TEXT: Accidental Injury
  You deﬂ ect or twist the attack 
  so Attacker Fumbles 
  and injures Self. 
  Attacker rolls weapon’s Damage 
  and applies to Self 
  (Random Location). 
  If unarmed, Attacker 
  is injured internally 
  (ignore Armour.) 
  
  Accidental Injury
  
  Arise
  Defender uses a 
  momentary opening 
  to roll back up to 
  standing.
  
  Arise
  
  Bash
  Attacker bashes Defender 
  oﬀ  balance. 
  SHIELD:  Fall back 1 m per every 
   
   2 pt of rolled Damage 
  BLUDGEON:  Fall back 1 m per 
                      every 3 points of 
                      rolled Damage
  Must be no more than 
  2x Attacker’s SIZ. 
  If forced into an obstacle, Attacker 
  must make a Hard Athletics or 
  Acrobatics roll to avoid falling.
  
  Bash
  
  Bleed
  Attacker cuts open a major 
  blood vessel. 
  DEFENDER: 
  If injured, make Endurance roll 
  (vs. Attack) not to start bleeding 
  out
  START OF EACH ROUND: 
  Defender loses 1 Fatigue until 
  collapse/death
  A First Aid Roll can staunch 
  bleeding, but Defender may perform 
  No Other Actions.  
  See Bleeding page 71.
  
  Bleed
  
  Blind Opponent
  You brieﬂ y blind Attacker 
  (by throwing sand in the eyes, 
  reﬂ ecting sunlight oﬀ  a shield, etc.)
   
  Attacker must make an Evade (or 
  Weapon Style, if using a shield) roll 
  vs. Defender’s original Parry. 
  If failed, Attacker suﬀ ers the 
  Blindness situational modiﬁ er 
  for the next 1d3 turns.
  
  Blind Opponent
  
  Bypass Armour
  You ﬁ nd a gap in the 
  Defender’s natural or worn 
  armour. 
   
  If Defender is wearing armour above 
  natural protection, then Attacker 
  must decide which is bypassed. 
  This eﬀ ect can be Stacked 
  to bypass both. 
  Physical protection gained from 
  magic is considered ‘worn armour’.
  
  Bypass Armour
  
  Choose Locat on
  You may freely select Location 
  where your blow lands.
   
  HAND-TO-HAND MELEE:
  Choose location the blow lands. 
  Must be within reach.
  RANGED WEAPON:
  Critical Success if Defender is within 
  close range and either stationary or 
  unaware of Attacker.
  
  Choose Locat on
  
  Circumvent Cover
  You ﬁ re your high-tech 
  weapons around a 
  Defender’s cover.
   
  Typically requires self-guided 
  ammunition. 
  If used as a Trick Shot (bouncing a 
  laser blast oﬀ  a mirror or ricocheting 
  a bullet oﬀ  a wall), then treat as 
  a Critical Success, but with a 
  commensurate reduction in damage. 
  
  Circumvent Cover
  
  Circumvent 
  Parry
  You completely bypass an 
  otherwise successful Parry. 
   
  On a Critical only, 
  Attacker ignores Defender’s 
  Parry.
  
  Circumvent 
  Parry
  
  Close Range
  You automatically change the 
  Engagement Range to favour 
  the shorter weapon.
   
  Usable by Attacker or Defender. 
  Range is  now favours the 
  shorter weapon.
  See Weapon Reach on page 106.
  
  Close Range
  
  Compel Surrender
  You force the surrender 
  of a Helpless or 
  Disadvantaged Target 
  (disarmed, lying prone and 
  unable to regain footing, suﬀ ering 
  a serious wound, etc).
   
  No damage taken; 
  Target is only threatened. 
  Target must make a Willpower 
  roll vs. original Attack or Parry, 
  or capitulate. 
  
  Compel 
  Surrender
  
  Damage We pon
  You damage Target’s weapon 
  as part of an Attack or Parry.
   
  ATTACK:
  Attacker aims speciﬁ cally at 
  Defender’s parrying weapon and 
  applies the Damage roll to it.
  PARRY:
  Defender rolls weapon’s Damage and 
  applies to Attacker’s weapon.
  Targeted weapon uses its 
  Armour Points to resist Damage. 
  If reduced to 0, it breaks.
  
  Damage 
  We pon
  
  Disarm Opponent
  You knock, yank, or twist the 
  weapon out of the Target’s hand. 
   
  Target makes Combat Style roll vs. 
  disarmer’s original roll. If failed, 
  weapon is ﬂ ung a distance equal to 
  the disarmer’s Damage Modiﬁ er in 
  metres or lands at disarmer’s feet. 
  Each step in SIZ of weapon 
  increases Target’s diﬃ  culty by 
  1 grade if larger or deceases the 
  diﬃ  culty by 1 grade if smaller. 
  Target must be no more than 
  2x Attacker’s STR. 
  
  Disarm 
  Opponent
  
  Drop Foe
  You inﬂ ict at least a Minor 
  Wound on the Defender.  
   
  Defender must make a Endurance 
  roll vs. Attacker’s original roll 
  or succumb to shock and pain, 
  becoming Incapacitated and unable 
  to continue ﬁ ghting. 
  Defender can make a First Aid roll 
  or using a technological or narcotic 
  booster to recover.
  Otherwise, Defender incapacitated 
  for a period equal to 1 hour divided 
  by Defender’s Healing Rate.
  
  Drop Foe
  
  Duck Back
  As a shooter, you can 
  immediately duck back 
  into cover.
   
  Attacker immediately performs 
  a  Take Cover Action. 
  Attacker must already be 
  standing or crouching adjacent 
  to some form of cover.
  
  Duck Back
  
  Enhance Parry
  You deﬂ ect the entire 
  force of an Attack.
   
  On a Critical, Defender 
  deﬂ ects the entire force of an 
  Attack, no matter the size of 
  Defender’s weapon.
  
  Enhance Parry
  
  Entangle
  You immobilise a Location 
  using an entangling weapon 
  (whip, net, etc.).
   
  ARM: Target cannot use items held.
  LEG:  Target cannot move.
  HEAD, CHEST, ABDOMEN: 
            Target’s rolls 1 grade harder
  Entangler can spend an Action Point 
  to automatically Trip Opponent.
  Target can make Brawn vs. 
  Defender’s roll to break free or win 
  a Special Eﬀ ect (Damage Weapon, 
  Disarm Opponent, or Slip Free).
  
  Entangle
  
  Flurry
  You can make an immediate 
  follow-up Attack using a 
  diﬀ erent limb or body part.
  For instance, Attacker may follow up 
  a punch to the abdomen with a knee 
  to the face.
  Additional Action costs an 
  Action Point, but potentially allows 
  several Attacks in sequence before 
  Defender can respond oﬀ ensively.
  This eﬀ ect can be Stacked.
  
  Flurry
  
  Force Failure
  You force a Target who 
  Funbles to fail a roll.
  Used in combination with other 
  Special Eﬀ ects when 
  Target Fumbles.
  Target fails Resistance roll by 
  default, thereby, automatically 
  becoming disarmed, tripped, etc.
  TARGET FUMBLES
  TARGET FUMBLES
  TARGET FUMBLES
  
  Force Failure
  TARGET FUMBLES
  TARGET FUMBLES
  TARGET FUMBLES
  
  Grip
  You grab the Defender with 
  your empty hand (or similar 
  limb) to prevent a change of 
  weapon or disengagement.
  Must be within Unarmed 
  Combat reach.
  Defender may break free on 
  Turn with an Opposed Brawn or 
  Unarmed roll (Attacker’s choice). 
  Breaking free may not be possible. 
  See Brawn on page 39.
  
  Grip
  
  Impale
  You drive weapon into Defender. 
  Pick best of 2 rolls for Damage. if 
  Armour is breached, Defender either:
  WEAPON REMAINS: Defender’s skill 
  rolls are 1 grade harder. 
  WITHDRAW WEAPON:  Use Ready 
  Weapon Action and pass unopposed 
  Brawn roll. Damage = ½ normal, no 
  mod; normal for Barbed weapons.
   
  IMPALE SEVERITY
  SIZ
  S
  M
  L
  H
  E
  1-10
  For
  Herc
  Incap
  Incap
  Incap
  11-20 Hard
  For
  Herc
  Incap
  Incap
  21-30
  n/a
  Hard
  For
  Herc
  Incap
  31-40
  n/a
  n/a
  Hard
  For
  Incap
  41-50
  n/a
  n/a
  n/a
  Hard
  Incap
  
  Impale
  
  Kill Silently
  You neutralise the Defender in 
  complete silence 
  (cover mouth/grab neck whilst 
  stabbing, cutting, or garrotting).
  Must have Assassination trait. 
  Useable only on a Surprised 
  target and in the 1st attack.
  If attack inﬂ icts a Serious Wound, 
  Defender fails Endurance roll 
  automatically. 
  Defender cannot make any 
  sound for 1 Round. 
  
  Kill Silently
  
  Mark man
  You can move the Location 
  on your shot by 1 step to an 
  adjoining body part.
  Physiology aﬀ ects what can be 
  re-targeted – apply common 
  sense.
   
  EXAMPLES: 
  • 
  On a humanoid, a Leg shot 
  could be moved up to the 
  Abdomen instead. 
  • 
  On a griﬃ  n, a chest shots 
  permits Attacker to select 
  Forelegs, Wings, or Head.
  
  Mark man
  
  Maximise Damage
  You can substitute 1 of a 
  weapon’s Damage dice for 
  its full value.
  EXAMPLES: 
  • 
  A hatchet that normally does 
  1d6 would be treated as a ‘6’.
  • 
  A great club that does 2d6 
  would inﬂ ict 1d6+6 damage. 
  This eﬀ ect may be Stacked.
   
  Can be used for natural weapons. 
  Does not aﬀ ect the Attacker’s 
  Damage Mod (rolled normally).
  
  Maximise 
  Damage
  
  Open Range
  You automatically change the 
  Engagement Range to favour 
  the longer weapon.
   
  Usable by Defender only. 
  Range is  now favours the 
  longer weapon.
  See Weapon Reach on page 106.
  
  Open Range
  
  Overextend 
  Opponent
  You sidestep or retreat at an 
  inconvenient moment, causing 
  the Attacker to overreach.
   
  Attacker cannot attack 
  on the next Turn.
  This eﬀ ect can be Stacked.
  
  Overextend 
  Opponent
  
  Overpenetrat on
  You shot through multiple 
  Targets that are in a line or in 
  a densely packed group.
   
  Attacker’s shot travels through 
  1st Defender, and if it overcomes 
  the Armour, hits 2nd Defender, doing 
  ½ Damage to 2nd Defender. Any 
  other Special Eﬀ ects apply to 
  1st Defender only.
  Works best with high-powered or 
  armour-piercing weapons. 
  
  Overpenetrat on
  
  Pin Down
  You intimidate the Defender 
  into ducking behind cover and 
  losing an attack.
   
  Defender must make an Opposed 
  Willpower roll vs. Attacker’s hit roll 
  or hunker down under cover unable 
  to attack on the next Turn.
  This Special Eﬀ ect works even 
  if no actual Damage is inﬂ icted 
  on Defender, as it relies on the 
  intimidation eﬀ ect of ﬁ re passing 
  very close by. 
  This eﬀ ect can be Stacked.
  
  Pin Down
  
  Pin We pon
  You manouvre your body to 
  pin a Defender’s weapon or 
  shield, rending it unusable.
   
  Defender may try to wrestle or 
  manoeuvre the pinned item free. 
  This costs an Action Point 
  and works as per Grip.
  A Defender lacking a weapon or 
  shield in the other hand must Evade 
  or use Unarmed skill to avoid attack, 
  or Disengage entirely.
  
  Pin We pon
  
  Prepare Counter
  You read the patterns of your 
  foe and pre-plan a counter.
   
  Defender secretly notes a speciﬁ c 
  Special Eﬀ ect to counter. 
  If Attacker uses that Special 
  Eﬀ ect during the ﬁ ght, then 
  Defender instantly substitutes 
  Attacker’s eﬀ ect with one 
  of her own, which succeeds 
  automatically.
  This eﬀ ect can be Stacked.
  
  Prepare 
  Counter
  
  Press Advantage
  You press the Defender, 
  forcing them to remain 
  defensive.
   
  Defender cannot attack 
  in the next Turn. 
  Using this Special Eﬀ ect, 
  Attacker can potentially establish 
  an unbroken sequence of Attacks 
  whilst Defender desperately 
  blocks.
  
  Press 
  Advantage
  
  Rapid Reload
  You can reload faster.
   
  When using a Ranged weapon, 
  Attacker reduces the Reload time 
  for the next shot by 1. 
  This eﬀ ect can be Stacked.
  
  Rapid Reload
  
  Remise
  You use a small weapon to  
  perform a follow-up Attack on 
  the Defender’s Turn.
   
  Attacker performs a sequential 
  follow-up Attack with a weapon 
  of size Small on Defender’s 
  next Turn.
  Defender must change a 
  proactive Action into a 
  reactive Action.
  
  Remise
  
  Scar Foe
  You scar the Defender 
  permanently and noticably.
   
  Target is given a scar that will 
  disﬁ gure the Target for the rest 
  of his or her life. 
  EXAMPLE: A slice across the face 
  or an artfully inscribed letter 
  across the chest.
  
  Scar Foe
  
  Selec  Target
  You deﬂ ect or maneouvre an 
  Attacker’s Fumble such that it 
  hits a bystander instead.
   
  New Target must be in reach of 
  Attacker’s close combat weapon or, 
  in the case of a Ranged Attack, in 
  the line of ﬁ re.
  New Target is completely surprised 
  by the ‘accident’ and has no chance 
  to avoid the attack. Counts as an 
  Automatic Hit, but garner no 
  Special Eﬀ ect.
  
  Selec  Target
  
  Slip Free
  You can escape from 
  being entangled, gripped, 
  or pinned.
   
  This Special Eﬀ ect automatically 
  negates the following: 
  • 
  Entangle 
  • 
  Grip
  • 
  Pin Down
  
  Slip Free
  
  Stand Fas 
  You brace yourself 
  to avoid being knocked 
  back.
   
  Defender braces against the 
  force of an Attack, thus avoiding 
  the Knockback eﬀ ects of any 
  Damage received.
  
  Stand Fas 
  
  St n Locat on
  You use a bludgeoning 
  weapon to to temporarily stun 
  the body part struck.
   
  If the blow overcomes Armour 
  Points, Defender must make an 
  Endurance roll vs. original Attack 
  roll, or Location is Incapacitated 
  for a number of Turns equal 
  to Damage inﬂ icted. 
  • 
  A blow to the Torso causes 
  Defender to stagger winded, 
  only able to defend. 
  • 
  A Head shot renders Defender 
  brieﬂ y insensible. 
  
  St n
  
  Sunder
  You use a 2-handed weapon 
  to damage the Defender’s 
  Armour or natural protection.
  Damage in excess of the protection’s 
  Armour Points (after applying Parry 
  or Magic) reduces the AP value of 
  that Armour(ed) location (ripping 
  straps, bursting rings, creasing plates, 
  tearing away hide, scales, or chitin). 
  Any remaining Damage after the 
  protection has been reduced to 0 AP, 
  carries over onto the Hit Points of 
  the location struck.
  
  Sunder
  
  Take We pon
  You take an opponent’s 
  weapon away by twisting or 
  yanking it.
   
  Useable only if Unarmed. 
  Opponent must be no more than 
  2x taker’s SIZ. 
  Target must make a Combat Style 
  roll vs. original Unarmed roll, or the 
  weapon is taken. From that moment, 
  the weapon belongs to taker. 
  This Special Eﬀ ect diﬀ ers from 
  Disarm Opponent in that the SIZ of 
  the weapon is largely irrelevant.
  
  Take We pon
  
  Trip Opponent
  You overbalance or throw 
  your opponent to the 
  ground.
   
  Target must make an Opposed 
  roll of Brawn, Evade, or 
  Acrobatics against the tripper’s 
  Attack roll, or fall Prone. 
  Quadruped (or many-legged) 
  opponents may substitute 
  Athletics for Evade and treat the 
  roll as 1 diﬃ  culty grade easier.
  
  Trip Opponent
  
  We pon 
  Malfunc ion
  Your ﬁ rearm  or bow
  malfunctions rendering 
  it useless.
   
  The weapon will not work again 
  until until time can be spent 
  ﬁ eld stripping and cleaning or 
  repairing it. 
  
  We pon 
  Malfunc ion
  
  Wit draw
  You move out of reach.
   
   Defender may automatically 
  withdraw out of reach, breaking 
  oﬀ  engagement with that 
  particular Attacker.
  
  Wit draw
  
  Ac ion Point
  X
  
  Ac ion  Point
  Ac ion Point
  
  Ac ion Point
  X
  
  Ac ion  Point
  Ac ion Point
  
  Ac ion Point
  X
  
  Ac ion  Point
  Ac ion Point
  
  Ac ion Point
  X
  
  Ac ion  Point
  Ac ion Point
  
  Luck Point
  X
  
  Luck  Point
  Luck Point
  
  Luck Point
  X
  
  Luck  Point
  Luck Point
  
  Luck Point
  X
  
  Luck  Point
  Luck Point
  
  Luck Point
  X
  
  Luck  Point
  Luck Point
  
  Prone
  Disarmed
  
  Prone
  Disarmed
  
  Fat gued
       Fresh                                        
                                        Winded       
      Tired
                                        Wearied
  Exhausted
                                      Debilitated
  Incapacitated
                                        Semi-Conscious
  Comatose
                                          Dead
       Fresh                                        
                                        Winded       
                                        Wearied
                                      Debilitated
                                        Semi-Conscious
                                          Dead
       Fresh                                        
       Fresh                                        
       Fresh                                        
       Fresh                                        
                                        Winded       
                                        Winded       
                                        Winded       
                                        Winded       
                                        Wearied
                                        Wearied
                                        Wearied
                                        Wearied
                                      Debilitated
                                      Debilitated
                                      Debilitated
                                      Debilitated
                                        Semi-Conscious
                                        Semi-Conscious
                                        Semi-Conscious
                                        Semi-Conscious
                                        Semi-Conscious
                                          Dead
                                          Dead
                                          Dead
                                          Dead
       Fresh                                        
                                        Winded       
                                        Wearied
                                      Debilitated
                                        Semi-Conscious
                                          Dead
       Fresh                                        
       Fresh                                        
                                        Winded       
                                        Winded       
                                        Wearied
                                      Debilitated
                                      Debilitated
                                        Semi-Conscious
                                        Semi-Conscious
                                          Dead
                                          Dead
                                          Dead
  
  Fat gue
  Fat gue
  
  Impaled
  Hard
  Formidable
  Herculean
  
  Impaled
  Impaled
  
  Cannot At ack
  Lost Advantage
  Outmanoeuvred
  Overextended
  Preparing a Spell
  Serious Wound
  Stunned Location
  Lost Advantage
  Outmanoeuvred
  Overextended
  Preparing a Spell
  Outmanoeuvred
  Preparing a Spell
  Serious Wound
  Stunned Location
  
  Cannot At ack
  X
  Cannot At ack
  
SOURCE: textdata/thevault/Mythras (d100)/Mythras - Combat Cards.pdf