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These sheets are intended only for the personal use of existing owners of the game for additional reference.
Universal Head makes no claim whatsoever to the rights of the publisher and copyright holder, and does not
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used without permission. This PDF may not be re-posted online, sold or used in any way except for personal use.
v1
Game:
3RD EDITION
Publisher: Fantasy Flight Games (2009)
Aug 2014
Page 1-3: Reference cards
Page 4: Combat reference sheets
Print on card (ensure you are printing at 100% scale) laminate and trim to size.
DICE
Success: If the net result of the check includes
d8 Challenge 2 |2 | | | |1 at least 1 success the task succeeds.
Challenges facing a character taking an action. Righteous Success: Success; plus add the results
from an additional die of the same type.
d8 Characteristic 4 |2 |2 Challenge: Each cancels one success. If there are more
challenges than successes the task automatically fails.
Importance of a characteristic in fulfilling a task. Basis of
a dice pool. Can convert into stance dice. Bane: Negative side effects.
You may succeed at a task and still trigger a bane.
ARCANE MAGIC
Default difficulty for casting a spell is Simple (0 ). If forced to lose power and already at 0 power,
To cast a higher rank spell: add 1 per rank difference. Discipline (WP) check, equal to the amount of
On a miscast, apply 1 additional per rank difference. power you are unable to lose.
On a success, suffer 1 stress. On a fail, suffer 1 stress
Power = WP = at equilibrium. and a temporary insanity with the Chaos or Trauma
To generate power, take the Channel Power action. trait (place tokens on the card equal to the difficulty
If holding an item attuned to your Wind of Magic of the check).
add to the check equal to its Attuned rating.
QuickCasting
Spellcasting: Fulfill the action card requirements, To channel power and cast a spell on the same turn,
then (usually) make a Spellcraft check based on INT. add an extra to the Spellcraft check.
The power is always consumed.
Reckless Casting
Excess Power If in reckless stance and you roll a on a Spellcraft
End of Turn phase and Rally step: check, increase the Party Tension meter by one.
Above equilibrium, perform a manoeuvre or lose 1 power. Miscasts
Below equilibrium, gain 1 power.
If you roll one or more on a Spellcraft check, trigger
If storing more than twice WP in power, spend a appropriate card effects and draw a Miscast card and
manoeuvre and suffer 1 stress, or power returns to find the matching line. Continue to draw cards until they
equilibrium and immediately suffer 1 fatigue per point are all used if there are symbols left.
vented, and roll 1 per point vented. For every suffer
1 wound, and for every suffer 1 stress.
Other Skills
Magical Sight is usually automatically successful if
Losing Power required; more information requires a skill check of
If forced to lose power, immediately remove it from varying difficulty.
your current supply. If there is not have enough, you are
reduced to 0 power and suffer 1 stress. Cantrips are useful, minor spells, trivial (automatically
successful) or of easy to average difficulty.
Spellcasting, Gaining Favour & Invocations.
MORRSLIEB MALAISE
MOONLIGHT EFFECTS
GENERAL EFFECTS
is increased by 1.
unresolved .
Melee Strike wpn skill (str) vs. def 0 def Guarded Position discipline (wp) 0 defImprvd Guarded Pstn dscpln (wp) 0
Melee weapon, engaged with target Until your next turn, add to any Melee /Ranged Until your next turn, add to any Melee /Ranged
Attack actions targeting you or any allies in the same Attack actions targeting you or any allies in the same
Hit for normal damage.
engagement as you. engagement as you.
Hit for +2 damage.
Until your next turn, add to any Melee /Ranged Until your next turn, add to any Melee /Ranged
Perform a manoeuvre for free. Attack actions targeting you or any allies in the same Attack actions targeting you or any allies in the same
Target may disengage from you for free. engagement as you. engagement as you.
An engaged ally may remove 1 recharge token from Up to 2 allies in the same engagement may remove
any of his currently recharging cards. 1 recharge token from any of their recharging cards.
Ranged Shot ballistic skill (ag) vs. def 0 Suffer 1 stress. Suffer 1 stress.
Ranged weapon, not engaged with an enemy
Hit for normal damage.
Hit for +2 damage. active def Block 2 active defmproved I Block 2
Perform a manoeuvre for free. TO 3+ Shield equipped TO 4+ Shield equipped, Resilience trained
One unengaged opponent in close range may engage you. After you are targeted by a Melee /Ranged Attack, add 2 After you are targeted by a Melee /Ranged Attack, add 2
recharge tokens to this action to add to the actions dice pool. recharge tokens to this action to add to the actions dice pool.
Perform Stunt check based on stunt 0 If Resilience trained, add another . Your Soak value is increased by 1 until the end of the round.
GM discretion
Perform action as intended. active def Dodge 2 active defmproved I Dodge 2
Perform action incredibly well; AG 3+ Not encumbered AG 4+ Not encumbered, Coordination trained
may perform a free manoeuvre.
After you are targeted by a Melee /Ranged Attack, or a Spell After you are targeted by a Melee /Ranged Attack, or a Spell
Physical check: recover 1 fatigue. Mental check: 1 stress. or Blessing that targets your defence, add 2 recharge tokens or Blessing that targets your defence, add 2 recharge tokens
Physical check: suffer 1 fatigue. Mental check: 1 stress. to this action to add to the actions dice pool. to this action to add to the actions dice pool.
If Coordination trained, add another .
def Assess Situation intuition (int) 0 active defmproved I Parry 2
Add to dice pool if engaged with an enemy.
active def Parry 2 STR 4+ Melee weapon, Weapon Skill trained
Recover 1 fatigue and 1 stress. Until your next turn, add STR 3+ Melee weapon
After you are targeted by a Melee Attack, add 2 recharge tokens
to any Melee /Ranged Attack actions targeting you. After you targeted by a Melee Attack, add 2 recharge tokens to this action to add to the actions dice pool.
Remove 1 recharge token from one of your cards. to this action to add to the actions dice pool. If the attack misses, you may add or remove 1 recharge token
GM may add 1 recharge token to one of your cards. If Weapon Skill trained, add another . from one of your Melee Attack cards.
# Henchmen # Henchmen
Name Name
St + D m A g + Dm St + D m A g + Dm
# Henchmen # Henchmen
Name Name
St + D m A g + Dm St + D m A g + Dm
Bounce n Chomp Squig Unquenchable Rage Devastating Swing (+ Basic) Boneripper Rat Ogre Blessing of the Horned Rat
Flying Debris
Chompity Chomp Chomp! (+ Black Orc, Epic, Ongoing) Giants, Trolls Cheap Shot (+ Daemonic) (+ Active Defence, Epic)
Giants
(+ Monstrous) Squig Feeding Frenzy/Avalanche of Flesh Fight-Fight! (+ Support)
Chop! (+ Basic) Devouring Grasp (+ Ongoing) Vomit
(+ Monstrous, Ongoing) Run-Run!
Crush em Good! Shaman, WAAAGH! Rend the Flesh River Troll, Stone Troll
Craven Attack (+ Goblin)
Da Big Smash! Orcs Da Brainbursta River Troll, Stone Troll
Ed Butt! The Overwhelming Horde (+ Teamwork)
Gaze of Mork (+ Petty) Snapping Heads (+ Beast)
Jeer n Jab Goblins Sadistic Blow (+ Dark Elf, Chaos) Rank 1 Aspect of the Horned Rat
Gerroff Me! War Hydra
Kiss My Waaagh! (+ Epic) Skitterleap (+ Reaction)
Quit Yer Yappin
Pigsticka Swallow Whole (+ Ongoing) Vermintide
Stick em wif da Pointy End Shaman, Rank 1, WAAAGH! Quick-Quick, Kill-Kill!
Throw Into the Wall Rank 2 Pestilent Breath
(+ Basic) Goblins Fire of Mork Warpstone Throwing Stars (+ Clan Eshin) Warp Lightning
Stomp Morks Know Wotz
Whip Strike (+ Dark Elf, Animal Handler)
Swarm Em! Mork Wants Ya!
(+ Teamwork) Snotlings, Goblins Vindictive Glare
Warpath