Workhorse
  MVP
  Personal Goals
  Greater Goals
  Beyond the Call
  1 Fate
  1 Fate
  1 Fate
  1 Fate
  1 Fate
  1 Persona
  1 Persona
  1 Persona
  1 Persona
  1 Persona
  1 Deeds
  1 Deeds
  Driving the game forward with a Belief
  Playing an Instinct makes life difficult
  A Trait sends the story in a new direction
  An in-character game-stopper
  Having a skill to make the story go
  Really good or distinctive roleplaying
  Going beyond the bounds of the character
  Doing all the work for a scenario
  Being the crucial element of success
  Revenge, triumph, seduction, victory
  Accomplishing goals bigger than you!
  Helping, no matter the cost
  Burning Wheel Gold © 2011 Luke Crane                   Burning Wheel is a Registered Trademark of Luke Crane.                Permission granted to make copies for personal use.              www.burningwheel.com
  Burning Wheel Gold © 2011 Luke Crane                   Burning Wheel is a Registered Trademark of Luke Crane.                Permission granted to make copies for personal use.              www.burningwheel.com
  
  Circles
  Occupation
  Broad occupation, or same lifepath
  Uncommon occupation, or within the same setting
  Specific occupation, an occupation rare or unique within setting
  –––
  +2 Ob
  +3 Ob
  Station
  Same station, rank or social class
  Lower rank, station or class
  Higher rank, station or class
  Highest station or rank in the setting
  –––
  +1 Ob
  +2 Ob
  +3 Ob
  Disposition and Character Knowledge
  Disposition or knowledge common to circle
  Disposition/knowledge different from members of circle
  A specific disposition or detailed/rare knowledge
  –––
  +1 - 2 Ob
  +3 Ob
  Time and Place
  Doesn’t matter
  Unusual for this character
  Right here and now in the middle of trouble
  –––
  +1 - 2 Ob
  +3 Ob
  On a successful Circles test that exceeds the Ob, the player gains the right to name the new contact, 
  and all future attempts to Circle that contact up again get +1D advantage.
  On a failed Circles test, the GM may choose to invoke the Enmity Clause, which creates a new 
  enemy. Any standard social test the player may make against this enemy is at a +2 Ob penalty, and 
  such enemies gain +4D to their body of argument roll in a Duel of Wits.
  Steel
  Advantages
  Feeling safe in a group of friends/allies.
  Being startled by something mundane.
  +1 D
  +2 D
  Disadvantages
  Being shot at / affected by magic. Seeing a murder.
  Small explosions. Committing murder.
  Explosions. Witnessing pronounced sorcery. Ghosts.
  Seeing undead or horrible magic. Natural disasters.
  Being in the presence of the supernatural.
  +1 Ob
  +2 Ob
  +3 Ob
  +4 Ob
  +5 Ob
  Clumsy Weight, continued
  Clumsy Weight, continued
  Clumsy Weight, continued
  Clumsy Weight, continued
  Clumsy Weight, continued
  Arm Protection
  Arm Protection
  Leg Protection
  Leg Protection
  ––
  ––
  ––
  ––
  +1 Ob
  ––
  ––
  ––
  ––
  ––
  ––
  ––
  +1 Ob
  +1 Ob
  +1 Ob
  ––
  ––
  ––
  ––
  ––
  +2 Ob
  +2 Ob
  -1D
  +1 Ob
  ––
  ––
  ––
  ––
  +2 Ob
  +2 Ob
  -1D
  +1 Ob
  +1 Ob
  +1 Ob
  +1 Ob
  ––
  +1 Ob
  +1 Ob
  -1D
  +1 Ob
  ––
  ––
  ––
  ––
  Shield vs Missiles
  in Fight
  Steel Maneuvers
  in Range & Cover
  ––
  ––
  ––
  ––
  +1 Ob to be shot
  ––
  +2 Ob to be shot
  ––
  +3 Ob to be shot
           +1D
  In Fight: The Ob penalty applies to the person 
  shooting. If missile VA >= shield dice, no protection. 
  Range & Cover: Shields increase cover rating by one 
  step, if shield dice =< VA. Else, no protection.
   The Ob penalty applies to the person 
  shooting. If missile VA >= shield dice, no protection. In 
   Shields increase cover rating by one 
  step, if shield dice =< VA. Else, no protection.
  Helmet Type
  Dice
  Perception & Observation
  Barbute
  4D
  +2 Ob
  Sallet, Closed bascinet
  5D
  +2 Ob
  Great helm
  6D
  +3 Ob
  Shields, continued
  Helmets, continued
  R e p a i r s 
  a r e m a d e t o 
  individual locations. Test the 
  applicable skill against the 
  obstacle according to the 
  armor type being repaired or 
  how badly the armor is 
  d a m a g e d . M e e t i n g 
  t h e 
  obstacle repairs one die. 
  Margin of success can repair 
  additional dice.
  Sewing, Tanner                       
  Gambeson, Ob 1.
  Reinforced leather, Ob 2. 
  Light mail, Ob 4.
  Mending (any armor)               
  Lightly Damaged (1D), Ob 1.
  Moderate damage (2D), Ob 2.
  Badly damaged (3D), Ob 4.
  Shredded (4D), Ob 6.
  Ruined (5D), Ob 8.
  Blacksmith                              
  Light mail, Ob 2.
  Light helmet, Ob 2.
  Heavy mail, Ob 3.
  Spangenhelm, Ob 3.
  Plated mail or bascinet, Ob 4.
  Sallet, Ob 5.
  Great Helm, Ob 6.
  Full plate, Ob 7.
  Armorer                                   
  Gambeson, Ob 1.
  Reinforced leather, Ob 1.
  Light mail, Ob 1.
  Light helmet, Ob 1.
  Heavy mail, Ob 2.
  Spangenhelm, Ob 2.
  Plated mail or bascinet, Ob 3. 
  Sallet, Ob 4.
  Great Helm, Ob 5.
  Full plate, Ob 5.
  Agility
  Throwing 
  and
  Shooting
  Speed
  Climbing
  Repairing Armor
  Inside fold, page 3
  Burning Wheel Gold © 2011 Luke Crane                   Burning Wheel is a Registered Trademark of Luke Crane.                Permission granted to make copies for personal use.              www.burningwheel.com
  Burning Wheel Gold © 2011 Luke Crane                   Burning Wheel is a Registered Trademark of Luke Crane.                Permission granted to make copies for personal use.              www.burningwheel.com
  
  Armor
  Armor
  Clumsy Weight
  Clumsy Weight
  Clumsy Weight
  Poor quality:
  RotM quality:
  All 1’s count
  Only one 1 counts
  All 1’s count
  Only one 1 counts
  Torso Protection (
  Torso Protection (
  Torso Protection (+1D)
  Poor quality:
  RotM quality:
  Superior quality:
  All 1’s count
  Only one 1 counts
  Only one 1 counts, 
  and is re-rolled
  All 1’s count
  Only one 1 counts
  Only one 1 counts, 
  and is re-rolled
  and is re-rolled
  and is re-rolled
  Armor Type
  Dice
  Gambeson
  1D
  ––
  ––
  ––
  Reinforced Leather
  2D
  +1 Ob
  ––
  +1 Ob
  •Half-sleeves / leggings
  Half-sleeves / leggings
  1D
  ––
  ––
  ––
  Light mail
  3D
  +1 Ob
  +1 Ob
  +1 Ob
  •Half-sleeves / leggings
  Half-sleeves / leggings
  2D
  ––
  ––
  ––
  Heavy mail
  4D
  +1 Ob
  +1 Ob
  +2 Ob
  •Half-sleeves / leggings
  Half-sleeves / leggings
  2D
  ––
  ––
  ––
  Plated mail
  5D
  +2 Ob
  +2 Ob
  +2 Ob
  •Half-sleeves / leggings
  Half-sleeves / leggings
  3D
  ––
  ––
  ––
  Full plate
  6D
  +2 Ob
  +1 Ob
  +3 Ob
  •Half-sleeves / leggings
  Half-sleeves / leggings
  3D
  ––
  ––
  ––
               Shields
  Shield Type
  Dice
  Positioning Test
  Penalty
  Max 
  Lock
  Actions 
  to Drop
  Parrying Blade
    0D*
           ––
  ––
  0
  Buckler
    1D
           ––
  Pow
  1
  Target Shield
    2D
    -1D, min 1
  Pow -1
  2
  Heater
    3D
    -1D, min 0
  Pow -2
  2
  Great Shield
    4D
    -2D, min 0
  Pow -3
  2
  * Parrying blades do not provide bonus dice 
  for defense, but they still allow the player to 
  use the Block and Strike action. If you Block 
  with your sword and Strike with the 
  parrying blade, add +1D to the Block 
  portion.
  * Parrying blades do not provide bonus dice 
  for defense, but they still allow the player to 
  use the Block and Strike action. If you Block 
  with your sword and Strike with the 
  parrying blade, add +1D to the Block 
  The positioning test penalty is reduced 
  from the advantage dice you would 
  normally get.
  Max Lock is the maximum level of a lock 
  you can get if you have on hand 
  encumbered by a shield.
  The positioning test penalty is reduced 
  from the advantage dice you would 
  Max Lock is the maximum level of a lock 
  you can get if you have on hand 
  encumbered by a shield.
  The positioning test penalty is reduced 
  from the advantage dice you would 
  Max Lock is the maximum level of a lock 
  you can get if you have on hand 
              Helmets
  Helmet Type
  Dice
  Perception & Observation
  Skull cap or leather hood
  1D
  ––
  Light helmet, Pot helm
  2D
  +1 Ob
  Spangenhelm
  3D
  +1 Ob
  Open-faced bascinet
  4D
  +1 Ob
  Resources
  Ob 1––
  Ob 2––
  Ob 3––
  Ob 4––
  Ob 5––
  Ob 6––
  Ob 7––
  Ob 8––
  Ob 9––
  Ob 10––
  Food for the day. Lodging for the night. Clothing, shoes, and other simple, 
  mundane material goods. Day laborer’s wages.
  Rent for a small flat or farmer’s cabin. A sumptuous meal. A fancy pair of shoes. 
  A mule. Gambeson. Padded or leather armor. Poor quality arms. Poor quality 
  reinforced leather. Pot helm. Poor quality spangenhelm. Passage on a ship. 
  Traveling gear. Servant’s wages. Tools for peasant, seafaring and musical skills.
  Rent for a townhouse or a country villa. Run of the mill arms. Run of the mill 
  bow. A letter of marque. Pay for household staff or a single assistant. Popular 
  books. Riding or draft horse. A small cart. Exotic spices. Quilted or leather 
  barding. A knight’s wages. Tools for academic and craftsman skills. Run of the 
  mill light mail. Poor quality bascinet.
  Jewelry, exotic fabrics, rare antiques and books. A palfrey or rouncy. Run of the 
  mill chainmail. Sallet. Run of the mill long or great bow. A crossbow. A large 
  baggage wagon, small barge or sturdy 18-man longboat. Rare herbs and 
  minerals. A trained falcon. Plated leather or lamellar barding. Pay and support 
  for a bodyguard or trainer. Tools for medicinal and artist skills.
  Turcoman warhorse. Run of the mill plated chainmail. Superior quality arms. 
  Elven Tome of Lore. Chainmail barding. A lord’s or captain’s wages. Tools for 
  special skills. Great helm.
  Destrier. Run of the mill full plate. Dwarven arms. Elven bow. Plated mail 
  barding. A donation to the court for consideration of baronial rank. Tools for 
  sorcerous skills.
  Warhorse of renown. Donation to the royal court to be considered for a 
  viscountyship. Full plate barding. Dwarven shield.
  Industrial equipment: a printing press, a forge, a small cargo ship. Dwarven 
  forge mask.
  A large cargo ship. A legendary warhorse. Elven plated mail.
  A warship. Building a castle. Dwarven mail.
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  Burning Wheel Gold © 2011 Luke Crane                   Burning Wheel is a Registered Trademark of Luke Crane.                Permission granted to make copies for personal use.              www.burningwheel.com
  Health /
  Forte      
  for Fatigue
  Stealthy
  Swimming
  
  Advanced Spell Casting
  A spell can be cast normally, using the standard obstacle and actions for the spell, or you can 
  modify the obstacle and actions by casting in three different ways: carefully, patiently and 
  hastily. You can combine these methods as you see fit.
  Carefully
  This grants bonus dice to the spell while increasing the time taken.
  +1D = x2 actions
  +2D = x4 actions
   
   
      +3D = x6 actions, etc...
  The maximum dice from casting carefully is equal to the spell obstacle or the Sorcery skill 
  exponent, whichever is lower.
  Patiently
  The Sorcerer player can set aside dice from his Sorcery skill (including carefully dice). These 
  dice are used to resist tax. Add them to Forte when testing against tax.
  Hastily
  This reduces time spent in casting the spell, but increases the difficulty of the casting and the 
  chance of making an error. A spell can never be reduced below half its original actions.
   
   -1 action = +1 Ob to Cast / +0 Ob Tax
  -2 actions = +2 Ob to Cast / +1 Ob Tax
  -3 actions = +3 Ob to Cast / +2 Ob Tax
   
   -4 actions = +4 Ob to Cast / +3 Ob Tax, etc...
  Tax
  After an incantation is cast, test the caster’s Forte. His obstacle is equal to the spell’s obstacle. 
  If he fails the tax test, temporarily subtract the margin of failure from his Forte. if the caster’s 
  Forte is reduced to zero, he is rendered unconscious.
  Overtax
  If a sorcerer’s Forte is reduced below zero, he has overtaxed himself. For each point his Forte 
  drops below zero, he takes physical damage equal to the obstacle of the spell in “pips” on the 
  Greyscale. If multiple dice are lost, the pips are cumulative.
  The Sickness
  A wizard with the sickness may test to recover his taxed Forte when he rests. Once the 
  character is resting, test Health against an obstacle equal to the number of Forte dice lost to 
  determine how long it takes to recover.
  The full rest time is four hours per lost die. Meeting the obstacle reduces the required resting 
  time to three hours per die. Exceeding the obstacle by one reduces the resting time to two 
  hours per die. Exceeding the obstacle by two reduces the resting time required to one hour 
  per die, which is the minimum recovery time. Rest must be completed uninterrupted.
               Notes  
   
    Specialty Ammunition
  * VA by Range: Too close to shoot VA 4, 
  optimal VA 3, extreme VA 1.
  † Bomb DoF: -1 to the DoF when thrown 
  at extreme range or detonated at lunging 
  distance.
  § The Gunpowder Die: Before rolling to 
  hit with any gunpowder weapon, roll a DoF. 
  If the die comes up as a 1, the weapon 
  misfires. See page 470 for firearms, and 
  page 471-472 for bombs.
  ⟐ Range and Cover Dice: Are added to 
  maneuvers in R&C, but not to attack or 
  other actions.
  ** Barb-tipped arrows deal an additional 
  Mark wound if the arrow is incorrectly 
  removed. It is an Ob 4 Field Dressing or Ob 
  3 Surgery test to remove a barbed arrow 
  properly.
  †† Mallet headed bolts reduce ranges by 
  -10 paces per category.
  §§ Thrown weapons give a 1D bonus to 
  R&C maneuvers at all ranges, and have a 
  maximum range of 30 paces. Weapons used 
  in melee do not give bonus range dice, and 
  have a maximum range of 7 paces.
  ô Shuriken may only be used by Ninjas.
  ⟐⟐Roden Knives are for Roden only.
  Die of Fate Modifiers
   
   
   
   
   
      
  Type
  IMS
  DoF
  VA
  Ob to Hit
  Arrowheads
  Arrowheads
  Hunting Head
  Standard arrowhead.
  Standard arrowhead.
  Standard arrowhead.
  Standard arrowhead.
  Bodkin Head
  -1
  +1
  Leaf Head
  +1
  -1
  Frog Crotch
  +1
  +1
  -1
  +1
  Blunt Head
  -1
  -1
  -1
  Barbed Tip **
  Same as standard arrowhead.
  Same as standard arrowhead.
  Same as standard arrowhead.
  Same as standard arrowhead.
  Crossbow Bolts
  Crossbow Bolts
  Helmeted
  Standard crossbow bolt.
  Standard crossbow bolt.
  Standard crossbow bolt.
  Standard crossbow bolt.
  Fisted Bolt
  +1
  +1
  +1
  Spear Tip
  -1
  +1
  Mallet Head ††
  +1
  Thrown Weapons §§
  Weapon
  I
  M
  S
  Po
  VA
  Palm-sized Rock
  1-3 4-5
  6
  +0
  ––
  Large Rock, Brick
  1-3 4-5
  6
  +1
  ––
  Throwing Knife
  1-2
  3-5
  6
  +1
  ––
  Darts, Barbs, Spikes
  1-2 3-5
  6
  +0
  ––
  Shuriken ô
  1-2
  3-5
  6
  +1
  ––
  Javelin
  1-2
  3-4
  5-6
  +2
  1
  Thrown Hatchet
  1-4
  5
  6
  +2
  ––
  Thrown Axe
  1-4
  5
  6
  +3
  ––
  Roden Knives ⟐⟐
  1-2
  3-4
  5-6
  +1
  1
  Exceed Ob:
  +1 DoF
  Double Ob:
  +2 DoF
  Triple Ob:
  +3 DoF
  Extreme Range: 
  -1 DoF
  Inside fold, page 4
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  Burning Wheel Gold © 2011 Luke Crane                   Burning Wheel is a Registered Trademark of Luke Crane.                Permission granted to make copies for personal use.              www.burningwheel.com
  
  Bows and Crossbows
  Range and Cover
  Range and Cover
  Range and Cover⟐
  Weapon
  DoF:
  1-2
  3-4
  5-6
  VA
  Opt
  Ext/
  OoR
  Max
  Hunting Bow
  I: B4
  M: B7
  S: B10
  1
  2D
  1D
  100 paces
  Actions:
  Nock and draw: 5.
  Nock and draw: 5.
  Elven Bow
  I: B4
  M: B8
  S: B11
  2
  3D
  3D
  250 paces
  Actions:
  Nock and draw: 5.
  Nock and draw: 5.
  Great Bow
  I: B4
  M: B8
  S: B12
  2
  2D
  4D
  300 paces
  Actions:
  Nock and draw: 7.
  Nock and draw: 7.
  Crossbow
  I: B4
  M: B8
  S: B11
  2
  1D
  3D
  125 paces
  Actions:
  Fire crossbow: 2. Load bolt: 16.
  Fire crossbow: 2. Load bolt: 16.
  Fire crossbow: 2. Load bolt: 16.
  Heavy Crossbow
  I: B5
  M: B9
  S: B13
  3
  1D
  5D
  350 paces
  Actions:
  Fire crossbow: 2. Load bolt: 32.
  Fire crossbow: 2. Load bolt: 32.
  Fire crossbow: 2. Load bolt: 32.
  Dwarven Arbalest
  Can be loaded with bolts or rocks.
  Can be loaded with bolts or rocks.
  Can be loaded with bolts or rocks.
  Can be loaded with bolts or rocks.
  DoF:
  1-2
  3-4
  5-6
  VA
  Bolts
  I: B4
  M: B8
  S: B11
  2
  1D
  3D
  125 paces
  DoF:
  1-4
  5
  6
  VA
  Rocks
  I: B3
  M: B6
  S: B9
  ––
  1D
  1D
  50 paces
  Actions:
  Fire crossbow: 2. Load bolt: 10. Load rock: 6.
  Fire crossbow: 2. Load bolt: 10. Load rock: 6.
  Fire crossbow: 2. Load bolt: 10. Load rock: 6.
  Fire crossbow: 2. Load bolt: 10. Load rock: 6.
  Fire crossbow: 2. Load bolt: 10. Load rock: 6.
  Firearms and Explosives §
  Range and Cover
  Range and Cover
  Range and Cover⟐
  Weapon
  DoF:
  1-4
  5
  6
  VA
  Opt
  Ext/
  OoR
  Max
  Pistol
  I: B4
  M: B8
  S: B11
  *
  2D
  1D
  10 paces
  Actions:
  Nock and draw: 5.
  Nock and draw: 5.
  Arquebus
  I: B4
  M: B8
  S: B12
  *
  1D
  1D
  50 paces
  Actions:
  Nock and draw: 5.
  Nock and draw: 5.
  DoF:†
  1-2
  3-4
  5-6
  Iron-Cased Bomb
  I: B4
  M: B8
  S: B12
  4
  1D
  1D
  50 paces
  Actions:
  Physical action (light fuse): 2 actions with a ready flame.
  Throw object: 2 actions, +1 Ob penalty. Bomb detonates on same volley/
  action of the following exchange after it’s lit.
  Physical action (light fuse): 2 actions with a ready flame.
  Throw object: 2 actions, +1 Ob penalty. Bomb detonates on same volley/
  action of the following exchange after it’s lit.
  Physical action (light fuse): 2 actions with a ready flame.
  Throw object: 2 actions, +1 Ob penalty. Bomb detonates on same volley/
  action of the following exchange after it’s lit.
  Physical action (light fuse): 2 actions with a ready flame.
  Throw object: 2 actions, +1 Ob penalty. Bomb detonates on same volley/
  action of the following exchange after it’s lit.
  Physical action (light fuse): 2 actions with a ready flame.
  Throw object: 2 actions, +1 Ob penalty. Bomb detonates on same volley/
  Physical action (light fuse): 2 actions with a ready flame.
  Throw object: 2 actions, +1 Ob penalty. Bomb detonates on same volley/
  Throw object: 2 actions, +1 Ob penalty. Bomb detonates on same volley/
  Throw object: 2 actions, +1 Ob penalty. Bomb detonates on same volley/
  Failed Casting
  If a sorcerer fails to meet the casting obstacle of a spell, roll the Die of Fate:
  1
  2
  3 - 6
  Unwanted Summoning
  Garbled Transmission
  Harmless Dissipation
  Harmless Dissipation
  The sorcerer has gotten lucky this time. His spell has no further effects, harmful or otherwise.
  Unwanted Summoning
  Roll 2d6 to see what the summoner has pulled from the void:
  2
  3
  4 - 5
  6 - 7
  8 - 9
  10
  11
  12
  Deity
  Major Corporeal Spirit (like a dæmon or a greater imp / querub)
  Sanctified Dead (a spirit properly put to rest)
  Restless Dead (the victim of murder, betrayal or war)
  Minor Corporeal Spirit (like a lesser imp or querub)
  Corporeal Spirit (like a querub / imp or a lesser dæmon / seraph)
  Minor Deity (like a saint or a greater seraph or dæmon)
  Chief Deity
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  Burning Wheel Gold © 2011 Luke Crane                   Burning Wheel is a Registered Trademark of Luke Crane.                Permission granted to make copies for personal use.              www.burningwheel.com
  Garbled
  Transmission
  The spell has misfired. 
  Consult the Wheel of 
  Magic!
  Ro l l 
  t w o d i f f e r e n t l y 
  colored dice. The darker 
  one indicates the direction 
  on the wheel: Odd is 
  counter-clockwise, even is 
  clockwise. The lighter die 
  indicates how many steps 
  the wheel shifts in that 
  direction.
  
  Melee Weapons
  Weapon
  Pow
  Add
  WS
  VA
  WL
  Handed
  Basic Weapons
  Basic Weapons
  Bare Fist
  ––
  2
  3
  ––
  Shortest
  One Handed
  Stone
  1
  2
  1
  ––
  Shortest
  One Handed
  Club
  2
  2
  2
  ––
  Short
  One Handed
  Staff
  2
  2
  2
  ––
  Long
  Two Handed
  Poor Quality Weapons
  Poor Quality Weapons
  Poor Quality Weapons
  Knife, Shiv
  0
  1
  X
  ––
  Shortest
  One Handed
  Sword
  3
  2
  2
  ––
  Long
  One Handed
  Axe
  4
  2
  1
  1
  Long
  Two Handed
  Spear
  1
  2
  3
  ––
  Longest
  Two Handed
  Run of the Mill Weapons
  Run of the Mill Weapons
  Run of the Mill Weapons
  Dirk
  1
  1
  X
  ––
  Shortest
  One Handed
  Hatchet
  2
  2
  3
  ––
  Short
  One Handed
  Mace
  2
  2
  2
  2
  Short
  One Handed
  Short Sword
  2
  2
  X
  ––
  Short
  One Handed
  Arming Sword
  2
  2
  4
  ––
  Long
  One Handed
  Long Sword
  3
  2
  3
  ––
  Long
  One Handed
  Light Axe
  3
  2
  2
  1
  Long
  One Handed
  Footman’s Axe
  4
  2
  1
  1
  Long
  Two Handed
  Hammer
  3
  2
  1
  2
  Long
  Two Handed
  Polearm Axe Strike
  4
  2
  1
  ––
  Long
  Two Handed
  Polearm Thrust
  2
  2
  2
  1
  Longer
  Two Handed
  Short Spear
  2
  2
  3
  ––
  Longer
  One Handed
  Spear
  2
  2
  2
  1
  Longest
  Two Handed
  Lance
  4
  2
  1
  2
  Longest
  One Handed*
  Superior Quality Weapons
  Superior Quality Weapons
  Superior Quality Weapons
  Dagger
  1
  1
  X
  1
  Shortest
  One Handed
  Long Sword
  3
  2
  3
  1
  Long
  One Handed
  Great Mace
  2
  2
  2
  3
  Long
  Two Handed
  Sweet Axe
  4
  2
  2
  2
  Long
  Two Handed
  Polearm Axe Strike
  4
  2
  1
  1
  Long
  Two Handed
  Polearm Thrust
  2
  2
  2
  2
  Longer
  Two Handed
  Hammer
  3
  2
  2
  2
  Longer
  Two Handed
  Spear
  2
  2
  2
  2
  Longest
  Two Handed
  X These weapons can Strike consecutively any amount of times.
  * Must be mounted and have Mounted Combat Training. Counts as a club after charge.
                                        Miscellaneous Weapon Gear
  Weapon
  Pow Add
  WS
  VA
  WL
  Hilt/Pommel/Butt
  1
  2
  1
  ––
  -1 WL
  Automatically applies to all wpns
  Automatically applies to all wpns
  Automatically applies to all wpns
  Automatically applies to all wpns
  Automatically applies to all wpns
  Spiked Pommel
  1
  2
  1
  1
  -1 WL
  May be added to any weapon
  May be added to any weapon
  May be added to any weapon
  May be added to any weapon
  May be added to any weapon
  Weighted Pommel
  2
  2
  1
  ––
  -1 WL
  May be added to any weapon
  May be added to any weapon
  May be added to any weapon
  May be added to any weapon
  May be added to any weapon
  Beak
  1
  2
  1
  3
  As wpn
  May be added to polearm, axe or 
  spear
  May be added to polearm, axe or 
  spear
  May be added to polearm, axe or 
  May be added to polearm, axe or 
  May be added to polearm, axe or 
                                            Shields as Weapons†
  Weapon
  Pow Add
  WS
  VA
  WL
  Buckler / Target
  1
  2
  2
  ––
  Shortest
  Heater / Great
  2
  2
  1
  ––
  Short
  Black Iron (Orc)
  2
  2
  2
  1
  Short
                                            Found Weapons†
  Weapon
  Pow
  Add
  WS
  VA
  Bed knob
  1
  2
  1
  ––
  Spike/Nail
  1
  2
  2
  ––
  Bottle
  1
  2
  2
  ––
  Mallet
  2
  2
  1
  ––
  Broom Handle
  1
  2
  2
  ––
  Lantern
  2
  2
  1
  ––
  Chair
  2
  2
  1
  ––
  Branch
  2
  2
  2
  ––
  Pick
  4
  2
  1
  1
                                                     †	
    Test Brawling or an analogous weapon skill.
  Balance Dice
  Balance dice are added to the user’s 
  skill for all melee maneuvers involving 
  the weapon––Strikes, Great Strikes, 
  Blocks, Counterstrikes, Feints and 
  Disarms. Missile and thrown weapons 
  of Superior Quality give a balance die to 
  the user’s skill for the purposes of 
  hitting a target. Balance dice are the 
  same shade as the weapon. If the 
  optional persona Complications rule is 
  in effect, a weapon will lose its balance 
  dice before being broken completely.
  Racial Weapons
  Dwarven and Elven arms are superior 
  quality weapons. In addition, Dwarven 
  arms add +1 balance die.
  Damage by Power
  Pow
  I
  M
  S
  1
  1
  1
  1
  2
  1
  2
  3
  3
  2
  3
  4
  4
  2
  4
  6
  5
  3
  5
  7
  6
  3
  6
  9
  7
  4
  7
  10
  8
  4
  8
  12
  9
  5
  9
  13
  10
  5
  10
  15
  11
  6
  11
  16
  12
  6
  12
  18
  13
  7
  13
  19
  Inside fold, page 5
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  Burning Wheel Gold © 2011 Luke Crane                   Burning Wheel is a Registered Trademark of Luke Crane.                Permission granted to make copies for personal use.              www.burningwheel.com
  
SOURCE: textdata/thevault/Burning Wheel/Burning Wheel - Gold - GM Reference (printout) [Quick Reference Sheet].pdf