TEXT: Non-Attack
  Action
  Speed
  Skill
  Required
  Success:
  Persuade
  Slow
  Manipulation
  Opponent can hear you
  GM's call
  Taunt
  Slow
  Performance
  Opponent can hear you
  GM's call
  Cast Spell
  Slow
  Special
  Special
  Special
  Flee
  Slow
  Move
  No enemies in Arm's length
  Leave Combat
  Crawl
  Slow
  (No roll)
  You are prone
  Move while prone
  Draw Wpn
  Fast
  (No roll)
  None
  Wpn Drawn
  Ready Wpn
  Fast
  (No roll)
  None
  Ranged Wpn Readied
  Get Up
  Fast
  (No roll)
  You are prone
  Stand Up
  Feint
  Fast
  (No roll)
  Enemy in arm's length range
  Swap initiative
  Run
  Fast
  Move
  No enemies in Arm's length
  Move zones
  Swing
  Fast
  (No roll)
  Hvy wpn, stab/swing is next action
  +1 damage
  Aim
  Fast
  (No roll)
  Readied wpn, shoot in same round
  +1 damage
  Power Word
  Fast
  Special
  Special
  Special
  Use Item
  Fast
  Varies
  Varies
  Varies
  Range Modifiers
  Range
  Mod
  Arm’s Length
  –3/+3
  Near
  -
  Short
  –1
  Long
  –2
  Distant
  –3 (requires Aim)
  Fleeing Modifiers
  Range
  Mod
  Near
  –1
  Short
  0
  Long
  +1
  Open Zone
  –1
  Rough Zone
  +1
  Attacks
  Action
  Speed
  Skill
  Required
  Dodge
  Parrying 
  Wpn
  Wpn
  Shield
  Effect
  Slash
  Slow
  Melee
  Standing, 
  Drawn 
  Edged/Blunt 
  wpn
  +2
  OK
  OK
  OK
  Dmg to Str
  Stab
  Slow
  Melee
  Standing, 
  Drawn Point-
  ed wpn
  OK
  OK
  -2
  +2
  Dmg to Str
  Punch/Kick/
  Bite
  Slow
  Melee
  Standing/
  Unarmed
  OK
  +2
  +2
  +2
  Dmg to Str
  Grapple
  Slow
  Melee
  Standing
  OK
  OK
  OK
  OK
  Target drops 
  wpn, both fall 
  prone
  Grapple 
  Attack**
  Fast
  Melee
  Grappling 
  target
  X
  X
  X
  X
  Dmg to Str
  Break Free**
  Fast
  Melee
  Being 
  grappled
  X
  X
  X
  X
  Escape grapple
  Shove
  Fast
  Melee
  None
  OK
  X
  X
  OK
  Target falls prone
  Disarm
  Fast
  Melee
  Standing, 
  target has 
  wpn (not 
  shield)
  OK
  OK
  OK
  OK
   = drop 1H 
  wpn, 2
   = drop 
  2H wpn
  Shoot
  Slow
  Marks-
  man
  In range, 
  readied wpn
  OK
  X
  X
  OK
  Dmg to Str
  *Fall prone after dodge. -2 to remain standing.     **Only actions allowed during grapple.
  Finish your actions, move to next initiative.
  If it is the final initiative, do not reshuffle cards. Keep the 
  same cards for the entire combat.
  End Round
  8
  Draw initiative cards 
  Surprise: Draw 2 initiative cards, choose better
  Start of Combat
  0
  Players may exchange initiative cards here.
  Start of Round
  1
  1 Fast action + 1 Slow Action
  OR
  2 Fast Actions
  Declare Action
  2
  If defender is ready to fight and has any fast 
  actions remaining, they may dodge or parry 
  BEFORE the attack dice are rolled.
  Target Declares Reaction
  3
  Melee: Strength + Melee Skill + Wpn Bonus
  Ranged: Agility + Marksmanship Skill + Wpn Bonus
  Magic: See spell description
  Other: Attribute + Skill + Gear
  A single 
   does the weapon’s damage rating 
  to the target, additional 
   do +1 for each.
  Roll Action
  4
  Dodge: Agility + Move Skill + Bonus
  Parry: Strength + Melee Skill + Bonus
  Each 
   subtracts one 
   from the attack.
  Roll Reaction
  5
  1. Combine armor & helmet rating 
  2. Roll 1 gear die for each armor rating 
  3. Each 
   subtracts 1 from damage 
  4. Each  and/or each point of damage that penetrates 
  reduces armor rating by 1 
   
  Helmet Special: If you take a critical injury, you may sacrifice 
  your helmet for reduction. See rules pg. 105 for details.
  Armor Save
  6
  Combat Order
  Any remaining 
   are applied as damage to target
  Attribute
  Critical
  Actions
  Effect
  Strength
  Slash (pg196) 
  Blunt (pg.197) 
  Stab (pg.198)
  Crawl Only
  Knocked 
  sensless
  Agility
  NA
  Crawl Only
  Exhausted
  Wits
  Horror (pg.199-
  200)
  Run Only
  Panic
  Empathy
  NA
  "You must either explode in 
  a violent outburst, kicking 
  and breaking everything 
  around you, or withdraw 
  from everyone around you.””
  *No critical if self inflicted with a pushed roll
  Apply Damage
  7
  
  Social Actions
  Action
  Speed
  Roll
  Taunt
  Slow
  Empathy + Performance + Bonus
  Persuade
  Slow
  Empathy + Manipulate + Bonus
  Bluff
  Slow
  Empathy + Manipulate + Bonus
  Social Modifiers
  Action
  Speed
  +1
  For each point of repuation above opponent's
  +1
  You have more people on your side.
  +1
  What you ask for doesn’t cost your opponent anything.
  +1
  Your opponent has suffered damage to any attribute.
  +1
  You have helped your opponent previously.
  +1
  You present your case very well (determined by the GM).
  -1
  Your opponent has more people on his side.
  -1
  You ask for something valuable or dangerous.
  -1
  Your opponent has nothing to gain by helping you.
  -1
  You are having trouble understanding each other.
  -1
  The range between you is SHORT or longer.
  Weapon Features
  Feature
  Action
  Special Rules
  Blunt
  Slash
  If the enemy takes a critical injury, roll on the blunt trau-
  ma table.
  Edged
  Slash
  If the enemy takes a critical injury, roll on the slash 
  wounds table.
  Heavy
  Swing 
  Weapon
  Additional 1 damage on successful attacks. Takes up two 
  gear rows on your character sheet. 
  Hook
  Shove
  Light
  You can list two light items on one gear row on your 
  character sheet.
  Parrying
  Parry
  Weapons without the parrying feature get a -2 penalty 
  when parrying.
  Pointed
  Stab
  If the enemy takes a critical injury, roll on the stab 
  wounds table.
  HUNGRY
  You must eat a ration of food (see page 38) at least 
  once every day. After a day without food, you become 
  HUNGRY. Being HUNGRY has several effects:
  v You cannot recover Strength in any way, except 
  through magic. You can recover other attributes.
  v You suffer 1 point of damage to Strength per 
  week. If your Strength is Broken while HUNGRY, 
  you die after another week without food.
  v As soon as you have eaten, you are no longer 
  HUNGRY, and you can recover Strength normally.
  COLD
  When the cold is bitter and you don’t have enough 
  shelter, you have to roll ENDURANCE regularly. The 
  colder it is, the more frequently you need to roll. A 
  chilly fall day requires a roll per day; in the depth of 
  winter, you might have to roll once every hour. You 
  can even hallucinate, causing you to act irrationally – 
  details are up to the GM to decide.
  v You must keep rolling ENDURANCE at the same 
  interval, and with the same effect if you fail. If your 
  Strength is Broken while you are COLD, you die 
  the next time you have to roll.
  v You cannot recover Strength or Wits. Only after 
  you have warmed up again, if only by a campfire, 
  are you able to recover those attributes.
  SLEEPY
  You need to sleep for at least one Quarter Day of each 
  day. After one day without sleep, you become SLEEPY.:
  v You cannot recover Wits, except through magic. 
  If your Wits are Broken while SLEEPY, you must 
  sleep for at least one Quarter Day to get back up 
  again.
  v You take 1 point of damage to your Wits each 
  day. If this damage breaks your Wits, you collapse 
  and sleep for at least one Quarter Day.
  v As soon as you have slept for at least a Quarter 
  Day, you are no longer SLEEPY, and you can recov-
  er Wits normally.
  THIRSTY
  You must drink a ration of water (see page 38) at least 
  once per day. After a day without water, you become 
  THIRSTY.
  v You cannot recover any attributes, except 
  through magic. If you are Broken, you need to 
  drink water to get back up again.
  v You take 1 point of damage to both Strength 
  and Agility every day. If either of hese are Broken 
  while THIRSTY, you die after another day without 
  water.
  v As soon as you drink, you are no longer 
  THIRSTY, and you can recover your attributes 
  normally.
  IDLE RED HANDS
  http://frialigan.se/en/startpage/
  Idleredhands.com
  
SOURCE: textdata/thevault/Forbidden Lands (Year Zero Engine) [multi]/3rd Party/Forbidden_Lands_References.pdf