TEXT:  
  Strength 
  To Hit 
  Damage 
  Weight 
  Open 
  Doors 
  3-4 
  -2 
  -1 
  -100 
  1 
  5-6 
  -1 
  +0 
  -50 
  1 
  7-9 
  +0 
  +0 
  +0 
  1-2 
  10-12 
  +0 
  +0 
  +50 
  1-2 
  13-15 
  +1 
  +0 
  +100 
  1-2 
  16 
  +1 
  +1 
  +150 
  1-3 
  17 
  +2 
  +2 
  +300 
  1-4 
  18 
  +2 
  +3 
  +500 
  1-5 
   
   
  Intelligence 
  % Chance to 
  Know 
  Min 
  # 
  Max 
  # 
  Max 
  Level 
  3-4 
  20% 
  2 
  3 
  5th 
  5-7 
  30% 
  2 
  4 
  5th 
  8-9 
  40% 
  3 
  5 
  5th 
  10-11 
  50% 
  4 
  6 
  5th 
  12 
  50% 
  4 
  6 
  6th 
  13 
  65% 
  5 
  8 
  6th 
  14 
  65% 
  5 
  8 
  7th 
  15 
  75% 
  6 
  10 
  7th 
  16 
  75% 
  6 
  10 
  8th 
  17 
  85% 
  7 
  All 
  8th 
  18 
  95% 
  8 
  All 
  9th 
   
   
  Constitution 
  Hit Point 
  Bonus 
  Resurrection 
  Survival 
  Chance of 
  Surviving Spells 
  3-6 
  -1* 
  30% 
  35% 
  7-10 
  +0 
  50% 
  55% 
  11-12 
  +0 
  75% 
  80% 
  13-14 
  +0 
  85% 
  90% 
  15 
  +1 
  90% 
  95% 
  16 
  +1 
  95% 
  98% 
  17 
  +2 
  98% 
  99% 
  18 
  +3 
  99% 
  100% 
   
   
  Dexterity 
  Missile Attack Bonus 
  Armor Class Adjustment 
  3-8 
  -1 
  +0 
  9-12 
  +0 
  +0 
  13-14 
  +1 
  +0 
  15 
  +1 
  -1 
  16 
  +1 
  -2 
  17 
  +1 
  -3 
  18 
  +1 
  -4 
   
   
  Charisma 
  Maximum # of Retainers 
  Loyalty Base 
  3-4 
  1 
  -2 
  5-6 
  2 
  -1 
  7-9 
  3 
  +0 
  10-12 
  4 
  +0 
  13-15 
  5 
  +1 
  16-17 
  6 
  +2 
  18 
  12 
  +4 
   
  Units of Time:  
  When not in combat, time is counted in turns of 10 minutes each. During 
  combat the time scale shifts to rounds. A round is an amount of time 
  necessary to complete the actions allowed, up to a minute at most. For the 
  sake of simplicity, every ten rounds or fraction thereof should be considered 
  a full turn. 
   
  Units of Distance:  
  All distances are given in scale inches. One scale inch is equal to 10 feet in 
  indoor or underground environments, and 10 yards in outdoor situations. 
   
  Encounter Distance & Vision:  
  A torch or lantern effectively illuminates a 30 foot radius area. If the situation 
  is not obvious to the referee, it may be desirable to use dice, as follows: 2d4 
  times 10 feet without surprise (see below), or 1d4 times 10 feet if both sides 
  are surprised. 
   
  Surprise:  
  When potential combatants encounter each other unexpectedly, one or 
  both sides might be surprised. The referee rolls a six-sided die for each side, 
  with a result of 1-2 indicating surprise 
   
  Reaction Rolls:  
  When intelligent creatures meet in a dungeon or wilderness environment for 
  the first time, a reaction roll may be required. The referee should roll 2d6 for 
  the monster's reaction (the players, of course, direct their own character's 
  actions). 
   
  Die Roll 
  Reaction 
  2-5 
  Negative Reaction (May Attack) 
  6-8 
  Uncertain Reaction 
  9-12 
  Positive Reaction 
   
  The referee may make adjustments to this roll as needed, for example if a 
  bribe is offered or a credible threat is made (which might instead force a 
  morale check, as explained below). 
   
  Initiative and Round Order:  
  Each round, each side in combat rolls a six-sided die. Whichever side rolls 
  highest acts first. In the case of a tie, both sides may act simultaneously, or 
  the referee may choose to require a re-roll. 
   
  Movement:  
  When in combat rounds, characters and creatures normally move up to one-
  third of their given movement rate in inches per turn each combat round. 
  Characters or creatures who choose not to attack may instead run twice this 
  amount, or two-thirds of the normal movement rate per turn. 
   
  Morale: 
  During combat, when a group of non-player characters or intelligent 
  monsters have lost some of their numbers or otherwise might be feeling a bit 
  worried about their tactical position, the referee should roll a morale check 
  on two six-sided dice. Note that unintelligent monsters do not roll morale 
  checks; they merely fight until slain. For all others, refer to the following table:  
   
  Die Roll 
  The Enemy… 
  2 
  Routs: turns tail and runs 
  3-5 
  Attempts to retreat 
  6-8 
  Continues to fight if odds are still favorable otherwise 
  attempts to retreat 
  9-11 
  Fights on 
  12 
  Fights until slain, no further rolls needed 
  . 
  Attack Matrix 
   
  Fighter 
  Level 
  MagicUser 
  Level 
  Cleric/Thief 
  Level 
  Monster 
  Hit Dice 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  0 
  -1 
  -2 
  -3 
  -4 
  -5 
  1 
  1-3 
  1-2 
  1 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
  22 
  23 
  24 
  2-3 
  4-5 
  3-4 
  2 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
  22 
  23 
  4 
  6-7 
  5-6 
  3 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
  22 
  5 
  8-9 
  7-8 
  4 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
  6 
  10-11 
  9-10 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  7-8 
  12-13 
  11-12 
  6 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  9 
  14-15 
  13-14 
  7 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  10 
  16-17 
  15-16 
  8 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  11 
  18-19 
  17-18 
  9 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  12-13 
  20-21 
  19 
  10-11 
  2 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  14 
  22 
  20 
  12-13 
  2 
  2 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
   
  21 
  14-15 
  2 
  2 
  2 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  16 
   
  22 
  16-17 
  2 
  2 
  2 
  2 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  17-18 
   
   
  18-19 
  2 
  2 
  2 
  2 
  2 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  19 
   
   
  20-21 
  2 
  2 
  2 
  2 
  2 
  2 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  20 
   
   
  22-23 
  2 
  2 
  2 
  2 
  2 
  2 
  2 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  21-22 
   
   
  24+ 
  2 
  2 
  2 
  2 
  2 
  2 
  2 
  2 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
   
  Cleric vs. Undead Table 
   
  Cleric Level 
  Skeleton 
  Zombie 
  Ghoul 
  Wight 
  Wraith 
  Mummy 
  Spectre 
  Vampire 
  1 
  9 
  16 
  18 
  20 
  N 
  N 
  N 
  N 
  2 
  2 
  9 
  16 
  18 
  20 
  N 
  N 
  N 
  3 
  T 
  2 
  9 
  16 
  19 
  20 
  N 
  N 
  4 
  T 
  T 
  2 
  9 
  16 
  19 
  20 
  N 
  5 
  D 
  T 
  T 
  2 
  9 
  16 
  19 
  20 
  6 
  D 
  D 
  T 
  T 
  2 
  9 
  16 
  19 
  7 
  D 
  D 
  D 
  T 
  T 
  2 
  9 
  16 
  8 
  D 
  D 
  D 
  D 
  T 
  T 
  2 
  9 
  9 
  D 
  D 
  D 
  D 
  D 
  T 
  T 
  2 
  10 
  D 
  D 
  D 
  D 
  D 
  D 
  T 
  T 
  11 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  T 
  12 or more 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
   
   
  Thief Skills : 
   
  Level 
  Open Locks 
  Remove Traps 
  Pick Pocket or Move Silently 
  Hide in Shadows 
  Hear Noise 
  Climb Walls 
  1 
  15% 
  10% 
  20$ 
  10% 
  1-2 
  87% 
  2 
  20% 
  15% 
  25% 
  15% 
  1-2 
  88% 
  3 
  25% 
  20% 
  30% 
  20% 
  1-3 
  89% 
  4 
  35% 
  30% 
  35% 
  30% 
  1-3 
  90% 
  5 
  40% 
  35% 
  45% 
  35% 
  1-3 
  91% 
  6 
  45% 
  40% 
  55% 
  45% 
  1-3 
  92% 
  7 
  55% 
  50% 
  60% 
  50% 
  1-3 
  93% 
  8 
  65% 
  60% 
  65% 
  55% 
  1-3 
  93% 
  9 
  75% 
  70% 
  75% 
  65% 
  1-4 
  94% 
  10 
  85% 
  75% 
  85% 
  75% 
  1-4 
  94% 
  11 
  87% 
  80% 
  90% 
  85% 
  1-4 
  95% 
  12 
  89% 
  82% 
  92% 
  90% 
  1-4 
  95% 
  13 
  91% 
  84% 
  93% 
  91% 
  1-4 
  96% 
  14 
  92% 
  86% 
  94% 
  92% 
  1-4 
  96% 
  15 
  93% 
  88% 
  95% 
  93% 
  1-5 
  97% 
  16 
  94% 
  90% 
  96% 
  94% 
  1-5 
  97% 
  17 
  95% 
  92% 
  97% 
  95% 
  1-5 
  98% 
  18 
  96% 
  94% 
  98% 
  96% 
  1-5 
  98% 
  19 
  97% 
  96% 
  99% 
  97% 
  1-5 
  99% 
  20 
  98% 
  98% 
  100% 
  98% 
  1-5 
  99% 
  21 
  99% 
  100% 
  100% 
  99% 
  1-6 
  100% 
  22 
  100% 
  100% 
  100% 
  100% 
  1-6 
  100% 
   
  Non-human characters vary from the scores above as follows 
  Thief Ability 
  Dwarf 
  Elf 
  Halfling 
  Half-Elf 
  Open Lock 
  +5% 
  +0% 
  +10% 
  +0% 
  Remove Traps 
  +15% 
  +0% 
  +5% 
  +0% 
  Pick Pockets 
  +5% 
  +5% 
  +5% 
  +5% 
  Move Silently 
  +5% 
  +10% 
  +10% 
  +5% 
  Hide in Shadows 
  +0% 
  +15% 
  +10% 
  +5% 
  Hear Noise 
  +0 
  +0 
  +1 
  +0 
   
  Movement & Encumbrance 
   
  Maximum Load 
  Movement Rate 
  Up to 750 coins 
  12” 
  Up to 1,500 coins 
  9” 
  Up to 3,000 coins 
  6” 
   
  Fighters Saving Throws: 
   
  Level 
  Death 
  Poison 
  Wands 
  Stone 
  Dragon 
  Staves 
  1 
  12 
  13 
  14 
  15 
  16 
  2-3 
  11 
  12 
  13 
  14 
  15 
  4-5 
  10 
  11 
  12 
  13 
  14 
  6-7 
  9 
  10 
  12 
  13 
  14 
  8 
  8 
  9 
  10 
  11 
  12 
  9 
  8 
  9 
  10 
  10 
  12 
  10 
  7 
  8 
  9 
  9 
  11 
  11 
  6 
  7 
  8 
  8 
  10 
  12 
  5 
  6 
  7 
  7 
  9 
  13 
  4 
  5 
  6 
  6 
  8 
  14+ 
  4 
  5 
  5 
  5 
  8 
   
  Clerics Saving Throws: 
   
  Level 
  Death 
  Poison 
  Wands 
  Stone 
  Dragon 
  Staves 
  1 
  11 
  12 
  14 
  16 
  15 
  2 
  11 
  12 
  14 
  16 
  14 
  3 
  10 
  11 
  13 
  15 
  14 
  4 
  10 
  11 
  13 
  15 
  13 
  5 
  9 
  10 
  12 
  14 
  12 
  6 
  9 
  10 
  11 
  14 
  12 
  7 
  8 
  9 
  11 
  13 
  11 
  8 
  7 
  8 
  10 
  12 
  10 
  9 
  6 
  7 
  9 
  11 
  9 
  10 
  6 
  7 
  9 
  10 
  9 
  11 
  5 
  6 
  8 
  10 
  8 
  12 
  4 
  6 
  8 
  9 
  8 
  13+ 
  3 
  5 
  7 
  8 
  7 
   
  Magic-Users & Thieves Saving Throws: 
   
  Level 
  Death 
  Poison 
  Wands 
  Stone 
  Dragon 
  Staves 
  1 
  13 
  14 
  14 
  16 
  15 
  2 
  13 
  14 
  13 
  16 
  15 
  3 
  13 
  14 
  13 
  15 
  14 
  4 
  12 
  13 
  12 
  15 
  14 
  5 
  12 
  13 
  12 
  15 
  13 
  6 
  11 
  12 
  11 
  14 
  12 
  7 
  11 
  12 
  11 
  14 
  11 
  8 
  11 
  12 
  11 
  13 
  11 
  9 
  10 
  11 
  10 
  13 
  10 
  10 
  9 
  10 
  9 
  12 
  9 
  11 
  8 
  9 
  8 
  11 
  8 
  12 
  8 
  9 
  8 
  11 
  7 
  13 
  8 
  9 
  8 
  10 
  7 
  14 
  7 
  8 
  7 
  10 
  6 
  15 
  6 
  7 
  6 
  9 
  5 
  16+ 
  5 
  6 
  5 
  8 
  3 
   
   
   
  Iron Falcon Rules for Classic Fantasy Role-Playing  
  Copyright 2014-2015 Chris Gonnerman 
   
  Iron Falcon GM Screen 
  Copyright 2015 Tony Bravo 
   
  http://www.ironfalconrpg.com 
  Iron Falcon GM Screen V1.0 
  Released under the terms of the Open Game License 1.0a as found in the Iron Falcon Core Rules 
   
  Weapons 
   
  Weapon 
  Space Required 
  DMG vs Man 
  DMG vs Large 
  Short Range 
  Medium Range 
  Long Range 
  Battle Axe 
  4’ 
  1d8 
  1d8 
   
   
   
  Composite Bow 
   
  1d6 
  1d6 
  8” 
  16” 
  24” 
  Dagger 
   
  1d4 
  1d3 
  1” 
  2” 
  3” 
  Flail 
  6’ 
  1d8 
  1d8 
   
   
   
  Halberd 
  6’ 
  1d10 
  2d6 
   
   
   
  Hand Axe 
   
  1d6 
  1d4 
  1” 
  2” 
  3” 
  Heavy Crossbow 
   
  1d6 
  1d6 
  8” 
  16” 
  24” 
  Horse Bow 
   
  1d6 
  1d6 
  6” 
  12” 
  18” 
  Lance (mounted) 
  6’ 
  1d8 
  2d12 
   
   
   
  Light Crossbow 
   
  1d6 
  1d6 
  6” 
  12” 
  18” 
  Long Bow 
   
  1d6 
  1d6 
  7” 
  12” 
  21” 
  Mace, Pick, Hammer 
  4’ 
  1d6 
  1d4 
   
   
   
  Morning Star 
  5’ 
  1d8 
  1d6 
   
   
   
  Pike 
  6’ 
  1d8 
  1d12 
   
   
   
  Pole Arm 
  6’ 
  1d8 
  1d12 
   
   
   
  Short Bow 
   
  1d6 
  1d6 
  5” 
  10” 
  15” 
  Sling 
   
  1d4 
  1d6 
  5” 
  10” 
  15” 
  Spear (thrown or thrust) 
   
  1d6 
  1d8 
  2” 
  4” 
  6” 
  Spear (set vs charge) 
   
  1d10 
  2d8 
   
   
   
  Spear (thrust vs charge) 
   
  1d8 
  1d12 
   
   
   
   
   
  1d8 
  1d12 
   
   
   
  Two Handed Sword 
   
  1d10 
  3d6 
   
   
   
   
   
  
SOURCE: textdata/thevault/Iron Falcon (osr)/Iron Falcon GM Screen (r1).pdf