TEXT: Simple Tests
  Simple Tests are used to determine success/failure.
  To perform a Simple Test, roll d100 and compare the result
  to the Skill or Characteristic best suited for the action.
  Tis test may be modifed using the Difculty Table.
  Success:  You roll lower or equal to the Skill or Characteristic.
  Failure: You roll higher than the Skill or Characteristic.
  Dramatic Tests
  Dramatic Tests are used to determine the success/failure
  where the degree to which the character succeeded for failed
  maters such as Opposed Tests and combat.
  Tis test may be modifed using the Difculty Table.
  Success: 
  You roll lower or equal to the Skill or Characteristic. 
   
  Te degree of you success is determined by the SL.
  Failure:  You roll higher than the Skill or Characteristic.
   
  Te degree of your failure is determined by the SL.
  Extended Tests
  Used for time consuming tasks that require X SL.  Use 
  Dramatic Tests and use the SL from multiple rolls added 
  together to reach a target number. Te current SL level of 
  the test can rise and lower.
  Success:  Te target number of SL has been reached.
  DIFFICULTY TABLE
  Very Easy
  Difculty
  Test Modifer
  +60
  Easy
  +40
  Average
  +20
  no modifer
  Challenging
  Difcult
  -10
  Hard
  -20
  Very Hard
  -30
  SUCCESS LEVELS (SL)
  SL = subtract the 10s number of the roll from the 10s 
  number of the Characteristic or Skill being tested 
  including modifers.
  Assistance
  • Te Character with the best chance to succeed rolls.
  • Each Assisting Character gives a bonus of +10.
  Assisting Characters must:
  • Have at least 1 Advance in the Skill being tested.
  • Be adjacent to the Testing Character.
  • Number of Assisting Characters cannot exceed appropriate
    Characteristic Bonus of the Testing Character.
  TESTS
  Roll
  Location
  01–09
  Head
  10–24
  Left Arm 
  (or Secondary Arm)
  25–44
  Right Arm 
  (or Primary Arm)
  45–79
  Body
  80–89
  Left Leg
  90–00
  Right Leg
  Reverse successful Hit Roll
  to determine Hit Location
  USING SKILLS DEFENSIVELY
  As your Action, choose a Skill to use defensively. Tests 
  using that Skill until the start of your next Turn gain +20.
  COMBAT TESTS
  1: Roll to Hit
  Melee:
  • Must be Engaged with opponent.
  • Perform Opposed Melee Test, highest SL wins.
  Success:  Hit opponent and gain +1 Advantage.
  Failure:  Opponent gains +1 Advantage and Action is fnished.
  Ranged:
  • Weapon must be in Range opponent.
  • Perform Ranged Test.
  Success:  Hit opponent and gain +1 Advantage.
  Failure:  Action is fnished.
  2: Determine Hit Location
  3: Determine Damage
  • Damage = Weapon Damage + SL of the Opposed Test.
  4: Apply Damage
  • Wounds Sufered = Damage - (Opponent’s Toughness
    Bonus + Armour Points)
  • Minimum Wounds Sufered: 1
  • If Wounds Sufered exceeds opponents remaining wounds, 
    opponent sufers a Critical Wound and the Prone Condition.
  DEFAULT COMBAT DIFFICULTY
  Challenging (+0)
   
  Roll
  Result
  01–20
  Hurt yourself, lose 1 Wound.
  21–40
  Weapon damaged, weapon sufers 1 
  Damage. Next round, you will act last.
  41–60
  Out of position, next round Actions sufer
  penalty of -10.
  61–70
  Stumble, lose your next Move.
  71–80
  Stumble, miss your next Action.
  81–90
  Twist your ankle. Sufer a Torn Muscle 
  (Minor) injury (page 179). Tis counts as a 
  Critical Wound. 
  91–00
  Hit 1 random ally in range using rolled units
  to determine SL. If impossible, you hit
  yourself and gain the Stunned Condition.
  CRITICALS AND FUMBLES
  Criticals
  Any successful Combat Test that scores a double.
  • Critical rolls can occur as an attacker or defender.
  • Opponent receives a Critical Wound.
  • A Critical Wound on an armored location can be 
    ignored by reducing the armor by 1AP.
  Fumbles
  Any failed Combat Test that scores a double.
  • Critical rolls can occur as an attacker or defender.
  • Roll 1d100 on the following table:
  Misfres!
  If Black-powder, Engineering or Explosive weapon and 
  fumble with an Even Number:
  • Weapon is destroyed, Hit Location = Primary Arm 
  • Damage = Full Damage + (units die of misfre roll)
  Movement
  Walk
  Run
  3
  6
  12
  4
  8
  16
  5
  10
  20
  Charging
  • If not Engaged, Move can be a Charge up to 2x Movement.
  • Action for the Turn must be a Melee Test.
  • If Charge distance > Movement, gain +1 Advantage.
  Engaged
  • If attacking or being attacked in melee, you are Engaged.
  • If you don't attack or are attacked for a full round you are no
    longer Engaged.
  Disengaging
  If Engaged, the following are options for Disengaging:
  Use Advantage:
  • Must have Advantage greater than opponent.
  • Reduce Advantage to 0.
  • Move as normal.
  Use Dodge:
  • Advantage equal or less than opponent.
  • Use Action to make an Opposed Dodge/Melee Test.
  Success:  Gain +1 Advantage and Move as normal.
  Failure:  Opponent gains +1 Advantage, you cannot Move.
  Fleeing
  • Voluntary or Involuntarily leaving combat.
  • Opponent gains +1 Advantage.
  • Opponent gains 1 free Unopposed Melee Test with +20.
  • If hit: enact a Challenging (+0) Cool Test.
  Failure:  • Gain Broken Condition, +1 per SL below 0.
   
  • Move as normal.
  MOVEMENT
  BENEFITS OF ADVANTAGE
  Each Advantage adds +10 to any appropriate
  Combat Test or Psychology Test.
  ADVANTAGE
  Gaining Advantage
  Te following grant +1 Advantage in combat:
  • Attacking Surprised enemy.
  • Charging into combat.
  • Gaining tactical advantage with a Skill.
  • Defeating an opponent.
  • Winning an Opposed Test.
  • Wounding an opponent without Engaging.
  Losing Advantage
  Lose all Advantage if you:
  • Lose an Opposed Test.
  • Sufer any Conditions.
  • Lose any Wounds..
  COMBAT
  Timing
  • Rounds: Enough time for all characters to attempt a Test
    and to Move into position.
  • Turns: During a Round, each combatant has a Turn to 
    perform an Action and a Move.
  • Initiative Order: Combatants take their Turn in order of
    their Initiative, 1d10 + Initiative Characteristic, from 
    highest to lowest.
  Combat Summary
  1. Determine Surprise
  2. Round Begins
  3. Characters Take Turns: Initiative order, 1 Move, 1 Action.
  4. Round Ends
  5. Repeat Steps 2-5 as required
  Surprise
  Surprise your opponent by hiding, sneaky tactics or distractions.
  Opposed Stealth vs Perception to be spotted.
  • Use character with the lowest Stealth opposing all potential
     spotters. 
  Success: 
  • Defeated characters gain the Surprised Condition.
   
  • Surprised Characters may spend a Resolve point to 
   
    remove the Surprised Condition.
  Failure: 
  • Proceed with combat as normal.
  Free Actions
  Shouting a warning, drawing your weapon, drinking a potion, 
  etc. If it requires a Test, it should be an Action.
  Actions
  All Tests require an Action. Actions can be Simple Tests,
  Dramatic Tests or Extended Tests, Combat Tests, etc.
  ACTIONS
  
  Bless:
  Characters with the Bless Talent may enact Blessings.
  Invoke:
  Characters with the Invoke Talent may enact powerful Miracles.
  Blessings and Miracles
  Blessing and Miracles are prayers spoken by one of the Blessed.
  Make a Challenging (+0) Pray Test.
  • You must be able to speak to enact a Blessing or Miracle.
  • Only a single Blessing or Miracle can be active at once.
  • When performing a Pray Test, if the units die is =< Sin Points, 
    sufer the Wrath of the Gods (p218).
  Success: 
  • Blessing or Miracle manifests according to its rules.
   
  • For every 2+ SL on a Blessing choose one:
        
     - Range: +6 yards  
  - Duration: +6 Rounds
        
     - Targets: +1
        
  • For every 2+ SL on a Miracle choose one:
        
     - Range: x2 yards  
  - Duration: x2 Rounds
        
     - Targets: x2
  Failure: • Nothing happens.
   
  • If Fumbled: roll on the Wrath of the Gods table (p218).
  Sin Points & Wrath of the Gods
  You have acted in contrary to your gods’ will.
  • If you violate any of the Cult Strictures, gain 1-3 Sin Points.
  • Particularly pious displays may result in removal of Sin Points
    with a Pray Test.
  • When rolling on the Wrath of the Gods table, add +10 for
    for each Sin Point. Remove 1 Sin Point after resolving the roll.
  PRAYER TESTS
  Second Sight:
  Characters with the Second Sight may use any appropriate Skills
  with your Intuition, Perception and Track Skills.
  • Second Sight is considered always on. 
  Spells:
  • Petty: Simple tricks using negligible amounts of magic.
  • Arcane: Generic spells open to all casters.
  • Lore: Only available to those with Arcane Magic (X) Talent.
  • Chaos: Spells practiced by those in league with Chaos.
  Memorizing Spells:
  Transcribing a Spell to a Grimoire allows the user to cast the 
  spell. However in order to cast it from memory, without the
  Grimoire, you need to spend XP noted in your Spellcasting 
  Talent.
  Ingredients:
  • Ingredients cost Casting Number (CN) in shillings.
  • Ingredients are consumed on use.
  • Ingredients reduce Miscast by one category. Major > Minor.
    Minor > Nothing. 
  Casting Spells
  Make a Language (Magick) Test.
  • Must be able to see target and speak loudly, to cast a Spell.
  • If close to Corrupting Infuence, units roll of an 8 cause a
    Minor Miscast.  If you already have a Minor Miscast, the
    Miscast becomes a Major Miscast.
  • Casting Spells from a Grimoire require x2 the Casting Number.
  • -1 SL if wearing inappropriate garb and for each Armour Point.
  • Ingesting Warpstone doubles the SL of the Test.
  Success: If SL => Casting Number, spell goes of with described
     
  efects. 
   
  • Spells continue for the Duration unless Dispelled.
   
  • For every 2+ SL choose one:
        
     - Range: x2 yards 
  - Duration: x2 Rounds
        
     - Area of Efect: x2 
  - Targets: x2
  Failure:  Spell fails to Cast.
      
  Critical Casting:
  • If Critical: Unless you have Instinctive Diction Talent, roll on 
    the Minor Miscast Table.
  • Additionally, choose one:
       - +1 Critical Wound if spell causes damage.
       - Spell casts even with insufcient Casting Number.
       - Spell cannot be Dispelled.
  Fumbled Casting:
  • If Critical: Sufer a Miscast. Roll 1d100 on the Minor Miscast 
    Table.
  Magic Missiles:
  • Hit Location struck is determined by reversing the dice rolled
    on Language (Magick) Test and using the Hit Location Table.
  • Damage = Language (Magick) Test SL + Willpower Bonus.
    Tis is reduced by Toughness and Armour Points as normal.
  Touch Spells in Combat:
  • Make an Opposed Melee (Brawling) Test vs Melee or 
    Dodge Skill after completing the Casting Test.
  Channeling Test
  Harness much more of the Winds of Magic.
  Make an Extended Channeling Test.
  • When SL reaches CN of the target Spell you have enough
    magic. Next Round you may Cast using the normal rules.
  • If interrupted: Make Hard (-20) Cool Test or sufer a Minor
    Miscast and lose all SL you have accrued.
  • -1 SL if wearing inappropriate garb and for each Armour Point.
  • Ingesting Warpstone doubles the SL of the test.
  Success: • CN of target spell = 0.
   
  • If Critical: Cast Spell next Round regardless of how 
   
    many CN you have. Roll on the Minor Miscast Table 
   
    unless you have Aethyric Attunement Talent.
  Failure: • All channeled magic energy is lost.
   
  • Sufer a Minor Miscast.
   
  • If Critical or units die ends in 0 over your skill: Sufer
   
    a Miscast. Roll on the Major Miscast Table.
  MAGIC TESTS
  Dispelling
  Spell targets you or a point you can see within Willpower yards.
  Make an Opposed Language (Magick) Test vs the Casting Test.
  • You may only Dispell one spell per Round.
  Success: • Te target Spell has no efect.
  Failure: • Te caster uses the SL of the Opposed Test to 
   
    determine if Casting was successful.
  Dispelling Persistent Spells
  Make an Extended Language (Magick) Test.
  • When your SL reaches the CN of the Spell, it is Dispelled.
  FORTUNE & FATE
  Spending Fortune
  • Reroll a failed Test.
  • Add +1 SL to a Test after it is rolled.
  • At the start of a Round, choose when to act in that Round.
  Spending Fate
  • Die Another Day: Instead of dying, your character is knocked 
    out, left for dead, and takes no further part in the encounter.
  • How Did Tat Miss? You completely avoid the incoming
    damage by some extraordinary fuke. 
  Terror (Rating)
  Upon encountering Character with Terror make Cool Test.
  Success:  
  See below. 
  Failure:  
  Receive a number of Broken Conditions = (Rating) 
   
  + number of SL below 0.
  After Cool Test is completed, Character causes Fear (Rating)
  Fear (Rating)
  Upon encountering a Character with Fear make an Extended 
  Cool Test with a target SL = Fear (Rating). 
  Until passed, Character is subject to Fear:
  • Sufer -1 SL to all Tests afecting source of Fear.
  • Cannot Move closer to source without Challenging (+0) 
     Cool Test.
  • If source comes closer to you, Challenging (+0) Cool Test or 
    gain Broken Condition.
  Frenzy
  Become subject to Frenzy by passing a Willpower Test.
  While subject to Frenzy:
  • Immune to all other Psychology.
  • Will not fee or retreat for any reason.
  • Must Move and attack closest enemy.
  • Gain +1 Free Action Melee Test each Round.
  • Gain +1 Strength Bonus.
  • Remain in Frenzy until all enemies are pacifed or you 
    receive the Stunned or Unconscious Condition.
  • After Frenzy is over, gain Fatigued Condition.
  Hatred (Target)
  You are unable to socially interact with (Target).
  Upon encountering (Target) make Psychology Test.
  Failure:  
  You are subject to Hatred. You may Test again 
   
  each Round to remove Hatred.
  While subject to Hatred:
  • You must attempt to destroy (Target).
  • Gain +1 SL on all Combat Tests.
  • Immune to Fear and Intimidate (not Terror)
  Prejudice (Target)
  Upon encountering (Target) make Psychology Test.
  Success:  
  Act normally with -10 to Fellowship Tests.  
  Failure:  
  You are subject to Prejudice. You may Test 
   
  again each Round to remove Prejudice.
  While subject to Prejudice:
  • You must loudly insult (Target).
  PSYCHOLOGY
  Encumbrance Limit = Strength Bonus + Toughness Bonus
  • Items worn have their Encumbrance reduced by 1.
  ENCUMBRANCE
  Enc
  Example Trappings
  0
  Knives, Coins, Jewelry
  1
  Sword, Mandolin, Sling Bag
  2
  Greatsword, Tent, Backpack
  3
  Halberd, Cask, Large Sack 
  Enc
  Penalty
  Up to limit
  No penalties
  Up to double 
  limit
  –1 Movement (min: 3), –10 Agility, 
  +1 Travel Fatigue
  Up to triple 
  limit
  –2 Movement (min: 2), –20 Agility 
  (min: 10), +2 Travel Fatigue
  More than 3×
  You’re not moving.
  RESOLVE & RESILIENCE
  Spending Resolve
  • Immune to Psychology until end of next Round.
  • Ignore modifers from a Critical Wound until end of next
    Round.
  • Remove a Condition. If Prone is removed, regain 1 Wound. 
  Spending Resilience
  • Do not develop a Mutation. Keep all Corruption Points.
  • Instead of rolling, choose the result. You win by at least 1 SL. 
    You may do this on a Test that has already failed.
  
  Elf
  Halfing
  Human
  Dwarf
  Body
  –
  01–10
  01–50
  01–05
  Mind
  01–100
  11–100
  51–100
  06–100
  Now roll on either the Physical Corruption Table (page 184)
  or Mental Corruption Table (page 185). 
  Corrupting Infuences
  Upon encountering a Corrupting Infuence make a Challenging
  (+0) Endurance Test or Challenging (+0) Cool Test.
  Minor Exposure
  Witness a Lesser Daemon, Exposure to Mutants, Warpstone, 
  Chaos Artifact, Exposure to Skaven, Chaos Temple, Lairs, etc.
  Success:  
    
  No Corruption Points
  Failure:  
    
  Gain 1 Corruption Point
  Moderate Exposure
  Witness multiple Daemons, Contact with a Daemon, Warpstone, 
  Chaos Artifact, Brief exposure to environments steeped in Chaos.
  Success (2+ SL):  
  No Corruption Point
  Marginal Success (0-1 SL): Gain 1 Corruption Point
  Failure:  
    
  Gain 2 Corruption Points
  Major Exposure
  Witness a Greater Daemon, Prolonged contact with a Daemon, 
  Warpstone, Chaos Artifact, Consuming refned Warpstone,
  Making a deal with a Daemon, Prolonged exposure to environments 
  steeped in Chaos or dark magic.
  Impressive Success (4+ SL):  No Corruption Points
  Success (2-3 SL):  
   Gain 1 Corruption Point
  Marginal Success (0-1 SL): Gain 2 Corruption Points
  Failure:  
    
   Gain 3 Corruption Points
  Corrupting 
  Should you ever gain more Corruption Points than your
  Willpower Bonus + Toughness Bonus, make a 
  Challenging (+0) Endurance Test.
  Success:   
  No efect. Test again next time  you gain Corruption 
                 
  Points.
  Failure:  
  Lose Corruption Points = Willpower Bonus
                
  and then roll on the following table:
  CORRUPTION
  Te Cost of Living
  To maintain Status, expect to pay 1/2 your status level each day
  for cost of living (food, room, clothing, etc.)
  Tracking Money (Optional)
  Assuming the item is Available:
  • Characters may purchase anything they need that cost equal to
    or less than their Status Level.  
  • One purchase per day may be made for items above their
    Status Level with a successful Haggle Test.
  Availability - Buy/Sell
  Make an Availability Test for purchases and for available
  sellers and buyers based on Availability of the item.
  • Selling is worth half the items listed price.
  MONEY
  Village
  Town
  City
  Common
  In Stock!
  In Stock!
  In Stock!
  Scarce
  30%
  60%
  90%
  Rare
  15%
  30%
  45%
  Exotic
  Not in 
  Stock
  Not in 
  Stock
  Not in 
  Stock
  Standard coin values are:
  1 gold crown (1GC) = 20 silver shillings (20/–) = 240 
  brass pennies (240d)
  1 silver shilling (1/–) = 12 brass pennies (12d)
  Wounds
  Wounds = Damage - Toughness Bonus - Armour Points
  Some Damage does not allow Armor or Toughness mitigation.
  • If Wounds is reduced to 0, gain the Prone Condition.
  • You cannot remove Prone Condition until 1 Wound is healed.
  • Gain Unconscious Condition if not healed in 
    Rounds = Toughness Bonus.
  • You cannot remove Unconscious Condition until 1 Wound is 
    healed.
  • If Wounds is reduced to below 0, sufer a Critical Wound in 
    addition to the above.
  Healing Wounds
  You are Wounded if you have lost any of your Wounds.
  Good night sleep:  
  Average (+20) Endurance Test 
   
   
  Wounds Healed = SL + Toughness Bonus
  Taking it easy:  
  No Test
   
   
  Wounds Healed = Toughness Bonus
  Heal Skill:  
  See Healing Skill Test
  Bandages:  
  See Consumers’ Guide
  Healing Poultice:  
  See Consumers’ Guide
  Death
  To be at risk of Death you must meet all the following:
  • You have 0 Wounds
  • You have the Unconscious Condition
  • You have Critical Wounds > Toughness Bonus
  You die at the end of the Round.
  HEALING & DEATH
  COMPLETE CONDITION LIST
  Ablaze, Bleeding, Blinded, Broken, Deafened, Entangled,
  Fatigued, Poison, Prone, Stunned, Surprise, Unconscious
  Ablaze
  You are on fre! 
  • At the end of every Round, sufer 1d10 Wounds, modifed
    by Toughness Bonus + Armour Points, with a minimum of 1.
  • Each extra Ablaze Condition adds +1 Damage sufered.
  • Remove an Ablaze Condition by making an Athletics Test.
    Each SL removes an extra Ablaze Condition.
  Blinded
  You are unable to see properly. 
  • Sufer a –10 penalty to all Tests involving sight.
  • Opponents attacking you gain +10 to hit you.
  • Remove a Blinded Condition at the end of every other Round.
  Entangled
  You are wrapped in something restricting your movement.
  • On your Turn, you may not Move
  • All Actions involving movement sufer –10
  • Remove an Entangled Condition by winning an Opposed 
    Strength Test against the source.  Each SL removes an extra
    Entangled Condition.
  Bleeding
  You are bleeding badly. 
  • Lose 1 Wound at the end of every Round.
  • Sufer -10 to Tests to resist Festering Wounds, Minor 
    Infection, or Blood Rot.
  • If you reach 0 Wounds, gain the Unconscious Condition. 
  • At the end of Round, you have a 10% chance of dying per 
    Bleeding Condition.
  • You cannot regain consciousness until all Bleeding Conditions
    are removed.
  • Remove a Bleeding Condition with a successful Heal Test.
    Each SL removes an extra Bleeding Condition. Spells or Prayers
    remove 1 Bleeding Condition per Wound healed.
  • Once Bleeding Conditions are gone, gain Fatigued Condition.
  Deafened
  You are unable to hear properly.
  • Sufer a –10 penalty to all Tests involving hearing.
  • Opponents attacking you from the side or rear gain +10 to hit.
  • Remove a Deafened Condition at the end of every other Round.
  Fatigued
  You are exhausted or stressed, and certainly in need of rest. 
  • Sufer a –10 penalty to all Tests. 
  • Remove a Fatigued Condition requires rest, a Spell, or a divine 
    efect such as a Prayer.
  Surprised
  You aren’t at all ready for what’s about to hit you. 
  • You can take no Action or Move on your Turn.
  • You cannot defend yourself in Opposed Tests. 
  • Opponents striking you in melee combat gain +20 to hit.
  • Remove all Surprised Conditions at the end of each Round or
    after the frst attempt to attack you.
  Broken
  You are terrifed, , panicked, convinced you are going to die. 
  • Your Move and Action must be used to run away as fast as 
    possible until you are in a good hiding place beyond the 
    sight of any enemy.
  • You may then use your Action on a Skill to hide.
  • Sufer a -10 to all Tests not involving running and hiding.
  • You cannot Test to rally from being Broken if you are Engaged.
  • Remove a Broken Condition at the end of each Round with a 
    successful Cool Test. Each SL removes an extra Broken
    Condition. Modifcations based on circumstances.
  • Remove a Broken Condition at the end of a Round where you
    were in hiding, out of line-of-sight for the entire Round.
  • Once all Broken Conditions are gone, gain Fatigued Condition.
  Poisoned
  You have been poisoned or injected with venom. 
  • At the end of each Round, lose 1 Wound, ignoring all modifers. 
  • Sufer –10 to all Tests.
  • If you reach 0 Wounds when Poisoned , you cannot Heal any
    Wounds until all Poisoned Conditions are removed. 
  • If you fall Unconscious when Poisoned, make an Endurance Test
    after a number of Rounds = Toughness Bonus or die.
  • Remove a Poison Condition with a successful Endurance Test. 
    Each SL removes an extra Poison Condition.  A Heal Test 
    provides the same result. 
  • Once all Poison Conditions are gone, gain Fatigued Condition.
  Prone
  You have fallen to the ground,
  • Your Move can only be used to stand up or crawl at half your 
    Movement in yards.
  • If you have 0 Wounds remaining, you can only crawl. 
  • Sufer –20 to all Tests involving movement of any kind.
  • Opponents striking you in melee combat gain +20 to hit.
  • Remove the Prone Condition when you stand up.
  Stunned
  You have become disorientated or confused.
  • You are incapable of taking an Action.
  • You may Move at half your normal rate.
  • You can defend yourself in Opposed Tests.
  • Sufer –10 to all Tests. 
  • If you have any Stunned Conditions, opponents striking you 
    in melee combat gain +1 Advantage before rolling the attack.
  • Remove a Stunned Condition with a successful Endurance Test. 
    Each SL removes an extra Stunned Condition.
  • Once all Stunned Conditions are gone, gain Fatigued Condition.
  Unconscious
  You are knocked out, asleep, or otherwise insensible. 
  • You can do nothing on your Turn and are completely unaware 
    of your surroundings. 
  • Melee attacks targeting you automatically hit the location of 
    the attacker’s choice with the maximum possible SL, and also 
    inficts a Critical Wound.
  • Remove Unconscious Condition when 1 Wound is healed.
  • You may spend a Resolve Point to remove Unconscious Condition.
    However if the cause persists, gain Unconscious Condition at the
    end of the Round.
  • Once Unconscious Condition is gone, gain Prone Condition and
    Fatigued Condition.
  CONDITIONS
  
  Consume Alcohol (T) basic
  Your ability to handle alcohol.
  Consume Alcohol Test modifed by strength of the drink.
  Success: • No efect.
  Failure: • Each failure sufers a -10 penalty to WS, BS, Ag, 
   
    Dex and Int. Maximum of -30.
   
  • If failures => Toughness Bonus, you are considered 
   
    Stinking Drunk. Roll on the following table:
  Lasting efects:
  Challenging (+0) Consume Alcohol Test
  • Te efects wear of after 10 - SL hours.
  • After the efects wear of, make a Challenging (+0) Consume 
    Alcohol Test. You gain the Fatigued Condition for 
    5 - SL hours.
  • You may spend 1 Resolve Point to ignore efects of being 
    drunk until the end of the next Round.
  1d10
  Stinking Drunk
  1-2
  Gain a bonus of +20 to your Cool Skill.
  3-4
  Ignore all your Prejudices and Animosities 
  5-6
  Move or take an Action, not both.
  7-8
  Gain Animosity (Everybody!) 
  9-10
  Black out, wake up next day. GM and players
  decide what happened. Pass Consume 
  Alcohol Test or gain Poisoned Condition.
  Drive (Ag) basic 
  Adverse circumstances: Make a Drive Test
  • If nothing in Drive, a Test is needed for basic maneuverer.
  • If the result is an Astounding Failure (-6) roll below:
  Crashing: 
  Wounds sufered = 2d10 - (Toughness Bonus + Armor Points)
  • Repairs require appropriate Trade Skill (X).
  • Spare wheels can be repaired by anyone with a Drive Test.
  Gamble (Int) basic 
  • Make a Gamble Test, (-10) if unfamiliar with game.
  • Player with highest SL wins. 
  • On a tie, highest players enact another Gamble Test.
  • Cheating is done through Sleight of Hand.
  Haggle (Int) basic
  Make a Haggle Test:
  Success: 
  • Reduce price by 10%.
   
  • Astounding Success (+6) reduce price by 20%.
  Heal (Int) advanced 
  Make a Heal Test to do one of the following:
  Success:  • Diagnose an illness, infection, or disease.
   
  • Treat a disease (see page 188)
   
  • Heal Wounds = Intelligence Bonus + SL 
     
    note: only one Heal per Encounter.
   
  • Remove a Bleeding Condition, each SL removes
   
    an extra Bleeding Condition.
  Failure: • If Intelligence Bonus + SL < 0 then you cause 
   
    Wounds.
   
  • If Heal Test is Astounding Failure (-6) you 
   
    cause a Minor Infection (see page 187).
  Target with a disease:
  Success:  You do not contract the disease. Each SL also 
   
  prevents others from contracting. Each day of rest 
   
  reduces duration of disease by one.
  Failure:  ???
  Intimidate (S) basic 
  Intimidate Skill opposed target’s Cool Skill
  Success:  • Targets Intimidated = Strength Bonus + SL 
   
  • Targets will back down or move away.
  Combat:  • You cause Fear to Intimidated targets.
   
  • May use Intimidate Skill instead of Melee when 
   
    defending to cause target to back away. 
  1d10
  Result
  1-2
  Snapped Harness: One horse (or equivalent) 
  Passengers sufer 1 Wound
  Te vehicle Crashes.
  breaks free; reduce speed accordingly.
  3-5
  Jolted Carriage:
  and fragile cargo might be damaged.
  6-8
  Broken Wheel: Pass a Drive Test every 
  Round to avoid Crashing. Two-wheeled 
  vehicles Crash automatically.
  9-10
  Broken Axle: 
  INTIMIDATE & STATUS
  Those of a higher Tier gain a bonus of +10 to Intimidate
  Tests against those of a lower Tier.
  Intuition (I) basic 
  Success: 
  • Learn about environment or something hidden. 
   
  • If someone is trying to keep it hidden, resist by
   
    Opposed Cool Test vs your Intuition Test.
   
  • In combat, gain +1 Advantage.
  Leadership (Fel) basic 
  Make a Challenging (+0) Leadership Test:
  Success: 
  • Issue orders to # targets = Fellowship Bonus + SL
  Combat: • Leadership Test to inspire others. Tey gain +10 
   
    to Psychology Tests until end of next Round.
   
  • Transfer 1 Advantages per SL to ally. 
  LEADERSHIP & STATUS
  Those of a higher Tier gain a bonus of +10 to Leadership
  Tests infuencing those of a lower Tier.
  Those of Tiers 2 higher than the target gain a bonus of 
  +20 to Leadership Tests infuencing those a lower Tier.
  Outdoor Survival (Int) basic 
  Fish, hunt, forage, build fres, shelters, read the weather, track.
  Make a Challenging (+0) Outdoor Survival Test.
  Success:  • Gain sustenance and shelter. Each SL provides 
   
    shelter and food for one more person.
   
  • In combat, gain +1 Advantage.
  Failure: • Make a Challenging (+0) Endurance Test or
     
    gain the Fatigued Condition.
  Pick Lock (Dex) advanced 
  Make an Extended Pick Lock Test with the number of SL
  required to open the lock dependent on the complexity. 
  LOCKS AND LOCK PICKS
  Lock Type
  Difculty
  SL
  Latch
  Average (+20)
  0
  Normal Door
  Challenging (+0)
  Difcult (-10)
  2
  Secure Door
  2
  Treasure Chest
  Hard (–20)
  5
  Vault Door
  Very Hard (–30)
  10
  Stealth (Ag) basic, grouped 
  Opposed Stealth Test vs. Perception Test
  • Apply modifcations for darkness, route, etc.
  • Impressive or Astounding failure immediately draws attention 
  of the people you are trying to avoid.
  Specializations: Rural, Underground, Urban
  SHADOWING
  Shadowing is following someone secretly. To do this requires
  a Combined Perception and Stealth Test (see page 155). If 
  the target is actively trying to lose a tail, it is Opposed with the
  target’s Stealth Skill.
  If you pass the Perception Test, and fail the Stealth Test you
  follow the target, but are spotted. If you fail the Perception Test,
  yet pass the Stealth Test, you lose your target, but go unnoticed. 
  Leaping and Falling
  Jumping to reach high ledges, leaping and falling.
  Leaping:
  • You can leap your Movement in feet without a Test.
  • Jumping further requires an Average (+20) Athletics Test.
  • Jumping without proper run up requires a Challenging (+0) 
    Athletics Test.
  Success: 
  • Each SL adds an extra foot to the leap.
  Falling:
  • Damage Sufered = 1d10 + 3 Damage/Yard you fall
  • Damage is reduced by your Toughness Bonus only.
  • Purposely falling or jumping down requires an Average (+20)
     Athletics Test to lessen the damage.
  • If Wounds sufered > Toughness Bonus, gain Prone Condition 
  Success: 
  • You count as having fallen 1 less yard + 1 per SL.
   
  • If distance you fell is 0 or less, sufer no Damage.
  Pursuit
  1: Determine Distance - GM decides a number to represent
  the distance between the pursued and the pursuers. Typically
  between 1 and 8.
  2: Test - Everyone in the pursuit makes a movement test.
  Typically this is a Drive Test, Ride Test or Athletics Test.
  3: Update Distance - Diference between lowest SL of the
  pursued and the highest SL of the pursuers is: added to the 
  Distance if the pursued won, subtracted from the Distance if
  the pursuers won.
  4: Determine Outcome - If the Distance falls to 0 or less, the
  pursuers have caught the quarry. Te pursued can sacrifce 
  their slowest member that round to delay the pursuers as the
  rest fee. If this occurs, pursuers must decide who will stop and
  who will continue pursuit.
  If Distance reaches 10+ the pursuers have lost their quarry.
  Bribery (Fel) basic
  Engage in bribery or asses likelihood to accept a bribe.
  Make a Bribery Test to tell if a target may be bribed.
  Success: 
  1: GM secretly determines price of cooperation using 
       
      targets Earnings. 
   
  2: Player can guess ‘higher, lower, equal’ up to the 
   
      number of Bribery Test SL.
   
  3: Player ofers money. To succeed the value must 
   
      be equal or higher than the determined number.
  Bribery can be used in combat to stop a fght, but you must 
  pass a Hard Bribery Test (-20).
  Charm/Gossip (Fel) basic 
  Make people think favorably of you.
  Opposed Charm/Cool Test vs. Charm/Cool Test.
  • People afected =  Fellowship Bonus + SL.
  Success: 
  • Infuence the behavior of one or more targets.
   
  • In combat, persuade someone to stop attacking you 
   
    for one Round, gain +1 Advantage.
  Failure: • No further Charm Tests may be made.
  CHARM & STATUS
  Those of a higher Tier gain a bonus of +10 to Charm Tests
  infuencing those of a lower Tier.
  Those of a lower Tier sufer a penalty of -10 to Charm Tests
  infuencing those of a higher Tier.
  GOSSIP & STATUS
  Those of a diferent Tier than their target sufer a penalty 
  of -10 to Gossip Tests.
  COMPLETE SKILL LIST
  BASIC SKILLS
  Art, Athletics, Bribery, Charm, Charm Animal, Climb, Cool,
  Consume Alcohol, Dodge, Drive, Endurance, Entertain, Gamble,
  Gossip, Haggle, Intimidate, Intuition, Leadership, Melee,
  Navigation, Outdoor, Survival, Perception, Ride, Row, Stealth    
  ADVANCED SKILLS
  Animal Care, Animal Training, Channeling, Evaluate, Heal,
  Language, Lore, Perform, Pick Lock, Play, Pray, Ranged, Research,
  Sail, Secret Signs, Set Trap, Sleight of Hand, Swim Track, Trade 
  SKILLS & ACTIVITIES
  
SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/4th Edition/Homebrew & Fan Material/GM Screen.pdf